When I started GM`ing RT, I made a couple of mistakes. Not game sistem relevat but lore. I gave my MinMax Kill-a-can "im the best at everything" player a storm bolter (yes, kill me) and, for some reason, a multi-melta. I dont want to just take away his toys because I made a mistake, but those weapons are close to relics and shouldn`t be on his hands. But I was naive and haven`t actually read those little details about the rules od aquisition and how really rare those items should be (the lore, not the rule about it) and now that I have I feel like an idiot. Planning on how to take them with the power of the PLOT. But I really could use an advise on this. What can I do?
My sins
How long ago did you do this, game session wise?
I nearly did the same thing, involving a treasure room filled with rare and unique items. I had designed it for players I knew were conscientious of lore and experienced RPers, who would just take what they needed, or something they thought was cool, and not to unbalance the game, but when several new players joined up before the encounter, I forgot to take them into account. This resulted in 'grab all the things!', and 'I want to wear the Eldar Farseer Armour!", and "Why can't we have everything? Let's just load it onto a palette, and use our teleportarium!"
I had to simply admit to them that I'd made a mistake as a GM, that most of the items were not supposed to be usable per lore (and not necessarily mechanics), and explain to them that I did a bad, as GM I couldn't allow them to have such things, and apologize for making the mistake.
If not too much time has passed, you can simply buck up and admit your mistake to your player, and ask him to work with you on the matter.
The only other thing I can think of is, at least in the case of the Storm Bolter, make every rich Imperial who sees it gasp in awe of it... and then promptly send thieves to steal it (or at least attempt to). He'll get so tired of carrying it around and dealing with all the questions as to how he got it, he'll use something more modest, bringing it out for special occasions like boss fights or major battles, which is what they're supposed to be for anyways.
Upkeep tests.
They're an ignored rule on Page 275 of the Core Rulebook, but if these are truly ancient items of power that are also very delicate (as Storm Bolters would be), after every session where it's used require your player to make an Upkeep test to keep it in pristine condition. Eventually they'll fail, and the item will be reduced to poor quality (below this I treat it as lost), or only brought out in extreme conditions.
Upkeep tests.
They're an ignored rule on Page 275 of the Core Rulebook, but if these are truly ancient items of power that are also very delicate (as Storm Bolters would be), after every session where it's used require your player to make an Upkeep test to keep it in pristine condition. Eventually they'll fail, and the item will be reduced to poor quality (below this I treat it as lost), or only brought out in extreme conditions.
^This.
Also, I'd say that if they're making regular upkeep tests, they might end up with the AdMech taking an interest in how these gifts of the Machine God are being employed. And the AdMech might decide they want the Machine God's blessing's back .
Personal power level doesn't matter that much in RT due to scale.
Hell, you could have an RT in heavily augmented power armour, dual wielding pistol-grip best-quality Plasma Guns and it wouldn't affect the game at all; he would still have to bring troops to board a vessel or put down an uprising etc. etc.
It's the power level of their troops that matters more. For example -
1. A few thousand un-armoured armsmen with las carbines (pretty much standard at the beginning of a campaign)
or
2. 10,000 Carapace armoured veteran Guardsmen with lasguns, backed up with heavy/special weapons and each man carrying multiple grenades, survival kits, rations etc. and supported with Armoured or Mobile elements such as Leman Russes or Valkyries. (late campaign)
It's their manpower which wins wars, not their personal gear..... let them have the shiny things, they'll soon find out they need more than that.
Personal power level doesn't matter that much in RT due to scale.
Hell, you could have an RT in heavily augmented power armour, dual wielding pistol-grip best-quality Plasma Guns and it wouldn't affect the game at all; he would still have to bring troops to board a vessel or put down an uprising etc. etc.
It's the power level of their troops that matters more. For example -
1. A few thousand un-armoured armsmen with las carbines (pretty much standard at the beginning of a campaign)
or
2. 10,000 Carapace armoured veteran Guardsmen with lasguns, backed up with heavy/special weapons and each man carrying multiple grenades, survival kits, rations etc. and supported with Armoured or Mobile elements such as Leman Russes or Valkyries. (late campaign)
It's their manpower which wins wars, not their personal gear..... let them have the shiny things, they'll soon find out they need more than that.
That kind of depends on playstyle.
The game is largely designed around the player party and its personal scale. It's not really designed to handle things on a larger scale particularly well.
If you look at what FFG expects Rogue Traders to be doing, judging by the example mini-scenarios and adventure books, it is massively centered on the PCs doing everything, with large-scale NPC support relegated by and large to the background.
On the other hand, I've never yet heard of a game where a Rogue Trader didn't invest in at least some combat troops. Maybe not a full regiment's worth, but usually at least a company's worth.
Uhm...How does he carry them? Combined weight of those two items alone is 49kg. That means he would need a combined SB and TB of 4 each to carry them unencumbered! That also means, no extra ammo, no armor and no other weapons!
If you want to take a darker approach, If the wrong bad guy gets to coveting his relics, well, a sniper can cure the situation pretty quickly! Just sayin...
My GM must be evil. Get in close combat and target those oh so ancient relics with a Power Weapon. Problem solved. Or have enemies target the ammo containers of the multi melta. Remember whatever your players can bring, their powerful enemies can probably bring as well.
I'd probably make the weapons actual relics... full blown these have been in service since the dark age of technology and have a history longer and more impressive than your dynasty relics.
Once this fact is uncovered I'd have the pride and prestige grant a point or two of profit factor for the dynasty but I'd also make constant petitions for the Adeptus Mechanicus to have the weapons sent to them for study and calibration. They promise that the calibration will actually increase the potency of said weapons and you will continue to own them the entire time It will only take 3-4 decades to do... six at the max.
Also this means any of the faithful on the crew would insist on having them interred in a reliquary and sullying the artifacts with day to day use would be heresy of the highest order. They need the most expensive sacred unguents regularly and a historian must appease the machine spirits of such venerable weapons by uncovering an entire list of their deeds and owners before they're used again.
That or I'd have the next Orks the group encounter take an interest in the weapons and keep trying to loot them.
Or you could make the following point: The Multi-melta is an anti-tank weapon. If your group wants to carry anti tank weapons they must want to fight tanks right?...
...INCOMING!!!
That or I'd have the next Orks the group encounter take an interest in the weapons and keep trying to loot them.
A Squad or two of da Boys with a killer kan or two? Hmmm...