Storm Bolter : Table 5-4 lists the Storm Bolter's Rate of Fire as S/2/4, the same as a normal bolter, but the Storm property indicates that every hit is actually 2 hits, leading to the impossible scenario of inflicting 2 hits with 1 shell on single shot mode. It might be good to clarify that every shot with the storm bolter is actually 2 shots, so the the amount of ammo consumed is double what the ROF in the chart indicates.
Rogue Trader Errata
FuriousGuy said:
Storm Bolter : Table 5-4 lists the Storm Bolter's Rate of Fire as S/2/4, the same as a normal bolter, but the Storm property indicates that every hit is actually 2 hits, leading to the impossible scenario of inflicting 2 hits with 1 shell on single shot mode. It might be good to clarify that every shot with the storm bolter is actually 2 shots, so the the amount of ammo consumed is double what the ROF in the chart indicates.
I guess that is one of the most common questions of all, so it would have been included anyway.
A question that needs clarification is the one about dodging storm weapons: Does success negate 1 hit a la Auto Fire or 2 hits a la Dual Shot?
The MIU weapon interface and/or ballistic mechedendrite need some rebalancing. The flavour text makes it sound like the interface should be worse than the ballistic mechedendrite, but the current stats make much better:
- The WI fires as a free action, the BM is a reaction at best.
- The WI has no restrictions on the weapons it can carry. The BM needs a specific talent (with downsides) to mount anything beyond a compact laspistol.
Bilateralrope said:
The MIU weapon interface and/or ballistic mechedendrite need some rebalancing. The flavour text makes it sound like the interface should be worse than the ballistic mechedendrite, but the current stats make much better:
- The WI fires as a free action, the BM is a reaction at best.
- The WI has no restrictions on the weapons it can carry. The BM needs a specific talent (with downsides) to mount anything beyond a compact laspistol.
As stated in the MIU Weapon Interface thread in the Rules Questions forum, the WI is still subject to the "only one attack action per round" rule. That tempers the power of it somewhat.
Also, the weapon would need to be mountable on a shoulder (for the usual configuration), which would suggest a pistol type weapon, a basic weapon tops.
I'll admit though, this could do with being put in the errata, rather than remaining as Dev e-mails answering Rules Questions.
MILLANDSON said:
... the "only one attack action per round" rule.
That rule, if it is to be a rule, should be put in the errata. Clarifying the weapon types that can work with the MIU-WI wouldn't hurt either.
Well, it's that you cannot do the same action twice in a round. In Dark Heresy, this covered all attacks as the same type of action (psychic powers counted as an attack too), where as this isn't clearly stated in Rogue Trader. So yea, it should be included to clarify.
Well, it's that you cannot do the same action twice in a round. In Dark Heresy, this covered all attacks as the same type of action (psychic powers counted as an attack too), where as this isn't clearly stated in Rogue Trader. So yea, it should be included to clarify.
Actually, I cant find anywhere in the rules where it says the you can't take the same kind of action twice. I can find "you can't take the same kind of half action twice" but that's not the same thing and doesn't apply to MIU. MIU attacks are free actions.
Same thing goes for DH.
MILLANDSON said:
Well, it's that you cannot do the same action twice in a round. In Dark Heresy, this covered all attacks as the same type of action (psychic powers counted as an attack too), where as this isn't clearly stated in Rogue Trader. So yea, it should be included to clarify.
Where is this one attack per turn rule published ?
It isn't in and Dark Heresy or Rogue Trader book, It isn't in the errata.
Also, why would someone want a ballastic mechadendrite if this rule exists ?
Bilateralrope said:
MILLANDSON said:
Well, it's that you cannot do the same action twice in a round. In Dark Heresy, this covered all attacks as the same type of action (psychic powers counted as an attack too), where as this isn't clearly stated in Rogue Trader. So yea, it should be included to clarify.
Where is this one attack per turn rule published ?
On page 236, under Half Actions "A character cannot take the same Half Action twice in the same Turn." It appears that a Ballistic Mechadendrite can be combined with an ordinary attack if you spend your Reaction to do it, since you would be making that attack out of turn.
Anyway, more career errata and concerns:
Voidmasters get Paranoia at Rank 2 and Rank 6, and True Grit at Rank 2 and Rank 5. They get Independent Targeting, but not Ambidextrous or Two Weapon Wielder (Ballistic), so the Talent is basically useless for them. They're also one of two Careers that don't get Step Aside, Wall of Steel, or Duty Beyond Death. Also, I think they should probably get Trade (Astrographer) at some point. It also seems peculiar that they have so many Lore Skills, and a bad Intelligence progression, and almost nothing that requires Willpower higher than 30, and a good Willpower progression.
Navigators get Trade (Scrimshawer) at Rank 2 and Rank 4. They don't get Navigation (Warp) +20. They're the other Career that doesn't get Step Aside, Wall of Steel, or Duty Beyond Death. I'm concerned about the fact that the roll to exist the Warp (p. 185) is a Hard Perception Test. It's too difficult for a non-trainable skill, and especially too difficult when you have an NPC Navigator. It's not clear whether a Navigator can wear a mask to overcome the effects of the Inhuman Visage Navigator Mutation (p. 182). It's not clear what kind of action the Tides of Time and Space power is. It seems like it should be a Free Action, but this isn't stated anywhere. Navigators also seem to have little to do in ship combat - they don't get Command until Rank 4, Pilot (Space Craft) or Scrutiny until Rank 6, or Tech Use or Medicae at all, and often have hefty Fellowship penalties. It seems to me that they should get Scrutiny a lot earlier than Rank 6.
Missionaries get Lightning Attack but not Swift Attack.
Arch-Militants get Dual Strike, but not Two-Weapon Wielder (Melee).
In general, far too few careers get Scrutiny at a reasonable pace, and Inquiry is too difficult to get without an Elite Advance (only Seneschals and Missionaries have it on their Career). The ability to track down buyers and sellers, and to tell whether they're lying, are key for characters involved in a commercial mission. Also, I think only two careers have the Ciphers (Rogue Trader) skill. And I think Berserk Charge is way overpriced whenever it's costed at 500xp. It's rare that you'll charge more than once per combat.
Graspar said:
Well, it's that you cannot do the same action twice in a round. In Dark Heresy, this covered all attacks as the same type of action (psychic powers counted as an attack too), where as this isn't clearly stated in Rogue Trader. So yea, it should be included to clarify.
Actually, I cant find anywhere in the rules where it says the you can't take the same kind of action twice. I can find "you can't take the same kind of half action twice" but that's not the same thing and doesn't apply to MIU. MIU attacks are free actions.
Same thing goes for DH.
Except that Sam Stewart has stated that the MIU does come under it. Basically, it's a half-action that is made into a free action. It's to make your shooting action free so that you can do other things in your turn.
I know, and I think it's a good way to handle the MIU. I just wanted to point out that there's no such rule as "only one attack per round" or "no repeat actions". RAW prohibits repeat half actions, nothing more.
We would like to know how Navigators increase their Navigator power mastery.
Table 5-8 on page 131 lists a knife with an availability of plentiful .
Table 9-35 on page 272 lists a knife as an example of
abundant
goods.
Little Dave said:
We would like to know how Navigators increase their Navigator power mastery.
On p. 178 in the section "Gaining Navigator Power", it says, "...at each Rank, they may spend experience points to gain either a new power or raise an existing power to the next level..." The Navigator Power talent (p. 103) does not specify that you can increase an existing power when you buy it, but I'd say that just got left out of the talent based on the above quoted text.
I have just noticed, while preparing tonight's game, that there are skills on my players' character sheets which do not exist in the Rogue Trader book; for example, Lip Reading. They do exist in Dark Heresy , but like the "choosing skills you already have" issue above, that's not too helpful if you don't happen to have DH . It might be handy if such holdovers from the other game get a writeup for RT , so that we can use them without having to buy the other book.
It is unclear whether damage from virus grenades is reduced by armour. It is also unclear whether the word "Damage" in the desription of their special effects in table 5-6 on page 127 refers to the damage listed in the table or only to damage from the toxic quality.
Need to clarify which special abilities and tallents can be used during starship combat.
Can the Rogue Trader use his "once per round" special ability to provide +10% to a pilot check, navigation check, or ship boar weapons attack roll?
Can an Arch Militant "ship weapons" as the class of weapons to which his special ability applies, so that he gets +10% to Balistic Skill and +2 damage with starship weapons?
Can the Logis Implant tallent be used to get +10 on starship atacks?
Will the MIU cybernetic implant help with tech use tests to repair a starship, or pilot tests?
Does a combi tool actually give a +10 bonus to repair starships or boost their performance?
Table 8-5 lists suplemental components on a starship. Some items, like armour plating, are noted that they "may not be selected more than once".
Does that mean any other component CAN be installed multiple times on the same ship. So I can intall five trophy rooms on the same ship?
If I'm allowed to have more three baracks on the same ship, do I get +300 achievement points towards military objectives, and +60 to comand tests involving boarding and hit & run actions?
On a related point, how come on page 199 it says that a ship must have one (no more) component from each essential category. If I want to have three different Auger Arrays, why shouldn't I? I could switch back & forth using whichever one is more useful at a particular time.
Also, the power and space requirements for installing component X on a Raider is identical in all cases to the power & space requirements for intalling component X on a frigate. Which begs the question, why do cruisers & frigers need to be distinguished as two seperate classes of ships. A tiny difference in speed & armour hardly seems enough to say that they are wildly different ship classes.
northern_bear said:
Does that mean any other component CAN be installed multiple times on the same ship. So I can intall five trophy rooms on the same ship?
If I'm allowed to have more three baracks on the same ship, do I get +300 achievement points towards military objectives, and +60 to comand tests involving boarding and hit & run actions?
On a related point, how come on page 199 it says that a ship must have one (no more) component from each essential category. If I want to have three different Auger Arrays, why shouldn't I? I could switch back & forth using whichever one is more useful at a particular time.
Also, the power and space requirements for installing component X on a Raider is identical in all cases to the power & space requirements for intalling component X on a frigate. Which begs the question, why do cruisers & frigers need to be distinguished as two seperate classes of ships. A tiny difference in speed & armour hardly seems enough to say that they are wildly different ship classes.
1) Yes, you can install 5 trophy rooms if you so wished.
2) Yea, you would get those bonuses, but you would only get the command test bonus when carrying troops. The troops do not automatically come with the barracks, the barracks just gives you the ability to carry them in a way that is beneficial to you on short notice.
3) Because the rules state so/because the infrastructure of the ship only caters for a single augur system?
4) Because they are entirely different classes in the setting (see Battlefleet Gothic, plus many other sources).
Hi everyone,
Sorry to interject, but under "Additional Facilities" on page 205, it states that "any of the following Components may only be added to a starship once."
That includes the Temple-shrine, the Librarium, the Munitorium, Extended Supply Vaults, the Crew Reclamation Facility, the Trophy Room, the Observation Dome, and the Murder-servitors. This was a deliberate design choice.
Table 8-5 should have noted that all "Additional Facilities" can only be selected once. Most of the "Augments and Enhancements" can be selected multiple times, except as you noted, the Armour Plating, Armoured Prow, and Tenebro-maze.
Hope that clears things up!
Sam
FFG_Sam Stewart said:
but under "Additional Facilities" on page 205, it states that "any of the following Components may only be added to a starship once."
Ah. Good point. I missed that. But the "additional facilities" do not include the barracks, cargo holds, or luxury passenger quarters. So I could still instal three barracks on my ship, which seems a bit weird.
I'm going to design a Cruiser that has zero weapons, but contains a teleporter, murder servitors, and 8 Barracks. This will provide a total of +200% on hit and run command tests.
I'm going to assume that with a +200% modifier, my guys will win the opposed hit and run command test. A sucessful hit and run also deals one point of hull damage per degree of sucess. I figure that means 20 to 30 damage directly to hull integrity with every hit and run action.
Hit and run is an extended action, meaning anybody not piloting the ship can do it.
There should probably be a rule that places restrictions on multiple characters perform the same extended action in the same turn. Like having three different characters all using the auspex array in the same turn, for either different, or the same task. But if that rule exists, I can't find it. So there's no rule against launching multiple hit and run attacks in the same turn.
The ship only needs one pilot so everybody else (a couple of players, plus a couple of NPC crew) are all going to launch hit and run attacks. That should automatically deal out a good 100 to 200 points of hull integrity damage per turn.
Sweet. Anybody who comes within range of my teloporters is toast!
Don't forget bonuses (and penalties) cap at 70.
Aye, I think there should be limits put on the teleportarium, like "can only be used once per strategic round" or "can't be used through shields" or something. At present, it really could do with a few limits put in place.
Little Dave said:
Don't forget bonuses (and penalties) cap at 70.
Where did you find this rule?
I know about the +/-60 rule for attacking modifiers, but not for any other skill tests.