lure of the expanse question

By the 8 spider, in Rogue Trader

from france

my first question is : one of the ship has a -5 manoeuvrability i think it make it impossible to move. is it a typo?

second question. is it possible to have a team without a rogue trader players and play for one of the concurent?

third question is it possible to play it "humanitarian?" to play it. like conivince the eldar to allows the santarch to be the living guardian of the planet. after all they believe they are in paradise and do not spoiled it.

the 8 spider said:

from france

my first question is : one of the ship has a -5 manoeuvrability i think it make it impossible to move. is it a typo?

second question. is it possible to have a team without a rogue trader players and play for one of the concurent?

third question is it possible to play it "humanitarian?" to play it. like conivince the eldar to allows the santarch to be the living guardian of the planet. after all they believe they are in paradise and do not spoiled it.

The -5 is applied to test rolls to succeed piloting the ship.

the 8 spider said:

from france

my first question is : one of the ship has a -5 manoeuvrability i think it make it impossible to move. is it a typo?

second question. is it possible to have a team without a rogue trader players and play for one of the concurent?

third question is it possible to play it "humanitarian?" to play it. like conivince the eldar to allows the santarch to be the living guardian of the planet. after all they believe they are in paradise and do not spoiled it.

1. As Peacekeeper said, that's just a modifier to the piloting rolls for manoeuvres.

2. Erm... could you clarify what you mean? I don't understand.

3. Given that the Eldar seem to have given the option of "all of you leave, or whoever stays dies", I'd say "no". They want their planet back, and without any backwards humans left on it. They see humans as we see apes, so I doubt they have any problem with killing them all, but leaving the planet in their hands is pretty much out of the question.

OI OI! i have another ? ! regarding meeting the 7 witches,, how many of your players attended the witch meeting? only the R.T or the entire party? is the bid on behalf of the party or just the R.T? the adventure seems to indicate that more than 1 player will get the "visions" and hence be able to locate the planet but only 10 persons (incl. the NPCs) will accordingly to the text be able to attend the meeting!!?? what the what what what!? also,, doesen't anyone proofread FFG products? the amount of editorial/writer errors is staggering!!! also, i think the NPCS are way underpowered,, if i choose to play this game on the terms of the adventure i doubt it if anyone of the npcs would live to leave flotsam!!! hey !

from france

a team no ship no rogues trader. do they work for a mysterious rogue trader or can they work for one of the npc. in dh you have the option to choose a inquisitor among the npc.

! : ? said:

Random Stuff

Anyone in the party can go, though by default it's assumed everyone does. The other RTs there all have their entourages, after all.

@8 Spider: Well, erm... a group without a ship or a RT isn't likely to be engaging into a Rogue Trader endeavour, is it? I mean, it's not as though they have the means to do so.

from france

i think so to be more precise i think of inquisitor cadre on a deep mission under the special condition. the big i as both the power and reasons to do so.

Given that Lure in the Expanse is designed for Rogue Traders, and not for Inquisitors and the like, it'd be up to you to modify the endeavour. It was designed for use with an "average" RT group.

In responce to the power of the NPCs, it really depends on how much XP your party has and how many players are in your group. Lure of the Expance is a fairly sandbox module, adjustment will be nessisary to make the NPCs viable chalanges.

Aye, Lure was generally designed for fairly early-on characters, ranks 1 or 2. For higher ranked groups, you'd have to increase the power of the NPCs to match.

This seems to have started a question and answer session about this book, so i'll ask one...

Has anyone Fully Statted "The Light Of Terra" Page 73 of l.o.t.e???

I ask because when i get to running l.o.t.e i know for a fact that my players will want that ship and will stop at nothing to get it. It seems, according to the encounter, to be repairable, but the mad captain goes against his bargain with the players, so i know my players will more than likely, go along with his bargain of repairing the ship, but i don't think they will restore his connection to it, they will probably cut his life support, reasoning that he has lived long enough and he must be released from his madness.

So please could anyone help me by statting the ship for me as i'm not a Battlefleet Gothic player so i do not have the books for comparison purposes. All it says is that its 4 millenia old, and is 10 kilometers long. I will not allow the players to use it straight away of course it will take a Very long time to get it to a friendly port, and quite a number of years to resurrect it.

Ravion Lupus said:

This seems to have started a question and answer session about this book, so i'll ask one...

Has anyone Fully Statted "The Light Of Terra" Page 73 of l.o.t.e???

I ask because when i get to running l.o.t.e i know for a fact that my players will want that ship and will stop at nothing to get it. It seems, according to the encounter, to be repairable, but the mad captain goes against his bargain with the players, so i know my players will more than likely, go along with his bargain of repairing the ship, but i don't think they will restore his connection to it, they will probably cut his life support, reasoning that he has lived long enough and he must be released from his madness.

I'd say it's not repairable. I mean, it's been there for centuries already, so if it was repairable, others would have taken it by now. Other RTs have been to those planets/places, so they'd have taken it if they could.

Ships from BFG don't really translate correctly into RT. There is a much much greater gap between Escorts (Frigate size and smaller) and Cruisers (like the Dauntless class Light Cruiser).

I am curious why the game designers deviated so far from BFG.

MILLANDSON said:

I'd say it's not repairable. I mean, it's been there for centuries already, so if it was repairable, others would have taken it by now.
still working

It boggles the mind that the adventure never even considers that boundlessly ambitious player characters might try to seize control. Instead the assumption is that they will meekly agree to, and keep to, the agreement with the crazy suicidal old man.sorpresa.gif

Iku Rex said:

MILLANDSON said:

I'd say it's not repairable. I mean, it's been there for centuries already, so if it was repairable, others would have taken it by now.

Many systems aren't just "repairable" , they are still working. Under the circumstances the ship is in great shape. Nobody else has had an opportunity to take it, or it would have been thoroughly looted, at the very least.

It boggles the mind that the adventure never even considers that boundlessly ambitious player characters might try to seize control. Instead the assumption is that they will meekly agree to, and keep to, the agreement with the crazy suicidal old man.sorpresa.gif

Because we were told you couldn't take it (during testing) because, whilst many of the critical systems (such as life support and energy) are working, the majority of the rest, which are all needed for the thing to actually fly, are broken. Now, if you think parts for a frigate are rare and expensive (which according to the rule book, they are), imagine how much time, effort and money it'll cost to find, not even buy, complete system sections of a battleship.

Also, depending on how you look at it, it's a shrine to the crusade. Can you imagine how many people you'd be pissing off if you strolled back to Footfall with it? I mean, in the few hours before half of Battlefleet Calixis turns up and tells you to hand it over because it is still their ship...

from france

i also tought of the problem of this ship. Granted you cannot take it like it is. but it is too big treasure to be left alone. so why not tow it. several ship could sail to the nearest starbase and put it to repair. for real space it must be possble; for the warp welle i have no idea but still tink it possible.

even if you have to make alliance borrow money be financially bankrupt, a ship of this kind will alow you to quickly get rid of your debt and star make profit.

okay it could take you years to have the possibility to tow the ship. i still think it s worth the effort.

same goes for the land ship of zaith. i don't know if any ship can carry one or it need to several to carry one. but if it possible and the population agreed than you can become lord on your own cities in the word you decide to it.

if they are unwilling you can sell it to tech mech and you wwwill be rich

the 8 spider said:

several ship could sail to the nearest starbase and put it to repair

With what replacement parts? This is a battleship we're talking about, they are incredibly uncommon, and the Navy generally takes decades fixing them when they salvage them. Plus, you are still forgetting that the ship is still technically an Imperial Navy ship. What makes you think they'll let you keep it?

MILLANDSON said:

Because we were told you couldn't take it (during testing) because, whilst many of the critical systems (such as life support and energy) are working, the majority of the rest, which are all needed for the thing to actually fly, are broken. Now, if you think parts for a frigate are rare and expensive (which according to the rule book, they are), imagine how much time, effort and money it'll cost to find, not even buy, complete system sections of a battleship.
do

MILLANDSON said:

Also, depending on how you look at it, it's a shrine to the crusade. Can you imagine how many people you'd be pissing off if you strolled back to Footfall with it? I mean, in the few hours before half of Battlefleet Calixis turns up and tells you to hand it over because it is still their ship...
Light of Terragui%C3%B1o.gif


But let's say the PCs decide they can't keep it. They'll still want to grab it.

The holds contain vast treasures (which the adventure assumes they won't get), and the equipment of several guard regiments (from "racks of lasguns and flak armour to Vulture assault craft and Leman Russ Battle Tanks").

And then there are the still useful parts. Now, if you think parts for a frigate are rare and valuable (which according to the rule book, they are), imagine the vast profits the PCs can get from selling working/repairable battleship-parts! For comparison, stripping a "small battered transport vessel" in Into the Maw (Core Rulebook adventure) nets the PCs +400 APs (basically +4 profit)...

Another point is, just handing the logbooks over to the Imperial Navy will get them +2 profit and "willing assistance in a future venture" from the navy. What do you think handing over the entire ship will do to their status. Or, what do you think the navy will pay if the PCs try to sell/ransom it? (Diplomatically, of course.)

In short, there are plenty of reasons why PCs should (and will) want to try to take control of the Light of Terra, few reasons why the PCs won't succeed, and once they have it, it will change the campaign completely.

Also, towing generaly reqires eather several craft or a single craft sugnificatnly larger then the one in question. Even worse, your talking about towing threw an nearly unmapped, terbulent section of the warp.

But, on the other hand, that might be the only way to get the labor and work you need done. All depends on how the GM want's to chalance the players (or remove the problem)

Where did my edit button go?

Anyway, I thought I'd share my plans for adjusting the adventure to prevent the battleship from falling into the player's hands, on the assumption that such a result is desireable. Start with the Warp Engine under the Lord-Captain's semi-control and fully powered. The millitient spirit of the battleship is desperately trying to move on to another combat, and only the will of the Capiain is preventing it from activating the warp engines at this moment. It can't be shut down with out the assistance of the Machine Spirit, who is now as insane as it's captain. If the Lord-Captain is killed, the ships machine spirit takes over and instantly starts the warp jump without the Geller Field. The explorers will have the same hour to get off, enough to grab something if they can get threw the sealed doors (or even if they can't),.

If the ship does jump this way, it creates a warprift after jumping as it begins it's milinia long trip to become part of a Space Hulk.

from france

so it is jump capable an can make single jump? i forget that part. okay in the option that the players wants it but can't because of low level/mission/ sending letter to santa claus...

no problemo putting back in a fighting shape for sale/trade favor with the techies/navy... or use it will take time. program the jump to starport with spare parts availabe. send a thelepathic message to secure the star port docking bay and trade.

some dauntless are rogue trader dauntless because the navy didn't want to keep them. why not this one.

so contrary to you. in the option that the player wants it and the gm agree this is a option. it ruined all possibilities of short term gaim but long term one are good.

take as much troops that you can inthe ship clean it of every one not well disposed toward you including the captain. bring explorators/navigator pc or npc after the clean up. so better npc. make that single jump. promise the spirit of the machine that if he cooperate it will have plenty of action. ( past historiesfinances in arrears, huanted reliquary of mars,wolf in sheep.. and other are good for such vessel). (machine spirit oddities martial hubris seem good. ).

have hireling/associate/ any one in dbet with you take the ship, repair it.

grewu up in the game (not before lv 9) and the little marvel is yours.

hum i understand that in playtesting ( you said it enough that we can't forget it.) it was told that it can't be reover. homwever this nis not playtesting and we our alowed more freedom than in playstesting.

oh this is not a personal attack, we rarely agreed on anything but we have been cordial enough in think. it s just that i prefer your opinion as man/player rather than playstester. i hope there is no misunderstanding here.

from france

sory for the numerous typo. i was in hurry. and the edit function is not visible.

I'll probably run it something like this:

1) When the explorers first encounter the ship - it's clear that it isn't in an operational state (as in they won't be able to just board it and fly off with it). The PCs will only have a single vessel (smaller than the battleship) so they won't be able to tow it either. Unless the PCs abandon the ship entirely and return to Footfall to hire more ships to tow it, they will have to board the ship to investigate and/or repair it.

2) If the PCs return to Footfall, then one of their rivals reaches the ship before they return, repairs it and either makes off with it themselves (or the captain does so). So when the PCs return with their salvage fleet the ship has mysteriously vanished.

3) If the PCs instead board, they can either proceed with the adventure as written, or ignore it and attempt to repair the vessel themselves. If they do the latter then run them through the same steps as for the adventure.

4) Have the captain then initiate the jump as soon as he is able, and inform the PCs they have an hour before the ship jumps (whether they repair the ship on his behalf or for themselves). Then they basically have 2 choices - continue with the adventure as written, or try to stop the jump.

5) If they try to stop the jump, the GM can say that only the captain is able to give the order to stop it, and any attempts they make to do so (convince the captain, mechanically try to disable the engines) only delays their escape (as per hunting for more loot). The GM has the choice of whether these attempts can be successful or not.

6) Even if the attempts are successful, in order to properly salvage such a vessel the PCs will have to return to Footfall, which will take up a lot of time in the race for the Dread Pearl (make it clear to the PCs that if they do so, they're essentially giving up on the Pearl). If they abandon the Dread Pearl, the GM has plenty of options for follow on adventures (negotiating with the Imperial Navy, Ecclesiarchy, etc).

That all makes logical sense to me, and leaves the decision on whether or not the PCs are able to salvage the ship up to the GM.

Quicksilver said:

Also, towing generaly reqires eather several craft or a single craft sugnificatnly larger then the one in question.