Advice on my Group's Adventure "Into the Maw"

By Cyric313, in Rogue Trader Gamemasters

Hey all.

im asking about advice on how to handle the situation my explorers are in.

They have just finished the Star Mirror part where they helped Lady Ash defeat the Orks, but just barely escaped alive with 2 explorers Burned a Fate point, one lost an arm and the last one down under 5 wound. (in retrospect i should have reduced the number of Orks, tho i did fudge the dice a bit in their advantage)

The question is how should i now deal with the last part of the adventure where they have to fight Hadarak Fel and Lady Ash on the bridge with no way to replenish their wounds.

some of them got some unused fate from last session, i might let them use them on regaining wounds.

Is there anyone else that thinks starting wounds on explorers are a bit low compared to the damage you can dish out with most weapons? 2 of my explorers have under 10 wounds max.

hoping for some constructive input fast. since we'r playing tonight.

I allow players to use unspent fate points to heal up with after adventures. "It wasn't that bad a gut shot now that I've gotten a chance to look at it."

If they haven't reached the Righteous Path yet, they have to spend some time onboard their own starship/guncutter/whatever travelling to it. That's time they can use to patch up, assuming any of them have Medicae or NPCs with said skill. Bear in mind that starship combat turns are half an hour to an hour easily. If they're onboard and just about to go into combat, I'd strongly recommend them using whatever fate points they had left over from the previous game to regain some wounds and then be sneaky. That encounter becomes a lot easier if the party are shooting first in a surprise round. Hope that helps.

Everything helps thanks.

problem with Medicae is that to regen wounds when your heavily wounded u get 2 wound per week. which aint exacly alot.

Personally it sound like you pitched it just right as a hard battle.

0)Give yourself more time. Travel within a system can take several days or even weeks.

1) Have a someone on board with the Master Chirurgeon talent. That let's him heal 2 wound with a 1st aid on heavily wounded characters.

2)Rule that if a crit causes loss of an arm then the crit damage doesn't need to be healed. Sure the PC won't have time to be fitted with a bonic, but he/she can still function.

3)Have the tech priests report that they have finally finished repairing the Resusatrix chamber(s). (See p131 IH) This tank(s) are able to cut healing time in 1/2.

4)A cleric with Divine Ministration (pg 96) can heal his will bonus instead of the normal 1 or 2 wounds for crit/heavily wounded characters. When I use this in DH I only gave the NPC 1-2 fate points which regenerated once a week. One dose of this is really all you need to get out of heavily wounded. Ideally this should be role played out as the PC travel to the depths of the ship to visit a holy man at his shrine. Who knows what the living saint will ask....

5)Psychic healing. If the ship has a number of psykers or even astropaths aboard. Maybe one has the minor healing power from DH. Ideally this is a wild/rogue power that developed prior to sanctioning, and never was fully trained. The psyker doesn't have full control and must use it unfettered. If you don't have DH use this power instead.

Minor Healing

Value: 300XP

Prereq:None

Focus Test: Medicae

Range: Touch

Heals 1d5+ Will Bonus/2 (round down). Further attempts to heal require a toughness roll or the patient loses 1d5 wounds. Additional attempts beyond the 2nd impose a -10 per attempt to the toughness roll.

6)Remember once a patient is lightly wounded it's 2 wounds a day.