I've got "Into the Storm"...any questions?

By Deadline247, in Rogue Trader

MILLANDSON said:

SomVone said:

Are there rarity values for hirelings?

Like how rare soldiers, spies and assassins would be should one wish to hire them.

Yep, full table for hiring people, including Astropaths, Navigators, and the like.

Cool, that was the only hard part I've had with running RT.

This is great!

Kalec Fash said:

MILLANDSON said:

SomVone said:

Are there rarity values for hirelings?

Like how rare soldiers, spies and assassins would be should one wish to hire them.

Yep, full table for hiring people, including Astropaths, Navigators, and the like.

As a related question, does the quality of hireling include their equipment? Such as, a best-quality assassin having power weapons while a poor-quality assassin using primitive weapons?

I don't really see why it would. If you want your minions to use better gear, you can always buy it separately.

MILLANDSON said:

SomVone said:

Are there rarity values for hirelings?

Like how rare soldiers, spies and assassins would be should one wish to hire them.

Yep, full table for hiring people, including Astropaths, Navigators, and the like.

Nice, up to now I had to make things up. My players will really like this.

Are the vehicle rules in it an adaptation of the old Dark Heresy Vehicle Apocrypha? (Found here for reference.)

While I've used those rules to good effect previously, I'd really like to know if their hilarious level of lethality continues unabated.

LeSquide said:

I'd really like to know if their hilarious level of lethality continues unabated.

No, efforts have been made to make vehicles more survivable - they now have Structural Integrity, an equivalent to wounds which are removed before critical hits can be suffered, with occasional minor criticals occurring alongside that, similar to the way Starships are handled. On top of that, particularly tough vehicles, like tanks, are less susceptible to critical hits than other vehicles. Taking both rules into account means, amongst other things, that an average shot from a lascannon won't cause a Rhino to detonate instantly - a high damage roll may still do that, but the average doesn't.

Thanks for the information!

Now, alas, I must await ITS actually being released before statting up mechanical monstrosities.

Deadline247 said:

NEW CAREER RANKS: Acquisitionist, Augmenticist, Calixian Privateer, Drusian Adherent, Flight Marshal, Genetor, Gland Warrior, Kroot Shaper, Legendof the Expanse, Navis Scion, Ork Kommando, Ork Mekboy, Transubstantial Initiate, Torchbearer, Xenographer)

Oooh, could you give us a few words on what they do/which career they link to?

Acquisitionist (black market specialist): Seneschal; rank 3 or higher

Augmenticist (bionic surgery fetishist, think Tobias Maxilla): Any, except Explorator, Missionary, Ork and Kroot; rank 2 or higher

Calixian Privateer (you have a Letter of Marque that lets you prey on the interests and rivals of your patron): Rogue Trader; rank 2 or higher

Drusian Adherent (driven by fanatical devotion to the saint): Any, except Astropath Transcendent, Explorator, Ork and Kroot; rank 1 or higher

Flight Marshal (elite fighter pilot): Void Master; rank 4 or higher

Genetor (a tech priest who also works with biology): Explorator; rank 3 or higher

Gland Warrior (soldiers with lots of flesh augmentations): Arch-Militant; rank 4 or higher

Kroot Shaper (specializes in analyzing prey beneficial to race's genetic code): Kroot; rank 3 or higher

Legend of the Expanse (you're basically super-awesomely awesome): Any; rank 6 or higher

Navis Scion (diplomats/faces of the Great Houses): Navigator; rank 1 only

Ork Kommando (a stealthy Ork...evidently no longer an oxymoron): Ork Freebooter; rank 4 or higher

Ork Mekboy (a tech-savy Ork): Ork Freebooter; rank 4 or higher

Transubstantial Initiate (very religious Astropaths): Astropath Transcendent; rank 1 only

Torchbearer (specializes in evangelizing remote, primitive cultures): Missionary; rank 2 or higher

Xenographer (collectors of Xenos knowledge): Any, except Ork and Kroot; rank 2 or higher

To elaborate on Deadline247's post:

Acquisitionist - Seneschal, delving into black markets and the cold trade to ensure no opportunity passes by unexplored

Augmenticist - Any career except Missionary, Explorator, Ork or Kroot; individual who has become obsessed with 'perfecting' themselves through augmetics and bionics.

Calixian Privateer - Rogue Trader, granted the freedom to engage in piracy-like acts, so long as he doesn't do them against the Imperium

Drusian Adherent - Any career except Astropath Transcendent, Explorator, Ork or Kroot; the character is a pious individual who believes that Saint Drusus never intended for the Angevin Crusade to end, and thus continue his work by driving onwards across the Koronus Expanse in pursuit of holy conquest.

Flight Marshal - Void Master, the character is a leader of pilots, an ace behind the controls of a starfighter with the will and wit to command others like him

Genetor - Explorator; Genetors study the secrets and mysteries of organic life, and often accompany Rogue Traders to find new things to dissect. They do not shun flesh as other Tech-Priests do, but instead seek to enhance their bodies through other means.

Gland Warrior - Chemically and surgically enhanced Arch-Militants whose bodies naturally produce combat drugs

Kroot Shaper - spiritual leaders of the Kroot

Legend of the Expanse - any career, the character has become famous or infamous and may now reap the rewards, so long as he watches for those who would betray or challenge him.

Navis Scion - diplomats and representatives of their Navigator House, Navis Scions are the public face of the Navis Nobilite

Ork Kommando - Stealthy Orks, with a knack for, and love of, demolitions work.

Ork Mekboy - Ork technical experts, able to "improve" any machine and skilled in creating all manner of technological device, in their own way.

Transubstantial Initiate - extremely-zealous Astropaths whose contact with the Emperor during the Soul-Binding gave them unquenchable faith.

Torchbearer - self-reliant Missionaries who are experts at survival and who immerse themselves in isolated human cultures to spread the Emperor's Light

Xenographer - any career, except Ork or Kroot; scholars of Xenos cultures, who amass vast amounts of lore and even learn alien languages

Thanks for the assist, N0-1_H3r3!

If our descriptions differ, then please default to his version instead of mine. :)

MILLANDSON said:

SomVone said:

Are there rarity values for hirelings?

Like how rare soldiers, spies and assassins would be should one wish to hire them.

Yep, full table for hiring people, including Astropaths, Navigators, and the like.

Ah HA!!! FInaly! Everything my crooked Navigator needs to completely control trade on board!

Question1 : How many extra Navigator powers were added?

Q2. Any alternate ranks which allow a Navigator to learn more powers / rank?

Thanks -Really looking forward to getting my hands on this book!!!

Genetor - Explorator; Genetors study the secrets and mysteries of organic life, and often accompany Rogue Traders to find new things to dissect. They do not shun flesh as other Tech-Priests do, but instead seek to enhance their bodies through other means.

Could you give some examples of Genetor upgrades?

MILLANDSON said:

SomVone said:

Are there rarity values for hirelings?

Like how rare soldiers, spies and assassins would be should one wish to hire them.

Yep, full table for hiring people, including Astropaths, Navigators, and the like.

I have scoured the book and cannot find this table. Am I overlooking something?

Macharias the Mendicant said:

MILLANDSON said:

SomVone said:

Are there rarity values for hirelings?

Like how rare soldiers, spies and assassins would be should one wish to hire them.

Yep, full table for hiring people, including Astropaths, Navigators, and the like.

Ah HA!!! FInaly! Everything my crooked Navigator needs to completely control trade on board!

Question1 : How many extra Navigator powers were added?

Q2. Any alternate ranks which allow a Navigator to learn more powers / rank?

Thanks -Really looking forward to getting my hands on this book!!!

There were 9 Navigator powers added:

Corrupting the Flesh - Add corruption points to a single target.

Disrupting the Empyrean - Damage ships entering/leaving the Warp.

Immolate the Soul - Energy damage in a cone, similar to a Flamer.

Obliterating the Immaterial Wake - Makes the ship hard or impossible to track using other powers.

Refresh and Revitalize - Remove or ignore Fatigue from self.

Scourge of the Red Tide - Energy damage to all in 15m.

Stripping the Husk - Rending damage + knockdown to single target.

Stacking the Deck - Enhance the ship during combat.

Stupefy the Soul - Inflict Fatigue and force a fear test to all who look into his warp eye.

There aren't any alternate ranks that effect the rate at which Navigators gain powers.

Cifer said:

Genetor - Explorator; Genetors study the secrets and mysteries of organic life, and often accompany Rogue Traders to find new things to dissect. They do not shun flesh as other Tech-Priests do, but instead seek to enhance their bodies through other means.

Could you give some examples of Genetor upgrades?

The selections are mostly from the mutation table on pg 369 of RT. Some examples of allowed mutations are Brute, Venomous, Clawed/Fanged, and Tough Hide.

Pugnus said:

Cifer said:

Genetor - Explorator; Genetors study the secrets and mysteries of organic life, and often accompany Rogue Traders to find new things to dissect. They do not shun flesh as other Tech-Priests do, but instead seek to enhance their bodies through other means.

Could you give some examples of Genetor upgrades?

The selections are mostly from the mutation table on pg 369 of RT. Some examples of allowed mutations are Brute, Venomous, Clawed/Fanged, and Tough Hide.

Pretty much. Genetors can warp their flesh to all manner of ends, but in exchange, lose the ability to buy The Flesh is Weak. They're also quite proficient in Medicae and Chem-Use.

Pugnus said:

There were 9 Navigator powers added:

Corrupting the Flesh - Add corruption points to a single target.

Disrupting the Empyrean - Damage ships entering/leaving the Warp.

Immolate the Soul - Energy damage in a cone, similar to a Flamer.

Obliterating the Immaterial Wake - Makes the ship hard or impossible to track using other powers.

Refresh and Revitalize - Remove or ignore Fatigue from self.

Scourge of the Red Tide - Energy damage to all in 15m.

Stripping the Husk - Rending damage + knockdown to single target.

Stacking the Deck - Enhance the ship during combat.

Stupefy the Soul - Inflict Fatigue and force a fear test to all who look into his warp eye.

There aren't any alternate ranks that effect the rate at which Navigators gain powers.

Sounds great! Wouldn't mind adding Disrupting the Empyrean to my aresenal!

JasonMarker said:

By the way, I did the expanded acquisition rules, as well as the new endeavours and the social interaction rules. I'd be more than happy to field any questions you guys have.

Do the social interaction rules apply to the RT group and interactions with the crew? Or are the rules for differenr groups of people the RT group would expect to interact with?

Do acqusition rules contain details about hiring military forces, and to what degree?

Thanks!

Is creating an Xeno much like that of creating a human, in the sense that you have a multiple choices that branch down and work much like that of the charts? As for the Orks, how do they grow and what benefits do they gain for growing?

Manyfist said:

Is creating an Xeno much like that of creating a human, in the sense that you have a multiple choices that branch down and work much like that of the charts? As for the Orks, how do they grow and what benefits do they gain for growing?

There is not a full chart but you can choose an Ork clan or Kroot lineage which have varying effects.

There are no precise rules for Ork growth. However, many of the Ork's advances are related to strength and combat ability and could adequately represent the Ork growing in size and power. There are several Ork-specific talents as well.

There are several Ork-specific talents as well.

Could you give examples of Ork and Kroot talents, both from the lower ranks and the "capstone" abilities?

Pugnus said:

I have scoured the book and cannot find this table. Am I overlooking something?

Nope, sorry, I was working off my playtest document, rather than a full copy. Since I haven't got a full copy yet, I had assumed it had made it into the final book. Sorry if it isn't and I got people's hopes up.

Cifer said:

There are several Ork-specific talents as well.

Could you give examples of Ork and Kroot talents, both from the lower ranks and the "capstone" abilities?

A couple of examples of Ork talents:

Da Nekst Best Fing: Allows the Ork to gain some benefit from non-Ork allies when calculating the Willpower Bonus from Mob Rule ability.

More fer Me! When outnumbered in combat, the Ork gains a bonus to hit equal to the normal outnumbering bonus - the prospect of so many enemies only encourages it.

Runtz: One of the most common talents for Orks - it's available at most ranks, this talent gives the Ork a Gretchin slave, an Attack Squig pet, or a pair of Snotlings each time you take it. While the creatures may die from battle or mistreatment, they grow from its shed spores, so you get them back eventually as a matter of course.

(Note, while I ran out of space to include these details, I do suggest giving Gretchin a single skill or talent, such as Tech-Use or Rapid Reload, and using them as assistants, rather than giving them a gun and herding them into a fight - a Grot with Rapid Reload carrying a box of ammunition can reload your guns for you, while a Mekboy's Grots might have Tech-Use to provide assistance on its latest "projekt")

And the high-end talent that caps off the career: WAAAGH! The Ork hurls itself into melee with reckless abandon, smashing through the enemy lines like a wrecking ball. If he successfully hits his target using the Charge Action, he may spend his Reaction to make an additional attack using the same bonuses or penalties as the original attack.

There's more beyond that, covering such important concepts as dakka, being 'ard, and shouting at things so they obey you.

Xenos Origins - as I explained in my designer diary, the normal origin path didn't really suit Xenos characters. Instead, Orks and Kroot alike have a few multiple-choice entries that allow some customisation. With the Kroot, this is their lineage, the genetics their ancestors accrued to shape future generations, so a Kroot character might have inherited some of the resilience of the Orks or the cunning of the Stryxis, for example. Orks get two choices - defining both the characters' Klan (Goffs get a bonus to strength, Bad Moons make it easier to trade with Orks, Evil Sunz are good with vehicles, and so on) and their inherent knowledge (granting an additional useful skill).

Ork size... Orks get Strength as a cheap advance, and there are a few advances that emphasise this further - Hulking, Unnatural Strength and Fear (1), all collectively representing the Ork's increasing size, might and fearsome manner.

How do the new human origin path options fit into the origin path chart ?

Bilateralrope said:

How do the new human origin path options fit into the origin path chart ?

There's a new origin path table in the book, but it's mainly to keep things simple. Essentially, each of the new broad options (such as the "In Service to the Throne" birthright) can be taken instead of one of two options that already exist on the table ("In Service to the Throne" can be taken instead of "Child of the Creed" or "Vaunted"). Each of the new options then presents three possible choices (continuing the example, "One Amongst Billions", "Born to Lead" and "Tithed" for "In Service to the Throne"), each of which has a listed XP cost which must be paid from your starting XP allowance. The new options are all more powerful than the ones in the rulebook, but they cost XP to balance it out.

The new homeworlds each can be taken in place of one of the existing ones on the chart, and are otherwise essentially used in the same way as the original six homeworld options.

The new row, Lineage, works slightly differently. Any choice can be chosen freely, but each one costs XP, as they're not a default part of the origin path. Taking a Lineage choice is entirely optional.