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

By Deadline247, in Rogue Trader

Could you give detailed description of witch born and child of dynasty?

Rikeran said:

Could you give detailed description of witch born and child of dynasty?

Child of Dynasty is a new homeworld that can be selected in place of Noble-born, representing characters born to old and powerful families such as Rogue Trader dynasties. They gain a bonus to starting ship points, a cadre of loyal soldiers from the family's army and an unknown enemy who plots their downfall.

Witch-Born is an option in the new Lineage row of the origin path, representing characters whose families have a history of psychic talent. Within this broad option are three smaller choices: Perilous Choice, which represents characters who have psychic powers but have chosen to conceal them (Astropaths and Navigators can't take this one); Proven to be Pure, which represents characters who have either demonstrated their strength of will and ability to use their gifts safely, or their lack of psychic talent (the former for Astropaths, the latter for anyone else); and Witch-smeller, which represents characters whose sensitivity to the warp is greater than their peers, allowing them to see more clearly into the Immaterium (Astropaths and Navigators improve their skills in this regard, anyone else instead gains the ability).

I'm curious about this supposed origin path for ship creation. Anything you can tell us about that?

Errant said:

I'm curious about this supposed origin path for ship creation. Anything you can tell us about that?

Alas, I'd like to but I don't actually know much about it - I've not actually seen the entire book yet, only the bits I worked on and the parts I've needed to reference for subsequent projects.

My contributor copy is yet to arrive - hopefully it'll be here soon - so you'll have to ask someone who does have the book for info on the Warrant Path.

It's a path setup like the origin path, starting with the top row which determinesthe age of your warrant, then the fortunes of the rogue trader house,how the house was granted the warrant of trade (including less than reputable means), the houses sanction (or what it's known for doing with the warrant), contacts the house may have, and final the degree of renown that the house has. As you work your way down the path, each spot gives you a vertain amount of ship points and profit factor, so instead of the %roll to generate those, you build it buy working through the path and adding flavor to the warrant the party operates under. It is suggested that you start with rogue trader, who picks the first point and then go around the table and each player gets to pick the next point till you are at the bottom, not a bad idea if you are letting the players generate their own ship (my party has inherited theirs and had only minor input on it). It's an interesting idea and for a GM and players with the inclination, it can add alot of background and flavor to a game.


N0-1_H3r3-> Thanks. Those two lineages have any bonus, +stats or something like that?

Lets talk ships

1. What kind of ship is the clipper, i'm guessing fast merchantman?......

2. what new upgrades are there?

3. any other cool new ship stuff?

Gribble_the_Munchkin said:

Lets talk ships

1. What kind of ship is the clipper, i'm guessing fast merchantman?......

2. what new upgrades are there?

3. any other cool new ship stuff?

1. Yes, it's a fast transport.

2. Lots. Too many to post. There's almost a dozen new essential components, and about double that for weapons+supplemental components.

3. Atomics, Having a Servitor Crew, etc

Which vehicles are in the book...a list of all of them would be nice and how do the vehicle rule work?

dvang said:

3. Atomics, Having a Servitor Crew, etc

Krieg part of my personality sheds tears of joy. Can you elaborate possibilities of usage and rules of nuclear weapons, please?

And another question, can you please describe Penal Worlder and Fortress Worlder origins (both fluff- and rules wise)? I think that after tweaking the wounds, fate points and stats, they could be realy useful in Dark Heresy.

Who wouldn´t like to play Penal World Penal Legionare with Kommitzar Penal Legion package I made some time ago. demonio.gif

Santiago said:

Which vehicles are in the book...a list of all of them would be nice and how do the vehicle rule work?

Vehicles included:

Aquila Lander, Arvus Lighter, Calixis-pattern Fury Interceptor, Chiropteran Scout (fast, light, unarmed scout plane favoured by Rogue Traders for surveying worlds thanks to its powerful auspex), Civilian Ornithopter, Drop Pod, Gun Cutter, Halo Barge (bulk cargo transports, for moving heavy goods to and from the surface of a world), Hephaestus Ore Seeker (mobile mining platform), Land Speeder, Rhino APC, Sentinel Walker, Venator Pattern Air Yacht (think Jabba's barge from Return of the Jedi, but equipped for big game hunters and beast traders), Ork Warbike (WAAAGH! DAKKADAKKADAKKA!)

The vehicle rules work very well. Seriously, however, they're ten pages long, not including eight pages of the vehicles listed above. I'm not going to write them all out...

Okay, more specific question, do vehicles have "wounds" ...

N0-1_H3r3 said:


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.

This should answer your question Santiago :)

So I assume the rules are easy enough to make your own vehicle, because I'd love to have an Ork Freeboota with a War Trukk, with a bunch my boyz, shooting our dakka.

N0-1_H3r3 said:

Santiago said:

Which vehicles are in the book...a list of all of them would be nice and how do the vehicle rule work?

Vehicles included:

Aquila Lander, Arvus Lighter, Calixis-pattern Fury Interceptor, Chiropteran Scout (fast, light, unarmed scout plane favoured by Rogue Traders for surveying worlds thanks to its powerful auspex), Civilian Ornithopter, Drop Pod, Gun Cutter, Halo Barge (bulk cargo transports, for moving heavy goods to and from the surface of a world), Hephaestus Ore Seeker (mobile mining platform), Land Speeder, Rhino APC, Sentinel Walker, Venator Pattern Air Yacht (think Jabba's barge from Return of the Jedi, but equipped for big game hunters and beast traders), Ork Warbike (WAAAGH! DAKKADAKKADAKKA!)

The vehicle rules work very well. Seriously, however, they're ten pages long, not including eight pages of the vehicles listed above. I'm not going to write them all out...

Sorry, minor correction here - turns out that the Chiropteran Scout was cut last-minute in favour of a human-made combat bike (it was deemed silly that there was a character with such a bike on the cover, and yet no rules for one).

The vehicle rules are simple enough to make new vehicles from; it's not much different from creating NPCs from scratch, really. I've got a stack of vehicles written up that I'll put online once I've done a little more fine-tuning to the rules, which should help provide examples of what can be done with the rules.

Are the vehicle rules versatile enough and adaptable enough to be used for heavier tanks and other major combat vehicles? They could be useful to someone running Deathwatch afterall.

GalagaGalaxian said:

Are the vehicle rules versatile enough and adaptable enough to be used for heavier tanks and other major combat vehicles? They could be useful to someone running Deathwatch afterall.

As far as I can figure, yes, though it'll likely require a little fine-tuning, number-crunching and playtesting to get the right balance of armour and structural integrity.

I'm a little dissaponted there's no Valkyrie Gunship listing... but since you could just tweak the Gun Cutter rules to represent one easily enough, I suppose it's no biggie.

Blood Pact said:

I'm a little dissaponted there's no Valkyrie Gunship listing... but since you could just tweak the Gun Cutter rules to represent one easily enough, I suppose it's no biggie.

More than a tweak - Gun Cutters are armed shuttles, heavy and void-capable... Valkyries are equivalent to helicopters.

Sorry if someone asked this and got an answer, but how many pages is it? Any new creatures?

Grand Inquisitor Fulminarex said:

Sorry if someone asked this and got an answer, but how many pages is it? Any new creatures?

It's 256 pages long, same size as the Inquisitor's Handbook for Dark Heresy. As far as I'm aware, it contains no new NPC profiles - it's a book of player options, afterall, so NPCs are hardly the highest priority - though Gretchin and Attack Squig stats are included (copied from Creatures Anathema) to facilitate Ork PCs using the Runtz Talent (which gives them Gretchin, Squigs or Snotlings as pets/assistants). I might be wrong, however; there may be something else in a part of the book I've not yet seen the final version of.

I seem to recall there were several prominent NPCs listed in the Port Wander chapter.

Deadline247 said:

I seem to recall there were several prominent NPCs listed in the Port Wander chapter.

I've just double-checked my copy of that chapter (reference material for later sourcebooks), and there's only one NPC/creature profile there: a particular strain of Genestealer that exists in a derelict and quarantined starship near Port Wander.

Still, more than I thought there was.

What kind of new weapons and armor are in the book? Is there a larger Xeno section then the Main book?

Do they give any explanation for how Ork PCs don't contaminate every world they visit with their and their pets' spores?