Is there a picture for the Assault Stubber, what does it look like?
What skills and special ability does the Acquisitionist get?
I've got "Into the Storm"...any questions?
I think I posted elsewhere about the Acquisitionalist. They gain stuff like Interrogation, Intimidation, Gambling, Forbidden Lore (Pirates), various Underworld skills and talents, Peer skills, things like that (basically, lots of stuff that are useful for getting goods or info from less-than-legal sources).
N0-1_H3r3 said:
Drusian Adherants believe that the Angevin Crusade that conquered the Calixis Sector was never meant to end, and that while there are still worlds not yet claimed by the Emperor's rule, mankind should not rest. The alternate rank adds a number of religious skills, Frenzy, Unshakeable Faith, and several opportunities to gain Hatred (Xenos). It's a little box of militant piety available from Rank 1 onwards to anyone but aliens, Astropaths Transcendent and Explorators.
Torchbearers bring the light of the Emperor to distant, savage worlds, living among them and learning to survive with little but that which their hands and their faith bring. Extremely good at surviving in the wilderness or amongst primitive societies, lots of skills for moving around difficult terrain, plus the usual oratory skills that often define Missionaries. It's available at Rank 2 for Missionaries only, and requires that they be tough and strong-willed.
Hmm... neither of those really work for my Missionary. Nevertheless, I like both of them a lot.
Are there pod bays in "Into the Storm?" Would be nice to have those for use by borrowed Astartes Marines who might be on board for a specific mission or two. Of course Space Marines might be beneath traveling on a RT vessel.
Yep, there is a Drop Pod Launch Bay available, though you had better have the number of shuttles needed to retrieve all the pods (it carries 20) from the planet's surface, otherwise it's sort of a one shot thing. I'd advise using Upkeep tests for the pods (stats for which are included in the vehicles section), since they might end up damaged beyond repair or destroyed whilst being used.
False-Man.
If it's within your power, I'd really like to know what the benefits/detriments of this choice are.
False-Man?
No idea what that is, sorry. There's nothing I can see in the book called that.
In the Rogue Trader rulebook (Chapter 6 Psychic Powers) there is mention of Astropathic Choir, Dispersal Scoop, and Heaxgrammic Warding.
I couldn't find any mention of the Astropathic Choir or Dispersal Scoop as starship components.
Are anything like these in Into the Storm?
False-Man is one of the Expanded Origin Path options under Contaminated Origins. I'm just curious what the xp cost is, and what one gets for choosing it.
Ah this supplement is taking too long to get out. Our group learnt that its Dynasty has part ownership of a transport vessel (lucky aquisition roll that fits in win the background) That was in April and since then the return trip back to Belacane in the Calyxsis sector is taking a long time as all manner of unexpected events have befallen them, including a not so nice episode in a chaos infested mansion on an asteroid. I'm beggining to wonder how many other side adventures Im going to have to create before we can get hold of the supplement
Ive desisted from building up the vagabond class Transport (which was our original idea) just in case into the storm had new transports.
Could we have some info on what kind of vessels the Orion Clipper and the Q-ship are function and fluff wise and a sense of their dimension, so we can discuss what kind of ship we might want.
Thanks
Shad said:
False-Man is one of the Expanded Origin Path options under Contaminated Origins. I'm just curious what the xp cost is, and what one gets for choosing it.
You're basically a genetic lab creation rather than someone born of natural means.
Cost: 300 XP
Effects: Gain the Ambidextrous, Autosanguine, and Chem-Geld talents. You also two of your characteristics and increase them by +3. But on the fip side, you must select one characteristic and reduce it by -3, AND either gain 2d10 insanity or lose one Fate Point permanently.
ducky185 said:
In the Rogue Trader rulebook (Chapter 6 Psychic Powers) there is mention of Astropathic Choir, Dispersal Scoop, and Heaxgrammic Warding.
I couldn't find any mention of the Astropathic Choir or Dispersal Scoop as starship components.
Are anything like these in Into the Storm?
The Astropathic Choir isn't a starship component, it is a group of several Astropaths usually lead by a PC Astropath Transcendent. There is a starship component that represents more specially designed chambers for your Astropaths than you normally get as standard, which gives you a modifier for your rolls for Astro-Telepathy, and increases the range of Astropath psychic powers when you are in Space Combat.
Hexagrammic Warding is also covered by the Warpsbane Hull in the core rulebook.
In addition to this (in terms of numbers of Astropaths and Navigators), the book points out that, in the vast, vast majority of cases, a ship will house several Astropaths (it suggests the GM rolling a d10 and have that as how many Astropaths (normal ones, not Transcendents) are on board) and more than one Navigator ("To believe that a single Navigator would be able to persevere through the entire trip [through the Warp] is to invite calamity. Without a refreshed and alert Navigator, a ship could easily become lost in the riptides and eddies of the Warp. ... the current trend in the Calixis Sector is to run Navigators in shifts. The times of these shifts also vary, but are designed to keep a Navigator at optimum efficiency and the ship on course."). This, of course, solves the problem of "what happens if our Navigator/Astropath dies?".
How about...
The basic mechanical bits I need in order to play a Kroot character. I'd like to buy the book, but it's not out yet, and our group is just getting revved up this week. Is the Kroot merc in the Adversaries section of the Core Rogue Trader book a suitable stop-gap for the Career Path while I wait? If not, share with me the bits I need in order to roll up a character. Also, Kroot Bow :3 Kind of interested to hear about that.
Sorry, I'd rather not give all the details for how to make a Kroot PC out. Others might, but I just feel it's wrong to give it out so people without the book know all the rules for making a PC. What would be the point of buying the book if I just copy/pasted it all? The Kroot in the main rulebook would roughly work, but would miss out on all the Kroot traits that a PC gets.
The Kroot-Bow, however, is relatively short range (40m), but has a decent penetration (3) and average damage, but has Tearing and Toxic traits, meaning it's pretty good at taking people down.
Shad said:
How about...
The basic mechanical bits I need in order to play a Kroot character. I'd like to buy the book, but it's not out yet, and our group is just getting revved up this week. Is the Kroot merc in the Adversaries section of the Core Rogue Trader book a suitable stop-gap for the Career Path while I wait? If not, share with me the bits I need in order to roll up a character. Also, Kroot Bow :3 Kind of interested to hear about that.
Yes, you could use the NPC mercenary as a place holder, and then retro-fit in your real player character abilities when you get the book. If you play RPGs based on how you act vs. what numbers are on your sheet this should be no problem. But you'll want the book for progression, if nothing else.
There are too many choices to list them all.
You choose your Kindred instead of using the Origin Path. The choices are Bold Hunter (Brave, Coordinated, Cool under fire), Cunning Hybrid (Cunning and Devious), Greenskin Hybrid (Resilience), Headhunter (Poison bite), and Stalker (Stealthy). These kindreds are based on who your ancestors were eating the most. ![]()
Kroot gain a +10 bonus wearing light armor (3 AP or less) to sneaky stuff (Concealment, Shadowing, & Silent Move) and moving through plants (Forests and Jungles are open terrain). Add heavier armor, you lose these bonuses.
The Krootbow is kind of a magnetic gatling gun that shoots poisoned quarrels. 40m; S/4/8; 1d10+3 R; Pen 3; Clip 20; Rld 2 Full; Tearing, Toxic; 6kg; Near Unique
MILLANDSON said:
Sorry, I'd rather not give all the details for how to make a Kroot PC out. Others might, but I just feel it's wrong to give it out so people without the book know all the rules for making a PC. What would be the point of buying the book if I just copy/pasted it all? The Kroot in the main rulebook would roughly work, but would miss out on all the Kroot traits that a PC gets.
I feel the same way.
MILLANDSON said:
Yep, there is a Drop Pod Launch Bay available, though you had better have the number of shuttles needed to retrieve all the pods (it carries 20) from the planet's surface, otherwise it's sort of a one shot thing. I'd advise using Upkeep tests for the pods (stats for which are included in the vehicles section), since they might end up damaged beyond repair or destroyed whilst being used.
*ding* So SOLD!
What kind of special abilities does the Shaper Career Path open up? I suspect it might give the player access to the Command skill if they didn't already, but how are they depicting the 'wise and venerable shaman' thing?
Yes? Does anyone know when it will actually be out? Is it shipping now? Amazon says October 12th or something silly.
JonSolo said:
Yes? Does anyone know when it will actually be out? Is it shipping now? Amazon says October 12th or something silly.
I don't really trust Amazon's dates after my copy of Rogue Trader arrived about two weeks before the earliest date in their estimated delivery date range.
My FLGS had one copy on the shelf yesterday. They forced me to purchase it.
Orks are awesome.
ItsUncertainWho said:
My FLGS had one copy on the shelf yesterday. They forced me to purchase it.
Orks are awesome.
And what store was this?
ItsUncertainWho said:
You're welcome...
N0-1_H3r3 said:
ItsUncertainWho said:
You're welcome...
And I'll ride on N0-1's coat-tails by pointing out I'm the one that made sure they included the Gretchin and Squig rules for the Runts. I'm pretty sure Sam wanted to strangle me the number of times I brought it up that not everyone with RT would have the Creatures Anathema book too 
Peacekeeper_b said:
And what store was this?
My FLGS is in North Carolina.