Arch Militant is too strong!

By GlaiveGuy, in Rogue Trader Gamemasters

So... I was looking up something unrelated and noticed something interesting. Nowhere in the description of Semi-Auto Burst or Full Auto Burst does it mention being able to dual wield basic class weapons, only pistol class. It mention them when discussing moving while burst firing, but not dual wielding. On the other hand the description of Two Weapon Fighting it says any weapon "that can be reasonably used in one hand."

One possible interpretation of this is that you can dual wield with a basic weapon + recoil glove, but are restricted to Standard Attacks.

So... I was looking up something unrelated and noticed something interesting. Nowhere in the description of Semi-Auto Burst or Full Auto Burst does it mention being able to dual wield basic class weapons, only pistol class. It mention them when discussing moving while burst firing, but not dual wielding. On the other hand the description of Two Weapon Fighting it says any weapon "that can be reasonably used in one hand."

One possible interpretation of this is that you can dual wield with a basic weapon + recoil glove, but are restricted to Standard Attacks.

I believe this is the correct interpretation.

The Two-weapon paragraph explicitly allows you to:

-'use any melee weapons or ranged weapons that can be reasonably used in one hand' This includes basic weapons with recoil gloves (since that's what recoil glove explicitly does).

- 'use the Multiple Attacks combat action to attack with both weapons' This allows you to make attacks with two Basic weapons (but not full- or semi-auto) since that's an entirely different action.

Additionally, you can semi- or full- auto with a basic weapon while dual wielding because there's no requirement anywhere that you must be holding your weapon in two hands or not dual wiedling.

You can semi- or full-auto with two pistols while dual wielding because that's explicitly allowed in Full- and Semi-auto Burst text.

You can't full- or semi-auto with two basic weapons because there isn't any rule anywhere allowing you to do so and the Full- and Semi-auto Burst actions are performed with a single weapon (Apart from the two pistols explicit exception).

Edited by LordBlades

I don't know what other GMs do but if one of my players buys two rare items or even a single very rare or rarer item I usually cut them off by saying if they make any more aquisitions at that time I'll start rolling on the "you're buying too much ****" table" from Into the Storm ragardless of whether they've even made their rolls.

I, for example, don't penalize or threat players for buying 5 krak grenades.

Aren't Grenades treated like Ammunition in Rogue Trader? That is, if you "buy" 5 Krak Grenades, you've actually bought 5 supplies of Krak Grenades.

That's a lot of Krak Grenades.

Things like Krak grenades - much like frags, lasguns, combat shotguns, etc... - should be foregone conclusions for Rogue Traders. No roll should even be necessary to locate a small amount. And, for the record, "small" could be a dozen of those items. When making an acquisition roll for something that common, its presumed the dynasty is looking for a massive quantity - something in the order required to outfit the entirety of the armsmen aboard their flagship.

My functioning rule is that for any item under Scarce, quantities in the thousands can be obtained with merely a single roll, though time will still be an issue - i.e. finding a supply of 2000+ M36 Lasguns will rarely be an issue, but it may take 1d5 months to ship them all to wherever the RT ordered them to.

When dealing with Scarce items - perhaps a successful roll could get a dozen or more, depending on what the item is. Rare, you're probably rolling for 1-3, at most. Very Rare will always be for a single item. Same for extremely rare and up, though I don't always allow that roll if I don't feel such an item can be found wherever the crew is - i.e. no rolling for a Plasmagun on a Feral World (while there might be 1 or 2 on the planet, the crew isn't going to be spending 1d5 years trying to find them.

Note: I tend to adjust the rarity of man items for realism's sake (example: Enforcer Light Carapace is NOT a "rare" item, its more common than that in a place like Port Wander... while something like a Jump Pack is far more uncommon than "rare" - even on Port Wander).

Melee giants don't look impressive when running up against a squad of brutes carrying meltaguns. Instead they look...melted.

Really, don't run a RT game like a dungeon crawl. If you do, there will always be some player that manages to draw up a character that ruins the fun for all.