Newbie Questions

By Maluco2, in Rogue Trader Rules Questions

Hello there,

I've recently started playing RT, and while I like the universe and the basic mechanic, I find that I have some questions relating to the rules.

1.Does Righteous Fury give you an extra attack, or, do I simply reroll the damage roll of the weapon within th same attack roll?

2.Do full burst extra hits retain their damage modifiers(e.g. will 5 hits with a weapon that has 1d5+3 damage be 5d5+15, distributed among separate locations, or 5d5+3 )?

3. Quite frankly, I don't like the damage mechanic.Has anyone come up with a house rule for something simpler, that doesn't include penetration, armor, toughness etc.?

4.What happens with retries? D&D for example, has a mechanic where, if your PC has the time, he can take 10 or 20, which means his PC spent a lot longer doing the activity but took the result of a 10 or 20 on a 1d20 dice instead of rolling for it for 20 or so times. I ask this because during my last session the Astropath wanted to activate a power outside of combat(Mind Link), and had to roll like 5 times until he had an actual result, and with no rule to stop him from trying again, he could have taken 1000 rolls for him to get the power activated, which is a huge time waster. So, any take 20's or similar mechanics in RT ?

5. Any good house rules on estimating time travel within the warp?

That's all I have for now, but I'll probably be back. In the meantime, thanks in advance to anyone who takes the time to answer these questions.

1. An extra attack. Its a terrible mechanic that makes Tearing and fully automatic weapons ridiculously powerful.

2. Yes, but remember you don't combine the damage. Each hit is reduced by armour and toughness.

3. Nope.

4. There's no actual mechanic for something like that; depending on the nature of the test, I tend to just have fails take longer to accomplish. Psychic powers bring the risk of phenomena though, I wouldn't allow them to skip the rerolls to achieve it.

5. One day in the warp is 12 days in realspace. Personally I use Koronus Expanse Map as the template; one square is three days in the warp.

Maluco said:

1.Does Righteous Fury give you an extra attack, or, do I simply reroll the damage roll of the weapon within th same attack roll?

Righteous Fury simply adds damage to the attack you have made. The second attack roll is the equivalent of rolling to confirm a crit in D&D. After a successful confirmation roll it is purely an exploding damage mechanic.

Maluco said:

4.What happens with retries? D&D for example, has a mechanic where, if your PC has the time, he can take 10 or 20, which means his PC spent a lot longer doing the activity but took the result of a 10 or 20 on a 1d20 dice instead of rolling for it for 20 or so times. I ask this because during my last session the Astropath wanted to activate a power outside of combat(Mind Link), and had to roll like 5 times until he had an actual result, and with no rule to stop him from trying again, he could have taken 1000 rolls for him to get the power activated, which is a huge time waster. So, any take 20's or similar mechanics in RT ?

If the task is something that the player can pass with time, and they have time, there is no need to even make them roll if there are no consequences for failure. If the players are under a time crunch, under fire, etc, then rolling is a good idea. Use Degrees of Failure to increase the amount of time it will take to accomplish the task or to increase how fast a response from their enemy will be coming.

As Errant said, Psychic powers have consequences for failure. These rolls must be made. Death, possession, and mutation, are some of the factors that should stop your psyker from rolling over and over to activate powers. Not to mention the reaction of players and any other crew members to any psychic phenomena that may be caused by lots of failed activations.

Errant said:

1. An extra attack. Its a terrible mechanic that makes Tearing and fully automatic weapons ridiculously powerful.

2. Yes, but remember you don't combine the damage. Each hit is reduced by armour and toughness.

3. Nope.

4. There's no actual mechanic for something like that; depending on the nature of the test, I tend to just have fails take longer to accomplish. Psychic powers bring the risk of phenomena though, I wouldn't allow them to skip the rerolls to achieve it.

5. One day in the warp is 12 days in realspace. Personally I use Koronus Expanse Map as the template; one square is three days in the warp.

Errant said:

1. An extra attack. Its a terrible mechanic that makes Tearing and fully automatic weapons ridiculously powerful.

It's not an extra attack. If it were an extra attack you would apply Armour and Toughness individualy from the main attack, which is not as RF works at all.

Example:

Explorator Bob has an Omnissiah Axe for a total of 2d10+12 damage and a Weapon Skill of 54%.

He is attacking a very mad kroot mercenary and rolls 24 on his dice, he hit! Since the kroot make an All-Out attack he can't use his Reaction, so Explorator Bob rolls his damge die: 8 and 10.

Since he rolled a 10, he must check for RF. He rolls again WS and scores 35 for Righteous Fury!

Explorator Bob roll his damage again: 4 and 10.

Since he already checked for RF, he can roll his damage automatically once more without another WS check!

Explorator Bob rolls 6 and 4.

Total damage:

(8 + 10 + 12) + (4 + 10 + 12) + (6 + 4 + 12) = 30 + 26 + 22 = 78 points of damage!

He then takes his 78 points of damage and substracts the Kroot's Armour (minus the weapon penetration) and Toughness. He's more likely dead.

With high WS/BS and a weapon dealing two or more dice in damage, Rogue Trader's righteous fury rules are too easy to break. I suggest using Dark Heresy and Deathwatch's rule of a single D10 as bonus damage, with an additional D10 for every confirmation after that. Still nice but not utterly ridiculous.

Which continues to be ridiculous and slows the game down drastically. I just give my players an additional d10 if they score RF. Simpler, faster, and doesn't lead to a ridiculous amount of damage being dealt.

Edit: Wasn't directed at you Decessor, obviously.

Errant said:

Which continues to be ridiculous and slows the game down drastically. I just give my players an additional d10 if they score RF. Simpler, faster, and doesn't lead to a ridiculous amount of damage being dealt.

Edit: Wasn't directed at you Decessor, obviously.

I'm not telling it's a good rule, not that I use it or like it, but when someone asks a newbie question I think it should be answered with RAW, not houserules (or you could say "RAW it says X, but it's stupid becase Y, that's why why do Z). I corrected you because it doesn't work as an extra attack and it could confuse the OP.

Now, how it should work IMHO? Like you said, just add a single d10 of damage. Doing the damage all over again is too powerful, specialy with Semi/Auto weapon that thread RF individually per hit (a Storm bolter can easily score 2-3 RF per round).

ItsUncertainWho said:

As Errant said, Psychic powers have consequences for failure. These rolls must be made. Death, possession, and mutation, are some of the factors that should stop your psyker from rolling over and over to activate powers. Not to mention the reaction of players and any other crew members to any psychic phenomena that may be caused by lots of failed activations.

ShadowFighter88 said:

ItsUncertainWho said:

As Errant said, Psychic powers have consequences for failure. These rolls must be made. Death, possession, and mutation, are some of the factors that should stop your psyker from rolling over and over to activate powers. Not to mention the reaction of players and any other crew members to any psychic phenomena that may be caused by lots of failed activations.

What if the astropath was using the power fettered, where there's no risk of psychic phenomena?

As long as the Astropath uses a power Fettered he doesn't trigger Psychic Phenomena, so it's completely safe to focus powers that way. That's why some powers specificaly work only while used Unfettered.

Maese Mateo said:

ShadowFighter88 said:

ItsUncertainWho said:

As Errant said, Psychic powers have consequences for failure. These rolls must be made. Death, possession, and mutation, are some of the factors that should stop your psyker from rolling over and over to activate powers. Not to mention the reaction of players and any other crew members to any psychic phenomena that may be caused by lots of failed activations.

What if the astropath was using the power fettered, where there's no risk of psychic phenomena?

As long as the Astropath uses a power Fettered he doesn't trigger Psychic Phenomena, so it's completely safe to focus powers that way. That's why some powers specificaly work only while used Unfettered.

Also, how do you tell if a power can't be fettered? I haven't had a good look at RT's psychic power system yet, does it just say in the description if it can't be used fettered?

You don't roll a Focus Power test when you cast Fettered. The downside to that is that since you're operating at half strength you may not have the necessary range or power to accomplish what you need to. If you're *not* casting at Fettered strength, then you have to roll for it. All psychic techniques can be used at Fettered strength, unless otherwise specified (which is only like two powers in another sourcebook).