Photon Flash Grenades?

By venkelos, in Rogue Trader Rules Questions

I was looking through my books, and I found an item in Into the Storm I would want a high-end NPC to have, a Conversion Field. He is a melee-focused military character fighting Orks, and the idea of flashes blinding them, and making their attacks a lot less lethal for him and his assualters, appeals to me. The problem I am having is, I found the PFGs in the main book, but it just says that they blind enemies; it doesn't mention if there is a range for the flash, or a check to avoid being blinded, as I would say most Orks aren't wearing the protective goggles, nor does it say how long the effect lasts. While it seems like a nice piece of equipment, and one that can make the Guardsmen much more efficient in close combat with the greenskins, it just seems to be lacking some important rules. Might anyone be able to help me?

It's too bad TT Guardsmen have no dedicated Human assault forces; this character is sort of a game project/fanfiction element combo, and I was hoping to represent some of them with minis, but short of Ogryns, TT IG lacks particularly good Assault troops, and so I don't know what unit would charge in with the dual powerfist-wielding Governor-Militant, but oh well; in RP, "regular" Guardsmen/Kasrkyn/Stormtroopers could do it, especially with the enemies often being blinded.

"Anyone within 15 metres of a photon flash grenade when it detonates must succeed on a Toughness Test or be Blinded for 1d5 Rounds."

-Dark Heresy, p.137

I would take a melee oriented guardsman squad to accompany him.
Give them tow weapon wielder (both) and equip them with chainswords, flame pistols and bucklers/combat shields and certainly some kind of armor with good craftsmanship photo visors to protect them from the photon flash grenades.

If you don't want to depend on the conversion field photon flash you can give your squad some photon flash grenades, too.
With those photo visors your men are immune to them. But the problem is that orcs tend to be tough so they will often succees at their T test to avoid being binded.

Maese Mateo said:

"Anyone within 15 metres of a photon flash grenade when it detonates must succeed on a Toughness Test or be Blinded for 1d5 Rounds."

-Dark Heresy, p.137

Wow, with all of the repeat text in these lines, and this is one of those spots where RT expects me to have a DH book? Luckily, I do have most of the DH books, so no big, but I laugh, nonetheless. Thank you.

Umbranus said:

I would take a melee oriented guardsman squad to accompany him.
Give them tow weapon wielder (both) and equip them with chainswords, flame pistols and bucklers/combat shields and certainly some kind of armor with good craftsmanship photo visors to protect them from the photon flash grenades.

If you don't want to depend on the conversion field photon flash you can give your squad some photon flash grenades, too.
With those photo visors your men are immune to them. But the problem is that orcs tend to be tough so they will often succees at their T test to avoid being binded.

I do like the idea of chainsword-wielding Guardsmen, even if the TT never did. Maybe (for an image) a squad of carapace-wearing Veterans, or Stormtroopers, carrying chainswords and their hot-shot laspistols, with a couple carrying flamers. There is an ancient manufactorum on the planet he operates, so production of flame pistols/chainswords (not their usual kit that they brought along) could happen, once the threat of the Orks became known.

While I certainly agree that Orks can make the majority of their Toughness checks (the "average Ork in the core RT book approaches 50, with Unn T (x2), while "bigger" Orks will only have even higher scores in Toughness), there's still a chance that some Orks will fail each time, and that could take some weight off of the comparatively fragile Guardsmen (G-M Krueger doesn't possess any Gland Warriors sad.gif ). Since he isn't a Rogue Trader (he could play a bit like one, but he's more a highest-ranking soldier, given stuff to procure this one lost planet, in the name of the Imperium), I tend to want to limit, in bits, the availability of exotic stuff he gets, since he just has "regular" troops, their gear, his advisors (magos, primaris, L. Commissar, Ord,, and anything cool that the tech-priests can churn out of the manufactorum. There were a few cool things there, such as some rarer-pattern tanks (his small Cadian group has Elysian allies for their composite regiment, so he had almost no tanks under his initial control), the bits of a big weapon, the remnants of the fortification they are all found in, and an Inquisitor does show up, bringing two "specialized" minions, but still, they don't get much from off-world, yet, and have to be a bit self-sufficient. So, I'm not too sure what else they might want to give them that leg up against the Orks, who otherwise control much of the forested territory surrounding Titanspire.

It occurs to me, though, that in a game of Rogue Trader, this character could make an interesting NPC. He has access to small quantities of some interesting stuff, and well-trained men, and could benefit from a mobile ally, able to bring in resources with a bit more regularity than the lumbering Imperium does, and the resident Inquisitor could see to it that everything stays kosher. I'm not sure why the RT's ship wouldn't just raze much of the forests, killing many of the Orks, but sometimes something so obvious still doesn't happen.