As the title says, anyone know when the release date for this book is? I'm dying to know what's inside…
Navis Primer Release Date
Sometime in the 21st century. Or the 2nd millenium. However you want to phrase it.
P.S. I know, I'm an @moneymoneysign.
P.S.S. I really do wish it would come out soon though. Might be like the Koronus Bestiary wait, though I truly hope not.
It's FFG. If there's something they do well (or at least often) it's schedule slip*. At least the finished result is usually awesome enough to make up for it.
Essentially, be patient, and remember the wise words of the Guinness advert: "All good things come to those who…"
*Ok, I know this sort of thing is not necessarily their fault, or is at least due to circumstances beyond their control. On the upside, they acknowledge it's going to happen and tend to only give approximate dates rather than cast iron dates that MUST be met regardless of quality or lack thereof.
Well, I know that I need to wait, just haven't seen or heard anything about it. No sneak peeks or samples or anything from it. And, some online retailers indicate August release (fat chance) and others, then end of October (hope not, for my character's sake).
Amazon UK claim to have it, with a delivery estimate of 11 to 14 days. I am somewhat dubious since it is flagged as "Not yet available" on the FFG Rogue Trader products page, and Amazon have proved notorious liars about this kind of thing in the past.
But then again they sent me the Koronus Bestiary at a time when here on the FFG site it still said "Coming Soon," so who knows? Oddly enough, The Soul Reaver , which FFG say has been released, is still on Amazon UK as a pre-order, while The Navis Primer , which FFG say isn't out yet, can be bought "now."
according to Leisure Games this has now reached UK shores.
My copy is in the post, but has anyone been lucky enough to grab a copy already?
Yes it's out this week, along with Tome of (overpriced) Fate. I might treat mnyself because it looks like it could be a really interesting book about the Warp with stuff for Psykers and possibly some compatibility with Dark Heresy. No previews though.
Indeed the book is now out, I have my shiny copy on my desk next to me.
Not given it a full read yet, but I am particularly looking forward to sending my players up against the Rak'gol Techno shamans and the Culexus assassin.
Also looking forward to seeing what the rules for Navigator duels are like. seems to be a large fluff section on navigators and their houses, specifically listing about 8 or so specific houses, givign what type they are and signature powers of that house, which I think is a nice touch.
Quite a few extra actions for use in starship combat for Pyskers, I especially like the idea that Telekinetics can just set ship components on fire (-60 focus test).
8 Alternate careers, including quite a few for non-pys types, including hunters and protects of Pyskers and my current favourite the Acolyte of Abraxus who can gain the force special ability for his luminen blasts.
a few elite advances including nulls, which look fun.
Good book in my opinion and much looking forward to the next one.
Thanks for a short runthrough Angelis, care to elaborate more? I would be most intrested list and short description/insights of new Alternate Career Ranks and Elite Advances
Just a disclaimer I haven’t read these properly as I am in the office therefore, there may be things I have missed or misinterpreted.
Alternate careers
Acolyte of Abraxus.
Explorator, rank 3+
Basically allows the exploratory to upgrade himself with some pys powers as implanted artefacts, as well as the ability to gain the force trait on his luminen blasts
Awakened Pysker
Any human rank 3+ (except Pyskers)
Your character awakens as a Pysker and gains a discipline not powerful as there aren’t any power increases but you can get a few powers.
Bone tracker
Any (except pyskers)
A trader in Pyschic artefacts, similar to the cold trade broker but with pys rather than Xenos, I imagine that Ordo Hereticus hae these guys
Colcho servo master
Any Rank 3+
Someone who can control servitors with an implanted device.
Defender of the 4th Cypher
Arch-militant/Missionary 3+
Pysker hunters, gain resisttance to psy powers and the Pure faith Talant, quite a nice one if you are going up against pyskers.
Elurian Devotee
Navigator Rank 1+
Members of an anti-Psy conspiracy, however they get a nice power which at novice they don’t have to pick (warp ubound, targets daemons and psykers forcing making them unable to use powers fettered and later on, can obly push powers and at master it affects groups)
Psylakis Warder
Any rank 3+ (except psykers)
Become mindlinked to someone, be there body guard, know where they are, as well as giving bonueses against psy powers
Witness of Dusk
Astropath 1+
Not quite sure, but they seems to be a group who develop extrasensory perceptions, including Unnatural perception x2 and unnatural senses (30m)
Elite picks
Hexicar, 300xp
The ability to remove the soul bound trait and gain accursed and a malignancy, I can only assume its for people who want to use psy powers unbound
Void mad prophet, 500xp
Must be mad, gain a trait that allows you to treat any Int skill as basic, while gaining insanity
Untouchable 500xp, +100xp per extra level
Gain the untouchable trait, that makes you immune to psy etc, also reduces all psy powers by the rating if the power is close by, (not immune to indirect effects, like having a rock dropped on you from a high level)
Thank you very much for quick reply! Fluffwise I am suddenly intrested in Bone Trade and Elurians, nice concept sketches for all 40kRPG games. Witness of Dusk seems to be something connected to everyones favourite cursed planet for Dark Heresy, and Psylakis Watcher might be connection to Shira Calpurnia novel Blind…
Also Elite Advances sound like gold. May I ask few more questions? Hexicar is so something like an unbound (and thus possibly Chaosy) Astropath? Being Mad means having psychick disorder? And scalable untouchtable is that there are various levels of "null" power, as in some negative Psy Rating? **** cool.
TorogTarkdacil812 said:
Thank you very much for quick reply! Fluffwise I am suddenly intrested in Bone Trade and Elurians, nice concept sketches for all 40kRPG games. Witness of Dusk seems to be something connected to everyones favourite cursed planet for Dark Heresy, and Psylakis Watcher might be connection to Shira Calpurnia novel Blind…
Also Elite Advances sound like gold. May I ask few more questions? Hexicar is so something like an unbound (and thus possibly Chaosy) Astropath? Being Mad means having psychick disorder? And scalable untouchtable is that there are various levels of "null" power, as in some negative Psy Rating? **** cool.
Indeed I beleive the planet dusk is mentioned.
That would be my reading of the Hexicar as well,
Kind of a psychic disorder, he gains the ability to hear voices, and these voices help him, you just have to be mad in the first place, and can get madder.
Yep, each level of untouchable is the amount psy powers are reduced around you, if I am reading this right on my quick skim, the untouchable is immune to psy powers, however if another charater is standing close enough to the untouchable, the power rating of any power used on them is reduced by the untouchables rating.
For example,
3 characters facing a rogue psyker,
An untouchable (4) [uT], a rogue trader [RT] 2m from the UT and an Arch militant [AM] 25m from the UT.
The Pysker decides to telekinetic blast someone, he push for a power rating of 8, if he uses it against the UT it fails, if he uses it against the RT then it hits at power 4 as he is close enough to the UT, if he uses against the AM then it would hit at the full power of 8
If thats wrong someone let me know, but it is how it reads
Does the Null package prevent a Footfallen character from using Psyniscience? We have someone that want's to play a Footfallen with Unnatural Origins (Tainted by the Warp) that goes on to hunt psykers and possibly even daemons. The Null might be perfect for that, but I don't want to later find out it's going to block out using Psyniscience.
I can' t imagine psyniscience still working for them; they're basically cut-off and immune to the stuff.
Got any word on the Weirdboy or new Navigator abilities?
This looks to be a good book. Hopefully it's useful for Dark Heresy (which is something that can be asked of most RT books). Are the Navigator Houses those that are active in Calixis?
Still not had time to read it fully.
I don’t think it specifically states an issue with Psiniscence (just skimmed the rules) however I wouldn’t allow as the whole point of being null is that you have absolutely no contact with the warp so wouldn’t be able to sense it with Psiniscence
Well being an Ork player in the TT game, I like it, I would have liked a foot of Gork power but the others are there, the bad things tables are funny as they should be, including the one where you’re head explodes, I also like that before they buy any powers they can when focusing roll to randomly see what power happens, they get a boost of +1 psy per ork within 10m, which combined with the ability to buy minders (orks who’s job is to make sure when it goes wrong its not too bad) and they stay within 5m means the fact that they can only buy up to psy 4 isn’t too bad. I know want to turn someone into a squig.
Really only skimmed the navigator powers, but there are quite a few more of them about 8 I think, also a few starship combat actions only doable by navi’s,
For the houses, to a degree yes they are calixsis based, as they are noted as being the big ones in the Expanse, but to work the expanse you have to have logically come through calixsis, 8 houses, 2 of each type (nomad, rogue, etc) then about half a page of fluff and then a side bar for each with game mechanics, mostly a few peers/enemies/etc based on who they like and don’t like, then each has a ritual listed that if performed first gives a small bonus to navigating, this varies from spilling blood into chalices to holding your hand in a flame long enough to take a 1d5+2 (not sure) crit
angelis1974 said:
Still not had time to read it fully.
I don’t think it specifically states an issue with Psiniscence (just skimmed the rules) however I wouldn’t allow as the whole point of being null is that you have absolutely no contact with the warp so wouldn’t be able to sense it with Psiniscence
Well being an Ork player in the TT game, I like it, I would have liked a foot of Gork power but the others are there, the bad things tables are funny as they should be, including the one where you’re head explodes, I also like that before they buy any powers they can when focusing roll to randomly see what power happens, they get a boost of +1 psy per ork within 10m, which combined with the ability to buy minders (orks who’s job is to make sure when it goes wrong its not too bad) and they stay within 5m means the fact that they can only buy up to psy 4 isn’t too bad. I know want to turn someone into a squig.
Really only skimmed the navigator powers, but there are quite a few more of them about 8 I think, also a few starship combat actions only doable by navi’s,
For the houses, to a degree yes they are calixsis based, as they are noted as being the big ones in the Expanse, but to work the expanse you have to have logically come through calixsis, 8 houses, 2 of each type (nomad, rogue, etc) then about half a page of fluff and then a side bar for each with game mechanics, mostly a few peers/enemies/etc based on who they like and don’t like, then each has a ritual listed that if performed first gives a small bonus to navigating, this varies from spilling blood into chalices to holding your hand in a flame long enough to take a 1d5+2 (not sure) crit
I haven't read the book, but i am assuming that these are the Calixian Houses (it would be a missed opportunity otherwise), for obvious reasons.
I suppose if this was in there you would have mentioned it, but is there any chance the book contains more mechanical stuff about warp travel? Or even fluff things? Stuff like, for example, where in a system you can jump from and why, where you enter and why, if you can jump in combat, how long the transition to warpspace takes, why it can't be done near suns, that kind of thing.
8bitninja said:
I suppose if this was in there you would have mentioned it, but is there any chance the book contains more mechanical stuff about warp travel? Or even fluff things? Stuff like, for example, where in a system you can jump from and why, where you enter and why, if you can jump in combat, how long the transition to warpspace takes, why it can't be done near suns, that kind of thing.
Well, some of that is in there, definitely more mechanical stuff on warp travel including what happens if you are unlucky and jump into a warp storm etc, yes you can jump in combat, one of the navigator specific space combat actions is the emergency jump, there is indeed some fluff on the who/what and why’s but can’t be too specific as I have been busy, (strangely running a game)
The book lists three houses for navigating Calixis, but only gives rules for those houses particular to the Expanse, even though it says that the Calixian houses also have interests in the Expanse. That's a mistake. I would really have liked rules for creating Calixian navigators.
Any word on the psychic techniques contained within? A brief blurb of name and effect, without writing out the full rules to avoid violating posting policies?
I absolutely cannot wait for this book.
Warp travel has always confused me more than I'm comfortable with, and judging by what's been said so far, it looks like the Navis Primer is going to be invaluable.
Hopefully the pdf version won't be as far behind the print as Soul Reaver was.
HappyDaze said:
Does the Null package prevent a Footfallen character from using Psyniscience? We have someone that want's to play a Footfallen with Unnatural Origins (Tainted by the Warp) that goes on to hunt psykers and possibly even daemons. The Null might be perfect for that, but I don't want to later find out it's going to block out using Psyniscience.
Fgdsfg said:
HappyDaze said:
Does the Null package prevent a Footfallen character from using Psyniscience? We have someone that want's to play a Footfallen with Unnatural Origins (Tainted by the Warp) that goes on to hunt psykers and possibly even daemons. The Null might be perfect for that, but I don't want to later find out it's going to block out using Psyniscience.
I can't imagine that the Nulls can also be psykers. Everything in the fluff suggests that it's mutually exclusive. To be a Null your psyker you have to be somewhere below Sigma in assignment, while psykers have to be somewhere above Omicron.
If you can "become" a Null and still have Psychic Powers of any kind, that's a massive oversight on part of the writers, I'd think.
I thought that the psyniscience skill requires a Psy rating?
God **** this backspace thing! Ate my post six times!