BENEFITS of a mutant crew.

By lurkeroutthere, in Rogue Trader

Fgdsfg said:

While I'm inclined to agree, never underestimate the power of stupid people in large groups.

I agree. But anyhoot, we are off the track here. "lurkeroutthere" asked for Benefits, not drawbacks.

Another benefit might be that boosting their morale could be done easier than a normal crew, and that mutiny from them is less. Reasons for this are a) they are used to getting the raw end of the deal so when they get rewarded they see it as the light at the end of the tunnel b) most of the mutants, or the ones in charge atleast, realize what they have and so will be content even when things get worse (because they've already been at the bottom and they know it can get a whole lot worse than it is).

So maybe referring to page 225 of RT, when testing for crew mutiny, you test at thresholds of 65, 35, and 5 instead of 70, 40, and 10.

And on page 226 RT, when replenishing Morale, you replenish 1d10+3 or 1d5+3 when spending 50 achievement points. And/or a Difficult Charm or Intimidate test will restore 3 Morale per success. And/or when anchoring at a location to restore Morale to maximum, it takes 2-3 days less than required.

Gun crews generally don't know what is going on outside of their little room where they "load the ammo because I am told to." Could be a space battle, could be gun drills, could be the rogue trader got bored again (this really did happen in my game). After so long of being scared of blowing up, it just becomes a fact of life and you stop worring about it.

In my game we took on 60% mutants from an astroid and 40% thieves and skum from footfall. What happened with us was that we reduced all moral loss by 3 and the test for making sure they dont mutiny was one step easier(better than the life they had before). We also suffered 2 less crew loss due to most of the crew being in void suits (the mutants). We were more worried about the thieves and skum than the mutants.