Hello,
I'm getting ready to run my first Rogue Trader game, and one of my players, who is new to RPGs in general (it's going to be her first campaign) has expressed interest in running some kind of Psyker character
Since I'm relatively new to the system (played a single campaign a long time ago, back when the Rogue Trader core was very very new, and it was the only book we had), I've got little experience with psykers, and I'm trying to understand the strengths and weaknesses of the 3 psyker classes (astropath, navigator and weirdboy) so I can at least offer some informed advice when she asks. This is what I have so far, after going over the books a bit:
Astropath
Seems to be the best class for psyker-ing around. It has a ton of powers to choose from (and can pick quite a few) and powers have a wide variety of applications. On the flip side, it seems incapable of doing much else than throwing powers around (combat skills are quite bad, so is social interaction) or maybe gather a bit of knwoledge (common stuff mainly).
Navigator
Looks he can get really good at navigating ships through the warp, and also has quite a few nice powers relating to doing stuff at ship scale. On the other hand, I'm a bit at a loss about how much a navigator contributes outside the ship. Combat ability is mediocre, and powers don't seem that impressive either (Lidless Eye seems really strong, but tricky to pull off and live, others not so much). They do get some nice Lores though. Also, they seem to have very very few powers (1 per rank, and the possiblity/need to upgrade)
Weirdboy
Can do a bit of navigation, can do a bit of telepathy, can do some fighting, but seems a bit limited. Access only to Waaagh discipline I feel strongly pushes you into a damage dealing Psyker/melee warrior hybrid, both through the nature of the powers and the short range they have. Also, making full use of a weirdboy's potential requires making pretty heavy use of Minderz and Runtz talents (at least it seems that way to me).
I'm looking for more feedback on these classes:
-Is my idea of them correct?
-Have you played any of those classes? If so what was your experience with them?
-How strong is each of them (compared to other RT classes)?
-Any issues regarding these classes I should know about?
-How can a Navigator contribute outside the ship? (this bit worries me somewhat)
Thanks a lot in advance,
Michael