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21 minutes ago, Trokair said:

 

I nominate De Carabas.

 

 

Okie-dokie, it doesn't really matter which of us rolls, does it? If anyone else really cares I'm happy to step aside, but if it saves us some time and mucking about…

 

 

d10=4, so d5=2

 

That, as far as I can see, gives us 40 Ship Points

 

and 50-9=41 Profit Factor (unless anyone has any character bits that add to it?)
 

2 hours ago, Lysimachus said:

Re: the Servitor Crew, what does that do? Do we have to take Crew Quarters at all? Or is it still a requirement, so you might as well take the worst option? (which I assume the Bilges are?) Is low Crew Morale going to cause problems?

 

My only other thought is, if it's so much structurally weaker than other ships, is it worth spending a few SP (depending on how many we get!) and Space to strengthen the hull a bit? (I know there is Reinforced Bulkheads - although that lowers Maneuverability by a few points, so there might be better options that I haven't noticed?)

 

Servitor crew are unskilled (relatively - but player characters and NPCs roll against their own stats), and immune to Morale. Good when the ship takes damage, poor for boarding actions unless you take murder servitors.

 

Orions cannot improve their armour. They can add hull reinforcements but under the core system it's absurdly expensive (in my game I had treated any unused space as being filled by reinforced bulkheads - to represent some incoming weapon strikes hitting sealed, unoccupied, or otherwise redundant parts of the ship)

18 minutes ago, Mazer Rackham said:

 

No worries.

 

 

No bud, you don't need to do that in RT. Think of it more like in Black Crusade - in RT you get a Profit Factor Acquisition Check, so you use the whole party's PF with bonuses or penalties of quality and availability to acquire the item.

 

The gifted Thrones are just window dressing for interaction to throw in a begging bowl, buy a burger etc.

 

Well I couldn't work out that thing in BC either so I'm royally stuck now!

 

 

28 minutes ago, Lysimachus said:

That, as far as I can see, gives us 40 Ship Points

 

That puts the frigates mostly out of reach - so it's a raider or the orion transport for us. I'd suggest the latter.

 

Are there facilities or key bonuses that any players would like from the ship? Or particular quirks such as luxury quarters or an on-board garden ?

 

 

13 minutes ago, Machine God said:

 

Well I couldn't work out that thing in BC either so I'm royally stuck now!


RT Acquisition is straightforward to roll. The trick is determining when you let the players flex their wealth :p  (usually two rolls at a suitable port followed by a cumulative -5 penalty)

 

In simple terms a rating of 41 is a 41% chance to buy one extremely rare item or a small stock of rare items like torpedoes, or a single 'basic' ship component like an armoury.

This is then influenced by commerce, etc.

Edited by A.T.
49 minutes ago, A.T. said:

That puts the frigates mostly out of reach - so it's a raider or the orion transport for us. I'd suggest the latter.

 

Are there facilities or key bonuses that any players would like from the ship? Or particular quirks such as luxury quarters or an on-board garden ?

 

I agree go with the Orion, and I think I like the picks AT has made (assuming I understand them properly!) :thumbsup:

 

Things I'd maybe think about adding:

 

I can't see in the book what Bilge Rat Quarters are, but they don't sound nice. It doesn't have to be a luxury state room, but I think Reynard would hope for something at least a little more pleasant?

 

(Edit: Presumably if we have Servitor Crew the negative to Morale if we did take Luxury Quarters would be ignored?)

 

The reinforced bulkheads for a few extra HI seems potentially worthwhile if we can't improve the Armour?

 

If we go Servitor Crew, would it be worth having a few Murder Servitors among them?

 

 

 

 

Edited by Lysimachus
18 minutes ago, Lysimachus said:

I can't see in the book what Bilge Rat Quarters are, but they don't sound nice.

 

It puts the crew deeper into the ship, protecting them against hull breaches to some degree.

 

Murder servitors and luxury crew quarters added.

 

The ship has been (temporarily) filled out with salvaging systems for any wreck encountered and additional cargo space - the latter can be swapped out as needed, similarly the castellan shields are nice but could be swapped for regular shields if any other form of archeotech was desired, and/or to squeeze in a more powerful dorsal weapon.

 

--------------------------------------------

 

Current ship capabilities :

Fast, moderately agile, fragile but with above average shielding and capable of scanning while concealed.

Very limited firepower but in possession of torpedoes and a small escort of fighters(or other small craft)

Well equipped to transport cargo and high value passengers, and to salvage hulks.

Reading through the rulebook, and realised that although Reynard has a Rebreather in his stash, for some reason it doesn't provide any protection against vacuum. You need a proper voidsuit.

 

I'm pretty sure most RT archetypes get one as standard gear, is there any way Reynard can pick one up before we start playing as it seems like a fairly (very!) necessary piece of kit? Could he spend some pregame cash or does this need to be done via Acquisition? Or might the uniform everyone gets given also include a voidsuit?

 

(If he needs to buy one, I'd imagine he might visit the gentleman's outfitters shop on Damocles before getting on the ship?)

 

 

1 hour ago, Trokair said:

Ok now that we have our PF of 41, for RT starting characters free acquisition of a singular thing, up to what rarity can we select, i haven’t quite got my head around this yet.   

 

One item as follows, without the need for a roll :

- Extremely Rare, common

- Very Rare, good

- Rare, good

- Scarce, best

Introducing our Helmsman, Lieutenant Castinius deBrae

 

Spoiler

Base Stats

Career - Void-Master (Master of Space)

Home World - Noble Born (Peer: Nobility, Military), Vendetta (GM choice...?), Legacy of Wealth = +1 Profit Factor

Birthright - Vaunted (Decadence Talent,+3 Agi, -3 Per, 2 Corruption)

Lure - Zealot (Blessed Scars - +10 Intimidate, -10 Charm, gain 1 Poor-Craftsmenship Bionic (upgradable)) 

Trials - High Vendetta (Paranoia Talent, Inquiry Skill, Brook No Insult (Willpower test to not fight if honor is challenged))

Motivation - Pride (Heirloom- Carapace Armor set)

Disposition - Choleric

 

Characteristics - Roll/Initial value - Mods = Final Value

WS - 17/42 = 42

BS - 17/42 = 42

S - 7/32 = 32

T - 6/31 = 31

Agi - 5/30 (re-roll 15/40) + 3 (Birthright) + 5 (Advance Simple) = 48

Int - 16/41 = 41

Per - 13/38 - 3 (Birthright) = 35

WP - 12/37 - 5 (Noble Born) + 5 (Advance Simple) = 37

Fel - 6/31 + 5 (Noble Born) = 36

 

XP Purchases (500 total)

300 - Upgrade Poor-Craftsmenship bionic to Good-Craftsmenship

100 - Characteristic Advance Simple (Agility)

100 - Characteristic Advance Simple (Willpower)

 

Equipment (weight carried 26kg, total able to be carried 36kg)

Power Sword, Bolt Pistol (3 magazines), Heirloom Void Armor*, micro-bead, vox caster, 2 bottle amasec, pict recorder, Retainer's uniform/credentials, wardroom steel, flash hood

 

* Heirloom Void Armor - if allowed, will combine the Heirloom carapace armor with the void suit/re-breather that the Void-Master gets normally. Give up the flak armor that comes with the Void-Master equipment to offset cost?

 Description will be in the character data thread, when I get a good visual in my head...

Edited by Lord_Ikka
Updated for best quality armor
2 hours ago, Lysimachus said:

Reading through the rulebook, and realised that although Reynard has a Rebreather in his stash, for some reason it doesn't provide any protection against vacuum. You need a proper voidsuit.

 

That's realistic, and I'm actually glad you brought it up. There's no air pressure, so all the fluid on any exposed surface immediately boils off (eyeballs, skin etc) and your rebreather will do nothing, because your ears (air passageway) will collapse, possibly also causing your lungs to explode instantly if there's any air in them, and all blood vessels to constrict.

 

It is an exceptionally unpleasant way to die.

 

2 hours ago, Lysimachus said:

I'm pretty sure most RT archetypes get one as standard gear, is there any way Reynard can pick one up before we start playing as it seems like a fairly (very!) necessary piece of kit? Could he spend some pregame cash or does this need to be done via Acquisition? Or might the uniform everyone gets given also include a voidsuit?

 

There will be some basic ones on De Wiart's personal transport and Star Chylde will certainly have them. They are stowed in emergency lockers in strategic areas of the ship, so should be available in (almost) all compartments. Decompression happens in two ways:

  • The tiny leak that slowly bleeds air, giving you time (minimum One Round) to get to a voidsuit or;
  • Explosive decompression, which will need a Fate Point until someone can get to you and return you to a pressurised environment.

I'll update the campaign rules with this for central reference.

 

8 minutes ago, Lord_Ikka said:

Introducing our Helmsman, Lieutenant Castinius deBrae...

 

Nice! As to the armour, I don't see why not.

 

If I understand the combining acquisition paragraph if I combine:

 

Hellgun (Lucius) p118 is Rare -10 make it good -10 for total – 20

And a Motion Predictor Very Rare – 20

I pick the one that worse (so -20 regardless) and add a -5 for a total -25

 

As this the PF is 41 I still have a bit of room so could I go further and add additional components for -5 each as long as none of them are more expensive than very rare

So for example

Red Dot Sight Scars –  plus -5 for combining

Overcharge Pack – Common plus -5 for combining

And maybe even Backpack power – Rare another -5 for combining

to a total of -40, so just within reach of the 41 PF

 

Essentialy making this guy from the recent navy breacher team

NavyGunner.jpg

 

The stats of the weapon would then be

 

Class: Basic Range: 110m RoF: S/3/–  Damage:1d10+4+1(Overcharge Pack) Type: E Pen: 7 Clip: 40 (80 from backpack/halved by Overcharge Pack) Rld: 2 Full (not sure how it works with back pack)

Reliable (good craftsmanship), +10 to BS attacks for both Single (Red dot) and SAB (Motion Predictor

 

That said maybe the backpack is not needed as it still has a clip 15 after the Overcharge pack halving the normal clip sisze of 30. Also is +1 Damage from the overcharge pack worth it? 

 

Just trying to see what is possible, and yes i could just nap a plasma gun, but Sakal has done that already so want to try something else. A storm bolter also looked possible, but that feels more like a marine weapon. 

Edited by Trokair
45 minutes ago, Trokair said:

As this the PF is 41 I still have a bit of room so could I go further and add additional components for -5 each as long as none of them are more expensive than very rare

 

The free acquisition doesn't work that way - starting profit factor is not used at all, the only thing that matters is that the total acquisition modifier is +0 or better.

 

- Single item +30

- Very Rare quality -20

- ++each extra accessory (no more than vary rare) -5

 

So you can have a vary rare item with up to two vary rare (or more common) accessories - regardless of profit factor.

 

Overcharge packs are common enough that they don't need any extra checks.

 

Edited by A.T.

@ GM: At what point does this 1 item happen in character creation, i.e. is it before or after the DH characters are imported into RT?

 

I would say that the starting gear for most of the RT archetypes seems comparable (or superior) to what Reynard and/or Restal are already carrying, so for balance I'm kinda hoping that they will get the 1 item too...?*

 

...but I also won't be surprised or massively bothered if we aren't allowed it, either. :thumbsup:

 

 

 

 

*though from a fluff perspective, maybe it might come from a different source, perhaps a gift from a grateful person in authority on Damocles, who actually has some idea what Kill-Team Virtue did for them...?

 

 

Edited by Lysimachus
2 minutes ago, Lysimachus said:

*though from a fluff perspective, maybe it might come from a different source, perhaps a gift from a grateful person in authority on Damocles, who actually has some idea what Kill-Team Virtue did for them...?

You get Nicios' psy-focus ring. Enjoy.

29 minutes ago, A.T. said:

 

You are fine getting a hellgun with red dot, motion predictor, and the (common) overcharge packs.  That all adds up.

Ah, that would do nicely then, the backpack was more for a ‘what else can I do’ thought in my misunderstanding.

 

So yes Mazer, I’d like to pick this Good Craftsmanship Hellgun with a Red-Dot Sight and a Motion Predictor and Overcharge Packs if you will agree.

 

I'll sort out my XP spend and the other additions as listed in the first post in the Character thread shortly. 

 

 

 

8 minutes ago, Machine God said:

As per the Rules:

 

A Weapon may only have one sight system.

I might well be missing something, but the Motion Predictor does not have the line of text that it is a sight and a gun may only have one sight in its description on page 134, unlike the Red-Dot, Photo, Omni-scope and Praysense sights on the same page.

I therefore took it to be a distinct upgrade that is not taking up the sight slot.

50 minutes ago, Trokair said:

I see i completly missundersttod all of that then

 

Welcome to my life. :wallbash:

 

I don't know what it is, but the more I read up in RT, the less seems to go in.

 

14 minutes ago, Lysimachus said:

@ GM: At what point does this 1 item happen in character creation, i.e. is it before or after the DH characters are imported into RT?

 

I would say that the starting gear for most of the RT archetypes seems comparable (or superior) to what Reynard and/or Restal are already carrying, so for balance I'm kinda hoping that they will get the 1 item too...?*

 

RT gear is massively better.

 

Whilst a DH Character has to rob banks just to reload guns, RT's don't even know the meaning of 'shortage', for example, if you buy Spec Ammo, you instantly get an infinite supply of Spec Ammo on the ship. Like I said, in DH, it's Barter for a box of trinkets, in RT it's buy-in-bulk Commerce, with continued supply lines to support it, stockists to send it, and bunkers to store it.

 

14 minutes ago, Lysimachus said:

...but I also won't be surprised or massively bothered if we aren't allowed it, either. :thumbsup:

 

*though from a fluff perspective, maybe it might come from a different source, perhaps a gift from a grateful person in authority on Damocles, who actually has some idea what Kill-Team Virtue did for them...?

 

Essentially, you can pick what you want now, but will have to have a RP acquisition on board the ship at some point. It will likely be a conversation or scene with the Sensechal making disbursements on De Wiart's behalf.

 

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