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Author Topic: Dark Stars OOC (RT RPG)  (Read 86079 times)

Offline Gankom

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Re: Time to fish the waters for an rpg...
« Reply #25 on: March 01, 2016, 10:41:18 PM »
Yeah I was looking at that as well. Could be interesting being a bit more of a quartermaster/spy master type character.

Frankly I'm good with anything, especially because I havn't played before. In rogue trader would you say there's a good mix of combat and not combat stuff? Some games I've played the only real action is in combat or in brief chats with NPC's before more combat starts. I've generally preferred characters who do a bit more out of combat kind of stuff.

Offline Captain Dob Van Dwi

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Re: Time to fish the waters for an rpg...
« Reply #26 on: March 01, 2016, 10:51:35 PM »
I think so. The Heart of Rogue Trader, I think, in delving in too the heart of unexplored space, the adventure of it. Yes there is combat and intrigue and the like but just seeing what the frontier is like and is really appealing to me.
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Offline Captain Dob Van Dwi

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Re: Time to fish the waters for an rpg...
« Reply #27 on: March 02, 2016, 03:20:23 AM »
Here is a basic senechal build Gankom.

Player Name: Gankom

Character Name: Desmond Pyke

Home World: Canadiana (Imperial World)

Career Path: Senechal -Rank 1

Motivation: Prestige

Description: Desmond Pyke hails from the Imperial world of Canadiana. A moderately advanced world far out on the frontier’s of space, there was nothing there of interest to keep Desmond interested in staying. The rulers of Canadiana had no interest in the outside universe, unlike Desmond. The very thought of worlds he hadn’t seen and technology almost like magic ignited a wanderlust in him. So one day he boarded one of the few ships leaving the system and never looked back.

Fascinated by the Xeno and their technology. Desmond believes the mankind is a god amongst the stars, but to truly defeat the alien horror they need to be studied. Know Thy Enemy. Desmond Pyke is a quiet but confident man, who views violence as a last resort. There is no bigger waste of potential then a dead man. Alive, even as an enemy, they have so much more potential for profit…

Desmond’s motto has always been Gold, God and Glory. Although he’s never particularly worried about what order to acquire them in.

A wonder with machines Desmond has always had a knack for dealing with the various tech he’s encountered. This has come in handy during his work as his Lord’s Seneschal. In order to get the maximum profit, it’s important to make sure a machine works, or at least doesn’t explode. This is how he came to join the Lord Hasarrian's crew. Desmond has already made several journeys into the void of space and was serving as the quartermaster of some two-bit voidship. It was while attempting to negotiate a better trading rate with Captain Hasarrian that he showed off his skills, hoping to impress the Captain. Instead of a better trading rate he got a job offer. It was much further down the ladder of command then seneschal, but Desmond Pyke is ambitious and it wasn’t long before he was working his way up.

Motivation: Desmond is motivated primarily by the thought of gold and glory. His greatest dream is to live on in the legends of the Imperium. He has no interest in being a general or war leader, but the thought of discovering some long lost technology or way to defeat Xeno technology fuels his passion.


Weapon /Skill Ballistic/ Skill Strength/ Toughness/ Agility/ Intelligence/ Perception/ Will Power/ Fellowship
37 39 34 31 36 46 38 48 47

                                                                            Skills
                                                                    Basic  Skilled  +10  +20

Awareness (Per)                                         X        X
Common Lore (Int)†
Imperium                                                    X        X
Underworld                                                 X        X
War                                                           X         X
Deceive (Fel)                                             X         X
Dodge (Ag)                                               X         X
Logic (Int)                                                 X         X
Scholastic Lore (Int)†                               X         X
Bureaucracy                                             X        X
Legend                                                    X        X
Search (Per)                                            X        X
Tech-Use (Int)                                         X        X


Talents and special abilities:

Special Ability: Desmond Pyke possesses the Seeker of Lore special ability. He may spend a Fate Point to automatically succeed at any Lore or
Logic Test in the minimum time required.

Accurate: Desmond's Best-Craftsmanship Hellpistol is an ancient weapon of precision designed to respond superbly in skilled hands. When he declares an Aim action with this weapon, he receives a +10 bonus to his next Ballistic Skill Test in addition to the normal bonus granted
by Aiming.

Talented (Tech-Use): Desmond has a knack for understanding and repairing mechanical items and unusual technological artefacts.
He gains a +10 bonus to all Tech-Use Skill Tests.


WOUNDS
Total: 12
Current_______________
Fatigue_______________

FATE POINTS
Total: 3
Current_______________

MOVEMENT
Half Action: 3m Full Action: 6m
Charge: 9m Run: 18m

ARMOUR
Xeno-mesh
Armour Points: 4

WEAPON
Name: Best-Craftsmanship Hellpistol
Class: Pistol
Damage: 1d10+4
Pen: 7
Range: 35m ROF: S/–/– Clip: 40 Reload: Full
Special Rules: Accurate


GEAR
Autoquill, dataslate, micro-bead, two sets of robes, chrono, 2 clips of hellpistol ammo, void-breather.

Writers Notes:

The three most important things to know about playing Desmond are:

• You are a living repository of knowledge and can call to mind obscure facts and legends in the blink of an eye.

• You can operate many tech-devices and commune with machinespirits.

• You desire to see your discoveries and writings come to fruition.
« Last Edit: March 04, 2016, 12:14:26 AM by Captain Dob Van Dwi »
I choose too keep "Old Warhammer" alive with my blood sweat and tears.

It's bad that warhammer might die but it would be a tragedy if it stays dead!

Offline Demonslayer

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Re: Time to fish the waters for an rpg...
« Reply #28 on: March 02, 2016, 10:30:15 AM »
Sounds like fun :)!

I went ahead and generated a Navigator, pretty much done aside from rolling the dice (stats, insanity and mutation, which I'll leave to Dwi to ensure fairness). I allocated the standard 500 starting XP, although from the other character's you've rolled up it seems you've spent more? If so, just let me know and I'll add whatever XP you set as the starting point.

Let me know whether you're ok with the character, and if so I'll start writing a little introduction for him!

Quote
Jace "Echo" Siegmund, Navigator

WS 2d10 + 17
BS: 2d10 + 25
S: 2d10 + 25
T: 2d10 + 25
Ag: 2d10 + 25
Int: 2d10 + 35
Per: 2d10 + 30
WP: 2d10 + 41
Fel: 2d10 + 25

Wounds: (2*TB) + (1d5+1)
Fate Points: Roll 1d10 (1-5: 2, 6-9: 3, 10: 4)
Insanity: 1d10 + 1d5
Corruption: 0

Skills
* Awareness
* Common Lore (Tech, Machine Cult, Navis Nobilite)
* Forbidden Lore (Navigators, Warp, Xenos)
* Literacy
* Navigation (Stellar, Warp)
* Psyniscience
* Scholastic Lore (Astromancy)
* Speak Language (High, Low)
* Trade (Astrographer)

Talents
* Navigator
* Pistol Weapon Training (Universal)
* Technical Knock
* Talented (Awareness)
* Talented (Navigation (Warp))
* Unshakeable Faith

Equipment
* Best-craftsmanship hellpistol
* Best-craftsmanship metal staff
* Best-craftsmanship Xeno-mesh armour
* Emperor's Tarot deck
* Silk headscarf
* Nobilite robes
* Charm
* Micro-bead
* Good-craftsmanship Almanac Astrae Divinitus (+10 to Navigation, Pilot, SL(Astromancy), Trade (Astrographer))

Mutations
1 Navigator Mutation

Navigator Powers
- Lidless Stare (Novice)
- Void Watcher (Novice)

List of XP Expenditures
500/500
- Intelligence (100)
- Perception (100)
- Willpower (100)
- Awareness (100)
- Trade (Astrographer) (100)

Special
* -5 on Fel when dealing with Ecclesiarchy, -10 on knowledge of Imperial Creed
* Spend a Fate Point to automatically succeed on a Navigator Power (1d5 successes, 5 = 0)
* -10 Fellowship while dealing with locals on planet






Below is a list of how I ended up with the above, if you want to check whether everything's in order :).

Total from Origin Path and Navigator House
* -8 WS
* +5 Int
* +11 WP
* Skills: Common Lore (Tech, Machine Cult), Forbidden Lore (any)
* Talents: Technical Knock, Unshakeable Faith, Talented (any), Talented( Navigation (Warp))
* Insanity: 1d10 + 1d5
* -5 on Fel when dealing with Ecclesiarchy, -10 on knowledge of Imperial Creed
* Spend a Fate Point to automatically succeed on a Navigator Power (1d5 successes, 5 = 0)
* -10 Fellowship while dealing with locals on planet

++ORIGIN PATH++
Homeworld: Forge World
* -5 WS
* +5 Int
* Basic untrained skill: Common Lore (Tech)
* Basic untrained skill: Common Lore (Machine Cult)
* Talent: Technical Knock
* +3 (any Characteristic)
* -10 (knowledge of Imperial Creed)
* -5 Fellowship when dealing formally with Ecclesiarchy
* Starting Wounds: (2*TB) + (1d5+1)
Birthright: Child of the Creed
* Talent: Unshakeable Faith
* +3 Willpower
* -3 WS
Lure: Zealot (Unnerving Clarity)
* +5 Willpower
* 1D10 Insanity OR -5 Fellowship
Trial: Dark Voyage
* Forbidden Lore (any)
* 1D5 Insanity
Motivation: Prestige
* Talented (any one) OR Peer (any one)
Career: Navigator

++Navigator House++
Nomadic house
* Talented( Navigation (Warp))
* Spend a Fate Point to automatically succeed on a Navigator Power (1d5 successes, 5 = 0)
* -10 Fellowship while dealing with locals on planet


« Last Edit: March 04, 2016, 02:32:43 PM by Demonslayer »
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Offline Captain Dob Van Dwi

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Re: Time to fish the waters for an rpg...
« Reply #29 on: March 02, 2016, 02:57:22 PM »
Looks good sir!
« Last Edit: March 02, 2016, 10:32:02 PM by Captain Dob Van Dwi »
I choose too keep "Old Warhammer" alive with my blood sweat and tears.

It's bad that warhammer might die but it would be a tragedy if it stays dead!

Offline Gankom

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Re: Time to fish the waters for an rpg...
« Reply #30 on: March 02, 2016, 04:07:05 PM »
Seneschal looks good! I like that you worked in the tech obsession without him having to go full tech adept. I'll get working on a name and bit of background. Do I need to pick anything from the book like home world and motivation or should I leave that to you?

More players is always nice as well. We're going to be an interesting group with the Ex-guard, Seneschal and Navigator.
« Last Edit: March 02, 2016, 05:23:39 PM by Gankom »

Offline Captain Dob Van Dwi

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Re: Time to fish the waters for an rpg...
« Reply #31 on: March 02, 2016, 10:37:25 PM »
@Gankom: Indeed I need three things. A name for your Home world, a name for your char& a basic background (ie why is he interested in zenos-tech, why join Hasarrian's crew, was he allready Hasarians Senechal etc)

@Xath: I need the same from you + what kind of weapons you want to use.

@DemonSlayer: I must say that your Nav is quite interesting. How are you going ti tie it all together? Speaking of which I need a basic background story. A short paragraph should do.
« Last Edit: March 02, 2016, 10:46:08 PM by Captain Dob Van Dwi »
I choose too keep "Old Warhammer" alive with my blood sweat and tears.

It's bad that warhammer might die but it would be a tragedy if it stays dead!

Offline Gankom

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Re: Time to fish the waters for an rpg...
« Reply #32 on: March 02, 2016, 10:54:37 PM »
I wrote this up quickly in between chores and work so it might be a bit disjointed.

Desmond Pyke hails from the Imperial world of Canadiana. A moderately advanced world far out on the frontier’s of space, there was nothing there of interest to keep Desmond interested in staying. The rulers of Canadiana had no interest in the outside universe, unlike Desmond. The very thought of worlds he hadn’t seen and technology almost like magic ignited a wanderlust in him. So one day he boarded one of the few ships leaving the system and never looked back.

Fascinated by the Xeno and their technology. Desmond believes the mankind is a god amongst the stars, but to truly defeat the alien horror they need to be studied. Know Thy Enemy. Desmond Pyke is a quiet but confident man, who views violence as a last resort. There is no bigger waste of potential then a dead man. Alive, even as an enemy, they have so much more potential for profit…

Desmond’s motto has always been Gold, God and Glory. Although he’s never particularly worried about what order to acquire them in.

A wonder with machines Desmond has always had a knack for dealing with the various tech he’s encountered. This has come in handy during his work as his Lord’s Seneschal. In order to get the maximum profit, it’s important to make sure a machine works, or at least doesn’t explode. This is how he came to join the Lord Hasarrian's crew. Desmond has already made several journeys into the void of space and was serving as the quartermaster of some two-bit voidship. It was while attempting to negotiate a better trading rate with Captain Hasarrian that he showed off his skills, hoping to impress the Captain. Instead of a better trading rate he got a job offer. It was much further down the ladder of command then seneschal, but Desmond Pyke is ambitious and it wasn’t long before he was working his way up.

Motivation: Desmond is motivated primarily by the thought of gold and glory. His greatest dream is to live on in the legends of the Imperium. He has no interest in being a general or war leader, but the thought of discovering some long lost technology or way to defeat Xeno technology fuels his passion.


Let me know if it works or if I should change some stuff.

Offline Captain Dob Van Dwi

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Re: Time to fish the waters for an rpg...
« Reply #33 on: March 02, 2016, 11:19:33 PM »
Canadiana eh? Dose he look like Sam Steel? :P

Sorry, Mountie joke.

Perhaps this will help you with what your going for, I added a Canadian bent to it as well: http://boringmordheimforum.forumieren.com/t7231-cantamatian-fluff

Perhaps hes from there?

Back on topic. You fluff looks pretty good.
« Last Edit: March 02, 2016, 11:25:38 PM by Captain Dob Van Dwi »
I choose too keep "Old Warhammer" alive with my blood sweat and tears.

It's bad that warhammer might die but it would be a tragedy if it stays dead!

Offline Gankom

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Re: Time to fish the waters for an rpg...
« Reply #34 on: March 03, 2016, 12:06:02 AM »
Lol I went with the name of my Imperial guard world I've been working on. Figured I could tie things together with my guard in their fluff as well.

Canadian patriotism at its best. Forget about big showy displays, we'll just work the name in there somewhere.

Sam Steel might be close, what about Dudley Dooright?

Offline Captain Dob Van Dwi

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Re: Time to fish the waters for an rpg...
« Reply #35 on: March 03, 2016, 12:31:15 AM »
Lol yes! He has a titanic chin and a kingly moustache! Perfect!
I choose too keep "Old Warhammer" alive with my blood sweat and tears.

It's bad that warhammer might die but it would be a tragedy if it stays dead!

Offline Xathrodox86

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Re: Time to fish the waters for an rpg...
« Reply #36 on: March 03, 2016, 08:55:15 AM »
I'll post my bio and gear list later today.
Check out my wargaming blog "It always rains in Nuln". Reviews, rants and a robust dose of wargaming and RPG fun guaranteed. ;)

http://italwaysrainsinnuln.blogspot.com/

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Offline Demonslayer

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Re: Time to fish the waters for an rpg...
« Reply #37 on: March 03, 2016, 03:11:09 PM »
Ok, mostly done with the background, I'll proofread and post it tomorrow :).
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Offline Captain Dob Van Dwi

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Re: Time to fish the waters for an rpg...
« Reply #38 on: March 03, 2016, 08:03:06 PM »
All-righty then lads. I look forward to it.
I choose too keep "Old Warhammer" alive with my blood sweat and tears.

It's bad that warhammer might die but it would be a tragedy if it stays dead!

Offline Captain Dob Van Dwi

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Re: Time to fish the waters for an rpg...
« Reply #39 on: March 03, 2016, 11:42:30 PM »
@Gankom: You will note that I have Desmonds Motivation as prestige. This means that he can have the tech use talent. That ok? I knoe Desmond is not really seeking to be exalted but...

Of course a change in the wording of your fluff can line it too.
I choose too keep "Old Warhammer" alive with my blood sweat and tears.

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Offline Gankom

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Re: Time to fish the waters for an rpg...
« Reply #40 on: March 03, 2016, 11:57:37 PM »
Absolutely okay with that. I noticed you had put prestige in after I wrote it and figured I'd reword stuff. I figure the prestige of being the 'discoverer' is what he's after, as opposed to becoming rich and famous.

Offline Captain Dob Van Dwi

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Re: Time to fish the waters for an rpg...
« Reply #41 on: March 04, 2016, 12:15:26 AM »
Great! Tthat means that Gankoms character is done!
I choose too keep "Old Warhammer" alive with my blood sweat and tears.

It's bad that warhammer might die but it would be a tragedy if it stays dead!

Offline Gankom

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Re: Time to fish the waters for an rpg...
« Reply #42 on: March 04, 2016, 12:42:28 AM »
Well it's understandable. From what I get the seneschal is the one dealing with a large amount of the paper work. No wonder he gets done first.

Offline Captain Dob Van Dwi

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Re: Time to fish the waters for an rpg...
« Reply #43 on: March 04, 2016, 02:03:34 AM »
Also what are you guys looking for in our adventure? Heist, chaos & darkness...?
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It's bad that warhammer might die but it would be a tragedy if it stays dead!

Offline Demonslayer

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Re: Time to fish the waters for an rpg...
« Reply #44 on: March 04, 2016, 02:23:20 PM »
Background time! Let me know if this is sufficient, or if you need anything extra.

Quote
Jace "Echo" Siegmund, Navigator

Jace "Echo" Siegmund is a scion of the nomadic Navigator House Siegmund, the seventeenth son to its Novator. As such he was deemed mostly superfluous by his family. Assured that Jace's elder siblings would provide the House with sufficient wealth, prestige and political leverage, the latest child of House Siegmund was intended mostly as an afterthought, an experiment with minimal investment and low expectations.

While visiting a Forge world, House Siegmund's Novator announced that Jace would remain behind, in the custody of the Fabricator-Locum. He wished to see what effect an early introduction to the secrets of technology and fabrication would have on a Navigator's later effectiveness aboard a starship. Ignoring the boy's protests, the Novator directed his fleet away from the planet, leaving Jace in the cold and uncaring hands of the Adeptus Mechanicus.

Jace hardened in the care of the tech priests. His contempt for his captors strengthened his will, his resentment towards the Omnissiah fed his love for the God-Emperor. While his daily interactions with technology gave him an insight into their function, Jace refused to learn the true secrets of technology. Instead, he focused on his innate abilities. For his third eye could see plainly the Astronomican, and its light comforted the young Navigator during his darkest hours.

His time watching the God-Emperor's beacon led to a fascination with far-away places, and a burning desire to submit others to the light which had been his crutch for years. His family's scorn only made Jace resolve to rise above their expectations, to see his star rise above his siblings' and, eventually, to supplant his father as Novator of the Hhouse.

Those ambitions would prove difficult to realize, however. After several years on the forge world, Jace was finally allowed to leave and ply his trade among the stars, far removed from both the tech-priests he resented and the family who scorned him. Yet he soon found that he lacked the required social skills to make his way in the galaxy; as part of a nomadic House, he had known only his family and its servants aboard the Siegmund fleet. Jace had never learned how to speak with outsiders, and his time among the tech priests had done nothing to improve his already lacking social acumen.

Even worse, members of the Ecclesiarchy were quick do dismiss Jace as soon as they learned of his reputation. While Jace's faith was strong, his knowledge of proper Imperial rites and prayers was lacking. His time among the Omnissiah's disciples had left something of a stigmata which caused the Ecclesiarchy's priests to view Jace with disdain. And because of this disdain, many upstanding citizens of the Imperium refused to deal with Jace, as they were unwilling to risk earning the Ecclesiarchy's ire.

Jace eventually decided to sign up for service aboard a Rogue Trader's vessel, hoping its captain's reputation would eventually wash away the stains his own past had left. As a Navigator, he was welcomed with open arms by many crews. Unfortunately, none of them could satisfy Jace's ambitions. There were only a handful of ships he stayed with longer than a year- some captains risked too little and subsequentially garnered too little glory, others risked too much and lost their careers, their ships, or even their lives to rivals and various xenos.

One particular case of a cold trade gone sour led to the Eldar wiping out the entire crew save Jace, hunting him through the forests for three days, and finally leaving him to die in the planet's jungles. When a band of smugglers finally found the Navigator four years later, he was half mad, and to this day he experiences vivid nightmares of his time in the untamed wilds. Ever since, Jace has come to appreciate life aboard thick-hulled spaceships, feeling somewhat uncomfortable under an open sky.

Despite his resentment for his time among the tech priests, Jace has become more like his cold, uncaring caretakers than he cares to admit. He too thinks in terms of logic, with a singleminded focus on fulfilling his ambitions in as efficient a way as possible. To him, emotional decisions are made by lesser men. Those with any design on power should stick to reason and logic, rather than allow themselves to be distracted by wants and desires. Protected by the Warrant of Trade he has no qualms about dealing with Xenos, although he still feels ill at ease in the presence of the Eldar.

Recently Jace has signed up with the crew of captain Hasarrian, hoping that this time he will be able to further his ambitions among the stars.

As for what I'm looking for, I suppose exploring new systems/ charting new routes would be interesting, although I'd be happy to go with anything :).

Also, did you roll up a ship already, or should we get started on doing that (and if so, are there any limitations)?
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Offline Gankom

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Re: Time to fish the waters for an rpg...
« Reply #45 on: March 04, 2016, 02:36:22 PM »
I also like the idea of exploring new world's and looking for forgotten artifact. But I'm very happy to try and heist them from a rival as well.

Offline Captain Dob Van Dwi

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Re: Time to fish the waters for an rpg...
« Reply #46 on: March 04, 2016, 07:43:55 PM »
@Demonslayer: I can't help but feel that Jace's Father will show his face. Such an unorthodox experiment would no doubt draw the attention of Mars and certain Radical and Puritan Inquisitors.

Could be an interesting personal quest for your character.

Also, there are no ship restrictions. Would you like the honors DS?

@Gankom: All Righty.

@Everyone: Then the Adventure will be Lure of the Expanse.
I choose too keep "Old Warhammer" alive with my blood sweat and tears.

It's bad that warhammer might die but it would be a tragedy if it stays dead!

Offline Captain Dob Van Dwi

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Re: Time to fish the waters for an rpg...
« Reply #47 on: March 04, 2016, 09:32:21 PM »
Btw DS, did you get my newest PM?
« Last Edit: March 04, 2016, 09:39:50 PM by Captain Dob Van Dwi »
I choose too keep "Old Warhammer" alive with my blood sweat and tears.

It's bad that warhammer might die but it would be a tragedy if it stays dead!

Offline Demonslayer

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Re: Time to fish the waters for an rpg...
« Reply #48 on: March 05, 2016, 04:06:18 PM »
I've come up with the following as a suggestion for a ship;

Quote
Sword-class frigate

Speed: 8
Manoeuvrability: +23
Detection: +13
Hull: 35
Armour: 19
Turret Rating: 2
Space: 40/40
SP:   55
Power: 44/45

Weapons
* Dorsal: Mars Pattern Macrocannons (4, 2, +1)
* Dorsal: Sunsear laser battery (6, 4, +1)

Essential Components
Plasma Drive: Jovian Class 2 (generates 45 power)
Warp Engine: Strelov 1 (10 power, 10 space)
Gellar Field: Warpsbane hull (1 power, 0 space, +2SP)
Void shields: Single (5 power, 1 space)
Bridge: Command Bridge (2 power, 1 space, +1SP)
Life Sustainer: Vitae pattern (4 power, 2 space)
Crew Quarters: Voidsmen (1 power, 3 space)
Augur Arrays: R-50 (4 power)

Supplemental Components
Augmented Retro-thrusters (3 power, 0 space, +2SP)
Armour plating (0 power, 1 space, +2SP)
Munitorium (2 power, 3 space, +2SP)
Observation Dome (0 power, 1 space, +1SP)
Trophy Room (1 power, 1 space, +1SP)
Temple-Shrine (1 power, 1 space, +1SP)

Bonus
* +25 for completing military objectives
* +100 for completing creed objectives
* +50 for completing trade objectives
* +150 for completing exploration objectives
* +50 for completing criminal objectives

Let me know what you guys think!
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Offline Gankom

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Re: Time to fish the waters for an rpg...
« Reply #49 on: March 05, 2016, 06:52:26 PM »
I like it myself, but in all honesty with this being my first Rogue Trader game (Or even first time looking at the book) I'd probably like anything. Looks like it's set up good for exploration. Fairly fast, bonus's on exploration, etc.