Deathwatch or Rogue Trader
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#127
I'm game.
"Nothing in biology makes sense except in the light of evolution."
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
#128
Hawkwings wrote:I would be interested in such a game. Of course that leads to the question of what I'd be doing on days that main campaign is being run. Hmm...
That 'time' guy is a right bastard. And yes, I'm honestly not sure how often this will happen. It's entirely possible that Cat and everyone else shows up for Rogue Trader for every game from now until forever, which would mean Monday Night Deathwatch never actually occurs.Mmm, well that makes things difficult seeing as how it's currently 1AM here and I've got class in the morning.
I'll get separate thread up and running for characters, since we seem to have at least three players (which is my almost completely arbitrary minimum). Further Deathwatch posts should probably go there.
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#131
Rogue Trader is a go.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#132
It is mine! The terrible glory of Battlefleet Koronus is at my finger tips!
MUHAHAHAHAHAHA!
MUHAHAHAHAHAHA!
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
#133
Blast you! My copy still hasn't arrived! Oh, uh... *cowers*
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#134
Bah. My copy hasn't shipped yet. Curse you, FFG!
Chronological Incontinence: Time warps around the poster. The thread topic winks out of existence and reappears in 1d10 posts.
Out of Context Theatre, this week starring rhoenix
-'I need to hit the can, but if you wouldn't mind joining me for number two, I'd be grateful.'
Out of Context Theatre, this week starring rhoenix
-'I need to hit the can, but if you wouldn't mind joining me for number two, I'd be grateful.'
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#135
Hey guys, I have a bunch of errands I need to do tomorrow that cannot wait. I will make it late to the game if I can, however.
"Before you diagnose yourself with depression or low self-esteem, make sure that you are not, in fact, just surrounded by assholes."
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#136
Just a reminder that Rogue Trader is a go tomorrow. As a GM, I've noticed that some of you have been doing a good job of establishing your characters and pursuing your goals. Others have you haven't been doing as well.
SHOW ME YOUR FIRE!
You are the leaders and commanders of not only a ship, but a noble dynasty that stretches across the stars. You aren't just Chekov and Scotty but Thefur Hawitt and Gurney Hallick; movers, shakers, and plotters in your own right. You don't merely take orders from the Lord Captain in the same way Duncan Idaho didn't merely take orders from Leto Atreides.
Now let me see that truth.
SHOW ME YOUR FIRE!
You are the leaders and commanders of not only a ship, but a noble dynasty that stretches across the stars. You aren't just Chekov and Scotty but Thefur Hawitt and Gurney Hallick; movers, shakers, and plotters in your own right. You don't merely take orders from the Lord Captain in the same way Duncan Idaho didn't merely take orders from Leto Atreides.
Now let me see that truth.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
#137
I think I've just been getting used to the system still. I will try pumping myself up with epic music before game tomorrow to get myself in the mood to play a bad ass. Need to start coming up with some of my own goals too... Hmmm.
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#138
Turns out I made an error in the Omen of Majesty's attributes once more, but it's in our favor. The Markov Warp Drive for light cruisers takes off 1d10 days from warp travel instead of 1d5. My mistake, I hope you can all forgive me.
To that end, I'm thinking of putting together a basic combat primer for space and ground conflicts to help out with understanding the system. Thoughts?
To that end, I'm thinking of putting together a basic combat primer for space and ground conflicts to help out with understanding the system. Thoughts?
#139
First up, space combat. We've all done a bit of ground combat and I think most everyone has the basics down, but we've not done much in space and things can get a bit tricky up there.
First up, there are three basic kinds of actions, Maneuver, Firing, and Extended. The first two are either largely straightforward or only really apply to one person. Extended actions, however, are for the rest of us.
There's a table on page 217 of the main book that covers all of the basic extended actions. There are some additional ones for Navigators and Astropaths in Into the Storm. I'll cover some of the key ones here by station.
Sensors: Active Scan, Focused Scan, Lock on Target
These are basically what you imagine. Active scan is looking for trouble, Focused Scan is getting details on the target (such as delicious internal components we can critically hit), and Lock on Target gives us a bonus to hit. In a given scenario, the order should be scan for targets, if there are targets, get as much information as possible, and when the guns open up, lock on target.
Engineering: Aid the Machine Spirit, Emergency Repairs, Flank Speed, Jam Communications
Aid the Machine Spirit is modestly useful, increasing our maneuvering or sensors for a brief turn. Emergency Repairs is necessary when we take damage to our components. Flank speed, in addition to our ship's natural speed, can give us a massive edge in positioning, a tremendous benefit in space combat. Also, running away, as shown in our misadventure with what I like to call "the proto-WAAAAAAAAAAAAUGH". Jam Communications is useful, but mostly when we don't want someone calling for backup. We'll get back to that one later.
Command: Repel Boarders, Hit and Run, Hold Fast!, Disinformation, Put Your Backs Into It!
Not all of these use the Command Skill, but they all are important. Repel Boarders and Hit and Run are two sides of the same coin, one offense, one defense. Hold Fast! is a Willpower check to try and keep Crew Morale up while we are getting pounded, and is a reaction to a recent attack, Disinformation involves lying to the crew about how well we're doing to keep morale up. Put your backs into it! involves either intimidating or rallying the crew to perform better on a given shooting, emergency repairs, or firefighting action.
Needless to say, put your backs into is almost always useful. Remember, you are all command staff.
Medical: Triage
As the brief description says, reduces crew population damage. When Alan takes this action, he is very efficient and orders the last word be ignored to save time.
Astropath: The Ties That Bind, Telepathic Jamming, Divining the Way, Taking the Shot, Inspiring Presence.
Some of these require certain psychic powers be taken. Ties That Bind requires Mind Link, and gives a bonus to all other players. Telepathic Jamming is very short range, but can prevent astropathic signals from being sent by other ships. Divining the way requires the Divination discipline and gives a bonus to the next maneuver action. Taking the Shot requires the Divination discipline and gives a bonus to shooting. Inspiring Presence requires the power Inspire and imparts a bonus on hit and run actions.
Navigator: Tactical Positioning, Tactical Retreat, Relentless Pursuit
Tactical Positioning can give one degree of success to either one successful maneuver or shooting test, Tactical Retreat makes escaping a Stern Chase easier, and Relentless Pursuit makes it easier to catch a fleeing ship.
This is not the be-all end-all list of options in space combat, of course, and I've not listed the specific rules, but they are all listed in the main book, though the Navigator and Astropath specific actions are in Into the Storm. There are a lot of skills, talents, and powers that give you other things to do as well, and there are some actions I didn't list. Your roles on the ship give good starting points as to where you should start.
First up, there are three basic kinds of actions, Maneuver, Firing, and Extended. The first two are either largely straightforward or only really apply to one person. Extended actions, however, are for the rest of us.
There's a table on page 217 of the main book that covers all of the basic extended actions. There are some additional ones for Navigators and Astropaths in Into the Storm. I'll cover some of the key ones here by station.
Sensors: Active Scan, Focused Scan, Lock on Target
These are basically what you imagine. Active scan is looking for trouble, Focused Scan is getting details on the target (such as delicious internal components we can critically hit), and Lock on Target gives us a bonus to hit. In a given scenario, the order should be scan for targets, if there are targets, get as much information as possible, and when the guns open up, lock on target.
Engineering: Aid the Machine Spirit, Emergency Repairs, Flank Speed, Jam Communications
Aid the Machine Spirit is modestly useful, increasing our maneuvering or sensors for a brief turn. Emergency Repairs is necessary when we take damage to our components. Flank speed, in addition to our ship's natural speed, can give us a massive edge in positioning, a tremendous benefit in space combat. Also, running away, as shown in our misadventure with what I like to call "the proto-WAAAAAAAAAAAAUGH". Jam Communications is useful, but mostly when we don't want someone calling for backup. We'll get back to that one later.
Command: Repel Boarders, Hit and Run, Hold Fast!, Disinformation, Put Your Backs Into It!
Not all of these use the Command Skill, but they all are important. Repel Boarders and Hit and Run are two sides of the same coin, one offense, one defense. Hold Fast! is a Willpower check to try and keep Crew Morale up while we are getting pounded, and is a reaction to a recent attack, Disinformation involves lying to the crew about how well we're doing to keep morale up. Put your backs into it! involves either intimidating or rallying the crew to perform better on a given shooting, emergency repairs, or firefighting action.
Needless to say, put your backs into is almost always useful. Remember, you are all command staff.
Medical: Triage
As the brief description says, reduces crew population damage. When Alan takes this action, he is very efficient and orders the last word be ignored to save time.
Astropath: The Ties That Bind, Telepathic Jamming, Divining the Way, Taking the Shot, Inspiring Presence.
Some of these require certain psychic powers be taken. Ties That Bind requires Mind Link, and gives a bonus to all other players. Telepathic Jamming is very short range, but can prevent astropathic signals from being sent by other ships. Divining the way requires the Divination discipline and gives a bonus to the next maneuver action. Taking the Shot requires the Divination discipline and gives a bonus to shooting. Inspiring Presence requires the power Inspire and imparts a bonus on hit and run actions.
Navigator: Tactical Positioning, Tactical Retreat, Relentless Pursuit
Tactical Positioning can give one degree of success to either one successful maneuver or shooting test, Tactical Retreat makes escaping a Stern Chase easier, and Relentless Pursuit makes it easier to catch a fleeing ship.
This is not the be-all end-all list of options in space combat, of course, and I've not listed the specific rules, but they are all listed in the main book, though the Navigator and Astropath specific actions are in Into the Storm. There are a lot of skills, talents, and powers that give you other things to do as well, and there are some actions I didn't list. Your roles on the ship give good starting points as to where you should start.
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#140
Yeah, I am pretty much in the same boat. I am still getting used to said system. But we shall see what can be done BWAHAHAHACharon wrote:I think I've just been getting used to the system still. I will try pumping myself up with epic music before game tomorrow to get myself in the mood to play a bad ass. Need to start coming up with some of my own goals too... Hmmm.
"Nothing in biology makes sense except in the light of evolution."
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
#141
Not sure if I'm gonna be in tonight. I'm just feeling exhausted and work isn't even done yet.
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#143
Given the number of people who are saying they may be or are not up to it, the game tonight is canceled. Sorry about the short notice, but you're getting the news just after I did.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#144
May be a bit late for the game today, I have to make a stop after school.
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
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#145
Dammit Hotfoot! I command you to get well!
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#146
The game is dead, again.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#147
This Monday I'm afraid you'll be Navigator-less, due to my work schedule switching.
No, I won't normally work Mondays (in fact, it'll still be the first day of my weekend), but... I had to this week at work due to lack of coverage.
No, I won't normally work Mondays (in fact, it'll still be the first day of my weekend), but... I had to this week at work due to lack of coverage.
"Before you diagnose yourself with depression or low self-esteem, make sure that you are not, in fact, just surrounded by assholes."
- William Gibson
- William Gibson
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#148
Unless it takes me 3-4 hours to donate platelets, I should be on-time. Giving a heads-up just in case it is...
Last edited by Soontir948 on Sun Apr 24, 2011 11:16 pm, edited 1 time in total.
#149
I will be available barring some issues.
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"A dog doesn’t need to show his teeth as long as his growl’s deep enough, his food bowl is full and he knows where all the bones are buried." - Frank Underwood
"Not OP, therefore weakest." - Cynical Cat (May 2016)
"A dog doesn’t need to show his teeth as long as his growl’s deep enough, his food bowl is full and he knows where all the bones are buried." - Frank Underwood