[Interest Check] Rogue Trader: How the Void Was Won (System, NC)

Started by The Great Triangle, April 14, 2011, 06:50:19 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

SomeGuy

Quote from: The Great Triangle on April 14, 2011, 11:56:10 PMAccording to my files, you can get a clutch of melta topedoes to start with, but if you want a nova cannon, you'll basically have to build a ship which is just a flying nova cannon.  Vortex torpedoes are right out, though.

What about a ship that's a flying torpedo?  >:)

Hm, think I'm gonna go with RT after all. How does Child of a Dynasty -> Vaunted -> Chosen by Destiny (Fated for Greatness) -> Dark Voyage -> Prestige sound?

The Great Triangle

Quote from: SomeGuy on April 15, 2011, 12:15:29 AM
What about a ship that's a flying torpedo?  >:)

Hm, think I'm gonna go with RT after all. How does Child of a Dynasty -> Vaunted -> Chosen by Destiny (Fated for Greatness) -> Dark Voyage -> Prestige sound?

That sounds quite alright.  By the way, we're using point buy to determine stats, for simplicity.


And here's a second example ship, to provide a contrast to the first:

The Anemone , a Turbulent Class Heavy Frigate

Speed 6   Maneuverability +18, Detection +20   
Hull Integrity 48  Armor 22 prow, other sections 20, Turret Rating: 2
Crew Population: 100,  Morale: 95, Crew Quality Regular (30)

Complication: Emissary of the Empire   Machine Spirit Personality: Resolute

Background: The Anemone is a turbulent class heavy frigate dating from the Horus Heresy, recovered from a space hulk 650 years ago, and commissioned as a warship for the ecclesiarchy.  It performed with distinction for over half a millenium before beingtransferred to the control of the Imperial navy by the administratum.  The navy held the Anemone for a while before performing a half assed refit on the ship, bolting an overweight prow to the ship, and hastily installing barracks with hellish conditions that sometimes leak their entire air supply into the void.  The ship was designated as a capital ship attacker and received a jamming system which produces an electronic hum that causes headaches throughout the crew.  After a near mutiny led to the death of the ship's captain, the Navy kindly gave the ship to a Rogue Trader, so that it wouldn't have to deal with a ship that simply wasn't designed to be a navy ship in the first place.


Description: The Anemone is a massive, incredibly well armored ship, essentially a flying Gothic cathedral.  The side of the ship bears the Fleur de Lise of the Adeptus Soriatas, and most of the ship is painted in the white and black of the ecclesiarchy.  The reinforced prow is done up in Imperial red, and bears the regulation navy Aquila.  The interior of the ship is more like a monastery than a starship, filled with stone and uncomfortable, cramped, severe corridors.  The Navy sections of the ship are all crudely bolted together steel, often with loose rivets and exposed electrical conduits. 


Ship Components:

Jovian Pattern Class 2.1a Plasma Drive: The plasma drives of Turbulent class frigates always burn hot, but this particular frigate includes nephium fuel pumps to bring its plasma drive to incredible levels of power.  The mechanicus priests who maintain the plasma drive are a reclusive tribe who have been aboard the ship for thousands of years, even when it was a space hulk, and seem to have some kind of mysterious wisdom.
Strelov I Warp Engine: The warp engine of this ship is a mere 75 years old, thanks to a lucky torpedo hit from an Ork vessel.  The panels are gleaming, but the cult which maintain the plasma engine refuse to go near the warp drive, forcing independent techpriests to maintain the engine with the help of a servitor team.
Warpsbane Hull: Instead of a conventional Gellar field, the hull of the Anemone is covered in holy sigils and anti warp materials.  The hull is almost incomprehensibly ancient, and will likely be around for millenia after the last crew of the ship is lost in the void. 
Mars Pattern Void Shield Array: The void shields of the Anemone are tucked deep inside the hull, near the warp engine and just as new, maintained by the same servitor team.  The ratings scrupulously avoid the area, their genetic memory telling them that if the hull section was hit with a torpedo once, it could be blasted open again.
Command Bridge: The bridge of the Anemone is a squat structure that looks very much like a bunker, topped by the vast sensor dish of the Auger array.  The command bridge is a severe, humorless room which looks like a medieval dungeon, but with crew stations instead of torture devices... mostly.  Many of the lower priority sections of the command bridge are lit by torchlight instead of more artificial lighting, for the focusing effect it has on the minds of the crew.
Vitae Pattern Life Sustainer: The life sustainer of the ship is also the office of the ship's chief confessor, and is a honeycombed maze of confession booths and wooden closets in which the various life support systems of the vessel lurk.  Several interrogation/torture chambers are also concealed within the ship's confession booths.
Pressed Crew Quarters: The crew quarters of the Anemone are large, open chambers with cathedral ceilings and scores of 3 high bunks that are hard as stone.  Crew are kept in gender segregated dorms, and often engage in regular self flagellation.  It is said that the whips and scoridas of the crew quarters can mark each watch on the Anemone better than the ship's bells can.
Mark 201.b Auger Array: The bridge tower of the Anemone is topped by a large sensor dish, capable of extremely efficient active scanning and absorbing enemy fire in combat.

Dorsal Infernus Pattern Melta Cannons:  The main armament of the Anemone is a set of massive gun turrets that fire extremely destructive melta shells, capable of turning enemy ships into blazing infernos.  Most crew members who work in these turrets are covered in burn scars, thanks to the heat generated by simply firing such weapons, and the inevitable misfires.
Cathedral Repentia: A relic of the ship's ecclesiarchy days, the prow of the ship just behind and on top of the ramming prow has a Repentia convent, which maintains an honor guard of Sisters Repentia.  By sacred contract, at least 50 Sisters Repentia and a Repentia Mistress must serve on the ship at all times, though on prolonged voyages, the Repentias will convert sinners into Arco-Flagellants to bolster their numbers.
Broadband Hymn Casters:  Surrounding the Cathedral Repentia are several dozen broadcast antennae capable of transmitting the sounds in the middle of the Cathedral.  During battle, the Repentias and/or the crew are gathered to sing extremely loud battle hymns which are then spammed on ever frequency, jamming enemy voice communications.
Flak Turrets: The hull of the Anemone is studded with hundreds of rapid firing assault cannons, designed to help shoot down attacking starfighters and torpedoes threatening the ship.  Each assault cannon is a small shrine to the Emperor, maintained with deep reverence by the portion of the crew assigned to it.
Reinforced Prow: The front of the ship is a crudely bolted on armored prow, with a number of plasma cutters for use in boarding operations.  The crew finds the poor craftsmanship of the prow offensive, and often makes long petitions to the junior officers to have the prow removed, since it just tends to lead to the ship engaging in unnecessary ramming attacks.
Barracks: Located just behind the ramming prow, the barracks have a simple function, yet somehow manage not to do it properly.  The ship's frequent ramming operations have done serious damage to the barracks, which were never well maintained in the first place.  The end result is an over-sized maze of narrow corridors, in which about 25% of the rooms are depressurized deathtraps.  Not only do the barracks tend to lose pressure frequently, they also sometimes get blocked air vents, causing crews to suffocate without realizing.  The unfortunate guardsmen who live in the barracks generally tend to be convicts, and riots are a regular concern.
KL-247 Jamming System: Located amidships between the port and starboard Melta cannon batteries, the jamming antennae fill the void with "white noise" making detecting enemy ships almost impossible.  The enemy will know that something is coming, but be unable to pinpoint from where.  In battle, the Anemone typically jams enemy sensors and communications, then charges at full speed towards enemy capital ships, setting them on fire before ramming and boarding them. 
Reinforced Bulkheads: In an attempt to fix the problems with the barracks, the Navy bolted dozens of extra bulkheads into the ship.  The extra bulkheads didn't really help, but it does make the job of damage control easier, and provide another buffer against damage to critical systems.

Modifier Summary:
+40 to command tests on hit and run attacks and boarding actions
+15 to intimidate tests against people not part of the crew
+10 to tech-use rolls to repair ship systems
+5 to ballistic skill tests to fire the weapons
Inflicts 1d5 additional damage when ramming
+50 achievement points to military objectives
Can select which critical hit is inflicted during a hit and run attack

Weapons:
2 Infernus Pattern Melta Cannons: strength 4, Damage 1d10+4, Crit Rating 3, range 4  Inferno
Meow!  I'm a kitty; made of fire.

Ons and Offs

SomeGuy

Well, I'm headed off. Got a fair bit of my character done, any suggestions/concerns?
Spoiler: Click to Show/Hide

Name: Ferrus Cortez
Player: SomeGuy
Career: Rogue Trader
Homeworld: Child of a Dynasty
Birthright: Vaunted
Lure of the Void: New Horizons- Seeker of Truth (100 XP)
Trials and Travels: Darkness- Warp Incursion (100 XP)
Motivation: Prestige
Gender: Male
Age: ?

Earned XP: 5000
Spent XP: 5000

Insanity: 1d5
Corruption: 1d5+1+1d5

Wounds: 8+1d5
Fate:

-Armor-
Head: 7
Body: 7
Arms: 7
Legs: 7
TB  : 4

Characteristics:   Total
WS   25+5      30
BS   25+5      30
S   25      25
T   25+20-3      42
Ag   25+10      35
Int   25+20+3+3   51
Per   25+10-3      32
WP   25+10-5      30
Fel   25+20+5+3   53

Skills---
  -Free-
Command
Commerce
Charm
Common Lore: Imperium
Evaluate
Literacy +10
Scholastic Lore: Astromancy
Scholastic Lore: Cryptology
Speak Language: High Gothic +10 & Low Gothic
  -Purchased-
Awareness (100 XP)
Dodge (100 XP)
Pilot: Space Craft (100 XP)


Traits/Talents---
  -Free-
Talented: Commerce
Resistance (Psychic Powers)
Light Sleeper
Air of Authority
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal)
  -Purchased-


Gear:
Plasma Pistol
Power Sword
Micro-Bead
Void Suit
Set of fine clothing
Xeno-Pelt cloak
Best-Craftsmanship Storm Trooper Carapace Armor

I rather like both examples you have besides the lack of Warpsbane on that first one, that's about as close to a requirement as it gets without actually being in the rules. With Child of a Dynasty and the +3 SP that gives, 2 of them are reserved for Warpsbane.

Roll twice on the Warp encounters then get to pick which one, and +10 to any Navigation test to pilot the ship for 0 space and 1 power? Probably my favorite component overall, easily my favorite among the components with no restrictions.

NotoriusBEN

wow, this exploded out of nowhere!

ooh~ choices! imperial psyker from dark heresy, or the senechal...  :-\
a main reason I like imperial psykers in rogue trader is that they finally begin to be awesome what with the 5000xp to put them on par with starting rogue trader characters.

Tagan

I love the Kobras Aquairre!  Seriously, that ship makes me happy.  Though an escort wing of heavy missiles would make me even happier.  ;)

I do volunteer to be the Rogue Trader... or at least the Rogue Trader's mistress who has wrapped the silly fool around her little finger.  (Your choice.)

The Great Triangle

Quote from: NotoriusBEN on April 15, 2011, 04:31:52 AM
wow, this exploded out of nowhere!

ooh~ choices! imperial psyker from dark heresy, or the senechal...  :-\
a main reason I like imperial psykers in rogue trader is that they finally begin to be awesome what with the 5000xp to put them on par with starting rogue trader characters.

Unfortunately, I won't be allowing Dark Heresy characters in this game, particularly Imperial Psykers, because I don't like converting rules for psychic powers between rogue trader and dark heresy and have concerns about balance.  Senechal is quite fine, though. 

Quote from: SomeGuy on April 15, 2011, 02:55:18 AM
Well, I'm headed off. Got a fair bit of my character done, any suggestions/concerns?

I rather like both examples you have besides the lack of Warpsbane on that first one, that's about as close to a requirement as it gets without actually being in the rules. With Child of a Dynasty and the +3 SP that gives, 2 of them are reserved for Warpsbane.

Roll twice on the Warp encounters then get to pick which one, and +10 to any Navigation test to pilot the ship for 0 space and 1 power? Probably my favorite component overall, easily my favorite among the components with no restrictions.

Your character looks just fine, though you should remember to put the Rogue Trader's Exceptional Leader ability on your list of traits.  I appreciate the character sheet being dissected and simple to read, which makes it very easy to approve your character.  I'll likely not post a character sheet thread until around 1AM tonight, but your character looks ready for approval.  (I'd just have to double check the xp spent on unusual origin path selections, since I'm not hugely familiar with those rules)  I'd go ahead and let you exchange "Speak Language (High Gothic) +10" for a talented talent of your choice, since I am NEVER going to make you roll a language check.  As for the warpsbane hull, I'd normally say no, but your background choices justify stripping out the emergency gellar field and installing a warpsbane hull instead.  (Since you survived a warp incursion and would be understandable paranoid.  You'll need to buy a best quality warpsbane hull though, or the crew will be upset.  The SP work out the same after selling the best quality emergency gellar field.)


Quote from: Tagan on April 15, 2011, 11:37:20 AM
I love the Kobras Aquairre!  Seriously, that ship makes me happy.  Though an escort wing of heavy missiles would make me even happier.  ;)

I do volunteer to be the Rogue Trader... or at least the Rogue Trader's mistress who has wrapped the silly fool around her little finger.  (Your choice.)

After double checking the rules, a Loki class Q ship with a set of Gryphonne pattern torpedo tubes and a macrocannon battery is a valid piece of starting equipment.  Such ships are transport ships designed to hold their own in a fight.  I would rule that they simply travel inside the same "warp pocket" as the flagship for warp jumps, though in battles, they would pretty much hang back far from the engagement zone and snipe enemy ships with torpedoes while the flagship does all of the heavy lifting. 
Meow!  I'm a kitty; made of fire.

Ons and Offs

NotoriusBEN

As sweet as the Kobras Aquairre is, should we try to upgrade it to a frigate class hull?
I've had bad experiences (aka fucking lucky GM rolls) that would pop a transport.

I also know what my Senechal is going to look like, at first I was like guy with sunglasses
Then I came across pics of the Negotiator so yea, this is the guy.

The Great Triangle

A frigate hull would be a lot of paperwork, though it would allow you a bit of extra hull integrity and armor.  The main trade off is that you lose a lot of speed and maneuverability, which will suck really hard if you end up fighting the Eldar.  (which you will)  If the group is willing to take the Evasive Maneuvers action frequently in combat, they should be pretty good at getting out of trouble.  Later on, you can try and cut an Eldar cloaking device out of a defeated ship and mount it to your own ship, which should render the Aquairre more or less invincible. 

Don't underestimate the value of a main cargo hold either.  +125 points to trade objectives is really handy, and converting it into a hangar deck is fun too.  (though your ship gets pushed towards an avoiding combat niche if you take a hangar deck, even with field bracing to hold the ship together.  On the other hand, if you've got 2 squadrons of interceptors constantly engaging in carrier void patrols, you need not worry much about ever being boarded)
Meow!  I'm a kitty; made of fire.

Ons and Offs

Tagan

Honestly, the speed was the selling point for me.  High speed, great sensors and a fleet of long range middle carriers, plus fighters for protection against small targets, makes for a wonderful tactical combination, with many possible tactical combinations.

As Mr. Myagi said.  "Best defense?  Is no be there."

Cal1496


Tagan

To help me decide, I've run in my head several different battles between the Kobras Aquairre and the Anemone, taking into consideration similar escort vessels, or no escort vessels at all.

Even not understanding exactly what the numbers mean, if I translate them into equivalent speeds and damage capacity, plus ranges, the Aquairre wins each time.

The Anemone doesn't even work better against a more powerful vessel, except in cases where the more powerful vessel has greater effective weapon range than either ship.  In this case, the Anemone would end up doing more damage, though in that sort of match up, the Aquairre would most likely detect the larger ship, and be able to avoid even being noticed, and if noticed, would easily stay out of reach.

((And if the Aquairre's escort vessels had sufficient long range torpedoes, would win such a battle from a distance.))

The only other fight that would be to the Aquairre's disadvantage, would be with a great number of faster vessels, who could wear down the Aquairre's defenses by attrition.  In such a scenario, the Anemone would be able to last much longer, and hurt the enemy much more, it's flack guns doing much of the hard work.

However, considering that the name of the game is Rogue 'Trader', and not Rogue 'Warrior', I think the Aquairre's advantages in trade outweigh that consideration immeasurably.

Once again, my two cents.

NotoriusBEN

Ok, you've sold me on the Aquairre, Tagan. I'll trust our mad navigator and hot-shot helmsman to keep us safe.

As for me, here's my Senechal. He's pretty much the know-it-all with all that starting Lore and Total Recall. He can survive combat if it comes to that (but he's gonna be hiding behind cover most of the time). Due to his thirst for knowledge, he broke into many locked bookcases and cabinets. Physical security is gonna be relativly easy to bypass. And he's a good schmoozer with authority and high-bornes, maybe even criminal noteworthies if the others can get him past the thugs and strong-arms.

I think I tallied up everything correctly. Im so spoiled with Wizards Character Builder for DnD, now. I hate thumbing through books. Character Builders should be mandatory products of game companies now.

Spoiler: Click to Show/Hide

Name: Avan Baromir... Negotiator
Player: NotoriusBEN
Career: Senechal
Homeworld: Noble-born
Birthright: Vaunted
Lure of the Void: New Horizons Seeker of Truth (100xp)
Trials and Travels: Ship-Lorn
Motivation: Knowledge is Life, Life is Knowledge (300xp)
Gender: Male
Age: 28

Earned XP: 5000
Spent XP: 5000

Insanity:
Corruption: 1d5 +1

Wounds: 8 +1d5
Fate: Roll 1d10, 1-3: 2Fate, 4-9: 3Fate, 10: 4Fate

-Armor-
Head: 0
Body: 3
Arms: 3
Legs: 3
TB    : 4

Characteristics:              Total
WS      25                         25
BS       25  +15                 40
S         25    +5                 30
T         25  +15                 40
Ag       25    +5                 30
Int       25  +20 +3            48
Per      25  +20  -3            42
WP      25          -5            20
Fel       25  +20 +5+3        53

Skills---

  -Origin Path-
Speak Language (High Gothic) (Int) untrained
Scholastic Lore (Tactica Imperialis) (Int)
Scholastic Lore (Philosophy) (Int)
Scholastic Lore (Cryptology) (Int)
Survival (Int)

  -Free (from Career Path)-
Barter (Fel)
Commerce (Fel)
Common Lore (Underworld) (Int)
Decieve (Fel)
Evaluate (Int)
Forbidden Lore (Archeotech) (Int)
Inquiry (Fel)
Literacy (Int)
Speak Language (Low Gothic) (Int)
Speak Language (Trader's Cant) (Int)
 
-Purchased-
Security (Ag) (100xp)

Traits/Talents---
  -Origin Path-
Peer (Nobility)
Peer (Government)
Decadence
Total Recall

  -Free (from Career Path)-
Basic Weapon Training (Universal)
Pistol Weapon Training (Universal)

  -Purchased-

Gear:
Common Inferno Pistol (Mars-pattern)
Best Hellgun (Lucius-pattern)
Xeno-mesh Armour
Autoquill
Dataslate
Micro-bead
Multikey
Robes, Two sets
Synskin
Chrono
Cameleoline Cloak

Notes:
Legacy of Wealth: +1 Profit Factor
Etiquette: +10 bonus on Interaction Skill Tests when dealing with high authority and in formal situations.
Vendetta: A powerful rival, enemy, or group (Discuss with GM)
Against All Odds: Whenever you spend a Fate Point to regain Wounds, you may re-roll and accept the 2nd result instead.
Ill-starred: -1 Starting Fate Point, -5 Fellowship Tests when interacting with void born, Rogue Traders and other voidfarers who are not personal friends, if they have heard of your background and reputation.

Ability:
Seeker of Lore: Spend a Fate Point to automatically succeed at any Ciphers, Lore, or Logic Test. It is resolved in the minimum time required. In addition, add one bonus Degree of Success to any successful Commerce, Inquiry, or Evaluate Test.


Cal1496

Still preferring the Kobras Aquairre!  Nice two cents.

And could I have a void-master character as well?  He starts at the opposite end of the spectrum of Tagan's in that he is...

Forge World-Scapegrace-Criminal-Calamity-Fortune-Void Master

So while they have ended up in the same career, their way of getting there is greatly different and it can maybe be a source of conflict between the two.  Each advising Cortez in different ways.

I have part of his Characteristic's and such filled out, but just wanted to clear the idea before pressing on.

TheGlyphstone

Hey, is there still room to get in on this? TGT's been a great GM in the past, I'm a gigantic 40K geek, and if RT is a tiny fraction of the awesome included in Deathwatch, I'm absolutely game.

For characters, the first thing that jumps to mind is a Kroot Mercenary, rules found in Into The Storm - Kroot are the bee's knees (though it'd mean I've built myself another character unlikely to get in on the smexyness). Second choice would be a Navigator, if we don't already have one. In either case, I'll assume stats are being rolled as normal, and not the weird point-buy method.

NotoriusBEN

we are actually using point buy.

all stats, are base 25, then you distribute 100pts to them.

TheGlyphstone

Okay, cool.

Tagan


Cal1496

Oh...I don't know...Helmsmen! lol

Only if you're cool with that though?  You threw in your hat first so I say it's up to you.  I can make my guy fit either or.  This is all of course assuming are GM is fine with having two Void Masters however.

TheGlyphstone

A bit confused on how we start with gear.

By the rules being used, would I be able to get, say, a power sword? Our profit factor is 32, the items are Rare (-20), but I only want one (Negligible, +30), and assuming Common craftsmanship (+0), is a total of 42. A Best-Quality Power Sword would be another -30 for a total of 12, but if we automatically start with anything that a single Acquisition roll could obtain, is that master-crafted sword within reach?

Ironwolf85

Prudence, justice, temperance, courage, faith, hope, love...
debate any other aspect of my faith these are the heavenly virtues. this flawed mortal is going to try to adhere to them.

Culture: the ability to carve an intricate and beautiful bowl from the skull of a fallen enemy.
Civilization: the ability to put that psycho in prision for killing people.

NotoriusBEN

@Glyph.

For starting equipment, you get to pick from your choices in the little starting block of the career path, to make sure you have the basic loadouts. Myself, Im waiting to roll on my free pick.

Aquisition is a bit confusing, but I like it more than tallying up thrones or gold pieces in other games. Scale is a tricky thing however, and is usually decided by the GM, but you have the gist of it. If you want that Best-Quality Power Sword, your going to have to roll *under* 12 on a d100. Failing doesnt mean you *wont* get it, but your going to have to jump through a lot of hoops to get it (courtesy of the GM)

Tagan

I would be happy to be sensor operator... as it fits the concept fine.

Helmsman (woman) would be nice, but as I don't have the books, narrowing down the concept will help TGT create the character for me without thinking too hard.

Thorn14

I always been looking for a reason to play in the Dark Heresy line.

Any room left?

Winterborn

Hey, since there's so much interest and I really don't need another game to keep up with, I'm gonna bow out.

Arch-Militant is open, y'all have fun!

The Great Triangle

#49
I would be happy to have two Void Masters on the ship, but Tagan already has helm called, so you'll need to either be a chief sensor operator, starfighter ace, or master of gunnery.  Alternatively, you could be the chief helmsman and/or captain of the fleet's head escort vessel.  ('Da Kaptin!)

I still have 1-2 slots left in the game, though players just coming in should select classes that haven't already been picked. 

Here are the picked classes:

-Rogue Trader (Someguy)  (Kirk, Mal Renolds, Adama)
-Void-Master (Tagan, possibly cal) (Sulu, Wash, Apollo)
-Sensechal (NotoriusBEN) (Spock, Inara, Tom Zarek)
-Explorator (Shihong) (Scotty, Kaylee, Chief Tyrol)
-Navigator (Creeper) (Wesley Crusher, Dr. Simon Tam, Gaius Baltar)
-Kroot Mercenary (TheGlyphstone)  (Worf, Jayne, Sharon "Boomer" Valerii)


And here are the unpicked classes:  (in order of priority)

-Astropath Transcendent (Lt. Uhura, River Tam, Laura Roslin)
-Missionary (McCoy, Rev. Book, Caprica Six)
-Arch-Militant (Chekov, Zoe, Starbuck)
-Kill Marine
-Battle Sister
-Death Cult Assassin
-Eldar Harlequin
-Ork Freebooter

Quote from: NotoriusBEN on April 15, 2011, 09:47:35 PM
@Glyph.

For starting equipment, you get to pick from your choices in the little starting block of the career path, to make sure you have the basic loadouts. Myself, Im waiting to roll on my free pick.

Aquisition is a bit confusing, but I like it more than tallying up thrones or gold pieces in other games. Scale is a tricky thing however, and is usually decided by the GM, but you have the gist of it. If you want that Best-Quality Power Sword, your going to have to roll *under* 12 on a d100. Failing doesnt mean you *wont* get it, but your going to have to jump through a lot of hoops to get it (courtesy of the GM)

There are no rolls for starting equipment.  You won't be getting the normal single acquisition listed in the rules, but instead you will be getting an enhanced acquisition.  You may make any single acquisition which could have any possibility at all to succeed, as if you automatically rolled a 01 on your acquisition test.  Therefore, if you got the power sword, you could also get two additional items or sets of items with equal or lower rarity to the power sword.  If you decided to get only a common quality power sword, you could have 10 items or sets of items of equal or lower rarity to the power sword.  The acquisition difficulty of the rarest item in your acquisition sets the base modifier, then each additional item or set of items inflicts an additional -5 penalty. 

Hopefully that clarifies things for people! 


At any rate, character sheet thread is up:  https://elliquiy.com/forums/index.php?topic=103946.msg4512689#msg4512689

Here's a map of the cluster you'll be taking over.  Your crew will start from the Ares system, getting into the cluster via a warp portal.  The Mextil Cluster was once an outlying sub sector of the greater Calaxis sector, but got absorbed by the Koronus passage over 2,000 years ago when the agitated warp storms expanded.  The Mextil Cluster remains shrouded in the Koronus passage, but five years ago, the region was changed forever.  A warp portal opened just outside Port Wander, the largest permanent Imperial settlement in the Koronus Expanse, and an Eldar fleet stormed out.  An Imperial navy flotilla in the area intercepted and routed the Eldar fleet, but then decided to pursue them into the warp portal.  Surprisingly, instead of being lost in the warp, the flotilla rediscovered a subsector previously lost to the warp. 



The official Imperial chart is 2,000 years out of date, so not all of the information on it will be accurate.  There are 31 charted planets within the Mextil Cluster, and a very high probability of more.  The region is free of astropathic signals, but that's not surprising for an area cut off from holy Terra for millenia.  Imperial astronomers have noted a supernova from the cluster 1,680 years ago,  though they can't pinpoint which star exploded, due to the stellar density of the area.  The Mextil cluster is known to have a significant Eldar presence, as well as a massive number of chaos worshiping Reaver pirates. 


As a quick note, to determine character ages, keep in mind that noble born humans and members of rogue trader Dynasties typically live about 500 years.  (though they age noticeably after the first 400)  Those born on Imperial Worlds or Void Born typically live 200 years, if they have access to the best available medical care.  Hivers and forge worlders usually live around 100 years (with good medical care), and those born on Death Worlds and other less advanced worlds are limited to a normal human life expectancy of about 75 years. 
Meow!  I'm a kitty; made of fire.

Ons and Offs