Rogue Trader General Disscussion

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Re: Rogue Trader General Disscussion

Post by Tyyr »

I'm going to work on my character today. Hope to have something up by this afternoon.
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Re: Rogue Trader General Disscussion

Post by Aaron »

Keep in mind folks that the craftsmenship gives some benefits (or um...bad things) depending on what it is. For example my best craftsmenship guard flak grants +1 AP to all. My good on the chainsword grants +5 to attack tests.
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Re: Rogue Trader General Disscussion

Post by Mikey »

Deepcrush wrote:The RT rulebook stats on page 138 that it covers "all body locations" which includes the head. So it has to have a helmet.
You are correct, I apologize. I must have been thinking of the line from my original mesh armor.
Deepcrush wrote:Well, since Kendall gave us the Rebreathers. I'm going to take the Armored Body Glove as my rare pick for both characters. So while my characters only have 6AP for their heads. The rest of their locations are 10AP. Which turns my Ogryn into a walking tank!
Sorry dude - RT, p. 137:
You can mix pieces of armour (sic.) However, their protective qualities do not "stack." When an area covered by multiple pieces of armour is struck, the highest AP value is used.
Cpl Kendall wrote:For example my best craftsmenship guard flak grants +1 AP to all.
And cuts the weight in half.

Now, I'm still debating on my longarm... hellgun has much better Pen, best quality (never jams,) and a bigger clip - but the clip is a 10kg backpack or (if we get some later) an upgraded 25kg backpack charge pack universal to las weapons. Boltgun has a smaller clip, but actually takes clips, and has full auto and tearing quality. Thoughts?
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Re: Rogue Trader General Disscussion

Post by Aaron »

There are some exceptions, my Environmental Body Glove does indeed add +1 AP to all locations. Giving the Priest AP 6 ALL.
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Re: Rogue Trader General Disscussion

Post by Aaron »

Hellgun, Pen 7 vs Pen 4 and semi is 3 rounds VS 4 on the boltgun. You win out with the Pen, Range and Clip size.
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Re: Rogue Trader General Disscussion

Post by Mikey »

Cpl Kendall wrote:There are some exceptions, my Environmental Body Glove does indeed add +1 AP to all locations. Giving the Priest AP 6 ALL.

Where is that? I'm having a hard time finding that in the "gear" or "Armor" sections of the rulebook.
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Re: Rogue Trader General Disscussion

Post by Aaron »

It's actually in the Inquisitors Handbook from DH, I figure that the games are virtually interchangeable so we may as well be able to pick and choose from all.
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Re: Rogue Trader General Disscussion

Post by Mikey »

Cpl Kendall wrote:It's actually in the Inquisitors Handbook from DH, I figure that the games are virtually interchangeable so we may as well be able to pick and choose from all.

Well, sh*t. I'm going to do a little shopping, I might change my mind on the rare item I pick.

But yeah, I'm thinking of sticking with the hellgun. I'm not the big shooty in the group anyway, so I don't know if full auto is as important to me as Pen.
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Re: Rogue Trader General Disscussion

Post by Aaron »

Basically it's the same as the Survival Suit in RT save for the AP.
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Re: Rogue Trader General Disscussion

Post by Aaron »

Mikey wrote:
Cpl Kendall wrote:It's actually in the Inquisitors Handbook from DH, I figure that the games are virtually interchangeable so we may as well be able to pick and choose from all.

Well, sh*t. I'm going to do a little shopping, I might change my mind on the rare item I pick.

But yeah, I'm thinking of sticking with the hellgun. I'm not the big shooty in the group anyway, so I don't know if full auto is as important to me as Pen.
Are you planning on taking a melee weapon?

Edit: Disregard, just noticed the training isn't in the package.
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Re: Rogue Trader General Disscussion

Post by Deepcrush »

Mikey wrote:Sorry dude - RT, p. 137:
DAMN! Okay then, maybe I'll give my Ogryn a Missile Launcher and Enrick can take the Muscle Enhancement.
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Re: Rogue Trader General Disscussion

Post by Mikey »

Cpl Kendall wrote:Edit: Disregard, just noticed the training isn't in the package.
...or even available as an advance at rank 1. However, an inferno pistol (2d10+8 Pen 13 S/-/-) makes me feel pretty damned OK about not having a knife. :twisted:

Didn't see anything else, so I'm gonna stand pat. I do have a shopping list for a couple of scarce items next time we berth, though...

I'm sticking with the hellgun, too. Like I said, I'm not gonna be the big shooty so only carrying one clip isn't too bad... that's still 10 combat turns on SA. Other users should remember, though, that hellguns don't take charge packs - they take a hellgun backpack (10 kg, 40 shots/pistol or 30 shots/basic) or the bigger, 25 kg backpack described under upgraded ammo.
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Re: Rogue Trader General Disscussion

Post by Aaron »

:lol: I can't get pistol training till rank 3. So it's either chainsword or flamer, both probably overkill if we get into a bar brawl.
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Re: Rogue Trader General Disscussion

Post by Mikey »

As far as typical perishables a/o planet-specific stuff - rations, camping gear, survival suits - should we outfit ourselves, or just assume there's a ship's store and make acquisition tests as needed?
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Re: Rogue Trader General Disscussion

Post by Aaron »

We shall assume that the ships stores has them. I'd like to keep the inventory managable.
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