The crew of the Golden Corral continues to investigate the mystery of the derelict colony ship. It is clear there is violence in the history of this ill fated vessel, and wealth hidden away in its abandoned halls. However Captain Vienna Schnitzel and his crew are still ignorant of the lingering danger. Lucky for the Golden Corral, ignorance is their greatest asset.

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About the Author
James D’Amato, the world’s foremost Kobold advocate, moved to Chicago in 2010 to train at Second City and iO in the art of improvisational comedy. He now uses that education to introduce new people to role-playing, and teach die-hard Grognards new tricks.

11 comments on 118. Rogue Trader Part 2

  1. Calm says:

    Very nice episode!

    I don’t know if you’ve already finished off this one-shot and are just editing it right now or not, but remember that the players have a certain amount of Fate Points to reroll failed tests every session!

    Super useful, especially when that dang 94 shows up on the dice!

    1. We did remember that… right before the boss fight. You will hear that on Monday’s episode. It’s a good thing we forgot those for so long, we needed every last one for the boss.

  2. AlcopopStar says:

    You know i’ve never been interested in this setting until hearing JPC explain it. Looking forward to the next part! Also RIP tech priest, and on his birthday as well.

  3. Caktus says:

    This reminds me why I disliked my Only War campaign. The setting is all about epic gritty scifi but the rules are really boring. Awareness checks failed, shooting attacks failed, knowledge rolls failed and nothing happens! the percentile system seems terribly flawed.

    1. Far be it from me to question the system, but we did fail quite a few rolls. IF that is the way the game is supposed to work, I am amazed that anything gets done at all. My combat was at a 65 and my next best was 50. So even the skills I was best at, I was supposed to fail half the time. I can’t imagine doing that as a normal person, let alone a crazy space hero.

      1. Caktus says:

        I agree. Furthermore, in Only War players play as imperial guard and their skills are by default very low (2d10+20 =~30).
        The system relies on players using intelligent tactics, flanking, traps and avoidance to deal with enemies. Too bad that was not in my gaming group. They went guns blazing against orc outpost and that was the end of the Only War system for our group.
        Too bad I really love the setting and the miniatures game..

      2. Paul says:

        From the way I understand the rules from Dark Hersey and RT, that outside of combat at least it, the default skill roles assumes that you get at least a +10 unless you are going stuff out of the ordinary (for the guy) or are competing against someone (when all it matters is who failed less).

        So that makes it a little less fail tastic. Though it is counter-logical to think that the defult role is at +10 rather than the base skill.

      3. AlcopopStar says:

        This is a system where the only good roll I had all game once critical hit an enemy, caused him burst into flames, run into me and then with the flames I started, kill me.

      4. Calm says:

        The problem with the 40kRPG systems is that they’re heavily reliant on modifiers. If your GM is stingy on bonuses you’re kinda screwed.

        The problem is somewhat more fixed in Black Crusade, Only War, and Dark Heresy 2nd edition.

        Example, in RT or Only War, let’s say you have an average guy with a sniper rifle. (BS 30). In both systems, if they half-aim and fire a single shot at short range, the bonuses will be a bit different.

        In RT it’ll be 30+10(half aim)+10(short range)+10(accurate quality of sniper rifle) for a grand total of 60% chance to hit.

        In Post Deathwatch systems, it’s 70, since now they give you an extra +10 for firing a single shot.

        So in the improved versions of 40kRPG, your BS 50 character will hit 90% of the time with half action aimed snap shots.

        1. Calm says:

          Oh, additionally, one thing that the GM has to keep on mind that the “average” test isn’t at +0, it’s at +10. +0 is supposed to be a challenging test.

          This is, of course easy to forget. I’ve been playing and running this system for years and even I forget from time to time.

  4. JustPlainJim says:

    I played a Tech Priest in my Rogue Trader games… why so much hate for the one guy that is capable of repairing all your weapons and armor? And on his birthday!

    Also, as a fan of the 40k mythos, I found myself shaking my head through this episode muttering “So much heresy…”

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