Rogue Trader - Dryk, Rogue Trader (W40K)

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A PLAYER’S AID TO BUILDING
AND FIGHTING STARSHIPS
CREDITS
Lead Developer
Ross Watson
Managing RPG Developer
Michael Hurley
Written & Designed by
Sam Stewart
Publisher
Christian T. Petersen
Editing
Leigh-Anne Reger
G
A M E S
W
O R K S H O P
Graphic Design
Kevin Childress
Licensing Manager
Owen Rees
Cover Art
Matt Bradbury
Licensing & Acquired Rights Manager
Erik Mogensen
Interior Art
Clint Langley and Matt Bradbury
Intellectual Property Manager
Alan Merrett
Art Direction
Zoe Robinson
Head of Legal & Licensing
Andy Jones
Production Manager
Gabe Laulunen
FANTASY
FLIGHT
GAMES
Fantasy Flight Games
1975 West County Road B2
Roseville, MN 55113
USA
Copyright © Game Workshop Limited 2009. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Rogue Trader,
the foregoing marks’ respective logos, Rogue Trader, and all associated marks, logos, places, names, creatures, races and race insignia/
devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer
40,000 universe and the Rogue Trader game setting are either ®, ™, and/or © Games Workshop Ltd 2000–2009, variably registered
in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights
reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any
form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
Product Code: RTP5
For more information about the Rogue Trader line, free downloads, answers
to rule queries, or just to pass on greetings, visit us online at
www.FantasyFlightGames.com
2
The Noble Art
of Shipbuilding
step, and page references are included to refer back to the
core rulebook.
However, creating the ship is really only the fi rst step. Once
all the nuts and bolts are in place, the GM should sit down with
his players and the entire group should determine their ship’s
history. The easiest place to start devising its history is the
result the group rolled on Table 8–2: Past Histories. Obviously,
if a ship was wrested from a space hulk, or contains strange and
exotic xenos technology, it will factor greatly into the ship’s
story. However, other aspects of the starship’s construction can
be just as important. For example, a starship’s Machine Spirit
Oddity can prove an excellent story point. What adventures
resulted in a frigate having a nose for trouble, and what travails
did the stoic light cruiser have to endure? Beyond that, even
a starship’s Components can provide story hooks, especially
if those Components are xenostech or archeotech in origin.
What dark deals did the ship’s former captain make to outfi t
his vessel with a ghost fi eld, and could it be a source of trouble
if the Inquisition suddenly takes an interest?
A good background story helps bring a ship and its crew
to life, and also provides the GM with any number of plot
hooks and building blocks for further adventures.
On the last page, this supplement has a “cheat sheet” for
starship combat, for quick references in the heat of battle.
Note: A copy of the R
O G U E
T
R A D E R
Core Rulebook is
required to use this supplement.
“The Guard tanks crush foes beneath their treads, the mighty Titans
lay waste to worlds, but our voidships establish our ascendency over
the very stars.”
–Aspyce Chorda, against the pirate reavers of Iniquity
In
R
O G U E
T
R A D E R
, the party’s starship is more than a mere
means of transportation. It is intended to be an additional
member of the party, with a design that is unique to its
Rogue Trader and his crew. More than that, a starship also
has its own quirks, idiosyncrasies, and personality traits.
Sometimes these make sense, like the cruiser that bristles
with martial pride and eagerly engages its foes. However,
sometimes the strangest combinations—a skittish warship
or a wrothful transport with a death cult in Hold 24—
can make for the most interesting background stories and
roleplaying opportunities.
This supplement is intended to aid the players and GM in
the starship creation process, by breaking it down into a step-
by-step process. Charts detail the available choices at every
3
Starship
Construction
Summary
T
o begin constructing a
R
O G U E
T
R A D E R
starship, follow
STEP 3: DEVELOPING
PERSONALITY
these steps:
Roll once on Table 8–1: Machine Spirit Oddities (
R
O G U E
T
R A D E R
page 197) and once on Table 8–2: Past Histories
(
R
O G U E
T
R A D E R
page 198).
Be sure to record each on the starship character sheet, and
make note of the affects they will have during the starship’s
construction, as well as the affects they will have on the
end result.
Table 1–2: Machine Spirit Oddities and
Past Histories
STEP 1: DETERMINE SHIP
POINTS
Determine how many ship points are provided by the
starship’s Warrant of Trade.
Roll
Machine Spirit
Oddities
Past Histories
1
A Nose for
Trouble
Reliquary of Mars
2
Blasphemous
Tendencies
Haunted
STEP 2: SELECT STARSHIP
HULL
Select one starship hull from the selections on pages 194–
196 in the
R
O G U E
T
R A D E R
Core Rulebook:
3 Martial Hubris Emissary of the Imperator
4 Rebellious Wolf in Sheep’s Clothing
5 Stoic Turbulent Past
6 Skittish Death Cult
7 Wrothful Wrested from a Space Hulk
8 Resolute Temperamental Warp Engine
9 Adventurous Finances in Arrears
10 Ancient and Wise Xenophilous
Table 1–1: Ship Hulls
Hull
Class
Space
Provided SP
Jericho-class pilgrim
vessel
Transport
45
20
Vagabond-class
merchant trader
Transport
40
20
Hazeroth-class
privateer
Raider
35
Havoc-class merchant
raider
Raider
40
35
Sword-class frigate
Frigate
40
40
Tempest-class strike
frigate
Frigate
42
40
Dauntless-class light
cruiser
Light Cruiser 60
55
Lunar-class cruiser
Cruiser
75
60
When selecting the hull, make sure it costs less Ship Points
than the Explorers have available. To properly outfi t their
vessel, the Explorers will likely need at least fi ve or more
extra Ship Points after they have selected their Hull. Once
the hull has been selected, take note of how much Space the
hull provides for the starship’s Components.
4
STEP 4: SELECTING
ESSENTIAL COMPONENTS
P
O W E R
A N D
S
P A C E
When adding Components to a starship, the Explorers
must be aware of their starship’s available power and
space. Both are fi xed stats (power is provided by the
Plasma Drive Component, while space is provided by
the Hull Component). Most Components require a
certain amount of both to operate. The total required
power and required space of all Components should
not exceed the available amounts (see the penalties for
doing so in
R
O G U E
T
R A D E R
page 191).
Choose one and only one Component from each of the
categories.
Make note of how much power is provided by the Plasma
Drive. Then, note how much power the other Components
use, how much space all the Components use, and how many
Ship Points were spent on the Components.
Table 1-3: Essential Components
Essential Components
Appropriate Hull Types
Power
Space
SP
Drives
Jovian Pattern Class 1 Drive Transports
35 Generated
8
-
Lathe Pattern Class 1 Drive Transports
40 Generated
12
+1
Jovian Pattern Class 2 Drive Raiders, Frigates
45 Generated
10
-
Jovian Pattern Class 3 Drive Light Cruisers
60 Generated
12
-
Jovian Pattern Class 4 Drive Cruisers
75 Generated
14
-
Warp Engines
Strelov 1 Warp Engine
Transports, Raiders, Frigates 10
10
-
Strelov 2 Warp Engine
Light Cruisers, Cruisers
12
12
-
Gellar Field
Geller Field
All Ships
1
0
-
Warpsbane Hull
All Ships
1
0
+2
Void Shields
Single Void Shield Array
All Ships
5
1
-
Multiple Void Shield Array
Cruisers
7
2
-
Ship’s Bridge
Combat Bridge
Transports, Raiders, Frigates 1
1
-
Light Cruisers, Cruisers
2
2
-
Command Bridge
Raiders, Frigates
2
1
+1
Light Cruisers, Cruisers
3
2
+1
Commerce Bridge
Transports
1
1
-
Armoured Command Bridge Raiders, Frigates
2
2
-
Light Cruisers, Cruisers
3
2
-
Ship Master’s Bridge
Cruisers
4
3
-
Life Sustainers
M–1.r Life Sustainer
Transports, Raiders, Frigates 3
1
-
M–1.r Life Sustainer
Light Cruisers, Cruisers
4
2
-
Vitae Pattern Life Sustainer
Transports, Raiders, Frigates 4
2
-
Vitae Pattern Life Sustainer
Light Cruisers, Cruisers
5
3
-
Crew Quarters
Pressed-crew Quarters
Transports, Raiders, Frigates 1
2
-
Pressed-crew Quarters
Light Cruisers, Cruisers
2
3
-
Voidsmen Quarters
Transports, Raiders, Frigates 1
3
-
Voidsmen Quarters
Light Cruisers, Cruisers
2
4
-
Auger Arrays
M–100 Auger Array
All Ships
3
0
-
M–201.b Auger Array
All Ships
5
0
-
R–50 Auspex Multi-band
All Ships
4
0
-
Deep Void Auger Array
All Ships
7
0
+1
5
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