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Thread: FFG 40k RPGs Update thread

  1. #201

    Re: The Dark Heresy/ Rogue Trader update thread

    More RT news...

    Battlefleet Koronus, Rogue Trader’s extensive sourcebook about the starships that traverse the Koronus Expanse, will be in stores later this winter. Today, we present a designer diary from Jason Marker, one of the writers assigned to this exciting supplement.

    Hey Rogue Traders, Jason Marker here. Today I'm here to talk about the rules for large-scale combat, which I wrote for Battlefleet Koronus. My assignment was initially on the ins and outs of waging war in the Imperium. However, as work progressed, we ended up developing a series of simple but effective rules with which players and GMs could design military units from the ground up... then equip them and deploy them among the heathens and xenos of the Koronus Expanse for the glory of the Emperor. Basically, once your crew wins the war in space, it’s time for the invasion.

    Raise Your Troops

    We start with mustering and equipping troops, which uses the new rules for building and equipping units. There are six general types of units available to Rogue Traders—infantry, calvary, mechanised infantry, artillery, armour, and air forces. Units have a power level dictated by their type, which, along with their acquisition modifier, is then modified by that unit's tech-level, their sub-type (light, medium, or heavy), and their troop quality. This allows for an incredible amount of variation and customization between unit types and near endless options for the GM. It also easily illustrates the reason that while a veteran light infantry company from a hive world may be expensive, they are much better at their jobs than a a company of serfs from a feudal world. Aside from their Unit Power Characteristic, units also have a number of other Characteristics, such as Morale, Strength, and Movement. All of these factors come into play once the bullets and bolt shells start flying.

    Once a unit is mustered, they must then be equipped. Like the units themselves, equipment comes in a number of different qualities and covers everything that a unit needs to fight, from what an individual trooper has in his pockets all the way to the unit's vehicles. Needless to say, quality can have serious positive or negative effects on a unit's combat effectiveness.

    Control the Chaos

    The next step is, of course, waging war. The new mass combat rules allow the GM and players in a Rogue Trader game to add as much detail to their warfare efforts as they see fit. Similar to ship combat, mass combat takes place on both a macro and micro level. During strategic turns, the Explorer leading the combat, typically either the Rogue Trader or an Arch-Militant, issues “orders” to his units. Orders entail such actions as advancing, charging, digging-in, and disengaging. While this is happening, there are also Flash Points, similar to miniature Endeavours with specific goals, such as finding and destroying an enemy's communication hub, jamming transmissions, calling in artillery, or challenging an enemy general to single combat. The idea is these can be completed by the Explorers and picked groups of NPCs, allowing the players to become personally involved. Success at these Flash Points can drastically improve the chances of victory.

    In all, these new rules, along with rules for Military Endeavours and hiring mercenaries, add extra levels of immersion for players and Game Masters by allowing greater control over the outcome of military operations. They are highly customisable, allowing Game Masters to tailor them to their particular campaigns and play styles, and are a great way to introduce side-quests and other complications to a Rogue Trader game.

    So there you have it, friends. Pick up your copy of Battlefleet Koronus, raise some troops, and go out and win one for the God-Emperor!
    http://www.fantasyflightgames.com/ed....asp?eidn=1915

  2. #202
    Psychonaut New Cult King's Avatar
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    Re: The Dark Heresy/ Rogue Trader update thread

    Wow. That's going to be intense. The concept of one of my players in particular being in charge of an armoured division terrifies me.
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  3. #203
    Chapter Master Lyinar's Avatar
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    Re: The Dark Heresy/ Rogue Trader update thread

    That's actually exactly what I'm going to need for the game I want to run... The PCs are going to have access to the House Guard detachment on their ship, and a couple thousand other troops depending on what kind of mission they're on (either Imperial Guard or mercs).

    I had originally been planning on doing something with the Planetary Empires set and duct-taping a set of rules together myself, but this looks to be exactly what I need.
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  4. #204

    Re: The Dark Heresy/ Rogue Trader update thread

    When damm*t WHEN!!??
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  5. #205
    Chapter Master Lyinar's Avatar
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    Re: The Dark Heresy/ Rogue Trader update thread

    Quote Originally Posted by Talos402000 View Post
    When damm*t WHEN!!??
    They said "later this winter"... Which unfortunately means it could be May or June, given that they're in Minne-snow-ta.
    All things wash away, but blood stained the sun red today. -- Metallica, "Ronnie"

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  6. #206

    Re: The Dark Heresy/ Rogue Trader update thread

    from Andy Chambers himself:

    Hello Rogue Traders,

    This week to help preview the upcoming Battlefleet Koronus, we asked writer Andy Chambers to pass on a few thoughts about his work on the book. For Andy, Battlefleet Koronus was an interesting opportunity to revisit topics he had touched on in some of his earlier games, including Games Workshop’s Battlefleet Gothic. Take it away, Andy!

    http://www.fantasyflightgames.com/ff...onus-right.png

    Battlefleet Koronus was a welcome opportunity to expand on some of the ideas in Battlefleet Gothic, mainly long talks with Gav Thorpe and Jes Goodwin back in the day. We talked about how creepy it would actually be if you were on an Imperial ship—some thousand year old flying fortress/monastery/cathedral/mausoleum powered by leaky plasma reactors and hurtling through the daemon-infested void. You'd have to have a lot of faith, that's for sure.

    Chain of Command

    That's about when ships getting corrupted by Chaos all the time really starts to make sense. How long would it take being adrift in the warp with daemons clawing at the hull before you'd sacrifice someone just to be left alone? How long before you start making deals with the devil to bring you home from the void?

    One of the discussions I had with Sam Stewart on Battlefleet Koronus was whether to term the crew of Imperial Navy 'shipmen' or 'voidmen.’ I wanted to mention an older name for the common voidman, a shipman: man of the ship. After all, the ship is their world and the void is something outside it, always predatory and hungering. As part of the background for Battlefleet Koronus we created a rank list from the lowliest Rating to the Lord High Admiral, a pleasingly arcane and bureaucratic mess with overlapping ranks, temporary elevations and weird asides to cover strike craft crews that feels like just the kind of thing you'd expect in the ten thousand year old Imperium.

    http://www.fantasyflightgames.com/ff...rs_MarcLee.png

    We also got into digging around about naval ship design, specifically 17th/18th Century when the broadside was king. Extrapolating how that might apply to adamantium plated starships was particularly facinating, since Warhammer 40,000 starships have strong ties to the wooden warships of yester-year. Taking a more in-depth look at the different kinds of decks aboard a ship offers great opportunities for planning adventures, from fine dining in the Nobilite towers to hunting xenos vermin in the bilges. Ships in the 41st millennium make fantastic adventure settings, each one is a mobile city with its own collection of characters, problems and plot hooks.

    The whole thing was lots of fun to write, I hope you enjoy reading it. For those of you interested in such things, much of my inspiration came courtesy of C S Forester, Patrick O'Brian and Dudley Pope which all make my recommended reading list, and from the hefty and exhaustive 'The Fighting Ships of The Royal Navy 897-1984' by E.H.H Archibald (which is, you'll have to admit, one hell of a name).

  7. #207

    Re: The Dark Heresy/ Rogue Trader update thread

    Ironic is the fact that FFG's crew numbers are like an order of magnitude greater than Andy Chambers' original Battlefleet Gothic conception and the previous BL background. Similar inflation has occurred with ship sizes. Wonder if Andy Chambers has any leeway to push for a return to the older numbers

  8. #208
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    Re: The Dark Heresy/ Rogue Trader update thread

    The First Heretic also seems to support the smaller crew sizes. The ship they go into the Eye of Terror in is said tyo have a crew of about 1000. My personal understanding of it being an escort class of some sort. It may even say that at some point, though it is confusingly referred to as a "strike cruiser" at least once.

    However, I imagine the figures will remain what they are. He may have pushed for a change (though I doubt it with so much published so far) but I doubt FFG would shift at this point. I will, however, continue to use the smaller, non FFG, numbers.

  9. #209

    Re: The Dark Heresy/ Rogue Trader update thread

    Howdy,

    After seeing that nice spread of Imperial Navy officers, I have to wonder. Will the release of Battlefleet Kronos allow us to play Fleet Commissars?

    Thanks,

    Bluegrass

  10. #210

    Re: The Dark Heresy/ Rogue Trader update thread

    update time..



    Hello Rogue Traders!

    This week I’d like to take a few minutes about some of the new things in Battlefleet Koronus, the upcoming supplement for Rogue Trader. This extensive sourcebook is all about about the starships that traverse the Koronus Expanse, and today we’ll look at two new classes of them: the battlecruiser and the grand cruiser.

    http://www.fantasyflightgames.com/ff...onus-right.png

    The Big Guns

    Battlecruisers, like their name suggests, are upgunned cruisers. In the Imperial Navy cruisers are the warships that do most of the work: patrols, garrison duties, convoy escorts, and when full-fledged fleet engagements break out, they’re the ships forming the battle line. Battleships, on the other hand, are few and far between. Though tremendously powerful, they are inflexible in their roles, and usually reserved for fleet flagships or key roles in the largest fleet engagements.

    However, a gap exists between cruiser-sized vessels and full battleships, and the the battlecruiser fills that gap in the Imperial Navy. Battlecruisers share the size and maneuverability of a cruiser, but sacrifice space to fit more, longer-ranged weapons. Beyond new macrobatteries and lances powerful enough that they require the specialized fittings and hull design of a battlecruiser, these powerful warships usually sport dorsal weapon mounts, giving them even more combat flexibility. Most importantly, while almost no Rogue Trader could afford to operate and maintain a battleship, a battlecruiser might barely be within one’s means.

    Of course, since battlecruisers don’t have any more space than an average cruiser, the additional weapons do mean that battlecruisers may be less flexible for other endeavors. A Rogue Trader with a battlecruiser is likely one anticipating a great deal of combat.

    Ponderous and Powerful

    While a battlecruiser is a modified cruiser, a grand cruiser is a different beast entirely. Ponderous, slow, and powerful, grand cruisers are an ancient relic of a bygone age. Once they filled the gap between cruiser and battleship in the Imperial Navy, but now most are relegated to reserve fleets, mothballed in storage, or granted to the occasional Rogue Trader wealthy enough to afford them.

    http://www.fantasyflightgames.com/ff...et_koronus.png

    Interestingly, though the Navy finds the less costly and more agile battlecruiser a more potent warship, many Rogue Traders find the grand cruiser a more useful vessel for their needs. Though very heavily armed, grand cruisers have so much space that a Rogue Trader can outfit his vessel for almost any task, from decade-long voyages of exploration to full-scale planetary invasions.

    One of the few drawbacks of grand cruisers is that they’re outside the price range of almost every starting group. However, this provides something for a group to work towards. Grand cruisers should never be common in the Koronus Expanse, and the group that manages to obtain one shows themselves to be a force to be reckoned with.

    Later this month, watch the shelves of your local game store for Battlefleet Koronus!

  11. #211

    Re: The Dark Heresy/ Rogue Trader update thread

    Daemon Hunter:

    Quote Originally Posted by FFG
    Hunting the Warp

    http://www.fantasyflightgames.com/ff...unter-book.png

    From beyond reality, Daemons incessantly scrabble and claw at the minds of mortal men. The evil bubbling forth in the souls of the heretical constantly strains at the seams of the very fabric of space and time. From one breach, enough foul beasts may pour forth to consume and damn billions of Imperial souls.

    Fantasy Flight Games is pleased to announce the upcoming release of Daemon Hunter, a supplement for Dark Heresy. The Inquisitors of the Ordo Malleus and the Space Marines of the Grey Knights are the chosen warriors of the God-Emperor, tasked with keeping humanity from falling into darkness. They hunt tirelessly to rid the Imperium of their collective prey: Daemons.

    Daemon Hunter is a powerful resource for any Dark Heresy campaigns featuring the servants of the holy Ordo Malleus of the Inquisition. With information and background on the Ordo Malleus in the Calixis Sector, the Daemon hunter’s trade, and the Malleus armoury, Daemon Hunter is the perfect companion for players and GMs alike who wish to craft exciting campaigns for Dark Heresy.

    Learn the ropes of daemon hunting with an extensive look at the origins and status of the Ordo Malleus. Then, take up arms as an acolyte in service to the Ordo Malleus by becoming a Banisher, taking the fight to the daemons. Also, learn the tools of the trade by studying the Malleus Armoury, which presents new tools for every tier of character.

    Finally, Daemon Hunter includes everything players and GMs need to include Grey Knights into their Dark Heresy campaigns!

    Developer Mack Martin took a moment to share his insights on the design process of Daemon Hunter:

    http://www.fantasyflightgames.com/ff...ter-art(1).png

    Salutations Acolytes,

    Throughout the development and testing process of Daemon Hunter, the Dark Heresy Development Team was embarrassingly giddy over the stories that the talented pool of writers created for the Ordo Malleus in the Calixis Sector. From the Scholariate at Arms (a new faction within the Ordo Malleus) to the Grey Knights, every page has as much information as we could fit onto it. New Acolyte alternate career ranks, cell directives, and equipment fill this hefty tome.

    Of course you can’t have Daemon Hunters without daemons! The Daemonic Incursion chapter (written by Charles May and Ross Watson) gives GMs the tools to generate daemons with a variety of power levels and horrible tricks. Lesser Daemons, Heralds, and Greater Daemons are all as easy to create as an Acolyte, with a wide range of theme and combat strategy. Whether the GM needs a Bloodletter forged from blood and brass to challenge a group of Acolytes or a Keeper of Secrets to fight a squad of Grey Knights, the GM will never run out of daemons.

    Oh... did we mention Grey Knights? The Warhammer 40k Roleplay community has had a lot of fun taking up the mantle of a Deathwatch Space Marine, and now they get the chance to take on the role of a Grey Knight. Daemon Hunter presents rules compatible with Dark Heresy for both PC and NPC Grey Knights. There are also additional rules and advice for including Grey Knights in a campaign using the Deathwatch Rulebook instead.

    As we get closer to release we hope to discuss these topics in more detail, but until then, remember... “Innocence Proves Nothing.”


    Thanks, Mack! Say alert, more information on Daemon Hunter is coming soon!
    looking forward to this I must say.

  12. #212
    Psychonaut New Cult King's Avatar
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    Re: The Dark Heresy/ Rogue Trader update thread

    Aaaarrrrrgghhh!!!! *falls over*

    Damn you FFG!
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  13. #213
    Chapter Master BobtheInquisitor's Avatar
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    Re: The Dark Heresy/ Rogue Trader update thread

    I know two books I'm going to be buying just for the fluff. The pictures and rules will just make them even better.
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  14. #214
    Chaplain scheppo's Avatar
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    Re: The Dark Heresy/ Rogue Trader update thread

    If FFG keeps awesome stuff coming like this I'll have to get another bookshelf sooner or later...

  15. #215
    Brother Sergeant Alderhan's Avatar
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    Re: The Dark Heresy/ Rogue Trader update thread

    I just bought the Rouge Trader rulebook, and I have to say that I'm pretty excited. FFG's production quality is top notch. Expensive, yes, but worth it IMO.

    Now to convince my players to try out Rouge Trader!
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  16. #216
    Chapter Master BobtheInquisitor's Avatar
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    Re: The Dark Heresy/ Rogue Trader update thread

    If they play Rouge Trader, I really hope they name their ship Maybeline. It would make me blush.
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    Bob wins!
    Quote Originally Posted by scarletsquig View Post
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  17. #217

    Re: The Dark Heresy/ Rogue Trader update thread

    You know, after having finished a Dark Heresy campaign, may have to try this upcoming release and skip over the Deathwatch stuff.

  18. #218
    Chapter Master Shamana's Avatar
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    Re: The Dark Heresy/ Rogue Trader update thread

    Quote Originally Posted by BobtheInquisitor View Post
    If they play Rouge Trader, I really hope they name their ship Maybeline. It would make me blush.
    Good one .

  19. #219
    Chapter Master Easy E's Avatar
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    Re: The Dark Heresy/ Rogue Trader update thread

    I am very excited for Battlefleet Koronus.
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  20. #220

    Re: The Dark Heresy/ Rogue Trader update thread

    It is very nice.

    .. I especially like the massive numbers of crew some of the ships.. hmm? pardon...?.. ohh...



    Lots of lovely juicy background, famous ships, famous actions, details on ranks in the Battlefleet. Very useful rules too, boardering ( sorry couldn't resist) on the essential for a RT campaign perhaps.

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