Monday, September 5, 2016

Reading Rogue Trader, Part Sixteen

Support Weapons fall outside the category of Heavy Weapons because most have their own unique rules. There are lots of HUGE missiles and bombs available in any of the grenade types (from the last post) that are designated as x2, x3, x4, etc. with the number meaning a multiple of standard template diameter. These would be referred to as 'x5 Scare Missile' or x3 Toxin Missile. SUch weapons are launched from off the table, deviate on a 2+ on a d6, and scatter d20".

Beyond that there are several interesting entries...


Bio-wire Bomb - Missiles are used to deliver this strange weapon. Each bomb contains special seeds, growth medium and nutrients for a plant known as bio-wire. It grows almost instantly, is extremely tough, regenerates quickly, and it's sharp thorns will penetrate most armour. It is deployed as above and covers a 4" diameter target zone. The area is treated as very difficult terrain, reducing movement to a quarter. In addition any model moving receives an automatic Strength 5 hit, though armour saves do seem to apply.

Further more, roll a d6 each turn... if the result is a 6, the Bio-wire expands, increasing the radius by a furhter 1/2". Most weapons will not affect it, though a chainsword or power weapon may be used to cut a path allowing movement at half rate and fire based or anti-plant weapons will clear an area equal to their area of effect.

Disruptor Beacon - These devices emit a constant signal that makes radio communication impossible while the beacon is intact.

Homing Beacon - May eliminate the deviation roll for Support Weapons.

Mine Missile - Used to scatter an area with a 12" radius with thousands of tiny, coin-sized mines!

Nightlight - These missiles fully illuminate the table for 2d3 turns.

Next week - Vehicles!

Sunday, September 4, 2016

Making a Start on the Tub Towers

Just a quick shot - construction is complete on my project for the Rogue Trader Control Tower Challenge!




The effect is a little taller and more spindly than the old RT inspiration, but these were the tubs I had on hand which was the point of the exercise. These are going to very fast to paint as 90% of the work will be several layers of spray paint. I'll pick a few details in other colors and then use an oil dot filter to 'grunge' them up a bit. You can't see it in the photo, but I masked off windows at the top of the taller towers with airbrush frisket. After the painting is finished, I'll remove the masks and have completed windows. You also can't see that I scored cracks and bullet holes in the plastic, but hopefully the paint will show these things off.

Should be finished in a couple of days...

Saturday, September 3, 2016

Rogue Trader Adventurers

Finished two more...

Diddle Baggins, the Halfling Cook... part of the notorious Abdul Goldberg gang...


... and a real he-man known only as 'Hero'. This is one of several of the adventurer range that seems to feel good about wading into the darkness that is the 41st millennium in only a loin cloth! Either a 40k troupe on a male review tour or a cadre of real badasses!


Slowly working my way through more this week!

Thursday, September 1, 2016

Rogue Trader Control Tower Challenge

Nothing says Rogue Trader like dessert tub terrain. With all of the cool modern stuff out there is it crazy to want a few buildings made from left over take out containers and drinking straws?


I'm going to basically build three buildings like those above - my core containers are shaped a little different, but the concept will be the same. Tan towers, minimalist detail, and a bit of weathering. No idea how long this will take, but I'll post updates as I go.

But why should I have all the fun? I'd like to challenge all of the RT community to come up with their own recycled terrain project in September (or devote a post or two to showing off stuff you already have - I know you're out there because I've seen stuff on your blogs before). Feel free to incorporate stuff from your bitz box to add details, but the main feature should be some plastic of styrofoam that started life as something mortal before you made it awesome!

No there's no prize, but I'd love to see what you come up with...

Monday, August 29, 2016

Reading Rogue Trader, Part Fifteen

The next section of the equipment chapter is dedicated to grenades and missiles. Grenades are treated as ranged weapons in Rogue Trader and each has short and long ranges listed for thrown weapons (normally 4 and 8"). Grenade Throwers and Missiles are ranged per the launcher but there is a quirky fourth option - the sling. This primitive weapon may be used to lob grenades, but the rules are unclear. Under the sling it says the range listed is for normal stones, but in grenades it says ranges for weapon launched grenades under the appropriate weapon. Maybe there is another entry somewhere, but I didn't see it...


There are twenty-one different types of grenades that fall into three basic types:

Blast - Just what it sounds like - they explode.
Gas - Poison and chemical agents - the reason there is gear like respirators and the like, though some gases may be absorbed through the skin unless the target is in a fully sealed suit.
Field Effect - Energy field that causes localized disruption of various kinds.

Gas Clouds and Field Effect Weapons require a d6 roll each turn:
1 - Disperses - remove
2-5 - Remains
6 - Drifts D6" in direction of wind, determined by GM

Grenades are also all Slow weapons, meaning they are move or fire. May as well hit all of the grenades, though I'm not going to cover all of the stats. All of these are also available as missiles.

Anti-plant - How cool is that? The GM is instructed to remove appropriate scenery within the effected area, though this is only a 3" diameter. Depending on how your scenery is based, this may be hard to implement on the table. However, if you have a unit with these weapons you could probably remove a standard-sized terrain piece. Anyway, it would be interesting in some scenarios.
Blind - Pretty much an improved smoke grenade that blocks line of sight and psyker abilities.
Choke Gas - Lethal cloud that causes damage and may be ignored by models with respirators.
Crack - Devastating to armoured targets, but with half the range of most other grenades.
Frag - The humble anti-personnel grenade you know and love, though you may not expect to have a 3" radius template.
Hallucinogen Gas - Oh, this is fun. The targets suffer effects from a d10 chart. Example: You're sure you felt something drop onto your head! What is that tickling you neck? It feels like a spider... spiders... hundreds of 'em! Tear off all your clothing, discard all equipment and scratch. The model is totally immobilized and inactive until the next turn, and must then be rolled for again if it remains within the gas.
Haywire - These cause damage against living creatures (albeit with a STR2) but can be devastating to gear and vehicles. Roll a d10 - All technical equipment with a tech level higher than the number rolled is rendered inoperative. Vehicles get a save equal to it's basic armor.
Knock-out Gas - Nite, nite! When the gas dissipates models may recover on a 5+ on a d6.
Melta-Bomb - Pretty much what you'd expect, melting most targets into goo.
Photon - A brilliant flash that renders targets blind and destroys light sensitive equipment such as targeters and infra-red vision devices. Blinded creatures may recover their sight within d6 DAYS! Models affected are considered unconscious and may be removed from play at the GM's discretion. This is the reason many models have protective visors as standard equipment!
Plasma - Yet another death dealing heat weapon, this time in the form of a boiling cloud. It begins at 3" diameter and shrink 1" per turn, possibly drifting across the field.
Psyk-out - Basically causes d6 psi-point damage and the permanent loss of one psychic level to psykers. In addition, any psychic powers employed in the area are immediately cancelled.
Rad - Creates a radiation hot-spot that remains in place for the rest of the game. Roll (d6
+d4)/2 to establish the radius of the zone. Models passing through this area take an automatic hit with a Strength equal to the radiation level.
Scare Gas - Gas cloud that causes targets to test for fear.
Smoke - The humble version of line of sight blocking grenades. Troops may not fire through smoke unless they have infra-vision gear.
Stasis - Disrupts TIME, creating a field that weapons may not fire through and freezing models in the field. The effect lasts until the field disperses.
Stumm Gas - Causes Confusion.
Tanglefoot - Gravitoic distruption that causes half movement and a -1 to hit for troops firing into or out of the field.
Toxin Gas - No save, target is dead. One of the gas weapons that defeats respirators as contact with the skin is just as deadly.
Virus - Again targets hit are killed, but the virus may spread - roll to hit to other models within d6". This continues indefinitely until there are no targets within range or no hits on the follow up! The last sentence is fun - Although the effects of the virus are assumed to only last one turn, in fact there is a 1% chance of all uses it will break out again at random moment within the next 10 years.
Vortex - Basically a mini-black hole that destroys everything it touches. It is much harder to accurately aim, harder to dissipate (it may even split into two!), and seems to be frightening for both sides.


Whew! Finally, any of these weapons might also be found as mines. These devices are 'mico-mines', usually laid in clusters or scattered groups. Finding them is almost impossible - except by accident or use of any energy scanner, though with the latter, there is still a chance of being hit on a 6 on a d6 as the range is quite short. The GM is responsible for knowing where the mines are planted as they are not normally marked on the table unless they are to act as deterrents by those who place them (barbed wire, signs marking the minefields, etc).

I don't know that I would use some of these, but my games tend toward basic and close combat weapons. I would consider including a few of the stranger on a limited basis or to fit with a scenario.

Next time we're going to look at one more type of destructive equipment - Support Weapons - it may not be what you think...

Sunday, August 28, 2016

Rogue Trader Adventurers

I made a decision to fill in the missing models from my adventurer collection and, more importantly, get them all painted! I've had many of these models for decades, purchased when they were actually released, but there were a few missing. I have managed to acquire all of them in the last few weeks except for the Test-Bed Slave (if anyone has one they are willing to part with, drop me a note).


This model was listed as Tech-Priest Zon, but I've painted him as some sort of bureaucrat so I've renamed him Administrator Zon. He will be part of the administratum and likely end up as an objective in some game or another!


I'm not sure what an Ex-Tech is supposed to be, but he's armed with a flamer... maybe some sort of welder in the employ of the Adeptus Mechanicus? He's probably destined to join their retinue in the Last Stand at Brandon's Star IV game...


Obviously many more to come as well as mixing in other models from era!

Wednesday, August 24, 2016

Reading Rogue Trader, Part Fourteen


A bit more on weapons...

There are four weapon 'types'
C - Close Combat - Yes, you can use these in hand to hand. Examples: Auto-pistol, Chainsword.
H - Heavy - The weapon imposes a movement penalty listed in it's profile. Examples: Heavy Bolter (1" penalty), Las-cannon (2" penalty).
S - Slow - These are the familiar 'move or fire' weapons. Slow weapons may however be fired from a moving vehicle as long as the crew is stationary within the vehicle. Examples: Melta-Gun, Missile Launcher.
F - Following Fire - If you cause a wound with this weapon (even if it is saved) you get to roll to hit again, either against the same target or against another target within 4". Examples: Plasma Gun, Shuriken Catapult.

A few random notes...
- Auto-guns and Lasguns have the same stats, except that Auto-guns have a range of up to 32" compared to the pedestrian 24" range of the Lasgun.
- Bows could be equipped with explosive arrows that made them the equivalent of Bolt Guns...
- Graviton Gun... yep, this is where it was before every Space Marine in the new edition started carrying one. However, it didn't cause damage. Instead it gave the target a D6" penalty to movement FOR THE REST OF THE GAME. If the target's movement is reduced to zero, the target is pinned to the ground and can take no physical action. Note there is no save of any kind allowed!
- From the entry on the Musket: A primitive weapon, still used on some feral and backward planets, of which Birmingham is the most well known (Birmingham - aka The Black Planet - receives almost no visible light and as a result no-one wants to go there. Its inhabitants have become linguistically and culturally isolated). Have I mentioned how much I love this book?
- Shotgun has Scatter, Solid, and Gas round options.
- Shuriken Catapults have a 0-12"/12-24" range, +1 to hit at close range, S4, a -2 Armour Save mod, and Following Fire. Scary!
- Pistol ranges tend to run up to 16" and most have a +2 to hit at close range, making them much more useful than the modern versions.
- Plasma weapons do not suffer from the Gets Hot! rule, but must recharge between shots and can only fire every other turn.
- Power Swords are S5 (most close combat weapons use the strength of the wielder) and -1 armour save.
- Power Gloves are S8, -5 armour save, and do NOT strike last!

Next time we're going to look at grenades and missiles of which there were a far greater variety (and some great entertainment value) than today.