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* ShoutOut: The description of the Endurance Motivation ("You seek to endure, and, in enduring, grow stronger") refers to a line spoken by Dak'kon from ''VideoGame/PlanescapeTorment''.

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* ShoutOut: ShoutOut:
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The description of the Endurance Motivation ("You seek to endure, and, in enduring, grow stronger") refers to a line spoken by Dak'kon from ''VideoGame/PlanescapeTorment''.

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* PlayingWithFire: The "Immolate the Soul" Navigator Power, which effectively gives access to a psychic flamethrower at all times. At Adept and Master rank, it even [[HolyBurnsEvil does additional damage to beings]] with [[TheCorruption Corruption points.]]
** It's worth noting that Chaos entities like daemons ''do not'' have a Corruption trait, [[PureIsNotGood since they are already]] [[MadeOfEvil made entirely from warp energies.]]


Added DiffLines:

* PlayingWithFire:
** The "Immolate the Soul" Navigator Power, which effectively gives access to a psychic flamethrower at all times. At Adept and Master rank, it even [[HolyBurnsEvil does additional damage to beings]] with [[TheCorruption Corruption points.]]
** It's worth noting that Chaos entities like daemons ''do not'' have a Corruption trait, [[PureIsNotGood since they are already]] [[MadeOfEvil made entirely from warp energies.]]
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** All of the Explorers (Players) personal guns are presumed to have enough of their default ammo type on the ship, allowing to resupply them at any time they're on board. Additionally, any successful acquisition test to obtain any particular consumables, like special ammo types, grenades and other things (Med-kits, Combat-Stimms, etc), are also presumed to have it sufficiently stocked on the ship as above. This means the only thing limiting how much of each a player has at any one time before visiting their ship's armory, is weight, common sense, and the GM's discretion. One optional rule recommended by the rule book, is that unless a player specifies otherwise, to follow the "Rule of Three"[[note]]three reloads for each of their weapons, three of each type of grenade they carry, and three doses/servings of other consumables[[/note]]. Compare that to the other Warhammer 40,000 [=RPGs=], where players routinely have to roll Requisition tests for any item, including ammo for their guns based on individual amounts (I.E. 2 magazines worth of ammo)

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** All of the Explorers (Players) personal guns are presumed to have enough of their default ammo type on the ship, allowing to resupply them at any time they're on board. Additionally, any successful acquisition test to obtain any particular consumables, like special ammo types, grenades and other things (Med-kits, Combat-Stimms, etc), are also presumed to have it sufficiently stocked on the ship as above. This means the only thing limiting how much of each a player has at any one time before visiting their ship's armory, is weight, common sense, and the GM's discretion. One optional rule recommended by the rule book, is that unless a player specifies otherwise, to follow the "Rule of Three"[[note]]three reloads for each of their weapons, three of each type of grenade they carry, and three doses/servings of other consumables[[/note]]. Compare that to the other Warhammer 40,000 [=RPGs=], where players routinely have to roll Requisition tests for any item, including ammo for their guns based on individual amounts (I.E. 2 magazines worth of ammo)ammo).

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