- What are the main issues in the setting?
- Current issues – problems that exist in the world already.
- Impending issues – things that have only just started to become a problem or an issue.
- Engine – used for maneuvres and initiative
- Hull – used for defence rolls and affects the ship stress tracker
- Trade – used for trading, maintenance and ship-to-ship diplomacy
- Weapons – used to make attack rolls
- Engine – drive(spacecraft)
- Hull – crafts(tech use)
- Trade – resources
- Weapons – shooting
Having not long finished work on my post about ways to simplify space combat rules in my Rogue Trader FATE hack my thoughts started turning towards how initiative would would in the posited three zone space combat and how people would actually leave combat if they decided to flee rather than fight to the “death” (although obviously, the ship being “Taken Out” would not automatically mean death, more likely they have been boarded or are spiraling towards the surface of a planet, something more interesting like that).
The two ships (Lunatic Pandora and Venerus) commanded by the player characters would be about the size of a Hazeroth Class Privateer and a Dictator Class Cruiser respectively (as shown in the image above) and, despite not being as vast as the hugest of the ships commanded by the Imperium of Man, they are still fairly massive vessels (coming in at a length of 1600m and 3500m).
This was fairly straight forward, the ships would make rolls using their Engine Skill or (if a PC or named-NPC was crewing that station) their Drive(spacecraft) Skill and then would take their moves in turns from highest to low, these could be modified as usual using Aspects or (if appropriate) Stunts.
For example: someone might have an Aspect of Advanced Scanners and spend a fate point to add +2 to their initiative because they’ve been able to pick up the other vessels and react sooner.
Escaping from Space Combat
The most likely way of fleeing the area completely in a WH40K space combat (IMO) would be for the ship to activate its warp engines and and drop into the Immaterium; with this in mind I decided that any ship that did not have an enemy vessel in it’s zone could make a Fair (+2) Engine roll (or, if crewed by a player or named-NPC the Navigator could make the same difficulty Will roll) to enter the warp and leave the combat.
Since most of my other FATE stuff is handled via Google, you can now find my FATE Rogue Trader hack at the following Google Drive address:
The old link will still work until I get round to re-organising my Dropbox account at which point it will no longer function.
Added some additional stuff to the my Warhammer 40K FATE hack and have set up bookmarks to aid navigation from the contents page…
Well it’s taken a fair few hours but i’ve got my FATE Warhammer 40,000 Hack to a completed state where i’m pretty much happy with it; there are a few bits and pieces that could be fiddled with and I expect that i’ll make minor tweaks and changes to it, but it’s pretty much done.
Hope it’s useful to people who want to run 40K games using the FATE rules system 🙂
At the moment in-between re-organising my notes for my FATE powered Rogue Trader campaign i’ve also, on and off, been working on assembling the collection of rules and hacks that I use into something vaguely resembling an organised document so that I can have all of the information in one place and make it available to other people.
Currently the hack focuses on the most pressing issues in my own game:
- Purchasing items.
- Space combat.
- Travel through the warp.