Random Things you might hear on the comms

These random things articles are designed as quick idea generators for time-pressed GMs who want to inject some additional details into their game, in this post we take a step into science-fiction and provide you with a series of possible space communication calls. When you need some inspiration just roll a D20 and consult the […]

Rogue Trader Campaign Log – Session 18: RULES BREAKDOWN

I’ve been asked a couple of times to give more details about the actually rules, etc used during the sessions, but since I didn’t want to break up the narrative I thought that i’d separate this stuff out into it’s own post, let me know what you think. The original post can be found here. With the […]

Rogue Trader Campaign Log – Session 18: Death in the Black

With the second wave of enemy ships approaching Lord Admiral Black looked around at the ragged remnant of his fleet and took stock of the force that he has to take on the encroaching heretics, his flagship, the Venerus, was largely untouched (aside from some minor cosmetic damage), the Lunatic Pandora was functional but had […]

Engage Improv Drive, Mook speed ahead!

In my last post about space combat in my Rogue Trader game (http://wh40krpg.blogspot.co.uk/2013/06/testing-proposed-narrative-space-combat.html for anyone interested) I talked a bit about using a narrative system for space combat; in my session earlier today however I found that the players moved through the plot I had envisioned fairly quickly and onto a space combat scene which I […]

Rogue Trader Campaign Log – Session 17: Changer of Ways

One moment York Benetec is standing in the crater when suddenly he is standing on a ship (that seems to be of Imperial manufacture) talking to a cruel, pale figure that he recognises from a previous psychic conversation as Lorgar; Lorgar tells him that he best not fail him and that they need to locate […]

Testing proposed narrative space combat system

As detailed in my previous posts I have been trying to come up with a solution to the problem of lengthy combats leaving certain people out, I decided to ‘test run’ a number of ideas this evening with the results shown below. *** Statistics For the examples below the combats pit the Venerus against a […]

The quest for inclusive space combat continues

So, continuing on from last nights post regarding how my game went, i’ve been giving more thought this morning to how I can improve space combat in my Rogue Trader FATE game, in order to get to the point I want the space combat in my game is going to have to meet two criteria: […]

So how did the game go?

Well that’s today’s Rogue Trader session finished and the players all safely off home, it was the first try of my ‘simplified’ space style rules (as mentioned in this post) – so, sat here after the session has finished and the dust has settled I find myself asking the question “so, how do I think […]

Space combat – what can my character do?

I received a Facebook message this morning from one of the players in my Rogue Trader game; he’d been reading my recent blog posts about space combat in my Rogue Trader FATE hack and wanted to ask the question: “I take it each of us would be able to do some thing in each turn?” […]

Initiative and Escaping from Space Combat

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” […]