I’m preparing to run a Rogue Trader adventure/campaign with Uncharted Worlds rules.

I’m preparing to run a Rogue Trader adventure/campaign with Uncharted Worlds rules.

I’m preparing to run a Rogue Trader adventure/campaign with Uncharted Worlds rules.

As RT is over the top in scope and power how would you handle the equipment rules and followers?

I’m trying very hard not to crunch the game up with extra content and fight my years of experience from non apocalypse RPG:s

And I’m trying to wrap my mind around the equipment rules (Which I really love btw).

And I’m trying to wrap my mind around the equipment rules (Which I really love btw).

And I’m trying to wrap my mind around the equipment rules (Which I really love btw).

How would you make a suitable high tier weapon better than an inappropriate weapon in the fiction?

Like if the opponent is heavily armoured and your weapon lacks the penetrating property what should a successful Open fire look like?

Would you even allow the Open fire move?

Would you allow it but make a success a temporary solution? (“your lasgun seems to do little to stop him but you eventually make a once in a life time shot into his helmets sensors and blind him, for now…”).

What if you are fighting a bunch of enemies (several threats) and one character have a Burst weapon, do you allow him to defeat many threats with one success? (what about a character with a semi auto pistol that describes his action like an over the top action hero style bulletstorm?)

Sorry for rambling like this btw

How to model a ”Boss fight” in Uncharted Worlds.

How to model a ”Boss fight” in Uncharted Worlds.

How to model a ”Boss fight” in Uncharted Worlds.

I like the option to include a powerful foe more challenging than a normal threat and has some difficulty with AW / UW approach of this.

I was thinking about dealing with a superior foes special properties like individual dangers (or even stages) that (probably) needs to be overcome individually (Like space ships).

For Example:

The Eldar Warlock is surrounded by a shimmering sphere of force and swirling debris (the first time he is “defeated” the force field is shut down, unless the characters has some shield penetrating technology).

Or:

The Space Ork BigMek with his battlewagon what need to be disabled only to face the BigMek with force field in Mecharmor.

How are you modelling “boss fights” in AW/UW?