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LaMarmotte

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Là bas:

http://www.thed6generation.com/index.php?post_id=511307

Un vague résumé par un membre de /tg/:

- One of the design factors was the desire to avoid "waiting to be cool". Rogue Traders start badass and get cooler.

- Ascension is confirmed to be a book that allows you to play Dark Heresy at the same 'power tier' as Rogue Trader, with the Inquisitor in the party.

- Endeavors sounds to be more complex and solidly integrated into the system than the previews lead me to believe. There's some sort of points system per Objective that influences the outcome, and keywords that provide bonus points depending on your specific circumstances. (The example given was that an Objective with the Trade keyword gives bonus Objective points if your ship has extra cargo holds.)

- The GM presents an opportunity for Profit, and the GM and players work together to decide on the specifics of the Endeavor to exploit it. (Example given was an ice world with minerals under the frozen crust, but an Ork freeboota uses it as a base of operations. The players get to decide if they set up their own mine with defenses, wipe out the orks and set up a trade route to allow outside miners access, or sell the location to a rival so that the rival can engage the ork ship, come in during the battle, and blast both out of the Void. Then the specific Objectives are set up.)

>> Anonymous 08/05/09(Wed)11:31 No.5346942

- You can customize your ship and characters to be good at the type of Endeavors you prefer.

- All characters can take extended actions to influence a space battle even if they're not in direct control of some factor of the combat. (Example given was a social character climbing down to the gun decks to inspire/harangue the loading crew, providing some sort of gunnery bonus.)

- The eight classes in the core are Rogue Trader, Arch-Militant, Missionary, Explorator, Senschal, Astropath, Navigator, and Voidmaster. The Astropath is soulbound to the Emperor, so is more stable as far as perils of the Warp go at the cost of being more limited in scope of powers. The Navigator sounds like he's going to be the weird-stuff psychic guy, with the third eye manifesting the bizarre powers. The Voidmaster is your veteran space goer, with the ability to pick one aspect of space faring he's an ace at, from sensor operation to being a wing commander in the fighter pilots.

-Everything will be compatible stat-wise with material published for Dark Heresy. Creatures Anathema was mentioned specifically as regards to this.

-Early copies will be for sale at GenCon, with the full retail release being "soon after". When pressed, Ross didn't think it would be as long as September for the full retail release. A GM Kit will soon follow, and supplements he couldn't talk about to follow.

-When asked, Ross said that there would eventually be non-human PCs for the 40K RPGs. When pressed further, he gave early next year as a very tenuous (and reluctant) estimate.

Que du bon pour RT on dirait. Des personnages non-humains pour DH? Xenos ou abhumains?

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