Rogue Trader

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Rogue Trader

Postby shanehugh » Thu Aug 11, 2011 10:43 am

Finally got around to picking up a copy of this http://www.fantasyflightgames.com/edge_ ... e%20Trader and started having a peek through the contents today and must say it looks fantastic.
Group gets to design their own ship from the get go!!!
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Re: Rogue Trader

Postby ClockworkLemon » Thu Aug 11, 2011 10:56 am

shanehugh wrote:... Group gets to design their own ship from the get go!!!

Sounds good, but only if you can make Space Battleship Yamato... :grin:

Edit:
Putting the URL in always helps...
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Re: Rogue Trader

Postby shanehugh » Thu Aug 11, 2011 11:37 am

Why not!
I haven't looked into the ship construction and combat rules but from what I have gathered so far is they are like a group 'character' that you all get input into during creation and fit out. They are pivotal to the game and not just fluff with a game mechanic. A lot of the character class options have a part focus of piloting, fixing, defending a space faring craft.
One thing that is apparent is the scale is bigger than DH at the default level with the command group (PC's) in charge of all the ships auxillary crew members.
That's not to say you can't do a Millenium Falcon smuggler style game with a more intimate crack crew.
Will give a bit more insight when I read up on it.
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Re: Rogue Trader

Postby shanehugh » Thu Aug 11, 2011 11:47 am

Stat Block from a Frigate Class vessel

Tempest-class strike frigate
Dimensions: 1.5 km long, 0.4 km abeam at fins approx.
Mass: 6.1 megatonnes approx.
Crew: 30500 crew, approx.
Accel: 4.7 gravities max sustainable acceleration
The Tempest is a specialised frigate produced in the Calixis
and surrounding sectors. It trades long ranged firepower for
heavy, short-ranged broadsides designed to devastate enemies
at ‘knife-fight’ distances. To get to those distances, Tempests
have triple-armoured prows and boosted drives, and often carry
assault boats and large complements of ratings for boarding
actions. These larger quarters and hanger bays have been found
very useful for other, more commercial purposes as well.

Speed: 8 Manoeuvrability: +18
Detection: +12 Hull Integrity: 36
Armour: 19 Turret Rating: 1
Space: 42 SP: 40
Weapon Capacity: Dorsal 2
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Re: Rogue Trader

Postby shanehugh » Thu Aug 11, 2011 12:43 pm

Multikeys...they got multikeys!!!

Lathe Pattern Jump Packs look fun though you need pilot skill to utilise one
Looks like Rogue Trader really fleshes out vehicle combat of all types as the Into the Storm expansion book dives into stats for everything from Valkyries and Sentinel Walkers to Rhino's and other ground vehicles plus stacks more options for space faring craft
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Re: Rogue Trader

Postby shanehugh » Fri Aug 12, 2011 1:08 pm

Had a bit deeper look into the Rogue Trader system last night.
There's a fair bit to take in and while much of the system overlaps with Dark Heresy there are quite a few new mechanics to come to terms with.

Biggest one most obviously is space craft combat and its really well done from what I have read without playing it. Game rounds are stretched to 30 minute time-frame as opposed to a normal combat round to reflect the huge vessels we are dealing with and all the goings on controlling them. The space craft gets a normal maneuver (move) action and standard action like normal combat. PC's then get actions inside the craft as well...piloting, defending via weapons platforms, prepping boarding troops ect. Initiative is handled by a roll with the detection modifier on the ships stat block added to the roll (equipment or maneuvers can adjust the detection mod). Very detailed mechanics that on face value would work really well. I really like the effort put into flying for things like jump packs, smaller strike fighters ect.

Equipment is handled differently than in DH where you are scraping up thrones to afford near gear. At first I thought that's crap just getting the good loot off the bat but when you look into it there is a balance to the system and its all to do with the acquisition and profit mechanics. Basically you get a choice of a good heirloom acquisition at character creation then acquisition points are accumulated (tied into profit rating) as you progress. One thing that was nice was if you secure say some grenades on a planet you have a stock of them onboard and are limited only by weight when disembarking as to their availability. Money is not a real issue until you trading profits drop, crews mutiny and the inquisition hunt you down for a heathen failure and off you!
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Re: Rogue Trader

Postby ClockworkLemon » Fri Aug 12, 2011 3:07 pm

I'll be honest, and say that Rogue Trader didn't really grab me that much when it was first released, but from the descriptions being put up here, I could get interested in having a crack at it at some stage...
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Re: Rogue Trader

Postby shanehugh » Fri Aug 12, 2011 4:17 pm

I must admit I was in the same boat as I didn't quite get how the whole rogue trader deal worked, both from a gaming and fluff perspective. Now that I have read up a bit and realise that the Writs/Warrants of Trade basically enable the rogue trader to operate 'outside' areas of Imperial influence it becomes a bit clearer that these guys are the adventurer/freebooters exploring the frontiers of space. All in the name of the Imperium of course!
One thing that stands out is just how interchangeable this system is with Dark Heresy almost to the point that they could be used as support books for either system.
From what I have read on other forums the Deathwatch and Black Crusade books are along the same mold and just focus on different aspects of the setting.
Very tempted to knock together some sort of DH/RT hybrid mega campaign for next year when I get study out of the way.
One idea I was toying around with was having players having two characters on the go. One group being the Rogue Trader and his trusted Council (Rogue Trader characters) and another group comprised of the ships best defense crew tasked with more intimate incursions. These might be more Dark Heresy flavoured characters, without the Inquisition backing, maybe a group comprised of guardsmen, scum and assassins...psyker for luck maybe? Thinking more along the lines of your classical Aliens movie type insertion team with those where weapons support differentiates the members as much as role.
Need to think some more on it!

Edit: The idea would be having the Rogue Trader and his Advisers (PC's) as the key players for most sessions but on the occasion that a more focused militaristic unit was needed you could roll out the hard nuts. Maybe 1 in 4 sessions might see some full fledged incursion work just depends on the campaign.
Would give a more hitty edge as an assault group over and above the more balanced focus a normal group comprises. Still just thoughts at this stage and would not want to detract from the key players in the game ie Rogue Traders who are more than capable in combat themselves but a loose nut group of gun toting misfits also has appeal.
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Re: Rogue Trader

Postby Cailus » Sat Aug 13, 2011 6:27 pm

I was thinking of mixing Rogue Trader with the Black Crusade (which I'm thinking of organising next year), however from what I have read here, the RT rules seem to complicate things.

I'd use the guff but would opt for a simplified space combat system.

Personally, I think it seems too involved for a Role Playing Game (though in the end, depends on what the particular group wants, of course!)
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Re: Rogue Trader

Postby shanehugh » Sat Aug 13, 2011 8:21 pm

Having played Dark Heresy Cailus you would find the transition to Rogue Trader a breeze I'm sure.
There's a different character focus but it's the same core system with more attention to vehicle combat, space exploration, fighting and trading.
It's a broader focus than the DH inquisition theme which pigeon holes characters to some degree.
Want to grab that archeotech or xenotech and use it...rogue trader thrives on that kind of stuff where the DH inquisition would surely see you shot dead for thinking it.
Like any RPG you can streamline it down to whatever you think works best for your group.
If you have a group of abstract gamers then go that route and just house rule the stuff you don't think works or impedes your game sessions.

Best part about DH, RT, BC, DW ect is you can simply settle on one and pinch all the goodies out of the others as they are so easily rolled into each setting.
What you need to determine though is the scope and focus of the campaign and choose the system accordingly.
They are sort of level structured too...DH low level acolytes starting out who I would be amazed if an Inquisitor ever spoke too directly (via transmission or otherwise) until they were towards the upper end of rank 5-6
RT ups the power curve some more (starting level RT character is equivalent to 5th rank DH) and so on up to superhuman DW characters.

I enjoy abstract gaming but it can cause issues if everyone isn't on the same page and can cause the GM grief.
Abstract vehicle combat from my viewpoint is great but you still need a rule set in the background pinning it together.
Like combat damage...how do you know how hard that imperial cruiser is to damage without some sort of stat block regarding shields, speed, armour ect.
How do you rule that those shots from player A's bolter were enough to destroy the Guncutter whilst player B's didn't.
When its all said and done the RT space combat is handled pretty well indentically to normal DH combat with the ship as another character.

In rogue Trader the ship the characters build up to start and others they may later construct are "player characters" the whole group are responsible for and I think that its a great idea.
Some of the critical mishaps and damage that can occur to the ship (yes there are tables for it) make for fantastic role-play opportunities.
Likewise ship equipment, drives, gellar fields, weapons batteries all add flavour to the vessels whilst at the same time have useful in game meaning.
There are even quirks tables like for normal character creation with some really interesting stuff that adds just that bit extra background to the rogue traders ship.

In the end it depends what style of campaign your shooting for but if you want to utilise a bit of vehicular destruction, be it land or space orientated, then RT or DW as they cover the majority of it.
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Re: Rogue Trader

Postby shanehugh » Sun Aug 14, 2011 10:44 am

This guy has some nice insight into DH (40K) role-play and gets a good balance between rules and abstract in my opinion in that you still need the rolls but get good situational bonuses depending on creativity/roleplay ect.

http://logicmigraine.tumblr.com/
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Re: Rogue Trader

Postby shanehugh » Wed Aug 17, 2011 6:27 pm

Some good info filtering through on how Black Crusade shapes up.
Basically as the books have been released (DH, RT, DW & BC) there has been a progressive tightening and fine tuning of the core rules with this book no exception.
Only DW (Death Watch) it seems missed the mark and that was more due to lack of character progression options as you are already at the top of your badass game.
Some of the changes sound like good ideas like the fine tuning of the skill advances where you can reach a +30 through training instead of +20 previously.
Degree of success had undergone a simple but pretty significant change in that your initial success counts as one degree with every 10 following accounting for another.
Full auto and semi auto have been brought into line as they were the only reasonable option in DH seeing as they gave +10 (full auto) +20 (semi auto) to the hit roll.
They now have -10 (full auto) +0 (semi auto) and still retain the extra hits per degree of success.
Another great change is parry is now a skill and deflects extra attacks per degree of success.
This now means you can parry "and" counterattack in the same defensive turn and parry multiple attacks if skilled enough with melee weapons.
You can also dodge and parry together as dodge remains a reaction. This opens up for melee characters to a great degree.

There is an excellent section on weapon customisation and attachments.

Heaps of new and interesting traits as well
Community rating seems to have RT & BC 1st for choice as the go to books followed by DH only because its aging a little and maybe needs a reprint with the new rulings brought forward. DW flagging along behind with its tongue dragging on the floor.
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Re: Rogue Trader

Postby shanehugh » Fri Aug 19, 2011 11:22 am

Now were talking...hostile takeovers Rogue Trader style!
http://www.fantasyflightgames.com/edge_ ... ?eidn=2573

"Hostile Acquisitions has new gear and starship upgrades to facilitate piracy and smuggling, a section on Imperial adversaries and details on Imperial Law, guidelines on how to run a “con” game, and a list of mythical treasures waiting to be “liberated.”

Liked that little snippet right there.
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Re: Rogue Trader and Black Crusade

Postby Cailus » Sat Nov 12, 2011 10:22 pm

Got my hand on BC - what's with the spelling mistakes in this book?

Have gone through about 40% of the book and I believe it to be a little bit more complex than DH!

If you don't take cover into consideration, its seems pretty easy to hit and kill things. Characters can start with some major equipment like power swords and heavy flamers. I guess this is to offset the power of Chaos Space Marines.

Fate points have been replaced by Infamy Points (with is a percentage). How much you can use Infamy in certain positions is limited to your Corruption, so gets a bit strange.

Psychic Powers seem more complex - there are different ways to enhance your powers (incantations, sacrifice) and some powers use a players Corruption value instead of Willpower.

Players select an Archetype (e.g. Chaos Sorcerer, human Dark Apostle) but they do not have a skill tree. They gain some inherent and unique skills but from then on any arcehtype has access to all the skills, limited only by Prerequisites (e.g. Willpower 40). As the character develops, he is more moulded by the path of chaos than the archetype.

I'm not really interested in the Chaos Space Marines and would have been good to see more human archetypes (there are only four). I've got a campaign organised and I'll be limited players to human archetypes only.

The scope of BC is somewhere between DH (local area, very mission based) and RT (space faring adventures).

Will be interested in seeing how it goes!
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Re: Rogue Trader

Postby shanehugh » Sun Nov 13, 2011 8:59 am

Biggest complaint with FFG RPG products over the last few years has been the appalling proof reading and editing mistakes.
All the 40K RPG titles have their share though some more than others.
Warhammer 3rd ed. RPG suffered the same fate to some degree with the hardcover guide books (creature guide, GM guide).
The creatures guide for Warhammer 3rd ed. I still refuse to buy until a new print run fixes the plethora of mistakes.
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