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==Books== The titular core sourcebook contains everything needed to play the game, but a number of supplements are available, including: *''The Game Master's Kit'' - A pack of resources a GM may find useful in and out of play, including a GM's screen with rules summaries. The book included comes with a pretty simple set of rules for creating star systems. *''Lure of the Expanse'' - Splat book with three pre-written adventures. Decent stand-alone information on some of the more notable worlds in the Expanse. *''Into The Storm'' - Expanded character generation with extra Origin Path options, alternate ranks for careers, rules for playing [[Ork]] and [[Kroot]] mercenaries, additional psychic powers for the Astropath Transcendent and Navigator, and an expanded selection of equipment and starship components. Includes a fluff section on Port Wander and the star system it's in at the end including an opportunity to play [[Space Hulk]] in Rogue Trader with some cuddly [[Genestealer]]s. *''Edge of the Abyss'' - Splat book that expands on the Expanse. Ends with a short adventure, but mostly provides details on named worlds not explored in the core book or published adventures; several species and organizations and their activities in the Expanse; and a few of the more famous and powerful rogue traders. Short on player options but huge on background content, so definitely written with a more freewheeling GM in mind -- although, tucked away among some of the Chaos background is a whole-ass set of new psychic techniques and rules for Sorcery. Seriously, it's not even teased on the back cover. *''The Frozen Reaches''/''Citadel of Skulls''/''Fallen Suns'' - A pre-written adventure splat book in three acts called the Warpstorm Trilogy. Veeeeeery long. [[Rage|Warpstorms are always fun]]. Even if you don't like adventures, they contain a wealth of information on Iniquity for more heretical groups, Damaris for those that want a slice of the Imperium in the Koronus Expanse, and rules for resolving strategic planet-wide battles through dice that work better (more streamlined) than the fiddly level of detail in Battlefleet Koronus. *''Battlefleet Koronus'' - Almost required for campaigns that are going to take ship combat (or ship anything) seriously. Tons of updates to ships, including new hulls (battlecruisers and grand cruisers!), new components, and weapons like [[Awesome|torpedoes and nova cannons]]. Also, rules for planning and waging full scale military campaigns, and planet-scale ground wars involving entire armies.. rather fiddly, but granular level of detail, if that's your thing. *''Hostile Acquisitions'' - New rules and career paths for playing a Rogue Trader ship that is definitely more pirate than explorer. Contains alternate ranks for careers, some new equipment and ship upgrades, plus some rules for creating a Nemesis for you characters. *''The Koronus Bestiary'' - Monster splat book containing some interesting creatures, and includes one unique monster for each of the Chaos Gods. *''The Soul Reaver'' - A pre-written adventure splat book involving pulling a con on the Dark Eldar in [[Rape|Commorragh]]. Awesome because it adds Dark Eldar Kabalites as a career path. The adventure itself blows and reeks of much [[railroading]]. Have fun trying to kill a Clawed Fiend with Natural Armor and TB 10 with nothing but a rusty knife! Also has a [[What|supplement for the supplement]] called ''The Dark Kin'', which includes another Dark Eldar career path, the Wych, and alternate career ranks like Skyterror or Fleshcrafter disciple. *''The Navis Primer'' - Super useful supplement for psyker characters, but has something for everyone. Adds in a ton of new stuff: background fluff on Navigator houses in 40k, new powers for Navigators and two new disciplines for Astropaths, alt ranks for other career paths, the Ork Weirdboy career path, rules for characters having psychic familiars, and expanded rules for navigation and astropathing. Also adds the Awakaned Psyker alt rank, which lets any human character that's not a psyker or navigator become psykers, albeit rogue psykers and you're very likely to asplode into giblets if you take this. *''Stars of Inequity'' - Despite seeming like it might give information for various worlds in the expanse, it really only gives some neato rules for creating your own worlds with the world generator, as well as giving Colony Creation rules for the imperialistic Rogue Trader. Also has a loot generator as well. *''Faith and Coin'' - The splat for the Savvy Merchant. Half fluff, half crunch, it's a pretty decent splat. First part of the book outlines several missionaries and their lives, next part covers faith-based endeavours, and the last part is the armoury and an adventure. Provides six new alternative ranks, three of which are based around the missionaries mentioned earlier in the book. Armoury is nothing to shy away from; has some amazing stuff, including getting sanctified artificer armour for your characters and the infamous [[plasma syphon]]. It does, however, have some issues with Availability. *''Epoch Koronous'' - A history lesson about stuff happening in the Expanse. There are also several pre-written adventures available. *''Twilight Crusade'' - A new adventure involving some Inquisitor, a governor, and some Tau. Released alongside the book below to best make use of them. *''Tau Character Guide'' - As the Dark Kin supplement was to The Soul Reaver, this is a complete character guide for playing Tau Explorers in Twilight Crusade (except this one is paid). Notably, the only career available at the start to the Tau is the Fire Warrior, though the Tau are treated justly (being that they play more as supportive troops rather than close combat specialists). Though the book gives some of the normal things expected for Tau (pulse weapons, Rail Guns and battlesuits), they also get slightly broken talents that make it easier to get the combat breaking Riptide. They also get these talents early, making you wonder how the Rogue Trader and co. might react to find the mercenary/fugitive blue captive suddenly walking around in a battlesuit built to crush tanks and fight daemons. Probably take it for a couple of spins (hostile Acquisitions) before requesting larger doors and hallways on his ship. **'''MAJOR WARNING''': <strike>Due to a major fuckup at FFG, there is currently no way to generate how many wounds or fate points the Tau get. Seriously, how the fuck do you miss that? </strike> Apparently, this has already been rectified without errata, owing to its purely digital release.
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