Rogue Trader (RPG): Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Dr. Thompson
Added a few links to other pages.
No edit summary
Line 1: Line 1:
[[File:RT01.jpg|200px|thumb|right|Front cover of the core sourcebook for Rogue Trader.]]
[[File:RT01.jpg|200px|thumb|right|Front cover of the core sourcebook for Rogue Trader.]]


''Not to be confused with the original Warhammer 40,000 sourcebook of the same name.''
:''Not to be confused with the [[Rogue Trader (Sourcebook)|original Warhammer 40,000 sourcebook]] of the same name, or with Rouge Traders, who presumably deal primarily in makeup supplies.''


Currently published by Fantasy Flight Games, ''Rouge Trader'' is a Warhammer 40,000 tabletop RPG that is compatible with ''Deathwatch'', ''[[Dark Heresy]]'' and ''Black Crusade''.
'''Rogue Trader''' is a tabletop [[RPG]] based in [[Games Workshop]]'s [[Warhammer 40,000]] setting. It is published by [[Fantasy Flight Games]] and is part of their 40k-based RPG line, making it mechanically very similar to and broadly compatible with [[Dark Heresy]], [[Deathwatch]], and [[Black Crusade]] (and all their associated [[splatbook]]s).


It is meant to simulate the experience of being the command crew of a Rogue Trader starship within the [[Imperium]], a trail-breaking vessel tasked to explore new frontiers along the outer fringes of humanity's current reach.
The basic premise of the game has the players take on the roles of a [[Rogue Trader]] and his retinue of trusted officers (altogether referred to as "Explorers" by the system) as the command staff of a starship. With wealth, privilege and power undreamt of by the average [[Imperium|Imperial]] citizen, Rogue Traders are free to explore the galaxy at the edges and, indeed, beyond the boundaries of established Imperial space. Far from the prying eyes of the [[Inquisition]] or other Imperial authorities, any method of furthering their interests and making profit is on the cards; strip-mining, enslaving, or depopulating entire worlds are within the realms of possibility, and many crews are not above consorting with xenos or even turning to [[Heresy|heretical]] means to achieve their own ends. The players are free to roleplay the crew of a noble exploration vessel, a band of piratical looters, or anything in between - more than any other in the 40K RPG line, Rogue Trader offers players the most freedom and choice as to what they wish to achieve and how they go about doing it. Generally speaking, Rogue Traders answer to no-one but themselves and their Warrant of Trade lets them go where they please with relative impunity (although it still behooves them to try and stay in the Imperium's good graces).
Many captains of such vessels choose to profit in any way on such voyages, far from the prying eyes of the [[Inquisition]] or other authority. They strip-mine, enslave or even depopulate entire planets, and may even use xenos or [[Heresy|heretical]] means to achieve their own ends. Players may choose to roleplay either a noble exploration vessel, a crew of piratical looters, or anything in between.


The game uses a Careers system similar to [[Dark Heresy]] with core rules remaining almost the same between the two, allowing players to use characters freely between the two (with some slight level adjustment). Rogue trader differs most in that it introduces mechanics for large starships, trading and other mercantile pursuits.
From a mechanical perspective, the game is extremely similar to FFG's other 40K RPG lines and is, broadly speaking, mechanically compatible with them - Rogue Trader in fact includes rules and guidelines for porting Dark Heresy characters into a Rogue Trader game, and vice versa (having been published before Deathwatch it makes no mention of that line, but is still compatible). The core of the rules is a percentile system where the player must roll a [[d100]] and compare to a target number (usually a character attribute plus/minus relevant modifiers) to determine whether or not (and how well) they succeed at a given task. As in Dark Heresy, characters find themselves belonging to a specific career path which determines the availability of advances that can be purchased with their earned [[experience]], although the careers in Rogue Trader are significantly more powerful than the Dark Heresy counterparts - a starting-rank RT character is considered roughly equivalent to a DH character with 5000XP. Character generation is much more involved than in Dark Heresy, with the players deciding on a multi-step "origin path" for their character (each step of which provides a choice of options with various mechanical effects).


The titular core sourcebook contains everything needed to start play, but ''The Game Master's Kit'', ''Into The Storm'', ''Edge Of The Abyss'', ''Battlefleet Koronus'', ''Hostile Acquisitions'', ''The Koronus Bestiary'' and a number of official adventures have also been published as supplemental material.
Other notable differences in Rogue Trader's rules as compared to Dark Heresy include a significantly reworked system for psychic powers and techniques (RT uses attribute tests instead of DH's power dice), in-depth rules for the operation of starships and ship-to-ship combat, and the abandonment of the concrete monetary system in DH for the abstract "Profit Factor", which is tested against when making purchases, Rogue Traders being so fantastically wealthy and their wealth so diversely invested and represented that a simple monetary value becomes meaningless. Abstract rules for undertaking profit-making endeavours such as establishing trade routes and other commercial objectives are also included.
 
The titular core sourcebook contains everything needed to play the game, but a number of supplements are available, including:
*''The Game Master's Kit'' - includes a useful GM screen with rules summaries
*''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 Transcendant and Navigator, and an expanded selection of equipment and starship components
*''Edge Of The Abyss''
*''Battlefleet Koronus''
*''Hostile Acquisitions''
*''The Koronus Bestiary''
There are also several prewritten adventures available.
 
==See Also==
*[[Dark Heresy]]
*[[Deathwatch]]
*[[Black Crusade]]
*[[Deffwotch]] - a game about Orks impersonating Deathwatch [[Space Marine]]s run using Rogue Trader

Revision as of 22:34, 9 March 2012

Front cover of the core sourcebook for Rogue Trader.
Not to be confused with the original Warhammer 40,000 sourcebook of the same name, or with Rouge Traders, who presumably deal primarily in makeup supplies.

Rogue Trader is a tabletop RPG based in Games Workshop's Warhammer 40,000 setting. It is published by Fantasy Flight Games and is part of their 40k-based RPG line, making it mechanically very similar to and broadly compatible with Dark Heresy, Deathwatch, and Black Crusade (and all their associated splatbooks).

The basic premise of the game has the players take on the roles of a Rogue Trader and his retinue of trusted officers (altogether referred to as "Explorers" by the system) as the command staff of a starship. With wealth, privilege and power undreamt of by the average Imperial citizen, Rogue Traders are free to explore the galaxy at the edges and, indeed, beyond the boundaries of established Imperial space. Far from the prying eyes of the Inquisition or other Imperial authorities, any method of furthering their interests and making profit is on the cards; strip-mining, enslaving, or depopulating entire worlds are within the realms of possibility, and many crews are not above consorting with xenos or even turning to heretical means to achieve their own ends. The players are free to roleplay the crew of a noble exploration vessel, a band of piratical looters, or anything in between - more than any other in the 40K RPG line, Rogue Trader offers players the most freedom and choice as to what they wish to achieve and how they go about doing it. Generally speaking, Rogue Traders answer to no-one but themselves and their Warrant of Trade lets them go where they please with relative impunity (although it still behooves them to try and stay in the Imperium's good graces).

From a mechanical perspective, the game is extremely similar to FFG's other 40K RPG lines and is, broadly speaking, mechanically compatible with them - Rogue Trader in fact includes rules and guidelines for porting Dark Heresy characters into a Rogue Trader game, and vice versa (having been published before Deathwatch it makes no mention of that line, but is still compatible). The core of the rules is a percentile system where the player must roll a d100 and compare to a target number (usually a character attribute plus/minus relevant modifiers) to determine whether or not (and how well) they succeed at a given task. As in Dark Heresy, characters find themselves belonging to a specific career path which determines the availability of advances that can be purchased with their earned experience, although the careers in Rogue Trader are significantly more powerful than the Dark Heresy counterparts - a starting-rank RT character is considered roughly equivalent to a DH character with 5000XP. Character generation is much more involved than in Dark Heresy, with the players deciding on a multi-step "origin path" for their character (each step of which provides a choice of options with various mechanical effects).

Other notable differences in Rogue Trader's rules as compared to Dark Heresy include a significantly reworked system for psychic powers and techniques (RT uses attribute tests instead of DH's power dice), in-depth rules for the operation of starships and ship-to-ship combat, and the abandonment of the concrete monetary system in DH for the abstract "Profit Factor", which is tested against when making purchases, Rogue Traders being so fantastically wealthy and their wealth so diversely invested and represented that a simple monetary value becomes meaningless. Abstract rules for undertaking profit-making endeavours such as establishing trade routes and other commercial objectives are also included.

The titular core sourcebook contains everything needed to play the game, but a number of supplements are available, including:

  • The Game Master's Kit - includes a useful GM screen with rules summaries
  • 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 Transcendant and Navigator, and an expanded selection of equipment and starship components
  • Edge Of The Abyss
  • Battlefleet Koronus
  • Hostile Acquisitions
  • The Koronus Bestiary

There are also several prewritten adventures available.

See Also