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Looking to get into Rogue Trader

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RagingBluMunky

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PostPosted: Tue May 08, 2012 10:57 pm


So I've been thinking about starting a Rogue Trader group with some of my friends, but I have some questions that I was hoping you guys could clear up for me.

1. Is there one main rule book, or are multiple titles required to play?

2. Is a book per player required? Or merely recommended?

3. How well would this game work for people who essentially know nothing at all of 40k fluff? (I would give a description but it would be quite brief)

4. Could you give me a brief description of how gameplay works? (rolls and bonuses)

(Note: I'm pretty experience with D&D, so I'm not completely clueless)

Thank you!
PostPosted: Tue May 08, 2012 11:10 pm


1. Yes, there is one main rulebook that you will need to get started. Everything else is optional, either as a source book or as an adventure module.

2. While not required, it would be handy for those first few sessions to get a hang of things. FFG also sells the book in PDF format, which might be a great purchase for groups. Just buy a copy and share it with your friends so they can prepare.

3. The book has an extensive background section on 40k, the Koronus Expanse and Rogue Traders.

4. All of FFG's 40k RPG's use the D100 system for tests with bonuses given based on things like difficulty, range and whatnot. The Rogue Trader GM screen would be of great help to you as it contains a handy table with all modifiers present.

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PostPosted: Wed May 09, 2012 1:45 am


If your going to start the roleplaying group,
I HIGHLY recomment getting a
erratan for the sessions,
having played Dark Heresy it´s weird to see some of the skills and talents
that would be useful only accessible in a waaaaay too later ranks
and see techpriest not having Commonlore: Tech +20 anywhere in the rank tree. <.<"

You can live with just the Rogue Trader book,
the others are optional if you want to be creative in going a longer lenght
to create actuall antagonists using Dark Heresy, Deathwatch and Black Crusade books
or if you want to use right set of rules for certain talents or weapons
that doesn´t appear in the Rogue Trader.
It´s suprising how different some of the same weapons are in
Black Crusade in comparison to the other books. <.<"

For simplicity sake thought, I recomment just sticking with just one book
to get familiarised with the gaming mechanics before going all nuts
while trying to juggle all four. sweatdrop

Multible copies aren´t really required,
in our group we have 3 copies of the Dark Heresy and we only use it
to spend xp´s and by GM and another player as sort of additional support
on rule checks.
PostPosted: Wed May 09, 2012 2:37 am


While I agree on the errata, I disagree on involving the other system books, especially when starting out and when looking for things to spice up your games. The systems don't mesh together all too well right now, especially Black Crusade..

Back to the main questions:

1. This is the core book you will be needing to play: http://store.fantasyflightgames.com/productdetails.cfm?SKU=RT01 It contains everything you need: eight player classes, full rules on playing the game, a handy (and must read) chapter on being the GM and chapters tackling the following 40k lore: the Imperium, Rogue Traders and the Koronus Expanse, the provided sector for you to play in. Finally there's a chapter on some of the enemies you can throw at your players and a complete three act adventure.

2. No. All your players really need a book for is when they need to spend their XP on new skills and talents or when they want a shiny new toy to play with. Though as Blodwynn has mentioned, handing out PDF's of the main book might be a handy way of priming your players for the games.

3. Pretty well actually, if the players or GM take the time to read the provided background to get the gist of the setting and just how fancy, important and special their characters are when compared to the rest of the Imperium.

4. I suck at this, but here goes. The game uses a D100 system requiring just a few D10's to play. Say your character has a BS of 37 and wants to shoot a mutie at normal range. This means you need to roll a 37 or less to hit the mutie, ignoring the +/- modifiers right now. As with most other RPG's though, you can make it as dice heavy or lite as you want to. I don't let my players roll for everything, not when they can act a conversation out or try and seduce the GM. wink

Here's some other fancy stuff that you might like:

The Forsaken Bounty, a fun and free demo adventure for the game, comes with all the rules you need, plus several pre-made characters: Rogue Trader, Arch-Militant and Seneschal. There's also an expansion document with two extra characters, the Missionary and Void-Master, which can be found here. If you're still not sure about the game, the demo adventure has a sequel, again free, called Dark Frontier that perfectly ties into the first demo adventure and with a little tweaking can be used as a jump start for the three act adventure found in the main book or as a future seed for another adventure.

Need more fluff? Here's "Secrets of the Expanse" and Epoch Koronus.

Need help building ships? Try Dry Dock, their primer document on how to build ships.

Finally, concerning future purchases. If the first few sessions go over well and you've got a taste for more, then I highly recommend you get the following books:

LURE OF THE EXPANSE, a massive three act adventure that can handily be broken up into at least a dozen sessions, maybe even more when your players get to Act II. My player group had the most fun with this series of adventures, which plays out like an intergalactic treasure hunt between you and quite a few other rival Rogue Trader families.

INTO THE STORM, a must have when it comes to equipment, alternate careers and for those inclined, Xeno crew members (Ork and Kroot). Not just merely an equipment book, it also offers alternate origin options, alternate careers for your PC's, rules for using vehicles other than massive starships, enhanced game mechanics for those looking for challenges and a nice chunky bit of exposition on Port Maw. Again, my own player group had a blast going through the options, two of them opting for alternate careers when they reach the proper ranking.

Hope this helps and remember: Ambition Knows No Bounds.

Hoxtalicious

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RagingBluMunky

Dedicated Tactician

PostPosted: Wed May 09, 2012 1:01 pm


Thanks for all the info guys! I do have a few more questions, though.
Are d100's used for saving throws? Are there even saving throws at all? Can someone give me a link to where I could get the PDF?
PostPosted: Wed May 09, 2012 1:23 pm


RagingBluMunky
Thanks for all the info guys! I do have a few more questions, though.
Are d100's used for saving throws? Are there even saving throws at all? Can someone give me a link to where I could get the PDF?


ALL skills, Talents and attribute use the D100 system,
the success of a roll is dependet on the value the certain skill has,
example a player rolls a D100 for Tech-Use, which is 46.
He need to roll 46 or less to succeed on a roll, otherwise he has failed the test roll.

If you mean an armour save, then technically it does not exist.
The damages are roll on D5, D6, D10, etc and that value will decrease
by targets Toughness bonus (example, Toughness is 45, bonus value is 4)
and armours value (example head has 3).

All these are explained in the core-book in good details. smile

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PostPosted: Wed May 09, 2012 1:38 pm


RagingBluMunky
Thanks for all the info guys! I do have a few more questions, though.
Are d100's used for saving throws? Are there even saving throws at all? Can someone give me a link to where I could get the PDF?
PDF's can be purchased here: http://rpg.drivethrustuff.com/product_info.php?products_id=65991&affiliate_id=210075
PostPosted: Fri May 11, 2012 5:10 pm


Thank you all for your help so far.

Are two players and a GM too few?

And does this game work well(for combat at least) without models and a grid to play on?

RagingBluMunky

Dedicated Tactician


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PostPosted: Sat May 12, 2012 12:55 am


We've done most of our fights without minis, the GM kept it abstract enough that we didn't need a degree in bookkeeping to keep track of what was going on. I guess two players could work, just means that the GM needs to scale some of the challenges back a bit or give them a little help in form of a character controlled by him.
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