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Rogue Trader

Rogue Trader

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In Rogue Trader, you take on the role of a Rogue Trader and his most trusted counselors, empowered by an ancient warrant of trade to seek out profit and plunder amongst unexplored regions of space. Your ship will take you to new worlds and uncharted reaches of the void, where you will encounter rivals, pirates, aliens, and possibly even creatures of the warp. You will acquire and spend great wealth and riches, and fame or infamy will follow. You will discover ancient and forgotten mysteries and search out the unknown to find lost human worlds or never-before-seen celestial phenomena. You must survive the dangers of space, for beyond the threat of vacuum and deadly radiation lurk things Man was never meant to find... To be part of a Rogue Trader's crew is to stand on the threshold of nearly unlimited opportunity. Vast profits await for you and your fellow Explorers to find and claim. Fame and fortune reward the bold, but the unwary find only an anonymous death. Begin your players' path to wealth and glory with a complete starting adventure that puts the Explorers right into the middle of the action. The Rogue Trader core rulebook contains everything you need to start your adventure in the Warhammer 40,000 universe.

Hardcover

First published September 15, 2009

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Fantasy Flight Games

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Displaying 1 - 7 of 7 reviews
Profile Image for John.
164 reviews7 followers
October 5, 2009
This is the new Warhammer 40,000 role playing game from Fantasy Flight Games (FFG). I'm looking at the collector's edition, but aside from the binding, the paper, and the case it comes in, it's the same content as the normal edition.

I can think of two types of people who may be interested in this book, and I'll try to address each of them. Number one, people who are interested in playing the game, either as a player or a Games Master (GM). Second, since this is an offshoot of Dark Heresy, another game set in the same grim future, would Rogue Trader be useful as a source book for that game?

What's special about this game? The players start out with their own starship, and in charge of a crew that numbers in the tens of thousands. They have so much money, they don't bother to count it. They are outside the Empire of Man, and a law unto themselves (mostly). There is starship combat, exploration, black market dealing, and buying and selling of entire worlds. Big scope.

All the rules for playing the game are here in this one book. This core book is for both the GM and the players. You can count on plenty of supplements being published in the future, but they are not required. You can buy this book, some dice, and play for years.

The rule set is based on the same rules used in Dark Heresy. And the Dark Heresy rules were based on the rules from the second edition of Warhammer Fantasy Role Play. Which is interesting, because FFG just abandoned those rules for Warhammer Fantasy Role play and are coming out with a total redesign for a third edition.

In any case, players familiar with Dark Heresy will feel right at home in Rogue Trader. In fact you can bring your Dark Heresy characters right in and they will work in Rogue Trader adventures. Combat works the same way, the skills and talents overlap considerably, and equipment is interchangeable. Psychic power has gotten a makeover, and is more similar to the rules for everything else, abandoning the dice pool for the same percentile dice roll used for navigating a starship, shooting a bolt gun, or charming an ambassador. There are conversions from Rogue Trader psychic powers to those in Dark Heresy and back again.

This would be a fine sourcebook for Dark Heresy GMs. They could use almost everything in this book. Not the profit and commerce rules, but pretty much everything else. Dark Heresy characters at the end of rank five are about as powerful as starting Rogue Trader characters. A heretic Rogue Trader would be an interesting and powerful high level challenge for a group of Dark Heresy acolytes near their top ranks.

For people unfamiliar to Dark Heresy, the basic rules are simple: roll percentile dice to do anything, trying to roll you skill or under. If you roll well under or well over, special things happen, either for or against you. Complexity comes from what skills you have, how they are modified, and what toys (more on that later) you get to use. Like most role playing games, the complexity is layered on, and the game starts out with a limited number of choices and then grows more interesting as new avenues open up.

What if you know nothing about the Warhammer 40,000 world? Unlike the new fourth edition of Dungeons and Dragons rulebooks, this book is fun to read. It is drenched in deep background. I think you could pick up the main thrusts of this grim and Gothic future with just this book. If you want more, there are plenty of books, games (computer and tabletop), and websites full of 40K backstory. Certainly for a player, this is all you need. GM's will probably be drawn to finding out more. I'm sure FFG will be cranking out supplements for some time full of information.

But is it pretty? The art is fine, about on the level of a good graphic novel. Sometimes a very good graphic novel. Which is about par with most of art in Dark Heresy. However, it doesn't have the truly great art found mostly at Chapter Heads of Dark Heresy.

Problems:
There is no way to land on a planet. The players can design their own starship, but the book doesn't mention shuttles.
The rules cover how skilled the starship crew is, but not how that skill could be improved.
They mention retainers, which sound like high level crew members, but there are no rules to cover them.
There are suggestions on what to do if no one wants to play the Rogue Trader, but not the other top crew positions. What if there is no player navigator? And the crew is fairly unskilled? The ship might never go to its intended destination. That's when I think a high level NPC would be hired, but the GM will have to wing this.

Role Playing Game Checklist
Character Creation: Yes, including a varied background that allows characters to share past history with each other. The career paths are: Rogue Trader, the captain; Arch-militant, the combat monster; Astropath Transcendent, the blind telepath; Explorator, the bionic engineer; Missionary, the fanatic priest; Navigator, the three eyed mutant who can guide the ship through the warp; Seneschal, the expert who can uncover the secrets; and Void-master, the pilot. There is plenty of room to customize each career, and all of them are useful in personal and ship to ship combat.
Cool Toys: Oh, just starships and chainswords (chainsaw-swords) and power armor. And alien artifacts, and, and, and...
Cool Powers: Every career has it's own shtick, a way to do something cool no one else can. Both the Astropath and the Navigator have psychic abilities.
GM Bits: A chapter on how to GM, three chapters on background, a chapter on bad guys and aliens, and a starting adventure (players should not read!)
Player Controlled Storytelling: Not much, not required, but some. Players are encouraged to come up with descriptions of their home world. Players can take the initiative and help create endeavors to increase their wealth, power and prestige. On a scale of 1 (4E) to 10 (Burning Wheel), I'd give Rogue Trader a 3 or a 4, depending on how it's played.
World Background: Well, Galaxy background. Three chapters devoted to it, and the rest of the book is drenched in world building. The game assumes the players will be exploring the Koronus Expanse, a sector of the galaxy that gets it's own chapter.
Monsters and Bad Guys: 36 pages of Adversaries and Aliens. You can also bring in any from Dark Heresy.
Sample Adventure: Yes, which introduces the players to the Koronus Expanse and touches on a some of the high points of the game. It looks like a fun one.

Overall: Great game. I'm still having fun with my Dark Heresy game, and will use this as a sourcebook until I, and my players, are ready to move over.
Profile Image for Oliver Eike.
327 reviews18 followers
October 21, 2015
By far one of the more interesting Warhammer 40K games.

You play as either a Rogue Trader and party or as a member of said Rogue Traders party. You traverse space, the final frontier. You meet new cultures and species...then murder them. Well, most do.

This game contains space-combat as well as regular combat, but it is far more than just that. It has a well worked out d100 system, an interesting setting and plenty of room for intrigue and politics, rather than just war. But as it says on every Warhammer 40K book, In the grim future, there is only War. So expect combat. Yeah.

By all of the games, this is the one which offers up most freedom for players, so for experienced players it is great fun, for newer ones it can be a bit much to take in. For having to many options can at times be a bit daunting. Especially when you have acess to a huge space vessel that can do orbital bombardment.

Fun game, recomended.
Profile Image for Marcus Ilgner.
18 reviews5 followers
October 30, 2014
After looking into a lot of more narrative-oriented game systems, reading a game system where there's a rule for everything feels somewhat limiting. Not only because having to remember that many rules can be very exhausting, but also because in every situation everyone always assumes there must be a rule for it, even in the rare ones where there isn't.

I like the over-the-top-ness of the whole Warhammer universe and the freedom that the Rogue Trader scenario offers but unfortunately the rules don't really support that same freedom.
Profile Image for Kyle T.
61 reviews1 follower
July 21, 2023
character creation (along with ship creation) is a little too spread out which makes it seem confusing. You might be best off following a youtube video, of if you're a PC instead of a GM just simply run through it with your GM.

Good book aside from that though. Ruleset looks very flexible and crunchy. So if you want a low crunch RPG this won't be the system for you. Has a beginner adventure module at the back and also integrates well with it's predecessor Dark Heresy.
Displaying 1 - 7 of 7 reviews

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