Hot answers tagged rogue-trader
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Differences in the way they play
Dark Heresy is probably the most similar to a traditional game in this regard. Because there is no default status quo, you can pretty much go in any direction imaginable without significant hand waving. Rogue Trader does tend to lend itself to games that have some space combat/travel/exploration component in order to allow ...
6
I've actually done the opposite of this, in that I play a Space Marine in my groups Rogue Trader game. While regular humans are more squishy than your standard Space Marine, the difference isn't all that great. The only bonus the Marine gets is his power armor and Unnatural Toughness. What does help is adjusting the weapons stats around (a bolter is a bolter ...
5
The Dark Heresy line has some material; it tends to focus more on the powerful - nobles, etc, but there are a few bits of the seedier side.
The Rogue Trader corebook and it's player's guide have pretty good descriptions of the lifestyles of normal ship crew, but I suspect that's still unusual enough to be out of scope.
The real images of the lower class ...
5
In Release Order
Dark Heresy
Mission Focused, Low-Power, and a mix of dungeon-ish and social interrogation.
Players being, by default, acolytes of some inquisitor. Which means investigations of Chaos infestations.
This is, in all actuality, the most flexible of the games, having the widest variety of character types. It can be used for a wide variety of ...
4
You've made two key changes:
Allowing multiple combat half-actions per round
allowing movement to be replaced by a non-movement half-action
The primary factors I see are:
increase in Psyker offensive capability (Most of their offense is more powerful than their allowed weapons; it gets worse under RT or DW, due to a different psychic system)
decreased ...
4
This looks like a pretty major rules change as house rules go. I'm surprised that you didn't turn up more problems than you did.
I think other areas of concern might include whether you allow psykers to activate multiple powers in a turn, how dodges are handled and the effect on equipment bonuses.
Psykers can be pretty brutal even at relatively low power ...
3
First, there is a group working in Tau's on 1d4 chan:
http://1d4chan.org/wiki/Tau_Dark_Heresy
The thing is I don't really feel this stats are accurate. You may want to rethink and and apply the stats you consider appropriate from Tau descriptions.
I had Tau playing in a RT game. In stats I think that I used -10 to WS, +10 to BS, -5 to T, and +5 to Int. To ...
3
I would go for the skill option from what you described. As it seems, it is one of the core skills in RT and there's no reason why it shouldn't be so in your Fate Core game.
Only that you have to clarify the four actions for the new skill
Overcome: Used mostly for removing negative aspects on crewmembers, also for accomplishing big things with the help of ...
3
Oddly enough, the game Space Marine is a fairly good source for this in the audiologs. You find journal entries by various people including a number of random citizens, which I find really drive home what an ork invasion means, and give you glimpses into what they live through. I bet you could find them on youtube.
Also, you walk through a number of ...
3
The following response was from Mack Martin of Fantasy Flight Games:
This is a tricky question to answer,
as the game isn't distinctly designed
with battle mat play in mind. While a
grid can certainly be useful in a game
(and add some fun strategizing into
combat) it would really depend on how
much space a single square represents.
In my ...
3
Aside from purely combat-related problems that aardvark outlined (well, I personally would not place a certain bet on a space marine against an ascended character, and survivability whilst refraining from combat is not an issue) you will have a purely roleplaying one, namely - social interaction.
While the rest of the party are god-like warriors to be ...
2
You may consider the novel "Dead Men Walking" useful. Even though it isn't the central narrative, it depicts the behaviour of civilians after a Necron "outbreak" quite nicely. One of the main civilians is the planetary governor's daughter, yet she's still mediocre in comparison to all the other protagonists that are normally portrayed in WH40K-novels.
Even ...
2
Really, there is no good single source. The RPG's each have more information than the core rules of any edition. The Minis Game will show you a brief view of the major factions of the prior edition, but a new faction seems to have been introduced mid-run in each of the prior 40K editions, and 3E dropped squats (or was it 2E? I forget). So no edition has been ...
2
Main Problems:
Squad mode. Non Deathwatch just cant have it. Partialy can be solved by RT crew.
Nonmarines are very-very squishy. Even power armour dont fix this.
If you want nonmarine in marine crew use ascension book. They have enough power to be in rank with marine and someone even have more power with access to inquisition wargear.
2
Are you considering the interactions with move actions? Rogue Trader allows you to move with certain classes of semi-auto fire weapons during the semi-auto action, but you lose the bonus to hit. (Dark Heresy does not have this option.) Since you are reclassifying the action into a half action, a player could simply move then fire, gaining the bonus as ...
2
Having scoured the net for sources, I've found that - not too surprisingly - it is widely known that the Adeptus Arbites, the planetary police force of the Warhammer 40k universe was heavily inspired by Judge Dredd - and that the same goes for the cities as well: Your average WH40k city/planet (that is, the kind I specified in the Q) is probably quite ...
2
First up, the Lucre Foedus- best thought of as a flying bordello/casino, built as a smuggler/ambush hunter on an Orion-class hull. The most notable features are that none of her weapons systems are detectable until they are powered up and used (the torpedo tubes are hidden behind false plating along the underside, and the box launchers of the Jovian battery ...
1
It shouldn't be too hard to generate a slightly more in-depth lifepath system for Rogue Trader if what you're looking for is a history of events for the character prior to their control by yourself.
I can't find any additional lifepath systems for Rogue Trader around, but a start could be using the lifepath generation system from Cyberpunk; there is an ...
1
Well, I can help you with the Kroot. There's a published supplement called Into the Storm which has rules for building Kroot and Ork Freebooter characters. Since Kroot tend to use certain Tau weapons, you can probably get some of the stats out of that.
If you want to play a Tau proper, I'd take a look at the Tau stats from Dark Heresy, and double check some ...
1
It may contain a worrying quantity of additional memes, slightly more cursing than strictly necessary, and a certain amount of fan-generated stuff (usually marked as such), but the 4chan /tg/ (traditional games) wiki 1d4chan.org sections on Warhammer 40K contain a certain amount of additional perspective on the fluff (description and narrative) of WH40K that ...
1
Try and pick up a copy of the original Rogue Trader rule book from the 80s. It's almost certainly out of kilter with the current 40k mythology but it provides a very rich background - despite being a wargame rule book it reads more like a role playing base book.
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