History TabletopGame / RogueTrader

17th Aug '16 12:32:50 PM dracogeorge
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* WritersCannotDoMath: Working from the numbers given for the dimensions and tonnage of ships, small raiders are about half the average density of balsa wood (Ork Brute Ram: 60 kg/m^3) while the largest bulk transports would blow away in a slight breeze (Imperial Universe class: 2.9 kg/m^3). Crew requirements have the same scaling problem (as well as being far to low for how the fluff describes living conditions, even on the smallest ships) while passenger capacities seem to be random numbers that don't increase with size ''at all''.

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* WritersCannotDoMath: Working from the numbers given for the dimensions and tonnage of ships, small raiders are about half the average density of balsa wood (Ork Brute Ram: 60 kg/m^3) while the largest bulk transports would blow away in a slight breeze (Imperial Universe class: 2.9 kg/m^3). Crew requirements have the same scaling problem (as well as being far to too low for how the fluff describes living conditions, even on the smallest ships) while passenger capacities seem to be random numbers that don't increase with size ''at all''.
4th Jul '16 1:13:03 PM KingClark
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[-''For the original ''Rogue Trader'' see ''TabletopGame/{{Warhammer 40000}}'' , this article is for the 2009 {{Tabletop RPG}}.''-]

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[-''For the original ''Rogue Trader'' Trader'', see ''TabletopGame/{{Warhammer 40000}}'' , 40000}}''; this article is for the 2009 {{Tabletop RPG}}.''-]
4th Jul '16 1:12:39 PM KingClark
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[-''For the original ''Rogue Trader'' see ''TabletopGame/{{Warhammer 40000}}'' , this article is for the 2009 {{Tabletop RPG}}''-]

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[-''For the original ''Rogue Trader'' see ''TabletopGame/{{Warhammer 40000}}'' , this article is for the 2009 {{Tabletop RPG}}''-]
RPG}}.''-]
4th Jul '16 1:12:22 PM KingClark
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[[caption-width-right:350:Ambition knows no bounds]]

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[[caption-width-right:350:Ambition knows no bounds]]
bounds.]]
17th Jun '16 12:01:32 PM Theriocephalus
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* GhostShip: The ''Whisper of Anaris'', an Eldar vessel of ancient make with chips in its wraithbone hull and tears in its solar sails, it appears with a psychic scream in realspace at mysterious times to suddenly fire on some ships but not others and then disappears just as quickly, following some inscrutable plan of its long dead but still dreaming crew. [[spoiler: It is actually the last ship of the ancient craftworld Lu'Nasad, which was long ago corrupted by the warp into a terrible scourge of psychic destruction. The ''Whisper'' acts on the final command of its last commander, the Farseer Anaris, to prevent the accursed craftworld from doing any more damage and drive off those who might one day seek it.]]
* GoMadFromTheRevelation: There's only one Navigator power that all of them share. It's called The Lidless Stare, and it basically lets them open their third eye (and that's a literal one, not some wishy-washy metaphor...); if anyone looks into it, they see the Warp. This can be detrimental to your health. At Master level, it's a possible OneHitKill.

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* GhostShip: The ''Whisper of Anaris'', an Eldar vessel of ancient make with chips in its wraithbone hull and tears in its solar sails, it which appears with a psychic scream in realspace at mysterious times to suddenly fire on some ships but not others and then disappears just as quickly, following some inscrutable plan of its long dead but still dreaming crew. [[spoiler: It is actually the last ship of the ancient craftworld Lu'Nasad, which was long ago corrupted by the warp into a terrible scourge of psychic destruction. The ''Whisper'' acts on the final command of its last commander, the Farseer Anaris, to prevent the accursed craftworld from doing any more damage and drive off those who might one day seek it.]]
* GoMadFromTheRevelation: There's only one Navigator power that all of them share. It's called The the Lidless Stare, and it basically lets them open their third eye (and that's a literal one, not some wishy-washy metaphor...); if metaphor). If anyone looks into it, they see the Warp. [[HyperspaceIsAScaryPlace Warp]]. This can be be... detrimental to your health. At Master level, it's a possible OneHitKill.
17th Jun '16 11:47:01 AM Theriocephalus
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* AlwaysChaoticEvil: While several of established antagonists options are present, groups such as Chaos Reavers, Eldar, and even Orks, while usually hostile to humanity's interests, can at least occasionally be reasoned with and dissuaded by means other than violence. The Rak'gol, on the other hand, never show any interest in dealing with anyone of any other species by means other than aggressively attacking them, their only culture (in as much as can be determined) seems only centred around killing things. ''Lure of the Expanse'' details that they can never be negotiated with because they show absolutely zero interest in such, and their almost-bestial hostility and "alienness" are great for game masters who want to put a "SurvivalHorror" element into their campaigns.

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* AlwaysChaoticEvil: While several of established antagonists options are present, groups such as Chaos Reavers, Eldar, and even Orks, while usually hostile to humanity's interests, can at least occasionally be reasoned with and dissuaded by means other than violence. The Rak'gol, on the other hand, never show any interest in dealing with anyone of any other species by means other than aggressively attacking them, and their only culture (in as much as can be determined) seems only centred centered around killing things. ''Lure of the Expanse'' details that they can never be negotiated with because they show absolutely zero interest in such, and their almost-bestial hostility and "alienness" are great for game masters who want to put a "SurvivalHorror" SurvivalHorror element into their campaigns.
4th May '16 10:48:57 PM FearlessSon
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Added DiffLines:

* OrionDrive: Implied to be the method of propulsion for Rak'gol ships, which use crude "fission pulse" drives that propel the ship with nuclear detonations. Compared to the plasma drives of Imperial ships, these are considered hopelessly outdated. While they can get a ship going to a good prograde velocity, they are poor at imparting lateral acceleration, making them much less maneuverable. Add to that the radiation produced by these explosions exceeds the shielding such ships have and would quickly drive any human crew to a radiation-sickness induced death, and one must assume that the Rak'gol are either radiation-resistant, insane, or both.
29th Apr '16 11:27:53 AM SwordsageRagnar
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* EasyLogistics: A necessity in terms of rules, given the additional need of book keeping by players and GameMaster already regarding their ship (and it's crew population and morale). Otherwise the game would devolve into one massive pile of accounting. Also explained via the Profit Factor system which doubles as Currency and Influence in game. Essentially, a Rogue Trader houses are so rich, that the question is not "How many Thrones does this costs?" but rather, turning to their book keepers and going "Do I have enough to buy this without bankrupting us, and know the right people, yes or no?"
** Ships in general are presumed to have 6 months (Terran-Standard) worth of supplies to maintain proper operations without docking at a Space Port or orbiting a world which can provide such supplies, though it is extendable with upgrades. This counts for keeping the crew fed and healthy, as well as keeping machinery and systems working with proper functionality. Every month beyond that time limit, begins imposing Morale loss, and misfortune of the GM's choosing to represent the limited remaining supplies.
** All of the Explorers (Players) personal guns are presumed to have enough of their default ammo type on the ship, allowing to resupply them at any time they're on board. Additionally, any successful acquisition test to obtain any particular consumables, like special ammo types, grenades and other things (Med-kits, Combat-Stimms, etc), are also presumed to have it sufficiently stocked on the ship as above. This means the only thing limiting how much of each a player has at any one time before visiting their ship's armory, is weight, common sense, and the GM's discretion. One optional rule recommended by the rule book, is that unless a player specifies otherwise, to follow the "Rule of Three"[[note]]three reloads for each of their weapons, three of each type of grenade they carry, and three doses/servings of other consumables[[/note]]. Compare that to the other Warhammer 40,000 [=RPGs=], where players routinely have to roll Requisition tests for any item, including ammo for their guns based on individual amounts (I.E. 2 magazines worth of ammo)
27th Apr '16 11:37:36 PM FearlessSon
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Added DiffLines:

* MildlyMilitary: Controlling the crew of a Rogue Trader's ship requires a great deal of group discipline (especially as many dynasties' vessels are decommissioned military ships) but Rogue Traders are not part of the Imperial military. As a result, how tightly a Rogue Trader holds the reigns can very quite a bit.
18th Feb '16 10:13:08 AM Dalillama
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* AlienArtsAreAppreciated: Though technically heretical, the so-called "Cold Trade" is a thriving grey market for alien artifacts that are discretely sold as curios to wealthy collectors among the aristocracy in the nearby Calaxis sector. The ForbiddenFruit allure of owning objects that are technically forbidden but hard to enforce ([[ScrewTheRulesIHaveMoney especially on the extremely wealthy]]) is something those with the means pay well for, and this can be a great source of profit for Rogue Traders who refuse to let pious prohibitions get in the way of their success.

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* AlienArtsAreAppreciated: Though technically heretical, the so-called "Cold Trade" is a thriving grey market for alien artifacts that are discretely discreetly sold as curios to wealthy collectors among the aristocracy in the nearby Calaxis sector. The ForbiddenFruit allure of owning objects that are technically forbidden but hard to enforce ([[ScrewTheRulesIHaveMoney especially on the extremely wealthy]]) is something those with the means pay well for, and this can be a great source of profit for Rogue Traders who refuse to let pious prohibitions get in the way of their success.
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