History TabletopGame / RogueTrader

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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* 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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* 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.
12th Dec '15 1:44:41 PM FearlessSon
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* PlanetSpaceship: The Galean Sphere, an asteroid hollowed out and built entirely over by Dark Age of Technology era humanity, with any crew it once had long since abandoning it, though its arcane automated systems still maintain it. At some point, and by unknown means, it drifted into the [[PortalNetwork Eldar Webway]], where it was found by outcasts from [[Characters/Warhammer40000DarkEldar Commorragh]] who were driven out by viscous Kabal politics. They set up a ViceCity there called the Nexus of Shadows, establishing it as a port for the slave trade between many different species, allowing them to profit off the sale of beings sentient and otherwise and indulge in their sadistic sport at the same time. While its presence in the Webway means it does not have a defined location in real-space, most of its shortest real-space termni are in the Kronus Expanse.

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* PlanetSpaceship: The Galean Gaelan Sphere, an asteroid hollowed out and built entirely over by Dark Age of Technology era humanity, with any crew it once had long since abandoning it, though its arcane automated systems still maintain it. At some point, and by unknown means, it drifted into the [[PortalNetwork Eldar Webway]], where it was found by outcasts from [[Characters/Warhammer40000DarkEldar Commorragh]] who were driven out by viscous Kabal politics. They set up a ViceCity there called the Nexus of Shadows, establishing it as a port for the slave trade between many different species, allowing them to profit off the sale of beings sentient and otherwise and indulge in their sadistic sport at the same time. While its presence in the Webway means it does not have a defined location in real-space, most of its shortest real-space termni are in the Kronus Expanse.
6th Dec '15 6:34:02 PM FearlessSon
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Added DiffLines:

* PlanetSpaceship: The Galean Sphere, an asteroid hollowed out and built entirely over by Dark Age of Technology era humanity, with any crew it once had long since abandoning it, though its arcane automated systems still maintain it. At some point, and by unknown means, it drifted into the [[PortalNetwork Eldar Webway]], where it was found by outcasts from [[Characters/Warhammer40000DarkEldar Commorragh]] who were driven out by viscous Kabal politics. They set up a ViceCity there called the Nexus of Shadows, establishing it as a port for the slave trade between many different species, allowing them to profit off the sale of beings sentient and otherwise and indulge in their sadistic sport at the same time. While its presence in the Webway means it does not have a defined location in real-space, most of its shortest real-space termni are in the Kronus Expanse.
2nd Nov '15 12:02:15 AM Deblin
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** Partially averted if a player is the Navigator. Since no one else can drive the ship, the mutiny has to pretty much put up with whatever your demands are (such as "don't kill the captain, just lock him in his room") until you reach a major port at minimum, at which point replacing the crew by more violent means becomes a viable option.
21st Sep '15 10:47:22 AM MarqFJA
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** [[IDontLikeTheSoundOfThatPlace The Processional of the Damned, in the Accursed Demesne]]. A dark star sits at the center of the system and has an unknown pull into the warp as well as on the material plane, drawing ancient ships, space hulks, and even planets to it from the warp, each joining a long ring of matter slowly orbiting around it. The flow of time is somehow distorted here, with ships closer in to the dark star more ancient those those further out, even if they are of newer manufacture. Those who have visited it report the echos of voices on vox transmission given out long ago, that seem to reach out and cut off unexpectedly, and those who see it for themselves report a sense of [[EldritchLocation a dreadful intelligence watching them]]. Deeper in the Processional are what are called the Hollow Men, voidsuit wearers who emerge to break down ships that get near. No one knows where they come from or why they do what they do, and all the voidsuits they wear seem to be [[AnimatedArmor empty]]...

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** [[IDontLikeTheSoundOfThatPlace The Processional of the Damned, in the Accursed Demesne]]. A dark star sits at the center of the system and has an unknown pull into the warp as well as on the material plane, drawing ancient ships, space hulks, and even planets to it from the warp, each joining a long ring of matter slowly orbiting around it. The flow of time is somehow distorted here, with ships closer in to the dark star more ancient those those further out, even if they are of newer manufacture. Those who have visited it report the echos of voices on vox transmission given out long ago, that seem to reach out and cut off unexpectedly, and those who see it for themselves report a sense of [[EldritchLocation [[GeniusLoci a dreadful intelligence watching them]]. Deeper in the Processional are what are called the Hollow Men, voidsuit wearers who emerge to break down ships that get near. No one knows where they come from or why they do what they do, and all the voidsuits they wear seem to be [[AnimatedArmor empty]]...
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