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Rogue Trader

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Re: Rogue Trader

Postby Carch » Wed Jun 08, 2016 10:41 am

swrider wrote:what are the other options besides battle ship? is there something more link a cruiser. armed but smaller meant to plan an escort roll originally.

there are plenty of cruiser designs out there. and we can fit a cargo hold into almost anything if we really want to.
basically. the ship lines in 40k go like this:
destroyers: escort ships barely large enough to carry warp engines, they tend to not act alone, but are the most speedy and maneuverable, while still packing a punch (certainly if they carry torpedoes)

frigate: relatively easy to build ships packing more punch and can take a bit more damage then a destroyer, can usually be adapted to fit pretty much any role from scout to escort to blocade runner

transport:all-purpose transport ships. generally having about the same amount of space for components as light cruisers or even cruisers, they are slower, less armoured and less armed but a lot cheaper. by no means without weapons though

light cruiser: lying between cruisers and frigates, these will be the bulk of a imperial fleet they're a bit of the middle ground overall.

cruisers: large ships with very impressive weapons and tons of space available. but much rarer. speedier then a battleship but not as heavily armed and armoured.

battlecruiser: battleship weapons on a cruiser hull, short on space and power to fit their oversized weapons, these are realy only used for combat.

battleships: big, slow, able to crush almost anything else in firepower and range.

I think that sums it up? of course. being 40k. there are exceptions to everything. from the star galleon (transport-battlecruiser hybrids) to the loki-class q ships (light cruisers masquerading as transports). there is a lot of room between these classes.
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Re: Rogue Trader

Postby swrider » Wed Jun 08, 2016 10:51 am

I like the idea of being the son of a rogue trader. As for a ship the light cruiser or the cruiser sounds like a good option. A light cruiser that is a better condition would be fitting as it is bulk of the imperial fleet and would be an available ship to "lend" to a son.
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Re: Rogue Trader

Postby Carch » Wed Jun 08, 2016 10:57 am

light cruisers and frigates are usually the preferred ships for most rogue traders, yeah. the larges dynasties keep cruisers as their flagships (at least officially, this can be a lot looser of course.)
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Re: Rogue Trader

Postby Quicksilver » Wed Jun 08, 2016 11:02 am

Sidenote – for the Navy, Cruisers are actually more common than Light Cruisers, as the former is considered a "Ship of the Line". However, Light Cruisers, being nimbler and more designed for long-raged independent action, tend to be more favorable to Rogue Traders. There are also civilian ships of equal tonnage to everything Carch listed. Rogue Traders make extensive use of both up-gunned civilian ships, and cargo-refitted warships. Frigates are also common for poorer/lighter dynasties (or if a particularly nice frigate is found/constructed).

The son of a Rogue Trader could definitely be interesting – You'll have to tell me what your father (or mother) is like, though. :) Also if you have siblings and if those siblings are with you (following you as Heir Apparent, perhaps another PC?), safe at home, or potential rivals on their own vessels.
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Re: Rogue Trader

Postby ShadoWarrior » Wed Jun 08, 2016 11:28 am

Once people have figured out what character they wish to play, I can then take suggestions on what "hole" I can fill in the roster.
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Re: Rogue Trader

Postby Carch » Wed Jun 08, 2016 11:45 am

I'm thinking of playing my astropath again from an earlier thread elsewhere. but really tempted to go a more militant explorator in charge of the gun crews.

for our rogue trader: astropaths are psyker, think sorcerors, who specialize in sending messages between the stars. they're the only ones who can establish fast-then light communications.
explorators are agents of the adeptus mechanicus, a religious order embedded within the imperium who hold all the technological knowledge that's still known.
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Re: Rogue Trader

Postby Potato » Wed Jun 08, 2016 12:12 pm

I believe one of our players is highly interested in the Mechanicus. That will serve nicely as your technical advisor. As for me...

An idea forms, for the role of Seneschal. The Rogue Trader would want their child to be supervised, yes? And perhaps monitored. So they'd put one of their own men into the crew, to keep an eye on them.

The Seneschal, for refence, is the main economic advisor. They deal with the books, the numbers, and the personnel. They sort out all the details so the Rogue Trader can focus on the bigger picture. They also may or may not have ears all over the ship and may or may not be the head of an intricate spy network. And they may or may not know every single one of your secrets.
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Re: Rogue Trader

Postby Quicksilver » Wed Jun 08, 2016 12:50 pm

Yeah, Seneschal was one of the kind of oddities of the system – to make a full class they smashed together the CFO (chief financial officer & business manager, to use the business term) along with various spy/rogue skills. But certainly someone who has the throttle on the purse strings and is reporting back to the head of the house makes perfect sense.
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Re: Rogue Trader

Postby ShadoWarrior » Wed Jun 08, 2016 12:54 pm

Can we get an edit to topic post #1 that lists who's taking what role, please? Also, how much / which portions of the RT core book should I read?
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Re: Rogue Trader

Postby Quicksilver » Wed Jun 08, 2016 1:04 pm

Alright, updated. As for the core book, I don't have it in front of me to reference, but background-text in the origins section (talks about homeworlds/trials/etc), and the career descriptions would be good (first page of each career). What is a Rogue Trader in the back also makes a good read.
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Re: Rogue Trader

Postby Carch » Wed Jun 08, 2016 1:08 pm

hrmm... I would suggest reading the introduction to the classes, maybe the not-quite rule parts of the spaceships. if you're at least slightly familiar with 40k that should be enough to get started?

I think i will go for the explorator. saves quicksilver from having to work the psychic powers into a new system, which is a great excuse for me to go mechanicus.
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Re: Rogue Trader

Postby swrider » Wed Jun 08, 2016 1:10 pm

Thanks everyone looks like I have some work to do. I will try to get together a back story/ family information at least a rough draft here in the next day or so. If there are any ideas or suggestions let me know.
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Re: Rogue Trader

Postby Carch » Wed Jun 08, 2016 1:15 pm

swrider wrote:Thanks everyone looks like I have some work to do. I will try to get together a back story/ family information at least a rough draft here in the next day or so. If there are any ideas or suggestions let me know.

well. depending on the age of the warrant (QS?) you might want to think about why your family received it (military service, political scheming, to actively send someone into the borders for a specific mission are all things that come to mind right now. I'm sure other reasons abound).
if you have found the core book you can look at the background sections in what they call the origin path. I don't think we're sticking very rigidly to it, but it can give you an idea of what kind of world you came from and what you've experienced so far?
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Re: Rogue Trader

Postby Grimgit » Wed Jun 08, 2016 2:03 pm

Since folks are talking about running a heavily augmented campaign (Explorator, cyber-navigator etc...) why don't we run a dynasty backed by the Mechanicus?

We could be scouring the expanse for archotech and the like.
If so then the rebuilt missionary concept I had would fit.
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Re: Rogue Trader

Postby Potato » Wed Jun 08, 2016 2:53 pm

That would be cool. It'd be an excuse to work an augmetic or two into my own character plans, although you might not want to get too enmeshed into just one faction. There's a lot of Expanse out there...
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Re: Rogue Trader

Postby Quicksilver » Wed Jun 08, 2016 2:56 pm

I think it's also harder with less lore-heavy members in the party - there's a lot more nuance & in-world considerations to the Tech-priests then to the imperium as a whole. Close ties or a history of working with could be a consideration however.
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Re: Rogue Trader

Postby Carch » Wed Jun 08, 2016 3:19 pm

Grimgit wrote:Since folks are talking about running a heavily augmented campaign (Explorator, cyber-navigator etc...) why don't we run a dynasty backed by the Mechanicus?

We could be scouring the expanse for archotech and the like.
If so then the rebuilt missionary concept I had would fit.

are we? I was just talking about my explorator. I mean, yes, that'd be fun. also there's no reason why the mechanicus couldn't be our backer in a less augmented campaign. or maybe even if the dynasty had a history of working with them (even if our current rogue trader is less aware of that or what it means exactly)

also, forgive my bounciness, but I get excited about warhammer 40k rpg's. decided to do a run through the origin path (from into the storm supplement, so expanded options are in there) to get a backstory. could never do this on a normal character, but wanted to see how warlike I could get an explorator to be. the result is... unsettling in how broken a person he is and how much he is built for war.

origin world: fortress world (replaces forge world)
The memories he has are of his upbringing on the fortress world Thallarax and of inductions into the machine cult there after he showed an aptitude for the machines of war housed in his hab block. And of the subsequent fighting in that world's capture by orks during one of the many Waaghs that have plagued the imperium, with the mechanicus fighting before evacuating with their blueprints and relics off-world. leaving a burning hatred of the greenskins in his mind.
Birthright: unnatural origins (false man; replaces stubjack)
But, these memories are not his own. They are implanted into his psyche by the magos biologis who remade his form. Seeking to combine in one body the memories and skills of numerous magos militant to further the cult mechanicus' goals they used arcane science known only to a select few to remake him to their designs. Though the unfortunate explorator was but a trial for their techniques his implanted memories and rebuilt body are well-suited for war either amongst the stars or on the ground, even if his psyche bears many cracks from the invasive and exploratory techniques used. Unlike some who are so made, he does not resent his remaking. The cult mechanicus practices that if a part can be remade to work better in the greater mechanism this should be so, who would he be to judge that the life he no longer remembers served the mechanicus better then his new one?
Lure of the void: Crusade (call to war; replaces criminal)
Amongst the implanted memories there are many, of one person or several he does not know, who fought and perhaps died against the ruinous powers. A call to serve with the skitarrii defending a forge world againt a chaos incursion, of wielding a hellgun in his augmented arms against the horrors from beyond, despite his arms having never been augmented. The horrors his memories of that time leave him with make him gratefull his mechanicus implants remove much of the need for sleep, as his dreams only too often veer back to the cursed creatures he remembers fighting, as well as even more hatred for the great enemy then most in the imperium.
Trials and travails: The hand of war
The first true memories he knows are his own are of metal medicae beds. of implantations with mechanicus implants that nessesarily had to be done while he was concious. but these he does not speak off, for his origin is a secret known to himself and his creators. The first memories he will speak of that he knows are his own are of serving on the adeptus mechanicus fleet. of joining explorator vessels ranging the outskirts of the imperium, and of skirmishes with the pirates who frequent these zones to prey on ships. only too often would they be ambushed by several vessels, or boarded without warning while investigating a signal. The fact that these memories are his own, and not implanted, mean they weigh heavily in his judgement. and never would he even consider not shooting void pirates on sight or of entering into any negotiation that does not involve high-velocity rounds being the currency used to pay them for their betrayal of the imperium. during his service there he joined numerous boarding actions, often accompanying murder servitors and skitarii teams. amongst the things he learned there was the operation of multi-meltas, of singular use when boarding a vessel, as no door nor bulkhead will stand in a team's way when so equipped.
Motivation: Fortune
Now he is a explorator in his own right, he travels on a rogue trader ship, lending his experience, real or implanted, to the technologies of war present. He seeks fortune, but for one of the mechanicus that means knowledge, not thrones. a single-minded dedication to the recovery of any and all knowledge of interest to the mechanicus from the expanse is his motivator, and to achieve that goal he will give his all to the vessel he travels on.
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Re: Rogue Trader

Postby Potato » Wed Jun 08, 2016 3:22 pm

That's a pretty murderous Techpriest you've got there. I personally discard the origin path stuff and let people pick whatever, makes for more interesting characters IMO. But yeah, going to have to go against super close ties to the mechanicus - although we can totally have good relations with them.
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Re: Rogue Trader

Postby Carch » Wed Jun 08, 2016 3:27 pm

oh, yes, I don't say people have to take stuff from there. I personally just find it helpful to structure a character. and it makes it easier for me to relate to his background and motivations.
also, yeah.. finding the amount of hatred talents this guy gets from the outset makes me a little nervous that someone with 3d10 insanity points is also trained in the use of melti-meltas. :D
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Re: Rogue Trader

Postby Grimgit » Wed Jun 08, 2016 4:43 pm

Quicksilver wrote:I think it's also harder with less lore-heavy members in the party - there's a lot more nuance & in-world considerations to the Tech-priests then to the imperium as a whole. Close ties or a history of working with could be a consideration however.


True

Perhaps we could simply have a working relationship or our warrant could have clauses that the Mechanicum had added in in return for something that would help us rediscover lost technology.

I'm just throwing out ideas and seeing what sticks.

We already have a rogue trader so I can happily play Frankenstien's missionary or I could run an Ork freebooter if we wanted to deal with the Undred Undred toof section of the Expanse.

What would people prefer?
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Re: Rogue Trader

Postby Carch » Wed Jun 08, 2016 5:00 pm

Grimgit wrote:
Quicksilver wrote:I think it's also harder with less lore-heavy members in the party - there's a lot more nuance & in-world considerations to the Tech-priests then to the imperium as a whole. Close ties or a history of working with could be a consideration however.


True

Perhaps we could simply have a working relationship or our warrant could have clauses that the Mechanicum had added in in return for something that would help us rediscover lost technology.

I'm just throwing out ideas and seeing what sticks.

We already have a rogue trader so I can happily play Frankenstien's missionary or I could run an Ork freebooter if we wanted to deal with the Undred Undred toof section of the Expanse.

What would people prefer?

if you want a freebooter ork maybe I should rewrite a little to not have a burning hatred for the greenskins. < <
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Re: Rogue Trader

Postby Grimgit » Wed Jun 08, 2016 5:04 pm

Not everyone has to get along :)

The fun thing about Orks is while they love to fight they don't actually hate anyone (because they lack the empathy required to hate for the most part). So if I do play the freebooter he probably won't give your character the vindication of hating him back.
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Re: Rogue Trader

Postby Quicksilver » Wed Jun 08, 2016 6:14 pm

Alright, since we're starting to get into the meatier portion of character creation, we really need to get the system nailed down. So let's go with this:

:arrow: If nobody objects, we will go a conversion of FFG's Star Wars system. (This is similar to WFB RPG as well, at least in terms of die mechanics). For people who do not have access to a core book from this system (Edge of the Empire, Age of Rebellion or Force and Destiny), this may require you to let me a bit of your (mechanical) character building, based on the history/info you tell me.

On the other note, while you don't have to like each other, it is best if you don't hate each other and you have to be able to work together, at least when ordered to.
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Re: Rogue Trader

Postby Grimgit » Wed Jun 08, 2016 9:35 pm

I have access to all the Rogue Trader books except Faith and Coin so is that all I'll need to come up with a character?

If no-one objects I'll play an Ork Freebooter, it does mean my character won't have a defined role on the ship because he is a filthy xenos and can't be trusted with anything.
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Re: Rogue Trader

Postby Carch » Thu Jun 09, 2016 1:37 am

I'm not so sure about having xenos on the ship. especially with a fresh rogue trader who might not be as familiar with the issues that can arise when we get back to imperial space, which we'll have to eventually to cash in on whatever we're doing. also... I would have to find another group to hate. would leave only the eldar or dark eldar really.

QS, I'll need your help with that system to build my character then. is the bio I posted above enough info? I also have a document I made with the technical bits of all the choices made, might be best if I PM you that information?.
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