Rogue Trader as a Dark Heresy Sourcebook, What do you plan on using?

By Peacekeeper_b, in Dark Heresy

Having received my ebay copy of Rogue Trader in the mail this past week I have been reading the rules and scouring for ideas for Dark Heresy. So far the things I will be using are as follows.

Death World planet of Origin.

Origins Paths.

Equipment (especially cyberbernetics)

Ork Freebooters.

Kroot Mercenaries.

Background setting (and possibly the adventures).

Character Sheet.

Warp Travel and Star Ships.

As for the rest of the book, I find the new Careers a bit dry (exceptions made for Explorator, Astropath) and I still believe the Navigator is better as an origin then as a career. I find the profit and acquisition system for equipment a bit unclear and unmanageable (at the moment) and havent really made up my mind about the new psker rules.

Anyone else?

I don't have it yet, but everything I've heard about the psychic rules suggest that I will adopting them. I'm curious about adapting the origin path rules, but I'll have to see them in more detail. Using the new critters, gear and rules for warp travel and starships will depend on whether they fit into the game I'm running. Still, I'm really looking forward to picking it up eventually.

AARAARGGGGGGGGGGHHHHHHHHH...You lucky, lucky, lucky, bastard (sobbing)

curse you to the hellfires of the EYE!!! but yes i will adopt a few useful things

I vastly prefer the profit system to the thrones system and will definitely be adopting that, post-haste.

It's pretty simple, really, I'll break it down. Pretend your profit factor is your skill rating, so you need to roll equal to or under it to get the item or items.

The number is modified by the availability of the item, the craftsmanship of the item, and how many of the item you want. So, it's really easy to say "Hey, I need a laspistol", but if you say "I want 10,000 suits of best cratsmanship power armor"...well, you better be rrriiiiccccchhhhh.

Of course there's time based on availability, population, etc, just like in DH, but the basic thrust is that it's essential a skill test. If you get your profit factor up to 100 for any given test, you don't need to even roll, your minions just figure it out.

I feel like the origin path cranks up the characters a bit much for DH, and will probably keep char-gen as is.

I will also be allowing them to make some of the ship-board extended actions, give them access to some of the new gear in there (hell yeah, full auto boltgun! with motion predictor!), and generally use RT to cause mayhem, madness, and epic craziness for my players to deal with (when appropriate...they'll still have to spend a good amount of time digging in tunnels, trying not to listen to the scratching and moaning coming from inside the walls). I also will probably allow assassins access to unarmed warrior and unarmed master (at exorbident cost).

Oh understand in general how the profit system works, its not too dissimilar to systems used in DC Heroes/Blood of Heroes, Mutants and Masterminds and Spycraft (if I recall correctly) or D20 modern to some degree. I just prefer my PCs having to in general deal with cash and money on hand then some abstract profit margin.

I understand and think it works dandy for funding expeditions, colonies, grants, bills and what not, but while in a bar or shopping for personal gear Id rather have them dig into their pockets to buy stuff instead of make a roll everytime.

So I will use aspects of profit margin at times, and at other times, they better be counting their pennies on hand.

I also intend to use the Profit System as soon as possible. Not the psychic powers system.

More than anything I need to ready myself for the inevitable barrage of players wanting gear out of the RT book instead of the DH books, and asking when/how they get can talents out of the book as elite advances.

(For the latter I will probably not cave until we see what is in Ascension.)

Yeah, I agree that profit should not be used while on a mission, as it's by nature much more abstract and involves wayyy more people than just the PCs. And yes, I am curious to see what Ascension brings, as well.

Definitely Death Worlder origin, equipment (and it´s upgrades, plasma´s finaly seem to be fluffwise true (eg. overkill:D)) and Navigator and Astropath backround, maybe Navigator and Astropath rules, origin path and after I see them, MAYBE new psyker system and upgraded skills and talents.

But first, I need to see the RT book:(

Ripper.McGuirl said:

I also will probably allow assassins access to unarmed warrior and unarmed master (at exorbident cost).

what's that?

So what's the deal with how the psykers have been changed?

I'm waiting for Ascension, like others, for the next big step for my players. However I am after RT (10-14 days to delivery says Amazon) for the ship rules. One of the players is a Noble Scum ex-smuggler. He had access to a ship and I'd like some rules to use for the ship in Dark Heresy.


Kind of like a Rogue Trader Light. Or is that Diet Rogue Trader? Or is that "I Can't Believe It's Not Rogue Trader!"?

I havn't got my paws on it yet, and I am in a perpetual gollum-vs-smeagol state of mind towards my FLGS because they are slow on purpose, just because they don't care about RPGs. Oh no, that's unreasonable, they want me as a customer, they like me, it's just the distribution line that has failed. But I can see that they'd much rather have spoilt 13 year olds that spend their monthly allowance on GW-plastics (with a 40% markup) as a customer... so if they don't bring in my RPGs then they will have more shelf space for the lucrative stuff. But, the owners are old geeks, they run the store because they love games and gamers, I know they care about RPGs...

I have some hope that most of the inconsistencies in the combat system has been straightened up. If so it will be used straight away. The ship rules and profit rules will be used as well. I'll have a look at the new equipment. I've heard rumors that this developement team have actually calculated some of the damage numbers, for example on plasma weapons, wich is a nice step up compared to how the black library guys/girls handled it. I expect some more sturdy information on modes and times of travel between the stars.

I will migrate my current DH campaign completely to RT eventually, with the characters killing their inquisitor as the point of transfer.

Unarmed Warrior/Master are the two talents (one less powerful than the other, like swift and lightning attack) that give you better damage with unarmed attacks. I.E. not a paltry d5-3, but actually as much damage as a fire-arm.

Ripper.McGuirl said:

Unarmed Warrior/Master are the two talents (one less powerful than the other, like swift and lightning attack) that give you better damage with unarmed attacks. I.E. not a paltry d5-3, but actually as much damage as a fire-arm.

wat

Also is there anyhting to prevent me from walking into borders tomorrow and picking up a copy?

Nigh7gaun7 said:

Also is there anyhting to prevent me from walking into borders tomorrow and picking up a copy?

They don't have it listed on their website at all which leads me to believe they don't have it but it's worth a shot. Call first. And if you do find one post here so I can run down to mine :P .

Also, who on ebay did the OP order from? They all still show pre-order to me...

gathrawny said:

Also, who on ebay did the OP order from? They all still show pre-order to me...

Some guy named Dex something or other. He was one of those guys who got a copy at GenCon and put it on ebay to make a profit. He made $20 dollars more then he paid.

If you don't have it yet, here's my 2 Thrones: http://johnwsmarvin.blogspot.com/2009/10/game-book-review-rogue-trader-rpg-core.html

I'm not going to be using profit, my players are rank 4 and 5. At higher ranks profit could make sense to me. Perhaps they gain access to their inquisitor's Profit Rating.

I'm going to use all the equipment, starships, ship to ship combat, adversaries and aliens for sure. For ship to ship combat I'll either use a small ship where they are forced to take over (captain possessed by deamons...) or have them assist by doing Extended Actions during a bigger engagement. I'll use RT characters as NPCs. I may even send them into the Koronus Expanse.

I love the origin path, but my player's already have characters, and I don't think we'll retrofit that in.

I like the RT psyker rules, but I'm not going to tell my player to go out and buy RT to play DH. If my psyker player gets RT and wants to move, we can discuss.

I think Rogue Trader would be perfect for using as a sourcebook. IF they have errata included withinthe combat section and core mechanics. Although, I have to wait a day or two before I actually get my copy. Is the errata implemented, anyone?

I was going to use Rogue Trader as the sourcebook, but now that I have it I believe it will be the main book.

One thing people have been complaining about is that lasgun, plasma, and other various weapons are weaker than SP. It's obvious to me that FFG has been listening to complains about the game. RT fixes a number of these things:

Hellguns are in most respects better than SP weapons.

Plasma weapons are lethal while still keeping the recharge/over heat flavor.

Even the Omni(some thing) the tech priest axe in the IH gets some love.

More ammo types for bolt weapons, and shotguns

The psyker rules are much improved. I just wish they had converted all the powers to the new frame work. I really miss the minor powers. On the other hand RT gms don't have to worry about pyros...

-It's possible to use powers at 1/2 strength with little risk

-You can just open a can of wupass and roll on the table.

-Many powers have preqs thus it makes more sense that you need to move objects with your mind before you start throwing force bolts.

-A psyker is more that just his psy score. Will, per, and various skills count a lot.

-A number of the power which were insanely over powered when you started getting a lot of over bleed are as unbalanced.

Sorry by "Sourcebook" I meant "core rulesbook" or "main rulebook". sonrojado.gif

To be insanely overpowered with overbleed, you have to risk having a daemon pop out of you head a lot more often. Fair go, I say.

Origins Paths.
I agree with the D6G guys on this. Every game system will have to adopt this idea or be found lacking. Its just that awesome.

Equipment
I plan to change out plasma weapons and possibly the bolter (so that one of the players will stop bothering me that they should be full auto). I’ll import the new weapons into DH and at the same time be importing some guns from the IH into RT.

Character Sheet.
Best designed Character Sheet I have ever seen for any system.

Warp Travel and Star Ships.
This is what RT is about. Won’t come up to often in DH, but when it does RT is the ideal rulebook

The new Careers fit the new setting, and I really don’t feel any desire to swap them in or out.

Profit/acquisition works better for macrowealth, thrones works better for microwealth. It actually works well for both games, though they have different emphasises. We’ll be importing thrones to RT for when we’re dirtside dealing with locals (though much of this will be done by barter), and I’d use something like the idea of Profit for when the acolytes make requests to their inquisitor or other imperial agencies between mission.

I do like the new psyker rules. The old system was, even the most minor task might bring great destruction. In the new system you can make a choice; safe, risky, or bad sh** is going to happen. It also makes it so that everything is now a test against a characteristic, which I like.

monkyman said:

Character Sheet.
Best designed Character Sheet I have ever seen for any system.

I thought it was interesting that they decided to essentially yoink Bo Hasle Buur's character sheet for Dark Heresy. Hope they finally at least paid him in compliments.

http://www.annebo.dk/Pages/Roleplay/Pages/Character_sheet.html#Dark_Heresy_anchor