Rogue Traders - Warrant of Trade ship & fleet

By horizon, in Rogue Trader

Hi,

a question. In the game you start with a single ship, most likely a small frigate sized vessel. You als have a Warrant of Trade (right?). In the chapter about Rogue Traders it is written that a Rogue Trader who gains a Warrant of Trade also will be command of a fleet and a cruiser as his flagship.

Does that mean that 'in game' you start as 'lower' Rogue Trader?

Under the table with starting profit factor and shippoints there is a description about it like if you start with 30 profit factor and 60 shippoints you rogue trader dynasti is old and about to get broke but maby you can still make is good again.

There's a difference between what would be in game fluff and usable, workable game mechanics. You can always say your characters have a fleet but for some reason they are just on the one created at the start. The rest might be needed for maintaining your empire and said profit factor, ect.

As with many classic Pencil & Paper RPGs, starting characters always have room for improvement. In theory you could arrange to start the game with several ships, but they would all be rather minor or small ones. However over the course of play, through either use of their finances or luck or fortune, other ships could certainly be acquired. As such with the rules as presented, initial characters would indeed be 'lesser' Rogue traders; ones who have to work to build up their dynasty from whatever position it is in when they start.

Not all Rogue Traders are created equal. Some are bought with money and influence. Other were to reward a person. Others are to get rid of someone who is too powerful to just depose. (IE a general too well liked, or a noble leader on the losing side of politics. The warrant provides a graceful exit for everyone.) It's not unknown for a Warrant to be created to deal with a certain issue. In that case the RT might be provided additional ship. Maybe colony ships, troop transports, warships, or even a strike cruiser. These ships would be availble until the RT completed his task.

An establish RT might only own one ship, but could have other ships under his/her command. They just need to convince other groups to support the RT's goals. For example the navy might provide a few escorts if the RT was trying to reclaim a system from pirates. The RT might convince a number to join his colony. The colonists might hire a transport or 2 themselves. The RT might convince a couple of chartist captains to travel to a system under the RT's warrent of trade, and protection.

Your Rogue Trader could have a small fleet, but they would be busy keeping your Profit Factor flowing. If you establish a trade route with a planet with exclusive rights, do you REALLY want to have to stop at that planet after every mission and then journey out of the Expanse in order to sell the stuff off? No, of course not! That's what the rest of your ships are for!