Starting Equipment

By Malith, in Rogue Trader House Rules

Anytime im the GM i allow everyone to pick any 5 items from the armoury however they are common quality items, you can take a common quality and make it best for the cost of . example the "tank" picked best Quality power armour (costing 3 of 5 choices common -> good -> best and a power fist. and 5000 rounds of boltgun ammo. in a sence he became a space marine. takes a lot longer nto set up, but everyone starts off with some good stuff. anyone else do this?

Not really, they already cover the extra piece of equipment you can get in the one free acquisition that you get to make when you start. Beyond that the equipment that the PCs start with is already pretty powerful and diverse. I suppose if you mean more mundane things such as stuff from the Gear or Consumables sections of a set availability like Average and below, but being able to start off with Best-Quality Power Armor is pretty powerful. Also, you aren't supposed to be a Space Marine, but that's a stylistic argument, not really a balance one. Being able to pick up the level of stuff you are letting them take, I don't see why you bothered with a number at all, Best Quality Power armor coupled with the starting equipment of the various combat classes pretty much sets him/her up to never need anything again. Not that one couldn't get all this stuff the first session in with Acquisition Rolls, but then there is actual effort on the part of the PCs to obtain it. Also, and this is just looking down the line a bit, say, the tank with the Best quality Power armor dies, he remakes a new Tank type with your rules of the multiple extra acquisitions, he doesn't need to use it for the Power armor or a Powerfist because hey he can just haggle with the group to let him use this other dead guy's suit because it'd be a shame to let it go to waste, and then he can go on to take a Best Quality Weapon or something else rare. Maybe I'm just paranoid from meeting too many Munchkins, but it's something to think about based on your party.

I use the suggestions in the book with a few added bits to increase variety.

1) You get a number of free starting Acquisitions equal to the character's starting Rank. For Rank 1 characters that's one free Acquisition as normal, but we've also considered starting characters at Rank 2 (or possibly even Rank 3) with two (or three) free starting Acquisitions.

2) If your free starting Acquisition replaces an item you normally have as part of your Starting Gear, then you can take a replacement item of equal or lesser Availability. For example, a Seneschal that takes a Mesh Combat Cloak as his starting Acquisition, can exchange his Xeno-Mesh for another Rare item (perhaps a Mesh Cowl).

3) Subject to the GM's approval, you can exchange items from your Starting Gear for a similar item of equal or lesser Availability. For example, a Seneschal might opt to have an Armoured Bodyglove instead of Xeno-Mesh or a Plasma Pistol instead of an Inferno Pistol.