future book's GM's would love

By frostling1, in Rogue Trader Gamemasters

I've been running a RT game for a couple months now and have decided there are three books FFG must make. I thought that I would list them here and see how the staff and the community feel.

1. A comprehensive guide of the universe. Both DH and RT have a chapter about there local star systems, but the only go indepth on a few planets. I would love a book of nothing but this.

2. A xenos compendium. I don't just mean the Creatures Anathema for RT, but a guide of xenos races including homeworld templets for each. that way if my group wants to roam around as a group of elder conisars or ork freebooters they can.

3. An adventure book. The best example of this I can think of is the Dungeon Delve book by WOTC for D&D 4th ed. A book full of ready to use short encounters that can be used to just fill an evening, or theme a full campaign around. Just a book full of little three or four encounter missions.

Please write back and tell me your thoughts, or if you know of any similar books in planning

frostling1 said:

I've been running a RT game for a couple months now and have decided there are three books FFG must make. I thought that I would list them here and see how the staff and the community feel.

1. A comprehensive guide of the universe. Both DH and RT have a chapter about there local star systems, but the only go indepth on a few planets. I would love a book of nothing but this.

2. A xenos compendium. I don't just mean the Creatures Anathema for RT, but a guide of xenos races including homeworld templets for each. that way if my group wants to roam around as a group of elder conisars or ork freebooters they can.

3. An adventure book. The best example of this I can think of is the Dungeon Delve book by WOTC for D&D 4th ed. A book full of ready to use short encounters that can be used to just fill an evening, or theme a full campaign around. Just a book full of little three or four encounter missions.

Please write back and tell me your thoughts, or if you know of any similar books in planning

Yep +1 => A guide of the expanse wich give some info about the systems, the adventure that can be run in certain particular place and exemple of xenos opposant you can encounter in these systems angel.gif

But Lure of the expanse seems to be a good answer to our needs gui%C3%B1o.gif

ashrem said:

But Lure of the expanse seems to be a good answer to our needs gui%C3%B1o.gif

It's worth getting, if only for the Gazeteer on Footfall, but then you'd be ignoring a lot of really good stuff.

Lure of the Expanse is a good start, but I would like to see it expanded. Eisenhorn was themed in a cool sector. There is a lot of officialy published stuff to go off of.

Desperately needs expanded backgrounds, advances to make characters less cookie-cutter and interesting, combined with variations in crew qualities, training and 'interesting NPC's' as hirelings, there's a half book there. Ships... there is so much work that could be thrown into this area to detail not just the Imperial vessels and their fitting out, but all the Xeno's, pirates and other assorted scumbags you could probably make at least half book out of it. Trade, planets, alien species, settlers, military, criminal endevours, supply and demand tables to affect/risk profit management, fleet management and outsourcing... everyone wants something, who wants it more and how can I undercut someone else in an auction to get a better deal.

Basically, we need a Rogue trader supplemental book which fills in all the stuff they left out of the main book because it wouldnt fit

I could use a work with a couple of worked out Endeavors. I am still having a trouble with the abstract Endeavor system and how it compares with game play.

I don't think the systems need detailing, but a detailed system generator would be nice... then add a bunch of 'story hooks' that GMs can use as sources for endeavours.

More NPC ships - The book goes into depth on Eldar Raiders, but provides no examples. Perhaps more ships componants (but that topic has been flogged to death I'll bet).

frostling1 said:

Lure of the Expanse is a good start, but I would like to see it expanded. Eisenhorn was themed in a cool sector. There is a lot of officialy published stuff to go off of.

Except that FFG in the past has pointed out that they are covering new, never before mentioned sectors. It seems as though they aren't allowed to tread on previous setting material.

This would seem to hulk your idea of details on the sectors covered in other GW books fairly solidly.

MILLANDSON said:

frostling1 said:

Lure of the Expanse is a good start, but I would like to see it expanded. Eisenhorn was themed in a cool sector. There is a lot of officialy published stuff to go off of.

Except that FFG in the past has pointed out that they are covering new, never before mentioned sectors. It seems as though they aren't allowed to tread on previous setting material.

This would seem to hulk your idea of details on the sectors covered in other GW books fairly solidly.

That is disapointing

A monthly/bi-monthly magazine with player & GM tips, Endeavors, new xenos, maps, starship lay-outs would be fantastic, I think.

That would be pretty awesome, and I think makes a lot of sense. Consider that just about every other major gaming company has some sort of periodical (Games Workshop has White Dwarf, Privateer Press has No Quarter, and Wizards of the Coast has [or at least had] Dragon). I would fully endorse and support a magazine, but for sake of fairness it would have to have articles for all of Fantasy Flight's games... which is a LOT.

Still, a neat idea.

I certainly agree with people asking about a Xenos-themed book, especially if it had entire chapters dedicated to Eldar, Tau, Orks, and other major races.

It would be especially awesome if those chapters contained even basic CharGen rules and Career paths (hey, even if the book was made for DH with the Careers suited to DH power levels, I'd still be fine with that), extra weapons, armour and tech (eg. Pulse Rifles, Wraithbone or Rune Armour, Ork Stikkbombs etc.), and a bunch more NPC stats of perhaps warriors from the actual 40k Miniatures game (Tau Firewarriors and Pathfinders, Eldar Aspect Warriors, Ork Wyrdboyz and Meks etc.)

When I used to play WFRP 2nd Ed, I really liked the all Skaven-themed book, and was hoping that one would be done for all 3 kinds of Elves and the Orks before the new 3rd Ed, which I have little interest in playing, so I'd like to not be disappointed in the same way for DH / RT.

Kerrahn said:

Tau

Whilst the other races might be included if they ever did a xenos book, the Tau are on the opposite side of the galaxy. They almost certainly wouldn't be included (given that said book would only cover what was in the region, as FFG have mentioned before about only covering their own sectors of space, not ones already covered by GW products).

MILLANDSON said:

Kerrahn said:

Tau

Whilst the other races might be included if they ever did a xenos book, the Tau are on the opposite side of the galaxy. They almost certainly wouldn't be included (given that said book would only cover what was in the region, as FFG have mentioned before about only covering their own sectors of space, not ones already covered by GW products).

Tau was mostly an example, but at least there some Tau weapons and technology can be found in the Calixis sector, there was a few people running around with their rifles (and in a Tau shuttle) in Innocence Proves Nothing (Dark Heresy Novel).

Even if they didn't include Tau in a Xenos-themed book, the weapons would still be a nice addition.

Kerrahn said:

MILLANDSON said:

Kerrahn said:

Tau

Whilst the other races might be included if they ever did a xenos book, the Tau are on the opposite side of the galaxy. They almost certainly wouldn't be included (given that said book would only cover what was in the region, as FFG have mentioned before about only covering their own sectors of space, not ones already covered by GW products).

Tau was mostly an example, but at least there some Tau weapons and technology can be found in the Calixis sector, there was a few people running around with their rifles (and in a Tau shuttle) in Innocence Proves Nothing (Dark Heresy Novel).

Even if they didn't include Tau in a Xenos-themed book, the weapons would still be a nice addition.

Aye, I'll agree with the weapons, since they could be traded or shipped around. Just that, with their current level of warp travel ability, the Tau would take years to get anywhere close to Koronus, and would have to go through Tyranid/Imperial territory in the process.

Reading the other thread on the differnet parts of sa ship I got to thinking that a chapter on 'Life on board' would also be great in a future book. Looking at a ship's population being equal to a town and what areas it would contain (Algae farms, grox pens, servitor repair, market place, Marine quarters, Storage, Supply, life support, water reclamation, the black market, the Ghilliam pits, etc etc etc). Perhaps even create a specific internal shipboard endeavour?

It could go into more depth on the the watches (for example):

Ship Time
A Ship’s day is 24 hours (Holy Terra Standard) each Division contains 2 Sections which alternate 4 hour watches.

First Watch 20:00 to 00:00

Middle Watch 00:00 to 04:00

Morning Watch 04:00 to 08:00

Forenoon Watch 08:00 to 12:00

Afternoon Watch 12:00 to 16:00

1st Dog Watch 16:00 to 18:00

2nd Dog Watch 18:00 to 20:00

Each Watch consists of the following:
Ship’s Bell Signals the New Watch
Sections beginning watch assemble say prayer of thanks to the emperor, are given assignments & begin work (as assigned)
Sections ending watch say prayer of thanks to the emperor & retire

Also could have stuff on shipboard life (for example):

Organisation

Crew are organised into Divisions according to their ship-board function and will always contain the following sub-groups:
Collegiums: The Collegiums are nominally responsible for keeping the peace in their division and therefore maintain a ‘Home Guard/Police Force’. They are also responsible for running and regulating all ‘quasi-legal’ recreational activities (Prostitution, Gambling, Drugs, Alcohol, etc)
Maintenance & Repair: All Divisions contain their own maintenance & repair sections. These sections will work closely with Damage Control officers of the Command Crew.
Workers: All Divisions will contain workers (Servitors are components, not workers)
Officers: All Divisions will contain an officer cadre that is responsible for the conduct and efficiency of their Division. Officers are selected/promoted on a merit system.
Professional Lodges: Each Division will maintain a professional ‘lodge’ specific to their Divisional duties. This is to promote pride in the Division’s work and is closely linked to Ship-wide recreational Events and Divisional prayers to the Emperor.

Divisions
1. Air Wing (Fighters, Bombers & Assault Boats) o Armourers o Hanger Crew o Pilots (Fighters, bombers, Arvus Lighters, Aquila Transports, Bulk Shuttles, etc)
2. Command Crew o Adeptus Mechanicus o Astropath o Damage Control o Specialist Bridge Crew
3. Engine o Adeptus Mechanicus o Wrenchers
4. Life Sustainer Crew o Adeptus Mechanicus o Scrubbers o Plumbers o Electricians
5. Logistics & Cargo Crew o Animal Pens & Butchers (Grox Pens & Slaughtermen) o Catering o Commissary Officers o Farmers & Pickers (Fungi, Bean & Kelp farms) o Water Storage & Collection o Loaders & Dockers (Sentinel Pilots) o Mining & Resources o Munitions o Servitor & Flagellant manufacture & repair o Personnel & Ship’s Stores
6. Manufactorium Crew o Adeptus Mechanicus

7. Medicae Crew o Adeptus Sororitas o Military Medics o Orderlies o Pharmaceuticals & Stores o Ship’s Medics
8. Military Regiments o Combat Regiments o Provosts o Specialist regiments
9. Sensor Crew o Adeptus Mechanicus
10. Ship’s Security (approx 5,000) o Marine Regiment o Provosts o Arco Flagellant Penal company
11. Ecclesiarchy o Confessors o Lodge Inspectors o Teaching/School Cadre
12. Void Shields o Adeptus Mechanicus o Wrenchers
13. Warp Engine o Adeptus Mechanicus o Wrenchers
14. Weapons Crew (Batteries 1 to 5) o Adeptus Mechanicus o Gun crew o Armourers

Drills

Each Division will regularly perform a selection of the following Drills – Divisions will be commended if they perform more efficiently and fast than other Divisions:

1. Boarding Boat Drill

2. Damage control Drill

3. Depressurisation Drill

4. Fire Drill

5. Gunnery Drill

6. Repel Boarders Drill

7. Warp Breach Drill

Crew Duties

Each Division will regularly perform he following duties

1. Maintain & Repair

2. Learn & Teach

3. Ensure peak efficiency

4. Ensure redundant measures in place

5. Ensure personal & ship combat/defence readiness

6. Manufacture spare parts

7. Manufacture Required items

Recreational Event Organisation

Each Division of the Crew will form teams to participate in events on Saints Days, staggered throughout the Calendar year.

1. Eisteddfod

2. Ghillium Hunt (Officers represent their divisions)

3. Grox Bull Fighting

4. Individual combat

5. Laser Maze

6. Ship Race

7. Tackle-Ball

good idea indeed!

the explorers are supposed to pass most of their time on board, so a book on board life (and on board adventures) could be a great fun!

But this list of duty is for military ship! The civilian ship must be more loose! happy.gif

leonurgle said:

But this list of duty is for military ship! The civilian ship must be more loose! happy.gif

I've heard it said - "Loose is a good women, not a good ship"... gui%C3%B1o.gif

You guys have a lot of great ideas. Lets hope someone is out there listening

Not to simply revive an old tread, but for me the most pressing book that is needed is a complete book about starship. What I mean by this is that they are still thing missing… hum torpedoes everyone, that and what about Battleship and Battlecruisers, after all, “Ambition Knows No Bounds. “
But seriously a sourcebook about starship is in my opinion THE book I’m really waiting for, after all what is a Rogue Trader without a decent ship. That and like it is said in the core book they are missing parts here and there. A book like that would need:


• A more intricate ship building chapter with more option might be nice
• A whole chapter on life on board like it was mentioned above
• Ship require a supply chain, fuel, food and other need that could be discussed
• Information about ship salvage operation
• Maybe a chapter about the working of the imperial navy since player will probably either work for them or lock horns with them from time to time.

And maybe you could also include a chapter on generating star system and planets and the like you know, a little on the fly generator but that might be best suited for another book. I’ll admit I might need to take a look at lure of the expense but I never what one who like pre gen adventure and the like, I enjoy setting book of history and plot hook but hate “adventure” book.

Think of it what you will but those are my two cents ^.^

Perhaps this is just me, but I would greatly appreciate comprehensive rules conversion for psyker powers between DH / RT. After two years of using the threshold / overbleed system in DH, I'm rather nonplused by the new percentile system. Our collection of DH scource books gives us such a huge wealth of psyker and sorcerer powers that having to use spotty DIY conversion rules is jarring.

At the very least i'd like a DH style carreer advancement path for the Astropath class and threshold / overbleed rules for Astrotelepathy.

Also, something tells me Deathwatch Librarian powers are going to be even more divergent from the tried and true method.

So, more detailed ship rules, more xeno stuff and some clarification on Psyker stuff. A few more character-building options wouldn't hurt either.

I guess all this could be included in one Companion-style book...

Well my wish list is:

Endevours - a book on expanding endevours, ideas and examples of more endevours, some small adventures (ie a couple of planets in the expanse) and maybe an elite advance relating to the theme of the book.

Ships - a book focusing on all things ship, expanded rules for buying and refiting ships (I'm very happy with the ship creation rules and i don't think it would add anything), different hulls/components (i'd like to see grand cruiser hulls without power creep, just love their shape!), life on ship, a couple of short adventures and an elite advance or two relating to the theme of the book (spotting a theme here? happy.gif )

Gazzettier - for the expanse, or at least a book for each 'sector'. Adventures/Advances etc.

Xenos - everything xenos, with ships and the xenos themselves, equipment/booty and oh and of course Adventures/Advances etc. As a side issue i think that the DH xenos book is very good, however i'd like more ideas. As an experienced GM i can fudge stats etc, but i don't have enough expereince with the ship system yet.

Tau could possibly be introduced soon with the uncovering of the Jericho Expanse warp gate the tau could use it to theoretically get into the Calaxis sector, so they could be introduced besides they have kroot mercs so tau arent to far behind