Rogue Trader Session 1
Basic group setup (I realise in hindsight) is possibly a little more Traveller than Rogue Trader. It is the 38th Millenium and the Realm of Ultramar is offering Warrants of Trade in return for tithes. The Eastern Fringes Trading Company has been formed and the PC’s are the 4 officers of the company. Backers and Investors have financed the company, providing them with a ship and capital (initial PF of 46%) in return for a share of the Profit.
So we have an assortment of ne’er-do-well characters for this game –
Navigator Jarsten - this tall and gangly Navis Nobiliate isn’t very Nobiliate. Forced into a lifetime of indentured servitude to pay off his grandparents debts to the trade guilds, he grew resentful as his previous ship increasingly kept him ship-bound. As a result, he sought his freedom from family, contract and ship by delivering his previous ship into a pirate ambush.
Captain Harlon Gant , a Han Solo-like void master, this former smuggler dumped his cargo (of illegal drugs) to escape an Imperial Navy search. The mob didn’t like that and took his old ship, so he joined the Navy to escape the bounty on his head and became a Master of Gunnery. Has been selected as the Captain of the Furious Resolve.
Explorator Castus . This mostly human looking Tech Priest who rose from humble origins among the Tech-Guard when his home forgeworld came under attack by the forces of Chaos. For his dilligence he was rewarded and sent out to seek out anything which might theaten the Great Works of the Ominisiah again and seek out the lost Standard Pattern Templates from the golden age of mankind. He is in charge of Engineering and tending the Machine Spirit
Seneschal Sebastian Glank , this grossly fat man bears a startling resemblance to Baron Harkonnen (perhaps absent the red hair and heartplugs) as he uses anti-grav suspensors to move his bulk around and carry heavy cargo upon his belly. He too was a wicked criminal until he found repentence and piety through the grace of the God Emperor. Due to his social skills he is in charge of the Crew.
In the first session, the Company were presented with their articles of Incorporation and Warrant of Trade by the Viceroy of Calth. This gives them the right to travel beyond the Imperium and act as the Emperors voice in all things to trade and make war as they see fit. They may also call upon the protection of the Imperial Navy and Ultramarine fleet. In return they must give a substantial tithe to the Ultramar treasury each year. And whilst in Imperial space they must obey the laws of Ultramar- no drugs, no slaves. They also decide that of their remaining profits it shall be split 6 ways- 1 share for each of the 4 officers, 1 share for the maintenance and improvement of the ship and 1 share to the rest of the Crew.
Their ship is the Furious Purpose - an archeotech raider, near better in every way than the example Frigate in the book –
The Sacred Vessel known as Furious Purpose is an old refurbished Raider class warship from the last great crusade in the sector. Missing presumed lost, it was found nearly a century ago and lovingly repaired, saving a handful of the original systems as well as the hull. It remains a fair light-weight warship, complete with a barrack, excelent weapons and added armour, ideal for blockade running or harassing slower vessels from long range. However it's potent engines and fine handling also allow it to serve well in more merchantile roles as well particularly getting things from A to B quickly.
Hull and Traits:
Hull: Havoc-Class (35 pts)
Machine Spirit: Ancient and Wise
Ship History: Reliquary of Mars
Crew: Competent (30)
Essential Components
:
Engines: Modified Jovian pattern Class II Drive (3 pts)
Warp Engines: Strelov 1 Warp Engine
Geller Field: Warpsbane Hull (2 pts)
Void Shields: Standard Single Voidshield
Ships Bridge: Bridge of Antiquity (2 pts)
Life Sustainers: Ancient Life Sustainers (2 pts)
Crew Quarters: Voidsmens Quarters
Auger Arrays: M100 Auger Array
Weapons:
Dorsal Weapons Sunsear Laser Battery (Macrobattery) (1pt)
Prow Weapons Titanforge Lance battery (Lance) (2 pts)
Other Compartments
Temple Shrine to the God Emperor (1 pt)
Compartmentalised Cargo Hold (1 pts)
Armour Plating (2 pts)
Re-enforced Interior bulkheads (2 pts)
The Rogue Trader Vessel (RTV) Furious Purpose
Speed: 10
Detection: +10
Armour: 17
Manoeuverability: +38
Hull Integrity: 39
Turret Rating: 1
Ship Points: 35
Remaining Space: 0
Remaining Power: 0
Base Morale 105%
Base Population 100%
Repair rolls -20
Weapons:
Battery (Dorsal): Sunsear Laser Battery - Str 4, damage: 1D10+2, Crit rating 4, range: 9)
Lance (Prow): Titanforge Lance battery - Str 2, damage: 1D10+4, Crit rating 3, range: 6)
Other Notes:
+100 towards Trade and/or Creed Objectives
+5 to social and command tests when on the bridge
-1 from any non-combat population loss
+10 to Warp Navigation tests and may roll 2 and pick 1 warp result
Ship Points: 53
Initial Actions
So, like any new Rogue Traders, they group go shopping. Negotiating a deal with the Viceroy, they acquire the 117th Calth Training battalion of 500 newly trained PDF as “ It’ll do the boys good to get out there and blood themselves on some natives ”. Lacking a military commander (Captain Gant is more a military man) they also prevail on the retiring Major Hubbard to command their (small) army.
Trade goods come next- 5,000 lasguns and power cells are duly loaded aboard- advanced arms are never unpopular in the benighted regions beyond the Damocles Gulf. The exploratory also suggests the machinery for a small factory/manufactorum with some basic STC designs.
Finally they decide that some missionaries could be of immeasurable help in opening up new markets to the glory of the God Emperor and the Imperium (plus they have the magnificent chapel in the ship), so the pious Seneschal Glank goes to see the High Ecclesiarch’s Personal Private Secretary and comes away with an entire order of 1,000 missionary priests- the Order of St. Ignatius. (known as the Ignacions)
GM –
“You know, every trooper now has 2 personal padres!”
“Well we could always give the priests a lasgun and treble our army!”
GM –
“Sadly not- the Ignacions are a pacifist order”
“A Pacifist Order? In 40K!?! No wonder we got them so cheap- the Ecclesiarchy wanted to get rid of them!”
However, despite their successful set of Acquisitions, a Misfortune befalls them. Navigator Jarsten is out gambling and wenching when he puts it all on black ( “what do you mean the colours are Red and Green here? How drunk was I?!?” ) and ends up in hock to the local crime boss Don Provasi. In return for keeping his kneecaps and getting some contacts, Jarsten agrees to smuggle 2 cases of drugs to the den of scum and villainy known as Cromarty base on the edge of the Damocles Gulf. The rest of the group are less certain about these 2 cargo containers of Farcosia and debate what to do. Deciding to give the mob the finger (and possibly teach the Navigator a lesson) they report in to the authorities that 2 containers of drugs have shown up on their ship and they would like to report it.
The Ultramarines, in the form of Vae Victus Strike Cruiser heave to (they are still in orbit around Calth) and the puritanical Captain Cassius of the magnificent Ultramarines has the drugs destroyed by flamer. While very suspicious, they did report the drugs (though claiming not to know how they’d gotten onboard) so he doesn’t have a charge to press. However, by ignoring this misfortune, some of their (criminal) backers withdraw from the company and their PF drops to 45%
Deciding they’ve got enough cargo for now, they make for the edge of the Damocles Gulf. Avoiding that hive of scum and villainy at Cromarty Base (and the mobsters who’ll be expecting their drugs) they make for a frontier mining colony instead- Rockall.
The Navigator estimates a 2 day journey to Rockall. A week later and people are still being reassured by “
Its the Warp, travel times are inconstant”
. 2 Weeks in and a Gellar field fluctuation and people are tapping their feet. In Week 3 with terrible warp dreams haunting the Captain and the 1,000 missionaries working overtime and its ceases to be funny. And in week 4 a deadly Warp Storm forces an emergency translation to real time and the crew to meet with the Seneschal for emergency talks on the competence of the Navigator and bad omens. Its been the worst maiden voyage... EVAR. But that Warpsbane Hull has more than paid for itself twice over. (seriously, never leave home without one!)
Finally arriving at Rockall, the crew are given a 2 week furlough to recover their morale from the horrors of the 4 week journey that should only have taken a week (losing sight of the Astronomicon will do that). Captain Gant hears some rumours of another Rogue Trader, Cap’n Lucius Frag of the Red Ruin who’d returned from beyond the Damocles Gulf. The local Astropath shares a wonderful chimeric drink that he’d been given by Frag- called salva.
After the horrors of the first voyage and how it shook everyones confidence in the Navigator (and his die rolls) they realise that while he’s cheap and not much good, he’s all the Navigator they can get. Plus he has some volumes of a Navis Prima which purports to show the worlds beyond the Damocles Gulf. Unfortunately he only has vols. I, II and IV of the 5 volume set... missing the crucial index.
The second voyage, this one across the mostly uncharted Damocles Gulf goes exceptionally quickly- 2 weeks only and the Explorator instantly banging the Gellar field generator with a spanner whenever it took the slightest dip. They find themselves in a large system with one inhabited, early industrial world (railways but no radio) – however, on landing in the capital of the main conurbation on the Southern pole – they discover the locals to be xenos (“ Sir, I can see the whites of their eyes! Permission to open fire, like wot Major Hubbard taught us ” says one excitable trooper) – blue skinned, flat faced proto-Tau. This is the Murgal Empire, produce of salva and they have been visited by Sky People before....
“ I say old chap- Take me to your leader.........”