What would you like to see more of in future supplements

By Hantheman, in Rogue Trader

Just to toss the bone out there, what kinda stuff would you guys like to see in future supplements?

Here is a list of what I'd like to see.

Characters:

  • Eldar corsairs & Dark eldar raiders - Just like ork freebooterz, this other elder race has been faring the stars, preying on mankind for eons.

Gear:

  • More heretek weapons, armor and gear - as the expanse is outside the Imperium, the lack of Mechanicus support means that tech needs are commenly met by hereteks.
  • More xenos stuff, the proximity of a eldar craftworld means there are lots of chances to tangle with them and loot their dead bodies or die trying.
  • More stuff to help set up outposts and colonies, evaporators, hydroponic farms, waste recyclers, etc.

Ships:

  • More commercial and industrial hulls. Looking for rules for vessels that can help exploit the riches of the Expanse, tugs and towers, asteroid miners, salvage vessels, stealth and blockade runners & factory ships.
  • Small space stations. To set up colonies in totally uninhabitable locations like gas giants and asteroid belts.
  • Xenos ship components we can actually use - There's a lot of archeotech stuff out there but we could use a few more examples of usable xeno tech.
  • Civilian components: hydrophonic decks, civilian decks, manufactoriums for gear rather than components, for really long rnge and extended exploration.

Vehicles:

  • Industrial and ruggard civilian vehicles. Fishing craft & Agri vehicles, Gas miners, etc. Off-roaders, proper bikes.
  • Multi-use military vehicles: While a Leman Russ is powerful, various patterns of Valkries, Tauros, Sentinels and Chimeras are more versatile.
  • Obsolete fighters, bombers and assault craft. Sometimes you don't need the best. You just need more.

Creatures:

  • Mounts and pets - with rules for wrangling use.

Background:

  • Adeptus Mechanicus sourcebook - This is the largest military capable Adeptus that has almost no back ground written about. It doesn't even have to be about the Imperium as a whole - just Calixis and the Expanse would be nice. Something like what Blood of Martyrs was for the Calixis Ecclesiarchy but for Explorators.
  • Yu'vath sourcebook - So much has been written about them, yet so little actually said - granted this should be more likely a DH supplement.

Rules:

  • The acquisition rules currently are very messy, maybe a consolidation of the rules and clean up.
  • Current vehicle stats are totally non consistant especially speed in km to comparison to AUs, VUs, really needs cleaning up.
  • Weapon swap rules on vehicles.
  • Lances are torchlights in space combat.
  • Ground battle rules do not really make sense as currently written.

- Official rules for converting a DH character to RT (not just advance them to 5k because then you have a ridiculously overpowered explorer compared to one who starts with the origin path).

- A lot more about xenos. Seriously the details about their society/technology/playable classes is not even close to being decent. And as i read it they'll even manage to **** up the xenos book for deathwatch by adding non-xenos stuff to it. Gimme xenos damnit!

- more psychic powers. The fluff mentions tons of different disciplines. And the books can't even stay consistent between franchises (biomancy from DH is where exactly in DW or RT?).

- a lot more tech. Not merely weapons but background shiznit that i can use to add a lot more colour and flavour to the background and stories.

- A little very thin booklet which contains the relevant rules that any player should know (and one for GM's). Just the bare basics. Make it pdf and cheap so it's affordable for most if not all players.

I second the 'planetbound' sourcebook; making a colony is all fine, but having actual 'modules' available for you to make your own colony would be nice to have. More Civilian/colonial vehicles would be a good thing as well

I agree with some sort of pocket reference booklet, but I would go further and have said booklet have wepaons/armour/gear/etc.. I'm at 30-40 pages of photocopies for each of my 3 players so they can look up combat action, weapons,gear, armour etc.. without having to ask for my copy everytime someone wants to make a buy or check up something.

Space Station modules would be good as well; right now, Space station making is rather a custom job; decks and modules are basically given a size/power rating (as per GM spoof) or simply take ship components..which is fine, just less 'streaming' when the players want to add stuff to it and either have to fall back to GM's call or simply end up with the feeling that they've just build a immovable ship.

Acquition rules are fine by me; my Real life players (none of which know/play/follow 40k in any way) have found the rule to be quite easy to understand, follow, no hassle, so much one will implement it in our other game (D&D); yet again we're 2 game session in, so we did not play alot with it.

And maybe a character sheet with more space to write stuff on it? not much for me, but when a newbie gets a sheet, there's little space to write all the jazz that the talents/skills/origin path gives and do.

Maybe a book more centralized about Footfall/Port Wander. I know both got a gazetteer section, but a whole source book on either (or both) station with more information than a few NPCs, places and such. Not saying the info we got is not good; just that it seems like there's missing something

Badlapje said:

- more psychic powers. The fluff mentions tons of different disciplines. And the books can't even stay consistent between franchises (biomancy from DH is where exactly in DW or RT?).

DH psykers (Primaris) are the best of the best in the Imperium unfortuately by current lore. I find it wrong for them having more goodies.

Yes, there are more than enough weapons already. Especially Imperial war gear, we need style gear (what the you use), everyman gear (cheap stuff that that you buy in thousands). The are so much rules for personal combat, but so little on commerce and exploitation - how do I stake a claim on a planet, how do i sell a million colonist land rights, where do i get the ships to move said colonists, etc.

First the usual from me.

Tigurius is the best Psyker in the Imperium. But hes a smurf. Cant have everything :P.

What i wanbt to see in general regardless of game:

- Better rules that mesh elegantly with the TT, not flat out contradict it. (Pulse weaponry vs SM bolters 5=4 in this strange case)

- Conversion rules that actually work, not the mess we got with the quasi XP lvls.

Now RT specific:

- Rework ground combat from the bottom up. The rules are currently less then advantageous. Its better to transfrom everything to TT stats and have a go on the table instead of the current mess. (Every squad/vehicle represents a regiment etc.)

- Make space combat more diverse. Lances are the lasguns of RT as it is currently. Only that lasguns are better. Which means a whole lot.

- Give us reworked aquisition rules. As it stands now, a RT can buy a Stormbolter and a barracks component for the same price. Come again? Or 5 bolters change hands so the RT can get a Cargo hold and lighter bay? Rules make no sense at all.

- Give us rules to hit players with additional ships. Once they reach a few ships, they can be richer than Calligos winterscale within a single endeavour. Pile exploration until you die and then play something like the starting edneavour: 3 times exploration. I guess around 25 PF? Makes no sense. There should be a cap or diminishing returns at some point.

- Try to create more consistent fluff. i know its hard to find every mistake, but printing the Space Marine Thunder Hammer next to the Mezoa pattern and stating that its a lighter non-marine version. Not really. Also if you do a GM book, dont put in secrets. If someone is the GM he can do sectrets until he dies, if a GM buys a GM book he doesnt want to be forced to do extra work.

- But keep up the good work. I enjoy reading your stuff. Its th e40k fix that is cheaper. But yes youll never get as much money from me as GW, but you can certainly try :). (No you are still daddies favorites *starts petting hes Space Marines of all kinds* *none missing although theres enough for 2 companies*)

Better and more detailed system random generation charts. Its meant to be about exploring the great and wonderfull unknown, lost civilisations and dread legends. But the system generation charts at the back of the GM kit was really disappointing. Every other planet is a gas giant or barren rock clone of the previous system you visited. I know that someone on this thread created a superb automated system generator but it shouldnt be left to individuals to cover the gaping holes. And a random xeno creator kit. Or do we have have to keep using the one in the DH GM kit?

Thats it really. The rest is fine as it is though more commercial hulls would be nice (But not essential)

Personally I just want to have a thin/small stuff concerning RT characters from 0xp to 5000 xp (starting from fledgings, scions, small group of bored nobles, etc.). In a sense, it is the 'reversed' ascension expansion, when the characters do not have full access to PF nor ships or even anything.

And although I personally dislike the idea of bringing TableTop to FNG RPG, I must agree that a more similar (or at least consistent) rules (and stats) are always good.

PSYCHIC POWERS! Lets get pyromancy and biomancy into rogue trader!

More background material - can never get too much fluff! For instance some of the death cults operating in the expanse, like Astral Knives and Moritat.

Badlapje said:

- Official rules for converting a DH character to RT (not just advance them to 5k because then you have a ridiculously overpowered explorer compared to one who starts with the origin path).

I'm not too sure a DH character with 5,000 XP is as overpowered in comparison to a starting RT character as many psoters on here say. There a disparity but one thing my GM and i only realised a few weeks ago as we were puzzling over how to balance my assassin from his DH game with the rest of the group is that starting DH characters start out with an average of +20 to every characteristic whereas RT chacters start off with +25. To raise all of my assassins stats to a comparable level would cost 2,300 XP.

As a sidenote I still insisted that my character can't buy any of the 'Pistol (universal), Basic (universal) etc talents as further balance and so far it's worked, my chacters not as unbalanced as we feared after the first game.

Balance between DH and RT is difficult because of the scope of the game.

DH is about a small group of covert ops - its similar in flavor to Shadowrun, Cyberpunk, etc. RT however you are a leader of thousands and in command of a ship - something like Star Trek is more similar.

However in DH you are not your own boss at least until Ascension. While in RT you are pretty much expected to take care of yourself with little or no backing.

In general, DH characters are much more focused than a RT character, eg. a R5 DH combatant from will be much better in combat than a R1 combatant from RT. A DH character will be a much better soloist than a RT character, while a RT character would likely to be a much better leader. The economics of the 2 systems also do not add up. A RT character is much better equiped than a DH characters, and he can bring to bear a small army with him similarly well equiped. Finally the careeer abilities of the RT characters do make up a bit for extra skills and traits of a R5 DH character, especially for those with no innate special abilities like the Rogue Trader, Arch-militant, Voidmaster & Schensechal.

A DH R5 char is more powerful by a small margin over a RT R1character initially, and the power gap closes until Ascension where DH characters will start widening the gap again.

Another 15,000xp of advances

A few more endemic ships to the Calixis and Koronus region of space instead of more BFG transcriptions.

Mass combat rules that aren't terrible

Big bumper book of endevours, misadventures and system generation

A few more endemic xeno species to the Koronus region that arent just weird looking human analogues

Overall I'm sort of disappointed in a way that RT seems to be not getting the same attention and volume that the other games in the same genre get, DW got more products in a very short amount of time compared to the 18months/2years or so that RT has been out. Part of that is because its got the most potential out of the other two in being a scene-setter of Imperial expansion and occupies more of a murky grey area than the others. I thought with such a pragmatic and open nature of the game it would be a veritable wealth of creative output for writers who could put their stamp on something unique to the 40k universe.

Meh DW bores me - to me its just reference material. You get to play a Space Marine, or a Space Marine, or a Space Marine. I guess I'm not much of a Marine fan boy.

Well, if you went back to page 3, you would have found my own post on the subject... That said:

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