Interesting in GMing Rogue Trader - some questions.

By MRoxs, in Rogue Trader

Upon realising that Rogue Trader possesses ostensibly decent Space Warfare rules, I tried to introduce the setting to my player group (A group of three players) and so far two of them are interested in giving the game a spin.

However, I'm curious about some of the possibilities this RPG has to offer while I wait for the Core Rulebook to arrive in my mailbox.

  • Rogue Traders tend to acquire entire fleets, is this possible for the players (or are Rogue Traders limited to a single ship)?
  • What do I need for memorable Space battles? Being a Star Wars junkie, it is at least one thing I want to be able to adequately, perform, if you will, narratively tell.
  • Grand campaign or personalised stories? Being 40K I assume I should treat my players to a part of the grand scheme of things?

Thanks in advance, I eagerly await your answers.

  1. It's as possible as you allow it to be. Large fleets do tend to make gameplay a little awkward. 3-5 military vessels with support ships is about the limit, in my experience.
  2. Oof. Don't let it turn into a board-game. Make sure you keep the narrative description going. Throw in bombastic events; sudden meteor showers, massive shards of ice plummeting through the void and making it hard to navigate, the titanic battle between ships drawing the attentions of a void kraken... Stuff like that.
  3. Both. Grand, personal stories. Stories of being pursued relentlessly by an eversor assassin for a crime they did not commit, combined with a story of hunting for a stable warp gate to Ultramar, fun stuff like that. Rogue Trader allows for remarkable depths of proactivity on the part of the players, they're encouraged to come up with their own adventures and plots.

Errant said:

  1. It's as possible as you allow it to be. Large fleets do tend to make gameplay a little awkward. 3-5 military vessels with support ships is about the limit, in my experience.
  2. Oof. Don't let it turn into a board-game. Make sure you keep the narrative description going. Throw in bombastic events; sudden meteor showers, massive shards of ice plummeting through the void and making it hard to navigate, the titanic battle between ships drawing the attentions of a void kraken... Stuff like that.
  3. Both. Grand, personal stories. Stories of being pursued relentlessly by an eversor assassin for a crime they did not commit, combined with a story of hunting for a stable warp gate to Ultramar, fun stuff like that. Rogue Trader allows for remarkable depths of proactivity on the part of the players, they're encouraged to come up with their own adventures and plots.

Thank you Errant. I assume that with 3 - 5 military vessels you are referring to Light Cruisers and bigger?

I am currently looking at these three 'core books':

  • Rogue Trader Core Rulebook (Woop, just got in the mail)
  • Into the Storm
  • Battlefleet Koronus

What kind of fluff books should I go for first? Edge of the Abyss or Lure of the Expanse ?

My Rogue Trader player came up with a background story of leading a ressurection on a Hiveworld before he was whisked away as heir to the trade dynasty. It was my idea that his opposition on the Hive World siphoned him away from that world by sending an Assassin (an Eversor wouldn't care about subterfuge enough, would he?) to get rid of his father (or whatever) upon which the Rogue Trader forcefully inherits the Warrant of Trade.

My second idea is for the Warrant of trade to stem from the time of the Emperor. (Does this have any real implications, besides more influence? They rolled a 1 for their ship, so a big profit factor.

Great Crusade era Warrants? Totally doable, although ideally, if you wanted to go down that route you'd wait until you got Into the Storm and use the custom warrant creation rules (weeell, guidelines: your campaign, your rules, after all). Does make it a little easier and a hell of a lot cooler to tweak.

As for the 3-5 military vessels Errant mentioned? I'd actually suggest no more than 2-4 warships (whether or not they've been decommissioned or turned into merchantmen; for that matter it's entirely possible to turn transports and other merchant vessels into pocket warships, although they are rather more fragile), and I'd start that classification from frigate on up (with an honourable mention to the Cobra destroyer and the Shrike raider).

I'll also note that ship to ship combat can potentially last the whole of a session, even with only 4 vessels involved (1 frigate belonging to the party, 2 pirate raiders and a crippled transport they were moving to board). It can also be over stupendously quickly (same frigate vs light cruiser, over before the party got to battle stations, thanks to the players voxing orders to an NPC they'd left on watch, player win; frigate vs traitor astartes cruiser, over in 2 turns, thanks to a lucky/suicidally close firing pass leaving the cruiser unable to turn and the players flying past and out to their warp point) if they get the right criticals.

And that backstory suggestion is highly cool. To answer the question raised in it: no, an Eversor would not be that subtle. However, since the deployment of a member of the Imperium's Officio Assassinorum (any of the temples) requires a specific mandate from the High Lords, it's more likely that any assassins sent after the Rogue Trader's immediate predecessor to the Warrant are going to be from smaller Guilds and/or freelancers (think that scene in Empire Strikes Back). It isn't impossible that Imperial Assassins have been tasked with such an elimination, it merely says worrying things about his enemies' influence.
For that matter, it suggests a rather powerful "ally" as well, as it would have been as simple, if not simpler, to have the Rogue Trader assassinated before he succeeded to the title. Which probably indicates that there was someone with sufficient pull to sway the mission. And that would mean that having your Rogue Trader alive (and away from that particular planet/on his flagship), and/or his predecessor dead benefits this "ally" somehow...

MRoxs said:

  • Rogue Traders tend to acquire entire fleets, is this possible for the players (or are Rogue Traders limited to a single ship)?
  • What do I need for memorable Space battles? Being a Star Wars junkie, it is at least one thing I want to be able to adequately, perform, if you will, narratively tell.
  • Grand campaign or personalised stories? Being 40K I assume I should treat my players to a part of the grand scheme of things?

1. As big as you want them to be. But generally RT fleets tend not to collect in one place. Large parts may be sent to patrol the colonies the RT possesses. A large part will certainly be merchantmen (Q-ships where RTs are concerned) and thus not that important in a fight.

2. Either keep it narratively. But RT battles tend to be over within a few short turns. I have done a fight of 2 PCs on a Lunar cruiser against 5 raiders and a pirate base within 30 minutes. (Bad rolling on my part kept the battle rather meh and simple). I prefer the TT approach, but i have a small Narn fleet to help out. You can hasten things along by reolling single d10s for NPCs (how often do they have a value between the tens?), and simply let the PCs face far more vessels. If they have a big enough ship they can most certainly handle it.

3. Your choice really, but RT is THE RPG that favors the grand campaign style. Intermixed with personal storings yes, but what RPG offers you the chance of eternal glory bercause you were at the head of grand crusade to conquer a full sector. Even DW marines simply follow orders, Rogue Traders give orders. That is the most powerful tool in RT, the character advancement tables are all nice, but the most important weapon of a RT is his profit factor. If you are rich enough you can buy a million troops and more. No other 40k RPG offers this scale (yet, until Black Crusade is out, but Chaos is quite different).

I've seen some great answers already, but I have a few things to add:

1. Sure, you can acquire fleets. As others have mentioned, keeping track of too many ships can get tough. However, I'd like to add that one of the great things about Rogue Trader is that the PCs don't have to carry all their assets with them. Their ships are fully capable of operating without being babysat by our heroes. Therefore if your players start to get more ships you can encourage them to go on their own missions sometimes. Background Endeavors are a great way to represent this. These missions can also keep the game more interesting for the players. They allow the players to have their dynasty take care of shipping the goods they negotiate for and transporting their armies while they do more interesting deeds. Should one of these ships run into trouble, you have a great plot hook for new adventures. This also allows your players to feel like leaders of a vast organization rather than just an individual operation.

2. Make sure every player has something to do. There's nothing worse for a player than being shut out of an event because they can't do anything. Encourage players to direct gunnery or command attack craft and for Navigators and Astropaths to experiment with their space-battle powers.

3. I think this question has already been well answered by others. When you are Peers of the Imperium, your personalized stories had better be grand! Your starship represents more a greater value than some small planets. Encourage your players to try and blend those two themes. One player's personal need for revenge against a rival could turn into a massive war, or a xenos invasion could force a player to confront their prejudices that led them to dismiss aliens as a threat.

Quick suggestion for fleet size, let it get as big as is believeable (my group that I run for currently have 3 transports (2 of them could be called warships), a frigate, a destroyer and a battle cruiser) but whatever you do, for the love of all that is holy, keep all the PC's on the same ship! From running a D6 Star Wars game years ago, nothing takes the fun out of fleet battles as much as every PC having their own ship.

Fortunately, RT can come with a built in reason why the PC's can't captain their own ship each. The warrant may require a blood-relative of that dynasty to captain any ships held by that dynasty.

When running a large scale battle (either space or ground) I try and always remember the idea of camera focus. When you watch a movie, only the action front and centre that is grabbing your attention is in focus. All the other action is slightly blury. Fudge the rules and just roll 1d10 (low good for PC's side, high not so good) for the action occuring in the blury zone. Anything that is occuring out of camera shot I simply make up to suit the dramatic needs of that encounter.

I'll throw my hat into the ring here

Books wise, Lure of the Expanse is a nice adventure to start on - I'm running it myself, and it's proven a lot of fun. I'd definately consider getting Battlefleet Koronus , not so much for the warfare rules, but because it's a got a lot of useful statblocks and some NPC rules to help space battles run a bit more smoothly.

One thing I've learnt is that players will at first try and typecast themselves. Don't let them. Once you have your Master of the Guns doing nothing but shooting ship weapons you'll have no end of headaches getting them to go and do some exploring and swashbuckling. Same goes for any Astropaths or Navigators - keep 'em busy, and don't let the Rogue Trader bubble-wrap them (Even if it makes sense)

Last thing I should mention is that both Aquisitions and ship combat can be very ponderous to run. My last game session ended up being entirely about Aquisitions when I only intended it to last for an hour - solve that problem as you please. Same goes for ship combat - turns can last a long time, especially with three or more ships. Having some sort of models or paper markers will help it along, or mixing up the turn sequence with narrative and description

Tullio said:

Last thing I should mention is that both Aquisitions and ship combat can be very ponderous to run. My last game session ended up being entirely about Aquisitions when I only intended it to last for an hour - solve that problem as you please.

How do you run aquistions if i may ask? For me its mostly just a few rolls of dice and either a yes or no. Or a straight yes if they want to buy easy stuff like lasguns...

Maybe you have a method that really spices this up. :D .

How do you run aquistions if i may ask? For me its mostly just a few rolls of dice and either a yes or no. Or a straight yes if they want to buy easy stuff like lasguns...

Maybe you have a method that really spices this up. :D .

Well, I tend to try and roleplay out the results of the roll - for example, last session my group tried to acquire six new Halo Barges, failed badly (Twice, since I gave a re-roll for the sake of clemency. It's Halo Barges, damnit) so I told them the merchant didn't want to accept the currency they were using. So they promptly decided to go to the master of the port to see if they could get him to pull some strings. All of this was perfectly good role-playing, but between deliberations over what to do and Interaction Tests a lot of time got eaten up

A nice variety of answers!

Alasseo

On second thought, you are right, it is rather redundant to assassinate someone else to get rid of your opponent but I reckon that on the Hive World they don't really want him to become a Martyr either. I suppose iti s easier to understand that an existing Rogue Trader has accumulated enough enemies over the course of his active duty that someone sends an assassin for him. (Imperial assassin might provide a nice investigation plothook, but might still veer away from it.)

You reckon I can keep the new Rogue Trader oblivious to the origin of the Trade Warrant?

Unfortunately, I can't take all the credit for the backstory. He had the idea of a civil war, I just filled in the rest. Also he has taken the last name of Korombrus (an obvious play) so now I have to create an NPC Vespusius that nullifies his 'great' discovery. Of course the twist would be that Vespusius will at some point aid the explorers and I'll just watch what the Rogue Trader does.

Voronesh

I'm aiming to improve my narrative abilities by running this game with them. We are also running a WFRP 3rd Edition campaign but I notice that I tend to rely (as they do) on the bitz and pieces laid out in front of me. My intent during space battles is just to give them a lot of narrative fluff and if there are more ships of the fleet in the vicinity to be in their own little skirmish and just give the players influence on the fleet's actions through vox and perhaps the astropath and navigator.

Numb3rc

The Rogue Trader wanted to have some kind of rival, so I can use your great ideas for that purpose :) .

Hygric

Oh definitely, the camera zooms seem like the only way to go if you really want to make the players feel in the middle of the action, so that has been my intent from the outset. I will make it clear that they are limited to that ship though in terms of operating crew.

Tullio

Tullio, I'm probably starting with the intro adventure ' The Forsaken Bounty ' to get them acqainted with this more rule heavy and old skool system (as compared to WFRP 3rd Ed.) and was looking at Frozen Reaches for the big military campaign thing I have been reading about. What does Lure of the Expense offer to the players and the GM?

Also, how can I prevent them from being typecasted? Two of the players have decided on being a RT obviously and the other one a Void-Master (I think to help out with Piloting stuff instead of Gunnery) still waiting on what the third player would possibly be.

It's highly likely I will keep acquisitions simple unless they really want to acquire something rare and manage to win the roll.

Everyone

First off, thanks for the support.

What I am wondering though, with only three players I reckon that the game might be a little borked. How should I go about creating NPCs that fill the rest of the roles? For example if they are without a Navigator, should I create an NPC version?

MRoxs said:

Everyone

First off, thanks for the support.

What I am wondering though, with only three players I reckon that the game might be a little borked. How should I go about creating NPCs that fill the rest of the roles? For example if they are without a Navigator, should I create an NPC version?

It's a pleasure!

Now, to NPCs. Every ship will have some Astropaths and at least one Navigator. If you are using the standard Calixis system of having Navigators run shifts, there might even be three or more! However, not all these people really need statlines. Given how useful and important the Navigator can be, you should probably stat out your lead Navigator. However, the rest can be handled in a more narrative fashion. If you have a message to send, just roll against some stat you've created for the Astropathic choir leader. There probably won't be an immediate need to stat out every single one of them beyond that.

There's also a second option that your players can take. If they really want involvement with what types of Navigators and Astropaths they employ, you could have your players create them. Just make sure that the Astropaths are fairly weak save perhaps one Astropath Transcendent.

Your welcome.

I prefer the approach of, the background can kill you if you disregard the odds. Basically there is only background in regard to the PC vs. NPC situation, but if the PCs do perfectly well, and their forces simply screw up, oh well it happens. And the other way around too angel.gif .

I have done sessions with only 2 players. It works. The Navigator and the Astropath are rather important though. If you do not wish to handwave it away (the warp is simply too much fun), you either run into the porblem of: Either you have to stat up a GMPC, or you default to the baseline crew which unfortunately means that the PCs will rarely arrive at their destination in a good situation. The suggestion to let the PCs stat up a Navigator sounds really nice. But after that take control of him, hes a NPC after all, and not their "carry a navigatorgun" option.

Yeah, of course. The GM would control these characters regardless.

I just remembered that there is a piece of Archaeotech that can replace a Navigator somewhat for short jumps, but that also buts you on the hit list of the Navigator Houses. It's in Into the Storm, the Void Abacus. That's an option as well if you want it.

Will perhaps give them the opportunity to create a few NPCs that I will take over. Worried about them taking a long time to create them though.

What are some of the absolutely required crew members? My approach is to try and get a BSG feeling. A tight knit crew working together.

Rogue Trader
Navigator
Astropath
Seneschal
Arch-Militant ?

The character classes that you absolutely require are the ones your players choose to play, no more and no less.

The way the game is set up, there is no real weakness to lacking any specific class in the way that, say, the absence of a Cleric in old-school D&D would cripple a party. Like designing a ship, the combination of certain classes will focus a party's strengths toward specific things, but not make it unplayable. But a PC will always be better than the NPC crew member who they replace. A group with a PC Navigator will have shorter average Warp Travel times than one without. A group with a Void-Master will do better in starship battles, the one who has an Arch-Militant will beat them in character-scale gunfights.

Rather than worry about party balance, look at the classes your players choose then adapt the advantures slightly to give more situations where the PCs will shine.

The exception to the above is, of course, the Rogue Trader class. You'll have to either have the players work for an NPC or amend things a fair bit if nobody wants to play one- but I think most groups will have at least one who does.

MRoxs said:

Upon realising that Rogue Trader possesses ostensibly decent Space Warfare rules, I tried to introduce the setting to my player group (A group of three players) and so far two of them are interested in giving the game a spin.

However, I'm curious about some of the possibilities this RPG has to offer while I wait for the Core Rulebook to arrive in my mailbox.

  • Rogue Traders tend to acquire entire fleets, is this possible for the players (or are Rogue Traders limited to a single ship)?
  • What do I need for memorable Space battles? Being a Star Wars junkie, it is at least one thing I want to be able to adequately, perform, if you will, narratively tell.
  • Grand campaign or personalised stories? Being 40K I assume I should treat my players to a part of the grand scheme of things?

Thanks in advance, I eagerly await your answers.

If you, as the GM, feel uncomfortable with them tooling around with more than one vessel either forbid them keeping the ones they capture (it will happen), make it lucrative for them to sell ships they capture or acquire, or have them set those ships off in the background to do trade and or defense of assets (like colonies) and not be available for every adventure.

Rogue Trader space battles are fun because they're up close and personal. Watch an old movie with wooden ships trading broadsides. Watch (I know th emovie sucked) Wing Commander the movie - they use massive broadsides of torpedoes but the idea is the same - big ships with big guns laying into one another. If you want a different feel put them up against more agile adversaries like the Eldar or Tau.

Have a meta arc in mind - but remember not to paint yourself into a corner. In a game I am running the meta arc involves the death of the previous master of the RT's ship, an artifact he had part of, and a dead eldar craft world. Whats happening up to the point where they can investigate the craftworld, which is across the sector if their INTEL is correct, is varied and can be simple or quite involved. So at the same time there is a grand overarching theme and a 'point' to reach on the horizon, there are sub plots, like the conquest of a planet on the way, et cetera.

Remember also you don't need anything more than the core rule book to start. Get to know it and make notes about the errata (on this website you can download a pdf of the errata). Go through character creation and try out the sample adventure in the back of the core book. If your players want to use another book like Battlefleet Koronus or Into the Storm have them pony up ( :) ) so the group can benefit.

I won't toot my own horn much but try this ship creation utility (I made it and it works in open office and excel) RTSU (download link at bottom of the blog page). There is also a excel sheet to make characters with that has a running thread on this site: character creation utility (I don't maintain that utility or use it but some of my players do). These are useful time savers (especially for detailed characters and ships).

Will perhaps give them the opportunity to create a few NPCs that I will take over. Worried about them taking a long time to create them though.

What are some of the absolutely required crew members? My approach is to try and get a BSG feeling. A tight knit crew working together.

Rogue Trader
Navigator
Astropath
Seneschal
Arch-Militant ?


I agree that 'balance' is not something you should try to achieve. There is no balance. Just like in real life if your characters choose to fight when they should retreat they will likely die. In the same vein none of the careers are really balanced with one another. Your Rogue Trader could be a Missionary. You don't have to have a RT career character running the ship.

If you worry about the time required to make new PC's have them use pre-generated characters until they get to know the game and then offer them the chance to make a new character and transfer all the earned xp to the new PC, retiring the old PC to a home on a planet some where far off.

Pre-generated characters abound (in the COre Book and in the downloadable content on the support page .

Honestly? There's no career that it's absolutely vital you have: with the exception of Astropath, Navigator and possibly Explorator, the careers are merely descriptions of certain archetypal characters. I'm raising this specifically to point out that you don't have to play the Rogue Trader career to hold the title and position thereof.

That said, there are certain archetypes that are particularly useful to a campaign, whether or not that archetype is married to the example background and profession given in the core rules:

  • Seneschal. They may not be the biggest combat monsters, pilots or leaders, but in the past few RT campaigns I've run (and the DH ones before then), the most dangerous and interesting characters have been Seneschals and DH Adepts. Spymasters, negotiators, assassins (and masters of assassins) and specialists in unusual lore, if you want something, the odds are the Seneschal knows how to get it for you with the minimum of fuss (including rare information, favourable trade deals or the death of a particularly irritating rival).
  • Voidmaster. You want to be Starbuck? You can do it with this. You want to be Adama? This career can do it very well. You can even do Wash, Chekov and Ivanova. If it flies, or is mounted on something that flies, a Voidmaster can run it. In all honesty, this is probably one of the most versatile careers.going.
  • Rogue Trader. Despite my earlier comments about not needing one, the Rogue Trader is probably one of the most useful careers going: he can potentially duplicate the specialities of most other characters out there, and perform almost as well, in spite of being a generalist. And this is without the specialities he brings to the table by himself- his career ability makes him a very powerful support character, and he's almost certainly going to be the best Commander in the party (so even your party's minions will be better. Add in Talents like Renowned Warrant, and negotiations and intimidations just got a whole lot easier.

...I have more, but I have to be up for work in six hours, and have yet to go to bed. Anyone care to finish for me?

MRoxs said:

Will perhaps give them the opportunity to create a few NPCs that I will take over. Worried about them taking a long time to create them though.

What are some of the absolutely required crew members? My approach is to try and get a BSG feeling. A tight knit crew working together.

Rogue Trader
Navigator
(Astropath)
(Explorator) Engineseer prime
(Missionary) ships confessor

Thats what i would set as must have on a ship. None of them are required for the party to work though. Playing RT without a RT is pretty special, and the Navigator is a must because of the way warp travel works, which is simply too cool to simply handwave. At minimum id roll on the chart to let fun stuff appear. When something happened you can always make it fit with the adventure. I had ghostly visions and the RTs ancestor told him of great riches at pirate hold outs (the dynasty is known for being a pirate hunter); right before the introductory adventure, everyone was having nightmares about dark shades chasing them aboard a ship.

The other posititions simply must exist on a ship, but if they are important enough to require a fully statted out NPC is pretty much for you to decide.

The point of needed characters/NPC's has allready been exhaustively (and well) covered, so I do not feel the need to go much deeper into that. What is a question is the ship your players will use. You have either the option to let them design it, which can give them exactly what they wish (even if you might considering placing some limits on specific items, such as a teleporter if you do not wish your players to have one), or, you can give them a ship of your design, which might fit your planned campaign better. Both ways have their merits, and I do like the idea that you seldom have the perfect tools for the job at hand. The Imperium is no Emporium where you can tailor your starship exactly to your wishes, and you will often be forced to make do with what you get rather then what you wish. This also gives players the incentive to improve their ship and adjust it to their wishes, with lots of RP and story as a result.

The next question is the power level you wish the ship to have, both from a 'game-logic' point of view as from a more practical tactical angle. The ships are based on the old BFG, but escorts have gotten a massive boost and are now very strong ships. I do think I am not far from the truth if I say that the 'basic' RT ship is a frigate...don't let the name decieve you, these ships are as big as a star destroyer. They offer a flexible craft, with space for some extras and a very decent armament. From the game-logic point of view these ships are quite plentiful as well, so it is easy for a RT to aquire and modify one. And with the focus of the game on this class of ships, a PC crewed frigate can crush far heavier ships easily enough. On the other end of the scale, you have the transports and the cruisers. Transports offer far less combat power and focus the game more on exploration and trade. Cruisers offer more combat power, but less then you would expect from their massive size. You might have noticed some threads here about that vexing question. A clear advantage is space though (even if this will still be limited if you optimalise the fighting power of a cruiser).

The true disadvantage to me of cruisers is the game-logic. In the Imperium, these are very valuable ships, far rarer then the relatively plentiful escorts. Allowing one to a starting RT directly gives them a ship comparable to the flagships of Chorda and Winterscale, the two biggest Rogue Traders in the expanse, Battlecruisers and Grand-Cruisers amplify this potential problem. The Imperial Naval squadron responsible for the Koronus expanse only has 'several' battlecruisers, while there is a discussion in the Calixian Fleet of sending them a couple of Grand-Cruisers. While it is wholly possible a RT might posses one of those rare and very valuable ships, there should be a good reason to it. Next to that, such a capital ship feels 'naked' to me without any escorts and support, which a starting RT party will find very hard to provide (unless you do, obviously).

Last but not least is the background of the ship. It is very important (as least, to me it is) that the ship is almost a character as well. The basic rules and 'Into the Storm' offer some great starting points with the ships history. Great material to use, as it directly adds depth to what otherwise might become a rather stale, clean craft.

Friedrich van Riebeeck, Navigator Primus, Heart of the Void

P.S. On an aside, I would never make Warp travel easy. It is a very hairy business and always fraught with danger, even when one has the best Navigator in the expanse. If you are used to Star Wars but wish to get the Warhammer feeling, this is a vital difference. No clean jumps, but hair raising travel through what should not be, where madness and doom await you at any corner.

van Riebeeck said:

The point of needed characters/NPC's has allready been exhaustively (and well) covered, so I do not feel the need to go much deeper into that. What is a question is the ship your players will use. You have either the option to let them design it, which can give them exactly what they wish (even if you might considering placing some limits on specific items, such as a teleporter if you do not wish your players to have one), or, you can give them a ship of your design, which might fit your planned campaign better. Both ways have their merits, and I do like the idea that you seldom have the perfect tools for the job at hand. The Imperium is no Emporium where you can tailor your starship exactly to your wishes, and you will often be forced to make do with what you get rather then what you wish. This also gives players the incentive to improve their ship and adjust it to their wishes, with lots of RP and story as a result.

The next question is the power level you wish the ship to have, both from a 'game-logic' point of view as from a more practical tactical angle. The ships are based on the old BFG, but escorts have gotten a massive boost and are now very strong ships. I do think I am not far from the truth if I say that the 'basic' RT ship is a frigate...don't let the name decieve you, these ships are as big as a star destroyer. They offer a flexible craft, with space for some extras and a very decent armament. From the game-logic point of view these ships are quite plentiful as well, so it is easy for a RT to aquire and modify one. And with the focus of the game on this class of ships, a PC crewed frigate can crush far heavier ships easily enough. On the other end of the scale, you have the transports and the cruisers. Transports offer far less combat power and focus the game more on exploration and trade. Cruisers offer more combat power, but less then you would expect from their massive size. You might have noticed some threads here about that vexing question. A clear advantage is space though (even if this will still be limited if you optimalise the fighting power of a cruiser).

The true disadvantage to me of cruisers is the game-logic. In the Imperium, these are very valuable ships, far rarer then the relatively plentiful escorts. Allowing one to a starting RT directly gives them a ship comparable to the flagships of Chorda and Winterscale, the two biggest Rogue Traders in the expanse, Battlecruisers and Grand-Cruisers amplify this potential problem. The Imperial Naval squadron responsible for the Koronus expanse only has 'several' battlecruisers, while there is a discussion in the Calixian Fleet of sending them a couple of Grand-Cruisers. While it is wholly possible a RT might posses one of those rare and very valuable ships, there should be a good reason to it. Next to that, such a capital ship feels 'naked' to me without any escorts and support, which a starting RT party will find very hard to provide (unless you do, obviously).

Last but not least is the background of the ship. It is very important (as least, to me it is) that the ship is almost a character as well. The basic rules and 'Into the Storm' offer some great starting points with the ships history. Great material to use, as it directly adds depth to what otherwise might become a rather stale, clean craft.

Friedrich van Riebeeck, Navigator Primus, Heart of the Void

P.S. On an aside, I would never make Warp travel easy. It is a very hairy business and always fraught with danger, even when one has the best Navigator in the expanse. If you are used to Star Wars but wish to get the Warhammer feeling, this is a vital difference. No clean jumps, but hair raising travel through what should not be, where madness and doom await you at any corner.

You need for the IOM to exist that most jumps are close to normal. Otherwise logisticlly speaking the IOM will collapse in years because it cannot logisticlly support itself.

Also if warp travel(in the background) is as dangerous as you wish there will be almost no ships older than a few centuries at best or have ships regulary make regular patrols without the need of resupply for decades without docking in orbit of a planet.

The IOM (gah i alwas read eye of menoth....) has simply well known and far "safer" space lanes. Plus 99% of the trade is done by chartist ships which have no navigators and rely on huge amounts of very short hops.

The Koronus expanse is not part of the imperium and is far less explored. Flying to an uncharted or relatively unkown star system is fraught with peril, your navigaotr is basically charting a warp course without the help of any maps....

Voronesh said:

The IOM (gah i alwas read eye of menoth....) has simply well known and far "safer" space lanes. Plus 99% of the trade is done by chartist ships which have no navigators and rely on huge amounts of very short hops.

The Koronus expanse is not part of the imperium and is far less explored. Flying to an uncharted or relatively unkown star system is fraught with peril, your navigaotr is basically charting a warp course without the help of any maps....

But not so dangerous that long and regular patrols cannot be achieved. Also what he said in my opinion that all the warp travel everywhere is as dangerous as warp travel in the Koronus Expanse.

I am sorry Thor, but I have to disagree with you. Firstly, all Naval Warships have Navigators aboard, otherwise deploying them and redeploying them effectively would be impossible. So all those regular patrols are basically depending on Navigators, otherwise they would have no strategical mobility worth mentioning. Leaving Warships dependant on short hops along known routes, no, they are to rare and valuable for that.

The short hops work indeed on well travelled well known conduits in the Warp, where a relative stability allows a ship without a navigator to take the plunge. They still take far more time then travel with a proper Navigator and remain hazardous...there is no such thing as a 100% safe Warp journey in the Imperium. Furthermore, they can only follow the beaten track. Venturing of the known stable Warp routes would be suicidal for any ship without a Navigator.

As to the Koronus expanse, why do you think it only got the Imperium's attention for the last millenium (well, about that)? It is so far that the Astronomican is often not visible, which makes Warp travel incredibly dangerous. Add to this two terrible Warpstorms that close and open the one known passage from time to time and you get an area where any Warp Travel is dangerous. This ensured a slow opening of the expanse, with only in the closest sub-sectors of the Imperium any warp routes that might be regarded as stable (of which the Maw definitely is not one, it was closed for a few years). The rest is basically uncharted and highly dangerous to operate in. Short Warp hops in uncharted space are like diving blind amongst reefs and shoals. You might get away with it a few times, but there is a mathematical certainty that it is bound to go wrong. So flying of into the Koronus without a Navigator...well, you can do it, but I would jump ship. Fast. Or compare it with sailing. The short warp hops are the equivalent of keeping the coast in sight, which will allow you to get along without a good navigation officer. But your course will be far from ideal, and if a storm drives you of the coast, well, pray you take know how to get back. And in the Koronus, there is no coast to follow.

The last point, the logistics of the Imperium....well, just as in the real world most trade will happen between neighbours. Take the food supply of Hive Cities. To ensure that is viable, it will in about any imaginable case come from the same sector and most probably sub-sector. The same goes for ores and basic produce. Only for very high value goods, suchs as advanced tech, unique raw-materials and luxury items will cross sector trade be a true option. And of course, for armies, as in the future there is War!

FvR

Read that, as 'closest sub-sectors of the Koronus to the Imperium', obviously.

FvR