Rogue Trader on a smaller scale

By wheatiess, in Rogue Trader House Rules

I know this game was designed for the setting and refelects the 40k economic dived very well. my issue is that the game in which i play is set around 4 solar systems comprising around 16 is planets. while this is a ralitivly large place it pales compared to what a rogue trader will be exploring.

my group is currently a small group of mercs using basic DH rules. They have a small cargo ship which they stole but have been granted legal rights to. they are staring to gain some good cash from missions and i want them to be able to buy safe houses, factories, vehicals and run a wing of the organisation themself ( i should be playing another game but the rules work very well)

so what im asking is, can RT realy be scaled down to a level where my ship is only 100m long not 10,000m and where buying a crate of las guns is a concern as apossed to buying a small country.

it states in profit factor that a hive guild would have a PF of around 25. i imagine that the whole merc orgaisation would be around this level but be unable to get vastly higher.

i think i need a game that is set at the DH level has rules like RT and Plays like DW. Or i should give in and move to the starwars universe star wars

thanks and any input welcome (should this have been in game masters section?)

RT should be workable as a smaller scale.

Keep Profit Factor low and very difficult to increase. I would think in the 10 - 20 range.

Possibly adjust availability of items up one step.

Make certain tests more difficult.

Remove the upkeep for purchased ammo and require more effort on keeping ammo and gear available.

Don't offer ship upgrades unless they play a major part of the game.

They are not Rogue Traders, make sure and treat them as the lesser people they are, especially if an actual Rogue Trader is around.

thanks for the reply.

i had not really crunched much numbers and have never played RT yet. but after doing a few basic test i think it would work.

as you say try to keep PF small, limit the ship (or leave them with a personal one. thier ship is basicaly a halo barge from into the storm)

pretty used to changing avalibility as the PCs started out as a make shift squad on a very restricted planet ( made the arbi pay a fortune for his flamer and he has been stealing fuel from machines and tractors to fill it. but he just loves setting things on fire)

when you say remove the upkeep on ammo do you mean the tests or that once aquired it is unlimited.

i guess that eventualy the merc company may merge with one of the industrial companies in the sector and then the full rules would not be to much of a strech anyway.

wheatiess said:

when you say remove the upkeep on ammo do you mean the tests or that once aquired it is unlimited.

I meant to say that they shouldn't have unlimited ammo with upkeep roles. They are poor, relatively speaking, so make them be concsious of consumable goods of all kind. Don't be so stingy that it isn't fun, but keep them worried about things.

Maybe for their ammo acquisition role grant them 5-10 clips of ammo for every weapon they have for every DoS. It is a finite supply, but more than adequate quantity. Protracted missons between resupples becomes more of a concearn.

That is not a problem you can change the scale of game. I heard of GM that limited the actions of the PC to one planet, it's orbit and one or two space PDF stations. Think of it more in therms of normal Fantasy RPG. Try to create for them world/'s where thay could venture (like Morrowind, Oblivion, Gothic, D&D, Neroshima, and many other. It's realy up to you where you want your PC's say that they can't leave the planet since a warp storm Engulfed close by reaches and governor called for all hands to defend the planet in case of chaos incrusion (then you could change it in regular Warhammer). It is preety much stated in evry game related book on WH40K that this universum is most flexible of all there is in the world.