Amy suggestions for any scenarios for a new group?

By Grimze, in Rogue Trader Gamemasters

As the title says? Any suggestions?

I got most of the books in my group, so it will be possible to start a scenario.

But i haven't seen any "rank levels" shown suggested for teams.. only 1 of them. DW have a lot of "required/suggested" ranks for the scenario to complete - Like Emperor protects (rank 1-4)..

I'm a new Gm for RT, but i know that is the "best" of the three different Rpgs.

Here's a short story about the granting of a warrant to a young Terran noble. It's a great source for insperation as well as being entertaining and very well written.

fantasyflightgames.com/edge_foros_discusion.asp

I found the easiest way to ease into a RT game was to present a map to the group, a list of jobs on the market and let them go nuts. It's not for every one, but if it's any help I'm happy to throw some of the earlier jobs I gave my crew your way. Again, for those of you playing at home, I haven't set my game in the Koronous Expanse, so if you want to use these, you may need to change some names.

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+++Incoming astropathic comunication+++
From: Mamzel Iona Derrish, Allied minerals

Captains,

I send this message hoping it finds you hungry to spill xenos blood and eager to claim the rewards.
One of our Platea mining stations has recently come under attack by a small raiding fleet of Orks. They swoop in, attack our transport vessels and flee once they have filled their holds with processed ore and slaves. They must be destroyed.
The Imperial Navy has failed to respond to our pleas for protection with the haste we require. So we call out to any captains fo armed vessels to come and burn this infection out of the system, once and for all!
Four different vessels have been identified, all of which have been classified as Onslaught- class raiders and all have been seen with an attendant fleet of smaler vessels. Destroy the Ork flagships and reap the friendship that Allied Materials can offer.
Detailed information on the four xenos vessels follows.

Da Skullsmasha: This ship appears to operate under the auspice of the 'Goff' tribe of orks. They are louder and even more brutish than the rest of their fellows. Their ship is equipped with boarding torpedoes. They WILL attempt to board your vessel at the earliest opputunity.

Da Toofpulla: Unusually, the 'Toofpulla' has demanded tribute from the transport vessels it has assaulted and seems perfectly willing to allow transports to go free if they pay in both cargo and slaves taken from the rating population.

Da Umiekilla: Sadly, this vessel appears not to have been constructed by the Ork, but scavenged from an Imperial Navy Cobra- class destroyer. As a result, it is very fast and heavily armed for its size. All captains should be wary of engaging 'da Umikilla' in regions of open space.

Da Killkannon: This vessel appears to have been built around a single massive weapon system that appears to work on the principle of using a reverse tractor beam array to accelerate torpedoes to incredible speeds. The Adeptus Mechanicus is very interested in this weapon system and will pay handsomely to any captain that brings the weapon system, undamaged, to Mezoa for further investigation.

+++

DESTROY THE ORK!
Greater Endeavour
+4 Profit factor

OBJECTIVE 1: Da Skullsmasha
Theme: Military

Destroy the Skullsmasha and leave none of her crew alive.

OBJECTIVE 2: Da Toofpulla
Theme: Military OR Trade

The Kaptin of the Toofpulla might be able to be bribed to leave the system for good. Otherwise, it must be destroyed.

OBJECTIVE 3: Da Umiekilla
Theme: Military, Exploration

Tracking the Umiekilla and bringing her to battle might be even more troublesome than fighting the battle itself.

OBJECTIVE 4: Da Killkannon
Theme: Military, Trade

Destroy the Killkannon... but the Mechanicus might want to have a look at the weapon system and perhaps even question a few of the Krew.

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The world of CCX-104 was cut off from the rest of the Cyclops Cluster by powerful warp storms, eight centuries ago during Abbadons Black Crusade. Only recently has a new passage been forged through the storms finding a world that is essentially untouched, ripe and ready for colonisation

Establishing a Colony on CCX-104
Greater Endeavour
+4 Profit factor

OBJECTIVE 1: Forge a contract with the Adeptus Mechanicus to provide equipment for a new colony.
Theme: Trade

No colony can start without the farming, medicae and defensive machinery offered by the mechanicum.

OBJECTIVE 1a (optional): Forge a contract with high functionaries
Theme: None

Many canny Rogue Traders gain the backing of a major player in the region to help found a successful colony. Where a noble house, the Ecclesiarchy,a crime lord or even the Inquisition, the more potent a force backing you up, the more profitable a colony you may form.

OBJECTIVE 2: Confirm safe warp route to reach CCX-104
Theme: Exploration

The warp passage to CCX-104 was only recently rediscovered. The passage must be explored and mapped to ensure safe transit for all vessels that choose to travel to the new colony.

OBJECTIVE 3: Ensure dominance over all native life forms.
Theme: Military

One patch of ground may have been pacified, but there are still local life forms that might not respond well to sharing space with the new masters of the world.

OBJECTIVE 4: Gather the settlers
Theme: Trade, Creed, Criminal

Whether through false pretences, the lure of an undiscovered and unspoilt world, or through the raising of pilgrims, new settlers for this world must be found. Entire cargo holds must be stuffed with enough people to make the colony self sustaining.


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+++Incoming Astropathic communication+++
From: Inquisitor Danis Nox

To all free captains,

The cult "Hundredfold Children of the Emperor" have been declared Hereticus Diabolis and no longer stand in His Holy Sight. Those found trafficking with the Hundredfold Children shall share their fate.
These blasphemers have taken control over a mining station around Platea. The Ordo Hereticus will greatly reward any that manage to destroy the station and all attendant craft.
May the Emperor forgive them, for I cannot.

+++


Destroy the Hundredfold Children!
Lesser Endeavour
+2 Profit factor

OBJECTIVE 1: Track the Hundredfold Children to their lair
Theme: Exploration, Criminal

The Hundredfold Children of the Emperor have fled deep into the asteroid fields of Platea. Tracking them via Augers will be impossible, but someone has to have transported them there.

OBJECTIVE 2: Destroy the Cultist Fleet
Theme: Military

The cult has taken a small number of system ships and retrofitted them with salvaged weaponry. While not individually much of a challenge, en masse they could be dangerous.

OBJECTIVE 3: Destroy the Cultist station
Theme: Military

The station the cult has taken over has been declared unsalvageable and must be destroyed by any means available.

==================================

+++Extracted from system scans around CCX-804+++

"Due to the stellar fog, our augers are having trouble performing a full planetary survey, but we have been able to gather some information.
"The planet it tidally locked, always presenting one face to the local star. Due to the hard radiation emmited by the star, that side of the planet is completely uninhabitable, as is the twilight band. The dark side of the world is frozen over with what remains of the planet's oceans, in an ice pack some seven kilometers deep on average.
"Deep planetary scans from the multi-band auspex on our sister ship show large promethium deposits on both sides of the world. It would be impossible to mine the hot side of the world, but the dark side deposits are large enough to be financially viable."
-Auger-captain Frankel Villanova

+++

Setup Promethium Refineries
Lesser Endeavour
+2 Profit factor

OBJECTIVE 1: Neutralise planetary defenses.
Theme: Military

This world appears to have been the origin or a settlement of a highly advanced, non-imperial culture. In addition to the grav-mines located on the outskirts of the system, this culture has left many other weapon systems on the planets surface or in orbit - many still controlled by Abominable Intelligences. These will need to be neutralised before the world can be colonised.

OBJECTIVE 2: Source mining contracts and trade routes.
Theme: Trade

Mining equipment and personnel are expensive to purchase on the scale required. To have any chance of getting enough materiel together to mine in quantity, a third party is going to have to be brought in. The Adeptus Mechanicus could assist, as could private corporations such as Allied Minerals or one of the Noble houses. These contacts could also provide a place to sell Promethium cargoes.

OBJECTIVE 3 (optional): Gather AI samples
Theme: Criminal

Despite their blasphemies, Abominable Intelligences would be objects of some interest to certain members of the Adeptus Mechanicus. There is potential for great profits, but great punishments should the bulk of the Mechanicum discover your cargo.

OBJECTIVE 4 (optional): Setup Photonic Hydrogen station
Theme: Trade

While costly to setup, a void station orbiting this world gathering Photonic Hydrogen from the dying star would be a great source of fuel and would reduce your dynasties reliance on the star-farms of Lithore.


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Hope some of those are useful!


Nice endeavers I must say, I might nick them for my own.

About starting levels for the various published adventures. They can be adapted to make a challenge form rank 1 to rank 8. Powerlevels between RT groups are varried indeed, some have their own Battlecruisers while others like to walk around in powerarmour all the time or have thousands of soldiers at teir back and call. Others might do with a rickity leaking rustbucket of a vagabond and don't haver much more then their starting gear. You can imagine that writing a scenario that would be a challenge for all these groups is near impossible. The GM will always have to adjust things to suit his team.

The only thing that is reallu important for your decision is the mattter of skills. Most published adventures like to put the players into various hostile environments where outdorr skills for example are important. However, those skills are not available for level 1 characters.

Sister Callidia said:

Nice endeavers I must say, I might nick them for my own.

About starting levels for the various published adventures. They can be adapted to make a challenge form rank 1 to rank 8. Powerlevels between RT groups are varried indeed, some have their own Battlecruisers while others like to walk around in powerarmour all the time or have thousands of soldiers at teir back and call. Others might do with a rickity leaking rustbucket of a vagabond and don't haver much more then their starting gear. You can imagine that writing a scenario that would be a challenge for all these groups is near impossible. The GM will always have to adjust things to suit his team.

The only thing that is reallu important for your decision is the mattter of skills. Most published adventures like to put the players into various hostile environments where outdorr skills for example are important. However, those skills are not available for level 1 characters.

I think a RT team works best at 3-4 or 6-8 players, to fill out some of the important roles.

Standard gear ofc. And let them roll for the ship ect.

The reason we rather play RT over DH/DW is because you have far more possibilities.. Our opinion is that in DH, you have an' Inquisitor (npc or whatever) and a team.

The team has "kinda lost" their job. With that, we mean that you ain't doing the same all the time as your former job. As an example an Arbitrator has "lost" his commanding and police job and become an Agent. Ofc he got more power as an Agent, but he more often need to be silent cause of an investigation (sneaky or roguish job) over his former ego.

In DW you are Superhuman.. that's most of the reason some of us dislike the game. Not that it is bad, but more because some of us thinks that any kind of human level can't harm you.. and the Horde rules does not cover the reason to take insanely more damage from the same lasgun.. Another fact is that "they take all the glory over normal men" as one member said (he really love the imperium ect - which sometimes kills our brain.. he can't stop complaining how much they do for nothing).

Really awesome possible missions. Might use them if I start a group :P

Thanks for the share :D