Addtional Classes

By Santiago, in Rogue Trader

So we want to see: Pilots, Explorers/Adventurers, Xeno-Biologos, Xenos, Abhumans. I like that.

If we could get Ratlings and Squats added to the game I would be happy. Letting FFG be the ones to answer the Squat Question would let GW off the hook and give Squat Fans something to hang onto.

Im leaning to mixing the Chaos Dwarf rules found in various WFRP E2 books with Dark Heresy/Rogue Trader, only the Squats are becoming more and more machine like, not stone.

Can anyone tell me what the point of making astropath and navigator classes is? They are not exactly playable professions, especially astropath whose role is to communicate over the long distances... What fun will be playing someone who is constantly tied to the ship?

Hakken said:

Can anyone tell me what the point of making astropath and navigator classes is? They are not exactly playable professions, especially astropath whose role is to communicate over the long distances... What fun will be playing someone who is constantly tied to the ship?

Navigator I'm not sure on but astropaths apparently are going to share a lot with regular sanctioned psykers, only they trade some of their versatility for a stronger mind armored against the Warp.

Hakken said:

Can anyone tell me what the point of making astropath and navigator classes is? They are not exactly playable professions, especially astropath whose role is to communicate over the long distances... What fun will be playing someone who is constantly tied to the ship?

In addition to the previous comment, the same can be said for a wide number of "profession" of character types in the 40k universe, surely? The oft mentioned and commonly lamented "Wanna play a Space Marine" topic might be considered an example of such. Or, as has been pointed out, the premise of playing a starship captain itself. Why would they leave the ship?

(Of course, the model for Rogue Trader seems more the adventurer-captain of the Age of Sail, more Francis Drake/Cortez and the Conquistadores, than Picard...)

Kage

My guess on the Navigator is that the third eye is much more useful then just looking at the warp. Other then being at least minor psykers (I don't remember reading exactly how strong they are) the eye can probably see things (or through things) that normal vision or technology can't.

And, depending on which edition of the 'fluff' you're dealing with, being able to reduce your enemies to a gibbering mess by getting them to look at the thing might also provide a useful contribution to the "adventuring group."

Of course, the "warrior" might get annoyed that they're being made redundant by the bandana-head. gui%C3%B1o.gif

Kage

Hay guys when I think of Warhammer 40000 I think of books like Last Chance for the Emperors Divine Emperor Glory Battle Glory Emperor Emperor Farts Super Battle Glory by Fat Neckbeard where Captain Invincible McStupidnerdfantasy karate chopped off a a Tyranid Dominatix's head using only his faith in the Emperor and then flew to Eye of Terror where he stopped one hundred billion Black Cruades with his butt. Will Rogue Trader accurately refect this amound of GRIMDARKNESS because I found that the only way I can enjoy Dark Heresy is when I raise every stat to 1000 and even then my characters are fairly weak compaired to the official fluff.

Astropaths have been displayed differently in the various fluff, so I assume they vary by style and use based upon world, crew, power, time and need. The Astropath in Xenos was somewhat hands on during parts of the novel, even leaving the ship a few times with Eisenhorn and was help in some of the psychic rituals Eisenhorn performed.

The Astropath in Rogue Star and Star of Damocles was a friend of the captains and even engaged in some demon fighting.

As for Navigators, I assume we will be able to play the younger ones who have yet to mutate and evolve to the point that they never leave the ship. These are the ones still developing their powers and at start can probably navigate a small ship short distances through the warp with much concentration, but by the last rank can guide fleets and has mutated to the point that he doesnt feel like leaving his EZ-Chair recliner.

As stated earlier, the starting astropath probably has decent telepathic and empathic powers and as he goes higher in experience can breech systems with his messages. But at rank 1 (or whereve they start) is used for ship to ship communication, mind reading and what not.

As for a young navigator, he probably his psychic vision powers at lower ranks (night vision, thermal vision, sense mutant, sense psyker) and eventually can focus it (find warp entrance, open warp entrance, navigate warp) and others can focus their third eye into material effects (x-ray vision, evil eye, eye beams) and so forth.

Near the end of thier rank/career paths you will see the emergence of the true Navigator/Astropath concepts.

Also both will most likely have extensive knowledge skills, negotiation skills and contacts so its probably going to be fun. Im liking how this is taking an "Ars Magica" turn, I plan on seeing if I can get the game running with multiple characters for each player so that they have an acolyte maybe an interrogator as well, a rogue trader and when the DW book comes a walking tank, then mix it up, remember that characters don't have to be of the same power level as long as the GM knows how to make everyone shine. Also geif squats.

Excuse me for digging up long dead threads but what career classes are actually in RT? I would like to plan ahead with my crew.

Does anyone knows (people that got a copy at the dragoncon or comicon or whichevercon it was) if RT classes will have 8 ranks like DH.

All the career options are listed at the bottom of the Origin Path Chart .