AP traits - How common?

By LanceND, in Rogue Trader Gamemasters

How common are Achievment Points with traits in scenarios?

With "Into the Maw" the questionable cargo and pilgrims in the storm objectives have the traits criminal and creed respectively. However looking at other scenarios such as "Citadel of skulls" and "Fallen Suns" i can see no mention of traits.

Am i just being blind? If so could some kind person give me an example page reference? Im trying to figure out which traits are most common to best help guide my group on which components to get get in their first ship.

Thanks.

In Lure of the Expanse (easily my favourite of the published adventures), there's a good mix of Military, Exploration, Trade and Criminal Themes in their adventures. Creed has so far been the most elusive of endeavours, but I suspect with Faith and Coin coming out there's going to be more Creed endeavours coming.

For your players ask them how they're planning on roleplaying really. If they don't take a Cargo Bay on their ship then they're not really going to be making long-term trade runs. Barracks or other Military components mean they're more adventure focused. Shadowblind bays mean you'll be running crazy bombing runs.

There are a LOT of bonus Achievement Points in adventures given out for roleplaying or actions, so don't worry about optimizing your ship for them.

Thanks for the reply Erathia.

I hadnt looked at the LE book (it was at the bottom of the pile). But for example with it, on page 62 looking at Objective 2 it says "Themes: Criminal, Trade, and/or Military" that would mean the group would get their Trade, Criminal and military AP bonuses on completion? How come the other scenario books are lacking AP traits/themes, just simply not written in in favour of vanilla AP rewards?

I know they will get a lot of AP rewards, just trying to figure out if such compenents are worth it over more points into bigger guns.

The Warpstorm Trilogy - especially the last book - is not so much written in the theme of a normal Rogue Trader endeavour but an actual subsector altering adventure. If anything the last two books could be thought of as a Military theme, but a Rogue Trader isn't gaining a lot financially as much as ensuring that they and the Koronus Expanse continue to not be completely doomed. Unfortunately there's very little profit to be had for that.

Every 100 bonus Achievement Points is +1PF, and in general Endeavours should be constructed so that it's possible to complete them with their full amount, as well as a bit of wiggle room in case your players don't get anything right. Thus for example every Compartmentalized Cargo Hold is a bonus point of Profit Factor when your players complete an objective. If you're starting out a high PF/low SP game then it's not as worth it. If you're playing the reverse then it's almost certainly worth it.

It is important to consider what sort of game your players want to run though. The objective on Page 62 is important, because although that Objective has three potential themes in it, they're not all necessarily going to come into play. If you don't sell information on the side to the Mechanicus, you're not really invoking the Criminal aspect. If you don't set up a lucrative trade for the Macrocannons, you're not really invoking the Trade aspect. If you don't go in with a massive force and secure the facility for yourself, you're not really invoking the Military aspect. Just because LotE has these Themes mentioned doesn't mean the players necessarily get the bonus Achievement points for the components. They have to roleplay a situation where those components are being used to further their own goals. Similarly just because Creed isn't mentioned very much, if they turn that Objective into an attempt to convert the people of Zayth into an Emperor-fearing walking city, then you might judge that as an acceptable Creed endeavour and allow them to use the component points.