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Rogue Trader RPG: Core Rulebook (Warhammer 40,000 Roleplay)
 
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Rogue Trader RPG: Core Rulebook (Warhammer 40,000 Roleplay) [Hardcover]

Fantasy Flight Games (Author)
4.6 out of 5 stars  See all reviews (14 customer reviews)

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Book Description

Warhammer 40,000 Roleplay September 15, 2009
In Rogue Trader, you take on the role of a Rogue Trader and his most trusted counselors, empowered by an ancient warrant of trade to seek out profit and plunder amongst unexplored regions of space. Your ship will take you to new worlds and uncharted reaches of the void, where you will encounter rivals, pirates, aliens, and possibly even creatures of the warp. You will acquire and spend great wealth and riches, and fame or infamy will follow. You will discover ancient and forgotten mysteries and search out the unknown to find lost human worlds or never-before-seen celestial phenomena. You must survive the dangers of space, for beyond the threat of vacuum and deadly radiation lurk things Man was never meant to find... To be part of a Rogue Trader's crew is to stand on the threshold of nearly unlimited opportunity. Vast profits await for you and your fellow Explorers to find and claim. Fame and fortune reward the bold, but the unwary find only an anonymous death. Begin your players' path to wealth and glory with a complete starting adventure that puts the Explorers right into the middle of the action. The Rogue Trader core rulebook contains everything you need to start your adventure in the Warhammer 40,000 universe.

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Rogue Trader RPG: Core Rulebook (Warhammer 40,000 Roleplay) + Rogue Trader: Into the Storm (Warhammer 40,000 Roleplay) + Rogue Trader: The Game Master's Kit
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Product Details

  • Hardcover: 400 pages
  • Publisher: Fantasy Flight Games; Brdgm edition (September 15, 2009)
  • Language: English
  • ISBN-10: 1589946758
  • ISBN-13: 978-1589946750
  • Product Dimensions: 10.9 x 8.4 x 1 inches
  • Shipping Weight: 3.4 pounds (View shipping rates and policies)
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (14 customer reviews)
  • Amazon Best Sellers Rank: #151,842 in Books (See Top 100 in Books)

 

Customer Reviews

14 Reviews
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44 of 45 people found the following review helpful:
4.0 out of 5 stars An excellent sequal, October 26, 2009
By 
A. L. Blaylock (Georgia United States) - See all my reviews
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This review is from: Rogue Trader RPG: Core Rulebook (Warhammer 40,000 Roleplay) (Hardcover)
Rogue Trader is the next line of Warhammer 40k RPGs put out by Fantasy Flight, following Dark Heresy by a few years. The system has certainly benefited by the time that has gone by and the work done on the line. It operates with very similar concepts to its predecessor, including a d100 system, a system of spending experience to purchase skills and talents (special abilities) and leveling is based on experience spent, and an articulated character background system based on your homeworld and other background information. The largest changes come in the addition of space-ships and themes of the game.

Chapters 2 and 3 are based around character creation and rules. This game makes use of an "origin path" system for generating a character background. This information has mechanical effects that give you special boons and disadvantages based on your character's life thus far. The book and the Fantasy Flight web page provide a graph they encourage you to use for the entire group to develop pre-existing character relationships and shared interests/histories. This system is quite different form what was provided in Dark Heresy, but ends up with a more articulated and customized character. "Classes" only have one straight path of advancement, instead of the complicated routes of advancement in Dark Heresy. This takes away some customization, but it really is ok. You can still spend your experience to pick plenty of skills and talents. The classes made available include the Rogue Trader, Astropath Transcendent, Navigator (a second psycher), Exporator (Tech-priest), Arch-Militant (Fighter), Missionary, Seneschal (knowledge keeper), and Void Master (pilot).

A chapter is dedicated to Astropaths and their disciplines/powers. It gives some rules for their use and their abilities, and is followed by a similar chapter for Navigators. Anyone playing either type of character will need to go through these sections at character creation. There is some additional background information to be dealt with here, that has a mechanical impact on your character.

A major departure for this game comes in its monetary system. Rogue Trader creates an attribute not unlike strength or agility called Profit. This attribute is rolled like any other attribute to see if the character can acquire the new item. It is modified by rarity of the item and your location when trying to acquire it. This system is a major boon to the system since the game does stress how much money is actually flowing through your hands. It feeds the idea that you have people to keep the books for you. The rules are not exceptionally complex, and work well, but you might just not be able to get that new storm bolter even with a very high profit.

The section provides some base templates to build from, and at character creation the number of build points you have for your ship is determined (there is a chart that gives you a starting profit and ship points in an inverse manner: the higher your starting profit, the fewer ship points you get). These build points let you get a bigger and better ship. The templates that are provided range from small merchant ships to navy cruisers.

The information of background for this game is of similar design to what was in Dark Heresy. There is a chapter dedicated to detailing the universe in general and the Imperium of Man in specific. The following chapter gives great details on rogue traders and their place in the universe. These chapters can help players not familiar with the setting and have a desire to make their characters more connected to it. It would be a good idea for anyone to read through this of course, even if you are an old fan. There is always information of the Kronos Expanse (the actual setting of the game) that could be of use.

The game is incredibly easy to set up and run as a one-shot game if you have nothing else to do (say your weekly game will be missing a player and you still want to play), and it can also benefit from campaigns. The character creation system is designed to be done as a group activity, and the game certainly expects players to operate as a team. The rules are fairly intuitive, but do require the book or print-offs on hand at all times (see below). Difficulty of tasks and rolling is handled well, where you roll a d100 and try to get under your attribute (which is modified by conditions and the difficulty of the task). The system is a great deal of funwhen you have all the information you need on hand. A lot of the art is beautiful, and evokes the feel of the game, especially in the early chapters. Character images are especially well done in the class chapter.

What keeps this game from getting 5 stars is a problem that existed in Dark Heresy that continues on in Rogue Trader (and will likely not be fixed any time soon). You need to constantly be ready to reference a large number of charts to determine a number of issues, including difficulty modifiers to rolls, critical hit results, and so forth. This can severely slow a game down (especially in combat). You will need to have ready access to all these charts on a regular basis when playing the game. It also is in need of an errata, as there are a few typos (which is disappointing considering how long it took for the game to finally ship and how long it took to publish). Some of the art is not as sophisticated as would be expected. Ship images are especially disappointing. Considering the incredible gothic structures that act as ships in this universe, the seemingly poorly designed computer images of ships does not evoke the ancient and foreboding feel vessels of Warhammer 40k deserve. When you expect medieval gothic cathedral and get Babylon 5, you are bound to be disappointed. Other art that is not as pleasing still fits what has been done for Warhammer 40k, but still might not appeal to someone new to the setting.

Overall, I can say I enjoy the game. It is an improvement from Dark Heresy, which was itself an excellent game. This seems more playable to someone new to the setting, and gives people an entrance to Warhammer 40k for people that have previously not been interested. It is certainly worth picking up, and can only get better with supplements, though none are really necessary to really get into this game. I could not ask for much more in a game.
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13 of 14 people found the following review helpful:
4.0 out of 5 stars Olde and New: 2nd ed D&D meets 40k in a good way, November 4, 2009
By 
J. Holt (Seattle, WA USA) - See all my reviews
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This review is from: Rogue Trader RPG: Core Rulebook (Warhammer 40,000 Roleplay) (Hardcover)
First I must confess that I haven't played the game yet -- my group and I have made characters, which many found quite fun and engaging, but I wanted to post a positive review for the book.

Having stayed with RPGs now for a couple of decades, my point of view is that, recently, game books have become harder to read and burdened with byzantine rule systems. Case in point, Shadowrun (3rd/4th ed). I find the game extremely predictable and the rulebook a headache to wade through.

Rogue Trader is a breath of fresh air. From the past. If that is possible. Overall, the character building system is straightforward and helps players immediately get plugged into the game's backstory (even for GW newbies). The career path system I think is excellent because, as a player, they make backstory dovetail with your skillset and weaknesses. There are reasons why you are the way you are. And all of this is in the space of about 50 pages that don't require you to read all the way through. On top of this, players can see the "intersections" of each other character's career paths, which encourages unity and common purpose. This is rare in most games I've encountered (usually, the GM has to work hard to find ways to unite the player characters -- here, it is done for you).

I also see similarities with earlier games from the 80s, like the first editions of D&D. There are a lot of charts here. Whether you use them (the combat critical chart) or not, may be up to you, but I think they add a lot of flavor to the game without burdening the rules on specific rule subsets to handle certain combat permutations. Moreover, they are quite humorous.

I was worried how RT would handle larger, mega events like starship combat. Again, I haven't played with these rules yet, but what struck me is that even at this macro-level, every player gets a chance to do something cool aboard the ship, plus, these major events can be resolved in a timely manner, allowing the game to return to character-centered adventure.

Lastly, with a few exceptions, the rules are written straightforward and nicely organized into chapters that make absorption of the rules and background possible in short doses. RT is one of the heaviest books I've purchased (really heavy -- I need a stand to hold it up as I peruse: perhaps my only complaint). I think the $60 sticker price is sharp, but worth it. It's a beautiful book, well written, well organized, and offers a different slant on space opera.
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7 of 7 people found the following review helpful:
4.0 out of 5 stars 5 stars if not for typos, January 10, 2011
This review is from: Rogue Trader RPG: Core Rulebook (Warhammer 40,000 Roleplay) (Hardcover)
As a big fan of everything Games Workshop I had to get this, even though it was a very expensive RPG to buy (50 bucks at barnes and nobles!!!). My introduction to the Warhammer 40,000 universe came at a young age when I got the original Rogue Trader book and space marines miniatures boxed set as a package together. It was gaming heaven for me as a young teenager.

Fast forward to this release, which brings you into the 40k universe as a privateer on board a gigantic space ship. With such a rich background as the 40k universe has, it's hard to go wrong. The game has a good, logical system for determining how your character can perform a variety of actions.

It does seem a bit complex, however, and there are many rules to learn. There are a wide variety of skills, powers, gear and special abilities your character can employ, which makes for nearly unlimited science fiction role-playing. You'd be hard pressed to find a game with broader scope and more detail and flexibility than Rogue Trader. RIFTS is about the only game that comes to mind.

I like the book quite a lot. It's a high quality product, and I especially like the texture of it. The paper and finish just feels good in your hands. The artwork is good, but could be better given the incredible amount of superb artwork Games Workshop has commissioned over the years.

My main gripe is the typos that are found frequently throughout the book. It's as if the writers didn't bother with a spellchecker. I wouldn't complain about this if it was just one or two typos, but in this case there are many in each chapter of the book. That's a bit of a problem given the high price and otherwise stellar production values of this book.

All-in-all, Rogue Trader is a great book, and an immersive game of epic space fantasy that has few rivals.
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