Monday 7 January 2019

Wyzack's Guide for Running Rogue Trader with Dark Heresy 2.0

Wyzack's Guide for Running Rogue Trader with Dark Heresy 2.0


Rogue Trader is a pretty kick ass game concept. Few other systems afford you the same freedom of
choice to do whatever the hell you want with near limitless means at your disposal, ESPECIALLY in
the context of Warhammer 40k. However to put it bluntly, the system sucks total dick. Character
creation is incredibly narrow in scope, two characters of the same class will have virtually no
significant differences between them until VERY high XP totals because of how the limited chart
based progression works (unless your GM is extremely generous and puts a lot of work into Elite
Advances), and you lose out on a lot of the base mechanic tweaks and changes made since the
system came out. The solution to this is pretty simple, run Rogue Trader using characters made in
Dark Heresy 2.0 and using all basic skill and combat mechanics from it as well. The biggest change
that needs to be made is in regards to the Influence mechanic, but otherwise everything works quite
well.

What you will need

Bare minimum you will need the Rogue Trader core rulebook and the Dark Heresy 2 core rulebook. You will probably want at least a few of the RT splatbooks including Into the Storm that give lots of extra cool stuff a Rogue Trader might want including shuttles and vehicles such as the Guncutter, as well as the ones that give more information about sites in the Koronus Expanse (in my Dark Heresy 2 experience these vehicles port directly over very easily). Similarly you will likely want the three Dark Heresy splats for more character options, which have been ported for RT use in this document. Enemies Without in particular has lots of neat alien stuff which the Inquisition might find abhorrent but any Rogue Trader worth their salt would want for their private collection.


Character Generation


Dark Heresy Character Generation is flexible and nonspecific enough that it can easily accommodate
all Rogue Trader character archetypes with the exception of Navigator, and so much more. Only a few
tweaks are needed.


The Influence attribute no longer exists. As such any homeworlds and backgrounds that previously
affected it must be reworked


HIGHBORN HOMEWORLD
Replace Influence + with Intelligence +


Replace Breeding Counts ability with “+10 to charm and inquiry tests made when dealing with high
society and other nobles, increase starting profit factor by 3”
ADEPTUS ASTRA TELEPATHICA BACKGROUND
Change the name to Schola Psykana for fucks sake, no reason to make it astropath specific. This is
in no way relevant to this conversion and is my own autismal nitpick.


QUARANTINE WORLD HOMEWORLD


Home World Bonus
Secretive by Nature: Those who manage to leave a quarantine world learn how to keep secrets. Whenever the warband’s Subtlety would decrease, it decreases by 2 less (to a minimum reduction of 1).

Needs replacing, subtlety no longer matters. Taking all suggestions here


PENAL COLONY HOMEWORLD
Replace Influence - with Willpower -. Makes sense that criminals would be flighty cowards with poor
self control.

GM's Note: You may want to allow your characters a number of free acquisitions in order to give them
some good starter gear for their positions.


Guide to classic RT archetypes

These are just general recommendations for someone looking to make a character following the generally narrow character archetypes available in the Rogue Trader core book.


Rogue Trader


Highborn homeworld, Rogue Trader Fleet Background, Heirophant Role
Gives the social skills, boosts with xenos and a bit of swashbuckling


Arch Militant


Pretty self explanatory, pick whatever homeworld suits your stats best, then Adeptus Arbites or
Imperial Guard Background, maybe outcast for a sneaky type. Then either assassin, desparado,
crusader or warrior roles depending on what ability and aptitudes best suit the type of killy you
want to be


Senechal


Highborne, Voidborn or Garden world homeworlds, depending on if you want social skills as well as
mercantile ones. Adeptus Administratum background for that sweet special ability regarding
acquisitions, Sage or Seeker role for the best fitting aptitudes


Void Master


Hive world for home world, oddly enough. Alternatively pester your GM to let you swap the willpower
boost from void borne to an agility boost, because people born in space not being good at piloting by
default is kinda shit. Imperial Navy or Rogue Trader Fleet background, Ace Role.


Explorator


Forge World homeworld, Adeptus Mechanicus or Heretek Background, Churigeon or Sage role.


Astropath Transcendent


Shrine world or void borne homeworld, the now renamed Scholastic Psykana background, mystic
role, astropath transcendent elite advance and then buy telepathy powers.


Missionary


Shrine world, Adeptus Ministorum background, Heiropant role for the basics. You can now be an
adeptus sororitas though which is probably way cooler unless you have a strong concept.


RUNNING THE GAME


From this point out you will be coasting on a combination of both books smashed up together. Use
the “Starting Profit Factor and Starship Points” to determine the dynasty’s profit factor, which can be
recorded on everyone’s sheets as Influence and used to make requisitions according to the Rogue
Trader core rules.


Ideally you will have one of your players opt to be the Rogue Trader, but this is not necessary and
details for this are outlined in the Rogue Trader core book. As Rogue Traders can technically come
from all walks of life yours does not necessarily need to fit the bill of adventurous noble scion with a
social aptitude bent, but they will certainly have a slightly more difficult time doing some of their
necessary duties if this is not the case.


After this point you are free to run this wonderful Frankenstein game like you would any other game
of Rogue Trader, but use DH's mechanics for combat. My personal recommendation is to avoid
starship combat like the plague and don’t use the game’s built in point-based endeavor system
because its kind of dumb and not a proper stand in for just managing the team’s missions like a
normal GM.


I would recommend using equipment from the newer games whenever possible, but older RT
equipment should be compatible as long as you use the Dark Heresy 2 versions of the weapon traits
such as toxic or tearing. Additionally the Dark Heresy rules should be used for most mechanical
systems such as combats and skill checks, and basically anything other than purchasing and
acquisitions, which should be handled using the standard Rogue Trader rules. This should be fully
compatible due to the fact that Dark Heresy 2 uses the same rarity tiers as Rogue Trader. The
commerce skill can be used to influence requisition checks as outlined in the RT book as normal.


IN THE FUTURE

I would really like to eventually port Navigators to a more DH compatible system, or at least find a way to make the existing RT materials for them fit into the DH style character advancement scheme. Because they are so unique and only exist in RT it will require a bit more custom tinkering but I think it is worthwhile for the feel of the game. Incorporating unusual PC's like xenos would also be something I would be interested in doing.

Looking for any and all feedback, especially if you attempt to use this shit I have created so I can do my best to refine it or make it better. Let me know!

1 comment:

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