Retro Review-Warhammer 40,000: Rogue Trader

Kid_Kyoto

Member
People here seemed to like my last Retro Review so here's the next one, the big blue book itself, Rogue Trader!

(originally posted here: http://www.dakkadakka.com/dakkaforum/po ... 89919.page)


The year was 1987, when D&D still ruled the card tables in basements across this great land of ours, when these ads started popping up in Dragon Magazine (RIP).







As Malfred once said, could it be any more black, no, it could not.

The ads were filled with these hunch-backed beetle-armored warriors fighting Space Elfs and Space Orks and it seemed fun and full of action. The only problem, the rule book cost $50.

So I passed on it.

It wouldn't be till '93 when a friend showed me the Realms of Chaos books and another showed up with his collection of all 6 Epic armies that I started getting into GW. I finally picked up Rogue Trader at a discount just as 2nd edition was coming out and I've treasured my copy ever since.

I should point out this is not REALLY the beginning for 40k, there were Citadel Journal and WD articles before 40k appeared on how to integrate sci-fi into Warhammer fantasy, and it drew on some earlier games like GW's Judge Dredd RPG, Space Farers and Laserburn.

Unfortunately I don't have access to any of those so if a friendly Dakkite could contribute a Retro Review of some of those materials I think we'd all be grateful.

But enough of that, let's look at Rogue Trader!

Let's start with the cover, and what a cover it is.



Covered in action and details and with the apparent heroes (those hunch-backed beetle-armored fellows from the Dragon Magazine ads) being cut down by enemy fire. It was a daring departure from the look and feel of any other science fiction game out there. Not only was it set far beyond any 'future' I'd ever seen before but it combined elements of medieval fantasy, 'dirty futures' like in Aliens and Lovecraftian horror. Best of all there was not a single bit of spandex to be seen.

And that's just the cover!

Wait till you see page 1!



From the first page 40k sets a tone of despair and darkness no other science fiction game had. This introduction is still used in most books but with an added paragraph about how cool Space Marines are omitting those final words 'But the universe is a big place and, whatever happens, you will not be missed…"

I prefer the original version. I was annoyed when, towards the end of 1st Edition and then from 2nd Edition on GW added the idea of 'special characters' who survive every battle and bestride the galaxy like giants. Yeah sure I understand the idea of reoccurring heroes and villains from a marketing perspective but it makes 40k a lot like other games, we've lost that feeling of 'you will not be missed' and I think it hurts the game.

The design also deserves a lot of praise. At a time when the market leader TSR did not put any color inside the books and art was something separate from the text, GW really set a new standard with Rogue Trader. There's color pages throughout with art and minis. Even the charts are done in universe fashion with nihalistic thoughts for the day like "Death is the only answer' and the art is integrated with the text rather than peppered in randomly. The 1-2 paragraph fluff pieces are also there to set the tone even when the book is covering dry topics like turning radiuses for tanks. This is just a handsome book.



The next few pages establish the basic rules. The initial vision of 40k is muddled to say the least. It's meant to be played with a Game Master or Referee who sets up a scenario and then 2 or more players who bring forces to fight it. Point values are almost an afterthought, instead things are balanced D&D style by random charts (lots of random charts). Rather than try to create balanced forces GW instead gave everyone an even chance figuring things would equal out over time.

But even with that vastly different idea on how to play, even almost 25 years later some mechanics are remarkably the same as now.



Sure some things have been simplified. Since 3rd edition all models have the same move, since 2nd edition all the psychological stats Intelligence, Cool and Will Power have all been combined into Leadership and, as 40k became more of a war game Saves were added as a stat but all in all a player today can recognize the stat line.



Even the turn is more or less the same, we lost the psychic phase but then got it back. And the basic "I go you go' mechanics are still there for better or for worse.



The rules are a lot more complicated than anything that has come before or since, a holdover from the days of realistic war games (because nothing says realism like Space Marines fighting Orks in the Methane Swamps of Rynn's World) and chart-heavy games of the 70s and 80s.



Of course it's even funnier since many of the complex rules are not realistic, they ignore things like the fact a tank can wheel in place by moving its treads in different directions.



The vehicle damage chart is more complex than the one we have now but better than the 2nd edition (and late 1st edition) days when every vehicle had its own chart.



There's also not much restraint here. In one section they want to cover everything from tanks to bikes, to aircraft to robots. This is an ambitious rule set.



Psychic powers are the next section. In keeping with 40k RPG roots they come in 4 levels and required spending (and tracking) each model's psi points. But again, GW's superior graphic design shines through with Munch-esque images next to each one.



Another 40k staple is mutants, even though GW cut them from 40k after 3rd edition they're still very much a part of the game. As usual the art is both evocative and funny. Making this book must have been a hoot.





In this version (again keeping with the RPG-influenced design) mutations are determined by a random table, some are good, some are bad, others don't do much. Later this table would become a d1000 table in the Realms of Chaos books.



And just to clear something up, black skin was named as a mutation but as the text makes clear they mean ink-black skin, not African.



Finally the rules end with a point system. While points are central to modern 40k they were almost an after-thought in Rogue Trader. And the formula is just bizarre. You modify the stats and come up with a cost, then multiply it by a different number depending on how high it is.



Then add points for weapons and equipment.



That's about it for the rules. Although we can see the basics of the game engine here the simple fact is these rules really didn't work and didn't last too long. By the time the first supplement book (Chapter Approved) came out GW was already throwing out these point rules and moving to army lists. Within a few years they would replace the close assault and vehicle rules as well. And Space Marines would get a few extra rules because, y'know, Space Marines.



But hey, who plays 40k for the well-written rules anyway?

Join us again for Part II when we look at the early fluff of the 40k universe!
 
Nice review!

Personally I still think the rules are a great and perfectly serviceable. If you check my blog I am running a full RT campaign at the moment and have experienced no problems. In fact some of the narrative tweaks I've added would not have been possible under new rules whilst RT deals with them perfectly. Overall this remains my favourite edition of the game!
 

Kid_Kyoto

Member
Part 2
And we're back with part 2 of the award-seeking retro review series.
With the rules (such as they are) covered we can now jump into the action with the first-EVER! 40k scenario – Battle for the Farm!

Some of you may not recall it since Battle for the Farm was later renamed DEATH Battle for the BLOOD Farm of SKULLS!

It starts innocently enough, the Crimson Fists (yes, once upon a time not EVERYTHING was about the Ultramarines) are chilling in their Fortress Monastery when all of the sudden! Out of nowhere! A whole Ork fleet attacks!

So the quickly launch an ICBM at it.

But they roll a 'hit' and a 'misfire' and the ICBM explodes over the Fortress Monastery killing most of the Fists and leveling the joint. Now Pedro Kantor (yes the same one around today and the same on the cover using an Ork head as an improvised weapon) must march to New Rynn City to meet up with the few Fists who were not caught in explosion. They bed down in an abandoned farm not knowing that a group of Orks led by Thrugg Bullneck have stashed some jewels there and are headed back to claim them. A fight ensues.



This is an incredible amount of background for what boils down to Marines meet Orks, they fight. But it's the first real taste of 40k fluff (other than the grimdark opening) and it works. It's got some black humor (marines blowing up their own fortress), despair (marine chapter reduced to a handful of men) and cruelty (the Orks had already slaughtered the humans in the farm and burned it to the ground). And surprisingly GW has kept all of this the official 40k fluff even after many RT elements like Squats, the Ultramarines being a 3rd founding chapter and Custodus being normal humans were dropped.



The book even came with counters so you could play this scenario right away.



A few years back GW scaled it up to a 500 page novel which, to be frank, was pants. It didn't even include the Battle for the Farm (though it did have a battle for a farm)! It kept the basic backdrop but the marine were just as wooden and cookie cutter as in other novels, their tactics made no sense and the book ends with Pedro and the Ork Warboss (Snagrod the Arch-Arsonist) in a fist fight. Because that's how all interstellar wars should be settled, with a fist fight.


But hey, it's still a 500 page novel, not bad for a 4 page into scenario huh?



Now there's always one part of an gaming book that I find will make or break it, that will determine whether or not the game will last and whether or not it's worth playing. I refer of course to the weapons and equipment.

Cause let's face it, unless I'm doing something illegal, immoral and impossible, why am I bothering to play this game?

And here Rogue Trader delivers the goods!

We get 28 pages of the finest deathware the 41st millennium has – from flintlocks to plasma cannons - all lavishly illustrated with fluff for each one.



Each picture has a little 'thought for the day' on the bottom like 'Death is its own reward', 'No reward, no remorse, just kill' and of course 'Fear is the mind killer'. Heh, 'fear is the mind killer', that's awesome, where do they get their ideas?



And those are just snuck in! Other quotes get more of a spot light.



Exist for the Emperor! Highest Kil ratio: Warzonz 6 & 12! Defile the Mutant! Death!
Why can't modern armory pages look like this?



Oh did I mention how half the art in the book is Space Marines dying painfully? Well it is! Even then the real measure of any weapon was how well it killed Marines.



Here's a marine being gutshot by an ork!



But here is a marine making all of his 4+ (yes 4+) saves against 3 orks.



Despite the 'mere' 4+ save (which you could raise to 3+ by wearing flak armor over it) power armor was still the best in the game since it not only offered the best save (terminator armor wouldn't appear for a while longer) it also included life support for all the nasty gas and virus weapons in the game. There's toxic, radiation, virus and vortex grenades, all of which can be scaled up to off-board artillery.



The 40k battle ground is a nasty, nasty place with many, many ways to die.



And it's a place of dark despair and madness!



The whole book has full page illustrations scattered throughout just showing off the style and look of 40k. Even at this early date they have a lot of the retro future elements we still see, note all the hoses, the dial on the chair, even the spacesuit is torn at the left arm, if he loses pressure this guy is in real trouble even with his oversized collar and helmet.



Get ahead with the Imperial Guard! Ahead… a head… well darn it it's funny to me!



And right here the Space Marines won my heart! Gawd I love this picture!



So cool! I hope the make like, A MILLION books just about Space Marines!



And here we meet the legendary Scotti the Enginseer which, besides setting the tone for how technology works in the 41st Millennium, also manages to include two of the worst puns in GW history.

Enginseer! How did that get past the editors? I bet they won't be using that pun 25 years later!



Weapons are followed by vehicles and as you can see from well what the heck that is, the 40k look was already being established. WWI, WWII designs, rivets and comically oversized guns.



It would be a little while before the first vehicle kits appeared (Land Raider, Rhino and Ork Battlewagon) so there are a few scratch builds thrown in like this SM ornithopter.





There's also an early Land Raider scratch build.



And an early Imperial Guard Land Speeder.

That about wraps up this section, again the rules look ghastly but the art and design is a cut above anything that was out at the time and even holds up today.

Next time we'll finally hit the fluff sections beginning with the Age of the Imperium. Be there! Whenever I get around to it...
 

Zhu Bajie

Member
Ahh... 40kRT isn't broken, nor are the rules 'ghastly' - just look around, people are still playing it.

Kid_Kyoto":2ut8qv7c said:
The rules are a lot more complicated than anything that has come before or since

40KRT is not more complex than Phoenix Command. Nor Combat 3000, Nor Laserburn, Nor Snapshot, nor a whole bunch of other games that came before or since.

You've misunderstood the rules about vehicle turning (tracked vehicles do indeed move on the spot if there is no forward movement).

The points system proceeded 40KRT as it was published in WFB2e, so far from being an afterthought is actually based on the already abstract mathematics of the statline, rather than being made up by trial and error. The later meta-game of army building via points min-maxing that dominates the way people seem to play 40k on the internet came along as an afterthought. In 40KRT points are descriptive, not proscriptive. It's a subtle difference in philosophy but one that seems to colour attitude.

Kid_Kyoto":2ut8qv7c said:
This is an incredible amount of background for what boils down to Marines meet Orks, they fight.

This isn't the scenario at all. Orks are there to retrieve looted goods from the farm, not simply kill the marines. All the background explains why the farm is in ruins, why the Crimson Fists are not at full strength.

The enthusiasm for the background is great, but there seems to be an underlaying need to sneer at something "old" rather than try to engage with it, and some anxiety about what you are wrongly categorising as RPG-elements, but are just wargame rules that develop flavour and background. I suggest give the ruleset a play before reviewing it.
 

zoggin-eck

Member
Sorry Kyoto, not sure this is much fun as a playful review or not. I think I've seen enough "retro reviews" that are just a flip-through with scans. It does fit Dakka Dakka more than here, though. You also seem to come across as snarky to both 80's and modern 40k at the same time, which I don't think is your intention.

"The initial vision of 40k is muddled to say the least."

Really? It just seems to be how people played games at the time, how the writers played them and how many do today. Of course it's different to 40k today, but it's pretty clear how RT is intended to be played.

*Edit* - I just realised I read all of these years ago on Dakka anyway, so not really much point replying again. I remember a couple of "reviews" of my favourite White Dwarfs were really just scans and comments.
 
As previously stated I still play with these rules.... A lot! They are excellent and I think they are better than their more modern successors. In fact I rather think that is why this forum exists!
 
Legiocustodes":13a2s4t9 said:
As previously stated I still play with these rules.... A lot!

^ This. There is nothing particularly 'broken' or 'ghastly' about the rules, any more than any other successful rules set of any vintage. Once you've played it a few times it makes sense, is easily memorable, on the whole, and plays well. It only gets bogged down when the army sizes get overly large.

Incidentally, tracked vehicles can only turn on their own axis *when they're not moving*. When they are moving at speed, they turn in a radius.
 

jon_1066

Member
Isn't it amazing how many games we have managed with rules that don't work!

Kind of fun but missing the main point. WH40K RT was a blast: a blast to paint, collect, build, make, set up and play.

40K has been left behind by more modern rule sets but not because of the things that GW have since changed but because of the IGOUGO nature of the rules, complete lack of C&C and the shear number of dice rolls (roll to hit, roll to wound, armour save). ie exactly the things that WH40K still has.
 

Kid_Kyoto

Member
Ooo tough room.

I'll be honest, the RT rule set can be made to work by ignoring this or that, by having good friends who want to have fun rather than win and referees who know what they're doing and can make up stuff on the fly.

But that means the rules that were written do not work. The rules as written talk about making your own character, great. And offer up some incredibly interesting options for them.

But characters have the same stat line (great for a large wargame, terrible for an RPG) and random equipment. So I have a vision of a fast and skilled rogue trader whose rapier is as sharp as his wit, but instead get a guy in power armor with a flame thrower and a vortex grenade. Who has the same stats as all other Rogue Traders.

Add in unbalanced forces and no real victory rules (except for randomly rolled up scenarios) and you're basically writing your own game in order to have a pick up match. I remember stopping in a GW (IIRC the only GW shop in the US at the time) in the early 90s and they had a poster listing the shop's house rules for 40k, banning this unit, omitting that rule etc. And this is the company that wrote the damn game!

It's an interesting conflict, you have this 3-way tug between a desire to make a rich and detailed universe full of black humor, the desire to make a detailed wargame leading to 'realistic' rules about the turning radius of an antigravity sled armed with a plasma cannon and the need to make money by selling more and more toys.

Frankly I believe the rules did not work (as written) because my friends and I basically ended up writing our own RPG using them as a basis.

2nd edition was a brief improvement, till the first time we tried to use blind grenades.

I still have nightmares...

For me it was/is always the background that I love, GW's rules writing... Not so much.

So yeah, parts 1 and 2 of this are going to be ugly because those are the rules. From here on nothing but sunshine and light.

Mostly.
 
Kid_Kyoto":fetoz3g4 said:
I'll be honest, the RT rule set can be made to work by ignoring this or that, by having good friends who want to have fun rather than win

To be honest, if you're playing with people who want to win rather than have fun, you're playing with the wrong people, but then I've never understood the tournament player mindset.
 

Kid_Kyoto

Member
dieselmonkey":1mj72b8p said:
Kid_Kyoto":1mj72b8p said:
I'll be honest, the RT rule set can be made to work by ignoring this or that, by having good friends who want to have fun rather than win

To be honest, if you're playing with people who want to win rather than have fun, you're playing with the wrong people, but then I've never understood the tournament player mindset.

In college there were 30-50 people regularly playing RPGs, table top games etc, living near each other and with the free time to arrange games.

In real life... you take what you can get. Besides sometimes putting your all into making an invincible army and ramming into another invincible army is fun.

My biggest problem with the RT rules (besides having to rewrite them) is it assumes the ideal of good friends, all of whom agree on how to play and all of whom have oddles of time to prepare and play. And if you live in that utopia great. You probably don't even need rules and this can be a cooperative story-telling exercise ala the old Amber diceless RPG.

All of which is a long way of reasserting, RT rules don't work. Unless you rewrite them. In which case you're not using the RT rules.
 

Erny

Member
Frankly I believe the rules did not work (as written) because my friends and I basically ended up writing our own RPG using them as a basis.

Then the rules worked exactly as intended. RT is a tool kit of rules take what you want, leave what you want and change what you want. The authors even tell you to. A rule set that asks to be adapted has only failed if you expect it to be a water tight no questions asked doctrine like chess. Thats a very limiting set of rules that often leads to the style of gaming most of us on this forum try to get away from.

Still your right about the pictures and the cool quotes, all part of the fun.
 

Zhu Bajie

Member
Kid_Kyoto":3ckri9to said:
But characters have the same stat line (great for a large wargame, terrible for an RPG) and random equipment. So I have a vision of a fast and skilled rogue trader whose rapier is as sharp as his wit, but instead get a guy in power armor with a flame thrower and a vortex grenade. Who has the same stats as all other Rogue Traders.

You need to check the rules for statline changes for characters on p.47

Kid_Kyoto":3ckri9to said:
Add in unbalanced forces and no real victory rules (except for randomly rolled up scenarios) and you're basically writing your own game in order to have a pick up match.

RT wasn't written for "pick-up matches". Doesn't make the rules bad, just you're expecting it to work in a certain way when that was not the intent. Yes RT needs a GM and gentlemany non-competitive players - because that's what the game was written for. It's a bit like buying a cookery book then expecting to eat McDonalds out of it.

Kid_Kyoto":3ckri9to said:
Frankly I believe the rules did not work (as written)

Well, you've misread the vehicle turning rules and the character generation rules, so I'm guessing there's other stuff you haven't quite understood.
 
Kid_Kyoto":3ifksbwv said:
My biggest problem with the RT rules (besides having to rewrite them) is it assumes the ideal of good friends, all of whom agree on how to play and all of whom have oddles of time to prepare and play.

I thought the singular point of the hobby is that it's a massive time-sink that involves lots of time to organise, prepare and play? I mean, how much time does it take to create that 'invincible army' for example? Unless you're one of those people who just undercoat and play, and then you'd probably be better off with chess or Risk. :lol:
 

jon_1066

Member
Kid_Kyoto":30m0tyfu said:
Ooo tough room.

...Add in unbalanced forces and no real victory rules (except for randomly rolled up scenarios) and you're basically writing your own game in order to have a pick up match ...

That's the issue though isn't it? It was never published as a watertight balanced wargame for pick up matches between total strangers. The game that was published works fine as intended (scenario driven designed by a GM). I can't see that GW has made many improvements to it over time - just taken it in a direction I have no interest in heading.
 

phreedh

Member
RT works well if one person puts together a scenario and the forces in it. If you're being a cock and min-max the hell out of it, then of course it'll be broken. There's no real need for a GM, but one of the two (or more) involved players really must be the host for the game to work.

Also, what Zhu said about the stats for a Rogue Trader. What I don't understand is, you're saying you have a clear vision of a character in mind but the rules forces you into randomly generated nonsense... Why even use the random gen?
 
Making armies using the list system is fun. It is also hugely in depth, unbalanced and crazy. I mean fun! I like doing an army and putting it on the table with the fun prospect of just crushing your enemies (and hearing the lamentation of your opponent! ;))

I have also played dieselmonkey in a couple of his lavishly organised games, which was really VERY fun too. I like the old system. Its the robust warhammer "to hit to wound" charts. Its just got loads of funny fiddly bits and badly thought out rules consequences.

Im going to be running some games at BOYL16 for 1200 point games. I have made a Deathguard army. The reason for this is I love painting rust and it looks really good over white. SO rusty white nurgle armour, a joy to paint. THey will be T5 marines, 20 of them plus a commander and some rhinos. Is this over powered and stupid? I think not. Did I pick it using points and lists? Yes I did. Will I have fun? Hopefully!

I will make a D6 table with scenarios on it for people to roll on. I will bring some objective markers and other stuff to play with.

Last year I forced a couple of guys to have a pickup game, 3 armies just chucked onto the board. It was great! Drank, chatted, marvelled over the cool models and terrain. Whats to grumble about when Rick Priestly is stood there complimenting your army?! Rules question, everyone shouts "Rick!". Bloody hilarious. More please!
 

Scalene

Member
I wouldn't describe them as 'broken', but there are some rules we changed because they either didn't make sense, or didn't relate to reality. Here's a few:
1. The deviation roll for area effect renders anything with a large template almost useless. We roll to hit (normal BS roll + modifiers) and then it deviates if you miss).
2. Hand-to-hand combat isn't deadly enough (we had a couple of marines fighting for about ten turns once before one actually landed a wound), plus I don't see why you can't use a small arms such as bolters in close combat. In paintball I've shot people at point blank before and it's not that difficult.
3. Armour is a bit weird - flak is a common armour, but you save on a 6 and almost every weapon has at least -1 save, giving you nothing. Why would anyone bother wearing it? Even powered armour is a bit weak - save one third of a typical small arms hit. It's a lot of kit to be wearing for that.
4. Virus grenades are just crazy powerful if your opponent isn't in sealed suits - they aren't suitable for any points value based game.
5. Reserve move is a bit fiddly - running for double move instead of firing is a more manageable way to deal with this.

It clearly wasn't designed for tournament play, even with the lists in Chapter Approved, so I don't think you can criticise it for that. I think of it like a classic car. A thing of artistic endeavour and beauty. Later cars might go faster or be more fuel efficient, but that's not what it's all about.
 
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