Rogue Trader as an RPG

runequester

Vassal
Yes, I am aware there is a fully fledged RPG titled Rogue Trader. I'm talking about the original.


So I got a copy of the Dragon magazine article that has some suggestions for playing Rogue Trader as a role playing game. Basically it just adds an injury table so player character can survive the first shoot out.

Some random thoughts on the whole thing, before I spring it on my unsuspecting friends:

Each player will have a character and they'll be able to recruit or get henchmen as they go along, so they can lead some squads into battle.

Play like a role playing game using the miniatures to resolve the battles.

No skills. Just roll 1D6 against either your strength, toughness or initiative or 2D6 against your leadership, cool, willpower or intelligence.
We've played a fair bit of original D&D recently, so that shouldn't be a problem at all.

Instead of the "charge reactions" in the rulebook, I am using the Overwatch option from the Battle Manual.

Following Fire as per the Battle Manual too.

Area of effect weapons not sure yet. Might use the tweak from an old White Dwarf (roll vs BS to avoid deviating, 3+ to hit guys under the template). I'd use the battle manual but I kinda want a situation where one frag grenade won't wipe out the whole party :)

Psychic powers as per the RT book but I'll mix in spells from WFB 3 as well.

Critters liberally selected from RT, my own imagination, some 2nd edition 40K stuff and WFB 3 monsters. Whatever works.

Use the rule in the back of the RT book where figures who get hit have to test Cool or be pinned down.

Goons may operate in squads or I may just use some variation of the Necromunda morale rules to see if they leg it.

Each game, they get to roll twice for which stats improve, and improve one of the two indicated (so it's random but they have a bit of influence over it)


Any thoughts?
 
I think it is a great idea, I have had similar thoughts about it too. I was going to use the Warband rules in Realms of Chaos (Slaves to Darkness) for the some 40k RPG (before I went and did a Labyrinth Lord version). I would prefer a 1d6/2d6 approach over the d20 I have done however.

If you run it, let me know how it goes.
 
I actually wrote a set of Rogue Trader rules back in '88 or so. It was basically a re-written 1st Ed WFRP rules with a whole bunch of new skills etc. We ran a small campaign in Mail Order at the time. Think it got shown to the studio at some point, but it was at the stage where rpg's were semi-officially on the way out at GW.
 
There's a few conversions out there for WFRP1, we played a couple of them back in the day, along with conversions for World of Darkness and I believe GURPS.
 
Rogue trader certainly can work as an RPG. One of the most successful games I ran as a GM was using it with the players as a squad of marine scouts behind enemy lines on a mission to assassinate a big mek. We used the old scout models - the ones with more interesting weaponry like shuriken catapults - and much fun was had by all iirc.
 
runequester":1w9jhaw5 said:
There's a few conversions out there for WFRP1, we played a couple of them back in the day, along with conversions for World of Darkness and I believe GURPS.


Do you have any links for the WFRP1 conversion? I would love to see it.
 
Unfortunately it was 15+ years ago so I don't. They were based off WFRP 1 (this was during the "dark days" where the RPG had zero support and the 2nd edition wasn't out yet)
 
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