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?
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?