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TemplarofSteel

A Rogue Trader/Only War game?

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The idea just hit me for something that could potentially work and be a rather interesting game but need to work out the full logistics. It occurred to me that with how many various unit engagement things there are in rogue trader (IE the deploying contingents in a couple adventures, actions against boarders, monsters and beings of the warp that work their way onboard, etc.) that it would almost be cool to do a kind of dual game. I'm not sure if I'd do it as two separate games or one game with each player having two sheets.

 

Conceptually it would work like this, the rogue trader crew can use some of their starting resources to essentially either purchase a set military unit or to throw bonus points towards the Only War group. In addition if one of them chooses to play a xenos character or is connected to the cold trade in some way then Xenos weapons would become available for access, however there would also be limits on certain items as well (IE certain weapons might not be around due to the Rogue Trader disliking them or something similar) Now the thing is that while the Rogue Trader could boost the points for their starting squad there is a question of why they would, the reason is that they can get it back in spades from the guardsmen. See their private army might make discoveries on the ground like rare minerals or find supply caches. The might also go for bonuses on missions to improve profit factor further. Not to mentiont that you could leave trusted troops on a planet for a while to say protect a colony or help conquer a world or something similar and they might be able to push things further.

 

I am wondering if this idea intrigues anyone else or if anyone has thoughts on how this could work.

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So would the same players be the RT crew and the squad of Guardsmen, or are we talking two entirely separate groups of players? If you could make it work it would be cool, but if it is the same people then it would probably involve a lot of metagame prevention.

 

 

I had an idea once to transition my OW group to RT, by having the most unassuming and quiet player inherit a Warrant of Trade through several obscure and forgotten familial links. It ended up not happening, but would have been quite the interesting game  :P

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I had a couple different ideas, ideally it would be two groups that could indirectly communicate. The logistics would be tricky but the connective potential was really intriguing to me. For example getting new gear would be harder specifically because there might not be places that could produce items needed or if the ship is out in deep space for a long time. The other possibility could be a different flavor of Only War where instead you're house guards or a group of soldier working for the distant rogue trader, either way it actually does sound pretty **** fun.

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I ventured briefly into the realms of this. I'm currently in the process of running my first WH40K RPG system game, using Only War as the primary system.

So, what do I do in my first campaign in the system? Dig out the Rogue Trader books. You boys are going to do the Imperial Navy's job for a few days.

Based on my own minimal experience with the crossover, the place for blending Only War and Rogue Trader comes in the form of fighter pilots and boarding actions, ala Star Wars Battlefront 2. Worth a shot, I say.

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I would do what Lazarus said, with the addition of some nasty little mutinies to put down HARD. Would create some interesting moral situations. Skin this man and hang him in the mess as a warning, even though there's no evidence he did something wrong etc.

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I would actually go so far as to suggest starting your players at 3100XP, if you're prepared to, and then it can be a case of everyone can get acceptable Operator abilities and then 600xp within a specialism they would like. Means everyone could be at least competent in handling fighter craft and allow comrade gunners.

 

Then you have players pairing up to take the 4 seats manning a Calixis-Pattern Fury Interceptor during space battles. Of course, then there's dropships etc. Plenty of opportunities.

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I've been purchasing way more books than I should, and I've been contemplating running something like this. Using Only War as the base system and then bringing over elements of RT/DH. While I won't be going so far as to throw fighters at guys, I intended to run them as a IG regiment that gets lost and eventually supports a RT on some backwater and then gets involved in all sorts of OW style combat scenes and some DH style investigations. The RT aspects will largely be boarding actions and mutiny style incidents, though maybe comical "how does this thing work" space chase scene is in order. My experience with RT is limited, and I was trying to stick with purchasing systems that go really easy with OW, like DH2.0 and BC. I personally though see no reason why I have to take OW style characters and throw them at traditional combat, there are way too many Black Library books where guardsmen end up somewhere they aren't supposed to be. 

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I've been purchasing way more books than I should, and I've been contemplating running something like this. Using Only War as the base system and then bringing over elements of RT/DH. While I won't be going so far as to throw fighters at guys, I intended to run them as a IG regiment that gets lost and eventually supports a RT on some backwater and then gets involved in all sorts of OW style combat scenes and some DH style investigations. The RT aspects will largely be boarding actions and mutiny style incidents, though maybe comical "how does this thing work" space chase scene is in order. My experience with RT is limited, and I was trying to stick with purchasing systems that go really easy with OW, like DH2.0 and BC. I personally though see no reason why I have to take OW style characters and throw them at traditional combat, there are way too many Black Library books where guardsmen end up somewhere they aren't supposed to be. 

 

My advice for you is pretty simple in that respect. Grab all of the "bestiary" books like Creatures Anaethema, Mark of the Xenos etc. Endless options to harass your players with.

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I wanted to do this in our Rogue Trader game. I had an elite "Stromtrooper Detachment" and a Barracks for my flagship, even built a regiment out of the various pilgrims that we had to ferry around for a bit. The plan was we'd play as our armsmen for some of those battles, but that ended up being far too optimistic.

 

We've been involved in about 3 planetary wars, and the random PDF troopers and other sorts of armed men have proven essential to our success. That, and the fact that a Dictator class cruiser with several squadrons of attack craft were ready and able to perform some ground support missions.

 

Currently, I have two orphaned Imperial Guard regiments in my forces. Haven't statted them out yet, they were on lease to another Rogue Trader that met an untimely end. 

 

The life of an armsman isn't easy. You have all the same combat problems on the ground, but you also have spaceborne duties. Security aboard ship is pretty difficult even on the smallest of vessels. There may be mutinies to thwart, but there are also mutants, xenos, vermin, and other pests in the deep, lower decks of the ship. Plus, all the fun of being in a floating city in the void, travelling the stars by taking shortcuts through hell. 

 

Neat thing is, the Rogue Trader will most likely prefer that you were outfitted well, even if it was just to show off once in a while: As the Rogue Trader, I bought some Conversion Fields for 50 of my up-and-coming armsmen. Why? Because they need the extra protection from their fancy new plasma weapons. Goes well with their Good-craftsmanship carapace voidsuits. I'm trying to get it to glow in the dark, but they seem reluctant at the thought.

 

Some Rogue Traders go that route, others go with the "traditional" Imperial method of drowning the enemy with bodies and blood (of the Imperium's soldiers). Both are valid, we just prefer to have experienced soldiers who won't hate us for getting them and their friends killed while they bleed to make us slightly richer. 

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My group are a part of a regiment from their previous Rogue Traders system that he claimed and settled during their game. They build the same way as a regular regiment but technically fall outside of Imperial purview due to being Rogue Trader forces. It allows for greater overall flexibility and helps me out because i dont have to keep completely to the overly rigid structure that is ths IG and Ministorum when creating missions and story arcs.

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The game I have going right now involves OW going over into RT. The idea is that they're just normal Guardsmen, but through a brutal grinding trench action the regiment of 20,000 is brought down to 2 companies of 300 guard, and a Rogue Trader simply buys the survivors and the munitorum takes the money and writes them off as KIA. We're still at the part where they are holding the line heroically against the mutants of Tranch.

 

If anyone wants a good laught and neat ideas for OW, read up on the All-Guardsmen Party. Priceless.

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Cabsian and I are currently writing an Imperial Navy supplement for Only War that you might like once we have it sorted.

Currently got a number of suitable talents to bring forward, with slight modifications, from previous lines, some additional cybernetics, new Regiment Types, updated Fighter Combat rules and a variety of craft. Intending to add other regimental options, classes if possible, and a bestiary of enemy naval assets.

It's generally aimed at Squadron boys and Armsmen, though.

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