Rogue Trader: Core Rulebook (Warhammer 40,000 Roleplay) Hardcover – 15 Sep 2009
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Top Customer Reviews
This 400 page tome is beautifully presented and the pages ooze quality, from the wonderful art to the quality of the paper and hardback. The revised rules are great, and the additions on ship creating and ship combat are good fun and allows plenty of customisation. The new psychic rules are great too with a very interesting section on Navigators. It is also crammed with loads of equipment, armour and upgrades of all sorts and plenty of attention to detail is given throughout the book. There's also plenty of fluff to enjoy reading and get soaked into the setting.
As any RPG the book has room for expansion, which will surely be covered by source books to come. However here we're getting 400 pages jam packed with as much goodies as you can get in a core rulebook.
I certainly couldn't ask for more, Rogue Trader has certainly lived up to the hype. Well done FFG.
Take to the fringes of explored space, trade, make war, convert natives deal with Xenos. Total freedom as the lord over thousands. You might not have the physique of an Astartes, but it's an even more epic game than Deathwatch.
Like getting your hands dirty? Your characters can act like the bridge crew from Star Trek and go off to the surface of planets and leading boarding actions. Glorious adventure awaits.
Prefer to let minions handle it? Use your main characters for any delicate negotiations and strategic decisions, but send the NPCs do the scouting and fighting. Spend you time building your dynasty.
You could even have a second party of Dark Heresy characters running around on your flagship (after all, a crew of 25,000 could plenty of room for things for them to investigate).
The only downsides are:
a) None of the four 40k RPGs are completely compatible with each other, but a little house-ruling can easiliy sort it.
b) It's all very open, so unless your group is used to 'sandbox' games, you might be troubled by the sheer options for what to do next.
Basically, I love this game. It's not perfect, but it's as close as you'll find out in the Expanse.
There is also a feeling throughout the book that there should be more. Almost as if large amounts have been cut or just left out. For example, the section on starships whilst large, only contains details for 8 hulls and limited fittings. It talks about turrets for shooting down ordinance etc... but then does not cover torpedoes, fighters or bombers at all. The new rules regarding achievments and the objective system are nice, but seem to only be partially explained. Kit is also limited (although there is a lot more stuff that will make Admech players happy).
As someone who bought the origional DL version of DH (before FFG took it over), I appreciate having a new version of the updated DH rules printed in this book - having to refer to the ereta and work out what the changes we was a nuisance. Some people however may object to the fact the rules are reprinted - although I do understand that this is a seperate game from DH (even if they are linked, and the RT rules give some details for switching DH chars to RT) and that reprinting the game rules was necessary to prevent people having to buy Dark Heresy in order to play RT.
All in all, 4 stars. Lovely artwork, more fluff, nice ideas and concepts that a GM can work on. But no 5 stars due to poor spelling and the feeling that the book could have been so much better (admittedly it may have had to have been double the page count).
My experience with free trading in a science fiction setting has been pretty much nothing but the D6 Star Wars RPG using the Tramp Freighters Galaxy Guide. In fact, most people will think of Han Solo and Malcolm Reynolds when it comes to this type of game. That's a bit of a nightmare, to be honest. It's fun zipping about the cosmos as a crew of half a dozen - it's easy to control as a GM and keeps the action flowing. Thing is, after more than ten years playing that kind of game, it gets kind of repetitive. How do you inject something new into the mix? That's easy. Give your players a crew to deal with. Say, oooh, about TWENTY THOUSAND OF THEM!!
You see this the Warhammer 40K universe, and everything in the 40K universe is BIG!
In this game you will literally be flying giant starships, hundreds of years old and kilometres across, built like gargantuan interstellar cathedrals. Your mission as a Rogue Trader is supposed to be to explore strange new worlds (to dominate, bring under the control of the God-Emperor and abuse for resources and profit), seek out new life (to exterminate) and new civilisations (to steal new technology from)... to boldly go where no man has gone before (primarily because if they do they'll have their heads bitten off). Under an ancient Warrant of Trade you and your crew will be able to fly beyond the boundaries of the Imperium and explore the vastness of the galaxy, trade, deal and dominate other worlds, alien or no, and create profit for your starship.Read more ›
Most Recent Customer Reviews
The designers have obviously benifitted from their experience with the Dark Heresy RPG (on wich system & world Rogue Trader adds another dimension): & have been happily inspired by... Read morePublished on 4 Mar. 2010 by Amazon Customer
First things first this rulebook is not perfect. As other reviews have said it does contain typos (what rulebook doesn't? Read morePublished on 9 Nov. 2009 by Mr. C. Sparke
Despite what some say, this is an excellent addition to the growing library of WH40K RPG books out there. Read morePublished on 29 Oct. 2009 by Mr. I. M. Robinson
This book is simply not worth the money for essentially what is an expansion to the Dark Heresy RPG. Read morePublished on 29 Oct. 2009 by Mr. Ri Extall
As a regular GM for various Dark Heresy adventures, I must say that this is Fantasy Flight's best RPG book to date. Read morePublished on 21 Oct. 2009 by Mr. Thomas D. Powell