- Toy: 256 pages
- Publisher: Fantasy Flight Games; Brdgm edition (14 Sept. 2010)
- Language: English
- ISBN-10: 1589947266
- ISBN-13: 978-1589947269
- Product Dimensions: 22.2 x 2.5 x 28.6 cm
- Average Customer Review: 5.0 out of 5 stars See all reviews (1 customer review)
- Amazon Bestsellers Rank: 606,705 in Books (See Top 100 in Books)
Rogue Trader: Into the Storm (Warhammer 40,000 Roleplay) Toy – 14 Sep 2010
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In addition game masters are given advice on how to incorporate these characters within the rigid xenophobic society that is the Imperium of Man. One option is a mark similar to an Imperial psykers that allows the xeno to be sanctioned with access to human settlements.
In addition to these races there are extended options for the Origin Path from the main rules. These allow for a greater variety to character backgrounds with certain bonuses which can be purchased with XP. Overall I really liked the original Origin Path, I am not sure the added complication to new characters is worth the greater variation in character background, I will have to see this in action. There are also rules for Alternate Career ranks similar to the Dark Heresy rules, basically you take these ranks in place of a rank in your normal career path.
Another chapter expands on starship options. From different hull types, ship weapons and ship builds most of the Imperium type ships can now be represented in Rogue Trader. There are additional ship responsibilites that can be added to certain Careers. These seem to flesh out the space faring part of Rogue Trader quite well. I haven't had a chance to peruse them but there is also expanded psychic powers section for Navigators and Astropaths.
Finally there is a section on new equipment and vehicles. Tau pulse rifles and Kroot weapons, Ork weapons and armor, even info on APC's like the Rhino and smaller ships like the gun cutter are given stats.
All in all the book is crammed with new rules and options for Rogue Traders, most seem to fit nicely into the existing rules and most seem to be well balanced. I took off a star for some editing typos and reuse of exisisting 40K artwork but overall, even for an expensive hard cover, the book gives quite a bit of bang for the number of bucks. Another quibble you might have is how much variation in Kroot and Ork characters there could possibly be with no Origin Path and one set of tables, I don't think this is much of an issue unless a GM allows more than one of each race which seems less Rogue Trader and more "Ork Freebooter RPG"; which I doubt is the designers intent.
This supplement contains essential upgrades for starships, new rules for small craft and great rules for making navigators and astropaths much more useful in ship combat.
Also included are many elite progression options and new origin paths that will prove very useful over time; elite advance packages can be a bit weird to grapple with but just treat them as a mindset package - thinking a certain way provides access to advancement options.
Contovertially this also includes options to play ork and Kroot characters. Although this won't fly with my group (imperial zealots) it's a dream to introduce some really different game perspectives into the mix.
Overall, a great book and seems to have been given a better review by the (sometimes non-existent) FFG editors.
Pick it up if you play RT, everyone wants a grand cruiser!
New origin options - check
New career ideas (including Ork and Kroot) - check
More gear - check
More ships, as well as more information about ship running in general - check
Vehicles! - check!
More psychic powers - check
Meta endeavours and a sample I'm going to consider using - check
Port Wander information - check
If you want to do a Rogue Trader game, I can't see any reason not to find this and get it.