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Rogue Trader
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Old 30 Sep 2005, 20:36   #1 (permalink)
Shas'Vre
 
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Default Rogue Trader

At present I only have rules for this guy and his retinue. Without the rules for the rest of the army, one way to use him is as an alternate HQ in a Guard army, the premise being that they are in fact mercenaries.

Rogue Trader-15pts
WS-3 BS-3 S-3 T-3 W-2 I-3 A-2 Ld-9 Sv-6+

Number/Squad: 1
Options: A Rogue Trader may be given any equipment allowed by the Rogue Trader Fleet Armoury.
Retinue: The Rogue Trader must be accompanied by a retinue of Henchmen as detailed below. The Rogue Trader and the retinue function as one unit in battle and take up one slot on the Force Organisation Chart.

Special Rules
Traits: Rogue Traders vary in their fields of expertise or personality characteristics. Some are experts with weapons, others may have been driven insane by the horrors they have seen. Rogue Traders may select one trait from the list below:

Psyker (10pts) – May choose one Psychic Power from the Rogue Trader Fleet Armoury.

Madness (15pts) – Roll a D6 each turn and consult the table below:
1 – Frenzied, the Rogue Trader is overcome by bloodlust and moves 6+D6” towards the nearest enemy unit, may not shoot and must assault said unit if in range. If he has a retinue they will run to keep up and are affected by Frenzy as well.
2-5 – Acts as normal.
6 – Delusions, the Rogue Trader believes that they are a mighty hero of Imperial legend and their holy vigour grants them Feel No Pain and makes them Fearless for the next game turn.

Weapons Specialist (15pts) – Having accrued a vast number of weapons over their time as a Rogue Trader, they have grown proficient with many types of ranged and close combat weapons. They gain +1WS and +1BS.

World-weary (5pts) – Having travelled through the galaxy from rim to rim, the Rogue Trader has seen many grim sights and little moves them any more. They become Fearless, but they are not stupid (or stupidly brave) and their experience has taught them that sometimes discretion is the better part of valour and so they may choose to take a Ld test anyway.

Tactician (20pts) – The Rogue Trader is either a quick thinker or has built up a repository of military knowledge. One unit may move after all deployment and after Infiltrators have been set up. Additionally, the Rogue Trader gains +1I.

Independent Character: Unless accompanied by a retinue (see below), the Rogue Trader is an Independent Character and as such follows all the rules for Independent Characters as written in the Warhammer 40000 rulebook. If the retinue is destroyed then he/she reverts to being an Independent Character.

Rogue Trader Retinue
A Rogue Trader will most likely have gathered a group of close friends and allies in his travels to guard him and advise him. As such, he may be accompanied by between 3-12 Henchmen. He may have no more than 3 of each Henchman.

Henchmen have the following basic profile:
WS-3 BS-3 S-3 T-3 W-1 I-3 A-1 Ld-7 Sv-5+

They also have a variety of exotic weaponry which counts as a Laspistol and CCW.

Bodyguard (14pts)Rogue Traders will usually have made enemies during their careers, some of these rich and powerful enemies. As a precaution, they often hire bodyguards to protect them while they sleep or prevent assassins from infiltrating the ranks of their mercenaries.

Bodyguards have Carapace Armour, +1WS and a Hellpistol and CCW. If the Rogue Trader is wounded then they may pass the wound onto a Bodyguard if they have any. The Bodyguard then rolls an Armour Save. If they fail, they are removed from play, if they pass then they remain in play and may take further saves for the Rogue Trader.

Inquisitorial Representative (10pts)Some Rogue Traders’ expeditions are Inquisitorially sanctioned if they pass through areas of space previously unexplored or containing dangerous enemies of the Imperium. A representative of the Inquisition is sent to ensure that the Rogue Trader fulfils his promise and in return Inquisitorial forces may be drawn in to lend a helping hand if trouble appears.

Inquisitorial Representatives may choose up to 25pts of equipment from the Rogue Trader Armoury. For every Inquisitorial Representative in your Rogue Trader’s retinue, you may choose one Troops choice from either the Witch Hunters or the Daemonhunters army list. You may ally a mix of units from both Inquisitorial Codices in your army list. Units chosen in this way may not be used as compulsory Troops choices.

Medic/Xenocoroner (14pts)On their expeditions, Rogue Traders frequently come across alien worlds and not all of these encounters go smoothly. There are some professionals that can examine the bodies of dead aliens to find out what their strengths and weaknesses are and how to kill them. Rogue Traders are rarely seen without one of these people.

Medics have a Medi-pack and Surgical Instruments. A Medi-Pack allows one failed save to be ignored per turn that is not a result of a ranged weapon with double strength or a close combat weapon that ignores armour saves. If you have more than one Medic then any failed save may be re-rolled unless it is the result of instant death that is not from a double strength ranged weapon, e.g. a Force Weapon or Wraithcannon. Surgical Instruments give +1 Victory Point for every Alien model killed (Tau, Kroot, Eldar/Dark Eldar, Orks, Tyranids).

Hunting Beast (8pts)Many Rogue Traders take a liking to some of the more exotic creatures that they find on their travels and keep them as pets or for use in battle. Some of these creatures may be lizards or mammals, some may have gnashing teeth and others may have claws that can tear through flesh as if they were swinging through air.

Hunting Beasts have +1WS, +1S, +1I and count as an Auspex due to their inhuman senses. They only count as having a single CCW and have no save.

Navigator (10pts)All Rogue Trader Fleets have a navigator to guide them through the harsh conditions of the Warp. Their prodigious psychic abilities are invaluable to those who must travel great distances such as Rogue Traders.

Navigators have -1WS and -1BS because of their relative lack of combat experience, but have +1I due to their Warp-heightened senses. Additionally, if any unit of Daemons is summoned or if a Deep Striking unit teleports onto the battlefield (for example, Terminators, Warp Spiders etc.) then the Navigator may attempt to use his abilities to pinpoint the exact location where they will appear.

The Navigator can take a Psychic test, if they pass it then the Rogue Trader and his unit may move up to 6” in any direction as the Navigator warns them of the new foe. If they fail, there is no effect. They suffer Perils of the Warp attacks from this Psychic test as normal.

Pariah (16pts)These outcasts are often encountered on a Rogue Trader’s journeys and are usually taken aboard in exchange for labour or a sum of money. Their bone-chilling ability is often made use of in battle, even when it does affect the morale of the Rogue Trader’s own men.

Pariahs have the Soulless and Psychic Abomination special rules. All models (friend or foe) within 12” automatically have Ld7 unless it would be lower than that and the Rogue Trader and his retinue are also affected by this. Additionally, any Psyker within 6” of the Pariah must fall back and the Pariah may force any Psyker using a Psychic power that directly affects the Rogue Psyker or retinue to re-roll the Psychic test. You may not have a Pariah and a Navigator in the same retinue.



Comments/criticism? Personally, I think that the retinue may be a bit too complicated...

Another unit is the Bounty Hunter, I originally had him as part of the retinue but it didn't seem right, so I made them a separate unit as an Elites choice.



Bounty Hunter-40pts
WS-4 BS-4 S-3 T-3 W-2 I-4 A-3 Ld-9 Sv-4+

Number/Squad: 1.
Weapons/Wargear: Bounty Hunters are equipped with Targeters for all their weapons, Frag Grenades and Melta Bombs.
Options: Bounty Hunters may choose one Main Weapon and one Sidearm from the following lists:

Main Weapon
Lasgun (1pt)
Hellgun (2pts)
Shotgun (2pts)
Bolter (3pts)
Flamer (5pts)
Sniper Rifle (5pts)
Meltagun (10pts)
Plasma Gun (10pts)

Power Weapon (5pts)
Eviscerator (25pts)

Sidearm
Laspistol (1pt)
Hellpistol (2pts)
Bolt Pistol (3pts)
Needle Pistol (5pts)
Plasma Pistol (10pts)

They may additionally have one item from the following list:
Bionics (5pts)
Refractor Field (15pts)
Master Crafted Weapon (15pts, upgrade)

Special Rules
Bounty: Bounty Hunters make their living by killing or capturing various notorious crime lords or alien generals. If they kill the enemy HQ in close combat then they have captured them and gain double the victory points for the kill.

Independent Character: Bounty Hunters function as Independent Characters and follow all the rules for them as listed in the Warhammer 40000 rulebook.



Again, comments/criticism?
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Old 30 Sep 2005, 20:46   #2 (permalink)
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Default Re: Rogue Trader

looks very balanced, and oh so cool
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Old 30 Sep 2005, 21:08   #3 (permalink)
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Default Re: Rogue Trader

Great background info- and very reminiscent of the old Rogue Trader days.

Do you think there might be some incompatiblity with having an un-sanctioned psyker rogue trader with an Inquisitorial henchman? Maybe not allow him if you take the psyker upgrade.

What about transport options? Can RT units take looted or customized imperial vehicles? Or a teleport upgrade that allows them to deepstrike. Just thought I'd throw in a few more ideas. I really like this unit!
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Old 30 Sep 2005, 21:32   #4 (permalink)
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Default Re: Rogue Trader

Well, I assume that any Rogue Trader with Psychic abilities would have been recognised and observed by the Inquisition, so they would probably already be legal psykers. In that same vein, the Madness Trait means that the Rogue Trader has bouts of insanity, but they're not insane enough to fight and live normally. Other Rogue Traders that have gone fully insane would probably have been locked up after a while.

I'm still writing Codex: Rogue Trader Fleets, this is literally all that I've done so far. I plan on having a lot of 'requisitioned' wargear, weapons and vehicles in addition to human and alien mercenaries. The units that I have planned are as follows:
HQ
1 Rogue Trader
0-1 Mercenary Officer
0-1 Alien Mercenary Leader (Dracon, Dracite, Ork Nob, Painboss, Big Mek, Shaper)
0-1 Magos (Magos Biologis or Tech Magos)

Elites
0-1 Abhumans (Ogryns, Ratlings)
0-2 Alien Mercenaries (Shoota Boyz, Slugga Boyz, Dark Eldar Warriors, Wyches, Kroot)
0-1 Bounty Hunter

Troops
1+ Mercenaries
Servitors
Crew Members

Fast Attack
0-1 Alien Mercenary Recon (Dark Eldar Jetbikes, Stormboyz, Kommandos, Vulture Kroot)
0-1 Rough Riders

Heavy Support
0-1 Alien Mercenary Fire Support (Scourges, Lootas, Lobbaz, Kannonz, Zzap Gunz, Hunter Kroot, Krootox)
0-1 Mercenary Fire Support

As you can see, lots of 0-1s, because Rogue Trader Fleets aren't exactly military forces. The only tanks in the army will be Mercenary Fire Support and transport for the Rogue Trader.
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Old 30 Sep 2005, 21:43   #5 (permalink)
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Default Re: Rogue Trader

You could also add Eldar Dragon Exodites, and Exodite Rangers too.

Hell...if I were working on that codex, I'd include Squats and even genestelaer hybrids. ;D

Sounds like a great idea!
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Old 30 Sep 2005, 21:55   #6 (permalink)
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Default Re: Rogue Trader

I doubt that Rogue Traders would let Genestealer Hybrids aboard their ships, they probably know enough about the sneaky buggers to kill them off at first right. However, I may include Demiurg as Alien Mercenaries (Squats just aren't serious enough). The problem with Exodites is that they can't get off their planets because they don't have any ships (unless I didn't read the right fluff).
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Old 30 Sep 2005, 22:42   #7 (permalink)
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Default Re: Rogue Trader

Well, 3rd and 4th generation genestealer hybrids appear nearly 100% human. They often gain local political influence, etc. on behalf of the purestrain. It's conceivable that one wishes to gain the favor of a rogue trader by serving in his retinue.

You are right, exodites don't normally leave their homeworld. However, there may circumstances where an Eldar is outcast, either from an Exodite Clan, or a craftworld, and joins a rogue trader, much like a pirate raider. The original Rogue Trader included Squat and Eldar mercenaries as an option.
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Old 01 Oct 2005, 01:45   #8 (permalink)
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Default Re: Rogue Trader

Just my idea....
troops 0-2

Rouge Trader 'boarding parties'
Size: 6-12
Ws3 bs3 s3 t3 w1 i3 a1 ld7 sv+4
Cost 8 points.
Equipment:
Mayselect from the following list:
Lasgun (free)
Hellgun (2pts)
Shotgun (2pts)
Bolter (3pts)
Plasma Gun (10pts) 0-1
Pulse Rifle (3pts) 0-3
Pulse Carbine (3pts) 0-3

Character: Chief Petty Officer:
ws3 bs4 s3 t3 w1 i3 a1 ld8 sv+4
15 points.
May buy from weaposn list.

Made up of the most militarily inclined of the crew, the 'boarding parties' are consequentially equipped with the more advanced weapons and have sufficient armor protection.
You DO need someone sitting behind you menacingly cleaning their weapons when you make a trade right? i mean, what if they double cross you? or what if, by some reason, a 'fatal accident' happens to Kial most of the other vessels' crew? why you'd need someone to go over there an help them out! And they are so happy with your generosity, the remaining crew of your rivals ship turn it over to you! now, obviously the officers are going to resist, so you need someone TO 'convince' them whats in their best intrest.

Hence the boarding parties.

I could easily see any rouge trader woth hsi salt get a new vessel if the chance presented itself..nevermind who it belongs to. ! just watch 'Firefly' and you'll see it quite a few times..
o

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Old 01 Oct 2005, 02:52   #9 (permalink)
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Default Re: Rogue Trader

they wouldnt really need boarding parties...they would nead teams to counter the boarding parties of others though...
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Old 01 Oct 2005, 07:33   #10 (permalink)
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Default Re: Rogue Trader

I don't really see Rogue Traders as pirates...anyway, if they needed to board a ship then they could just use their hired soldiers. As for intimidation, they should just use some Ogryns. Besides, they would only be useable on boards built to look like the interior of a ship. Otherwise, they're covered by Crew Members pretty well.
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