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Rogue Trader: Into The Storm $49.95 $24.95
Average Rating:4.3 / 5
Ratings Reviews Total
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Rogue Trader: Into The Storm
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Rogue Trader: Into The Storm
Publisher: Fantasy Flight Games
by Christian S. [Verified Purchaser]
Date Added: 05/14/2012 13:25:33
A great book, but the last update is buggy.
on every page you get an error "Wrong operand type".

Rating:
[1 of 5 Stars!]
Rogue Trader: Into The Storm
Publisher: Fantasy Flight Games
by NB N. [Featured Reviewer]
Date Added: 12/14/2010 19:10:24
Let me start by saying this book is PACKED with new content. If you play Rogue Trader, this is a must have. You should be buying this book right now, but if you aren’t convinced, let’s go into the details.

The first chapter provides new options for character creation including new origin paths for every single choice from the original core rulebook. That basically doubles your options for building your new character. Sure, it’s only reflected in bonuses and additional starting talent and skills, but it adds so much potential for roleplaying if you want mechanical bonuses for your background choices. I love this addition to the book and it was totally unexpected.

Not only does the first chapter lay out new character creation options, it provides the structure for building your own Warrant of Trade. It involves a number of tradeoffs in starting profit factor and your ship while adding interesting story elements to the game. For example, you gain different numbers of profit factor and ship points depending on the fame of your Warrant. Famous Warrants give you more ship points, Infamous ones provide higher profit factor, and Unknown Warrants are basically balanced. Several of these options exist and the final tally provides your starting resources for your Dynasty. Again, the theme of this book is more detailed mechanics and customization of your character, ship, and history.

Perhaps everyone’s most desired content is the incorporation of Xenos species as PCs. Unfortunately, the only two races included are the Kroot and Orks. It’s not a bad thing per se. It’s just not as many options as I’d like to see. Each race has a new Career Path that you can take as well as new Alternate Career Ranks that players can take to augment their primary path. These add a bit more customization as you can expect along with additional options to buy new skills and talents based on those paths. I don’t want to disparage this section of the book in light of all the other amazing content, but wanted to make sure people didn’t expect a huge set of new races and Career Paths.

I think the next two chapters can be summed up together and fairly easily. They are the expanded Armory and Shipships. Each of these chapters offers at least 3-4 new options for each TYPE of weapon, armor, gear, ship component, archeotech, etc. So it’ll have on average 2-3 new Las weapons, grenades, power armor, engines, Xenos ship tech, the list goes on. It’s more toys for you to kill your enemies with and stop them from killing you first.

The Vehicles chapter is a welcome addition for sure. I expected a list of vehicle rules with tons of stats to use them. I got the rules to use vehicles and of course some standard examples. Where the book provides nice mechanics is how to build your own vehicles for use in the game. It’s probably something I’ll incorporate later, but is nice to have now. The only critique I have is the lack of ground vehicles. Most of those offered up are aerial vehicles and there aren’t really any options for something like a heavy tank, which seems like something my players always want to acquire. I guess I’ll have to whip them one up.

I’ll brush over the Psychic Powers chapter and just say that like the Armory and Starship chapters, it has more options for you. The next big thing (I promise I’m wrapping up soon) is the new game mechanics. GMs get instructions on creating new types of endeavours like Meta Endeavours, which are basically campaign length missions that span several common endeavours. Also in this chapter, you’ll find new acquisition rules. PCs keep buying bling and Terminator Power Armor? Someone is going to notice. Generally, that means something bad happens. No one likes a show off after all. Finally, the chapter has a section on ship roles, so your players can more clearly define what their character would be in charge of on the ship and actually allows for a chain of command if you like. All in all, these are some nice new additions to the game.

Last, but not least, the book’s final chapter details more about life on Port Wander and it’s denizens. My group doesn’t spend too much time there, but with all this information, you could set up some pretty serious political intrigue and social endeavours. Again, I love the inclusion of more information on locations in the universe as I try to flesh out a more realistic world for my players.

So what does all this mean? This book is absolutely crammed with new options for your Rogue Trader game. If you don’t find something you like in this book, you probably haven’t opened it yet. I can’t wait to incorporate these options into a game and see what the players think. Oh, and be careful. Rogue Trader has since started me playing Deathwatch as well. If you can play one, you can play the other with very little start up time. The best part is the additional books can add new equipment and powers to any of your Warhammer 40K games. With Rogue Trader, Deathwatch, and Dark Heresy, every book you buy is leveraged by 3 games! Is very good deal! (That’s from The State if anyone wonders)

Rating:
[5 of 5 Stars!]
Rogue Trader: Into The Storm
Publisher: Fantasy Flight Games
by Dennis S. [Featured Reviewer]
Date Added: 11/14/2010 14:54:06
There is absolutely no reason for you to skip buying this if you love Rogue Trader.

This is the "Inquisitor's Handbook" style book for Rogue Trader. The better question to ask is what does it lack? Because it has so much material you will be inundated with possibilities. New advancements for all the previous Rogue Trader archetypes, new character types like Orkz and Kroot and tons of new gear for every character type are only the beginning. It contains expanded rules on starship creation, as well as, and this has been a long time coming, rules for iconic vehicles like the Rhino APC and Aquila Lander. Though the vehicle list is not as expansive as you would hope for a Warhammer 40k game, the vehicle rules are simple enough that you can reverse-engineer them to make your own vehicles well enough.

If you picked up the Rogue Trader book and liked it, this should be your second purchase.

Rating:
[5 of 5 Stars!]
Rogue Trader: Into The Storm
Publisher: Fantasy Flight Games
by Adrian S. [Featured Reviewer]
Date Added: 10/28/2010 22:05:47
As someone who was a little skeptical about the premise for Rogue Trader, I have myself drawn into this game (though my true preference lies with Dark Heresy).
This sourcebook however, is one that I'll be placing a hardcover order for as well. There is a true wealth of information and ideas in this book that make it a must for your collection. I'll be using some of this material in my Dark Heresy game (Force Weapons, anyone?), but the fluff is well-written and relevant, and the rules a good compliment to the existing product line.

The one fault I can find is one of personal taste. In deciding to showcase the first two non-human Career Paths, how did they settle on Orks and Kroot. I can see the attraction to the Kroot, but I really don't see the Ork as having character longevity. I would have preferred that they focus on the other nearer-human races instead - but as I said, it is a matter of personal taste.

In short, well worth the dollars.

Rating:
[4 of 5 Stars!]
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