RT2
RT2 is a feeble attempt at bringing Rogue Trader up to date with the rest of FFG Warhammer PnP lineup mechanically. It is also meant to include a cleaned up equipment list, a homebrewed skill system, a Retinue mechanic inspired by the Comrades system as seen in Only War, and campaign-level mechanics.
Contents
Basic mechanics
Dice used, types of tests, degrees of success, etc.
Character creation
Character roles
Archetype vs role played, the need for well-rounded characters that can shine both in exploration, ship-based and land-based adventure. Hierarchy as it applies to characters (with a link to Rogue Traders chapter).
Retinues
Archetypes
And their skill aptitudes
Combat Mechanics
Skills
Talents and Traits
Armoury
Psychic Powers
Ships
What's on a typical ship, as far as equipment is concerned? Ship crews: demographics, sociology, hierarchy, qualities for different social stratas depending on recruitment areas and established order on the ship. Crews as sources of Retinue. Spacefaring. Ship designer. Space-based combat.
RT2 Campaigns
Profit Factor mechanic (and Thrones as its less abstract representation, awarded monthly, spent on ship, crew and Retinue upkeep).
The Galaxy in the 41st Millenium
Types of Planets
As backgrounds, as trading destinations, and as sources of plot hooks
Organizations
Imperial agencies (including Adeptus Administratum, Arbites, Ministorum (and Sisters of Battle), Space Marines, Imperial Guard, Imperial Fleet, Mechanicus, Inquisition, Adeptus Astra Telepathica, the Navigator Houses, with mentions of Senate and Officio Assassinorum), sector-level powers (sector governors, trading cartels, noble houses (including Knight households), large criminal and smuggling cartels), planet-level powers (governors, PDF, enforcers, local cults and gangs, including psykers and xenos)
Altogether focused in their potential role in a RT2 campaign, with plot hooks, if at all possible.
Rogue Traders
The role of Rogue Traders. Types of Warrants (with game-related effects). Dynasties, sources of income, and petty empires. Power dynamics in a dynasty, in a fleet, on a particular ship: absolute authority vs collective decision-making.