Rogue Trader: Into the Storm (Warhammer 40,000 Roleplay) Review

Rogue Trader: Into the Storm (Warhammer 40,000 Roleplay)
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Into the Storm basically adds a whole host of options for Rogue Trader characters. The biggest addition is two new races: Ork and the Kroot. These races are styled as independent Career Paths where the advances that you take define how your character becomes specialized. There is no Origin Path and you are basically locked into being either a Kroot Mercenary or Ork Freebooter. The options for Orks are quite varied from having a squig companion to developing psychic abilities ala a MadBoy. Kroot have similar advances that reflect their races talents within the 40K universe. Similar to the Orks, Kroot can gain a Kroot hound and they have a racial ability that allows them to track prey and consume bodies to regain hit points.
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.

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Many a foolhardy Rogue Trader has passed through the Maw, never to be seen again. Avoid their fate! Equip yourselves with the tools and abilities any worthy Rogue Trader needs to survive. Into the Storm offers a host of new character options, allowing for increased personalization with the new expanded Origin Path and Alternate Career Ranks. Plus, play as a character from beyond the Imperium with two all-new xenos Careers! Vehicle rules add a new dimension to gameplay and expand possibilities for adventure. Explore uncharted worlds in a Rhino Armoured Personnel Carrier or dominate your foes from the cockpit of a Fury starfighter. You can even gain access to an extensive new armoury of weapons, armour, and gear wrested from alien races or rediscovered from humanity's dark past, or augment yourself with new psychic powers for Astropaths and Navigators.

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