A 40k Rogue Trader in the Multiverse

Voting is open
Also on the trade thing, how would Tech exchange work?
It should also be noted that it maybe possible to buy techs as well but the price will almost certainly be rather high. Starcraft's Crucio Siege Tanks, SCVs, and mobile colony production structures could be very valuable for the Imperium and we could offer plasma reactors and some other techs for such.
 
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That is also good, i supose that the first travels will be more to test the ship while we build resources to trade, what is of interest in other realities is their tech after all, and our tech priest may dislike selling our tech, even to other reality humans
 
Ok, good to know.
I don't know that many old settings, but i would like for the ship to travel to an "intact Earth" on Babylon 5.

Also on the trade thing, how would Tech exchange work? i doubt that Warp travel would be interesting to any of those settings but the FTL of any of them would be invaluable to the imperium, since it would reduce the threat of daemonic incursions during travel
I will roll for Babylon 5.

Do you mean tech exchange like the trading part of it or the actual retro-engineering?

For the trading part, simple, we'll have to roll play and diceroll and we'll see if both parts are interested in a certain exchange (or if we are capable of stealing).

For the actual implementation, well, depends, I'll try to use a modicum of wisdom; there is first the situation of actual physics in different universes and then the technical implementation of tech. Let's make some examples: if we don't have any specific reason to assume some specific physical laws work in a different way in the two universes I'll assume it'll work in both. For example Necrons have something similar to Star Trek Warp Drive (let's call it Space-Time Bubble-Bender, to avoid confusion with the Warp of Warhammer), with some differences: Necron's is faster but stops drops you out at the Mandeville point, Star Trek one drops you closer to the inner solar system but is way slower. I'll assume you can use a Star Trek Space-Time Bubble-Bender in 40k Galaxy. Star Wars hyperspace on the other end needs hyperspace conduits. In that case we can buy a Star Wars hyper drive, bring it to 40k and see what happens.

In terms of production and retroengineering, consider that the mechanicus could take 200 years before deciding something is not Heretek and to mass produce it (in the case of our Multiversal Warp-Drive we are just a small scale experiment) or could be difficult to replicate in scale and retrofit more than and handful voidships. For example Star Trek ships are all small, maybe because bigger mass = more energy needed to become transluminal and Star Trek engines are way more powerful than 40k (see what happens if they explode) so maybe will be impractical to retrofit 12km long Mass Conveyers with that, etc.
 
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Do you mean tech exchange like the trading part of it or the actual retro-engineering?
I meant both, trading and retroengenering, i supose that back in WH 40k we sell/give to the mechanicum/inquisition and they pay us while they decide if it is or not heretek. And while retrofitting everything is impossible (the navy is too big for that), building the new ships with the new drives, or even just one or two to test, it is not unrealistic.

Star Trek ships are all small

They are only small compared to 40k
 
I meant both, trading and retroengenering, i supose that back in WH 40k we sell/give to the mechanicum/inquisition and they pay us while they decide if it is or not heretek. And while retrofitting everything is impossible (the navy is too big for that), building the new ships with the new drives, or even just one or two to test, it is not unrealistic.



They are only small compared to 40k

They are small also compared to Star Wars lol.

Yes, back home we can sell the mechanicus / inquisition, or trade it with favors or equipment directly. If it's smaller stuff and we don't think it could interest them or that is too hereretik, we can also sell to Trade Guilds or local Hive Lords.
 
Can we confirm a list of works that Hans is definitely familiar with, aside from Star Trek, Star Wars, Lord of the Rings, and ASOIAF? Or are we going to determine the rest of those based on dice rolls?
 
that is kind of a terrible deal by the way ,like the value of gold in the imperium is not enough to cover the cost of mining equipment on its own not unless we have enough fill an entire dedicated cargo huller ship's capacity which we don't have to make a minimum profit through sheer bulk , remember the imperium has whole dedicated mining worlds, plenty of asteroid mining efforts and most planets have their own local mines , in the imperium the value of gold is just as decoration and as a conductive material that gets alloyed with other substances

if you want to make a profit from resource extraction its needs to be the valuable or rare stuff like adamantine and rare chemicals or exotic matrerial like psi reactive material that can be used to create psyker gear ,psy titans ,warp drives and Galler fields ..ect

Not the best deal, but not the worse, in my opinion. Gold is necessary in consumer electronics and many other technology use cases, plus jewelry and decorations and I bet in many feudal worlds is used a currency of the land. Therefore it definitely has a market price it can be exchanged for.
The Imperium has whole planets which are being mined but (in my estimation) at least 64 Quadrillion people (which is a lot!) which means demand is virtually infinite for virtually anything if you know where to sell it to and to whom.

I'm totally with you that gold is not what a rogue trader goes after if he/she really wants to be rich, but it can help to keep the wolf at bay (plus, in the deal used as example, for sure in Lannister lands they also have deposits of other metals they don't know how to extratct and they have no use for (palladium, titanium, iridium, etc), which can be in higher demand in the Imperium.
 
I really want to do Starcraft (1, BW, or II), because they have some really interesting stuff. Perhaps we could even interact with the Protoss eventually??? IDK.

Also, what happens if/when we run out of franchises that we know well enough to jump to?
 
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@LordNymphys might I make a suggestion for a system for how the game's economy might work ?

the system has four currencies that measure the wealth ,power and connections of a rogue trader dynasty

Profit Factor (a measure of material wealth and resource as well as your ability to move and leverage those assets to get stuff)
the first is Profit Factor which is an abstraction for the incredible wealth and recourses a rogue trader dynasty can call upon , like our MC with his newly founded dynasty is by virtue of having a ship that he can whatever he wants with and the rights, freedoms and privileges his warrant of trade grants him is automatically part of the Imperium's 1% class just like that , that is a level of wealth that cannot be measured by conventional economics so it must be abstracted into profit factor

Profit Factor denotes your dynasty's ability to buy valuable goods (like exotic gear for your retinue), fund ventures, fiancée projects(like colonizing a newly discovered planet), hire experts (for example getting a magos genator to give you all sorts of gene enhancements) and maintain assets(the dynasty's private fleet)

profit factors can be gained from stuff like owning worlds, owning major real estate like a hive spire or whole hive cities, setting up manufacturing faculties, setting up trade routes, auctioning off valuable artifacts, securing major assets for the dynasty like ships and STC printouts which you can then license to manufacturers, owning shares in manufacturing companies ..ect

Profit Factor typically does not go down once profit factor goes up is stays that way, as its less about spending profit factor and more about what goods catalogs profit factor lets you access, like you only lose Profit factor under specific conditions like for example an entire inquisitorial conclave is actively working towards the downfall of your dynasty , or you've made a personal enemy of one of the high lords of terra and he is leveraging his powerful position to hurt your dynasty , another case for losing profit factor is a major bad even like one of the cargo ships your dynasty owns got taken by orks and it shut down one of the trade routes your dynasty works or you needed to bribe or present a gift to a person of same social class and wealth level as yourself naturally this would be expensive enough to be measured in profit factor

Influence (your ability to get people to go along with what you want or do things your way)
Influence is the personal political power and reputation of the rogue trader , you spend it to make people go along with your ideas , solve diplomatic deadlocks between imperial factions when the rogue trader is involved (like if he's joined a crusade and needs to deal with the competing factions in its command structure with their different goals and priorities) , its also how the rogue trader pushes the envelope for example the rogue trader wants the worlds his dynasty rules to respect human rights for some reason well he's going to have to spend influence to make people go along with this strange and foreign idea that goes against imperial norms because otherwise as far as everyone involved is concerned the only right humans have is the birthright of serving their betters, so you need to spend political currency to get reforms rolling , another example is using influence on an imperial faction you're in good standing with like for example you bought back a new power armor technology from fallout back to the Imperium but its goanna be decades if not centuries before the admech confirms the technology as safe unless a cash in some favors and spend some influence to speed things along ..ect

the Rogue trader gains influence by doing great deeds , slaying ork war bosses in Combate , successful battles , wining campaigns , going in death defying adventures and surviving to profit off them, exploring the unknown , bringing planets into the imperium , expanding his protectorate ..ect

Standing (the rogue trader's connections with the greater imperium)
standing is where your rogue trader's relationship stands with the factions of the greater imperium , to denotes what they are willing to do for you and let you get away with as well, for you see just cause you can afford something in the Imperium doesn't mean you can find someone to sell it to you , for example you want a customized grand cruiser to style over the other rogue traders and you have the profit factor to afford it well the admech isn't hearing it as they don't like you enough to put up with the decades of effort and yard space it will take to build you an advanced capital calls ship with no standard modification as well you don't have enough standing , but you do have very high standing with the imperial navy enough to let you buy the mothballed hanger queen grand cruiser they have laying around and your standing with the admech is more than enough to have that ship modified to your specifications

you gain standing with imperial factions by doing stuff for them in particular and doing stuff the like in general, for example the imperial navy likes it when you hunt down pirates makes their job easier or you can track down a lost imperial ship and restore it to the navy that too would get you improved standing with them, the Ecclesiarchy likes it when you ferry pilgrims on your ships for them or bring them holy artifacts or found new shrine worlds for them, the admech like it when you bring them archotech ,STC templates and help with their exploratory expeditions ..ect

Prestige (this denotes how important and powerful your dynasty as whole is)
lastly prestige this the measure of your dynasty's political recognition and importance, generally the longer your dynasty has been around , the higher all the previously explained values are and more great accomplishments you dynasty has the more prestige it gets

prestige is a passive effect currency, it's the difference between someone making you wait 6 weeks or 6 days when you ask him for a meeting
 
@LordNymphys might I make a suggestion for a system for how the game's economy might work ?

the system has four currencies that measure the wealth ,power and connections of a rogue trader dynasty

Profit Factor (a measure of material wealth and resource as well as your ability to move and leverage those assets to get stuff)
the first is Profit Factor which is an abstraction for the incredible wealth and recourses a rogue trader dynasty can call upon , like our MC with his newly founded dynasty is by virtue of having a ship that he can whatever he wants with and the rights, freedoms and privileges his warrant of trade grants him is automatically part of the Imperium's 1% class just like that , that is a level of wealth that cannot be measured by conventional economics so it must be abstracted into profit factor

Profit Factor denotes your dynasty's ability to buy valuable goods (like exotic gear for your retinue), fund ventures, fiancée projects(like colonizing a newly discovered planet), hire experts (for example getting a magos genator to give you all sorts of gene enhancements) and maintain assets(the dynasty's private fleet)

profit factors can be gained from stuff like owning worlds, owning major real estate like a hive spire or whole hive cities, setting up manufacturing faculties, setting up trade routes, auctioning off valuable artifacts, securing major assets for the dynasty like ships and STC printouts which you can then license to manufacturers, owning shares in manufacturing companies ..ect

Profit Factor typically does not go down once profit factor goes up is stays that way, as its less about spending profit factor and more about what goods catalogs profit factor lets you access, like you only lose Profit factor under specific conditions like for example an entire inquisitorial conclave is actively working towards the downfall of your dynasty , or you've made a personal enemy of one of the high lords of terra and he is leveraging his powerful position to hurt your dynasty , another case for losing profit factor is a major bad even like one of the cargo ships your dynasty owns got taken by orks and it shut down one of the trade routes your dynasty works or you needed to bribe or present a gift to a person of same social class and wealth level as yourself naturally this would be expensive enough to be measured in profit factor

Influence (your ability to get people to go along with what you want or do things your way)
Influence is the personal political power and reputation of the rogue trader , you spend it to make people go along with your ideas , solve diplomatic deadlocks between imperial factions when the rogue trader is involved (like if he's joined a crusade and needs to deal with the competing factions in its command structure with their different goals and priorities) , its also how the rogue trader pushes the envelope for example the rogue trader wants the worlds his dynasty rules to respect human rights for some reason well he's going to have to spend influence to make people go along with this strange and foreign idea that goes against imperial norms because otherwise as far as everyone involved is concerned the only right humans have is the birthright of serving their betters, so you need to spend political currency to get reforms rolling , another example is using influence on an imperial faction you're in good standing with like for example you bought back a new power armor technology from fallout back to the Imperium but its goanna be decades if not centuries before the admech confirms the technology as safe unless a cash in some favors and spend some influence to speed things along ..ect

the Rogue trader gains influence by doing great deeds , slaying ork war bosses in Combate , successful battles , wining campaigns , going in death defying adventures and surviving to profit off them, exploring the unknown , bringing planets into the imperium , expanding his protectorate ..ect

Standing (the rogue trader's connections with the greater imperium)
standing is where your rogue trader's relationship stands with the factions of the greater imperium , to denotes what they are willing to do for you and let you get away with as well, for you see just cause you can afford something in the Imperium doesn't mean you can find someone to sell it to you , for example you want a customized grand cruiser to style over the other rogue traders and you have the profit factor to afford it well the admech isn't hearing it as they don't like you enough to put up with the decades of effort and yard space it will take to build you an advanced capital calls ship with no standard modification as well you don't have enough standing , but you do have very high standing with the imperial navy enough to let you buy the mothballed hanger queen grand cruiser they have laying around and your standing with the admech is more than enough to have that ship modified to your specifications

you gain standing with imperial factions by doing stuff for them in particular and doing stuff the like in general, for example the imperial navy likes it when you hunt down pirates makes their job easier or you can track down a lost imperial ship and restore it to the navy that too would get you improved standing with them, the Ecclesiarchy likes it when you ferry pilgrims on your ships for them or bring them holy artifacts or found new shrine worlds for them, the admech like it when you bring them archotech ,STC templates and help with their exploratory expeditions ..ect

Prestige (this denotes how important and powerful your dynasty as whole is)
lastly prestige this the measure of your dynasty's political recognition and importance, generally the longer your dynasty has been around , the higher all the previously explained values are and more great accomplishments you dynasty has the more prestige it gets

prestige is a passive effect currency, it's the difference between someone making you wait 6 weeks or 6 days when you ask him for a meeting

I think I may implement something like this for clearer rolls stats modifier later on. Not a great fan of creating game stats for things that can be easily role played. For now I want to see how deep can we go with. Also, stats like influence or prestige would need to be reset every time we go out of the imperium (for example is un-reasonable to think that our social standing in the Imperium influences our standing in the Star Wars galaxy, where we could totally unknown, or viceversa) and I'm not a fan of game stats winning over gameplay. So first I will need to understand how to manage that. But in general is a good suggestion.
 
I really want to do Starcraft (1, BW, or II), because they have some really interesting stuff. Perhaps we could even interact with the Protoss eventually??? IDK.

Also, what happens if/when we run out of franchises that we know well enough to jump to?

You can go back and do more stuff.
Honestly 40k universe alone is enough to last a lifetime. If you have followed the first turns you see I mix rolls, budgeted choices, with narrative choices, so turns are not that fast, depending also on how deep we want to go in role playing or in managing our trades, we can have pretty long stops in each universe.

Hans can also attempt to jump in universes he knows less, if he tries…
 
40k , LoTR, ASOIAF, Star Trek, Star Wars, Dune, Asimov’s I Robot, Asimov’s The End of Eternity, Asimov’s Foundation, Narnia, Shannara , 1984, Brave New World, Blade Runner, the Witcher, Avatar (Cameron’s, not the Last Airbender). Babylon 5 , StarCraft
Can we confirm a list of works that Hans is definitely familiar with, aside from Star Trek, Star Wars, Lord of the Rings, and ASOIAF? Or are we going to determine the rest of those based on dice rolls?

I give the works Hans is familiar enough he is CONFIDENT ENOUGH he can pilot the Drive to that universes (without rolling to see if he knows the setting, just rolling for travel success): LoTR, ASOIAF, Star Trek, Star Wars, Dune, Asimov's I Robot, Asimov's The End of Eternity, Asimov's Foundation, Narnia, Shannara (different points of the timeline, from right after the apocalypse at the time of Armageddon's Children to the Song of Shannara, he didn't read or doesn't remember well enough the most recent books), 1984, Brave New World, Blade Runner, the Witcher, Avatar (Cameron's, not the Last Airbender).
For these we don't have to roll.


For any others we have to roll. Roll is just to see if he knows them.

Note, that the universes mentioned above are not automatically on ballot as next destination. But could be in the future. To actually add in the voting list you need to have at least 3 people asking (otherwise we'll have 700 things and will be messy).

Will threadmark all the above mentioned universes, in case some aficionado wants to join the vote.

For rolling dices I will wait two days before collecting a few proposals.

From Friday won't be possible to add new options for the current vote.

Destinations possible after rolling rices: Babylon 5, StarCraft (for now)
 
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I think I may implement something like this for clearer rolls stats modifier later on. Not a great fan of creating game stats for things that can be easily role played. For now I want to see how deep can we go with. Also, stats like influence or prestige would need to be reset every time we go out of the imperium (for example is un-reasonable to think that our social standing in the Imperium influences our standing in the Star Wars galaxy, where we could totally unknown, or viceversa) and I'm not a fan of game stats winning over gameplay. So first I will need to understand how to manage that. But in general is a good suggestion.
the idea for these stats is to give the players a way to measure the growth, development and spending power of the dynasty that is easy to track while keeps some complexity and depth , its a way to keep score , also this is meant to abstract away a lot of the stuff involved with being a rogue trader as the scale at which rogue traders operate at is absurd as in they are effectively self-contained mega corporations , private armies/navies and semi-independent nation state mini empires all centered around the rogue trader, if you try to keeping doing number and detail heavy chapters like the cargo manifest one the quest will descend into number porn only the worst gamer fics are cursed with

like the MC hasn't even gotten to founding his protectorate yet
 
the idea for these stats is to give the players a way to measure the growth, development and spending power of the dynasty that is easy to track while keeps some complexity and depth , its a way to keep score , also this is meant to abstract away a lot of the stuff involved with being a rogue trader as the scale at which rogue traders operate at is absurd as in they are effectively self-contained mega corporations , private armies/navies and semi-independent nation state mini empires all centered around the rogue trader, if you try to keeping doing number and detail heavy chapters like the cargo manifest one the quest will descend into number porn only the worst gamer fics are cursed with

like the MC hasn't even gotten to founding his protectorate yet
Yeah, as said, it's an intelligent way to simplify numbers, I have first to figure out how to make it fit to our special case of traveling to different settings where we have different a social standing and where money has different value (Republican Credits are worth less then a rainbow in 40k galaxy and ATC, Throne Gelts, Aquilas, all the nice imperial money is worth less than Wookie toilet paper in Star Wars Galaxy); and part of the game will be how to acquire wealth and standing in different new settings, for the moment still looking how to.

In some case I think it's interesting to keep general track of the cargo manifesto, because severely affects our trading options and combat and role play.

For example in the last vote the proposal that passed didn't but any colonist, so… for the next destination we ain't any (a part leaving behind active crew members), that will influence our mid-terms goals, for example away from settlement building and in-house resource extraction and more towards trading with or plundering natives.
 
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Yeah, as said, it's an intelligent way to simplify numbers, I have first to figure out how to make it fit to our special case of traveling to different settings where we have different a social standing and where money has different value (Republican Credits are worth less then a rainbow in 40k galaxy and ATC, Throne Gelts, Aquilas, all the nice imperial money is worth less than Wookie toilet paper in Star Wars Galaxy); and part of the game will be how to acquire wealth and standing in different new settings, for the moment still looking how to.

In some case I think it's interesting to keep general track of the cargo manifesto, because severely affects our trading options and combat and role play.

For example in the last vote the proposal that passed didn't but any colonist, so… for the next destination we ain't any (a part leaving behind active crew members), that will influence our mid-terms goals, for example away from settlement building and in-house resource extraction and more towards trading with or plundering natives.
I don't think those would matter since he's going to be permanently based out of the Imperium and 40k , the other universes are just places for him to go to with a full cargo hold and return to the Imperium from with a differently full cargo hold

The same as if the rogue trader went on an exploration type adventure beyond the imperium's borders
 
The main things that would be effected are social standing and reputation.
Money can be simplified to the different materials, tools, weapons, etc that we can trade. Placing focus that we must say what type we take to the differing settings you say whathever it increases, decreases or stays the same
 
Rolling dices for Babylon 5 and for StarCraft (just to see if Hans knows them enough to be potential destinations, not for actual votes).

For Babylon 5 a 5 or more on a d10 dice necessary

For StarCraft 6 or more on d10 dice (considering is a video game, more unlikely that a senior engineer is into it).

First roll and second roll, in order
LordNymphys threw 2 10-faced dice. Total: 14
5 5 9 9
 
Rolling dices for Babylon 5 and for StarCraft (just to see if Hans knows them enough to be potential destinations, not for actual votes).

For Babylon 5 a 5 or more on a d10 dice necessary

For StarCraft 6 or more on d10 dice (considering is a video game, more unlikely that a senior engineer is into it).

First roll and second roll, in order

Cool, both Babylon 5 and StarCraft to be added, editing the post above
 
Rolling dices for Babylon 5 and for StarCraft (just to see if Hans knows them enough to be potential destinations, not for actual votes).
I kind of feel like your letting random numbers and chance have a bit too much influence in the quest , like I wouldn't mind some of that, but it shouldn't get in the way of telling an interesting story or limiting player choice

like rolling if we can have specific settings feels bad like random chance limiting player agency by taking away options before we could chose them while setting a tone of frustration with the protagonist as players don't like it when their PC feels unreliable due to reasons beyond their control , like if all settings were for the most part available(barring the QM veto) but when we make the trip there we needed to roll for warp turbulence/navigation checks to get there well that is a way to introduce randomness without frustration as it's an in story event they can take actions towards dealing with as everyone expects the warp to be both unreliable and unpredictable
 
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that is kind of a terrible deal by the way ,like the value of gold in the imperium is not enough to cover the cost of mining equipment on its own not unless we have enough fill an entire dedicated cargo huller ship's capacity which we don't have to make a minimum profit through sheer bulk , remember the imperium has whole dedicated mining worlds, plenty of asteroid mining efforts and most planets have their own local mines , in the imperium the value of gold is just as decoration and as a conductive material that gets alloyed with other substances

if you want to make a profit from resource extraction its needs to be the valuable or rare stuff like adamantine and rare chemicals or exotic matrerial like psi reactive material that can be used to create psyker gear ,psy titans ,warp drives and Galler fields ..ect

Regarding gold specifically I set already a price (which I think reasonable) of 2kg per ATC. In the plan that already won, we bought 10 tons of gold for slightly less than 1% of the Administratum budget for our first mission. To put that in comparison, Westeros crown debt is 6Million Golden Dragons (one golden dragon is 4.5 to 8 grams of gold) at the time of King Tommen Baratheon. Meaning, that the scraps of our meager budget is enough to pay 15/30% of Westeros crown debt.
To do the equivalent of our whole initial budget with gold in Westeros we probably need to plunder the Iron Bank of Braavos, the combined treasury of the Lannister and Tyrell, plus something else.

So, @mmgaballah , you are not totally wrong when you say that gold isn't that profitable, but at the same time is not worthless, also consider that a place like Westeros has primitive mining technology. Grasberg mine in Indonesia (world's biggest gold mine in OTL) has a production output of 93 tons of gold, which is (according to game metric price) 46,500 ATC. The heavy mining equipment cost is 10,000 ATC (btw every cost I will introduce in the game will try to be realistic in their contest, within the limits of reasonable) . Now, not saying the Lannister mines can be productive like that with our equipment, but if we can put our hands on something like that, is definitely worth the cost of the mining equipment.
At the same time, this is not necessarily the best thing to do in terms of cost opportunity of our time and effort as a Rogue Trade dinasty: there is plenty of stuff potentially way more lucrative than just covering the cost the mining equipment we bring along.
Will let this to the players.
 
I kind of feel like your letting random numbers and chance have a bit too much influence in the quest , like I wouldn't mind some of that, but it shouldn't get in the way of telling an interesting story or limiting player choice

like rolling if we can have specific settings feels bad like random chance limiting player agency by taking away options before we could chose them while setting a tone of frustration with the protagonist as players don't like it when their PC feels unreliable due to reasons beyond their control , like if all settings were for the most part available(barring the QM veto) but when we make the trip there we needed to roll for warp turbulence/navigation checks to get there well that is a way to introduce randomness without frustration as it's an in story event they can take actions towards dealing with as everyone expects the warp to be both unreliable and unpredictable

Maybe you are right. What do you think is best to do?

An Idea, would be to give in the narrative/ description vote a general idea of how difficult it is, like I did with the present vote, without barring anything by default.

If you have suggestions for the future I'm all ears.

Btw glad to have you guys following the game and suggesting long term game strategy.
Before getting too lost in long term stuff, don't forget we have an open vote. :)
ATM we have only two votes.
If we don't have official destination proposals for the present vote, which requires at least 3 people by Friday, vote will entail only the 4 existing destinations. Friday I will set also a end time for the vote.
 
there is plenty of stuff potentially way more lucrative than just covering the cost the mining equipment we bring along.
Will let this to the players.
alright , let me come up with some ideas for what a feudal world like planatos can offer a rogue trader

-exotic animals like shadow cats, dire wolves, mammoths, fire wyrms , krakens and dragons , the more dangerous and exotic animals are the better, can be sold to nobles with too much disposable income who want to set up their own little private zoos or magos genators looking to further their biological and genetic research and experimentation and plenty of nobles would love to have deadly exotic pets , this is a stable of rogue trader business

-luxury crops, coffee ,silk ,cotten ,tea , spices ..ect all these are pretty valuable, as on hive world where 90% of its food needs to be imported and its typically processed long lasting rations or nutrient paste for keeping the recycled corpse starch viable, the nobility will pretty much import all their food including these luxuries as even in the 41st millennia cash crops are called that for a reason , also plenty of agri worlds would pay for the seeds to diversify their selection of cash crops

-seeds and animals of every type that can be farmed and domesticated would be a pretty decent asset if our protagonist decides to found an agri world when he gets to building his protectorate realm

-Vlaryian steel might be a nice bubble to sell to the admech due to whatever alloy and forging process in its creation ,make sure to acquire a smith from qohor to sell to the admech along with the steel for maximum profit, its inferior to power weapons and its made with magic which is a big no in the imperium

-various artisans and craftsmen from Myr , they may be primitive but they would have some value for their skills , the rogue trader could settle them on a world in his future protectorate and up tech them with some admech favor bit of a long term investment and long shot though

that all I got
 
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Feudal Worlds offer easy to buy options, gold is (typically) the go to currency for such worlds and we have that. I suspect we may run into problems with finding material that we can use to trade for the techs in the more advanced Fictional worlds. We may be able to purchase the recipe, seed materials, and equipment needed to make bacta from the SW world but it is going to be difficult to get things from such advanced worlds.
 
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We may be able to purchase the recipe, seed materials, and equipment needed to make bacta from the SW
bacta is only made on a single world of Thyferra, its also a monopoly which means there is no way the will sell , like we would need a fleet , weeks of scouting and intel gathering and a cadre of mago Biologos , trusty crew ,we raid the planet in lighting assault , plunder the local's data on bacta production and processing , steal samples of all the ingredients native to the planet and hope this is enough for the magos to reproduce the substance , it would basically be a rogue trader themed heist type adventure

Now Kolto on the other hand bacta's predecessor is while not as good as bacta is known across the galaxy and produced just as widely isn't considered that valuable so buy its production method would be doable , in fact you could likely find on for free on the holoweb with it being over 4000 years old
 
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