- Location
- MN
1. Military Power
Depends on the Rogue Trader and what they are given. Still even a destroyer can do a lot of damage to a planet without significant orbital defenses. A light cruiser, assuming it has a reasonable weapons load out is extremely powerful. Even low quality macro cannons can wreck cities and I've never seen much evidence for the average Imperial planet being able to stand up to a light cruiser. A pre-warp civilization doesn't have much of a chance even if they know you are coming.
2. Political Power
A Rogue Trader is a peer of the realm putting them in the same social rank as a Planetary Governor, Chapter Master, or Inquisitor, among others. It's a hell of an asset to arrive over a planet and ask (and probably receive) a personal audience with the planetary governor of all but the most powerful of hive and forge worlds. Cutting threw red tape is a huge asset in 40k.
3. Economic Power
Here's where things get harder to quantify as it depends on the local area's trade profile. To operate interstellar trade in the Imperium you need a charter from Imperial authorities, sometimes hereditary but often not, but always limited in what the charter allows you to do, often just allowing trade on one trade route (hence why many merchants are called charterist captains for the charter they carry). Rogue Traders don't need to deal with this nonsense and can go most everywhere in the Imperium that's not a forbidden zone. Furthermore, most Rogue Traders can extend their travel rights to other ships they employ.
So depending on what the local trade regime is, a Rogue Trader is just another ship captain or they have Imperial permission to circumvent all the shipping monopolies that dominate local space.
4. Privileges of Rank
The things only Rogue Traders can do are very important. They have an unlimited ability to go beyond the Imperium to explore, conquer, colonize, and trade. They can even deal with Xenos legally, though I wouldn't recommend spreading it around too much. Obviously just how profitable this is dependent on the Rogue Trader's access to other resources. A light cruiser and a small army would let a Rogue Trader pillage and enslave most pre-space flight civilizations at will but access to overpopulated Imperial worlds and markets would allow the colonization of entire planets, perhaps the first steps to building a new Imperial sector, or a personal empire. Not to mention the obvious benefits of exporting resources back to the hungry markets, forges, and mouths of the Imperium.
Other factions that wish to expand may approach a Rogue Trader to use their privileges for their own territorial ambitions.
Depends on the Rogue Trader and what they are given. Still even a destroyer can do a lot of damage to a planet without significant orbital defenses. A light cruiser, assuming it has a reasonable weapons load out is extremely powerful. Even low quality macro cannons can wreck cities and I've never seen much evidence for the average Imperial planet being able to stand up to a light cruiser. A pre-warp civilization doesn't have much of a chance even if they know you are coming.
2. Political Power
A Rogue Trader is a peer of the realm putting them in the same social rank as a Planetary Governor, Chapter Master, or Inquisitor, among others. It's a hell of an asset to arrive over a planet and ask (and probably receive) a personal audience with the planetary governor of all but the most powerful of hive and forge worlds. Cutting threw red tape is a huge asset in 40k.
3. Economic Power
Here's where things get harder to quantify as it depends on the local area's trade profile. To operate interstellar trade in the Imperium you need a charter from Imperial authorities, sometimes hereditary but often not, but always limited in what the charter allows you to do, often just allowing trade on one trade route (hence why many merchants are called charterist captains for the charter they carry). Rogue Traders don't need to deal with this nonsense and can go most everywhere in the Imperium that's not a forbidden zone. Furthermore, most Rogue Traders can extend their travel rights to other ships they employ.
So depending on what the local trade regime is, a Rogue Trader is just another ship captain or they have Imperial permission to circumvent all the shipping monopolies that dominate local space.
4. Privileges of Rank
The things only Rogue Traders can do are very important. They have an unlimited ability to go beyond the Imperium to explore, conquer, colonize, and trade. They can even deal with Xenos legally, though I wouldn't recommend spreading it around too much. Obviously just how profitable this is dependent on the Rogue Trader's access to other resources. A light cruiser and a small army would let a Rogue Trader pillage and enslave most pre-space flight civilizations at will but access to overpopulated Imperial worlds and markets would allow the colonization of entire planets, perhaps the first steps to building a new Imperial sector, or a personal empire. Not to mention the obvious benefits of exporting resources back to the hungry markets, forges, and mouths of the Imperium.
Other factions that wish to expand may approach a Rogue Trader to use their privileges for their own territorial ambitions.