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[WoT] Introduction

 Post subject: [WoT] Introduction
PostPosted: Sun Dec 18, 2005 5:48 pm 
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Hello and welcome!

Warrant of Trade (WOT) has been an on going project of mine for some time now. Before I expalin what WOT is, i'll quickly rant about why I'm putting WOT up on a forum.

WOT is huge, a labyrinth of rules, ideas and extensive additions to the BFG gaming system and background. I'm loosing track of it all and putting sections of the WOT 'rulebook' online will help me develop it, and sneakily use other peoples input to evolve the rules.

This is not an official Games Workshop project! It is possible, later on down the line... Either way it will be a FREE online resource for anyone to enjoy!

If anyone does help this project along you will be placed in the credits (if you want). But other than that you'll only be rewarded with the joy of helping me make this game great! (And playing it hopefully!)

Now for the Introduction! (in the next post)

Cheers,

RayB

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 Post subject: Introduction
PostPosted: Sun Dec 18, 2005 5:53 pm 
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Introduction

Warrant Of Trade is a space ship war game utilising many elements of role-play set in the dark future of the 41st millennium. Commanding star ships of awesome presence you take to the stars to fulfil your many agendas, such as transporting basic foodstuffs to a starving imperial colony, smuggling prohibited articles through imperial blockades, trading with aliens or even forging your own empire in the forgotten reaches of Imperial space (or even alien space!). You can play as any one of a multitude of varied characters (with their own ship or ships), including Rogue Traders, Charter Merchantmen, Pirates, Eldar Corsairs, Ork Freebooters, Tau privateers, Explorators, Demiurg prospectors and Aspiring Chaos Captains!  

Warrant Of Trade is based loosely on Battle Fleet Gothic and so you may use the same models to represent the same ships, however you may want to make grandiose conversions to better represent your ships, of course this is entirely optional but greatly encouraged. In a similar way that Inquisitor relates to Warhammer 40K, Warrant Of Trade relates to Battle Fleet Gothic. You use the same ships but in a different level of detail (even if not in a different scale).

Warrant Of Trade is best played with at least three or four people but can accommodate smaller or larger groups (as many as can comfortably fit around your gaming table!). You each pick a character and form a convoy or coalition of vessels each starting with your basic vessel(s) (keep in mind that some characters will not work with others!). It is acceptable to have ?part-time? players that only play in the odd game. You then decide what you want to do (e.g. a transport mission), then roll on the appropriate tables for warp travel and the specific scenario/mission table(s) to set the scene (e.g. possible enemy ships or hazards) and then progress you characters, ships and story through the scenario/mission.

Another optional aspect of Warrant Of Trade is where two (or more!) different factions (groups of friends) meet up and fight over a trade route or territory (or just because they hate each other!).        

The Warrant of Trade rulebook is divided into seven sections containing the core rules, advanced rules, optional rules, characters and ship experience/development, enemies, scenarios/missions and running a Warrant of Trade campaign.

The Core Rules give you the rules for staging your own battles using miniatures and dice. Types of Ships, leadership, special orders, movement, shooting, weaponry and damage are all covered.

The Advanced Rules introduces extra rules for ramming, boarding actions, ships fighting in squadrons, planetary defences, and setting up tabletop battlefield using celestial phenomenon (asteroids, planets, etc).

Optional Rules introduces additional rules that add depth to the game, but aren?t completely necessary. It should be noted that these rules should not be used in large games.  

Characters and Ships gives you all the profiles and experience tables for characters and ships that you can use. There will be additional characters released in the future as well.

Enemies is the section of the rulebook that deals with randomly determined enemy fleets and their ships, usually largely influenced by your actions in a campaign.

Scenarios and Missions are scenarios that you can play through to accomplish your goals and advance your characters.

The Campaign Rules are a collection of tables, rules and advice designed to bring all the elements of the game together. Campaigns are the primary function of the rules, to play out your own story and follow your characters progress (and try not to get killed!).    

Have Fun!

RayB

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 Post subject: Introduction
PostPosted: Wed Nov 15, 2006 5:05 pm 
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Hmm this sounds quite interesting, but forging your own empire and such, how does that fit in the 40k universe? Will this mean you're able to alter it as it currently exists? So for example could you conquer Ultramar if you would like?

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 Post subject: Introduction
PostPosted: Thu Nov 16, 2006 9:49 am 
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This does sound interesting (and another reason, if we need one, to buy some BFG ships  :laugh: ) Looking forward to hearing more.

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 Post subject: Introduction
PostPosted: Thu Nov 16, 2006 12:48 pm 
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Yeah, interesting indeed. But Ray has mayor internet problems as far as I know.

BUt he should come back.

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 Post subject: Introduction
PostPosted: Thu Nov 16, 2006 2:23 pm 
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Yes. He has constant internet issues, but hopes to return to us after Christmas.

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 Post subject: Introduction
PostPosted: Wed May 02, 2007 10:16 am 
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...he is back...

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 Post subject: Introduction
PostPosted: Wed Oct 03, 2007 4:04 pm 
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Hello!

I'm back after an extremely long time to make this frickin' game! Sorry for being away so long, i'll try and make up for it!

Cheers,

RayB

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 Post subject: Introduction
PostPosted: Thu Oct 04, 2007 4:29 am 
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You better!

;)

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