Copypastan:

Zitat Zitat
-There is now an Origin Path system that provides more choices than just homeworld. It provides an opportunity for your party to share common backstory.
-Several old talents have been fixed or buffed. Such as Bulging Biceps also allows you to ignore the penalty for firing unbraced.
-New weapons include the Storm Bolter and the Harelquins Kiss (See next post). Plasma and Meltaguns are buffed. Digital Weapons and Suspensors are also present and are insanely powerful.
-Psykers are using a heavily revised system and Navigators use a different system again and don't have psy ratings.

>Storm Bolter
Basic 90m S/2/4 1d10+5 Pen 4 Clip 60 Storm Tearing
-Storm: Doubles the amount of hits inflicted on the target.

>Harlequins Kiss
1d10 +8 Pen 10 Tearing
-No strength bonus to damage.

>Psychic Power System<
In brief psychic powers now sometimes require a willpower test to activate. Before you test willpower (usually with a healthy bonus due to your Psy Rating) yoyou decide on Fettered (half psy rating) Unfettered (full psy rating) and Push (where you can add 1-3/4 Psy rating).

Fettered is safe to use but the other two come at increased chance of Perils of the Warp. It is further divided into Astopaths and Sanctioned Psykers being bettter off than Renegade psykers and Sorcerers.

The Origin paths are a chart that starts at Homeworld, and ends at Motivation, although a casual read makes it appear that Careers are part of it. DON'T BE FOOLED.

Here's how it looks:

-Homeworlds A B C D, etc
-Birthrights A B C D, etc
-Lure of the Void A B C D, etc
-Trials and Travails A B C D etc
-Motivation A B C D etc

Here's how it works:

Choose a homeworld, then choose a birthright that is directly below the homeworld on the chart, or adjacent to the option directly below it. Rinse and repeat. For example, a player picks Homeworld A. He may take Birthright A or B, and selects B. He may Select Lures A B or C, and selects C. He may now take Trials B C or D. He selects Trial B, and may finish off with motivation A B or C.

Profit Factor is a measure of your wealth, resources and so on. The scale runs up to 150. I can't remember all the examples the fa/tg/uy who went to GenCon posted, but Profit 5 is a Hive Gang and Profit 150 is one of The Powers That Be of the Imperium.

Playable Xenos races have all been confirmed as being on the way. Kroot appear in the core book, along with ork freebootas and eldar corsairs. And their ships.

How you have outfitted your ship affects what sort of Endeavours are most profitable for you. For example, if you've got a load of cargo space then Endeavours which set up new trade routes will earn you bonus profit. You can also outfit your ship to confer other benefits, such as turning the interior into a holo-maze to confuse and disorientate boarders.

There seems to be a much greater emphasis on PCs supporting each other. In DH your talents were very much only of benefit to you. In RT there are several talents and special abilities which bolster your allies.

A mass combat system exists, the primary use presumably being boarding actions.

Murder Servitors: skull faced killing machines which you teleport onto the enemy ship.

In control, I expect.

A few other final tidbits.

Rogue Trader characters are THE most important people on that ship. As a Missionary you are the spiritual leader of thousands. As the Explorator you are the most senior Tech-Priest onboard. The Arch-Militant is a veteran of a hundred battles. The Void Master is the premier expert on all matters relating to void ships and the most skilled in the use of them.

Rogue Trader is not due out in the shops until 4 weeks after GenCon.

More information that I might have missed can be found here: http://rapidshare.com/files/26418565...T_relevant.mp3
Zitat Zitat
Playable Xenos races have all been confirmed as being on the way. Kroot appear in the core book, along with ork freebootas and eldar corsairs. And their ships.
'ERE WE GO! 'ERE WE GO!
Euer nächstes Spiel wird eure neue Orkcrew gegen eure alte Dark Heresy-Gruppe.