GM Comments

Campaign Rules:

  • Players are not able to buy statistic upgrades at any point.
  • Pilot (Starship) and Starship shooting are now based off of Intelligence.
  • All characters are treated as rolling a 7 on FP and Wounds.

Game Mechanics

Degrees of Success

Measuring a character’s Degrees of Success or Failure is a rather straightforward process. Once the percentage roll for the test is made, compare the outcome of the roll with the modifi edCharacteristic score. If the roll is lower than the Characteristic, the character has gained one Degree of Success. Furthermore, every 10 points by which the test succeeds grants yet another Degree of Success. Conversely, if the roll is higher than the Characteristic, the character has gained one Degree of Failure, and gains an additional Degree of Failure for every additional 10 points rolled over the Characteristic.

Actions

Charge Type: Full Action
The target must be at least four metres away, but still within the attacker’s Charge Move (see Table 9-31: Structured Time Movement). The last four metres of the Charge must be in a straight line so the attacker can build speed and line up with his target. Once the attacker reaches his target, he may make one of the following Actions: a Standard Attack (melee only), Swift Attack, or All Out Attack. In doing so he follows all of the rules for these Actions, however these Actions are considered to be a part of the Charge Action. If the Charging character is unarmed, he can attempt to Grapple his opponent instead of inflicting Damage.

Feint Type: Half Action Subtype: Melee
The character attempts to use guile and combat training to trick his opponent into a mistake. The character and his target make an Opposed Challenging (+0) Weapon Skill Test. If the active character wins, his next melee attack against that same target during this turn

Standard Attack Type: Half Action Subtype: Attack, Melee or Ranged
The active character makes either one melee attack by testing Weapon Skill with a +10 bonus or one ranged attack by testing Ballistic Skill with a +10 bonus. Success inflicts one hit on the target. For more information on making a Standard Attack, see page 240. If the attacking character is unarmed, he can attempt to Grapple his opponent instead of inflicting Damage. See Grappling, page 241.
If the character is armed with two weapons, he may make a secondary attack with his other weapon as part of this action. See Two Weapon Fighting on page 242.

Semi-Auto Burst Type: Half Action Subtype: Attack, Ranged
With cold precision, the active character shoots a burst of semi-automatic gunfire at his enemies. The attacker must be wielding a ranged weapon capable of semi-automatic fi re to take this action. If the character has a pistol in each hand, both capable of semi-automatic fi re, he may fi re both with this action (see Two-Weapon Fighting, page 242). The attacker makes a Ballistic Skill Test with a +0 bonus. A dice result of 94 to 00 indicates the weapon has Jammed (see Weapon Jams, page 245). If he hits, he scores a hit for the initial Degree of Success plus an additional hit for every two additional Degrees of Success. The number of extra hits scored in this manner cannot exceed the weapon’s semiautomatic rate of fire. Extra hits can either be allocated to the original target or any other targets within two metres, provided none of the new targets would have been harder to hit than the original target. If extra hits are allocated to the same target, use Table 7–2: Multiple Hits to determine
the extra Hit Locations. Remember, the first hit is always determined by reversing the numbers of the dice result made to perform the test (see The Attack, page 244). If the character is armed with two weapons, he may make a secondary attack with his other weapon as part of this action.

Full Auto Burst Type: Half Action Subtype: Attack, Ranged
The character hurls a roaring burst of fully-automatic gunfire at his enemies. The attacker must be wielding a ranged weapon capable of fully automatic fire to take this action. If the character has a
pistol in each hand, both capable of fully automatic fire, he may fire both with this action (see Two-Weapon Fighting, page 242). The attacker makes a Ballistic Skill Test with a –10 bonus to his attack. If he succeeds, he scores one hit with his weapon per Degree of Success. The number of extra hits scored in this manner cannot exceed the weapon’s fully automatic rate of fire. Extra hits can either be allocated to the original target or any other targets within two metres, provided none of the new targets would have been harder to hit than the original target. If extra hits are allocated to the same target, use Table 7–2: Multiple Hits to determine the extra Hit Locations. Remember, the first hit is always determined by reversing the numbers of the dice result made to perform the test (see The Attack, page 240).

Swift Attack Type: Half Action Subtype: Attack, Melee
This action may only be taken if the attacker has the Swift Attack Talent. With fury and precision the attacker strikes his target multiple times in close combat. The attacker must be armed with a melee weapon or be able to make unarmed attacks to take this Action. If he is armed with two melee weapons, he may attack with both as per the rules for Two Weapon Fighting. The attacker makes a weapon Skill Test with a +0 bonus. Success indicates he has hit his target with his melee weapon once for the initial Degree of Success, plus once for every two additional Degrees of Success. The number of hits scored cannot exceed the attacker’s Weapon Skill Bonus. Extra hits can either be allocated to the original target or any other targets the character is in melee with, provided none of the new targets would have been harder to hit than the original target. If extra hits are allocated to the same target, use Table 7–2: Multiple Hits to determine the extra Hit Locations. Remember, the first
hit is always determined by reversing the numbers of the dice result made to perform the test (see The Attack below). If the character is armed with two weapons, he may make a secondary attack with his other weapon as part of this action. See Two Weapon Fighting on page 242.

Lightning Attack Type: Half Action Subtype: Attack, Melee
This action may only be taken if the attacker has the Lightning Attack Talent. With fury and precision the attacker strikes his target multiple times in close combat. The attacker must be armed with a melee weapon or be able to make unarmed attacks to take this Action. If he is armed with two melee weapons, he may attack with both as per the rules for Two Weapon Fighting. Unbalanced or Unwieldy melee weapons cannot be used to make a Lightning Attack. The attacker makes a Weapon Skill Test with a –10 bonus. Success indicates he has hit his target with his melee weapon once for every Degree of Success. The number of hits scored cannot exceed the attacker’s Weapon Skill Bonus. Extra hits can either be allocated to the original target or any other targets the character is in melee with, provided none of the new targets would have been harder to hit than the original target. If extra hits are allocated to the same target, use Table 7–2: Multiple Hits to determine the extra Hit Locations. Remember, the fi rst hit is always determined by reversing the numbers of the dice result made to perform the test (see The Attack, page 240). If the attacker is wielding a second weapon in his off hand, he may make an additional attack as part of this action.

Damage

All weapons count as doing 6 damage on the D10 roll, with +1 damage for every DOS. Mutlple Attack actions (Semi/Full Auto, Swift/Lightning Attack) only use DOS to upgrade the damage after they have gotten their maximum amount of hits.
Tearing weapons + 1 to damage.

All weapons use their damage from the most latest rules (ie Only War/ Black Crusade)

NPCs

If you score more than half a NPC Mook's wounds in one round then they die. NPC chars will use the same wounds system as you.


NPC Warp Navigation Rules

  • Roll once on the Table 1:1 for every five days of travel, or fraction thereof (Acquiring a Good quality Navigator adds 1 to the roll, while a Best Quality Navigator adds 2).
    • Particularly tumultuous routes may modify the roll on Table 1:1—for example, travel through the Maw subtracts 2 from the Basic Events roll. Well-mapped routes add 1 to the roll on Table 1:1.
  • For every ten days in the Warp without entering Realspace, lose 1 Morale as the crew grows disquieted.

Table 1:1 (Basic Events)

1 or Less Roll on Table 1:2, dropping 10 from the result
2-3 Roll on Table 1:2
4 Rolle on Table 1:3, dropping 10 from the result
5-6 Roll on Table 1.3
7 Clear Sailing

Table 1:2 (Troubled Travel)

09 or Less Calamity! Events such as sudden Warp Storms, losing the course, numerous lesser Daemons breaching the Gellar Field, or the incursion of a Daemon Prince are appropriate. It is possible a Daemonship has noted your passing and will pursue you to the material realm.
10-20 Disaster! Events such as sudden Warp storms appearing on the "horizon", the attentons of a powerful Daemon from outside the Gellar Field, or the incursion of a handful of lesser Daemons are appropriate.
21-45 Threat. An event appropriate to a Calamity! or Disaster! result could happen without quick thinking and action by the Explorers. Tech-Use, Command, and Psyniscience are often appropriate skills to test.
46-75 Ill Fortune. Events such as fearful dreams across whole decks, poltergeist activity in the arms lockers, or similar are possible. Losses of up to D10 Morale or Crew Population are possible, although good leadership and plans by the explorers may mitigate this.
76-00 Lost Time. Add D10 days to the required travel time as you make no headway towards the destination.

Table 1:3 (Eventful Travel)

Negative Results: Calamity! Events such as sudden Warp Storms, losing the course, numerous lesser Daemons breaching the Geller Field, or the incursion of a Daemon Prince are appropriate. It is possible a Daemonship has noted your passing and will pursue you to the material realm.
0-10: Disaster! Events such as sudden Warp storms appearing on the “horizon”, the attentions of a powerful Daemon from outside the Geller Field, or the incursion of handful of lesser Daemons are appropriate.
11-30: Threat. An event appropriate to a Calamity!!! or Disaster! result could happen without quick thinking and action by the Explorers. Tech-Use, Pilot, Command, and Psyniscience are often appropriate skills to test.
31-60: Ill Fortune. Events such as fearful dreams across whole decks, poltergeist activity in the arms lockers, or similar are possible. Losses of up to 1d10 Morale or Crew Population are possible, although good leadership and plans by the explorers may mitigate this.
61-80: Risk and/or Reward. A situation arises which can be avoided, but may prove profitable to take notice of. Ghost ships full of lost cargos, rogue planets lost in the void, or even omens and portents are examples of such things.
81-00: Lost Time. Add 1d5 days to the required travel time as you make no headway towards the destination.

Sample Warp Travel Events

Calamity

Lost the Course
The course has been lost. The ship must drop into realspace and devise a new course, involving scans of the surrounding stars and Warp currents. The new course, even if devised successfully, should be rough and hazardous. Subtract 1 from all rolls on Table 1:1 for the rest of the journey.

Daemonic Incursion (Daemon Prince or Greater Daemon)
A deadly foe has breached the Gellar Field. Lose 1d5 Crew Populations and 1d10 Morale as it appears and begins its assault. Successful direct confrontation will require PC presence, and may involve a handful of lesser Daemons or converted crew members. Otherwise, it will rampage through the ship, causing 1d10 Crew and Morale damage for every day it is left unchecked. At the end of each such day, test its Willpower at a cumulative -10 penalty. A failure banishes it, while a success doubles the day’s losses.

Daemonic Invasion (Daemonic Legion)
Numerous lesser Daemons have successfully entered the Gellar Field’s realspace envelope. Roll 1d5:
1: Screamers, Flesh Hounds, or other Beasts: They assault the outside of the ship, causing 1d5 Hull Integrity damage, with corresponding Crew and Morale losses doubled.
2: Daemons of Nurgle: The Daemons attempt to make their way to the ship’s Life Support system or supplies. If not stopped within 1d5 hours, the ship is exposed to a deadly plague and/or loses all remaining supplies.
3: Daemons of Slaanesh: The crew is entranced by the deadly whispers of Daemonettes. Lose 2d10 Morale, and resolve any potential mutinies immediately.
4: Daemons of Khorne: An assault on the crew leaves scores of casualties. Lose 2d10 crew and 1d10 Morale. Successfully confronting the Daemons in their rampage halves crew losses and negates Morale losses.
5: Daemons of Tzeentch: A strange fate becomes woven into the ship as the Daemons infuse it with their energies. Subtract 1 from all rolls on Table 1:1 for the remainder of the trip, and all players lose 1 Fate Point expenditure for the session.

Daemonship Attack
A passing Daemonship opens with its hellish broadsides. Resolve an attack as if by a Ryza-pattern Plasma Battery with BS 50, defending with one shield (or three, if possessing a Warpsbane Hull). Repeat for 1d5+1 shots.

Warp Storm Arisen
A sudden Warp Storm engulfs the ship, lasting for 2d10 days. During this time, no further progress is made, but events still occur as normal. Results of “Clear Sailing” on Table 1:1 instead result in violent convulsions shaking the ship for 1d5 Hull Integrity, with appropriate Crew and Morale Losses.

Daemonhost
An important officer becomes possessed and begins wreaking havoc on the bridge. He must be put down for his own good, and for the safety of all.

Disaster

Daemonic Attention (Daemon Prince or Greater Daemon)
A deadly being of the Warp takes notice of the ship and begins to attempt to worm his way in. Results of 1 or 2 on Table 1:1 later in the trip result in its successful incursion, in addition to any other event

Daemonic Assault (Lesser Daemons)
A handful of lesser Daemons have successfully entered the Gellar Field’s realspace envelope. Roll 1d5:
1: Screamers, Flesh Hounds, or other Beasts: They assault the outside of the ship, causing 1 Hull Integrity damage, with corresponding Crew and Morale losses doubled.
2: Daemons of Nurgle: The Daemons attempt to make their way to the ship’s Life Support system or supplies. If not stopped within 1d10+1 hours, the ship is exposed to a deadly plague and/or loses all remaining supplies.
3: Daemons of Slaanesh: The crew is entranced by the deadly whispers of Daemonettes. Lose 1d10 Morale, and resolve any potential mutinies immediately.
4: Daemons of Khorne: An assault on the crew leaves scores of casualties. Lose 1d10+1 crew and 1d5 Morale. Successfully confronting the Daemons in their rampage halves crew losses and negates Morale losses.
5: Daemons of Tzeentch: A strange fate becomes woven into the ship as the Daemons infuse it with their energies. The player with the most remaining Fate Points loses one for the session, an ill omens cause 1d5 Morale damage.

Daemonship’s Notice
A Daemonship begins hunting through the Warp, seeking the players’ vessel. When they arrive at their destination, it will follow (or perhaps even precede them!). Run an immediate Space combat between the players and the Daemonship at this point.

Warp Storm Ahead
The players must drop to realspace and wait for 2d10+10 days, or face the Warp Storm result listed under Calamity. There is no guarantee of safety at the corresponding point in realspace, however.

Threat

Reality Shoal
The helmsman must guide the ship past a deadly reef of ‘hard’ Warp, and do so without the aid of the ship’s standard sensors. To pass unscathed, the helmsman must succeed at three Pilot (Space Craft) tests, gaining no benefit from the ship’s Maneuverability. Each failure inflicts 1d5 Hull Integrity damage on the ship, with corresponding Crew and Morale losses.

Temporal Sinkhole
A vortex of swirling energies threatens to drag the ship into a frozen stasis. This can be avoided by either fortifying the Gellar Field with emergency protocols, nedding a Tech-Use test at -20, or by skirting the edge of the vortex, requiring a Pilot (Space Craft) + Maneuverability test at -10. Failure results in being ‘becalmed’ for 3d10 days, suffering Morale degradation and expending supplies as normal, but with no other effects.

Gellar Field Fluctuations
The Gellar Field begins to show signs of weakening, requiring emergency reinforcement for 1d5 days. A Tech-Use test at -10 will shore it up for one day. Sacrificing basic amenities to divert power changes the test’s difficulty to +20, but will anger the crew, causing 1d5 Morale damage. Failure may result in a Daemonic Incursion, Daemonic Assault, or Daemonic Legion result.

Course Irregularities
The Navigator’s plotted course shows signs of unaccounted for anomalies. The ship may either drop to realspace for 1d5 days to adjust calculations, or must deal with one or more of the following effects: Temporal Sinkhole, Reality Shoals, Balefire On Deck, or Daemonic Attention. Of course, dropping precipitously into realspace may have other risks, at the GM’s discretion.

Realspace Hazard
While making a brief drop into realspace to take bearings, the ship encounters a deadly stellar phenomenon, from radiation pulses or dense asteroid reefs or perhaps the nearby gravity shadow of a black hole! Tech-Use tests to strengthen shields and fortify systems or Pilot tests to avoid being ensnared in the anomaly are appropriate, at difficulties from +0 to -30.

Ill Fortune

Poltergeists
Stray eddies of Warp energy are animating various objects aboard the ship, discharging weapons, slamming doors shut, or hurling crates about. Unless the affected area can be consecrated, psychically fortified, or evacuated, lose 1d5-1 Crew Population.

Stray Thoughts
The crew’s surface thoughts start appearing in others’ heads! Any PC keeping secrets must roll a WP test modified by the immediacy of the secret (+10 base, but possibly to as much as -40 for a frequently pondered thought about the person right next to you) or reveal it to anyone the GM deems might “hear.” Furthermore, the crew’s reaction to the officers’ contempt and the petty resentment of their supposed friends causes 1d10 Morale damage.

Whispers of Sedition
The crew is possessed of a treacherous mood for 1d5 days, and any incident could set them off. Each day that the crew is so affected, a PC or representative thereof must make a Charm or Intimidate check at -10 or risk triggering a mutiny exactly as if a morale threshold had been passed.

Balefire on Deck
The energies of the Warp suffuse a random component, setting it aflame! Treat this as a critical effect setting the component on fire, but all fire-fighting efforts are at an additional -10.

Mutation Plague
The crew begins manifesting the blemishes of mutation, necessitating a purge. Either lose 1d5 Crew and 1d5 Morale excising the blight from the crew, or put the hardiest of the twisted crewmen to work, adding 1d5+1 Crew Population to the ship due to their unnatural strength, but suffer a 1d10+1 Morale damage.

Risk/Reward

Distress Call
An astropathic message has been received, indicating the position of a nearby friendly vessel in dire condition. Diverting to find it takes 1d5+1 additional days of Warp travel. The vessel at the other end is genuinely in need, but may be a trap just the same. If rescued from its dire straits, the grateful captain will provide rewards out of his cargo or offer service. Alternately, the ship may be a derelict by the time the players arrive, leading to valuable salvage.

False Distress Call
An astropathic message has been received, indicating the position of a nearby friendly vessel in dire condition. Diverting to find it takes 1d5+1 additional days of Warp travel. However, the vessel at the other end is a pirate or other ne’er-do-well seeking to fresh targets. Defeating the pirates may lead to claiming their plunder or the hulks of their ships.

Derelict
When dropping in to realspace to adjust bearings, sensors pick up the signs of another vessel in nearby space, adrift and alone. It could be anything from a lost treasure ship to a rigged bomb or even a genestealer-infested space hulk.

Ghost Vessel
While in the warp, sensors give the impossible reading of a ship passing close by. The players can attempt to hail or board it, leading to all sorts of possible results, from capturing long-lost cargoes of legend, to massive Insanity Point gain from the wails of the damned.

Rogue Planet
When dropping in to realspace to adjust bearings, sensors pick up the signs of a rogue planet drifting through space, bereft of system and star. Landing on it may yield fabulous treasures, or unearth a secret best left forgotten.

Unexpected Contact
When dropping in to realspace to adjust bearings, the players encounter another vessel, quite surprised to find them dropping in. It could be anything from another Rogue Trader’s flagship or an Explorator scout ship to an Eldar witch’s herald with a cryptic message or an out-of-the-way pirate base.

Portents and Visions
Whether through dreams, phantoms, or strange foreboding omens, the players are given information regarding the future or a great secret—at least, that’s how it seems. The information could be false, or missing some crucial detail.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License