Rogue Trader House Rules

Character Creation

  • One jump on the creation path.
  • Stat buy:
    • 20, 18, 15, 12, 11, 10, 8, 6, 5
  • Characters count as rolling a 6 on a D10 for the sake of generating wounds and for gaining Insanity and Corruption points.

Items:

  • Items from character creation can be traded for another item of lower rarity if justifiable by character.
    • Only weapons or armour may be traded in this manner.
    • Items of equal rarity must have GM permission to be traded.
  • All players start with additional items as the GM dictates is appropriate for the current power level and the campaign.

Roles and Classes:

  • Ship role bonuses are not mechanically represented.

Fortune and Fate:

  • Players are counted as rolling 6 in their Homeworld Origins for starting Fate Points. Additional Fate Points may be acquired through background package choices.
      • Uses for Fortune points:
        • Add +10 to a single test before rolling.
        • Re-roll a failed test once
        • Add 1DOS to a test after rolling.
        • Count as having +10 to Initiative
        • Instantly remove 1d5 Damage (Cannot effect Critical Damage)
        • Recover from Stunning.
      • Uses for Fate Points:
        • With GM's permission, PCs may burn a Fate Point to negate character death. The GM has final say on what effect if any this has on the PC in question.

Skills

  • A character may not attempt a test that a character with higher Skill training has already failed.

Compiled Skills:

  • If a person may purchase any of the sub-skills they may purchase the compiled skill.
  • List of Compiled Skills:
    • Concealment, Shadowing and Silent Move > Stealth
    • Commerce and Barter > Commerce
    • Climb and Swim > Athletics
    • Acrobatics and Contortionist > Acrobatics
    • Disguise and Deceive > Deceive
    • Tech-Use and Demolitions > Tech-Use

Assisted Skills:

  • A player may assist another player on a skill test before they have rolled if they have the relevant skill. The rolling playing receives a +10 bonus to their test due to their allies assistance.

Combat

Damage:

  • Roll Damage Die as per RAW, adding DoS to Damage (up to the maximum possible damage achievable on a damage dice).
  • Multiple Hits:
    • DoS are applied to gaining new hits and to raising the minimum dice roll.

Combat Modifiers:

  • Full Auto/Lightning Attack: -10 < hit per DoS Full Action
  • Semi Auto/Swift Attack: +0 < hit per 2 DoS Full Action
  • Single Attack: +10 Half Action
  • Dodge: Dodging ranged attacks no longer invokes a -20 penalty.

Air Combat:

  • Due to the changes to combat modifiers (above), shots taken from an air vehicle no longer automatically suffer a -20 to hit. Furthermore fully automatic weapons mounted on a vehicle do not suffer the usual -10 modifier for fire-rate.

Equipment

Item Changes:

  • Accurate Weapons:
    • When aiming, accurate weapon bonuses for aiming are doubled.

Acquisitions

Steps for Acquisitions:
1) Determine Item rarity and Population
2) Determine Quality of Item
3) Determine Number of Items
4) Finalise difficulty of Roll
5) Consult Population to determine Time Taken

Trading In Items

Items may be traded in to increase the Acquisition roll. The bonus gained is the different of rarity between the two items.

  • Example: The player wishes to acquire a Rare item and is willing to trade in his Extremely Rare item to do so. As there are two rarity steps between the two items the player receives +20 to this test.
    • Items are not "consumed" by this attempt, only traded if the acquisition is successful.
    • The rarity measured for trades includes alterations based on location. A lasgun that is Very Rare due to being on a Feral World is traded at Very Rare while on that world, not it's 'base' rarity.

Acquisition Modifiers

  • Below are compiled the tables from Rogue Trader core rulebook:
Acquisition%20Table%201.png
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Acquisition%20Table%204.png

Effect of Rarity on Time:
BQ: 3x
GQ: 2x
CQ: 1x
PQ: 1/2


Shipyards

  • After making trade agreements with a suitable shipyard Voidships can be turned in for either:
    • Sold for 50% the PF value of the SP.
    • Traded for 75% SP value in credit towards another ship
  • Note:
    • Ship points in credit may be held in reserve at that shipyard (as each is owned individually)
    • A successful Commerce test may increase/decrease the PF/SP with each DOS being equal to 1%

Travel


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 attentions 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.


Operating within a System

Translation from Warp space always occurs within the Outer Reaches, as only the most catastrophic failures to exit at a safe jump point get anywhere near the heart of the system. Such failures typically result in the crippling or outright destruction of the unfortunate vessel. Entering a system too far beyond the intended jump point has similar effects to being caught in a Gravity Riptide, with more extreme failures increasing the severity of the effect.

Assessing and Surveying

Upon arrival in a new system, one of the first tasks any captain gives to his crew is a long range sweep of the system with his vessel’s augers. This is not merely a matter of prudence or caution. Neglecting it means not only operating blind to any potential dangers deeper in the system, but also lacking more than the faintest chance of locating the planets and other resources of the system that prompted the ship’s journey in the first place. As such, it should be assumed that such a scan is performed shortly after leaving the Warp, unless there is a reason not to do so. Long range scans are more intensive than most such efforts, requiring the gathering and processing of enormous amounts of input and data. They typically take 1d5 hours to complete, and any sudden course changes or collisions require the process to begin again. As such, a sudden attack is among the circumstances that might prevent the scan from being carried out immediately. Pirates and raiders often make use of their targets’ blindness to their surroundings in planning ambushes. A completed long range scan automatically provides the following information:

  • The System’s Star
  • The presence and identity of any dominant or weak Solar Zones
  • The presence (but not details) of any active vox traffic in the System
  • The presence and location of Planets, Gas Giants, and similarly sized System Elements

A Challenging (+0) Scrutiny+Detection Test can refine the results further, providing one of the following pieces of information per Degree of Success:

  • The presence and location of a single further System Element (selected at the GM’s discretion)
  • The presence of life on one or more Planets within the System
  • The origin(s) of active vox traffic within the System.

Further details can only be gained by close range sweeps (such as the Active Augury Extended action) or directed scans (such as the Focused Augury Extended Action).

In-System Travel

While voidships travel at almost unimaginable speeds even without entering the Warp, the vastness of space means that crossing a system can take a considerable amount of time. A typical trip from the safe jump points at a System’s edge to a world in the Primary Biosphere can take weeks. As a general rule, crossing the entirety of a Solar Zone in a straight line from its outer rim to the inner edge takes a ship two weeks. The trip through a dominant Solar Zone might take up to three weeks of travel, and even a weak Solar Zone rarely takes less than ten days to cross. System Elements are usually spread out within a Solar Zone, so that it takes a minimum of two days to travel between them. All of this assumes that the journey passes along a straight line through the system, but there is no guarantee that the orbit of a given System Element places it along such a line, which could add days or weeks to the trip. Though a swift ship can cut down on travel time somewhat, the sustained engine output and momentum of more ponderous vessels often matches the advantage of smaller vessels over a long trip. Determining and modifying travel times is done at the GM’s discretion.

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