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House Rules

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Modified on 21/07/2010 17:35 by Tom Categorized as Rules
Below are a list of House Rules we will be playing with. Please feel free to comment on them both before and after we play... use the discussion page!

Table of Contents [Hide/Show]


    Optional Rules In Use
    General
       Session Write-Up
    Fate Points
    Talents
    Skills
      Carouse
    Availability
    Weapons
       Missiles
       Weapons Mod
    Bionics
    Armour
       Power Armour
       Armour Component Weight
    Starships
       Components


Optional Rules In Use

Free Row during character creation is Motivation.

Shooting into Melee - missing by 1 degree or less hits a random party in the melee rather than the person you were shooting at. Roll it.

General

Session Write-Up

Each complete session write-up will net you 50xp.

Fate Points

  • Spent points return at the end of a session. Burned ones are gone till I give them back. Remind me to give these out for cool stuff! And that isn't just fighting.

  • Burn a fate point to (along with RT uses):
    • not die
    • cause an NPC to automatically fail a test
    • pass any test by 5 degrees (even if not actually possible).
      • Whilst this allows you to automatically succeed acquisition tests, it does not negate the fact that modifiers which take your PF below 0 automatically fail.

  • Spend a fate point to (along with RT uses):
    • adjust one of your tests by 10%
    • to gain an additional half action in a combat round. You may still not repeat actions within the same round.

Talents

Universal Melee Weapons Talents also include the primitive weapons group. You would have thought the name would imply that, but apparently not. So now it does.

Skills

Trade Skills Can be used to assist RT Commerce rolls to increase profit factor for a relevant Endeavour. No roll required to assist, standard assist benefit rules apply.

Carouse

The Carouse skill, and both of its levels of Mastery, are available as an Elite Advance to all characters for the cost of 300xp each. For every three Carouse Tests that your character fails, reduce the cost of the next advance by 100xp to a minimum of 100xp.

e.g. Jak does not have the Carouse skill, but has so far failed three Carouse Tests. He can purchase Training in the skill for 200xp, and then will be able to purchase Carouse +10 for 300xp - until he fails three Carouse Tests, at which point that first level of Mastery will cost 200xp.

Availability

In the Calixis sector, availability ratings from the Inquisitors Handbook and the Dark Heresy corebook apply. In the Maw and the Kronos Expanse, the RT rules apply. Unless otherwise stated, if it isn't in the RT book you can't get it in the Kronos Expanse. The opposite is not true.

Differing stat lines - When choosing a stat-line for a weapon purchased, use the rules from the book relevant to the sector you acquired the item in.

Weapons

Hunting Rifles are available in the Kronos Expanse, just as in the Dark Heresy core book.

Missiles

Missiles from the table below can also be purchased as Heavy Ordnance. Range becomes 20km; Blast radius is doubled; multiply all Damage rolled by 2; and the weight is increased by a factor of 15. Any missile more avilable then 'Near Unique' increases it's rarity by 1 step. These munitions can typically only be fired from vehicular or emplaced launchers; however their internal guidance systems provide a +10 bonus to BS Tests made to hit with them.

HR-3: Missiles
WarheadDamagePenetrationSpecialWeightAvailability
Anti-Plant3d10 E(Plants Only)0Blast(5)1kgExtremely Rare
Blind-0Smoke(2d10+10m)1kgVery Rare
Frag2d10 X4Blast(6)1kgAverage
Hallucinogen-0Blast(8)1kgVery Rare
Krak3d10+10 X10Blast(1)1kgScarce
Plasma2d10+6 E10Blast(3)8kgExtremely Rare
Virus3d10 I4Toxic, Blast(3)1kgNear Unique

Weapons Mod

Shoulder Mount Availability: Rare Weight: 3kg
Designed to work in conjunction with a Mind Impulse Unit or MIU Weapons Mod, this highly complex piece of tracking and stabilising equipment allow users to mount any Pistol or Basic weapon (or Exotic at the GM's discretion) and fire it without being unduly affected by the movement and recoil of the weapon. It also contains the auto-sighting and targeting equipment required to provide the feedback the MIU user requires to aim the weapon. Whilst almost all users are delighted with the system, it can cause hearing issues due to the proximity of the weapon to the ears - and also blocks line of sight in the weapons side arc through anything other than the auto-sensing link... most people do not find this a problem as they are probably looking that way to shoot someone anyway.

Heavy Shoulder Mount Availability: Extremely Rare Weight: 8kg
Works as a Shoulder Mount but allows equipping heavy weapons. Weapons fitted to this unit count as being equipped with a Common-quality Suspensor.

Poor-Craftsmanship Suspensors do not grant the Auto-Stabilized trait.

Bionics

MIU Weapon Mod - only one modification per person, only one weapon per modification. You can not also have a standard MIU if you have the inferior Weapon mod. Other than that, works as advertised - dak on.

Armour

Power Armour

Power armour is never reduced in weight when its quality increases.

Best Quality Power Armour does not run out of power (Fusion powerpack - beware bad critical hits)

Good Quality Power Armour lasts the full 5 hours (Energizer Lithium)

Poor Quality Power Armour lasts 1 hour (Lidl SuperPower Plus Ultra Platinum)

Armour Component Weight

If you need to know the weight of a piece of your full-body armour, divide the total weight like so:

Head 10%
Torso 30%
Arms 30% (each arm 15%)
Legs 30% (each leg 15%)

Starships

Components

Teleportariums have an expanded rule set - see their page in the wiki.

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