Rogue Trader House Rules

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Rogue Trader: Drake Dynasty
Rogue Trader Logo.jpg
GM
Adam
Dynastic Power
Character Level: 31,250 XP / Rank 8
Profit Factor: 43𝖕
Command Crew
Lord-Captain Drake
Navigator Primus Mordecai
Arch-Millitant Winter
Astropath Solarus
High Factorum August
House Drake Fleet
Aurea Albion
Hound of AlbionAbhorrent
Fortuitous PurposePenance of Iocanthos
Drake Trade Empire
DamarisScintillaKulth
SvardDrossAurum
Sepheris SecundusTennenberg
Killian's Rest
Drake Expeditions
Open Missions
Grand Endevours
Personnel
MagistratesRetainers
Militants
Svard 1stStormtroopers
House Drake Expeditionary Army
Assets
Materiel
Aerospace CraftGround Vehicles
Armoury
WargearRelics and Artifacts
Other
Estate
Secrets and ContactsAwards and Honors
The Galaxy
Locations
Calixis Sector
Koronus ExpansePeriphery Subsector
Personalities
Peers of the Imperium
Rival Rogue Traders
Utilities
Rogue Trader Timeline
House Rules
Guide and Lore

Changes: Combat

Target Types

There are four types of combatants. Each one uses slightly different rules for how they fight and take damage in combat. A fated character is any PC, Minion, or an NPC with the Touched by Fates trait. A mook character is any of the rest of the masses of humanity and human-like Xenos across the galaxy. A beast is any being too large or resilient to damage to be a mook, or without discernible anatomies, such as giant insects or animated statues. Lastly, vehicles are simply any large mechanical conveyance, such as a Sentinel Walker or a ground car.

Fated

Heroic Armor: So long as they have wounds remaining, fated characters always use their highest armor value.

Righteous Fury: Righteous Fury on a living target will now work the same way it does on vehicles and starships, it will cause an automatic d5 critical hit, even if the target has wounds remaining. Fated characters can benefit from Righteous Fury.

Mook

Righteous Fury: Any Mook hit by a Righteous Fury attack is automatically killed or incapacitated, at the shooter's choice. Mooks cannot benefit from Righteous Fury.

No Near Misses: Mooks have no wounds, any hit that bypasses their armor and toughness automatically carries over to the abridged critical table below. Hits to the head gain a +1 to their effect on the table. Mooks with the Iron Jaw talent half damage applied to the table as normal.

1 The target suffers a point of fatigue, they also suffer an additional -10 penalty with the use of the limb struck, if applicable.
2 The target suffers half their toughness bonus in fatigue and is stunned for 2 rounds, they also suffer an additional -20 penalty with the use of the limb struck, if applicable.
3 The target suffers their toughness bonus in fatigue, knocking them out. The limb struck, if applicable, is useless.
4 The target is completely incapacitated and suffering blood loss. The limb, if applicable, is either missing or useless.
5 The target is killed instantly.

Mook Team Groups of Mooks may be formed up into mobs, squads, or similar during combat. When this occurs, the following effects are used:

  • When the team attacks, make a single to hit roll. The team gains a bonus to this roll based on the number of individuals in the team.
  • The team's attacks gain one of the following qualities:
    • Count the weapon's rate of fire as equal to the number of team members and gain the storm quality.
    • The team gains a 5% bonus to hit for each member after the first.
    • If one or more members of the team carry non-standard gear, it generates a hit at 1 degrees of success and every 2 degrees thereafter.
  • Any team member who suffers a critical hit of any kind is considered out of action.

Beasts

Is it dead yet? Beasts have wounds (usually lots) but have no critical hits table. They die when they reach 0 wounds.

Righteous Fury Righteous Fury attacks against beasts ignore the damage reduction from the beast's toughness bonus.

Vehicles

Vehicles use the rules as presented in Into the Storm.

Weapon Changes

Melta

All Melta weapons now have the Melta special quality. Although starting extremely high, damage from these weapons dissipates quickly, making them very range dependent. They suffer from -1d10 damage at normal range, -2d10 damage at long range, and -3d10 damage at extreme range. If this would render the d10s negative, the roll is subtracted from the bonus damage, rather than added. Melta weapons also ignore the Reinforced Armor rule on vehicles.

Plasma

Fully Charging a Plasma weapon now increases its damage by 1d10 and its penetration by 2. It still gains the Recharge Quality.

Clarification: All plasma weapons start with the unreliable trait (jams on 91-00), it's part of the overheats trait. Therefore good quality Plasma uses the normal 96-00, and best quality Plasma ignores overheating on a d10 roll of 1-9.

Damage

In order to better represent the impressive destructive power of the weapons of the forty-first millennium, as well as bring anti-infantry and anti-tank weapons more in line, the weapon damages for many weapons have been increased. For those who know the 40k miniatures game, this translates roughly to 4 pts of damage per point of strength. 1d10s are counted as 6 points. Weapons with autofire or semi-auto settings typically have respectively lower. Note these weapons don't fit perfectly.

Examples:

Weapon Strength Expected Dam. Actual Damage
Slingshot 1 Single (4) 1d5+1
Grot Blunderbuss 2 Single (8) 1d10+2
Lasgun 3 Rapid Fire (12) 1d10+3
Boltgun 4 Rapid Fire (16) 2d10+5
Mortar 5 Single Blast (20) 3d10
Krak Grenade 6 Single (24) 4d10
Plasma Gun (Full Charge) 7 e/o turn Rapid Fire (28) 4d10+6
Krak Missile 8 Single (32) 4d10+8
Lascannon 9 Single (36) 5d10+10

Mass Combat Changes

Mass combat is fundamentally based on the Battlefleet Koronus rules and unit rules from Only War. Changes are as follows:

  • There are three "phases" to a strategic phase: the Maneuvers Phase, the Flashpoint Phase, and the Engagement Phase.
    • During the Maneuvers Phase, Units are combined or divided, Orders are issued, engagement levels are set, and units move between engagement zones.
    • During the Flashpoint Phase, each active unit may make a "Battlefield Awareness Check" to discover a Flashpoint. The subsequent flashpoint may be activated with a successful "Battlefiled Manubers Check" or by a relevant successful check by a PC (if reasonable). A PC may only direct one Flashpoint per round.
    • During the Engagement Phase, all units within striking distance deal damage and suffer casualties.
  • Rather than a fixed attack value, all units are issued engagement orders on a scale of 0-3 during the Maneuvers phase. The number of dice rolled for attacks is equal to the sum of the engagement order between the two forces.
  • "Faint", "Flank" and "Charge" maneuvers are now Flashpoints. Attack is no longer a distinct order. This leaves "Advance (Regular, Cautious, Force March), Push Through, Dig In, Combat Air Patrol, Disengage, and Fall Back" as the list of available maneuvers.
  • Additional Flashpoint types may be created as the situation warrants (such as sieze the comm tower or slay the warlord. These are typically undertaken with PCs.
  • At the end of each strategic round, each unit that had at least one engagement must make a Morale (-10) check. This check is modified by +10% for each degree of engagement (0-3) during the maneuvers phase. Additionally, this check is taken at +20 if the unit is on Push Through or Dig In orders, or at -20% if on Disengage or Fall Back. If the test is failed, the unit has been forced back out of the engagement zone. (Note, this can leave an engagement zone unoccupied if all units fail.)

Changes: Non-Combat

Profit Factor

Profit Types

While the Dynasty's profit factor is distributed among dozens of different holdings, they can be broadly categorized into a few categories: Secure, Yealding, Items, Obscured, Reputation and Leverage. These categories govern how the various profit types react to changing conditions (Misfortunes & Opertunities) as well as how they interact when looking to be transferred or used for trade. For more details, see Drake Trade Empire.

Upkeep

While the normal Acquisition rules assume that maintenance, parts, and the ability to continue using newly acquired goods are part of the roll, some assets require such a significant, continuous outlay of resources that even the wealthiest of Rogue Traders cannot simply run them as unbudgeted expenses. Instead, a notable amount of the Dynasty's profit must be directly dedicated to the upkeep of the asset. Typical upkeep costs are listed below:

  • Voidships & Voidstations: Half (rounded up) of the vessel's value in Ship Points
  • Colonies: Half (rounded up) of the colony's starting cost, plus one per 4 infrastructure upgrades
  • Offices and Estates: Base 1 for a simple office or manor house in a civilized world. May be increased for complexity, land value, or luxury.
  • Courtiers: Base 1 to maintain the lifestyle of an individual non-productive noble.
  • Milliary Units: Base 1 to maintain a regiment-equivalent force at "ready" status. +1 profit for active warzone deployment.

Leveraging Assets

Assets of extraordinary value may be used to increase a dynasty's profit factor by borrowing or gathering favors against them. Typical values are listed below:

  • Voidships & Voidstations: one quarter (rounded up) of the vessel's value in Ship Points
  • Colonies: Half (rounded up) of the Colonies' size.

Trade & Liquidation

Each point of profit factor represents a staggering income even to the professional class of the Imperium, and thus their transfer or liquidation can generate an incredible amount of capital if put into the right hands. Profit factor may be liquidated to provide a bonus to aquisitions rolls, with a value between +50% and +150% depending on the type and it's applicability to the buyer.

Colonies

There are a few changes to Colonies, Growth, and Profit.

  • Growth and change are evaluated on an annual basis, not a quarterly basis.
  • Colonies have a 10% chance of Misfortune and a 10% chance of Boon per cycle.
  • Colonies have a 1-year "tolerance" on infrastructure demands. If this is exceeded, there is a 50% chance of population loss and a 50% chance the infrastructure counts as having been "lost".
  • Colonies provide a consistent profit factor, not a cumulative profit factor.

Additions & Clarifications

Minions

Minions are a special kind of Acquisition representing an additional, lesser character who accompanies the player's main character on adventures. Unlike friendly NPCs, who's loyalty may be fleeting and their lives tied up in their occupations, Minions represent individuals who are under the Player's direct control, and although they may not follow every order perfectly, they are willing to serve, fight or even die for their leader. Minions can represent anything from servitors and pets to skilled assassins and bodyguards. Each Player may have a number of minions equal to their fellowship bonus.

Abilities:
All stats start at 20, and you have 135 points to distribute among the nine basic stats. (P.S. that's 15 each if you spread evenly) No stat can go above 45 at this stage. In addition to the standard Abilities, each Minion starts with a Loyalty score equal to it's leader's fellowship score.

Skills/Talents
All Minions start with the following Skill/Talents:
Basic:
Awareness, Barter, Carouse, Charm, Climb, Command, Concealment, Contortionist, Deceive, Disguise, Dodge, Evaluate, Gamble, Inquiry, Intimidate, Logic, Scrutiny, Search, Silent Move, Swim
Trained:
Lore: Common (Imperium), Speak Language (Low Gothic), Trade (Pick One)
Talents
Weapon Proficiency (Pick 3 individual non-heavy/non-exotic)

Experience
Minions gain an amount of XP to spend based on their hiring price. This is spent on the minion's table below. The amount of experience a minion has is dependent of their Availability. Likewise, the maximum Tier the minion can buy from is based on their quality.
Ubiquitous (0 xp)
Abundant (500 xp)
Plentiful (1000 xp)
Common (1500 xp)
Average (2000 xp)
Scarce (3000 xp)
Rare (4000 xp)
Very Rare (5000 xp)
Extremely Rare (6000 xp)
Near Unique (7000 xp)
Unique (8000 xp)

Poor (Tier 1)
Common (Tier 2)
Good (Tier 3)
Best (Tier 3)

Starting Items Minions start with 4 items, of the same quality as they were bought at, and a maximum rarity two levels more common than the minion was purchased at. In addition, the highest tier a minion can buy from is based on their Quality. Due to the costs of upkeep, minions are always bought individually, and gain no bonus for this.

Spending Experience
Characteristic Increases: (including loyalty)
Simple (+5): 250 xp
Intermediate (+5): 500 xp

Skills:

Tier Basic Trained Expert (+10)
Tier 1 50 xp 100 xp 150 xp
Tier 2 100 xp 150 xp 250 xp
Tier 3 150 xp 250 xp 350 xp

Tier 1 Skills:
Acrobatics, Awareness, Blather, Carouse, Charm, Climb, Common Lore (Administratum, Ecclesiarchy, Imperial Creed, Imperial Guard, Imperial Navy, Imperium, Koronus Expanse, War), Deceive, Drive (Ground, Walker), Evaluate, Inquiry, Intimidate, Performer, Search, Swim, Speak Language (High Gothic, Techna-Lingua, Trader's Cant), Trade (Archeologist, Remembrancer, Scrimshawer, Soothsayer, Voidfarer), Wrangling.

Tier 2 Skills:
Barter, Commerce, Common Lore (Adeptus Arbites, Adeptus Astra Telepathicus, Adeptus Mechanicus, Navis Nobilite, Rogue Traders, Technology), Concealment, Contortionist, Disguise, Dodge, Forbidden Lore** (Archeotech, Heresy, Mutants, Pirates, Psychers, Xenos), Gamble, Literacy, Navigation (Surface), Scholastic Lore: (Astromancy, Beasts, Bureaucracy, Heraldry, Imperial Creed, Legend, Numerology, Philosophy, Tactica Imperialus. Secret Language (Military, Rogue Trader (Drake), Technology, Under-deck), Scrutiny, Security, Shadowing, Slight of Hand, Silent Move, Speak Language (Eldar, Explorator Binary, Kroot), Survival, Trade (Astrographer, Armourer, Chemyst, Crypographer, Shipwright, Technomat)

Tier 3 Skills:
Chem-Use, Ciphers (Rogue Trader, Mercenary, Nobilite Encoding, Astropath, Underworld), Command, Demolition, Drive (Skimmer), Forbidden Lore (Adeptus Mechanicus, Demonology, Inquisition, Navigators, The Warp), Interrogation, Invocation*, Lip Reading, Logic, Medicate, Navigate (Warp, Steller), Pilot (All), Psyniscience, Scholastic Lore (Archaic, Chymistry, Cryptology, Imperial Warrants, Judgment, Navis Nobilitie, Occult), Secret Tongue (Administratum, Ecclesiarchy, Navigator), Tech-Use, Tracking.

Dangerous to Know: Any Minion who takes Forbidden Lore skill also gains 1d5 insanity, and must make a willpower check (+0) or suffer a Mental Disorder.

Talents:
Known
Tier 1 250 xp
Tier 2 500 xp
Tier 3 750 xp

Tier 1 Talents
Ambidexterous, Basic Weapon Training (Any 1), Berserk Charge, Cat Fall, Chem Geld, Concealed Cavity, Decadence, Double Team, Hatred (Any 1), Leap Up, Light Sleeper, Melee Weapon Training (Any 1), Quick Draw, Thrown Weapon Training,

Tier 2 Talents
Assassin Strike, Basic Weapon Training (Universal), Blind Fighting, Cleanse and Purify, Combat Sense, Crushing Blow, Deadeye Shot, Disarm, Flame Weapon Training (Universal), Frenzy, Guardian, Heavy Weapon Training (Any 1), Heightened Senses, Melee Weapon Training (Universal), Mighty Shot, Paranoia, Peer, Sprint, Unarmed Warrior, Unremarkable, Unshakeable Faith,

Teir 3 Talents
Autosanguine, Blade Master, Bulging Biceps, Duty unto Death, Exotic Weapon, Foresight, Training (Any 1), Good Reputation, Hard Target, Heavy Weapon training (Universal), Jaded, Litany of Hate, Marksmen, Mechadendrite Use*, Mimic, Polyglot, Psychic Technique*, Pure Faith, Resistance, Flesh is Weak (1), Total Recall, True Grit, Two Weapon Wielder (Ballistic, Melee)

Existing Minions

Pets

Pets are similar to minions, except that they are not at all human, and so have a much wider range of traits and abilities, though in general, are not as powerful as minions. The total number of pets and minions an explorer may have is equal to their fellowship bonus.

Pets do not use the normal Acquisition table, the final Acquisition modifier for a pets is instead based on two factors, the commonality of their skills and their over all ability. Ability is listed into three broad categories; Lesser Pets (+30), Pets (+0), Greater Pets (-30). This governs the overall attributes, and number of skills and talents a minion can have. Commonality of Skills covers a wider range, and determines the maximum rarity of skill or talent they can possess.

Acrobatics: Plentiful

Awareness: Abundant
Barter: Plentiful
Blather: Common
Carouse: Ubiquitous
Charm: Plentiful
Chem-Use: Average
Ciphers: Rare
Climb: Abundant
Command: Scarce
Commerce: Common
Common Lore: Common to Scarce
Concealment: Common
Contortionist: Average
Deceive: Plentiful
Demolition: Rare
Disguise: Scarce

Dodge: Common

Drive: Average to Plentiful to Scarce
Evaluate: Common
Forbidden Lore: Very Rare to Near Unique
Gamble: Abundant
Inquiry: Average
Interrogation: Scarce
Intimidate: Plentiful
Invocation: Very Rare
Lip Reading: Rare
Literacy: Scarce
Logic: Average
Medicae: Rare
Navigation: Average to Very Rare
Performer: Common
Pilot: Scarce to Very Rare

Psyniscience: Rare

Scholastic Lore: Average to Extremely Rare
Scrutiny: Common
Search: Plentiful
Secret Tongue: Common or Extremely Rare
Security: Rare
Shadowing: Average
Silent Move: Common
Slight of Hand: Average
Speak Language: Any
Survival: Average
Swim: Abundant
Tech-Use: Very Rare
Tracking: Scarce
Trade: Abundant to Very Rare
Wrangling: Common

(Talents to be compiled as asked.)

Characteristics A Pet has a fixed number of points to distribute between all of their base characteristics. They must have at least 01 except in weapon skill, ballistics skill or fellowship. Their maximum is determined by their Ability.
Lesser Pet: 160 Points, Max 30
Pet: 250 Points, Max 35
Greater Pet: 315 Points, Max 40

Speed is calculated as normal, Wounds are calculated by doubling the minion's toughness bonus. A Pet's loyalty characteristic is equal to it's leader's Fellowship score.

Skills Pets have access to a variety of skills at various levels of ability based on their maximum skill rarity. The number and maximum level of the skills is based on their ability. In addition, all minions start with a single Speak Language skill that allows them to communicate. Note that making an untrained skill a basic skill counts as half a rank.
Lesser Pet: Three ranks of skills at Trained
Pet: Six ranks of Skills, no more then +10%
Greater Pet: Nine ranks of Skills, no more then +20%

Talents Pet also have access to a variety of talents to use to enhance their ability to aid their leader. Any talent may be sacrificed to become trained in an additional skill. The 'Talented' talent may not be chosen. (Subject to GM approval)
Lesser Pet: Five Talents
Pet: Seven Talents
Greater Pet: Eleven Talents

Traits More then anything else, Traits determine the true nature of the pet. Each Pet can take a number of traits dependent on it's ability. Some traits may be taken multiple times, as indicated by a (x) after the name. The only exception is the Unnatural Ability trait, who's cost is equal to half the number of bonus points is provides. Traits are subject to GM approval. Unused Traits may be sacrificed for additional Talents.
Lesser Pet: Three Traits
Pet: Five Traits
Greater Pet: Seven Traits

Starting Equipment Every Pet comes with at least some of the tools necessary to do their job. Anything beyond that must be provided by their leader through the course of normal Acquisition tests.
Lesser Pet: 2 items with a modifier of +30 or greater
Pet: 3 items with a modifier of +20 or greater, alternately, they may take 2 items of +10 or greater
Greater Pet: 3 items with a modifier of +10 or greater, or they make take 2 items of +0 or greater

Existing Pets

  • Krosp ServoSkull, Lesser Pet of Explorator LaForge