House Rules
Rogue Trader: Drake Dynasty | |
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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 | |
House Drake Fleet | |
Aurea Albion Hound of Albion • Abhorrent Fortuitous Purpose • Penance of Iocanthos | |
Drake Trade Empire | |
Damaris • Scintilla • Kulth Svard • Dross • Aurum Sepheris Secundus • Tennenberg Killian's Rest | |
Drake Expeditions | |
Open Missions | |
Grand Endevours | |
Personnel | |
Magistrates • Retainers Militants Svard 1st • Stormtroopers House Drake Expeditionary Army | |
Assets | |
Materiel Aerospace Craft • Ground Vehicles | |
Armoury Wargear • Relics and Artifacts | |
Other Estate Secrets and Contacts • Awards and Honors | |
The Galaxy | |
Locations Calixis Sector Koronus Expanse • Periphery 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 an human-like xenos across the galaxy. A beast is any being too large or resilient to damage to be a mook, or without a discernible anatomy, 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 shooters choice. Mooks cannot benefit from Righteous Fury.
No Lucky Hits: 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. |
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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. |
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 then added. Melta weapons also ignore the Reinforced Armor rule on vehicles.
Plasma
Fully Charging a Plasma weapon now increases it's damage by 2d10 and it's 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.
Changes: Non-Combat
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.
Acquiring a Minion Minions do not use the normal Acquisition table, the final Acquisition modifier for a Minion is instead based on two factors, the commonality of their skills and their over all ability. Ability is listed into three broad categories; Lesser Minions (+30), Minions (+0), Greater Minions (-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 |
Dodge: Common Drive: Average to Plentiful to Scarce |
Psyniscience: Rare Scholastic Lore: Average to Extremely Rare |
(Talents to be compiled as asked.)
Characteristics
A minion 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 Minions: 160 Points, Max 30
Minions: 250 Points, Max 35
Greater Minion: 315 Points, Max 40
Speed is calculated as normal, Wounds are calculated by doubling the minion's toughness bonus. A minion's Loyalty characteristic is equal to it's leader's Fellowship score.
Skills
Minions 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 Minions: Three ranks of skills at Trained
Minion: Six ranks of Skills, no more then +10%
Greater Minion: Nine ranks of Skills, no more then +20%
Talents
Minions 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 Minions: Five Talents
Minion: Seven Talents
Greater Minion: Eleven Talents
Traits
More then anything else, Traits determine the true nature of the minion. Each Minion 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 Minions: Three Traits
Minion: Five Traits
Greater Minion: Seven Traits
Starting Equipment
Every Minion 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 Minion: 2 items with a modifier of +30 or greater
Minion: 3 items with a modifier of +20 or greater, alternately, they may take 2 items of +10 or greater
Greater Minion: 3 items with a modifier of +10 or greater, or they make take 2 items of +0 or greater
Existing Minions
- Catyaina Curiatia Remembrancer, Minion of Lord-Captain Drake
- Crosp ServoSkull, Lesser Minion of Explorator LaForge
- Aoife Bodyguard, Minion of Lord Tacticus