This is a fansite for the roleplaying games Dark Heresy and Rogue Trader by Fantasy Flight Games and for 40k roleplaying in general. This website is completely unofficial and in no way endorsed by Games Workshop or Fantasy Flight Games.
So
I’m thinking of using the WFRP3 dice in my game of Rogue Trader. I can
assign suitable narrative elements for the non-combat skill tests etc,
but I need something with a bit more detail for combat. I’ve come up
with the following – do people think this makes sense?
This set of home rules includes:
-A method for assigning a single numerical value to your character's physical size and some simple mechanical effects.
-A similar method for determining run speed (replacing DH's Agility Bonus and WFRP's Racial Movement Rates)
-Mechanical effects for a few other physical characteristics.
-Benefits for taking care of your body, requirement to eat and drink, and penalties for starvation.
Recently stumbled upon an interesting houserule for DH or RT- Chaos numbers. When making d100 checks, a 66, 77, 88 or 99 prompts a further 1d10. If you end up rolling three-of-a-kind, then the fickle forces of chaos have taken an interest in the action causing something unexpected to happen and complicate the issue. It will not turn a failure into a success, or vice versa.
This is a point buy system created for my game, Quarantine. This system aims to
provide players with a fair, balanced alternative to random rolls, through review and factoring of random roll averages, probabilities, and attribute thresholds.
In my next session I am adding a shipboard battle, while the acolytes
are in transit to their mission the ship they are on is going to be
boarded by an orc raiding party. All the books mention how naval
weapons are specialized to prevent damaging the ship and I doubt my
group is gonna give up their grenade launchers I decided to make up a
random damage chart to make combat a little more interesting. I haven't
decided which weapons are all going to trigger rolls on the chart (the
grenade launcher for sure) but here is what I have so far.
While the prices for items of
different quality are given in the equipment section of Dark Heresy,
the rules as written only provide rules for higher and lower quality
weapons, armour, cyberware and a random assortment of other
miscellaneous gear. The reason for this bias is pretty simple - every
weapon is used for attacking and every armour is used to prevent
attacks - meaning that one quality rule can be almost universally
applied. This isn't the case for other equipment and tools, which have
many purposes (and critically, many game mechanics).
In a recent game of Dark Hersey (playing out Rogue Traders of
all things, we couldn’t wait for the book) my group stole an Imperial Gun Cutter from a Ministorum space station. Of course the Imperium
launched more gun cutters to destroy them in a dog fight style combat.
I created these rules on the fly and they seem to work well, my group
said they have loads of fun in the dog fight and have asked for it to
be a recurring theme in the campaign. They are designed to allow for
dogfights, i dont know how well they would work for ground vehicles.