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House Rules
[Rogue trader] using WFRP3 dice PDF Print E-mail
Written by Greg   

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?

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Physical Characteristics as Game Mechanics PDF Print E-mail
Written by Chapow!   

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.

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Chaos Numbers Houserule PDF Print E-mail
Written by tidomann   

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. 

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Point Buy in Dark Heresy PDF Print E-mail
Written by Surrealistik   

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.

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Shipboard Battles: Randam Damage Chart PDF Print E-mail
Written by gijared   

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.

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Carrying, Lifting and Pushing Simplified PDF Print E-mail
Written by Jacob   

This is a simplified method of determining limits on how much weight a character can carry, lift or push.

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Item quality in Dark Heresy PDF Print E-mail
Written by Andy James   

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).

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Dogfights and vehicle Combat PDF Print E-mail
Written by Andy Bailey   

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.

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