- You may roll two stat-lines and pick the one you prefer.
- You may swap one stat for another, or re-roll one stat. You must accept the second roll, even if it is worse.
- Origins from all sourcebooks (Inquisitor’s Handbook, Radical’s Handbook, Ascension, Blood of Martyrs, et cetera) are generally permitted, but ask first.
- The Homeworld is a ‘free row’; you may hop from any Homeworld to any Birthright. Following that, please follow the Origin Path.
- Origin Paths that result in visible mutation have to be approved. Any mutations resulting in From Beyond, Daemonic or a Fear rating are immediately vetoed.
Career Paths & Acquisition
- Dark Heresy careers are tentatively permitted.
- You may swap starting equipment for a similar item of the same Quality and Availability.
- The starting Acquisition is at a total of +0. Items personal to your character are encouraged.
Skills and Abilities
- The Rogue Trader’s ability Exceptional Leader must be declared before a test is made. If used in a Group Challenge, only one character may benefit from the ability. It may not be used for Acquisition tests.
- When making d100 checks, a 66, 77, 88 or 99 prompts a further 1d10 at the GM’s discretion. If you end up rolling three-of-a-kind, then the fickle forces of Chaos may 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.
- All abilities other than piloting during Silent Running incur a unique penalty of -40, applied after the degrees of success have been calculated. If this makes the result a failure the ship has been detected, however the test itself has succeeded. Maneuvers such as Flank Speed or Active/Focused Augury may not be undertaken while Silent Running.
- All Unnatural degrees of success are calculated before bonuses from other sources (Ie Unnatural Strength & Power Armour).
- Hordes are fired against as if a single target.
- Semi auto/Full auto must allocate extra hits to the horde (Not any leaders, etc).
- Any damage to the horde after armour and toughness reduces it magnitude by 1.
- Explosive damage counts as dealing an extra hit.
- Locations are not used, and a horde has a single armour value for all locations.
- Hordes can be pinned, taking a single WP test with a bonus equal to it’s magnitude.
- In Melee, an extra hit is inflicted for every 2 degrees of success on the WS test.
- Weapons with a power field deal and extra hit.
- Blast weapons automatically deal hits equal to the blast value.
- Flame weapons hit the horde a number of times equal to one quarter of weapons range (Rounding up) + 1D5.
- Psychic powers cause hits equal to the psy rating of power.
- Area effect powers add 1D10 hits.
Breaking the Horde
- If 25% of the hordes magnitude is removed in a single round, it must pass a WP test or flee it’s highest movement value.
- If the hordes magnitude is less then 50% of it’s starting value, it suffers -10 to break tests.
- If the hordes magnitude is less then 25% of it’s starting value, it automatically breaks.
- Fearless hordes never break and must be slaughtered to the man.
- The horde can attack all enemies in close proximity.
- Hordes do not gain the ganging up bonus.
- Attacks made by the horde cannot be dodged or parried.
- A horde can make ranged attacks equal to the first number of its magnitude.
- Hordes gain range modifiers as normal.
- Hordes cannot aim.
- Hordes never run out of ammo, and their weapons never jam.
Damage From Hordes
- Divide the hordes magnitude by 10 (rounding down), it adds this many D10s to the standard weapon damage profile.
- A horde can never get more then an additional 2D10 of damage, no matter it’s size.
Magnitude Size Modifiers
Minions function in a similar fashion to a Horde, but are (usually) under the control of the Explorers.
- An Explorer can command a number of minions each round as determined by his fellowship bonus and talents, with a minimum Magnitude of 10.
*Minions that are not acting under orders attack a target of GM’s discretion per standard Horde rules.
- Commanding minions requires at least a half-action, depending on the complexity of the order and prevailing conditions. Generally a command is considered advanced if the minions are asked to perform more tasks than their Int bonus in a single turn. If the character should fail his command test use the minion rules above to determine the minions’ impact on the battle. A command check in combat is usually challenging with a bonus of +10 for every rank the minion has.
- An Explorer gets to control minions he successfully commanded as if they were characters using their normal profiles; the minions gain bonus damage equal to the degrees of success on the Command roll.
- Any shot that hits in the 1-10(head) automatically bypasses the target’s toughness bonus, however armour is still counted. Enemies with Natural Armour or other such traits may ignore this rule at the GM’s discretion.
- Weapons firing on Full-Auto or with Scatter double all Range Modifiers.
- All damage rolls of natural 10 automatically deal an extra D10 of damage. This effect is cumulative.
- If the weapon hits, it ignores unnatural toughness up to the Felling value. For example, Felling (1) ignores unnatural toughness (x2).