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Intro
 
Intro
 
===Player Characters===
 
===Player Characters===
: * @Scarik is playing '''His Grace, the Eminent Lord-Captain Jean-Allister Reinhardt ap Banain''' the Rogue Trader. Character sheet PDF[https://drive.google.com/file/d/1A3y7W75atEtSbLjsAVAvCAO2rOxF_kKz/view?usp=sharing]. Image [https://wiki.rpg.net/index.php/File:WH40K.RT.JeanAllister.jpg]. [https://wiki.rpg.net/index.php/W%26G.RogueTraderWiki_JeanAllister Fluff]
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: * @Scarik is playing '''His Grace, the Eminent Lord-Captain Jean-Allister Reinhardt ap Banain''' the Rogue Trader. Character sheet PDF[https://drive.google.com/file/d/1-1G0pLgKvhiuopy04tPFg6wl8ykHshjo/view]. Image [https://wiki.rpg.net/index.php/File:WH40K.RT.JeanAllister.jpg]
 
: * @JoanieSappho is playing '''Aelrys''' the Eldar Pysker Corsiar. Character Sheet PDF[https://drive.google.com/file/d/1XpHSS-bO7oQz-Qs6xF35oBy-jQ7rn3Dm/view]. Image
 
: * @JoanieSappho is playing '''Aelrys''' the Eldar Pysker Corsiar. Character Sheet PDF[https://drive.google.com/file/d/1XpHSS-bO7oQz-Qs6xF35oBy-jQ7rn3Dm/view]. Image
: * @Donan is playing '''Davian Zek''' the Tech-Priest of the ship. Character Sheet[https://drive.google.com/file/d/1Xv9rmmkPCmwN5K-KOBxLDswNwqDXbaRX/view]. Image
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: * @Donan is playing '''Davian Zek''' the Tech-Priest of the ship. Character Sheet[https://drive.google.com/file/d/1Xv9rmmkPCmwN5K-KOBxLDswNwqDXbaRX/view]. Image.
: * @Susanoo Orbatos is playing '''Yvette Vimes''' Sancation Psyker and Agent of the Xeno Inquisition. Sheet PDF[https://drive.google.com/file/d/1vYQyNo564axrUd0Ei_zQTzOKy7iGQCdT/view]. Image[https://www.deviantart.com/blazbaros/art/Masari-Bonnefoy-810997782]
 
: * @Aliexster is playing '''Walkain the Antiquated Crow'''[https://wiki.rpg.net/index.php/W%26G.RogueTraderWiki.MajorZorhal], Lost Space Marine. Image.
 
: * @Aurebesh is playing '''Fikk Blastum'''[https://wiki.rpg.net/index.php/RogueTraderWiki] a Human Void born pilot
 
  
 
===Important NPCs===
 
===Important NPCs===
: * '''Zururleo Kanor el Tarez''' is a minor noble from Scintilla, the capital world of the Calixis Sector. The fourth offsping of Count Daemun Taaldes el Taraz who wishes to make his own fortune with the prize. Zururleo is a skill swordsman (power sword of course) but otherwise not a great combatent or leader. Image[https://i.pinimg.com/564x/0e/52/d8/0e52d81cd46609b402d696a82dacc246.jpg]
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: * '''Zururleo Kanor el Tarez''' is a minor noble from Scintilla, the capital world of the Calixis Sector. The fourth offsping of Count Daemun Taaldes el Taraz who wishes to make his own fortune with the prize. Zururleo is a skill swordsman (power sword of course) but otherwise not a great combatent or leader.
: * '''Mr. Pikkens'''[https://wiki.rpg.net/index.php/W%26GRogueTrader.Ogryn#Mr._Pikkens] is Lord-Captain Jean-Allister's personal bodyguard and loyal servant. Not especially bright he is deadly with his rippergun and big blade.
 
  
===Alleged Victory===
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===VOIDCRAFT HOUSERULES===
''Imperium, War Craft, Dauntless-class, Light Cruiser, Rogue Trader, Banain Dynasty''
 
 
 
'''SIZE''': 4
 
 
 
'''Defense''' (DEF): 3
 
 
 
'''Resilience''' (RES): 5
 
 
 
'''Hull''' (HULL): 10
 
 
 
'''Speed''' (SPD): 5
 
 
 
'''Other''': Crew 7, Cargo 2, Detection 0, Duration 3, Passengers 2, Resolve 5, Stealth 0, Soldiers 3, Upgrade -1, Weapons +3
 
 
 
'''Machine Spirit Oddity''': ''Wrothful'' ( In combat: +1 to SPD and Weapons. Out of combat or fleeing: –1 to DEF, SPD, and Detection)
 
 
 
'''History''': ''Reliquary of Mars'' (+1 upgrade, +1DN to repair without Loremaster (Archeotech)
 
 
 
'''Upgrades''' 6 (-1 for WarCraft, +1 for Ascension, +1 for Reliquary)
 
: * ''Teleportarium''
 
: * ''Launch Bays'' (the Dauntless normally has Torpedoes in the prow. They have been modified over the centuries)
 
: * ''Tenebro-Maze'' (not just a labyrinth but parts of the ship are infested with Orks or used as a refuge for wild Ogryns and other fauna)
 
: * ''Speed'' +1
 
: * ''Crew'' +1
 
: * ''Rapid Fire'' Weapons
 
 
 
==VOIDCRAFT HOUSERULES==
 
 
'''VOIDCRAFT BASICS'''
 
'''VOIDCRAFT BASICS'''
 
 
Voidcraft come in a wide range of size and power. "Generally" these craft range from the 'realatively' small assault/attack ships (like starfighters/bombers, etc.) that might be 10 or so meters long and shuttle landers that average maybe 30 meters long, neither are capable of warp-travel (Size 1) to the 'Retribution' class battleship which can be up to 8km long (Size 8). There are 'craft' larger such as spacestations, the Black Stone Fortresses, the Shipyards of Mars (that pretty much are one orbit around Holy Mars) and even Eldar Craftworlds.
 
Voidcraft come in a wide range of size and power. "Generally" these craft range from the 'realatively' small assault/attack ships (like starfighters/bombers, etc.) that might be 10 or so meters long and shuttle landers that average maybe 30 meters long, neither are capable of warp-travel (Size 1) to the 'Retribution' class battleship which can be up to 8km long (Size 8). There are 'craft' larger such as spacestations, the Black Stone Fortresses, the Shipyards of Mars (that pretty much are one orbit around Holy Mars) and even Eldar Craftworlds.
  
 
A Voidcrafts have the following Primary Traits -- Size represents its relative size and structural strength and affects its basic Defense (1/2 Size, round down minus 5). Resilience reflects the ships basic toughness, armour reinforcement and Void-shields (equal to Size). Hull is the ships basic Wounds (Size x2). The Speed is a game scale cruising speed of a ship and repersents thousands of KPH. Most of these can be modified (see below). For the Imperium all Warpcraft range from min size of 3 to a max of 8.
 
A Voidcrafts have the following Primary Traits -- Size represents its relative size and structural strength and affects its basic Defense (1/2 Size, round down minus 5). Resilience reflects the ships basic toughness, armour reinforcement and Void-shields (equal to Size). Hull is the ships basic Wounds (Size x2). The Speed is a game scale cruising speed of a ship and repersents thousands of KPH. Most of these can be modified (see below). For the Imperium all Warpcraft range from min size of 3 to a max of 8.
  
* SIZE: 1; Defense (DEF): 5; Resilience (RES): 1; Hull (HULL): 2; Speed (SPD): 6; Base Ship Type: Shuttle, Fighter
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:*SIZE: 1; Defense (DEF): 5; Resilience (RES): 1; Hull (HULL): 2; Speed (SPD): 6; Base Ship Type: Shuttle, Fighter
*SIZE: 2; Defense (DEF): 4; Resilience (RES): 2; Hull (HULL): 4; Speed (SPD): 5; Base Ship Type: Bulk Shuttle
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:*SIZE: 2; Defense (DEF): 4; Resilience (RES): 2; Hull (HULL): 4; Speed (SPD): 5; Base Ship Type: Bulk Shuttle
* SIZE: 3; Defense (DEF): 4; Resilience (RES): 3; Hull (HULL): 6; Speed (SPD): 5; Base Ship Type: Escorts
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:*SIZE: 3; Defense (DEF): 4; Resilience (RES): 3; Hull (HULL): 6; Speed (SPD): 5; Base Ship Type: Escorts
* SIZE: 4; Defense (DEF): 3; Resilience (RES): 4; Hull (HULL): 8; Speed (SPD): 4; Base Ship Type: Light Cruisers
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:*SIZE: 4; Defense (DEF): 3; Resilience (RES): 4; Hull (HULL): 8; Speed (SPD): 4; Base Ship Type: Light Cruisers
* SIZE: 5; Defense (DEF): 3; Resilience (RES): 5; Hull (HULL): 10; Speed (SPD): 3; Base Ship Type: Cruisers
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:*SIZE: 5; Defense (DEF): 3; Resilience (RES): 5; Hull (HULL): 10; Speed (SPD): 3; Base Ship Type: Cruisers
* SIZE: 6; Defense (DEF): 2; Resilience (RES): 6; Hull (HULL): 12; Speed (SPD): 3; Base Ship Type: Battle Cruisers
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:*SIZE: 6; Defense (DEF): 2; Resilience (RES): 6; Hull (HULL): 12; Speed (SPD): 3; Base Ship Type: Battle Cruisers
* SIZE: 7; Defense (DEF): 2; Resilience (RES): 7; Hull (HULL): 14; Speed (SPD): 3; Base Ship Type: Grand Cruisers
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:*SIZE: 7; Defense (DEF): 2; Resilience (RES): 7; Hull (HULL): 14; Speed (SPD): 3; Base Ship Type: Grand Cruisers
* SIZE: 8; Defense (DEF): 1; Resilience (RES): 8; Hull (HULL): 16; Speed (SPD): 2; Base Ship Type: Battleship
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:*SIZE: 8; Defense (DEF): 1; Resilience (RES): 8; Hull (HULL): 16; Speed (SPD): 2; Base Ship Type: Battleship
* SIZE: 9; Defense (DEF): 1; Resilience (RES): 9; Hull (HULL) 18; Speed (SPD): 1; Base Ship Type: Black Stone Fortress
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:*SIZE: 9; Defense (DEF): 1; Resilience (RES): 9; Hull (HULL) 18; Speed (SPD): 1; Base Ship Type: Black Stone Fortress
* SIZE: 10; Defense (DEF): 0; Resilience (RES): 10; Hull (HULL): 20; Speed (SPD): 0; Base Ship Type: Craftworld or the shipyards of Mars
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:*SIZE: 10; Defense (DEF): 0; Resilience (RES): 10; Hull (HULL): 20; Speed (SPD): 0; Base Ship Type: Craftworld or the shipyards of Mars
  
 
For all Voidcraft there are also the following Secondary Traits that are kind of "standard" for most only modified by Keywords and upgrades listed below.
 
For all Voidcraft there are also the following Secondary Traits that are kind of "standard" for most only modified by Keywords and upgrades listed below.
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BASE MODIFIERS: Keywords
 
BASE MODIFIERS: Keywords
 
Imperium is the standard craft and no modifiers to the basic Features. Aeldari/Anhraihe craft are defensive and fast. Ork craft ships tend to move at erratic speeds and are built far stronger the normal craft.
 
Imperium is the standard craft and no modifiers to the basic Features. Aeldari/Anhraihe craft are defensive and fast. Ork craft ships tend to move at erratic speeds and are built far stronger the normal craft.
* IMPERIUM - DEF Mod: +0; RES Mod: +0; HULL Mod: +0; SPD Mod: +0; Other: none
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:*IMPERIUM - DEF Mod: +0; RES Mod: +0; HULL Mod: +0; SPD Mod: +0; Other: none
* AELDARI (ANHRATHE) - DEF Mod: +1; RES Mod: -1; HULL Mod: -2; SPD Mod: +2; Other: Crew +1, Detection +2, Resolve +1, Stealth +2
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:*AELDARI (ANHRATHE) - DEF Mod: +1; RES Mod: -1; HULL Mod: -2; SPD Mod: +2; Other: Crew +1, Detection +2, Resolve +1, Stealth +2
* ORK - DEF Mod: -1; RES Mod: +2; HULL Mod: +4; SPD Mod: -2 but adds +1d4 each round; Other: Weapons +2
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:*ORK - DEF Mod: -1; RES Mod: +2; HULL Mod: +4; SPD Mod: -2 but adds +1d4 each round; Other: Weapons +2
  
 
A Rogue Trader is IMPERIUM based and pick one additional KEYWORD and apply Mods
 
A Rogue Trader is IMPERIUM based and pick one additional KEYWORD and apply Mods
* FRIGATES/FAST ESCORT - DEF Mod: +1; RES Mod: +0; HULL Mod: +0; SPD Mod: +1; Other: Cargo -1, Detection +2, Passengers -1, Weapons +1
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:*FRIGATES - DEF Mod: +1; RES Mod: +0; HULL Mod: +0; SPD Mod: +1; Other: Cargo -1, Detection +2, Passengers -1, Weapons +1
* RAIDER - DEF Mod: +0; RES Mod: +0; HULL Mod: +0; SPD Mod: +2; Other: Detections +2, Passengers -2, Stealth +1
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:*RAIDER - DEF Mod: +0; RES Mod: +0; HULL Mod: +0; SPD Mod: +2; Other: Detections +2, Passengers -2, Stealth +1
* PILGRAM SHIP - DEF Mods: +0; RES Mod: +0; HULL Mod: +0; SPD Mod: -1; Other: Cargo +1, Duration -1, Passengers +5, Upgrade bonus +2
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:*PILGRAM SHIP - DEF Mods: +0; RES Mod: +0; HULL Mod: +0; SPD Mod: -1; Other: Cargo +1, Duration -1, Passengers +5, Upgrade bonus +2
* TRANSPORT - DEF Mod: +0; RES Mod: +0; HULL Mod: +0; SPD Mod: -1; Other: Cargo +3, Duration +1, Passengers +1, Upgrade bonus +1
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:*TRANSPORT - DEF Mod: +0; RES Mod: +0; HULL Mod: +0; SPD Mod: -1; Other: Cargo +3, Duration +1, Passengers +1, Upgrade bonus +1
* WAR CRAFT - DEF Mod: +0; RES Mod: +1; HULL Mod: +2; SPD Mod: +0; Other: Cargo -2, Passengers -2, Soldiers +3, Upgrade penalty -1, Weapons +3
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:*WAR CRAFT - DEF Mod: +0; RES Mod: +1; HULL Mod: +2; SPD Mod: +0; Other: Cargo -2, Passengers -2, Soldiers +3, Upgrade penalty -1, Weapons +3
  
 
A Rogue Trader also gets to choice whether or not his base Voidcraft is Size 3 and can land on planetary surfaces or a Size 4 and cannot land on surfaces (it can still dock with orbital facilities. Otherwise the ship requires shuttles which takes time to drop things off which can effect profit :)
 
A Rogue Trader also gets to choice whether or not his base Voidcraft is Size 3 and can land on planetary surfaces or a Size 4 and cannot land on surfaces (it can still dock with orbital facilities. Otherwise the ship requires shuttles which takes time to drop things off which can effect profit :)
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Generally the PCs will make the Voidcrafts skill checks in combat including Ballistic Skill, Piloting, Tech, etc. A single PC can only make a single Skill check each 'round' (Rounds in space are much longer then Personal Combat). For positions not manned by PC use the Crew Default rolls.  
 
Generally the PCs will make the Voidcrafts skill checks in combat including Ballistic Skill, Piloting, Tech, etc. A single PC can only make a single Skill check each 'round' (Rounds in space are much longer then Personal Combat). For positions not manned by PC use the Crew Default rolls.  
  
One of the first things to happen is a Void encounter would be a Detection test (WIT +Tech plus Detection rating) with a DN increase for each range band past the first one (standard array have a range bands of 10/20/30, etc.). Base successs reveals the target's SIZE, SPD and Weapons ratings. Each Shift can be used to gain one additional ratins like DEF, RES, HULL and Stealth rating. This can be made each round to grant bonuses with extra Shifts adding to Attacking or Defending, etc. (see Standard Combat Actions).
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One of the first things to happen is a Void encounter would be a Detection test (WIT +Tech plus Dectection rating). Base successs reveals the target's SIZE, SPD and Weapons ratings. Shifts can be used to gain additional ratins like DEF, RES, HULL and Stealth rating. This can be made each round to grant bonuses with extra Shifts adding to Attacking or Defending, etc. (see Standard Combat Actions).
  
 
Standard Actions in Combat. Voidcraft can take each of the following Actions once per combat round...
 
Standard Actions in Combat. Voidcraft can take each of the following Actions once per combat round...
: * Command Roll. Each round the commander of the vessel may make a WIL+ Leadership skill test, DN base 3. With success the commander may grant one other of the Standard Actions listed below a +2D bonus to their skill test. For every Shift they wish to apply can increase this base bonus by +2D to another Standard Action or they could increase their initial bonus to a +3D. They cannot exeed the +3D to any one Standard Action roll.  
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: * Command Roll. Each round the commander of the vessel may make a WIL+ Leadership skill test, DN base 3. With success the commander may grant one other of the Standard Actions listed below a +1D bonus to their skill test. For every Shift they wish to apply can increase this base bonus by +1D (max +3D) or apply the bonus to a different skill check (starting a +1D but again max +3D). For each Exalted they rolled allows them to grant one addition skill test a +2D to it (but again max +3D to any one action).
: * Aspex Scan. Each round the main Aspex Master may make a base WIT +Tech plus Detection rating with a DN of 3 + 1 for each range band an enemy vessel is past the first one (standard Aspex arrays have a range of 10/20/30, etc.). If successful the Aspex can grant a +2D bonus to either Fire Weapons or Torpedoes Ballistic skill checks to hit enemy vessels or the vessel's Piloting skill checks for "avoiding fire" or to the Point Defense Weapons fire to hit enemy starfighters, bombers and/or torpedoes. As with the Command Roll every shift can add an additional +2D bonus to any of the above departments as aid (to a max of +3D including the bonus from Command)
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: * Aspex Scan. Each round the main Aspex Master may make a base WIT +Tech plus Dectection rating with a DN of 3 + 1 for each range mod an enemy vessel is (standard Aspex arrays have a range of 10/15/20, etc.). If successful the Aspex can grant a +1D bonus to either Fire Weapons or Torpedoes Ballistic skill checks to hit enemy vessels or the vessel's Piloting skill checks for "avoiding fire" or to the Point Defense Weapons fire to hit enemy starfighters, bombers and/or torpedoes. As with the Command Roll every shift can add an additional +1D bonus (to a max of +3D including the bonus from Command) and/or +2D with every Exalted rolled.     
:: For each additional success over the base means that Aspex reader gains one of the following pieces of information about any one enemy ship, torpedo or starfighter wing: DEF, RES, HULL, SPD or Weapons.     
 
 
: * Fire Weapons or Torpedoes. Each ship in combat can attack once per round with either its base Weapons or fire torpedoes (if the vessel includes them). A ship may also fire its Point Defense Weapons in the same round. Torpedoes only require the initial attack action and act independent after that.  
 
: * Fire Weapons or Torpedoes. Each ship in combat can attack once per round with either its base Weapons or fire torpedoes (if the vessel includes them). A ship may also fire its Point Defense Weapons in the same round. Torpedoes only require the initial attack action and act independent after that.  
 
: * Piloting Check.  
 
: * Piloting Check.  
 
: * Repairs.  
 
: * Repairs.  
: * More Power. The Tech-Priest or Crew can attempt to push the Machine Spirit of the vessel to grant a boost in power to one or more subsystems.  
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: * More Power.  
 
: * Boarding and Hit & Run Raids.
 
: * Boarding and Hit & Run Raids.
Note that Starfighters and Bombers may only take the Aspex Scan, Fire Weapon and Piloting checks each round. The Command back of their mothership may apply his commond bonuses to any of these rolls as normal but they each count seperately from the mothership (i.e. if the Commander got a base success she could grant a +2D bonus to the Voidcraft's Fire Weapons skill roll or one of the Fighter wings if there were more then one).
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Note that Starfighters and Bombers may only take the Aspex Scan, Fire Weapon and Piloting checks each round. The Command back of their mothership may apply his commond bonuses to any of these rolls as normal but they each count seperately from the mothership (i.e. if the Commander got a base success she could grant a +1D bonus to the Voidcraft's Fire Weapons skill roll or one of the Fighter wings if there were more then one).
  
 
CRITICAL HITS (TBD)
 
CRITICAL HITS (TBD)
:Roll D66...
 
::11-
 
  
 
===OTHER VOIDCRAFT HOUSERULES===
 
===OTHER VOIDCRAFT HOUSERULES===

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