The Core Mechanic Acquisition Modifiers: Rogue Trader Quick Reference
The Core Mechanic Acquisition Modifiers: Rogue Trader Quick Reference
Mental Traumas
Roll 1d100 and add +10 for every degree of failure.
Roll Result
01–40
The character becomes withdrawn and quiet. The character is at –10 to all Fellowship-based Tests. This lasts for 3d10 hours.
41–70
The character must compulsively perform an action such as fevered praying, frantically cleaning a weapon, reciting verse, and so on, and pays little
attention to anything else. All Tests that are based on Intelligence, Fellowship, or Perception suffer a –10 penalty. This effect lasts for 3d10 hours.
71–100
The character is constantly fearful, seeing danger everywhere, and is extremely jumpy. The character gains a +10 bonus to all Perception-based Tests
and is at a –10 penalty to his Willpower for the next 1d5 days.
101–120
The character suffers from a temporary severe phobia (see Disorders, page 296). This effect lasts for 1d5 days.
121–130
The character reacts to the slightest stress or pressure by becoming extremely agitated. When performing any task that involves a Test, the character
must first pass a Willpower Test or suffer a –10 modifier to the Test. If the character gets into combat, all Tests during combat automatically
suffer a –10 modifier. This effect lasts for 1d5 days.
131–140
The character suffers vivid and extreme nightmares whenever he tries to sleep. The next day and for the next 1d10 days, the character will be
exhausted by lack of sleep and gains a level of fatigue. This effect lasts for 1d5 days.
141–150
The character is struck dumb and is unable to speak. This lasts for 1d5 days.
151–160
Extremely distressed and unfocused, the character refuses to eat or drink and looks in a terrible state. The character takes a –10 penalty to all
Characteristics (no Characteristic can be reduced below 1) for 1d10 days.
161–170
The character temporarily becomes hysterically blind or deaf. This effect lasts for 1d10 days.
171+
The character becomes completely traumatised and virtually unresponsive. He can’t initiate actions but may be gently led. This effect lasts for 1d10
days.
Mutations:
See GM
Psychics
Using Psychic Techniques
When a psyker uses a psychic technique, he has a choice of using it at Fettered Psychic Strength (Half of his Active Psy Rating, rounding up),
Unfettered Psychic Strength (Full Psy Rating) strength, or he may try to Push it.Depending on the strength used, consult the following chart and apply
the appropriate result.
Pushing Psychic Techniques
Astropaths and other sanctioned psykers may add up to +3 to their Psy Rating when determining the final pushed strength of the power. Other psykers
have a deeper connection to the wild surges of the warp and may add up to +4 to their final psy rating push result but at even greater risk. Any push can
result in scores over ten, but if a psyker has more than one source increasing the final effective Psy Rating, only the highest is applied.
Focus Power
Any use of a psychic technique starts with the Focus Power Action. This is usually represented by a Test, either Skill or Characteristic, to make the
power function or to generate successes. Focus Power is the catch-all phrase used to encompass the many different tests that may be required—
Willpower, Psyniscience, etc. In any Focus Power Test, the Psyker adds +5 to his Focus Power score for each level of Psy Rating. A result of “100” on
this Test always indicates failure. If something adds or subtracts from a psyker’s Focus Power score, that means it directly adds or subtracts from the
Test(s) required for a given power or technique. Some psychic
powers and psychic techniques do not require a roll, but they all require this Instant Action to Focus Power. If a Test is not required to use a power or
technique, it will not trigger a Psychic Phenomena check if used at the Unfettered Psychic Strength level. Any power used at the Push Psychic Strength
will always trigger a phenomena check as indicated on table Table 6–2: Psychic Strength.
Sustaining Multiple Powers
Maintaining two powers at the same time reduces the effective Psy Rating of both powers by 2. Maintaining three powers reduces the Psy Rating of all
powers by 3 and so on. No additional roll is required, but if the Psy Rating of a given power drops to zero, it is no longer maintainable and ends. If a
character suffers Psychic Phenomena while maintaining multiple active powers, the additional energy he is channeling is likely to go out of control or
otherwise worsen matters, adding +10 to the result rolled on the chart per additional
power he is maintaining.
Range and Line of Sight
Unless noted in their descriptions, psychic powers that are targeted directly against other individuals require the psyker to either have line of sight or
otherwise be ‘aware’ of the target of his powers, as well as the target to be inside the power’s stated range.
Opposed Tests and Multiple Targets
Where a psychic power is being used against multiple
targets, each of which may make an Opposed Test against its effects, roll once for the Psyker and have all those opposing individually test against this
single result.
Detecting Psychic Techniques
All psykers can Test Psyniscience when Psychic Techniques are in effect in their presence in order to determine their source (see Chapter III: Skills,
page 84 for details on this skill).
Psychic Strength
Class of Psyker Astropaths and other Sanctioned Psykers
Fettered (Psy Rating/2) No check, the power is activated.
Unfettered (Psy Rating) If the psyker rolls doubles during a Focus Power Test, roll on the Psychic Phenomena Table (see page 160).
Push (Psy Rating +1 to +3/+4) Make a check against the Psychic Phenomena Table at +5 per +1 rating desired, up to a maximum of +3/+15.
Sustaining Multiple Powers +10 to all rolls on the Psychic Phenomena Table
Shooting Actions
Ballistic Skill Test, + Modifiers to fire any number of weapons. When firing at up to 2x range, -10 BS. When firing at ½ range, +10 BS.
Macrobatteries: 1 hit per success up to Str. Subtract Void Shields from hits once per turn per attacker. Damage per hit. Subtract Armor from dmg.
Lances: 1 hit for success, 1 more per 3 successes. Ignore armor.
If successes = Crit Rating, 1d5 on Crit Chart.
Damage is dealt to Hull Integrity. 1 loss of Hull Integrity causes 1 Crew and 1 Morale Loss. If Hull Integrity = 0, Crippled. Speed is halved, -10 to
Manuverability and Detection, Str of all Weapons halved, damage from all further hits goes directly to Crit Chart.
Extended Actions
Action Test Benefit
Active Augury Scrutiny + Detection Scans the area
Aid the Machine Spirit Tech-Use Bonus to Detection or Manoeuvrability
Disinformation Deceive or Blather Raises Morale
Emergency Repairs Tech-Use Repair damaged, depressurised, or unpowered Components
Flank Speed Tech-Use Gain additional movement
Focused Augury Scrutiny + Detection Detailed scan of one target
Hail the Enemy Interaction Skill Communicates with another ship
Hit and Run Pilot (Space Craft),Command Board enemy ship, cause damage, and return
Hold Fast! Willpower Reduces Morale Damage
Jam Communications Tech-Use Stops target from sending vox signals
Lock on Target Scrutiny + Detection Bonus to Ballistic Skill Tests with one weapon component
Prepare to Repel Boarders! Command Bonus to Command Test vs. enemy boarding actions
Put Your Backs Into It! Intimidate or Charm Bonus to various actions
Triage Medicae Reduces Crew Population Damage