Tag: rule

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  • Kroot

    The Kroot are a race of avian-evolved humanoids from their home planet of Pech, within the Tau Empire. They stand 2.1m 2.8m meters tall and weigh about 50kg to 110kg. Traditionally, their skin is a leathery brown, with short, hollowed spines protruding …

  • Orks

    Orks are a race of brutal, ruthless, and sometimes cunning warriors. They are very tough and resilient, able to survive most things that could kill a human outright. They are very simple minded and love combat, money, and booze. The standard Ork stands …

  • Eldar

    The Eldar are one of the oldest races in the universe. They stand at about 1.9m to 2.7m tall and weigh between 40kg and 70kg. Their body structure is long and lanky. They have very sharp facial features and pale skin. Their hair varies in colour from …

  • Tau

    The Tau are the youngest race and can be considered to be the most technologically advance. What they lack in physical might and stature they make up with their intelligence and ability to learn relatively quickly. They range from 1.4 to 1.9m tall and …

  • Humans

    Humans are a medium aged race in the universe. They range from 1.6m to 2.5m tall on average, weighing 45kg to 136kg. Their skin and hair colours vary, from dark browns to pale tans and various reds, browns, blacks, and blondes. They hail from many …

  • Attack Actions

    The more recent games have made alterations to the different types of attack actions. Many of these are quite interesting, but make certain types of attacks much harder to make use of. As such, both versions of these attacks will be made, giving …

  • Skill Changes

    This is the list of all the skills. |Acrobatics (Agi) - Acrobatics, Contortionist|Navigation (Per)| |Athletics (Str) - Climb, Swim|Operate (Agi)- Drive, Pilot| |Awareness (Per) - Awareness, Search|Parry (WS)| |Commerce (Int, Fel) - Barter, Commerce …

  • Psyker Strength Table

    |=.|=.*Fettered*|=.*Unfettered*|=.*Push*|=.*Sustain*| |=.*Bound*|=.1/2 Psyrating, no Phenomena|=.Full Psyrating, Phenomena on Doubles|=.Push up to Psyrating +3, Always Phenomena, +5 to Phenomena per Push|=.Additional +10 on Phenomena rolls, -1 Psy Rating …

  • Unnatural Characteristics

    The rule on how Unnatural Characteristics work has changed in the _Black Crusade Core Rulebook_, and makes it a much better utility to both players and GM. Rather than being a multiplier that can just get insanely out of hand, it comes in ranks, gaining …

  • Minimum Damage

    Just because you have a tough body and well kept armour doesn’t mean you are invincible from all but the strongest attacks. As any member of the Imperium knows, if you have enough lasguns, the chaos beast will eventually die. If an character (be it …

  • Elite Advances

    Elite Advances are taken when a Skill or Talent is unfeasible to an Explorer of a given Rank or Career. These can even include certain Traits or abilities that aren’t even mentioned in any of the books. They are the player’s greatest asset at making …

  • Sorcery and Certain Psyker Effects

    Though greatly frowned upon by the Imperium, it is possible for an Explorer to come across ancient tomes, ruins, or teachers that know the ways of the Warp. And because of this, it is entirely possible for one to learn how to wield these baleful energies …

  • Dress and Helmet Clause

    Being members of a high class trading dynasty means that one needs to know when to dress appropriately. Wearing full battle armour into a black tie gala will most likely get you removed from the premises or treated as a possible threat with such …

  • Unnatural Healing and Healing Rates

    Bodies and health are things that need to be closely monitored. When they become too wounded or too bad, death occurs. But like how one can take only so much damage, your body can only accept so much healing from external sources. Every day, a …

  • Modifier Cap

    Whenever a character is called upon to make a test, the maximum bonus they could receive from their abilities, talents, skills, and circumstance is +/-60 after calculating all bonuses and penalties. Ex: If you have a +70 to a skill, you only get +60 to …

  • Character Creation

    |_=.Statistics| The Characteristic Generation for this game will be changed so that you do not suffer from not rolling the stats you want your character to have. Instead of rolling your Characteristics in order with one reroll, you will be able to …

  • Custom Item Creation

    With the fact that it isn't considered taboo to advance technology, or even create it without the proper rituals, the crafting of custom items is going to be available. It will be somewhat abstract, but there will be guidelines in place for at least …

  • Weapon Changes

    |_=.New Weapon Type| * Ordnance - This type of weapon is so large that they can only be mounted onto the most stable of vehicles. They run from large battle cannons and huge plasma cannons to long range laser cannons and artillery. These weapons can …

  • Career Modifications

    With this different setting focusing on a much more expansive version of the Imperium, the Careers available to each race is going to be expanded upon greatly. This way, most any race can fit a particular role, which makes sense as each race interacts …

  • Righteous Fury Alteration

    As they are written in the Rogue Trader Core Rulebook, Righteous Furies are complicated, over favour certain types of weapons, and are exceedingly deadly for both players and Game Master. As such, a simple change is going to be made to how they are …

  • Rogue Trader

    In the harsh and unforgiving frontier, strength of arms alone will not let you survive. For every war that must be fought, there must be guns to fight them with. Striking deals and stealing hearts, the Rogue Trader is a paragon of quick wit and force of …

  • Arch-Militant

    Someone always has need for a strong arm, especially the military. Whether you grew up on a planet blasted by war or happily enlisted, you've been through a life of hell. But what you got out of it was helpful: how to point a gun, and how to survive. …

  • Explorator

    If a man is only as good as his equipment, then an Explorator can be considered a paragon. These members of the Adeptus Mechanicus have graduated from their academic endeavours to explore the galaxies, wherever their leads may take them. They hold great …

  • Missionary

    Even in the darkest reaches of space, the Emperor's Light shines bright. The Missionary is the pedestal on which his light shines. Backed with holy scriptures and a fervent belief in the Emperor, the Missionary can tend to the wounded and join them on …

  • Navigator

    The Warp is a terrifying place, yet we rely on it for expeditious travel. And for this we rely on the Navigator, those born with the ability to perceive the Warp. But it is more than that, as they are able to tell it's ebb and flow, it's mood and temper …

  • Seneschal

    Everyone has something to hide. Wherever you go, someone is wanting to cover up some money being laundered or some social faux pas that would be scandalous if revealed. The Seneschal plays both sides of the coin. As required, they must keep their crew' …

  • Void Master

    A ship is nothing more than a floating hunk of scrap if there's not one to operate it. Enter the Void Master, paragon of all things voidcraft. Their specialties lie in their training of how to pull the utmost from any given ship. Either from growing up …

  • Psyker

    Few can harness the immense powers of the Warp. When they can, special care must be taken for them to survive the arduous process to protect them from their powers. And even at that, some still slip through the cracks and are not taken to be safely …

  • Mercenary

    When the going get's rough, get rough with life. The Mercenary has lived a life of hardships and struggle, taking any job they can get their hands on. A penchant for combat and brute force has proved well for them as lives as bounty hunters or body …

  • Freebooter

    What happens when you find an Ork with the cunning of a Warboss and the adventurous spirit of a Rogue Trader? You get a Freebooter. These Orks are much more intelligent than their typical kind, but also don't lack their fighting spirit. Most being …

  • Weirdboy

    Orks are a rather unruly bunch. When you give one the powers of a psyker, then things get even weirder. Weirdboys are exactly that, orks that have the ability to tap into the limitless and frightening powers of the Warp (though they would swear it's the …

  • Item Creation

    Here contains the guidelines for crafting items. |_=.Crafting Melee Weapons| *Price*: In order to make a weapon, you must purchase materials equal to half the cost of the weapon you are trying to make. Some weapons require specialty materials that …

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