What follows are the current house rules that are in effect so that this page may exist as a easily accessible reference for them.
Exploration and Interaction Challenges
Exploration and Interaction challenges will not be used as the GM believes them to be too abstract. Instead, normal skill tests will be used as the in-game situation merits.
Stern Chases, as a specialized variant of Exploration Challenges, are not used.
The use of investigation skills will be divided into two types: short-term and long-term tests.
Short-term tests require little in-game time to accomplish and will be handled as normal skill tests. For example, recalling a bit of information that one may know by virtue of one of the various lore skills.
Long-term tests represent long, involved investigations, such as researching a topic in an Adeptus Mechanicus data vault or ask around a mining colony for rumors about the local Magistrate. To do this, the character making the long-term test will make a skill test with the relevant investigation skill. If the character fails the test, then they fail the investigation. If they they succeed on the skill, then they calculate the sum of their degrees of success and the characteristic bonus relevant to the skill, multiply this value by 5, subtract it from 100 to a minimum of 25, and note the resulting quantity (which will be referred as “Q” from now on). Next, they look to the table 9-28 in the corebook on page 264, finding the time period relevant to the difficulty of the test that they just made. The amount of time that it takes the character to complete the investigation is Q% of the time period found on the table. If the character has a Data-Loom, this time is reduced by 25%
Equipment from other WH40k Roleplaying Games
Equipment from other Warhammer 40k Roleplaying Games is allowed only at GM’s discretion, and if the GM allows, they may be acquired at a profit factor availability set by the GM. The GM may modify their rules to make them compatible with Rogue Trader rules if needed.
Hexagrammatic Ward (Dark Hersey)
Availability: Near Unique
The Sudden Death Critical Death optional rule from the core book is in use in regards to NPCs of low importance.
The Astropath Burnout optional rule from Into the Storm is in effect.
The Spray Shots rule from the core book in effect, except for the part stating that excess hits must be allocated to other targets in the melee.
Power Fields do not destroy weapons upon a successful parry.
Achievement Points and Endeavors
The achievement point system for endeavors has been abandoned by the GM for being too abstract, instead, a more free-form approach to endeavors is used. An additional reason for the GM’s abandonment of the Achievement Point system is that by setting up a series of predetermined goals and plot sequences enforced by a rule system, it is far too “railroady” for a game, which by its premise, the impetus of plot lies in the hands of the player characters. For items and components that normally grant additional achievement points towards particular kinds of objectives, what use they are of now is determined by creative use by the players and GM’s discretion on a case-by-case basis. In the case that a voidship’s crew population should drop to or below 40, these particular benefits are lost.
When using the Tracking skill to track a creature or using the Inquiry skill to find information on a creature, the explorer gains a +10 bonus if the explorer knows basic personal information about the creature, or +20 if the explorer knows detailed information.
Past History Complication: Finances in Arrears
-1 penalty on acquisition tests.
+5 bonus on commerce tests negotiated on or involving the vessel.
R-50 Auspex Multi-Band
+5 bonus on navigation (stellar) rolls.
Cargo Hold and Lighter Bay
+5 bonus on concealment tests to hide contraband or other items on the vessel.
Compartmentalized Cargo Hold
+10 bonus on commerce tests negotiated on or involving the vessel.
Main Cargo Hold
+12 bonus on commerce tests negotiated on or involving the vessel.
Luxury Passenger Quarters
+10 bonus on interaction tests with nobility on or involving the vessel.
+10 bonus on interaction tests with the military on or involving the vessel.
+2 bonus on interaction tests with the military on or involving the vessel.
Temple Shrine to the God-Emperor
+10 bonus on interaction tests with the Ecclesiarchy on or involving the vessel.
+5 bonus on interaction tests with nobility on or involving the vessel.
+5 bonus on navigation (stellar) rolls.
The Plasma Refinery of Goliath Class Factory Ships
The harvested plasma, if sold, grants a +1 bonus on that session’s acquisition tests.
Stygies-Pattern Bombardment Cannons
+5 on ballistic skill rolls to bombard a planet.
+5 on Interrogation tests on the ship.
+1 bonus on the acquisition tests for the session.
+5 bonus on Trade (Technomat) tests on the ship.
+10 bonus on Commerce Tests.
+10 bonus on trade tests on the ship.
+5 on interaction tests with criminals.
+7 on Commerce tests.
+15 on charm tests to convert heathens to the Imperial Creed.
Rule Patches and GM Rulings
General patches to cover oversights in the rules and GM rulings to cover rule ambiguities.
Multiple Hits from Semi and Full Auto Fire and Which Arm?
Referring to Table 9-5 on pg 239 in the core book, Second hits against an arm hit the same the arm as the first. For all other hits on an arm, excepting the first which is determined as normal, the arm hit is determined by a 1d10 roll. If the result is an odd number, the arm hit is the right arm. If the result is an even number, the arm hit is the left arm.
Frenzy and Being on Fire
A frenzied character that is on fire must make a Willpower test to act as normal. However, if they fail the test, they do not run off in a random direction, for as the Frenzy talent states, “While frenzied… he may not Parry, retreat, or flee.”
Multiple Simultaneous Fear Sources
When a character encounters more than one fear source of different types (Multiples of the same creature with a fear rating do not count) at the same time, the character tests against each source and the GM rolls on the shock table (table 10-4 on pg 294 in the core book) as necessary should any of these result in failure. However, only the highest rolled result on the shock table applies.
Telekinetic Crush and Soak
Armor (Body Location) and Toughness Bonus apply to soaking damage from Telekinetic Crush.
Two-Weapon Wielding and “of the same kind”
While it states in the Talent description that both weapons must be “of the same kind,” except for when wielding a ranged weapon and a melee weapon, whenever two-weapon wielding is brought up elsewhere in the rules and what weapon in each hand is brought up, those rules seem to be written under the assumption that different specific weapons may be wielded. Thusly, the GM interprets the kind in the phrase “of the same kind” to mean either of the two categories “Ranged” and “Melee.”
Jaded and “terrors of the warp.”
Fear traits gained through Chaos/Warp caused mutation count as terrors of the warp.
The From Beyond Trait and specific effects
The From Beyond trait renders immune a creature that has it from the Sensory Deprivation technique.
Charming Performance use of the Performer skill
Rather than grant an additional +10 to morale for every two degrees of success, each degree of success grants an additional +5 to morale.
Resisting Charm checks
While the Charm skill description notes that Charm tests are always opposed by Willpower tests, the Scrutiny skill description notes that Scrutiny may be used to oppose Charm. The GM rules that Charm may be resisted with either a Willpower and Scrutiny test.
Master and Commander Talent and Boarding Actions
Rather than spending an action to gain a +10 bonus to defend against boarding actions, the possessor of the Master and Commander Talent gains a +20 bonus on the Prepare to Repel Borders! extended action.
Melee Weapon Training (Universal)
The Melee Weapon Training (Universal) talent also covers primitive melee weapons.
Astropath Transcendent Career Advancement Tables and Infused Knowledge
The Astropath Transcendent Career Advancement Tables give the Infused Knowledge talent as a talent advance at Rank 5 and at Rank 7. The GM rules that this advance is given at Rank 5 and not at Rank 7.
Ammunition Weight and the Suspensors Weapon Upgrade
Ammunition weight is calculated from the base weight of the weapon, and is thusly unaffected by the Suspensors Weapon Upgrade.
Failing an Acrobatics test to Disengage as a half action.
If the Acrobatics test is failed, and the character has not previously spent a half action on their turn, the Disengage action proceeds as it would normally, taking a Full Action. If the character had already spent a half action, they now take a Half Move instead of a Disengage.
Ork Weirdboy Characteristics
Ork Weirdboyz use the errata-corrected stat array of Into the Storm
Weapon MIUs may only host weapons of the pistol class.
Required Careers; Cross Compatibility Between Splatbooks
Arch-Hereteks may not be Dark Eldar
Augmenticists may not be Dark Eldar
Drusian Adherents may not be Dark Eldar
Drusian Charlatans may not be Dark Eldar
Xenographers may not be Dark Eldar
Quality and Shields (The Hand-Held Sort)
Poor quality shields impose a -10 penalty to attacks with the shield, agility tests, and parry tests with the shield.
Good quality shields grant +5 to attacks with the shield, and give +1 AP against the first relevant attack in a round.
Best quality grant +10 to attacks and +1 to damage with the shield, and give +1 AP against relevant attacks.
Characters may start with a reasonable number of any item of ubiquitous, abundant, plentiful, or common availability.
Quality and Grenades
Grenades follow the same quality rules as ranged weapons.
Reprogram and bonuses to the Focus Power Test
Reprogram benefits from the normal +5 per 1 point of Psy Rating bonus. The section of the power’s description that gives the bonus a +10 bonus per 2 points of Psy Rating is 1) superfluous if not intended to stack with the already existent bonus, and 2) if intended to stack, extremely unbalancing. Thus, this passage is to be ignored.
Navigator Powers and Distance from the Ship
Navigators powers that have ranges measured from a voidship, such as Gaze into the Abyss or Void Watcher, always use the range defined in terms of void units. Other metrics are to be ignored.
Boarding Actions and Hull Integrity
During a boarding action, the ship with the highest remaining hull integrity gains a +10 bonus to the opposed command test per each ten points of difference in hull integrity, not per each ten points of difference in crew population.
Warpfire and Soak
Only Toughness Bonus applies to soaking damage from Warpfire.
In Harm’s Way and Flame quality.
A character under the effects of In Harm’s Way gains a bonus to the agility test to avoid being hit equal to 5 times the character’s psy rating to a maximum bonus of +20.
Implications of the Bastion of Iron Will Talent on Defending Against Psychic Techniques
Even though the rules for the Focus Power action/test do not explicitly state so (though it is within an off-track interpretation of them), the Bastion of Iron Will implies that it is the standard case that a psyker who is defending against a psychic technique that is manifested with an opposed test that they add their psy rating x 5 to this defensive roll. In fact, this if is not the case, the rules for the Bastion of Iron Will talent are nonsensical. As such, the GM rules that such is the case.
Unspecified Psychic Technique Action Types
There are a vast number of psychic techniques which have no listed action type. The GM rules that unless if a psychic technique has an explicitly defined action type for its focus power test, it is assumed to be a half action.
Weapon Skill, Ballistic Skill are changed to be considered to be mental characteristics, to bring this power in line with the Vice Versa Perils of the Warp effect, and Perception, which is unmentioned in the rules, is considered to be mental characteristic.
Space Hulk result on the Starship Critical Hit Table
A roll of an 8 is considered to be depressurized and depowered.
When during the turn is Blood Loss death chance rolled?
At the end of character’s turn.
Clan-kin Quarters and Clemancy Pattern Life Sustainer Interaction.
If a ship has both a Clan-kin Quarters and a Clemancy Pattern Life Sustainer, then morale loss from depressurization is reduced by 5 to a minimum of 0.
Elseway Charts and Navis Primer Warp Navigation
Instead of a -20 on Warp Encounters, in line with the fluff for the item and to provide something that would actually be a detriment in the new navigation rules, a -20 penalty to the test to detect warp encounters is instead applied.