Rogue Trader Errata v. 1.4 HQ.pdf

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VERSION 1.4
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Rogue Trader
Living Errata
This is the Living Errata for the R ogue T RadeR RPG line.
The Errata is dividing according to product. The most recent
updates to this Errata are in red. This Errata had its most
recent update: April 9, 2013.
Special thanks to Paul Tucker for compiling the core Errata.
A rch - militAnt c Areer
Arch-militant Advances (pages 45-47): The Arch-
militant has the option of starting with a Best Quality
Hunting Rile. This should be a Best Quality Long-Las.
Arch-militant Advances (pages 45-47): The Arch-militant
should be able to take the Talent “Two Weapon Wielder
(Melee)” at Rank 6, for 500 xp.
Arch-militant Advances (pages 45-47): The Thrown
Weapon Training Advance in the Rank 2 Advances table
should be deleted.
Rogue Trader
Core Rulebook
A stropAth t rAnscendent c Areer
Astropath Transcendent Advances (page 49-51): Psychic
Technique (x2)—these Advances should cost 200 xp, rather
than 100.
Note: The Advances listed at Rank 1 are the two advances
the Astropath receives free as starting Talents. When selecting
these starting Psychic Techniques, all prerequisites apply, and
neither Technique can cost more than 200 xp.
CHAPTER 1:
CHARACTER CREATION
Tainted (page 26): The mutant option for Tainted should only
allow Explorers to select results of 74 or lower, not 76 or lower.
Astropath Transcendent Advances (page 49-51): The
Melee Weapon Training (Primitive) Talent in the Rank 2
Astropath Transcendent Advances should be deleted.
Table 1-3: Example Male Names (page 31): The 91-00
entry ‘Re-roll on Table 1-11: Example Female Names
should instead refer to Table 1-4: Example Female Names .
Astropath Transcendent Advances (page 49-51): The
Psychic Technique Talent (x2) in Rank 6 should cost 400 xp,
rather than 300.
Table 1-4: Example Female Names (page 31): The 91-
00 entry ‘Re-roll on Table 1-10: Example Male Names
should instead refer to Table 1-3: Example Male Names .
e xplorAtor c Areer
Explorator Advances (page 53-55): The Explorator should
be able to take the Skill Security at Rank 1 for a cost of 200 xp.
CHAPTER 2: CAREER PATHS
Duplicated Skills and Talents (page 39): The following
box should be added to Chapter 2 between page 36 and 39:
m issionAry c Areer
Missionary Advances (page 57-59): The Missionary
should be able to take the Talent Swift Attack at Rank 4 for
a cost of 500 xp.
d uplicAted s kills And t Alents
It is important to note that many Career Paths starting
Skills and Talents are duplicated at Rank 1 of the
Career’s Advances. This is an intentional duplication,
and represents the training that is available to all
Careers regardless of their origins. Future expansions
for the Rogue Trader line may feature Alternate
Career Ranks or backgrounds with different starting
Skills, and therefore, this duplication serves a purpose
for the overall R ogue T RadeR line. If a character
already possesses such a Skill or Talent from Character
Generation, he may not purchase it again at Rank 1.
Missionary Advances (page 57-59): The Missionary
should be able to take the Talent Nerves of Steel at Rank 1
for a cost of 500 xp.
n AvigAtor c Areer
Navigator Advances (page 61-63): The Navigator should
be able to take the Skill Navigation (Warp) +20 at Rank 4
for 200 xp.
Navigator Advances (page 61-63): Currently, the
navigator can take the Trade (Scrimshawer) Skill at Rank 2
and Rank 4. The Navigator should only be able to take Trade
(Scrimshawer) at Rank 2 (for 200 xp).
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s eneschAl c Areer
Psychic Technique (page 104): The description of Psychic
Technique should be changed to read: “Either through training or
natural development, the Explorer has learned an additional Psychic
Technique. Once this Talent has been selected, the Explorer must select
one new Psychic Technique in any Discipline he possesses that possesses
an xp cost equal to or lower than the xp cost of the Talent. Then, the
Explorer spends xp equal to the cost of the Technique selected (if
the Explorer cannot spend this xp for any reason, he may not select
this Talent). Note: this Talent is unique in that the Explorer will not
spend the xp cost listed in the Advance Tables of his Career in order to
purchase it, but the xp cost of the Technique itself. The xp cost listed
in the Advance Tables is provides solely to determine which Psychic
Techniques may be selected via that particular Talent.”
Seneschal Advances (page 65-67): The Seneschal’s
Rank 5 Advance of Common Lore (Administratum) should
be changed to Common Lore (Administratum) +10 with a
Prerequisite of Common Lore (Administratum).
v oid - mAster c Areer
Void Master Advances (page 69-71): Currently, the Void-
master can take the True Grit Talent at Rank 2 and Rank
5. The Void-master should only be able to take True Grit at
Rank 5 (for 200 xp).
Void Master Advances (page 69-71): Currently, the Void-
master can take the Paranoia Talent at Rank 2 and Rank
6. The Void-master should only be able to take Paranoia at
Rank 2 (for 200 xp).
CHAPTER 5: ARMOURY
Weapon Classes (page 114): The Class heading at the
bottom of the second paragraph reads: “Describes what
class the weapon is, either an exotic, melee, thrown, pistol,
basic, or heavy weapon.” It should instead read “Describes
the weapon’s Class. Weapon Classes include Melee, Thrown,
Pistol, Basic, and Heavy.”
Void Master Advances (page 69-71): The Void-master
should be able to take the Two Weapon Wielder (Ballistic)
Talent at Rank 6 for 500 xp.
Void Master Advances (page 69-71): The Void-master
should be able to take the Ambidextrous Talent at Rank 7
for 200 xp.
Storm Quality (page 117): Add the following sentence: “As
every shot with a Storm weapon is actually two shots, the weapon
consumes double the amount of ammo the RoF indicates.”
Autogun (page 118): In Table 5-4: Ranged Weapons, the
Autogun should have a reload time of “Full.”
s peciAl A bilities
Exceptional Leader (page 72): This sentence should be
added to the Rogue Trader Special Ability section: “The Rogue
Trader’s Exceptional Leader ability may be used once per Strategic
Turn in Space Combat, provided that they can both see and hear the
Rogue Trader. Typically, this means they must be in the same location
aboard the ship (such as the bridge).
“The Rogue Trader may not give himself the bonus from
Exceptional Leader.”
Mars Melta Gun (page 118): In Table 5-4: Ranged
Weapons , the Mars Pattern Meltagun is listed as having a
weight of 40 kilograms. This should be 7.5 kilograms.
Mezoa Melta Gun (page 118): In Table 5-4: Ranged
Weapons , the Mezoa Pattern Meltagun is listed as having a
weight of 46 kilograms. This should be 8.5 kilograms.
Mars Multi-Melta (page 118): In Table 5-4: Ranged
Weapons , the Mars Pattern Multi-Melta is listed as having a
Rate of Fire of S/3/—. This should be S/—/—. (It has no
Semi-automatic Rate of Fire).
CHAPTER 3: SKILLS
Medicae (page 83): The following paragraph should be
added to the First Aid use of the Medicae Skill: “The First
Aid use of the Medicae Skill can be used to treat any number
of untreated injuries with a single Medicae Test. If successful,
the Medicae Test removes Damage as detailed above. Once
the Medicae Test is performed, the injuries are treated (for
better or worse) and cannot be treated with another First Aid
Test. They may be treated with an Extended Care Test.”
Photon Flash Grenade (page 126): The description for
this item should end with the following sentence: “Anyone
within 15 metres of a detonating photon lash grenade must
make a Challenging (+0) Toughness Test or be Blinded
for 1d5 Rounds.”
CHAPTER 4: TALENTS
Master Enginseer (page 92): The Tech Use Prerequisite for
Master Enginseer in is +10. It should be +20.
Electro Graft Use (page 91): In Table 4-1: Talents the
Prerequisite for Electro Graft Use should be Mechanicus Implants.
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Virus Grenades (page 126): The entry for virus grenades
should include this addition. “The toxins from virus grenades are often
skin-transmitted and inhaled. Virus Grenades ignore armour. However,
at the GM’s discretion, fully sealed armour such as sealed storm-trooper
carapace with rebreathers or sealed power armour (or void suits) can allow
an individual to be immune to the effects of a virus grenade. Virus grenades
have no effect on targets with the Machine (3) Trait (or higher).”
r evised p sychic r ules
The revisions to the psychic rules in this errata are
designed to streamline, simplify, and improve the
current rules for Psychic Techniques. The corrections
also ix several potential issues with how some of the
Psychic Techniques work.
Knife Availability (page 131): The Knife Availability in Table
5-8: Melee Weapons should be changed to Abundant.
CHAPTER 6:
PSYCHIC POWERS
Overcharge Pack (134): This should be under
Ammunition on page 135.
Using Psychic Techniques (page 157): Under Table 6–1:
Psychic Strength , in the “Fettered” column, both entries
should be changed to: “Make a Focus Power Test, counting Psy
Rating as half normal. No chance to manifest Psychic Phenomena.” In
the “Sustaining Multiple Powers” column, both entries should
be changed to: “+10 to all rolls on the Psychic Phenomena Table,
decrease Psy Rating by 1 per power.”
Silencer (134): Under Upgrades , it lists “hunting rile.” Replace
this option with “long–las, needle rile, and needle pistol.”
Backpack Ammo Pack/Power Pack (page 135): The
description of the Backpack Ammo Pack/Power Pack should
be modiied to say that the pack can hold 80 rounds of
ammunition for a Plasma weapon, Melta weapon, Hellgun
or Hellpistol, or 300 shots for any other Las weapon. The
Backpack Ammo Pack/Power Pack does not have the capacity
to power or carry ammo for Heavy Weapons, with the exception
of Heavy Stubbers, Heavy Bolters, and Heavy Flamers.
Focus Power (page 157): The entry under the Focus Power
header should be replaced with the following:
“Any use of a Psychic Technique requires a Focus Power Test. A
Focus Power Test is either a Characteristic Test (usually Willpower)
or a Skill Test (usually Psyniscience). To successfully activate the
Technique, the psyker must pass the Focus Power Test, rolling equal to
or under the Characteristic or Skill with a percentile dice in the same
fashion as any other Characteristic Test or Skill Test.
When making a Focus Power Test, the psyker adds +5 to his
Characteristic for each level of his effective Psy Rating. Note that a
psyker’s effective Psy Rating may be different from his normal Psy
Rating, depending on whether or not he is using the Technique at a
Fettered, Unfettered, or Push level, or if there are other effects in play.
At the Fettered level, the psyker counts his Psy Rating as half his
normal rating (rounding up) in all instances relating to the Technique
being activated. However, no matter what the results of the roll are, he
cannot manifest Psychic Phenomena.
At the Unfettered level, the psyker counts his Psy Rating as his
normal rating in all instances relating to the Technique being
activated. If he rolls doubles (11, 22, 33, etc) on his Focus Power
Test, he manifests Psychic Phenomena and must roll on the Psychic
Phenomena Table (see page 160).
At the Push level, the psyker counts his Psy Rating as his normal
rating +3 (in the case of a sanctioned psyker) or +4 (in the case of a
renegade psyker or sorcerer) in all instances relating to the Technique
being activated. The Psyker automatically manifests Psychic Phenomena,
and must roll on the Psychic Phenomena Table (see page 160) adding
+5 for each +1 Psy Rating used when activating the technique.
If the Focus Power Test is an Opposed Test, the Psyker must
successfully pass the Test and gain more successes than at least one of
his opponents to activate the Technique.
If a psyker is using a Technique at the Unfettered Level, and he
fails the Focus Power Test but still rolls doubles, he still generates
Psychic Phenomena. A result of 91 or higher on the Focus Power
Test always fails.”
Light Power Armour and Power Armour Availability
(page 138): The Availability for Light Power Armour and
Power Armour in Table 5-12: Armour should be changed
to Extremely Rare.
Medikit (Advanced) (page 142): The inal sentence in
the item description reads “This item grants a +20 bonus to
Medicae Skill Tests and can be used even if the user does not
have the Skill.” It should instead read “This item grants a +20
bonus to Medicae Skill Tests and the user may treat Medicae
as a Basic Skill if he lacks training in that Skill.”
Arms Coffer (page 143): The Arms Coffer has enough
room for two Basic weapons or four Pistol weapons (or
one Basic weapon and up to two Pistol weapons). In
addition, there is enough room for up to four clips of
Basic weapon ammunition, or eight clips of Pistol weapon
ammunition (or any combination thereof, where one clip
of Basic weapon ammunition takes up the space of two
clips of Pistol weapon ammunition).
Navis Prima (page 146): This item should grant its bonuses
to both Navigation (Stellar) and Navigation (Warp) Tests.
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t elepAthic c onnection
Many of the powers in this section allow the psyker to establish a “telepathic connection” with a target. The telepathic
connection is a variant on the “Thought Sending” technique. However, where Thought Sending only allows a psyker to
broadcast, a telepathic connection allows the psyker to engage in back-and-forth communications, even if the target is
a non-psyker. The abilities of this telepathic connection depend on the effective Psy Rating used to establish it (these
levels are the same as those under Thought Sending):
• Psy Rating 1-2: Psyker and target(s) can send and receive verbal communications only.
• Psy Rating 3-4: Psyker and target(s) can send and receive blurry, black and white images.
• Psy Rating 5-6: Psyker and target(s) can send and receive clear colour images, accompanied by other sensory input.
• Psy Rating 7+: The psyker (not targets) sends so powerfully he sounds like he is shouting.
Certain powers allow a psyker to establish a “Fettered or Unfettered Strength” telepathic connection. This refers to
the actual Psy Rating of the psyker if he was operating at Fettered or Unfettered Strength, not the effective Psy Rating
the psyker actually used to manifest the technique (which could be different). For example, a psyker with Psy Rating 3
who established a “Fettered Strength telepathic connection” would create a telepathic connection that always operated
at Psy Rating 2 (verbal communications only), even if the psyker Pushed (manifested the power at +3 Psy Rating) to
establish the connection in the irst place.
Unique Fate Point Bonus (page 159): The following box
should be added to page 159:
Mind Probe (page 164): This sentence should be added to
the entry: “Although a successful Mind Probe takes ive Rounds to
complete, it only requires a single Focus Power Test. Failing the Focus
Power Test (or losing, as it is an Opposed Test) only takes one Round
for the psyker manifesting the power.”
t he p ower of f Ate
Astropath Trancendents are blessed by being soul-bound
to the God-Emperor of Mankind. Among other beneits,
this allows them to spend Fate Points in a manner unique
to their class. When making a Focus Power Test, an
Astropath may spend one Fate Point to add +1 to his
effective Psy Rating for that Test. An Astropath may only
spend 1 Fate Point in this manner per Focus Power Test.
Psychic Scream (page 164): Change the description of this
power to the following: “By focusing all of his will behind one
massive psychic scream, the psyker can injure or stun an opponent out to
a range of 5m x Psy Rating. If the psyker succeeds on his Focus Power
Test, he deals 1d10 Impact Damage +1 additional Damage per point
of effective Psy Rating. This attack ignores Armour. The target must
pass a Toughness Test with a penalty equal to 5 x the psyker’s effective
Psy Rating, or be Stunned for one Round, plus a number of additional
Rounds equal to his Degrees of Failure.”
Dominate (page 165): The following sentence should be
added to the end of the Technique’s description: “The psyker
may maintain this power for a maximum number of rounds equal to his
effective Psy Rating.”
Astropathic Relay (page 159): The maximum bonus psy
rating for an astropathic choir should be +10, rather than +5.
Discipline Mastery (page 159): The Basic Technique for a
Discipline does count towards the number of powers required
to acquire Discipline Mastery.
Puppet Master (page 166): This Technique’s xp cost
should be “500” not “300.” This should also be relected in
Table 6–7: Telepathic Domination Techniques .
Basic Technique: Thought Sending (page 162): The range of
this Technique should change to 10 metres x Psy Rating, instead
of 1 km x Psy Rating. In addition, all instances of the phrase
“or receiving” in the power’s description should be deleted—
in effect the power only allows the character to send messages
(although the character could receive them from another psyker
with this or another telepathic ability).
Divination Imperial Tarot Techniques (page 168): In
Table 6-9: Divination Imperial Tarot Techniques , the
Focus Power Tests should be listed as follows:
Psycholocation: Psyniscience
Foreshadow: Willpower
In Harm’s Way: Willpower
Augury: Psyniscience
Psychometry: Psyniscience
Divining the Future: Psyniscience
Walking the Path: Psyniscience
Blessed by the Emperor: Psyniscience
Telepathic Connection (page 159): The Telepathic
Connection sidebar at the top of this page should be added
to page 162.
Mind’s Eye (page 163): In Table 6-4: Telepathic
Communication Techniques , Mind’s Eye should have a
Focus Time of “Half Action,” “Yes” in the Sustain column, and
“Willpower” in the Focus Power Test column. In the Technique’s
entry on that page, its Focus Power Test should read: “Willpower.”
Blessed by the Emperor (page 169): Replace
the sentence “If successful, the psyker gains a +20
bonus to all Weapon Skill and Ballistic Skill Tests,
and Ballistic Skill Tests against him are at a
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