Faith and Betrayal
-When creating a new Dark Heresy or Rogue Trader character (not Deathwatch) and rolling for attributes, players roll 2D10 9 nine time and choose which results to apply to which attributes instead of rolling each attribute at a time and adding the scores. This way players will more likely have a higher score in attributes related to their class or in areas of personal interest. Note that with this method players do not have the option of choosing one attribute and re-rolling the result as described in the rulebooks.
- Regarding new characters in an existing campaign: If you choose to make a new character, either because you want to try a new character, don’t want to burn a Faith Point to save your character from death, or do not have the Fate Points to save your character, then you can either make a Rank 4 DH character (starting at 3,000XP) or a Rank 1 RT character starting at 5,000XP). In either case you will receive a bonus of 200XP per Rank over Rank 4 achieved by your old character as well as a bonus Fate Point to your starting Fate Points roll (up to a max of 5). Note that RT characters start out a little more powerful than DH ones but take longer to go up in level, but on the flip side DH characters will Rank up faster and usually have more of a Talent/Skill set.
- Only Human (Maximum Wounds): The maximum number of wounds allowed to a not Space Marine character is 25.
Weapons & Combat:
- Fire Bombs: There are two types of Fire Bombs with almost the exact same stats- one is Primitive damage (the common ones listed in the book) and the other is non-Primitive damage (change Availability Rating to Rare with a higher cost)- think Molotov Cocktail vs. a mini-napalm grenade.
-Shock Weapons: In order to make Shock weapons a little more appealing and effective in the game (right now they are pretty much worthless against anyone with armor on) I am amending the rules that you only get the Armor bonus to save against Shock quality off of whatever Armor Points you have remaining after the Shock weapon’s Pen value.
- Full Auto: I will be using the RT rules and they are much the same with the exception that as part of your Full Action of shooting you may also choose to move up to your Agility Bonus in meters but do not gain the +20% Bonus and actually have a -10% Penalty to shooting. Note that movement can only be done if you are using Pistol or Basic class weapons.
- Semi-Auto: As above but if you choose to move while semi-auto shooting you gain no bonuses or penalty to the BS test.
-Reload times will be per the times found in the Rogue Trader and Deathwatch main rulebooks. Check these books to ensure you have the proper times listed as those in the earlier prints of the Dark Heresy main rulebook are different.
-This will be mostly for Tech-Priests, like Vern, but may affect others with the appropriate skill: A character with the Secret Tongue: Tech (or Tech-Lingua as it is called in Rogue Trader) may attempt to hack into and take over Servitors using this skill as a Full Action. The Test will be modified by Binary Chatter as well as modifiers due to the programming and security protocols of the Servitor. Note that some Servitors may not be hacked due to extensive shielding or warp-taint, or may be too primitive and therefore lack the hardware needed to receive the hacking attempt (such as on a semi-developed world Vern would not be able to hack a Roomba (for those that know what that is) because the programming is too primitive. The character can attempt to hack into Servitors within his Intelligence bonus in meters. This ability does not work on hacking Tech-Priests and similar characters but can be used to communicate voicelessly with them.
Skill Bonuses & Modifiers:
- I will be using the RT Skill Modifiers which basically range from +60 to -60 on skill checks (DH ranges from +30 to -30). Note that these are also the min. & max penalties and bonuses that can be given to a skill after accounting for all of the bonuses and penalties involved. Also, I’m not sure if this is the way it is done in DH (though I don’t remember us doing it this way) but I am going to incorporate this from RT. If you have the same skill as another character (either as Basic or Trained) you can assist them in making a Skill check (as long as it meets the conditions found on DH pg. 185) and the Acolyte with the highest Skill Level gets +10 from the assisting Acolyte. Furthermore, if this test succeeds then the skill is counted as being passed with one extra degree of success. Up to two Acolytes can assist another but only one extra degree of success is granted, not two.
- In order to give some chance of failure (especially when characters get so many bonuses to Skill tests that failure would not be possible), I am making a House Rule that a roll of 96% or more (after modifiers) is a failure.
- I will be using the psychic power rules found in Rogue Trader as I think the DH ones can become a little too powerful (this works two ways- for the good guys and the bad guys) and I think that the RT version is a bit more balanced.
-Untouchable: In addition to the effects that are listed in the Dark Heresy: Radical’s Handbook, they also gain the ability to lower a Psyker’s Psy Level by 5 when the Untouchable is within 5m as listed in the Rogue Trader Main Rulebook.
Fate Points (Spending & Burning):
-Controlling Your Destiny (Maximum Fate): The maximum number of Fate Points that a character can have at any one time is 5.
- In regards to Fate Burning. I allow Players to Burn a Fate point to prevent any permanent condition, including death. Other examples include: Scott’s character Strang burned a fate point so his character did not contract Nurgle’s Rot, my brother’s character Jonas burned one to prevent getting that Ashen Tastes malignancy and Philip’s Tech-Priest has burned one to prevent permanent Will Power damage.