Rogue Trader - livingERRATA v1.0.pdf

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Rogue
Trader
Living Errata
This is the living errata for the Rogue Trader 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 7th, 2010.
Special thanks to Paul Tucker for compiling this errata.
A RCH M ILITANT C AREER
Arch-militant Advances (pages 45-47): The Arch-militant
has the option of starting with a Best Quality Hunting Rifl e.
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.
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 powers, all pre-requisites apply, and neither
power can cost more than 200 xp.
Rogue Trader
Core Rulebook
CHAPTER 1: CHARACTER
CREATION
Astropath Transcendent Advances (page 49-51): The
Melee Weapon Training (Primitive) Talent in the Rank 2
Astropath Transcendant Advances should be deleted.
Tainted (page 26): The mutant option under Tainted should
only allow players to select results of 74 or lower, not 76 or lower.
Astropath Transcendent Advances (page 49-51): The
Psychic Technique Talent (x2) in Rank 6 should cost 400 xp,
rather than 300.
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.
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.
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.
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.
CHAPTER 2: CAREER PATHS
Duplicated Skills and Talents (page 39): The following
box should be added to Chapter 2 between page 36 and 39:
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 Rogue Trader line. If a character already
possesses such a Skill or Talent from Character
Generation, they 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 200xp.
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
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).
CHAPTER 5: ARMOURY
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.”
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).
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.
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).
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).
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.
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).”
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.”
Knife Availability (page 131): The Knife availability in
Table 5-8: Melee Weapons should be changed to Abundant.
Overcharge Pack (134): This should be under Ammunition
on page 135.
CHAPTER 4: TALENTS
Master Enginseer (page 92): The Tech Use Prerequisite for
Master Enginseer in Table 4—1: Talents is +10. It should
be +20.
Backpack Ammo Pack/Power Pack (page 135): The
description of the Backpack Ammo Pack/Power Pack should
be modifi ed 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.
Electro Graft Use (page 91): In table 4-1: Talents the
Prerequisite for Electro Graft Use should be Mechanicus
Implants.
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
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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.
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 powers. The corrections
also fi x several potential issues with how some of the
psychic techniques work.
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).
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.”
Discipline Mastery (page 159): The Basic Technique for a
Discipline does count towards the number of powers required
to acquire Discipline Mastery.
CHAPTER 6: PSYCHIC
POWERS
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.”
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 entry on
the same page, its Focus Power Test should read: “Willpower.”
Mind Probe (page 164): This sentence should be added to
the entry: “Although a successful Mind Probe takes fi ve 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.”
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.
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
Foreshadow (Page 169): Using “Foreshadow” does not
count as sustaining a psychic Power.
In Harm’s Way (page 169): Using “In Harm’s Way” does
not count as sustaining a Psychic Power.
Telekinetic Force Techniques (page 171): In table 6-15:
Telekinetic Force Techniques the Precision Telekinesis and
Telekinetic Shield Focus Power Tests should be changed
to Willpower.
Precision Telekinesis (page 171): The following sentence
should be added to this entry: “If using this Technique to attack
with a weapon, the psyker must still spend Actions as he would were
he wielding the weapon. He benefi ts and suffers from all penalties
and bonuses he would normally have were he wielding the weapon
(including Profi ciency penalties), and measures all ranges to targets
from himself, not the weapon. If he (not the weapon) does not have line
of sight to the target, he suffers the usual penalties for blind fi ring.”
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Force Bolt (page 171): The wording of this Technique
should change to “The psyker can hurl a bolt of force at an opponent.
If he activates the Technique, he hits the target with a psychic ranged
attack that deals 1d10 Impact Damage, with +2 damage per effective
Psy Rating. This attack can be dodged in the same manner as any other
ranged attack.”
power takes a Free Action.
Warp Navigation (page 184): On page 184, “Stage Three:
Charting the Course” the fi rst paragraph contains a sentence
that reads: “This is another Ordinary (+10) Perception Test ,
whose results are kept secret by the GM.” This sentence should
read: “This is accomplished by a Ordinary (+10) Navigation
(Warp) Test , whose results are kept secret by the GM.”
Force Shards (page 172): The sentence saying “When
activated, the psyker brings a number of force shards into existence
equal to his Willpower Bonus” should change to “When activated,
the psyker brings a number of force shards into existence equal to his
effective Psy Rating.” Also, the sentence “The force shards can be
launched singly or as a group at ranged targets. The psyker makes a
Ballistic Skill Test to hit the target and deals 1d10 Rending Damage
with a bonus of +1 per Psy Rating...” should change to “The force
shards can be launched at targets as a ranged attack in subsequent
turns. The psyker makes a Challenging (+0) Willpower Test to hit
the target. On a success he hits with one force shard, plus one additional
hit per degree of success, to a maximum number of hits equal to the
number of force shards. Each shard deals 1d10 Rending Damage with
a bonus of +1 Damage per Psy Rating and a Penetration equal to the
Psy Rating used in the Technique. The shards may hit any number of
targets within two metres of the primary target. This attack can be
dodged in the same manner as any other ranged attack.”
Warp Navigation (page 186): On page 186, “Stage Five:
Leaving the Warp” the fi rst paragraph contains a sentence that
reads: “Once the Navigator’s destination has been reached, he must
make a Hard (–20) Perception Test to determine the accuracy of his
entrance point in real space...” This sentence should read “Once the
Navigator’s destination has been reached, he must make a Hard (–20)
Navigation (Warp) Test to determine the accuracy of his entrance
point in real space...”
CHAPTER 8: STARSHIPS
Ryza Pattern Plasma Battery (page 202): In the table 8-4:
Lances and Macrobatteries the Ryza Pattern Plasma Battery
should have its Power changed to 8.
Additional Facilities (page 204): All additional facilities
should be marked with † as these components may not be
selected more than once per vessel.
Storm of Force (page 172): The sentence saying “The psyker
must make a Ballistic Skill Test to hit each of the targets” should
change to “the psyker must make a Challenging (+0) Willpower
Test to hit each of his targets.” In addition, the following sentence
should be added to the end of the description: “This attack can
be dodged in the same manner as any other ranged attack.”
Jam Communications (page 218): The entry should be
changed to “The Character makes a Diffi cult (–10) Tech-Use
Test , targeting a ship within 10 VUs of his vessel. If he succeeds,
that ship is unable to use vox-transmitters or other technologies to
communicate with other ships. Psychic communicators—such as an
astropath—are unaffected. For every degree of success, the range of
Jam Communications is extended by one VU.”
CHAPTER 7: NAVIGATORS
Navigator Powers (page 179): On page 179, column 1, the
sentence reading “unless otherwise noted, using a Navigator Power
is a Standard Action” should be changed to “unless otherwise
noted, using a Navigator Power is a Half Action. In starship combat,
unless otherwise noted, a Navigator may use one Navigator Power per
Strategic Turn (at the GM’s discretion, the Navigator may use more
than one power if the powers do not effect the starship combat).”
C HAPTER 9: P LAYING T HE G AME
Using Actions (page 237): Under the heading “Using Actions”
add the sentence “A character may not perform more than one of the
following during his turn: an action with the “Attack” subtype, using (not
sustaining) a Psychic Technique, or using a Navigator Power.
“The only exception to this is that a character may use a Psychic
Technique or Navigator Power that only requires a Free Action or
Reaction, and still perform an action with the “Attack” subtype
on the same turn. They may not use an additional Psychic
Technique or Navigator Power that turn.”
Navigator Powers (page 180): On page 180, the power
The Lidless Stare should be changed to note that the power
takes a Full Action.
Navigator Powers (page 180): On page 180, the power
Tides of Time and Space should be changed to note that the
Feint (page 237 and 239): In Table 9-4:
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