Homebrew rules for Valkyrie Gunships in the Warhammer 40K RPG'sFull description
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Frigate created to serve as the basis for the PC's ship in my game of Rogue Trader.Full description
Livro base para criação de personagens Rogue traders e aventuras no universo de warhammer 40k.Descrição completa
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Rogue TraderFull description
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Contest winning adventure for the Rogue Trader RPG from Fantasy Flight Games. All rights belong to the original author.Full description
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Rogue Trader Errata
This revision is more finished than the last, and some minor issues have been fixed up. A system for creating more detailed and realistic Star Systems and planets for Fantasy Flight's 40k RP…Full description
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This the orks book from the rogue trader edition.Full description
Traducidas y adaptadas, estas reglas nos permiten volver al espíritu original de Rogue Trader:Squats, Zoats, cultos genestealer... todo lo que GW quiere que OLVIDES... y que le daba tanto sa…Descripción completa
A supplement to Rogue Trader, where players get to delve into the details of the psykers, especially the Navigator Houses. For those not interested in reading about the puny 'ummies, the Ork…Description complète
Rogue Trader Errata
Navigator Mutations d100 Roll
Description
01-05
Unnatural Skin: Your skin gains a slight shade not normally found in nature. Your skin gains a hue based on what you rolled. 01 – Violet, 02 – Yellow, 03 – Green, 04 – Orange, 05 - Purple
06-10
Slender Frame: You grow dramatically in height, with your limbs lengthening proportionately. You lose 1d10 Toughness, but gain 1d10 Agility and are now treated as Size (Hulking).
11-15
Inhuman Visage: Your features have been changed, making you look less human. You gain Fear (1).
16-20
Fingers like Talons: Your fingers have grown and hardened into Talons. You gain the Natural Weapons and Warp Weapon trait for your nails (1d5 Rending), but suffer a -10 penalty to any Tests with devices held in your hands.
21-25
Putrid Blood: Your blood has warped into a slow-oozing black liquid. You suffer a -10 to all Fellowship Tests with anyone that can witness your blood.
26-30
Extra Membranes: You grow a set of horizontal eyelids that grant you a +10 to any Tests made to resist Blindness, or against any poison that comes in contact with your eyes.
31-35
Disturbing Grace: Your third eye allows you to see paths that have not yet been taken. You move with a grace and fluidity that others find unsettling. You gain the Unnatural Agility (x2) Trait.
36-40
Hairless: You are completely unable to grow any hair, including eyebrows, eyelashes or even protective nasal hairs. You suffer a -5 to Toughness Tests made to resist Inhaled Toxins.
41-45
Unusual Pupils: Your pupils have changed shape into something disturbing. Lose 1d5 Perception.
46-50
Hunchback: Your spine twists and folds on itself. You are unable to run and lose 1d10 Agility.
51-55
Unnatural Odour: Your body emits a subtle, but unpleasant smell. Lose 1d10 Fellowship.
56-60
Warpsight: Your perception of the Warp now extends to the waking world, and you can see the outline of people's souls. Gain +10 to Awareness tests to detect people, but -10 to Scrutiny Tests in interactions as you can no longer perceive fine details about their facial expressions.
61-65
Teeth Like Needles: Your teeth are now razor sharp, and you gain a Natural Weapon with them (1d5 + 2 R)
66-70
Eyes like the Void: Your sclera turns completely black. You gain the Dark Sight Trait.
71-75
Strange Vitality: Your wounds knit almost as fast as they were given. You gain the Regeneration Trait.
76-80
Unnatural Presence: You emit a disturbing and uncomfortable aura for other people to be around. You take a -10 penalty on all positive social interactions (like Charm), but gain a +10 bonus to all hostile social interactions (like Intimidate)
81-85
Warp-Fed: You draw sustenance from the Warp itself and no longer need to eat, breathe or sleep. However in the presence of a Null Rod or other Anti-Psyker phenomenon, you are treated as Suffocating.
86-90
Strangely Jointed Limbs: Your limbs have extra joints that articulate differently to a normal human. You gain the Contortionist Skill as a Trained Skill. If you already possess Contortionist, you gain the Talented (Contortionist) Talent.
91-95
Maddening Clarity: Your third eye has begun to throb and radiate a strong Warp Energy. Whenever it is open, you gain the Unnatural Perception (x2) Trait. However when you gain this mutation you gain 2d10 Insanity.
96-100
Warp-Addicted: For every week you do not spend in the Warp, you lose 1 point of toughness. This Toughness can only be healed when in the Warp, and regenerates at the rate of 1 point per day. Decrease the difficulty of all Tests made in the Warp by one step.