Rogue Trader House Rules

  1. Making anti-vehicle weapons useful against vehicles
    6
    replies
    venkelos
  2. Utilising launch bays
    12
    replies
    Errant Knight
  3. So You Want to Own a Planet - Colony House Rules
    8
    replies
    Asajev
  4. Ork ship morale
    2
    replies
    WeedyGrot
  5. Houserule Ship Component idea!
    43
    replies
    Gavinfoxx
  6. Genetor Wings reboot
    14
    replies
    venkelos
  7. Walkers and strength rating
    9
    replies
    LodgeBlackman99
  8. The Commando "Ork" Career
    8
    replies
    MorbidDon
  9. Warlord Titan Hold and Lighter Bay
    26
    replies
    Cobramax76
  10. Acquiring Minions
    10
    replies
    Cultadium
  11. Narrative Tactical Combat
    8
    replies
    Errant Knight
  12. Void-Master "Game Play"
    23
    replies
    MorbidDon
  13. Calixis Hold `Em (long)
    7
    replies
    Errant Knight
  14. Creature Resource
    1
    replies
    Cogniczar
  15. Contact Archetype List
    7
    replies
    MorbidDon
  16. Cybernetic Game-Mechanics "Limitations"
    4
    replies
    MorbidDon
  17. Need for Alternative Fatigue rules?
    14
    replies
    Atzel
  18. Elysian Class Drop Cruiser
    3
    replies
    Errant Knight
  19. What would an Archeotech Missile Battery look like?
    2
    replies
    player546410
  20. The Tau Fleet
    12
    replies
    Gavinfoxx
  21. Tyranid Hive Fleet
    3
    replies
    Marwynn
  22. Expanded Misfortune Table
    2
    replies
    Egyptoid
  23. Ascension for Rogue Trader
    2
    replies
    LordTeague
  24. Tyranid Bioships
    22
    replies
    Marwynn
  25. Imperial Navy
    2
    replies
    Erathia