Rules Differences with Dark Heresy

By voidstate, in Rogue Trader

Apart from the psyker rules, what other tweaks have there been to the rules in Rogue Trader.

I noticed yesterday that there is now a rule that degrees of success on an attack allow you to set one dice to the number of degrees you got.

What else have I missed?

Off the top of my head absolutely loads. You appear to be looking for differences in combat though?

The accurate quality. Mad-Eye Larkin would grin if he saw how awesome he's suddenly become as a RT character rather than a DH.

Righteous Fury has been given a huge boost. Now, not only does it take into account your full modified BS (roll under or equal to the same number you did in the original attack, compared to DH's unmodified characteristic), but instead of rolling just one extra d10 for damage, you roll the entire damage again. This makes tearing weapons and stuff like high-power plasma weapons and melta weapons **** deadly.

And is quite frankly a ridiculous way of running it. I'm sticking to the DH/WFRP way of running it :)

alexkilcoyne said:


And is quite frankly a ridiculous way of running it. I'm sticking to the DH/
WFRP way of running it :)






Penetration butchers most armour anyway, and the weapons it benefits already do disgusting damage as a general rule. But I take your point concerning the OP

voidstate said:

I noticed yesterday that there is now a rule that degrees of success on an attack allow you to set one dice to the number of degrees you got.

I'm intrigued, where did you see this rule? I have skimmed tthrough the combat section and couldn't find it

Im pretty sure that some skills that used to be advanced skills in DH are now considered basic skills in RT, but I don't have my book with me at the moment. So you could take out your own and compare the skill lists and see for yourself.

alexkilcoyne said:

Off the top of my head absolutely loads. You appear to be looking for differences in combat though?

The accurate quality. Mad-Eye Larkin would grin if he saw how awesome he's suddenly become as a RT character rather than a DH.



Meatpuppet said:

I'm intrigued, where did you see this rule? I have skimmed tthrough the combat section and couldn't find it

p.245. "For all attack rolls, count the degrees of success. The attacker may choose to replace the result on a single damage dice with the number o fdegree of success from his attack roll."

voidstate said:

Meatpuppet said:

I'm intrigued, where did you see this rule? I have skimmed tthrough the combat section and couldn't find it

p.245. "For all attack rolls, count the degrees of success. The attacker may choose to replace the result on a single damage dice with the number o fdegree of success from his attack roll."

That's a slippery fish there. Thanks for pointing that one out!

Graver said:

That's a slippery fish there. Thanks for pointing that one out!

I have to say that I dislike this change in the rules. It's an obvious attempt to make sure that the better you roll on the attack, the better chance of doing more damage you should have. I guess they disliked that while you might roll a 02 against a modified BS of like 50 or 60, you could still roll a 1 or 2 on the subsequent d10 for the damage result.

The thing is since dark heresy and rogue trader will only let you hit very large parts of the body (the legs, the arms, the body and the head) the die result of the damage used to be a pretty good indicator of exactly which part of these broad areas that actually got hit. For instance regardless of how well the "to hit" roll was against the torso, an 8, 9 or righteous fury against the torso on the damage roll could symbolize a vital organ being hit, or being near disemboweled by a nasty sword slash. While a rolled result of 1, 2 or 3 could indicate a less severe hit like getting "grazed" by a bullet or getting a cracked rib or getting the wind knocked out of you or something like that.

These reasonable interpretations won't have the same randomness to them anymore if damage is supposed to be dictated by how many DoS you get. To bad...

voidstate said:

Meatpuppet said:

I'm intrigued, where did you see this rule? I have skimmed tthrough the combat section and couldn't find it

p.245. "For all attack rolls, count the degrees of success. The attacker may choose to replace the result on a single damage dice with the number o fdegree of success from his attack roll."

Thanks I had completely overlooked this one.

Other rules difference:

- the grapple rules are more elaborate in RT (you can push, throw down your opponent, etc.)

- You can now make a half move while shooting a semi or a full auto-burst (but it comes at a penalty)

- I dont know why, but they removed the range and the duration of the blinding effect of the Photon Flash grenade (I know, it's not much but it came up during our last session)

MILLANDSON said:

Righteous Fury has been given a huge boost. Now, not only does it take into account your full modified BS (roll under or equal to the same number you did in the original attack, compared to DH's unmodified characteristic), but instead of rolling just one extra d10 for damage, you roll the entire damage again. This makes tearing weapons and stuff like high-power plasma weapons and melta weapons **** deadly.

Hmm, I missed something in DH then - I always made the Righteous fury roll be modified to hit roll needed not the base characteristic - its not always a boost though to work on modified BS though - if you are overall on penalties then it reduces the chance...

myrm said:

MILLANDSON said:

Righteous Fury has been given a huge boost. Now, not only does it take into account your full modified BS (roll under or equal to the same number you did in the original attack, compared to DH's unmodified characteristic), but instead of rolling just one extra d10 for damage, you roll the entire damage again. This makes tearing weapons and stuff like high-power plasma weapons and melta weapons **** deadly.

Hmm, I missed something in DH then - I always made the Righteous fury roll be modified to hit roll needed not the base characteristic - its not always a boost though to work on modified BS though - if you are overall on penalties then it reduces the chance...

That's exactly how I handled it. And how I handled it in WFRP1, as well.

Bolters have tearing now, and the gun bunnies rejoiced.

The Glen said:

Bolters have tearing now, and the gun bunnies rejoiced.

They had Tearing in DH...

Not in the rulebook, if it's in the errata I haven't checked that.

The Glen said:

Not in the rulebook, if it's in the errata I haven't checked that.

It is in the errata, and I'd suggest you read it, there are a lot of additions and clarifications in it.

Yea the errata makes DH a very different game, and a lot closer to RT.

@ the glen

the DH errata is pretty much a must read. Big changes include

1) bolt weapons are worth it (though ammo is still expensive)

2) snipers are viable

3) two-weapon fighting makes sense, is balanced, and works

4) new starting skills/talents; especially in the case of the arbitrator.

5) Major Psyker power rebalancing. IE mend wounds is no longer ultrabroken.

and many more

Called shots are a Full Action in Rogue Trader, whereas they are a combat option in Dark Heresy.

Wow missed that errata for DH concerning bolters. Did they come out with a new one since the release of RT? Great now my trigger happy players are gonna be blowing even more stuff up, although the friendly fire that seems to happen will be alot less friendly.

I am not sure if that was in DH but we never played it like that.

In RT you can opt to forgo the bonus with semi automatic fire and walk your agility bonus in meters instead.

Defensive Stance is now more effective. Not only do you still cause foes to take -20 to hit you with WS, but now you get one additional Reaction! Yay!