Rogue Trader Errata

By Savage5, in Rogue Trader

Work is now beginning on an official errata document for Rogue Trader.

We will of course be trawling through the forums looking for common questions/issues, but if you have anything in particular in mind that you feel needs to be given attention, here is the place to say so.

Note: There is no guarantee that any suggestions provided here will be used, or published in any documents FFG may publish. We do, of course, appreciate feedback, and take any reasonable suggestions under advisement.

— Sam Stewart, Rogue Trader Developer

Well there is everyone's favorite where's the hunting rifle?

Also there is the question of are navigator powers 1/2 or full actions.

Well I got two questions that I wouldnt mind to see more detailing.

1. Different Qualities for availability issues. While we have a nice table for the Aquisition table we miss a table for availability except the size of the planet. But Finding a single powersword on a planet should be a lot easier then say enough best quality powerswords to equip your guards.

2. The use of MIU interface to assist Ship based actions. Like Gunnery, steering etc. Plus answer to the question if you can use it to fire every weaponsystem or not.

Sister Callidia said:

Different Qualities for availability issues.

Pretty sure that's already covered by the acquisition rules as printed, i.e. a single item is +30 to your roll, and it goes down from there the more of you're trying to get. Perhaps I misunderstood your concern though.

My suggestions have to do with psychic powers, since I'm going to be playing an astropath transcendant and those are the rules I've read over most thoroughly.

  1. The tables that list psychic techniques show information that does not agree with the technique text. I don't have the book in front of me; will update this post later to list exact tables and techniques with apparent errors.
  2. Consider making the short-duration prescience techniques like In Harm's Way scale with Psy Rating, so that they are consistent with every other psychic technique. Just cap the bonuses and/or penalties if you don't want them going too high. Having to use them unfettered makes them very unattractive IMHO, but perhaps I'm too risk-averse.
  3. Clarify whether using short-duration powers like In Harm's Way counts as sustaining a technique. For example, if I have both Psychic Shield and Psychic Weapon sustained, both suffer a -2 penalty to effective Psy Rating. What if I then use In Harm's Way? Does the Psy Rating for each of my two sustained techniques drop by 1, even though I'm not sustaining In Harm's Way? Suppose I used Force Bolt while sustaining 2 techniques; would the penalty to Psy Rating for Force Bolt be -2 or -3? Or no penalty since it's not a sustained power?
  4. Clarify whether the basic technique granted with each discipline counts towards Discipline Mastery.
  5. If the answer to #4 is no, consider adding another technique to the Telekinesis discipline so that it is possible to master it.
  6. Clarify whether Strength Bonus is added to damage done with Psychic Weapon.
  7. Consider changing the Psychic Technique talent so that you pay exp equal to the cost of the power, to a maximum of the value allowed by the talent. Or I suppose you could boost the cost of all non-Telepathy techniques that cost 100 exp, since it's impossible to acquire them for less than 200 exp anyway. But if a technique is "balanced" to be worth 100 exp, then let it actually cost that much.

I'm also a little baffled as to why Astropath Transcendants can increase Strength more easily than Weapon Skill or Ballistic Skill, since the latter two characteristics are required for the use of some TK techniques, while strength doesn't seem to help them at all (with the possible exception of #6 above). Perhaps that was a design choice to prevent ATs from becoming too shooty? Perversely, for players using point-buy, it gives incentive to pump those characteristics up high at character creation, since raising them later in the character's career will be too costly.

FuriousGuy said:

Sister Callidia said:

Different Qualities for availability issues.

Pretty sure that's already covered by the acquisition rules as printed, i.e. a single item is +30 to your roll, and it goes down from there the more of you're trying to get. Perhaps I misunderstood your concern though.

That's the table for Aquisitaion roll. I haven't seen anything saying that this table also applies to the availability roll.

Sister Callidia said:

That's the table for Aquisitaion roll. I haven't seen anything saying that this table also applies to the availability roll.

Ah, now I see. happy.gif

Looks like I took too long to edit my above post, so here are the tables and apparent errors for psychic techniques.

Table 6-9: Divination Imperial Tarot Techniques

  • Foreshadow and In Harm's Way list "No" for Focus Power Test, yet the technique descriptions both say "Willpower". Seems like both are wrong and it should be Psyniscience.
  • Walking the Path and Blessed by the Emperor both say "Awareness" for Focus Power Test, but the technique descriptions both say "Psyniscience".

Table 6-15: Telekinetic Force Techniques

  • Precision Telekinesis says "No/Willpower" for Focus Power Test, but the technique description says "Willpower".
  • Telekinetic Shield says "No" for Focus Power Test, but the technique description says "Willpower".

I just read Precision Telekinesis again, and I think I may have found the key to ultimate power here. The description states, "In any situation where the task in question would require a Characteristic Test, the psyker substitutes Willpower instead." So, if I want to shoot someone and my Ballistic Skill is 20, I just pick up a bolter with Precision Telekinesis and shoot it, and use my 70 Willpower instead! Of course, if I wasn't proficient in using a bolter, the normal penalties would apply, but still, pretty sweet power for 100xp.

Torpedoes. rules for ship component quality, Ships sizes, crews brought back into line with BFG.

BaronIveagh said:

Torpedoes. rules for ship component quality, Ships sizes, crews brought back into line with BFG.

None of those are going to be in an errata though. And since the crew stuff is accurate with the fluff, they aren't going to alter those either.

Explorators don't seem to be able to learn how to use Medical Mechanderites.

edit- or the Optical one either

MKX said:

Explorators don't seem to be able to learn how to use Medical Mechanderites.

edit- or the Optical one either

Hi MKX,

The Explorator gets Mechadendrite Use (Utility) at Career Rank 1. In Chapter 4: Talents, on page 102, the description of the Mechadendrite Use Talent states that "Utility" includes: Machine Spirit Interface, Manipulator, Medicae, Utility, Optical, and essentially any Mechadendrite that is not a ranged or melee weapon.

Hope that clears up any confusion!

There's a disparity between different sources as to what the Unnatural Characteristic trait does.

In the Dark Heresy and Rogue Trader rulebooks, it multiplies the characteristic bonus, and grants a number of bonus degrees of success on opposed tests with that characteristic.

In the more detailed sidebar in The Inquisitor's Handbook for Dark Heresy, it multiplies the characteristic bonus, grants a number of bonus degrees of success on opposed tests with that characteristic, and makes skill tests based on that characteristic easier.

Which is correct?

Yeah the Unnatural-trait is fairly hard to work out from those of us coming from DH play.

FFG_Sam Stewart said:

Hope that clears up any confusion!

It does now, I thought it was only referring to "the Utility mechanderite", cheers much appreciated.

Clarify the concept of 'psychic defense rating' which is mentioned in Bastion of Iron Will but not elsewhere.

Clarify whether Mind Probe's opposed willpower tests let the psyker add his Psy Rating. The first one is presumably a focus power test, so he will, but having established contact its not clear whether or not the bonus would apply.

MILLANDSON said:

BaronIveagh said:

Torpedoes. rules for ship component quality, Ships sizes, crews brought back into line with BFG.

None of those are going to be in an errata though. And since the crew stuff is accurate with the fluff, they aren't going to alter those either.

Um, Millard, as I point out over in the other thread, no, it's not. I even dug out Andy's article where he states how many crew each type of ship has. The FFG numbers are off by a factor of 10 or more.

the torps might not be errata, but god I wish they'ed bring them out already.

A definitive paragraph stating exactly why skills and talents that a character receives as starting skills and talents appear for purchase in the rank 1 selection. While this question hasn't come up for a little while now, it still has come up with such frequency that it might be a good idea to include it.

A definitive statement as to whether starting skills and talents can gain a +10 by purchasing them again from rank 1 (as per the Skills and Talents: The Sequel, pg 15) or not. Again, one that hasn't come up in a few months, but it might be good to cover all the basses and include it as well.

When one gains the Wyrdling Mutation, do they have to have the prerequisites for a psychic power to get it or can they select any psychic power regardless of whether they have the prerequisite powers or not?

When one gains the Wyrdling Mutation, can they select their two powers from two different disciplines or do they both come from the same discipline?

When one gains the Wyrdling Mutation, dose the Basic Technique of a Discipline (ie: thought sending, aura reading...) count as one of their 2 power choices or do they get it automatically when they chose a power from that discipline and, as such get the Basic Technique plus two powers?

BaronIveagh said:

Um, Millard, as I point out over in the other thread, no, it's not. I even dug out Andy's article where he states how many crew each type of ship has. The FFG numbers are off by a factor of 10 or more.

the torps might not be errata, but god I wish they'ed bring them out already.

You might want to stick to arguing what is or isn't fluffy to your debate with N0-1 and don't drag it here to this thread. It doesn't help this thread's purpose any. This thread is for collecting clarifications or inconstancies in the rules that need to be cleared up, not to debate various interpretations of the varried bits and chunks of background material out there beyond this game and it's books.

Graver: I'll give you one very good reason why this should be corrected. I'm going to use an extreme example, but I think that it illustrates my point.

Let's say the party is flying a lunar class cruiser, they've been in action and are currently suffering a crew of 50. Under RAW, they can fly to an agriworld with a population of 100,000 people, make an acquisition check at -40, and instantly refresh their crew, leaving only 10% of the population behind. In fact, theoretically under RAW you can take more people then the planetary population, as long as they make their acquisition check. (Needless to say, I have refused to let the party do this, but the way the rule is written, this is possible.)

If crew totals were brought back into line with BFG, then this would be largely moot. (A raider, for instance, only having 200-500 people)

BaronIveagh said:

If crew totals were brought back into line with BFG, then this would be largely moot. (A raider, for instance, only having 200-500 people)

Being a licensed game, RT books have to be run past GW. The crew sizes being the way they are means that's the size GW wants them at.

BFG was published over 10 years ago. For GW that's two revisions of the 40k rules and soon to be three of fantasy. Needless to say, in 10 years a lot of things can change, particularly as the last 10 years have seen GW take a closer look at its fluff and attempt to bring it to a more cohesive whole (how succesful that's been is a matter of opinion but that's certainly been their aim).

It's therefore highly unlikely to see crew sizes change unless GW decides they want to shift back to smaller crews.

Why do Exploreters get a multi-key, but not the skill to use it?

Should they have the security skill, even as an untrained basic skill that the can train (buy) at a later time?

-Erich

The benefits of Astropathic Relays are described in the Telepathic Communications section of the rules however (unless I'm missing something) they are not statted anywhere as a ship component.

Is it the intention that all rogue trader vessels contain such a relay and they are already factored into the ship stats or was the absence of the component rules an oversight?

Inconsistencies in Astropath Career:

- Astropath doesn't get Melee Weapon training for free, but begin game with a shock-staff or a mono-sword.

- Astropath cannot use their shock staff until rank 3

- Melee Weapon training (primitive) is listed twice (Ranks 1 and 2).

Clarification of skill types and skill acquisition would be handy, particularly the removal of terms like "trained basic skill" which are needlessly confusing. It may also be worth rejigging the character sheet so that the "basic" box next to the basic skills is already filled in.

The wording on the use of single and multiple macrobatteries could also do with some polishing, perhaps with examples of both uses, so the differences are more apparent.

I would second Graver's request to include a clarification on starting and rank one purchased skills, and also the +10 for purchasing twice confusion. The former is particularly grating, as knowing the answer is reliant on having followed the errata for a completely different game.

First of all, I m really grateful that the errata is now a work in progress.

As for any questions:

1. In page 184 , Chapter 7-Navigators, the second paragraph of the second column under the Charting the course reads "This is another +10 Ordinary Preception Test". I feel this has to be a psyniscience roll since you have to anticipate the warpish dangers and would make all this psyniscience the navigators gets useful in his Ship-wise role.

2.In page 186, Chapter 7-Navigators, the first column under the table titled "Stage Five: Leaving the Warp" reads "Once the Navigator's destination has been reached he must make a Hard Perception Test -20". Again I firmly believe this is meant to be a psyniscience test since the character needs to translate the realspace he will exit through the shadow of the warp, or whatever the fluff means.

3.In page 131, Chapter 5 Armory on table 5-8 weapons , Power Fist portrays all the benefits of what is a Power Fist in TableTop WH40k but none of the drawbacks (playing last in melee). I believe this makes it broken in a way.

4. I m not aware If it was actually intended but Hit and Run seems a bit off for any type of Vessel other than cruisers since its great lethality can lead to a Cruiser having a hard time against a single raider. I have to mention BFG here alhtough I know well that this is not BFG the RPG.

5. A rule for powering on/off components would be of great use since from my experience through the forums most groups use this option to save power for the most needed components in a given situation.

hf & gl

Alphasync said:

3.In page 131, Chapter 5 Armory on table 5-8 weapons , Power Fist portrays all the benefits of what is a Power Fist in TableTop WH40k but none of the drawbacks (playing last in melee). I believe this makes it broken in a way.

Different system, different requirements - afterall, initiative order in Rogue Trader determines more than simply who strikes first in melee, but who acts first overall. On the other hand, a Power Fist in the rulebook also cannot parry, while a power sword or power axe can - a drawback of a similar nature, in essence.

The Hipshooting talent is very weak. Most characters get it on their last ranks (2 on rank 4, 1 on rank 6, 3 on rank 8). Since the rules have changed for firing auto- and semifire while moving the AB-distance, i think the talent is very weak. Does the talent stack with the Two Weapon Fighting for shooting twice? Also the Benefit-discription on the talent table is strange.

Same with the Thrown Weapon Training. It is only used for Throwing Knives and the Kraken Tooth, which are primitive and weak. The talent is way to expensive for the benifits.

Aquisition of Power Armors (both) is way too easy. How can they have the same Availability like the Storm Trooper Carapace or a Mesh Armor Cloak?! it is easier to get a Military Power Armor then a Synskin (witch is way to hard to get). Also it is almost impossible to get Mechadendrites at the beginning of the journey, especially when you have a low Profit Factor.

Next point is, that Explorators dont get Scrutiny (except by using EAs), so they cant use Auger Arrays. I dont understand why an Auspex is working with Tech-Use and supports Awareness. In Dark Heresy Scrutiny was a skill, in my opinion, only for interaction working against deceive. The Auspex/Auger rules dont make much sense at all. Maybe it is possible to expand the Augery rules with a -10 Awareness test or something.

Some other authors mentioned before, that the Unnatural Characteristics are unclear, the text on page 368 says, that the bonus is multiplied and the multiplier is added to the degree of success in Opposed Characteristic Tests. There are not very much of these tests for characteristics like Intelligence, Perception and Toughness. Especially Perception and Intelligence have low profit by this rule. the Int bonus helps while using medicae, nothing else.

The Arch Militant gets Thrown Weapon Training twice 1. Rank (500xp), 2. Rank (100xp), the second advance is useless, because the universal talent already includes primitive weapon.

The Binary Chatter text says that the Explorer has optimised his Techna-Lingua, but it is not required for this talent.

The Master Engineseer Talent mentioned Explorator Impants, whats that? Also the text requires Tech-Use +20, in the rank and the table its only +10.

Electro Graft Use doenst require Mechanicus Implants. Text says it should.

Does the talent Infused Knowledge stack with Scibe-Tines Implant?

Availabilitiy by Population should be integrated in the Aquisition table.

The Backpack Ammo Pack is very unbalanced. Imagine a Plasma or Melta Gun with 80 shots. Maybe it should just multiply the Ammo amount in the standard magazine.

so long...