The idea here is to make some really simple rules for mass-combat, in a style similar to 40k. My players often end up getting their hands on some sort of mercs or band of soldiers, especially when they find other Rogue Traders to hate and want some extra protection. These rules are by no means complete, its just a collection of ideas that I'd like to share and develop further.
(Something odd happened with the text when I pasted it from docx
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1. Every companion is represented by a d6. This is what you roll when the companion is trying to do things. Normally a companion, or Goon, need 5+ on a d6 to fulfill the action properly, but this can increase drastically if the Goon is told to do something that is nigh impossible. In such a case the d6 is removed and the companion must use a d10 or d20, where only the highest number counts, the rest means failure.
2. Goons can be specialized in certain fields, which can be pretty broad or extremely narrow. Example of a broad field is a group of bodyguards that look after a Rogue Trader, and their specialization could be "Secure Area!" so that they gain another d6 each in order to check an area for traps, ambushes and setting up a secure perimeter. A narrow specialization could be "Pickpocket", if the Rogue Trader felt a bit Fagin-like and wanted a band of kids to steal for him at Footfall for example. The narrow specialization gives +2 extra d6 when performing that narrow field of expertise. Normal Goons can only have one specialization.
3. Most Goons are no trouble for real characters, but can be problematic in large numbers. A few Goons can be pretty tough however, which we call "Elite Goons" and can have more than one specialization, up to three.
4. Companions will need 6 on a d6 when performing an action, 5+ in their field of expertise. This target number can be reduced to 4+ if they are Elite, have good equipment, no stress, a Rogue Trader commands them and similar bonuses. 4+ is as good as it gets for companions.
5c Combat is basically the same as the rules above. If the Goons are meant to be soldiers, they do damage on 5+, others, like an angry mob of tired Plasma Drive workers that aren't really trained for combat, would need 6, maybe even 10 on a d10!
6. Combat between Goons is pretty straight-forward, they kill each other with ease. You only roll once for attack, all successes are also life-threatening damage. For surviving the damage the Goons can roll their Armour, if they got any! Typically they would need 5 or 6 to negate the life-threatening damage and keep on going. Against characters however, all successes are potentially ONE wound if the weapon could concievably harm them. A knife can't really pose harm to anyone in powerarmour for example. Conversaly could one have the Goon roll a d20 and have a mystical chance of doing one wound on a 20.
7. LAME! and SUPER! If more than half of the total dicepool end up as 1, something silly stupid happens AKA LAME. Out of ammo, friendly fire (isn't), says the wrong code or something else that isn't good at all (rule stolen from Shadowrun). If more than half of the total dicepool end up as 6, the unit of Goons have done something really well, performing more than what one expects from them!
8. Just as in the Warhammer 40k strategy-game, the group of players can have a maximum of 3 elite units of goons between them. If there is a huge focus on war, the GM can increase the cap.
9.Acquisitioning of Goons can use the table 9-35 on page 272 in Rogue Trader corebook. Peer Talents can make this easier. For example would the Peer: Underworld be helpful if one want to hire bandits and pirates.
Goons can also be "cheaper", make it easier on the Acquisition roll, by having flaws. Criminals might be addicted to narcotics, soldiers can be deserters and hunted by Adeptus Arbites, maybe the goons are scared of space and are no good in boarding-actions, preferring to hide under their beds and pray. A unit of goons can have maximum 3 different flaws which all will be having an impact on the game and have the GM's approval.
About weapons, I'm thinking of taking a look at the weapons: If the weapon is capable of semi-burst or full burst, it means that the Goon get some more d6.
Here's some ideas for weapons and other nifty things.
*Sniper rifle. 4+ if the sniper aims and are laying on the ground.
*Pistols, revolvers and other small arms. Can be used in close combat. If capable of semi-burst, add 1d6.
*Submachine guns. Semi-burst +1d6, full burst +2d6.
*Heavy machine guns. Only capable of Full burst +3d6. Need some special equipment; tripod, weapon harness, mounted on a vehicle, etc. Must be stationary unless mounted on a vehicle.
*Explosives. Bombs, rockets and Bolt-ammo are explosive and really scary. All 6 are rolled again and again (Exploding die). Example: Goon with Bolt Pistol semi-bursts and rolls 2d6, and by the Emperor's Luck he get 6 on both dice! He rolls them again and gain 4 and 6, one failure and another exploding die! It ends with a 1, but that means still means that Goon with Bolt Pistol blasts down 3 other goons due to shrapnel and explosions!
*Armour. I think that some armours are pretty awful and only protect on a 6, if at all. Others, like Guard Flak armour should protect on a 5+ and might also add another d6 to avoid damage. Carapace could protect on 4+ and with 2d6 rolled. Power armour for goons? No, goons should have "normal" and cheap gear.
*Combat-drugs. Om nom nom. +1d6 in close combat, but LAME! hits on 1 AND 2!
*Xenos. Got something that mark them different from human goons, and will always be counted as Elite. Kroot can have Speed! to get into melee ASAP and use the rules for combat-drugs all the time, without the LAME!-rule.
*Wounded Goons. +1 on their targetnumber until healed. If this raises their targetnumber above 6, roll a d10 instead.