Acquisition Tests - Time-frame Modifier

By Kraken, in Rogue Trader

Is there a modifier to the acquisition test for limited use of an item/service (one-use, a week, a month, etc.)?

The default test seems to be centered around the permanent acquisition of an item or resource, or the full-time/term-of-your-natural life employment of staff. It seems to me that an Explorer should be able to acquire an item or retainer for a limited period of time (lease, short-term contract) at a modifier to the acquisition test. Something like a +10 modifier if you only want the services/item for a week, +15 if you only want a single-use (Visit a doctor as opposed to employing someone for ever, borrow a car for a day as opposed to buying it, etc.)

I had a feeling I had seen this modifier somewhere, but cannot recall where and cannot locate it. Does anyone know it one of the Rogue Trader books includes time-dependent acquisition modifiers? Or, alternatively, does anyone have any House Rules to cover this?

Dark Heresy's Ascension has Duration modifiers, with a bonus if you're only taking something for a single mission, and a penalty if you want something permanently. Given that all Rogue Trader acquisitions are meant to be permanent, I don't think those rules are really adaptable. I would turn it into a social challenge with the group you want to "rent" from, but have there be a noticeable Achivement Point penalty for using these resources - or perhaps even the loss of Profit Factor from this mission.

Dark Heresy's Ascension has Duration modifiers, with a bonus if you're only taking something for a single mission, and a penalty if you want something permanently. Given that all Rogue Trader acquisitions are meant to be permanent, I don't think those rules are really adaptable. I would turn it into a social challenge with the group you want to "rent" from, but have there be a noticeable Achivement Point penalty for using these resources - or perhaps even the loss of Profit Factor from this mission.

Thank you Erathia, I think that may be the reference I was thinking about.

I've always handled it in-character for the most part; if they want to hire a mercenary force, they need to negotiate terms, including the length of the contract; if those terms are breached, it's treated as a Misfortune and they need to roll under the original acquisition modifier to determine whether they can extend the contract.

Rogue Traders feel like being in a unique position to take it and run. If I chat with the Ecclesiarchy, and borrow a relic, planning to bring it back, I might disappear into the warp, never to reappear, or run like hell, since they aren't likely to follow me out into the Expanse, with a ship under me. Soldiers I borrow are very likely to die, so not likely returnable. Rogue Traders have so much money they might as well just always buy what they want.

An example with some description might help? What was your group hoping to borrow, and planning to bring back? Is it just rare enough that you want the extra bonus to get it AT ALL, or are there numerous things you actually want to just borrow?