TEXT: ®
  ™
  CORE RULEBOOK
  ™
  
  1
  Introduction
  Introduction
  ROLEPLAYING IN THE GRIM 
  DARKNESS OF THE 41ST MILLENNIUM
  
  2
  Credits
  Credits
  Rogue TRadeR designed by
  Michael Hurley and Ross Watson with additional concepts 
  by Jay Little and Sam Stewart
  Lead Developer
  Ross Watson
  Written and Developed by
  Owen Barnes, Alan Bligh, John French, Andy Hoare, Tim 
  Huckelbery, Michael Hurley, John Ivicek, Reason,  
  and Sam Stewart
  Additional Writing
  Matt Boles and Sean Schoonmaker
  Based on Dark Heresy, Designed by
  Owen Barnes, Kate Flack, and Mike Mason
  Editing
  Paul Harmon, Mark O’Connor, Leigh Anne Reger  
  and Patrick Rollins
  Graphic Design
  Kevin Childress, Andrew Navaro, Mark Raynor, 
  Brian Schomburg, and Will Springer
  Cover Art
  Andrea Uderzo
  Interior Art
  Matt Bradbury, Sacha Diener, David Griffith, Je f 
  Himmelman, Stefan Kopinski, Clint Langley, John Moriarty, 
  Adrian Smith, Mark Smith, Imaginary Friends Studio,  
  Matias Tapia, Kev Walker, and Andrea Uderzo
  Art Direction
  Zoë Robinson
  Production Manager
  Gabe Laulunen
  Managing Developer
  Michael Hurley
  Publisher
  Christian T. Petersen
  games WoRkshop
  Licensing Manager
  Owen Rees
  Special thanks to Nelson and Graeme. Also, thanks to all staff of the 
  GW Design Studio—your work is an inspiration.
  Licensing & Acquired Rights Manager
  Erik Mogensen
  Head of Legal & Licensing
  Andy Jones
  Intellectual Property Manager
  Alan Merrett
  Special Thanks
  “All Records Expunged” Sean Schoonmaker with Cliff Drozda, Nate 
  Grover, Andrew McDonnell, Eric Ullman, “Bring The Noise” James 
  Savage with  Davie Gallacher, Thomas S. Ryan, Stewart Strong, 
  “FFG Special Ops” Tim Flanders, Tod Gelle, James Hata, Mike Jett, 
  Thaadd Powell, “Justice, Inc.” John Ivicek with James Gross, Leigh 
  Anne Gross, Victoria Weaver, “Lurkers in the Valley” Ed Browne with 
  Meric England, Loren Overby, Jeff Poff, Lisa Poff, Vern Wester, “No 
  Guts No Glory” Sean Connor with Mathieu Booth, Steven Cook, Les 
  Hedges, Nick Hodge, Chris Pitson, Stephen Pitson, Benn Williams 
  with Kat Glass, Chris Lancaster, Matt Ricciki, Rebecca Williams, 
  Eric Young “Sons of a Rogue Trader” Robin Everett-McGuirl with 
  Alex Athanas, Christopher Brandmeier, Peter Marotta, Matthew 
  Robenhymer, and Isaac Xavier-Santos, and Jeff Tidball
  FANTASY
  FLIGHT
  GAMES
  Fantasy Flight Games
  1975 West County Road B2
  Roseville, MN 55113
  USA
  Copyright © Game Workshop Limited 2009. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Rogue Trader, 
  the foregoing marks’ respective logos, Rogue Trader, and all associated marks, logos, places, names, creatures, races and race insignia/
  devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 
  40,000 universe and the Rogue Trader game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2009, variably registered 
  in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights 
  reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any 
  form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
  ISBN: 978–1-58994-675-0     Product Code: RT01     Print ID: 01
  Printed in the USA
  For more information about the Rogue Trader line, free downloads, answers 
  to rule queries, or just to pass on greetings, visit us online at
  www.FantasyFlightGames.com
  Credits
  
  3
  Contents
  Contents
  Contents
  Ambition Knows No Bounds
  What is a roleplaying game? .................................................8
  What’s in this book? ...............................................................9
   Game Dice ........................................................................... 10
  Chapter I: Character Creation
  Creating your Explorer ........................................................ 12
  Stage 1: Generate Characteristics ....................................... 14
  Generating Characteristics .................................................. 14
  Stage 2: The Origin Path .................................................... 15
  Intersections .......................................................................... 15
  Origin Path Chart ................................................................ 16
  Home World Options .......................................................... 17
  Birthright .............................................................................. 24
  Lure of the Void ................................................................... 25
  Trials and Travails ................................................................ 27
  Motivation ............................................................................. 29
  Career .................................................................................... 30
  Stage 3: Spend Experience Points ...................................... 30
  Starting Experience .............................................................. 30
  Stage 4: Giving Characters Life ......................................... 30
  Name ..................................................................................... 31
  Nature .................................................................................... 32
  Stage 5: Profit actor and Ship Points .............................. 33
  Starting Profit actor ........................................................... 33
  Ship Points ............................................................................ 34
  Stage 6: Select Equipment .................................................. 34
  Chapter II: Career Paths
  Getting Started ..................................................................... 36
  Character Advancements ..................................................... 37
  Rogue Trader ........................................................................ 40
  Arch-militant......................................................................... 44
  Astropath Transcendent ....................................................... 48
  Explorator ............................................................................. 52
  Missionary ............................................................................. 56
  Navigator ............................................................................... 60
  Seneschal ............................................................................... 64
  Void-master ........................................................................... 68
  Special Abilities .................................................................... 72
  Chapter III: Skills
  Gaining Skills ....................................................................... 74
  Training and Skill Mastery ................................................. 74
  Basic and Advanced Skills .................................................. 74
  Basic Skills ............................................................................ 74
  Advanced Skills .................................................................... 74
  Treating Advanced Skills as Basic Skills ........................... 74
  Skill Descriptors ................................................................... 76
  Skill Groups .......................................................................... 76
  Skill Descriptions ................................................................. 77
  Chapter IV: Talents
  Gaining Talents .................................................................... 90
  Talent Groups ....................................................................... 90
  Talent Prerequisites .............................................................. 90
  Talent Descriptions .............................................................. 94
  Chapter V: Armoury
  Availability ..........................................................................110
  Availability and Technology .............................................111
  Availability and Time .........................................................111
  Craftsmanship .....................................................................112
  Wealth and Acquisitions ....................................................112
  Throne Gelt ........................................................................113
  Profit actor ........................................................................113
  Ammunition ........................................................................113
  Weapons ..............................................................................114
  Weapon Special Qualities ..................................................115
  Las Weapons .......................................................................117
  Solid Projectile Weapons ..................................................120
  Bolt Weapons ......................................................................121
  Melta Weapons ...................................................................122
  Plasma Weapons .................................................................123
  Flame Weapons ...................................................................123
  Primitive Weapons .............................................................124
  Launchers ............................................................................125
  Grenades and Missiles .......................................................125
  Exotic Weapons ..................................................................127
  Melee Weapons ..................................................................129
  Chain Weapons ..................................................................129
  Power Weapons ..................................................................130
  Exotic Melee Weapons ......................................................130
  Shock Weapons ..................................................................132
  Primitive Weapons .............................................................132
  Weapon Upgrades ..............................................................133
  Ammunition ........................................................................135
  Unusual Ammo ...................................................................136
  Armour ................................................................................137
  Gear .....................................................................................139
  Clothing ..............................................................................139
  Drugs and Consumables....................................................141
  Tools ....................................................................................143
  Cybernetics .........................................................................147
  Bionic Replacement Limbs and Body Parts ...................147
  Implant Systems .................................................................148
  Chapter VI: Psychic Techniques 
  Types of Psykers.................................................................154
  Psychic Ability ....................................................................156
  Using Psychic Techniques .................................................157
  Psychic Disciplines  ...........................................................162
  Chapter VII: Navigator Powers
  The Navigator Gene ..........................................................174
  The Warp Eye .....................................................................174
  The Great Houses ...............................................................175
  Choosing Your Lineage .....................................................176
  Gaining Navigator Powers ................................................178
  Initial Powers ......................................................................178
  Using Navigator Powers....................................................178
  
  4
  Contents
  Contents
  Navigator Powers ...............................................................179
  Navigator Mutations ..........................................................182
  Gaining Navigator Mutations ...........................................182
  Navigating the Warp ..........................................................183
  The Fundamentals of Warp Navigation ..........................183
  The Peril in the Warp ........................................................186
  Chapter VIII: Starships 
  Life Amongst the Stars ......................................................188
  The Sounds of Shipboard Life .........................................189
  Anatomy of a Starship .......................................................189
  Representing and Generating Characteristics.................189
  The Thin Skin Against The Void .....................................190
  Components ........................................................................191
  Constructing a starship .....................................................193
  Hulls ....................................................................................193
  Complications .....................................................................197
  Essential Components .......................................................199
  Supplemental Components ...............................................202
  NPC Vessels ........................................................................209
  Example Rogue Trader Vessel ..........................................211
  Starship Combat .................................................................212
  Actions .................................................................................212
  Weapons and Shooting .....................................................218
  Damage and Defences .......................................................220
  Fire, Depressurisation, and Other Hazards .....................221
  Crew Population and Morale ...........................................224
  Space Travel Outside of Combat .....................................226
  The Deep Void Run ...........................................................227
  Extended Repairs ...............................................................228
  Chapter IX: Playing the Game
  Tests .....................................................................................230
  The Role of Fate.................................................................233
  Using Fate Points ...............................................................233
  Burning Fate .......................................................................233
  Gaining Additional Fate Points ........................................233
  Combat ................................................................................234
  Narrative Time vs. Structured Time .................................234
  Combat Overview ..............................................................234
  Surprise ................................................................................235
  Initiative ..............................................................................235
  Actions .................................................................................236
  Using Actions .....................................................................237
  Action Descriptions ...........................................................238
  The Attack ..........................................................................244
  Unarmed Combat ...............................................................245
  Two-Weapon Fighting ......................................................246
  Combat Circumstances ......................................................246
  Injury ...................................................................................250
  Wounds ................................................................................250
  Damage ................................................................................250
  Fatigue .................................................................................251
  Characteristic Damage .......................................................251
  Conditions and Special Damage ......................................260
  Healing ................................................................................262
  Exploration .........................................................................263
  Using Exploration Skills ...................................................263
  Using Investigation Skills ..................................................264
  Movement ...........................................................................264
  Narrative Movement and Terrain .....................................265
  Movement and Environment ............................................265
  Climbing .............................................................................266
  Jumping and Leaping ........................................................266
  Swimming ...........................................................................267
  Carrying, Lifting, and Pushing Objects ..........................267
  Lighting ...............................................................................268
  Flying...................................................................................268
  Profit actor ........................................................................270
  Starting Profit actor .........................................................270
  Gaining and Losing Profit actor ....................................270
  Acquisition ..........................................................................271
  Acquisition Tests ................................................................271
  Commerce and Acquisition ...............................................273
  Acquisition of Starship Components ...............................274
  Unusual Acquisitions .........................................................274
  Upkeep Tests.......................................................................275
  Influenc  ..............................................................................276
  Influence ests ....................................................................276
  Endeavours ..........................................................................276
  Creating an Endeavour ......................................................277
  Achievement Points ...........................................................277
  Setting up Endeavours .......................................................278
  Running Endeavours..........................................................279
  Resolving Endeavours .......................................................279
  Common Endeavours ........................................................279
  Establish an Imperial Colony ...........................................279
  Exploit a Resource World .................................................280
  Establish a Cold Trade from Dead Xenos Worlds .........281
  Establish a Trade Route .....................................................282
  Misfortunes .........................................................................283
  The Cost of Misfortunes ...................................................283
  Overcoming Misfortunes ..................................................284
  Chapter X: The Game Master
  The Role of the Game Master ..........................................286
  The Dark Frontier: Evoking the Setting .........................288
  How to Run a Rogue TRadeR Adventure .....................289
  Rogue Trader Dynasties ....................................................290
  Rewards: The Measure of Success....................................291
  Mass Combats ....................................................................292
  Interaction ...........................................................................293
  Interaction Skills ................................................................293
  Fear and Damnation ..........................................................294
  Insanity and Corruption Points ........................................295
  Fear ......................................................................................295
  Going Insane ......................................................................296
  Degrees of Madness ...........................................................296
  Mental Trauma ...................................................................296
  Gaining Mental Disorders .................................................296
  The Severity of Disorders .................................................297
  Types of Mental Disorder .................................................297
  Removing Insanity Points from a Character ...................298
  Corruption ..........................................................................299
  Corruption Points ..............................................................299
  Moral Threats .....................................................................299
  The Malignancy Test .........................................................299
  Mutation ..............................................................................299
  
  5
  Contents
  Contents
  Chapter XI: The Imperium
  Institutions of the Imperium .............................................302
  The Imperium of Man .......................................................306
  Planets of the Imperium ....................................................307
  Language .............................................................................308
  Culture .................................................................................309
  Mutation ..............................................................................309
  Communication ..................................................................309
  The Imperium and Space Travel ......................................310
  The Warp ............................................................................310
  Warp Travel .........................................................................310
  Warp Creatures ...................................................................313
  Crossing the Void ..............................................................313
  The Segmentae Majoris .....................................................314
  The Stellar Fleets ................................................................315
  Chapter XII: Rogue Traders
  The Warrant of Trade ........................................................321
  Roots ....................................................................................321
  The Granting of a Warrant of Trade ...............................325
  Temperament ......................................................................327
  The Trappings of Power....................................................329
  Conditions ..........................................................................330
  Compliance with the Terms of the Warrant ...................332
  Lineage  ...............................................................................333
  Rewards ...............................................................................334
  Chapter XIII: The Koronus Expanse
  The Great Warp Storms of the Halo Margins ................337
  Port Wander: Gateway to the Expanse ............................340
  The Structure of Port Wander ..........................................340
  The Koronus Passage: “The Maw” ...................................341
  The Stations of Passage .....................................................342
  Furibundus ..........................................................................342
  Footfall ................................................................................342
  Winterscale’s Realm ...........................................................343
  The Thousand Charts ........................................................344
  The Foundling Worlds ......................................................345
  Lost to the Storm ...............................................................345
  Cursed Endeavours ............................................................346
  The Accursed Demesne .....................................................347
  Stars and Courses Uncharted ............................................347
  The Heathen Stars ..............................................................349
  Unbeholden Reaches .........................................................351
  The Rifts of Hecaton .........................................................352
  Denizens of the Koronus Expanse  ..................................352
  The Ork Menace ................................................................352
  The Stryxis  .........................................................................354
  Slaves to Darkness..............................................................355
  The Treacherous Eldar  .....................................................357
  The Rak’Gol Marauders ....................................................359
  The Disciples of Thule ......................................................359
  The Yu’vath .........................................................................359
  Halo Artefacts .....................................................................360
  The Kroot ............................................................................361
  Rogue Traders Known Within the Expanse ...................361
  Chapter XIV: Adversaries & Aliens
  Traits ....................................................................................364
  Trait Descriptions ...............................................................364
  Mutations ............................................................................368
  Gaining Mutations .............................................................368
  Allies, Enemies and Rivals ................................................370
  The Masses of Humanity ..................................................370
  Servitors ..............................................................................374
  The Xenos ...........................................................................376
  From Beyond ......................................................................378
  Chapter XV: Into the Maw
  Legends and Lies ................................................................380
  Part One: Riddle of the Righteous Path .............................381
  Overview .............................................................................381
  The Court of the Dead ......................................................384
  Part Two: Across a Storm-Wracked Sky ..........................385
  Overview .............................................................................385
  Part Three: Into Winter’s Heart ........................................387
  Overview .............................................................................387
  Into the Expanse ................................................................387
  The Bridge of the Righteous Path.......................................391
  Important NPCs .................................................................392
  
  6
  Foreword
  Foreword
  A 
  little 
  over 
  two 
  decades 
  ago, 
  Games Workshop 
  published a strange and 
  wonderful set of science 
  fiction tabletop miniatures 
  rules with an unwieldy and 
  awkward title. This largely 
  unheralded gaming manual 
  was to launch an amazing 
  dystopian 
  universe; 
  a 
  grim dark future wherein 
  mankind’s fate, was under 
  constant threat from an 
  array of warmongering alien 
  races, monsters, mutants, daemons and treachery. The game 
  and the incredible range of associated gaming miniatures 
  published by Games Workshop proved to be incredibly 
  popular, and quickly became the stuff of legends. This was, of 
  course, the release of the ‘Warhammer 40,000 Rogue Trader’ 
  book—an event that changed the course of modern tabletop 
  wargaming and the destiny of the Games Workshop company 
  forever.
  The origins of this game, and its unlikely sobriquet, reach 
  back almost to the very start of Games Workshop and the 
  creation of Citadel Miniatures at the end of the 1970’s. 
  Citadel was established to manufacture fantasy miniatures for 
  the burgeoning roleplaying market arising in the wake of the 
  successful Dungeons & Dragons game. However, it was still 
  a young market, so alongside the fantasy orcs, elves, wizards, 
  and warriors that were rapidly becoming Citadel’s forte, 
  the company also produced a plethora of models to service 
  a wide range of other subjects and interests. Believing that 
  not all of the fantasy models being sold were being used by 
  roleplayers, in 1983 Citadel launched its own unique take on 
  the fantasy game—a tabletop wargame called ‘Warhammer’—
  so its customers could enjoy a game featuring entire armies of 
  fantasy models in battle.
  The resulting success prompted speculative design work on 
  other projects seeking to link Citadel’s miniatures to wargame 
  rules. Sadly, most of these efforts proved stillborn, but one 
  idea kept resurfacing. This idea was to create a spaceship 
  combat game; tentative rules were written and playtested, a 
  background universe sketched, and a name chosen. The only 
  drawback was we didn’t have a range of spaceship models 
  to sell! Undaunted by this minor detail—and convinced 
  the Games Workshop/Citadel design staff would rise to 
  the challenge—an advert was placed in ‘The First Citadel 
  Compendium’ (also 1983) for “Citadel’s SF Role Play System 
  ROGUE TRADER.” Clearly things had taken a new turn! 
  Not content with a game restricted to a handful of 
  spaceship models (that didn’t exist), we decided to 
  expand the idea to embrace the sf models starting 
  to appear in Citadel’s expansive model ranges. 
  A certain Rick Priestley was set to work on 
  the project, and immediately redirected it back towards being 
  a tabletop miniatures game rather than a roleplaying game.
  In 1987—final y—the new book and a relatively modest 
  selection of associated new miniatures were ready for 
  launch. However, science fiction was still considered to be 
  something of a gamble compared to fantasy in the world 
  of hobby games. ‘Warhammer’ had gone from strength to 
  strength and been joined by the much loved ‘Warhammer 
  Fantasy Roleplay’ (WFRP for short). After no small amount 
  of debate and discussion, we decided to rename the sf game 
  ‘Warhammer 40,000’ (a cool reference to the background of 
  the game and a nice big number to boot). This created a clear 
  link to the parent brand and gave the sf game something of a 
  helping hand. Rather than allow the old working title to die, 
  a last minute call added it as a subtitle to the main logo and 
  ‘Warhammer 40,000 Rogue Trader’ was born.
  Over the last twenty of so years the Warhammer 40,000 
  tabletop miniatures game may have lost its subtitle, but it has 
  grown into an international gaming phenomenon. Each year 
  Games Workshop publishes hundreds of new miniatures, 
  plastic kits, books, and magazines devoted to the game. It 
  has also spawned a wide range of associated products and it 
  is now possible to buy novels, computer games, comic books, 
  card games, roleplaying games and board games taking place 
  within the universe of ‘Warhammer 40,000.’ This book is 
  the second in what is hoped will become an entire series of 
  roleplaying games set within that universe and is a more than 
  worthy companion to the first such volume, daRk HeResy. 
  That this book carries the illustrious title ‘Rogue TRadeR’ 
  ensures that it will receive more than its share of scrutiny 
  and attention from the long term fans of that original game. 
  I don’t think they will be disappointed, since this tome 
  shares not only the name but also the spirit of adventure and 
  imagination of its legendary forebear. All credit to the good 
  folks at Fantasy Flight Games for that, and the thanks of all 
  at Games Workshop for treating our old friend with the love 
  and respect that is evident in this work.
  May all your endeavours bear profit
  Alan Merrett,
  Games Workshop
  Foreword
  
  7
  Introduction
  Introduction
  It is the 41st Millenium...
  F
  or more than a hundred centuries the Emperor 
  has sat immobile on the Golden Throne of 
  Earth. He is the master of mankind by the will of 
  the gods, and master of a million worlds by the might 
  of his inexhaustible armies. He is a rotting carcass 
  writhing invisibly with power from the Dark Age of 
  Technology. He is the Carrion Lord of the Imperium 
  for whom a thousand souls are sacrificed every day, 
  so that he may never truly die.
  Yet in his deathless state, the Emperor continues 
  his eternal vigilance. Mighty battlefleets cross the 
  Daemon-infested miasma of the warp, the only 
  route between distant stars, their way lit by the 
  Astronomican, the psychic manifestation of the 
  Emperor’s will. Vast armies give battle in his name 
  on uncounted worlds. Greatest amongst his soldiers 
  are the Adeptus Astartes, the Space Marines, bio-
  engineered super-warriors. Their comrades in arms are 
  legion: the Imperial Guard and countless planetary 
  defence forces, the ever-vigilant Inquisition and the 
  Tech-Priests of the Adeptus Mechanicus, to name 
  but a few. But for all their multitudes, they are 
  barely enough to hold off the ever-present threat from 
  aliens, heretics, mutants—and worse.
  To be a man in such times is to be one amongst 
  untold billions. It is to live in the cruellest and 
  most bloody regime imaginable. Yet you are not just 
  any individual—you are an explorer aboard a Rogue 
  Trader ship with authority and freedom far beyond 
  the comprehension of the masses. Empowered by an 
  ancient warrant of trade and a warp-capable ship, 
  you venture into the uncharted voids, discovering new 
  worlds, lost civilisations, and bizarre alien technology. 
  Fortune and glory are yours for the taking. Rogue 
  Traders stand on the threshold of unlimited 
  opportunity and innumerable dangers.
  
  8
  Introduction
  Introduction
  Ambition 
  Knows No 
  Bounds
  W
  elcome to Rogue TRadeR, a roleplaying game 
  of exploration, risk, and savage might set in the 
  decaying far future of Warhammer 40,000. In 
  Rogue TRadeR, you can explore the universe of Warhammer 
  40,000 like never before. Vast fortunes await on the edges of 
  the galaxy, if you and your fellow Explorers can muster the 
  courage to find and claim them. Renown and riches reward 
  the bold, but the unwary find only anonymous deaths. A 
  Rogue Trader who can wrest profits from a dangerous 
  universe through luck, cunning, or sheer force of will enjoys 
  something few humans in the 41st Millennium even know—a 
  life of adventure and true freedom.
  Such a course, however, is often fraught with peril. Foul 
  aliens, pernicious raiders, and even other Rogue Traders stand 
  in your way on the path to greatness. Your wits, luck, skill, 
  and courage will be tested to their utmost limits. To survive 
  is to face even greater challenges—and to wield even greater 
  power.
  WHAT IS A ROLEPLAYING
  GAME?
  In a roleplaying game (RPG) you create an alter ego, a fictional
  character that is your avatar within the game world. Perhaps 
  you will create a lethal soldier, wise scholar, or inspiring leader 
  of men. Then, you and your friends direct your characters 
  through a series of adventures. Imagine a crime drama, 
  adventure film, or war movie, except that instead of passively 
  watching the story unfold, you control one of the characters, 
  making his decisions, selecting his actions, and even speaking 
  for him. The decisions of you and your fellow players directly 
  affect the events of the story.
  How can you affect these events? How do you decide 
  what happens? That is the role of the game. Roleplaying 
  games such as Rogue Trader provide a framework of rules 
  that describe how to design your character and operate 
  him within the game. Rules can cover situations like shoot-
  outs, chase scenes, or week-long investigations. Often, the 
  rules require you to roll dice when performing an action, 
  with some results indicating success and others indicating 
  failure. While the rules provide structure and guidelines 
  in the game, dice add an element of chance. After all, 
  success would not seem so sweet if there were no 
  chance of failure. Jumping from one rooftop to 
  another becomes much more exciting when 
  the slightest misstep (or bad dice roll) may 
  result in your character falling into the alley below.
  At first, RPGs like Rogue TRadeR may appear to have 
  a lot of rules. However, you’ll soon see that the rules are 
  actually quite simple, easy to remember, and often very 
  intuitive. To adjudicate these rules, each game has a Game 
  Master, or GM. The GM is you, or one of your friends, chosen 
  by the consensus of your group. He does not control a lone 
  character during the game. Instead, the GM runs the game, 
  presenting the story and the myriad situations that come with 
  it. He controls the people your character meets in the game, 
  controls the encounters and strange occurrences that shape 
  your decisions as to your actions, and is basically both the 
  game’s referee and narrator.
  All of the other players control characters within the world 
  around which the story resolves. These characters are known 
  as the Player Characters (PCs). During the game, the players 
  describe the intentions and actions of their characters to the 
  GM, who then decides, based on the rules, whether those 
  actions succeed or fail and how the characters’ words and 
  deeds affect the game’s story.
  What You Need to 
  PlaY Rogue tRadeR
  When you’re ready to start playing Rogue TRadeR, 
  you’ll need the following items:
  • This rulebook
  • Three or more people to play the game
  • A quiet place to play (around a table is ideal)
  • Three or four hours of gaming time
  • Some ten-sided dice (two or more per player)
  • Paper
  • Pencils and an eraser
  • Snacks, drinks, etc.
  You should be able to find ten-sided dice in the shop 
  where you bought this book, or failing that, there are 
  many internet stores that sell these dice in a variety of 
  different colours and finishes. If you have access to a 
  photocopier you may like to copy the character sheet 
  at the back of this book for each of your group to use, 
  though this isn’t essential. (You can also download free 
  printable character sheets from our website at www.
  FantasyFlightGames.com.)
  To help visualise the action, you may wish to use 
  suitable miniatures to represent your characters and 
  enemies during combat. Games Workshop’s own 
  Citadel range of Warhammer 40,000 miniatures are 
  ideal for this task. See www.games-workshop.com for 
  more details and nearest stockists.
  
  9
  Introduction
  Introduction
  WHAT’S IN THIS bOOK?
  Rogue TRadeR is divided into fifteen hapters. They are:
  INtRoductIoN
  The section you are reading right now. It provides an overview 
  of Rogue TRadeR and roleplaying in general.
  chaPteR I: chaRacteR cReatIoN
  This chapter takes you step by step through the process of 
  creating your character for the game.
  chaPteR II: caReeR Paths
  Career Paths are the building blocks of your character. They 
  both describe what you did before becoming an Explorer and 
  your position within your Rogue Trader dynasty. This chapter 
  details all the various Career Paths and also explains how you 
  can improve and develop your character through game play.
  chaPteR III: skIlls
  From Inquiry to Tech-Use, every character has a variety of 
  learned skills that they can employ. This chapter describes 
  these skills in detail.
  chaPteR IV: taleNts
  Every character also has certain special abilities that make him 
  unique, such as Bulging Biceps or Unshakeable Faith. This 
  chapter describes all of these talents.
  chaPteR V: aRmouRY
  This chapter describes some of the tools, trappings, weapons 
  and armour your Explorer may use or encounter.
  chaPteR VI: PsYchIc PoWeRs
  From astro-telepathy to the mysteries of the Emperor’s Tarot, 
  the unnatural powers of the mind can be both rewarding and 
  dangerous. The powers of an Astropath are slightly different 
  from other psychically-gifted individuals, and this chapter 
  explains what they are, and what happens when they go 
  wrong.
  chaPteR VII: NaVIgatoR PoWeRs
  Navigators are a special kind of mutant that possess a third 
  eye that can see into the immaterial realm of the Warp. This 
  chapter details a Navigator’s powers and mutations.
  chaPteR VIII: staRshIPs
  A Rogue Trader does not journey alone through the vastness 
  of space. The power of his dynasty depends upon the might 
  of his starship.
  chaPteR IX: PlaYINg the game
  In Rogue TRadeR, you will often have to defend yourself 
  against a variety of alien foes, and this chapter tells you 
  how to do it. This chapter also explains how to make 
  Skill Tests, spend Fate Points, and perform other 
  rules-related actions.
  
  10
  Introduction
  Introduction
  chaPteR X: the game masteR
  The GM has a special role to play in any roleplaying game and 
  this chapter explains how best to fulfill that role. In addition 
  to advice on how to run a Rogue TRadeR game, this chapter 
  also contains rules for corruption and experience.
  chaPteR XI: the ImPeRIum
  This chapter describes the Imperium of Man in the 41st 
  Millennium in all its decaying, war-torn glory.
  chaPteR XII: Rogue tRadeRs
  In Rogue Trader, you take on the role of an Explorer—either 
  a Rogue Trader yourself, or the trusted ally and counsellor 
  who accompanies him on his voyages. This chapter provides 
  key background details about these privateering merchant 
  princes.
  chaPteR XIII: the koRoNus 
  eXPaNse
  The Koronus Expanse is the core setting for Rogue TRadeR. 
  This chapter provides an overview of the expanse and then 
  provides detailed information on certain significant areas, 
  such as Port Wander, the Maw, and Footfall. This chapter 
  should give the GM plenty of material to work with when 
  running a Rogue Trader campaign.
  chaPteR XIV: adVeRsaRIes & alIeNs
  The galaxy is fraught with all manner of deadly creatures, and 
  this chapter provides background and game stats for various 
  adversaries that can be found in the Koronus Expanse.
  chaPteR XV: INto the maW
  Into the Maw is an introductory adventure that GMs can 
  use to kick off their Rogue TRadeR campaigns. Be warned, 
  however—this chapter is for GMs only and should not be 
  read by players.
   Game Dice
  R
  ogue TRadeR is a roleplaying game that uses ten-
  sided polyhedral dice for its core game mechanic. 
  These dice can be purchased from any game store, 
  many bookstores, and are probably available at the same 
  place this book was purchased. Each player and the GM will 
  need access to at least two ten-sided dice, preferably of two 
  different colours.
  In the game rules, 
  one ten-sided die is 
  referred to as “1d10” 
  while two ten-sided 
  dice are referred to as 
  “2d10” and so forth. 
  Rogue 
  TRadeR 
  also often requires players to generate a random number 
  from 1–100. This is known as a percentage roll and is often 
  abbreviated as “d%” or “1d100.”
  To make a percentage roll, use two ten-sided dice and 
  assign one of them to the “tens” digit of the result and the 
  other to the “ones” digit—using differently coloured dice 
  is helpful for distinguishing between these results. See also 
  Table A–1: Percentage Roll Examples, below.
  It is important to note that when rules say roll 2d10, this 
  is not the same thing as a percentage roll. When rolling 2d10, 
  simply add the results of each die.
  eXamPle
  Sarvus, a young Rogue Trader, is struck by a frag grenade which 
  inflicts 2d10 explosive Damage. The GM rolls two ten-sided dice 
  and gets a “6” and a “7” for a total of 13 points of Damage.
  Sometimes, the rules require a roll of 1d5. To make this 
  kind of dice roll, simply roll a ten-sided die, divide the result 
  by two, and round up.
  eXamPle
  The exploding frag grenade was powerful enough to deal one point 
  of Critical Damage to Sarvus’s body. Consulting the appropriate 
  Critical Damage table, the GM discovers Drake is going to be 
  knocked backward 1d5 metres. He rolls a ten-sided die and gets a 
  “5” which is treated as a result of three (5÷2=2.5 rounded up to 3). 
  Poor Sarvus is knocked backward three metres by the blast.
  Table A–1: Percentage Roll Examples
  “Tens” Die
  “Ones” Die
  Result
  7
  3
  73
  3
  7
  37
  2
  0
  20
  0
  2
  2
  0
  0
  100
  
  11
  I: Character Creation
  I: Character Creation
  Creating Your 
  explorer
  •
  generate 
  CharaCteristiCs
  •
  the origin path
  •
  spend 
  experienCe 
  points
  •
  giving 
  CharaCters life
  •
  profit faCtor 
  and ship points
  •
  seleCt 
  equipment
  
  12
  I: Character Creation
  I: Character Creation
  Chapter I: 
  Character 
  Creation
  “The endless dark of the universe is yours, if you but reach out to 
  take it. Yield nothing—the void respects only strength.”
  –Serren Travius, Rogue Trader
  I
  n Rogue TRadeR, you take on the role of a Rogue Trader 
  and his most trusted counsellors—explorers empowered 
  by an ancient Warrant of Trade to seek out profit and 
  plunder unexplored regions of space. Your ship will take you 
  to new worlds and uncharted reaches of the void, where you 
  will encounter deadly rivals, savage pirates, mysterious aliens, 
  and possibly even the nightmarish inhabitants of the warp. 
  You will acquire and spend great wealth, and either fame or 
  infamy will attend your actions. You will discover ancient and 
  forgotten mysteries and search out the unknown, perhaps 
  to find lost human worlds, wield mighty artefacts of lost 
  civilisations, witness never-before-seen celestial phenomena, 
  or disturb ancient terrors long slumbering in the black depths. 
  You must survive the dangers of the voids, for beyond the 
  threat of vacuum and deadly radiation lurk things man was 
  never meant to find. You must battle alien rivals to humanity’s 
  dominance of the stars, who would see all human life snuffed 
  out like a guttering candle if they could. 
  To be part of a Rogue Trader’s crew is to stand on the 
  threshold of near-unlimited opportunity. Vast profits wait for 
  you and your fellow explorers to find and claim. Fame and 
  fortune reward the bold, but the unwary will find only death, 
  their deeds soon forgotten.
  Why do Rogue Traders brave the terrors of the void and 
  plunge into the unknown? The answer is simple: great risks 
  can bring great rewards. A Rogue Trader and his crew are a 
  lasting symbol of success and wealth in the Imperium—and 
  with good reason. They enjoy a level of personal freedom and 
  lifestyle of adventure that others can only dream of.
  Tasting the fruits of success is not without peril, however.
  Foul aliens, pernicious raiders, and even other Rogue Traders 
  will stand in your way on the path to greatness. Your wits, 
  luck, skill, and courage will be tested to their utmost limits as 
  you attempt to survive and prosper in this life, and to survive 
  is to face even greater challenges—and to wield even greater 
  power in overcoming them.
  Creating your 
  Explorer
  “Whether heroes or fools, it takes an entirely different breed of man 
  to travel the frontier.”
  –Astropath Halvan Riond
  T
  o get started on your journeys into the unknown, 
  you need to create your alter ego, known as a Player 
  Character (PC), and also often referred to in this text 
  as your “Explorer” for the sake of convenience. Creating a 
  Player Character for your games is a simple process that many 
  people find fun in itself. As you move through this chapter, 
  you will find the tools to construct an interesting persona with 
  a history, motivations, and clear idea about what the future 
  will hold. Be aware, there may be unfamiliar terms, places, 
  and concepts within this chapter, but have no fear—all will be 
  explained as you explore the rest of this rulebook and tread 
  the path of the Rogue Trader.
  Before you get started, you will need to gather some 
  supplies. You will require two ten-sided dice (or 2d10, as they 
  will be referred to throughout the rules), a character sheet, a 
  pencil, and an eraser. It is best to write everything in pencil to 
  start with, as you may end up changing or adding to things 
  as you go along. You might want to have some spare scraps of 
  paper to make notes on as you go along as well. It is also useful 
  to get together with your GM and the group of people you’ll 
  be playing with when you make your PC. Not only is it more 
  fun to compare things as you go along, you will also be able to 
  make sure that your characters all complement one another.
  There are five steps you should follow whenever you 
  are creating a new Explorer. Each step is relatively simple, 
  
  13
  I: Character Creation
  I: Character Creation
  consisting of making a few choices and recording your 
  selections onto your character sheet. Each stage in the character 
  creation process is as follows.
  stage 1: generate CharaCteristiCs
  Many of the key aspects of your character are defined in 
  terms of numbers. Some of the most basic of these are called 
  Characteristics. They represent your Explorer’s capabilities, 
  ranging from physical Characteristics such as Strength and 
  Toughness to mental ones like Intelligence and Willpower.
  stage 2: the origin path
  The next step in creating your character is to determine your 
  origin path. The Imperium is a vast civilisation, and by the 
  time your character begins his adventures as an Explorer, he 
  has been influenced by many different factors. The Origin 
  Path Chart on page 16 displays the various choices you will 
  make to build your character from the ground up. This stage 
  is also the point where you determine how many Fate Points 
  and Wounds you have.
  stage 3: spend experienCe points
  This step is where you can further customise your Explorer. 
  Each character begins play with an amount of Experience 
  Points (xp) that reflects his life prior to becoming an Explorer. 
  You may spend your starting experience to purchase new 
  Skills and Talents or to improve your Characteristics. See 
  Chapter II: Career Paths for details.
  stage 4: giving CharaCters life
  Once all the numbers are finished with, it is time to flesh ou
  your Explorer. This stage helps you define your character’s 
  appearance, past, temperaments, beliefs, and more. This step is 
  an important one, as it helps you portray the character during 
  game play and makes your Explorer a unique being, helping 
  to set him apart from others who may fill a similar ni he.
  stage 5: profit faCtor 
  and ship points
  Now, there are things that are vital to the entire group of 
  players, namely, your group’s starship and starting Profit
  Factor. This step will help you create your vessel and set up 
  your Rogue Trader dynasty’s Warrant of Trade.
  stage 6: seleCt equipment
  Explorers may also select some additional weapons, armour, 
  and equipment from Chapter V: Armoury. To select 
  equipment, each character may make one acquisition using 
  the group’s Profit actor.
  stage 7: plaY rogue trader
  With all of this complete, you are now ready to play Rogue 
  TRadeR!
  spending experienCe points?
  Several of the options in this chapter allow a character 
  to spend an amount of Experience Points, abbreviated 
  as “xp.” Starting characters in Rogue Trader begin with 
  500 xp that they may spend to purchase an available 
  option. See page 30 for more details.
  
  14
  I: Character Creation
  I: Character Creation
  Stage 1: 
  Generate 
  Characteristics
  “The measure of a man is how far he is willing to go to satisfy his 
  ambition.”
  –Rogue Trader Jan van Yastobaal
  C
  haracteristics represent your character’s raw ability, on 
  a scale of 0 to 100, in a variety of physical and mental 
  areas. Your character’s Characteristics are important for 
  a variety of reasons, but principally, they reflect your ability to 
  succeed at certain actions. Since you want to roll under your 
  Characteristic when attempting to accomplish something 
  that has dramatic consequences in the game, the higher your 
  Characteristic is the better off you will be.
  Weapon Skill (WS)
  Weapon Skill measures your character’s competence in hand-
  to-hand fightin , whether using fist , knives, or chainswords.
  Ballistic Skill (BS)
  Ballistic Skill reflects your character’s accuracy with ranged 
  weapons, such as lasguns, bolters, and plasma pistols.
  Strength (S)
  Strength describes how physically strong your character is.
  Toughness (T)
  Toughness defines how easily your character can shrug off 
  injury as well as how easily he can resist toxins, poisonous 
  environments, disease, and other physical ailments.
  Agility (Ag)
  Agility measures your character’s quickness, refle es, and 
  poise.
  Intelligence (Int)
  Intelligence is a measurement of your character’s acumen, 
  reason, and knowledge.
  Perception (Per)
  Perception describes how well your character perceives his 
  surroundings. It reflects the acuteness o  senses.
  Willpower (WP)
  Willpower demonstrates your character’s ability to withstand 
  the horrors of war, the terrors of space, and the dreadful 
  opponents he is bound to encounter in his missions.
  Fellowship (Fel)
  Fellowship is your character’s ability to interact with other 
  creatures, to deceive, charm, or befriend them.
  CharaCteristiC Bonuses
  Each Characteristic has a corresponding bonus. A 
  Characteristic Bonus equals the tens digit of the Characteristic 
  score. For example, a character with 41 Strength has a 4 
  Strength Bonus. Generally, Characteristic Bonuses are used 
  to determine the measure of success or failure in situations or 
  tests that have variable results.
  GenerATInG 
  ChArACTerISTICS
  Characteristics are generated one at a time. For each, roll 
  2d10, add the resulting numbers together, then add 25. 
  Follow this procedure once for each of your Characteristics 
  until you have results for all nine and then fill them in on 
  your character sheet. When recording each Characteristic 
  on your character sheet, remember to write the first digit of 
  the number in the circle. Writing those digits in the circles 
  allows you to see what your Characteristic Bonuses are at a 
  glance. Note that one or more of your Characteristics might 
  be further modified by choices you make in Stage Two: 
  Origin Path.
  Since you are playing a character that is expected to be a 
  cut above the rest of humanity, you may re-roll any one result 
  of your choosing. Should you choose to do this, you must 
  keep the new result, even if it is worse than the old one.
  example
  Steve is creating a new Rogue Trader character, so he rolls 2d10 
  for his Weapon Skill Characteristic and gets 11, then he adds 25 for 
  a final Weapons Skill of 36. He repeats this process for the rest of 
  his Characteristics:
  Characteristic
  2d10 Roll
  Total
  Characteristic Bonus
  Weapon Skill
  11 (+25)
  36
  3
  Ballistic Skill
  8 (+25)
  33
  3
  Strength
  16 (+25)
  41
  4
  Toughness
  10 (+25)
  35
  3
  Agility
  9 (+25)
  34
  3
  Intelligence
  12 (+25)
  37
  3
  Perception
  15 (+25)
  40
  4
  Willpower
  14 (+25)
  39
  3
  Fellowship
  8 (+25)
  33
  3
  alloCating points
  An 
  alternate 
  method 
  for 
  generating 
  Characteristic scores is to give each player a 
  number of Characteristic points that he may assign as 
  he wishes. In this case, the player begins with a score 
  of 25 in each Characteristic and may allocate a total of 
  100 additional points to his Characteristics, adding no 
  more than 20 to any one Characteristic. This method 
  will generate characters with slightly higher than 
  average scores.
  
  15
  I: Character Creation
  I: Character Creation
  Stage 2: The 
  Origin Path
  “Where you have been, where you are, and where you are going—if 
  you cannot determine the answers as they apply to your own life, you 
  might as well thrust your hand into a chaincutter’s maw as expose 
  your mind to the Empyrean.”
  –High Navigator Teren Wassir, Maxims Vol. III
  T
  he Origin Path system is based on a chart that generates 
  a character’s abilities through a series of choices 
  made by the player. This set of choices is known as 
  the “Origin Path.” The chart also helps to weave together 
  the varied backgrounds of different characters in the same 
  playing group, giving them common ground and reasons to 
  stand in defence of one another’s interests. 
  The choices made in the Origin Path chart are structured 
  to flow both from top-to-bottom or from bottom-to-top, 
  whichever is the preference of the player. The choices on the 
  starting row (whether it be the top or bottom) are completely 
  open, but every choice after that one is limited by its placement 
  on the chart. That is, each choice leads to the choice directly 
  below it (or above it, if starting from the bottom), or a choice 
  adjacent to the one directly below. Selections on the very 
  edge of each row are considered the extremes of that row’s 
  theme and often have only two selections beneath them.
  example
  Andrew has selected Void Born on the first line, Home World. 
  He may then select from Scapegrace (the choice directly below 
  Void Born on the second line, Birthright), Scavenger (adjacent to 
  Scapegrace), or Stubjack (also adjacent). Andrew selects Scavenger. 
  Since Scavenger is on the end of the row, his choices on the third line, 
  Lure of the Void, are limited to Tainted (the choice directly below 
  Scavenger) or Criminal (the only choice adjacent to Tainted).
  As each player makes his selections on the chart, he 
  connects the selections with a line. When he is done, the 
  selections and the lines that connect them form the character’s 
  Origin Path. Once the player has completed his Origin Path 
  on the chart, he hands the chart to the next player. That 
  player then creates his own Origin Path and hands it to the 
  next player, and so on, until all the players have completed 
  creating Origin Paths for their characters. 
  It is suggested that players should use different colored 
  markers to help tell each path apart, but simply labeling each 
  path with the player’s name, a number, or a letter is also fin .
  InTerSeCTIonS
  The Origin Path system helps to identify areas where characters 
  have things in common. Where two or more Origin Paths 
  meet on a single selection, an Intersection is said to exist. An 
  Intersection presents an excellent opportunity for characters 
  to begin the game with shared experiences or aspirations in 
  their background.
  example
  Bob has filled out his Origin Path and happens to have an Intersection 
  with Sam at the shared selection of The Hand of War. Bob and 
  Sam discuss the possibilities of the Intersection and decide that their 
  characters served together on the same Imperial Navy frigate. 
  Each Intersection provides a bit of shared back-story 
  between characters and provides an opportunity to build the 
  concept of characters standing together as part of a Rogue 
  Trader’s crew. Additionally, each Intersection provides both 
  the players and the Game Master with hooks for future story 
  events, adventures, or even shared enemies and allies that may 
  show up along the way!
  skills and talents: the sequel
  If you receive the same Skill more than once from 
  different sources, you gain Skill Mastery in that Skill 
  (see page 74). If you gain the same Talent more than 
  once from different sources, you may elect to trade in 
  the redundant Talent for the Talented (choose one) 
  Talent.
  the origin path
  Instead of passing Origin Paths around the 
  table to the other players, another option is 
  for the players to hand in their Origin Paths to the 
  GM directly. That way, the GM can see where the 
  intersections lie and can discuss those intersections 
  with the players at his discretion. This can be more 
  useful for future plots based on hidden depths, 
  revelations of prior entanglements, or other surprises.
  origin path options
  One of the goals of the Origin Path system is 
  to simplify character creation. This allows new 
  players to start playing faster, and provides shortcuts 
  for players who aren’t familiar with the extensive 
  Warhammer 40,000 setting. The Game Master should 
  consider allowing players who are comfortable with 
  the setting and have an excellent character concept to 
  make some non-adjacent selections in the Origin Path 
  chart. Another option for Game Masters who would 
  like a less constrained Origin Path is to designate a 
  single row as a “free choice row” for the entire group, 
  where selections don’t have to be adjacent to the prior 
  and following choices.
  
  Permission granted to photocopy for personal use. © Games Workshop Ltd 2009. Character sheet also available for download at www.FantasyFlightGames.com
  HOME
  WORLD
  Death World
  Void Born
  Forge World
  Hive World
  Imperial 
  World
  Noble Born
  BIRTHRIGHT
  Scavenger
  Scapegrace
  Stubjack
  Child of  
  the Creed
  Savant
  Vaunted
  LURE OF  
  THE VOID
  Tainted
  Criminal
  Renegade
  Duty Bound
  Zealot
  Chosen by 
  Destiny
  TRIALS AND
  TRAVAILS
  The Hand  
  of War
  Press-ganged
  Calamity
  Ship-Lorn
  Dark Voyage
  High 
  Vendetta
  MOTIVATION
  Endurance
  Fortune
  Vengeance
  Renown
  Pride
  Prestige
  CAREER
  Astropath 
  Transcendent
  Arch- 
  Militant
  Void-Master
  Explorator
  Missionary
  Seneschal
  Navigator
  Rogue  
  Trader
  The Origin Path
  
  17
  17
  17
  I: Character Creation
  I: Character Creation
  home World oPTIonS
  “I and my servants have descended to the surfaces of a hundred 
  worlds, but the machine spirits of my data-arrays will forever hold 
  images of the wind-swept, cerasteel spires where I first pledged to the 
  Omnissiah.”
  –Magos-Explorator Markus Valgar
  Your Rogue TRadeR character may now travel amongst 
  distant stars, but that was not always the case. The type of 
  world a character grew up on affects many of his facets, from 
  physical abilities, skills, and temperament to appearance and 
  the Career Paths he may choose. Select a Home World from 
  any of the types described below and listed on the first row of 
  the Origin Path Chart on page 16. 
  When you have chosen your Home World, write down your 
  starting Skills and Traits on your character sheet and move on 
  to the next stage.
  death World
  “Death worlds are teeming with threats to survival, meaning that 
  those who thrive on such planets are unlike anyone else. Peril and 
  violence have always been a part of your life, and you are stronger 
  because of it. You are aggressive and inured to hardship, proficient at 
  staying alive where others cannot, and aloof from your fellow man.”
  Upon death worlds, the plants, beasts, and sometimes even 
  the environment itself takes aggressive and destructive forms 
  inimical to human life. Whilst exceptionally difficult to 
  colonise, many death worlds possess valuable resources that 
  require an outpost or other human presence upon the planet’s 
  surface to harvest. Death worlders often band together in 
  tribes, clans, gangs, or other social groups in order to survive. 
  An upbringing in such a harsh environment breeds very hardy 
  and resilient examples of the human race—those tested and 
  found wanting die young.
  life on a death World
  Death worlds, whilst not common within the Imperium, can be 
  found in every segmentum. From the depths of the jungle hell 
  of Catachan to the predator-filled deserts of Luther Mcintyre, 
  death worlds have a well-earned reputation as some of the 
  most dangerous planets in the galaxy. The inhabitants of these 
  worlds are determined, tenacious people, highly valued for their 
  strength and stamina, and are often drawn upon as recruits for 
  both the Imperial Guard and some Space Marine Chapters. For 
  most death worlds, their inhabitants are their only exports. 
  Death worlds vary widely in appearance and environment; 
  some are rich and verdant, stalked by ambulatory, carnivorous 
  plants, whilst others are empty deserts scoured by ionic storms. 
  Each death world presents a thousand new and different ways 
  to die, such as the scythewinds of Mortressa or the corrosive, 
  alkaline storm-mires of Burnscour.
  Those unlucky enough to be raised on a death world 
  are generally pragmatic and fatalistic. Death is a constant 
  companion, and only by accepting that can a death worlder 
  hope to reach maturity with his sanity intact. Usually, the 
  greatest achievement a death worlder can strive for is to 
  achieve some truly impressive feat before his death, so he will 
  be remembered by his descendants. If a death worlder actually 
  makes it off-world, he is likely to view distant worlds with 
  jaded eyes. After all, he has already seen the worst the galaxy 
  has to offer, for surely nothing can exceed the horrors of his 
  birth world.
  death World Characters
  Death world characters are those who have travelled off-
  world and have left behind the danger and ferocity of their 
  home. They are rugged, uncomplicated individuals for the 
  most part, often drawn to the bold lifestyle of the Arch-
  militant or the Void-master. Unfortunately, death worlders 
  are uncomfortable in the complex social situations common 
  to civilised worlds and rarely find themselves able to relax 
  amongst the decadence and intrigues of noble society. Death 
  worlders are renowned for their resilience and exemplify the 
  concept of survival of the fittest
  Characteristic Modifiers  +5 Strength, +5 Toughness, 
  –5 Willpower, –5 Fellowship
  Starting Skills: All death worlders are adept at resisting 
  the dangers of a hostile environment. Death worlders gain 
  the Survival Skill.
  Hardened: Death worlders are accustomed to violence. 
  In addition, many death worlds contain many venomous 
  predators. Death worlders may choose to start one of the 
  following talents: Jaded or Resistance (Poisons).
  If It Bleeds, I Can Kill It: Most death worlds possess 
  plants and beasts utterly hostile to human life, and inhabitants 
  must find any means necessary to combat them if they are to 
  survive. Death worlders are adept at using weapons commonly 
  found in or fashioned from their environment. Death worlders 
  gain the Melee Weapon Training (Primitive) Talent.
  Paranoid: The inherently dangerous conditions of a death 
  world encourage distrust and doubt. Death worlders tend to 
  be slow to put their faith in anyone other than themselves and 
  chafe against the petty strictures of a more complex society. 
  They suffer a –10 penalty to all Interaction Skill Tests made 
  in formal surroundings.
  Survivor: Simply reaching adulthood is an achievement 
  for death worlders. Having overcome myriad dangers to 
  achieve this goal means that a hardened death worlder is less 
  likely to succumb in the face of new threats. Death worlders 
  gain a +10 bonus to any test to resist Pinning and Shock.
  Starting Wounds: Death world characters double their 
  starting Toughness Bonus and add 1d5+2 to the result to 
  determine their starting number of Wounds.
  Starting Fate Points: Roll 1d10 to determine a death 
  world character’s starting Fate Points. On a 1–5, he begins 
  with 2 Fate Points; on a 6–10, he begins with 3 Fate 
  Points.
  
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  I: Character Creation
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  void Born
  “You were not born on one of the Emperor’s worlds, but instead on 
  a vast ship in the depths of space—perhaps even in the warp itself. 
  Why this sets you apart from your fellow man is unknown, but the 
  way you look, act, and think is somehow different. You have been 
  raised in the company of voidfarers and psykers, and what other men 
  fear or loathe is commonplace to you.”
  Not merely star travellers but the products of many generations 
  passed in the darkness between worlds, the void born are 
  relatively few among the teeming multitudes of humanity, but 
  singular, and form a disparate and odd collection of misfit , 
  strangers, and other ill-omened folk, perhaps birthed in the 
  belly of a vessel that has spent centuries charting its course 
  through the stars or aboard an ancient orbital satellite. The 
  void born are often considered to be somehow touched by 
  the taint of the warp, or at least associated with the many and 
  unfathomable dangers of the outer darkness by the common 
  well of the Imperium. Most consider them bringers of bad 
  fortune and ill-tidings, secretive, and untrustworthy.
  life as a Void Born
  The vast Imperial fleet is a vital factor in the maintenance of the 
  Imperium; without it, human worlds would be isolated from 
  each other and left unprotected. Without it, trade could not 
  exist, weapons could not reach the Emperor’s armies, and world 
  after world would fall into the darkness.
  Space travel throughout the Imperium is dangerous and 
  arduous. Most interstellar travel is undertaken using powerful, 
  ancient engines that push a vessel into the immaterium, also 
  known as the empyrean or warp. Within the warp, a ship can 
  cover many thousands of light years within a relatively short 
  time, dropping back into the materium far beyond the ship’s 
  starting point. Some parts of the warp, however, act as powerful 
  vortices that drag helpless vessels to their doom. There is also 
  a constant danger of turbulence, warp storms, and loops: ships 
  can be thrown thousands of light years off course or trapped in 
  stasis forever. In the warp there is neither time nor distance—
  only the constantly flowing streams of the immaterium. On 
  board a ship in the warp, a single month of time may pass, 
  yet in the material realm anything from six months to several 
  years may elapse. Fleets responding to distress calls and supply 
  vessels on long voyages have been known to arrive months or 
  even years too late.
  Those who live their lives on void-ships become inured to 
  some extent to the reality-altering process of warp travel, and to 
  living in low- or zero-gravity environments and never knowing 
  the feel of solid ground beneath their feet. Some vessels never 
  make berth, their crews instead raising generations of families in 
  the cold depths of space where gravitational variance, radiation 
  exposure, genetic distortion, and warp anomalies slowly take 
  their toll. What true effect these taints have on individual void 
  born humans is both uncertain and varied, but there is quite 
  evidently something strange about most of them. In many 
  cases, their features are drawn and their skin pallid, and they 
  may may have minor deformities, or an oddness of speech, gait, 
  or general appearance that sets them apart from others. Some, 
  although outwardly normal, carry a strange air about them, a 
  perceptible something “not quite right” about them that makes 
  others uneasy.
  Some void born are raised on huge space stations—asteroid 
  mining installations, Battlefleet Calixis refit stations, or Machine 
  Cult research platforms—but the majority come from a variety 
  of backgrounds aboard an active star vessel, be they the issue 
  of the crew of merchant vessels or warships, miners, scavengers, 
  prison guards (or prisoners), and even the servants of a Rogue 
  Trader. The largest Imperial void-ships are vast, city-sized craft, 
  many of which are thousands of years old. On such huge star 
  vessels, lobotomised servitors and tech-adepts move about 
  their mysterious business, whilst menial crew, passengers, and 
  merchant guilders coexist in crowded vaults, lonely corridors, 
  and cramped quarters. At the right hand of the ship’s Lord-
  captain sits the Navigator, one of a strange and select breed of 
  psykers who expertly guide vessels through the immaterium 
  
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  I: Character Creation
  I: Character Creation
  following the psychic beacon of the Astronomican. 
  Those void born raised in the service of the Imperial Navy 
  or amongst the crew of a Rogue Trader know firsthand the 
  horrors of space and the sheer multitude of the Emperor’s 
  enemies. This knowledge often forces voidfarers of the low-
  decks into insular crew brotherhoods, afraid to look outward 
  from their duties or small societies for fear of what might be 
  lurking in the void beyond the hull.
  Void Born Characters
  You have called the interior of a huge Imperial vessel or void-
  station your home all your life, but now you have been thrust 
  into the company of others—people completely unlike your 
  peers amongst the void born—and the culture shock gnaws 
  at you. You feel awkward in the company of those born upon 
  worlds, an outsider, distrusted and strange, in their eyes. You 
  come into your own when your expertise is required, however, 
  and what to others may be stark terrors are old familiar 
  enemies to you. Unlike the world born, you are not blinded 
  by ignorance when confronted by psychic phenomena, warp 
  anomalies, and the strange technology of void-ships, and as 
  such, your kind make the best Void-masters and Astropaths. As 
  long as common dirt-dwellers stand in awe or fear of you, they 
  will cease trying to make you fit into their strange cultures and 
  will leave you to your own ways and your own secrets.
  Characteristic Modifiers: –5 Strength, +5 Willpower
  Starting Skills: All void born can speak a language unique 
  to their home vessel. Void born gain the Speak Language (Ship 
  Dialect) Skill.
  Charmed: The void born are touched by the fickle powers 
  of the warp, making them preternaturally lucky. Whenever a 
  void born character spends a Fate Point (though not if he burns 
  one), roll a 1d10. On the roll of a natural 9, the Fate Point is 
  not lost.
  Ill-omened: Whether because of their strange looks, 
  clannish ways, or unwholesome air, the void born are shunned 
  and mistrusted by most. In addition, the void born are most 
  likely to attract any negative attention that the party of Explorers 
  creates—accusations of deceit in trade, disgruntled negotiators, 
  mobs armed with stones, and so on. Because of this, void born 
  characters suffer a –5 penalty on all Fellowship Tests made to 
  interact with non-void born humans.
  Shipwise: Birthed in the depths of a voidfaring craft, 
  the void born have a natural affinity for such vehicles. As a 
  result, Navigation (Stellar) (Int) and Pilot (Spacecraft) (Ag) are 
  untrained Basic Skills (instead of Advanced Skills) for void 
  born characters.
  Void Accustomed: Due to their strange and unnatural 
  childhood, the void born are used to the vagaries of changing 
  gravity. They are immune to space travel sickness. In addition, 
  zero- or low-gravity environments are not considered Difficult 
  Terrain for void born characters.
  Starting Wounds: Void born characters double their starting 
  Toughness Bonus and add 1d5 to the result to determine their 
  starting number of Wounds.
  Starting Fate Points: Roll 1d10 to determine a void born 
  character’s starting Fate Points. On a 1–5, he begins with 3 
  Fate Points; on a 6–10, he begins with 4 Fate Points.
  forge World
  “You were born in the shadow of the Omnissiah and all your life 
  you have been surrounded by the great wonders and dire terrors of 
  the Machine God’s arts. Ever since you were born, you have been 
  weighed, measured, codified, and tested so that your masters might 
  find your place in the great pattern. This unforgiving process has 
  fitted you well for survival and supremacy.”
  The domains of the Adeptus Mechanicus are many, from the 
  ceaseless industry of the iron realms of the forge worlds, to 
  labyrinthine orbitals and distant research outposts, to the 
  nomadic and self-contained void caravans of the explorator 
  fleet . They are an empire within an empire, distinct and yet 
  interwoven with the fabric of the Imperium since its founding. 
  Their masters are as ancient, wise, mysterious, and cold as the 
  machineries they tend. Beyond the forge worlds, this Home 
  World option also includes those born and raised on city-sized 
  orbital stations, Mechanicus-administered colonies (often 
  called demesnes), research outposts, and restless explorator 
  fleet , for the rites, rituals, and beliefs of the Omnissiah also 
  govern those places.
  life on a Forge World
  Forge worlds, such as the Lathe worlds of the Calixis Sector, 
  are the beating iron heart of the Imperium and sovereign 
  domains of the Priesthood of Mars. They are given over to 
  the demands of vast macro-industries too vital or rare to be 
  entrusted to the petty domains of the Imperial Governors 
  of hive worlds, and are eternally hungry for new resources 
  to consume. A forge world’s wheels never cease to turn: the 
  reactors blaze and foundries thunder unendingly for millennia, 
  turning out refined materials and technologies to meet the 
  Imperium’s needs. Forge worlds are far more than the sum 
  of their continent-spanning manufactories, however. Each is 
  blessed with a higher level of technological advancement than 
  the wider Imperium as a whole, and many arcane wonders 
  are commonplace in their baroque labyrinths of ferrocrete 
  and steel. Forge worlds also house vast repositories of data 
  and obscure lore, with as much as a third of any given forge 
  world’s entire infrastructure consisting of endless scriptoriums, 
  mimetic vaults, info-tombs, and libraria, tended in perpetuity 
  by mindless drones and generations of archive adepts.
  A forge world’s undisputed masters are the Magi of the 
  Cult Mechanicus, who rule with harsh precision and cold 
  logic. To them, the human menials of their domains are little 
  more than cogs and gears in the great machine, resources to 
  be measured, graded, and used to fit their worth. At their 
  direction, the bulk of a forge world’s population is utilised 
  as a skilled and trained labour force, whilst the brightest and 
  best are inducted to the Adeptus Mechanicus itself. The more 
  militant are chosen for the Skitarii Tech-guard. Those deemed 
  unworthy or irredeemable are fated to be “recycled” into 
  servitor components, and indeed, servitors and drones 
  often far outnumber a forge world’s free-willed 
  population. Such is the price of failure.
  Despite their mechanistic society and 
  ceaseless industry, the life for the average 
  
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  forge world menial is little harsher than on most hive worlds. 
  Each forge world, regardless of its rigidly enforced order and 
  the cold reason of its masters, is still home to very human 
  ambition and apathy, still home to vice and virtue. The 
  Mechanicus themselves, with their cogitator-enhanced minds 
  and iron logic, are still prone to factionalism and schism, often 
  for reasons quite incomprehensible to outsiders. Rivalries and 
  feuds simmer between sects and individual magos, each with 
  his own plots and desires.
  Forge World Characters
  Forge worlds are not environments that reward, let alone 
  tolerate, weakness in body or in mind. To have survived and 
  prospered enough to leave a forge world’s rigid society, a 
  character must possess drive, ambition, and good fortune, or 
  at the very least be bloody-minded and ruthless enough to 
  have endured. You find yourself in a wider Imperial society 
  that is at once familiar and strangely alien, where fools either 
  fear or profane sacred technology and have no understanding 
  of its spiritual mysteries and purity of essence. Nor do they 
  seem to grasp that men can only prosper by the teachings 
  of the Omnissiah, that survival requires power, and power is 
  knowledge incarnate.
  Characteristic Modifiers  –5 Weapon Skill, +5 
  Intelligence
  Starting Skills: Common Lore (Tech) (Int) and Common 
  Lore (Machine Cult) (Int) are untrained Basic Skills for forge 
  world characters.
  Credo Omnissiah: Rather than being fully indoctrinated 
  into the Imperial Cult, even the lowliest member of a forge 
  world’s society is brought up to properly venerate the spirits 
  of the machine and taught the basic rites of tech-propitiation. 
  All forge world characters begin with the Technical Knock 
  Talent.
  Fit For Purpose: A forge world inhabitant is tested, 
  indoctrinated, and trained from birth for his chosen station 
  and role in life. Weakness is not tolerated, and failure brings 
  painful incentives to do better. Even those who follow an 
  errant path must strive to be better than their peers to survive. 
  Because of this, a starting forge world character may increase 
  a Characteristic of his choice by +3.
  Stranger to the Cult: Although forge world born 
  citizens know that the Emperor is their god and saviour, they 
  see the Imperial Creed through the lens of Cult Mechanicus 
  doctrine. As a result, they can be surprisingly—and sometimes 
  dangerously—ignorant of the common teachings and practices 
  of the Ecclesiarchy, often failing to offer its clerics the level 
  of deference they expect. Forge world characters suffer a 
  –10 penalty on Tests involving knowledge of the Imperial 
  Creed and a –5 penalty on Fellowship Tests to interact with 
  members of the Ecclesiarchy in formal settings.
  Starting Wounds: Forge world characters double their 
  starting Toughness Bonus and add 1d5+1 to the result to 
  determine their starting number of Wounds.
  Starting Fate Points: Roll 1d10 to determine a forge 
  world character’s starting Fate Points. On a 1–5, he begins 
  with 2 Fate Points; on a 6–9, he begins with 3 Fate Points; 
  on a 10, he begins with 4 Fate Points.
  hive World
  “The great hives are not like the lesser cities of other worlds in the 
  Imperium, and you are not like the common men and women who live 
  there. Technology has surrounded you all your life, and you find its 
  rarity elsewhere bemusing. You are an adventurer, an opportunist—
  more inquisitive than your fellows and certainly quicker on the draw!”
  Hive worlds are home to countless teeming billions. The 
  population is so dense that frequently great swathes of the surface 
  of the world are covered with gargantuan cities stretching from 
  horizon to horizon. Many hivers labour in thankless obscurity, 
  manning huge manufactories that churn out endless streams 
  of weapons, chemicals, or other vital goods. Others run with 
  violent gangs in the dark of the underhives, living by their wits 
  and savagery in an endless struggle for survival.
  life on a hive World
  Hive worlds are vital to the welfare of the Imperium and are 
  the beating heart of its economy and war machine. They are 
  industrial worlds, producing munitions for the Emperor’s 
  armies in vast manufactories, mining valuable minerals, and 
  refining fuel for the Imperial fleet. Innumerable regiments of 
  the Imperial Guard are raised from their massive populations, 
  and legions of Planetary Defence Force troops stand in 
  readiness to protect them from the threat of invasion. 
  Whilst many hive cities are strange and unique, products 
  of the vagaries of history and the nature of the planet they 
  have been founded on, the most common type is the so-called 
  “solar hive,” a vast, super-continental sprawls of cityscape 
  and manufactora which grows to dominate its host world. 
  Beyond the hive city, the worlds which host them are usually 
  barren and hostile, much of the surface commonly becoming 
  inhospitable, or sometimes even deadly to human life after 
  centuries of pollution and exploitation. Hive cities themselves 
  are astonishingly large—massive urban conglomerations set 
  with spires of adamantine and rockcrete whose roots sink 
  deep into the earth, and that can grow to cover continents 
  and soar for kilometres into the sky. Each major hive houses 
  billions of Imperial citizens and is a nation in its own right, 
  where noble houses rule small empires, trading and sometimes 
  fighting with the rulers o  rival hives.
  A shroud of pollution clings to the lower portions of 
  many industrial hive cities, condemning a great many to 
  shortened and slowly poisoned lives as they toil to feed the 
  city’s gargantuan manufactories. Only the wealthy can afford 
  to live in the upper sections of such a hive, in gleaming spires 
  that pierce the clouds below. Within these hive spires reside 
  the noble houses or the richest of merchant barons and guild 
  leaders who enjoy lives of luxury and comfort undreamt of 
  by those who maintain the systems on which their wealthy 
  masters and their parasitic courts feed. 
  Below the vaunted spires, heavy gateways and security 
  patrols regulate passage between the upper levels and the 
  rest of the hive. Below this point lies the vast bulk of the 
  working hive—the hive-city. It is here that the bulk of a hive’s 
  population dwells, a concentration of humanity so great as to 
  require constant monitoring and draconian restrictions on its 
  
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  freedom and movement, or risk the whole system’s collapse 
  into catastrophe. Most mid-hivers know only their own hive-
  city and do not leave it during their lifetime. They never see 
  the sky or set foot on the surface of their own planet. 
  The further one gets from the heavily regulated industrial 
  and population centres of the hive, the worse conditions 
  become. The very air itself is endlessly recycled and pumped 
  downward, growing ever more bitter and rank the further 
  down it filter . Here the water is distilled from the discharge 
  of the upper hive, and food must be supplemented with 
  factory-produced concentrate or, in rare cases where no other 
  sustenance can be gained, spun from corpse starch. Crush 
  zones, lethal toxic pollution, power failure, and collapsing 
  access tunnels are common occurrences in the lowest parts of 
  the hive-cities. These areas are the very edge of true Imperial 
  control, places of decay, lawlessness, poverty, and superstition, 
  but still better than the nightmare world that lurks beyond 
  their margins, the world of the underhive. 
  Some underhives are creations or aftermaths of catastrophe—
  of reactor explosions, structural collapses, burnouts, and 
  great fi es. Normal habitation is all but impossible, but the 
  underhive serves as a refuge for the destitute and the outcast, 
  and is home to all manner of scum, outlaws, mutants, the lost, 
  and the mad. Underhives are frontiers in more ways than one, 
  and are often seen as a necessary evil, both a place to be rid of 
  undesirables and a barrier against an often far more dangerous 
  darkness below. They separate the hive-city from the hive 
  bottom—a desolate, polluted waste, long since abandoned, 
  and partially flooded by centuries of effluence and industrial 
  waste. In the hive bottom, the only living things are the most 
  monstrous mutants. 
  Hive World Characters
  Not all hivers are content to serve their world in the traditional 
  fashion, toiling until death. Some dream of better lives, driven 
  by a desire for wealth, freedom, power, or adventure, or just 
  the urge to escape terrible poverty. You are one such hiver—a 
  young adventurer, willing to chance all for a taste of wealth, 
  prestige, and power. Hivers are resourceful and quick-witted, 
  more likely to rely on tech-devices and fast-talking than 
  outright confrontation.
  Characteristic Modifiers  –5 Toughness, +5 Fellowship
  Starting Skills: All hive worlders can converse in the 
  common cant of their home, each one unique to its hive of 
  origin. Hive worlders gain the Speak Language (Hive Dialect) 
  (Int) as an untrained Basic Skill.
  Accustomed to Crowds: Hivers grow up surrounded by 
  crowds. They are used to weaving through even the densest 
  mobs with ease. Crowds do not count as Difficult Terrain for 
  hivers, and when Running or Charging through a dense crowd, 
  hivers take no penalty to the Agility Test to keep their feet.
  Caves of Steel: To a hiver, surrounded at all times by 
  metal, machinery, and industry, the lesser arcane mysteries of 
  technology are not so strange. Hivers treat the Tech-Use (Int) 
  Skill as an untrained Basic Skill.
  Hivebound: Hivers seldom endure the horrors of the 
  open sky or the indignity of the great outdoors. They suffer 
  a –10 penalty to all Survival (Int) Tests, and whilst out of a 
  “proper hab” (e.g., places without manufactured goods, solid 
  ceilings, and electrical power) the hiver suffers a –5 penalty to 
  all Intelligence Tests.
  Wary: Hivers are constantly alert for the first hint of trouble, 
  be it a gang shoot-out, hab riot, or hivequake. All hivers gain a 
  +1 bonus to Initiative rolls.
  Starting Wounds: Hive world characters double their 
  starting Toughness Bonus and add 1d5+1 to the result to 
  determine their starting number of Wounds.
  Starting Fate Points: Roll 1d10 to determine a hive world 
  character’s starting Fate Points. On a 1–5, he begins with 2 
  Fate Points; on a 6–8, he begins with 3 Fate Points; on a 9–10, 
  he begins with 4 Fate Points.
  
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  imperial World
  “You hail from an Imperial world, one of a million planets united 
  by a belief in the immortal God-Emperor of Mankind. Soldier, 
  fanatic, thief, mercenary, noble: these are some of your many possible 
  backgrounds. Whatever your previous calling, you are now an 
  Explorer of the void, and your adventure has only just begun.
  A bewildering variety of worlds are known to the Imperium. 
  Hailing from hyper-technological democratic societies to 
  grimy feudal populations, the inhabitants of countless worlds 
  offer fealty and devotion to the God-Emperor of Mankind 
  and the Imperial Creed taught by His servants.
  life on an Imperial World
  The Imperium covers such an utterly vast area of the galaxy 
  that it is impossible to conjure an image of a “typical” Imperial 
  world—no such thing exists. Amongst the uncounted worlds of 
  man, there exists endless variety. Agri-worlds, for instance, are 
  little more than vast farms, producing food for Imperial hives 
  and legions. Mining worlds produce ore and raw minerals for 
  use in the vast factories of the forge worlds. Cardinal worlds are 
  ruled by the Ministorum, given over entirely to the priesthood 
  of the Imperial Creed—the Ecclesiarchy—whilst the worlds 
  of the Schola Progenium are places of stern discipline and 
  instruction where the orphaned millions of the honoured 
  dead are brought up to take their part in the machinery of 
  the Imperium’s rule. Stranger still are the garden and pleasure 
  worlds that serve as havens for Imperial nobles who possess 
  wealth beyond measure. Paradise, however, comes at a price, for 
  temptation and heresy are sometimes rife in these places. Some 
  Imperial worlds are utterly remote, having had no contact with 
  the rest of humanity for centuries. A broad diversity of cultures 
  and societies is to be expected from planet to planet, sometimes 
  even within the same solar system.
  The closer a world lies to Holy Terra—the home planet 
  of mankind, far from the Calixis Sector—the more important, 
  advanced, and well-governed it is likely to be. Far-flung planets 
  on the fringes, on the other hand, are more likely to be frontier 
  worlds, left to their own devices for much of the time and under 
  the constant threat of physical or spiritual attack. Many worlds 
  have a technological base to match that of Holy Terra, whilst 
  many more have devolved into feudal backwaters with little more 
  than black powder technology. These hardscrabble worlds, as 
  well as those at the periphery of the Imperium, make excellent 
  recruiting grounds for the Imperial Guard, Space Marines, and 
  a Rogue Trader’s low-deck crew, as nothing assures obedience 
  quite so well as fear, and life on such places often winnows out 
  the weak early on. Upon such backwater planets, the Imperial 
  Cult casts its influence through superstition and is often seen 
  through a lens of local legend and folklore, demanding fealty 
  to the immortal God-Emperor who, for many citizens of the 
  Imperium, may seem so distant as to be little more than a 
  myth or a vital supernatural guardian holding the terrors 
  of the night at bay.
  Most major scientific advances in the Imperium 
  come from the rediscovery of forgotten secrets 
  from the Dark Age of Technology, and 
  innovation is forbidden—the powerful Adeptus Mechanicus of 
  Mars maintain an iron-handed monopoly on all such matters 
  of high techno-arcana. The reliance on ancient template 
  systems, proven patterns, and a tangled web of contracts and 
  dispensations from the Machine Cult to the planet’s rulers, 
  not to mention the availability of local materials and imports, 
  often creates a bizarre mishmash of tech-use on many Imperial 
  worlds. The method of government employed by the diverse 
  Imperial worlds are equally varied at the planetary level, with 
  monarchies, republics, and oligarchies all presents in numerous 
  iterations and forms. Ultimately, however, most Imperial worlds 
  are ruled by a planetary governor (sometimes known as an 
  Imperial Commander) who has final authority over the world 
  as the Imperium’s chosen representative. Many imperial worlds 
  support a thriving ruling class of some sort, known usually as 
  its nobility (regardless of any peerage involved, or its absence). 
  A world’s nobility frequently assume all positions of power 
  and privilege that are not inherently part of a wider Imperial 
  organisation, gathering wealth and authority over the planet’s 
  common masses to themselves. 
  Religion, superstition, and fear dominates much of society 
  within the Imperium, and deviancy from the standards expected 
  from a loyal servant of the God-Emperor is rarely tolerated 
  by the powers-that-be. Common people place great faith in 
  honest hatred to guard them against the manifold horrors of 
  the universe and find genuine spiritual solace in the Imperial 
  Creed of the Ministorum to uplift and protect them. 
  Whilst each world of the Imperium is charged with enforcing 
  its own local law and maintaining proper control of its people 
  and environs (usually via enforcer cadres or the household 
  forces of its nobility) law and order across the Imperium as a 
  whole is the charge of the Adeptus Arbites. A grim and duty-
  bound force whose authority, given by the High Lords of Terra 
  themselves, knows no bounds of planet or border, the Arbites 
  are charged to maintain high Imperial law, to hunt fugitives 
  between worlds, to make sure planetary tithes are upheld and 
  no local ruler oversteps his bounds. 
  Imperial World Characters
  To have broken away from the dogmatic constraints of Imperial 
  life, your character must either be of exceptional spirit or have 
  true potential. Perhaps you are an adventurer or soldier, or a 
  true believer beginning a long pilgrimage to prove your faith; 
  maybe you are a mercenary, brought in to defend a planet 
  during wartime. You have undoubtedly seen conflict, madness, 
  or perhaps even heresy, and now, for whatever reason, you are 
  embarking into unknown voids in the God-Emperor’s name.
  Characteristic Modifiers: +3 Willpower
  Blessed Ignorance: Imperial citizens know that the proper 
  ways of living are those tried and tested by the generations that 
  have gone before. Horror, pain, and death are the just rewards 
  of curiosity, for those that look too deeply into the mysteries 
  of the universe are all too likely to find malefic beings looking 
  back at them. Their wise blindness imposes a –5 penalty on 
  Forbidden Lore (Int) Tests.
  Hagiography: Widespread scriptures describing the 
  lives—and, more importantly, the deaths—of the Emperor’s 
  blessed saints and warmasters, and the sequence of endless 
  
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  wars, crusades, and terrors that make up history, grant Imperial 
  citizens a comparatively wide knowledge of the Imperium of 
  Man. Imperial worlders gain Common Lore (Imperial Creed) 
  (Int), Common Lore (Imperium) (Int), and Common Lore (War) 
  (Int) as untrained Basic Skills.
  Liturgical Familiarity: Surrounded as they are by the 
  zealous and the faithful, Imperial citizens are accustomed to 
  the tutelage of the Ecclesiarchy. Imperial world characters 
  gain Literacy (Int) and Speak Language (High Gothic) (Int) as 
  untrained Basic Skills.
  Starting Wounds: Imperial world characters double 
  their starting Toughness Bonus and add 1d5 to the result to 
  determine their starting number of Wounds.
  Starting Fate Points: Roll 1d10 to determine an Imperial 
  world character’s starting Fate Points. On a 1–8, he begins with 
  3 Fate Points; on a 9–10, he begin with 4 Fate Points.
  NoBle BoRN
  “Some things can be taught, others acquired by force or trade. But 
  they are all inconsequential. The only thing that truly matters is the 
  lineage of your blood, the noble worth that flowed in your veins from 
  the very day you were born.”
  The high nobility of the Imperium are an enormously wealthy 
  and powerful elite, a breed apart from the common masses they 
  rule. Many noble houses span the stars in an intricate web of 
  kinship, arranged marriages, and political alliances that ensure 
  power and influence will ever continue, even if the fortunes 
  of a single world fail. The products of centuries—or even 
  millennia—of tech-assisted breeding and cultured refinement  
  these noble lineages hold the history of the Imperium itself in 
  their blood. They are the finest that humanity has to offer—or 
  so they would have you believe, at any rate. 
  Nobility of birth has never been a guarantee of good 
  character, and for every example of true enlightenment or 
  greatness, there exist dozens of capricious, self-obsessed noble 
  scions who prove, by their base failings, that bloodline is no 
  measure of superiority in the Imperium. Worse still than the 
  dissolute idlers and petty tyrants are those nobles whose dark 
  inclinations spill over into heresy and other forms of true 
  malignancy, often for no better reason than boredom or a 
  sadistic love of power. This last supremely dangerous group are 
  the cause of many Imperial woes.
  From almost their first breath, those born to the high 
  nobility are schooled in the role they must play and how they 
  must play it. Their fine tutelage covers not only the details of 
  history, commerce, and power-politics, but an education in 
  the finer points of taste and etiquette. How to wear a mask 
  of one’s own choosing, how to give an intended slight, how 
  to curry and mete favour, how to defend one’s honour, and 
  how to comport oneself are all lessons deeply ingrained. In 
  some great families, these arts have darker nuances yet—such 
  as the correct use of poison, a well-executed betrayal, and the 
  employment of assassins.
  Connected, socially skilled, highly educated, and able to 
  move in the high circles of Imperial society, those of noble 
  blood are frequently as ruthless as they are charming and as 
  dangerous as they are well mannered, making them skilled and 
  subtle members of a Rogue Trader’s retinue.
  
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  noble Born Characters
  You were born into wealth and privilege, educated by tutors, and 
  tempered by spiteful intrigues. You know how to move in the 
  high circles of Imperial society, you know how to bend others 
  to your will, and you have never been touched by the harsh 
  life endured by common citizens. You may be an honourable 
  and faithful soul, well aware of the duties your station imposes 
  on you, or a dissolute, apostate rakehell who cares naught for 
  the low-born. Either way, the risk and the power of a Rogue 
  Trader’s dynasty beckon to you.
  Characteristic Modifiers: –5 Willpower, +5 Fellowship
  Starting Skills: Noble born characters begin play with 
  Literacy (Int), Speak Language (High Gothic) (Int), and Speak 
  Language (Low Gothic) (Int) as untrained Basic Skills.
  Etiquette: Nobles are schooled in how to comport 
  themselves in all manner of formal situations. They gain a 
  +10 bonus on Interaction Skill Tests when dealing with high 
  authority and in formal situations.
  Legacy of Wealth: To be born an Imperial noble is to 
  inherit a legacy of staggering wealth. Even a scorned scion 
  enjoys access to resources beyond the wildest dreams of the 
  toiling masses. This adds +1 to the group’s starting Profit 
  Factor.
  Supremely Connected: Nobles have extensive connections, 
  and they know that dropping the “right” names into a 
  conversation can open more doors than a fistful of Thrones. 
  A starting noble born character begins play with the Peer 
  (Nobility) Talent. Also, to reflect his family’s powerbase, he also 
  gains one additional Peer from the following list: Academics, 
  Adeptus Mechanicus, Administratum, Astropaths, Ecclesiarchy, 
  Government, Mercantile, Military, or Underworld.
  Vendetta: Every noble house has its sworn enemies and 
  rivals who would do it and its members harm. Even the 
  protection of a Rogue Trader’s mission merely forces those who 
  wish you harm to be a bit more cautious and subtle in exacting 
  their vengeance. As a result, starting noble born characters have 
  powerful enemies, perhaps in the shape of a rival noble house 
  or some other powerful group. The details of these enemies 
  are left to the player and the Game Master to define, working 
  together to create a formidable threat. Whilst they do not 
  dog the character’s steps at every turn, these enemies aim to 
  inconvenience, harm, or kill him whenever he crosses their 
  path. The noble character, of course, is free to return the favour 
  when it’s expedient to do so.
  Starting Wounds: Noble born characters double their 
  starting Toughness Bonus and add 1d5 to the result to 
  determine their starting number of Wounds.
  Fate Points: Roll 1d10 to determine a noble born 
  character’s starting Fate Points. On a 1–3, he begins with 2 
  Fate Points; on a 4–9, he begins with 3 Fate Points; on a 10 he 
  begins with 4 Fate Points.
  BIrThrIGhT
  In the 41st millennium, life in the Imperium often follows a 
  set course. From birth to death, most Imperial citizens follow 
  an immovable path towards their fate. However, some rare few 
  are able to rise beyond their beginnings, however humble.
  sCavenger
  You became an adult amidst the yearning and poverty of the 
  least of the God-Emperor’s flo k, one soul amongst countless 
  underhivers, renegades, bonepickers, and a thousand other 
  outcast castes that exist on the fringes of the Imperium, 
  scavenging what they can to survive. All that you owned was 
  claimed from the wastes of those far above you in the Imperial 
  hierarchy or gleaned from the wreckage and ashes of past war 
  and catastrophe—at least, everything that wasn’t taken from 
  the bodies of your peers and rivals, of course. Yours was a 
  hard life lived upon a knife-edge: the dark abyss of starvation 
  on one side and death or worse on the other. A childhood 
  where each day of survival was a triumph has hardened and 
  honed you, but left its scars on your soul.
  Effect: You gain the Unremarkable Talent or the 
  Resistance (Fear) Talent, plus you gain a +3 bonus to your 
  choice of Willpower or Agility. You suffer your choice of 1d5 
  Corruption Points or 1d5 Insanity Points.
  home Worlds and Careers
  In Rogue TRadeR, there are no special restrictions on 
  characters from a certain Home World gaining any 
  Career (see Chapter II: Career Paths) of the player’s 
  choice. However, the Game Master has the final word 
  in his own campaign. Below, you will find a list of 
  Home Worlds that are most commonly appropriate for 
  each Career:
  Table 1–1: Suggested Home Worlds
  Career
  Home Worlds
  Arch-militant Death World, Forge World, Hive 
  World, Void Born
  Astropath 
  Transcendent Hive World, Imperial World, Void Born
  Explorator
  Forge World, Hive World, Imperial 
  World, Void Born
  Missionary
  Death World, Hive World, Imperial 
  World, Noble Born
  Navigator
  Hive World, Imperial World, Noble 
  Born, Void Born
  Rogue 
  Trader
  Hive World, Imperial World, Noble 
  Born, Void Born
  Seneschal
  Hive World, Imperial World, Noble 
  Born, Void Born
  Void-master
  Forge World, Hive World, Noble Born, 
  Void Born
  
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  sCapegraCe 
  An orphan of the borderland between light and dark, you spent 
  years living by your wits as a scapegrace amidst entertainers, 
  gangers, reclaimators, and other ne’er-do-wells on the fringes 
  of Imperial society. Your youth was spent in a grey borderland 
  where the near-outcast mingled with shadowed figu es risen 
  from the depths and thrill-seekers come down from safer 
  climes. A good scapegrace knows that the law only applies 
  to those caught by the enforcers, that a life is worth only 
  as much as is spent on keeping it. You’ve carried these hard 
  earned lessons on into later life. Survival is best thought of 
  as a game, with pleasure and ease the rewards along the way. 
  A body must eat, drink, and live well, for death can come 
  calling when it pleases.
  Effect: You gain Sleight of Hand as a trained Basic 
  Skill, plus a bonus of +3 to your choice of Intelligence or 
  Perception. You suffer your choice of 1d5 Corruption Points 
  or 1d5 Insanity Points.
  stuBjaCk 
  You were born to violence. It has surrounded you your whole 
  life, and you’ve had a weapon in easy reach ever since you 
  were strong enough to grip one. You could have joined the 
  PDF or even become a Guardsman, but what sort of life is 
  that? Joining a regiment means orders here, orders there, and 
  none that make any sense. It was clear to you that fighting
  for Thrones as a mercenary was the best way for a warrior to 
  become rich in his trade and still escape with his skin. You’ve 
  seen death, victory, and most of the ugly things that lie in-
  between, but as long as there is always a fat purse waiting on 
  the far side of the battlefield that’s fine with you. As for the 
  dead, the Emperor will know his own.
  Effect: You gain the Quick Draw Talent and gain 
  Intimidate as a trained Basic Skill. You gain a bonus of +5 to 
  your choice of Weapon Skill or Ballistic Skill, but you suffer 
  both –5 Fellowship and 1d5 Insanity Points. 
  Child of the Creed
  It was not until comparatively late in your youth that you set 
  foot in a room in which the stern gaze of the God-Emperor 
  was absent, and during your impressionable years, you were 
  shielded by the enfolding arms of the Ministorum from much 
  of the hardship and uncertainty so many must endure. The 
  unyielding visage of His statues was as much a part of your 
  upbringing as the zealous, pure faith of those closest to you. 
  Scripture, ritual, lessons, and priestly exhortations fill your 
  memories, rising unbidden in every quiet moment—as though 
  the aged, white-haired clerics who taught you still remain by 
  your shoulder in spirit, jealously guarding over your soul. All 
  men hear the God-Emperor’s holy words if they are born 
  under His rule, but you heard more than most before even 
  reaching adulthood.
  Effect: You gain the Unshakeable Faith Talent and a bonus 
  of either +3 Willpower or +3 Fellowship (your choice), but 
  you suffer –3 Weapon Skill.
  savant
  To the scholar’s ear, there is no worse sound than the tearing 
  of parchment. It always marks a desecration of one sort or 
  another, be it a priceless work lost or a savant destroying 
  his own fl wed labours in disgust. You know this because 
  the murmuring of savants, clicking of lexmachinery, and scent 
  of ink and dust have been a part of your life for as long 
  as you can recall. Apprentices are brought young into the 
  Adept’s trade, for there is much to learn and the human span 
  holds little time to learn it in. Apprentices sit in attendance 
  at meeting after meeting between elder savants, bathed in the 
  exchange of knowledge until they know how to learn and the 
  correct knowledge has been drilled into them. All the galaxy 
  is packed with knowledge, and even the smallest drop of it 
  would fill the minds of a world of savants to bursting. Yet you 
  derive much comfort from learning—even though you could 
  never personally know more than a miniscule fraction of all 
  there is to know.
  Effect: You gain your choice of Logic (Int) as a trained 
  Basic skill or the Peer (Academic) Talent. You also gain your 
  choice of +3 Intelligence or +3 Fellowship, but you suffer 
  –3 Toughness.
  vaunted
  You grew to adulthood upon the spire of wealth and privilege 
  that towers, in some cases literally, high above the common 
  Imperial masses. You expected their obedience and lived upon 
  the fruits of their toil, surrendered to your extended family 
  in solemn fealty. It was an upbringing amidst proud scions, 
  wastrel lords, and high-priced retainers of silent, watchful 
  competence. All the distractions available to the wealthy, bored 
  elite were arrayed before you for the taking, day after day—a 
  panoply of decadence to enervate the body and transport 
  the mind. Those were years of fantastical exhibitions, sordid 
  entanglements, strange drugs, conspiracies for the sake of 
  show, mindless rivalries, and carefully hidden violence.
  Effect: You gain the Decadence Talent and a bonus of 
  +3 to Agility or Fellowship (your choice). You suffer –3 
  Perception and 1d5 Corruption Points. 
  lure oF The VoId
  Few Imperial citizens ever see beyond the narrow horizons of 
  faith, toil, and the vicissitudes of life upon a single world. Many 
  do not even recognize that anything lies beyond their appointed 
  cycle of birth, service in the God-Emperor’s name for as long as 
  they remain capable, and burial in the very place they lived all 
  their life. Such is the price paid to keep at bay the corruptions 
  that inevitably accompany freedom and knowledge.
  Yet there are bright sparks amidst the darkness of ignorance. 
  It is a continuing, strange miracle of human nature that from 
  the downtrodden, planet-bound masses arise adventurous, 
  ambitious, and sometimes twisted or rebellious souls who 
  seek more, or have it thrust upon them by uncaring fate. It is 
  these men and women who through endeavour, fortune, or the 
  turning of great events strike off from their home world and set 
  foot on a greater stage. 
  
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  I: Character Creation
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  tainted
  You are vile in the eyes of the holy, declared tainted by your 
  twisted form or marked by your accursed bloodline or your 
  strange demeanour and heretical beliefs. Few look more closely 
  than is needed to condemn you, fearing the contagion of evil 
  and the judgment of the God-Emperor’s appointed servants. 
  But despite the excoriation by the witless fools who have turned 
  their hands against you, your soul burns for greatness. You now 
  search relentlessly for the place where you might attain even a 
  small fraction of what would have been your rightful victories 
  were your life not so blighted by fate, and the power to avenge 
  yourself on those who would see you suffer.
  Effect: Choose one of the following results and apply it to 
  your character.
  • Mutant: You must roll once on Table 14-3: Mutations
  (see page 369). If you choose, you may spend 200 xp to 
  select one result from the table (must be a result of 
  lower than 74–00) instead of rolling randomly.
  • Insane: You suffer your choice of either –3 Fellowship
  or –1 Fate point. You gain +3 Toughness, the Peer (The 
  Insane) Talent, and suffer 2d10 Insanity Points.
  •
  Deviant Philosophy: You gain +3 Willpower and
  the Enemy (Ecclesiarchy) Talent.
  Criminal
  The wheels of Imperial justice turn slowly, but they will 
  surely grind to a pulp any life caught in their path. To make 
  matters worse, there are traps in the criminal underworld that 
  will lead to far worse consequences than years of hard labour 
  in an Imperial penal colony. You are an individual declared 
  guilty by Imperial law or called outcast by the crime baron 
  you once served and have no recourse but to leave the life you 
  once knew. The black paths of smugglers and renegades that 
  winds behind the façade of Imperial society offer a dangerous 
  refuge for those one step ahead of justice, as well as those so 
  damaged by past punishment that they could never rejoin a 
  law-abiding citizenry.
  Effect: Choose one of the following results and apply it 
  to your character.
  • Wanted Fugitive: You gain the Enemy (Adeptus Arbites)
  and Peer (Underworld) Talents.
  • Hunted by a Crime Baron: You gain +3 Perception
  and the Enemy (Underworld) Talent.
  • Judged and Found Wanting: You suffer –5 Fellowship.
  You gain one poor-Craftsmanship bionic limb or implant 
  (you may spend 200 xp to upgrade it to common-
  Craftsmanship or a total of 300 xp to upgrade it to good-
  Craftsmanship).
  renegade
  The Imperium survives and prospers in no small part due to 
  the narrowness of its vision, and by the strictures imposed by 
  high walls, harsh order, and obedient faith on worlds where 
  no man looks beyond the simple rotes taught in childhood. A 
  rebellious mind such as yours could not be so easily constrained, 
  however, but you have had to pay a price for your freedom and 
  have learned those high walls are there for a reason. Perhaps 
  you were a visionary in search of strange knowledge, seeking 
  answers to questions those around you never thought to ask, 
  answers that proved dark indeed. Or perhaps you denied the 
  sanctity of the God-Emperor’s church in your heart and fled its 
  shackles of faith, or fought as part of a bloody revolt against 
  the tyranny and injustice of your home world. In any case, you 
  saw your only options to be escape or death. Now, the stars 
  beyond await you with the possibility of freedoms and powers 
  unguessed at and perils unknown.
  Effect: Choose one of the following results and apply it to 
  your character.
  • Recidivist: You gain the Enemy (Adeptus Arbites) and
  the Resistance (Interrogation) Talents. You also gain 
  Concealment as a trained Basic Skill.
  • Free-thinker: You gain your choice of +3 Intelligence
  or +3 Perception. You suffer –3 Willpower and gain the 
  Enemy (Ecclesiarchy) Talent.
  • Dark Visionary: You suffer your choice of 1d5+1
  Corruption Points or 1d5+1 Insanity Points. In return, 
  you gain the Dark Soul Talent and Forbidden Lore (choose 
  one) as a trained Basic Skill.
  
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  I: Character Creation
  I: Character Creation
  dutY Bound
  Only the ignorant believe that duty is a prison forced on 
  others by those in power. True duty arises spontaneously from 
  the soul, a call to service and struggle that should be neither 
  shirked nor denied. It is your faith and your honour that 
  impels you to places and labours far beyond the imagining of 
  those that grub in the dirt of self-interest. Whether you serve 
  the Aquila, strive to guide and guard the numberless masses 
  of mankind, or serve the honour and calling of your blood, 
  you know well the great trials and far journeys that lie ahead, 
  and intend to see them through to the last.
  Effect: Choose one of the following results and apply it 
  to your character.
  • Duty to the Throne: You gain +3 Willpower and (if you
  meet the WP 40 prerequisite) the Armour of Contempt 
  Talent. You suffer a –10 penalty to Interaction Skill Tests 
  when dealing with any source outside of the Imperium 
  (e.g., aliens and traitors).
  • Duty to Humanity: You gain your choice of +3
  Perception or +3 Intelligence. You suffer a –1 to your 
  group’s beginning Profit actor.
  • Duty to Your Dynasty: You gain the Rival (Rogue
  Trader family) Talent and suffer –3 Toughness. You gain 
  a bonus of +1 to your group’s beginning Profit actor.
  Zealot
  You possess faith so great that it has carried you far beyond 
  the mundane life that would otherwise have been your lot. 
  Whether it is something that has always been a part of you or 
  was born in you from amidst a battlefield or came to you in 
  a revelation, where others merely believe, you have certainty. 
  It is this faith that has led you on a pilgrim’s path to the 
  stars, where you will bring the God-Emperor’s will to the 
  unbeliever and the needy, to protect the righteous and punish 
  the enemies of mankind. 
  Effect: Choose one of the following results and apply it 
  to your character.
  • Blessed Scars: You gain +10 to Intimidate Tests and
  –10 to Charm Tests, and one poor-Craftsmanship bionic
  (you may spend 200 xp to upgrade it to common-
  Craftsmanship or a total of 300 xp to upgrade it to
  good-Craftsmanship).
  • Unnerving Clarity: You gain +5 Willpower. You also
  suffer your choice of –5 Fellowship or 1d10 Insanity
  Points.
  • Favoured of the Faithful: You gain +5 Fellowship and
  the Peer (Ecclesiarchy) Talent. You suffer –5 Toughness.
  Chosen BY destinY
  For as long as you can recall, you have been certain that a 
  grand destiny awaits you. The God-Emperor must watch 
  over you, for sometimes events have unfolded in exactly 
  the right manner to carry your plans forward, and at others 
  times, the actions needed to set you upon the way ahead were 
  quickly apparent. Perhaps you quest for forbidden truths that 
  have made you enemies amongst the stolid thinkers of the 
  Imperium, or perhaps you know in your heart that your fate 
  lies upon strange xenos worlds, or perhaps you are sure that 
  you will be the greatest of your bloodline, whose name will 
  echo down through the ages, no matter what the cost.
  Effect: Choose one of the following results and apply it 
  to your character.
  • Seeker of Truth: You gain the Foresight Talent and the
  Enemy (Academics or Ecclesiarchy) Talent. You suffer –3 
  Willpower.
  • Xenophile: You gain a bonus of +10 to Fellowship Tests
  when dealing with alien races or cultures. You suffer a –5 
  penalty to Willpower Tests involving alien artefacts and 
  alien psychic powers.
  • Fated for Greatness: You gain +1 Fate Point, but you
  also suffer 1d10+1 Insanity Points.
  TrIAlS And TrAVAIlS
  Rogue TRadeR characters are a cut above the rest of humanity. 
  Whether by dint of sheer talent, raw energy, dark fortune, or 
  plain will to survive, they have prospered where others have 
  fallen and have been raised up to the status they currently 
  hold. Such individuals are not simply the product of their 
  background and training, but also of those experiences they 
  have endured, experiences that have forged them into what 
  they are where others around them were broken and destroyed. 
  The following brief descriptions offer a series of Trials and 
  Travails an Explorer might have endured after launching into 
  his career, and details the effects of those experiences on him 
  for both good and ill. 
  The precise details, such as places and names, are left 
  deliberately absent for each player to fill in the blanks and 
  create his own unique background and story. The player may 
  either make up his own detailed history alone, or decide in 
  concert with the GM. Intersections on the Trials and Travails 
  line of the Origin Path are an excellent way for disparate Player 
  Characters within the same Rogue Trader crew to have come 
  into contact with each other and become allies in the past. 
  When making a selection from these Trials and Travails, it is 
  important to note that all the traits below are received.
  the hand of War 
  The Imperium of Man is wracked by war and violence, whilst 
  beyond its borders the strife and conflict is even worse in many 
  regions. Not all wars, however, are equal, and you were caught 
  up in a bitter and terrifying campaign in which starships were 
  left as burning hulks and cities were blasted to ruin in a vicious 
  series of battles that saw no quarter asked or given. The war 
  and the enemy you fought to the death has had a profound 
  effect on you, and to the present day, the faces of the dead 
  haunt you still when you close your eyes. Now, you count only 
  those you have fought and bled with as true allies, and will 
  never forgive your old foe. You strive hard for what you 
  desire, for you know that death stands never more than 
  a heartbeat away. 
  The Ashes of War: You gain one Weapon 
  Training Talent of your choice, or the Leap Up 
  Talent, as well as the Hatred Talent against 
  
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  your foe in the war that defined your past. Choose from among: 
  Orks, Eldar, mutants, Chaos worshipers, the Imperial Guard, 
  the Imperial Navy or void pirates.
  The Face of the Enemy: You will never willingly have 
  dealings with your sworn enemy except under the direst 
  circumstances, and if you must do so, you suffer –10 to all 
  Fellowship Tests in those dealings. Also, if given the slightest 
  provocation, you will react violently towards them. (You may 
  take a Willpower Test to avert this, modified by the provocation 
  and the consequences of succumbing to your hatred.)
  press-ganged
  Skilled women and men with unique and valuable talents, be 
  they Navigators or Armsmen, are themselves commodities to 
  the unscrupulous and the desperate. There are many voyages 
  undertaken and crewed by those who have little choice in the 
  matter, from ratings that toil under an overseer’s lash in the 
  depths of a warship to abducted Astropaths and scions of Rogue 
  Trader blood whose shackles may be made of silken threats and 
  prison cells crafted by insidious blackmail but are no less real 
  for that. Although some may see such experiences as no more 
  than part of the “great game” of things, you take a different 
  view and have sworn never to be a puppet or pawn in someone 
  else’s game again. Just who you were forced into serving in the 
  past and how you managed to escape your bondage is a secret 
  you rarely share, but one day your captors will have cause to 
  remember the offence they did you and regret it.
  Unwilling Accomplice: Thanks to your shadowed past, 
  you have picked up some knowledge on the way that you 
  would not normally have access to. You gain a single Skill (as 
  long as it has no prerequisites) for your character. You may also 
  either select a single additional Common Lore Skill or improve 
  a Common Lore Skill you already have by one level.
  Jealous Freedom: Having endured captivity once, you have 
  no intention of doing so again. You react violently towards the 
  prospect of imprisonment or loss of your freedom. You may 
  take a Willpower Test to avert this, modified by the provocation 
  and the consequences (set by the GM) of succumbing to your 
  dread.
  CalamitY
  When reaching out beyond the relative safety of the Imperium, 
  one of the great, often underestimated, dangers is disaster, 
  whether it affects an isolated colony outpost or affects a star 
  vessel suddenly robbed of its supplies by circumstances or 
  sabotage. Famine, plague, and other unlooked-for disasters 
  kill the weak, can make death a mercy, and often destroy the 
  thin veneer of civilisation worn by many, revealing both the 
  worst and best in humanity. You have seen all this and more, 
  and perhaps were forced into desperate measures in order to 
  survive or remain true to your honour. Regardless, you hold no 
  illusions about what others are capable of in extremis and have 
  learned the hard way that sometimes a bolt shell is worth a 
  Lord Commander’s ransom and that a starving man cannot eat 
  gold, no matter how much he has grasped. 
  Inured to Adversity: You gain the Light Sleeper Talent and 
  your choice of the Hardy Talent or Nerves of Steel Talent.
  Echo of Hard Times: Thanks to the adversities of the past 
  and a sense of priority that promotes caution and the needs of 
  the present over acquisition and risk, you reduce your group’s 
  starting Profit Factor by –1. 
  ship-lorn
  For those who ply the void, there are few things that provoke 
  as much fear in them as to be robbed of their starship, to 
  have the very crux of their identity cruelly taken from them 
  by sudden destruction or betrayal. Whether by shipwreck, 
  enemy action, or darker reasons such as mutiny or deliberate 
  abandonment, there are few more terrible fates for an Explorer 
  than to have been a castaway without help, either on a strange 
  world or, worse yet, lost in the icy grip of the cold stars. It 
  takes a remarkable individual to survive such a fate, capable of 
  drawing on reservoirs of resolve and self-reliance few can hope 
  to muster, but such endurance can be a two-edged sword. To 
  others who travel the stars and brave the tides of the empyrean, 
  you are marked out and distrusted for surviving what you 
  should not have endured, and the void born whisper that your 
  ill-luck will follow you wherever you go. You care not, for every 
  day you stride the deck of a ship and see another star dawn is 
  another step taken in scorn of the doom you have escaped.
  Against All Odds: You gain the Survival Skill (or increase 
  it by one level if you already possess it) or the Dark Soul Talent. 
  Additionally, whenever you spend a Fate Point to recover 
  Wounds (see page 233), you may re-roll the dice if you wish 
  but must accept the second result even if it is worse.
  Ill-starred: Reduce your starting number of Fate Points 
  permanently by –1. Additionally, you suffer –5 on Fellowship 
  Tests when interacting with the void born, Rogue Traders, 
  and other voidfarers who are not personal friends, if they have 
  heard of your background and reputation.
  dark voYage
  Starport taverns and station galleys are filled with travellers, 
  wanderers, and old voidfarers. Sooner or later, when the 
  lumen globes have dimmed, these folk will tell of the many 
  strange legends they have heard. They tell of hell-hulks 
  crewed by the lost and warp storms that howl with mocking 
  voices, of the things that claw and scratch at the hull waiting 
  for the merest fli ker of the Geller Field for the warp to pour 
  in and devour all, and of horrifying xenos encounters and 
  voyages of the damned. But you have no taste for such stories, 
  because you know the truth—you have lived them. You have 
  stared into the eyes of the abyss and lived. You have seen the 
  dead walk and the bulkheads bleed. These experiences have 
  marked you, opening your eyes to the darkness that hides 
  beneath the surface of things, and whether you have recoiled 
  in dread or been drawn on in fascination is a truth you keep 
  to yourself.
  Things Man Was Not Meant to Know: You may gain a 
  single Forbidden Lore Skill pertaining to your experiences (or 
  may increase a Forbidden Lore Skill you already possesses by 
  one level), or may gain the Resistance (Fear) Talent. 
  Marked by Darkness: Haunted by your experiences, you 
  gain 1d5 Insanity Points.
  
  29
  29
  I: Character Creation
  I: Character Creation
  high vendetta
  Honour, friendship, and loyalty are not mere empty words or 
  worthy ideals to you, they are tools for survival. Without your 
  ship, your crewmates, and your allies, you are alone in the 
  cold darkness of space and prey to enemies and rivals without 
  number; with them, you are protected, you have a home and 
  backup when others seek your life. This knowledge was 
  brought home to you when you and your allies were caught 
  up in a deadly vendetta with another faction, a murderous 
  feud that consumed your life and sent friends to their graves. 
  Whether your enemies were a rival crew, noble house, cult, 
  cartel, or outlaw gang, blood was spilt and vengeance taken. 
  Regardless of whether your side was victorious, or was left 
  tasting bitter defeat in the end, what matters was that you 
  fought and would to so again.
  Blood Will Have Blood: You gain your choice of the Die 
  Hard or Paranoia Talent, and gain the Inquiry Skill (or, if you 
  already possess it, increase it by one level).
  Brook No Insult: You will allow no serious offence to 
  your honour and person or those under your protection to 
  pass unchallenged, meeting threat with threat and violence 
  with violence. You may take a Willpower Test to avert this if 
  you wish, modified by the provocation and the consequences 
  (set by the GM) of succumbing to your rage.
  moTIVATIon
  When a brave soul takes his first step into the void, what 
  he hopes to find is less important than the why. Whether 
  motivated by burning ambition, greed, or vengeance, there 
  is always a compelling reason that someone leaves his home 
  world behind and ventures forth into the unknown.
  enduranCe
  You seek to endure and, in enduring, grow stronger. You 
  welcome opposition, risk, setbacks, injury, and pain as old 
  friends—for these trials are but a stairway by which you will 
  climb to greater heights. Endure, and you shall be made mighty 
  in the God-Emperor’s eyes, and a power of the Imperium.
  The virtuous welcome the storm, the Imperial Creed 
  teaches, for its fury guides humanity upon the path to strength 
  in body and soul. Just as a mighty tree sheds its weakest limbs 
  before the tearing winds, and stands the greater for it, so too is 
  humanity made sturdy by struggle and want. Others would put 
  it more simply: the weak die and only the strong remain, and 
  you choose to be the latter.
  Effect: +1 Wound.
  fortune
  You seek wealth beyond measure, countless Thrones with 
  which to purchase the fulfilment of your every desire. You 
  understand that all things begin with the clink, clink, clink 
  of worn Throne coins dropped upon a fine y crafted counter. 
  That is the sound that carries into the hearts of men and 
  compels them to your will. Perhaps your ultimate goals are 
  admirable, perhaps they are despicable—wealth cares not, 
  and wealth causes others to care not. So it is that everything 
  you have ever wanted, everything you could ever need, all 
  comes down to Thrones. You must have them and the great 
  wealth they represent. That is your quest, and you can only 
  hope that you are still the same person at the end of it, having 
  evaded the myriad ways in which single-minded fortune-
  seeking twists the mind and the soul.
  Effect: +1 Fate Point.
  vengeanCe
  Vengeance burns within your heart, flaming afresh in your 
  veins each time you wake from dreams of knives and murder. 
  You seek revenge against those who have wronged you. That 
  desire gnaws at you, haunts your sleep, and shadows your 
  every action. All must toil to live, but with each step you take, 
  you ask yourself: “Is this a step closer to my revenge?” The 
  need rides you, and it will do so until the day you stand above 
  the bloody corpses of the last of your enemies. And what 
  then? It matters not, now, for that day is far yet, and the path 
  long. If retribution consumes you entirely between now and 
  then, making a ghost of the man you once were, then that is 
  a price you are willing to pay.
  Effect: You gain the Hatred (choose one) Talent.
  renoWn
  The Imperium is undying and uncaring, and every day 
  countless billions toil and strive and die unknown, nameless, 
  unremarked, and unthanked. But there are a rare few whose 
  names echo through eternity in glory: Macharius, Solon, 
  Haarlock, Land… And it is amongst their company you will 
  one day be counted, or such is your most fervent desire. You 
  have grand visions and the burning desire to make them real. 
  Through your actions and victories, you will ensure that your 
  name will be spoken on the lips of the multitudes yet to be born 
  in the millennia ahead. You will gather the best and brightest 
  to your banner, secure the allegiance of Imperial potentates, 
  and then achieve such great deeds that those who come after 
  you will one day bow down to statues cast in your image.
  Effect: You gain your choice of the Air of Authority or the 
  Peer (choose one) Talent.
  pride
  Above all else, you want respect—the admiration of allies 
  and the grudging esteem of foes, and will countenance no 
  insult to your honour to go unchallenged. You suffer none 
  to be so ignorant as to deride you as unworthy of your 
  name, unfit for your legacy, or lacking in talent. When you 
  seek to prove yourself, it is for the sake of your own high 
  standards, or perhaps out of frustration that the mighty do 
  not yet recognize your true worth. Regardless, it is for you to 
  lead and demonstrate your worth by your actions and your 
  bearing, and any that doubt or disparage you had best 
  have the steel to back up their words. 
  Effect: You gain an Heirloom Item (see Table 
  1–2: Heriloom Items) or +3 Toughness 
  (your choice).
  
  30
  I: Character Creation
  I: Character Creation
  prestige
  The Imperium of Mankind is a grand hierarchy, and that, to 
  your eyes, is a ladder reaching from the least peasant to the 
  blinding heights of the God-Emperor’s own Holy Terra. You 
  have dedicated your life to climbing that ladder in search of 
  the highest station you can reach: the greatest power, the most 
  important position of leadership, the utmost influence. Wealth, 
  renown, and relationships with the powerful are only important 
  insofar as they enable you to reach that next step. All too many 
  fools never reach upward, but you bear them no ill-will. The 
  position they might have ascended to will be yours, and they 
  will be your loyal servants in the years ahead.
  Effect: You gain your choice of the Talented (choose one) 
  Talent or the Peer (choose one) Talent.
  CAreer
  Whilst your Origin Path and Characteristics are important for 
  understanding your character, it is your Career Path that defines 
  your character’s function within the game. Rogue TRadeR has 
  eight Career Paths: Arch-militant, Astropath Transcendent, 
  Explorator, Missionary, Navigator, Rogue Trader, Seneschal, 
  and Void-master. As you play the game, your Rank within your 
  Career Path will increase. Each increase in Rank opens doors to 
  a host of new options, giving you the means to customise your 
  Explorer. See Chapter II: Career Paths on page 36.
  Stage 3: Spend 
  Experience 
  Points
  “A successful negotiation is as much a matter of military strength 
  looming to one side of the table as it is of cunning and diplomacy at 
  the table.”
   
  –Farzin’s Tenets of Trade
  O
  nce you have determined your Origin Path, your next 
  step is to note down your character’s Movement. 
  Finally, you spend your starting Experience Points 
  by referencing the appropriate Rank Advances in Chapter II: 
  Career Paths before moving onto the next Stage.
  STArTInG exPerIenCe
  All characters begin play with 4,500 xp. This initial amount 
  of xp is considered to have already been spent in preparing 
  your character’s abilities and Skills to the point where they are 
  now. You do not actually spend these xp; that amount represents your 
  character’s pre-existing starting Characteristics, Origin Path, Skills, 
  and other abilities. This initial xp is primarily of concern when 
  bringing daRk HeResy characters into Rogue TRadeR. 
  (A Rank 5 daRk HeResy character with 5,000 xp is the 
  equivalent of a Rank 1 Rogue TRadeR character with 5,000 
  xp. See page 34 for more information.) Beginning characters 
  also have an additional 500 xp that they may spend to 
  increase Characteristics, acquire or improve Skills, acquire 
  new Talents, and so on. Chapter II: Career Paths describes 
  the cost of these improvements, referred to as Advances, as 
  well as what Advances are available based on your Career 
  Path. Be sure to note how much xp you spend, as spent xp 
  determines your character’s Rank within his Career Path. 
  When you have finished spending your initial 500 xp, your 
  character’s total xp spent should equal 5,000.
  Stage 4: Giving 
  Characters Life
  “Any professional void-farer is far more than the sum of his parts. 
  Underestimate his inventiveness at the risk of your own resources in 
  the future, not mine. Now go from my presence, and let me not have 
  cause to address you again.”
   
  –Lord-captain Morthus Winterscale, Rogue Trader
  The numbers and words that you have written down so far are 
  the nuts and bolts that define our character’s capabilities. 
  Table 1–2: Heirloom Items
  1d100
  Item
  01–20
  Archeotech Laspistol: A weapon of unknown 
  origin and great antiquity. You gain one best-
  Craftsmanship archeotech laspistol.
  21–40
  Angevin Era Chainsword: An ancient blade 
  bearing Crusade purity seals and kill-marks, 
  supposedly used against dire xenos in the 
  cleansing of the Drusus Marches. You gain one 
  Best-Craftsmanship chainsword.
  41–60
  Ancestral Seal: A potent and respected mark 
  of power once held, passed down through a 
  family even after their scions have long departed 
  the vaults of Imperial rulership. You gain a 
  +10% bonus to all Interaction Skill Tests when 
  displaying the seal and dealing with Imperial 
  citizens or organisations.
  61–80
  Saint-blessed Carapace Armour: A set of 
  armour that once belonged to a saint’s honour-
  guard. Anointed and inscribed with the saint’s 
  teachings, it is a sign to stir the faithful of the 
  Imperial Creed. You gain one best-Craftsmanship 
  set of carapace armour.
  81–00
  Reliquary of Saint Drusus: An inscribed void-
  steel canister containing a true relic of the saint, 
  attested to in Ecclesiarchy data-vaults. Such an 
  artefact opens many doors in the Ministorum.
  You gain a +20% bonus to all Interaction Skill 
  Tests when displaying the reliquary and dealing 
  with any member of the Ministorum.
  
  31
  I: Character Creation
  I: Character Creation
  nAme
  “A thousandfold names cannot change the nature of a man.”
  –Asklepyon, Tales of the Expanse
  Names within the 41st Millennium are as varied as the many 
  thousands of worlds that make up the Imperium. As mankind 
  is an inventive and contrary creature, there are no standard 
  or universal conventions that govern the names people give 
  themselves. In some places, a single simple name might 
  indicate low birth and ignominy, whilst in others it might act 
  as a mark of extreme power, fame and good breeding. When 
  deciding upon a name for your explorer, feel free to mix and 
  match any of the suggestions made by the naming tables. The 
  idea, of course, is to create a name that suits your character, 
  and no one knows more about your character than you do.
  tYpes of names
  There are five types of name presented here:
  Primitive names are short and brutal—often like the lives 
  of their owners.
  Low Gothic names trace their lineage to a High Gothic 
  past, but have become much debased with centuries of use.
  High Gothic names are drawn from the ancient High 
  Gothic tongue. They have an air of authority and seriousness.
  Archaic names herald from the distant past. They might be 
  the names of mighty saints or heroes from Ministorum legends. 
  Others are so ancient they have lost all trace of their origins.
  Informal names are just that—nicknames, terms and slang 
  names that a person might earn through deeds (or misdeeds).
  You may decide that a particular type of name is especially 
  appropriate for your character. If this is the case, you could 
  simply choose it from the appropriate lists below. Otherwise 
  roll randomly.
  Table 1–3: Example Male Names
  Roll
  Primitive
  Low
  High
  Archaic
  Informal
  01–06
  Artho
  Aubray
  Alessaunder
  Aestaban
  Alt
  07–12
  Bron
  Cort
  Aphesius
  Casmirre
  Blade
  13–18
  Carno
  Emil
  Cornelius
  Gillam
  Cutter
  19–24
  Hob
  Harmon
  Darrius
  Haddon
  Echo
  25–30
  Gil
  Jace
  Fortunus
  Jonstonne
  Gant
  31–36
  Jorn
  Lucius
  Godwinne
  Kennoch
  Hal
  37–42
  Kerghan
  Malakai
  Holt
  Mordechai
  Jak
  43–48
  Lok
  Nathin
  Jarrion
  Orthesian
  Mord
  49–54
  Marn
  Remi
  Macharius
  Patronius
  Notch
  55–60
  Pak
  Roland
  Quinilli
  Ramirez
  Rook
  61–66
  Quinn
  Solar
  Regias
  Sebastion
  Sawyer
  67–72
  Stiehr
  Theodore
  Sarvus
  Siegmund
  Serge
  73–78
  Thale
  Vorgen
  Tristan
  Torian
  Stubbs
  79–84
  Vir
  Ysarille
  Victris
  Vendigroth
  Torque
  85–90
  Ziel
  Zacharie
  Xanatov
  Yorke
  Veche
  91–00
  Re-roll on Table 1–4: Example Female Names
  Table 1–4: Example Female Names
  Roll
  Primitive
  Low
  High
  Archaic
  Informal
  01–06
  Attie
  Barbaretta
  Anarette
  Anastasia
  Astra
  07–12
  Besse
  Cynthia
  Carnelia
  Cymbry
  Blur
  13–18
  Flur
  Diane
  Dominique
  Esailla
  Ceile
  19–24
  Halia
  Dorath
  Faydra
  Iioneyse
  Crimson
  25–30
  Jessie
  Elisabet
  Inessa
  Janelle
  Flora
  31–36
  Karina
  Faye
  Janthine
  Lorayne
  Guile
  37–42
  Marra
  Genevie
  Lucretia
  Katyaina
  Luna
  43–48
  Narine
  Isabelle
  Marcella
  Miriam
  Mia
  49–54
  Ovina
  Jayne
  Jama
  Nadeyse
  Poise
  55–60
  Ralle
  Josette
  Noradine
  Petriam
  Rosa
  61–66
  Salia
  Noemi
  Regina
  Serafin
  Sola
  67–72
  Tassa
  Odette
  Symonne
  Tarvanna
  Trenne
  73–78
  Unna
  Shandra
  Winter
  Undynne
  Val
  79–84
  Vyn
  Tanda
  Yolande
  Victrix
  Xandra
  85–90
  Yasha
  Zolla
  Zamora
  Zephyr
  Zelle
  91–00
  Re-roll on Table 1–3: Example Male Names
  
  32
  32
  32
  I: Character Creation
  I: Character Creation
  nATure
  The character creation process provides you with the skeleton 
  of your alter ego; however, these numbers and notes are not 
  the sum total of your character—there is of course a vital fifth
  element: you! The background details of your character’s life 
  are largely up to you as is, of course, their personality.
  Some people like to develop their characters during play, 
  and that is a perfectly reasonable approach. When you start 
  to play, it may be enough to know that your character is a 
  death world Arch-militant who has left Port Wander to lead a 
  renowned Rogue Trader’s bodyguard company. Many players, 
  however, prefer to work out background and personality 
  before play begins. If you need some help fleshing out your 
  character, try answering these six questions. They should 
  allow you to focus your thoughts on your emerging alter 
  ego.
  What is Your demeanour?
  Perhaps the first thing to consider is your personality. What 
  are you like? Fiery and passionate or earthy and practical? 
  Are you a perpetual pessimist, or do you always believe 
  the best will happen? Do you seek out people or are you 
  a misanthrope? What is your instinctive response to threats, 
  surprises, or pressure to perform? Here are some traits that 
  might get you started:
  Bilious: Suspicious, bitter, and angry, yet very watchful 
  and aware.
  Cardinal: Seeks careful balance in all things, yet often 
  struggles to make a vital choice rapidly.
  Choleric: Always active and taking charge, yet easy to 
  provoke to anger.
  Fixed: Solid, unyielding, and definiti e in all things. 
  Considered and settled of opinion.
  Melancholic: Thoughtful, introspective, and prone to fits
  of gloom.
  Mutable: Unpredictable, undisciplined, and rebellious, 
  defined y opposition to ideals.
  Phlegmatic: Practical and careful, yet very serious and 
  reserved.
  Sanguine: Confident and optimistic, but prone to visions 
  and flights o  whimsy.
  Supine: Loyal, devout, and easily led.
  WhY are You a leader aBoard a 
  rogue trader vessel?
  At some time in your past, your life took a turn unlike almost 
  all others. Now you sit in the Lord-captain’s throne aboard a 
  mighty void-ship, or perhaps stand at the Lord-captain’s right 
  hand to advise him. Is this mere chance? Did the God-Emperor 
  gaze upon you with favour and move the workings of men 
  and worlds such that an unlikely meeting blossomed 
  into this present reality? Or perhaps you yourself 
  laboured with purpose and for years to engineer 
  your present situation. If so, how is it that 
  you succeeded where countless men fail? 
  Perhaps you were lifted from obscurity by a Rogue Trader’s 
  fleeting whim and given the chance to prove yourself. Perhaps 
  you worked your way up from the lowest of crew by toil and 
  violence. Perhaps your talents attracted the attention of your 
  betters during trade negotiations, and your fealty and service 
  were made a part of the final arrangement. It is also plausible 
  that you have a strong interest in the Rogue Trader’s mission: 
  maybe there are things in the Halo Stars that you seek out, 
  and the Rogue Trader is your ally in this endeavour. Perhaps 
  your wealth has purchased your present position of influence 
  aboard this vessel. Or maybe you are fleeing a dark fate that 
  lies behind you in the Imperium, and your present position is 
  the greatest to which you can ascend under the circumstances. 
  Whatever the circumstances of your recent past, they will likely 
  colour your opinions and beliefs for some time to come.
  WhY does the koronus expanse 
  Call to You?
  The Koronus Expanse region of the Halo Stars beyond the 
  Calixis Sector is a place of dread rumour, death, and wealth 
  beyond measure awaiting those brave enough to claim it. It is 
  the rock upon which dynasties of Rogue Traders have been 
  dashed to death, and it is the spire that has brought others into 
  the shining light of Imperial glory. The Expanse is a realm of 
  treasure, risk, secrets, and vile xenos, fated to be scourged and 
  claimed in the God-Emperor’s name—or so say the Dissident 
  Drusians. Why have you toiled to leave the protections of the 
  Imperium and to venture through the dire storm-voids into 
  the terrible, wondrous realm of the Halo Stars? Is it your lust 
  for treasure and the life that can be bought with artefacts 
  from beyond? Do you see it as your Emperor-given duty to 
  aid the expansion of Imperial frontiers? Are you running from 
  some secret that will not follow you beyond the reach of 
  Imperial powers, or are you pursuing vengeance against one 
  who has already fled to the Halo Stars? Perhaps you chase 
  a dark trail of secrets and forbidden lore that lead you to 
  the dead worlds of the Expanse, or perhaps the expansion of 
  Imperial knowledge itself is your goal.
  What Will You saCrifiCe?
  All too many people shy from their final victories, scared by 
  what it will cost to achieve their dreams. How deep are the 
  wounds you are willing to suffer on the path to wealth, fame, 
  revenge, or forbidden lore? How far will you go and how 
  many of your dearly held beliefs will die along the way? Are 
  you willing to sacrifice health, limbs, or your very sanity if 
  the quest requires it? Will you use your crew, your allies, or 
  even your companions as mere stepping stones, trading their 
  lives for advantage as the game comes to a close and victory 
  beckons? Are you willing to step from the path of the faithful 
  and strike deals with xenos, vile psykers, and darker powers 
  to attain your ends at the cost of your immortal soul? These 
  choices are yours: what are you willing to sacrifice for victory, 
  and how will you live with the consequences?
  
  33
  33
  33
  I: Character Creation
  I: Character Creation
  What is Your amBition?
  Ambition drives Rogue Traders and their allies: the raw 
  urge for power, for wealth, or to serve the God-Emperor 
  of Mankind in ways that will echo down through the ages. 
  What is your ambition? Perhaps it is to drive your sword 
  into the map of stars and see your name writ there next to 
  worlds claimed in the Emperor’s name. Perhaps you desire 
  renown to match the Imperial heroes of legend, or perhaps 
  you wish to reclaim all the lost human souls of the Halo Stars 
  and become a High Ecclesiarch of a new Imperial realm. 
  Maybe your ambitions are less lofty, but no less noble—to be 
  acknowledged a master of war by an Imperial Lord-general, 
  to regain your lost faith in the Imperial Creed through some 
  grand act of penitence, or to discover lost medicae-tech that 
  will erase your mutations. Ambition is as varied as humanity, 
  and you are defined y what drives you to great acts.
  What are Your hatreds?
  The burning flame of hatred is an Imperial virtue: it sustains 
  men against terror, xenos, rivalry, and defeat even when it 
  burns cold and slow. What hatreds sustain you in dark days 
  and drive you to acts of destruction or penitence? Do you 
  loathe the mutant or the pirate who prays to Dark Gods? 
  Do you wish a fie y doom upon decadent nobles, or desire 
  to murder the low-deck scum of your vessel with death-gas? 
  Do you wish to lay low the vile Ork or treacherous Eldar? 
  Have the inhabitants of a specific Imperial world, a renowned 
  Ministorum Cult, or a rival Rogue Trader’s crew earned your 
  lasting wrath? Maybe you simply cannot stand to be shown 
  wrong, or to be in the presence of those who speak falsely, or 
  to be seen to fail at certain tasks.
  Stage 5: Profit 
  Factor and 
  Ship Points
  “The Warrant of Trade and a starship to enforce it—these are the 
  critical tools for a Rogue Trader. Without the former, he is merely 
  a renegade. Without the latter, he is a forsaken drifter doomed to an 
  anonymous death.”
   
  –Lord-captain Laomyr of Battlefleet Calixi
  T
  he Explorer’s begin the game with a starting amount 
  of Profit Factor—representing the relative power of 
  the Rogue Trader dynasty’s Warrant of Trade—and a 
  starting amount of ship points, which represent the relative 
  power of the starship owned by the Explorers. These numbers 
  are generated by rolling 1d10 and comparing the result to 
  the chart in Table 1–5: Starting Profit Factor and Ship 
  Points.
  The Game Master may generate (or simply choose!) the 
  group’s starting Profit Factor and starship himself using 
  Table 1–5 if he chooses, but another option is to have the 
  players nominate one of their own to make the die roll. This 
  method helps the players feel more involved in their group’s 
  campaign.
  ProFIT FACTor
  The prestige and pedigree of a Rogue Trader’s Warrant of 
  Trade is measured in terms of raw profit and influenc . The 
  Profit Factor acquired from Table 1–5 is a representation of 
  the relative value of the Warrant itself—what opportunities 
  and resources it can call upon. See Profit Factor on page 
  270 for details.
  STArTInG ProFIT FACTor
  Most Rogue Trader dynasties control vast amounts of capital, 
  from hard currency like Thrones to large networks of agents, 
  contacts, and investments across a dozen worlds. These 
  resources are all tied to the Rogue Trader’s Warrant of Trade, 
  the priceless document that grants him his authority and 
  provides almost endless opportunities for success. 
  The total starting Profit Factor resulting from Table 1–5 
  represents the wealth that the Rogue Trader dynasty possesses 
  due to its Warrant of Trade. 
  However, the Rogue Trader’s accomplishments are not 
  made alone. It takes strong allies, trusted friends, and wise 
  counsellors to achieve the dizzying heights that most Rogue 
  Traders aspire to. Certain choices on the Origin Path chart 
  and other character creation options may add directly into the 
  group’s starting Profit
  Table 1–5: Starting Profit Factor and 
  Ship Points
  Roll
  Profit
  Factor
  Ship 
  Points
  Example
  1
  60
  30
  Although the dynasty does 
  not command a powerful 
  starship, it possesses great 
  resources.
  2–3
  50
  40
  A good ship and a wealthy 
  purse promise great things 
  for this dynasty.
  4–7
  40
  50
  The Rogue Trader dynasty 
  is a fresh, new player on 
  the galactic stage, garnering 
  attention both fair and foul.
  8–9
  30
  60
  A dynasty whose power is 
  on the wane, but may yet 
  recover.
  10
  20
  70
  The Rogue Trader dynasty 
  was once a great and 
  powerful flam , now only a 
  glimmer of its former glory.
  
  34
  I: Character Creation
  I: Character Creation
  ShIP PoInTS
  At the heart of every Rogue Trader’s operation is his vessel, a 
  mighty starship with which he treads the void. Yet few ships 
  are the same, even when crafted at the same dock or during 
  the same era. Some Rogue Traders travel on patched-together 
  transports, whilst others possess mighty frigates or cruisers 
  bedecked with trophies and giltwork.
  The total amount of Ship Points may be spent on either 
  purchasing a customized ship or one of the quick-start vessels 
  (see Chapter VIII: Starships for details on how to purchase 
  a beginning ship with Ship Points). Any Ship Points that are 
  not spent are added directly to the group’s beginning Profit
  Factor on a 1:1 basis.
  Stage 6: Select 
  Equipment
  O
  nce the Explorers have generated their initial Profit
  Factor and starship, the group is now ready to make 
  use of their resources. Each character may then use 
  the group’s starting Profit Factor to make one Acquisition (see 
  page 272) of a single item from Chapter V: Armoury with 
  an Acquisition Modifier o  +0.
  At the Game Master’s discretion, he may also allow each 
  character to choose any number of items from Chapter V: 
  Armoury, provided those items are of common Availability 
  and common Craftsmanship. However, this second option is 
  not recommended for beginning groups, as it may take up a 
  great deal of time.
  dark heresY CharaCters and 
  rogue trader
  The most important bits of information for a player 
  of daRk HeResy to know about Rogue TRadeR is 
  that they both use the same core mechanics and take 
  place in the same universe. There are some theme-
  related differences in the rules between both games 
  (for instance, Rogue TRadeR features starships!) but 
  daRk HeResy players should feel right at home with 
  the way the game itself works.
  Characters from daRk HeResy can easily join 
  a Rogue TRadeR campaign using the following 
  guidelines. After all, it is only natural for the 
  Inquisition to take an interest in the affairs of a Rogue 
  Trader for many reasons, among which is the fact that 
  he may be the first to encounter an alien, heretic, or 
  daemonic infl ence outside the Imperium’s borders! 
  daRk HeResy characters may be assigned to a Rogue 
  Trader ship by their Inquisitor in order to monitor 
  what occurs outside the Imperium’s boundaries, or 
  possibly they may be sent to interfere with a particular 
  xenos race or heretical cult that the Rogue Trader is 
  very likely to encounter. Perhaps the Inquisitor himself 
  has ensconced himself in luxurious quarters aboard 
  the Rogue Trader’s ship and his Acolytes have been 
  commanded to work alongside the Rogue Trader 
  whilst the Inquisitor attends to his work “off-camera.” 
  These are merely some of the many possibilities!
  It is important to note that Rogue TRadeR 
  characters begin at a higher power level than starting-
  out daRk HeResy characters. A Rank 1 character in 
  Rogue TRadeR is roughly equivalent to a Dark Heresy 
  character that has spent 5,000 xp on advances. This 
  means, for example, that it would be appropriate for a 
  daRk HeResy character who has spent 5,000–5,500 
  xp to join a beginning group of Rogue TRadeR 
  characters, or for a Rank 2 Rogue TRadeR character 
  to join a group of daRk HeResy Acolytes who have 
  spent 6,500-7,000 xp.
  a matter of profit
  These rules assume that daRk HeResy characters 
  are joining a Rogue Trader’s crew and are gaining 
  the full benefits of Profit Factor. If the daRk HeResy 
  characters are not part of the crew (i.e., are travelling 
  as passengers or some other arrangement), the daRk 
  HeResy characters continue to accrue their monthly 
  income as normal and may only gain Profit Factor at 
  the GM’s discretion.
  A typical Rogue TRadeR character who joins a 
  daRk HeResy campaign should have an income of at 
  least 1,000 Thrones per month. On the other hand, 
  a Rogue TRadeR character who serves an Inquisitor 
  could be very down on his luck, so the GM may want 
  to adjust the character’s income downward to reflect 
  this state.
  
  35
  II: Career Paths
  II: Career Paths
  GettinG Started
  •
  CharaCter 
  advanCementS
  •
  roGue trader
  •
  arCh-militant
  •
  aStropath 
  tranSCendent
  •
  explorator
  •
  miSSionary
  •
  naviGator
  •
  SeneSChal
  •
  void-maSter
  
  36
  36
  36
  II: Career Paths
  II: Career Paths
  Chapter II: 
  Career Paths
  “Hands off there, scum! Don’t you know who I am?”
  –Unknown Rogue Trader
  T
  o become a Rogue Trader or join one’s trusted
  retinue is to become one of a very select few in the 
  Imperium—those with the power to leave it behind. 
  Rogue Traders have the power to step beyond the oppressive 
  laws and controls of the Imperium of Mankind, to pass 
  beyond its boundaries into the darkness that surrounds the 
  fli kering fi es of civilisation. 
  To do this requires a unique breed of self-confidence
  (some would say arrogance). The countless trillions that live 
  amongst the Imperium’s innumerable worlds have traded 
  their freedom for security, an all too precious commodity in a 
  galaxy full of danger and lurking horror. As a Rogue Trader 
  and his trusted companions, however, you have regained 
  your independence—at the cost of safety and security. When 
  you walk amongst the alien and forsaken worlds beyond the 
  Emperor’s light, you do so with none to rely on save yourself. 
  The consequences you will endure should you fail are too 
  terrible to consider…but the rewards should you succeed are 
  equally limitless. 
  Those able to accept the risks and grasp the prize offered 
  in return are a disparate and varied bunch. Arch-militants see 
  the obstacles to their fortunes as something to be overcome 
  with a keen eye and trusty boltgun, while the Seneschals 
  know that knowledge and information are the true routes to 
  prominence. A Navigator charts paths to glory through the 
  treacherous currents of the Immaterium while a Missionary 
  inspires his fellows to ever greater deeds in the God-
  Emperor’s name. They are all united by the iron will of the 
  Rogue Trader, by whose authority their efforts are directed to 
  a greater whole. 
  Your Career Path represents your character’s abilities and 
  potential, your role amongst a Rogue Trader’s crew. It will 
  define who you were before you signed on, as well as who you 
  become once you venture beyond the Imperium’s boundaries. 
  Your career defines how you are viewed by those you meet, 
  the skills and abilities you can learn, and by what means you 
  will become wealthy, powerful, and revered (or feared) as a 
  legend in the 41st Millennium. 
  GettinG Started
  “Was I once like you, scratching a living in the gutter? Certainly. 
  The difference, however, is that now I am not.”
  –Chartist-trader Elizabeth Orleans.
  Your character’s Career Path is decided during the character 
  creation process. Beginning with your Home World, you will 
  make selections on the Origin Path that will determine your 
  Career (see page 15).
  Each Career Path has its own dedicated section within 
  this chapter. Once you know what path your character is 
  following, take the time to have a good read through the 
  appropriate section. This will tell you all the important things 
  you need to know about playing your character, and how you 
  can expect your character to develop over time.
  Career path Format
  Each Career Path uses the following format:
  description
  In each Career Path section, you can find a description and 
  illustration to help give you some ideas about what your 
  character might be like. This section tells you a little bit 
  
  37
  37
  II: Career Paths
  II: Career Paths
  about the background for the career and how it fits into the 
  Imperium as a whole.
  rank Chart
  Each Career Path is divided into a series of Ranks. This chart 
  tells you the progression necessary to reach a certain Rank.
  Characteristic advance Scheme
  Each Career Path allows you to improve your character’s raw 
  abilities, or Characteristics. Depending on the nature of the 
  Career Path, some Characteristics are more difficult to increase 
  than others. This chart lists the cost of each Characteristic 
  Advance you can take.
  rank advance Scheme
  For each Rank within your Career Path, you will find a table 
  that shows you what new abilities your character can learn, 
  and what you must do in order to learn them.
  CharaCter 
  advanCementS
  “I want every man-jack of you to learn your mate’s duties as well as 
  yer own. Don’t assume he’ll be breathin’ when the fighting starts.”
  –Boatswain Flint aboard the Sabre
  As you adventure through the 41st Millennium, your 
  character will have plenty of opportunity to improve. Your 
  Game Master will reward you with Experience Points that 
  you can spend to further develop your character. Each career 
  has plenty of room for you to customise your character and 
  make him unique.
  There are three types of improvements you can select for 
  your character:
  • Characteristic Advance—Increases your raw abilities
  • Rank Increase—Opens new training opportunities
  • Skill or Talent Advance—Learn new Skills or Talents
  In addition to the Advances listed for the Ranks within 
  your Career Path, sometimes your GM will allow you to 
  purchase an Elite Advance. See page 39 for more on this.
  CharaCteriStiC advanCe
  A Characteristic Advance is an increase to your character’s 
  raw abilities. When you buy a Characteristic Advance, you 
  add +5 to the Characteristic on your character sheet.
  Characteristic Advancements are divided into four 
  progression levels. These are as follows:
  • Simple: A small fulfillment o  your potential.
  • Intermediate: A significant improvement to your
  capabilities.
  • Trained: Active, focused effort upon improving your
  prowess.
  • Expert: The limit of your natural capabilities.
  As you set about increasing a Characteristic, you must 
  progress through each of the progression levels in turn, 
  starting at Simple and ending with Expert.
  The costs for these increases for each Career are listed in 
  the relevant Career section in a table, which looks like this:
  rogue trader Characteristic advance Scheme
  Characteristic
  Simple
  Intermediate Trained
  Expert
  Willpower
  250 xp
  500 xp
  750 xp
  1,000 xp
  As you can see, the first +5 increase to a Rogue Trader’s 
  Willpower costs 250 xp; the next +5 (the Intermediate 
  progression level) costs 500 xp; a further +5 improvement 
  (the Trained progression level) costs 750 xp; while the 
  final possible improvement (Expert progression level) costs  
  1,000 xp.
  The costs for Characteristic Advances are cumulative. So 
  you couldn’t just pay 500 xp for a +10 increase. Instead, 
  you’d pay 250 xp for the Simple Advance, and then pay 500 
  xp for the Intermediate Advance.
  example
  Jonas wants to increase the Willpower of his Rogue Trader character. 
  His starting Willpower is 34, and it will cost Jonas 250 xp to buy 
  the Simple Willpower Advance. He spends 250 xp, increasing his 
  character’s Willpower to 39. Jonas wants to raise his character’s 
  Willpower even higher, so he spends another 500 xp (the cost of 
  the Intermediate Advance) to increase his Rogue Trader’s Willpower 
  by another +5. In the end, Jonas’s Rogue Trader has increased his 
  Willpower to 44 (34+5+5=44), and has spent 750 xp to do so 
  (250+500=750). 
  Table 2–1: Careers
  Career
  Description
  Page
  Arch-militant
  Warriors without peer, leaders of soldiers
  44
  Astropath Transcendent
  Communicators of the Imperium, soul-bound psykers
  48
  Explorator
  Masters of machinery, seekers of ancient technology
  52
  Missionary
  Emissaries of the Emperor’s word, healers and leaders
  56
  Navigator
  Mutants, pilots of the warp
  60
  Rogue Trader
  Masters of starships, leaders, diplomats, and rogues
  40
  Seneschal
  Keepers of secret knowledge, subtle investigators
  64
  Void-master
  Pilots, gunners, and masters of space
  68
  
  38
  38
  II: Career Paths
  II: Career Paths
  rankS
  Your Rank is a general measure of your experience and 
  capabilities. It represents the progression of your character’s 
  abilities as he grows in wealth, power, and status. Your Rank 
  is determined by the total amount of Experience Points your 
  character has spent. The Advancement Scheme for each Rank 
  has a combination of Skills and Talents, which you may 
  purchase with xp.
  You may buy Advances from any Rank Advancement 
  Scheme that you currently hold or have previously held.
  As your Rank rises, you have access to more and more 
  Advancement Schemes, and therefore have more options on 
  how to customise your character.
  As with Characteristic Advances, it is easy to gain Ranks 
  to start with, but it becomes progressively harder throughout 
  the life of your character.
  Each Career Path has unique Ranks. As your character 
  progresses in power, you may sometimes find yourself eligible 
  for two or more Ranks. When this occurs, you must make a 
  choice between the Ranks available to you.
  Some of the greater Ranks have prerequisites attached to 
  them. These are things like Skills, Characteristic levels, or 
  previous Ranks that you must possess before you can choose 
  a particular Rank.
  Gaining ranks
  Characters automatically gain Ranks by spending xp. Once a 
  character’s total spent xp reaches the necessary amount, the 
  character’s Rank increases. Note that Rank increases always 
  occur after an Advance has been taken.
  All Careers in Rogue TRadeR require the same amount of 
  xp in order to increase in Rank. The xp needed to advance in 
  Rank is listed on the table below.
  example
  Jonas’s Rogue Trader has spent 9,800 xp in total on various 
  Advances. In the course of the game, Jonas earns an additional 250 
  xp, which he decides to spend on a Characteristic Advance. He 
  receives permission from his GM to take the Advance, then crosses 
  the 250 xp from his unspent xp amount. He notes down the Advance 
  on his character sheet and alters his Characteristic Profile to reflect 
  the Advance he took. Finally he adds the 250 xp to his current 
  xp total. Jonas now has spent 10,050 xp (9,800+250=10,050). 
  When he consults the Rogue Trader Ranks, he sees he has enough xp 
  to earn Rank 3 Rank. He removes his old Rank (2) and notes that 
  his character is Rank 3 on his character sheet. 
  Skill and talent advanCeS
  A Skill Advance teaches you a new Skill or improves an 
  existing Skill to make it more effective. A Talent Advance 
  gives you a knack or aptitude for something.
  Depending on your Career choice, some Skills and Talents 
  are easier to learn than others. A scholarly Seneschal, for 
  example, would have to spend far fewer Experience Points 
  to learn Logic than an Arch-militant would. The wide range 
  of Skills and Talents allows you to customise your character 
  as you wish.
  Prerequisites
  If you take a look at the listed Advances for each Rank, you’ll 
  notice some require you to have a Talent or a Characteristic at 
  a particular rating. You must meet all the listed prerequisites 
  before purchasing such an Advance. If you are ever in doubt 
  about a prerequisite, ask your GM, who can overrule or 
  change prerequisites as he wishes.
  BuyinG an advanCe
  Buying an Advance is simple. Once you have had a good look 
  at your Advancement Schemes, and chosen what you want to 
  buy, follow these steps:
  • Check with the GM to make sure the Advance you’d
  like is available (the GM may restrict certain Skills and 
  Talents to meet the needs of the campaign, or he might 
  offer a better option).
  • Deduct the Advance’s cost from your current pool of
  Experience Points.
  • Write down the name of the Advance in the Advances
  section of your character sheet.
  • Apply any changes to Characteristics, Skills, Talents, or
  Traits that the Advance brings.
  • Finally, add the newly spent xp to your total spent xp.
  As you undertake adventures, you will earn more Experience 
  Points as a reward for good roleplaying, completing missions, 
  and for coming up with clever ideas. These rewards allow you 
  to buy further Advances for your character.
  Certain Advances have a multiplier listed after their name 
  (x2, x3, etc.) Advances with a multiplier may be purchased 
  multiple times at that Rank, up to a maximum number of 
  times equal to the multiplier.
  Table 2–2: Ranks
  Rank
  XP Level
  1
  5,000-6,999
  2
  7,000-9,999
  3
  10,000–12,999
  4
  13,000–16,999
  5
  17,000–20,999
  6
  21,000–24,999
  7
  25,000–29,999
  8
  30,000-34,999
  
  39
  39
  II: Career Paths
  II: Career Paths
  deciding how to advance Your Character
  Figuring out which Advances you should take can be a little 
  daunting at first. Whilst Characteristic Advances are expensive, 
  they do have wide-ranging effects on your character’s ability. 
  Meanwhile, Skills and Talents are relatively cheap and open a 
  lot of new opportunities. You will need to decide if you want 
  to focus on improving your core abilities, to concentrate on 
  gaining Skills and Talents, or to forge a compromise between 
  the two tactics.
  You can expect to gain around 500 xp with each session of 
  play, provided you are reasonably successful and roleplay well. 
  When planning your Advances, you might find it handy to use 
  that amount as a measure of how long it will take you to gain 
  a certain improvement. For example, a Trained +5 Weapon 
  Skill Advancement which costs 750 xp will take roughly two 
  sessions to gain. Meanwhile, a new Talent which costs 100 xp 
  could be gained after only a single session of play. If you get 
  stuck, or simply aren’t sure which would be a better Advance 
  for your character, ask your GM to help you out.
  elite advances
  Your character is broadly described by his Career Path; 
  however, the Advancements listed are not the sum total of 
  all that your character could learn. Sometimes your character 
  will be exposed to certain Skills or Talents during play. For 
  example, you might spend an adventure living amongst the 
  heathen nomads of Traxis 7 or learning to mine nephium on 
  Lucien’s Breath. If you think that you have a good reason for 
  learning a Skill or Talent not listed on your Advancement 
  Scheme, you can request an Elite Advance from your GM. 
  The base cost for an Elite Advance is 500 xp, which the GM 
  may increase or decrease depending on the situation. To make 
  a request, you will need the following:
  • Logical justific tion for the Elite Advance—e.g., “I’ve
  spent three months on Lucien’s Breath, so it makes sense 
  I would pick up the Trade (Miner) Skill.”
  • In-character explanation for how you gained the
  Advance—e.g., “I joined a small independent mining 
  guild who taught me the trade in exchange for three 
  months hard labour.” 
  • An offer of how many Experience Points you are willing
  to pay to gain the Advance—e.g., “I’ll happily pay 200 
  xp to learn the Trade (Miner) Skill.” 
  Your GM may decide not to grant you the Elite Advance 
  or may require a higher Experience Point cost than you have 
  suggested. In these cases, gracious acceptance of the GM’s 
  decree is the best course. Your GM may also rule that you 
  need to pass a series of tests in order to successfully learn 
  the requested Skill or Talent. This will usually tie into your 
  explanation for how you gained the Advance, e.g., “Make a 
  Barter Test to convince the mining guild it’s worth their time 
  to teach you their craft.” The quest for an Elite Advance can 
  be an adventure in and of itself.
  Sometimes your GM will offer you an opportunity to take 
  an Elite Advance as part of the reward for completing an 
  adventure. For example, you may have encountered a strange 
  xenos race while on your endeavours. Having defeated this 
  race, your GM might offer you the chance to purchase 
  Forbidden Lore (Xenos). Sometimes these Elite Advances 
  will come with additional side effects, such as Corruption 
  or Insanity points. Think carefully before taking up such an 
  offer!
  Creating Your Own Career Paths
  Whilst the Career Paths detailed here are purposely broad 
  in scope, once you’ve had some experience adventuring 
  within the 41st Millennium, you might find it fun to develop 
  something a little more specifi . Perhaps you feel like making 
  up an alien race, or maybe you’ve always wanted to be a Grox 
  Herder. If this is the case, work closely with your GM to 
  develop an Advance Scheme that is balanced and sensible. 
  Remember to make sure that your new Career fits in with the 
  other members of your group—after all, if Explorers cannot 
  work smoothly together, malignant forces in the universe will 
  happily exploit their weaknesses.
  Completing all the ranks
  Through a combination of skill, audacity, daring, and sheer 
  luck, your character may survive the manifold horrors of the 
  41st Millennium long enough to progress to the top Rank 
  within his Career. In game terms, the character who has 
  attained the top Rank of his Career is considered to have 
  completed his Career Path. The character has now passed 
  beyond the scope of Rogue TRadeR and has entered into the 
  realms of other Warhammer 40,000 roleplaying games.
  At those rarefied heights, little is out of reach for such 
  powerful characters. Some may lead massive crusades to 
  conquer planets or may direct the trade of fleets of starships. 
  Others might become the Lord-governors of entire sub-sectors 
  established in their name. Some might become nothing more 
  than whispered legend and infamy. There are many options, 
  only limited by your imagination.
  duplicAted skills And tAlents
  It is important to note that many Career Paths starting 
  Skills and Talents are duplicated at Rank 1 of the 
  Career’s Advances. This is an intentional duplication, 
  and represents the training that is available to all 
  Careers regardless of their origins. Future expansions 
  for the Rogue Trader line may feature Alternate 
  Career Ranks or backgrounds with different starting 
  Skills, and therefore, this duplication serves a purpose 
  for the overall Rogue TRadeR line. If a character 
  already possesses such a Skill or Talent from Character 
  Generation, he may not purchase it again at Rank 1.
  
  40
  40
  40
  II: Career Paths
  II: Career Paths
  Rogue Trader
  “I claim this world in the name of the Emperor of Man and his Imperium. I bring justice and truth for the loyal, punishment and death for the 
  guilty, and the spoils I take by my own hand.”
  –Ansellion Aquairre, Lord-captain of the Caelestis Imperium
  T
  he bearer of a sacred Warrant that empowers him to journey beyond the boundaries of the Imperium to trade, explore, 
  and make war in the God-Emperor’s name, a Rogue Trader is a unique figu e in the grim darkness of the Imperium. He 
  may be a newly entitled power on the rise or hail from a long lineage of nobles and voidfarers, but all bear their titles 
  with pride, striking out into the unknown in search of fortune and glory. A Rogue Trader is a power unto himself in the dark 
  voids, master of all he surveys―at least as far as his force of arms and sharpness of wits can press the claim. A Rogue Trader 
  can be many things but whether standing as diplomat before a planetary ruler, cutting a shadowed deal in a station undercity, 
  bellowing orders amidst an armed host set upon plunder, or striding the bridge of a mighty starship, they remain one thing 
  above all—free. 
  Often, Rogue Traders come from a dynasty of great leaders and visionary commanders, with a renowned (or darkly infamous) 
  lineage stretching back millennia. Other times, they are from younger, more dynamic families, often coming from the ranks of 
  the Adeptus Terra, the Imperial Navy, or the Imperial Guard. Whatever their origins, all Rogue Traders are first and foremost 
  masters of their own fates, and upon their shoulders can rest the success or failure not only of their endeavours and their 
  bloodlines, but of countless future generations and, often, the fortunes of entire worlds.
  Despite the fact that the weight of such responsibility is his to bear alone, a Rogue Trader invariably surrounds himself with 
  a coterie of allies and retainers. No Rogue Trader can undertake his mission alone, for no man or woman can be master of every 
  single aspect of trade, exploration, exploitation, and war. As a result, all of the most successful Rogue Traders have the ingrained 
  ability to recognise the value of others and their motivations and, as a leader, are able to utilise every weapon and ability in their 
  human arsenal to their full potential.
  Though he must rely on others for the most specialised of skills (not to mention certain needful resources), it falls to 
  the Rogue Trader to know how and when to exercise his own judgement 
  and how to delegate where needed. He may not steer the helm of his 
  void-cruiser, nor fi e and aim every macrocannon in person, but the 
  Rogue Trader selects and commands those who do and it is his 
  orders that are obeyed. Likewise he may know little of the 
  arcane rites of the augury and auspex, but it is ultimately 
  his decision whether or not to trust the word of the 
  Explorator who claims it safe to breathe the air of a newly  
  discovered world.
  Rogue Traders must always look to their own abilities 
  and protection, regardless of the power of their allies, for 
  there will always be those envious of their power and 
  station, and countless rivals to their goals. As a result, most 
  have a penchant for the very finest personal weapons and 
  equipment their fortunes can acquire―for even friends can 
  soon become enemies when a world’s ransom is at stake. 
  Some never leave their bridge without donning an ancient and 
  revered suit of artifice -wrought power armour, while others 
  secrete fiendish y cunning personal force field generators of alien 
  manufacture beneath a gaudy uniform. None are ever unarmed, 
  bearing, even aboard their own vessels, minute digital weapons 
  and other implements of destruction. However they outwardly 
  comport themselves, Rogue Traders must be supremely confident
  in their own abilities, and able to walk away from even the most 
  desperate situation somehow having profited from their perilous 
  adventure, even if that profit ust be counted purely by survival.
  
  41
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  II: Career Paths
  II: Career Paths
  Rogue Trader Characteristic Advances
  Characteristic
  Simple
  Intermediate
  Trained
  Expert
  Weapon Skill
  100
  250
  500
  750
  Ballistic Skill
  250
  500
  750
  1,000
  Strength
  500
  750
  1,000
  2,500
  Toughness
  500
  750
  1,000
  2,500
  Agility
  250
  500
  750
  1,000
  Intelligence
  100
  250
  500
  750
  Perception
  250
  500
  750
  1,000
  Willpower
  250
  500
  750
  1,000
  Fellowship
  100
  250
  500
  750
  Rank 1 Rogue Trader Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness
  100
  Skill
  Command
  100
  Skill
  Commerce
  100
  Skill
  Charm
  100
  Skill
  Ciphers (Rogue Trader)
  100
  Skill
  Common Lore (Imperium)
  100
  Skill
  Common Lore (Rogue Traders)
  100
  Skill
  Dodge
  100
  Skill
  Evaluate
  100
  Skill
  Literacy
  100
  Skill
  Pilot (Space Craft)
  100
  Skill
  Scholastic Lore (Astromancy)
  100
  Skill
  Secret Tongue (Rogue Trader)
  100
  Skill
  Speak Language (Trader’s Cant)
  100
  Skill
  Air of Authority
  100
  Talent
  Fel 30
  Ambidextrous
  200
  Talent
  Ag 30
  Melee Weapon Training (Primitive)
  200
  Talent
  Renowned Warrant
  200
  Talent
  Pistol Weapon Training (Universal)
  500
  Talent
  Melee Weapon Training (Universal)
  500
  Talent
  Rank 2 Rogue Trader Advances
  Advance
  Cost
  Type
  Prerequisites
  Barter
  200
  Skill
  Blather
  200
  Skill
  Carouse
  200
  Skill
  Charm +10
  200
  Skill
  Charm
  Command +10
  200
  Skill
  Command
  Common Lore (Koronus Expanse)
  200
  Skill
  Deceive
  200
  Skill
  Forbidden Lore (Xenos)
  200
  Skill
  Gamble
  200
  Skill
  Intimidate
  200
  Skill
  Performer (Choose One)
  200
  Skill
  Pilot (Flyers)
  200
  Skill
  Scholastic Lore (Imperial Warrants)
  200
  Skill
  Iron Discipline
  200
  Talent
  WP 30, Command
  Jaded
  200
  Talent
  WP 30
  Leap Up
  200
  Talent
  Ag 30
  Quick Draw
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  Two-Weapon Wielder (Melee)
  300
  Talent
  WS 35, Ag 35
  Exotic Weapon Training (Choose One)
  500
  Talent
  Two Weapon Wielder (Ballistic) 
  500
  Talent
  BS 35, Ag 35
  StartinG SkillS, talentS & Gear
  Starting Skills: Command (Fel), Commerce (Fel), Charm (Fel), Common Lore (Imperium) (Int), Evaluate (Int), Literacy 
  (Int), Scholastic Lore (Astromancy) (Int), Speak Language (High Gothic, Low Gothic) (Int).
  Starting Talents: Air of Authority, Pistol Weapon Training (Universal), Melee Weapon Training (Universal).
  Starting Gear: Best-Craftsmanship laspistol or good-Craftsmanship hand cannon or common-Craftsmanship plasma 
  pistol. Best-Craftsmanship mono-sword or common-Craftsmanship power sword. Micro-bead, void suit, set of fine 
  clothing, xeno-pelt cloak, best-Craftsmanship enforcer light carapace or storm trooper carapace.
  
  42
  II: Career Paths
  II: Career Paths
  Rank 3 Rogue Trader Advances
  Advance
  Cost
  Type
  Prerequisites
  Acrobatics
  200
  Skill
  Charm +20
  200
  Skill
  Charm +10
  Command +20
  200
  Skill
  Command +10
  Common Lore (Imperial Navy)
  200
  Skill
  Dodge +10
  200
  Skill
  Dodge
  Drive (Ground Vehicle)
  200
  Skill
  Scholastic Lore (Heraldry)
  200
  Skill
  Scholastic Lore (Legend)
  200
  Skill
  Scrutiny
  200
  Skill
  Search
  200
  Skill
  Secret Tongue (Underdeck)
  200
  Skill
  Security
  200
  Skill
  Sleight of Hand
  200
  Skill
  Dark Soul
  200
  Talent
  Decadence
  200
  Talent
  T 30
  Foresight
  200
  Talent
  Int 30
  Resistance (Fear)
  200
  Talent
  Sound Constitution
  200
  Talent
  Exotic Weapon Training (Choose One)
  500
  Talent
  Gunslinger
  500
  Talent
  BS 40, Two Weapon Wielder (Ballistic)
  Rank 4 Rogue Trader Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness +10
  200
  Skill
  Awareness
  Climb
  200
  Skill
  Commerce +10
  200
  Skill
  Commerce
  Common Lore (Imperium) +10
  200
  Skill
  Common Lore (Imperium)
  Common Lore (Rogue Traders) +10
  200
  Skill
  Common Lore (Rogue Traders)
  Dodge +20
  200
  Skill
  Dodge+10
  Drive (Skimmer/Hover)
  200
  Skill
  Speak Language (Eldar)
  200
  Skill
  Tech-Use
  200
  Skill
  Trade (Voidfarer)
  200
  Skill
  Catfall
  200
  Talent
  Ag 30
  Double Team
  200
  Talent
  Rapid Reaction
  200
  Talent
  Ag 40
  Sound Constitution (x2)
  200
  Talent
  Basic Weapon Training (Universal)
  500
  Talent
  Counter Attack
  500
  Talent
  WS 40
  Crushing Blow
  500
  Talent
  S 40
  Into the Jaws of Hell
  500
  Talent
  Iron Discipline
  Sprint
  500
  Talent
  Swift Attack
  500
  Talent
  WS 35
  Rank 5 Rogue Trader Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness +20
  200
  Skill
  Awareness +10
  Barter +10
  200
  Skill
  Barter
  Blather +10
  200
  Skill
  Blather
  Carouse +10
  200
  Skill
  Carouse
  Ciphers (Underworld)
  200
  Skill
  Commerce +20
  200
  Skill
  Commerce +10
  Common Lore (Imperium) +20
  200
  Skill
  Common Lore (Imperium) +10
  Common Lore (Koronus Expanse) +10
  200
  Skill
  Common Lore (Koronus Expanse)
  Common Lore (Rogue Traders) +20
  200
  Skill
  Common Lore (Rogue Traders) +10
  Deceive +10
  200
  Skill
  Deceive
  Evaluate +10
  200
  Skill
  Evaluate
  Navigation (Stellar)
  200
  Skill
  Disarm
  200
  Talent
  Ag 30
  Light Sleeper
  200
  Talent
  Per 30
  Sound Constitution
  200
  Talent
  Blademaster
  500
  Talent
  WS 30, Melee Weapon Training (any)
  Combat Master
  500
  Talent
  WS 30
  Lightning Attack
  500
  Talent
  Swift Attack
  Master & Commander
  500
  Talent
  Int 35, Fel 35
  Sure Strike
  500
  Talent
  WS 30
  
  43
  II: Career Paths
  II: Career Paths
  Rank 6 Rogue Trader Advances
  Advance
  Cost
  Type
  Prerequisites
  Barter +20
  200
  Skill
  Barter +10
  Blather +20
  200
  Skill
  Blather +10
  Carouse +20
  200
  Skill
  Carouse +10
  Common Lore (Koronus Expanse) +20
  200
  Skill
  Common Lore (Koronus Expanse) +10
  Deceive +20
  200
  Skill
  Deceive +10
  Forbidden Lore (Xenos) +10
  200
  Skill
  Forbidden Lore (Xenos)
  Gamble +10
  200
  Skill
  Gamble
  Evaluate +20
  200
  Skill
  Evaluate +10
  Intimidate +10
  200
  Skill
  Intimidate
  Navigation (Stellar) +10
  200
  Skill
  Navigation (Stellar)
  Scholastic Lore (Imperial Warrants) +10
  200
  Skill
  Scholastic Lore (Imperial Warrants)
  Security +10
  200
  Skill
  Security
  Blind Fighting
  200
  Talent
  Per 30
  Paranoia
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  Hip Shooting
  500
  Talent
  BS 40, Ag 40
  Master Orator
  500
  Talent
  Fel 30
  Precise Blow
  500
  Talent
  WS 40, Sure Strike
  True Grit
  500
  Talent
  T 40
  Wall of Steel
  500
  Talent
  Ag 35
  Rank 7 Rogue Trader Advances
  Advance
  Cost
  Type
  Prerequisites
  Acrobatics +10
  200
  Skill
  Acrobatics
  Climb +10
  200
  Skill
  Climb
  Forbidden Lore (Xenos) +20
  200
  Skill
  Forbidden Lore (Xenos) +10
  Gamble +20
  200
  Skill
  Gamble +10
  Scholastic Lore (Imperial Warrants) +20
  200
  Skill
  Scholastic Lore (Imperial Warrants) +10
  Scholastic Lore (Legend) +10
  200
  Skill
  Scholastic Lore (Legend)
  Scrutiny +10
  200
  Skill
  Scrutiny
  Search +10
  200
  Skill
  Search
  Security +20
  200
  Skill
  Security +10
  Sleight of Hand +10
  200
  Skill
  Sleight of Hand
  Swim
  200
  Skill
  Trade (Voidfarer) +10
  200
  Skill
  Trade (Voidfarer)
  Armour of Contempt
  200
  Talent
  WP 40
  Sound Constitution (x2)
  200
  Talent
  Fearless
  500
  Talent
  Hard Bargain
  500
  Talent
  Dual Strike
  500
  Talent
  Ag 40, Two-Weapon Wielder (Melee)
  Duty Unto Death
  500
  Talent
  WP 45
  Flame Weapon Training (Universal)
  500
  Talent
  Step Aside
  500
  Talent
  Ag 40, Dodge
  Rank 8 Rogue Trader Advances
  Advance
  Cost
  Type
  Prerequisites
  Acrobatics +20
  200
  Skill
  Acrobatics +10
  Climb +20
  200
  Skill
  Climb +10
  Scholastic Lore (Legend) +20
  200
  Skill
  Scholastic Lore (Legend) +10
  Scrutiny +20
  200
  Skill
  Scrutiny +10
  Search +20
  200
  Skill
  Search +10
  Sleight of Hand +20
  200
  Skill
  Sleight of Hand +10
  Swim +10
  200
  Skill
  Swim
  Trade (Voidfarer) +20
  200
  Skill
  Trade (Voidfarer) +10
  Resistance (Psychic Powers)
  200
  Talent
  Sound Constitution (x2)
  200
  Talent 
  Talented (Choose One)
  200
  Talent
  Assassin Strike
  500
  Talent
  Ag 40, Acrobatic
  Deadeye Shot
  500
  Talent
  BS 30
  Dual Shot
  500
  Talent
  Ag 40, Two-Weapon Wielder (Ballistic)
  Exotic Weapon Training (Choose One)
  500
  Talent
  Independent Targeting
  500
  Talent
  BS 40
  Mighty Shot
  500
  Talent
  BS 40
  Lightning Refle es
  500
  Talent
  Thrown Weapon Training (Universal)
  500
  Talent
  Void Tactician
  500
  Talent
  Int 35
  
  44
  44
  44
  II: Career Paths
  II: Career Paths
  Arch-militant
   “Man is a total weapon. The mind sees the target, the heart hates the foe, the will commands the muscles to aim and fire. Mankind united in 
  war has greater purpose than man united in peace.”
  –Tannen Mortaber, Bounty Hunter
  T
  he 41st Millennium is an age of total war, an age of bloodshed and toil into which every human being, from the lowliest 
  hive-serf to the highest scion of nobility, is born. No life is untouched by the incessant wars that plague the Imperium, 
  and countless lives are shed each year to hold at bay the forces of the traitor, the heretic, and the alien. From amongst 
  the uncounted ranks of warriors step those for whom a life of bloodshed and war is not a death sentence, but rather a calling. 
  Such men and women are sometimes called Arch-militants, for they have faced death over and over and have mastered every 
  terror the savage galaxy has to offer.
  Myriad are the roots of the Arch-militant. Many have served amongst the ranks of the Imperial Guard, and somehow 
  survived against all the odds battles and campaigns that have claimed the lives of their entire regiments. Others have risen up 
  from the native stock of hellish death worlds or are the survivors of catastrophes too terrible to contemplate. For every last stand 
  and total defeat, it always appears that one of a handful of warriors will somehow prevail. These are the men and 
  women whose broken but still breathing bodies are recovered from the rubble, who have dug themselves out 
  from beneath a mound of corpses to fight again, those few who the war zone no matter how terrible fails to 
  break but, instead, re-forges into killers without peer. Invariably, they are reassigned to other units, where 
  their invaluable skills, or simply their luck, it is hoped will serve their new compatriots. In time, such 
  individuals may attain the notice of higher commands and become detached “special units” to 
  undertake do or die missions against the deadliest of foes, while others may “go rogue” and 
  disappear. Some even come to serve on the personal staff of such worthies as Lord Militants 
  or Inquisitors, and occasionally, alongside influential Rogue Traders as their own personal 
  agents of destruction.
  The Arch-militant is an expert in every form of combat. It is no idle boast that there 
  is no weapon they cannot kill with or strip and reassemble in the field. Each has 
  an unerring ability to master even the most exotic of wargear with little or 
  no practice, and fears death little and pain less. But it is not just expertise at 
  arms that sees the Arch-militant succeed where others fail; they are marked 
  with an the inborn gift to sense danger, to anticipate an enemy’s actions, and 
  to overcome any foe they might face as if it was meant to be so. An Arch-
  militant worth the name can extricate himself and his companions from 
  even the most seemingly hopeless of situations by a combination of cold 
  professionalism, masterful skill at arms, and sheer bloody-mindedness and 
  luck. Out beyond the fringes of Imperial space, men and women gifted 
  with such abilities are priceless, and very few Rogue Traders would set 
  foot upon an alien world without a heavily armed Arch-militant or two 
  by their side if possible.
  
  45
  45
  II: Career Paths
  II: Career Paths
  Arch-militant Characteristic Advances
  Characteristic
  Simple
  Intermediate
  Trained
  Expert
  Weapon Skill
  250
  500
  750
  1,000
  Ballistic Skill
  100
  250
  500
  750
  Strength
  100
  250
  500
  750
  Toughness
  250
  500
  750
  1,000
  Agility
  100
  250
  500
  750
  Intelligence
  500
  750
  1,000
  2,500
  Perception
  500
  750
  1,000
  2,500
  Willpower
  500
  750
  1,000
  2,500
  Fellowship
  250
  500
  750
  1,000
  Rank 1 Arch-militant Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness
  100
  Skill
  Common Lore (Imperial Guard)
  100
  Skill
  Common Lore (War)
  100
  Skill
  Dodge
  100
  Skill
  Intimidate
  100
  Skill
  Forbidden Lore (Pirates)
  100
  Skill
  Literacy
  100
  Skill
  Scholastic Lore (Tactica Imperialis)
  100
  Skill
  Secret Tongue (Military)
  100
  Skill
  Secret Tongue (Rogue Trader)
  100
  Skill
  Ambidextrous
  200
  Talent
  Ag 30
  Quick Draw
  200
  Talent
  Medicae
  200
  Skill
  Melee Weapon Training (Primitive)
  200
  Talent
  Basic Weapon Training (Universal)
  500
  Talent
  Bloodtracker
  500
  Talent
  Guardian 
  500
  Talent
  Ag 40
  Pistol Weapon Training (Universal)
  500
  Talent
  Melee Weapon Training (Universal)
  500
  Talent
  Thrown Weapon Training (Universal)
  500
  Talent
  Rank 2 Arch-militant Advances
  Advance
  Cost
  Type
  Prerequisites
  200
  Skill
  200
  Skill
  Awareness
  200
  Skill
  Common Lore (War)
  200
  Skill
  Dodge
  200
  Skill
  Intimidate
  200
  Skill
  Scholastic Lore (Tactica Imperialis)
  200
  Skill
  100
  Talent
  100
  Talent
  200
  Talent
  Ag 30
  200
  Talent
  Ag 30
  200
  Talent
  200
  Talent
  200
  Talent
  200
  Talent
  BS 35, Ag 35
  200
  Talent
  T 40
  500
  Talent
  Int 40
  500
  Talent
  S 40
  Acrobatics
  Awareness +10
  Common Lore (War) +10
  Dodge +10
  Intimidate +10
  Scholastic Lore (Tactica Imperialis) +10 
  Tracking
  Basic Weapon Training (Primitive) 
  Pistol Weapon Training (Primitive)  
  Catfall
  Leap Up
  Rapid Reload
  Sound Constitution (x3)
  Takedown
  Two-Weapon Wielder (Ballistic)
  True Grit
  Combat Formation
  Crushing Blow
  Flame Weapon Training (Universal)
  500
  Talent
  StartinG SkillS, talentS & Gear
  Starting Skills: Common Lore (War) (Int), Dodge (Ag), Intimidate (S), Scholastic Lore (Tactica Imperialis) (Int), Secret 
  Tongue (Military) (Int), Speak Language (Low Gothic) (Int).
  Starting Talents: Basic Weapon Training (Universal), Pistol Weapon Training (Universal), Melee Weapon Training 
  (Universal), Thrown Weapon Training (Universal), Sound Constitution.
  Starting Gear: Good-Craftsmanship hellgun or Good-Craftsmanship Long-Las or two bolt pistols, plus one good-
  Craftsmanship primitive melee weapon of choice with the mono upgrade. Micro-bead, void suit, enforcer light carapace 
  armour, bolt shell keepsake, medikit, manacles. Data-slate full of wanted bounties or arms coffer or 3 doses of stimm.
  
  46
  II: Career Paths
  II: Career Paths
  Rank 3 Arch-militant Advances
  Advance
  Cost
  Type
  Prerequisites
  Acrobatics +10
  200
  Skill
  Acrobatics
  Awareness +20
  200
  Skill
  Awareness +10
  Command
  200
  Skill
  Common Lore (Imperial Navy)
  200
  Skill
  Common Lore (War) +20
  300
  Skill
  Common Lore (War) +10
  Dodge +20
  300
  Skill
  Dodge +10
  Drive (Ground Vehicles)
  200
  Skill
  Interrogation
  200
  Skill
  Intimidate +20
  200
  Skill
  Intimidate +10
  Scholastic Lore (Tactica Imperialis) +20
  300
  Skill
  Scholastic Lore (Tactica Imperialis) +10
  Tracking +10
  200
  Skill
  Tracking
  Die Hard
  200
  Talent
  WP 40
  Double Team
  200
  Talent
  Hatred (Pirates)
  200
  Talent
  Rapid Reaction
  200
  Talent
  Ag 40
  Sound Constitution (x3)
  200
  Talent
  Crack Shot
  500
  Talent
  BS 40
  Frenzy
  500
  Talent
  Furious Assault
  500
  Talent
  WS 35
  Sure Strike
  500
  Talent
  WS 30
  Rank 4 Arch-militant Advances
  Advance
  Cost
  Type
  Prerequisites
  Acrobatics +20
  200
  Skill
  Acrobatics +10
  Carouse
  200
  Skill
  Ciphers (Mercenary Cant)
  200
  Skill
  Command +10
  200
  Skill
  Command
  Common Lore (Imperial Guard) +10
  200
  Skill
  Common Lore (Imperial Guard)
  Concealment
  200
  Skill
  Demolition
  200
  Skill
  Drive (Ground Vehicles) +10
  300
  Skill
  Drive (Ground Vehicles)
  Interrogation +10
  200
  Skill
  Intrerrogation
  Security
  200
  Skill
  Blind Fighting
  200
  Talent
  Per 30
  Deadeye Shot
  200
  Talent
  BS 30
  Exotic Weapon Training (Choose One)
  200
  Talent
  Heavy Weapon Training (Choose One) (x2)
  200
  Talent
  Hip Shooting
  200
  Talent
  BS 40, Ag 40
  Light Sleeper
  200
  Talent
  Per 30
  Sound Constitution (x2)
  200
  Talent
  Battle Rage
  500
  Talent
  Frenzy
  Bulging Biceps
  500
  Talent
  S 45
  Dual Shot
  500
  Talent
  Ag 40, Two-Weapon Wielder (Ballistic)
  Rank 5 Arch-militant Advances
  Advance
  Cost
  Type
  Prerequisites
  Carouse +10
  200
  Skill
  Carouse
  Climb
  200
  Skill
  Command +20
  200
  Skill
  Command +10
  Concealment +10
  200
  Skill
  Concealment
  Demolition +10
  200
  Skill
  Demolition
  Drive (Ground Vehicles) +20
  200
  Skill
  Drive (Ground Vehicles) +10
  Interrogation +20
  200
  Skill
  Interrogation +10
  Shadowing
  200
  Skill
  Nerves of Steel
  200
  Talent
  Paranoia
  200
  Talent
  Resistance (Fear)
  200
  Talent
  Berserk Charge
  500
  Talent
  Combat Master
  500
  Talent
  WS 30
  Gunslinger
  500
  Talent
  BS 40, Two-Weapon Wielder (Ballistic)
  Hardy
  200
  Talent
  T 40
  Independent Targeting
  500
  Talent
  BS 40
  Jaded
  500
  Talent
  WP 30
  Marksman
  500
  Talent
  BS 35
  Mighty Shot
  500
  Talent
  BS 40
  Unarmed Warrior
  500
  Talent
  WS 35, Ag 35
  
  47
  II: Career Paths
  II: Career Paths
  Rank 6 Arch-militant Advances
  Advance
  Cost
  Type
  Prerequisites
  200
  Skill
  Concealment +10
  200
  Skill
  200
  Skill
  Climb
  200
  Skill
  Demolition +10
  200
  Skill
  Forbidden Lore (Pirates)
  200
  Skill
  200
  Skill
  Shadowing
  200
  Skill
  200
  Skill
  200
  Skill
  200
  Talent
  Fel 30
  200
  Talent
  200
  Talent
  200
  Talent
  500
  Talent
  Flame Weapons Training (Universal)
  500
  Talent
  WP 45
  500
  Talent
  500
  Talent
  500
  Talent
  T 40
  BS 40, Deadeye Shot
  WS35, Ag 35
  Concealment +20 
  Contortionist
  Climb +10
  Demolition +20
  Forbidden Lore (Pirates) +10 
  Search
  Shadowing +10
  Silent Move
  Survival
  Wrangling
  Air of Authority
  Concealed Cavity
  Sound Constitution (x2) 
  Talented (Choose One) 
  Cleanse and Purify
  Duty Unto Death 
  Heightened Senses (Sight) 
  Iron Jaw
  Sharpshooter
  Sprint
  Two-Weapon Wielder(Melee)
  500
  Talent
  Rank 7 Arch-militant Advances
  Advance
  Cost
  Type
  Prerequisites
  Contortionist +10
  200
  Skill
  Contortionist
  Forbidden Lore (Pirates) +20
  200
  Skill
  Forbidden Lore (Pirates) +10
  Search +10
  200
  Skill
  Search
  Shadowing +20
  200
  Skill
  Shadowing +10
  Silent Move +10
  200
  Skill
  Silent Move
  Survival +10
  200
  Skill
  Survival
  Tech-Use
  200
  Skill
  Trade (Armourer)
  200
  Skill
  Armour of Contempt
  200
  Talent
  WP 40
  Hard Target
  200
  Talent
  Ag 40
  Peer (Imperial Guard)
  200
  Talent
  Fel 30
  Sound Constitution (x2)
  200
  Talent
  Assassin Strike
  500
  Talent
  Ag 40, Acrobatic
  Combat Sense
  500
  Talent
  Per 40
  Last Man Standing
  500
  Talent
  Nerves of Steel
  Iron Discipline
  500
  Talent
  WP 30, Command
  Lightning Refle es
  500
  Talent
  Logis Implant
  500
  Talent
  Precise Blow
  500
  Talent
  WS 40, Sure Strike
  Step Aside
  500
  Talent
  Ag 40, Dodge
  Rank 8 Arch-militant Advances
  Advance
  Cost
  Type
  Prerequisites
  Contortionist +20
  200
  Skill
  Contortionist +10
  Search +20
  200
  Skill
  Search +10
  Silent Move +20
  200
  Skill
  Silent Move +10
  Survival +20
  200
  Skill
  Survival +10
  Wrangling +10
  200
  Skill
  Wrangling
  Crippling Strike
  200
  Talent
  WS 50
  Exotic Weapon Training (Choose One)
  200
  Talent
  Orthoproxy
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  Blademaster
  500
  Talent
  WS 30, Melee Weapon Training (any)
  Counter Attack
  500
  Talent
  WS 40
  Dark Soul
  500
  Talent
  Dual Strike
  500
  Talent
  Ag 40, Two-Weapon Wielder (Melee)
  Fearless
  500
  Talent
  Good Reputation (Imperial Guard)
  500
  Talent
  Fel 50, Peer (Imperial Guard)
  Into the Jaws of Hell
  500
  Talent
  Iron Discipline
  Swift Attack
  500
  Talent
  WS 35
  Unarmed Master
  500
  Talent
  WS 45, Ag 40, Unarmed Warrior
  Void Tactician
  500
  Talent
  Int 35
  Wall of Steel
  500
  Talent
  Ag 35
  500
  Talent
  
  48
  48
  48
  II: Career Paths
  II: Career Paths
  Astropath Transcendent
  “I am soul-bound to the Emperor, and through His grace, I speak across the voids.”
  –Arradin Vykis, Astropath
  T
  he Astropath Transcendent is a rare individual, indeed. He is a psyker whose powers and very essence has been touched 
  by the light of the God-Emperor himself and who is able to form a lifeline of communication across the limitless gulfs of 
  space, his soul armoured against the gnawing taint of the warp beyond. Each year, uncounted millions of psykers are born 
  across the vast breadth of the Imperium. Most are detected and interred until collected by one of the fearsome Black Ships of 
  the Adeptus Astra Telepathica. These vessels travel the galaxy in great circuits, their stygian holds inexorably filling with nascent 
  psykers with each stop they make. The fate of the vast majority of the psykers is to fuel the insatiable fi es of the Astronomican 
  so that the Imperium might be held together for another day. Of those allowed to live, a tiny fraction are judged strong enough 
  to undergo tutorage and go on to serve the Imperium in a staggering array of capacities, from Inquisitor to Battle Psyker. 
  Those chosen to become Astropaths undergo the ritual of Soul Binding, in which the body and soul are scoured clean of the 
  taint of the warp by the searing purity of the Emperor’s beneficenc . After months of fasting, prayer, and ritual preparation, the 
  psykers are brought into the very depths of the Emperor’s Palace in processions of a hundred at a time, there to undergo a ritual 
  that will kill them, drive them insane, or bind them for all eternity to the Emperor. So intense is the ritual that the supplicants’ 
  sensory organs are almost totally overloaded—leaving them blinded by the experience—with many suffering further nerve 
  damage, incurring loss of smell, touch, or hearing.
  Relying as heavily as the Imperium does on the warp for galactic communication, it has a great demand for Astropaths, and 
  each newly created Astropath who survives the Soul Binding is inducted into the ranks of the Adeptus Astra Telepathica. There 
  he learns to send his thoughts singing across the galaxy via the medium of the warp, adding his psychic voice to entire choirs 
  of his fellows, and communicating with others of his kind on planets light years distant.
  It is a rare Astropath indeed who rises beyond his given duties and responsibilities in the ranks of the psychic choirs. Of those 
  few who do so, most are placed in charge of Astropathic 
  facilities and relay stations dotted across Imperial 
  space. Those with the sharpest wits become itinerant 
  emissaries or officials of the Adeptus Astra Telepathica 
  itself or serve on the staff of Inquisitors or Lord Militants. 
  Some of the most self-aware and strong-willed of their 
  kind serve their vigils alongside Rogue Traders, casting 
  their thoughts out far beyond the realms of Man into the 
  great voids beyond the Emperor’s Domains.
  It takes a special type of Astropath to serve on the fringes of 
  what is known, and such Astropaths must be both hard-hearted 
  and savvy individualists if they are to persevere. Though the 
  experiences vary wildly from one Astropath to the next, many are 
  driven slowly mad by what they describe as cold, alien thoughts 
  echoing in the black gulfs at the edges of the galaxy, while others 
  find themselves growing increasingly alone the further out they 
  travel, as the psychic voices of their fellows recede into the celestial 
  distance. Those few that can endure these rigours are granted the 
  title of Astropath Transcendent, and are both respected and a little 
  feared by their contemporaries
  The duties of the Astropath Transcendent are a microcosm of those 
  performed by the more established and ordinary psychic choirs of the 
  Adeptus Astra Telepathica. Most Rogue Trader fleets are accompanied by 
  little more than a handful of Astropaths, with perhaps only one being stationed 
  on each vessel, and so their position is one of grave responsibility. They provide 
  the only means of viable communication between widely scattered vessels, 
  not to mention across interstellar distances, and as a consequence are highly 
  valued members of the Rogue Trader’s inner circle. Many Rogue Traders 
  would not even consider setting foot on the soil of a new world without 
  an Astropath Transcendent at their side, ready to summon aid at a 
  moment’s notice should disaster strike.
  
  49
  49
  II: Career Paths
  II: Career Paths
  Astropath Transcendent Characteristic Advances
  Characteristic
  Simple
  Intermediate
  Trained
  Expert
  Weapon Skill
  500
  750
  1,000
  2,500
  Ballistic Skill
  500
  750
  1,000
  2,500
  Strength
  250
  500
  750
  1,000
  Toughness
  250
  500
  750
  1,000
  Agility
  250
  500
  750
  1,000
  Intelligence
  100
  250
  500
  750
  Perception
  250
  500
  750
  1,000
  Willpower
  100
  250
  500
  750
  Fellowship
  500
  750
  1,000
  2,500
  Rank 1 Astropath Transcendent Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness
  100
  Skill
  Ciphers (Astropath Sign)
  100
  Skill
  Common Lore (Administratum)
  100
  Skill
  Common Lore (Adeptus Astra Telepathica)
  100
  Skill
  Forbidden Lore (Psykers)
  100
  Skill
  Forbidden Lore (Warp)
  100
  Skill
  Invocation
  100
  Skill
  Literacy
  100
  Skill
  Psyniscience
  100
  Skill
  Scholastic Lore (Cryptology)
  100
  Skill
  Scholastic Lore (Occult)
  100
  Skill
  Secret Tongue (Rogue Trader)
  100
  Skill
  Psychic Technique (x2)
  200
  Talent
  Dodge
  200
  Skill
  Heightened Senses (Sound)
  200
  Talent
  Psy Rating 2
  200
  Talent
  Melee Weapon Training (Primitive)
  200
  Talent
  Pistol Weapon Training (Universal)
  500
  Talent
  Rite of Sanctioning
  500
  Talent
  Psy Rating, Special
  Warp Affinit
  500
  Talent
  Psy Rating, Special
  Rank 2 Astropath Transcendent Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness +10
  200
  Skill
  Awareness
  200
  Skill
  Ciphers (Astropath Sign)
  200
  Skill
  Common Lore (Administratum)
  200
  Skill
  Common Lore (Adeptus Astra Telepathica)
  200
  Skill
  Forbidden Lore (Psykers)
  200
  Skill
  Invocation
  200
  Skill
  Psyniscience
  200
  Skill
  Scholastic Lore (Cryptology)
  200
  Skill
  Scholastic Lore (Occult)
  200
  Skill
  200
  Talent
  Per 30
  200
  Talent
  Per 40
  200
  Talent
  200
  Talent
  200
  Talent
  Int 30
  200
  Talent
  200
  Talent
  300
  Talent
  Psy Rating 2
  Ciphers (Astropath Sign) +10
  Common Lore (Administratum) +10 
  Common Lore (Adeptus Astra Telepathica) 
  +10
  Forbidden Lore (Psykers) +10 
  Invocation +10
  Psyniscience +10
  Scholastic Lore (Cryptology) +10 
  Scholastic Lore (Occult) +10
  Scrutiny
  Blind Fighting
  Combat Sense
  Psychic Technique (x2)
  Dark Soul
  Foresight
  Sound Constitution (x2)
  Totall Recall
  Psy Rating 3
  Resistance (Psychic Powers)
  300
  Talent
  StartinG SkillS, talentS & Gear
  Starting Skills: Awareness (Per), Common Lore (Adeptus Astra Telepathica) (Int), Forbidden Lore (Psykers) (Int), Invocation 
  (WP), Psyniscience (Per), Scholastic Lore (Cryptology) (Int), Speak Language (High Gothic, Low Gothic) (Int).
  Starting Talents: Pistol Weapon Training (Universal), Heightened Senses (Sound), Psy Rating 2.
  Starting Gear: Best-Craftsmanship laspistol or best-Craftsmanship stub automatic. Best-Craftsmanship mono-sword or 
  common-Craftsmanship shock staff. Guard flak armour. Charm, void suit, micro-bead, psy-focus.
  
  50
  II: Career Paths
  II: Career Paths
  Rank 3 Astropath Transcendent Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness +20
  200
  Skill
  Awareness +10
  Ciphers (Astropath Sign) +10
  200
  Skill
  Ciphers (Astropath Sign)
  Common Lore (Administratum) +20
  200
  Skill
  Common Lore (Administratum) +10
  Common Lore (Adeptus Astra 
  Telepathica) +20
  200
  Skill
  Common Lore (Adeptus Astra Telepathica) +10
  Common Lore (Imperial Guard)
  200
  Skill
  Common Lore (Imperial Navy)
  200
  Skill
  Deceive
  200
  Skill
  Forbidden Lore (Psykers) +20
  200
  Skill
  Forbidden Lore (Psykers) +10
  Forbidden Lore (Warp) +10
  200
  Skill
  Forbidden Lore (Warp)
  Invocation +20
  200
  Skill
  Invocation +10
  Psyniscience +20
  200
  Skill
  Psyniscience +10
  Scholastic Lore (Cryptology) +20
  200
  Skill
  Scholastic Lore (Cryptology) +10
  Scholastic Lore (Occult) +20
  200
  Skill
  Scholastic Lore (Occult) +10
  Scrutiny +10
  200
  Skill
  Scrutiny
  Chem Geld
  200
  Talent
  Peer (Astropaths)
  200
  Talent
  Fel 30
  Psy Rating 4
  200
  Talent
  Psy Rating 3
  Psychic Technique (x2)
  200
  Talent
  Melee Weapon Training (Universal)
  500
  Talent
  Psychic Discipline
  500
  Talent
  Rank 4 Astropath Transcendent Advances
  Advance
  Cost
  Type
  Prerequisites
  Blather
  200
  Skill
  Ciphers (Astropath Sign) +20
  200
  Skill
  Ciphers (Astropath Sign) +10
  Common Lore (Imperial Guard) +10
  200
  Skill
  Common Lore (Imperial Guard)
  Common Lore (Imperial Navy) +10
  200
  Skill
  Common Lore (Imperial Navy)
  Common Lore (Imperium)
  200
  Skill
  Deceive +10
  200
  Skill
  Deceive
  Scholastic Lore (Heraldry)
  200
  Skill
  Scrutiny +20
  200
  Skill
  Scrutiny +10
  Secret Tongue (Administratum)
  200
  Skill
  Armour of Contempt
  200
  Talent
  WP 40
  Orthoproxy
  200
  Talent
  Paranoia
  200
  Talent
  Hatred (Daemons)
  200
  Talent
  Heightened Senses (Touch)
  200
  Talent
  Light Sleeper
  200
  Talent
  Per 30
  Meditation
  200
  Talent
  Psy Rating 5
  200
  Talent
  Psy Rating 4
  Psychic Technique (x2)
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  Strong Minded
  500
  Talent
  WP 30, Resistance (Psychic Techniques)
  Rank 5 Astropath Transcendent Advances
  Advance
  Cost
  Type
  Prerequisites
  Charm
  200
  Skill
  Common Lore (Imperial Guard) +20
  200
  Skill
  Common Lore (Imperial Guard) +10
  Common Lore (Imperial Navy) +20
  200
  Skill
  Common Lore (Imperial Navy) +10
  Common Lore (Imperium) +10
  200
  Skill
  Common Lore (Imperium)
  Deceive +20
  200
  Skill
  Deceive +10
  Forbidden Lore (Warp) +20
  200
  Skill
  Forbidden Lore (Warp) +10
  Logic
  200
  Skill
  Scholastic Lore (Heraldry) +10
  200
  Skill
  Scholastic Lore (Heraldry)
  Good Reputation (Astropaths)
  200
  Talent
  Fel 50, Peer (Astropaths)
  Heightened Senses (Taste)
  200
  Talent
  Peer (Imperial Guard)
  200
  Talent
  Fel 30
  Psy Rating 6
  200
  Talent
  Psy Rating 5
  Rapid Reload
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  Talented (Choose One)
  200
  Talent
  Unshakeable Faith
  200
  Talent
  Psychic Technique (x2)
  300
  Talent
  Infused Knowledge
  500
  Talent
  Int 40
  Warp Sense
  500
  Talent
  Navigator or Psy Rating, Psyniscience Skill, Per 30
  Favoured by the Warp
  500
  Talent
  WP 35
  
  51
  II: Career Paths
  II: Career Paths
  Rank 6 Astropath Transcendent Advances
  Advance
  Cost
  Type
  Prerequisites
  Charm +10
  200
  Skill
  Charm
  Command
  200
  Skill
  Common Lore (Imperium) +20
  200
  Skill
  Common Lore (Imperium) +10
  Evaluate
  200
  Skill
  Intimidate
  200
  Skill
  Logic +10
  200
  Skill
  Logic
  Scholastic Lore (Heraldry) +20
  200
  Skill
  Scholastic Lore (Heraldry) +10
  Ambidextrous
  200
  Talent
  Ag 30
  Heightened Senses (Smell)
  200
  Talent
  Jaded
  200
  Talent
  WP 30
  Peer (Imperial Navy)
  200
  Talent
  Fel 30
  Sound Constitution (x2)
  200
  Talent
  Sure Strike
  200
  Talent
  WS 30
  Psychic Technique (x2)
  400
  Talent
  Basic Weapon Training (Universal)
  500
  Talent
  Bastion of Iron Will
  500
  Talent
  Psy Rating, Strong Minded, WP 40
  Exotic Weapon Training (Choose One)
  500
  Talent
  Improved Warp Sense
  500
  Talent
  Warp Sense
  Psychic Discipline
  500
  Talent
  Thrown Weapon Training (Universal)
  500
  Talent
  Rank 7 Astropath Transcendent Advances
  Advance
  Cost
  Type
  Prerequisites
  Blather +10
  200
  Skill
  Blather
  Charm +20
  200
  Skill
  Charm +10
  Chem-Use
  200
  Skill
  Command +10
  200
  Skill
  Command
  Evaluate +10
  200
  Skill
  Evaluate
  Intimidate +10
  200
  Skill
  Intimidate
  Logic +20
  200
  Skill
  Logic +10
  Scholastic Lore (Legend)
  200
  Skill
  Air of Authority
  200
  Talent
  Fel 30
  Quick Draw
  200
  Talent
  Rapid Reaction
  200
  Talent
  Ag 40
  Sound Constitution (x2)
  200
  Talent
  Talented (Choose One)
  200
  Talent
  Psychic Technique (x2)
  500
  Talent
  Infused Knowledge
  500
  Talent
  Int 40
  Mighty Shot
  500
  Talent
  BS 40
  Polyglot
  500
  Talent
  Int 30, Fel 30
  Psy Rating 7
  500
  Talent
  Psy Rating 6
  Deadeye Shot
  500
  Talent
  BS 30
  Warp Conduit
  500
  Talent
  Psy Rating, Strong Minded, WP 50
  Rank 8 Astropath Transcendent Advances
  Advance
  Cost
  Type
  Prerequisites
  Blather +20
  200
  Skill
  Blather +10
  Chem-Use +10
  200
  Skill
  Chem-Use
  Command +20
  200
  Skill
  Command +10
  Intimidate +20
  200
  Skill
  Intimidate +10
  Scholastic Lore (Legend) +10
  200
  Skill
  Scholastic Lore (Legend)
  Good Reputation (Imperial Guard)
  200
  Talent
  Fel 50, Peer (Imperial Guard)
  Good Reputation (Imperial Navy)
  200
  Talent
  Fel 50, Peer (Imperial Navy)
  Crack Shot
  500
  Talent
  BS 40
  Duty Unto Death
  500
  Talent
  WP 45
  Fearless
  500
  Talent
  Hard Target
  500
  Talent
  Ag 40
  Iron Discipline
  500
  Talent
  WP 30, Command
  Lightning Refle es
  500
  Talent
  Litany of Hate
  500
  Talent
  Hatred
  Precise Blow
  500
  Talent
  WS 40, Sure Strike
  Psy Rating 8
  500
  Talent
  Psy Rating 7
  Psychic Technique (x2)
  500
  Talent
  Sprint
  500
  Talent
  Swift Attack
  500
  Talent
  WS 35
  Two-Weapon Wielder (Ballistic)
  500
  Talent
  BS 35, Ag 35
  
  52
  52
  52
  II: Career Paths
  II: Career Paths
  Explorator
  “The Quest for Knowledge drives the Mechanicus to the stars; forgotten Archeotech and un-catalogued celestial phenomena await, the voice of 
  the Omnissiah awaiting to be witnessed.”
  –Explorator Enginseer Acula
  P
  art adventurer, part warrior, part emissary of the Machine Cult of Mars, Explorators are Tech-priests, bionically augmented 
  adepts of the Adeptus Mechanicus. Their function is to travel into the depths of the unknown and unearth the ashes of 
  the past in order to acquire knowledge and secrets for the glory of the Omnissiah. Something of a breed apart in the Cult 
  Mechanicus, they are seen as a necessary evil by some of their fellows and vital agents of the Machine God by others. Explorators 
  undertake their Quest for Knowledge across the stars, seeking out undiscovered data and unrecorded phenomena, forgotten 
  archeotech hoards, and unknown life forms. All Mechanicus research stations, exploration ships, and outposts any distance from 
  a Forge World are likely to be manned by Explorators. It is also the sacred function of these intrepid (or foolhardy) individuals to 
  delve in the unexplored reaches of the galaxy, either as part of great Mechanicus-backed fleets or by attaching themselves to the 
  Rogue Trader houses to carry them into the beyond in search of both the future and, most importantly, the past.
  The lost achievements of Mankind’s Dark Age of Technology soared far beyond anything that can be made today. Only by 
  re-learning ancient lore found scattered across the stars and painstakingly piecing it together can Man ever achieve such dizzying 
  heights again. Attempts at improvisation or adaptation are viewed by most followers of the Omnissiah as the height of hubris. 
  Imagining that one can set oneself above the knowledge of the Ancients without risking their deadly sins and the dark fate that 
  led to the horrors of the Age of Strife is pure folly.
  Explorators themselves tend towards a greater independence of mind and inquisitive thought than adherents of the Machine 
  Cult in more sheltered roles, and they often have their own secret agendas and arts far beyond those of their more 
  pedestrian peers. Many tech-adepts, particularly of the more 
  junior and provincial variety, regard the Explorators as 
  dubious outsiders, prone to stray beyond the bounds 
  of the arcane dogma and rigidly adhered-to precepts 
  laid down by the inviolable teachings of the Machine 
  Cult. Whether or not this is true, it is undoubtedly the 
  case that amongst the adherents of the Cult Mechanicus it 
  is they who are the most likely to be exposed to the proscribed 
  technologies of the alien and the sins of the dark past. In 
  truth, Explorators are on the frontline of perils few can 
  understand. There more than a few Explorators 
  who, in their desire to uncover the secrets of 
  the universe, have fallen prey to some xenos 
  dogma and turned from the rigid doctrine of the 
  eight Universal Laws, have become corrupted by warp-
  twisted engramatic code and lost their souls to the abyss 
  of Chaos, or have simply been driven mad from knowing 
  too much.
  Yet, the risks are worth the rewards, and Explorators 
  have found many of the greatest prizes in the Quest for 
  Knowledge, and their role in many other affairs has been 
  key to their success and the Imperium’s survival. However, 
  countless Explorators have met with grisly deaths in the 
  hostile galaxy they explore, and on mercifully rare occasions, 
  their ill-conceived prying has unleashed cataclysmic horrors on 
  Mankind.
  When an Explorator accompanies a Rogue Trader, the 
  arrangement may have come about by some ancient debt the 
  Rogue Trader’s line owed the Cult Mechanicus, hard bargaining, 
  or even pure chance. Whatever the case, the Explorator 
  will be a valued member of the Rogue Trader’s party, 
  bringing with him a wealth of esoteric knowledge 
  and arcane technical know-how quite beyond 
  any other member of the crew, and often, 
  not a little firepower of his own.
  
  53
  53
  II: Career Paths
  II: Career Paths
  Explorator Characteristic Advances
  Characteristic
  Simple
  Intermediate
  Trained
  Expert
  Weapon Skill
  250
  500
  750
  1,000
  Ballistic Skill
  250
  500
  750
  1,000
  Strength
  100
  250
  500
  750
  Toughness
  100
  250
  500
  750
  Agility
  500
  750
  1,000
  2,500
  Intelligence
  100
  250
  500
  750
  Perception
  500
  750
  1,000
  2,500
  Willpower
  250
  500
  750
  1,000
  Fellowship
  500
  750
  1,000
  2,500
  Cost
  Type
  Prerequisites
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  200
  Talent
  200
  Talent
  200
  Talent
  500
  Talent
  Mechanicus Implants
  500
  Talent
  Rank 1 Explorator Advances 
  Advance
  Awareness
  Common Lore (Machine Cult)
  Common Lore (Tech)
  Drive (Ground Vehicle)
  Forbidden Lore (Archeotech)
  Forbidden Lore (Adeptus Mechanicus) 
  Literacy
  Logic
  Scholastic Lore (Astromancy)
  Secret Tongue (Rogue Trader)
  Secret Tongue (Tech)
  Security
  Tech-Use
  Trade (Armourer)
  Trade (Technomat)
  Autosanguine
  Logis Implant
  Sound Constitution (x2)
  Mechadendrite Use (Utility)
  Basic Weapon Training (Universal)
  Melee Weapon Training (Universal)
  500
  Talent
  Rank 2 Explorator Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness +10
  200
  Skill
  Awareness
  Common Lore (Machine Cult) +10
  200
  Skill
  Common Lore (Machine Cult)
  Common Lore (Tech) +10
  200
  Skill
  Common Lore (Tech)
  Forbidden Lore (Archeotech) +10
  200
  Skill
  Forbidden Lore (Archeotech)
  Forbidden Lore (Adeptus Mechanicus) +10
  200
  Skill
  Forbidden Lore (Adeptus Mechanicus)
  Dodge
  200
  Skill
  Logic +10
  200
  Skill
  Logic
  Medicae
  200
  Skill
  Scholastic Lore (Astromancy) +10
  200
  Skill
  Scholastic Lore (Astromancy)
  Tech-Use +10
  200
  Skill
  Tech-Use
  Binary Chatter
  200
  Talent
  Electro Graft Use
  200
  Talent
  Ferric Lure
  200
  Talent
  Mechanicus Implants
  Luminen Charge
  200
  Talent
  Mechanicus Implants
  Prosanguine
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  Technical Knock
  200
  Talent
  Int 30
  Total Recall
  200
  Talent
  Int 30
  Maglev Grace
  500
  Talent
  Mechanicus Implants
  Pistol Weapon Training (Universal)
  500
  Talent
  StartinG SkillS, talentS & Gear
  Starting Skills: Common Lore (Machine Cult, Tech) (Int), Forbidden Lore (Archeotech, Adeptus Mechanicus) (Int), Literacy (Int), 
  Logic (Int), Speak Language (Explorator Binary, Low Gothic, Techna-lingua) (Int), Tech-Use (Int), Trade (Technomat) (Int).
  Starting Trait: Mechanicus Implants (see page 366).
  Starting Talents: Basic Weapon Training (Universal), Melee Weapon Training (Universal), Logis Implant.
  Starting Gear: Boltgun or best-Craftsmanship lasgun or good-Craftsmanship hellgun, best-Craftsmanship shock staff or good-
  Craftsmanship power axe, Enforcer light carapace, multikey, void suit, injector, sacred unguents, micro-bead, combi-tool, dataslate. 
  The Explorator also begins play owning and controlling one servo-skull familiar (see page 375).
  200
  Skill
  
  54
  II: Career Paths
  II: Career Paths
  Rank 3 Explorator Advances
  Advance
  Cost
  Type
  Prerequisites
  Chem-Use
  200
  Skill
  Common Lore (Koronus Expanse)
  200
  Skill
  Common Lore (Machine Cult) +20
  200
  Skill
  Common Lore (Machine Cult) +10
  Common Lore (Tech) +20
  200
  Skill
  Common Lore (Tech) +10
  Common Lore (War)
  200
  Skill
  Dodge +10
  200
  Skill
  Dodge
  Forbidden Lore (Adeptus Mechanicus) +20
  200
  Skill
  Forbidden Lore (Adeptus Mechancicus) +10
  Forbidden Lore (Archeotech) +20
  200
  Skill
  Forbidden Lore (Archeotech) +10
  Medicae +10
  200
  Skill
  Medicae
  Navigation (Surface)
  200
  Skill
  Tech-Use +20
  200
  Skill
  Tech-Use +10
  Trade (Explorator)
  200
  Skill
  Feedback Screech
  200
  Talent
  Mechanicus Implants
  Luminen Shock
  200
  Talent
  Mechanicus Implants
  Nerves of Steel
  200
  Talent
  Peer (Adeptus Mechanicus)
  200
  Talent
  Fel 30
  Sound Constitution
  200
  Talent
  Gun Blessing
  500
  Talent
  Mechanicus Implants
  The Flesh is Weak 1
  500
  Talent
  Mechanicus Implants
  Maglev Transcendence
  500
  Talent
  Maglev Grace, Mechanicus Implants
  Rank 4 Explorator Advances
  Advance
  Cost
  Type
  Prerequisites
  Chem-Use +10
  200
  Skill
  Chem-Use
  Common Lore (Imperial Guard)
  200
  Skill
  Common Lore (Koronus Expanse) +10
  200
  Skill
  Common Lore (Koronus Expanse)
  Common Lore (War) +10
  200
  Skill
  Common Lore (War)
  Drive (Ground Vehicle) +10
  200
  Skill
  Drive (Ground Vehicle)
  Drive (Skimmer/Hover)
  200
  Skill
  Medicae +20
  200
  Skill
  Medicae +10
  Scholastic Lore (Astromancy) +10
  200
  Skill
  Scholastic Lore (Astromancy)
  Scholastic Lore (Chymistry)
  200
  Skill
  Trade (Voidfarer)
  200
  Skill
  Concealed Cavity
  200
  Talent
  Luminen Blast
  200
  Talent
  Mechanicus Implants
  Sound Constitution (x2)
  200
  Talent
  Talented (Tech-Use)
  200
  Talent
  Exotic Weapon Training (Choose One)
  500
  Talent
  Ferric Summons
  500
  Talent
  Mechanicus Implants, Ferric Lure
  The Flesh is Weak 2
  500
  Talent
  The Flesh is Weak 1
  Machinator Array
  500
  Talent
  Mechanicus Implants
  Mechadendrite Use (Weapon)
  500
  Talent
  Mechanicus Implants
  Rite of Awe
  500
  Talent
  Mechanicus Implants
  Rank 5 Explorator Advances
  Advance
  Cost
  Type
  Prerequisites
  Chem-Use +20
  200
  Skill
  Chem-Use +10
  Common Lore (Imperial Guard) +10
  200
  Skill
  Common Lore (Imperial Guard)
  Common Lore (Imperial Navy)
  200
  Skill
  Navigation (Surface) +10
  200
  Skill
  Navigation (Surface)
  Pilot (Flyers)
  200
  Skill
  Scholastic Lore (Astromancy) +20
  200
  Skill
  Scholastic Lore (Astromancy) +10
  Scholastic Lore (Chymistry) +10
  200
  Skill
  Scholastic Lore (Chymistry)
  Scholastic Lore (Tactica Imperialis)
  200
  Skill
  Trade (Archaeologist)
  200
  Skill
  Trade (Explorator) +10
  200
  Skill
  Trade (Explorator)
  Trade (Voidfarer) +10
  200
  Skill
  Trade (Voidfarer)
  Electrical Succour
  200
  Talent
  Mechanicus Implants
  Rapid Reload
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  The Flesh is Weak 3
  500
  Talent
  The Flesh is Weak 2
  Heavy Weapon Training (Choose One)
  500
  Talent
  Infused Knowledge
  500
  Talent
  Int 40
  Master Enginseer
  500
  Talent
  Tech-Use +10, Mechanicus Implants
  Mimic
  500
  Talent
  Rite of Fear
  500
  Talent
  Mechanicus Implants
  
  55
  II: Career Paths
  II: Career Paths
  Rank 6 Explorator Advances
  Advance
  Cost
  Type
  Prerequisites
  Common Lore (Imperial Guard) +20
  200
  Skill
  Common Lore (Imperial Guard) +10
  Common Lore (Imperial Navy) +10
  200
  Skill
  Common Lore (Imperial Navy)
  Navigation (Surface) +20
  200
  Skill
  Navigation (Surface) +10
  Pilot (Flyers) +10
  200
  Skill
  Pilot (Flyers)
  Pilot (Space Craft)
  200
  Skill
  Scholastic Lore (Chymistry) +20
  200
  Skill
  Scholastic Lore (Chymistry) +10
  Scholastic Lore (Tactica Imperialis) +10
  200
  Skill
  Scholastic Lore (Tactica Imperialis)
  Trade (Archaeologist) +10
  200
  Skill
  Trade (Archaeologist)
  Trade (Explorator) +20
  200
  Skill
  Trade (Explorator) +10
  Trade (Shipwright)
  200
  Skill
  Trade (Voidfarer) +20
  200
  Skill
  Trade (Voidfarer) +10
  Counter Attack
  200
  Talent
  WS 40
  Iron Jaw
  200
  Talent
  T 40
  Sound Constitution
  200
  Talent
  Blademaster
  500
  Talent
  WS 30, Melee Weapon Training (any)
  Deadeye Shot
  500
  Talent
  BS 30
  Energy Cache
  500
  Talent
  Mechanicus Implants
  Furious Assault
  500
  Talent
  WS 35
  The Flesh is Weak 4
  500
  Talent
  The Flesh is Weak 3
  Rite of Pure Thought
  500
  Talent
  Mechanicus Implants
  Rank 7 Explorator Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness +20
  200
  Skill
  Awareness +10
  Command
  200
  Skill
  Common Lore (Rogue Traders)
  200
  Skill
  Dodge +20
  200
  Skill
  Dodge +10
  Drive (Walker)
  200
  Skill
  Evaluate
  200
  Skill
  Intimidate
  200
  Skill
  Navigation (Stellar)
  200
  Skill
  Scholastic Lore (Numerology)
  200
  Skill
  Ambidextrous
  200
  Talent
  Ag 30
  Crushing Blow
  200
  Talent
  S 40
  Good Reputation (Adeptus Mechanicus)
  200
  Talent
  Fel 50, Peer (Adeptus Mechanicus)
  Heightened Senses (Choose One)
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  Flame Weapon Training (Universal)
  500
  Talent
  Heavy Weapon Training (Choose One)
  500
  Talent
  Master Chirurgeon
  500
  Talent
  Medicae +10
  Mighty Shot
  500
  Talent
  BS 40
  Swift Attack
  500
  Talent
  WS 35
  Wall of Steel
  500
  Talent
  Ag 35
  Rank 8 Explorator Advances
  Advance
  Cost
  Type
  Prerequisites
  Command +10
  200
  Skill
  Command
  Common Lore (Rogue Traders) +10
  200
  Skill
  Common Lore (Rogue Traders)
  Drive (Walker) +10
  200
  Skill
  Drive (Walker)
  Evaluate +10
  200
  Skill
  Evaluate
  Intimidate +10
  200
  Skill
  Intimidate
  Navigation (Stellar) +10
  200
  Skill
  Navigation (Stellar)
  Scholastic Lore (Numerology) +10
  200
  Skill
  Scholastic Lore (Numerology)
  Heightened Senses (Choose One)
  200
  Skill
  Iron Discipline
  200
  Talent
  WP 30, Command
  Sound Constitution (x2)
  200
  Talent
  Enhanced Bionic Frame
  500
  Talent
  Machinator Array
  Exotic Weapon Training (Choose One)
  500
  Talent
  Hip Shooting
  500
  Talent
  BS 40, Ag 40
  Independent Targeting
  500
  Talent
  BS 40
  Lightning Attack
  500
  Talent
  Swift Attack
  Marksman
  500
  Talent
  BS 35
  Step Aside
  500
  Talent
  Ag 40, Dodge
  Thrown Weapon Training (Universal)
  500
  Talent
  Two-Weapon Wielder (Ballistic)
  500
  Talent
  BS 35, Ag 35
  Void Tactician
  500
  Talent
  Int 35
  
  56
  56
  56
  II: Career Paths
  II: Career Paths
  Missionary
  “To bring the Emperor’s Light into the darkness; to bring the unknown to a greater understanding of Him on Earth; this is my calling and in my 
  wake both seeds and ashes are sown.”
  –Luminorem Majoris Skent Taltos
  R
  egardless of local idiosyncrasies of doctrine and the many and varied forms of worship, the worlds of the Imperium are 
  united in adoration of the God-Emperor of Mankind. The adepts of the Ecclesiarchy foster, maintain, and impose faith 
  across the million and more worlds of the Imperium, but it is the division known as the Missionarus Galaxia that takes 
  the word of the Imperial Truth to those benighted by ignorance of the one, true faith of Mankind.
  The Missionary is a singular manifestation of the Ecclesiarchy, a walking temple clothed in the trappings of his calling, 
  part holy warrior, part politician, and when needs be, judge, jury, and executioner. His mission: to spread the teachings of the 
  Ecclesiarchy far beyond the Imperium’s borders, to convert, whether using words, bullets, or subterfuge, those lost Human 
  worlds he encounters out amongst the distant stars.
  Missionaries are commonly dispatched to serve alongside Rogue Traders, for travel so far beyond Imperial space presents 
  uncounted opportunities to contact, and convert, lost Human civilisations 
  and bring back those who stray from the flo k. However, only a rare few 
  of the Ecclesiarchy’s officers are intellectually or doctrinally capable of 
  undertaking this type of mission.
  Missionaries must be prepared to witness forms of worship that would drive 
  a Cardinal to declare heresy and damn entire planets to excommunication and 
  when needed to stand silent. It is their task to examine the outlandish faiths practised 
  by the ignorant souls they encounter and formulate a scheme to convert them to the 
  Imperial Creed, mark a world as a target for further attention by their peers, or at 
  worse, with a quill stroke damn them to destruction. A common method for conversion 
  is to seek out parallels between the various deities worshipped and Imperial Saints, 
  while at the same time probing for the subtle taint of the Ruinous Powers, be it 
  open or cloaked in lies. Using their prodigious skills of oratory and persuasion, 
  Missionaries might then preach perhaps that the angry moon a lost group 
  colonists worship is actually the Emperor and that they are emissaries come to 
  guide them to their just reward, or that the slavering beast-god to which they 
  offer their firstborn will be slain by the Emperor’s holy foot soldiers 
  when they cease worshipping it and embrace the truth.
  The true skill of Missionaries is to recognise when their arts 
  and methods are likely to prove fruitless and when something 
  far more sinister lies at the heart of the locals’ faith. Through years 
  of experience and natural talent, they can almost smell the taint of 
  Chaos or the subtle hand (or pseudopod) of the alien at work. In 
  such cases, they will not hesitate to counsel a Rogue Trader 
  that these lost brethren must be exterminated, blasted from 
  orbit for the good of all Mankind. It is a foolish Rogue 
  Trader who ignores such learned counsel, for 
  Missionaries are still agents of the Ministorum, a 
  vast and powerful organisation that only a fool 
  would willingly cross.
  In addition to their task of converting the 
  lost, Missionaries often find themselves acting as 
  spiritual figu eheads in the fleet they accompany, 
  a task most relish for the spiritual fulfilment and 
  influence it affords them. Some act as confessors to 
  the Rogue Traders they attend and become their most trusted 
  counsellors, while others steel the souls of their comrades in 
  the face of the hideous things they encounter beyond the 
  Emperor’s light when mere reason or fi epower fails.
  
  57
  57
  II: Career Paths
  II: Career Paths
  Missionary Characteristic Advances
  Characteristic
  Simple
  Intermediate
  Trained
  Expert
  Weapon Skill
  100
  250
  500
  750
  Ballistic Skill
  500
  750
  1,000
  2,500
  Strength
  250
  500
  750
  1,000
  Toughness
  250
  500
  750
  1,000
  Agility
  250
  500
  750
  1,000
  Intelligence
  500
  750
  1,000
  2,500
  Perception
  250
  500
  750
  1,000
  Willpower
  100
  250
  500
  750
  Fellowship
  100
  250
  500
  750
  Cost
  Type
  Prerequisites
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Skill
  100
  Talent
  200
  Talent
  200
  Talent
  500
  Talent
  500
  Talent
  500
  Talent
  Rank 1 Missionary Advances 
  Advance
  Awareness
  Charm
  Common Lore (Ecclesiarchy)
  Common Lore (Imperial Creed)
  Common Lore (Imperium)
  Dodge
  Forbidden Lore (Heresy)
  Literacy
  Medicae
  Performer (Choose One)
  Scholastic Lore (Imperial Creed)
  Secret Tongue (Ecclesiarchy)
  Secret Tongue (Rogue Trader)
  Melee Weapon Training (Primitive)
  Nerves of Steel
  Sound Constitution
  Unshakeable Faith
  Basic Weapon Training (Universal)
  Flame Weapon Training (Universal)
  Melee Weapon Training (Universal)
  Pure Faith
  500
  Talent
  Rank 2 Missionary Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness +10
  200
  Skill
  Awareness
  Blather
  200
  Skill
  Charm +10
  200
  Skill
  Charm
  Common Lore (Imperial Creed) +10
  200
  Skill
  Common Lore (Imperial Creed)
  Common Lore (Imperium) +10
  200
  Skill
  Common Lore (Imperium)
  Deceive
  200
  Skill
  Dodge +10
  200
  Skill
  Dodge
  Forbidden Lore (Heresy) +10
  200
  Skill
  Forbidden Lore (Heresy)
  Medicae +10
  200
  Skill
  Medicae
  Scholastic Lore (Imperial Creed) +10
  200
  Skill
  Scholastic Lore (Imperial Creed)
  Armour of Contempt
  200
  Talent
  WP 40
  Frenzy
  200
  Talent
  Hatred (Pirates)
  200
  Talent
  Orthoproxy
  200
  Talent
  Resistance (Psychic Techniques)
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  Talented (Choose One)
  200
  Talent
  Cleanse and Purify
  500
  Talent
  Flame Weapons Training (Universal)
  Crushing Blow
  500
  Talent
  S 40
  Divine Ministration
  500
  Talent
  Pure Faith
  StartinG SkillS, talentS & Gear
  Starting Skills: Common Lore (Imperial Creed, Imperium) (Int), Forbidden Lore (Heresy) (Int), Medicae (Int), Scholastic 
  Lore (Imperial Creed) (Int), Speak Language (High Gothic, Low Gothic) (Int).
  Starting Talents: Basic Weapon Training (Universal), Melee Weapon Training (Universal), Pure Faith, Unshakeable Faith.
  Starting Gear: Good-Craftsmanship chainsword or best-Craftsmanship staff, good-Craftsmanship flamer or best-
  Craftsmanship lasgun, best-Craftsmanship guard flak armour, Ecclesiarchal robes, aquila pendant, sepulchre, censer and 
  incense, micro-bead.
  Talent
  500
  
  58
  II: Career Paths
  II: Career Paths
  Rank 3 Missionary Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness +20
  200
  Skill
  Awareness +10
  Blather +10
  200
  Skill
  Blather
  Charm +20
  200
  Skill
  Charm +10
  Climb
  200
  Skill
  Common Lore (Imperial Creed) +20
  200
  Skill
  Common Lore (Imperial Creed) +10
  Common Lore (Imperium) +20
  200
  Skill
  Common Lore (Imperium) +10
  Deceive +10
  200
  Skill
  Deceive
  Forbidden Lore (The Inquisition)
  200
  Skill
  Forbidden Lore (Heresy) +20
  200
  Skill
  Forbidden Lore (Heresy) +10
  Intimidate
  200
  Skill
  Medicae +20
  200
  Skill
  Medicae +10
  Battle Rage
  200
  Talent
  Frenzy
  Hatred (Xenos Race—Choose One)
  200
  Talent
  Inspire Wrath
  200
  Talent
  Fel 30
  Peer (Workers)
  200
  Talent
  Fel 30
  Resistance (Fear)
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  Unarmed Warrior
  200
  Talent
  WS 35, Ag 35
  Pistol Weapon Training (Universal)
  500
  Talent
  Purge the Unclean
  500
  Talent
  Pure Faith
  Cost
  Type
  Prerequisites
  200
  Skill
  Blather +10
  200
  Skill
  Climb
  200
  Skill
  200
  Skill
  Deceive +10
  200
  Skill
  Dodge +10
  200
  Skill
  Forbidden Lore (The Inquisition)
  200
  Skill
  200
  Skill
  200
  Skill
  Intimidate
  200
  Skill
  Scholastic Lore (Imperial Creed) +10
  200
  Talent
  WS 35
  200
  Talent
  200
  Talent
  Ag 30
  200
  Talent
  Hatred
  200
  Talent
  200
  Talent
  200
  Talent
  200
  Talent
  T 40
  500
  Talent
  Pure Faith
  Rank 4 Missionary Advances 
  Advance
  Blather +20
  Climb +10
  Contortionist
  Deceive +20
  Dodge +20
  Forbidden Lore (The Inquisition) +10 
  Forbidden Lore (Mutants)
  Inquiry
  Intimidate +10
  Scholastic Lore (Imperial Creed) +20 
  Furious Assault
  Hatred (Psykers)
  Leap Up
  Litany of Hate
  Sound Constitution
  Swift Attack
  Takedown
  Talented (Choose One)
  True Grit
  The Emperor Protects
  Thrown Weapon Training (Universal)
  500
  Talent
  Rank 5 Missionary Advances
  Advance
  Cost
  Type
  Prerequisites
  Chem-Use
  200
  Skill
  Climb +20
  200
  Skill
  Climb +10
  Common Lore (Eccelsiarchy) +10
  200
  Skill
  Common Lore (Ecclesiarchy)
  Contortionist +10
  200
  Skill
  Contortionist
  Forbidden Lore (Daemonology)
  200
  Skill
  Forbidden Lore (The Inquisition) +20
  200
  Skill
  Forbidden Lore (The Inquisition) +10
  Forbidden Lore (Mutants) +10
  200
  Skill
  Forbidden Lore (Mutants)
  Inquiry +10
  200
  Skill
  Inquiry
  Intimidate +20
  200
  Skill
  Intimidate +10
  Secret Tongue (Underdecks)
  200
  Skill
  Scholastic Lore (Philosophy)
  200
  Skill
  Scrutiny
  200
  Skill
  Die Hard
  200
  Talent
  WP 40
  Hardy
  200
  Talent
  T 40
  Hatred (Mutants)
  200
  Talent
  Blademaster
  500
  Talent
  WS 30, Melee Weapon Training (any)
  Strong Minded
  500
  Talent
  WP 30, Resistance (Psychic Techniques)
  Last Man Standing
  500
  Talent
  Nerves of Steel
  Master Orator
  500
  Talent
  Fel 30
  Wrath of the Righteous
  500
  Talent
  Pure Faith
  500
  Talent
  
  59
  II: Career Paths
  II: Career Paths
  Rank 6 Missionary Advances
  Advance
  Cost
  Type
  Prerequisites
  Chem-Use +10
  200
  Skill
  Chem-Use
  Common Lore (Ecclesiarchy) +20
  200
  Skill
  Common Lore (Ecclesiarchy) +10
  Command
  200
  Skill
  Forbidden Lore (Mutants) +20
  200
  Skill
  Forbidden Lore (Mutants) +10
  Scholastic Lore (Philosophy) +10
  200
  Skill
  Scholastic Lore (Philosophy)
  Scrutiny +10
  200
  Skill
  Scrutiny
  Search
  200
  Skill
  Swim
  200
  Skill
  Berserk Charge
  200
  Talent
  Counter Attack
  200
  Talent
  WS 40
  Double Team
  200
  Talent
  Quick Draw
  200
  Talent
  Hatred (Criminals)
  200
  Talent
  Peer (Ecclesiarchy)
  200
  Talent
  Fel 30
  Sound Constitution (x2)
  200
  Talent
  Blessed Radiance
  500
  Talent
  Pure Faith, Divine Ministration, The Emperor 
  Protects, or Wrath of the Righteous
  Fearless
  500
  Talent
  Master Chirurgeon
  500
  Talent
  Medicae +10
  Rank 7 Missionary Advances
  Advance
  Cost
  Type
  Prerequisites
  Chem-Use +20
  200
  Skill
  Chem-Use +10
  Command +10
  200
  Skill
  Command
  Contortionist +20
  200
  Skill
  Contortionist +10
  Drive (Ground Vehicle)
  200
  Skill
  Inquiry +20
  200
  Skill
  Inquiry +10
  Pilot (Flyers)
  200
  Skill
  Scholastic Lore (Philosophy) +20
  200
  Skill
  Scholastic Lore (Philosophy) +10
  Scrutiny +20
  200
  Skill
  Scrutiny +10
  Search +10
  200
  Skill
  Search
  Swim +10
  200
  Skill
  Swim
  Wrangling
  200
  Skill
  Air of Authority
  200
  Talent
  Fel 30
  Ambidextrous
  200
  Talent
  Ag 30
  Bulging Biceps
  200
  Talent
  S 45
  Good Repuatation (Ecclesiarchy)
  200
  Talent
  Iron Discipline
  200
  Talent
  WP 30, Command
  Sound Constitution (x2)
  200
  Talent
  Exotic Weapon Training (Choose One)
  500
  Talent
  Iron Jaw
  500
  Talent
  T 40
  Rank 8 Missionary Advances
  Advance
  Cost
  Type
  Prerequisites
  Command +20
  200
  Skill
  Command +10
  Drive (Ground Vehicle) +10
  200
  Skill
  Drive (Ground Vehicle)
  Pilot (Flyers) +10
  200
  Skill
  Pilot (Flyers)
  Search +20
  200
  Skill
  Search +10
  Swim +20
  200
  Skill
  Swim +10
  Wrangling +10
  200
  Skill
  Wrangling
  Good Reputation (Workers)
  200
  Talent
  Fel 50, Peer (Workers)
  Sound Constitution (x2)
  200
  Talent
  Talented (Choose One)
  200
  Talent
  Combat Master
  500
  Talent
  WS 30
  Crippling Strike
  500
  Talent
  WS 50
  Heavy Weapon Training (Choose One)
  500
  Talent
  Into the Jaws of Hell
  500
  Talent
  Iron Discipline
  Lightning Attack
  500
  Talent
  Swift Attack
  Precise Blow
  500
  Talent
  WS 40, Sure Strike
  Sprint
  500
  Talent
  Step Aside
  500
  Talent
  Ag 40, Dodge
  Sure Strike
  500
  Talent
  WS 30
  Two-Weapon Wielder (Melee)
  500
  Talent
  WS 35, Ag 35
  Unarmed Master
  500
  Talent
  WS 45, Ag 40 Unarmed Warrior
  
  60
  60
  60
  II: Career Paths
  II: Career Paths
  Navigator
  “To gaze into the warp is to look into the abyss. To understand insanity itself is to become insane. Worst of all is the knowledge that while you 
  are gazing upon it, the warp is looking back at you and laughing.”
  –Kartr Hollis, Nobilite Emmissary 
  W
  ithout the Navigator gene and those who bear it, there simply would not be an Imperium of Man. At best, Humanity’s 
  control of the stars would be limited to those planets that could entirely support themselves and a few scattered petty 
  empires. Contact with other worlds would be scant to non-existent, for travel between all but the very closest of star 
  systems would be too ponderous, and too dangerous, to be practicable. Without a Navigator, a vessel is limited to warp jumps 
  of only a few light years at a time, and exact calibration must be undertaken by massive banks of cogitators as even the smallest 
  of errors will have fatal consequences for the vessel and every soul aboard. Without a Navigator, to cross even the smallest of 
  interstellar gulfs without the most detailed and ancient charts is considered a desperate or foolhardy act by most void-farers and 
  suicidal by those who truly understand what horrors lurk beyond the material universe.
  The Navigator is the scion of one of the great Navigator clans. These bloodlines are said by some to be older than the 
  Imperium itself and by others to be a direct creation of the God-Emperor when he walked in mortal form. Over the millennia, 
  they have garnered great power and influence thanks to the Imperium’s reliance on them, but at the same time are caged by 
  convention and tradition. A Navigator wants for nothing, yet in reality is often a slave of his station. Thanks to his Warp Eye, he 
  is able to pierce the veil between the Materium and the Immaterium, between reality and the nightmarish realms beyond. Able 
  to perceive the warp’s shifting contours and impossible currents, he can guide a vessel by dint of his skill and the immeasurable 
  aid of the light of the Astronomican, the Emperor-forged and soul-burning beacon that shines across the galaxy from ancient 
  Terra. The life of a Navigator is one of duty and service to his clan, yet many would have it no other way, for they are never 
  truly more alive than when ensconced in their navigation sanctum, gazing into the insane, swirling depths of the Immaterium, 
  pitting their will and their wits against the ravening storm of energy and thought that lurks behind all things others call real.
  Each Navigator perceives the warp in an entirely subjective manner as a reflection of his own unique 
  nature, for even such as they may not stare into the abyss and face its true form without suffering the 
  utter destruction of mind and soul. Some perceive the dimension in terms of a journey 
  through a storm-wracked forest, knowing that to stray from the path is to surrender to 
  the horrors that lurk within. For others, the warp appears as a raging sea, or a 
  desert engulfed in a sandstorm, or a shifting city of night, or a million other 
  potential forms. As Navigators gain in experience and power, the abstraction 
  fades, and they are capable of observing the true warp through a polarised 
  state—their third eye filtering the hor or.
  But even for those so designed on a genetic 
  level to endure the warp’s horrors, there is still 
  a price to pay. Navigators who have served 
  the longest may become wracked with bodily 
  failure, incipient madness, and possible mutation, 
  and ultimately they become virtual prisoners 
  reliant on the life-sustaining machinery of their 
  sanctums. Conversely, those newly come into their 
  calling often revel in their rank and wealth, affecting 
  rakish mannerisms and caring little for the petty concerns 
  or trivial realities of life in the Imperium, each knowing 
  that such a life is for them a thing that must one day pass. 
  Those that embrace this wild, almost nihilistic attitude are often 
  attracted to service aboard a Rogue Trader vessel, striking out 
  into the darkness almost as if fleeing the inevitable fate they must 
  one day face. Others owe their dangerous service thanks to some 
  hidden crime or misdemeanour among their own kind or through 
  connection to an infamous and some might say tainted bloodline. 
  Regardless of whatever idiosyncrasies a Navigator might bear, 
  he is essential to the operation of a Rogue Trader vessel and 
  given great leeway by his Rogue Trader, for should a vessel 
  lose its Navigator beyond the fringes, any such vessel, and all 
  who serve aboard her, is surely lost.
  
  61
  61
  II: Career Paths
  II: Career Paths
  Navigator Characteristic Advances
  Characteristic
  Simple
  Intermediate
  Trained
  Expert
  Weapon Skill
  500
  750
  1,000
  2,500
  Ballistic Skill
  250
  500
  750
  1,000
  Strength
  250
  500
  750
  1,000
  Toughness
  250
  500
  750
  1,000
  Agility
  500
  750
  1,000
  2,500
  Intelligence
  100
  250
  500
  750
  Perception
  100
  250
  500
  750
  Willpower
  100
  250
  500
  750
  Fellowship
  500
  750
  1,000
  2,500
  Rank 1 Navigator Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness
  100
  Skill
  Ciphers (Nobilite Family)
  100
  Skill
  Common Lore (Navis Nobilite)
  100
  Skill
  Common Lore (Imperial Navy)
  100
  Skill
  Forbidden Lore (Navigators)
  100
  Skill
  Forbidden Lore (Warp)
  100
  Skill
  Intimidate
  100
  Skill
  Literacy
  100
  Skill
  Navigation (Stellar)
  100
  Skill
  Navigation (Warp)
  100
  Skill
  Psyniscience
  100
  Skill
  Scholastic Lore (Astromancy)
  100
  Skill
  Secret Tongue (Rogue Trader)
  100
  Skill
  Secret Tongue (Navigator)
  100
  Skill
  Fel 30
  Trade (Astrographer)
  100
  Skill
  Melee Weapon Training (Primitive)
  100
  Talent
  Resistance (Fear)
  200
  Talent
  Sound Constitution
  200
  Talent
  Navigator
  500
  Talent
  Pistol Weapon Training (Universal)
  500
  Talent
  Rank 2 Navigator Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness +10
  200
  Skill
  Awareness
  Common Lore (Navis Nobilite) +10
  200
  Skill
  Common Lore (Navis Nobilite)
  Common Lore (Imperial Navy) +10
  200
  Skill
  Common Lore (Imperial Navy)
  Contortionist
  200
  Skill
  Deceive
  200
  Skill
  Dodge
  200
  Skill
  Forbidden Lore (Navigators) +10
  200
  Skill
  Forbidden Lore (Navigators)
  Forbidden Lore (Warp) +10
  200
  Skill
  Forbidden Lore (Warp)
  Intimidate +10
  200
  Skill
  Intimidate
  Navigation (Stellar) +10
  200
  Skill
  Navigation (Stellar)
  Navigation (Warp) +10
  200
  Skill
  Navigation (Warp)
  Psyniscience +10
  200
  Skill
  Psyniscience
  Trade (Scrimshawer)
  200
  Skill
  Disturbing Voice
  200
  Talent
  Jaded
  200
  Talent
  WP 30
  Meditation
  200
  Talent
  Navigator Power
  200
  Talent
  Resistance (Psychic Techniques)
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  Warp Sense
  500
  Talent
  Navigator or Psy Rating, Psyniscience Skill, Per 30
  StartinG SkillS, talentS & Gear
  Starting Skills: Common Lore (Navis Nobilite) (Int), Forbidden Lore (Navigators, Warp) (Int),  Literacy (Int), Navigation (Stellar, 
  Warp) (Int), Psyniscience (Per), Scholastic Lore (Astromancy) (Int), Speak Language (High Gothic, Low Gothic) (Int).
  Starting Talents: Navigator, Pistol Weapon Training (Universal).
  Starting Gear: Best-Craftsmanship hellpistol or good-Craftsmanship hand cannon, best-Craftsmanship metal staff, best-Craftsmanship 
  xeno-mesh armour, Emperor’s tarot deck, silk headscarf, Nobilite robes, charm, micro-bead.
  
  62
  II: Career Paths
  II: Career Paths
  Rank 3 Navigator Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness +20
  200
  Skill
  Awareness +10
  Common Lore (Navis Nobilite) +20
  200
  Skill
  Common Lore (Navis Nobilite) +10
  Common Lore (Imperial Navy) +20
  200
  Skill
  Common Lore (Imperial Navy) +10
  Forbidden Lore (Mutants)
  200
  Skill
  Forbidden Lore (Navigators) +20
  200
  Skill
  Forbidden Lore (Navigators) +10
  Forbidden Lore (Warp) +20
  200
  Skill
  Forbidden Lore (Warp) +10
  Intimidate +20
  200
  Skill
  Intimidate +10
  Psyniscience +20
  200
  Skill
  Psyniscience +10
  Scholastic Lore (Astromancy) +10
  200
  Skill
  Scholastic Lore (Astromancy)
  Secret Tongue (Underdeck)
  200
  Skill
  Trade (Astrographer) +10
  200
  Skill
  Trade (Astrographer)
  Dark Soul
  200
  Talent
  Decadence
  200
  Talent
  T 30
  Foresight
  200
  Talent
  Int 30
  Hardy
  200
  Talent
  T 40
  Hatred (Daemons)
  200
  Talent
  Navigator Power
  200
  Talent
  Paranoia
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  Melee Weapon Training (Universal)
  500
  Talent
  Cost
  Type
  Prerequisites
  200
  Skill
  200
  Skill
  Contortionist
  200
  Skill
  Deceive
  200
  Skill
  Dodge
  200
  Skill
  200
  Skill
  Forbidden Lore (Mutants)
  200
  Skill
  200
  Skill
  200
  Skill
  200
  Skill
  200
  Skill
  Navigation (Warp) +10
  Scholastic Lore (Astromancy) +10 
  Trade (Astrographer) +10
  200
  Talent
  Per 30
  200
  Talent
  200
  Talent
  Fel 30
  200
  Talent
  200
  Talent
  200
  Talent
  500
  Talent
  Rank 4 Navigator Advances 
  Advance
  Command
  Contortionist +10
  Deceive +10
  Dodge +10
  Evaluate
  Forbidden Lore (Mutants) +10
  Forbidden Lore (Pirates)
  Interrogation
  Navigation (Surface)
  Navigation (Warp) +20
  Scholastic Lore (Astromancy) +20
  Trade (Astrographer) +20
  Light Sleeper
  Navigator Power
  Peer (Nobility)
  Resistance (Cold)
  Sound Constitution
  Talented (Psyniscience)
  Exotic Weapon Training (Choose One) 
  Improved Warp Sense
  500
  Talent
  Warp Sense
  Rank 5 Navigator Advances
  Advance
  Cost
  Type
  Prerequisites
  Command +10
  200
  Skill
  Command
  Common Lore (Koronus Expanse)
  200
  Skill
  Common Lore (Rogue Traders)
  200
  Skill
  Contortionist +20
  200
  Skill
  Contortionist +10
  Deceive +20
  200
  Skill
  Deceive +10
  Dodge +20
  200
  Skill
  Dodge +10
  Evaluate +10
  200
  Skill
  Evaluate
  Forbidden Lore (Mutants) +20
  200
  Skill
  Forbidden Lore (Mutants) +10
  Forbidden Lore (Pirates) +10
  200
  Skill
  Forbidden Lore (Pirates)
  Forbidden Lore (Xenos)
  200
  Skill
  Interrogation +10
  200
  Skill
  Interrogation
  Scholastic Lore (Legend)
  200
  Skill
  Air of Authority
  200
  Talent
  Fel 30
  Armour of Contempt
  200
  Talent
  WP 40
  Navigator Power
  200
  Talent
  Resistance (Heat)
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  Talented (Navigation (Warp))
  200
  Talent
  Basic Weapon Training (Universal)
  500
  Talent
  Strong Minded
  500
  Talent
  WP 30, Resistance (Psychic Techniques)
  200
  Skill
  
  63
  II: Career Paths
  II: Career Paths
  Rank 6 Navigator Advances
  Advance
  Cost
  Type
  Prerequisites
  Command +20
  200
  Skill
  Command +10
  Common Lore (Imperium)
  200
  Skill
  Common Lore (Koronus Expanse) +10
  200
  Skill
  Common Lore (Koronus Expanse)
  Common Lore (Rogue Traders) +10
  200
  Skill
  Common Lore (Rogue Traders)
  Evaluate +20
  200
  Skill
  Evaluate +10
  Forbidden Lore (Pirates) +20
  200
  Skill
  Forbidden Lore (Pirates) +10
  Forbidden Lore (Xenos) +10
  200
  Skill
  Forbidden Lore (Xenos)
  Interrogation +20
  200
  Skill
  Interrogation +10
  Pilot (Space Craft)
  200
  Skill
  Scholastic Lore (Legend) +10
  200
  Skill
  Scholastic Lore (Legend)
  Scholastic Lore (Occult)
  200
  Skill
  Scrutiny
  200
  Skill
  Sleight of Hand
  200
  Skill
  Swim
  200
  Skill
  Die Hard
  200
  Talent
  WP 40
  Navigator Power
  200
  Talent
  Nerves of Steel
  200
  Talent
  Peer (Imperial Navy)
  200
  Talent
  Fel 30
  Talented (Intimidate)
  200
  Talent
  Combat Sense
  500
  Talent
  Per 40
  Rank 7 Navigator Advances
  Advance
  Cost
  Type
  Prerequisites
  Common Lore (Imperium) +10
  200
  Skill
  Common Lore (Imperium)
  Common Lore (Koronus Expanse) +20
  200
  Skill
  Common Lore (Koronus Expanse) +10
  Common Lore (Rogue Traders) +20
  200
  Skill
  Common Lore (Rogue Traders) +10
  Forbidden Lore (Xenos) +20
  200
  Skill
  Forbidden Lore (Xenos) +10
  Pilot (Space Craft) +10
  200
  Skill
  Pilot (Space Craft)
  Scholastic Lore (Legend) +20
  200
  Skill
  Scholastic Lore (Legend) +10
  Scholastic Lore (Occult) +10
  200
  Skill
  Scholastic Lore (Occult)
  Scrutiny +10
  200
  Skill
  Scrutiny
  Sleight of Hand +10
  200
  Skill
  Sleight of Hand
  Survival
  200
  Skill
  Swim +10
  200
  Skill
  Swim
  Blind Fighting
  200
  Talent
  Per 30
  Double Team
  200
  Talent
  Iron Discipline
  200
  Talent
  WP 30, Command
  Navigator Power
  200
  Talent
  Resistance (Poisons)
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  Crushing Blow
  500
  Talent
  S 40
  Fearless
  500
  Talent
  Iron Jaw
  500
  Talent
  T 40
  Rank 8 Navigator Advances
  Advance
  Cost
  Type
  Prerequisites
  Common Lore (Imperium) +20
  200
  Skill
  Common Lore (Imperium) +10
  Pilot (Space Craft) +20
  200
  Skill
  Pilot (Space Craft) +10
  Scholastic Lore (Occult) +20
  200
  Skill
  Scholastic Lore (Occult) +10
  Scrutiny +20
  200
  Skill
  Scrutiny +10
  Sleight of Hand +20
  200
  Skill
  Sleight of Hand +10
  Survival +10
  200
  Skill
  Survival
  Swim +20
  200
  Skill
  Swim +10
  Navigator Power
  200
  Talent
  Heightened Senses (Sight)
  200
  Talent
  Marksman
  200
  Talent
  BS 35
  Sound Constitution (x2)
  200
  Talent
  Blademaster
  500
  Talent
  WS 30, Melee Weapon Training (any)
  Crack Shot
  500
  Talent
  BS 40
  Deadeye Shot
  500
  Talent
  BS 30
  Good Reputation (Nobility)
  500
  Talent
  Fel 50, Peer (Nobility)
  Hip Shooting
  500
  Talent
  BS 40, Ag 40
  Into the Jaws of Hell
  500
  Talent
  Iron Discipline
  Polyglot
  500
  Talent
  Int 30, Fel 30
  Swift Attack
  500
  Talent
  WS 35
  Thrown Weapon Training (Universal)
  500
  Talent
  
  64
  64
  64
  II: Career Paths
  II: Career Paths
  Seneschal
  “Ah, he loaded fifty tons of Neusalis wheat, you say? Very interesting. That is curious—for it is rumoured the Neusalis trade route is interdicted 
  by Ork Freebooters, and yet they say Lord-captain Halak is an honest man, don’t they…?”
  –Silas Quinyt, Factotum for the Armsmaiden
  M
  aster of ceremonies, master of coin and commerce, master of logistics, master of emissaries, master of whispers and 
  spies: the Seneschal is the quietly spoken of individual in every Trader House who is looked upon with trepidation 
  by those who fear they have earned his suspicion. The mechanisms of trade and House affairs do not run themselves, 
  and it is the Seneschal whose hands are upon the gears—ever adjusting, ever careful, and ever vigilant.
  Very few Rogue Traders are as competent as the Seneschal when it comes to the minutia of commerce, for most are too 
  concerned with the overall fate of their endeavours. Most leave the details of such matters to their Seneschal’s control, trusting 
  that as the Arch-militant is ever watchful in battle, so the Seneschal is attentive to every risk implicit in the equally hazardous 
  conflict of trade. The best Seneschal knows every detail of trade that transpires within his area of responsibility, often better 
  than the scribes and factors employed to process the astronomical sums involved in the running of a Rogue Trader House, and 
  those that do not, rarely survive long in the post. Most exude a palpable aura of menacing competency, such that few underlings 
  would dare cross them, and those they deal with—be they harbour master or tyrant—show them due respect. Their most 
  valuable gift, however, is the unerring ability to gauge the subtlest degree of risk in any proposed mercantile venture, which 
  they can then take steps to nullify appropriately.
  Many Seneschals maintain a tightly controlled network of contacts and spies where possible, so that within hours of arriving 
  in a familiar port they have full knowledge of local trading conditions and can advise their Rogue Trader accordingly. Every 
  detail that might affect business is of interest to a Seneschal, from the amount of dowry offered in a noble marriage to the going 
  rate for a kilo of narco-blitz or to the rumoured deaths and wars far removed from their current sphere.
  Furthermore, most Seneschals favour a “hands on” approach to their work, never fully trusting 
  knowledge they cannot confi m themselves. As a result, many are masters of disguise and duplicity, 
  able to blend into the background in almost any situation. Donning the guise of the “grey man,” the 
  Seneschal lurks in the periphery as the great and the good conduct their affairs, observing all that 
  transpires whilst remaining unnoticed. With a cold-blooded sureness, he seeks to discern 
  the truth behind rousing speeches and courteous manners, and lies cloaked in both 
  piety and vice. Sage counsellor, profit-mon er, and spy, the Seneschal is all these 
  things and more.
  
  65
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  II: Career Paths
  II: Career Paths
  Seneschal Characteristic Advances
  Characteristic
  Simple
  Intermediate
  Trained
  Expert
  Weapon Skill
  250
  500
  750
  1,000
  Ballistic Skill
  250
  500
  750
  1,000
  Strength
  500
  750
  1,000
  2,500
  Toughness
  250
  500
  750
  1,000
  Agility
  250
  500
  750
  1,000
  Intelligence
  100
  250
  500
  750
  Perception
  100
  250
  500
  750
  Willpower
  500
  750
  1,000
  2,500
  Fellowship
  100
  250
  500
  750
  Rank 1 Seneschal Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness
  100
  Skill
  Barter
  100
  Skill
  Commerce
  100
  Skill
  Common Lore (Underworld)
  100
  Skill
  Charm
  100
  Skill
  Deceive
  100
  Skill
  Disguise
  100
  Skill
  Dodge
  100
  Skill
  Evaluate
  100
  Skill
  Forbidden Lore (Archeotech)
  100
  Skill
  Inquiry
  100
  Skill
  Literacy
  100
  Skill
  Performer (Choose One)
  100
  Skill
  Secret Tongue (Rogue Traders)
  100
  Skill
  Security
  100
  Skill
  Silent Move
  100
  Skill
  Sound Constitution (x2)
  200
  Talent
  Unremarkable
  200
  Talent
  Basic Weapon Training (Universal)
  500
  Talent
  Pistol Weapon Training (Universal)
  500
  Talent
  Rank 2 Seneschal Advances
  Advance
  Cost
  Type
  Prerequisites
  Acrobatics
  200
  Skill
  Barter +10
  200
  Skill
  Barter
  Climb
  100
  Skill
  Commerce +10
  200
  Skill
  Commerce
  Common Lore (Administratum)
  200
  Skill
  Common Lore (Koronus Expanse)
  200
  Skill
  Concealment
  200
  Skill
  Forbidden Lore (Xenos)
  200
  Skill
  Gamble
  200
  Skill
  Scholastic Lore (Archaic)
  200
  Skill
  Scholastic Lore (Bureaucracy)
  200
  Skill
  Scholastic Lore (Legend)
  200
  Skill
  Scrutiny
  200
  Skill
  Secret Tongue (Administratum)
  200
  Skill
  Shadowing
  200
  Skill
  Sleight of Hand
  200
  Skill
  Speak Language (High Gothic)
  200
  Skill
  Tech-Use
  200
  Skill
  Trade (Archaeologist)
  200
  Skill
  Melee Weapon Training (Primitive)
  100
  Talent
  StartinG SkillS, talentS & Gear
  Starting Skills: Barter (Fel), Commerce (Fel), Common Lore (Underworld) (Int), Deceive (Fel), Evaluate (Int), Forbidden 
  Lore (Archeotech) (Int), Inquiry (Fel), Literacy (Int), Speak Language (Low Gothic, Trader’s Cant) (Int).
  Starting Talents: Basic Weapon Training (Universal), Pistol Weapon Training (Universal).
  Starting Gear: Best-Craftsmanship hellpistol or common-Craftsmanship inferno pistol. Best-Craftsmanship hellgun 
  or common-Craftsmanship boltgun. Xeno-mesh armour. Autoquill, dataslate, micro-bead, multikey, two sets of robes, 
  synskin, chrono, cameleoline cloak.
  
  66
  II: Career Paths
  II: Career Paths
  Rank 3 Seneschal Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness +10
  200
  Skill
  Awareness
  Barter +20
  200
  Skill
  Barter +10
  Blather
  200
  Skill
  Carouse
  200
  Skill
  Commerce +20
  200
  Skill
  Commerce +10
  Common Lore (Adeptus Mechanicus)
  200
  Skill
  Common Lore (Imperium)
  200
  Skill
  Contortionist
  200
  Skill
  Forbidden Lore (Pirates)
  200
  Skill
  Interrogation
  200
  Skill
  Scholastic Lore (Astromancy)
  200
  Skill
  Scholastic Lore (Heraldry)
  200
  Skill
  Search
  200
  Skill
  Secret Tongue (Underdeck)
  200
  Skill
  Speak Language (Eldar)
  200
  Skill
  Tracking
  200
  Skill
  Trade (Astrographer)
  200
  Skill
  Quick Draw
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  Exotic Weapon Training (Choose One)
  500
  Talent
  Rank 4 Seneschal Advances
  Advance
  Cost
  Type
  Prerequisites
  Charm +10
  200
  Skill
  Charm
  Chem-Use
  200
  Skill
  Ciphers (Rogue Trader)
  200
  Skill
  Ciphers (Underworld)
  200
  Skill
  Common Lore (Underworld) +10
  200
  Skill
  Common Lore (Underworld)
  Common Lore (War)
  200
  Skill
  Deceive +10
  200
  Skill
  Deceive
  Disguise +10
  200
  Skill
  Disguise
  Dodge +10
  200
  Skill
  Dodge
  Forbidden Lore (Heresy)
  200
  Skill
  Drive (Ground Vehicles)
  200
  Skill
  Logic
  200
  Skill
  Scholastic Lore (Chymistry)
  200
  Skill
  Trade (Linguist)
  200
  Skill
  Decadence
  200
  Talent
  T 30
  Talented (Commerce)
  200
  Talent
  Marksman
  200
  Talent
  BS 35
  Takedown
  200
  Talent
  Infused Knowledge
  500
  Talent
  Int 40
  Melee Weapon Training (Universal)
  500
  Talent
  Cost
  Type
  Prerequisites
  200
  Skill
  200
  Skill
  200
  Skill
  200
  Skill
  Concealment
  200
  Skill
  200
  Skill
  Evaluate
  200
  Skill
  200
  Skill
  200
  Skill
  200
  Skill
  200
  Skill
  Security
  200
  Skill
  Silent Move
  200
  Skill
  200
  Talent
  Ag 40
  200
  Talent
  200
  Talent
  200
  Talent
  200
  Talent
  Int 30
  500
  Talent
  BS 30
  Rank 5 Seneschal Advances 
  Advance
  Ciphers (Mercenary Cant)
  Common Lore (Administratum) +10 
  Command
  Concealment +10
  Drive (Skimmer/Hover)
  Evaluate +10
  Forbidden Lore (The Inquisition) 
  Scholastic Lore (Beasts)
  Scholastic Lore (Occult)
  Secret Tongue (Military)
  Security +10
  Silent Move +10
  Trade (Rememberancer)
  Rapid Reaction
  Rapid Reload
  Sound Constitution (x2)
  Talented (Barter)
  Total Recall
  Deadeye Shot
  Hard Bargain
  500
  Talent
  Common Lore (Administratum)
  
  67
  II: Career Paths
  II: Career Paths
  Rank 6 Seneschal Advances
  Advance
  Cost
  Type
  Prerequisites
  Common Lore (Adeptus Arbites)
  200
  Skill
  Concealment +20
  200
  Skill
  Concealment +10
  Deceive +20
  200
  Skill
  Deceive +10
  Demolition
  200
  Skill
  Forbidden Lore (Daemonology)
  200
  Skill
  Pilot (Flyers)
  200
  Skill
  Scholastic Lore (Judgement)
  200
  Skill
  Security +20
  200
  Skill
  Security +10
  Leap Up
  200
  Talent
  Ag 30
  Light Sleeper
  200
  Talent
  Per 30
  Jaded
  200
  Talent
  WP 30
  Mimic
  200
  Talent
  Ambidextrous
  200
  Talent
  Ag 30
  Assassin Strike
  200
  Talent
  Ag 40, Acrobatic
  Nerves of Steel
  200
  Talent
  Talented (Choose One)
  200
  Talent
  Logis Implant
  500
  Talent
  Polyglot
  500
  Talent
  Int 30, Fel 30
  Sharpshooter
  500
  Talent
  BS 40, Deadeye Shot
  Step Aside
  500
  Talent
  Ag 40, Dodge
  Rank 7 Seneschal Advances
  Advance
  Cost
  Type
  Prerequisites
  Acrobatics +10
  200
  Skill
  Acrobatics
  Blather +10
  200
  Skill
  Blather
  Common Lore (Koronus Expanse) +10
  200
  Skill
  Common Lore (Koronus Expanse)
  Forbidden Lore (Archeotech) +10
  200
  Skill
  Forbidden Lore (Archeotech)
  Forbidden Lore (Xenos) +10
  200
  Skill
  Forbidden Lore (Xenos)
  Inquiry +10
  200
  Skill
  Inquiry
  Logic +10
  200
  Skill
  Logic
  Scrutiny +10
  200
  Skill
  Scrutiny
  Search +10
  200
  Skill
  Search
  Shadowing +10
  200
  Skill
  Shadowing
  Silent Move +20
  200
  Skill
  Silent Move +10
  Sleight of Hand +10
  200
  Skill
  Sleight of Hand
  Wrangling
  200
  Skill
  Double Team
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  Peer (Choose One)
  200
  Talent
  Fel 30
  Talented (Choose One)
  200
  Talent
  Mighty Shot
  500
  Talent
  BS 40
  Two-Weapon Wielder (Ballistic)
  500
  Talent
  BS 35, Ag 35
  Whispers
  500
  Talent
  Int 40, Fel 30
  Rank 8 Seneschal Advances
  Advance
  Cost
  Type
  Prerequisites
  Acrobatics +20
  200
  Skill
  Acrobatics +10
  Awareness +20
  200
  Skill
  Awareness +10
  Blather +20
  200
  Skill
  Blather +10
  Common Lore (Koronus Expanse) +20
  200
  Skill
  Common Lore (Koronus Expanse) +10
  Disguise +20
  200
  Skill
  Disguise +10
  Evaluate +20
  200
  Skill
  Evaluate +10
  Forbidden Lore (Archeotech) +20
  200
  Skill
  Forbidden Lore (Archeotech) +10
  Forbidden Lore (Xenos) +20
  200
  Skill
  Forbidden Lore (Xenos) +10
  Inquiry +20
  200
  Skill
  Inquiry +10
  Logic +20
  200
  Skill
  Logic +10
  Scholastic Lore (Legend) +10
  200
  Skill
  Scholastic Lore (Legend)
  Scrutiny +20
  200
  Skill
  Scrutiny +10
  Search +20
  200
  Skill
  Search +10
  Shadowing +20
  200
  Skill
  Shadowing +10
  Talented (Choose One)
  200
  Talent
  Dual Shot
  500
  Talent
  Ag 40, Two-Weapon Wielder (Ballistic)
  Flame Weapon Training (Universal)
  500
  Talent
  Gunslinger
  500
  Talent
  BS 40, Two-Weapon Wielder (Ballistic)
  Hip Shooting
  500
  Talent
  BS 40, Ag 40
  Hotshot Pilot
  500
  Talent
  Pilot Skill, Ag 40
  
  68
  68
  68
  II: Career Paths
  II: Career Paths
  Void-master
   “Why would I want to stay on the ground? Makes me restless. I’m at home on the deck of a ship, facing the starry black. Throne, everything 
  else makes me feel like a sitting target!”
  –Corman Gerrus, Master of Ordnance on board the Triumph of St. Drusus
  V
  oid-master (or mistress) is a term used to describe one who has risen to master one or more of the mysterious arts of 
  the running of a space-going vessel. They have generally served in a myriad of stations, and have been exceptionally 
  fortunate in that their skills have been recognised and they have been allowed to progress through the ranks to the 
  very top. A Void-master knows every inch of his vessel, and even the cold touch of the airless void presents little fear, for he has 
  faced the terrors of space countless times and has lived to tell the tale. In character and attitude, they are as varied as the ships 
  on which they have served. Some are dour and proper officers—the products of the finest naval bloodlines, while others are 
  born traders and rakish rogues out of the Chartist ships. Others, still, are by inclination smugglers, scavengers, and even pirates. 
  No matter their origins, however, one thing unites them all—the consummate skill in doing what they do best, and the high 
  price and respect their services can earn them.
  The Imperium of Mankind is an interstellar empire spanning much of the galaxy—its worlds, systems, and sectors linked by 
  countless warp routes and divided by unutterable gulfs and savage storms of unreality beyond. Vast fleets of military, mercantile, 
  and exploratory spacecraft knit this great realm together, and some of these ships are as large and densely packed 
  with human life as many terrestrial cities, but even among those who spend their lives protected by steel-
  skinned ships out in the cold darkness, Void-masters are a rare breed. To become a Void-master, an individual 
  must have risen above those around him and have distinguished himself by particular talent and ability.
  Regardless of background, whether his origins be bilge-scum or scion of a lauded hero, a Void-master must 
  earn his title, for it marks a man or woman who can be trusted to hold the lives of many in his hands. 
  The Void-master might be a helmsman, master gunner, or the warden of the ship’s sensors, but 
  whichever position he holds, he controls the vessel’s systems as if they were 
  an extension of his own body and, in a crisis, the ship’s survival depends on 
  his skills. While the average subject of the Imperium might be blissfully 
  ignorant of or rampantly superstitious about space travel and the people 
  to undertake it, those such as the Void-master quite often are equally 
  puzzled by those who confine themselves to the worlds below 
  them. Why, they ask, would any human being surrender himself 
  to the servility and imprisonment of a planet-bound life, when 
  the dark majesty of space awaits those with the courage to 
  voyage upon its endless tides?
  
  69
  69
  II: Career Paths
  II: Career Paths
  Void-master Characteristic Advances
  Characteristic
  Simple
  Intermediate
  Trained
  Expert
  Weapon Skill
  250
  500
  750
  1,000
  Ballistic Skill
  100
  250
  500
  750
  Strength
  250
  500
  750
  1,000
  Toughness
  250
  500
  750
  1,000
  Agility
  100
  250
  500
  750
  Intelligence
  500
  750
  1,000
  2,500
  Perception
  250
  500
  750
  1,000
  Willpower
  100
  250
  500
  750
  Fellowship
  500
  750
  1,000
  2,500
  Rank 1 Void-master Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness
  100
  Skill
  Common Lore (Imperial Navy)
  100
  Skill
  Common Lore (War)
  100
  Skill
  Dodge
  100
  Skill
  Drive (Ground Vehicle)
  100
  Skill
  Forbidden Lore (Xenos)
  100
  Skill
  Gamble
  100
  Skill
  Literacy
  100
  Skill
  Navigation (Stellar)
  100
  Skill
  Pilot (Flyers)
  100
  Skill
  Pilot (Space Craft)
  100
  Skill
  Scholastic Lore (Astromancy)
  100
  Skill
  Scrutiny
  100
  Skill
  Secret Tongue (Rogue Trader)
  100
  Skill
  Trade (Voidfarer)
  100
  Skill
  Melee Weapon Training (Primitive)
  100
  Talent
  Nerves of Steel
  100
  Talent
  Sound Constitution (x2)
  200
  Talent
  Pistol Weapon Training (Universal)
  500
  Talent
  Melee Weapon Training (Universal)
  500
  Talent
  Cost
  Type
  Prerequisites
  200
  Skill
  200
  Skill
  200
  Skill
  200
  Skill
  Dodge
  100
  Skill
  200
  Skill
  100
  Skill
  200
  Skill
  Pilot (Flyers)
  200
  Skill
  Pilot (Space Craft)
  200
  Skill
  Scrutiny
  200
  Skill
  200
  Skill
  200
  Skill
  200
  Talent
  WP 40
  200
  Talent
  200
  Talent
  200
  Talent
  200
  Talent
  200
  Talent
  Rank 2 Void-master Advances 
  Advance
  Command
  Common Lore (Koronus Expanse)
  Common Lore (Tech)
  Dodge +10
  Drive (Skimmer/Hover)
  Forbidden Lore (Pirates)
  Intimidate
  Pilot (Flyers) +10
  Pilot (Space Craft) +10
  Scrutiny +10
  Secret Tongue (Military)
  Secret Tongue (Underdeck)
  Tech-Use
  Die Hard
  Hatred (Pirates)
  Paranoia
  Quick Draw
  Sound Constitution
  Takedown
  StartinG SkillS, talentS & Gear
  Starting Skills: Common Lore (Imperial Navy, War) (Int), Forbidden Lore (Xenos) (Int), Navigation (Stellar) (Int), Pilot (Space 
  Craft, Flyers) (Ag), Scholastic Lore (Astromancy) (Int), Speak Language (Low Gothic) (Int).
  Starting Talents: Pistol Weapon Training (Universal), Melee Weapon Training (Universal), Nerves of Steel.
  Starting Gear: Best-Craftsmanship mono-sword or common-Craftsmanship power sword. Best-Craftsmanship hand cannon or 
  common-Craftsmanship bolt pistol. Guard flak armour. Micro-bead, void suit, blessed ship token, re-breather, Imperial Navy uniform 
  or beggar’s cloak, 2 bottles of amasec, pict-recorder, vox-caster.
  
  70
  II: Career Paths
  II: Career Paths
  Rank 3 Void-master Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness +10
  200
  Skill
  Awareness
  Charm
  200
  Skill
  Ciphers (Mercenary Cant)
  200
  Skill
  Command +10
  200
  Skill
  Command
  Common Lore (Adeptus Arbites)
  200
  Skill
  Common Lore (Imperial Guard)
  200
  Skill
  Decieve
  200
  Skill
  Navigation (Stellar) +10
  200
  Skill
  Navigation (Stellar)
  Pilot (Flyers) +20
  200
  Skill
  Pilot (Flyers) +10
  Pilot (Personal)
  200
  Skill
  Pilot (Space Craft) +20
  200
  Skill
  Pilot (Space Craft) +10
  Speak Language (High Gothic)
  200
  Skill
  Survival
  200
  Skill
  Air of Authority
  200
  Talent
  Fel 30
  Bulging Biceps
  200
  Talent
  S 45
  Double Team
  200
  Talent
  Hardy
  200
  Talent
  T 40
  Rapid Reload
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  Basic Weapon Training (Universal)
  500
  Talent
  Rank 4 Void-master Advances
  Advance
  Cost
  Type
  Prerequisites
  Climb
  200
  Skill
  Command +20
  200
  Skill
  Command +10
  Common Lore (Imperium)
  200
  Skill
  Dodge +20
  200
  Skill
  Dodge +10
  Pilot (Personal) +10
  200
  Skill
  Pilot (Personal)
  Scholastic Lore (Judgement)
  200
  Skill
  Trade (Armourer)
  200
  Skill
  Trade (Shipwright)
  200
  Skill
  Iron Discipline
  200
  Talent
  WP 30, Command
  Jaded
  200
  Talent
  WP 30
  Peer (Imperial Navy)
  200
  Talent
  Fel 30
  Resistance (Fear)
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  Talented (Choose One)
  200
  Talent
  Unarmed Warrior
  200
  Talent
  WS 35, Ag 35
  Hotshot Pilot
  500
  Talent
  Pilot Skill, Ag 40
  Heavy Weapon Training (Choose One)
  500
  Talent
  Hip Shooting
  500
  Talent
  BS 40, Ag 40
  Iron Jaw
  500
  Talent
  T 40
  Thrown Weapon Training (Universal)
  500
  Talent
  Rank 5 Void-master Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness +20
  200
  Skill
  Awareness +10
  Common Lore (Imperial Navy) +10
  200
  Skill
  Common Lore (Imperial Navy)
  Common Lore (War) +10
  200
  Skill
  Common Lore (War)
  Demolition
  200
  Skill
  Drive (Ground Vehicle) +10
  200
  Skill
  Drive (Ground Vehicle)
  Drive (Skimmer/Hover) +10
  200
  Skill
  Drive (Skimmer/Hover)
  Gamble +10
  200
  Skill
  Gamble
  Scholastic Lore (Astromancy) +10
  200
  Skill
  Scholastic Lore (Astromancy)
  Scholastic Lore (Tactica Imperialis)
  200
  Skill
  Security
  200
  Skill
  Blind Fighting
  200
  Talent
  Per 30
  Heightened Senses (Smell)
  200
  Talent
  Marksman
  200
  Talent
  BS 35
  Orthoproxy
  200
  Talent
  Sound Constitution (x2)
  200
  Talent
  True Grit
  200
  Talent
  T 40
  Combat Master
  500
  Talent
  WS 30
  Crushing Blow
  500
  Talent
  S 40
  Exotic Weapon Training (Choose One)
  500
  Talent
  Furious Assault
  500
  Talent
  WS 35
  
  71
  II: Career Paths
  II: Career Paths
  Cost
  Type
  Prerequisites
  200
  Skill
  Common Lore (Imperial Navy) +10
  200
  Skill
  Common Lore (Koronus Expanse)
  200
  Skill
  Common Lore (War) +10
  200
  Skill
  Drive (Ground Vehicle) +10
  200
  Skill
  Drive (Skimmer/Hover) +10
  200
  Skill
  Forbidden Lore (Pirates)
  200
  Skill
  Gamble +10
  200
  Skill
  Intimidate
  200
  Skill
  Scrutiny +10
  200
  Skill
  200
  Skill
  Trade (Voidfarer)
  200
  Skill
  500
  Talent
  200
  Talent
  500
  Talent
  WS 40
  500
  Talent
  BS 40
  500
  Talent
  Fel 50, Peer (Imperial Navy)
  500
  Talent
  Iron Discipline
  500
  Talent
  Rank 6 Void-master Advances 
  Advance
  Common Lore (Imperial Navy) +20 
  Common Lore (Koronus Expanse) +10 
  Common Lore (War) +20
  Drive (Ground Vehicle) +20
  Drive (Skimmer/Hover) +20
  Forbidden Lore (Pirates) +10
  Gamble +20
  Intimidate +10
  Scrutiny +20
  Speak Language (Eldar)
  Trade (Voidfarer) +10
  Wrangling
  Two Weapon Wielder (Ballistic)
  Sound Constitution (x2)
  Counter Attack
  Crack Shot
  Good Reputation (Imperial Navy)
  Into the Jaws of Hell
  Flame Weapon Training (Universal)
  Void Tactician
  500
  Talent
  Int 35
  Rank 7 Void-master Advances
  Advance
  Cost
  Type
  Prerequisites
  Charm +10
  200
  Skill
  Charm
  200
  Skill
  Common Lore (Adeptus Arbites)
  200
  Skill
  Common Lore (Imperium)
  200
  Skill
  Common Lore (Imperial Guard)
  200
  Skill
  Decieve
  200
  Skill
  Forbidden Lore (Pirates) +10
  200
  Skill
  Intimidate +10
  200
  Skill
  Navigation (Stellar) +10
  200
  Skill
  200
  Skill
  200
  Skill
  200
  Skill
  200
  Skill
  200
  Skill
  Pilot (Personal) +10
  Scholastic Lore (Astromancy) +10 
  Scholastic Lore (Tactica Imperialis) 
  Trade (Shipwright)
  Trade (Voidfarer) +10
  Ag 30
  200
  Talent
  500
  Talent
  500
  Talent
  500
  Talent
  500
  Talent
  Nerves of Steel
  Common Lore (Adeptus Arbites) +10 
  Common Lore (Imperium) +10 
  Common Lore (Imperial Guard) +10 
  Decieve +10
  Forbidden Lore (Pirates) +20 
  Intimidate +20
  Navigation (Stellar) +20
  Navigation (Surface)
  Pilot (Personal) +20
  Scholastic Lore (Astromancy) +20 
  Scholastic Lore (Tactica Imperialis) +10 
  Trade (Shipwright) +10
  Trade (Voidfarer) +20
  Ambidextrous
  Sound Constitution (x2)
  Berserk Charge
  Fearless
  Frenzy
  Last Man Standing
  Swift Attack
  500
  Talent
  WS 35
  Rank 8 Void-master Advances
  Advance
  Cost
  Type
  Prerequisites
  Charm +20
  200
  Skill
  Charm +10
  Common Lore (Adeptus Arbites) +20
  200
  Skill
  Common Lore (Adeptus Arbites) +10
  Common Lore (Imperium) +20
  200
  Skill
  Common Lore (Imperium) +10
  Common Lore (Imperial Guard) +20
  200
  Skill
  Common Lore (Imperial Guard) +10
  Common Lore (Tech) +10
  200
  Skill
  Common Lore (Tech)
  Decieve +20
  200
  Skill
  Decieve +10
  Forbidden Lore (Xenos) +10
  200
  Skill
  Forbidden Lore (Xenos)
  Scholastic Lore (Judgement) +10
  200
  Skill
  Scholastic Lore (Judgement)
  Scholastic Lore (Tactica Imperialis) +20
  200
  Skill
  Scholastic Lore (Tactica Imperialis) +10
  Survival +10
  200
  Skill
  Survival
  Tech-Use +10
  200
  Skill
  Tech-Use
  Trade (Shipwright) +20
  200
  Skill
  Trade (Shipwright) +10
  Wrangling +10
  200
  Skill
  Wrangling
  Sound Constitution
  200
  Talent
  Battle Rage
  500
  Talent
  Frenzy
  Blademaster
  500
  Talent
  WS 30, Melee Weapon Training (any)
  Independent Targeting
  500
  Talent
  BS 40
  Lightning Attack
  500
  Talent
  Swift Attack
  Mighty Shot
  500
  Talent
  BS 40
  Unarmed Master
  500
  Talent
  WS 45, Ag 40 Unarmed Warrior
  BS 35, Ag 35
  200
  
  72
  II: Career Paths
  II: Career Paths
  SPeCial abilitieS
  All of the Careers in Rogue Trader also possess unique special 
  abilities that help set them apart. 
  roGue trader SpeCial aBility
  Exceptional Leader: As a free action once per round, the 
  Rogue Trader may grant an ally that he can see and who 
  can hear him +10% to any one test.
  The Rogue Trader’s Exceptional Leader ability may be used 
  once per Strategic Turn in Space Combat, provided that 
  they can both see and hear the Rogue Trader. Typically, 
  this means they must be in the same location aboard the 
  ship (such as the bridge). 
  The Rogue Trader may not give himself the bonus from 
  Exceptional Leader.
  arCh-militant SpeCial aBility
  Weapon Master: Choose one (and only one!) class of 
  weapon. The Arch-militant gains a +10% bonus to hit, +2 to 
  damage, and +2 initiative when using a weapon of his chosen 
  class in Combat.
  aStropath tranSCendent SpeCial 
  aBilitieS
  Soul-Bound to the Emperor: An Astropath Transcendent is 
  soul-bound to the Emperor during a complex ritual on Terra. 
  An Astropath Transcendent gains +20 to his Willpower when 
  resisting Possession, in any opposed Willpower Test against 
  a daemon, or whenever making a Willpower Test to resist 
  any Talent, Psychic Power, special ability, or other effect 
  originating from a daemon. An Astropath Transcendent rolls 
  an additional d10 when rolling on the Perils of the Warp 
  table and may discard any one d10 for a more favourable 
  result.
  Psychic Powers: An Astropath Transcendent begins play 
  with access to techniques from the Telepathic Discipline. 
  Astropath Transcendent characters also begin play with the 
  technique Astral Telepathy (see page 162) and may select 
  two additional techniques from the Telepathic Discipline. 
  Astropaths Transcendent begin with a Psy Rating of 2.
  See Without Eyes: An Astropath Transcendent is blind yet 
  at the same time has a strange ability to perceive without 
  using his physical senses. An Astropath Transcendent is 
  functionally treated as if he can see normally (including 
  seeing colours and being limited by walls, etc.). However, 
  Astropaths Transcendent are not affected by effects that target 
  their vision, such as blind grenades and cameleoline. They 
  are, however, completely incapable of seeing Untouchables 
  (see page 156).
  explorator SpeCial aBility
  Explorator Implants: The Explorator begins play with 
  the Mechanicus Implants Trait (see page 366) and may 
  select up to two additional common-Craftsmanship bionic 
  implants (see page 147). He may spend 200 xp to increase 
  the Craftsmanship of one of his bionic implants by one level 
  (i.e., increasing from common to good costs 200 xp). The 
  Explorator may increase the Craftsmanship up to twice (i.e, 
  taking a common-Craftsmanship to good, then good to best) 
  in this manner, and may only do so at character creation.
  miSSionary SpeCial aBility
  Pure Faith: The Missionary begins play with the Pure Faith 
  Talent. See page 104 for more details.
  naviGator SpeCial aBilitieS
  Warp Eye: All Navigators begin with the Lidless Stare 
  Navigator power as detailed in Chapter VII: Navigator 
  Powers and may either select one additional power or 
  improve an existing power. As the Navigator develops, he may 
  select more powers or improve existing powers by selecting 
  the Navigator Power Advance. 
  The Boons of Lineage: A Navigator hails from a lineage 
  of a particular type that grants him a number of advantages 
  and quirks. The Lineages which a Navigator may hail from 
  are Nomadic Houses, Magisterial Houses, Shrouded Houses, 
  or Renegade Houses. The details and effects of each of these 
  lineages may be found on pages 176 to 178 in Chapter VII: 
  Navigator Powers.
  Navigator Mutations: The Navigator begins play with a 
  number of Navigator Mutations determined by the nature of 
  his Lineage.
  SeneSChal SpeCial aBility
  Seeker of Lore: The Seneschal may spend a Fate Point to 
  automatically succeed at any Ciphers, Lore, or Logic Test. 
  Doing so means that the Test is resolved in the minimum 
  time required. In addition, the Seneschal adds one bonus 
  Degree of Success to any successful Commerce, Inquiry, or  
  Evaluate Test.
  void-maSter SpeCial aBility
  Select one of the following:
  Mastery of Space: The Void-master can re-roll all failed Tests 
  with Manoeuvre Actions (see page 212) aboard a space ship.
  Mastery of Gunnery: The Void-master can re-roll all failed 
  Tests with Shooting Actions (see page 215) aboard a starship.
  Mastery of Augurs: The Void-master can re-roll all failed 
  Tests involving Detection aboard a starship.
  Mastery of Small Craft: The Void-master can re-roll all failed 
  Pilot Tests with small craft (shuttles, heavy lifters, guncutters, 
  starfighters, bombers, and so forth).
  
  73
  III: Skills
  III: Skills
  GaininG SkillS
  •
  BaSic and 
  advanced SkillS
  •
  Skill 
  deScriptionS
  
  74
  74
  74
  III: Skills
  III: Skills
  Chapter III: 
  Skills
  “Few things are impossible with the proper application of diligence 
  and skill. Expect great works of ability and perseverance.”
  –Schola Progenium Master Karna Arista
  S
  kills in Rogue TRadeR are an important representation 
  of an Explorer’s knowledge and training. Part of the 
  fun of playing an Explorer is choosing which skills 
  to train and master over time, then deciding how to apply 
  those skills in various game situations. This chapter contains 
  detailed explanations of every skill. To determine whether 
  or not an Explorer can acquire a skill, consult Chapter II: 
  Career Paths. For information on how to use skills by 
  making Skill Tests, see Chapter IX: Playing the Game.
  Gaining Skills
  “No mass of learning can cure the fossilisation of the closed mind—
  one need only look to the Adeptus to prove my point.”
  –Rogue Trader Krein Vizincy
  All newly created Explorers begin with a set of starting skills 
  based on their Home World and chosen Career Path. These 
  skills represent what the Explorers knew before starting their 
  current exploits. Over time, Explorers earn Experience Points 
  that can be spent to acquire new skills, or improve existing 
  skills. Exactly which skills can be acquired at a particular time 
  during an Explorer’s career is determined by his Career Path.
  Training and Skill 
  MaSTery
  The first time an Explorer acquires a skill, he is said to 
  have that skill trained. Sometimes an Explorer will have the 
  opportunity to acquire the same skill more than once. When 
  an Explorer gains a trained skill for a second time, he gains 
  Skill Mastery in that skill, which grants a +10 bonus to all 
  Skill Tests made with that skill. If the Explorer later acquires 
  that same skill a third time, his Skill Mastery bonus increases 
  to +20. An Explorer cannot acquire the same skill more than 
  three times.
  Basic and 
  Advanced 
  Skills
  “Advanced methods are simply the basic ones with more power, 
  influence, and lance batteries behind them.”
  –Lieutenant Primus Cináed Keyes
  S
  kills are divided into two categories: Basic and 
  Advanced. Anyone can attempt to use Basic Skills, 
  even if he doesn’t have them trained (though training 
  certainly increases his chances for success). Only characters 
  with specific training may use Advanced Skills. For more 
  information on making Skill Tests, see Chapter IX: Playing 
  the Game.
  BaSic SkillS
  Basic Skills are those common to all people throughout the 
  galaxy. Basic Skills are so rudimentary that a character can 
  attempt to use one even if he doesn’t have the skill trained. 
  When a character makes a Skill Test with an untrained 
  Basic Skill, he uses half the value of the skill’s governing 
  Characteristic (round down). Conversely, if a character has 
  a Basic Skill trained, he uses the full value of the skill’s 
  governing Characteristic.
  advanced SkillS
  Advanced Skills require very specific training or education, 
  and relatively few individuals in the galaxy even have 
  them. Unlike Basic Skills, Advanced Skills cannot be used 
  untrained. Regardless of the Explorer’s intrinsic abilities 
  and Characteristics, for example, he would never be able to 
  understand the Eldar language without the benefit of formal 
  instruction.
  TreaTing advanced 
  SkillS aS BaSic SkillS
  Sometimes an Explorer has the opportunity to treat an 
  Advanced Skill as a Basic Skill—usually because of a trait 
  acquired on the character’s Origin Path. This simply means 
  that the Explorer can make Skill Tests with that skill, even if 
  he doesn’t have the skill trained. Such Skill Tests are made at 
  half of the skill’s governing Characteristic (round down), just 
  as if it were a Basic Skill. Note there is a difference between 
  treating an Advanced Skill as a Basic Skill and acquiring 
  training in an Advanced Skill.
  
  75
  75
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  III: Skills
  III: Skills
  Table 3–1: Skills
  Skill Name
  Type
  Characteristic
  Descriptor
  Acrobatics
  Advanced
  Agility
  Movement
  Awareness
  Basic
  Perception
  Exploration
  Barter
  Basic
  Fellowship
  Interaction
  Blather
  Advanced
  Fellowship
  Interaction
  Carouse
  Basic
  Toughness
  —
  Charm
  Basic
  Fellowship
  Interaction
  Chem-Use
  Advanced
  Intelligence
  Crafting, Investigation
  Ciphers†
  Advanced
  Intelligence
  —
  Climb
  Basic
  Strength
  Movement
  Commerce
  Advanced
  Fellowship
  —
  Command
  Basic
  Fellowship
  Interaction
  Common Lore†
  Advanced
  Intelligence
  Investigation
  Concealment
  Basic
  Agility
  —
  Contortionist
  Basic
  Agility
  Movement
  Deceive
  Basic
  Fellowship
  Interaction
  Demolition
  Advanced
  Intelligence
  Crafting
  Disguise
  Basic
  Fellowship
  —
  Dodge
  Basic
  Agility
  —
  Drive†
  Advanced
  Agility
  Operator
  Evaluate
  Basic
  Intelligence
  Investigation
  Forbidden Lore†
  Advanced
  Intelligence
  Investigation
  Gamble
  Basic
  Intelligence
  —
  Inquiry
  Basic
  Fellowship
  Investigation
  Interrogation
  Advanced
  Willpower
  Investigation
  Intimidate
  Basic
  Strength
  Interaction
  Invocation
  Advanced
  Willpower
  —
  Literacy
  Advanced
  Intelligence
  —
  Logic
  Basic
  Intelligence
  Investigation
  Medicae
  Advanced
  Intelligence
  —
  Navigation†
  Advanced
  Intelligence
  Exploration
  Performer†
  Advanced
  Fellowship
  —
  Pilot†
  Advanced
  Agility
  Operator
  Psyniscience
  Advanced
  Perception
  —
  Scholastic Lore†
  Advanced
  Intelligence
  Investigation
  Scrutiny
  Basic
  Perception
  —
  Search
  Basic
  Perception
  Exploration
  Secret Tongue†
  Advanced
  Intelligence
  —
  Security
  Advanced
  Agility
  Exploration
  Shadowing
  Advanced
  Agility
  —
  Silent Move
  Basic
  Agility
  Movement
  Sleight of Hand
  Advanced
  Agility
  —
  Speak Language†
  Advanced
  Intelligence
  —
  Survival
  Advanced
  Intelligence
  Exploration
  Swim
  Basic
  Strength
  Movement
  Tech-Use†
  Advanced
  Intelligence
  Exploration
  Tracking
  Advanced
  Intelligence
  Exploration
  Trade†
  Advanced
  Intelligence
  Crafting, Exploration
  Wrangling
  Advanced
  Intelligence
  —
  † Denotes a skill group.
  
  76
  III: Skills
  III: Skills
  Skill deScripTorS
  Some skills fall into broad categories that use common rules. 
  These descriptors allow both players and GMs to identify 
  the appropriate rules section from Chapter IX: Playing the 
  Game for the resolution of the skills’ use. These categories 
  include: Crafting, Exploration, Interaction, Investigation, 
  Movement, and Operator.
  craftinG SkillS
  Skills with the Crafting descriptor allow the character to 
  create things from parts or raw materials. To create an item, a 
  character must have the necessary materials, tools, workspace, 
  time, and skill—as determined by the GM. The character then 
  makes the appropriate Skill Test as an Extended Action. On a 
  success, the item is generated. The quality/finish/use ulness 
  of the item improves with each degree of success. Failing by 
  three degrees indicates some of the materials have been ruined 
  in the process. Failing by fi e degrees or more indicates all the 
  materials have been ruined.
  exploration SkillS
  Skills with the Exploration descriptor can be used together 
  in Exploration Challenges. These tasks are often lengthy and 
  difficult and thus work best as group efforts with several 
  Explorers each contributing one or more areas of speciality. See 
  page 263 for more information on Exploration Challenges.
  interaction SkillS
  All skills with the Interaction descriptor involve interplay with 
  others. As a result, Interaction Skills usually involve Opposed 
  Tests (see page 293). The difficulty of these Skill Tests 
  depends on the individual’s disposition towards the Explorer, 
  as defined by the GM in accordance with the circumstances 
  of the encounter. See Chapter X: The Game Master for 
  more information on NPC disposition.
  inveStiGation SkillS
  Most of the skills with the Investigation descriptor allow the 
  Explorer to collect information from various sources, and also 
  require Extended Tests as the Explorer hunts for clues in the 
  ship’s archives or in a rival’s cogitator. The GM will set up the 
  proper time period for the Tests using the material on page 
  264 as a guide, as it takes far longer to piece together the 
  writings of a xeno philosopher than it does to interrogate the 
  lackey of a local crime lord.
  MoveMent SkillS
  Skills with the Movement descriptor all relate to the 
  Explorer’s mobility, anything from daring leaps across chasms 
  to climbing out of the same if he doesn’t quite make it across. 
  They involve the ability to move across, through, over, or 
  between the Explorer’s environment.
  operator SkillS
  If a skill involves transportation, be it a humble ground vehicle 
  or a mighty starship, it receives the Operator descriptor. These 
  skills allow the Explorer to drive or pilot a variety of vehicles.
  Skill groupS
  Some skills encompass groups of related skills. For brevity’s 
  sake, these skill groups are listed under the same entry, but 
  each must be acquired and used separately. For example, Pilot 
  (Flyer) and Pilot (Space Craft) are two different skills, and 
  having training in one does not grant training in the other.
  
  77
  III: Skills
  III: Skills
  Skill 
  Descriptions
  “Threading the cyclone of a warp storm simply serves to sharpen 
  one’s skills. Oh, the empyrean provides us such delicious sport.”
  –Navigator Shamira Vishun
  The following are the description for all Skills, both Basic 
  and Advanced, in one section.
  acroBaticS (advanced, MoveMent)
  agility
  Acrobatics training supplements the Explorer’s natural agility to 
  perform feats the less athletic would not even consider. Leaping 
  between catwalks in the enginarium and flipping over the heads 
  of shorter foes is possible with this skill. The difficulty of the 
  Test depends on the difficulty of the feat involved: dodging 
  around the legs of an enraged xeno and leaping from stone to 
  stone in a swirling magma flow would both present significant 
  challenges. The more Degrees of Success obtained, the more 
  stylish or dramatic the end result.
  Skill Use: Full Action unless otherwise noted.
  Special use: disengage 
  When taking the Disengage Action in combat, the Explorer 
  may make an Acrobatics Test to reduce it to a Half Action.
  Special use: Jump & leap 
  An Acrobatics Test may substitute for an Agility Test when 
  jumping or a Strength Test when leaping, according to the 
  appropriate rules on page 266.
  awareneSS (BaSic, exploration)
  perception
  Awareness encompasses the Explorer’s subconscious ability to 
  react to things his conscious mind may not perceive. He can use 
  this Skill to notice threats—such as ambushes, traps, or cleverly 
  hidden objects—or slight changes in the environment—such 
  as a faint vibration in the deck plating or the smell of the air 
  recyclers.
  When using Awareness against an opponent, the test is 
  always Opposed. This use includes noticing ambushes, spotting 
  traps, and other things involving another’s actions. However, 
  noticing environmental factors is a Standard Test. This use 
  includes perceiving trace scents, motion, or similar things.
  Skill Use: Free Action made in reaction to something.
  Barter (BaSic, interaction)
  Fellowship
  The Barter skill allows the Explorer to negotiate better 
  prices or exchange for goods and services. This can modify 
  the Acquisition Modifier for items where the price is not set, 
  but rather the result of negotiation. Thus, the Explorer could 
  not use it to change the cost for promethium at an Imperial 
  Guard depot, but he could definitely use it to haggle with the 
  representatives of House Dimico over the cost of equipping 
  his personal guard with handcrafted bolters. All Barter Tests 
  are Opposed, as they involve interaction by their very nature.
  Barter may sometimes be used to assist with Acquisition 
  Tests (see page 271).
  Skill Use: A typical Barter Test takes about five minutes, 
  but delicate dealings and intricate negotiations may involve 
  Extended Tests.
  Blather (advanced, interaction)
  Fellowship
  Blather allows the Explorer to stall for time with a confusing 
  or distracting stream of conversation. Blather Tests are always 
  Opposed by the target’s Willpower, or Scrutiny if the target 
  actively suspects the tactic. Winning the Opposed Test results 
  in the opponent’s bemused inaction for his entire round. For 
  every degree of success, the Explorer has dumbfounded the 
  target for an additional round. Loosing the Opposed Test 
  means that everyone involved may act normally.
  Some Talents allow the Explorer to use Blather against 
  many opponents. However, even without these Talents, he 
  can affect a number of targets equal to his Fellowship Bonus 
  if he is able to win the Opposed Test. If the group shares 
  similar Characteristics, the GM may roll a single Willpower 
  Test for the group to save time. 
  While the Explorer’s opponents may be confused by his 
  banter, they will not remain inactive in the face of obvious 
  danger or preparations to harm them. The character and 
  his target must share a common language or the Test fails 
  automatically.
  Skill Use: Full Action.
  carouSe (BaSic)
  Toughness
  The Carouse Skill is used to resist the effects of alcohol and 
  narcotics. Frequent imbibers can build up quite a tolerance to 
  inebriants, remaining clear-headed and lucid while those across 
  the table find their judgement or capabilities diminished. The 
  Explorer makes a Skill Test whenever he suffers the effects of 
  alcohol or similar intoxicants.
  Each time he would otherwise suffer from the effects of an 
  intoxicant, make a Carouse Test. Failure indicates he has gained 
  a level of Fatigue or suffers the side effects of the substance. 
  Should he lose conscious, the Explorer will remain passed 
  out for a number of hours equal to 1d10 minus his 
  Toughness Bonus (minimum 1 hour).
  Skill Use: Free Action taken whenever the 
  Explorer imbibes.
  
  78
  III: Skills
  III: Skills
  charM (BaSic, interaction)
  Fellowship
  The Explorer can use the Charm Skill to improve the disposition 
  of others towards him, making a Charm Test whenever he 
  wishes to change the minds of an individual or small group. He 
  need not make a Charm Test each time he speaks with others 
  in a pleasant manner, but only when he wishes to change their 
  opinion, disposition, or convince them to do something.
  All Charm Tests are Opposed by Willpower and can affect 
  a number of targets equal to the Explorer’s Fellowship Bonus. 
  His targets must be able to see and hear clearly, and share a 
  common language.
  Skill Use: 1 minute.
  Special use: inspire
  Those in a position of authority can use the Charm skill to 
  inspire a group-related test, either with positive or negative 
  reinforcement. Success provides a +10 bonus to the next Skill 
  Test of the motivated group. Thus, the ship’s priest might 
  inspire the gunnery crews to greater effort, or the Explorator 
  might speed the efforts of the Tech-adepts under his command 
  by putting the fear of the Omnissiah into them! When used 
  on board a starship during combat, this is known as the Put 
  Your Backs Into It! Action (see page 218). 
  Characters can also use this skill as an Extended Test for 
  purposes on improving morale on board their vessel. (See 
  page 226).
  cheM-uSe (advanced, 
  inveStiGation) 
  intelligence
  The Chem-Use skill allows the Explorer to safely identify, 
  handle and prepare a variety of chemicals, toxins, poisons, and 
  drugs. While Chem-Use covers the use and basic combination 
  of these substances, the Trade (Chymist) skill deals with their 
  manufacture from base components.
  Success in a Chem-Use Test, modified by the appropriate 
  difficulty for the chemical or drug in question, indicates it has 
  been applied correctly for the desired results. Failure indicates 
  the dose was wasted without effect. See Chapter V: Armoury 
  for more information on drugs, chemicals, and their effects.
  When using a medicae injector or narthecium, the Skill Test 
  to administer a drug or antidote is reduced to a Half Action.
  Employing Chem-Use to apply particularly complex 
  combinations of substances or toxins uses an Extended Test 
  of duration and difficulty set by the GM for the treatment in 
  question.
  Skill Use: Full Action.
  cipherS (advanced)
  intelligence
  Skill Groups: Rogue Trader, Mercenary Cant, Nobilite 
  Family, Astropath Sign, and Underworld
  Many groups and organizations employ ciphers as a secret, 
  shorthand code to communicate basic ideas, warnings, or 
  information rapidly. The Explorer can use and understand the 
  hand signals, physical markings, or other subtle signs employed 
  to express these concepts. Skill Tests are not required to either 
  leave or read basic messages but are necessary to communicate 
  or decipher complicated meanings or signs obscured by the 
  passage of time.
  Rogue Trader: Each trader, vessel, or fleet develops its own 
  code to help coordinate negotiations and keep secrets from 
  other merchants or the authorities.
  Mercenary Cant: Many mercenary companies operate in 
  the Expanse, and each has an abbreviated, clipped battle 
  language for orders and commands. Though there are some 
  commonalities, each is essentially unique.
  Nobilite Encoding: The secretive families of the Navigators 
  have histories stretching back for millennia, and many use 
  languages or dialects long-dead to modern ears. Each family 
  uses a specific one tied to their histo y.
  Astropath: Owing to the sensory changes involved in soul 
  binding, this special language has components on many 
  levels, including whispers of the mind.
  Underworld: Crime lords have used ciphers since time 
  immemorial, and their sophistication has only increased 
  over this period. Each organisation uses its own to deter 
  competition.
  Skill Use: Full Action.
  cliMB (BaSic, MoveMent)
  Strength
  With the Climb skill the Explorer can ascend or descend ropes, 
  pipes, and both natural and man-made walls. This skill is not 
  used for ladders or other easily ascended ways, but for climbs 
  without ready handholds or other poor climbing conditions. 
  The condition of the surface or item and the environmental 
  conditions can impose additional bonuses or penalties. It’s 
  far more difficult to ascend an icy rock face in a blizzard 
  than a ship’s bulkhead crisscrossed with pipes and conduits. 
  A successful Test allows the character to ascend or descend 
  at one-half his half move rate. See Climbing in Chapter IX: 
  Playing the Game for more details.
  Skill Use: Half Action.
  coMMand (BaSic)
  Fellowship
  The Explorer utilizes the Command skill to both direct those 
  under his authority and establish actions for groups to execute 
  on command, such as bringing a ship to battle stations. This skill 
  is only effective upon those under the Explorer’s authority. A 
  successful Command Test indicates that those whom he directs 
  follow his instructions in a timely manner. Failure on the Skill 
  Test when used on an individual simply means that he does not 
  
  79
  III: Skills
  III: Skills
  follow the Explorer’s directions, though additional Degrees of 
  Failure can indicate that the individual accepts the task with no 
  intention of actually doing it, or could even misinterpret the 
  command or take contradictory actions. For directing groups, 
  Degrees of Success or Failure will increase or decrease the time 
  necessary to execute the orders, with three or more Degrees of 
  Failure subjecting them to confused inaction. 
  A Command Test can affect a number of targets equal to the 
  Explorer’s Fellowship Bonus. They must be able to see and hear 
  him, though this could be done remotely through a vox- or 
  pict-caster, and use speak a common language.
  Skill Use: Half Action for simple commands, Full Action for 
  more involved direction.
  coMMerce (advanced)
  Fellowship
  The Explorer use the Commerce skill to build business 
  ventures, negotiate contracts, and form trade networks. 
  Commerce can be an Opposed Test, pitting the character’s 
  Commerce Skill against one of several possibilities, depending 
  on the situation at hand. For negotiations, the character Tests 
  against his opponent’s Commerce Skill. If attempting to bilk 
  an easy mark, it would be against the target’s Scrutiny Skill. It 
  can also be a standard Skill Test, representing the knowledge 
  involved in managing a commercial venture—in the absence 
  of others acting specifical y against the Explorer. Commerce 
  is the main skill for utilising the Explorers’ Profit Factor to 
  make Acquisitions (see page 271).
  The time necessary for a Commerce Skill Test varies from 
  instant, such as recalling details about a recent venture, to the 
  months necessary to build complex financial net orks.
  Skill Use: Variable (see Acquisitions on page 271).
  coMMon lore (advanced, 
  inveStiGation) 
  intelligence
  Skill Group: Adeptus Arbites, Adeptus Astra Telepathica, 
  Adeptus Mechanicus, Administratum, Ecclesiarchy, Imperial 
  Creed, Imperial Guard, Imperial Navy, Imperium, Koronous 
  Expanse, Navis Nobilite, Rogue Traders, Tech, War
  The Common Lore Skill allows the Explorer to recall general 
  information, procedures, divisions, traditions, famed individuals, 
  and superstitions of a particular world, group, organisation, or 
  race. This Skill differs from Scholastic Lore, which represents 
  scholarly learning, and Forbidden Lore, which involves hidden 
  or proscribed knowledge, in that it deals with basic information 
  learned from prolonged exposure to a culture or area.
  The GM will determine what extra information to provide 
  for additional Degrees of Success.
  Adeptus Arbites: Knowledge of the various arms and sub-
  sects of the Arbites, including details of rank structure, common 
  procedures, and the basic tenants of Imperial Justice.
  Adeptus Astra Telepathica: Knowledge of how psykers are 
  recruited and trained for the Adeptus Terra, including how 
  Astropaths are used throughout the Imperium, and the basics 
  of sending and receiving astro-telepathic messages.
  Adeptus Mechanicus: A general understanding of the 
  symbols and practices of the Adeptus Mechanicus, as well as 
  its hierarchy, identifiable ranks, and the existence of the Sixteen 
  Universal laws.
  Administratum: Broad knowledge of the labyrinthine 
  workings, rules, traditions, and dictates of the Adeptus 
  Administratum.
  Ecclesiarchy: Understanding of the structure of the Adeptus 
  Ministorum and its role in the worship of the Emperor.
  Imperial Creed: Knowledge of the rites, practices, and 
  personages of the Imperial Cult, the most common observances, 
  festivals, and holidays in honour of the Emperor.
  Imperial Guard: Basic information about the ranking system, 
  logistics, structure, and basic tactical and strategic practices of 
  the Imperial Guard, as well as particularly famed regiments.
  Imperial Navy: Basic information about the ranks, customs, 
  uniforms, and particular traditions of the Imperial Navy, as well 
  as famous admirals and ships.
  Imperium: Knowledge of the segmenta, sectors, and most 
  well known worlds of the Imperium.
  Koronous Expanse: Information concerning the general 
  astrography of the Expanse, including known warp passages, 
  regions, and legends of what may be found there.
  Navis Nobilite: Information about the size, customs, dress, 
  and predominant characters of the Navigator families.
  Rogue Traders: Understanding of the most famed 
  Warrants of Trade, their bearers, and the vessels 
  carrying them throughout the Imperium.
  Tech: An understanding of simple litanies 
  
  80
  III: Skills
  III: Skills
  and rituals to sooth and appease machine spirits.
  War: Knowledge of great battles, notable commanders, heroes, 
  and famous stratagems employed by the Imperium in its many 
  campaigns.
  Skill Use: Free Action.
  concealMent (BaSic)
  agility
  The Concealment Skill is used to hide things, from small 
  objects to vehicles to starships, or objects on the character’s 
  person. Use of the Skill requires an appropriate environment 
  to mask the item in question: buildings and trees for a small 
  shuttle or an asteroid field and space anomaly for a starship. 
  Concealment is always an Opposed Test, pitting the Explorer’s 
  Concealment against his opponent’s Awareness or Scrutiny. 
  Conceal represents active efforts to foil another character’s 
  search attempts.
  If the character or the object being hidden remains 
  perfectly still, he gains a +10 bonus to the Skill Test.
  Skill Use: Half Action.
  contortioniSt (BaSic, coMBat)
  agility
  Explorers with the Contortionist Skill can make use of their 
  innate flexi ility to allow them to escape bonds, squeeze 
  through opening normally too small for passage, or fit into 
  an area normally too small for their body. It also provides an 
  alternative to brute strength in grappling.
  Skill Use: Full Action unless otherwise noted below.
  Special use: escape Bonds
  The Explorer can make a Contortionist Test to slip free 
  of bonds. This is an Opposed Test, using the character’s 
  Contortionist Skill against his opponent’s Characteristic Test 
  using Intelligence. The quality of the bonds and the time used 
  to employ them will affect the difficulty of the Test. It may be 
  impossible to escape adamantine manacles properly employed 
  by a bounty hunter, but it is far easier to slip out of the crude 
  ropes hastily applied by a feral tribesman—especially after 
  applying grox fat to one’s wrists.
  Escaping bonds requires one minute, with each Degree of 
  Success reducing this time by 10 seconds.
  Special use: escape grapple
  After an opponent has grappled the Explorer in combat, he 
  may escape using the Contortionist Skill. Make an Opposed 
  Test with the Contortionist Skill against by the grappler’s 
  Strength Characteristic Test. Success indicates the Explorer 
  has freed himself. Failure means he remains grappled.
  Special use: Squeeze Through 
  The Explorer can make a Contortionist Test to squeeze 
  through a tight space, such as through a maintenance conduit 
  aboard a ship or a gap in blast doors warped open by damage. 
  He can also use this aspect of the skill to cram himself into 
  a space normally too small to fit a human body. The GM 
  sets the difficulty of the Test according to the size of the 
  passage or opening, and is well within his rights to rule that 
  some spaces are simply too small to allow use of this Skill. A 
  successful Skill Test indicates that the character has managed 
  to squirm through the gap or into the crate. Failure means that 
  he cannot pass the area or will not fit into the space. Four or 
  more Degrees of Failure mean he has become stuck until he 
  can succeed in another Contortionist Test or someone else 
  pulls him free. Squeeze Through takes 1 minute, with each 
  Degree of Success reducing this time by 10 seconds.
  deceive (BaSic, interaction)
  Fellowship
  The Deceive skill enables the Explorer to mislead others as 
  to his true intent. Any time he tells a lie, reveal only part 
  of the truth or spin information to his advantage with the 
  intent to mislead someone, the character must make a Deceive 
  Test. He need not make a Deceive Test for every lie, but only 
  when that deception would change someone’s mind, opinion, 
  or actions. Deceive is always an Opposed Test, using your 
  Deceive Skill against the opponent’s Scrutiny.
  A Deceive Test affects a number of targets equal to the 
  Explorer’s Fellowship Bonus. The targets must be able to see 
  and hear him clearly, either in person or via vox- or pict-
  caster. They must also speak a common language.
  Skill Use: 1 minute, or more for complex deceptions.
  Special use: con
  The ship’s master or officers can use deception to temporarily 
  increase the crew’s morale during combat by plying them with 
  exaggerated battle reports or idle suppositions concerning 
  what Ork Freebooters do to prisoners. 
  Outside of combat, the Explorer can use this skill to reduce 
  the effect of long warp passages on the crew’s morale. Each 
  failure imposes a cumulative –10 penalty upon subsequent 
  attempts, as character’s audience becomes wise to the 
  deceptions (See page 293).
  deMolition (advanced, craftinG)
  intelligence
  The Explorer can use the Demolition Skill to employ explosives 
  in the proper quantity to achieve a desired effect, from cutting 
  through the hatch of a Land Raider to destroying a plasma 
  conduit without significant y damaging the reactor behind it. 
  It can also be used to diffuse the explosive left by others or to 
  manufacture demolition materials, from slow fuses to blasting 
  caps to the explosives themselves. This Skill pertains to set 
  charges rather than grenades and other devices intended for 
  use against the enemy in combat.
  Skill Use: Full Action unless otherwise noted.
  
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  III: Skills
  III: Skills
  Special use: Manufacture explosives 
  Much like the Trade Skills, the Demolition Skill allows 
  the Explorer to make explosive materials from basic 
  components. This use of the Demolition Skill is an Extended 
  Test, and the GM will assign a difficulty and du ation in 
  accordance with the complexity of the compound and the 
  materials at hand. Constructing breaching charges in a well-
  stocked Munitorum warehouse is far easier than making a 
  fuse from dried vines and animal droppings.
  Skill Use: Full Action unless otherwise noted.
  Special use: place explosives
  The effectiveness of explosive devices is greatly dependent 
  upon the skill with which they are placed. Success on a 
  Demolitions Test indicates the Explorer has successfully 
  planted the explosive charge, set with his trigger of choice. 
  Possible triggers are only limited by one’s imagination, and 
  can include trip wires, timers, proximity sensors, or remote 
  activators. Failure indicates that the explosives will fail to go 
  off when triggered, though the character will not know this 
  till the time of activation. Four or more Degrees of Failure 
  indicates the Explorer has detonated the device on himself!
  Some tasks, such as rigging a building for demolition 
  or setting a series of charges to scuttle a cargo bay, require 
  an Extended Test. The GM will set difficulty and duration 
  depending on the extent of the undertaking. 
  When placing explosives, make sure to note the total 
  Degrees of Success Test result, as it may be used in an 
  Opposed Test if someone attempts to defuse the explosive.
  Special use: defuse explosives
  Defusing charges also falls under the Demolition Skill. Make 
  an Opposed Test against the Demolition Skill Test of the 
  individual who set the explosives. Winning the Test indicates 
  that the bomb has been defused. Simple failure means that 
  while the charge has not been disarmed, neither has it gone off. 
  Four or more Degrees of Failure indicates the Explorer has set 
  off the device, suffering the consequences of the explosion. 
  Defusing multiple charges or complex trigger mechanisms 
  may require an Extended Test as determined by the GM.
  diSGuiSe (BaSic)
  Fellowship
  The Disguise skill allows the Explorer to mask his features 
  and even assume another’s appearance. The difficulty of the 
  test depends upon the materials available, the differences 
  between the character and the desired appearance, and any 
  other elements that would affect the deception. Disguise is an 
  Opposed Skill Test against a foe’s Scrutiny.
  The application of the most elementary of disguises takes 
  one minute. The more elaborate the deception, the more time 
  required, up to weeks or months in the case of impersonations 
  involving prosthetics, surgery, or xeno mannerisms. The GM 
  will assign an appropriate difficulty and set the time equired 
  for the desired effect.
  Skill Use: 1 minute or more.
  dodGe (BaSic, coMBat)
  agility
  Use the Dodge skill as a Reaction to nullify a successful hand-
  to-hand or ranged attack. Success on the Skill Test means the 
  attack has been avoided and deals no damage. See Chapter 
  IX: Playing the Game for more information on Dodge.
  Skill Use: Reaction.
  drive (advanced, operator)
  agility
  Skill Groups: Ground Vehicle, Skimmer/Hover, Walker
  The Drive allows the Explorer to control land-based, 
  hover-, or skimmer-type vehicles. Vehicles include Cargo-8s, 
  Rhinos, Land Speeders, Sentinels, and other ground-based 
  transports. Normal driving does not require a Skill Test, but 
  one is required for hazardous conditions, excessive speed, or 
  dangerous manoeuvres.
  Skill Use: Half Action.
  evaluate (BaSic, inveStiGation)
  intelligence
  The Explorer can use Evaluate to determine the approximate 
  value of an object or group of items. Thus, the Skill can be 
  used on a single power sword or a cargo hold full of lasrifle . 
  Success on the Evaluate Test reveals the item’s Availability 
  Modifier (see page 272). Additional Degrees of Success will 
  give additional information about the objects. A failure results 
  in the miscalculation of an item’s true value, with the degree 
  of error increasing with each Degree of Failure. The GM 
  should roll Evaluate Tests and only reveal what the Explorer 
  believes to be true.
  The difficulty of the Test should be adjusted for the 
  Explorer’s access to the item and the time allowed by the 
  seller. Using Evaluate on large cargoes requires an Extended 
  Test, though the Explorer can appraise single items in about 
  a minute. Additionally, Evaluate can be used at the GM’s 
  discretion to assist with determining the requirements for 
  Endeavours (see page 277).
  Skill Use: 1 minute or more.
  forBidden lore (advanced, 
  inveStiGation) 
  intelligence
  Skill Groups: Adeptus Mechanicus, Archeotech, Daemonology, 
  Heresy, the Inquisition, Mutants, Navigators, Pirates, Psykers, 
  the Warp, and Xenos
  Forbidden Lore skills represent knowledge usually 
  hidden, veiled, or proscribed by an organisation or society. 
  Mere possession of this knowledge may cause difficulties for 
  those not associated with the group in question. Excessive 
  knowledge of the hidden truths of powerful Navigator houses 
  can be decidedly bad for one’s health for those outside the 
  Navis Nobilite.
  A successful Forbidden Lore Test indicates the Explorer can 
  
  82
  III: Skills
  III: Skills
  recall basic information about the subject. The GM will reveal 
  additional information as appropriate to the Degree of Success 
  on the roll.
  Adeptus Mechanicus: An in-depth understanding of 
  followers of the Machine God, including such things as their 
  rituals, observances, common beliefs, core philosophies, and 
  specific knowledge of the Universal Laws.
  Archeotech: Knowledge of the great, lost tech devices of past 
  times and clues to their mysterious functions and purposes.
  Daemonology: Lore about some of the most infamous warp 
  entities and their twisted physical manifestations.
  Heresy: Wisdom concerning acts and practices deemed 
  heretical by the Imperium, the most contemptible heretics of 
  history, and their acts.
  The Inquisition: Understanding the secretive organisation of 
  the Imperium, its common tenets and famous Inquisitors.
  Mutants: The study of stable and unstable mutations within 
  humanity, their cancerous influence and mutagenic development 
  over time, and some of the studies and books on the topic.
  Navigators: Secret knowledge about the Navis Nobilite 
  families, their breeding programs, common mutations, and 
  prominent patriarchs.
  Pirates: Knowledge of the scourge of the warp lanes, their 
  tactics, infamous vessels, and inhuman captains.
  Psykers: Skill in identifying psykers, the physical effects of 
  their powers, the danger they cause, and the general extent of 
  their capabilities.
  The Warp: An understanding of the energy of the warp, its 
  interaction and interrelation with realspace and how its tides 
  and eddies affect travel between the stars.
  Xenos: Knowledge of the minor and major alien species 
  known to the Imperium, the threat they pose, and their general 
  appearance.
  Skill Use: Free Action…although the consequences of 
  knowing such things can last a lifetime.
  GaMBle (BaSic)
  intelligence
  The Explorer uses Gamble when participating in games of 
  chance popular amongst both officers and crew of trader 
  fleet . Each participant wagers an amount, though these are 
  typically the same, and makes an Opposed Test with the 
  Gamble Skill. The player with the most Degrees of Success 
  or fewest Degrees of Failure wins the pot. The Explorer may 
  choose to lose against any player with a worse result as part 
  of a Deceive attempt.
  Those with both Skills may use Sleight of Hand instead 
  of Gamble to hide cards or alter dice rolls. Success gives the 
  character a +20 bonus to his tests, but four or more Degrees 
  of Failure indicates he has been caught in the act.
  Skill Use: Full Action for an entire day of gaming.
  inquiry (BaSic, inveStiGation)
  Fellowship
  The Explorer can use Inquiry to gain information by asking 
  questions, through conversation or simple eavesdropping. 
  Inquiry allows him to pick up general information about an 
  area: its news, recent events, and more. Additional Degrees of 
  Success reveal more detailed or more secretive tidings.
  Inquiry can also be used as an Investigation Skill, allowing 
  the Explorer to hunt after a particular item of information 
  from either individuals or resources, such as the ship’s 
  librarium. This use is virtually always an Extended Test, with 
  Difficulty and Duration set by the GM. Additional information 
  on Investigation can be found on page 264 of Chapter IX: 
  Playing the Game.
  Skill Use: 1 hour or more.
  Special use: Hunt for Sedition 
  A character may use his skills of inquiry among members 
  of the crew to plumb for malcontents, malingerers and 
  mutineers. Successful use of Inquiry improves Morale by 1d5 
  by removing of negative influences from the rest of the crew, 
  but for every point the ship’s Morale improves, the Population 
  is reduced by 1 in turn as the seditious elements are purged. 
  interroGation (advanced)
  Willpower
  Interrogation allows the Explorer to extract information from 
  an unwilling subject. The application differs from torture, 
  where a subject will frequently say anything to stop the ordeal. 
  Rather, it represents skilled application of psychology, various 
  devices, serums, and other techniques. The GM may modify 
  the Difficulty of the Test according to the availability of tools, 
  facilities, and other conditions.
  Interrogation is always an Opposed Test, pitting the 
  Explorer’s Interrogation Skill against an opponent’s 
  Willpower. If he wins the Opposed Test, the Explorer gets 
  one answer, plus one answer for each Degree of Success. If the 
  opponent wins the Opposed Test, the Explorer gets nothing 
  of worth. Two or more Degrees of Failure inflict 1d10 plus 
  the character’s Willpower Bonus in Damage, and prevents any 
  further interrogation for 1d5 days. If the Explorer suffers four 
  or more Degrees of Failure, he deals the same Damage and his 
  subject gains a +30 bonus to Willpower Tests made to resist 
  Interrogation at the hands of the Explorer or his allies. Each 
  Interrogation Test inflicts one level of Fatigue on the target.
  Skill Use: 1d5 hours.
  intiMidate (BaSic, interaction)
  Strength
  The Explorer uses Intimidate to pressure an individual to give 
  in to his demands. The character does not make an Intimidate 
  Test every time he makes a threat, but only when it involves 
  coercion. Though Intimidate lists Strength as its associated 
  characteristic, the Explorer may substitute either Intelligence 
  or Fellowship if the threat involves more subtle methods than 
  brute force, such as blackmail or humiliation.
  
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  III: Skills
  III: Skills
  An Intimidate Test affects a number of targets equal to 
  the Explorer’s Strength, Intelligence, or Fellowship Bonus, 
  depending on the characteristic used for the test. His targets 
  must be able to see and hear him clearly, either in person or 
  via pict- or vox-caster, and speak a common language.
  Skill Use: Full Action.
  invocation (advanced)
  Willpower
  An Invocation test is a Full Action. For the duration of the 
  round, the Explorer clears his mind of external influence and 
  focuses his will more intently. This may be through recitation 
  of mantras, use of psychic foci, or meditation. A successful 
  test indicates that his mind is ready to channel the warp more 
  intensely than usual while still limiting his exposure. On the 
  next round, the Explorer adds +1 to the final Psy Rating of 
  any Fettered Power Test.
   Failure on the Invocation Test indicates that the Explorer’s 
  attempts to focus have backfi ed, and he suffers a –1 penalty 
  to the final Psy Rating of a Fettered Power Test. If this reduces 
  the Psy Rating to zero, the power fails to activate.
  Skill Use: Full Action.
  literacy (advanced)
  intelligence
  Literacy allows the Explorer to read and write any language he 
  speaks. Everyday activities do not require Literacy Tests, but 
  situations involving regional variations, damaged manuscripts, 
  archaic usage, or colloquial phrases necessitate a Test. 
  Skill Use: 1 minute for 1 page of text, roughly 750 words.
  loGic (BaSic)
  intelligence
  The Explorer uses Logic to solve problems, decipher puzzles, 
  and deal with other situations involving demonstration and 
  inference. A Logic Test might infer the missing symbol in 
  a series or to solve a particularly troublesome mathematical 
  equation. He can also use the Skill to prepare a reasoned 
  argument for debate or philosophical exchange.
  The preparations of complex reasoning or complicated 
  problems are Extended Tests.
  Skill Use: 1 minute, or longer for particularly complex 
  problems.
  Medicae (advanced)
  intelligence
  The Medicae Skill helps diagnose and treat injuries by 
  suturing wounds, applying counterseptic, and use of medical 
  devices such as the Narthecium. On individual patients 
  Medicae provides First Aid and Extended Care for short- and 
  long-term treatment.
  On larger groups of wounded, Medicae can help save the 
  lives of those that can be saved and apply the Emperor’s grace 
  to those who cannot, resulting in fewer overall deaths. It can 
  also help diagnose widespread medical problems and apply 
  the ounce of prevention before the pound of cure becomes 
  necessary.
  Special use: First aid
  The Medicae Skill performs first aid for the injured, removing a 
  small amount of damage by suturing lacerations, bandaging 
  abrasions, and plugging punctures. A successful Medicae Test 
  removes Damage equal to the Explorer’s Intelligence Bonus on 
  lightly damaged characters or 1 damage point from heavily or 
  critically damaged characters.
  The First Aid use of the Medicae Skill can be used to treat any 
  number of untreated injuries with a single Medicae Test. If 
  successful, the Medicae Test removes Damage as detailed above. 
  Once the Medicae Test is performed, the injuries are treated (for 
  better or worse) and cannot be treated with another First Aid Test. 
  They may be treated with an Extended Care Test.
  Skill Use: Full Action.
  Special use: extended care
  Using the Medicae Skill for extended care speeds the healing 
  process. The Explorer can properly treat a number of patients 
  equal to his Intelligence Bonus. Each additional patient imposes 
  a cumulative –10 penalty to the Medicae Tests to provide 
  extended care. For lightly damaged patients, make one Test at 
  the end of each day. For heavily or critically damaged patients, 
  Test once at the end of each week. Success allows the patient to 
  remove twice the normal Damage—removing Critical Damage 
  first—plus 1 point for each Degree of Success. Failure does not 
  adversely affect the patients, who heal at the normal rate. Two 
  or three Degrees of Failure indicate that all lightly and heavily 
  damaged patients take 1 Damage each, using Sudden Death 
  to resolve any Critical Damage (see page 250). Four or more 
  Degrees of Failure indicate all patients take 1d10 Damage, 
  using Sudden Death to resolve Critical Damage.
  For additional information on Healing, see Chapter IX: 
  Playing the Game.
  Special use: diagnose 
  Medicae can also be used to diagnose disease and other 
  ailments, both on one’s fellow Explorers and also on the 
  crew at large. On individuals, a successful Skill Test yields 
  the name of the ailment and basic treatments. When used 
  on groups, a successful Skill Test prevents casualties to the 
  Crew Population due to disease or malnutrition due to 
  extended voyages.
  naviGation (advanced, 
  intelligence
  Skill Group: Surface, Stellar, Warp
  The Explorer uses the Navigation Skill to plot a course 
  between two points. The course might be across a continent 
  or through the tides of the empyrean. A successful Navigation 
  Test also provides an estimated travel time based on geography, 
  cosmography, prevailing conditions, weather, warp tides and 
  the like. 
  Surface Navigation is used to navigate across a 
  planet’s surface, using logi-compasses, map readouts, 
  and geographical knowledge.
  Stellar Navigation is used to navigate in 
  space between planets, using star-charts, 
  exploration) 
  
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  III: Skills
  III: Skills
  and carto-mantic rituals.
  Warp Navigation reflects the Navigator’s ability to steer 
  a starship through the tides of the empyrean, using the 
  beacon of the Astronomicon as a reference. It determines 
  how quickly a ship reaches its destination. When conditions 
  are particularly challenging, the Skill also determines if the 
  ship reaches its destination at all. For further information, see 
  Warp Travel on page 183.
  A Navigation Test represents several hours of charting 
  courses, consulting maps, and making necessary trajectory 
  corrections. However, one minute is adequate for the purpose 
  of finding one’s current location so long as the ship is not in 
  the warp.
  Skill Use: 1 minute for simple location; 1d5 hours for 
  plotting courses or routes.
  perforMer (advanced)
  Fellowship
  Skill Groups: Dancer, Musician, Singer, Storyteller
  The Explorer uses the Performer Skill to entertain and enthrall 
  groups of spectators. Performer Tests take an amount of time 
  dependent on the art form involved.
  Skill Use: Variable.
  Special use: charming performance 
  The Explorer may make a Difficult (–10) erformer 
  (Storyteller) or Performer (Singer) Test instead of 
  Charm, to win round the audience, causing their disposition 
  to improve by one level, or to temporarily improve the 
  Morale of the crew. When used to improve Morale, a 
  successful Test adds +5 to the ship’s Morale, with an 
  additional +10 for every two Degrees of Success, for the 
  duration of the combat.
  Special use: enthralling performance 
  The Explorer may make a Difficult (–10) erformer 
  (Musician) or Performer (Singer) Test instead of a 
  Blather Test, utterly enthralling and distracting the audience 
  for a moment. When used in place of Blather, it is subject to 
  the same rules and conditions.
  pilot (advanced, operator)
  agility
  Skill Groups: Personal, Flyers, Space Craft
  Explorers use the Pilot Skill to fly anything from personal 
  jump packs to small atmospheric craft—such as landers or 
  gun-cutters—to void-faring fighter , bombers, and capital 
  vessels. Under normal conditions, piloting does not require 
  a Test, but unusual or difficult conditions such as storms, 
  obstacles, or dangerous manoeuvres do require a Skill Test.
  When chasing another vehicle or ship or contesting for 
  position, the Explorer make an Opposed Pilot Test against 
  his opponent.
  Complete rules for starships can be found in Chapter 
  VIII: Starships.
  Skill Use: Half Action.
  pSyniScience (advanced)
  perception
  Those with the Psyniscience Skill sense the currents and 
  eddies of the warp. The Explorer can use the Skill to detect 
  the presence or absence of daemons and the use of psychic 
  powers. The Skill also allows detection of psychic phenomena, 
  disturbances, voids, or other areas where the flow of the 
  immaterium has been unsettled or disrupted. The general 
  results of Psyniscience tests are summarised below:
  Degrees 
  of Success
  Result
  Standard 
  Success
  Awareness of immaterium disruption or 
  number of entities present
  One
  Approximate direction of the phenomena or 
  creatures
  Two
  Rough location of the warp creatures or 
  beings affecting the immaterium.
  Three +
  Exact position of the creatures or psykers 
  present 
  Skill Use: Full Action.
  Special use: astropathic interference 
  Astropaths can also use the Psyniscience skill to block the 
  communications of other Astropaths. Used in this way, 
  this is an Opposed Test, with the interfering Astropath 
  suffering a –10 penalty for each Void Unit between himself 
  and the target. If successful, the blocking Astropath stops 
  the blocked Astropath’s ship from sending or receiving 
  Astropathic transmissions.
  ScholaStic lore (advanced, 
  inveStiGation) 
  intelligence
  Skill Groups: Archaic, Astromancy, Beasts, Bureaucracy, 
  Chymistry, Cryptology, Heraldry, Imperial Warrants, Imperial 
  Creed, Judgement, Legend, Navis Nobilite, Numerology, 
  Occult, Philosophy, Tactica Imperialis
  Scholastic Lore grants the Explorer knowledge of a 
  particularly complex or esoteric subject. A successful Skill 
  Test allows him to recall necessary information or research 
  a particular subject should appropriate reference material be 
  readily available. Scholastic Lore grants a depth of knowledge 
  far beyond that of Common Lore, requiring both experience 
  and study to obtain.
  Scholastic Lore Tests can identify things that fall within 
  the Explorer’s area of expertise—a person, book, starship or 
  machine spirit. A successful Skill Test within the realm of 
  the character’s specialty reveals basic information about the 
  object in question in accordance with the following table:
  
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  Degrees 
  of Success
  Result
  Standard 
  success
  Reveals basic information known to scholars 
  on the topic.
  One
  Reveals uncommon information, known to 
  few dedicated academics.
  Two
  Reveals obscure information, known to 
  only serious scholars.
  Three +
  Reveals extremely rare information, known 
  only to true experts in the field
  Scholastic Lore overlaps with Common Lore and Forbidden 
  Lore in some areas, but it represents more in-depth, academic 
  information. An Explorer with Common Lore (Navis 
  Nobilite) might know conventional information about the 
  Navigator families and their ability to direct the starships of 
  the Imperium, but one with Scholastic Lore (Navis Nobilite) 
  would be able to trace lineage and historic agreements of a 
  family over the millenia.
  Scholastic Lore Tests require no time, as the Explorer 
  either knows the fact or not. Researching, however, requires 
  an Extended Test of a Duration and Difficulty appropriate to 
  the task at hand. See page 231 of Chapter IX: Playing the 
  Game for details.
  Archaic: An understanding of the Imperium’s dark past, its 
  proscribed eras and how the long millennia have changed the 
  face of mankind.
  Astromancy: A knowledge of stars, singularities, and the 
  worlds around them, as well as theoretical understanding of 
  how to use telescopes, astrolithic charts, and the like.
  Beasts: An understanding of the genus and families of animals 
  and familiarity with the characteristics and appearance of 
  many semi-sentient creatures.
  Bureaucracy: A familiarity with the rules and regulations 
  involved with governments, particularly the Adeptus 
  Administratum, and their many and varied departments, 
  bureaus, and policies.
  Chymistry: A knowledge of chemicals, their alchemical 
  applications in a number of uses, and their prevalence or 
  scarcity throughout the Imperium.
  Cryptology: 
  An 
  understanding 
  of 
  codes, 
  ciphers, 
  cryptographs, secret languages, and numerical keys. This may 
  be used to either create or decipher encryptions.
  Heraldry: A grasp of the principles and devices of Heraldry, 
  as well as a knowledge of the most common seals and 
  heraldic devices used by the Imperium’s most noble houses 
  and families.
  Imperial 
  Warrants: 
  Information 
  concerning 
  the 
  establishment, legal scope, and use of the warrants used to by 
  Rogue Traders, as well as the most well known and dynastic 
  warrants of the Imperium.
  Imperial Creed: An understanding of the specific rituals and 
  practices of the Ecclesiarchy, from the traditional construction 
  of their temples to specific points from its texts. This 
  information may be used to conduct the rituals for others.
  Judgement: Knowledge of the proper punishments for the 
  myriad of crimes and heresies punishable by Imperial law. 
  Legend: Going beyond archaic knowledge, this encompasses 
  most secretive portions of Imperial history, such as the Dark 
  Age of Technology, the Age of Strife, the Great Crusade, and 
  the Horus Heresy.
  Navis Nobilite: Lore concerning the family trees, contracts, 
  and histories of the great houses of the Navigators.
  Numerology: An understanding of the mysterious link 
  between numbers and the physical universe, from Catastrophe 
  theory to the Sadleirian litany.
  Occult: An understanding of occult rituals, theories, and 
  superstitions, as well as the better-known mystical uses of 
  occult items.
  Philosophy: Knowledge concerning the theories of thought, 
  belief, existence, and other intangibles. As it also includes 
  logic and debate, it may be used for argument or creating 
  philosophical works.
  Tactica Imperialis: The theories of the Tactica Imperialis, 
  as well as other systems of troop deployment and battle 
  techniques used by the Imperium. This knowledge may be 
  used to devise a battle plan or deduce the likely flow of war 
  fought by Imperial forces.
  Skill Use: Free Action.
  
  86
  III: Skills
  III: Skills
  Scrutiny (BaSic)
  perception
  The Scrutiny Skill helps assess the people or objects the Explorer 
  encounters. The character uses it to determine an individual’s 
  truthfulness, his motives and generally appraise his personality 
  and temperament. It can also be used to examine an object in 
  detail, noticing small details and characteristics that might pass 
  unseen in a casual inspection. For starship auspex returns, it 
  allows determination of a vessel’s mass, velocity, and more.
  Scrutiny is an Opposed Test against the target’s Deceive Skill 
  when trying to perceive falsehoods or deceptions. However, 
  Scrutiny does not reveal hidden secrets or a target’s carefully 
  concealed intent, and should never replace good roleplaying 
  in an interactive situation. This Skill counters the Opposed 
  Tests of many manipulative Interaction skills, such as Charm, 
  Deceive, and Intimidate.
  Aboard starships, this skill operates and interprets the ship’s 
  sensors, which require special skills for interpretation of the 
  raw data involved. (See Chapter VIII: Starships for details)
  Skill Use: Full Action, though special uses may require more 
  time.
  Search (BaSic, exploration)
  perception
  The Explorer uses the Search Skill to discover things that are 
  physically hidden, from a secreted holdout pistol to a shuttle 
  code. Search involves active investigation, whereas Awareness 
  deals with passive or subconscious detection. Each Search Test 
  covers a small room or area. When an object or individual has 
  been deliberately hidden, the Search Test is an Opposed Test 
  against the target’s Concealment.
  Skill Use: 1 minute.
  Special use: inspection 
  The Search skill can also be used to find hi den stores, 
  contraband, stowaways, and even evidence of sabotage on 
  vehicles and starships. Depending on the size of the vehicle, 
  the GM may designate this as an Extended Test with an 
  appropriate Duration.
  Secret tonGue (advanced)
  intelligence
  Skill Groups: Administratum, Ecclesiarchy, Military, Navigator, 
  Rogue Trader, Tech, Underdeck
  Secret Tongue represents comprehension of a particularly 
  obscure and arcane language known to only those of a specific
  class or organisation. Some resemble codes or ciphers more 
  than an actual language, and some even use a common tongue 
  in unusual ways. Code words, ciphers, sub-sonics, visual cues, 
  and countless other techniques allow secret communication 
  while maintaining normal appearances. Skill Tests are 
  unnecessary so long as all speakers know the secret 
  language. Situations involving adverse conditions, 
  such as speaking over a poor vox link or 
  communicating complex concepts, require a 
  Skill Test of appropriate Difficult . Groups 
  of Explorers may even develop their own secret tongue, which 
  would become available as an Elite Advance. 
  Administratum: A collection of acronyms, jargon, and 
  procedural litanies used by the Adeptus Administratum. 
  It should be noted that this language can be exceedingly 
  longwinded.
  Ecclesiarchy: An allegorical language of devotion and politics, 
  it makes use of religious metaphors and passages of holy texts 
  in archaic High Gothic.
  Military: A selection of coded phrases, jargon, hand gestures, 
  references to ancient battles, and a surprising number of terms 
  for death.
  Navigator: A number of archaic, dead tongues or dialects, 
  now only know to the ancient Nobilite families that keep the 
  old languages alive.
  Rogue Trader: A prearranged series of code phrases and 
  inflections intelligible only to those in the same vessel or fleet. 
  Each trader eventually develops his own system of clandestine 
  communication.
  Tech: This coded binary cant includes high and low frequency 
  sound waves and occasionally optical pulses.
  Underdecks: A crude version of Low Gothic originating in the 
  underhives, but migrated to the bilges and lower decks of most 
  vessels; it incorporates a mishmash of colourful slang terms.
  Skill Use: Free Action.
  Security (advanced, exploration)
  agility
  Security is used to bypass mechanical locks and other physical 
  security systems. This differs from many systems that employ 
  codes or cogitators that are more suited to the Tech-Use 
  Skill. The GM sets the Difficulty of the Test according to 
  the complexity of the mechanism. In most cases one Test is 
  sufficient, but large, intricate systems may require Extended 
  Tests. See the Tech-Use Skill for systems that combine both 
  mechanical and technical challenges. Using this Skill without 
  proper tools or equipment is extremely challenging, and any 
  attempt to bypass a lock or other security system without 
  using a multikey or other set of appropriate tools suffers from 
  a –20 penalty.
  Skill Use: 1 minute, reduced by 10 seconds for each Degree 
  of Success.
  ShadowinG (advanced)
  agility
  Shadowing allows the Explorer to follow others on foot or using 
  vehicles and starships. It contrasts with Concealment because 
  it involves movement and blending into one’s surroundings. 
  On foot, it might involve using physical cover or the press of 
  bodies in a crowd; in a vehicle, techniques might include false 
  turns or using a cargo hauler as cover; aboard ships it can entail 
  the use of asteroids or other stellar objects or busy space lanes 
  around major systems. Shadowing Tests are always Opposed 
  Tests against the opponent’s Awareness or Scrutiny Skill.
  A single Shadowing Test is sufficient to follow an opponent 
  unseen for one minute.
  Skill Use: 1 minute.
  
  87
  III: Skills
  III: Skills
  Silent Move (BaSic, MoveMent)
  agility
  Use the Silent Move Skill anytime silence and secrecy is 
  essential in the Explorer’s activities. The GM sets the Difficulty
  of the Test depending on the environment, where the echoing 
  steel halls of a cargo bay yields a greater Difficulty than the 
  wood-panelled, carpeted environs of the officers’ quarters. 
  Silent Move Tests are always Opposed Tests against the 
  opponent’s Awareness or Scrutiny Skill.
  Skill Use: Free Action as part of Movement.
  SleiGht of hand (advanced)
  agility
  Explorers use Sleight of Hand for any task requiring a 
  combination of deception and dexterity. Examples include 
  palming small objects, picking pockets, or performing tricks. 
  The GM sets the Difficulty for the Test according to the size 
  of the object and the intensity of observation. Sleight of Hand 
  is always an Opposed Test against the opponent’s Awareness 
  or Scrutiny.
  The Explorer can use Sleight of Hand instead of Gamble 
  to employ deception and alter the odds in games of chance. 
  See the Gamble skill for more information.
  Though Sleight of Hand usually requires a Half Action, 
  the Explorer may make a Test as a Free Action with a –10 
  penalty.
  Skill Use: Half Action.
  Speak lanGuaGe (advanced)
  intelligence
  Skill Groups: Eldar, Explorator Binary, High Gothic, Low 
  Gothic, Ork, Techna-Lingua, Trader’s Cant
  Speak Language is used to communicate with others 
  using the same language. The Imperium has nearly as many 
  languages as it has star systems, but for all this variety, most 
  people can speak or understand a variation of Low Gothic. In 
  most situations, Skill Tests are unnecessary so long as those 
  involved all speak a common tongue. However, communication 
  with those using obscure dialects or cryptic, complex concepts 
  will require a Test at an appropriate Difficulty.
  Eldar: Though no human can hope to capture the subtle 
  nuances and sub-tones of this extremely complex and ancient 
  language, it is enough to make one’s meaning clear.
  Explorator Binary: Very similar to Techna-Lingua, the binary 
  language of the Explorator fleets has diverged from its parent 
  tongue; the Mechanicus permits its use, but frowns on it for 
  official discourse. Questors and other field operatives use it to 
  keep conversations private from their planet-bound brethren.
  High Gothic: The official language of the Imperium, used by 
  Imperial officials, nobility, members of the Ecclesiarchy, and 
  those involved in high-level negotiations.
  Low Gothic: The common tongue of the Imperium, used by 
  the countless billions of ordinary citizens.
  Techna-Lingua: The official language of the Adeptus 
  Mechanicus, this binary language has been optimized for rapid 
  communication of technical data and servitor commands.
  Trader’s Cant: Many Rogue Traders employ this language 
  when dealing with their fellow traders, which allows for rapid-
  fire negotiations and interchange.
  Skill Use: Free Action.
  Survival (advanced, exploration)
  intelligence
  Survival allows the Explorer to endure for prolonged periods 
  in unusual or alien environments. A skilled outdoorsman, the 
  character can find edible plants, hunt for game, and determine 
  if food is safe for consumption. He can also construct viable 
  shelters from native materials or improvised substances and 
  ensure they’re located away from flood- hutes or the territory 
  of predators. The Difficulty of these Tests depends on the 
  location—barren deserts provide much greater challenge 
  than verdant tropical forests.
  This Skill can also apply to man-made environments, such 
  as artificial worlds, the depths of the Underhive, or the belly 
  of massive starships. In this case, it can provide safe resting 
  areas away from plasma vents and knowledge about which 
  sacred unguents also provide minimal nutrition.
  Skill Use: Full Action. 
  SwiM (BaSic, MoveMent)
  Strength
  Swim allows the Explorer to swim through various liquid 
  mediums. Under normal conditions swimming does not 
  require a Test. More difficult waters, unusual circumstances, 
  or long distances call for a Skill Test. For more information 
  on Swim, see the Swimming section on page 267 of Chapter 
  IX: Playing the Game.
  Skill Use: Full Action.
  tech-uSe (advanced, exploration)
  intelligence
  Tech-Use allows the Explorer to use or repair complex 
  mechanical items or fathom the workings of unknown 
  technical artefacts. Using a basic piece of equipment under 
  typical circumstances requires no Test, such as using a vox-
  caster or opening a shuttle hatch. Tech-Use Tests are necessary 
  for unusual or unfamiliar gear, malfunctioning or broken 
  items, and any situation where conditions are less than ideal, 
  such as attempting to use the same vox-caster near a plasma 
  core or coaxing the machine spirit of a strange vessel’s warp 
  drive to reignite its fi es.
  The Explorer can also use Tech-Use to repair damaged 
  or defective items, using an Extended Test of Duration and 
  Difficulty set by the GM depending on the item’s complexity 
  and the extent of the damage. Tech-Use does not include 
  building an item from scratch, which requires the relevant 
  Trade Skill.
  A Tech-Use Test to determine the function of a 
  complex system takes one minute, but the GM may 
  adjust this depending on the complexity. Tests 
  made to repair items are Extended Tests, 
  the Duration of which will depend upon 
  
  88
  III: Skills
  III: Skills
  the size and complexity. Tech-Use can be used to direct the 
  actions of Servitors; when used this way, Tech-Use functions 
  identically to Command.
  Skill Use: 1 minute, or more for more complex systems.
  Special use: Security Systems
  Security covers mechanical security systems, but many systems 
  may have both physical and electronic components, and certain 
  examples may be entirely controlled by cogitators and machine 
  spirits. The GM will determine the necessary Skill Tests required 
  for a particular system, which may include a combination of 
  both Skills, or may involve a single roll with an appropriate 
  modifier for possessing, or lacking, either Skill.
  trackinG (advanced, exploration)
  intelligence
  With the Tracking Skill the Explorer can follow the signs left 
  by his quarry. Following obvious tracks does not require a 
  Skill Test and is considered part of an Explorer’s movement. 
  In instances where the time or elements have eroded the signs 
  or where the very environment makes seeing them difficult,
  such as darkness or fog, Tracking Tests are required. The 
  Difficulty depends on the condition of the traces and the 
  tracker’s surroundings. When following any tracks where 
  the Difficulty of the Test is more than Challenging (+0), the 
  tracker’s Movement rate drops to half.
  Cunning or devious quarry may attempt to conceal or erase 
  their tracks. In any case where an opponent has attempted 
  to do this, make an Opposed Test made against the prey’s 
  Concealment.
  The Explorer can use this Skill with the Investigation 
  and Exploration rules on page 263 to determine information 
  about the quarry, including time since they passed, numbers 
  and their race. 
  Skill Use: Free Action made as part of Movement.
  trade (advanced, craftinG, 
  exploration) 
  various
  Skill 
  Groups: Archaeologist (Int), Armourer (Ag), 
  Astrographer (Ag), Chymist (Int), Cryptographer (Int), 
  Explorator (Int), Linguist (Int), Remembrancer (Ag or Int), 
  Shipwright (Int), Soothsayer (Fel), Technomat (Int), Trader 
  (Fel), and Voidfarer (Ag). 
  Trade Skills allow the Explorer to create things, from 
  contracts to starships. At the GM’s discretion, Explorers 
  with this Skill can earn additional Profit Factor plying a 
  trade. They can identify the work of particularly famous or 
  infamous craftsmen, or recall information concerning items 
  of their trade.
  Trade Tests can represent the work of hours, weeks, 
  or months depending on the complexity of the 
  task at hand. However, Tests that involve the 
  examination of an item to recall information 
  require a Full Action.
  Archaeologist: Used to locate, examine, and analyze ancient 
  ruins and artefacts.
  Armourer: Used to design, upgrade, and forge weaponry, 
  from personal arms to starship batteries.
  Astrographer: Used to create two- and three-dimensional 
  representations of stellar locations and warp routes.
  Chymist: Used to create poisons, drugs, and a wide variety 
  of other compounds.
  Cryptographer: Used to create or decode ciphers, codes and 
  other puzzles.
  Explorator: Used in the exploration of unknown stellar 
  regions.
  Linguist: Used to learn or decipher new languages, both 
  spoken and written.
  Remembrancer: Used to recount events in a variety of art 
  forms, from sculpture to poetry.
  Scrimshawer: Used to inscribe patterns, text, and art onto 
  materials.
  Shipwright: Used to design, upgrade, and create void-
  capable vessels.
  Soothsayer: Used to “foretell” the future by a number of 
  interpretative arts, though its effectiveness is suspect.
  Technomat: Used to maintain and repair technological 
  devices, but through rote memorisation rather than true 
  understanding.
  Voidfarer: Used in the day-to-day operation, logistics, and 
  defence of starships.
  Skill Use: Variable depending on task and complexity.
  wranGlinG (advanced)
  intelligence
  The Explorer can tame, train, and potentially ride animals 
  encountered in his travels, from spine-hounds to the noble 
  warhorse breeds. Both taming and training beasts are 
  Extended Tests, the Duration of which is determined by the 
  nature and temper of the creature involved.
  Once an animal has been broken to its master’s will—or 
  at least formed a partnership for particularly strong-willed 
  beasts—directing it or issuing commands is a Half Action.
  Wild animals, or those trained for hostility and aggression, 
  can have their Disposition changed by one level for every 
  two Degrees of Success, up to a maximum of three levels by 
  a Full Action use of this Skill. GMs may impose penalties for 
  animals that have been particularly well trained or those with 
  uncommon Willpower and Intelligence. 
  Wrangling is of no use against cyber-animals, psy-bonded 
  animals, or against any creature with true sentience.
  Skill Use: Variable depending on task and complexity.
  88
  
  89
  IV: Talents
  IV: Talents
  GaininG TalenTs
  •
  TalenT Groups
  •
  TalenT lisTinG
  
  90
  90
  90
  IV: Talents
  IV: Talents
  Chapter IV: 
  Talents
  “It took me half a century to discover I had no talent for trade, but 
  by that time I discovered that I’d been a privateer for far too long to 
  give up my talent for gaining wealth by force of arms.”
  –Lord-Captain Ghilym Garrett
  W
  hereas Skills represent abilities gained by learning 
  or training, Talents are proficienciesgained through 
  intrinsic characteristics and experience over time. 
  An Explorator might gain additional graces from the Machine 
  God, a Navigator might further hone his genetic abilities , 
  and an Arch-militant would become more adept with his 
  blades after surviving many combats. From the exploration 
  of uncharted planets to wiping the xenos creatures from their 
  surface to negotiating trade agreements with the survivors, 
  Explorers will need every ounce of their abilities to emerge 
  victorious and do honour to the family name.
  Talents differ from Skills in that a player need not use an 
  Action or Test to use the ability. They are always in effect, 
  and many Talents give bonuses to tests or allow Actions not 
  available to the common man.
  Planning out effective and fl vourful combinations of 
  Talents and Skills that match the character’s background 
  can be an enjoyable process for the entire game group, and 
  can provide interesting ideas for the GM or other players to 
  further cement their relationships and adversaries.
  Gaining Talents
  “Mediocrity nests among the countless masses, but true talent rests in 
  the genius of the select few.”
  –Administratum Magister Ylva Geraint
  P
  layers receive or choose between a number of Talents 
  during the creation of their characters in Chapter I: 
  Character Creation, but will gain many more by 
  spending Experience Points as they advance through their 
  Career Path, as outlined in Chapter II: Career Paths. To add 
  fun and challenge to the process, the acquisition of Talents 
  both during creation and over time can match the player’s 
  character concept and his in-game experience throughout the 
  campaign in addition to simply following his Career Path.
  TalenT Groups
  Several Talents represent a general ability that can be applied 
  to a specific category within that group. As some of these 
  groups have many sub-categories, they have been collected 
  into related groups. When selecting one of these Talents, the 
  player chooses one of the entries from the group. Thus, when 
  selecting the Peer Talent, the Explorer would also choose a 
  specific group or organisation from the Talent group, such as 
  Peer (Astropaths). Each time the Explorer gains the Talent, 
  he may choose a different specialisation, so the next time he 
  selects it, he might opt for Peer (Adeptus Mechanicus). In 
  many cases group listings are representative as opposed to 
  all-inclusive. Consequently, even though “Yeshar Clan” isn’t 
  specifical y listed in the Peer Talent group, it can still be 
  chosen with GM approval.
  Some Weapon Training Talents possess a group called 
  “Universal.” Universal groups apply to several different types 
  of weapons, allowing a character with this Talent to use many 
  varieties of weaponry without penalty. The Universal group 
  represents the far-reaching and unusual backgrounds of most 
  individuals that make up a Rogue Trader’s dynasty—those 
  who travel the stars have many more opportunities to use a 
  broad assortment of gear!
  TalenT prerequisiTes
  Several Talents require the Explorer to possess a prerequisite 
  before their selection. This represents a certain innate ability 
  level required to employ specific Talents, or a Skill or other 
  Talent necessary to access more advanced capabilities. These 
  prerequisites may take the form of Characteristic scores, Skills, 
  Talents, or even special abilities.
  
  91
  91
  91
  IV: Talents
  IV: Talents
  Table 4–1: Talents
  Talent Name
  Prerequisite
  Benefi
  Air of Authority
  Fel 30
  Affect more targets with Test.
  Ambidextrous
  Ag 30
  Use either hand equally well.
  Armour of Contempt
  WP 40
  The Explorer is resistant to corruption.
  Assassin Strike
  Ag 40, Acrobatic
  On a successful Acrobatics Test after making a melee attack, 
  the Explorer may move as a Free Action.
  Autosanguine
  —
  Heal 2 damage/day, always Lightly Wounded.
  Basic Weapon Training†
  —
  Use weapon group without penalty.
  Bastion of Iron Will
  Psy Rating, Strong Minded, WP 40
  Double Defensive Psy Rating for Opposed Tests.
  Battle Rage
  Frenzy
  Parry while Frenzied.
  Berserk Charge
  —
  Gain +20 bonus when charging.
  Binary Chatter
  —
  +10 bonus to control servitors.
  Blademaster
  WS 30, Melee Weapon Training (any)
  Re-roll missed attack, once per Round.
  Blessed Radiance
  Pure Faith, Divine Ministration, The 
  Emperor Protects, or Wrath of the 
  Righteous
  Extends Faith Powers to allies.
  Blind Fighting
  Per 30
  Suffer half the usual penalties when vision is obscured.
  Bloodtracker
  —
  Receive benefits for c pturing bounties.
  Bulging Biceps
  S 45
  Remove bracing requirement for certain weapons.
  Catfall
  Ag 30
  Reduce falling Damage.
  Chem Geld
  —
  Immune to seduction, resistant to charm.
  Cleanse and Purify
  Flame Weapons Training (Universal)
  Penalty to avoid being hit by the Explorer’s flamer ttacks.
  Combat Formation
  Int 40
  Use Intelligence Bonus for initiative.
  Combat Master
  WS 30
  Opponents get no bonus for outnumbering the Explorer.
  Combat Sense
  Per 40
  Use Per Bonus instead of Ag Bonus for initiative.
  Concealed Cavity
  —
  The Explorer has a secret compartment on his person.
  Counter Attack
  WS 40
  Gain free attack with successful Parry.
  Crack Shot
  BS 40
  Deal +2 Critical Damage with ranged weapon.
  Crippling Strike
  WS 50
  Deal +4 Critical Damage with melee weapon.
  Crushing Blow
  S 40
  Deal +2 Damage with melee weapons.
  Dark Soul
  —
  Take half the penalty on Malignancy Tests. 
  Deadeye Shot
  BS 30
  Called shots are at –10 penalty.
  Decadence
  T 30
  Gain uncanny resistance to drugs and alcohol.
  Die Hard
  WP 40
  Re-roll death chance incurred by blood loss.
  Disarm
  Ag 30
  Force opponent to drop weapon.
  Disturbing Voice
  —
  +10 bonus to Intimidate and Interrogation, –10 penalty 
  to Fel.
  Divine Ministration
  Spend a Fate Point to remove Fatigue or heal.
  Double Team
  Gain additional +10 bonus for ganging up.
  Dual Shot
  One Ballistic Skill Test hits target twice.
  Dual Strike
  One Weapon Skill Test hits target twice.
  Duty Unto Death
  Temporarily ignore injuries.
  Electrical Succour
  +10 bonus to T Tests to remove Fatigue.
  Electro Graft Use
  +10 bonus to Inquiry, Tech-Use, Common Knowledge.
  Enemy†
  An organisation or group particularly despises the Explorer.
  Energy Cache
  Luminen Blast, Charge, and Shock Fatigue-free.
  Enhanced Bionic Frame
  Pure Faith
  —
  Ag 40, Two-Weapon Wielder 
  Ag 40, Two-Weapon Wielder 
  WP 45
  Mechanicus Implants
  Mechanicus Implants
  —
  Mechanicus Implants 
  Machinator Array
  The Explorer gains the Auto-stabilised Trait.
  Exotic Weapon Training†
  —
  Gain proficiency with an e otic weapon type.
  Favoured by the Warp
  WP 35
  Roll twice for Psychic Phenomena (see page 160) and take 
  better result.
  Fearless
  —
  Immune to fear and pinning.
  Feedback Screech
  Mechanicus Implants
  30m radius, test WP or lose Half Action.
  Ferric Lure
  Mechanicus Implants
  WP Test to call 1kg/WP Bonus of metal objects.
  Ferric Summons
  Mechanicus Implants, Ferric Lure
  WP Test to call 2kg/WP Bonus of metal objects.
  Flame Weapon Training†
  —
  Gain proficiency with a g oup of flame eapons.
  † Denotes Talent group.
  
  92
  IV: Talents
  IV: Talents
  Talent Name
  Prerequisite
  Benefi
  Foresight
  Int 30
  Contemplate to gain +10 bonus on next Test.
  Frenzy
  —
  Enter psychotic rage to gain combat bonuses.
  Furious Assault
  WS 35
  On a successful WS Test, gain a free second attack.
  Good Reputation†
  Fel 50, Peer
  The Explorer has a good reputation amongst a certain group.
  Guardian
  Agility 40
  Switch location with an ally.
  Gun Blessing
  Mechanicus Implants
  Un-jam Int Bonus guns in 10m radius.
  Gunslinger
  BS 40, Two-Weapon Wielder
  Fighting with two pistols incurs only –10 penalty.
  Hard Bargain
  —
  Gain +1 to Profit actor.
  Hard Target
  Ag 40
  Opponents take –20 to BS Tests when the Explorer charges or 
  runs.
  Hardy
  T 40
  The Explorer always heals as if Lightly Wounded.
  Hatred†
  —
  Gain +10 bonus to attack hated creatures.
  Heavy Weapon Training†
  —
  Gain proficiency with a he vy weapon group.
  Heightened Senses†
  —
  Gain +10 bonus to particular sense.
  Hip Shooting
  BS 40, Ag 40
  Gain a free attack when the Explorer moves.
  Hotshot Pilot
  Pilot Skill, Ag 40
  All Pilot Skills are Basic Skills.
  Improved Warp Sense
  Warp Sense
  Allows Psyniscience Test as Free Action.
  Independent Targeting
  BS 40
  Fire at two or more targets further than 10m apart.
  Infused Knowledge
  Int 40
  Treat Common and Scholastic Lore as Basic Skills.
  Inspire Wrath
  Fel 30
  Inspires crowds to anger.
  Into the Jaws of Hell
  Iron Discipline
  Minions gain immunity to pinning and fear whilst in the 
  Explorer’s presence.
  Iron Discipline
  WP 30, Command
  Minions can re-roll fear and pinning Tests.
  Iron Jaw
  T 40
  Test Toughness to overcome stunning.
  Jaded
  WP 30
  Never gain IP from ordinary horrors.
  Last Man Standing
  Nerves of Steel
  Immune to Pinning by Pistols and Basic Weapons. Improves 
  Cover.
  Leap Up
  Ag 30
  Stand up as a Free Action.
  Light Sleeper
  Per 30
  Counts as awake, even when asleep.
  Lightning Attack
  Swift Attack
  Attack three times with a Full Action.
  Lightning Refle es
  —
  Add twice AB to Initiative rolls.
  Litany of Hate
  Hatred
  Extend benefits o  Hatred to allies.
  Logis Implant
  —
  +10 bonus on WS and BS on successful Tech-Use Test.
  Luminen Blast
  Mechanicus Implants
  1d10+WP Bonus Energy Damage Bolt. Causes Fatigue.
  Luminen Charge
  Mechanicus Implants
  T Test to power/charge tech. Causes Fatigue.
  Luminen Shock
  Mechanicus Implants
  1d10+3 Energy Damage Shock. Causes Fatigue.
  Machinator Array
  Mechanicus Implants
  The Explorer has advanced Mechanicus augmetics.
  Maglev Grace
  Mechanicus Implants
  Hover 1d10+TB minutes once per day.
  Maglev Transcendence
  Mechanicus Implants, Maglev Grace
  Hover 2d10+TB minutes twice per day.
  Marksman
  BS 35
  No penalties for firing t long or extreme range.
  Master & Commander
  Int 35, Fel 35
  The Explorer’s commands coordinate others in combat.
  Master Chirurgeon
  Medicae +10
  Perform advanced medical procedures.
  Master Enginseer
  Tech-Use +20, Mechanicus Implants 
  Use a Fate Point for automatic success.
  Master Orator
  Fel 30
  Affect 10 times the normal numbers with a Fellowship Test.
  Mechadendrite Use†
  Mechanicus Implants
  The Explorer can use a type of Mechadendrite.
  Meditation
  —
  The Explorer may enter a trance to remove Fatigue.
  Melee Weapon Training†
  —
  Gain proficiency with a g oup of melee weapons.
  Mighty Shot
  BS 40
  Deal +2 damage with ranged attacks.
  Mimic
  —
  The Explorer can copy voices.
  Navigator
  —
  The Explorer possesses the Navigator gene.
  Navigator Power
  Navigator
  Gain the ability to use a power within one of the Explorer’s 
  groups.
  Nerves of Steel
  —
  Re-roll failed tests to avoid pinning.
  Orthoproxy
  —
  +20 bonus to resist mind control or interrogation.
  Paranoia
  —
  The Explorer is alert for danger.
  † Denotes Talent group.
  
  93
  IV: Talents
  IV: Talents
  Talent Name
  Prerequisite
  Benefi
  Peer†
  Fel 30
  Gain +10 bonus on Fel Tests to interact with organisation.
  Pistol Weapon Training†
  —
  Gain proficiency with a g oup of pistol weapons.
  Polyglot
  Int 30, Fel 30
  The Explorer has an innate ability with languages.
  Precise Blow
  WS 40, Sure Strike
  No penalty for attacks against specific ocations.
  Prosanguine
  —
  Heal 1d5 Damage once per day.
  Psy Rating
  —
  Become a more powerful Psyker, rated 1–10.
  Psychic Discipline
  Gain access to an additional Psychic Discipline.
  Psychic Technique†
  —
  Gain an extra Psychic Technique.
  Pure Faith
  —
  The Explorer is immune to Daemonic Presence.
  Purge the Unclean
  Pure Faith
  Spend a Fate Point to repel daemons.
  Quick Draw
  —
  Ready as a Free Action.
  Rapid Reaction
  Ag 40
  Test Ag to negate surprise.
  Rapid Reload
  —
  Reduce reload time.
  Renowned Warrant
  —
  Provides bonus to Interaction Tests.
  Resistance†
  —
  Gain +10 bonus to Resistance Tests.
  Rite of Awe
  Mechanicus Implants
  50m radius, –10 to all Tests due to fear.
  Rite of Fear
  Mechanicus Implants
  Fear rating 1 for two minutes in a 50m radius.
  Rite of Pure Thought
  Mechanicus Implants
  The Explorer is immune to emotion.
  Rite of Sanctioning
  Psy Rating, Special
  Reduces Psychic Phenomenon.
  Rival†
  —
  A group or organisation bears the Explorer animosity.
  Sharpshooter
  BS 40, Deadeye Shot
  No penalties for called shots.
  Sound Constitution
  —
  Gain an additional Wound.
  Sprint
  —
  Move more quickly in combat.
  Step Aside
  Ag 40, Dodge
  Gain an extra Dodge each Round.
  Strong Minded
  WP 30, Resistance (Psychic 
  Techniques)
  Re-roll failed WP Tests made to resist Psychic Techniques.
  Sure Strike
  WS 30
  Choose location on a successful attack.
  Swift Attack
  WS 35
  Attack twice with a Full Action.
  Takedown
  —
  Make a special attack to stun the Explorer’s opponent.
  Talented†
  —
  Gain +10 bonus to corresponding Skill Test.
  Technical Knock
  Int 30
  Un-jam a gun as Half Action.
  The Emperor Protects
  Pure Faith
  Spend a Fate Point to inspire fearlessness and heroism.
  The Flesh is Weak
  Mechanicus Implants
  The Explorer gains the Machine Trait.
  Thrown Weapon Training†
  —
  Gain proficiency with a g oup of thrown weapons.
  Total Recall
  Int 30
  The Explorer can remember trivial facts and minor details.
  True Grit
  T 40
  Reduce Critical Damage the Explorer takes.
  Two-Weapon Wielder†
  WS 35 or BS35, Ag 35
  Attack twice when wielding two weapons.
  Unarmed Master
  WS 45, Ag 40, Unarmed Warrior
  Attacks do 1d10+SB damage and lack the Primitive trait.
  Unarmed Warrior
  WS 35, Ag 35
  Deal 1d10-3+SB with unarmed attacks.
  Unremarkable
  —
  The Explorer is easily forgettable.
  Unshakeable Faith
  —
  The Explorer may re-roll failed Fear Tests.
  Void Tactician
  Int 35
  Grants a bonus to starship combat.
  Wall of Steel
  Ag 35
  Gain extra Parry each round.
  Warp Affinit
  Psy Rating, Special
  Re-roll Psychic Phenomena.
  Warp Conduit
  Psy Rating, Strong Minded, WP 50
  +1 to Psy Rating when pushing.
  Warp Sense
  Navigator or Psy Rating, Psyniscience 
  Skill, Per 30+
  Allows Psyniscience Test as Half Action.
  Whispers
  Int 40, Fel 30
  Provides bonuses to Investigations.
  Wrath of the Righteous
  Pure Faith
  Spend a Fate Point to deal extra Damage.
  †Denotes Talent group.
  
  94
  IV: Talents
  IV: Talents
  Talent 
  Descriptions
  “One is always more anxious about the one talent they do not possess 
  instead of the countless others they do.”
  –Schola Progenium Drill Abbot Marek Tenzin
  T
  he Explorer can find a complete listing of the Talents 
  available in Rogue Trader in Table 4–1: Talents, and 
  the full explanations of each Talent below.
  air of auThoriTy
  Prerequisites: Fellowship 30
  The Explorer was born to command, either motivating or 
  terrifying those under his charge. On a successful Command 
  Test, the Explorer may affect a number of targets equal to 
  1d10 plus his Fellowship Bonus. This talent has no effect on 
  hostile targets, and only affects NPCs.
  ambidexTrous
  Prerequisites: Agility 30
  This Talent does not represent true ambidexterity so much as 
  sufficient training with both hands to make the distinction 
  moot. The Explorer can use either hand equally well for any 
  task, and does not suffer the –20 penalty for actions using 
  his off hand.
  Special: When combined with a Two-Weapon Wielder 
  Talent, the penalty for making attacks with both weapons in 
  the same Turn drops to –10.
  armour of ConTempT
  Prerequisites: Willpower 40
  The Explorer’s hatred of all the impure armours his soul 
  against malign influenc . Whenever the Explorer gains 
  Corruption Points, reduce the total by 1, to a minimum of 
  0. With a successful Willpower Test, taken as a Free Action, 
  he may ignore the effects of accumulated Corruption Points 
  for 1 Round.
  assassin sTrike
  Prerequisites: Agility 40, Acrobatics
  The Explorer’s natural agility and graceful martial forms turn 
  him into a dervish of death on the battlefield. After making a 
  melee attack, a successful Acrobatics Test allows him to move 
  at half rate as a Free Action. The Explorer’s opponent does 
  not receive a free attack resulting from this move. He may 
  only take this additional move once per Round.
  auTosanGuine
  The ancient and blessed technology of the Mechanicus or 
  some corrupt xeno tech flows through the Explorer’s blood. 
  These miniscule machines repair minor injuries and speed 
  healing. When applying healing, he is always considered 
  Lightly Wounded, and heals at an increased rate, removing 2 
  points of Damage per day.
  basiC Weapon TraininG
  Talent Groups: Bolt, Las, Launcher, Primitive, SP, Universal
  The Explorer has received Basic Weapon Training in a group 
  of weapons, and can use them without penalty. The Universal 
  group includes the Bolt, Las, Launcher, Melta, Plasma, and SP 
  groups. When a character attempts to use a weapon he does not 
  have the correct Weapon Training Talent for, he suffers a –20 
  penalty to any relevant Weapon Skill or Ballistic Skill Test. 
  basTion of iron Will
  Prerequisites: Psy Rating, Strong Minded, Will Power 40
  The Explorer’s sheer willpower and psychic focus have 
  become one and the same over years of practice and training, 
  such that their combined use is second nature. He doubles 
  his defensive Psy Rating on any Opposed Test involving the 
  Psyniscience Skill or Psychic Techniques.
  baTTle raGe
  Prerequisites: Frenzy Talent
  Long experience and indomitable will have allowed the 
  Explorer to master the beast within, directing its rage while 
  keeping a level head. He can Parry while Frenzied.
  berserk CharGe
  The Explorer has learned to put the whole force of his 
  momentum behind his weapon blows. When he charges into 
  combat, few can stand before him. If he uses the Charge Action, 
  he gains a +20 bonus to Weapon Skill instead of +10.
  binary ChaTTer
  The Explorer has optimised his use of Techna-Lingua for 
  controlling servitors. He receives a +10 bonus to any attempt 
  to communicate with servitors, and any vessel upon which he 
  serves receives a +1 bonus to Crew Morale due to increased 
  servitor efficienc .
  blademasTer
  Prerequisites: Weapon Skill 30, Melee Weapon Training
  The Explorer’s mastery of bladed weapons and their martial 
  disciplines has no peer. When attacking with any bladed 
  weapon, including chain weapons, power axes, and power 
  swords, he may re-roll one missed attack per Round.
  
  95
  IV: Talents
  IV: Talents
  blessed radianCe
  Prerequisites: Purge the Unclean, Divine Ministration, the 
  Emperor Protects, or Wrath of the Righteous
  The Explorer’s holiness shines out, allowing all to see the 
  truth of their own souls. Where he treads, those who follow 
  need have no fear of the darkness, nor suffer the predations 
  of the blasphemous.
  When spending a Fate Point to activate the Pure Faith Talent, 
  the Explorer extends the immunity to daemonic presence to a 
  number of targets equal to twice his Willpower Bonus.
  As a free action, he may bestow a single Fate Point to an 
  ally. If the Fate Point is unspent, it returns at the end of the 
  encounter.
  Upon burning a Fate Point, the Explorer and a number of 
  allies equal to twice his Willpower Bonus become immune to 
  the effects of daemonic presence, Fear Tests, and Corruption 
  Points. In addition, all affected targets gain a +10 bonus 
  on Tests made to resist psychic attack or any other form of 
  psychic manipulation. In addition, affected targets take only 
  half Damage from psychic and warp sources. These benefits
  last for the duration of the encounter.
  blind fiGhTinG
  Prerequisites: Perception 30
  Years of practice and development of the Explorer’s other 
  senses allows him to fight in close combat without the benefit
  of sight. This Talent reduces all penalties for obscured vision 
  by half, permitting the character to fight in fog, smoke, or 
  darkness.
  bloodTraCker
  The Explorer is an experienced and cunning bounty hunter 
  who commands the highest price for bringing in a quarry 
  in dead or alive. When turning in a fugitive for bounty, the 
  character’s group gains a bonus of +100 Objective Points 
  towards Military or Criminal Objectives.
  bulGinG biCeps
  Prerequisites: Strength 45
  Whereas a weaker man would be sent flying when using 
  powerful weapons, the Explorer’s strong physique allows him 
  to remain standing. He can fi e heavy weapons using Semi-
  Auto Burst or Full Auto Burst without bracing, and he does 
  not suffer the -30 penalty for failing to brace.
  CaTfall
  Prerequisites: Agility 30
  Gymnastic ability and natural balance enables the Explorer 
  to fall far greater distances without harm than the common 
  man. Whenever he falls, he may take an Agility Test as a 
  Free Action. Success, and each additional Degree of Success, 
  reduces the distance fallen by a number of metres equal to the 
  character’s Agility Bonus for the purposes of determining the 
  Damage from the fall.
  Chem Geld
  Either chemical and surgical treatments or sheer will has 
  rendered the Explorer immune to most mundane temptations. 
  Seduction attempts against him automatically fail, and Charm 
  Tests increase their Difficulty by one level. Taking this Talent 
  causes one Insanity Point.
  Cleanse and purify
  Prerequisites: Flame Weapons Training (Universal) Talent
  The Explorer can control the flow of molten promethium 
  like no other, manipulating flame like an old accomplice. The 
  targets of his flamer attacks take a –20 penalty their Agility 
  Tests to escape its effects.
  CombaT formaTion
  Prerequisites: Intelligence 40
  The Explorer has directed his comrades to be prepared for 
  danger, planning out their actions for many contingencies if 
  attacked. Before rolling initiative, all other members of the 
  group may choose to use the character’s Intelligence Bonus 
  for all initiative rolls rather than individual Agility 
  Bonuses.
  
  96
  IV: Talents
  IV: Talents
  CombaT masTer
  Prerequisites: Weapon Skill 30
  The Explorer’s weapon seems to be everywhere at once, 
  keeping many more opponents at bay in close combat 
  than even skilled fighter . Opponents gain no bonuses for 
  outnumbering the character in hand-to-hand combat.
  CombaT sense
  Prerequisites: Perception 40
  The Explorer has the ability to consciously recognise the 
  proddings of his subconscious as it reacts to his preternaturally 
  sharp senses, giving the character an edge that mere speed 
  cannot match. He can use his Perception Bonus in place of his 
  Agility Bonus when rolling Initiative. 
  ConCealed CaviTy 
  The character’s flesh or augmetics conceals a small compartment. 
  This might be a pouch hidden under a flap of flesh, or a 
  chamber fitted into a cybernetic enhancement. The Explorer 
  may conceal one small item, no larger than a closed fist, within 
  this cavity. Discovering this compartment requires success on 
  a Difficult (–10) Search Test. If using a medicae scanner or 
  auspex, the Difficulty is reduced to Ordinary (+10).
  CounTer aTTaCk
  Prerequisites: Weapon Skill 40
  The Explorer’s lightning ripostes are things of beauty—if 
  they were slow enough to be seen. After successfully Parrying 
  an opponent’s attack, he may immediately make an attack 
  against that opponent using the Parry weapon as a Free 
  Action. This attack suffers a –20 penalty.
  CraCk shoT
  Prerequisites: Ballistic Skill 40
  The Explorer can place his shots where they will inflict more 
  harm: at creases, gaps, or joints in armour. When his ranged 
  attack causes Critical Damage, add +2 to the Damage.
  CripplinG sTrike
  Prerequisites: Weapon Skill 50
  The Explorer can land blows precisely where they will inflict
  the most harm, cutting into seams or hammering at weak 
  points. When the character’s melee attack causes Critical 
  Damage, add +4 Damage.
  CrushinG bloW
  Prerequisites: Strength 40
  The Explorer has the ability to focus his entire body 
  into close combat attacks., adding +2 to damage 
  inflicted in mele .
  dark soul
  Prolonged exposure to darkness has acted as an inoculation 
  against all that is foul, granting the Explorer resilience against 
  corruption. Whenever he makes a Malignancy Test, he takes 
  half the normal penalty. See Chapter X: The Game Master 
  for details on corruption.
  deadeye shoT
  Prerequisites: Ballistic Skill 30
  The Explorer’s rock-steady hand and hawk-like eyesight 
  make him a dreaded marksman. No target, however precise, 
  can escape his crosshairs. When making a called shot, the 
  character takes a –10 penalty instead of –20.
  deCadenCe
  Prerequisites: Toughness 30
  Through conditioning or long years of abuse, the Explorer has 
  built up a tolerance to many inebriants, drugs, and chemicals. 
  When drinking alcohol or similar beverages, he does not pass 
  out until he has failed a number of Toughness Tests equal to 
  twice his Toughness Bonus. The character also gains a +10 
  bonus to resist the effects of addiction.
  die hard
  Prerequisites: Willpower 40
  Through either willpower or sheer stubbornness, the Explorer 
  refuses to cross into shadow. When he suffers from blood loss, 
  the character may roll twice to avoid death.
  disarm
  Prerequisites: Agility 30
  The Explorer can wrest weapons from an opponent’s hands 
  through practiced technique or brute force. If in close combat, 
  he may use a Full Action to disarm his foe by making an 
  Opposed Weapon Skill Test. If he wins the Test, the opponent 
  drops his weapon at his feet. If the character scores three or 
  more Degrees of Success, he takes his opponent’s weapon.
  disTurbinG voiCe 
  The Explorer’s voice has particularly baleful or menacing 
  qualities, causing others to quail before it. He gains +10 
  bonus to all Intimidate or Interrogation Tests when he 
  employs this Talent, but suffers a –10 penalty to Fellowship 
  Tests when dealing with others in a non-threatening manner, 
  such as animals, children, or the easily startled.
  divine minisTraTion
  Prerequisites: Pure Faith
  The Explorer is a vessel for the Emperor’s mercy and beneficence, 
  his faith in his divinity can heal where no mere skill can.
  When testing Medicae, the Explorer may spend a Fate Point 
  to restore an amount of Damage equal to his Willpower Bonus 
  
  97
  IV: Talents
  IV: Talents
  instead of the normal amount. This amount is then added to 
  and multiplied in the normal way depending on the type of 
  care (see the Medicae description on page 83). In the case of 
  first aid to a Lightly Wounded character, the Explorer restores 
  an amount of Damage equal to his Willpower Bonus plus his 
  Intelligence Bonus.
  The Explorer may spend a Fate Point to remove all Fatigue 
  from a number of people equal to twice his Willpower Bonus.
  The Explorer may burn a Fate Point to allow a character 
  who has just died to have become Critically Wounded instead. 
  This power has its limits though, (bullet in the chest—yes, 
  decapitation—no) and it’s subject to the GM’s approval. If a 
  use of the Divine Ministration fails to work in this way, the 
  Fate Point is not lost.
  double Team
  The Explorer has the experience from many mass combats 
  and swirling melees under his belt. When ganging up on an 
  opponent, he gains an additional +10 bonus to Weapon Skill 
  Tests. If both characters have this Talent, both gain an additional 
  +10 bonus, for a total of +20. This bonus is in addition to the 
  normal bonus gained from outnumbering opponents.
  dual shoT
  Prerequisites: Agility 40, Two-Weapon Wielder (Ballistic)
  The Explorer’s skill with guns is such that he can target 
  two shots on exactly the same point. When armed with two 
  pistols, he can fi e both simultaneously as a Full Action. Make 
  a single Ballistic Skill Test, and if successful he hits his target 
  with both shots. As the character is firing both guns as a 
  single attack, he may take an Aim Action before firing to get 
  a +10 or +20 bonus to the BS Test, and a red-dot laser sight 
  mounted on any one of the weapons will provide its +10 
  bonus. The Explorer does not suffer from the normal –20 
  BS penalty for wielding two weapons. If he hits, the target’s 
  Armour gets applied as normal to both hits individually, but 
  Toughness only counts once against the combined Damage 
  rolls of both hits. A single successful Dodge Test from the 
  target will avoid both shots.
  dual sTrike
  Prerequisites: Agility 40, Two-Weapon Wielder (Melee)
  The Explorer’s skill with melee weapons can place two blows 
  together to maximise damage. When armed with two melee 
  weapons, he can attack with both simultaneously as a Full 
  Action. Make a single Weapon Skill Test, and if successful, 
  he hits the target with both weapons. As he is swinging both 
  weapons as a single attack, the character may take an Aim 
  Action before attacking to get a +10 or +20 bonus to the 
  WS Test. He does not suffer from the normal –20 WS penalty 
  for wielding two weapons. If he hits, the target’s Armour gets 
  applied as normal to both hits individually, but Toughness 
  only counts once against the combined Damage rolls of both 
  hits. A single successful Dodge or Parry Test from the target 
  will avoid both blows.
  duTy unTo deaTh
  Prerequisites: Will Power 45
  The Explorer’s will or faith can sustain him when his flesh is 
  weak. He ignores the effects of injury, Fatigue, and Stunning 
  during combat. This Talent does not prevent the Damage, but 
  allows the character to temporarily ignore its effects for the 
  duration of the combat. Death still affects him normally.
  eleCTriCal suCCour 
  Prerequisites: Mechanicus Implants
  The Explorer can channel the sacred flow of energy from his 
  Potentia Coil or other energy source to replenish his flesh.
  Whilst in contact with a functioning, powered machine, or 
  fully charged battery or power cell, the character may make 
  an Ordinary (+10) Toughness Test. Success removes 
  one level of Fatigue plus one additional level of Fatigue for 
  each additional Degree of Success. This takes one minute of 
  meditation and ritual incantation.
  eleCTro GrafT use 
  Prerequisites: Mechanicus Implants
  The Explorer may use his Electro Graft to access data ports 
  and commune with machine spirits. This grants a +10 bonus 
  to Common Lore, Inquiry, or Tech-Use Tests whilst connected 
  to a data port.
  enemy
  Talent Groups: Academics, Adepta Sororitas, Adeptus Arbites, 
  Adeptus Mechanicus, Administratum, Astropaths, Ecclesiarchy, 
  Government, Imperial Guard, Imperial Navy, Inquisition, 
  Military, Navigators, Nobility, Rogue Trader, Underworld, 
  Workers
  The opposite of Good Reputation on page 99, the Explorer is 
  particularly despised by a specific social group or organisation. 
  He suffers an additional –10 penalty to Fellowship Tests when 
  dealing with this group. This Talent is cumulative with the 
  Rival Talent, for a total –20 penalty.
  The GM and player may agree to award this Talent when 
  appropriate to the adventure or campaign. This Talent can be 
  removed with an Elite Advance and the approval of the GM if 
  the Acolyte has redeemed herself with the group in question.
  enerGy CaChe 
  Prerequisites: Mechanicus Implants
  The Explorer has learned to focus the power stored within 
  his Potentia Coil with greater efficienc . He no longer gains 
  Fatigue from using Luminen Charge, Luminen Shock, and 
  Luminen Blast.
  
  98
  IV: Talents
  IV: Talents
  enhanCed bioniC frame
  Prerequisites: Machinator Array
  The Explorer’s already impressive bionic body structure is 
  steadied by a gyro-array guided by a targeting system linked 
  to the machine-spirit. The Explorer gains the Auto-stablilised 
  Trait (see page 364).
  exoTiC Weapon TraininG
  Talent Groups: All Exotic Weapons
  The Explorer has received Exotic Weapon Training in a single 
  Exotic Weapon, and can use it without penalty.
  favoured by The Warp
  Prerequisite: Willpower 35
  Whenever a Focus Power Test results in Psychic Phenomena, 
  the Explorer may roll twice on that table and take the more 
  favourable result.
  fearless
  Through hard experience with horrifying situations, fear no 
  longer commands the Explorer’s actions. He is immune to 
  the effects of Fear and Pinning, but disengaging from 
  combat or backing down from a fight requires a 
  successful Willpower Test.
  feedbaCk sCreeCh 
  Prerequisites: Mechanicus Implants
  The Explorer can haywire his vox synthesisers, causing a 
  hideous blast of noise that shocks and distracts others. All 
  unprotected creatures within a 30-metre radius who have the 
  ability to hear must make a Willpower Test or lose a Half 
  Action on their next Turn as they involuntarily react to the 
  cacophonous shriek.
  ferriC lure
  Prerequisites: Mechanicus Implants
  The Explorer can cause an unsecured metal object within his 
  field of vision to fly into his hand. The object may mass up to 
  1 kilogram per point of the character’s Willpower Bonus, and 
  must lie within a 20 metres. Using this Talent requires a Full 
  Action and a successful a Willpower Test
  ferriC summons
  Prerequisites: Mechanicus Implants, Ferric Lure
  The Explorer can call an unsecured metal object to his hand 
  as with Ferric Lure. But he may summon objects of up to 2 
  kilograms per point of his Willpower Bonus. The object may 
  be up to 40 metres distant. The character must spend a Full 
  Action and succeed on a Willpower Test to enact this rite.
  flame Weapon TraininG
  Talent Groups: Universal
  The sight of flaming streams of promethium brings joy to the 
  Explorer’s heart and dread to his foes. He has mastered the 
  art of a wide variety of flamer weapons. The Universal Talent 
  group encompasses all non-Exotic weapons with the Flame 
  special quality.
  foresiGhT
  Prerequisites: Intelligence 30
  Logic and analysis do for the Explorer what Tarot and the 
  bones claim to do for the superstitious masses. By careful 
  consideration of all the possible consequences, and examination 
  of all evidence and information, he can identify the best path 
  for success. By spending ten minutes studying or analysing a 
  problem, he gains a +10 bonus to his next Intelligence Test.
  frenzy
  The Explorer’s temper and passion boil just below the surface 
  of his psyche, mostly held in check by his rational mind, but 
  easily released when needed. If the character spends one full 
  Round fuelling his anger – by fl gellation, drugs, or other 
  means—on the next Round he goes into an uncontrolled 
  rage, gaining a +10 bonus to Weapon Skill, Strength, 
  Toughness, and Willpower, but suffering a –20 penalty to 
  Ballistic Skill and Intelligence. The Explorer must attack 
  the nearest enemy in melee combat if possible. If he is not 
  engaged with the nearest enemy, he must move towards that 
  
  99
  IV: Talents
  IV: Talents
  enemy and engage it if possible. The character will not take 
  obviously suicidal actions such as leaping off a building in 
  order to engage someone on the ground, but he will take 
  any actions that have a reasonable opportunity to engage in 
  melee with the nearest enemy. While Frenzied, he is immune 
  to Fear, Pinning, stunning effects, the effects of Fatigue, and 
  he may not Parry, retreat, or fle . The Explorer must use the 
  All-Out Attack Manoeuvre in melee combat if possible. He 
  remains Frenzied for the duration of the combat. Unless the 
  character has a Talent that allows him to do so, he may not 
  use Psychic Techniques whilst in Frenzy. Some beings are 
  either permanently Frenzied or can Frenzy at will. 
  furious assaulT
  Prerequisites: Weapon Skill 35
  The Explorer’s speed and martial prowess allow him to 
  land several blows where lesser combatants land one. If he 
  successfully hits his target using the All Out Attack Action, 
  he may spend his Reaction to make an additional attack using 
  the same bonuses or penalties as the original attack.
  Good repuTaTion
  Prerequisites: Fellowship 50, Peer
  Talent Groups: Academics, Adeptus Arbites, Adeptus 
  Mechanicus, Administratum, Astropaths, Ecclesiarchy, Feral 
  Worlders, Government, Hivers, Imperial Guard, Imperial Navy, 
  Inquisition, Middle Classes, Nobility, the Insane, Underworld, 
  Void Born, Workers, Underworld
  The Explorer’s reputation precedes him in interactions with 
  a specific group or organisation, opening doors that might 
  otherwise remain closed. The Explorer gains an additional +10 
  bonus to Fellowship Tests when dealing with this group. This 
  Talent is cumulative with Peer, for a total bonus of +20.
  Guardian
  Prerequisites: Agility 40
  Years of serving as a bodyguard allow the Explorer to put 
  himself in the line of fire, or to take a murderous attack that was 
  intended for another. He may sacrifice all of his Actions for the 
  next Round to switch places with an ally within 2 metres (as 
  long as there is no obstruction in the way). This may be done 
  at any time, even interrupting another action. The character 
  become the target of any attacks previously targeting the ally. 
  This Talent may not be used more than once per combat.
  Gun blessinG
  Prerequisites: Mechanicus Implants
  Using the Explorer’s sacred ability to subtly affect ferrous 
  materials, he can un-jam a number of weapons equal to his 
  Intelligence Bonus, so long as they are within a 10-metre 
  radius. A successful Intelligence Test indicates the character has 
  appeased the spirits of the weapons. This blessing requires a 
  Full Action.
  GunslinGer
  Prerequisites: Ballistic Skill 40, Two-Weapon Wielder
  The Explorer has trained with pistols for so long that they are 
  like extensions of his own body, barely requiring conscious 
  thought to aim and fi e. When armed with two pistols, he 
  reduces the penalty for Two-Weapon Fighting by –10. If 
  he also possesses the Ambidextrous Talent, the penalty is 
  reduced to 0.
  hard barGain
  The Explorer’s shrewd negotiations and bartering skills are 
  without peer, and he has a knack for seeing opportunities for 
  profit where others see nothing. Whenever Profit Factor is 
  awarded for completing an Endeavour, you gain a bonus of 
  +1 Profit actor to the group’s total.
  hard TarGeT
  Prerequisites: Agility 40
  Light on his feet, the Explorer dodges and weaves as he 
  moves, skills learned from long years in the line of fi e. When 
  he selects the Charge or Run Actions, opponents suffer a –20 
  penalty to Ballistic Skill Tests made to hit the character with 
  a ranged weapon. This penalty continues until the start of the 
  Explorer’s next Turn.
  hardy
  Prerequisites: Toughness 40
  The Explorer’s constitution rebounds quickly from shock or 
  injury. When undergoing medical treatment or healing from 
  injures, he recovers Damage as if Lightly Wounded.
  haTred
  Talent Groups: Criminals, Rogue Trader (specific), Pirates, 
  Xeno (specific), Psy ers, Mutants
  A group, organisation or race has wronged the Explorer in the 
  past, fuelling this animosity. When fighting opponents of that 
  group in close combat, he gains a +10 bonus to all Weapon 
  Skill Tests made against them.
  heavy Weapon TraininG
  Talent Groups: Bolt, Flame, Las, Launcher, Melta, Plasma, 
  Primitive, and SP
  The Explorer can employ some of the most devastating 
  weapons of the battlefield, able to vaporise single foes and 
  strike fear into the machine spirits of vehicles everywhere. 
  He can use weapons of the groups for which this Talent has 
  been selected, choosing one new group each time. When a 
  character attempts to use a weapon and he does not have 
  the correct Weapon Training Talent for, he suffers a 
  –20 penalty to any relevant Weapon Skill or Ballistic 
  Skill Test.
  
  100
  IV: Talents
  IV: Talents
  heiGhTened senses
  Talent Groups: Sight, Sound, Smell, Taste, Touch
  Either genetics or augmetics have made one of the Explorer’s 
  senses superior to others. When he gains this Talent, select 
  one of the fi e senses. The character gains a +10 bonus to 
  any Tests specifical y involving this sense. Thus, Heightened 
  Senses (Sight) would apply to an Awareness Test to see a 
  distant flo k of shale crows, but not to something as general 
  as a Ballistic Skill Test with any ranged weapon or a Weapon 
  Skill Test simply because the character is using his eyes.
  hip shooTinG
  Prerequisites: Ballistic Skill 40, Agility 40
  The Explorer’s prowess with ranged weapons is such that he 
  can still fi e accurately without using the sights. As a Full 
  Action, the character may both move up to his Full Move rate 
  and make a single attack with a ranged weapon. This attack 
  can only be a single shot—no automatic fi e.
  hoTshoT piloT
  Prerequisites: Any Pilot Skill, Agility 40
  The Explorer can pilot vehicles as if they were extensions 
  of his own body. He may only select this Talent if he has 
  obtained one Pilot Skill as an Advanced Skill. The character 
  treats all other Pilot skills as Basic Skills, and receives a +10 
  bonus to the Pilot Skills he already possesses.
  infused knoWledGe
  Prerequisites: Intelligence 40
  The Explorer has been infused with a great wealth of lore and 
  knowledge, either through punishing noetic techniques or by 
  arcane methods kept secret by the guardians of technology and 
  knowledge. The Explorer treats all Common and Scholastic 
  Lore Skills as untrained Basic Skills. This Talent also provides 
  a +10 bonus to any Tests involving Common or Scholastic 
  Lore for which he already possesses the Skill.
  improved Warp sense
  Prerequisites: Warp Sense
  The Explorer can now see the warp and physical universe side 
  by side, no longer taking any concentration on his part. After 
  gaining this Talent, the character may use the Psyniscience 
  Skill as a Free Action.
  independenT TarGeTinG
  Prerequisites: Ballistic Skill 40
  The Explorer has developed his peripheral vision and situational 
  awareness to a point where he can fire in two directions 
  within a split second. When firing two weapons as part 
  of a single action, the targets need not be less than 10 
  metres apart.
  inTo The JaWs of hell
  Prerequisites: Iron Discipline
  The Explorer inspires loyalty and devotion in his followers 
  such that they would follow him into the warp or on a 
  boarding action against xeno corsairs. In personal combat, 
  while visible to them, they are immune to Fear and Pinning. 
  While the character is known to be on board a ship in which 
  he serves, the ship has a +5 bonus to its Morale.
  inspire WraTh
  Prerequisites: Fellowship 30
  The Explorer knows just the turn of phrase that incites 
  individuals or groups to rage against others. His rhetoric grants 
  +20 to Interaction Tests when inspiring hatred or anger, and 
  double the number of individuals affected. This Talent can be 
  combined with Master Orator to further increase the number 
  of listeners affected.
  iron disCipline
  Prerequisites: Willpower 30, Command
  Iron sharpens iron. The Explorer does not coddle his crew, 
  nor motivate them through kindness. His stalwart example 
  and stern leadership exhorts them with steel instead of spoils. 
  If the character is visible to his followers, either in person or 
  via vox- or pict-caster, they may re-roll failed Willpower Tests 
  made to resist Fear and Pinning. Iron Discipline can affect a 
  number of targets equal to the character’s Willpower Bonus, 
  who must be under his command. PCs can benefit from Iron 
  Discipline if the character with this Talent is the official group 
  leader. If the Explorer is leading a boarding action (see page 
  215), he gains a +10 bonus to his Command Tests.
  iron JaW
  Prerequisites: Toughness 40
  The Explorer has taken blows from Orks and given back 
  as good as he got. He can bounce back from most strikes 
  without ill effects. If ever Stunned, a successful Toughness 
  Test allows him to ignore the effects.
  Jaded
  Prerequisites: Willpower 30
  The Explorer’s wide travels have shown both wonders and 
  horrors beyond the ken of most. The galaxy has thrown its 
  worst at him and he has yet to flin h. Outrageous events, from 
  death’s horrific visage to xenos abominations, will not cause 
  Insanity Points or Fear Tests. Terrors of the Warp still affect 
  the character normally.
  leap up
  Prerequisites: Agility 30
  A combination of athletic ability and speed allow the Explorer 
  to spring to his feet in virtually any circumstance. He may 
  stand up as a Free Action.
  
  101
  IV: Talents
  IV: Talents
  lasT man sTandinG
  Prerequisites: Nerves of Steel
  The Explorer has developed a sixth sense about hails of 
  gunfi e, allowing him to sense gaps and pauses in the lethal 
  rain. He is immune to Pinning by Pistols and Basic Weapons, 
  and adds +1 AP to the value of any cover protecting him 
  from ranged attacks.
  liGhT sleeper
  Prerequisites: Perception 30
  The slightest change in conditions or disturbance brings the 
  Explorer from sleep to full awareness, remaining alert even in 
  slumber. He is always assumed to be awake, even when asleep, for 
  the purposes of Awareness Tests or surprise. Unfortunately, the 
  character’s sleep is not deep and can be frequently interrupted, 
  resulting in a less-than-cheery disposition when awake.
  liGhTninG aTTaCk
  Prerequisites: Swift Attack
  The Explorer’s speed with weapons is legendary, allowing him 
  to launch flurries of attacks. As a Full Action, the character may 
  make three melee attacks on his Turn. The effects of this Talent 
  replace those of Swift Attack rather than adding to them. 
  The use of Lightning Attack may not be combined with Dual 
  Strike. If the Explorer has the Two-Weapon Wielder Talent 
  and is wielding two melee weapons, he gets the advantage of 
  Lightning Attack with only one of the weapons, and a single 
  attack with the other. If he has the Two-Weapon Wielder 
  Talent and is wielding a melee weapon in one hand and a gun 
  in the other, he gets the advantage of Lightning Attack with 
  the melee weapon and a single attack with the gun.
  liGhTninG reflexes
  The Explorer always expects trouble, even in the most 
  innocuous situations, allowing him to act quickly when needed. 
  The character adds twice his Agility Bonus when rolling for 
  Initiative. If he has Unnatural Agility, add +1 to the multiplier 
  before factoring the bonus into the Initiative roll.
  liTany of haTe
  Prerequisites: Hatred (any)
  The Explorer’s belief in the righteousness of his hatred is so 
  ingrained that he can rouse others to join his crusade. As a 
  Full Action, the character may make a Charm Test to extend 
  the effects of his Hatred Talent to any allies in the immediate 
  vicinity. Success on the Test confers a +10 bonus to Weapon 
  Skill when fighting hated foes to one target per point of the 
  Explorer’s Fellowship Bonus. The effects last for the duration 
  of the encounter. 
  loGis implanT
  The Explorer may use analytical circuits to calculate trajectory 
  and reactions to a preternatural extent. His ability to read 
  possible outcomes lets him anticipate the movement of his 
  opponents. By using his Reaction for the Round, the character 
  may make a Tech-Use Test to make use of this Talent. He gains 
  a +10 bonus to all Weapon Skill and Ballistic Skill Tests until 
  the end of his next Turn. The Explorer must pass a Toughness 
  Test when he uses this ability or gain a level of Fatigue.
  luminen blasT
  Prerequisites: Mechanicus Implants
  The Omnissiah has blessed the Explorer with augmetic 
  conduits that parallel the bones of his arms. By reciting the 
  proper litany, he can channel the energy stored in his Potentia 
  Coil down these channels and direct it at his enemies. Success 
  on a Ballistic Skill Test allows him direct this energy against 
  a single target within 10 meters. The target takes 1d10 plus 
  the Explorer’s Willpower Bonus in Energy Damage. The 
  character must pass a Toughness Test when using this ability 
  or gain a level of Fatigue.
  Talent Use: Half Action Attack
  luminen CharGe 
  Prerequisites: Mechanicus Implants
  The Explorer has mastered the union between his holy 
  mechanical elements and his mortal flesh, allowing the 
  former to power the latter. With a successful Toughness 
  Test the character may recharge or power machinery with 
  his internal coils. This requires one minute of meditation and 
  ritual incantation. The difficulty of the Toughness Test varies 
  depending on the nature of the powered system:
  The Explorer must pass a Toughness Test when he uses 
  this ability or gain a level of Fatigue. No matter the power 
  bestowed by the Omnissiah, some systems are either too large 
  or too alien for this Talent—the GM will be the final jud e.
  luminen shoCk 
  Prerequisites: Mechanicus Implants
  The power of the Explorer’s Potentia Coil flows through a 
  network of inductors within his flesh, allowing him to 
  channel this energy into his blows. In close combat, 
  a successful Weapon Skill Test or Grapple delivers 
  the shock. The Luminen Shock inflicts 1d10+3 
  points of Energy Damage with the Shocking 
  Difficult
  Example
  Ordinary (+10)
  Simple Power Cell, Illuminator
  Challenging (+0)
  Weapon Charge Pack, Data Slate, 
  Bridge Terminal
  Difficult (–10
  Hotshot Charge Pack, Shuttle 
  Electronics, Servo-Skull
  Hard (–20)
  Lascannon Charge Pack, Servitor, 
  Bridge Hololith
  Very Hard (–30)
  Ship’s Cogitator Core, Reactor 
  Machine Spirit, Xenos Tech
  
  102
  IV: Talents
  IV: Talents
  Quality (see page 116). The Explorer must pass a Toughness 
  Test when using this ability or gain a level of Fatigue.
  Talent Use: Half Action Attack
  maChinaTor array 
  Prerequisites: Mechanicus Implants
  The Explorer has returned to the crèches of the Mechanicus so 
  they can bring him closer to the most holy of forms, adding 
  an extensive machinator array to his existing augmetics. The 
  Explorer’s Strength and Toughness Characteristics are increased 
  by +10, and his Agility and Fellowship are reduced by –5. His 
  mass increases to three times that of a normal person, and he 
  may no longer stay afloat or swim in water or similar liquids. 
  The character may mount a single pistol type or close combat 
  weapon on any Ballistic Mechadendrites he posseses. He must 
  still have the proper Talent to use the mounted weapon.
  maGlev GraCe
  Prerequisites: Mechanicus Implants
  The Explorer stitches augmetic coils throughout the systems 
  or flesh of his legs, granting him the ability to float a short 
  distance above the ground. Using a Half Action, the character 
  may hover 20 to 30 centimetres off the ground for a number 
  of minutes equal to 1d10 plus his Toughness Bonus. The 
  Explorer must employ a Half Action each round to maintaining 
  the rite, and may use the other actions to move normally. He 
  may activate this rite to slow his rate of descent when falling, 
  reducing all falling Damage to 1d10+3 Impact. Each use of 
  Maglev Grace exhausts the power stored in the Potentia Coil, 
  and cannot be reused until the Coil has been recharged.
  maGlev TransCendenCe
  Prerequisites: Mechanicus Implants, Maglev Grace
  The Explorer has proven his devotion to the Machine God by 
  lacing augmetic coils through every portion of his body. Using 
  a Half Action, he may hover 20–30 centimetres off the ground 
  for a number of minutes equal to 2d10 plus his Toughness 
  Bonus. The Explorer must employ a Half Action each round 
  to concentrate on maintaining this rite, but any Move Action 
  allows him to move up to his running speed. He can slow his 
  rate of descent when falling so long as this rite is active when 
  he reaches the ground, taking no falling damage. Each time he 
  enacts this rite, it drains 50% of his Potentia Coil.
  marksman
  Prerequisites: Ballistic Skill 35
  The Explorer’s steady hand and eagle eye allows him to 
  keep crosshairs steady on any target, regardless of range. 
  Distance is no protection against his fi e. The Explorer suffers 
  no penalties for Ballistic Skill Tests at long or extended 
  range.
  masTer & Commander
  Prerequisites: Intelligence 35, Fellowship 35
  There can be only one commander of a vessel, and the 
  Explorer’s guiding hand, stern judgment, and sage leadership 
  have captained his crew through countless conflict . By 
  spending a Half Action in combat to direct the efforts of his 
  allies, none of them suffer the penalties for ganging up until 
  his next Turn. If defending against a boarding action, a Half 
  Action directs the efforts of his armsmen, granting them a 
  +10 bonus in combat (see page 215).
  masTer ChirurGeon
  Prerequisites: Medicae +10
  The Explorer’s advanced medical skills enable him knit flesh
  with deft mastery. His exceptional education in use of the 
  Narthecium, Med-Slate, and supplemental drugs gives his 
  patients an enormous advantage. The Explorer gains a +10 
  bonus on all Medicae Tests. If treating a Heavily or Critically 
  Wounded patient, a successful Test heals 2 points of Damage 
  instead of 1. If the patient is in danger of losing a limb from 
  a Critical Hit (see Chapter IX: Playing the Game), the 
  Explorer provides him with a +20 bonus to the Toughness 
  Test to prevent limb loss.
  masTer enGinseer
  Prerequisites: Tech-Use +20, Mechanicus or Explorator 
  Implants
  The Explorer’s knowledge of starships and their machine 
  spirits surpasses all his planet-bound brethren. The character 
  can almost feel the plasma pulsing through the ship’s conduits 
  as if it were his own veins. He may spend a Fate Point for 
  automatic success on a Tech-Use Test for enhancement, repair, 
  or upgrade of starship systems, taking the minimum amount 
  of time possible on the task.
  masTer oraTor
  Prerequisites: Fellowship 30
  The Explorer has learned the techniques required to influence
  large audiences. His Fellowship Tests and Fellowship-based 
  Skill Tests affect 10 times the normal number of targets.
  meChadendriTe use
  Prerequisites: Explorator
  Talent Groups: Weapon, Utility
  Though there are many different types of Mechadendrite, this 
  Talent divides them into two broad categories:
  Weapon: Mechadendrites of this type end in either ranged or 
  close combat weapons, and have the supplemental support and 
  strength necessary for combat.
  Utility: Including such varied types as Machine Spirit Interface, 
  Manipulator, Medicae, Utility, Optical, and countless others, 
  these Mechadendrites generally require less hardy mountings, 
  but all interface with the Cyber Mantle in a similar manner.
  
  103
  IV: Talents
  IV: Talents
  mediTaTion
  The Explorer has mastered his body and its reactions by 
  prayer to the Emperor, shutting down unnecessary functions to 
  refresh his body and mind. Success on a Willpower Test and 10 
  minutes without interruptions removes one level of Fatigue.
  melee Weapon TraininG
  Talent Groups: Primitive, Universal
  The Explorer has trained extensively with hand-to-hand 
  weaponry, becoming proficient in the use of virtually all 
  hand-held close combat arms. The universal group includes 
  the Chain, Shock, and Power groups, and allows proficient
  use off all those weapon types. When a character attempts to 
  use a weapon he does not have the correct Weapon Training 
  Talent for, he suffers a –20 penalty to any relevant Weapon 
  Skill or Ballistic Skill Test.
  miGhTy shoT
  Prerequisites: Ballistic Skill 40
  The Explorer knows the weak points in every armour and 
  material, and has the skill to place shots exactly where they 
  will do the most damage. He adds +2 to Damage with a 
  ranged weapon.
  mimiC 
  Vox synthesisers, training or innate abilities allow the Explorer 
  to accurately mimic the voice of another. He must study the 
  voice patterns of his target for at least one hour for proper 
  imitation, and speak the same language. He cannot accurately 
  copy the voice of a xeno due to the difference in physiology 
  and the subtle complexities of most alien languages. Listeners 
  must succeed on a Difficult (–10) Scrutiny Test to penetrate 
  the deception. If the character studies used vox recordings, or 
  comm-link conversations rather than in-person observation, 
  the Difficulty of the Scrutiny Test is reduced to Challenging 
  (+0). His deception automatically fails if the listener can 
  clearly see he is not the imitated individual.
  naviGaTor
  The Explorer was born with the Navigator gene, either of the 
  Navis Nobilite or in the shadowed ranks of the unlicensed. 
  The Warp Eye stares balefully from his forehead, allowing 
  him to perceive the ebbs and flows of the empyrean. For more 
  details, see Chapter 7: Navigator Powers.
  naviGaTor poWer
  Prerequisites: Navigator
  The Explorer’s trainers or natural ability allows use of an 
  additional Navigator Power. This Talent may be chosen 
  multiple times, each selection granting a new Power.
  nerves of sTeel
  Long years on the battlefield enable the Explorer to remain 
  calm as fi e impacts all around. He may re-roll failed Willpower 
  Tests to avoid or recover from Pinning.
  orThoproxy
  A liturgical circuit has been implanted within the Explorer’s 
  skull, allowing him to focus on the prayers recited by the 
  proxy unit when his mental fortitude is in peril. He receives 
  a +20 bonus to Willpower Tests made to resist mind control 
  or interrogation.
  paranoia
  The Explorer knows that danger lurks behind every corner 
  and knows the galaxy will hit him as soon as he lets his 
  guard down. The character gains a +2 bonus on Initiative 
  rolls, and the GM may secretly Test his Perception to notice 
  hidden threats. The price of his eternal vigilance is a twitchy 
  disposition and the inability to relax.
  peer
  Prerequisites: Fellowship 30
  Talent Groups: Academics, Adeptus Arbites, 
  Adeptus 
  Mechanicus, 
  Administratum, 
  Astropaths, Ecclesiarchy, Feral Worlders, 
  
  104
  IV: Talents
  IV: Talents
  Government, Hivers, Inquisition, Middle Classes, Military, 
  Nobility, the Insane, Underworld, Void Born, Workers. 
  The Explorer is adept at dealing with a particular social 
  group or organisation. He gains a +10 bonus to all Fellowship 
  Tests when interacting with the chosen group.
  pisTol Weapon TraininG
  Talent Groups: Primitive, Universal
  The Explorer has practiced with nearly every single-handed 
  ranged weapon within the confines of the Imperium, and 
  no small number without. The Universal group confers 
  proficiency with most pistol weapons, including the Bolt, Las, 
  Launcher, Melta, Plasma, and SP groups. When a character 
  attempts to use a weapon he does not have the correct Weapon 
  Training Talent for, he suffers a –20% penalty to any relevant 
  Weapon Skill or Ballistic Skill Test.
  polyGloT
  Prerequisites: Intelligence 40, Fel 30
  The Explorer has an innate ability to derive meaning from 
  unknown languages and make himself understood using this 
  intuitive grasp. He treats all languages as Basic Skills. This is 
  not the same as true knowledge of the language, and tests 
  using this Talent suffer a –10 penalty due to the simplistic 
  nature of translation.
  preCise bloW
  Prerequisites: Weapon Skill 40, Sure Strike
  The Explorer’s eye, hand, and weapon act seamlessly together, 
  placing blows exactly where the attacker intends. When 
  making a called shot with a melee weapon, the Explorer does 
  not incur the –20 penalty.
  prosanGuine
  Prerequisites: Autosanguine
  Through the Explorer’s iron will or via appeals to 
  the Omnissiah, he is able to speed the function of his 
  Autosanguinators. By spending 10 minutes in meditation and 
  ritual incantation, the character may make a Tech-Use Test, 
  and if successful, remove 1d5 points of Damage. If he rolls a 
  96–100, he overstrains his implants, losing the ability to use 
  them for one week. During that week, the Explorer may use 
  neither the Autosanguine nor Prosanguine Talents. 
  psy raTinG
  The Explorer is a psyker, and his power in game terms 
  is rated on a scale of 1 to 10, where Psy Rating 1 is the 
  lowest to warrant the attentions of the Scholastia Psykana 
  and the Black Ships, and a rating of 10 represents one 
  of the most powerful of the entire human sphere. 
  An Astropath Transcendent begins play with Psy 
  Rating 2. See Chapter VI: Psychic Powers for 
  detailed rules on the game mechanics of this 
  ability. Increasing a character’s Psy Rating 
  represents that character unlocking more of his psychic 
  potential and becoming more and more powerful. Note that 
  Psy Ratings in Rogue TRadeR do not automatically grant 
  additional Psychic Powers. A higher Psy Rating indicates 
  a more powerful psyker. An Explorer can take this Talent 
  multiple times; each time it is taken, his current Psy Rating 
  increases by 1.
  psyChiC disCipline
  Talent Groups: Psy Rating
  The Explorer gains access to a new Psychic Discipline, and 
  may select techniques from this new field of study as his 
  abilities increase. Psykers may access a maximum of three 
  separate Disciplines. For further details, see Chapter VI: 
  Psychic Powers.
  psyChiC TeChnique
  Talent Groups: See Psychic Techniques
  Either through training or natural development, the Explorer has 
  learned an additional Psychic Technique. Once this Talent has 
  been selected, the Explorer must select one new Psychic Technique 
  in any Discipline he possesses that possesses an xp cost equal to or 
  lower than the xp cost of the Talent. Then, the Explorer spends xp 
  equal to the cost of the Technique selected (if the Explorer cannot 
  spend this xp for any reason, he may not select this Talent). Note: 
  this Talent is unique in that the Explorer will not spend the xp cost 
  listed in the Advance Tables of his Career in order to purchase it, 
  but the xp cost of the Technique itself. The xp cost listed in the 
  Advance Tables is provides solely to determine which Psychic 
  Techniques may be selected via that particular Talent.
  pure faiTh
  The Explorer’s faith in the God Emperor of Mankind, his 
  divine power and grace, is total and complete. This faith wraps 
  around him and suffuses his soul, armouring him against the 
  foul influences and weapons of the heretic. Pure Faith provides 
  all of the following benefits:
  The Explorer is always immune to the effects of Daemonic 
  Presence including the negative modifiers to his Willpower.
  The Explorer may spend a Fate Point to not take Fear Tests, 
  not acquire Insanity Points, and not gain any Corruption Points. 
  These safeguards remain for the duration of the encounter.
  The Explorer may burn a Fate Point to resist the effects 
  of any single daemonic or psychic attack, effectively allowing 
  him to emerge unscathed as if by a miracle.
  purGe The unClean
  Prerequisites: Pure Faith
  The Explorer can focus his faith through words, gestures, and 
  force of will such that a daemon may be cowed or cast out by 
  the power of the Emperor.
  As a half action, the Explorer may spend a Fate Point to 
  intone holy words to repel a warp entity. Make an opposed 
  Willpower Test against the warp entity. If the Test succeeds, 
  the warp creature is repelled a distance of metres away equal 
  to twice the character’s Willpower Bonus. It cannot approach 
  closer than this distance for 2d5 Rounds.
  As a full action, the Explorer may spend a Fate Point to 
  
  105
  IV: Talents
  IV: Talents
  speak the rites of exorcism and force out a possessing warp 
  entity from its host. Make an opposed Willpower Test against 
  the warp entity. If the Test succeeds, the warp entity is driven 
  out of the thing it was possessing and manifests in an adjacent 
  space to its former host. The warp entity may not possess the 
  host again for a number of hours equal to twice character’s 
  Willpower Bonus.
  As a full action, the Explorer may burn a Fate Point to 
  chant the litanies of detestation to purge a warp entity from 
  reality. He must be actually confronting the thing and not just 
  thinking about it. Test the character’s Willpower; if successful, 
  he deals Damage equal to his Willpower Bonus, plus his 
  Willpower Bonus for each Degree of Success. On a failed 
  Test, the warp creature takes damage equal to the character’s 
  Willpower Bonus. Damage inflicted by this method is not 
  reduced by the creature’s Toughness or Armour.
  quiCk draW
  The Explorer has practised so frequently with his weapons 
  that they practically leap into his hands, ready for action. He 
  can Ready as a Free Action when armed with a Pistol or Basic 
  class ranged weapon, or a melee weapon that can be wielded 
  in one hand.
  rapid reaCTion
  Prerequisites: Agility 40
  The Explorer has honed his reactions to a razor’s edge, 
  allowing him to act while most stand dumbfounded. When 
  surprised or ambushed, a successful Agility Test allows him 
  to act normally.
  rapid reload
  The practice bays aboard the Explorer’s vessel are like a 
  second home, and he has reloaded countless magazines or 
  power cells for his weapons until he can replace them with 
  his eyes closed. The Explorer halves all reload times, rounding 
  down. Thus, Half Action reload become a Free Action, a Full 
  Action reload becomes a Half Action, and so on.
  renoWned WarranT
  The Explorer’s Warrant of Trade is ancient and hallowed, 
  signed before the Imperium knew of the Expanse, and 
  garners the respect of merchants and officials alike. The 
  character gains a +10 bonus to Interaction Skill Tests with 
  those who understand the importance of the warrant, such as 
  other traders and Imperial official .
  resisTanCe
  Talent Groups: Cold, Fear, Heat, Poisons, Psychic 
  Techniques
  The Explorer’s background, experience, training, exposure, 
  or plain stubbornness has inured him to a particular type of 
  hardship. Each time the Explorer selects this Talent, choose 
  one group. He gains a +10 bonus when making Tests to resist 
  the effects of this group. The GM may wish to approve certain 
  choices or have them justified y the character’s past.
  riTe of aWe
  Prerequisites: Explorator
  The Omnissiah has augmetically blessed the Explorer’s voice 
  box, allowing him to recite infrasonic liturgies that trigger awe 
  and fear. All humans, regardless of their ability to hear, within 
  a 50-metre radius feel a sense of dread and take a –10 penalty 
  to their next Skill Test. Characters may ignore these effects 
  with a successful Willpower Test. Whilst incanting the rite, the 
  character may not talk or communicate with others. The rite 
  requires two minutes of litanies, and it is considered very bad 
  form to break off the recitation before completion. Humans 
  without auditory implants cannot hear infrasonic sound, and 
  though still affected, will not know the Explorer is speaking.
  riTe of fear
  Prerequisites: Explorator
  The Explorer’s infrasonic dirges cause terror in the weak. All 
  humans, regardless of their ability to hear, within a 50-metre 
  radius treat the character as if he has a Fear Rating of 1. 
  While incanting the dirge, he may not communicate in any 
  other way. The rite requires two minutes of chanting, and 
  most would not consider halting the incantations prior to 
  their completion. Humans without auditory augmentation 
  cannot hear infrasonic sound, and though still affected, will 
  not know the Explorer is speaking.
  riTe of pure ThouGhT
  Prerequisites: Explorator
  The Explorer has replaced the creative half of his brain with 
  sacred cranial circuitry. He can no longer feel emotion, and 
  instead embraces the crystal purity of logic, making him 
  immune to Fear, Pinning and any effects that stem from 
  emotional disturbance. The GM will remove any Mental 
  Disorders that no longer apply, and grant appropriate new 
  ones of equal severity. The character’s fellow Explorers may 
  find him somewhat cold, though other followers of the 
  Omnissiah will rejoice in his newfound freedom.
  riTe of sanCTioninG
  Prerequisites: Psy Rating, Special
  The Explorer has been brought before the Emperor and has 
  received a miniscule fraction of His awesome strength, making 
  the character far more resistant to the predations of the Warp. 
  Choose one result on the Psychic Phenomena chart on page 
  160 (other than Perils of the Warp). When rolling for Psychic 
  Phenomena, the Explorer may substitute his trademark result 
  for the effect rolled on the table, so long as he does not roll 
  Perils of the Warp.
  
  106
  IV: Talents
  IV: Talents
  rival
  Talent Groups: Academics, Adepta Sororitas, Adeptus 
  Arbites, Adeptus Mechanicus, Administratum, Astropaths, 
  Ecclesiarchy, Government, Imperial Guard, Imperial Navy, 
  Inquisition, Middle Class, Military, Navigators, Nobility, 
  Rogue Traders, Underworld, Workers
  Essentially the opposite of Peer on page 103, this Talent 
  represents aggressive competition and some animosity with a 
  particular social group or organisation. The Explorer suffers 
  a –10 penalty to all Fellowship Tests when interacting with 
  the group in question.
  The GM and player may agree to award this Talent when 
  appropriate to the storyline. This Talent may be removed with 
  an Elite Advance and the approval of the GM if the player has 
  taken suitable actions to earn the trust of the group.
  sharpshooTer
  Prerequisites: Ballistic Skill 40, Deadeye Shot
  The Explorer’s steady hand and eagle eye allow him to place 
  shots exactly where he wants. When making a called 
  shot, he does not incur the normal –20 penalty. This 
  Talent replaces the effects of Deadeye Shot.
  sound ConsTiTuTion
  The Explorer gains an additional Wound. He may purchase 
  this Talent multiple times in accordance with his Career 
  Advances. In this case note the number of times it’s been 
  taken after the Talent, such as Sound Constitution 3.
  sprinT
  The Explorer’s fleet feet can propel him faster than his 
  comrades. When taking the Full Move Action, the character 
  can move an extra number of metres equal to his Agility 
  Bonus. When taking the Run Action, he may double his 
  movement for one Round. The Explorer gains one level of 
  Fatigue if he uses this Talent two Turns in a row.
  sTep aside
  Prerequisites: Agility 40, Dodge
  The Explorer can sway his body out of the path of an 
  attack, causing it to pass through thin air. He may make an 
  additional Dodge once per Round. In effect this gives him a 
  second Reaction that may only be used to Dodge, allowing 
  two Dodges in a Turn. However, he may still only attempt a 
  single Dodge against one attack.
  sTronG minded
  Prerequisites: Willpower 30, Resistance (Psychic Techniques)
  The Explorer’s mind acts as a fortress against psychic attacks. 
  He may re-roll failed Willpower Tests to resist any Psychic 
  Techniques that affect his mind. Psychic Techniques that have 
  a physical effect, such as Telekinesis, are unaffected by this 
  Talent.
  sure sTrike
  Prerequisites: Weapon Skill 30
  The Explorer can direct his blows far better than most, giving 
  him some control over where they land. When determining 
  hit location for a melee attack, he may use the dice as he 
  rolled them or reverse them, choosing the location he prefers. 
  For example, if Vidor rolls a 37 to hit an Eldar corsair, this 
  would ordinarily strike the Right Leg (73). However, since he 
  has the Sure Strike Talent, he could choose to hit the corsair 
  in the Body (37).
  sWifT aTTaCk
  Prerequisites: Weapon Skill 35
  The Explorer’s speed and martial ability allow him to land 
  flurries of blows. As a Full Action, he may make two melee 
  attacks on his Turn. If he has the Two-Weapon Wielder Talent 
  and is wielding two melee weapons, he gets the advantage 
  of Swift Attack with only one of the weapons, and a single 
  attack with the other. If he has the Two-Weapon Wielder 
  Talent and is wielding a melee weapon in one hand and a gun 
  in the other, he gets the advantage of Swift Attack with the 
  melee weapon and a single attack with the gun.
  
  107
  IV: Talents
  IV: Talents
  TakedoWn
  As a Half Action the Explorer may declare that he is attempting 
  a takedown before testing Weapon Skill. If he hits and would 
  have done at least 1 point of Damage, then ignore the Damage 
  and the opponent must make a Toughness Test or be stunned 
  for 1 Round. When performing a Stun Action, the character 
  does not suffer a –20 penalty to his Weapon Skill.
  TalenTed
  Talent Groups: Any skill
  The Explorer has a natural affinity for a particular Skill. He 
  chooses any one Skill and gains +10 bonus to Tests made 
  using that Skill.
  TeChniCal knoCk 
  Prerequisites: Intelligence 30
  Either through the ease of long practice, or the proper ritual 
  to appease a weapon’s machine spirit, the Explorer can clear 
  stoppages in weapons. He may un-jam any gun as a Half 
  Action, but may only perform this rite on one weapon per 
  Round. He must touch the weapon to enact this rite.
  The emperor proTeCTs
  Prerequisites: Pure Faith
  The power of the Emperor flows through the Explorer, 
  protecting the faithful and emboldening them to heroism in 
  the face of terrible things.
  By spending a Fate Point, the character grants himself and 
  a number of allies equal to his Willpower Bonus immunity 
  to the effects of Fear and Pinning. Additionally all ranged or 
  close combat acts made against the character and the specified
  allies are at a –10 modifie . These benefits last for the duration 
  of the encounter.
  By burning a Fate point, the character may allow an ally 
  (never himself ) to resist the effects of any single attack, 
  effectively allowing the ally to emerge unscathed as if by a 
  miracle. The Fate point must be burnt once the attack has hit 
  but before Damage has been rolled.
  The flesh is Weak
  Prerequisites: Mechanicus Implants
  The Explorer’s body has undergone significant bionic 
  replacement to the point where he is far more machine than 
  man. 
  This Talent grants the Explorer the Machine Trait (see 
  page 365) with Armour Points equal to the number of times 
  this Talent has been taken. The Explorer may purchase this 
  Talent multiple times in accordance with his Career Advances. 
  In this case, note the number of times this Talent has been 
  taken, such as The Flesh is Weak 3.
  ThroWn Weapon TraininG
  Talent Groups: Universal
  The Explorer’s mastery of the balance, spin, and weight of 
  thrown weapons makes him a formidable foe at any distance, 
  even if only armed with a knife. The Universal group includes 
  all thrown weapons from the Primitive, Chain, Shock, and 
  Power groups. When a character attempts to use a weapon 
  he does not have the correct Weapon Training Talent for, he 
  suffers a –20 penalty to any relevant Weapon Skill or Ballistic 
  Skill Test. 
  ToTal reCall
  Prerequisites: Intelligence 30
  Mental conditioning or augmetics enable the Explorer to 
  record and recall great amounts of information, effectively 
  granting him a perfect memory. He can automatically 
  remember trivial facts or pieces of information that might 
  feasibly have picked up in the past. When dealing with more 
  detailed, complex, or obscure facts, such as the deck plans 
  of a space hulk or a complex xeno pictograph, the GM may 
  require an Intelligence Test.
  True GriT
  Prerequisites: Toughness 40
  The Explorer is able to shrug off wounds that would fell 
  lesser men. Whenever he suffers Critical Damage, halve the 
  result (rounding up).
  TWo-Weapon Wielder
  Talent Groups: Ballistic, Melee 
  Prerequisites: Ballistic Skill 35 or Weapon Skill 35, Agility 35
  Years of training allow the Explorer to use a weapon in 
  each hand when needed. When armed with two weapons of 
  the same type, he may spend a Full Action to attack with 
  both. Both tests made to attack with the weapons suffer a 
  –20 penalty (see Chapter IX: Playing the Game for more 
  details on fighting with two weapons). He must possess Two-
  Weapon Wielder (Melee) and Two-Weapon Wielder (Ballistic) 
  if he wishes to use a gun and hand weapon with this Talent.
  unarmed masTer
  Prerequisites: Weapon Skill 45, Agility 40, Unarmed 
  Warrior
  The Explorer has developed unequalled mastery of unarmed 
  combat techniques. His unarmed combat attacks do 1d10+SB 
  (I) Damage and his attacks no longer have the Primitive 
  quality.
  unarmed Warrior
  Prerequisites: Weapons Skill 35, Agility 35
  Due to extensive training in unarmed combat, the 
  Explorer’s unarmed combat attacks do 1d10-
  3 (+SB) Damage instead of 1d5-3. Because 
  
  108
  108
  IV: Talents
  IV: Talents
  of his advanced training against both armed and unarmed 
  foes, he does not count as Unarmed, as defined on page 245, 
  when making attacks against armed opponents. The character’s 
  attacks still count as having the Primitive quality.
  unremarkable
  The Explorer has mastered the art of blending into any crowd 
  by adopting its mannerisms. Attempts to notice the character 
  when amongst other people, or attempts to describe him or 
  recall details incur a –20 penalty.
  unshakable faiTh
  The Explorer’s confidence in the Emperor and his abilities 
  is so strong that he can face any danger. He may re-roll any 
  failed Willpower Tests to avoid the effects of Fear.
  void TaCTiCian
  Prerequisites: Intelligence 35
  The Explorer’s ability to conceptualise three-dimensional 
  space gives him an advantage in starship combat, granting 
  a +10 bonus to Ballistic Skill Tests made to fi e a starship’s 
  guns in combat.
  Wall of sTeel
  Prerequisites: Agility 35
  The Explorer’s skill with blades is so profound that the merest 
  hint of attack allows him to assume a defensive position. He 
  may make one additional Parry per Round, in effect granting 
  a second Reaction that may only be used to Parry. He may 
  only attempt a single Parry against any one attack.
  Warp affiniTy
  Prerequisites: Psy Rating
  The Explorer has a special connection to the warp, allowing 
  him to occasionally sense and avoid its less desirable effects 
  as he channels its power. The character may not select this 
  Talent if he has undergone the Rite of Sanctioning. When 
  rolling for Psychic Phenomenon, the Explorer may discard 
  the die roll, suffer 1d5 Corruption Points, and then re-roll 
  with no modifier .
  Warp ConduiT
  Prerequisites: Psy Rating, Strong Minded, Willpower 50
  The sheer power of the Explorer’s mind allows him to channel 
  much more warp energy than his peers. When pushing, he may 
  add a +1 bonus to his Psy Rating and subtract –10 on any 
  resultant Psychic Phenomenon rolls.
  Warp sense
  Prerequisites: Navigator or Psy Rating, Psyniscience Skill, 
  Perception 30
  The Explorer’s senses have evolved to perceive the warp in 
  parallel with the physical world, though it requires some 
  concentration to do so. After gaining this Talent, using the 
  Psyniscience Skill requires a Half Action instead of a Full 
  Action.
  Whispers
  Prerequisites: Intelligence 45, Fellowship 35
  Such is the Explorer’s reputation for having ears everywhere 
  aboard the ship and a fine y tuned network of invisible 
  informants that the crew no longer even bothers to keep 
  secrets from him. The Explorer receives a +10 bonus to any 
  Skill Test for Investigation or the Interview special use of the 
  Inquiry Skill.
  WraTh of The riGhTeous
  Prerequisites: Pure Faith
  The Explorer is a killing angel, and he visits the Emperor’s 
  righteous fury on those who deny His dominion over the 
  stars, or who profane that which is sacred.
  When making an attack, the Explorer may spend a Fate Point 
  to deal an additional 1d5 points of Damage.
  At any time while the Explorer is attacking, he may burn 
  a Fate Point to trigger Righteous Fury on a single successful 
  attack. The attack automatically deals the maximum Damage 
  for the weapon plus 1d10 points of Damage. If the second 
  roll results in 10, further Damage is possible (see Righteous 
  Fury on page 245). 
  
  109
  V: Armoury
  V: Armoury
  AvAilAbility
  •
  CrAftsmAnship
  •
  WeApons
  •
  Armour
  •
  GeAr
  •
  CybernetiCs
  
  110
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  V: Armoury
  V: Armoury
  Chapter V: 
  Armoury
  “The God-Emperor’s blessings are upon the company with the 
  heaviest weapons.”
  –Cadian Proverb.
  T
  he darkened era of the 41st Millennium can be the 
  stuff of nightmares as hellish war, predatory xenos, 
  insurrection, and conflict threaten mankind from all 
  sides. These and other threats can become even more dangerous 
  for those who venture beyond the Imperium, as explorers face 
  not only the known terrors that prey upon the Calixis Sector, 
  but also a host of new threats unimagined save for the ravings 
  of deranged psykers and other madmen. The better armed 
  and equipped a crew, the better their chances of survival in 
  dread voids—and the better their Lord-Captain’s prospects 
  for profit. This chapter outlines some of the many types of 
  weapons, armour, and gear existing in the Koronus Expanse 
  and beyond, ranging from standard munitions to heretical and 
  rare xenos-fashioned devices. There is risk in using objects 
  tainted by xenos—but an explorer must be ready for anything 
  when far from the protections of Imperial power.
  Availability
  “Yes I quite understand, a most powerful weapon and a bargain as 
  well at a mere five decilitres of Sacra, but what are these teeth-things 
  you have given me with it?... Oh, they are the ammunition. I see...”
  –Rogue Trader Calbvere in negotiation with Sire White 
  Sleet, a Stryxis Merchant
  D
  esired goods or services are not always immediately 
  at hand. Squalid medieval worlds are a lot less likely 
  to offer rare goods and services than the sophisticated 
  markets of an Imperial hive. Moreover, finding a high-quality 
  weapon on a backwater planet is far more difficult than 
  locating such a weapon in a teeming metropolis. Each piece 
  of equipment or service has an associated Availability, ranging 
  from Ubiquitous to Unique. GMs can use the following 
  guidelines as a starting point for determining whether a 
  world’s traders possess a particular item or not. If the present 
  location does not offer an item or service, then a Rogue 
  Trader must either arrange passage to a world whose markets 
  do offer it, or go there himself—either option adds a great 
  deal of time to the process of acquisition.
  
  111
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  V: Armoury
  V: Armoury
  AvAilAbility And 
  technology
  Some things are not just hard to find on certain worlds, but 
  impossible. For instance, while a lasgun may be a common 
  piece of equipment in most parts of the Imperium, you are 
  unlikely to find one anywhere on a feral world. The GM 
  can decide to either make an item harder to find or even 
  impossible to acquire because it uses technology not readily 
  available at the present location. 
  Characters searching for a particular item or service must 
  make a successful Commerce or Inquiry Test modified by 
  the Availability of the item. Table 5–1: Availability by 
  Population provides a baseline modifier for Commerce or 
  Inquiry Tests to find an item in a community of 1,000 people 
  or less. For communities larger than 1,000 people, reduce the 
  Difficulty for finding an object by one step for communities 
  of 10,000 or less, or two steps for communities of 100,000 
  or more. If the community has 100 people or less, increase 
  the Difficulty by one step. Table 5–1: Availability by 
  Population shows how the Difficulty changes based on 
  population size.
  exAmple
  Kale needs a new bolt pistol. A bolt pistol is a Rare item, and so he 
  suffers a –20 penalty on his Commerce Test to find it in a typical 
  settlement with a population of around 7,000. If he looks in a 
  small farming outpost with a population of only 400, the Difficulty 
  becomes Very Hard (–30). However, if he looks in a city with a 
  population of 80,000, the Difficulty lessens to Average, meaning 
  that he suffers no penalties to the Test. 
  AvAilAbility And time
  Just because the markets of a community offer an item or 
  service sought by a Rogue Trader does not necessarily mean 
  that it is easy to locate, or easy to arrange purchase. Larger 
  communities have better and more accessible markets, but they 
  are also a challenge to search well, and local laws impede rapid 
  transactions. Mercantile negotiations become more drawn-
  out in civilised surroundings, where merchant guilders puff 
  themselves up with self-importance, and where the goods 
  offered grow in value. It may take more time than desired 
  for the Rogue Trader’s factors and other mercantile servants 
  to both locate a seller and complete a deal, or to determine 
  that a community really has no sellers for the desired item 
  or service. See Table 5–2: Availability, Population, and 
  Table 5–1: Availability by Population
  Difficulty by opulation
  Availability
  <1,000
  <10,000
  <100,000
  100,000+
  Ubiquitous
  Easy (+30)
  Automatic
  Automatic
  Automatic
  Abundant
  Routine (+20)
  Easy (+30)
  Automatic
  Automatic
  Plentiful
  Ordinary (+10)
  Routine (+20)
  Easy (+30)
  Automatic
  Common
  Challenging (+0)
  Ordinary (+10)
  Routine (+20)
  Easy (+30)
  Average
  Difficult (–10
  Challenging (+0)
  Ordinary (+10)
  Routine (+20)
  Scarce
  Hard (–20)
  Difficult (–10
  Challenging (+0)
  Ordinary (+10)
  Rare
  Very Hard (–30)
  Hard (–20)
  Difficult (–10
  Challenging (+0)
  Very Rare
  Arduous (–40)
  Very Hard (–30)
  Hard (–20)
  Difficult (–10
  Extremely Rare
  Punishing (–50)
  Arduous (–40)
  Very Hard (–30)
  Hard (–20)
  Near Unique
  Hellish (–60)
  Punishing (–50)
  Arduous (–40)
  Very Hard (–30)
  Unique
  GM’s Discretion
  Hellish (–60)
  Punishing (–50)
  Arduous (–40)
  Table 5–2: Availability, Population, and Time
  Size of Population
  Availability
  10 million +
  < 10 million
  < 1 million
  < 100,000
  < 10,000
  Ubiquitous
  One day
  One day
  One day
  One day
  One day
  Abundant
  One day
  One day
  One day
  One day
  1d5 days
  Plentiful
  One day
  One day
  One day
  1d5 days
  1d10 days
  Common
  One day
  One day
  1d5 days
  1d10 days
  1d10 days
  Average
  One day
  1d5 days
  1d10 days
  1d10 days
  One week
  Scarce
  1d5 days
  1d10 days
  1d10 days
  One week
  One week
  Rare
  1d10 days
  1d10 days
  One week
  One week
  1d5 weeks
  Very Rare
  1d10 days
  One week
  One week
  1d5 weeks
  1d10 weeks
  Extremely Rare
  One week
  One week
  1d5 weeks
  1d10 weeks
  1d5 months
  Near Unique
  One week
  1d5 weeks
  1d10 weeks
  1d5 months
  1d10 months
  Unique
  1d5 weeks
  1d10 weeks
  1d5 months
  1d10 months
  One year
  
  112
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  V: Armoury
  V: Armoury
  Time. This table assumes that the Rogue Trader employs 
  servants, negotiators, and factors who are practised in finding 
  mercantile services and establishing compacts in haste. The 
  GM should make the roll in secret if the circumstances are 
  dangerous, such as an attempt to engage the services of a 
  heretic psyker or negotiating whilst plague ravages a hive, so 
  as to emphasise the possible risks. A Rogue Trader and his 
  retinue can either wait for their servants to complete the search 
  and arrange purchase, or spend their own time to assist rather 
  than undertaking other activities. A successful Challenging 
  (+0) Commerce Test (or another skill appropriate to the 
  item or service sought at the discretion of the Game Master) 
  made by an assisting player character can speed the search and 
  ensuring negotiations. A successful test reduces the time taken 
  by one step, such as from months to weeks, or weeks to days.
  Acquisitions of new services and equipment are probably 
  best made in the downtime between game sessions for most 
  groups rather than allowing acquisitions to take time away 
  from plot, battle, and excitement. Mercantile dealings can 
  certainly take centre stage when the plot demands it, but for 
  the most part purchases are one of the many chores that a 
  Rogue Trader’s trusted servants organise in his stead.
  Note that once a service or purchase of equipment is agreed 
  upon, signed, and sealed, it may still require further time to 
  complete! Much toil lies between signing the parchment that 
  seals purchase of a new macrocannon from a hive world dock 
  foundry and that macrocannon resting in its rightful place 
  amidst the port batteries of a Rogue Trader’s void-ship, for 
  example. The Game Master is encouraged to use common 
  sense when determining additional time taken for a new 
  acquisition.
  Craftsmanship
  “You will treasure this weapon, you will use it wisely in battle and 
  you will honour its sacred spirit with prayer, for after you are long 
  gone this weapon’s service to the Emperor will go on.”
  –Ergar Keer, Enginseer
  N
  ot all goods and services are of the same quality. In 
  the vastness of the Imperium and myriad worlds 
  beyond, the Craftsmanship of items can vary 
  widely—everything from crude mass-produced materials 
  of Poor Craftsmanship to handcrafted masterpieces of Best 
  Craftsmanship can be found for sale. This can especially be 
  the case in a frontier area such as the Koronus Expanse, where 
  there are few established industrial centres, and as such many 
  weapons are unlikely to be native to the Expanse. Some of 
  these imports may be centuries-old products of the Calixis 
  Sector and have passed through many hands. Similarly, those 
  who offer services might be lazy and unskilled at their trade 
  if of Poor Craftsmanship, or may be the most skilled 
  craftsman of an entire world if of Best Craftsmanship. 
  Unless specifical y stated, the Craftsmanship of 
  any object or retainer providing a service is 
  considered Common. 
  Items of Poor Craftsmanship are generally more prone 
  to failure and breakage, while items of Good and Best 
  Craftsmanship are more durable, though it is up to the GM 
  how and when these effects might enter play. In the case of 
  weaponry and armour, effects on an item’s performance or 
  weight are detailed later in this chapter, but for other goods 
  differences of quality are merely descriptive. The GM may 
  reduce the Difficulty of some Tests involving items of better 
  Craftsmanship, but that is entirely at his discretion. 
  Services are more affected than goods by the Craftsmanship 
  of the retainers who provide them. Craftsmanship can 
  determine skill levels, willingness to toil, and loyalty of the 
  retainers, as well as other aspects at the choice of the GM. 
  Craftsmanship also affects the time taken to find goods 
  or services and complete an acquisition. Table 5-3: 
  Craftsmanship and Time Taken provides a multiplier for 
  the time to make an acquisition determined in Table 5–2: 
  Availability, Population, and Time. 
  Wealth and 
  Acquisitions
  “My dear Navigator Sung, you might indeed think you see a newly 
  discovered world. But that is not what I see, no. What I see is a 
  fortune waiting to be made. Now what does it matter if a few million 
  paltry savages stand in our way, eh?”
  –Rogue Trader Jonquin Saul
  A 
  Rogue Trader can be wealth incarnate, his coffers 
  overflowing with coins, compacts, secrets, promises, 
  and other tools of prosperity. Even many of those 
  fallen from their powers, who may have lost their vessels 
  and the respect of their peers, can often still vie with minor 
  Imperial nobility in terms of currency and influenc . The 
  ebb and flow of wealth is an essential part of what makes 
  the Imperium tick, and Rogue Traders are responsible for a 
  sizeable fraction of the tides of coinage and compacts that 
  wash across the Imperial faithful in the border regions and 
  sometimes deeper yet into the body of the Imperium. A Rogue 
  Trader expends vast sums upon hiring servants, equipping 
  his forces, and fortifying his void-ships, and then strives to 
  recoup even greater wealth from beyond.
  Table 5-3: Craftsmanship and Time 
  Taken
  Craftsmanship
  Time Taken
  Best
  x 3
  Good
  x 2
  Common
  —
  Poor
  x 1/2
  
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  V: Armoury
  V: Armoury
  throne gelt
   Most kinds of wealth in the Expanse are measured in the 
  Imperial currency of Throne Gelt, the coin of exchange in 
  the nearby Calixis Sector. One of a number of sector and 
  Segmentum based Imperial currencies whose value directly 
  relates to the Administratum’s audits, the worth of Throne 
  Gelt is secured against the massive riches generated by 
  Imperial planetary tithes, and is locally issued in the form of 
  coins known as Thrones. 
  Profit fActor
  Counting Thrones is work for commoners and a Rogue 
  Trader’s staff of scribes and factors. A Rogue Trader stands 
  far above the tyranny of coin that grips lesser men, causing 
  them to return to their purse many times a day to count and 
  wonder whether they can afford their next meal. Instead, a 
  Rogue Trader gauges what he can afford to acquire and then 
  support over time—be that a personal weapon, a company 
  of mercenaries, a thousand lasguns, a vortex torpedo, or a 
  set of rare gems—by the magnitude of his Profit Factor. The 
  greater the wealth generated by his mission, as catalogued by 
  his loyal scribes, and the greater his intangible power over 
  the Imperial class, the more he can own. Supporting larger 
  collections of items or retainers of greater Availability requires 
  correspondingly greater values for Profit Factor. See Chapter 
  IX: Playing the Game on page 270 for an explanation 
  of Profit Factor and the rules that govern how a Rogue 
  Trader uses these values to make acquisitions of property and 
  retained services. 
  Ammunition
  Without ammunition a gun is just a glorified club, but a Rogue 
  Trader’s servants ensure that the weapons he, his retinue, and 
  his crew use are kept in supply with the default ammunition 
  type—bullets for solid shot weapons, grenades for launchers, 
  shells for shotguns, charge packs for las weapons, fuel for 
  flamer , melta canisters for melta weapons, containment flas s 
  of dangerous, volatile photonic hydrogen for plasma weapons, 
  and so on.
  In Rogue TRadeR, making an acquisition of a weapon 
  includes the organisation of an ongoing supply of the default 
  type of ammunition. A character can carry as much ammunition 
  as he feels is needed on a given expedition, and can re-supply 
  on return to the Rogue Trader’s base of operations.
  upGrAdes And unusuAl Ammunition
  Sometimes a weapon has one or more upgrades, or makes use 
  of an unusual or rare form of ammunition. See page 271 for 
  an explanation as to how this affects the use of Profit Factor 
  to acquire it.
  CurrenCies in the Koronus expAnse
  A currency consists of whatever objects are a common unit of exchange in a given locale—government coinage, ephemeral 
  ledger-data, ammunition, gold nuggets, or shells picked from a beach. The currencies of mankind are as varied as the 
  worlds of the galaxy, and are only measured in Thrones when it comes time to collect the Imperial Tithe.
  Port Wander, Footfall, the colony Foundling Worlds, and Imperial outposts of Winterscale’s Realm are small portions 
  of the greater Imperium, projected into far voids. A hundred different currencies are brought to Port Wander by merchants 
  and Rogue Traders—or even issued by those same worthies, for all great men wish to see their face embossed on coins 
  or parchment notes. Money-changers of the Administratum are both corrupt and busy in the Port, and the heady mix of 
  currencies seeps outwards into the Imperial settlements of the Koronus Expanse. 
  The isolated heathen human worlds of the Expanse are just as varied in terms of money. Upon war-torn Zayth, each 
  hive-vehicle circulates its own coinage—often small stamped ingots of precious metals hung upon loops of silver wire. 
  Naduesh is still advanced enough for usury, complex trade arrangements, paper currency, and promissory scrip backed 
  by the word and wealth of noble Maraj families. On other heathen worlds, even barter is conducted hesitantly, with all 
  parties involved bearing arms.
  Human reavers and pirates of the near Koronus Expanse are often refugees or descendants from the Imperium, and so 
  understand Throne Gelt’s value. Of course, to these renegades, offering currency in trade without a display of force or at 
  least a little bloodletting first is a sign of weakness. The renegades of the deeper expanse are worse still—here the dark 
  corsairs and slavers favour hacksilver, tech, ammunition, and slaves as currency—or trapped souls and bottled vitality, 
  if the darkest stories are to be believed.
  Xenos also have their currencies, though their interpretations of this concept may be remote and strange. The vile 
  Ork, for example, counts wealth in “teef”—literally the teeth of enemy Orks kept for noisy, threatening trade with 
  “dem ‘ard gits what got the bitz we needz.” By comparison, the deceitful Eldar of the Expanse do not appear to employ 
  currency at all, and are said to find such human concepts of valuation primitive or debased. Eldar do value certain 
  items—particularly the lost artefacts of their race. However, attempting trade with Eldar is a harrowing experience, with 
  the negotiations ever treacherous and shifting. Perhaps of all the Expanse’s xenos, the nomadic Stryxis have the most 
  ‘human’ outlook on trade. Though strange to look on, Stryxis caravans offer an often bewildering variety of goods, 
  many perilous and outright prohibited within Imperial space. However, their inscrutable masters drive a hard bargain, 
  and are never to be underestimated.
  
  114
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  Weapons
  “There are two things we make sure to bring when we encounter new 
  xeno-breeds: our faith in the Emperor and our guns. Guess which 
  brings us more respect?”
  –Rogue Trader Helmut Kranzelle the Ill-Counselled
  W
  eapons are divided into several groups covering 
  a plethora of ranged weapons, dealing with 
  everything from crossbows to plasma cannons, and 
  melee weapons covering all manner of close combat weaponry. 
  Unless they are of Poor Craftsmanship, all weapons come with 
  the appropriate holster or carrying strap as part of their cost.
  All weapons have a profile that is presented using the 
  following statistics, providing players and GMs with all the 
  relevant information needed to use them:
  Name: What the weapon is called.
  Class: Describes the weapon’s Class. Weapon Classes 
  include Melee, Thrown, Pistol, Basic, and Heavy.
  •  Melee weapons can be used in close combat. When using a
  melee weapon you add your SB to the damage you inflict.
  • Thrown weapons cover anything propelled by muscle
  power alone and covers knives, axes, spears and the like.
  Unless they are also classed as melee, thrown weapons
  cannot be used in close combat (or if they do, they count as
  improvised weapons). When using a thrown weapon you
  add your SB to the damage you inflict (with the exception
  of explosives such as grenades).
  • Pistol weapons are fired one-handed and can be used in
  close combat. However, when a pistol is used in close
  combat, the firer gains no bonuses or penalties to hit for
  range or targeting equipment. Pistols with the Scatter
  quality fired in melee are considered to be firing at Point-
  Blank range. However, they do not gain a +30% bonus for
  being at Point-Blank range.
  • Basic weapons normally require two hands, but can be
  used one-handed with a –20 penalty to hit.
  • Heavy weapons always require two hands and must be
  braced in some way, usually either on a bipod or tripod
  but equally it could be a windowsill or sandbag (or the
  firer’s shoulder in the case of missile launchers), to be fired
  without penalties. Firing a heavy weapon without bracing
  incurs a –30 penalty to hit and prohibits Semi-Auto and
  Full Auto fire.
  Range: This number is used to determine how far the weapon 
  can be accurately fired in metres. A weapon’s Short Range is 
  half this number, while its Long Range is double this number 
  (for ranged bonuses and penalties see Chapter IX: Playing 
  the Game, page 247). Weapons cannot be fired at targets 
  more than four times their range distance away.
  RoF (Rate of Fire): This tells you if the weapon can be fired 
  either on Semi-Auto or Full Auto and how many rounds 
  or charges it expends when doing so. A weapon’s RoF 
  has three entries to indicate the modes a weapon can 
  be fired in. The first entry indicates whether the 
  weapon can be fired singly (with an S). The 
  second entry indicates whether or not a 
  weapon can be fired semi-automatically, and the number listed 
  describes the number of shots fired when the weapon is fired 
  in this manner. Finally, the third entry describes if the weapon 
  can be fired on full automatic, and how many shots are fired 
  when this happens. Any mode in which the weapon cannot be 
  fired is indicated with a “—”.
  Some weapons can be fired in more than one mode. If this 
  is the case, each of its different rates of fire will be listed in its 
  profile. Characters must choose which mode they are firing 
  their weapon in before making their attack.
  Dam (Damage): The Damage the weapon does and the type 
  of damage it inflicts for the purpose of Criticals (as shown in 
  brackets): (E) Energy, (X) Explosive, (R) Rending, (I) Impact.
  Pen (Penetration): Reflects how good the weapon is at 
  cutting through armour. When a shot or blow from this 
  weapon hits a target, reduce the target’s Armour Points by the 
  weapon’s Penetration, with results of less than 0 counting as 
  0 (i.e. the armour provides no protection at all). Then work 
  out Damage as normal. So for example, if a weapon with a 
  Penetration of 3 hits a target with 5 Armour Points, the target 
  will only count as having 2 Armour Points against any damage 
  the hit causes. Note that Penetration has no effect on fields, 
  but it does affect cover.
  Clip: How many rounds/charges the weapon holds when 
  fully loaded.
  Rld (Reload): How many Actions the weapon takes to reload. 
  This is generally Half (for a Half Action) or Full (for a Full 
  Action). Some weapons can take a number of Actions over 
  several Rounds. The number of Rounds is given as a number, 
  for example 2 Full means that reloading takes 2 Full Rounds.
  Special: This tells you if the weapon has any special qualities, 
  such as creating a blast when fired or needing to recharge 
  between shots.
  Wt (Weight): Represents how much the weapon weighs, 
  normally in kg (kilograms).
  Availability: This identifies the weapon’s availability (see 
  Table 5–1: Availability by Population, page 111).
  A GAlAxy of Guns
  The Imperium is vast, and amongst its billions of 
  inhabited worlds there are countless forge worlds, 
  factories, craftsmen, artificers and blacksmiths turning 
  out weapons and armour. As can be imagined this 
  produces a practically limitless variety of makes, 
  patterns and brands. It would be impossible to 
  detail each and every different make of weapon in 
  the Imperium (or even a small fraction of them), so 
  the weapons, armour and equipment in this chapter 
  represent the most common designs and designations. 
  You can, of course, create the makes and patterns for 
  your weapons as you see fit; after all, having a Gorgon-
  pattern H–12 Widowmaker is far cooler than just a 
  stub revolver.
  
  115
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  WeAPon SPeciAl 
  QuAlitieS
  Some weapons possess special qualities to represent such 
  things as special damage or unusual effects. The following is 
  a list of the most widely used weapon qualities:
  ACCurAte
  Some weapons are designed with precision in mind and 
  respond superbly in skilled hands. They grant an additional 
  bonus of +10 to the fi er’s Ballistic Skill when used with an 
  Aim Action in addition to the bonus granted from Aiming. 
  When firing a single shot from a single Basic Weapon with 
  the Accurate quality benefiting from the Aim action, the 
  attack gains an extra d10 of damage for every two degrees of 
  success to a maximum of two extra d10.
  bAlAnCed
  Some weapons, such as swords and knives, are designed so 
  that the weight of the hilt balances the weight of the blade, 
  making the weapon easier to wield. Balanced weapons grant 
  a +10 bonus to Weapon Skill Tests made to Parry.
  blAst (x)
  Many missiles, grenades and some guns create an explosion 
  when they hit their target. When working out a hit from a 
  Blast weapon anyone within the weapon’s blast radius in 
  metres, indicated by the number in parenthesis, is also hit. 
  Roll Hit Location and Damage individually for each person 
  affected by a blast.
  Customised 
  The user has rebuilt and fined-tuned the weapon so he can 
  operate it to his personal satisfaction. Reloading this weapon 
  takes ½ the listed time, rounding up to the next full action (½ 
  Action is still ½ Action). 
  defensive
  A Defensive weapon, such as a shield, is intended to be used 
  to block attacks and is awkward when used to make attacks. 
  Defensive weapons grant a +15 bonus to tests made when used 
  to Parry, but take a –10 penalty when used to make attacks.
  flAme
  Flame weapons project a cone of flame out to the range of the 
  weapon. Unlike other weapons, flamers have just one range, 
  and when fi ed, cast fie y death out to this distance. The 
  wielder does not need to Test Ballistic Skill; he simply fi es 
  the weapon. All creatures in the flam ’s path, a cone-shaped 
  area extending in a 30 degree arc from the fi er out to the 
  weapon’s range, must make an Agility Test or be struck by 
  the flames and take damage normally. If they take damage, 
  they must succeed on a second Agility Test or be set on 
  fi e. Cover does not protect characters from attacks made by 
  Flame weapons. Normally when a weapon is fi ed without 
  the appropriate Weapon Training Talent or a heavy weapon 
  is fi ed without bracing, the wielder suffers a –20% or -30% 
  penalty respectively to his Ballistic Skill Test. When a weapon 
  with the flame quality is fi ed by a wielder who does not 
  possess the appropriate Weapon Training Talent, anyone in 
  the weapon’s area of effect gains a +20% bonus to his Agility 
  Test to avoid damage. This bonus rises to +30% if the flame
  weapon is heavy and the wielder is not braced.
  Because Flame weapons make no roll to hit, they are always 
  considered to hit targets in the body, and will Jam if the fi er 
  rolls a 9 on his Damage dice (before adding any bonuses).
  flexible
  Some weapons, such as whips, are made up from lots of 
  loosely connected segments, such as chains or supple woven 
  hides. These kinds of weapons lash about when used to attack 
  and cannot be Parried.
  WeApon CrAftsmAnship
  All the weapons detailed here are of Common 
  craftsmanship. For weapons of better or worse 
  manufacture use the following modifi rs:
  Poor: These cheaply constructed ranged weapons 
  are more prone to malfunction. A ranged weapon 
  of Poor craftsmanship has the Unreliable quality. If 
  the weapon already has this quality then it will jam 
  on any failed rolled to hit. Melee weapons of Poor 
  craftsmanship incur a –10 penalty to tests made to 
  attack and parry.
  Good: More carefully constructed and finished, 
  these weapons are consequently more reliable. Ranged 
  weapons of Good craftsmanship have the Reliable 
  quality. If it already has this quality there is no further 
  effect beyond the obvious fine workmanship of the 
  weapon. Melee weapons of Good craftsmanship add a 
  +5 bonus to tests made to attack. If a weapon normally 
  has the Unreliable quality, a Good craftsmanship 
  version of that weapon does not become Reliable; the 
  two qualities cancel each other out and the weapon 
  ends up possessing neither.
  Best: A work of art as much as a weapon, these items 
  are created by skilled artisans and are often centuries 
  old. Ranged weapons of Best craftsmanship never 
  suffer from jamming or overheating. If a roll would 
  result in either of these occurrences, simply count it as 
  a miss instead. Melee weapons of Best craftsmanship 
  add a +10 bonus to tests made to attack and add 1 to 
  the Damage they inflict.
  
  116
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  inACCurAte
  Weapons with this quality are either badly designed or simply 
  woefully made, and regardless of the care taken when used, 
  offer little better than a lucky chance to hit. No bonus is 
  gained from the use of the Aim Action with such weapons.
  overheAts
  Certain weapons are prone to overheating, either because of poor 
  design or because they fire unstable superheated ammunition. 
  A weapon with the Overheats special quality overheats on an 
  attack roll of 91 or higher. When a weapon overheats, the 
  wielder suffers energy damage equal to the weapon’s damage 
  with a penetration of 0 to an arm location (the arm holding 
  the weapon if the weapon was fired one-handed, or a random 
  arm if the weapon was fired with two hands). The wielder may 
  choose to avoid taking the damage by dropping the weapon. 
  Dropping a weapon is a Free Action. A weapon that overheats 
  must spend the round afterwards cooling down and may not be 
  fired again until the second round after overheating. A weapon 
  with this quality does not Jam, and any effect that would cause 
  the weapon to Jam (i.e., certain psychic powers) instead causes 
  the weapon to overheat.
  poWer field
  A fieldof power wreathes weapons with this quality, increasing 
  their Damage and Penetration. Such modifiers are already 
  included in the weapon’s profil . When you successfully use 
  this weapon to Parry an attack made with a weapon that 
  lacks this quality, you have a 75% chance of destroying your 
  attacker’s weapon. Weapons with the Warp Weapon Quality 
  and Natural Weapons are immune to this effect.
  primitive
  Crude and basic in design, these kinds of weapons, while still 
  deadly, are less effective against modern armour. All Armour 
  Points are doubled against hits from Primitive weapons, unless 
  the armour also has the Primitive quality. Non-Primitive 
  armour doubles its APs before being reduced for penetration. 
  reChArGe
  Because of the volatile nature of the weapon’s ammunition or 
  due to the way it fi es, the weapon needs time between shots 
  to Recharge. The weapon must spend the Round after firing
  building up a charge and cannot be fi ed—in effect you can 
  only fi e the weapon every other Round.
  reliAble
  Based on tried and true technology, Reliable weapons 
  seldom fail. If a Reliable weapon Jams, roll 1d10 and 
  only on a roll of 10 has it in fact Jammed, otherwise 
  it just misses as normal.
  sCAtter
  The standard ammunition of these weapons spreads out when 
  fired, hitting more of the target. If fired at a foe within Point 
  Blank range, each two degrees of success the firer scores 
  indicates another hit (use Table 9-5: Multiple Hits on page 
  239). However, at longer ranges this spread of small projectiles 
  reduces its effectiveness. All Armour Points are doubled against 
  hits from scatter weapons at Long or Extreme Range.
  shoCKinG
  Shocking weapons can Stun their opponents with a powerful 
  surge of energy. A target that takes at least 1 point of Damage 
  from a Shocking weapon, after Armour and Toughness 
  Bonus, must make a Toughness Test, though he receives a 
  +10 bonus for every Armour point he has on the location hit. 
  If he fails, he is Stunned for a number of Rounds equal to half 
  the Damage he suffered.
  smoKe
  These weapons throw up dense clouds of smoke to create cover. 
  When a hit is scored from a weapon with the Smoke quality, it 
  creates a smokescreen 3d10 metres in diameter from the point 
  of impact. This screen lasts for 2d10 Rounds, or less in adverse 
  weather conditions (see the effects of Smoke on page 248).
  snAre
  Weapons with this quality are designed to entangle enemies. 
  On a successful hit, the target must make an Agility Test or 
  be immobilised. An immobilised target can attempt no other 
  actions except to try to escape the bonds. He can attempt to 
  burst the bonds (a Strength Test) or wriggle free (an Agility 
  Test) in his Turn. The target is considered helpless until he 
  escapes.
  usinG WeApons Without A 
  tAlent
  Many of the weapons described in this chapter require 
  a Talent to use them effectively; lacking the necessary 
  ability makes weapons particularly dangerous to 
  employ. Still, there are bound to be circumstances when 
  a character needs to use a weapon for which he does 
  not have the Talent. Doing so imposes a –20 penalty on 
  the relevant Test. If the weapon has the Flame special 
  quality, the target is granted a +20 to his Agility Test 
  to avoid being hit instead. In addition, when a ranged 
  weapon is used untrained, it counts as having the 
  Unreliable quality, increasing its chance of jamming.
  
  117
  V: Armoury
  V: Armoury
  storm
  A weapon with the Storm Quality doubles the amount of hits 
  inflicted on the target. For example, when firing a weapon 
  with the Storm Quality in fully automatic mode, each degree 
  of success will yield two additional hits (up to the weapon’s 
  firing rate, as normal). As every shot with a Storm weapon is 
  actually two shots, the weapon consumes double the amount 
  of ammo the RoF indicates.
  teArinG
  Tearing weapons are vicious devices, often using multitudes 
  of fast-moving jagged teeth to rip into flesh and bone. These 
  weapons roll one extra die for damage, and the lowest result 
  is discarded.
  toxiC
  Some weapons rely on toxins and poisons to do their damage. 
  Anyone that takes Damage from a Toxic weapon, after 
  reduction for Armour and Toughness Bonus, must make a 
  Toughness Test with a –5 penalty for every point of Damage 
  taken. Success indicates there is no further effect from the 
  weapon. Failure however deals an immediate 1d10 points of 
  Impact Damage to the target with no reduction from Armour 
  or Toughness Bonus.
  tWin-linKed
  A twin-linked weapon represents two identical weapons 
  connected together and linked to fire at the same time, often 
  through one pull of the trigger or push of a button. Twin-linked 
  weapons are built this way in order to increase the chances of 
  scoring a hit through the crude expedience of blasting more 
  shots at the target. A weapon with the Twin-linked Quality 
  gains a +20% bonus to hit when fired and uses twice as much 
  ammunition. In addition, the weapon may score one additional 
  hit if the attack roll succeeds by two or more degrees of success. 
  Lastly, the weapon’s reload time is doubled.
  unbAlAnCed
  Heavy and difficult to ready after an attack, these kinds of 
  weapons impose a –10% penalty when used to Parry.
  unreliAble
  Certain weapons misfi e more often than normal because they 
  are badly maintained or constructed. An Unreliable weapon 
  suffers a Jam on a roll of 91 or higher, even if fi ed on Semi- 
  or Full Auto.
  unstAble
  Weapons with this quality use ammunition that is both volatile 
  and unstable and can react unpredictably when detonated. 
  When an Unstable weapon scores a hit, roll 1d10. On a score 
  of 1 it inflicts only half Damage, on a score of 2–9 it deals 
  normal Damage, and on a score of 10 it inflicts twice the 
  normal Damage.
  unWieldy
  Huge and often top-heavy, Unwieldy weapons are too 
  awkward to be used defensively. Unwieldy weapons cannot 
  be used to Parry.
  lAS WeAPonS
  Produced by the millions on countless forge-worlds, laser or 
  “las” weapons are by far the most numerous type of weapon 
  in the Imperium as they are the basic tool of the countless 
  soldiers of the Imperial Guard. While somewhat complex 
  to manufacture, their STC template is well known and their 
  extreme ruggedness and ease of use makes them the perfect 
  weapon for the Hammer of the Emperor. Las weapons can be 
  found on almost any planet even outside the Imperium, and 
  amongst many xeno mercenary tribes. 
  Las weapons work by emitting short, sharp pulses of laser 
  energy from high capacity fast-discharge generators, with 
  a flash of light and a distinctive snap like the cracking of 
  a whip as the trigger is pulled. Though they are produced 
  in a multitude of different styles and patterns depending on 
  the home world of manufacture, most use a very common 
  Departmento Munitorum sanctioned power pack. The liquid 
  metal core of the pack stores vast amounts of energy, and 
  can be recharged from standard power sources or even via 
  exposure to intense light or heat in a pinch. In emergencies 
  they can even be recharged by placing them in an open fi e, 
  though this diminishes the lifespan of the pack and increases 
  its failure rate. 
  To use the various classes of las weapons a character must 
  have the Pistol Training (Las), Basic Weapon Training (Las) or 
  Heavy Weapon Training (Las) talents.
  reChArGinG poWer pACKs
  A reason for the large number of las weapons in the 
  Imperium is the relative abundance of ammunition. 
  Las power packs can be charged in the fi ld from 
  most power sources. Characters may make a Tech-Use 
  Test to successfully charge any power pack if there is 
  a suitable power source available. The time the pack 
  takes to charge is determined by the power output of 
  the source and is ultimately up to the GM, but typically 
  takes several hours. Alternatively, power packs may 
  be charged by placing them in an open flame. This 
  however takes at least a day and permanently reduces 
  the clip size by half (this only occurs the first time it is 
  charged in this way) as well as removing a las weapon’s 
  Reliable special quality, or giving it the Unreliable 
  special quality if it was not Reliable to start with. Each 
  time a pack is recharged in this way there is a 30% 
  chance it will be permanently rendered useless.
  
  118
  118
  V: Armoury
  V: Armoury
  Table 5-4: Ranged Weapons
  Las Weapons
  Name
  Class
  Range
  RoF
  Damage
  Pen
  Clip
  Rld
  Special
  kg
  Availability
  Archeotech Laspistol
  Pistol
  90m
  S/3/–
  1d10+3 E
  2
  70
  Full
  Accurate, Reliable
  4
  Near Unique
  Belasco Dueling Pistol Pistol
  45m
  S/–/–
  1d10+5 E
  4
  1
  Full
  Accurate
  1.5
  Very Rare
  Hellpistol (Lucius)
  Pistol
  35m
  S/2/–
  1d10+4 E
  7
  40
  2 Full
  4
  Rare
  Hellgun (Lucius)
  Basic
  110m
  S/3/–
  1d10+4 E
  7
  30
  2 Full
  6
  Rare
  Las Gauntlets
  Pistol
  50m
  S/4/–
  1d10+4 E
  1
  20
  Full
  Reliable
  3
  Very Rare
  Lascarbine (Locke)
  Basic
  60m
  S/2/–
  1d10+3 E
  0
  40
  2 Full Reliable
  2.5
  Scarce
  Lasgun
  Basic
  100m
  S/3/–
  1d10+3 E
  0
  60
  Full
  Reliable
  4
  Common
  Laspistol
  Pistol
  30m
  S/–/–
  1d10+2 E
  0
  30
  Full
  Reliable
  1.5
  Common
  Long-las
  Basic
  150m
  S/–/–
  1d10+3 E
  1
  40
  Full
  Accurate, Reliable
  4.5
  Scarce
  Man Portable 
  Lascannon
  Heavy
  300m 
  S/–/–
  5d10+10 E
  10
  5
  2 Full
  55
  Very Rare
  Solid Projectile Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  kg
  Availability
  Autogun
  Basic
  90m
  S/3/10
  1d10+3 I
  0
  30
  Full –
  3.5
  Average 
  Autopistol
  Pistol
  30m
  S/–/6
  1d10+2 I
  0
  18
  Full
  –
  2.5
  Common
  Hand Cannon
  Pistol
  35m
  S/–/–
  1d10+4 I
  2
  5
  2 Full –
  3
  Average 
  Heavy Stubber 
  (Orthlack)
  Heavy
  120m
  –/–/10
  1d10+5 I
  3
  200
  2 Full –
  35
  Average 
  Heavy Stubber (Ursid)
  Heavy
  120m
  –/–/10
  1d10+5 I
  3
  40
  Full
  –
  35
  Scarce 
  Naval Pistol (Mars)
  Pistol
  20m
  S/3/–
  1d10+4 I
  0
  6
  Full
  Tearing
  3
  Scarce
  Naval Shotcannon
  Heavy
  40m
  S/3/–
  2d10+4 I
  0
  24
  2 Full Scatter, Unreliable
  7
  Scarce
  Pump-Action Shotgun Basic
  30m
  S/–/–
  1d10+4 I
  0
  8
  2 Full Scatter
  5
  Average
  Shotgun
  Basic
  30m
  S/–/–
  1d10+4 I
  0
  2
  2 Full Scatter
  5
  Common
  Shotgun Pistol
  Pistol
  10m
  S/–/–
  1d10+4 I
  0
  1
  Full
  Reliable, Scatter
  1
  Average
  Stub Automatic
  Pistol
  30m
  S/3/–
  1d10+3 I
  0
  9
  Full
  –
  1.5
  Plentiful
  Stub Revolver
  Pistol
  30m
  S/–/–
  1d10+3 I
  0
  6
  2 Full Reliable
  1
  Plentiful 
  Bolt Weapons
  Name 
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  kg
  Availability
  Boltgun (Locke)
  Basic
  90m
  S/2/4
  1d10+5 X
  4
  24
  Full
  Tearing
  7
  Very Rare
  Bolt Pistol (Ceres)
  Pistol
  30m
  S/2/–
  1d10+5 X
  4
  8
  Full
  Tearing
  3.5
  Rare
  Storm Bolter (Mars)
  Basic
  90m
  S/2/4
  1d10+5 X
  4
  60
  Full
  Storm, Tearing
  9
  Extremely 
  Rare
  Heavy Bolter (Solar)
  Heavy
  120m
  –/–/10
  2d10+2 X
  5
  60
  Full
  Tearing
  40
  Very Rare
  Melta Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Inferno Pistol (Mars)
  Pistol 
  10m 
  S/–/–
  2d10+8 E 
  13
  3
  Full 
  Meltagun (Mars)
  Basic
  20m 
  S/–/–
  2d10+8 E 
  13
  5
  2 Full 
  Meltagun (Mezoa)
  Basic 
  20m 
  S/–/–
  2d10+8 E 
  13
  10
  3 Full  
  Thermal Lance (Mars)
  Heavy
  10m 
  S/–/–
  2d10+10 E
  12
  2
  2 Full Accurate
  Multi-Melta (Mars)
  Heavy
  60m 
  S/–/– 
  4d10+5 E 
  13 
  10
  2 Full Blast (1)
  kg 
  Availability 
  2.5 Very Rare 
  7.5 
  Rare 
  8.5 
  Rare 
  40 
  Rare 
  40 
  Very Rare 
  Plasma Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  kg
  Availability
  Plasma Pistol (Ryza)
  Pistol
  30m
  S/2/–
  1d10+6 E
  6
  10
  3 Full Overheat
  4
  Very Rare 
  Plasma Gun (Mezoa)
  Basic
  90m 
  S/2/–
  1d10+7 E
  6
  40
  5 Full Overheat
  18
  Very Rare 
  Plasma Cannon (Ryza) Heavy
  120m
  S/–/–
  2d10+10 E
  8
  16
  5 Full Blast (1), Overheat, 
  Unreliable
  40
  Very Rare 
  Flame Weapons
  Name
  Class Range RoF
  Dam
  Pen Clip Rld
  Special
  kg
  Availability
  Hand Flamer (Mezoa)
  Pistol
  10m
  S/–/–
  1d10+4 E
  2
  2
  2 Full Flame
  3.5
  Rare 
  Flamer (Mezoa)
  Basic
  20m
  S/–/–
  1d10+4 E
  2
  6
  2 Full Flame
  6
  Scarce 
  Heavy Flamer (Locke)
  Heavy
  30m
  S/–/–
  2d10+4 E
  4
  10
  2 Full Flame
  20
  Rare 
  
  119
  119
  V: Armoury
  V: Armoury
  belAsCo duelinG pistol
  While certainly lethal, Belasco dueling pistols more often 
  serve as ostentatious displays of wealth and status than as 
  field weapons. Most can only fi e one powerful las-blast 
  before needing a reload, but they are extremely accurate over 
  longer ranges.
  hellpistol & hellGun 
  (luCius-pAttern)
  Sometimes also known as “hot-shot” weapons, hellguns are 
  almost exclusively used by high ranking Imperial officers
  and elite forces who favour the higher power over regular 
  las weapons. While hellguns are rarely seen outside of elite 
  Storm Trooper units, hellpistols can be seen among many of 
  the officer corps and Inquisitorial agencies where the extra 
  hitting power they provide over a regular laspistol often means 
  the difference between their life and failure to the Emperor. 
  Lucius-pattern weapons use a 10 kg backpack power source 
  rather than a standard plug-in pack, even for the smaller 
  hellpistol. Larger power packs mean greater power behind 
  each shot but make reloading more impractical, which is a 
  trade off most are willing to take. Hellguns can also be linked 
  to larger backpack power sources (see page 135). 
  lAsGun
  Produced in a multitude of different styles and patterns, the 
  lasgun can be found on almost every world of the Imperium, 
  where its robust design and dependability make it a favoured 
  weapon of both the Emperor’s faithful and many of their foes.
  lAspistol
  The laspistol is most commonly used 
  by lower ranking Imperial officers 
  and agents. On many worlds it is 
  common for almost every member of 
  society to be armed with one as a matter of course. Almost 
  every forge-world has their own pattern and style, as the basic 
  weapon is so simple that it allows a multitude of variations. 
  Table 5-4: Ranged Weapons (Cont)
  Primitive Weapons
  Name
  Class
  Range
  RoF
  Damage
  Pen
  Clip
  Rld
  Special
  kg
  Availability
  Bolas
  Thrown 10m
  S/–/– —
  0
  1
  —
  Primitive, Snare, 
  Inaccurate
  1.5
  Average
  Bow
  Basic
  30m
  S/–/– 1d10 R
  0
  1
  Half
  Primitive, Reliable
  2
  Common
  Crossbow
  Basic
  30m
  S/–/– 1d10 R
  0
  1
  2 Full
  Primitive
  3
  Common
  Hand Bow
  Pistol
  15m
  S/–/– 1d10 R
  0
  1
  Full
  Primitive
  1
  Rare
  Flintlock Pistol
  Pistol
  15m
  S/–/– 1d10+2 I
  0
  1
  3 Full
  Primitive, Unreliable, 
  Inaccurate
  4
  Common
  Musket
  Basic
  30m
  S/–/– 1d10+2 I
  0
  1
  5 Full
  Primitive, Unreliable, 
  Inaccurate
  7
  Common
  Sling
  Basic
  15m
  S/–/– 1d10–2 I
  0
  1
  Full
  Primitive
  0.5
  Plentiful
  Launchers
  Name
  Class
  Range
  RoF
  Damage
  Pen
  Clip
  Rld
  Special
  kg
  Availability
  Grenade Launcher 
  (Mezoa)
  Basic
  80m
  S/–/–
  †
  †
  1
  Half
  †
  10
  Scarce
  Grenade Launcher 
  (Voss)
  Basic
  60m
  S/–/–
  †
  †
  6
  Full
  †, Inaccurate
  12.5
  Scarce
  Missile Launcher 
  (Locke)
  Heavy
  250m
  S/–/–
  †
  †
  1
  Full
  †
  12
  Scarce
  Missile Launcher 
  (Retobi)
  Heavy
  200m
  S/–/–
  †
  †
  5
  2 Full
  †
  35
  Rare
  † Varies with ammunition
  
  120
  V: Armoury
  V: Armoury
  lAspistol 
  (ArCheoteCh)
  Sometimes known as lasrods and 
  gelt guns, these ancient designs 
  pack much greater range and 
  power. It can be fi ed like a pistol, though many also can 
  mount folding stocks and longer barrels allow the weapon 
  to be braced two handed for a more accurate shot. It is also 
  more efficient than most las weapons, getting more shots per 
  charge. Rare and arcane, few outside of Rogue Traders or 
  collectors would ever know of—let alone possess—one, but 
  many regard these weapons as statements of rank and status 
  in the Expanse.
  lAsCArbine (loCKe-pAttern)
  A lighter, cut down version of the lasgun, the lascarbine has 
  fewer shots and a shorter range but is easier to carry and aim, 
  often coming with a folding stock. Lascarbines can be fi ed 
  in one hand with only a –10 penalty rather than the normal 
  –20 for basic weapons.
  lAs GAuntlets 
  It is still debated whether these devices are of xeno manufacture 
  or an intact pattern from the Dark Age of Technology. Each 
  fits over the forearm with glove controls, and can fi e salvos 
  of long raking beams rather than the short crisp blasts of 
  most las weapons. They are mostly viewed as a plaything for 
  rich nobles on the hunt for exotic prey of any type (even 
  xenos or humans), but some assassins favour the gauntlets as 
  an affectation designed to frighten.
  lonG-lAs
  Favoured by snipers, the long-las is a specially modifiedversion 
  of the lasgun constructed for added range and accuracy. As its 
  name implies, a long-las also has a much longer barrel than a 
  lasgun both to increase range and prevent overheating. This 
  can make a long-las up to twice as long as a standard lasgun, 
  making it unwieldy in close quarters.
  mAn portAble lAsCAnnon
  Built for war, lascannons use huge power packs that provide 
  enough energy to punch holes in the thickest armour even at 
  extreme ranges. Lascannons also require separate power packs, 
  which is why they are often crewed by two or more people.
  Solid Projectile 
  WeAPonS
  Commonly known as slug-throwers, these weapons are 
  exceedingly plentiful across the Imperium. Most alien races have 
  their own versions as well, for both technology and manufacture 
  are fairly simple. Citizens of all types commonly carry one kind 
  or another for their basic protection or livelihood. 
  AutoGun 
  Cheap and easy to produce, autoguns are a common weapon 
  across the galaxy as even alien races acquire and use them 
  or sometimes make their own equivalents. These rapid-firing
  automatic weapons use common solid low-calibre shells fed 
  via standardised clips. Reliable, rugged, and easily stocked 
  with ammunition, they are a mainstay on many a planet.
  Autopistol 
  Small but effective, autopistols are 
  a favourite amongst many military 
  veterans as a supplement for their 
  standard lasgun. They have a faster 
  rate of fi e than most pistols, and can put down most targets 
  in a single burst of shells.
  hAnd CAnnon
  A variant of the stub gun is the 
  huge hand cannon, used mostly by 
  enforcers or bounty hunters who 
  aren’t picky on the state of their 
  quarry. These weapons kick with a strong recoil and, unless 
  used with two hands or a Recoil Glove, impose a –10 penalty 
  on Ballistic Skill Tests. 
  
  121
  V: Armoury
  V: Armoury
  heAvy stubber
  Heavy stubbers are popular amongst military forces and gangers 
  alike, as they are one of the more easily maintained heavy 
  weapons available. Though not as powerful as an autocannon, 
  heavy stubbers can lay down a curtain of suppressive fire and 
  cut swaths though light infantry and vehicles alike. As with 
  other stubber weapons, ammunition is cheap and plentiful. 
  Lighter than most other heavy weapons, the heavy stubber is 
  commonly used hand-held but a bipod mount can be employed 
  by those seeking to avoid the jarring recoil. The Orthlack-
  pattern, manufactured for planetary defence force armouries in 
  the Calixis sector and widely exported, uses an ammunition 
  belt which allows for long firing periods, while the locally 
  copied ‘Ursid’ pattern supposedly originating on the war world 
  of Zayth is more compact and uses a smaller ammunition drum 
  which most users find easier to port and reload.
  nAvAl pistol (mArs-pAttern)
  The naval officer s standard sidearm is a variant of the basic 
  autopistol that uses fragmenting ammunition designed 
  to stop a target dead in its tracks, at the expense of range. 
  Most Imperial ships engrave the vessel’s name on the stock, 
  making those from famous naval warships extremely valuable 
  (if illegal) to wealthy collectors from high society and the 
  nobility. Note that without its special ammunition (which 
  cannot be combined with other types) the weapon’s attacks 
  lose the Tearing quality.
  nAvAl shotCAnnon
  These much larger variants of a regular shotgun fire a huge shell 
  (nearly twice the normal size) and can lay waste to large hordes 
  of attackers. A close range hit from one can literally explode a 
  man into a burst of shredded clothing and flesh. As imagined 
  they generate tremendous recoil and must be mounted down 
  or fired from a braced position to be effective.
  shotGun (pump-ACtion)
  Common amongst enforcers, mercenaries, and raiders, these 
  weapons are robust and practical, holding more shells than a 
  regular shotgun. The distinctive sound of a new round being 
  chambered into a pump shotgun has lead to many a scummer 
  fleeing or a co onist’s surrender before the shot can be fi ed.
  shotGun 
  Even low-tech manufactories can produce these basic weapons 
  in great quantities, and their ability to hit several targets with 
  a single shot make shotguns appealing to those with little 
  actual skill in shooting. Their relatively short range and low 
  shot velocity makes them appealing for shipboard use as well, 
  as they have little risk of causing hull breaches.
  shotGun pistol
  Also known as a “Foehammer,” this weapon is s squat, brutal 
  looking weapon with an extremely short barrel in a pistol 
  configu ation resembling a single-shot hand cannon. It can 
  fi e a standard shotgun shell, and is popular with many naval 
  ship’s officers as well as crew chiefs who need an intimidating 
  weapon close at hand. Due to the recoil, it applies a –10 
  penalty to Ballistic Skill Tests unless fi ed with two hands or 
  a Recoil Glove.
  stub AutomAtiC
  Unlike the Stub revolver, this pistol 
  weapon also can fi e in rapid semi-
  automatic mode as well as single shots. 
  Like the autopistol it is easy to produce and maintain, but less 
  accurate at longer ranges.
  stub revolver
  Perhaps the most ancient of pistol 
  designs, the stub revolver carries 
  fewer rounds than most pistols but is 
  very reliable and easy to operate. As shells can be inserted 
  individually, it is relatively easy to load in specialised rounds 
  when needed. 
  bolt WeAPonS
  The bolter is the premier weapon of the Imperium, and in 
  itself a sign of status and respect. Many are ancient heirlooms 
  passed through generations as part of a family’s sacred 
  heritage. While most models are designed for the super-
  human Space Marines, some are specially crafted with smaller 
  grips and lighter construction for normal humans. These are 
  rarely as exquisitely fashioned as Astartes weapons but are 
  much easier to operate for the vast majority of the Emperor’s 
  subjects. Cheaper models can also be found on black markets 
  and backwater planets, but generally fail quickly due to the 
  specialised nature of their ammunition. Loud and brutal, they 
  are a terrifying weapon to see in action. 
  Bolter weapons fi e self-propelled mass-reactive shells 
  called bolts, set to explode just after penetration for maximum 
  lethality. Overall they are superb if temperamental devices 
  requiring skilled maintenance using only the most proper 
  
  122
  122
  V: Armoury
  V: Armoury
  rituals and blessings. Bolter ammunition is expensive and 
  difficult to manufacture, and only the elite of the Imperium 
  have ready access. The standard bolter round is .75 calibre 
  with a super-dense metallic core and diamantine tip; other 
  variant shells exist for specialised purposes, such as penetrating 
  armour plating or conducting silent assassinations. To use the 
  various classes of bolt weapons a character must have the 
  Pistol Training (Bolt), Basic Weapon Training (Bolt) or Heavy 
  Weapon Training (Bolt) talents.
  Bolt PIstol  
  (ceRes-PatteRN)
  Bolt pistols are rare outside of elite 
  Imperial forces, and possessing one is 
  a sign of status and power. They are 
  sometimes passed down through the generations, becoming 
  valuable heirlooms for noble families. Adorned with elaborate 
  scrollwork and family crests these devices are more relic than 
  weapon in some dynasties. The Ceres-pattern is one associated 
  with the Imperial Navy and perhaps fittin ly enough the one 
  found most often in the arsenals of Rogue traders.
  BoltguN (locke-PatteRN)
  The most common bolter weapon is the boltgun or bolter. 
  Care and maintenance is a matter of supreme importance to 
  an owner of such a weapon, and many have outlasted a long 
  line of bearers. The Locke-pattern weapon is a variant of an 
  old Adeptus Arbites design and the most ‘common’ of these 
  uncommon weapons found traded in the Koronus Expanse, 
  although how it came first to be manufactured remains 
  something of a mystery.
  stoRm BolteR (maRs-PatteRN)
  Storm Bolters arose from experiments in combining weapons 
  together to achieve greater rates of fi e. Here, two linked 
  bolters form a single weapon which can shred most foes in 
  a single burst. Rarely seen outside of the elite Astartes, most 
  Storm Bolters are relic-weapons covered with glyphs and 
  purity seals that speak of their ancient origin.
  heaVY BolteR (solaR-PatteRN)
  Heavy bolters are a common heavy weapon in the armed forces 
  of the Imperium. Used for anti-infantry and support rolls, they 
  can lay down impressive swathes of fire, able to slaughter enemy 
  troopers and destroy light vehicles with their explosive armour-
  piercing rounds. Each uses much larger versions of the standard 
  bolt shell with more propellant and greater range. Like all bolter 
  weapons they require careful and regular maintenance, along 
  with ancient litanies to appease the weapon’s spirit. Jamming is 
  often a problem due to their high rate of fire, and when used 
  in two-man teams the loader can expect to be clearing shells as 
  well as loading new ammunition packs or feed belts.
  MELTA WEAPONS
  Melta weapons emit devastatingly intense but short-ranged 
  blasts of heat which can melt through almost any material. 
  Also known as cookers or melters, most types of melta induce 
  highly pressurised gases from an ammunition canister into an 
  unstable sub-molecular state and direct the resulting energies 
  down the barrel. Melta usage is accompanied by a distinctive 
  hissing sound as the beam boils away the water in the air, 
  then a roaring blast as the beam reduces the target to charred 
  scraps or molten slag. Meltas are the premier anti-armour 
  weapons, and few if any vehicles can withstand their power. 
  To use the various classes of melta weapons a character must 
  have the Pistol Training (Melta), Basic Weapon Training 
  (Melta), or Heavy Weapon Training (Melta) talents.
  INfeRNo PIstol  
  (maRs-PatteRN)
  The inferno pistol represents very 
  specialised and ancient technology, almost impossible to 
  recreate. Mere handfuls might exist in any sector, each 
  jealously guarded. 
  meltaguN  
  (maRs- aNd meZoa-PatteRN)
  Meltaguns are the most common form of melta weapon and 
  are found in many Imperial forces. As they are less prone to 
  failure than plasma guns and work best at shorter ranges, they 
  are also prized by raiders and corsairs where close-in fighting
  and boarding actions are often the norm. It is an ideal weapon 
  for cutting through bulkheads or armour. Most use a built-
  in fuel canister like the Mars-pattern, but the Mezoa forge-
  world version using a backpack is also common.
  
  123
  123
  V: Armoury
  V: Armoury
  multi-meltA (mArs-pAttern)
  The largest type of melta weapon is the multi-melta, usually 
  only employed by the Adeptus Astartes or mounted upon 
  Imperial vehicles. This huge weapon carries more fuel, fi es 
  at much longer ranges, and creates a larger blast area, cooking 
  several square metres at a time. It also generates much more 
  heat than its smaller cousins, and most users must insulate 
  themselves with protective clothing or armour.
  thermAl lAnCe (mArs-pAttern)
  The thermal lance is a rare weapon, nearly as large as a 
  standard multi-melta. It fi es a more accurate and directed 
  heat beam using a much longer barrel with added directional 
  containment beams to reduce dispersal, at the cost of lowered 
  damage to the target.
  PlASmA WeAPonS
  Plasma weapons represent an almost-lost art for the Imperium, 
  their secrets known to but a handful of the inner circle of the 
  Adeptus Mechanicus and their tech-adept artisans. Existing 
  weapons must be carefully maintained and passed down 
  generation to generation with each operator carefully ensuring 
  all proper blessings of the Machine God are bestowed before 
  use. 
  Plasma weapons work using hydrogen fuel suspended in 
  a photonic state in either fuel flas s or backpack containers. 
  As the fuel is fed into the miniature fusion core inside the 
  weapon the hydrogen energises into a plasma state, held in 
  the core by powerful magnetic confinement field . When 
  fi ed, the fields dilate open and the plasma is ejected via a 
  linear magnetic accelerator in a bolt of superheated matter 
  akin to a solar fla e in appearance and temperature. For this 
  reason plasma weapons are also known as “sun guns.” To use 
  the various classes of plasma weapons a character must have 
  the Pistol Training (Plasma), Basic Weapon Training (Plasma) 
  or Heavy Weapon Training (Plasma) talents.
  firinG plAsmA WeApons
  Plasma weapons can be used in two firing modes—single 
  shot (the normal and safest method), or a higher powered 
  blast with a longer range and higher temperature. The 
  latter though requires a short recharge time to replenish the 
  plasma and bring it to firing levels; this time will vary with 
  the level of precision technology used in construction. Like 
  most Imperial devices the older it is the better it is; the more 
  ancient Craftsmanship almost always indicates the superior 
  design. Imperial plasma weapons can fi e in Maximal mode, 
  gaining an extra 10 metres to range, 1d10 to Damage and 
  +2 Pen, but use 3 rounds of ammunition. When fi ed on the 
  Maximal setting, plasma weapons gain the Recharge Quality. 
  Additionally, plasma weapons with the Blast Quality firing
  in Maximal add +2 to the Blast (so a Ryza-pattern plasma 
  cannon would fi e a Blast (3) on Maximal setting). 
  plAsmA pistol (ryzA-
  pAttern)
  Few pistols are deadlier than the 
  plasma pistol, and those willing to take the risk of using one 
  possess a weapon capable of taking down almost any foe at 
  close range. Plasma pistols are a favourite weapon of Imperial 
  officers, who view it as a status symbol to be entrusted with 
  such a valuable and venerated weapon. It can only hold smaller 
  hydrogen flasks (or sometimes only a single flask) and thus can 
  only fire a handful of shots. They are dangerous to use on board 
  a vessel, as a single shot can penetrate several bulkheads. 
  plAsmA Gun (mezoA-pAttern)
  This is a squad-support weapon intended for use by battlefleet
  armsmen, which has subsequently found extensive use in the 
  private cadres of many Rogue Traders and with renegades 
  and pirates wealthy or fortunate enough to acquire them.
  plAsmA CAnnon (ryzA-pAttern)
  The largest portable plasma weapon is the plasma cannon 
  or heavy plasma gun, which is also seen in service on some 
  Imperial war machines. Rather than using attached flasks, 
  the wielder wears a large backpack containing the weapon’s 
  store of hydrogen fuel. This weapon has a much longer range 
  and ammunition supply, and its violent discharges, hurled like 
  miniature suns from the barrel, have a large impact area. It can 
  also be fired in a special Maximal mode which exhausts even 
  more fuel but provides an even larger blast of heat on impact, 
  creating a fireball capable of destroying even armoured targets.
  flAme WeAPonS
  As the name suggests these weapons operate by firing gouts 
  of flame at the target, not only an effective means of smiting 
  the enemy but also serving as a very visual reminder of the 
  cleansing flames brought forth in the Emperor’s name. As 
  such they are a favoured weapon amongst the zealots of the 
  Imperial Creed, as well as many fringe cults and gangs to 
  be found in Imperial space. 
  Flame weapons use a fuel generically referred 
  to as promethium, though it can also be home-
  made concoctions or other chemical brews 
  depending on the local technology level. 
  
  124
  V: Armoury
  V: Armoury
  Most are a mono-propellant fuel which ignites via a smaller 
  pilot flame at the tip of the barrel, though some flamers use 
  binary hypergolic fuels. Once produced, the intense jet that 
  spurts from the barrel creates a torrent of liquid fi e, which 
  spreads out in an inferno that burns even underwater, leaving 
  enemies hard pressed to put out the fi e. To use the various 
  classes of flame weapons a character must have the Pistol 
  Training (Flame), Basic Weapon Training (Flame) or Heavy 
  Weapon Training (Flame) talents.
  hAnd flAmer (mezoA-pAttern)
  Flame pistols or hand flamers are small and good for only 
  several shots, being designed for personal combat at close 
  ranges. Each uses a canister mounted under the small barrel, 
  making it a somewhat difficult to aim due to the heavy 
  propellant case. Luckily the short ranged spray of flame it 
  produces is enough to deal with most enemies. 
  flAmer (mezoA-pAttern)
  The flamer or flame gun is ideal for flushing out enemies 
  in cover and cleansing areas with purifying flam . Many 
  armsmen and pirates favour heavier Mezoa versions copied by 
  heretek armourers in the Expanse. This version has a weapon-
  mounted canister as it allows for faster refuelling and easier 
  use while wearing a void suit if needed.
  heAvy flAmer  
  (loCKe-pAttern “hellsent”)
  Heavy flamers are large and cumbersome, normally only used 
  on vehicles, power armoured users or teams of troopers. Like 
  the basic flamer pattern, Locke Heavy Flamers use heavy tanks 
  carried on a backpack (which also helps ensure they are not in 
  the direct line of incoming shells). The twin nozzles produce 
  huge gouts of fi e, enough to purge the densest terrain of 
  xeno taint. 
  Primitive WeAPonS
  Even in the 41st Millennium low-tech weapons can be found 
  on many newly discovered planets where either technology is 
  still emerging or has collapsed back to a primitive state. Many 
  an Explorer has found it useful to maintain proficiency with 
  such weapons, for they can often surprise a more sophisticated 
  foe. To use the various classes of primitive weapons a character 
  must have the appropriate Weapon Training talents.
  bolAs
  Bolas are sometimes preferred by bounty hunters or law 
  enforcement members on low-tech worlds, where the swirling 
  weights—some styles use up to eight of these dense objects—
  can swiftly entangle a target with heavy cords or wire with 
  minimal chance of lethal damage to their pay check. 
  boW
  Bows have changed little through their many countless 
  centuries of usage, and can be found across the galaxy in a 
  variety of designs and constructions. Many technologically 
  advanced worlds still favour their use as a sign of individual 
  marksmanship and skill.
  CrossboW
  Crossbows are a higher tech, mechanical version of a bow, 
  with a smaller size but often harder hitting strike. They take 
  more time to reload but generally require less skill to use, 
  making them more attractive to many explorers where more 
  advanced weapons cannot be found or re-supplied. Crossbows 
  are a staple weapon on many feral and feudal worlds along 
  with those that have suffered collapse and tech-regression.
  hAnd boW
  This weapon offers the hitting power of a crossbow but 
  in a pistol grip, suitable for one-handed operation but at 
  shorter ranges. Assassins often favour them for their ease of 
  concealment and storage, while many of the void born use 
  simple spring-pistols for self defence.
  flintloCK pistol
  These primitive black powder weapons can take many forms, 
  from fine y crafted pistols constructed for the nobles of feudal 
  worlds to simple pipe and powder affairs used by underhive 
  scum.
  musKet
  These crude devices can only fire once before reloading, are 
  prone to failure, and only the most low-tech savage or desperate 
  renegade would generally fight with one. When they do strike, 
  however, they are deadly against un-armoured foes.
  slinG
  Slings are easy to create and conceal, and can be used to hurl 
  any suitable object: rocks picked off the ground, specialised 
  metallic balls, even grenades. When using a sling to throw 
  grenades, replace the sling’s Damage with the effects of the 
  grenade but reduce the weapon’s range to 7 metres. A jam roll 
  in this case will mean an additional roll (see page 126).
  
  125
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  lAuncherS
  Many Rogue Traders have found the simple grenade to be 
  a wonderful equaliser in combat. Grenades are usually also 
  small and easily concealed—an additional bonus for initial 
  negotiations with heathens or aliens. Most grenades are 
  standard munitions used by countless Imperial Guard forces, 
  but as explorers who deal with a multitude of agencies and 
  xeno races Rogue Traders have access to a wider range, 
  including rare and exotic munitions only rumoured to exist.
  The main drawback to grenades is that their range is 
  limited to how far they can be thrown, so launcher weapons 
  designed to propel modified grenades and explosives are 
  necessary to attack a more distant enemy.
  To use the various classes of launchers a character must 
  have the Pistol Training (Launcher), Basic Weapon Training 
  (Launcher), or Heavy Weapon Training (Launcher) talents. 
  Setting explosives requires the Demolition skill (see Chapter 
  III: Skills, page 80). 
  GrenAde lAunCher
  Grenade launchers can fi e a variety of grenade types but 
  generally at a shorter range than other basic weapons due to 
  the heavier nature of their payload. Unlike most weapons they 
  can be fi ed in arcing shots designed to clear obstructions and 
  strike farther into an enemy formation as well as simply being 
  fi ed directly at foes. The common Voss design holds a clip 
  of six rounds, but most find the weapon inaccurate even for 
  a launcher. The Forge World of Mezoa produces what many 
  believe a superior shoulder-mounted weapon with a longer 
  range, for though it is a single shot device it has superior 
  firing systems and is high y accurate.
  missile lAunCher
  Like the grenade launcher, missile launchers fi e a variety of 
  explosive rounds at long distances. A missile is fitted with 
  stabilisation and guidance systems to aid in their accuracy, 
  which is excellent at long ranges. Most launchers, like the 
  Locke-pattern, are shoulder mounted tube-like weapons that 
  fi e a single round at great accuracy, while the ancient Retobi 
  design holds a huge vertical clip of 5 rounds but is much 
  more awkward to fi e and has less precision.
  grenAdeS And miSSileS
  All of the grenades listed here can either be thrown by hand 
  or used in a grenade launcher.
  Anti-plAnt 
  These grenades release a wide range of toxic and viral agents 
  that quickly reduce almost any type of flo a to a foul-smelling 
  muck that deprives the enemy of cover while not seriously 
  harming other materials. Larger versions are also used to 
  create improvised landing zones and clear foliage for quick 
  camp sites or building locations.
  blind
  Blind grenades explode with a burst of dense 
  dark grey smoke including IR bafflers and broad-
  band EM spectrum chaff, all designed to block 
  eyesight and even advanced visual detection. The 
  effect is short-lived, but while it lasts it provides 
  an excellent cover for advancing forces. 
  frAG
  Fragmentation or frag grenades and missiles are 
  filled with shot, heavy wire, or metallic shards 
  to create high velocity shrapnel fragments when 
  they explode, making them deadly when used 
  against infantry. 
  eGeriAn Geode
  Recovered from xenos crystalline maze-cities, 
  these grenades are filled with compacted shards 
  of diamantine glass. On detonation the area is 
  showered with cutting projectiles, which can 
  slide through most armour.
  hAlluCinoGen
  These grenades induce a variety of short-lived 
  psychological states. Anyone within 10 metres 
  of a detonating hallucinogen grenade must 
  succeed on a Difficult (–10) Toughness Test or be overcome 
  with delusions and hallucinations for 1d10 Rounds. Respirators 
  and sealed armour provide a +20 bonus to this Test. When the 
  character is first affected by a hallucination grenade, roll on 
  Table 5–5: Hallucinogen Effects, page 126 to see how the 
  character behaves for the next 1d10 Rounds.
  KrAK
  Krak grenades and missiles use concentrated 
  explosives to punch holes in armoured targets such 
  as vehicles or bunkers. The powerful detonations 
  do not produce a blast effect however, making 
  them impractical for use against most infantry or 
  other moving targets. 
  
  126
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  V: Armoury
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  photon flAsh
  Photon flash or simply flash grenades detonate like a 
  small star, blinding anyone nearby and overloading 
  most vision protection systems such as visors. Those 
  caught without eye protection are usually left 
  temporarily blinded and defenceless. Anyone within 
  15 metres of a detonating photon flash grenade must 
  make a Challenging (+0) Toughness Test or be 
  Blinded for 1d5 Rounds.
  plAsmA 
  These use a deliberate plasma containment failure, causing 
  a blast of heat and light to burst forth like a miniature sun. 
  They are highly lethal against almost all targets.
  smoKe 
  A primitive version of the blind grenade, these release a dense 
  smoke which only obscures basic eyesight and optical based 
  systems. They do not block detection systems that use heat or 
  other spectral bands outside of normal human eyesight, but 
  are much more widely available and easier to construct. 
  stun 
  Stun grenades use a combination of a loud explosive and a 
  flash of light to momentarily incapacitate targets before an 
  assault is launched. They are designed for non-lethal uses and 
  generally cause no lasting injury. Anyone caught in a stun 
  grenade’s blast must pass a Challenging (+0) Toughness 
  Test or become Stunned for 1d5 Rounds. Photo-visors and 
  sealed armour provide a +20 bonus to this Test. 
  virus 
  Virus grenades house powerful biological toxins which can break down 
  biological systems in moments before leaping to neighbouring creatures to 
  infect them. They can quickly kill scores of people before mutating into a 
  non-lethal strain or running out of victims near enough to be attacked. The 
  toxins from virus grenades are often skin-transmitted and inhaled. Virus 
  Grenades ignore armour. However, at the GM’s discretion, fully sealed 
  armour such as sealed storm-trooper carapace with rebreathers or sealed 
  power armour (or void suits) can allow an individual to be immune to the 
  effects of a virus grenade. Virus grenades have no effect on targets with the 
  Machine (3) Trait (or higher).
  xeno filAment 
  The exotic filament grenade carries compressed segments 
  of monomolecular wire that expand into a cloud of deadly 
  razor-sharp filaments on detonation, slicing through flesh
  and bone. 
  throWinG GrenAdes
  Throwing grenades requires no special training or 
  Talents and is resolved using a Ballistic Skill Test 
  including any modifi rs (such as range). On a miss, the 
  thrown grenade goes in a random direction—see the 
  scatter diagram on page 248.
  When A GrenAde “JAms”
  Whenever a jam results from throwing a grenade 
  or firing a grenade launcher or similar weapon (see 
  Weapon Jams, page 249), something unfortunate 
  has happened. Roll 1d10. On any result other than 10, 
  the explosive is simply a dud and nothing happens. 
  On a 10, the explosive detonates immediately with the 
  effect centred on the attacker. If the explosive was fired 
  from a launcher, it detonates in the barrel, having its 
  normal effect as well as destroying the weapon.
  Table 5–5: Hallucinogen Effects
  Roll
  Effect
  01–10
  Bugsbugsbugsbugs! The character drops to the floo , flailing and sc eaming as he tries to claw off imaginary insects. The 
  character counts as being Stunned.
  11–20
  My hands…! The character believes his hands have turned into slimy tentacles, or perhaps the flesh has begun to strip
  off the bone in bloody lumps. Regardless of the particulars, the character drops everything he is carrying and spends the 
  duration staring at his hands and screaming. The character counts as being Stunned.
  21–30
  They’re coming through the walls! The character sees gruesome aliens bursting through the walls/ceiling/floor
  bushes and opens fi e. The character must spend each Turn firing t a random piece of terrain within his line of sight. Any 
  creatures caught in the line of fi e are subject to attacks as normal. Each round, choose a new target at random.
  31–40
  Nobody can see me! The character believes he is invisible and wanders aimlessly, pulling faces at those around him. He 
  waddles about in random directions each round, using a Full Action to move. The character retains his Reactions.
  41–50
  I can fly  The sky looks so big and inviting, the character fl ps his arms trying to imitate a ptera-squirrel. He may do 
  nothing but jump up and down on the spot. If he is standing above ground level, he may throw himself off in a random 
  direction, with the usual consequences for falling—appalling damage or death being the most usual outcomes.
  51–60
  They’ve got it in for me… The character is overcome with paranoia, believing even his own comrades are out to get 
  him. On the character’s Turn, he must move to a position of cover, getting out of line of sight from any other characters.
  61–70
  They got me, mother… The character believes that the gas is toxic and collapses to the floor as i  dead—he counts as 
  being helpless. Others who see him “die” must pass an Intelligence Test or they think the character is dead too.
  71–80
  I’ll take you all on! The character is filled with a urning rage and a desire for violence. The character enters a Frenzy 
  (see page 98) and attacks the closest opponent.
  81–90
  I’m only little! The character believes he has shrunk to half his normal size, and everything else is big and frightening 
  now. All other characters count as having a Fear Rating of 3 to the character.
  91–00
  The worms! The character desperately tries to remove a massive fanged worm he thinks is slowly winding its way up 
  and around his leg. He attacks one of his own legs (choose randomly) with whatever weapon is available. That attack hits 
  automatically and deals normal damage.
  
  127
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  exotic WeAPonS
  Some Imperial weapons are so rare that even a seasoned warrior 
  might never have seen one, while other exotic weapons are of 
  alien manufacture and may not even fit a human hand. Each is 
  not only extraordinarily rare but also extraordinarily difficult
  to operate. Such weapons require specialised training, and 
  each must be mastered separately with a different Talent.
  Crux beAm Gun
  Long ago the Crux had a pocket stellar domain at the edge of 
  what would later be known as the Calixis Sector. Their planets 
  were one by one razed to the mantle in a brutal campaign by 
  Admiral Jocardis the Penitent. Only the shipboard weapons 
  captured by boarding parties during the war remain of the 
  race now, with several such weapons now priceless relics in the 
  armouries of the Rogue Trader houses of the Koronus Expanse. 
  These glossy black rifles emit a ray of crackling purple light 
  which tears open solid mass. Had the Crux been able to develop 
  these devices into macro weapons for naval combat, the later 
  history of the Angevin Crusade may have turned out quite 
  differently. Beam guns still occasionally appear for sale and 
  many were adapted in earlier centuries to use Imperial pattern 
  lasgun clips (although they burn out the clips completely within 
  a few shots). Without fail, they are traded for vast sums.
  dArtCAster
  Dartcasters come in a variety of forms, most using pressurised 
  gas or crossbow mechanisms to fire small metal slivers at high 
  velocities. As they have only a small degree of damage on their 
  own, most users dip the dart in powerful poisons or other 
  chemicals. These can range from simple needler poison to exotics 
  such as hallucinogens or tranquillisers. Dartcasters are a favourite 
  for some bounty hunters as they are flexible enough that the user 
  can select the exact pre-coated dart desired (or coat the dart by 
  hand with the desired chemical) then load in the dart for the shot. 
  In a pinch, skilled users can also simply throw the dart manually 
  at the target. Many of the ammunition loads for dartcasters are 
  coated with chemicals to mimic the effects of a hallucinogen 
  grenade or are formed of holy silver and then blessed to have a 
  greater effect upon a creature of the warp. Naturally, other poisons 
  can also be delivered via a dartcaster as well.
  diGitAl WeApons
  Digital weapons, or digi-weapons as they are commonly 
  known, are miniaturised guns which are so advanced that they 
  can be worn on the fin er like a ring, but pack the punch of 
  a full-sized pistol. The most compact are those manufactured 
  by the brightly-haired, ape-like aliens known as the Jokaero, 
  whose creations are sought after across the Imperium. Digi-
  weapons exist that replicate the functions of hand flamer , 
  inferno pistols, needle pistols and hellpistols. However, each 
  weapon can only be fi ed once, and reloading a digi-weapon 
  is exceptionally difficult. A character can wear up to one digi-
  weapon per fin er—not thumbs—and a digi-weapon can be 
  fi ed even if the character is holding something else in his 
  hands. Digi-weapons may be used in melee like pistols.
  Table 5-6: Grenades and Missiles
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Special
  kg
  Availability
  Anti-Plant
  Thrown
  SBx3
  S/–/–
  3d10 E†
  0
  Blast (3)
  0.5
  Very Rare
  Blind
  Thrown
  SBx3
  S/–/–
  —
  0
  Smoke
  0.5
  Rare
  Filament
  Thrown 
  SBx3
  S/–/–
  4d10+4 R
  6
  Blast (1), Tearing
  0.5
  Extremely Rare
  Frag
  Thrown
  SBx3
  S/–/–
  2d10 X
  0
  Blast (4)
  0.5
  Common
  Frag Missile
  —
  —
  —
  2d10 X
  4
  Blast (6)
  1
  Average
  Geode
  Thrown
  SBx3
  S/–/–
  2d10+3 R
  4
  Blast (3)
  0.5
  Extremely Rare
  Hallucinogen
  Thrown
  SBx3
  S/–/–
  —
  0
  —
  0.5
  Rare
  Krak
  Thrown
  SBx3
  S/–/–
  2d10+4 X
  6
  —
  0.5
  Rare
  Krak Missile
  —
  —
  —
  3d10+10 X
  10
  Blast (1)
  1
  Scarce
  Photon Flash
  Thrown
  SBx3
  S/–/–
  Special
  0
  —
  0.5
  Rare
  Plasma
  Thrown 
  SBx3
  S/–/–
  1d10+6
  6
  Blast (1)
  4
  Very Rare
  Smoke
  Thrown
  SBx3
  S/–/–
  —
  0
  Smoke††
  0.5
  Common
  Stun
  Thrown
  SBx3
  S/–/–
  —
  0
  Blast (3)
  0.2
  Scarce
  Virus
  Thrown
  SBx3
  S/–/–
  3d10 I
  0
  Toxic†††
  0.5
  Extremely Rare
  † Rounds will only effect flora and have no other effect.
  †† Unlike blind grenades, this only interferes with visual sight.
  ††† If the grenade causes any Damage, then, each round after the first, check for another target at random (friend or foe) within d5 metres to see if any 
  Damage is caused to them (rolling for a new Damage to represent the mutated virus). Continue until Damage is not taken or after d10 rounds have passed.
  
  128
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  GrAviton Gun 
  The Graviton Gun fi es a stream of particles that disrupt the 
  localised gravimetric field around the target area, increasing 
  the apparent mass of the enemy and slowing if not pinning 
  them outright to the ground. While the enemy is normally 
  not harmed greatly, they are incapacitated until the effects 
  wear off. As it is not a lethal device, the Graviton Gun is 
  useful for when someone must be captured alive rather than 
  dead. They are exceedingly rare relics from the Dark Age of 
  Technology, and each is a sacred device jealously guarded by 
  the Adeptus Mechanicus—who very rarely allow one outside 
  of their armouries. 
  Everything caught in the gun’s blast area is violently pressed 
  to the floor and must take a Very Hard (–30) Strength Test 
  or be knocked down. Being thrown to a solid surface from 
  a standing position and forced to the ground in this way is 
  enough to inflict 1d5 I (Primitive) Damage—treat this as 
  effecting the Body location—although what the character or 
  object is thrown against and how far they fall may well make 
  this effect far worse.
  Additionally, anyone attempting to move or perform 
  physical actions within the blast radius for 2d5 Rounds 
  afterwards must first pass an Opposed Strength Test versus 
  Strength 60 (Unnatural (×2)) each Round—see page 368 for 
  more details on this kind of Test).
  At the GM’s discretion, the flux may shatter brittle objects, 
  collapse loose floorin , rupture containment vessels, damage 
  vehicles and machinery, plus wreak any other chaos deemed 
  appropriate.
  Kroot rifle
  The basic Kroot Rifle is simple and reliable, firing a charged 
  pulse round. Rumour says that these are an upgraded version 
  of their primitive native weapon, but no one knows who 
  may have accomplished this upgrade, as the technology is 
  unfamiliar even to Calixian Ordo Xenos scholars. Kroot Rifles
  are balanced to fit deadly combat blades, allowing them to 
  function as a halberd in close combat, especially in the hands 
  of a Kroot Warrior.
  needle pistols 
  Needle pistols use a low-power 
  laser beam to propel small slivers 
  of crystalline coated in viral toxins. 
  Enemies wounded by them are 
  almost instantly paralysed or dead within moments. As they 
  are virtually silent and have no muzzle flash, needle weapons 
  are ideal for assassins. Some needle weapons are modified
  to inject the target with a toxin that mimics the effects of a 
  choke or hallucinogen grenade.
  Table 5-7: Exotic Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  kg
  Availability
  Crux Beam Gun
  Basic
  80m
  S/3/–
  2d10+5 E
  6
  25
  4 Full
  Scatter
  4
  Near Unique
  Dartcaster
  Pistol
  30m
  S/–/–
  1d10 R
  0
  1
  Full
  Toxic
  2.5
  Rare
  Digi-laser
  Pistol
  3m
  S/–/–
  1d10+3 E
  7
  1
  Full
  Reliable
  0.5
  Extremely Rare
  Digi-melta
  Pistol
  3m
  S/–/–
  2d10+4 E
  12
  1
  Full
  —
  0.5
  Extremely Rare
  Digi-needler
  Pistol
  3m
  S/–/–
  1d10 R
  0
  1
  Full
  Toxic
  0.5
  Extremely Rare
  Digi-flame
  Pistol
  3m
  S/–/–
  1d10+4 E
  2
  1
  Full
  Flame
  0.5
  Extremely Rare
  Graviton Gun
  Basic
  30m
  S/–/–
  Special
  —
  3
  2 Full
  Blast (5)
  5
  Near Unique
  Kroot Rifl
  Basic
  110m
  S/2/–
  1d10+5 E
  1
  6
  2 Full
  —
  6
  Extremely Rare
  Kroot Rifle (Melee
  Melee
  —
  —
  1d10 R
  0
  —
  —
  Balanced
  —
  —
  Needle Pistol
  Pistol
  30m
  S/–/–
  1d10 R
  0
  6
  Full
  Accurate, Toxic
  1.5
  Very Rare
  Needle Rifl
  Basic
  180m
  S/–/–
  1d10 R
  0
  6
  2 Full
  Accurate, Toxic
  2
  Very Rare
  Ork Shoota
  Basic
  60m
  S/3/10
  1d10+4 I
  0
  30
  Full
  Inaccurate, 
  Unreliable†
  4
  Scarce
  Ork Slugga
  Pistol
  20m
  S/3/–
  1d10+4 I
  0
  18
  Full
  Inaccurate, 
  Unreliable†
  2
  Scarce
  Shuriken Catapult
  Basic
  60m
  S/3/10
  1d10+4 R
  6
  100
  2 Full
  Reliable
  2.5
  Very Rare
  Shuriken Pistol
  Pistol
  30m
  S/3/5
  1d10+2 R
  4
  40
  2 Full
  Reliable
  1.2
  Very Rare
  † For some unknown reason, this weapon is not Unreliable when fired by an Ork.
  
  129
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  needle rifle
  Prized by snipers, the needle rifleoffers the perfect combination 
  of range, stealth, and deadliness. The only argument against 
  these exquisite weapons is that they are next to useless against 
  heavily armoured targets.
  orK shootA
  These basic weapons also double as clubs due to their large and 
  durable shape. They are smoothbore like all Ork weapons; it is 
  unclear if the concept of rifling has never occurred to them or 
  that they are incapable of creating weapons that well honed.
  orK sluGGA
  This is the standard Ork pistol 
  weapon—a heavy calibre slug-
  thrower. It is often also used as a 
  melee weapon or even thrown at 
  the enemy after running out of ammunition.
  shuriKen CAtApult
  Shuriken catapults are the mainstay weapon for the Eldar—
  this alien race’s basic citizen-warrior “Guardians” use these 
  weapons. They are lightweight and can be easily fi ed on the 
  move. These weapons fi e razor-sharp disks at high velocity 
  to shred a target into pieces.
  shuriKen pistol
  Shuriken 
  weapons 
  are 
  graceful dealers of death 
  that use sophisticated gravity accelerators to hurl volleys of 
  miniature razor disks to literally slice their victims apart in 
  seconds. The enigmatic alien Eldar create these weapons, and 
  many of their warriors carry a shuriken pistol as a sidearm.
  Melee Weapons
  D
  espite the wide range of ways available to kill the 
  enemy at a distance, there is always a demand for 
  weapons designed for close and personal combat. 
  For some it is a matter of honour to look their foe in the 
  eye, others simply another way to ensure their safety in a 
  dangerous galaxy. These kinds of weapons range from crude 
  lengths of metal to exquisitely constructed artefacts from ages 
  gone by, devices which could never be created again in this 
  dark millennium. 
  chAin WeAPonS
  Chain weapons are popular as most races and planets have 
  the basic technology to produce these brutal war-devices. 
  They come in a variety of styles, but all feature fast moving 
  chains with serrated metallic teeth running across what would 
  normally be a weapon’s bladed edge. Once engaged the chain 
  drive roars loudly to life, acting as a clear warning to all. Even 
  the slightest impact can tear open flesh and solid blows can 
  cut through most armour. To use chain weapons a character 
  must have the Melee Weapon Training (Chain) talent. 
  ChAinsWord
  Chainswords generally have a large fl t carapace containing 
  the chain with only the forward curved section open where 
  the spinning chain teeth can bite into flesh and bone. On 
  Chaos and pirate vessels they are preferred over power 
  weapons mostly due to the messy deaths they can bring, the 
  better to intimidate both enemies and crew-scum alike. 
  ChAinAxe
  Chainaxes are more deadly, packing the greater weight of 
  the axe swing behind each blow, but lacking a chainsword’s 
  ability to turn aside enemy strikes in defensive manoeuvres. 
  Like a regular axe, these can have one edge or be two-sided. 
  Each open edge contains its own chain loop, meaning that the 
  double-sided version can still operate if one side is fouled.
  
  130
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  PoWer WeAPonS
  Power weapons project a disruptive energy field along the blade 
  or head of a weapon, allowing it to slice armour or strike with 
  explosive impact. In theory any weapon can be upgraded to a 
  power weapon given the necessary technology. Many of these 
  weapons use subtle mechanisms and can appear normal until 
  activated, whereupon crackles of revealing lightning run across 
  the blade. A power weapon can still be used as an ordinary 
  weapon should its power source run dry or become damaged.
  poWer fist (mezoA-pAttern)
  Rather than encasing an edged weapon with a power field,
  a power fist uses the energy to disrupt material in a more 
  violent fashion. Worn as a huge glove, when the mechanically 
  augmented fist strikes its target it can tear open even the 
  heaviest armour and burst flesh into a shower of blood and 
  tissue. Unless worn as part of power armour, they normally 
  require heavy backpack-mounted power sources connected 
  to the fist via heavy cables. The Mezoa-pattern specialises in 
  an oversized mantle to increase punching power, and suitably 
  braced the user can knock through the strongest bulkheads. 
  Most are ancient relics, with the mantle inscribed with family 
  heraldry or iconography indicating impressive victories.
  poWer sWord (mordiAn-pAttern)
  Power swords are elite weapons and a sure sign of high status in 
  the Imperium; many captains favour them as a prestige item to 
  impress crewmen and enemies alike. Like a common sword, they 
  allow the user greater attack options and defensive responses 
  than many weapons. Entire specialised styles of combat have 
  been designed around the expansive number of variants found 
  across the galaxy and beyond. The Mordian variant is designed 
  to support a defensive parry, with a lighter weight and thinner, 
  two sided blade. The Mordian-pattern’s distinctive styling adds 
  an additional +5 bonus to parry for a total of +15.
  poWer Axe (mezoA-pAttern)
  Power axes allow for greater impact when striking 
  than a power sword, but are clumsier to use. They 
  are viewed as a brutal and unsubtle weapon, 
  more suited for crude assault work against 
  rebellious underhive scum or foul xenos races. The huge arc 
  needed to properly attack with one makes use difficult in 
  most ships, so the Mezoa-pattern features a shorter handle 
  but larger and crescent blade. 
  poWer mAul 
  Power Mauls are solid truncheon-like rods with a discharge 
  cap at one end, and a hand grip at the other. Controls along 
  the haft allow the user to adjust the energy fiel ’s strength 
  from a mild stunning blast to a heavy force suitable for 
  breaking down reinforced doors. They are popular with the 
  Adeptus Arbites, as well as many senior naval officers as they 
  can be used in a non-lethal capacity when desired. 
  omnissiAn Axe (sollex-
  pAttern)
  Granted to suitably devoted followers of the 
  Omnissiah, this weapon has a long staff-like 
  body tipped with half of the circular Adeptus 
  Mechanicus skull and cog icon. The symbol 
  forms a blade and is sheathed in a power 
  field. Covered with inscribed circuitry designs 
  indicating the sacred nature of the weapon, 
  many a foe has realised far too late that what 
  appeared to be a religious walking staff was 
  really a deadly weapon. The Omnissian axe 
  also functions as a combi-tool.
  exotic melee 
  WeAPonS
  Rogue Traders often encounter the unusual and the strange, 
  including many weapons meant for close combat that are of 
  alien or unknown origin.
  frACtAl blAde
  These rare swords are made from a diamond-like living crystal, 
  each blade harvested from an unknown planet in the Koronus 
  Expanse, its location a carefully kept secret by the Rogue Trader 
  who sells them. When struck (such as in a Parry action) small 
  slivers flake off, and the blade emits a shrieking sound akin to 
  nails on chalkboard. The crystal constantly grows and replaces 
  shards as they are struck off, keeping the edge sharp at all times 
  but also meaning it must be frequently used lest it become dull 
  and blunt. Each sliver is a fractal seed, a replica in miniature of 
  the full sized blade. Indeed, if planted back on its home world 
  it would grow into a new sword.
  Ghost sWord
  Most races have some sort of long bladed item in their armoury 
  and many Explorers make good use of those they find that 
  take their fancy, either as trophies or for more practical reasons. 
  Many have been linked to known alien cultures, but some 
  resist clear identific tion. “Ghost Sword” is the name given 
  
  131
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  to a common style found on many newly explored worlds in 
  the Calixis Sector and beyond, often amongst the remains of 
  ancient battles. This deadly sword is clearly of fine but alien 
  craftsmanship, lightweight but stronger than any Imperial 
  steel. Despite warnings from the Adeptus Mechanicus and 
  Inquisition, some bold Rogue Traders wear these weapons in 
  open scabbards to show off their independence and prowess 
  as explorers. The ghost Sword adds an additional +5 bonus 
  to parry for a total of +15.
  hArlequin’s Kiss
  Among the deadliest of all Eldar weapons, the harlequin’s kiss 
  resembles a long tube attached to the back of the forearm. The 
  rear of the tube is filled with highly compressed coiled loops 
  of monomolecular wire, nearly a hundred metres worth. When 
  the weapon’s spiked tip strikes the target, the wire is released 
  and instantly bursts through even the smallest puncture to fill 
  the interior of a body or vehicle. In seconds flesh is turned into 
  liquid as the wire races through the enclosed space and then 
  retracts back into the device for its next use. Most victims are 
  dead before knowing they were even struck. 
  Table 5-8: Melee Weapons
  Chain Weapons
  Name
  Class
  Range
  Damage
  Pen
  Special
  kg
  Availability
  Chain Axe
  Melee
  —
  1d10+4 R
  2
  Tearing
  13
  Average
  Chainsword (Hecate)
  Melee
  —
  1d10+2 R
  2
  Tearing, Balanced
  6
  Average
  Power Weapons
  Name
  Class
  Range
  Damage
  Pen
  Special
  kg
  Availability
  Omnissian Axe (Sollex)
  Melee
  —
  2d10+4 E
  6
  Power Field, Unbalanced
  8
  Extremely Rare
  Power Axe (Mezoa)
  Melee
  —
  1d10+7 E
  7
  Power Field, Unbalanced
  6
  Very Rare
  Power Fist (Mezoa)
  Melee
  —
  2d10† E
  9
  Power Field, Unwieldy
  13
  Very Rare
  Power Maul (High)
  Melee
  —
  1d10+5 E
  4
  Power Field, Shocking
  3.5
  Very Rare 
  Power Maul (Low)
  Melee
  —
  1d10+1 E
  2
  Shocking
  Power Sword (Mordian) Melee
  —
  1d10+5 E
  5
  Power Field, Balanced
  3
  Very Rare
  † Power Fists add the users SB×2 to the Damage.
  Exotic Melee Weapons
  Name
  Class
  Range
  Damage
  Pen
  Special
  kg
  Availability
  Fractal Blade
  Melee
  —
  1d10+1 R
  7
  Power Field, Balanced
  1
  Extremely Rare
  Ghost Sword
  Melee
  —
  1d10+3 E
  6
  Power Field, Balanced
  1
  Extremely Rare
  Harlequin’s Kiss
  Melee
  —
  1d10+8†† R
  10
  Tearing
  1
  Extremely Rare
  Ork Choppa
  Melee
  —
  1d10+1 R
  2
  Unbalanced
  8
  Scarce
  †† Unlike other melee weapons, do not add the wielder’s Strength bonus to the damage inflicted by a Harlequin’s Kiss.
  Shock Weapons
  Name
  Class
  Range
  Damage
  Pen
  Special
  kg
  Availability
  Officer s Cutlass
  Melee
  —
  1d10 R
  0
  Shocking
  3
  Scarce
  Shock Glove
  Melee
  —
  1d10 I
  0
  Shocking
  1.5
  Rare
  Shock-Staff
  Melee
  —
  1d5+3 I
  0
  Shocking
  2
  Rare
  Primitive Weapons
  Name
  Class
  Range
  Damage
  Pen
  Special
  kg
  Availability
  Great Weapon
  Melee
  —
  2d10 R
  0
  Primitive, Unbalanced
  7
  Scarce
  Groxwhip
  Melee
  3m
  1d10+3 R
  0
  Flexible, Tearing, Primitive
  4
  Scarce
  Improvised
  Melee
  —
  1d10–2 I
  0
  Primitive, Unbalanced
  —
  —
  Knife
  Melee/Thrown
  5m
  1d5 R
  0
  Primitive
  1
  Abundant
  Kraken Tooth Dagger Melee/Thrown
  5m
  1d5+1 R
  1
  Primitive
  0.4
  Extremely Rare
  Shield†††
  Melee
  —
  1d5 I
  0
  Defensive, Primitive
  3
  Common
  Spear
  Melee
  —
  1d10 R
  0
  Primitive
  3
  Common
  Staff
  Melee
  —
  1d10 I
  0
  Balanced, Primitive
  3
  Plentiful
  Sword
  Melee
  —
  1d10 R
  0
  Balanced, Primitive
  3
  Common
  Truncheon
  Melee
  —
  1d10 I
  0
  Primitive
  2
  Plentiful
  Warhammer
  Melee
  —
  1d10+2 I
  1
  Primitive
  4.5
  Scarce
  ††† Provides Armour 2 to the Body and Arm wielding the Shield.
  
  132
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  orK ChoppA
  Orks prefer these huge and heavy bladed, oversized weapons, 
  sometimes edged with jagged teeth to make them even more 
  deadly. Anyone strong enough to lift one will find their crude 
  design effective for cutting tough armour. 
  Shock WeAPonS
  Shock weapons use electrical or other force charges bound to 
  a weapon to strike the target with generally non-lethal results. 
  As such they are useful for riot control and “encouragement” 
  of unwilling workers such as pressed crew, situations where no 
  permanent damage is desired. To use shock weapons a character 
  must have the Melee Weapon Training (Shock) talent. 
  offiCer’s CutlAss
  A standard variation on the basic cutlass used in almost 
  every Imperial vessel in the Calixis Sector. In close quarters 
  fightin , the heavy metal guard is often used as an offensive 
  weapon on its own where the armoured shell can provide a 
  powerful punch. Many ship’s officers heighten this effect by 
  incorporating a shock generator in the guard, so that when 
  hit, an opponent is felled by both the electrical shock and 
  the solid impact. Rogue Traders often use even more lethal 
  versions, strengthening their blades with actual power field . 
  shoCK Glove
  While most shock weapons use a long pole or whip to strike 
  the target, shock gloves use a heavy (and heavily insulated) 
  gauntlet covered with wiring. On impact the charges jolt 
  the victim with electrical force, making the heavy blow even 
  more painful. 
  shoCK-stAff 
  These are simple plasteel or wooden lengths with a single-
  setting shock emitter housed in a fixtu e at the far end, 
  often ornamented into an Imperial or naval icon. These are a 
  frequent site in the low-decks, used to encourage indentured 
  slaves and ratings to improve their work. Many press gangs 
  also use shock-staffs to recruit new crewmen for their ship. 
  Primitive WeAPonS
  Basic hand weapons are a common sight throughout the Imperium 
  and beyond, and in many places it would be unthinkable to 
  venture forth without at least one such weapon visible on your 
  person. Depending on the planet’s level of technology—and the 
  wealth of the user—these can range from simple metal swords to 
  high-tech blades made of exotic materials. 
  GreAt WeApon
  Most melee weapons can also be found in larger and heavier 
  versions, usable only with two hands. Great weapons of this 
  kind—such as huge axes, giant hammers, double-handed 
  swords, and so on, including huge clubs—are massive, brutal 
  weapons that can inflict serious dam ge with each blow.
  GroxWhip
  “Groxwhip” may be an apocryphal name, as there is no 
  strong evidence they were developed to help herd these 
  massive beasts. It is more likely that most onlookers feel that a 
  barbed steel whip covered with serrated edges could be used 
  on nothing else. Unlike most whips, these are deliberately 
  designed for lethal use as strikes will tear away chunks of 
  flesh with ea h attack. 
  improvised
  Improvised weapons can take many forms, but are generally 
  any handy weighted object such as table legs, severed limbs 
  or artillery shell casings. Hitting someone with the butt of a 
  basic ranged weapon (such as a lasgun or boltgun) counts as 
  an improvised weapon.
  Knife
  The knife is the ubiquitous back-up weapon for warriors all 
  across the Imperium, be they lowly hive scum or the elite 
  soldiers of a planetary governor. Some, such as the Catachan 
  fighting knife, are designed for a specific purpose, whilst 
  others are more generic in nature.
  KrAKen tooth dAGGer
  Though dismissed as legend or myth, those who spend their 
  lives in the void know that krakens do indeed exist, travelling 
  from system to system the slow way, possibly living for 
  millennia. No one claims to have seen a kraken, but the huge 
  teeth found embedding in wrecked ships indicate something 
  indeed exists to prey on ships and their crews. Each tooth 
  is upwards of a metre long, and the pearlescent material 
  can be carved into elegant daggers or short swords. Veteran 
  void-farers often inscribe the blades with intricate drawings 
  depicting mighty krakens, hoping this will appease their 
  beast-spirits and keep them safely away.
  
  133
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  shields
  Shields are a useful protective device, either in conjunction 
  with armour or on their own. They can be made from a 
  variety of materials, ranging from improvised wooden or 
  plastic sheets to advanced metal or plasteel plates. Sizes range 
  from light bucklers to huge full-body shields as large as a 
  man. Attacks made with a shield suffer a –20 penalty.
  speAr
  Common on feral and feudal worlds, spears can equally be 
  found in the hands of hunters as well as warriors.
  stAff
  Longer basic weapons use a staff of wood or other material, 
  with the longer reach useful for hitting an enemy before 
  he can strike. The staff is just that, and is a common sight 
  especially among pilgrims trekking throughout the galaxy to 
  retrace the steps of the saints.
  sWord
  Swords can range from short dagger-like models to longer, 
  elaborate dueling blades. The nature of the blade (single- or 
  double-edged, curved or straight, flexible or stiff, cutting or 
  stabbing, and so on) varies with the intent of the sword and the 
  taste of its user.
  trunCheon
  Small and easily concealable, these short and heavy sticks of 
  dense wood or metal are often used by press gangs to “sign 
  up” new crewmen with a swift blow to the back of the head. 
  WArhAmmer
  Mounted on a longer pole grip than a regular hammer, 
  warhammers generally have a thinner striking head with 
  a sharply pointed reverse. Both of these make it ideal for 
  penetrating light armour and causing deeper wounds by 
  concentrating the force of the blow into a smaller area.
  WeAPon uPgrAdeS
  Weapons can be given upgrades to enhance their performance. 
  The Upgrade descriptions list which weapons are eligible, as 
  well as how many upgrades may be applied. A character with 
  the Trade (Armourer) skill may upgrade weapons by making a 
  successful test. Upgrades modify a weapon’s weight as noted 
  below.
  CompACt
  Compact weapons are smaller versions of pistol and basic 
  weapons favoured by those who prefer concealment over 
  stopping power. This upgrade halves the weight of the weapon 
  but also halves its clip size and range as well as reducing its 
  Damage by 1. Anyone attempting to find a concealed weapon 
  with the Compact upgrade suffers a –20 penalty to any 
  related Skill Test (e.g., Awareness, Search).
  Upgrades: Any Pistol or Basic Las, Solid Projectile, Flame, 
  Bolt or Plasma weapon.
  fire seleCtor
  For weapons that can use differing ammunition rounds, a shot 
  selector can be fitted for ease of switching from one type to 
  another. A weapon with a fi e selector can have up to three 
  different clips added. At the start of the shooter’s Turn, he can 
  use his fi e selector to choose which clip he wishes to draw 
  ammo from that round.
  Upgrades: (Bolt) and (SP) Pistols or (SP) and (Bolt) Basic 
  Weapons.
  foreArm WeApon mountinG
  This heavy bracing allows a single ranged weapon to be 
  mounted along the arm, with specific hand movements 
  triggering the weapon. It allows the user to keep both hands 
  free, and can have a strong visual impression on their foes as 
  fi e seems to appear from the user’s outstretched arms. This 
  upgrade reduces the Weapon’s range by 30%.
   Upgrades: Primitive, Las, Solid Projectile, Bolt, or Melta 
  pistol.
  melee AttAChment
  Bayonets, chain blades, and other long-bladed combat 
  attachments can be fitted to most ranged weapons, making 
  them more useful in assaults. A weapon with a melee 
  attachment counts as a spear in close combat.
  Upgrades: Any Basic ranged weapon can have 
  melee attachments.
  Table 5-9: Weapon Upgrades 
  Name
  Weight
  Availability
  Compact
  x1/2
  Average
  Fire Selector
  +1 kg
  Scarce
  Forearm Weapon 
  Mounting
  +1 kg
  Scarce
  Melee Attachment
  +2 kg
  Plentiful
  Mono
  +0 kg
  Scarce
  Motion Predictor
  +0.5 kg
  Very Rare
  Photo-scope
  +0.5 kg
  Very Rare
  Preysense-scope
  +0.5 kg
  Very Rare
  Omni-scope
  +2 kg
  Near Unique
  Overcharge Pack
  +0.5 kg
  Common
  Red-Dot Laser Sight
  +0.5 kg
  Scarce
  Silencer
  +0.5 kg
  Plentiful
  Suspensors
  x1/2
  Extremely Rare
  Telescopic Sight
  +1 kg
  Average
  Vox Operated
  +0.5 kg
  Rare
  
  134
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  mono
  Mono weapons have specially fashioned blades with superfine
  edges that can easily cut through armour and never lose their 
  edge. Mono weapons no longer count as Primitive and add 
  a +2 bonus to their Penetration. The Mono upgrade can 
  be applied to a power weapon, but it has no effect whilst 
  the power field is active. If the power field is ever lost or 
  deactivated, the Mono upgrade’s bonuses will then apply.
  Note: The Mono upgrade may be applied to any primitive 
  melee weapon, but when applied to close-combat weapons 
  that do not use an edge (e.g., hammers, mauls, etc.), it is 
  treated differently. Game Masters are encouraged to come 
  up with interesting definitions for non-edged weapons 
  with the Mono upgrade. For example, a hammer with the 
  Mono upgrade could be defined as having a pneumo-shock 
  enhancement. The in-game effects remain the same.
  Upgrades: Any primitive close combat weapon.
  motion prediCtor
  A complex target-tracking cogitator in this device is activated 
  once the user has sighted the desired target. The Predictor 
  then tracks the target, and when the trigger is pulled will 
  chase the target with all the rounds in a clip in one long 
  burst. A Motion Predictor adds a +10% bonus to Ballistic 
  Skill Tests, but only functions when the weapon is fi ed on 
  semi-automatic or fully automatic modes.
  Upgrades: Any non-primitive ranged weapon capable of 
  Semi-Auto or Full Auto fi e.
  omni-sCope
  A vastly expensive and rare device normally found only 
  in the hands of legendary assassins or bounty hunters, the 
  Omni-scope is a cluster of fine y-tuned sensor wands linked 
  to a precision lens. Some of these scopes plug directly into a 
  bionic cranial port, allowing the user to shoot around corners 
  without exposing himself—the scope becomes a “third eye.” 
  The Omni-scope combines the benefits of a Preysense Sight, 
  Red-Dot-Laser Sight, and Telescopic Sight.
  Upgrades: Any Basic-class Las, Solid Projectile, Bolt, 
  Primitive or Plasma weapon. An Omni-scope counts as a 
  sight and a gun may only have one sight.
  overChArGe pACK
  This is an enhanced power pack for a las weapon that increases 
  the strength of its fire. An overcharge pack adds 1 to the weapon’s 
  Damage. Unfortunately the increased output of damage reduces 
  the number of shots and so the clip size is halved. 
  Upgrades: Any Pistol (Las) or Basic weapon (Las).
  photo siGht
  This is a weapon sight that enhances ambient light 
  levels, improving the user’s vision and ability to 
  see in the dark. A character using a Photo 
  Sight suffers no penalties due to darkness. 
  Upgrades: Any Basic ranged Las, Solid Projectile, Bolt, 
  Primitive or Plasma weapon. A photo sight counts as a sight 
  and a gun may only have one sight.
  preysense siGht
  This is a weapon sight that shows thermal images and reveals 
  the hiding places of enemies who lurk in the darkness. A 
  character using a Preysense sight suffers no penalties due to 
  darkness and gains a +20 bonus to vision-based Perception 
  Tests at night.
  Upgrades: Any Basic ranged Las, Solid Projectile, Bolt, 
  Primitive or Plasma weapon. A preysense sight counts as a 
  sight and a gun may only have one sight.
  red-dot lAser siGht
  This is a laser sight that grants a +10 bonus to Ballistic Skill 
  Tests when the weapon is fi ed on single shot.
  Upgrades: Any Pistol- or Basic-class Las, Solid Projectile, 
  Bolt, Primitive or Plasma weapon. A red-dot laser sight counts 
  as a sight and a gun may only have one sight.
  silenCer
  Silencers lower the noise from a weapon’s discharge, preventing 
  detection of the shot. Awareness Tests to hear shots made 
  with a silenced weapon suffer an additional –20 penalty and 
  can only be attempted at half the normal distance.
  Upgrades: Stub revolver, stub automatic, hand 
  cannon, autogun, long–las, needle rifle, and needle pistol.
  suspensors
  These anti-grav plates and studs attach to a weapon or 
  equipment, making the use of heavy or cumbersome devices 
  much easier by offsetting some of their weight. They are 
  often used by elite troops on their heavy weapons. Suspensors 
  reduce the weight of a weapon by one-half. When firing a 
  weapon with suspensors, the operator counts as having the 
  Auto-stabilized Trait—he always counts as braced and may 
  fi e the weapon on semi- or full-automatic as a Half Action.
  Upgrade: Any Heavy weapon.
  telesCopiC siGht
  Telescopic sights magnify the target’s image making it easy to 
  see. This is especially useful for long-range shots that need to 
  hit a very specific target location. A weapon with a telescopic 
  sight ignores penalties for long and extreme range as long as 
  the shooter takes a Full Action to Aim.
  
  135
  V: Armoury
  V: Armoury
  Upgrades: Any Basic Las, Solid Projectile, Bolt, Primitive 
  or Plasma weapon. A telescopic sight counts as a sight and a 
  gun may only have one sight.
  vox-operAted
  Specially coded vox receivers are integrated into the weapon’s 
  trigger mechanisms, so that they user can operate it by voice 
  if needed. Users can also operate the shot selector and 
  switch firing modes where applicable merely by speaking the 
  appropriate command. For security reasons each receiver is 
  usually keyed to just one voice pattern. Additionally, if the 
  weapon is equipped with a fi e selector, the operation of that 
  upgrade may also be controlled simply by speaking aloud.
  Upgrade: Any non-primitive Pistol, Basic, Grenade, or 
  Heavy weapon.
  Ammunition
  Without ammunition a gun is just a glorified club. Presented 
  here is a selection of ammunition, including a variety of 
  special types. Each type of ammo can only be used with 
  certain weapons as detailed in its description. Ammo weight 
  is not listed; however, should it be important to know how 
  much ammunition weighs, consider a weapon’s full clip to 
  weigh 10% of the weight of the weapon itself.
  ArroWs/quArrels
  Arrows and quarrels come in a variety of shapes, sizes and 
  materials ranging from crude wooden shafts with flint tips to 
  steel darts with razor-sharp points.
  Used With: Bows, crossbows and hand bows.
  shot
  Shot is solid lead or stone balls and a powder charge used in 
  primitive blackpowder weapons.
  Used With: Flintlock pistol and musket.
  bACKpACK Ammo pACK/poWer pACK
  Many weapons require larger ammunition sources to function 
  during large battles or when the wearer is away from an 
  extended supply line. A backpack power pack is worn like a 
  normal backpack. For energy weapons, it is a portable source 
  of power in the form of a massive battery or charge-unit. For 
  flame weapons, it is composed of tanks of volatile promethium. 
  Other ammunition packs are simply stacks of regular stubber 
  or bolt rounds with a feeder line that links into the weapon 
  itself. These items hold 80 rounds of ammunition for Plasma 
  and Melta weapons, Hellguns or Hellpistols, 300 shots for 
  other Las weapons, 200 rounds of ammunition for SP or 
  Bolt weapons, and 60 shots for Flame weapons. A weapon 
  connected to a backpack power pack uses the power pack 
  for its ammunition and ignores its normal clip size. 
  Backpack ammo packs or power packs weigh 25 kg. The 
  Backpack Ammo Pack/Power Pack does not have the 
  capacity to power or carry ammo for Heavy Weapons, with 
  the exception of Heavy Stubbers, Heavy Bolters, and Heavy 
  Flamers.
  bullets
  Hard rounds are common for many weapons within the Imperium 
  and vary greatly in calibre and design. Bullets from one kind of 
  firearm cannot be used in another unless they are very similar in 
  make. So for example you could use bullets bought for a stub 
  revolver in a stub automatic, but not in an autogun.
  Used With: Autopistols, stub revolvers, stub automatics, 
  hand cannons, autoguns, hunting rifles and he vy stubbers.
  shells
  Shells contain dozens of tiny balls and are designed to scatter 
  over a wide area when fi ed, making them ideal for close-in 
  work where accuracy is less important.
  Used With: Any shotgun.
  ChArGe pACK
  Charge packs are powerful batteries used almost 
  exclusively by las weapons. The cost of a 
  charge pack varies depending on the class 
  Table 5–10: Ammo 
  Name
  Availability
  Arrows/Quarrels
  Common
  Backpack Power Pack
  Rare
  Shot
  Common
  Bullets
  Plentiful
  Shells
  Common
  Charge Pack (pistol)
  Common
  Charge Pack (basic)
  Common
  Charge Pack (heavy)
  Rare
  Fuel (pistol)
  Scarce
  Fuel (basic)
  Scarce
  Fuel (heavy)
  Scarce
  Bolt Shells
  Rare
  Melta Canister (pistol)
  Very Rare
  Melta Canister (basic)
  Very Rare
  Melta Canister (heavy)
  Very Rare
  Plasma Flask (pistol)
  Rare
  Plasma Flask (basic)
  Rare
  Plasma Flask (heavy)
  Very Rare
  Exotic
  Very Rare
  Table 5–11: Unusual Ammunition 
  Name
  Availability
  Amputator Shells
  Extremely Rare
  Bleeder Rounds
  Rare
  Dumdum Bullets
  Scarce
  Expander Rounds
  Scarce
  Explosive Arrows/Quarrels
  Scarce
  Hot-Shot Charge Pack
  Scarce
  Inferno Shells
  Rare
  Man-stopper Bullets
  Scarce
  Tempest Bolt Shells
  Near Unique
  
  136
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  of the weapon. In all cases, it provides shots equal to the 
  weapon’s full clip value.
  Used With: Laspistols, lascarbines, lasguns, long-las, MP 
  lascannons.
  fuel
  Flame weapons use liquid fuel, which can vary greatly in 
  composition and quality from purest promethium to crude 
  flamm ble alcohols. The cost of fuel varies depending on the 
  class of the weapon. In all cases, it provides shots equal to the 
  weapon’s full clip value.
  Used With: Hand flamer , flamer , and heavy flamer .
  bolt shells
  The mass-reactive explosive bolt shell is among the deadliest 
  kind of round in the Imperial arsenal. However the difficulty
  and cost of its manufacture restricts its use to all but the most 
  wealthy or well connected.
  Used With: Bolt pistols, bolters, and heavy bolters.
  meltA CAnister
  Meltaguns use specially refined chemicals injected into highly 
  pressurised canisters. The cost of a melta canister varies 
  depending on the class of the weapon. In all cases, it provides 
  shots equal to the weapon’s full clip value.
  Used With: Inferno pistols, meltaguns, and multi-meltas.
  plAsmA flAsK
  Raw plasma weapon fuel consists of highly dangerous and 
  volatile photonic hydrogen, compressed and contained within 
  reinforced flas s. In all cases, it provides shots equal to the 
  weapon’s full clip value.
  Used With: Plasma pistols, plasma guns, and plasma 
  cannons.
  exotiC
  There are many kinds of weapons in the Imperium that use 
  unusual types of ammunition, from the viscous gel of a webber 
  to the fine y crafted darts of a needle pistol.
  Used With: Needle pistols, needle rifle , and any other 
  exotic ranged weapons.
  unuSuAl Ammo
  Not all munitions are created equal, and there are many 
  enhanced or unusual choices beyond the standard fare open 
  to militants—a modest variety are presented here. Each type 
  of unusual ammo can only be used with certain weapons 
  as detailed in its description, and only one kind of 
  ammunition can be used at a time (i.e. their effects can’t 
  be combined). Ammo weight is not listed; should it 
  be important to know how much ammunition 
  weighs, consider a weapon’s full clip to weigh 
  10% of the weight of the weapon itself.
  AmputAtor shells
  Filled with explosive micro-shrapnel, these bullets are designed to 
  shear flesh and shatter bone, causing limbs to be blown away.
   Effects: Amputator Shells add 2 to the weapon’s Damage. 
   Used With: Stub revolvers, stub automatics, shotguns (all 
  types), hand cannons, autopistols, and autoguns.
  bleeder rounds
  This ammunition is treated with toxins to prevent coagulation 
  and keep wounds bleeding freely. These shells are designed to 
  burst on penetration and spread the anti-coagulants quickly. 
  Effect: Bleeder rounds add 3 to the weapon’s Damage 
  against living ‘biological’ targets (targets with the Daemonic 
  or Machine Traits do not suffer the additional Damage). 
  Used With: Stub revolvers, stub automatics, hand cannons, 
  autopistols, and autoguns.
  dumdum bullets
  These heavy blunt bullets are designed to cause maximum 
  tissue damage and can tear apart soft targets, though they are 
  less effective against armour. 
  Effect: Dumdum bullets add 2 to the weapon’s Damage, 
  however Armour Points count double against them.
  Used With: Stub revolvers, stub automatics, and hand 
  cannons.
  expAnder rounds 
  Vicious and outlawed on some worlds, these dense shells 
  are designed to shred open after impact, creating huge exit 
  wounds. 
   Effect: Shots fi ed with these rounds add 1 to both 
  Damage and Penetration. 
   Used With: Stub revolvers, stub automatics, autopistols, 
  and autoguns.
  explosive ArroWs And quArrels
  Explosive arrows and quarrels might be crudely tipped with 
  shells, or treated with one of a variety of unstable alchemical 
  compounds. 
   Effects: Attacks are made with a –10 penalty, the weapon’s 
  Damage type becomes Explosive, and the weapon loses the 
  Primitive quality.
  Used With: Bows, crossbows, and hand bows.
  hot-shot ChArGe pACK
  This is a powerful charge pack for a las weapon, favoured 
  by snipers in some Imperial Guard regiments. Each hot-shot 
  charge pack is good for only a single shot.
   Effects: A weapon using a hot-shot charge adds 1 to its 
  Damage, rolls two dice for its Damage and picks the highest, 
  and gains a Penetration of 4. However the weapon loses its 
  Reliable special quality, and its clip is reduced to 1.
  Used With: Laspistols, lascarbines, lasguns, and long-las.
  
  137
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  inferno shells
  These shells contain a volatile, clinging gel that ignites on contact 
  with the target.
  Effects: A target hit by an inferno shell must make an Agility 
  Test or catch on fire, in addition to suffering damage as normal. 
  Used With: Shotguns, pump-action shotguns, combat 
  shotguns, and all bolt weapons.
  mAn-stopper bullets
  These densely tipped bullets are designed to punch through 
  armour. 
  Effects: A weapon using man-stopper rounds increases its 
  Penetration to 3.
  Used With: Stub revolvers, stub automatics, hand cannons, 
  hunting rifle , autopistols, and autoguns.
  tempest bolt shells
  The mass-reactive explosive bolt shell is among the deadliest 
  kind of round in the Imperial arsenal. Tempest bolt shells are 
  perhaps the rarest variety, manufactured only in the temples 
  of Mars. They contain a powerful miniaturised plasma-shock 
  generator that releases a pulse of electromagnetic and thermal 
  energy as the shell detonates. They are particularly effective 
  against machine targets, but obtaining them from the Machine 
  Cult is a nigh-impossible task.
  Effect: Change the weapon’s damage class to Energy and 
  the weapon gains the Shock quality. The weapon adds 3 
  Damage when used against a target with the Machine Trait.
  Used With: Bolt pistols, bolters, and heavy bolters.
  Armour
  “The Emperor protects my soul, flak protects the rest.”
  –Ancient Imperial Guard saying
  T
  he 41st Millennium is not only filled with dangerous 
  enemies but also dangerous weapons, either of which 
  could easily maim or kill in a heartbeat. Nearly every 
  race in the galaxy has developed protective measures, ranging 
  from simple animal skins to highly sophisticated powered 
  shells and protective energy fields. Depending on the society, 
  even civilians may wear armour in their daily routine. When 
  one routinely operates beyond the fringes of the Imperium, this 
  is even more essential, for while opportunities await with each 
  new voyage, so too do grave dangers and unknown threats. 
  Armour provides Armour Points (AP) to various locations 
  on a character’s body. In addition, some kinds of armour have 
  special properties noted in their description.
  Armour Type: The type of armour it is.
  Location(s) Covered: What locations the armour covers, a 
  combination of arms, legs, body, and head. Some armour covers 
  all four locations and is noted as covering “All”.
  AP (Armour Points): How many Armour Points the 
  armour provides for the locations covered. Any armour that 
  provides 7 or more APs inflicts a -30% penalty on the wearer’s 
  Concealment and Silent Move Tests.
  kg (Kilograms): Represents how much the armour weighs. 
  For information on how much a character can carry refer to 
  Chapter IX: Playing the Game, page 267.
  Availability: This identifies the armour’s availability (see 
  Table 5-1: Availability by Population, page 111).
  Armour CrAftsmAnship
  All the types of armour detailed here are of Common 
  craftsmanship. For armour of better or worse manufacture use 
  the following modifier .
  Poor: Badly fitted, designed or damaged, Poor armour is 
  difficult to wear. Characters wearing Poor armour take a –10 
  penalty to all Agility Tests.
  Good: Well constructed and better fittin , this armour 
  is easier to wear. Against the first attack in any round, the 
  armour increases its AP by 1.
  Best: Finely wrought and perfectly fitted Best armour is like 
  donning a second skin. Best armour weighs half the normal 
  amount and increases the AP by 1.
  mixinG Armour
  You can mix pieces of armour. However, their protective 
  qualities do not “stack”. When an area covered by multiple 
  pieces of armour is struck, the highest AP value is used. For 
  example, if a character wearing heavy leathers and beast 
  hides from Burnscour is hit in the body, the lower 
  value of the heavy leathers (AP 2) is ignored, and 
  the Armour Points of the hides (AP 6) are used 
  for the purposes of calculating damage.
  
  138
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  primitive Armour
  Primitive Armour is the norm on many feudal or feral planets, 
  the lower levels of some hives where technology is unreliable 
  or too expensive, and many alien worlds. Protection at this 
  level often consists of reinforced animal hides, metal plating 
  worn over the chest, chainmail, or combinations of these 
  and other crude methods. Primitive armour will rarely stop 
  a lasgun hit outright, but can turn a blade and is better 
  than no protection at all. Armour with the Primitive quality 
  only offers full protection against weapons also having the 
  Primitive quality, otherwise it only provides half its normal 
  AP value (rounding up). Primitive armour’s APs are halved 
  before being reduced for the weapon’s penetration.
  flAK Armour
  The most common type of armour in the galaxy is Flak 
  Armour as it is standard issue to the countless millions of 
  Imperial Guardsmen. Many layers of ablative and impact 
  absorbent material go into making each suit, enough to 
  deflect or negate most low-level attacks such as small arms, 
  shrapnel and proximity blasts. Solid hits from high impact 
  weapons can generally negate it, but given that it is relatively 
  lightweight, cheap to produce, and dependable in most 
  combat situations many veterans keep using it even when 
  offered better. As long as the wearer is not on the target spot 
  of the blast, Flak Armour counts as AP 5 against damage from 
  weapons with the Blast quality.
  mesh Armour
  Mesh armour is often of a high tech or even xeno design 
  and is formed from thousands of bonded thermoplas cells 
  linked together to create a fabric-like weave. Lightweight and 
  surprisingly comfortable, it can withstand most impacts or 
  heat energy by becoming briefly rigid, dissipating the force 
  through the now stiff material.
  Armoured bodyGlove
  Armoured bodygloves are a favourite for assassins, as they offer 
  full body protection with little or no reduction in mobility. 
  Each bodysuit is normally tailored to the wearer, and can vary 
  in effectiveness depending on the materials used from simple 
  flak protection levels to degrees rivalling the finest carapace 
  armour plating. Many are simply worn underneath normal 
  clothing or robes so as to not reveal their nature. 
  AdvAnCed helmet systems
  Most personal armour includes a helmet of some sort, and 
  some provide sensory capabilities linked into them as well as 
  standard cranial protection. The common catch-all term for 
  these upgrades is auto-senses, and can cover many forms of 
  auditory and visual aids, both ranging outside the spectrum of 
  normal eyes and ears. Most helmets at the least include comm-
  links and microphones, the latter often linked to megaphone 
  speakers for shouting over rioting crowds or battlefield noise. 
  A Helmet may have any of the following upgrades:
  Communications: Inbuilt Microbead or Vox-caster.
  Auto-senses: Grants the user Heightened Senses (sight).
  Preysense: Grants the user the Dark Sight trait; at the best 
  Craftsmanship level, also grants the user the ability to always 
  make an Awareness roll against a hidden target as a free 
  action.
  Table 5–12: Armour 
  Name
  Locations 
  Covered
  AP kg Avail.
  Primitive Armour
  Heavy Leathers/Furs
  Arms, Body, 
  Legs
  2
  7
  Common
  Grox Hide/Chainmail
  Arms, Body, 
  Legs
  3
  15
  Common
  Feudal World Plate
  All
  5
  30
  Scarce
  Burnscour Beast Hide
  Body
  6
  20
  Very Rare
  Flak Armour
  Flak Helmet
  Head
  2
  2
  Average
  Flak Cloak
  Arms, Body, 
  Legs
  3
  8
  Scarce
  Flak Coat
  Arms, Body, 
  Legs
  3
  5
  Average
  Guard Flak Armour
  All
  4
  11
  Scarce
  Mesh Armour
  Mesh Cowl
  Head
  3
  0.5 Rare
  Xeno Mesh
  Arms, Body, 
  Legs
  3
  2
  Rare
  Mesh Combat Cloak
  Arms, Body, 
  Legs
  4
  1.5 Very Rare
  Mesh Vest
  Body
  4
  2
  Rare
  Carapace 
  Armour
  Carapace Helm
  Head
  4
  2
  Rare
  Enforcer Light 
  Carapace
  All
  5
  15
  Rare
  Carapace Chestplate
  Body
  6
  7
  Rare
  Storm Trooper 
  Carapace
  All
  6
  15
  Very Rare
  Other Armours
  Advanced Helmet 
  Systems
  —
  —
  —
  Very Rare
  Armoured Bodyglove
  Arms, Body, 
  Legs
  3
  5
  Rare
  Power Armour
  Light Power Armour
  All
  Power Armour
  All
  7 
  40 Ext. Rare 
  8 
  65 Ext. Rare
  
  139
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  CArApACe Armour  
  (storm trooper And enforCer)
  Carapace Armour is generally a sign of status, and is mostly 
  worn by Imperial officers and agents. Made from moulded 
  plates of armaplas, ceramite, or other strong materials, it 
  can cover the entire body or just sections depending on the 
  desired level of protection. The Adeptus Arbites for example 
  wear full body suits including a helmet, while many explorers 
  favour a simple chestplate to wear over more comfortable 
  mesh or flak eave suits. 
  Some bodysuits have slots designed for simple carapace 
  plates to be inserted in, so that the overall suits can be 
  rapidly configu ed for as much or little protection as desired. 
  Damaged plates can be more easily replaced without requiring 
  the purchase of an entire new suit. 
  poWer Armour
  Like the boltgun, power armour is symbolic of the Imperium. It 
  dates back to the original Crusades led by the Emperor to reclaim 
  the galaxy for mankind, and has evolved over the millennia in a 
  number of styles or marks. Suits are religiously maintained over 
  the years as venerated objects, and some are still worn millennia 
  after their creation. Power armour is essentially a sophisticated 
  arrangement of thick and heavy protective plates, and uses an 
  extensive system of muscle-like electrically motivated fibre 
  bundles to replicate the movement of the user and augment 
  his strength. As it is normally fully sealed with internal oxygen 
  supplies and a rebreather, the wearer can survive even in hard 
  vacuum for long periods. The helmet is detachable, as most 
  users still wish at some point to see their surroundings with 
  their own eyes. Most suits have a huge backpack containing 
  power supplies and other auxiliary systems, such as vox-links, 
  auto-senses, and targeters. Space Marines are the most notable 
  users of power armour, along with Inquisitorial agents and 
  the Adeptus Sororitas. The latter users lack the special Black 
  Carapace implanted in Space Marines, allowing the armour 
  to fully meld with the user. As such, many of the strength-
  augmenting and advanced support systems are not possible and 
  are not installed in these lighter suits. 
  Power armour adds +20 to the wearer’s Strength 
  Characteristic and increases his size by one step (so for example 
  a human who is Average size would become Hulking). Power 
  armour also requires a constant power supply, which must 
  be carried by the wearer (usually as a backpack). A standard 
  non-military power supply lasts for 1d5 hours before it needs 
  to be replaced or recharged. You must be wearing the body, 
  both arms, and both legs of power armour to benefit from 
  the Strength bonus; the helmet is not required. Light power 
  armour does not increase the wearer’s size and adds +10 to the 
  wearer’s Strength Characteristic. For all types of power armour, 
  the weight of the armour does not count for calculating the 
  wearer’s normal carrying limit (see page 267).
  Gear
  “Never assume that your destination can supply your needs.”
  –Rogue Trader Emmanuel Larn
  A Rogue Trader can never fully know what he will face in 
  the course of exploration, and it is difficult to enjoy your 
  profit when dead. The Emperor favours the prepared, and 
  fortunately influential Rogue Traders have access to a wide 
  variety of equipment and devices to help ensure they will 
  enjoy their successes for many years to come.
  clothing
  bACKpACK
  A personal carrying device can take many forms, but is usually 
  some kind of bag with attached straps for ease of carrying. A 
  backpack can usually carry approximately 50 kilograms.
  CAmeleoline CloAK
  Cameleoline material is made up of mimic fibres that blend the 
  colouration of the wearer into their surroundings. A character 
  wearing a cameleoline cloak gains a +20 bonus to Concealment 
  Tests. If the wearer remains stationary, he counts as being one 
  Range Bracket further away (see Chapter IX: Playing the 
  Game, page 247) when targeted by ranged weapons.
  ChArm
  A charm is a keepsake, holy relic or good luck token that 
  is intended to draw the benevolent eye of the Emperor to 
  the wearer. They take myriad forms including such things as 
  saintly fin er bones, fragments of blessed bolter casings, water 
  from holy rivers, and even corpse hair woven into significant
  patterns. Throughout the Imperium, there is no shortage of 
  folk who will sell such items, though discerning true relics 
  from the false is an almost impossible task (thus the cost of 
  a charm is entirely up to the GM and how well the Explorer 
  can haggle with the seller).
  Charms have no tangible benefit . However, when the 
  unfolding plot calls for something bad to happen to a random 
  character, at the GM’s discretion a character with a charm will 
  be exempt. If all the characters carry charms (as all Emperor-
  fearing citizens should) then it is up to the GM to choose 
  which charms are the most potent.
  Chrono
  Chronos are hand-held or wrist-worn timepieces, generally 
  dependable and simple to use.
  
  140
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  Clip hArness/drop hArness
  A compact spool-stored safety line, with a magnetic or 
  hooked clasp. A character using a clip harness to descend a 
  vertical surface gains a +30 bonus to Climb Tests and cannot 
  fall if he fails.
  ClothinG And Adornment
  The citizens of the Imperium wear a staggering range of 
  clothing, jewellery, and other forms of adornment. All manner 
  of styles imaginable exist to illustrate the role or importance 
  of the individual. Explorers might wear bodygloves and 
  rings, the best in noble fine y, wigs, ship-suits, practical hive 
  world clothes, military uniforms and dress weapons, scholarly 
  robes, tattoos, or religious garb from any one of a thousand 
  temples, depending on taste, profession, and background. 
  The Availability of clothing and adornment is determined by 
  how much an Explorer chooses to spend on his apparel, from 
  basic rags up to exquisite and expensive attire far beyond 
  even lesser nobles.
  filtrAtion pluGs
  These are simple plugs worn in each nostril to screen out 
  most pollutants and harmful gases. A character wearing 
  filt ation plugs gains a +20 bonus to any Toughness Test 
  made to resist the effects of gas.
  niGht CloAK
  Normally fashioned into a large cloak, or more rarely a 
  stormcoat complete with hood, a night cloak will absorb 
  almost all ambient light and emit almost no heat. When the 
  hood is completely furled the user can disappear into the dark, 
  hidden even from infrared sensors. It gets very hot inside the 
  cloak from the internalised heat, and a wearer must pass a 
  Challenging (+0) Toughness Test or suffer a fatigue level 
  after every hour of heavy exertion. 
  The cloak grants the user a +30 bonus to Concealment 
  Skill Tests when in the dark, even when there is no applicable 
  terrain.
  preysense GoGGles
  Relatively simple devices, Preysense goggles allow the wearer 
  to see thermal images from warm bodies, revealing hiding 
  enemies at night. A character wearing Preysense goggles 
  suffers no penalties due to darkness and gains a +20 bonus 
  to vision-based Perception Tests at night. 
  photo-visors/photo-ContACts
  Advanced lenses designed to enhance the low-level light 
  available on even the darkest nights. Users can see in the dark 
  almost as well as in daylight with them. Characters wearing 
  these gain the Dark Sight trait. Good Craftsmanship visors 
  also dampen the effects of photon flash grenades, making the 
  wearer immune to their effects.
  rebreAther
  Consisting of a mask or helmet, rebreathers contain their 
  own air supply and are designed to preserve the user in even 
  the most toxic atmospheres. A character wearing a rebreather 
  is immune to the effects of gases and can even survive 
  underwater. However, rebreathers typically have air canisters 
  that last for about one hour and then must be replaced. 
  Replacing a canister is a Full Action.
  reCoil Gloves
  These gloves have interlocking plates connected with memory 
  wire. When the user grips a weapon, it locks together into a 
  rigid strut around the hand and wrist, thus preventing wrist or 
  arm damage when the weapon discharges. A character using 
  a recoil glove can fi e a Basic weapon with one hand without 
  the normal –20 penalty. In addition, Pistol weapons that 
  require two hands can be used one-handed without penalty.
  respirAtor/GAs mAsK
  This is a breathing mask that covers the nose and mouth or 
  entire face, and offers much better protection than filt ation 
  plugs. A character wearing a respirator or gas mask gains a 
  +30 bonus to Toughness Tests made to resist the effects of 
  gas, and may re-roll failed results.
  Table 5–13: Gear 
  Name
  kg
  Availability
  Backpack
  1
  Plentiful
  Cameleoline Cloak
  0.5
  Rare
  Charm
  —
  Average
  Chrono
  —
  Abundant
  Clip Harness/Drop Harness
  2
  Common
  Clothing and Adornment 
  (Common)
  —
  Abundant†
  Clothing and Adornment 
  (Merchant Guilder)
  —
  Average†
  Clothing and Adornment 
  (Noble)
  —
  Scarce†
  Filtration Plugs
  —
  Common
  Night Cloak
  2
  Average
  Photo-visors/Photo-contacts
  0.5
  Scarce
  Preysense Goggles
  0.5
  Rare
  Rebreather
  1
  Scarce
  Recoil Gloves
  0.5
  Rare
  Respirator/Gas Mask
  0.5
  Average
  Shifting Fabric
  —
  Very Rare
  Survival Suit
  —
  Plentiful
  Synskin
  2
  Extremely Rare
  Void Suit
  8
  Plentiful
  Void Suit (Selenite-pattern)
  25
  Scarce
  † Clothing and Adornment may have any appropriate Availability. 
  There is always a way to spend more on appearance, to find yet more 
  exclusive fabrics, clothiers, and jewelers, and otherwise display the 
  ways that your wealth glitters more brightly than that of your rivals.
  
  141
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  shiftinG fAbriC
  This exotic material is fashionable in the pleasure zones of the 
  Drusus Marches—the more so for its great expense and rarity. 
  The raw fib es are imported from the Koronus Expanse and, 
  when woven into fabric, react ambient light, altering colours 
  and patterns in an ever-changing stylised display. Some claim 
  it also reacts to the wearer’s mental state, though opinions 
  vary. Either way shifting fabric clothing is surprisingly 
  comfortable, stylish, and certain to make an impression.
  survivAl suit
  When working in harsh, extreme conditions, survival suits are 
  a must. No matter whether it is too hot or too cold, the suit 
  can maintain proper body temperature via excellent insulation 
  capabilities. Using the differential between body temperature 
  and outside temperature to drive power cells, its reclamation 
  systems produce drinking water for the wearer. Most suits 
  come complete with a hood and goggles to protect the head 
  and face. While it will not sustain life indefinite y, it is usually 
  enough to allow survivors to wait for rescue. The suit grants 
  the wearer a +20 bonus to any Toughness Tests against the 
  effects of extreme environments. 
  synsKin
  Synskin is a bio-reactive bodyglove with an inert non-
  reflecti e surface that moulds itself to the wearer’s form. 
  Synskin adds 2 Armour Points to all locations (these Armour 
  Points do not stack with other worn armour) and the wearer 
  gains a +10 bonus to Concealment and Silent Move Tests. In 
  addition, synskin renders the wearer invisible to the effects 
  of Preysense goggles and Dark Sight. Synskin does not stack 
  with other armour. If worn under other armour, the wearer 
  does not benefit from the bonus to Concealment and Silent 
  Move Tests, but is still rendered invisible to infa-red goggles 
  and Dark Sight unless he is wearing power armour.
  void suit
  These sealed suits are intended to preserve the wearer in 
  the most hostile environments. A void suit incorporates a 
  rebreather and allows the wearer to survive in vacuum. Many 
  incorporate simple void-kits that include tether lines, void-
  steel clamps, and similar small pieces of useful equipment. 
  However, poor void suits may not adequately shield the 
  wearer from the energies of the void over long periods of 
  exposure, leading to sickness or death.
  void suit (selenite-pAttern)
  A truly ancient design and a relic of the sacred STC, the 
  Selenite-pattern is perhaps the most common heavy void suit 
  used in the Imperium. Intended for use by voidwalkers, belt 
  miners, and the like, the suit’s insulated ceramic-fibre weave 
  provides much better protection than a simple sealed suit from 
  the hazards of space such as temperature extremes, radiation, 
  and micro-fragment impact. Widely fabricated and hugely 
  durable, some Selenite suits are treasured relics of the void born 
  families and star vessels, and may have served many generations 
  in a particular ship’s crew.
  The Selenite can sustain life in hard vacuum for up to ten 
  hours before the dual re-breather cells of its life support system 
  must be replaced (which may even be done without removing 
  the suit). A fully functioning suit in good order also contains an 
  internal vox-link, a seal patching kit, a compact grapnel/clasp 
  plus ten metres of line, and a photo-visor. The suit’s reinforced 
  structure provides 3 Armour Points to the Body, Arms and 
  Legs and 4 Armour Points from the helmet to the Head. The 
  suit however is quite bulky and imposes a –10 penalty on all 
  Agility Tests whilst worn. Selenite suits appear in several local 
  variants and are subject to the rules for Armour Quality.
  Selenite suits common to Port Wander and Footfall are fitted 
  with impellor units, allowing the wearer to propel himself 
  through open space in zero or reduced gravity conditions with 
  a Movement of 6 (they are not powerful enough to use in a 
  normal gravity environment, however).
  drugS And 
  conSumAbleS
  AmAseC
  Amasec is a popular alcoholic drink distilled from wine. It can 
  range from lesser brews barely fit for fi ebombs, to well-aged 
  brands suitable for only the finest o  the Emperor’s servants.
  de-tox (druG)
  This drug can negate the effects of most dangerous gases and 
  toxins if administered fast enough. A dose of de-tox immediately 
  ends the ongoing effects, both positive and negative, of any 
  drugs, toxins, or gases affecting the character (unless the effect 
  states that de-tox is not effective against them).
  Using de-tox, however, is both painful and debilitating, 
  causing such unpleasant side effects as vomiting, nose bleeds, 
  and a great voiding of the bowels. Upon taking this drug, a 
  character is Stunned for a number of Rounds equal to 1d10 
  minus his Toughness Bonus. A result of 0 or less means that 
  the character suffers no ill effects.
  frenzon (druG)
  A generic name for a variety of combat drugs most often used 
  within penal legion units. Once administered, the subject 
  becomes fearless and fanatical in combat. A character using 
  frenzon gains the Frenzy talent and also gains immunity to 
  Fear. A single dose of frenzon lasts for 1d10 minutes.
  inJeCtor
  Injectors can take many forms from cheap low-tech disposable 
  syringes up to sophisticated hypo-sprays and even bio-attuned 
  skin patches. An injector can hold a single dose of any drug, 
  which a character may administer as a Full Action.
  
  142
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  lho-stiCKs
  Lho-sticks are common with Imperial Guard troopers and many 
  menial workers. Each rolled paper tube contains a scented, 
  mildly narcotic (and addictive) plant-derived substance, which 
  is then lit and the resulting smoke inhaled through the tube.
  mediKit
  This is vital bit of equipment for any medic. A typical medikit 
  contains various cataplasm patches, contraseptics, and synthetic 
  skin applicators. A character who has a medikit at hand when 
  using the Medicae skill gains a +20 bonus to their Test.
  mediKit (AdvAnCed)
  A practical item for vessels with no properly trained medicae 
  support, these kits can be used by almost anyone. Each contains 
  essential items such as sythetic skin spray, counterseptics, 
  cast spray, toxin wands, and more, all with easy to follow 
  instructions and built-in cogitators for diagnostic advice. 
  This item grants a +20 bonus to Medicae Skill Tests and 
  the user may treat Medicae as a Basic Skill if he lacks 
  training in that Skill.
  hiGh provender
  The nobility of the Imperium dine upon such delicacies as 
  real, unprocessed meat from strange beasts, fruits won from 
  death worlds at the cost of many lives, and exotic grains from 
  private hydroponic gardens. Some intricate delicacies are 
  created solely for the purpose of demonstrating great wealth, 
  but no self-respecting noble would sink so low as to eat and 
  drink the same rations as their servants—or, Emperor forbid, 
  the filth th t serfs and mid-hivers consume.
  obsCurA (druG)
  Prohibited and the subject of widespread 
  crackdowns, obscura remains a widely 
  used narcotic among Imperial subjects. 
  Smugglers can make a good living importing and selling the 
  drug to all classes of civilians and military personnel. Obscura 
  users enter a dream-like state for 1d5 hours (if required 
  to engage in combat consider them under the effects of a 
  hallucinogen grenade). Then for 1d10 hours after the effects 
  wear off, they enter a deep depression, unless another dose 
  of obscura is taken.
  rAtion pACKs
  Most food in the Imperium is packaged, processed, and 
  usually completely unrecognisable as anything edible. The 
  quality of ration packs varies widely, ranging from simple and 
  poor fare such as corpse starch rations or cultured algae to 
  fl voured strips of grox meat and fine nutrislur y.
  reCAf
  Recaf is a popular hot beverage, made from crushed and 
  brewed leaves. The composition can vary from planet to 
  planet, but most blends incorporate some form of stimulant 
  such as caffeine or detoxified pha amoxine compounds.
  sACred unGuents
  Sacred unguents blessed by the Omnissiah are much sought 
  after for their mystical properties when applied to machines. 
  If applied to a weapon (a Full Action) it becomes immune to 
  Jamming (see Chapter IX: Playing the Game, page 249) 
  for a number of shots equal to its clip size. If the weapon 
  is Jammed and the unguent is then applied, it immediately 
  unjams, but there is no further effect.
  slAuGht (druG)
  Also know as “onslaught”, this drug heightens awareness 
  and improves reaction time, literally speeding up the user 
  but causing Fatigue and neural damage with prolonged 
  exCessive druG use
  When the same drug is used too often, especially in 
  a short period of time, there is a chance for it to have 
  no effect. This represents an Explorer’s body building 
  an immunity. If you use more than one dose of a drug 
  within a 24 hour period you must make a Toughness 
  Test for each use after the first, with a cumulative –20 
  penalty. Should you fail, the drug has no effect and 
  further doses do not affect you for a full 24 hours.
  Table 5–14: Drugs and Consumables 
  Name
  Weight
  Availability
  Amasec
  —
  Scarce
  De-tox
  —
  Rare
  Frenzon
  —
  Very Rare
  Injector
  —
  Plentiful
  Lho-sticks
  —
  Common
  Medikit
  2 kg
  Common
  Medikit (Advanced)
  5 kg
  Rare
  High Provender
  —
  Very Rare
  Obscura
  —
  Rare
  Ration Packs
  —
  Ubiquitous
  Recaf
  —
  Abundant
  Sacred Unguents
  —
  Very Rare
  Slaught
  —
  Scarce
  Stimm
  —
  Average
  Thosophist’s Philtre
  —
  Very Rare
  Tranq
  —
  Abundant
  
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  use. Taking a dose increases the user’s Agility Bonus and 
  Perception Bonus by 3 for 2d10 minutes. When the drug 
  runs its course, the user must Test Toughness or take a –20 
  penalty to Agility Tests and Perception Tests for 1d5 hours.
  stimm (druG)
  Stimm is a powerful drug that works to mask pain and 
  drive fighters on when their bodies would otherwise give 
  up. A dose of stimm lasts 3d10 Rounds. During this time a 
  character ignores any negative effects to his Characteristics 
  from Damage or Critical Damage and cannot be Stunned. 
  When the stimm wears off, the character takes a –20 penalty 
  to Strength, Toughness and Agility Tests for one hour.
  theosophist’s philtre
  A heady, thick liquor of Archaos, forbidden by ancient law 
  upon that world. It is said to give a drinker depth and clarity of 
  thought, and though this is likely no more than the mystique 
  that attends any forbidden item, this rare intoxicant is prized as 
  a sign of culture and wealth amongst Calixian sophisticates.
  trAnq
  The term “tranq” covers an array of artificial, alcoholic chem-
  distillates made by the low-hive masses of the Golgenna 
  Reach. The techniques for producing tranq have been carried 
  throughout the Calixis Sector by crew-scum, criminals, and 
  Guardsmen. Drinking tranq numbs the body and mind, a 
  very different feeling to being drunk on rotgut, amasec or 
  other spirits. Though similar in end result, the effects of tranq 
  are unpleasant, depressive, and an acquired taste.
  toolS
  AlmAnAC AstrAe divinitus
  A tech-device of the Divine Astrometricum, a Calixian faction 
  of tech-priests concerned with cataloguing stars, nebulae, 
  and distant events in the voids. Its clicking arrangement of 
  spheres and hololithic projections form a catalogue of sorts, 
  which is of use to those who make their way between stars. 
  It can provide a +10 bonus to Navigation, Pilot, Scholastic 
  Lore (Astromancy), or Trade (Astrographer) Tests where its 
  information is directly relevant to the circumstances.
  Arms Coffer
  A long protective case of many quick-release compartments and 
  sockets for power packs designed to be slung over the back. 
  It is intended to protect the diverse wargear of a 
  professional militant from the environment and pilfering 
  hands. The Arms Coffer has enough room for two Basic 
  weapons or four Pistol weapons (or one Basic weapon and 
  up to two Pistol weapons). In addition, there is enough 
  room for up to four clips of Basic weapon ammunition, or 
  eight clips of Pistol weapon ammunition (or any 
  combination thereof, where one clip of Basic weapon 
  ammunition takes up the space of two clips of Pistol 
  weapon ammunition).
  Auspex/sCAnner
  These devices are used to detect energy emissions, 
  motion, and biological life signs. A character using an 
  auspex gains a +20 bonus to Awareness Tests and may 
  make a Tech-Use Test to spot things not normally 
  detectable to human senses alone, such as invisible gases, 
  nearby bio-signs, or ambient radiation. The standard range 
  for an auspex is 50m, though walls more than 50cm thick 
  and certain shielding materials can block the scanner.
  Auto quill
  These scribing devices of arcane appearance allow the user to 
  copy text at an impressive rate with great accuracy. A character 
  with the Trade (Rememberancer) skill can use an auto quill to 
  gain a +10 to their Skill Tests.
  Table 5–15: Tools 
  Name
  kg
  Availability
  Almanac Astrae Divinitus
  4
  Extremely Rare
  Arms Coffer
  6
  Average
  Auspex/Scanner
  0.5
  Scarce
  Auto-quill
  —
  Scarce
  Calculance Array
  120
  Scarce
  Combi-tool
  1
  Rare
  Data-loom (Hadd-pattern)
  13
  Very Rare
  Data-slate
  0.5
  Common
  Demolition Charge
  1
  Scarce
  Diagnostor
  4
  Very Rare
  Glow-globe/Lamp Pack
  0.5
  Abundant
  Grapnel
  2
  Average
  Grapplehawk
  —
  Very Rare
  Grav Chute
  15
  Rare
  Jump Pack
  25
  Rare
  Lord-Captain’s Baton
  1
  Very Rare
  Magboots
  2
  Rare
  Magnoculars
  0.5
  Average
  Manacles
  1
  Plentiful
  Mefonte’s Orthodoxy
  2
  Scarce
  Melta-bomb
  12
  Very Rare
  Micro-bead
  —
  Average
  Multikey
  —
  Scarce
  Multicompass
  4
  Near Unique
  Navis Prima
  1
  Very Rare
  Pict Recorder
  1
  Common
  Psy-focus
  —
  Rare
  Remuneration Engine
  7
  Very Rare
  Shipboard Emergency Kit
  6
  Common
  Screamer
  1.5
  Average
  Servitor (Labor, Simple Monotask)
  —
  Scarce
  Servitor (Combat)
  —
  Rare
  Servitor (Complex Multitask)
  —
  Rare
  Servo-Skull
  —
  Scarce
  Stummer
  2
  Average
  Venom Ring
  —
  Very Rare
  Vox Caster
  —
  Scarce
  
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  CAlCulAnCe ArrAy
  Grand mercantile initiatives are attended by a swarm of scribes 
  and ledgers, and the greatest can only thrive when supported 
  by machines such as the calculance array. It is a noisy, man-sized 
  stack of chugging, promethium-fueled rod-cogitators, often 
  mounted upon a tracked platform. Its machine spirit accepts 
  reams of figures, and other data, ordering them and spitting 
  forth parchment summations and predictions upon command. 
  It provides a +10 bonus to all Commerce Skill Tests.
  Combi-tool
  Commonly found in the hands of member of the Adeptus 
  Mechanicus, combi-tools are versatile, if somewhat bizarre, 
  mechanical devices. A character using a combi-tool gains a 
  +10 bonus to Tech-Use Tests.
  dAtA-slAte
  Data-slates are commonplace in the Imperium, the primary 
  means of storing and reading printed text and other media such 
  as video or audio recordings. They are so cheap and easy to 
  make that many contain a single media recording, such as text, 
  and can only play that single file. Others can re-record new 
  information, or transmit and receive data from other devices.
  demolition ChArGe
  A demolition charge is a simple explosive device, commonly 
  used for blowing open doors, breaching bulkheads, and 
  destroying infrastructure. The listed weight for a demolition 
  charge represents 1 kg of explosives, though it is possible 
  to rig charges together—thus increasing their destructive 
  potential. When a demolition charge explodes, anyone (or 
  anything) caught within its blast radius takes 3d10 Explosive 
  Damage plus an additional 2 points of Damage for every 
  kilogram used. The blast radius of the charge is 5 metres for 
  each kilogram used. For setting and defusing explosives see 
  the Demolition Skill in Chapter III: Skills, page 80.
  diAGnostor
  The diagnostor is a sophisticated 
  medical device used among high 
  ranking planetary officials and other 
  powerful individuals. It can detect and 
  diagnose almost every ailment known to the Imperium, and 
  can be incorporated into medical kits, servo-skulls, and other 
  dedicated servitors. Rogue Traders who are often away from 
  proper medical assistance feel that such devices are essential 
  on their voyages. 
  A Diagnostor provides +20 to Medicae or Perception 
  Tests to determine an ailment. Any success indicates the 
  proper medical countermeasures.
  GloW-Globe/lAmp pACK
  A common source of light at night or in darkened areas, these 
  handy devices can illuminate an area a dozen or more metres 
  in diameter. A typical glow-globe or lamp pack lasts 1d5 hours 
  before it needs to be recharged or have its power cell replaced.
  GrApnel
  A small launcher or gun that fi es a hooked or magnetic 
  grapnel, connected to the launcher with a thin but strong 
  100m wire. Once the grapnel attaches to the desired spot, 
  such as a rooftop, the user can manually climb the line or 
  activate a powered winch. In a pinch they can also be used 
  as a crude—and messy—projectile weapon, counting as a 
  single-shot crossbow.
  GrApplehAWK
  Aerial machines fashioned in the shape of avian predators, 
  Grapplehawks are an unusual form of cyber-familiar used by 
  some Adeptus Arbites squads and wealthy bounty-hunters (see 
  page 375 for details). Once launched into the air a Grapplehawk 
  glides in search of its target before swooping to strike with 
  metallic claws and stunning electrical discharges. Potent 
  internal suspensors provide enough lift for a Grapplehawk to 
  carry a man’s weight through the air for short distances. 
  GrAv Chute
  A smaller version of a jump pack, these rely on suspensor fields
  to counter gravity to slow descent. Two small jets on either 
  side above the shoulders offer extra braking as well. Unlike a 
  jump pack it is designed to allow the user to land safely from 
  a long fall—such as combat drop from a transport—rather 
  than leap into the air. 
  The grav chute allows for a safe, guided fall from any 
  height. The user can hover in place for up to a minute at 
  a time if so desired. After an hour of use, the power supply 
  must be replaced.
  hAdd-pAttern dAtA-loom
  A limited data-engine and geometric display that has proven 
  useful to those faced with challenging problems of logic or 
  fragmentary information. It gives a +10 bonus to Logic skill 
  Tests, and at the GM’s discretion may reduce the time taken 
  for research or investigations, provided that the investigator 
  has the Tech-Use skill.
  lAthe-pAttern Jump pACK
  Jump packs are large backpacks containing powerful turbofan 
  or rocket engines. A user triggers a jump pack to lift high into 
  the air and then swoop down as part of their assault. Jump 
  packs are also useful in leaping over high obstacles and reaching 
  rooftops in a single bound, but without training most users will 
  seriously injure themselves in crashes. Though bulky, loud, and 
  somewhat dangerous to use they are ideal for the maximum in 
  
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  personal mobility on the ground or even in the void. 
  Jump packs require the operator to have the Pilot (Personal) 
  skill. A standard jump pack allows for a safe, guided fall from 
  any height and, with a thruster boost, make an unlimited series 
  of short jumps (landing at the end of each Round’s movement). 
  Alternatively, the pack can duplicate the Flyer (12) trait for up 
  to a minute at a time. 
  A jump pack’s power supply will last for about an hour of 
  strenuous operation before requiring replacement.
  lord-CAptAin’s bAton
  Many officers of the Imperial Navy 
  carry one of these short rods as an 
  insignia of rank and station. Most are 
  highly engraved and ornamented with 
  the heraldry of their ship and fleet.
  Underlings refer to them dismissively 
  as “Calixian Crutches” or worse, seeing 
  them only as another symbol of their 
  oppression. What most do not know—
  and only find out too late—is that naval 
  batons are often strongly reinforced and 
  can easily shatter bones. Some even 
  contain specialised micro-cogitators or 
  datavaults—for exmaple, the bridge 
  baton of the Rogue Trader ship Aigiarn contains the code-
  prayers for the bridge machine spirits. It is ceremoniously 
  re-inserted into the main helm station as part of each shift 
  change in an elaborate ceremony of phrases and counter-
  phrases. Failure to properly perform this ritual results in the 
  lockdown of all command systems—a means of preventing 
  piracy or mutiny.
  mAGboots
  Heavy and bulky, these oversized boots contain electromagnets 
  that allow the wearer to adhere to metallic surfaces such as 
  exterior hull plating and are often found in void-ship emergency 
  lockers. Magboots reduce Movement and AB by half when 
  used, but otherwise allow normal movement in low- or zero-
  gravity areas provided there is a suitable surface to walk upon.
  mAGnoCulArs
  These are powerful vision aids that magnify distant objects. 
  More advanced, high-quality magnoculars can also do such 
  things as give range read-outs, detect heat sources, calculate 
  target location positioning, and take pict-captures of a view 
  for later analysis.
  mAnACles
  These are solid restraints often used by bounty hunters and 
  enforcers—and can also be found in the hands of more 
  nefarious individuals or used for darker purposes.
  mefonte’s orthodoxy
  A tome or data-slate containing a thrice-blessed collection 
  of catechisms, castigations, and psalms first assembled by 
  Pius Mefonte in the 4th century M41. These are some of the 
  best-known verses of the Calixian Ministorum, and the work 
  itself—ornamented, gilded, and set with flowing pennons of 
  scripture—is a sign that he who owns it is holy and well-
  versed in the God-Emperor’s teachings. It grants a +10 bonus 
  to Charm Tests involving religious oratory or inspiration and 
  an Imperial audience.
  meltA bomb
  Melta bombs are affi ed to their target with mag-adhesives 
  designed to quickly adhere to metallic surfaces. They 
  detonate with a powerful shaped charge of intense heat akin 
  to a melta-gun beam, and are ideal for destroying bulkheads, 
  vehicle hulls, and other heavily armoured targets. Melta 
  bombs are typically unwieldy and not designed to be thrown, 
  only placed in contact with their target material to ensure 
  the charge explodes to maximum effect. When a melta bomb 
  explodes it deals 6d10 E Damage to anything within two 
  metres with a Penetration of 12. Anything surviving must 
  take an Agility Test or catch on fi e.
  miCro-beAd
  A micro-bead or comm-bead is a short-range 
  communication device worn in the ear, good for 
  communication out to about one kilometre. Bad weather, 
  dense terrain, and intervening rock or plasteel can greatly 
  reduce this range, however.
  multiKey
  As it can open most standard Imperial locks, the multikey is 
  not a standard item for most honest Imperial citizens. For the 
  same reason though, they are widely sought after by criminals 
  and other disreputable elements. A character with a multikey 
  gains a +30 bonus to any Security Test when trying to 
  open locks.
  
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  multiCompAss
  When exploring new worlds, a device of 
  this ancient tech-pattern is indispensable—
  but few have the means or influence 
  to acquire one. After a few seconds of 
  analysing planetary data, a multicompass 
  can display directions, show topographical 
  maps, point out compass bearings, indicate altitude, and much 
  more. Even the Mechanicus Calixis do not fully understand all 
  the capabilities of such a rare and hallowed device. Possessing a 
  multicompass adds a +10 bonus to all Survival and Navigation 
  (Land) Tests.
  nAvis primA
  These are perhaps some of the most valuable items an Explorer 
  can possess, as they outline safe routes through the warp, or at 
  least as safe as warp travel can get. Some cover jump locations 
  and travel times known to many, but others can reveal translation 
  timetable plots known only to a few who guard their secrets with 
  their lives. Even rarer are those maps presumed lost, describing 
  jump passages thought forgotten or only known as hearsay or 
  legend. These are all items that can spur decades-long quests, 
  either establishing new fortunes and houses or wrecking them 
  utterly. These items are exceptionally rare and can be the goals 
  of lifelong pursuits to chase down even the faintest rumour 
  of such a map. Common-Craftsmanship examples of this 
  item grant no bonus, but Good-Craftsmanship primas grant 
  a +10 to Navigation (either Stellar or Warp) Tests. Best-
  Craftsmanship primas increase this bonus to +20.
  piCt reCorder
  Pict recorders (or simply picters) are relatively simple live-
  media recording devices, and some have holographic 
  capabilities. Most also allow for playback as well as recording, 
  and some are even built into dedicated pict-servitors so they 
  can capture important archaeological quests, weapons tests, 
  alien interrogations, and other dangerous events.
  psy-foCus
  Pyskers often use devices to help them focus their powers. A 
  psy-focus could be a sacred bone, carved wytch stave, blessed 
  icon, or a chain of crystals. When a Psyker with a Psy-focus 
  makes an Invocation Skill Test (see Chapter III: Skills, page 
  83) he gains a +10 bonus.
  remunerAtion enGine
  A tool and symbol of status for wealthy factors and 
  brokers, the optics and prongs of this heavy device rapidly 
  stack, count, and assay the worth of diverse currencies. 
  Any attempt to cheat by Sleight of Hand or similar 
  method of distraction suffers a -30 penalty where a 
  Remuneration Engine is used. Its temperamental 
  machine spirit requires the constant attention 
  of tech-adepts, however.
  sCreAmer
  Screamers are proximity alarms that detect motion or sound—
  depending on the model—and alert their users to incoming 
  dangers by making a horrendous noise. To use a screamer, 
  you must succeed on a Tech-Use Test. The GM rolls this test 
  in secret so you are not sure of whether or not the device will 
  work properly. Once set, a screamer has a Perception of 75 
  for the purposes of detecting sounds or motions. If it detects 
  an intruder, it sounds its alarm, which can be heard anywhere 
  out to one kilometre. Doors, walls and other barriers may 
  reduce the alarm’s range.
  shipboArd emerGenCy Kit
  Even the most secure and reliable ship possesses emergency 
  kits on most decks—though often decks can measure in the 
  kilometres. Some work crews will also carry smaller versions 
  in case of hull beaches or bulkhead failure. A standard kit 
  weighs roughly 20kg and can include: 
  Glowstick: Good for 1d5 hours of steady illumination. 
  Universal Power Cell: Using either integral plugs or 
  adaptor leads, it can power a glowstick or emergency vox for 
  1d5 hours or a laspistol for 5 shots. 
  Ration pack and water canister: Contains enough 
  to provide sustenance for roughly 1 day, because if rescue 
  doesn’t come by then it probably won’t come at all. 
  Emergency Vox: Usually pre-tuned to the ship’s vox, but 
  advanced models are more versatile, and may also be capable 
  of issuing automatic distress cants such as the standard 
  “Voidfarer’s Prayer for Aid.”
  Air bottle & mask: Contains roughly 30 minutes of air, 
  usually enough to get through toxic passageways.
  Anti-radiation tablets: Essential when exposed to plasma 
  drive leaks or the raw energies of the void. 
  Hull sealant spray-gel: This foul-smelling gel can be 
  sprayed onto vents and bulkheads to seal against the void. 
  Each tube can cover 20 or so small (10 sq cm) punctures. 
  servitor
  A servitor is an automaton whose controlling components are 
  organic and mostly human in origin. Some are grown in vats, 
  while others are formed from the aged bodies of honoured 
  tech-priests or despised criminals whose punishment is to 
  serve the Imperium in this fashion. The process of creating a 
  servitor purges higher brain functions and psychic pattern of 
  the subject, rendering him a blank slate for reprogramming. 
  The most common forms of servitor are mindless labour 
  drones, dedicated to a small selection of simple tasks, and 
  fitted with devices necessary to this toil. Some are not even 
  mobile, being built into the machinery they control. Examples 
  familiar to voidfarers include bridge servitors, pilot servitors, 
  and the hulking monotask servitors that transport cargo pallets 
  in Imperial docking transepts. More complex or specialised 
  servitors are less common, and have correspondingly more 
  rare Availabilities—where the Mechanicus Calixis agree to 
  provide them at all (see Page 374 for details).
  
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  servo-sKull
  A human skull—often that of a 
  favoured servant or lowly tech-
  adept—that has been fitted 
  with a rudimentary machine-
  spirit, support systems, and 
  a suspensor device to allow 
  it to float through the air. 
  These limited constructs are devoted to a particular task and 
  have the basic equipment to carry out their purpose. Their 
  small size and manoeuvrability allows them to enter otherwise 
  inaccessible spaces and act as eyes and ears for their masters. 
  The servo-skull is synonymous with the Adeptus Mechanicus, 
  whom these creations serve faithfully. Servo-skulls can also be 
  found as cyber-familiars, weapon-bearing guardians, librarium 
  functionaries, medical assistants, lumen-bearers, proclaimers, 
  and scroll-carriers in the greater Imperium. Servo-skull 
  equipment is usually one pair of simple manipulator pincers, a 
  weapon, pict-capture device, surgical implements, stab-light, or 
  loudhailer, but many other functions and servo-skull patterns 
  exist (see page 375 for details).
  stummer
  The reverse of a screamer, stummers generate sound waves 
  to cancel out ambient sounds and noises made by moving 
  personnel in a small area. A character carrying an active 
  stummer gains a +30 bonus to Silent Move Tests. A stummer 
  typically has enough power for 20 minutes of continuous use 
  before needing to be recharged—a process that takes about 
  one hour.
  venom rinG
  A tool of assassins and dangerous nobility, the ring contains 
  a small reservoir compartment that discretely opens with the 
  right muscle movements of the fin er bearing it. It gives a –20 
  penalty to any Test required to notice that the ring-wearer is 
  introducing a substance into food or drink.
  vox-CAster
  A vox-caster is a simple communication 
  device that can be used to send signals 
  over great distances, up to and including 
  ships in orbit from a planet’s surface. 
  Using a vox to receive or transmit signals 
  through interference or other unusual 
  conditions requires a successful Ordinary 
  (+10) Tech-Use Test.
  Cybernetics
  “As the Omnissiah ascended from His life to watch over all upon the 
  Golden Throne, so should we move from corruptible flesh to holy 
  metal.”
  –Tech-adept Cadius Daxil
  Bionic implants and cybernetic augmentation are a fact of 
  life in the Imperium. They are blessings of the Machine God, 
  enabling damaged or diseased parts of the body to be replaced, 
  improving on the abilities and powers of the human body and, in 
  certain cases, extending life. There is a price to be paid for such 
  improvements, however, and that cost is measured not simply in 
  flesh but, it can be argued, in humanity and even sanity.
  While it is expected for all members of the Adeptus 
  Mechanicus to replace their impure flesh with holy technology, 
  for most others a bionic replacement or upgrade is more often 
  a necessity due to injury or occupation. Most Explorers view 
  this as an opportunity as well, however, as some mechanical 
  substitutes are far superior to the natural limb or organ they 
  replace. While few bionics are as advanced as those granted 
  to the Priesthood of Mars, more common forms rarely require 
  the extensive body modifications espoused by adepts of the 
  Machine Cult.
  Due to superstition and the uneven level of technology 
  across the Imperium, the sophistication and use of bionics 
  varies widely, as does the reaction to those who display 
  augmentations. Each different kind of cybernetic grants the user 
  different benefits (and sometimes penalties) depending on its 
  Craftsmanship (see Craftsmanship, page 112). The exception to 
  this is Best Craftsmanship cybernetics that provide no additional 
  benefits beyond those of Good Craftsmanship, but are far more 
  impressive in the construction and design. The availability listed 
  below represents Common cybernetics. All mechadendrite 
  cybernetics are considered to be of Good Craftsmanship unless 
  otherwise noted.
  bionic rePlAcement 
  limbS And body PArtS
  Bionic replacement limbs are assumed to operate at the same 
  level of strength and dexterity as the body they are attached 
  to—rather than risk ripping themselves out of their host 
  through overpressure—though their robust construction does 
  add 2 to the owner’s Toughness Bonus against hits scored 
  to the particular location. Damage taken to these locations 
  counts towards Damage to the character, and Critical Damage 
  dealt to these locations functions as normal. Any result that 
  causes bleeding or some other inappropriate result renders 
  the bionic limb useless. Critical Damage to a limb that results 
  in death has the full effect as it can be assumed that the 
  limb explodes into shrapnel, incinerates, or discharges 
  stored energy through its owner with lethal effect.
  Replacement and additional limbs—such as 
  mechadendrites—can only be used to perform 
  tasks that the owner already knows how to 
  
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  do. So for example, a character with a medicae mechadendrite 
  must have the Medicae skill in order to take advantage of the 
  extra abilities the limb grants.
  Note that bonuses and penalties relate only to Tests made 
  using the bionic limb, and characters who possess two bionic 
  limbs do not gain double the bonus, but rather they may apply 
  the bonus regardless of which bionic limb they are using.
  bioniC Arm
  Common versions of these systems mirror the function of the 
  human arm and hand exactly, retaining strength, dexterity, 
  and sense of touch.
  Poor versions halve the owner’s Agility score where matters 
  of fine dexterity are involved and Weapon Skill and Ballistic 
  Skill Tests suffer a –10 penalty when using the limb.
  Good bionic arms provide a +10 bonus on Agility Tests 
  requiring delicate manipulation (such as Sleight of Hand) and 
  add a +10 bonus to Strength Tests using the arm.
  bioniC loComotion  
  (leGs, hips, pelvis, etC.)
  Common locomotion bionics must be fully integrated into 
  the spine and nervous system to function properly; basic 
  models accomplish this without any loss of function over the 
  human norm.
  Poor versions halve the character’s Movement Rates—round 
  up—and such characters that attempt to run must succeed on 
  an Agility Test or fall at the end of their movement.
  Good versions of these systems grant the owner the Sprint 
  talent. In addition they add a +20 bonus to Tests made to 
  jump or leap.
  bioniC respirAtory system
  Common bionic lungs and implanted respiratory systems 
  mimic the action of human lungs and keep the body supplied 
  with oxygen. Such characters gain a +20 bonus to Toughness 
  Tests made to resist airborne toxins and gas weapons.
  Poor bionic lungs offer the same benefits as the Common 
  system. However, they are raucously loud affairs and characters 
  suffer a –20 penalty to all Silent Move checks. A generally poor 
  oxygen supply to the body means all tests involving strenuous 
  physical activity are increased by one level of Difficulty.
  Good bionic lungs count as a full life support system—
  thus if for any reason the user’s own respiratory system fails, 
  his bionic lungs will keep his blood oxygenated—and their 
  presence may be unnoticeable if designed to be so.
  imPlAnt SyStemS
  What follows are some of the more widely used bionic and 
  cybernetic implants desired to improve or salvage the human 
  body. Implants usually serve to grant a human some ability 
  he did not already possess, or integrate external devices into 
  his body. 
  Note: Mechadendrites are cybernetic limbs that are usually 
  mounted on the back or shoulder. The maximum number of 
  Mechadendrites a character may have mounted upon his body 
  is equal to his Toughness bonus.
  AuGer ArrAys
  These implanted devices duplicate the effects of sensor 
  systems that go beyond normal human senses. In all cases 
  their use requires concentration and a Half Action.
  Common systems function identically to a standard hand-
  held auspex device (see page 143).
  Poor systems possess only a single detection ability (either 
  heat, radiation, or electromagnetics) and have the limited 
  range of 20 metres.
  Good systems function as a full auspex but also allow re-
  rolls on all Perception based Tests when using its functions.
  AuGmented senses
  This catch-all category can include additional aural and scent 
  receptors, atmospheric pressure detectors, sonar imaging 
  systems, and more depending on the type of implant desired. 
  These can work in concert with existing bionics or even 
  natural senses. This implant grants the Heightened Senses 
  Talent for any one sense (sight, smell, etc.).
  bAleful eye
  A legendary archeotech bionic eye pattern that incorporates 
  a tiny las weapon, sacrificing some of the normal abilities of 
  a cybernetic vision implant in order to include this device. 
  Each baleful eye has been passed from recipient to recipient 
  across centuries or millennia, reclaimed by the Machine Cult 
  whenever its present owner dies. As might be imagined, 
  it is very intimidating when used as a part of negotiations 
  with primitive societies. A character with this implant has 
  a weapon equal to a hellpistol in his eye with a range of 
  10m. The baleful eye can be fired even if the character’s 
  hands are full, and the baleful eye may be used as a pistol 
  in melee. The baleful eye of Sebastian Winterscale is said to 
  have contained a much more potent weapon, but it has been 
  lost for centuries.
  bAllistiC meChAdendrite
  This solid, shoulder-mounted mechadendrite is designed for 
  self-defence. This two metre limb is mounted with a sleek 
  laspistol of Adeptus Mechanicus design. This weapon counts 
  as a laspistol with the Compact upgrade. The owner may use 
  this mechadendrite as his Reaction for the Round or as a Half 
  Action Attack on his own turn, but it can only be fi ed once 
  
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  per Round. The fi er uses his full Ballistic Skill for the attack. 
  Note that this weapon has no optical targeting facilities built 
  in. You must have the appropriate Mechadendrite Use talent 
  to operate this implant.
  bioniC heArt
  The paranoid (or prepared) are ever willing to replace crude 
  flesh with more durable, armoured materials—the light armour 
  shielding of a bionic heart provides a last line of defence. Superior 
  models can be triggered to pump more rapidly to increase physical 
  capacity, though this risks stroke or other catastrophe as the rest of 
  the circulatory system is put under pressure. A character with this 
  implant gains +1 armour to the body location—this bonus stacks 
  with any armour worn—and gains the Sprint Talent.
  CAlCulus loGi upGrAde
  Internal cogitator implants which aid in data retention and 
  processing. The user can rapidly sift through stacked data-slates 
  and parchments, applying intuition to vast reams of data far 
  beyond the capabilities of a normal man. This implant grants the 
  user a +10 bonus to any Literacy, Logic, or Scholastic Lore Tests.
  Cortex implAnts
  These systems may be used to repair a severely damaged brain or 
  augment its abilities.
  Common cortex implants are used to restore paralysed and 
  brain-damaged individuals to some semblance of normality. The 
  best that can be managed by these systems is a permanent loss 
  of 1d10 points from the character’s Weapon Skill, Ballistic Skill, 
  Agility, Intelligence and Fellowship. In addition, such characters 
  gain 1d10 Insanity Points.
  Poor cortex implants restore brain function but destroy the 
  personality and memories of the subject, effectively making them 
  a servitor, and are therefore unsuitable for player characters.
  Good cortex implants are unusual even among the Mechanicus, 
  and their creation is an almost lost art. They grant the trait 
  Unnatural Intelligence (×2) (see page 368) and in addition perform 
  all the functions of a cogitator system. However, characters with 
  this implant gain 1d10 Insanity Points.
  CrAniAl Armour
  This augmentation covers or replaces most of the skull with 
  layers of plasteel and gel padding to better prevent concussion 
  and other brain injuries. This implant adds +1 Armour—this 
  bonus stacks with any worn Armour—to the Head location.
  CybernetiC senses
  Sight, hearing, touch, and taste can be duplicated artificial y, 
  and more esoteric senses may be added.
  Common systems, while usually very obviously 
  artificial and often oversized, manage to more or less 
  duplicate the approximate human range of senses 
  adequately and have no further game effects.
  Poor cybernetic senses are problem-
  
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  ridden imitations of the real thing (hearing may be troubled 
  by static, vision rendered in low-resolution monochrome, and 
  so on). A character with this system suffers a –20 penalty to 
  Tests made involving the cybernetic sense.
  Good cybernetic senses grant the Heightened Senses talent 
  for that particular sense, and a +20 bonus to Tests made to 
  resist attacks on the sense itself—such as deafening noises or 
  blinding flashe . Basic and advanced cybernetic eyes may also 
  incorporate magnifying lenses (counting as a telescopic sight, 
  see page 134 for more details), a full photo-visor, and/or a 
  system allowing the Dark Sight trait (see page 364). Likewise, 
  basic or advanced cybernetic hearing may also include an 
  internal micro-bead system. 
  loCAtor mAtrix 
  Micro-cogitators implanted at the base of the skull allow 
  the user to be aware of the direction of true magnetic north, 
  present location to within a few metres, relative velocity, 
  altitude, time of day, and other valuable information. The user 
  must still have access to maps and other planetary in order to 
  benefit from this information, however—knowing you are at 
  a specific location on a planetary surface has little meaning if 
  you have no idea what is over the next rise, or what direction 
  you must travel to reach a given destination.
  mAnipulAtor meChAdendrite
  This powerful shoulder-mounted mechadendrite is designed 
  for heavy lifting and manipulation of industrial machinery. 
  Built of ceramite and steel, it may extend to a length of 1.5m. 
  When using the arm, the character gains a +20 bonus to 
  Strength Tests. This limb is tipped with two sets of gripping 
  and crushing pincers. These may be locked around a suitable 
  anchor point as a Free Action to safely tether the tech-priest 
  to lifting gear, high gantries, and so on. Finally, a character 
  may use the manipulator as a club. It counts as a Primitive 
  weapon that deals 1d5+2 Impact Damage.
  The manipulator may not be used for any task requiring fine
  manipulation such typing on a key pad or handling delicate 
  objects. A character must have the appropriate Mechadendrite 
  Use talent to operate this implant.
  mediCAe meChAdendrite
  This two-meter long, flexi le limb is designed to provide 
  medical and surgical assistance in the field. It grants a +10 
  bonus to Medicae Tests. The mechadendrite houses six injector 
  pistons, each of which may be filled with one dose of a drug. 
  These must be supplied separately. In addition to providing 
  first aid, the mechadendrite’s flesh staplers may be used to 
  staunch Blood Loss as a Half Action. A small chainscalpel 
  attachment reduces the difficulty of limb amputation to 
  Challenging (+0). This blade may be used as an improvised 
  weapon, and on a hit it deals 1d5 Rending Damage. Finally, 
  the medicae mechadendrite may be used to gain a +10 bonus 
  to Interrogation Tests. This mechadendrite may be shoulder 
  or sternum-mounted. A character must have the appropriate 
  Mechadendrite Use talent to operate this implant.
  memorAnCe implAnt
  A neurally linked datavault and pict-capture array, often 
  incorporating augmetic replacement of one or both eyes, that 
  records information of people or scenes viewed. It can then 
  later replay that information, or overlay the present view with 
  additional data on people and objects viewed. It is a tool of 
  chroniclers, remembrancers, and masters of ceremonies—as 
  well as factors or nobles who like to see the secrets of their 
  rivals overlaid upon their view of the negotiating table. It 
  can provide a +10 bonus to Trade (Remembrancer) Tests, or 
  other Tests in social situations where the recorded information 
  provides leverage or value. The implant also grants the user 
  the Total Recall Talent if he does not already possess it.
  mind impulse unit (miu)
  These devices, also known as sense-links, allow the owner to 
  directly interface with a machine or technological device. MIUs see 
  widespread use among the Adeptus Mechanicus who regard them 
  as objects of divine communion. A basic MIU implant involves 
  a single spinal or cortex connector, while advanced variants 
  include wrist connector probes—and possibly mechadendrite 
  connectors—in addition to the spinal plug.
  Common models impose no modifiers to machine spirit 
  communication and add a +10 bonus to Tech-Use, Pilot, or Drive 
  Tests used in conjunction with devices capable of MIU linking.
  Poor MIU systems require a successful Willpower Test to use 
  and impose a –10 penalty to interact with machine spirits.
  Good models grant a +10 bonus to communicate with machine 
  spirits, and for Tech-Use, Pilot, Drive, Logic, Inquiry, and Ballistic 
  
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  Skill Tests when interfaced with MIU systems. In addition, an 
  MIU gives the user the ability to experience the senses of any 
  familiars he controls (such as a servo-skull or grapplehawk, see 
  page 375) as if he were present.
  miu WeApon interfACe
  Unlike the more advanced version normally only granted to 
  priests of the Adeptus Mechanicus, this version is more simplified, 
  allowing the user to remotely operate a single weapon which is 
  normally attached to the shoulder. While not as elaborate, it is 
  easier to use and a favourite of many militant professions. 
  This system allows user to fire an additional ranged weapon 
  as a Free Action—using his full Ballistic Skill—no matter what 
  other actions he may be taking at the time. This additional weapon 
  must be connected to the user via the MIU weapon interface, and 
  are often equipped as a shoulder-mount.
  optiCAl meChAdendrite
  This highly flexible mechadendrite set with pict-capture and 
  sensor devices is designed to assist in inspection and detection. 
  This mechadendrite extends to a length of three metres, and 
  can reduce its width to pencil thickness. It grants a +10 bonus 
  to all Perception-based Tests. The pict-devices mounted on the 
  mechadendrite allow the user to examine surfaces at a microscopic 
  level and may be used as a telescopic sight. The mechadendrite 
  is also mounted with an infra-red torch and sensors. A character 
  using the mechadendrite suffers no penalties due to darkness and 
  gains a +20 bonus to vision-based Perception Tests at night. 
  Finally, the mechadendrite is fitted with a light that may be tinted 
  a variety of different colours, depending on the controller’s whim. 
  This mechadendrite may be shoulder or sternum-mounted. A 
  character must have the appropriate Mechadendrite Use talent to 
  operate this implant.
  respirAtory filter implAnt
  These are implanted inside the lungs and can sift out most 
  toxic gases. Inhaled particulate matter is also filte ed, making 
  breathing easier in heavily polluted atmospheres. This 
  implant allows the user to ignore any inhaled toxic gases or 
  atmospheric contaminants. 
  sCribe-tines
  The hand and lower forearm are replaced with specialised and 
  sensitive tools ideal for page turning, autoscribing, data-slate 
  manipulation, and other invaluable abilities for a sage. While 
  somewhat disquieting in appearance, they are viewed with 
  favour by hive-world scholars and lexmechanics. This implant 
  gives the user a +10 bonus to all Investigation Skill Tests.
  subsKin Armour
  Thin carapace plating is inserted under the skin in various locations, 
  giving the user added protection against damage. While not as 
  impressive as most augmentations, and sometimes uncomfortable, 
  subskin armour is very reliable. This implant adds +2 Armour to 
  the Arms, Body, and Legs locations. The armour bonus is added 
  to any other armour for those locations.
  synthetiC musCle GrAfts
  Vat-grown muscle tissue, hyperdense and augmented with 
  flak eave, is implanted into existing muscle groups to 
  increased their strength. Users gain a +1 to their Strength 
  Bonus for a normal implantation. Best-Craftsmanship grafts 
  will grant the Unnatural Strength (x2) Trait but also impose a 
  –10 penalty to any Agility Tests due to the misshapen nature 
  of the body. 
  utility meChAdendrite
  This two-meter long limb houses a variety of tools and 
  attachments designed to assist a tech-priest in the course 
  of his holy duties. The mechadendrite counts as a combi-
  tool, granting a +10 bonus to all Tech-Use Tests. The limb 
  also houses six injector pistons, each of which may be filled
  with one dose of sacred unguent. These must be supplied 
  separately. In addition to this, the limb contains an 
  electrically powered censer, which can gust incense 
  fumes over particularly troublesome faults. The 
  censer generates one “blast” of smoke every 
  fifteen minutes. This may be employed in 
  
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  melee combat to distract and choke, imposing a –5 penalty 
  to Weapon Skill Tests made by all living creatures within 
  a two metre radius for one Round. This is a Half Action. 
  Unless the censer is deactivated, all Perception Tests made 
  to detect the Tech-Priest that rely on a sense of smell gain 
  a +10 bonus. Finally, the mechadendrite contains a cutting 
  blade. This counts as a knife with the Defensive quality 
  and Mono upgrade. A character must have the appropriate 
  Mechadendrite Use talent to operate this implant.
  voidsKin
  Subdermal skin tissue is treated with flak eave and chemical 
  toughening agents, such that the wearer can tolerate a longer 
  term of void exposure before ill effects occur. Chemplant 
  agents also minimize the damage suffered due to the raw 
  energies of the void. Voidskin allows the user to resist damage 
  due to void exposure for an additional d10+3 rounds past the 
  normal duration.
  volitor implAnt
  The subject has cranial surgery to work in neural receptors 
  and artificial nerve routing, and can be compelled 
  not to reveal a certain item of information, remain 
  within a set area, or perform a specific task. If the 
  subject attempts—or is forced—to counter 
  this compulsion, his brain shuts down 
  into unconsciousness—or even death for some severe volitor 
  patterns. Many bodyguards receive this implantation in the 
  course of their employment. 
  vox implAnt
  This implant is a built in micro-bead, often hardwired to a 
  ship’s vox frequencies. 
  AttAChinG bioniCs And implAnts
  Implants and bionics are only available if the character 
  has access to both the resources and skilled labour to 
  have them installed; commonly this is only available 
  in substantial medicae facilities and worlds with a very 
  high technological base.
  If a character can find a doctor willing to install 
  a bionic or implant then the process takes no less 
  than 2d10 days, minus one day for each point of his 
  Toughness Bonus—to a minimum of one day. How 
  difficult it is to attach a bionic or implant is up to the 
  GM. He may decide that given enough time, and in 
  an advanced enough facility, it is automatic, or he 
  may call on the doctor to make a series of Medicae or 
  even Tech-Use Tests that could lead to such things as 
  permanent crippling or Blood Loss (see Chapter IX: 
  Playing the Game, page 260).
  Table 5–16: Cybernetics 
  Name
  Availability
  Augur Array
  Rare
  Augmented Senses
  Rare
  Baleful Eye
  Near Unique
  Ballistic Mechadendrite
  Very Rare†
  Bionic Limb
  Scarce
  Bionic Locomotion
  Scarce
  Bionic Respiratory System
  Rare
  Bionic Heart
  Rare
  Calculus Logi Upgrade
  Very Rare
  Cortex Implants
  Very Rare
  Cranial Armour
  Scarce
  Cybernetic Senses
  Rare
  Locator Matrix
  Rare
  Manipulator Mechadendrite
  Very Rare†
  Medicae Mechadendrite
  Very Rare†
  Memorance Implant
  Rare
  Mind Impulse Unit
  Rare
  MIU Weapon Interface
  Rare
  Optical Mechadendrite
  Very Rare†
  Respiratory Filter Implant
  Rare
  Scribe-tines
  Scarce
  Subskin Armour
  Very Rare
  Synthetic Muscle Grafts
  Rare
  Utility Mechadendrite
  Very Rare†
  Voidskin
  Scarce
  Volitor Implant
  Rare
  Vox Implant
  Scarce
  † Some cybernetic systems are only provided to tech-tdepts of the 
  Adeptus Mechanicus—though it is possible that skilled hereteks might 
  risk the Machine Cult’s wrath by implanting crude versions of these 
  systems in anyone willing to pay their price.
  bioniCs And CrAftsmAnship
  The Craftsmanship of individual bionic parts should 
  have an impact on roleplaying as well as the in-game 
  mechanics. For instance, poor-Craftsmanship bionics 
  may be crude, obvious augmetics that creak, grind, 
  squeal, or constantly leak fl ids. On the other hand, 
  good-Craftsmanship bionics may be so unobtrusive 
  that they are mostly invisible to the naked eye. Best-
  Craftsmanship bionics should be gold- and brass-
  inlaid works of art to reflect an advanced and refined 
  design.
  
  153
  VI: Psychic Powers
  VI: Psychic Powers
  Types of psyker
  •
  psychic AbiliTy
  •
  Using psychic 
  TechniqUes
  •
  TelepAThy
  •
  DivinATion
  •
  Telekinesis
  
  154
  VI: Psychic Powers
  VI: Psychic Powers
  Chapter 
  VI: Psychic 
  Powers 
  “Blindness may be the price I pay for the God-Emperor’s sacred 
  touch, but I see more than you can possibly imagine. I see worlds 
  rolling countless and wondrous beyond, I see colours and sights 
  that would burn your mind to ciders by their merest glimpse. I 
  see…Them, lurking in the spaces between realities, their claws ever 
  scratching to get in, ever wanting. No, it is you who are truly blind, 
  ignorant and imperilled as a helpless child in the blackest night with 
  ravening wolves all around. For they are here, right now around us 
  and you cannot see. In the dark, in the light it matters not… for they 
  see you and they hunger.”
  –Astropath Plenipotentiary Aldus Col
  W
  ithin the Imperium of Man, some people are born 
  different. Some fi kle turn of fate or chance twist in 
  the genome has seen them join the growing ranks 
  of psychic individuals within the human race. These psykers 
  labour under a blessing and a curse. They have the rare talent 
  to draw power from the warp, the hidden dimension of Chaos 
  that lurks beneath the fabric of reality, and shape it into all 
  manner of strange and supernatural effects. Using such power, 
  however, comes with a terrible risk.
  Whether they know it or not, the mind of each psyker shines 
  brightly within the otherworldly dimension of the warp, or 
  immaterium as it is also known. This psychic realm is home to 
  unspeakable beings, hungry predators that look upon such soul-
  fires with great anticipation. The denizens of the immaterium—
  warp beasts, daemons and worse—find great sport in weak and 
  unprotected minds. An unwary psyker is easily attacked, consumed 
  or used as a gateway from the warp to the physical realm.
  Psykers are regarded in many different ways across the 
  Imperium’s countless worlds. On the more primitive planets, 
  they are thought of as shamans, witches, and sorcerers. More 
  sophisticated societies are usually aware of psychic abilities and 
  refer to psykers by other titles such as “gifted” or “the touched.” 
  But in almost all cases, and on all worlds, they are feared for the 
  darkness and chaos they can bring down on those around them.
  There are many that believe psykers represent a gross perversion 
  of all that humanity is and a constant reminder of the terrible powers 
  of the warp. This idea seems to hold some weight as the majority of 
  psykers succumb to madness and ruin, often at the cost of countless 
  other lives. Those that can master psychic power, however, become a 
  prized, if somewhat dangerous, commodity to the Imperium. 
  Types of psykers
  There are many exceptional individuals in the 41st millennium 
  that utilise psychic powers. Some of these fill vital and revered 
  roles in the Imperium, whilst others are reviled utterly.
  AsTropAThs
  The great sweep of the Imperium of Man far outstrips the reach 
  of normal communications in size and breadth. Astropaths 
  are capable of broadcasting and receiving messages across 
  the vastness of space, although a message may be delayed, 
  mangled or even lost by the turbulence of warp space. By their 
  powers, the astropaths can do what no others can; reach beyond 
  the limits of time and space to allow humanity to continue 
  communicating between its scattered domains in the vastness 
  of interstellar space. At times the availability of an astropath 
  has determined whether entire worlds have lived or died, and 
  whether millions have survived in the glorious light of the 
  Emperor, or fallen to the darkness of humanity’s enemies. In 
  the nightmare depths of the empyrean, the astropaths listen to 
  the missives of mankind, and occasionally, those of a viler cast, 
  braving terrible and constant danger to their sanity and souls 
  in order to allow the Imperium to function as a coherent entity. 
  The Adeptus Astra Telepathica oversees the arduous task of 
  recruiting and training astropaths in service to the Imperium, 
  and regulating their number in operations.
  Astropaths themselves are born with the psyker’s gift; taken 
  by the Inquisitional Black Ships and selected—owing to the 
  nature of their gifts and other arcane criteria—to become 
  astropaths, by undergoing years of training and extensive 
  indoctrination culminating in a techno-arcane ritual initiation 
  called “soul binding” to the God Emperor. This process is what 
  makes an astropath what he is, and without it there would 
  be no astropaths. The benefits of the soul binding are that it 
  allows the astropaths some safety while opening their minds 
  to the warp’s currents in communications from afar, and sifting 
  the truth from the psychic static and perilous lies whispered 
  beyond, and projecting their own messages into that void to 
  be heard by others of their own kind. The soul binding is not 
  without its price however, and despite the quality of candidates 
  selected and their extensive preparation, not all survive or 
  retain their sanity. Those that do are almost all permanently 
  blinded by the ordeal, although in most cases their abilities 
  more than make up for this deficiency, and others might never 
  know, but for their disturbing whited-out eyes or in some cases, 
  empty, shrunken eye sockets. What the soul binding does on 
  a fundamental level is combine the psyker’s own abilities with 
  the merest fraction of those of the Emperor which transforms 
  him and protects him in a way that makes the astropath unique 
  among human psykers. 
  imperiAl sAncTioneD psykers
  Psykers that are strong enough to be trained to control their 
  abilities are all indoctrinated into service to the Imperium in 
  some way, according to the nature of their gifts and raw power. 
  Their survival was made possible by a stringent processes of 
  selection, indoctrination, and training known as sanctioning; 
  a process similar to, but nowhere near as thorough or all-
  encompassing as the soul binding an astropath must endure, 
  nor as secure. Sanctioning exists both to weed out the weak 
  and the already corrupted as well as to determine what 
  shape the psyker’s future will take in the Imperium’s grand 
  design. Some will serve the Administratum, others the vast 
  
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  VI: Psychic Powers
  VI: Psychic Powers
  forces of the Imperial military or as vassals to the Adeptus 
  Astra Telepathica or even be assigned to the households of 
  powerful members of the Imperial nobility. It is also not 
  unheard of for certain agents of the Imperium to serve in 
  a far less restricted fashion due to their strength of will or 
  training, most infamously, for those of supreme iron will, the 
  Holy Inquisition. Rumours persist that a few Rogue Traders 
  over the millennia have been psykers as well, although such 
  individuals have been rare. The teachings of the Scholastica 
  Psykana can vary greatly however, both in their purpose and 
  effect, and no image of the psyker in service to the Emperor 
  should be considered definiti e; the warp’s perils, as well as 
  human vice and weakness, have undone many.
  Rules for playing Sanctioned Psykers can be found in 
  detail in the Dark Heresy Role Playing Game. 
  nAvigATors
  This hereditary line of abhumans serves the Emperor and the 
  Imperium by using their innate ability to visually perceive 
  the treacherous shoals and stormy courses of the warp, via 
  a psychic ‘warp eye’ which often itself manifests as a visible 
  mutation. They are not psykers in the standard sense, but 
  rather the inheritors of a specifical y engineered ability whose 
  true nature is not fully understood, even by those who possess 
  it. Their gifts allow them to peer into the same Immaterium 
  beheld by those gifted with psychic prowess but with singular 
  purpose and acuity, enabling them to actively navigate a ship 
  through the warp itself with a skill unmatched by psyker or 
  machine alike. Their noble houses form an ancient Imperial 
  institution known as the Navis Nobilite, which has close ties 
  to every major aspect of wider Imperial society, from the 
  Imperial Navy, to the Adeptus Mechanicus and the diverse 
  mercantile powers of the Imperial Commercia, to those brash 
  and infamous explorers of the unknown, the Rogue Traders.
  lATenT psykers
  Across the breadth of the Imperium and indeed beyond it, 
  there are individuals whose psychic abilities, while present, 
  have not fully manifested. They may have seen some changes 
  in their personal fortune at a small level, been subject to 
  strange premonitions, or indeed, been haunted by dark 
  and otherworldly influence . Depending on their place and 
  society others may see them as lucky or accursed, or the mark 
  of the warp upon them may have gone unnoticed, and their 
  latent abilities may never reach their flo ering, for good or 
  ill. Unfortunately these latent psykers walk a daily precipice 
  whether they know it or not, as the warp and the hungering 
  creatures that inhabit it will often be attracted to feed upon 
  these untrained souls or worse yet, to use them as a gateway to 
  enter the physical world if they can. For this reason Imperial 
  authorities and the Holy Ordos are always on the look out 
  for these latent psykers, handing them over to the infamous 
  Black Ships that patrol the Imperium and return their harvest 
  for processing.
  sAcrifices
  The Black Ships of the Inquisition sweep up great tides of 
  psykers as they ply their way across the Imperium. The vast 
  majority of the psykers gathered in this way are found to be too 
  weak and pliant in soul to stand against the corruption of the 
  warp. They are passed to the care of the Adeptus Astronomica. 
  This august body helps the Emperor maintain the Astronomican, 
  the great psychic beacon of Terra. By burning the very stuff of 
  
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  VI: Psychic Powers
  VI: Psychic Powers
  their souls, the Astromonican’s martyrs power the Emperor’s 
  Golden Throne, sending astral light flaring through the warp. 
  By providing a single fixed point, the Astronomican forms a 
  vital part of warp travel, allowing Navigators to effectively 
  triangulate their position. Perhaps a thousand such martyrs 
  are sacrificed to the Emperor in this manner each day. Most 
  consider this a small price to pay in return for the protection 
  and guidance offered by the Master of Mankind.
  renegADe psykers
  There are psykers who manage to exist without the benefits
  of Imperial Sanction, both some few who manage somehow 
  to evade the authorities and those born either in outlaw or 
  isolated communities or on worlds completely outside of the 
  Imperium. The majority of these die through the perils of 
  their burgeoning condition, but some few manage to survive 
  the full manifestation of their powers and gain some measure 
  of control. Known by many names; witch, renegade, wyrd, 
  hellspawn and worse, these psykers rarely can match the 
  control or mental stability of those who have benefited from 
  Imperial Sanctioning, but some are frighteningly powerful, 
  and their services are often highly sought after by those of 
  nefarious purpose. A careful renegade psyker might be able 
  to exist for some time before calling ruin down upon himself 
  and his companions—if they are sane enough to try and 
  blend in. But in the end, the only sure way to safeguard’s 
  one soul is in service to the Emperor, and the renegade lives 
  always in danger from the darkness beyond as much as from 
  the mob that would burn him for a witch. 
  sorcerers
  There are those psykers who have given themselves over 
  body and soul to the dark realms beyond; warp witches, 
  sorcerers, the possessed and worse. In these individuals—be 
  they tortured victims of their own gifts, power-crazed cult-
  leaders or sadistic megalomaniacs who view humanity as 
  puppets to dance for their pleasure—the worst nightmares of 
  the Imperium become horrific truth. They are living conduits 
  to the warp, daemon-summoners and the sworn servants of 
  the Ruinous Powers of Chaos. The powers of these children 
  of darkness are many and often savage, fuelled by bloodshed, 
  and utterly corrupted and poisonous. 
  Xenos psykers
  Outside of humanity’s multitudes there are also alien 
  races who possess psykers of their own, although in often 
  staggeringly different forms and ranges of ability than their 
  human counterparts; from the brutish, thunderous force of 
  the ork ‘weirdboyz’ to the nightmarish psy-arcana of the 
  mysterious fra’al. Of these, the ever-dwindling number of 
  warlocks and farseers of the insidious eldar are known to be 
  among the most subtle and powerful, but also caged by ritual 
  and fear lest they be consumed by their own race’s primordial 
  sins. Their mastery of the psyker’s arts is measured by long 
  and cautious centuries and most will never attain the brief, 
  bright-burning power of the humans they so scorn. 
  UnToUchAbles
  Untouchables are individuals who have no warp signature. 
  They are not psykers—in fact, they are completely the opposite. 
  Their presence frequently acts as a damper on psychic activity, 
  lessening or even completely halting its effects. Untouchables, 
  like psykers, actually have different grades of “ability,” though 
  few savants have actually been able to study them closely due 
  to their extreme rarity. Their strange aura makes most folk 
  uncomfortable around them, and for this reason they are 
  often loners, outcasts, and pariahs.
  psychic AbiliTy
  The psyker’s gift usually appears sometime during his 
  adolescence, though this is by no means a certainty. While 
  some will come into their powers at a very young age, others 
  may never fully develop their gifts without some form of 
  traumatic trigger event which causes the breakthrough of 
  their inherent connection to the warp. Very few psykers are 
  strong enough to resist the extreme dangers that are part and 
  parcel of having psychic powers without undergoing the 
  sanctioning process. This is because training in the use of 
  these powers and resisting the temptations of the warp and 
  deadly mishap by uncontrolled psychic force is necessary for 
  even the strong of will. While a psyker’s raw power tends 
  to be a constant from the first full emergence of his powers, 
  ongoing training allows him to find new ways to utilise and 
  hone his abilities. 
  The names and titles given to psykers of varying power 
  and ability may change from place to place and by the bias 
  of the observer, but one thing is a certainty—the greater the 
  power, the rarer the individual, even among this singular 
  subset of humanity, and the greater the potential danger.
  There is a fundamental disagreement over how to codify 
  the power level of psykers, and how this is done can vary 
  both between the colleges of the Scholastica Psykana and 
  other academic sources, but the widest accepted measure is 
  a series of Inquisition-approved ‘bandings’ of raw power. 
  Ranging from the almost nascent Omicron to the world 
  shattering power of an Alpha grade psyker, this system is also 
  widely accepted in both the Calixis Sector and the Koronus 
  Expanse; fittin ly perhaps given the obsession with power of 
  those figu es who strive to control them. 
  The scholAsTicA psykAnA
  The Scholastica Psykana serves as the primary source 
  of instruction for all psykers who exist as a lawful part 
  of the Imperial society. Those trained by the Scholastia 
  Psykana are expected at all times to honour their 
  painfully learned lesions and be watchful in themselves 
  for any deviance or corruption and die by their own 
  hands if needs be; such is the scared burden they must 
  bear. Their code of conduct is ingrained from the first 
  lessons, and it doesn’t cease even after the student has 
  left the Schola. 
  
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  sTArTing psy rATing 
  Astropaths Transcendent (and other psykers built with the 
  rules presented here) start with Psy Rating 2, and may increase 
  this rating over time by spending xp (see Chapter II: Career 
  Paths on page 38). 
  psychic TechniqUes
  Psychic abilities in this Chapter are divided into categories 
  called Disciplines. Each Discipline can be utilised in a number 
  of ways as the psyker unlocks these abilities in his mind. 
  These abilities are known as Psychic Techniques.
  In rogue TraDer, the Astropath Transcendent Career 
  begins the game with access to the Telepathy Discipline and 
  the Astro-Telepathy Technique. An Astropath Transcendent 
  may also select two more techniques during character creation, 
  and may select more by acquiring the Psychic Technique 
  Talent (see page 104).
  Using psychic 
  TechniqUes
  Whenever a psyker uses a psychic technique, he attunes his 
  will to the warp to fuel his psychic abilities. When the psyker 
  draws out this energy, he has a chance of causing disturbances 
  in the warp that can have undesired side effects, even up to 
  opening an uncontrolled rift between reality and warpspace 
  with potentially fatal consequences. By minimising the 
  amount of power a psyker draws, he can all but eliminate the 
  chance of these side effects—in some cases. 
  When a psyker uses a psychic technique, he has a choice of 
  using it at Fettered Psychic Strength (Half of his Active Psy 
  Rating, rounding up), Unfettered Psychic Strength (Full Psy 
  Rating) strength, or he may try to Push it for greater effect 
  but increased danger. 
  Each of these choices carries with it a set of consequences. 
  If a psyker uses a technique at less than full power, it may 
  not be enough to achieve the desired outcome, but if he 
  exercises Unfettered Psychic Strength or greater, he risks 
  potential calamitous attention from the warp. Depending on 
  the strength used, consult the following chart and apply the 
  appropriate result.
  pushing psychic Techniques
  Whenever a psyker successfully pushes a psychic technique, 
  he gains an enhancement to the effective Psy Rating of that 
  power for that use. 
  Astropaths and other sanctioned psykers may add up to 
  +3 to their Psy Rating when determining the final pushed 
  strength of the power. 
  Other psykers have a deeper connection to the wild surges 
  of the warp and may add up to +4 to their final psy rating 
  push result but at even greater risk. 
   Any push can result in scores over ten, but if a psyker 
  has more than one source increasing the final effective Psy 
  Rating, only the highest is applied.
  eXAmple
  Sevenrus is an Astropath Transcendent with Psy Rating 6. He may 
  Push (Psy Rating +3) his Psy Rating to 9. However, if Sevenrus 
  also possesses a strange psy-focus device formed from the severed 
  head of an Alpha-class psyker that adds a +2 bonus to Sevenrus’ 
  Psy Rating, when he Pushes he only gains the highest of the two 
  bonuses (in this case, the +3).
  focus power
  Any use of a Psychic Technique requires a Focus Power 
  Test. A Focus Power Test is either a Characteristic Test 
  (usually Willpower) or a Skill Test (usually Psyniscience). To 
  successfully activate the Technique, the psyker must pass the 
  Focus Power Test, rolling equal to or under the 
  Characteristic or Skill with a percentile dice in the same 
  fashion as any other Characteristic Test or Skill Test. 
  Table 6–1: Psychic Strength 
  Class of Psyker
  Fettered
  (Psy Rating/2)
  Unfettered
  (Psy Rating)
  Push
  (Psy Rating +1 to +3/+4)
  Sustaining 
  Multiple 
  Powers
  Astropaths and 
  other Sanctioned 
  Psykers
  Make Focus Power 
  Test at half Psy 
  Rating. No chance of 
  Psychic Phenomena.
  If the psyker rolls doubles during 
  a Focus Power Test, roll on the 
  Psychic Phenomena Table (see 
  page 160).
  Make a check against the Psychic 
  Phenomena Table at +5 per +1 
  rating desired, up to a maximum 
  of +3/+15. 
  +10 to all rolls on the 
  Psychic Phenomena 
  Table, -1 Psy Rating 
  per sustained power.
  Renegade Psykers
  And Sorcerers
  If the psyker rolls doubles during 
  a Focus Power Test, roll on the 
  Psychic Phenomena Table (see 
  page 160), add +5 per Psy 
  Rating used.
  Make a check against the Psychic 
  Phenomena Table at +10 per +1 
  rating desired, up to a maximum 
  of +4/+40.
  UnnATUrAl chArAcTerisTics 
  AnD psychic TechniqUes
  Creatures and Characters with Unnatural Willpower can 
  make for shockingly powerful psykers. Characters with 
  Unnatural Willpower may add the multiplier to their 
  Psy Rating and any successes on opposed tests as part 
  of psychic powers (both to enact and resist them).
  Make Focus Power 
  Test at half Psy 
  Rating. No chance of 
  Psychic Phenomena.
  +10 to all rolls on the 
  Psychic Phenomena 
  Table, -1 Psy Rating 
  per sustained power.
  
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  When making a Focus Power Test, the psyker adds +5 to his 
  Characteristic for each level of his effective Psy Rating. Note that a 
  psyker’s effective Psy Rating may be different from his normal Psy Rating, 
  depending on whether or not he is using the Technique at a Fettered, 
  Unfettered, or Push level, or if there are other effects in play. 
  At the Fettered level, the psyker counts his Psy Rating as half his 
  normal rating (rounding up) in all instances relating to the Technique being 
  activated. However, no matter what the results of the roll are, he cannot 
  manifest Psychic Phenomena. 
  At the Unfettered level, the psyker 1counts his Psy Rating as his normal 
  rating in all instances relating to the Technique being activated. If he rolls 
  doubles (11, 22, 33, etc) on his Focus Power Test, he manifests Psychic 
  Phenomena and must roll on the Psychic Phenomena Table (see page 160). 
  At the Push level, the psyker counts his Psy Rating as his normal rating 
  +3 (in the case of a sanctioned psyker) or +4 (in the case of a renegade 
  psyker or sorcerer) in all instances relating to the Technique being 
  activated. The Psyker automatically manifests Psychic Phenomena, and 
  must roll on the Psychic Phenomena Table (see page 160) adding +5 for 
  each +1 Psy Rating used when activating the technique. 
  If the Focus Power Test is an Opposed Test, the Psyker must 
  successfully pass the Test and gain more successes than at least one of his 
  opponents to activate the Technique. If a psyker is using a Technique at the 
  Unfettered Level, and he fails the Focus Power Test but still rolls doubles, 
  he still generates Psychic Phenomena. A result of 91 or higher on the 
  Focus Power Test always fails.” 
  Sustaining Multiple Powers
  It is possible, but taxing, for a psyker to manifest multiple 
  powers at once. Maintaining two powers at the same time 
  reduces the effective Psy Rating of both powers by 2. 
  Maintaining three powers reduces the Psy Rating of all 
  powers by 3 and so on. No additional roll is required, but if 
  the Psy Rating of a given power drops to zero, it is no longer 
  maintainable and ends.
  If a character suffers Psychic Phenomena while maintaining 
  multiple active powers, the additional energy he is channelling 
  is likely to go out of control or otherwise worsen matters, 
  adding +10 to the result rolled on the chart per additional 
  power he is maintaining. 
  Cumulative Effects
  Modifier , Characteristic Bonuses, and other benefits
  generated by Psychic Techniques do not stack, only the 
  highest applies.
  Range and Line of Sight
  Unless noted in their descriptions, psychic powers that are 
  targeted directly against other individuals require the psyker 
  to either have line of sight or otherwise be ‘aware’ of the 
  target of his powers, as well as the target to be inside the 
  power’s stated range. 
  Opposed Tests and Multiple Targets
  Where a psychic power is being used against multiple 
  targets, each of which may make an Opposed Test against its 
  effects, roll once for the Psyker and have all those opposing 
  individually test against this single result. For simplicity’s 
  sake, in the case of numbers of similar minor NPCs it 
  may be more convenient simply to roll once on their 
  behalf to speed things up.
  Detecting psychic Techniques
  Psykers are attuned to the warp around them and that includes 
  the currents and eddies caused by other psykers dipping into 
  the flow of the Immaterium. All psykers can Test Psyniscience 
  when Psychic Techniques are in effect in their presence in 
  order to determine their source (see Chapter III: Skills, page 
  84 for details on this skill).
  psychic Disciplines
  There are many different psychic powers that a psyker may 
  possess, for the mutability of the warp is as limitless as 
  the human imagination itself. Some examples range from 
  telepathy—the power to communicate between one living 
  mind and another—to rarer and more occult arts such as the 
  destructive force known as pyromancy, astral projection of 
  the soul away from the body, the summoning of daemons, 
  and the transmutation of matter at will. These abilities usually 
  begin as a basic, almost rudimentary form of the power—the 
  first technique of the psychic discipline—and over time, a 
  psyker can learn more ways to fine tune that power for a 
  greater variety of effects. 
  This chapter represents three Psychic Disciplines in detail 
  which are most prevalent among astropaths. 
  • Telepathy: The art of mental communication, this power
  is possessed by all astropaths to some degree and is the 
  cornerstone of what they are. In addition, this discipline 
  also encompasses the art of influencing another s mind.
  • Divination: The art of reading the past, present, and
  future, named by some as the most common form of the 
  psyker’s arts, but also the most capricious and difficult
  to interpret.
  • Telekinesis: The art of turning thought into physical
  force, this discipline can allow a psyker to wield his mind 
  as both a tool and deadly weapon. 
  Each psyker using the rules in this Chapter can gain access 
  to a Psychic Discipline as long as they have a Psy Rating of 1 
  or greater. The maximum number of Psychic Disciplines that 
  a psyker may access is three (although more may be possible 
  with special circumstances or at the GM’s discretion).
  Each Discipline has a number of psychic techniques 
  associated with it. The techniques listed here are a broad 
  selection of the potential abilities that Discipline may 
  AsTropAThs AnD The proTecTion 
  of soUl binDing
  The astropath is afforded a degree of protection by his 
  unique soul binding to the Emperor that few psykers 
  can hope for. An Astropath Transcendent gains +20 
  to his Willpower when resisting Possession, in any 
  opposed Willpower Test against a daemon, or whenever 
  making a Willpower Test to resist any Talent, Psychic 
  Power, special ability, or other effect originating from a 
  daemon. An Astropath Transcendent rolls an additional 
  d10 when rolling on the Perils of the Warp table and 
  may discard any one d10 for a more favourable result.
  
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  encompass, but there are many more that may exist elsewhere, 
  taught by ancient witch-crones or inscribed amongst 
  crumbling scrolls in a noble’s librarium.
  psychic TechniqUes
  The Basic Techniques for each Psycic Discipline represent the 
  first blunt uses of the individual discipline. Telepathy allows 
  basic communication, usually broadcast only, for example. But 
  with the purchase of the right psychic techniques, a psyker can 
  greatly expand the capability and flexi ility of his individual 
  powers. Many of the more advanced techniques draw upon 
  more basic skills, and they will have lesser techniques as 
  requirements. The Psychic Techniques are grouped in trees as 
  they represent different ways to use a psychic power. 
  Some powers lend themselves to diversity, such as Telepathy 
  which has two technique trees below, while others tend to be 
  more direct and less variable, such as Telekinesis.
  Value: This number represents the amount of xp required to learn the 
  technique. Once the psyker has spent xp to acquire the Psychic Technique 
  Talent, he may learn a single technique of equal or less xp value from a 
  Discipline he has access to and may use it at will.
  Prerequisites: Some techniques require the psyker to have learned 
  other ways to use his abilities. The psyker must possess the Techniques (or 
  other requirements, if any) listed in order to learn the technique.
  Focus Power Test: Most techniques require the psyker to succeed at a 
  Focus Power Test to activate. Remember that rolling doubles on the Focus 
  Power Test invokes Psychic Phenomena (see page 160) unless the power is 
  being used at Fettered Psychic Strength.  
  Discipline Mastery 
  Once a psyker has purchased 8 psychic techniques from a 
  single Discipline, he has attained mastery of that Discipline, 
  and the Psy Rating for all Fettered Psychic Strength uses of 
  techniques from that Discipline gain a +1 bonus. This has 
  no additional effect on the Unfettered or Push Psy Rating of 
  the psyker. The Basic Technique for a Discipline does count 
  towards the number of powers required to acquire 
  Discipline Mastery. 
  eXAmple
  Astropath Transcendent Quitis Majjam (Psy Rating 5) has attained 
  mastery of Telepathy. His Fettered Strength is raised from a 3 
  (rounded up) to a 4. 
  power scale
  The relative strength of a psyker’s mind affects the way his 
  techniques function. Divination becomes clearer and adds 
  more information, Telepathy allows for differing forms 
  of communication, and so forth. All descriptions of effect 
  are based on the Unfettered Strength level of the psyker, 
  regardless of what Psychic Strength (see Table 6–1: Psychic 
  Strength) he is actually manifesting at a given moment.
  psychic phenomenA
  When a psyker reaches deeper into the warp to power his 
  abilities, there is always the chance of the empyrean bleeding 
  in to our reality, a factor that is invariably destructive and 
  damaging. Sometimes this expression of the warp is unique 
  to the psyker, but in general, it is as unpredictable as the 
  warp itself. Many possible effects have been noted including 
  dramatic temperature drops, ghostly voices, feelings of unease, 
  or the local vegetation dying all at once. In very rare instances, 
  full scale warp breaches with the direst of consequences can 
  occur. When a psyker uses his power at the Unfettered level 
  or greater, he risks generating psychic phenomena. See Focus 
  Power and Table 6–3: Psychic Strength for details. 
  Astropathic Choirs
  Astropaths are an invaluable addition to any ship that traverses the voids, far from inhabited planets or space
  stations or any other relay for mundane communications. The Astropath’s ability to send messages over interstellar
  distances makes his presence aboard a Rogue Trader’s ship almost mandatory. However, Rogue Traders that
  frequently delve into uncharted regions such as the Koronus Expanse often carry more than one soul-bound Psyker
  on board, as having an Astropath at one’s side can be very profitable when dealing with inscrutable xenos or
  primitive human tribes. 
  Particularly valued are more powerful and experienced Astropaths, who often lead a ship or fleet’s Astropaths
  in a choir that can send a more complicated message or achieve a clearer psychic signal. Sometimes known as
  Astropaths Transcendent, these special Psykers regularly assist Rogue Traders with their unique gifts.
  Range: Psychic Techniques have a range in metres (m) or 
  kilometres (km), varying by the strength of the psyker’s Psy Rating (PR).
  the power of fAte
  Astropath Trancendents are blessed by being soul-bound 
  to the God-Emperor of Mankind. Among other benefits, 
  this allows them to spend Fate Points in a manner unique 
  to their class. When making a Focus Power Test, an 
  Astropath may spend one Fate Point to add +1 to his 
  effective Psy Rating for that Test. An Astropath may only 
  spend 1 Fate Point in this manner per Focus Power Test. 
  
  160
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  Table 6–2: Psychic Phenomena
  Roll
  Effect
  01-03
  Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that 
  somewhere in the galaxy, something unfortunate just happened.
  04-05
  Warp Echo: For a few seconds, all noises cause echoes, regardless of the surroundings.
  06-08
  Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.
  09–11
  Mind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatreds surge to the surface 
  of his mind in a wave of negative emotion.
  12–14
  Hoarfrost: The temperature plummets for an instant, and a thin coating of frost covers everything within 3d10 metres.
  15–17
  Aura of Taint: All animals within 1d100 metres become spooked and agitated; Characters with Psyniscience can 
  pinpoint the psyker as the cause.
  18–20
  Memory Worm: All people within line of sight of the psyker forget something trivial.
  21–23
  Spoilage: Food and drink go bad in a 5d10 metre radius.
  24–26
  Haunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fi es 
  within 3d10 metres.
  27–29
  Veil of Darkness: For a brief moment (effectively the remainder of the round), the area within 3d10 metres is plunged 
  into immediate darkness.
  30-32
  Distorted Reflections  Mirrors and other reflecti e surfaces within a radius of 5d10 metres distort or shatter.
  33-35
  Breath Leech: Everyone (including the psyker) becomes short of breath for one round and cannot make any Run or 
  Charge actions.
  36-38
  Daemonic Mask: For a fleeting moment, the psy er takes on a daemonic appearance and gains a Fear rating of 1 for the 
  rest of the round. However, he also suffers 1 Corruption Point.
  39-41
  Unnatural Decay: All plant-life within 3d10 metres of the psyker withers and dies. 
  42-44
  Spectral Gale: Howling winds erupt around the psyker, requiring him and anyone within 4d10 metres to make an Easy 
  (+30) Agility or Strength Test to avoid being knocked to the ground.
  45-47
  Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or statues 
  of people inside this area, they appear to be crying blood.
  48–50
  The Earth Protests: The ground suddenly shakes, and everyone (including the psyker) within a 5d10 metre radius must 
  make a Routine (+10) Agility Test or be knocked down.
  51–53
  Psy Discharge: Static Electricity fills the air for 5d10 met es causing hair to stand on end and unprotected electronics to 
  short out, whilst the psyker is illuminated by eldritch light.
  54–56
  Warp Ghosts: Ghostly apparitions fill the air for 3d10 met es around the psyker, flying bout and howling in pain for a 
  few brief moments. Everyone in the radius (except the psyker himself ) must test against Fear (1).
  57–59
  Falling Upwards: Everything within 2d10 metres of the psyker (and including the psyker himself ) rises 1d10 metres 
  into the air as gravity briefly cease . After a second or two, everything crashes back to earth.
  60-62
  Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature 
  able to hear it (including the psyker) to pass a Challenging (+0) Toughness Test or be deafened for 1d10 rounds.
  63-65
  The Furies: The Psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in damage 
  (Toughness protects but armour, unless warded, does not) and he must test against Fear (2). 
  66-68
  Shadow of the Warp: For a split second, the world changes in appearance, and everyone within 1d100 metres has a 
  mercifully brief glimpse of the shadow of the warp. Everyone in the area (including the psyker) must make a Difficult
  (–10) Willpower Test or gain 1d5 Insanity points.
  69-71
  Tech Scorn: The Machine spirits reject your unnatural ways. All un-warded tech devices within 5d10 metres malfunction 
  momentarily, and all ranged weapons Jam (see Chapter IX: Playing the Game), whilst characters with cybernetic 
  implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage. 
  72-74
  Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres (with the exception of 
  the Psyker) to become Frenzied for a Round and suffer 1d5 Corruption Points unless they can pass a Difficult (–10)
  Willpower Test.
  75+
  Perils of the Warp: The warp opens in a maelstrom of energy. Roll on Table 6–3: Perils of the Warp, page 161 instead.
  
  161
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  Table 6–3: Perils of the Warp
  Roll
  Effect
  01-05
  The Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He must 
  make a Challenging (+0) Willpower Test or suffer 1d5+1 Insanity Points and is stunned for 1d5 rounds.
  06-09
  Warp Burn: A violent burst of energy from the warp smashes into the psyker’s mind, sending him reeling. He suffers 1d5 
  Wounds and is Stunned for 1d5 Rounds.
  10–
  13
  Psychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds, and everyone within 
  3d10 metres must make a Routine (+10) Willpower Test or be Stunned for one Round.
  14–
  18
  Psy-Blast: There is an explosion of power, and the psyker is thrown 1d10 metres into the air, falling to the ground. (See 
  page 261 for Falling Damage)
  19–
  24
  Soul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for one 
  hour and suffers 5 Corruption Points.
  25-30
  Locked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic state. 
  Each Round thereafter, he must spend a full action to Test Willpower. On a success, his mind is freed and restored to his 
  body.
  31-38
  Chronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10 Rounds 
  (or one minute in narrative time) and suffers 1d5 Insanity Points and 1d5 permanent Toughness damage.
  39-46
  Psychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power targets 
  the psyker instead. If the power is beneficial, it instead deals 1d10+5 Ene gy Damage to the psyker and the beneficial
  effect is cancelled. Armour is ignored by the Damage unless warded.
  47–
  55
  Warp Whispers: The voices of daemons fill the air within 4d10 met es of the Psyker, whispering terrible secrets and 
  shocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or suffer 1d10 
  Corruption Points.
  56–
  58
  Vice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker 
  and a random being (Note this cannot be a daemon, untouchable, or other ‘soulless’ creature) within 50 metres swap 
  consciousnesses for 1d10 Rounds. This may include allies or even enemy combatants. Each creature retains its Weapon 
  Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the swap, but all other Characteristics 
  are of the new host body. If either body is slain, the effect ends immediately. Both suffer 1d5 Insanity Points from the 
  experience. If there are no creatures within range, the Psyker must make a Willpower Test or become catatonic for 1d5 
  Rounds while his mind wanders the warp. This journey gains him 2d10 Insanity Points.
  59-67
  Dark Summoning: A Warp Predator (see Chapter XIV: Adversaries & Aliens) rips into existence within 3d10 metres 
  of the psyker for 1d10 rounds or until it is slain. It detests the psyker, and trains its attacks on the fool that unwittingly 
  summoned it.
  68-72
  Rending the Veil: The air vibrates with images of cackling daemons, and the kaleidoscopic taint of the warp is rendered 
  visible. All sentient creatures (including the psyker) within 1d100 metres must test against Fear (3) Warp Shock. This effect 
  lasts for 1d5 rounds.
  73-78
  Blood Rain: A psychic storm erupts, covering an area of 5d10 metres in which everyone must pass a Challenging 
  (+0) Strength Test or be knocked to the ground. In addition to howling winds and the skies raining blood, any psychic 
  powers used in the area automatically invoke a Perils of the Warp check for 1d5 Rounds.
  79-82
  Cataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10 metres 
  (including the psyker) takes 1d10+5 Energy Damage, and all of the psyker’s clothing and gear is destroyed, leaving him 
  naked and smoking on the ground. The psyker may use no further powers for 1d5 hours after this event. 
  83-86
  Mass Possession: Daemons ravage the minds of every living thing within 1d100 metres. Every character in the area must 
  resist as if attacked by the Puppet Master technique (see page 166; the attacker’s Intelligence, Fellowship, and Willpower 
  are all equal to 60). This possession, if successful, will last for 2d10 rounds
  87-90
  Reality Quake: Reality buckles around the psyker, and an area radiating out 3d10 metres from him is sundered: solid 
  objects alternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending damage. Warded 
  objects and Untouchables halve the damage rolled. 
  91-99
  Lost to the Warp: The psyker must make an immediate Very Hard (–30) Willpower Test or he is dragged into the 
  warp by a daemon immediately for purposes unknown. The psyker appears on an inhabited planet 1d10 weeks later with 
  dim memories of horrific act . He suffers 4d10 Corruption Points, as well as any other possible complications from his 
  actions while possessed, including a potential visit from the Inquisition. In the future, he must adjust all Perils of the Warp 
  checks by +10 due to his body serving as conduit for fell forces.
  00
  Destruction: The psyker is immediately and irrevocably destroyed. Hde is sucked screaming into the warp, never to be seen 
  again or consumed utterly by hellfire. There is a 50% chance, that a daemonic entity appears in the psyker’s place. 
  
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  psychic Disciplines 
  The TelepAThy Discipline
  Activation Time: Free Action.
  Maintainable: Yes.
  Range: 10 meters x Psy Rating 
  Focus Power Test: No
  Power Scale: At Psy Rating 1-2, the psyker can only send or 
  receive verbal communications but no images. At Psy 
  Rating 3-4, the psyker can send or receive visual 
  communication as well, but all images will only be in 
  black and white, with a dream-like quality. At Psy 
  Rating 5-6, any images will be crisp, 
  clear, 
  in 
  colour, 
  and 
  accompanied 
  by 
  other 
  sensory input
  —sound, taste, etc—as appropriate. At Psy Rating 7+, 
  the psyker sends so powerfully that any 
  communication at higher than the Fettered Psychic 
  Strength level will come across as “shouting” unless 
  carefully modulated. Technique Trees: Communication, 
  Domination
  Basic Technique: Thought Sending
  The psyker can send his thoughts into the minds of those around 
  him. This can be a select group, either to individuals he can 
  see, or minds he is familiar with within range, or a generalised 
  broadcast to every mind within range indiscriminately at the 
  psyker’s discretion. Much of the mind’s processes are still 
  affected by the structure of language, so that if telepathy is 
  attempted without a shared language it suffers a –20 penalty. 
  Minds who do not wish to be open to such a communication 
  can resist with an Opposed Willpower test.
  special power: Astral Telepathy
  Value: Free (Astropaths only)
  Prerequisites: Soul-bound to the Emperor
  Focus Power Test: Willpower
  As part of the Soul Binding process, astropaths become able 
  to send and receive messages across vast distances using the 
  warp as a medium. Using astro-telepathic abilities in this 
  way requires careful concentration, meditation, and freedom 
  from distraction, and so cannot be done “on the move,” let 
  alone during combat or strife. Transmitting a message over 
  interstellar distances normally takes 1d5 hours (this time may 
  be adjusted at the GM’s discretion based on the length 
  and complexity of the message).
  An astropath’s “signal strength”—broadly how far in 
  average conditions in the warp he may transmit clearly with a 
  successful focused use of his power—is determined by his Psy 
  Rating (see Table 6–5: Astral Signals). After this distance, 
  unless relayed on, the signal will sharply degrade, imposing a 
  –20 penalty to understand per additional range bracket until
  it dissolves into nothingness. 
  Picking up an astropathic communication by its intended 
  target within clear range is a Routine (+10) Psyniscience 
  Test for an astropath in a meditative state to receive one, and 
  a Challenging (+0) test for one going about ordinary life, 
  increasing to Hard (–20) if he is in life or death combat or 
  other such distracting circumstances. 
  Telepathic communication Techniques
  Mental Bond
  Value: 300 xp
  Prerequisites: Mind Link
  Focus Power Test: Willpower
  Range: 1 km x Psy Rating
  With a successful Focus Power Test, the psyker can create 
  a permanent Fettered Strength telepathic connection to 
  another being. The psyker must succeed at a Difficult (–10) 
  Focus Power Test in order to forge the link, and doing so 
  takes 1d5 hours. If the Test is failed, the psyker must start 
  the process again. If he succeeds, a permanent mental link is 
  formed. No effort is needed to establish or maintain the link, 
  it automatically works as long as the psyker and his target are 
  within range of each other and the psyker wishes to engage 
  Astropathic communication in this way is a matter of 
  sending and receiving messages that must themselves be 
  encapsulated and encrypted lest they become lost in the 
  warp, hopelessly garbled, or worse yet, intercepted. As a 
  result, messages sent over long distances are often ‘packets’ 
  of information, akin in some ways to letters or brief 
  recordings from the real world absorbed and sent on their 
  way to be (hopefully) caught and possibly relayed on by 
  other astropaths to their intended destination. This 
  process is not instantaneous. However, it is considerably 
  faster than warp travel—an astropathic signal will cross a 
  solar system in moments, across a subsector in hours, a 
  sector in days and, if strong enough, a Segmentum in 
  weeks and so on. 
  telepAthic connection
  Many of the powers in this section allow the psyker to establish a “telepathic connection” with a target. The telepathic connection is a variant on the 
  “Thought Sending” technique. However, where Thought Sending only allows a psyker to broadcast, a telepathic connection allows the psyker to 
  engage in back-and-forth communications, even if the target is a non-psyker.  The abilities of this telepathic connection depend on the effective Psy 
  Rating used to establish it (these levels are the same as those under Thought Sending):
  • Psy Rating 1-2: Psyker and target(s) can send and receive verbal communications only.
  • Psy Rating 3-4: Psyker and target(s) can send and receive blurry, black and white images.
  • Psy Rating 5-6: Psyker and target(s) can send and receive clear colour images, accompanied by other sensory input.
  • Psy Rating 7+: The psyker (not targets) sends so powerfully he sounds like he is shouting.
  Certain powers allow a psyker to establish a “Fettered or Unfettered Strength” telepathic connection. This refers to the actual Psy Rating of the 
  psyker if he was operating at Fettered or Unfettered Strength, not the effective Psy Rating the psyker actually used to manifest the technique (which 
  could be different). For example, a psyker with Psy Rating 3 who established a “Fettered Strength telepathic connection” would create a telepathic 
  connection that always operated at Psy Rating 2 (verbal communications only), even if the psyker Pushed (manifested the power at +3 Psy Rating) 
  to establish the connection in the first place. 
  
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  it. The psyker can only maintain one Mental Bond at a time. 
  If the target dies, the bond is dissolved, and the psyker suffers 
  1d10 Insanity points in the backlash. If the psyker wants to 
  eliminate the bond at any time, he must succeed at a Hard 
  (–20) Willpower Test. 
  Mind’s Eye
  Value: 200 xp
  Prerequisites: None
  Focus Power Test: Willpower
  This technique allows the psyker to increase the range of all of 
  his Telepathic communications (with the exception of Astro-
  telepathy) by a factor of 10. Thus, standard Telepathy would 
  have a range of 10km x Psy Rating, Short Range Telepathy 
  would be 100m x Psy Rating, and so forth.
  Mind Link
  Value: 200 xp
  Prerequisites: None
  Focus Power Test: Willpower
  Range: 1km x Psy Rating
  A successful Focus Power Test allows the psyker to create a 
  Fettered Strength telepathic communication link for a number 
  of willing minds up to his Willpower Bonus at the same time. 
  This technique does not require line of sight.
  Table 6–4: Telepathic Communication Techniques
  Name
  Focus Time
  Sustain
  xp Value
  Astral Telepathy
  Varies
  No
  Free
  Short Range Telepathy
  Half Action
  Yes
  100
  Mind’s Eye
  Half Action
  200
  Mind Link
  Full Action
  Yes
  200
  Mind Probe
  Full Action
  Yes
  200
  Focus Power Test 
  Willpower 
  Willpower
  Willpower
  Willpower 
  Opposed Willpower
  Terrify 
  Full Action
  Yes
  200
  Willpower
  Mind Scan
  Full Action
  Yes
  300
  Willpower
  Mental Bond
  N/A
  N/A
  300
  Willpower
  Psychic Scream
  Half Action
  No
  300
  Willpower
  AsTropAThic relAys
  Astropathic relays are techno-arcane installations found both aboard major star vessels and in spires and facilities on 
  important worlds designed to boost an astropath’s gifts. Sending and receiving from a relay provides an astropath with 
  the following benefits.
  Astropathic Choir: For each astropath in the choir assisting the sending astropath, the sending astropath’s Psy 
  Rating for transmission is boosted by +1 to a maximum of +10. However, weaker astropaths are at risk of burn out. If 
  a signal is sent at the Push Psychic Strength, the astropath suffers a +20 on any rolls on the Psychic Phenomena or 
  Perils of the Warp charts. 
  Dispersal Scoop: +10 to Psyniscience tests to detect astral signals.
  Hexagrammatic Warding: All rolls on the Psychic Phenomena and Perils of the Warp Charts are at –10.
  The following table displays the base time for an astrotelepathic message to reach its destination, the distance that such 
  a message travels, the required Psy Rating one needs to send it, and the Focus Power Test difficulty for doing so.
  Table 6–5: Astrotelepathic Signals
  Time
  Distance
  Required Psy Rating†
  Base Difficult ††
  Instant
  Orbit
  2
  Routine (+20)
  1d5 Rounds
  Nearby Solar
  2
  Ordinary (+10)
  1d10 Rounds
  Distant Solar
  3
  Challenging (+0)
  1d10 Minutes
  Nearby System
  6
  Difficult (–10
  1d5 Hours
  Sub Sector
  10
  Hard (–20)
  1d5 Weeks
  Sector
  15
  Very Hard (–30)
  1d5 Months
  Segmentum
  18
  Very Hard (–30)
  †This is the minimum Psy Rating required to send a signal this distance, including any boosting effect for the presence of an Astropathic Choir, etc.
  †† This is the basic difficulty for a test needed to transmit or receive a message at this distance; prevailing difficulties such as Warp Storms can adversely 
  effect this.
  Yes
  
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  Mind Probe
  Value: 200 xp
  Prerequisites: None
  Focus Power Test: Opposed Willpower
  Range: 1m x Psy Rating
  This technique allows the psyker to peel back the layers 
  of another’s mind to read the basic surface thoughts and 
  beyond.
  It takes 5 rounds of sustained effort to complete the mind 
  probe. The psyker must win an Opposed Willpower Test to 
  successfully establish the forced link to the target’s mind. Each 
  Round, the psyker digs successively deeper into the subject’s 
  consciousness. If the psyker wins the Opposed Willpower Test, he 
  gleans certain information from the target’s mind, depending on 
  what level of contact he has achieved (see Table 6–6: Mind 
  Probe). If the psyker fails the Opposed Willpower Test, the probe 
  is rebuffed, the technique fails, and the psyker suffers one level of 
  Fatigue for every degree of failure. This is also not a gentle 
  process, brute force is a factor, and the target will be aware that his 
  mind is being plundered. However, the psyker retains any 
  knowledge he received at each level he successfully attained.
  If the psyker wants to perform the Probe without the target’s 
  knowledge, then the psyker takes a –20 penalty to the Opposed 
  Willpower Test and can only use this technique at the Fettered 
  Psychic Strength.
  Although a successful Mind Probe takes five Rounds to 
  complete, it only requires a single Focus Power Test. Failing the 
  Focus Power Test (or losing, as it is an Opposed Test) only takes 
  one Round for the psyker manifesting the power.
  Mind Scan
  Value: 300 xp
  Prerequisites: Mind’s Eye, Mind Probe
  Focus Power Test: Willpower
  Range: 250m x Psy Rating
  The psyker extends his mind to contact and identify other 
  sentient minds within range. This technique does not require 
  line of sight, enabling the psyker to garner impressions and 
  information about the consciousnesses within range. The 
  information the psyker receives from this technique is 
  based on the degrees of success from the Focus Power 
  Test:
  One Success: The psyker gains a crude 
  impression of the number of conscious minds 
  in his range and his general position in 
  relation to them. 
  Two Successes: The psyker knows the number, general 
  location and relative ‘strength’ of conscious minds within 
  the area of effect, and may determine if those minds are 
  themselves psykers with a successful Challenging (+0) 
  Psyniscience Test.
  Three Successes: As per two successes, plus the psyker 
  may attempt to initiate telepathic communication with any of 
  the minds he has sensed in the area. 
  Four or More Successes: As per three successes, plus the 
  psyker may attempt to carry out a Mind Probe on one of the 
  minds he has sensed in the area.
  Untouchables, mindless creatures—such as servitors or 
  robots—and other psychically inert creatures are invisible 
  to Mind Scan. Also, individuals with the Resistance (Psychic 
  Techniques) Talent inflict a –10 penalty on the Psyker’s Focus 
  Power Test (the penalty does not stack with itself ). Other 
  creatures or individuals that are resistant to psychic powers 
  may be hidden entirely at the GM’s discretion.
  Psychic Scream
  Value: 300 xp
  Prerequisites: Mind Probe
  Focus Power Test: Willpower
  Range: 5m x Psy Rating
  By focusing all of his will behind one massive psychic 
  scream, the psyker can injure or stun an opponent out to a 
  range of 5m x Psy Rating. If the psyker succeeds on his 
  Focus Power Test, he deals 1d10 Impact Damage +1 
  additional Damage per point of effective Psy Rating. This 
  attack ignores Armour. The target must pass a Toughness 
  Test with a penalty equal to 5 x the psyker’s effective Psy 
  Rating, or be Stunned for one Round, plus a number of 
  additional Rounds equal to his Degrees of Failure.”
  Table 6–6: Mind Probe
  Round One 
  (Contact)
  The psyker makes initial contact, and learns basic information about the target such as his name, mood, 
  Insanity level, and the state of his physical health.
  Round Two (Surface 
  Thoughts)
  Now the psyker can sense the thoughts uppermost in the target’s mind, such as immediate fears/concerns, 
  conscious lies, etc. The target’s Corruption level is also now known to the psyker.
  Round Three (Short 
  Term Memory)
  The psyker can now sort through the target’s memories over the last 12 hours. Less casual information the 
  subject may keep as secrets—such as simple passwords or recent experiences he might wish to hide—may 
  also be available at this level.
  Round Four 
  (Subconscious)
  The psyker now gains detailed information about people, places, or objects that the target considers as 
  important and how they relate to each other. The target’s beliefs, motivations and personal goals are known, 
  as any contacts or complicated hidden ciphers. The psyker is also aware of the pivotal moments in the target’s 
  life.
  Round Five (Broken)
  The psyker may plunder the target’s mind at will. Any information contained in the target’s psyche is an open 
  book for the psyker. The psyker can also use this technique to identify implanted memories or personalities.
  
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  Short Range Telepathy
  Value: 100 xp
  Prerequisites: None
  Focus Power Test: Willpower
  Range: 10m x Psy Rating
  A successful Focus Power Test allows the psyker to establish 
  and maintain a single telepathic connection to another 
  character at Unfettered Psychic Strength. However, using this 
  ability does not provoke Psychic Phenomena. 
  Terrify
  Value: 200 xp
  Prerequisites: Mind Probe
  Focus Power Test: Willpower
  Range: 5m x Psy Rating
  By using his psychic abilities to intrude forcefully on another 
  mind, the psyker assails his target with raw fear and horrific
  imagery. If the psyker succeeds at the Focus Power Test, the 
  target is affected as if the psyker possessed the Fear (1) Trait. 
  The psyker may increase the level of the Fear Trait by 1 for 
  every 3 Psy Rating he uses in the Focus Power Test. 
  Telepathic Domination Techniques
  Beastmaster
  Value: 200 xp
  Prerequisites: None
  Focus Power Test: Opposed Willpower
  Range: 5m x Psy Rating
  The psyker can establish rudimentary control over animals. 
  He can affect a number of animals (creatures with the Bestial 
  trait) equal to his Psy Rating, and if the psyker succeeds at 
  the Opposed Willpower Test, the target animals must follow 
  his psychic commands. Each round, the psyker may spend a 
  Reaction to give a single animal a simple command such as 
  “Come here”, “Guard me,” “Run,” “Attack,” and so forth. The 
  animal will do its best to follow the command. If the animal 
  feels threatened, becomes injured, or is commanded to act in 
  manner contrary to its nature, it may make a further Opposed 
  Willpower Test against the psyker with a +10 bonus to break 
  free of the psyker’s control. How the animal reacts if it breaks 
  free depends largely on how the psyker treated the animal.
  Compel
  Value: 200 xp
  Prerequisites: Delude
  Focus Power Test: Opposed Willpower
  Range: 5m x Psy Rating
  The next level of compulsion, this technique allows the psyker 
  to force others to briefly act against their will. The psyker 
  makes an Opposed Willpower Test against the target. If the 
  psyker succeeds, the target must follow his commands. The 
  commands must be simple and achievable in one round. Some 
  examples include “Flee,” “Fall,” “Attack the closest target,” and 
  so forth. If the command is a potentially suicidal act, the 
  target gets a +20 to his Opposed Willpower Test. 
  Delude
  Value: 100 xp
  Prerequisites: None
  Focus Power Test: Opposed Willpower
  Range: 1m x Psy Rating
  One of the simpler Telepathic tricks, Delude allows the 
  psyker to subtly mask his intentions and manipulate others 
  into reacting favourably to him for a short time. The psyker 
  makes an Opposed Willpower Test against the target. If the 
  psyker succeeds, the target will find the psyker to be a person 
  deserving of respect and react positively to any friendly 
  overtures he makes. For as long as the psyker maintains this 
  power, he gains a +30 bonus to all Interaction Skill Tests 
  against the target. Note that this technique is not ‘mind 
  control’ as such and the psyker cannot force others to act 
  against their better judgement, harm themselves, nor hide acts 
  of overt hostility by the psyker.
  Dominate
  Value: 300 xp
  Prerequisites: Sensory Deprivation
  Focus Power Test: Opposed Willpower
  Range: 5m x Psy Rating
  The psyker has gained the most infamous power attributed 
  to witches and renegades, the control of another’s mind. The 
  psyker makes an Opposed Willpower Test against the target. 
  If the psyker succeeds, the target is controlled as if he were 
  a puppet. For as long as the psyker maintains the power, he 
  can divide his Actions between himself and the target. The 
  dominated target uses its own Characteristics, but at a –10 
  Table 6–7: Telepathic Domination Techniques
  Name
  Focus Time
  Sustain
  xp Value
  Focus Power Test
  Inspire
  Half Action
  Yes
  100
  Willpower
  Delude
  Half Action
  Yes
  100
  Opposed Willpower
  Beastmaster
  Half Action
  Yes
  200
  Opposed Willpower
  Compel
  Half Action
  No
  200
  Opposed Willpower
  Sensory Deprivation
  Half Action
  Yes
  200
  Opposed Willpower
  Dominate 
  Half Action
  Yes
  300
  Opposed Willpower
  Puppet Master
  Full Action
  Yes
  500
  Opposed Willpower
  Reprogram
  Full Action
  Yes
  500
  Opposed Willpower
  
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  penalty to all Tests—except Opposed Willpower Tests—due 
  to the crudity of the control. Any action deemed suicidal 
  forces another Opposed Willpower Test to try and break the 
  hold. The range for Dominate counts for both for the initial 
  Test and for ongoing control. The psyker may maintain this 
  power for a maximum number of rounds equal to his 
  effective Psy Rating.”
  Inspire
  Value: 100 xp
  Prerequisites: None
  Focus Power Test: Willpower
  Range: 2m x Psy Rating
  The psyker can bolster his comrades by sending out waves 
  of reassurance and martial spite. A number of targets equal to 
  the psyker’s Psy Rating (including the psyker himself ) may 
  immediately overcome the effects of Pinning and gain a +10 
  bonus to all Willpower rolls to resist Fear. This effect lasts as 
  long as the targets stay within range of the psyker and the 
  psyker maintains the power.
  Puppet Master 
  Value: 500 xp
  Prerequisites: Dominate
  Focus Power Test: Opposed Willpower
  Range: 1 km x Psy Rating
  This rare and dreaded power takes psychic domination to its 
  final expression. The psyker makes an Opposed Willpower 
  Test against the target—in this Test, the psyker suffers a –10 
  penalty. If the psyker wins, the target’s body is completely 
  under his control. The psyker’s mind leaves his body behind 
  to take over the victim’s body completely, whilst the victim’s 
  consciousness is suppressed into a nightmarish dream state. 
  The psyker’s own body is vulnerable during this time, as if he 
  were in a deep sleep. The psyker may end this power at any 
  time but suffers 1d5 Fatigue levels for doing so.
   The possessed target retains its prior physical 
  characteristics (Weapon Skill, Ballistic Skill, Strength, 
  Toughness, and Agility), but its mental characteristics 
  (Intelligence, Willpower, and Fellowship) are those 
  of the psyker. The psyker in control of the body 
  may use either his skills or the target’s at a 
  –10 penalty. Any action deemed suicidal
  forces another Opposed Willpower Test to try and break the 
  hold. However, the target is now suffering a –10 penalty 
  rather than the psyker. Should the target’s body be killed, the 
  psyker’s consciousness is hurled violently out of the dying 
  vessel, suffering 1d5 Wounds—these Wounds bypass all 
  defences—and 1d10 Insanity Points.
  If the distance between the psyker and his victim reaches 
  beyond the technique’s range, the link is severed, and the 
  psyker returns to his own body whilst suffering 1d5 Fatigue 
  levels in the process.
  Reprogram
  Value: 500 xp
  Prerequisites: Dominate, Mind Probe
  Focus Power Test: Opposed Willpower
  Range: 1m
  Requiring utmost skill and experience, this technique enables 
  the psyker to enter into another mind and completely 
  reprogram the contents, insidiously reshaping its memories 
  and experiences as he desires. This can be something as 
  simple as an engram designed to fool casual searches by 
  other telepaths, or something more crafted and elaborate to 
  remake an entire personality and constructed as ‘false self ’ the 
  unfortunate victim will believe to be true.
  The briefest expression of this power takes 2d5 rounds. 
  The psyker must win an Opposed Willpower Test against the 
  victim, delving one level deeper into the target’s mind with 
  every two degrees of success. If the target wins, he rejects 
  the reprogramming and forces the psyker out ending the 
  procedure and inflicting a Fatigue level on the psyker, who 
  may not re-attempt this technique for 1d5 hours. This is also 
  not a gentle process, and the target will be aware that his mind 
  is being reordered until the reprogramming is successful, at 
  which point the reprogramming itself will be forgotten as 
  an event, buried deep in the subject’s unconscious mind. For 
  every 2 Psy Rating the psyker uses, he gains a +10 bonus to 
  the Opposed Willpower Test. The effects of Reprogramming 
  are permanent unless they are forcibly broken down (see The 
  Danger of Paradox section). At the end of this process, the 
  psyker’s results will depend on the amount of successes he 
  has achieved.
  Table 6–8: Reprogram
  Degrees of 
  Success
  Effect
  1 (Sow Confusion)
  The psyker can shroud a single event or memory in the subject’s mind in doubt and mental fog, inflicting a 
  –20 penalty to his recall of facts concerning it.
  2 (Implant Falsehood)
  The psyker can now implant simple information like a false face on a killer in a witness’s mind, a false pass 
  code, or any other single sentence’s worth of knowledge the subject will now recall as fact.
  3 (Rewritten History)
  The psyker can now alter a single event or series of events in the subject’s recent memories to his specific tion. 
  The subject will now earnestly believe this ‘new’ version of events to be the truth.
  4 (Sculpt Synapses)
  The psyker can now supplant a single major long term memory or obliterate it entirely, affecting potentially 
  the perception of an entire sequence of events in the subject’s lives, and perhaps influencing the subject’s 
  personality in the process. This also inflicts 1D5 Insanity oints on the subject. 
  5+ (Psychic Block)
  In addition to his other workings, the psyker can put in place a basic psychic block that grants the target a +10 
  bonus to his Willpower Test when resisting Mind Probes. This also conceals the psyker’s tampering.
  
  167
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  VI: Psychic Powers
  Major Reprogramming: Given extensive time, effort and 
  the malign will to do so, a psyker with this power can freely 
  implant a complete new personality, restructure memories, 
  counterfeit experience, and implant hate with this ability. 
  However, the level of effort and detailed attention required to 
  do this without overtaxing the psyker and driving the subject 
  mad is far beyond most immediate game use, and requires a 
  minimum of 2d10 hours. 
  The Danger of Paradox: The mind is a complex thing, 
  and a reprogrammed individual—if faced with evidence 
  of the truth, or major discrepancies between what he has 
  been manipulated into believing and the facts—may break 
  through his reprogramming. If the GM judges such an event 
  occurs, the victim must succeed at a Hard (–20) Willpower 
  Test. If successful, the mental reprogramming breaks down. 
  If the Test is failed, the victim goes on believing what he has 
  been manipulated into thinking is the truth. In either case the 
  mental strain inflicts 1d10 Insanity points on the s bject. 
  Sensory Deprivation
  Value: 200 xp
  Prerequisites: Compel
  Focus Power Test: Opposed Willpower
  Range: 10m x Psy Rating
  The psyker has learned how to block the messages of the 
  target’s senses. The psyker makes an Opposed Willpower Test 
  against the target. If he succeeds, the target is struck deaf, 
  blind, and is unable to scent or taste for as long as the psyker 
  maintains the power plus 1d5 rounds. 
  This power can also be used as a crude form of effective 
  ‘invisibility’ allowing the psyker to pass unnoticed to sight 
  or sound. The psyker selects a number of targets equal to his 
  Willpower Bonus and selects which single sense he wishes to 
  suppress. This must be the same sense for each target. Each 
  target must make an Opposed Willpower Test. Those 
  that fail notice nothing out of the ordinary, and the 
  sensory information is successfully masked by the 
  psyker until he stops maintaining the power.
  
  168
  VI: Psychic Powers
  VI: Psychic Powers
  The DivinATion Discipline
  Activation Time: Full Action.
  Maintainable: Yes.
  Range: You 
  Focus Power Test: Psyniscience
  Power Scale: At Psy Rating 1-3, the psyker receives images 
  that are hazy and indistinct. At Psy Rating 4-6, the same 
  images are clearer and sharply in focus. At Psy Rating 7+, any 
  images will be crisp, clear, and accompanied by other sensory 
  input—sound, taste, etc.—as appropriate.
  Technique Trees: Emperor’s Tarot
  Basic Technique: Aura Reading
  Diviners can read a person’s aura, the unconscious projection 
  of his being in to the warp. This is a very pale shadow, beneath 
  the notice of most beings, but the diviner can study this aura 
  to learn about the person.
  The psyker can attempt to read the aura of any person 
  he can see as a Full Action. This requires a successful Focus 
  Power Test, with every degree of success providing more 
  information. A psyker can only maintain this power on one 
  target. If he wishes to divine the well-being of a different 
  person, he must activate the power again.
  If the psyker maintains the power on the same target, he can 
  increase his Degrees of Success by +1 per round cumulatively, 
  eventually getting to the full 3 Degrees of Success.
  Divination Discipline: The emperor’s Tarot 
  Techniques 
  Augury 
  Value: 200 xp
  Prerequisites: Foreshadow
  Focus Power Test: Psyniscience
  Range: 1m
  By reading the Emperor’s Tarot for a specific individual, 
  the psyker can grant insight into what troubles lay ahead. A 
  specific question must be asked, though it can be as detailed 
  as “What must we overcome to defeat the xenos on Choir?” 
  or as broad as “How can I turn a greater profit?” After that, 
  the psyker will read the Emperor’s Tarot for the subject as 
  they both concentrate on the question asked. At the end of 
  this time, typically 30 minutes—though some readings take 
  longer to interpret—the psyker makes a Psyniscience Test. 
  Every two degrees of success reveals more information. 
  However, any rolls on the Psychic Phenemona chart that are 
  provoked from this technique also add +10. 
  Table 6–9: Divination Imperial Tarot Techniques
  Name
  Focus Time
  Sustain
  xp Value
  Psycholocation
  Half Action
  Yes
  100
  Foreshadow
  Half Action
  No
  100
  In Harm’s way
  Free Action
  No
  200
  Augury
  Half Action
  Yes
  200
  Psychometry
  Half Action
  Yes
  200
  Divining the Future
  Full Action
  Yes
  200
  Walking the Path
  Free Action
  Yes
  200
  Blessed by the Emperor
  Free Action
  Yes
  300
  Focus Power Test 
  Psyniscience
  Willpower
  Willpower
  Psyniscience 
  Psyniscience 
  Psyniscience 
  Psyniscience 
  Psyniscience
  Table 6–10: Aura Reading 
  Degrees of 
  Success
  Result
  0
  The psyker gains superficial impressions about the target person. This includes the three strongest emotions the target is 
  currently experiencing, his race, whether or not he has any psychic powers, and a rough idea of his state of mental and 
  physical health (No numbers, just good, poor, weak, etc.). Lastly, it determines if the target is an untouchable–naturally, 
  in this case, the psyker receives no further information, including the effects from this technique!
  1
  The psyker gets all of the information above, plus he gets a deeper insight in to all of the target’s feelings, granting a 
  +10 to all Fellowship Tests made against the target while Divination is active. The psyker also gets a better idea about 
  the target’s well-being, including current Wounds and Fatigue levels. Finally, if the target is also a psyker, he can sense 
  the target’s Psy Rating.
  2
  The psyker gets all of the above results, plus he can now determine the target’s Insanity Points, as well as which 
  addictions or madness he might be suffering from. If the target is a psyker, he can determine which Discipline(s) and 
  Techniques the target possesses.
  3
  The psyker gets all of the above information, and now he can determine how many Corruption Points the target 
  might have accumulated. Also, the psyker can determine if the aura is genuine, or has been produced by some other 
  means—technologically, psychically, daemonically, etc.
  
  169
  VI: Psychic Powers
  VI: Psychic Powers
  blessed by the emperor
  Value: 300 xp
  Prerequisites: Divining the Future
  Focus Power Test: Psyniscience
  Range: 5m x Psy Rating
  At this level of skill, the psyker has learned how to explore 
  multiple outcomes to different choices and actions, and to be 
  able to sort through them to choose the safest course. 
  The psyker must succeed at a Focus Power Test. If 
  successful, the psyker gains a bonus to all Weapon Skill and 
  Ballistic Skill Tests equal to 5 times his effective Psy 
  Rating, and Ballistic Skill Tests against him suffer the same 
  value as a penalty. Additionally, he can shout warnings to 
  his comrades within 5m x Psy Rating and warn them of 
  incoming attacks. Allies beyond this range are outside of the 
  scope of his power to foresee. All Ballistic Skill Tests 
  against those so warned suffer a –10 penalty. This 
  technique may not be used at the Fettered Psychic 
  Strength. 
  Divining the Future
  Value: 200 xp
  Prerequisites: Augury
  Focus Power Test: Psyniscience
  Range: Personal
  Divining the Future represents the psyker’s growing affinity
  for the Emperor’s Tarot, and his ability to access answers about 
  the future with greater speed and precision. Just like Augury, 
  a specific question must be asked, though it can be as detailed 
  as “When will Da Wurldbreaka return to this planet?” or as 
  broad as “How can I turn a greater profit?” However the time 
  involved is considerably less—only one minute is required 
  for a use of this technique. The psyker makes a Psyniscience 
  Test. Every two degrees of success reveals more information. 
  However, any rolls on the Psychic Phenomena chart that are 
  provoked from this technique also add +10. 
  Foreshadow
  Value: 100 xp
  Prerequisites: None
  Focus Power Test: Willpower
  Range: Personal
  Peering in to the future for a brief instant, the psyker is able to 
  see possible outcomes and potential dangers. Until the end of 
  the next turn, the psyker gains a bonus to one Skill Test 
  equal to 5 times his effective Psy Rating. Using “Foreshadow” 
  does not count as sustaining a Psychic Technique.
  In Harm’s Way 
  Value: 200 xp
  Prerequisites: None
  Focus Power Test: Willpower
  Range: Personal
  By taking a deep look into the near future, the psyker 
  can anticipate the actions of his enemies. Until the end of the 
  next turn, the psyker gains a bonus to all Weapon Skill and 
  Ballistic Skill Tests equal to 5 times his effective Psy Rating 
  (to a maximum of +20), and Ballistic Skill Tests against him 
  suffer the same value as a penalty. Using “In Harm’s Way” 
  does not count as sustaining a Psychic Power.
  Psycholocation
  Value: 100 xp
  Prerequisites: None
  Focus Power Test: Psyniscience
  Range: 1km x Psy Rating
  By succeeding at a Psyniscience Test, the psyker can locate 
  and track down a single object or person in his immediate 
  vicinity. The psyker can find anything, but there must be 
  some degree of familiarity. Touching a lock and trying to find
  the key to that lock is fin , but just thinking “I want a key” 
  Table 6–11: Augury
  Degree of 
  Success
  Result
  0
  Opposition: The psyker can determine the 
  greatest opposition that the subject will face.
  2
  Fears: The psyker also can determine other 
  negative forces that may be in play—the 
  number of these is equal to the Psy Rating used 
  in this power.
  4
  Hopes: The psyker can now determine the 
  greatest advantage or tool the subject has  
  at hand.
  6+
  Outcome: The psyker may offer a single 
  sentence of advice to the subject about the 
  clearest path to his answer.
  Table 6–12: Divining The Future
  Degree of 
  Success
  Result
  0
  Opposition: The psyker can determine the greatest opposition that the subject will face.
  2
  Fears: The psyker also can determine other negative forces that may be in play—the number of these is equal to 
  the Psy Rating used in this power.
  4
  Hopes: The psyker can now determine the greatest advantage or tool the subject has at hand.
  6+
  Outcome: The psyker may offer two sentences of advice to the subject about the clearest path to their 
  answer. This grants the subject a +10 bonus on a number of Tests equal to the psyker’s Psy Rating for the 
  next month or until the question is resolved, whichever occurs first.
  
  170
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  VI: Psychic Powers
  without a corresponding lock will not work. In the same vein, 
  the psyker must have seen the person he wants to find—either
  directly or through some image, painting, etc.—or have the 
  target’s true name.
  Once the psyker has chosen a target, he makes a 
  Psyniscience Test modified y the following factors:
  • Intimately familiar with target (Knows subject well, or
  has an item that has been with the subject for a long
  time): +10
  • Has a portion of the subject (Fragment from the item,
  lock of hair from a person): +5
  • Subject is surrounded by others of its kind (a coin in a
  coin purse, a person in a crowd, etc.): –10
  • Subject is within 50m x Psy Rating: +5
  • Subject is over 2 km away: –20
  If the psyker passes the Psyniscience Test, and the subject 
  is within range, the psyker receives a rough idea of where the 
  subject is located, based on how many degrees of success he 
  has scored.
  Psychometry
  Value: 200 xp
  Prerequisites: Augury
  Focus Power Test: Psyniscience
  Range: 1m x Psy Rating radius
  Learning to read the Tarot is in part the act of learning to 
  divine the Emperor’s word from psychic impressions. Refining
  this skill allows the psyker to learn more about others from the 
  crude psychic traces they leave behind on objects and places 
  in the world around them. In its simplest form, the psyker can 
  gain rough impressions from an object or a general area by 
  maintaining physical contact and making a Psyniscience Test. 
  More information beyond the strongest emotions requires 
  time, and the longer the psyker stays in a given area, the more 
  information he can ascertain. These numbers are modified
  by the raw strength of the psyker, and he may subtract a 
  number of rounds equal to his Psy Rating from each result 
  level. Example: A psyker with Psy Rating 5 will get the first
  result in 5 rounds, the second result in 10, etc. 
  Walking the Path 
  Value: 200 xp
  Prerequisites: Divining the Future
  Focus Power Test: Psyniscience
  Range: Personal (1m x Psy Rating)
  At this level of skill, the psyker has learned how to explore 
  multiple outcomes to different choices and actions, and to 
  be able to sort through them in less than a heartbeat. The 
  psyker must succeed at a Focus Power Test. If successful, the 
  psyker gains a +10 bonus to all Weapon Skill and Ballistic 
  Skill Tests, and Ballistic Skill Tests against him are at a –20 
  penalty—these benefits apply for one round, unless the psyker 
  sustains this technique. Additionally, he can see glimpses of 
  the dangers in his immediate vicinity and shout warnings 
  to his comrades within 1m x Psy Rating to warn them of 
  incoming attacks. Allies beyond this range are outside of the 
  scope of his power to foresee. All Ballistic Attacks against 
  those so warned suffer a –5 penalty. This technique may not 
  be used at the Fettered Psychic Strength.
  Table 6–14: Psychometry
  Rounds Result
  10
  The psyker can detect the strongest emotion 
  associated with the area or object.
  20
  The psyker can see the general features of the 
  person who experienced the emotion
  30
  The psyker gets a clear image of the person who 
  experienced the emotion
  40
  The psyker is able to identify the person’s 
  occupation (e.g. Career and Rank)
  50
  The psyker can now determine the name of the 
  person
  +10
  The psyker discovers an additional fact about the 
  person as determined by the GM.
  Table 6–13: Psycholocation
  Degrees 
  of Success Result
  0
  The psyker knows the rough direction of the 
  subject.
  2
  The psyker knows the specific direction of the 
  subject, and roughly how far away it is.
  4
  The psyker knows the specific direction of the 
  subject, and exactly how far away it is.
  
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  VI: Psychic Powers
  VI: Psychic Powers
  The Telekinesis Discipline 
  Activation Time: Half Action.
  Maintainable: Yes.
  Range: up to 5m x Psy Rating 
  Focus Power Test: Willpower/Opposed Willpower
  Power Scale: The majority of the power scale in Telekinesis 
  is reflected in the actual power or psychic techniques. However 
  at lower levels (below Psy Rating 4), a psyker’s telekinesis will 
  seem tentative; the hold on objects/people will be shaky. At 
  higher levels, this will turn into a rock solid mental force.
  Technique Trees: Telekinetic Force
  basic Technique: Mind over Matter
  Telekinesis is the ability to move physical objects with force 
  of will. The psyker’s initial gift in Telekinesis has several 
  applications. The psyker may lift or move any object within 
  his range and line of sight that does not exceed the weight 
  limit of 10 kg x Psy Rating. The object may be moved slowly 
  within the range of the power. Objects move far too slowly 
  to be used as an attack, however. Additionally, this raw lifting 
  ability does not function on living beings, as the smallest 
  movements tend to unbalance the psyker’s mental focus. Once 
  an object is released from Telekinesis, it begins to slowly settle 
  back to earth as the last vestiges of the power leave it.
  A more forceful approach can be taken with lighter objects, 
  weighing up to 5 kg x Psy Rating. These may be accelerated 
  with greater speed and force, out to a maximum of 5 metres x 
  Psy Rating. To hit a target, the psyker makes a Ballistic Skill 
  Test. Damage is equal to 1d10 Impact Damage plus 1 point 
  per 5 kg of the missile’s weight.
  Lastly, the psyker can direct a sharp wave of force against a 
  target to shove it away. The psyker must make an Opposed 
  Test, pitting his Willpower against the target’s Strength. If the 
  psyker wins, he knocks the target to the ground and pushes it 
  away a number of metres equal to his Psy Rating. 
  Table 6–15: Telekinetic Force Techniques
  Name
  Focus Time
  Sustain
  xp Value
  Precision Telekinesis
  Half Action
  Yes
  100
  Force Bolt
  Half Action
  No
  100
  Telekinetic Crush
  Half Action
  No
  200
  Telekinetic Weapon
  Half Action
  Yes
  200
  Telekinetic Shield
  Half Action
  Yes
  200
  Force Shards
  Half Action
  Yes
  400
  Storm of Force
  Full Action
  Yes
  500
  Focus Power Test 
  Willpower 
  Willpower 
  Opposed Willpower 
  Willpower
  Willpower
  Willpower 
  Willpower
  Telekinesis Discipline: Telekinetic force 
  Techniques 
  In any situation where the task in question would require 
  a Characteristic Test, the psyker substitutes Willpower 
  instead. The psyker’s Psy Rating substitutes for his Strength 
  Bonus when using this technique.
  If using this Technique to attack with a weapon, the psyker 
  must still spend Actions as he would were he wielding the 
  weapon. He benefits and suffers from all penalties and 
  bonuses he would normally have were he wielding the 
  weapon (including Proficiency penalties), and measures all 
  ranges to targets from himself, not the weapon. If he (not 
  the weapon) does not have line of sight to the target, he 
  suffers the usual penalties for blind firing.”
  Force Bolt
  Value: 100 xp
  Prerequisites: None
  Focus Power Test: Willpower
  Range: 10m x Psy Rating
  The psyker can hurl a bolt of force at an opponent. If he 
  activates the Technique, he hits the target with a psychic 
  ranged attack that deals 1d10+2 Impact Damage, with a 
  bonus of +2 Damage per point of effective Psy Rating. This 
  attack can be dodged in the same manner as any other 
  ranged attack, but if it hits and the psyker scores at least 3 
  Degrees of Success, the target is also pushed back 1d5 
  metres and knocked prone.
  Telekinetic Crush 
  Value: 200 xp
  Prerequisites: None
  Focus Power Test: Opposed Willpower
  Range: 10m x Psy Rating
  The psyker can wrap a target in crushing bands of force. Make 
  an Opposed Test, pitting the psyker’s Willpower against the 
  target’s Toughness. If the psyker wins, he may inflict 
  1d10 Impact Damage with a bonus of +2 Damage per 
  effective Psy Rating. The psyker may also Grapple the 
  opponent (see page 240), substituting his Willpower bonus 
  for his Strength bonus. This Technique cannot be dodged.
  Telekinetic Weapon
  Value: 200 xp
  Prerequisites: Force Bolt
  Focus Power Test: Willpower
  Range: Personal
  Shaping the force of the psyker’s mind into a blade of destructive 
  force, the Telekinetic Weapon is a powerful manifestation of 
  Precision Telekinesis
  Value: 100 xp
  Prerequisites: None
  Focus Power Test: Willpower
  Range: 5m x Psy Rating
  Unlike the first gross manipulations of Telekinesis, this 
  allows the psyker to fine tune his ability until he can do 
  anything at range that he could do with his bare hands. 
  
  172
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  VI: Psychic Powers
  VI: Psychic Powers
  the psyker’s discipline and control. The Telekinetic Weapon 
  counts as a sword in the hand of the psyker, but there is no 
  penalty for lacking the required Weapon Training Talent. 
  To strike with the Psychic Weapon, the psyker makes a 
  Weapon Skill Test—the Telekinetic weapon may be parried, 
  but is not destroyed by weapons with the Power Field quality 
  (see page 116). If the weapon hits, it does 1d10 Rending 
  Damage with a bonus of +3 Damage per effective Psy 
  Rating. Additionally, the weapon has a Penetration value 
  equal to the psyker’s Psy Rating.
  Telekinetic Shield
  Value: 200 xp
  Prerequisites: Telekinetic Crush
  Focus Power Test: Willpower
  Range: Personal
  The psyker can create a field of telekinetic energy for self-
  defence. The form-fitting shield grants the psyker 1 point of 
  AP per Psy Rating—this technique lasts for one round unless 
  the psyker chooses to sustain it. This protection counts as 
  armour on every location that stacks with any other armour 
  the psyker may be wearing. The shield is not opaque and 
  does not block line of sight. The defence provided by this 
  power will also work against attacks with the Warp Weapon 
  quality. 
  Force Shards 
  Value: 400 xp
  Prerequisites: Precision Telekinesis, Telekinetic Weapon
  Focus Power Test: Willpower
  Range: 5m x Psy Rating
  This technique is an elegant manifestation of the psyker’s 
  killing will in the form of multiple hovering blades of 
  destructive force, visible as hazy distortions in the air. When 
  activated, the psyker brings a number of force shards into 
  existence equal to his effective Psy Rating. The force shards 
  hover around the psyker, acting as a potential barrier to 
  incoming attacks. Any opponent attacking the psyker when 
  he has one or more force shards orbiting suffers a –10 to 
  Weapon Skill or Ballistic Skill tests. The force shards can be 
  launched at targets as a ranged attack in subsequent turns. 
  The psyker makes a Challenging (+0) Willpower Test to 
  hit the target. On a success he hits with one force shard, 
  plus one additional hit per degree of success, to a maximum 
  number of hits equal to the number of force shards. Each 
  shard deals 1d10 Rending Damage with a bonus of +2 
  Damage per Psy Rating and a Penetration equal to the Psy 
  Rating used in the Technique. The shards may hit any 
  number of targets within two metres of the primary target. 
  This attack can be dodged in the same manner as any other 
  ranged attack.
  Storm of Force
  Value: 500 xp
  Prerequisites: Telekinetic Weapon
  Focus Power Test: Willpower
  Range: 5m x Psy Rating radius
  The psyker has developed his powers to the furthest reaches. He 
  can generate a rain of force bolts that can smash his enemies 
  in a savage storm of psychic fury. The psyker can pick out a 
  number of targets equal to his Psy Rating for each round that he 
  maintains this power. The psyker must make a Challenging (+0) 
  Willpower Test to hit each of his targets., and deals 2d10 Impact 
  Damage with a bonus of +3 Damage per Psy Rating. No target 
  may be hit more than once a round. This attack can be dodged in 
  the same manner as any other ranged attack.”
  psychic powers in Rogue TRadeR AnD daRk HeResy
  The psychic powers rules presented here offer an alternate interpretation to those found in Dark Heresy, but are 
  intended to offer a complementary alternative rather than replace them. So how do the rules here work with Dark 
  Heresy material if you wish to import one to the other? 
  Psychic Techniques and Psychic Powers are considered the same for all purposes, meaning that Resistance (Psychic 
  Powers) also functions against Psychic Techniques, and vice versa.
  Psy Rating is Psy Rating. The two crossover exactly. 
   Anything that increases a power threshold in Dark Heresy, decreases Psy Rating in rogue TraDer. A rough 
  guideline is that for every 4 pts of increase in threshold, lower the psy rating by 1.
  Talents or other abilities that allow a bonus to Power Rolls (such as Discipline Focus) instead add to Focus Power 
  Tests. Each +1 bonus to a Power Roll translates to +5 to the Focus Power Test. 
   If you wish to use the Psychic Strength listed here (Fettered, Unfettered and Push) simply divide the Psyker’s Type 
  into Sanctioned and Renegade brackets and use the rules here accordingly. 
  Those wishing to convert material over from the Dark Heresy line will find that any of the psychic powers found 
  there can be represented by taking a themed psychic discipline and its ancillary powers as appropriate psychic techniques 
  centred on it.
  • Untouchables: An Untouchable reduces the Psy Rating of any psyker (within 5 metres) by 5. All other rules for
  Untouchables are unchanged.
  • Sorcerers: The rules for Sorcery (see Disciples of THe Dark goDs) remain unchanged except that any use of a
  sorcery power will use the Sorcerer row on Table 6–1. 
  • Daemons & Warp Entities: Creatures with the Daemonic or Stuff of Nightmares Trait always use their powers at
  Unfettered level only, and whilst they may generate Psychic Phenomena from the powers they employ at the GM’s 
  discretion, they are never adversely affected by them or suffer Perils of the Warp.
  
  173
  VII: Navigators
  VII: Navigators
  The GreaT 
  houses
  •
  NaviGaTor 
  Powers
  •
  NaviGaTor 
  MuTaTioNs
  •
  NaviGaTiNG The 
  warP
  
  174
  VII: Navigators
  VII: Navigators
  Chapter VII: 
  Navigators
  “Gaze long into the warp and the warp will gaze back into you.”
  –Ancient Navis Nobilite Proverb
  F
  or centuries uncounted, Navigators have led mankind 
  between the stars. Theirs is the unique power to gaze 
  into the warp and guide humanity’s vessels across the 
  vastness of the galaxy. This power affords them a special 
  place within the Imperium of Man, and over time, has won 
  them great prestige and wealth. The contemporary Navigator 
  Houses of the Navis Nobilite have a scope of power and 
  influence that is breathtaking to behold, reaching from the 
  farthest world to the vaulted chambers of the High Lords 
  of Terra themselves. It is into this position of power and 
  privilege that a Navigator is born, gifted with unique and 
  strange powers by the blood of their ancestors. Although they 
  may be one among many within their brood, a Navigator 
  knows that they stand head and shoulders above the common 
  citizens of the Emperor’s domain. They also know that with 
  training, dedication, and influenc , they may rise within the 
  ranks of their House and perhaps even take the mantle of 
  Novator—lord and master of the family.
  The NavigaTor geNe
  The origins of the Navigators have long been lost to antiquity 
  like so much of the Imperium’s history, forgotten and buried 
  beneath the weight of millennia of strife and decay. Some 
  scholars speculate, however, that this unique sub-species of 
  humans was the result of long forbidden genetic tampering. 
  Some say the hand of the Emperor was behind their creation 
  in the early days of the Great Crusade, whilst other supposition 
  claims that it was a spontaneous evolution triggered by 
  mankind’s first steps across the void. Whatever the case, the 
  ‘Navigator Gene,’ as it is now known, has endured across 
  thousands of years and without it, much like the astropath’s 
  gift, the Imperium would not exist and certainly could not be 
  maintained. This mutation has not endured through accident, 
  but through careful cultivation. A Navigator is the result of 
  focused selective breeding and rigorous screening by their 
  House at every stage of their development. Even when they 
  attain the rank of full Navigator and leave the protection of 
  their Household to take up the task to which their nature calls 
  them, their family ties remain strong and bind them tight, 
  reminding them where their true duty lies.
  Whilst the Navigator serves the single purpose of guiding 
  ships through the warp, and has evolved admirably for this 
  task, they are also capable of far greater control over the 
  strange power they wield and putting it to other uses. 
  These strange and little understood powers seem 
  to result from a Navigator’s unique affinity 
  to the warp, another gift of their altered 
  genetic makeup. Little is known about how a Navigator’s warp 
  affinity works, or exactly how it is that many Navigators are 
  able to not only look into the warp but also enact their will 
  on it to some extent, making subtle changes to its currents 
  and tides. 
  The Warp eye
  Common to all Navigators is the ‘warp’ or ‘third’ eye. It almost 
  always manifests as a literal mutation they bear upon their 
  foreheads, although in some cases trepanning and a cybernetic 
  shutter implant made during adolescence will be needed to 
  affect the full release of their power. This eye is what gives 
  a Navigator his power to gaze into the warp and guide ships 
  through its turbulent currents and storms—more than a mere 
  additional sensory appendage, the third eye is the source of 
  all a Navigator’s power and their link to the Immaterium. 
  Through this eye they can see directly into the warp, and when 
  their power is honed, pierce material barriers and disguises, 
  even delve into the souls of men. They can also use this eye to 
  read the currents of the warp—its ebb and flow—and through 
  this understanding subtly alter it, causing ripples that can be 
  felt within the Materium of real space itself. In addition to 
  these lesser powers, the gaze of a Navigator’s warp eye when 
  fully opened can kill, its baleful light sheering the very souls 
  from those that look upon it, extinguishing them forever in a 
  moment of blazing madness and agony.
  The warp eye is also the Navigators’ most obvious mutation 
  but often not their only one. It marks them out as a mutant 
  and divergent from the greater masses of humanity, and whilst 
  their position, wealth and bearing serve to protect them from 
  The Power of NaviGaTors iN 
  roGue Trader
  In Rogue Trader Navigator characters have access to 
  a range of powers, many only vaguely understood 
  outside the halls of the Great Houses. These powers 
  can allow a Navigator to do many things, ranging 
  from glimpsing into the future to perceiving the very 
  flow of the warp itself. Unlike a Psyker however, a 
  Navigator’s command of the warp is more innate and 
  instinctive and so he does not manifest his abilities in 
  the same way. To this end Navigators have a far more 
  limited range of abilities than Psykers but their powers 
  are more reliable and in some cases more potent. Like 
  a Psyker though, a Navigator must choose which 
  abilities he wishes to pursue. It is rare that a Navigator 
  will ever master all of his powers and realise his full 
  potential, though it is more than possible to become a 
  master of a single ability.
  Navigator characters also suffer mutation more than 
  any other character—save any that succumb to the lure 
  of the dark gods—and as their power grows they will 
  typically become slowly more and more corrupted in 
  body and mind by both the debilitating nature of the 
  Warp and the ongoing effect of the Navigator gene-
  coding which is both their curse and their blessing.
  
  175
  VII: Navigators
  VII: Navigators
  persecution (at least most of the time), Navigators are still 
  feared and distrusted by many for their gifts, and not without 
  cause. For this reason, Navigators tend to cloister themselves 
  away from other people, seek the protection of bodyguards, 
  and use hoods and cowls to hide their warp eye when  
  in public.
  The Great 
  Houses
  F
  ew organisations within the Imperium hold as much 
  power as the Great Navigator Houses of the Navis 
  Nobilite. Their position of control over nearly all 
  Imperial shipping places them in a rare place of power, one 
  that sits almost beyond the reach of both the Administratum 
  and even the Inquisition itself. It is a position that the Great 
  Houses have mercilessly exploited down the millennia and 
  used to gather vast wealth and influence to themselves. Though 
  across the long span of years this power has risen and fallen, 
  it has endured longer than almost all other Imperial edifices. 
  The only aspect of the Great Houses that matches their 
  political endurance is their constant struggle with each other. 
  Constantly struggling for position and favour, the Houses use 
  all manner of means to outdo their rivals, sometimes even 
  engaging in open warfare against one another. Only the strict 
  control of the House Novators and the carefully maintained 
  codes of the Navigators keep such conflicts from spiralling 
  out of control. 
  The Novator is a patriarch or matriarch that rules over a 
  Navigator House, the figurative—and often biological—father 
  or mother of the family. It is the role of the Novator to hold the 
  family together and manage their fortunes, fostering contacts 
  and contracts to the House and jealously guarding those 
  already in its possession. Above the scores of Novators stands 
  the Paternova, head of all the Imperium’s Navigator Houses. 
  From his throne on ancient Terra, he guides the destiny of the 
  Houses, ensuring their place of power within the galaxy.
  Whilst ostensibly the role of the Paternova, and by 
  extension the Novators, is to manage the power of the Houses 
  and protect their interests from the greed of the Administratum 
  or the ignorance of the Ecclesiarchy and Inquisition, they do 
  in fact have a far more important role to play. This role is in 
  the cultivation and protection of the Navigator gene. Vital to 
  the survival of the Houses is the continuance of the birthing 
  and training of skilled and potent Navigators. However, the 
  competition between the families has also led to each tampering 
  with and altering the evolution of some of its children, in the 
  hopes of creating more powerful and able Navigators with 
  which to defeat their rivals and win greater contracts. Over 
  many centuries, this altering of the Navigator gene has created 
  many lineages, giving rise to some strains of the Navigator 
  gene in which certain powers, abilities, and mutations are more 
  prevalent.
  
  176
  VII: Navigators
  VII: Navigators
  ChoosiNg your LiNeage
  In the Imperium, there are thousands Navigator Houses, 
  each with a history that can be traced back hundreds if not 
  thousands of years, but still the number of Navigators is a 
  literal drop in the ocean compared to the numberless masses of 
  humanity. All these houses are not the same however, either in 
  strength or makeup, and over the millennia many have diverged 
  from the first great families that are said to have exhibited 
  the Navigator gene. Some have dwindled and died off over 
  the years, some few turned outlaw, whilst many others have 
  prospered in these divergent ways of life creating branches and 
  offshoots of the Great Houses across the Imperium. Whilst 
  it would be impossible to catalogue and critique each of the 
  Navigator families, many can be grouped into broad categories, 
  representing their unique strain of the gene as well as their 
  area of influence and way of life. The four groups which are 
  prevalent in both the Calixis Sector and the Koronus Expanse 
  are known variously as the Nomadic Houses, the Magisterial 
  Houses, the Shrouded Houses, and the Renegade Houses.
  NoMadic houses
  Some of the Great Houses have forsaken ties of sector and 
  system, relinquishing their terrestrial holdings. Instead, over 
  the centuries, these Navigator Houses have taken wholly 
  to the stars to become wanderers and gypsies, their lines 
  preserved on vast fleets of ships constantly on the move. To 
  be part of a Nomadic House is to be born between the stars 
  and spurn the life of a dirt dweller. It is also this long term 
  exposure to both the void and the Immaterium that hones the 
  skills of Navigators from Nomadic Houses, giving them an 
  understanding of space and warp second to none.
  Some Nomadic Houses known to travel the Koronus 
  Expanse include Term’L, Xan’Tai and Aleene.
  A Navigator character that belongs to a Nomadic House 
  gains the following benefits:
  Lore of the Wanderer: The Navigator has an ingrained 
  affinity with passage between distant and uncharted stars and 
  gains the Talented (Navigation (Warp)) Talent. 
  A Taste for the Warp: Living in constant contact with the 
  veil between real space and the warp, the Navigator can read 
  it like few others. The Navigator can spend a Fate Point to 
  automatically succeed in using a Navigator power; if degrees of 
  success are relevant to the effects of the power, he will succeed 
  by 1d5 degrees of success with 5 counting as 0 degrees of 
  success.
  Scorn of Dirt Dwellers: Those that have roamed the void for 
  so long feel uncomfortable in the cultures of dirt dwellers and 
  usually cannot wait to return to space. Whenever the Navigator 
  is on a planetary body and must deal with locals he suffers a 
  –10 to all Fellowship tests and skills based on Fellowship.
  Initial Mutation: Navigators from a Nomadic House begin 
  play with a single Navigator Mutation rolled randomly from 
  Table 7-1: Navigator Mutations. They may develop 
  additional mutations as normal when they acquire 
  new Navigator Powers or increase their mastery 
  of existing powers.
  MaGisTerial houses
  Greatest in size and power are the Magisterial Houses. The 
  roots of the original Navigator families, these Houses maintain 
  mighty palaces on Terra and their influence reaches to the 
  very edges of the light of the Astronomican. The Magisterial 
  Houses maintain traditions and practices that have served them 
  for millennia. They are masters of the traditional Navigator 
  crafts and have more control over the malign mutations that 
  afflict those with the gene. To be part of a Magisterial House 
  is to know without question the purity of your blood and the 
  ancient power and nobility of your family.
  Magisterial Houses with influence in the Koronus Expanse 
  include the grand houses of Benetek and Vor’cle.
  A Navigator character that belongs to a Magisterial House 
  gains the following benefits
  Warp Focus: The warp eye is the core of a Navigator’s 
  being and his oldest and most potent tool. Once per game 
  session he may force a single opponent to re-roll a successful 
  test when testing to resist the effects of The Lidless Stare  
  Navigator Power.
  Pure Genes: The Navigators of a Magisterial House are less 
  likely to mutate due to their pure genes. Whenever they must 
  test for mutation (see page 182) the test is considered Routine 
  (+20) rather than Ordinary (+10).
  Exalted Lineage: The blood of the most ancient and powerful 
  navigator houses gifts their scions with a position of prestige 
  amongst the nobility of the Imperium. The Navigator may call 
  upon this lineage in social situations and gains a +10 bonus to 
  any Interaction Skill Test when dealing with members of the 
  Imperial nobility.
  Initial Mutation: Navigators from a Magisterial House 
  begin play with a single Navigator Mutation chosen from the 
  following options: Strangely Jointed Limbs, Elongated Form, 
  Pale and Hairless Flesh, Eyes as Dark as the Void. They may 
  develop additional mutations as normal when they acquire new 
  Navigator Powers or increase their mastery of existing powers. 
  shrouded houses
  Shrouded houses have suffered great losses or shame within 
  the more established dominions of the Imperium. They have 
  opted to move their powerbase completely to the edge of 
  known space, where they cling to the barest strands of their 
  former status and power. Though they may be rich in skill, 
  knowledge or lore, something in the past of Shrouded Houses 
  has blighted them and reduced them to a state so far from their 
  once exalted position that they are sometimes cruelly called 
  ‘beggar houses’ by their more successful counterparts. To be 
  part of a Shrouded House is to be part of a fallen line that 
  is slowly rising again to stand defiant against those that once 
  cast them down—or at least, so you are told by your elders. 
  Their loss in standing has often forced such houses to flee to 
  the margins of the Imperium and to develop a cunning and 
  opportunistic mindset alongside a skill that is often lacked by 
  more comfortably indolent houses.
  Some of the more powerful and influential include the 
  Modar, Yeshar, and the Rey’a’Nor triumvirate as well as the 
  notorious Cedd house.
  
  177
  VII: Navigators
  VII: Navigators
  A Navigator character that belongs to a Shrouded House 
  gains the following benefits:
  Destitute: The navigator’s fortunes are so low that he has 
  little or nothing and is initially a drain on the resources of his 
  fellows. The presence of a navigator from a Shrouded Lineage 
  reduces the group’s starting Profit Factor by –1. 
  A Gaze to Pierce the Soul: The Navigator has a keen 
  understanding of a person’s relationship to the warp born of 
  enforced self-reliance and bitter musings. The Navigator begins 
  play with Gaze into the Abyss as a bonus power. In addition, 
  he may raise this ability above Master to Paragon (the xp cost is 
  the same as to raise to Master) giving him a +30 bonus on all 
  tests with this power. 
  Mercantile Opportunists: Raised in a volatile atmosphere 
  where the need for profit and advancement outweighed all 
  other concerns, these Navigators have had to learn the hard 
  way the skills of hard bargaining and contract hunting—needs 
  most of their kind are normally sheltered from. The Navigator 
  gains a +10 bonus to tests with the Barter, Charm and  
  Carouse Skills. 
  Initial Mutation: Navigators from a Shrouded House begin 
  play with a single Navigator Mutation rolled randomly 
  from Table 7-1: Navigator Mutations. They may develop 
  additional mutations as normal when they acquire new 
  Navigator Powers or increase their mastery of existing powers.
  reNeGade houses
  Some of the Great Houses have completely forsaken the 
  traditions and ancient practices of the Navigator families in 
  their quest for power, or may have been turned on by the 
  rest of the Navis Nobilite, harrowed, and driven into exile. 
  Dabbling heavily in the genes of their children in order to 
  improve their lot, their tampering often leads to hideous 
  mutations and unconscionable monsters in their lineage, 
  which in turn leads to rejection by the Paternova and a hunt 
  to extinction by the Inquisition. In some cases, however, it has 
  birthed new strains of the gene and given rise to families with 
  unique abilities and potent powers. To be a part of a Renegade 
  House is to have cast aside the sacred Navigator traditions as 
  small minded and restrictive and instead embraced the glory 
  and limitless potential of your ancestry—or so the houses 
  believe, to comfort themselves.
  It is whispered that the Koronus Expanse is home to several 
  Renegade Houses like the secretive Gazmati and the infamous 
  Nostromo.
  A Navigator character that belongs to a Renegade House 
  gains the following benefits:
  The Fruits of Corrupted Blood: In tampering with the 
  fundamental nature of their bloodlines the Renegade 
  Houses have created both monsters and marvels. 
  The Navigator begins play with an additional 
  Navigator Power. Additionally, the Navigator 
  may also choose three Navigator Powers; 
  
  178
  VII: Navigators
  VII: Navigators
  these may include powers he does not yet have, but plans 
  to later acquire. He gains a +10 bonus to all tests with these 
  powers (in addition to bonuses for being an Adept or Master). 
  In addition, all tests by others to resist these powers suffer a 
  –10 penalty. 
  Unchecked Mutation: The Navigator is more prone to 
  mutation and mental instability that any others of his kind, 
  representing the tampering of his family line and a life 
  overshadowed by doom. When taking tests for mutation for 
  gaining a new power or increasing an existing one (see page 
  182), his tests are Challenging (+0) rather than Ordinary 
  (+10) and he begins play with 1d5 Insanity points. 
  Renegades: The price of dabbling in the unknown is high, 
  and it has cost the Renegade Houses in both security and 
  status. Navigators from Renegade Houses begin play with 1d5 
  Corruption points and the watchful eye of the Inquisition ever 
  waiting to uncover wrongdoing. Also, all tests that involve 
  interacting with the official bodies of the Imperium are at a 
  –10 penalty.
  Initial Mutation: Navigators from a Renegade House 
  begin play with two Navigator Mutations rolled randomly 
  from Table 7-1: Navigator Mutations. They may 
  develop additional mutations as normal when they acquire 
  new Navigator Powers or increase their mastery of  
  existing powers.
  Gaining 
  Navigator 
  Powers
  I
  n Rogue TRadeR, Navigator characters have access to 
  special Navigator powers representing the unique gifts of 
  their lineage. These powers are gained and deepened by 
  spending experience. Each Navigator power is divided into 
  three levels: Novice, Adept and Master. These three levels reflect
  a Navigator’s mastery over his powers and his understanding 
  of the true nature of the warp. When a Navigator gains a 
  new power for the first time ,it will start at the Novice level. 
  Thereafter, at each Rank, they may spend Experience Points 
  to gain either a new power or raise an existing power to the 
  next level (i.e., Novice to Adept or Adept to Master).
  See page 60 in Chapter II: Career Paths for full details 
  on Navigator advancement.
  iNiTiaL poWers
  A Navigator character begins play with The Lidless Stare 
  power and may choose one more power, or instead of 
  choosing a second power, he may increase his mastery of one 
  of his powers by one stage. At higher ranks a Navigator may 
  spend experience to gain access to additional powers.
  The Eye is Open: A Navigator is a living window into 
  the warp, a fact mercifully mitigated for his own soul’s and 
  sanity’s sake by the effects of the Navigator Gene that allows 
  him to perceive the warp’s mind-blasting truth in a unique 
  way that allows his human mind to deal with it. As a result he 
  does not suffer Corruption Points from Warp Shock (see page 
  299), although he can acquire Corruption Points normally by 
  other means. 
  usiNg NavigaTor 
  poWers
  Unlike psychic powers, Navigators do not need to summon 
  the energies of the warp or use arcane psychic foci to activate 
  their powers. Rather, their powers are a result of their innate 
  connection to the warp and the legacy of their genes. Because 
  of these factors, a Navigator character does not make a focus 
  test to try and gather warp energy as a Psyker would or 
  have a Psy Rating. Instead, whenever he chooses to use one 
  of his powers, he must pass a characteristic test for it to be 
  successful. 
  Each power’s description indicates which characteristic 
  must be tested, plus any modifiers and additional effects for 
  degrees of success the Navigator gains. The most common 
  characteristics used by a Navigator in this way are Willpower 
  and Perception. 
  In addition to any modifiers detailed in the power’s 
  description, a Navigator gains a bonus to the test based on 
  
  179
  VII: Navigators
  VII: Navigators
  his level of mastery with the power: 
  • +0 Novice
  • +10 Adept
  • +20 Master
  Unless otherwise noted, using a Navigator Power is a 
  Half Action. In starship combat, unless otherwise noted, a 
  Navigator may use one Navigator Power per Strategic Turn 
  (at the GM’s discretion, the Navigator may use more than 
  one power if the powers do not effect the starship combat).
  Note that Navigators never need to roll for Psychic 
  Phenomena or Perils of the Warp, and cannot risk 
  triggering these effects with the use of their powers. 
  Likewise, any items, creatures, or psychic effects that would 
  either cause or increase the chance of a Psyker triggering 
  Perils of the Warp will not affect them when they use their 
  abilities. Navigator 
  Powers
  T
  his section presents an assortment of some of the most 
  common Navigator Powers found in the Imperium. 
  These are certainly not all of the powers that might be 
  found; the Imperium is a vast and strange place.
  a cloud iN The warP
  By understanding and perceiving the currents of the warp, 
  the Navigator can hide his presence from those that would 
  use the Immaterium to detect him. Whilst it does not in any 
  way mask his presence in the real universe, it can ably hide 
  him from detection by Psykers and confuse creatures whose 
  essence and existence are linked to the warp, such as Daemons 
  and other warp entities. As the Navigator grows in power, he 
  will become harder to detect, as well as being able to mask 
  others if they stand nearby.
  Novice: By making a Willpower test, the Navigator becomes 
  shrouded in an immaterial cloak, forcing those that use any 
  kind of psychic sight, detection or divination to make a 
  Challenging (+0) Perception Test to see him with such 
  powers. This power also has the same effect on the perception 
  of all Daemons and warp entities. This power will last as long 
  as the Navigator maintains it, however whilst he does so, 
  he cannot use any other powers (though he may take other 
  actions normally).
  Adept: As above, except the test to detect the Navigator 
  becomes Difficult (–10).
  Master: As above, except the power gains a radius equal to 
  the Navigator’s Willpower Bonus in metres centred on his 
  person. Any creature within the radius may be shrouded at 
  the choice of the Navigator.
  foreshadowiNG
  By using his warp eye to filter small secrets from the near 
  future, the Navigator can choose to make slight adjustments 
  to his actions to avoid harm and manipulate the course of 
  events. Only if the Navigator tries to dig too deep into the 
  near future for secrets does this power become unpredictable 
  and he may become victim of the warp’s lies.
  Novice: With a successful Perception Test, the Navigator 
  draws three secrets from the future. He may then “spend” a 
  secret on his following turn to gain a +10% bonus on any 
  Test. Using one secret in this way carries no danger. However, 
  he may choose to spend either of his other two secrets to 
  add an additional +10 bonus to the roll for each secret spent 
  (for a total bonus of +20 for 2 secrets used, and +30 for 
  three secrets used). For each additional secret used beyond 
  the first, the Navigator must roll a d10; if this roll comes up 
  7, 8, 9, or 10, then the secret causes the Navigator to suffer 
  a –10% penalty instead of granting a bonus. Secrets not used 
  in the following round are lost as time marches on. Using this 
  power more than once in the same hour is dangerous, as no 
  one should know too much about his own future. For every 
  use after the first in a single hour, the Navigator suffers 1d5 
  Insanity Points.
  Adept: As above, except secrets will only deduct rather than 
  add on a roll of 9 or 10.
  Master: As above, except secrets can be used up to fi e rounds 
  after the power is used.
  Gaze iNTo The abyss
  This power allows a Navigator to see a creature’s or object’s 
  reflection in the warp and learn things hidden from the real 
  universe. This power is most useful in unmasking both psykers 
  and daemons, but has other applications, such as reading 
  residual psychic taint on objects and tracking powerful psychic 
  entities.
  Novice: With a successful Perception Test, the Navigator can 
  determine if a creature or object holds the taint of the warp. 
  This will tell the Navigator if the person or object has a Psy 
  Rating or is tainted (roughly speaking if they have more than 
  20 Corruption Points, warp mutations, are possessed, etc.). 
  Psykers who have made dark pacts with the warp and daemons 
  are more resistant to this power, however. These creatures may 
  make a Willpower Test opposed by the Navigator’s Perception, 
  which if successful will hide their true natures. This power can 
  also be used to track powerful psychic or warp creatures using 
  the rules for Tracking on page 88.
  Adept: As above, with the additional effect that the 
  Navigator can detect major disturbances in the warp, 
  such as warp portals and ships entering and exiting 
  the Immaterium within a radius of 100 kilometres 
  times his Perception Bonus. In Starship Combat 
  (see page 212), this power functions within 
  are NaviGaTors Psykers?
  Navigators are not marked as psykers in the traditional 
  sense within the Imperium, though they do have a 
  connection with the warp and use its power to fuel 
  their abilities. For all game purposes, however, a 
  Navigator character is considered a psyker. This means 
  that weapons, powers, and creatures that have special 
  effects on a character that is a psyker will have similar 
  effects on a Navigator character.
  
  180
  VII: Navigators
  VII: Navigators
  a number of VUs equal to the Navigator’s Perception Bonus.
  Master: As above but the Navigator can also use the power to 
  detect the use of psychic powers within a radius of 10 metres 
  per point of his Perception Bonus.
  held iN My Gaze
  The unflin hing eye of a Navigator locks a creature in place 
  with a gaze that pierces flesh and bone to see the immaterial 
  essence of all things. Most commonly employed against 
  psykers, this ability can be used to render them effectively 
  powerless and prevent them from calling upon their abilities. 
  It is also undeniably effective against creatures with a strong 
  connection to the warp, such as daemons, for which it can 
  have spectacular and devastating consequences.
  Novice: The Navigator chooses a target which he has line of 
  sight to and is no further away than 5 metres per point of his 
  Perception Bonus. He then makes an Opposed Willpower test 
  with the target. If he is successful, then the target is locked 
  and will remain so as long as the Navigator does not use any 
  other powers. A locked target must beat the Navigator in an 
  Opposed Willpower test each time it wishes to use a psychic 
  power or invoke the Daemonic Presence Trait. If the target 
  moves out of range or line of sight, the power ends. Daemons 
  affected by this power suffer 1 point of additional Damage 
  for Warp Instability.
  Adept: As above, however the range increases to the 20 metres 
  per point of the Navigator’s Perception Bonus and daemons 
  affected by this power suffer 2d10 points of damage instead 
  of 1 point when suffering Warp Instability.
  Master: As above, with the addition that the Navigator no 
  longer needs to have line of sight to the target and daemons 
  suffering any damage from Warp Instability are immediately 
  destroyed and cast back into the warp.
  The course uNTravelled
  Time is not an arrow that flies straight and true, but rather 
  ,a tangled web of moments and possibilities. The Course 
  Un-travelled power allows a Navigator to negotiate this web, 
  stepping fractionally from one moment to another, and in the 
  process, altering his position in the physical world. The use of 
  such power is extremely dangerous, however, as the Navigator 
  is not actually physically travelling in place as such, but rather 
  choosing an alternate future in which wish to inhabit. He risks 
  both injury and madness in trying to step outside the flow of 
  time in this way. 
  Novice: If the Navigator succeeds at a Difficult (–10) 
  Willpower Test, he may move to any point within a distance 
  equal to his Perception Characteristic in metres, so long as he 
  could have walked, climbed, or swam there normally without 
  impediment. If he fails this test, he is Stunned for 1 round and 
  fails to change position. If he fails this test by three degrees or 
  more, he is Stunned for 1d10 rounds and gains an Insanity 
  Point. Whether or not this power is successful, the 
  Navigator suffers a level of Fatigue at the end of the 
  Round thanks to the strain on his body.
  Adept: As above, except the test is only 
  Challenging (+0) and the range is increased 
  to double the Navigator’s Perception Characteristic in metres.
  Master: As above, except he may now perform this power as a 
  Free Action or as a Reaction.
  The lidless sTare
  If a Navigator opens his warp eye fully, anyone gazing into 
  its depths will witness the power and mind breaking unreality 
  of the warp. In an instant, they witness the chaos boiling 
  beneath the skin of existence and for many, it is the last thing 
  they ever see. 
  Novice: As a Full Action, the Navigator makes an 
  Opposed Willpower Test with anyone looking into his 
  Warp Eye. Make a single test for the Navigator and 
  compare it to the results of each of his opponents. If the 
  Navigator achieves more degrees of success, the opponent 
  suffers 1d10+ the Navigator’s Willpower bonus in Energy 
  damage. This damage is not reduced by armour or 
  Toughness Bonus. Anyone taking damage from this 
  power is also Stunned for 1 round as they are ripped with 
  agony. Using this power is taxing and inflicts a level of 
  Fatigue on the Navigator. If the Navigator fails this Test by 
  one degree of failure or more, he suffers two levels of 
  Fatigue.
  Adept: As above, however, the damage is increased to 2d10
  + (the Navigator’s WP bonus) and the time the victims 
  are Stunned increases to 1d5 rounds. Victims also suffer 
  1d5 Insanity Points.
  Master: As above, with the additional effect that any 
  creature possessing an Intelligence of 20+ suffering damage 
  from this power must make an immediate Difficult (–10) 
  Toughness Test or be slain. If they pass, they suffer 1d10 
  Insanity points rather than 1d5.
  avoiding a Navigator’s gaze
  The Lidless Stare will affect anyone, friend or foe, that looks 
  into the Navigator’s third eye when this power is activated. 
  This has an effective range of 15m (reduced to 5m in fog or 
  mist) and has no effect on unliving targets, Untouchables, and 
  daemons or other entities from the Warp. Those forewarned 
  can look away, though even then being within line of sight of 
  a Navigator is dangerous. The power of his eye is persuasive, 
  and looking away only grants them +30 on their rolls to 
  resist its power. Those who are unaware of the Navigator’s 
  presence gain this bonus as well.
  Tides of TiMe aNd sPace
  By examining the flow of the warp around him, the Navigator 
  can anticipate near future actions and thus move outside the 
  normal flow of events by choosing strands of reality and 
  slipping between them. Whilst this power can be of great 
  benefit to the Navigator, it is also very dangerous, and should 
  he lose control, the results can be disastrous.
  Novice: Each round the Navigator wishes to use this 
  power he must make a Perception test as a Free Action to 
  read the strands of time. On a success, he doubles his 
  Agility Bonus for the purposes of determining initiative 
  and may take an additional Half Action that turn. The 
  additional Action may not have the Concentration 
  subtype. On a failure, he halves his Agility 
  
  181
  VII: Navigators
  VII: Navigators
  Bonus for initiative and may only take a Half Action that 
  turn as he loses his grip on reality, becoming confounded and 
  disorientated. Should he fail by three degrees or more, he 
  winks out of existence for 1d5 rounds, reappearing where he 
  was at the end of this duration. Should something else occupy 
  that space when the Navigator returns, he shifts his position 
  as much as necessary to a point of the player’s choice should 
  something else occupy that space. Whether or not this power 
  is successful, however, the Navigator suffers a level of Fatigue 
  at the end of the Round each time it is used. This power does 
  not give the Navigator an additional Reaction.
  Adept: As above, except he triples his Agility Bonus for the 
  purposes of determining Initiative.
  Master: As above, however, he quadruples his Agility Bonus 
  for Initiative. In addition, he may take two extra Half Actions 
  or a Full Action in addition to his other actions this round 
  (rather than a single Half Action as results from the Novice 
  manifestation of this power). 
  Tracks iN The sTars
  When a ship travels though either real space or the warp it 
  leaves a faint trail, the lingering shadow of its warp drive. 
  Using his third eye, the Navigator can follow this trail across 
  the stars.
  Novice: Using Perception, the Navigator can track the warp 
  trail of a ship through real space in the same way as if he was 
  using the Tracking skill (see page 88). To track a warp trail, 
  it can be no older than the Navigator’s Perception Bonus in 
  weeks, although the size and power of the vessel involved 
  may mitigate this. 
  Adept: As above, however, the warp trail may be up to a 
  number of months old equal to the Navigator’s Perception 
  Bonus. He may also track ships in the warp in the same 
  manner. 
  Master: As above, except he can follow a warp trail equal to 
  the Navigator’s Perception bonus in years old, although this 
  information may be erratic and fragmentary.
  void waTcher 
  Using this power and gazing into the void whilst aboard ship, 
  the Navigator can learn things about space in the immediate 
  vicinity of his vessel. This can reveal hidden dangers such as 
  mines, void creatures, and concealed ships, as well as more 
  mundane perils like asteroids and debris. With skill and 
  practice, a Navigator’s void sense can become amazingly 
  precise and reach out across millions of kilometres of space.
  Novice: The Navigator can make a Perception test (modified
  by range and size of potential objects as the GM thinks 
  appropriate) to detect objects in space up to a distance equal to 
  the Navigator’s Perception Bonus in Void Units (see page 212 
  in Chapter VIII: Starships). If the power is not being used 
  during space combat, the distance equals 1,000 kilometres 
  times the Navigator’s Perception Bonus. Information gained 
  about such objects is only what the Navigator could discover 
  through normal observation.
  Adept: As above, however, range is increased to a distance 
  equal to double the Navigator’s Perception Bonus in Void 
  Units (see page 212 in Chapter VIII: Starships), or 10,000 
  km times the Navigator’s Perception Bonus if the power is not 
  being used during space combat. He may make a Difficult
  (–10) Willpower Test to gain some information about the 
  nature of the object (i.e., what minerals are in an asteroid, 
  what kind of crew a starship has).
  Master: As above, except range becomes equal to fi e times 
  the Navigator’s Perception Bonus in Void Units (see page 
  212 in Chapter VIII: Starships, or 100,000 km 
  times the Navigator’s Perception Bonus if the power 
  is not being used during space combat. The 
  test to gain additional information becomes  
  Ordinary (+10).
  
  182
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  VII: Navigators
  Navigator 
  Mutations
  ‘They hide a darkness in their souls far more repulsive than any 
  warping of flesh or disfigurement of limb. Would that they weren’t 
  quite so useful then we could burn the lot of them.’
  –Inquisitor Saffena Sengir, Ordo Hereticus
  A
  s sure as a star will dwindle and die, a Navigator will 
  be warped by his heritage over time “The sins of 
  blood” as the old Imperial proverb goes, “will out.” As 
  stable a mutation as the Navigator gene is, it still gives rise to 
  countless other deformities of body and soul within its host. 
  This, combined with long term exposure to the warp, almost 
  always ensures that Navigators will be afflicted with some kind 
  of physical aberration. Simply being born into a Navigator 
  family means that an individual will be mutated in some way.
  gaiNiNg NavigaTor 
  MuTaTioNs
  When a Navigator character is created, he will start play with a 
  number of mutations determined by his lineage (see “Choosing 
  Your Lineage” on page 176 of this chapter). He does not get to 
  test to avoid these mutations, reflecting the fact that these have 
  been with him since birth. Thereafter whenever the character 
  gains a new Navigator power, or increases his level of mastery 
  over a power he already has, he must test for mutation as his 
  body begins to change as his mysterious power waxes.
  TesTiNG for resisTiNG MuTaTioN
  A Navigator’s resistance or susceptibility to mutation is almost 
  purely down to the psychical purity of his gene-stock. When a 
  Navigator learns a new power or increases mastery of a power, 
  he must make an Ordinary (+10) Toughness Test. If he fails 
  this test, then a flaw in his genes has revealed itself, and he must 
  generate a mutation on Table 7-1: Navigator Mutations.
  Table 7-1: Navigator Mutations
  Roll 1d100†
  Mutation
  01-15
  Strangely Jointed Limbs: Your limbs have extra joints that articulate differently to a normal human. You gain the 
  Contortionist Skill as a trained Basic Skill. If you already possess the Contortionist Skill, you gain the Talented 
  (Contortionist) Talent instead. 
  16-30
  Elongated Form: You are extremely tall and painfully thin, and loose 1d5 Toughness permanently. Re-roll this 
  mutation if you already have the Bloated Form mutation.
  31-45
  Pale and Hairless Flesh: Your skin is pale, marbled with veins and completely without hair. 
  46-55
  Eyes as Dark as the Void: Your eyes are completely black and without iris; you gain the Dark Sight Trait.
  56-60
  Withered Form: Your body is withered, your flesh hanging oosely from your bones. You reduce your Strength 
  Characteristic by 10 permanently and halve your movement rates. Re-roll this mutation if you already have the 
  Bloated Form mutation.
  61-65
  Bloated Form: Your body is grossly bloated and your limbs thick with flesh. ou gain 5 wounds and the Sturdy 
  trait but may no longer run. Re-roll this mutation if you already have the Elongated Form or Withered Form 
  mutations.
  66-70
  Membranous Growths: You have membranes of skin between your limbs and digits and your skin sags in folds 
  from your flesh; ou suffer –5 Fellowship permanently.
  71-75
  Inhuman Visage: Your face is devoid of human features, your nose is nothing but a pair of slits, your ears are small 
  holes, your eyes are unblinking. You gain the Fear (1) Trait. 
  76-80
  Fingers like Talons: The bones of your fin ers have grown and hardened into talons. You gain the Natural 
  Weapons Trait. 
  81-85
  Teeth as Sharp as Needles: Your mouth is filled with hund eds of fin , pointed teeth. You gain the Natural 
  Weapons Trait and suffer –1d5 Fellowship.
  86-90
  Disturbing Grace: You move with a fluid, sinuous g ace that is somewhat unpleasant and unnatural in its quality. 
  You gain the Unnatural Agility (x2) Trait. 
  91-95
  Strange Vitality: You possess a vitality and resilience that is at odds with your physical form; wounds bleed 
  translucent fluid and lose quickly, bones knit together after being horrifical y broken. You gain the Regeneration 
  Trait.
  96-00
  Unnatural Presence: In your presence living things feel strange unpleasant sensations, a cloying touch to their 
  skin, a keening whine in their ears and a metallic tang in their mouth. All your tests that involve positive social 
  interaction are at –10, whilst all those that involve intimidation or inducing fear are at +10.
  †Should a Navigator gain the same mutation twice, re-roll the result. 
  exaMPle
  Having gained a new power, Astrianna is required to make a test for mutation against her Toughness characteristic of 35. This is an Ordinary 
  (+10) Test so she needs to roll 45 or less. A result of 26 means she has avoided gaining a mutation. 
  
  183
  VII: Navigators
  VII: Navigators
  Navigating the 
  Warp
  “Into the jaws of hell lads, that’s where we’re going. The warp will as 
  soon as burn your soul from your bones as look at you. Be thankful 
  we have a Navigator to guide us, but you had better damn well hope 
  he knows his trade!”
  –Deck Master Derkan Grym of the Sanguineous Saint
  T
  he primary role of all Navigators is guiding ships into, 
  through, and out of the warp. Whilst the rest of the 
  ship’s crew and the ship’s captain maintain the systems 
  of the ship, keeping the vessel’s plasma and warp drives 
  functioning and its Gellar Field strong, the Navigator carefully 
  studies the currents and fluctu tions of the warp as well as 
  the distance and strength of the Astronomican. Using this 
  information, he tells the captain to make course corrections 
  and when it is wise to leave or enter the warp.
  The actual Translation—as entering and exiting the warp 
  is known—from real space to warp space or vice versa is 
  relatively simple and does not require the skill of a Navigator, 
  though his input can be invaluable lest the vessel find itself 
  immediately assailed by an empyreal storm, warp rift, or 
  worse. Once the vessel is in the warp, however, not having 
  a Navigator would leave a captain with no idea as to the 
  vessel’s position relative to real space, the distance they have 
  travelled, or where they will end up when the ship exits the 
  warp except crude guesswork based on existing warp charts.
  The FuNdaMeNTaLs oF 
  Warp NavigaTioN
  Navigating the warp in game terms consists of a number 
  of stages at which the Navigator must test to perceive the 
  nature of the warp and then steer a course through it. These  
  stages are:
  • Stage One: Determining Duration of Passage 
  • Stage Two: Locating of the Astronomican
  • Stage Three: Charting the Course
  • Stage Four: Steering the Vessel
  • Stage Five: Leaving the Warp
  Each of these stages and the tests requires are detailed below.
  sTaGe oNe: deTerMiNiNG duraTioN 
  of PassaGe 
  The duration of a voyage is measured in subjective time; time 
  as experienced by the Navigator and the crew of the vessel 
  in days and hours of “untroubled passage.” This calculation 
  assumes that the vessel is following a favourable warp current 
  and operating under good conditions. If all goes well the 
  voyage will pass in this time. 
   The base time of a voyage through the warp is determined 
  by the Game Master and then modified by how well the 
  Navigator steers the course of his craft (see Table 7-2: 
  Example Durations of Passage). 
  The figu e is selected by the Games Master and kept secret 
  from the Navigator and other players, though a Navigator 
  may attempt to estimate the duration of passage based on 
  what he knows of the course he must steer (see below); he 
  might be right or he may be wildly incorrect based upon 
  actual conditions in the warp when the passage is attempted. 
  The duration of passage set by the GM is used as the base 
  value for all of the subsequent stages of travel. 
  The Navigator’s estimate 
  A Navigator preparing a passage he is familiar with, or for 
  which he has good navigational information, (such as a chart 
  or navigational cipher), will have a good sense of how long it 
  should take to arrive at his destination. In order to determine 
  this, the Navigator can make a Navigation (Warp) Test (although 
  what modifiers for difficulty apply and whether this is passed 
  or failed should be kept secret by the GM).
  If he passes, the GM should give him a roughly accurate 
  estimate of how long the voyage should take under the 
  expected conditions. 
  If he fails, then his estimate will be inaccurate, although just 
  how much it is off by is up to the GM to determine, based on 
  how badly the test was failed. 
  going into the unknown
  It is quite possible that a Navigator must plot a course to a 
  location with which he is not familiar, in which case he may 
  have no real idea of easy it will be to reach or how long it 
  will take. In these circumstances, the GM should not give the 
  Navigator an estimation of how long the journey may take 
  beyond the roughest “educated guess.” 
  The passage of Time in real space
  The subjective time experienced by those travelling through 
  the warp is different from that that passes in the physical 
  world. The amount by which time experienced within the 
  warp and real space varies is not fi ed, but if it is necessary to 
  calculate how much time has passed in the real world whilst a 
  ship was in the warp, use a ratio of one day of passage in the 
  The asTroNoMicaN
  It is only through the blessings of the Emperor and his 
  blazing presence in the Immaterium that warp travel is 
  made possible across the breadth of the Imperium. Known 
  as the Astronomican, a beacon lit by the Emperor’s will 
  projected out from the Golden Throne and fuelled by 
  the psychic choir of martyrdom, this guiding star shines 
  across the galaxy through the churning darkness of the 
  warp. It provides both a point of reference and a psychic 
  lifeline to Navigators, allowing them to find their way in 
  the nightmare confusion of the Immaterium.
  
  184
  184
  VII: Navigators
  VII: Navigators
  Gellar field failures iN GaMe
  How to represent a Geller Field failure is left up to the 
  GM’s imagination, but it should an utterly horrifying 
  experience for players. They must quickly restore the 
  Geller Field if they hope to survive, and even if they 
  accomplish this, they will still be faced with a ship full 
  of monstrous entities. The GM should feel free to pit 
  them against all manner of daemonic adversaries, in 
  any monstrous and terrible forms he chooses. 
  Even if the players triumph, damage to their ship’s 
  Morale should be severe, and depending on the 
  severity of the failure, there could be severe damage to 
  Crew Population as well (see page 224). If the battles 
  were particularly ferocious, certain ship Components 
  could be damaged, depressurized, or even in flames. 
  For the players, killing the daemons may be just the 
  beginning… 
  “open warp” to 12 days passing in real space on average. The 
  Game Master should, however, feel free to vary this ratio as he 
  sees fit and on the most stable warp routes this should be less 
  (even in 1 to 1 parity in some places), and in turbulent areas 
  potentially much worse. Factual accounts of ships arriving 
  at their destination centuries late are thankfully extremely 
  rare, but known (and should never “randomly” occur during 
  the game). There have even been accounts of ships that have 
  actually arrived at their destination before they have left!
  sTaGe Two: locaTioN of The 
  asTroNoMicaN
  When a vessel Translates into the warp, a Navigator must 
  gauge the strength of the Astronomican, to judge just how 
  far and in what direction he is from Terra so that he may 
  then plot a course. To do this, he makes an Ordinary (+10) 
  Awareness Test. For every degree of success achieved, add 
  +10 to any Navigation (Warp) skill tests for this voyage, 
  whilst for every degree of failure a –10 modifier is imposed 
  instead. If the test is failed by three or more degrees of failure, 
  the Astronomican cannot be located—the Halo Stars are 
  notorious for difficulties in finding the beac
  ’s signal.
   In some rare cases, the Astronomican cannot be found—
  especially turbulent warp storms and other unnatural 
  phenomena may obscure its signal, or the Navigator’s vessel 
  may simply have travelled beyond the Astronomican’s reach. If 
  the Navigator cannot locate the beacon of the Astronomican, 
  he must pass a Hellish (–60) Navigation (Warp) Test in 
  order to chart a successful course. Without the Astronomican, 
  the Navigator must rely upon his own experience, skill, 
  and ancient charts of real- and warpspace (some especially 
  accurate charts may, at the GM’s discretion, grant a bonus to 
  this Test). If he fails the Test, the Navigator may not try again 
  unless at the GM’s discretion, or if a transient event (such as 
  a warpstorm) ends.
  sTaGe Three: charTiNG The course
  Once the Navigator has a point of reference, he must then use 
  his extraordinary perceptions to determine any turbulence, 
  strange phenomena, or storms laying in wait in the 
  Empyrean that will affect the passage of the vessel as it 
  travels. This is accomplished by an Ordinary (+10) 
  Navigation (Warp) Test, whose results are kept secret by 
  the GM. Success means that if there is any significant warp 
  disturbance along the route then the Navigator has likely 
  detected it, failure means that he has not. In either case, 
  should the Navigator fail this roll, he will be ignorant of 
  any dangers that lay ahead. The effects of this test will 
  influence the chance of avoiding serious warp encounters 
  (see page 185) during the voyage.
  sTaGe four: sTeeriNG The vessel
  With the Astronomican located and the local state of the 
  warp gauged, the Navigator now makes his Navigation roll 
  to determine both the accuracy of his voyage and travel 
  time. This is a Navigation (Warp) Skill Test modified by 
  the Navigator’s perception of the Astronomican (see Stage 
  Table 7-2: Example Durations of 
  Passage
  Passage Within 
  the Warp
  Example Voyage
  1 day
  Short passage between two close systems 
  by a well-travelled stable warp route.
  5-10 days
  A journey between systems in the same 
  sub-sector using accurate navigational 
  information.
  30-60 days
  A journey across the body of a full Imperial 
  sector (such as Calixis) using accurate 
  information and known warp routes.
  100+ Days
  A perilous journey across a Segmentum at 
  best speed avoiding only the worst known 
  hazards.
  Several Years
  An odyssey across the galaxy.
  Table 7-3: Navigation Chart
  Degrees of 
  Success/
  Failure
  Result
  3+ Degrees of 
  Success
  Destination reached in a quarter of the 
  duration set by the GM in Step 1
  2 Degrees of 
  Success
  Destination reached in half of the 
  duration set by the GM in Step 1
  1 Degree of 
  Success
  Destination reached in three quarters of 
  the duration set by the GM in Step 1
  Success
  Destination reached in the duration set 
  by the GM in Step 1
  Failure
  Destination reached in twice the duration 
  set by the GM in Step 1
  1 Degrees of 
  Failure
  Destination reached in three times the 
  duration set by the GM in Step 1
  2+ Degrees of 
  Failure
  Destination reached in four times the 
  duration set by the GM in Step 1
  
  185
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  VII: Navigators
  VII: Navigators
  Two) and the general difficulty of the passage. Refer to the 
  Navigation Chart to see the results of this test.
  off Course
  If a Navigator fails his Navigation (Warp) test and rolls a 9 on 
  either dice, he is thrown off course, the vessel will appear in the 
  wrong system or part of space (as determined by the GM).
  encounters in the Warp
  Warp travel is seldom a routine and dull affair, and the Navigator 
  must maintain constant vigilance lest the vessel become lost 
  or imperilled. This peril increases the longer the vessel spends 
  in the warp and the further it travels. To reflect the perils of 
  warp travel, the Navigator should make a roll on Table 7-4: 
  Warp Travel Encounters (see page 185) once for every five 
  full days of travel within the warp. If a journey takes under five 
  days to complete, one roll on the Warp Travel Encounters table 
  is still made. Each of the rolls for warp encounters gains a +20 
  bonus if the Navigator succeeded in the Perception test whilst 
  Assessing Warp Conditions in Stage Three. 
  for The GM: difficulTy of 
  PassaGe
  The Game Master should choose a duration of passage 
  based on how difficult the voyage is and how far 
  away the intended destination. Travel through “open 
  warp’”where no unusual phenomena or turbulence 
  occur should be a Routine (+20) Navigation test. 
  If the Navigator is using an established warp route 
  or corridor, or has detailed information such as the 
  secret charts found in a Navis Prima (see page 146), 
  the test should be considered Easy (+30). 
  Where passages are attempted into the unknown, 
  or where general conditions in the warp are known to 
  adverse (prone to storms, etc.), tests should be Difficult 
  (–10) or worse. 
  Alternatively, if the route is very well established and 
  the Navigator has previously travelled it many times, 
  the GM may decide that the Navigator need not make 
  a roll at all nor test for Warp Travel Encounters (see 
  Encounters in the Warp on page 186 in this section).
  
  186
  VII: Navigators
  VII: Navigators
  sTaGe five: leaviNG The warP
  Once the Navigator's destination has been reached, he must 
  make a Hard (–20) Navigation (Warp) Test to determine 
  the accuracy of his entrance point in real space, which in 
  general terms the Navigator can perceive from the warp in 
  a shadowy and indistinct fashion. Succeeding at this test 
  means that the vessel exits the warp were the Navigator 
  intended. A failure means that the ship exits off target 
  (dangerously close to a planetary body rather than in the 
  outer reaches of a system for example), with degrees of 
  failure indicating a more extreme deviation. 
  warP Travel eNcouNTers
  The warp is a deeply strange and terrifying place filled with 
  things not meant for the mind of man. As Rogue Traders, 
  the players will spend a great deal of time within the warp 
  travelling from one place to another. The above table can be 
  used in conjunction with the rules for navigating the warp, or 
  simply to spice up sojourns in the immaterium and remind the 
  players that there is no such thing as completely safe travel in 
  the void…
  Table 7-4: Warp Travel Encounters
  Roll
  Event
  01-03
  Reality Erosion: The very fabric of the vessel is altered in some way. Walls might melt, statues and picture come to life or 
  gravity itself may become twisted.
  04-09
  Plague of Madness: A general madness infects the crew, and without swift action bedlam can ensure. It will target the 
  weakest of will first ut can be spread by contact.
  10-18
  Incursion: A daemonic entity slips aboard the vessel and sets out to wreak havoc. Particularly insidious warp creatures can 
  hide on a ship for years masking their actions as bad luck and careless accidents.
  19-26
  Lost Time: Time contracts and expands during the voyage, and though it may take but a few days, the crew will feel as if 
  months or more has passed, fraying their sanity.
  27-33
  Ghost Ships: The ship’s sensors detect phantom ships that appear and vanish randomly. Wise captains ignore such things, 
  though if they are real, a vessel lost in the warp can still hold valuable cargo.
  34-39
  Shoals and Reefs: The vessel runs afoul of a warp shoal or reef that threatens to break it open on a jagged fragment of 
  false reality. A good helmsman and skilled Navigator are required to pass unscathed. 
  40-48
  Visitations: One or more of the crew find themsel es visited by warp shades of lost friends or family. These lost souls 
  might offer helpful advice and comfort or have darker motives.
  49-53
  Gellar Field Fluctuations: Alarmingly, the Gellar Field that keeps back the baleful energies of the warp begins to 
  fluctu te. Hasty prayers to the Machine God or a return to realspace may be required.
  54-67
  Warp Storm: A terrible warp storm strikes the vessel and may cause damage or throw it off course. Only the skills of the 
  ship’s Navigator will decide the outcome.
  68-75
  Whispers and Dreams: Everyone on board suffers from strange dreams and even hears hushed whispers when awake. 
  These might hold hidden truths or portents should the GM wish, or merely be mad ramblings form beyond.
  76-100 All’s Well: A safe journey that wise captains will savour.
  The Peril in the Warp
  Of all the dangers a starship may face, warp intrusion is the one that curdles even a seasoned voidsman’s blood. For most aboard a starship, the
  Sea of Souls is a bizarre and terrible place. Nightmares and strange happenings are the low-berths’ lot when a ship dives beneath its surface.
  There are tales of monsters and leviathans of the deep that hunt the Immaterium’s currents, told between fearful voidsmen during dogswatch.
  The officers and senior bosuns of a ship know more of the truth as do any raised among the void born, but take care to keep it to themselves.
  They know the Sea of Souls is more than just a haunted region of ‘beyond’. They know that the warp watches them, knows them, and worse,
  hungers for them. Above all, they know that anyone aboard a ship could become a conduit for some warp-spawned horror that could destroy
  them all. 
  Against the predations of the Immaterium, a star ship’s only defence is its Geller Field. This marvellous relic of the Dark Age of
  Technology generates a small bubble of reality around a starship the warp’s denizens cannot pierce. By this, a starship may sail protected
  through the perilous warp. 
  Of course, no technology is infallible, and Geller Fields can fail. If the failure is momentary, the starship will find itself in the gravest
  danger. The smallest curdle of warp-stuff to sneak aboard can spawn a daemonic beast of terrible strength and ferocity or create nightmarish
  and ghostly phenomena that can wreck instruments and drive crewmen mad. If a warp entity that breaks through is weak, it may seek out
  an equally weak-minded soul to possess. If it is stronger, it may manifest unaided as a daemon and wreak havoc or forcibly twist and mutate
  victims to its nightmarish whims. In either case, the ship’s compliment must respond quickly lest they lose all. Low-decks crew seal themselves
  in compartments behind barricaded bulkhead doors whilst ratings, armsmen, and officers rally at the armoury. Then with shot-cannon, saber, and
  boarding flamer, teams of armsmen scour the vessel from prow to stern of daemonic taint. If they prove triumphant, the starship may survive to
  return to real space, if not it is likely to be lost.
  If a Geller Field’s failure is permanent, however, it is very likely that the starship cannot survive.
  
  187
  VIII: Starships
  VIII: Starships
  The Thin Skin 
  AgAinST The Void
  •
  ConSTruCTing A 
  STArShip
  •
  CompliCATionS
  •
  npC VeSSelS
  •
  exAmple rogue 
  TrAder VeSSel
  •
  STArShip CombAT
  •
  The deep Void 
  run
  
  188
  VIII: Starships
  VIII: Starships
  Chapter VIII: 
  Starships 
  “I have been across the sector and beyond it, but truly there is no 
  better place to be than at a voidship’s helm.” 
  –Chartist-Trader Elizabeth Orleans of the Starweaver 
  T
  o a Rogue Trader, nothing is more important or valuable 
  than his starship. True, his Warrant of Trade provides 
  him with authority, his resources give him power, and 
  his matchless ambition equips him with the drive to accomplish 
  true greatness. However, without a starship, a Rogue Trader is 
  no more powerful than a planetary governor or general in the 
  Imperial Guard. 
  With it, though, he can travel beyond the bounds of the 
  Imperium, explore the unknown, and exploit it for his profit. 
  At a starship’s helm, he can smite his foes with the fury of his 
  macrobatteries and even invade entire planets. With his starship, 
  a Rogue Trader can wield more power than any other single 
  individual, save those in the highest strata of the Imperium. 
  The void-faring vessels of the Imperium are far more than 
  simple vehicles. With the smallest more than a kilometre in 
  length, a void-ship bears a striking resemblance to an Imperial 
  hive in miniature, with a population to match. There are the 
  low-decks pressmen and servitors responsible for brute labour, 
  the gunnery teams who man the ship’s weaponry, and the 
  armsmen who keep order amongst the crew. However, there are 
  also galley-masters, artisans of all types, chirurgeons, and mech-
  wrights, for a void-ship must be self-sufficient in all respects. 
  Then there are those whose ties to the vessel are more...
  complicated. The adepts of the Mechanicus, keep the 
  enginarium as their stronghold, but roam throughout the vessel 
  to tend to its myriad devices. The priests of the Ministorum 
  wander the vessel as well—to keep the souls of the crew free 
  from corruption. Finally there are the Navigators, aloof within 
  their sanctum towers. Though they obey the orders of the 
  ship’s captain, he is not their master. 
  Over all this presides the Lord-Captain, sole master and 
  commander of his vessel. Small wonder that a Rogue Trader 
  sees his ship not as a collection of tech-systems, but a living, 
  breathing community of his sworn servants. 
  Life Amongst the stArs
  Those who serve aboard a starship see themselves set apart 
  from the rest of the Imperium. Even the lowest press-ganged 
  crew-scum will have the chance to travel to different worlds—a 
  privilege most Imperial citizens do not even know exists—
  and they make that journey aboard a mighty vessel. When a 
  master gunner fires a single broadside, he is unleashing city-
  destroying firepower, and the tech-priests of the enginarium 
  control energies of unimaginable potency. 
  It is little surprise that when a ship’s crewman finds himself 
  on the surface of a distant world, he is apt to treat those he 
  encounters with condescension, if not outright contempt. After 
  
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  VIII: Starships
  VIII: Starships
  all, they will never leave their planet of birth. The crewman, 
  on the other hand, has seen something of the wider universe 
  and has a measure of some of its marvels—and perils. 
  It is also unsurprising that after many years aboard a ship, a 
  crewman finds it more familiar than the world he left behind. 
  the sounds of 
  shipboArd Life
  To a seasoned voidman, the rumblings and mutterings of a 
  spacefaring vessel are as natural as birdsong and rain are to a 
  planet-dweller. Starship crew spend years, even decades, aboard 
  their ships without setting foot planetside. Eventually, fresh, 
  cool breezes and the sounds of wildlife seem unnatural. 
  Any true voidman is intimately familiar with the almost 
  imperceptible vibrations of the ship’s main drives, and can 
  tell whether his vessel is at rest, accelerating, or manoeuvring 
  simply by subtle changes in the background noise. Over this 
  is the rattling of the transfer-fans, the crackle-snap of static 
  discharge, and, if the ship is travelling through the warp, a 
  million sibilant whispers beyond the edge of consciousness. A 
  voidman quickly learns which sounds are normal, and to react 
  quickly when he hears something out of the ordinary. 
  Interposed throughout this background noise is the chatter 
  of vox-summons, ship-wide orders, and signal-tones. Aboard 
  a starship where vital systems must be manned at all times, 
  even simple concepts like “day” and “night” must be artificially 
  regulated. Every ship master has his own preferred method of 
  signalling shift changes. For example, Chartist-Trader Elizabeth 
  Orleans prefers hymns of choral plainsong extolling the God-
  Emperor, whilst the master-privateer Ignace Zor has cherub 
  servitors beat martial gongs. It is said that after the infamous 
  rogue trader Travor Sebastian lost his sanity, he had his senior 
  warrant officer ride a midget equine through the corridors 
  whilst sounding a bugle to announce the watch change. 
  However, no matter the ship—or its master—all vessels have 
  an alarm so strident and soul wrenching that no one can ignore 
  it. This is reserved for the three worst possible situations on a 
  ship; imminent combat, depressurisation, and warp intrusion. 
  AnAtomy of A stArship
  In the 41st Millennium, a spacefaring vessel is rare and precious. 
  Ships take decades, even centuries to build, if the builders have 
  the required skills and knowledge base in the first place. It is 
  rare to find a “new” starship—most are hundreds or thousands 
  of years old, and some date back to the earliest days of the 
  Imperium. Therefore, ships are never mass-produced, and even 
  two ships of the same class are rarely alike. A Lunar-class cruiser 
  produced in the shipyards of Mars will be vastly different from 
  another Lunar hailing from to docks of Port Wrath. 
  However, regardless of class or configuration, all ships share 
  certain components and design similarities. All starships, for 
  example, require plasma drives to propel them through space, 
  armour and void shields to protect them, and a hull to contain 
  these systems. In Rogue Trader, ships have Components, the 
  various parts that make up the starship. Some of these are 
  vital, such as the life support system and genatoria facilities. 
  Without them the ship will not function. Others, such as 
  weapons batteries or luxury passenger quarters, are useful but 
  not essential. 
  A ship’s components, in turn, affect the ship’s Characteristics. 
  These Characteristics are similar to the Characteristics of a 
  Rogue Trader Player Character. They represent the various 
  abilities of a ship. 
  ChArACTeriSTiCS
  Speed: Speed measures how fast a ship can move in 
  realspace. 
  Manoeuvrability: Manoeuvrability measures how quickly 
  a ship can change direction, avoid obstacles, and evade 
  incoming fi e.
  Detection: Detection measures the power of a vessel’s 
  auspexes and augers, and how well they can ‘see’ their 
  surroundings. 
  Void Shields: Void Shields create an insubstantial energy 
  barrier around a ship to protect it from enemy attacks. 
  Armour: Armour protects a ship from incoming weapons 
  fi e, as well as collisions from celestial dust, rocks, and other 
  detritus. 
  Hull Integrity: Hull Integrity is a measure of how reinforced 
  a ship’s interior is, and how much damage a ship can take 
  before breaking up. Isolated compartments, reinforced 
  bulkheads, and blast doors increase Hull Integrity, while long, 
  open passageways and substandard materials decrease it. 
  Power Generation: Power Generation measures the energy 
  the ship generates to run its myriad Components. If a 
  Component is unpowered, it will not function.
  Space: Space measures the room in the ship for various 
  Components. If there is not enough Space for a Component, 
  it cannot be contained within the ship’s hull. 
  Turret Rating: A starship’s turret rating is an abstract 
  representation of how many defensive turrets it has. Turrets 
  are small, short-ranged weapons used for shooting down 
  small attack craft and torpedoes. 
  Weapon Capacity: These are locations on a starship that 
  have enough room to house the massive main weaponry of 
  starships in the 41st Millennium. 
  SP: This is how many Ship Points the hull, component, or 
  upgrade costs. 
  representing 
  And generAting 
  ChArACteristiCs
  Like a character’s Characteristics, a ship’s Characteristics are 
  represented using numbers. However, unlike a character, a ship’s 
  Characteristics are not rated on a scale of 1 to 100. This is 
  because, unlike a character, a ship is an inanimate object. The 
  best ship in the Imperium is useless without an equally 
  competent crew to operate it. Therefore, most of a 
  ship’s Characteristics are treated as static numbers 
  to be tested against—similar to a character’s 
  Wounds or a piece of armour’s AP value. 
  
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  Other Characteristics, notably Manoeuvrability and Detection, 
  are bonuses or penalties that may be added when a character on 
  board the ship makes an appropriate Skill Test. These represent 
  the concept that some ships are more manoeuvrable or have 
  better augers than others, and a skilled operator is able to get 
  more out of them. 
  A ship’s baseline Characteristics are determined by its hull 
  type. Some hulls, such as a transport, are roomier and able to 
  hold more. Other hulls, such as the raider, are designed for 
  speed and manoeuvrability, but are cramped and relatively 
  fragile. 
  These baseline Characteristics can be modified depending 
  on the Components within the ship’s hull. Components can 
  provide benefits and drawbacks. For example, larger plasma 
  drives may make a ship faster and provide more power, but they 
  will also take up space which could have been given over to 
  other Components. On the other hand, reinforced adamantine 
  armour plating can increase the ship’s Armour, but its Speed 
  and Manoeuvrability might suffer from the increased mass. 
  Some of a ship’s various Components will be discussed later 
  in the chapter. First, the chapter will cover the basic hull types.
  The Thin Skin 
  Against The 
  Void
  “Let me tell you something, sir. Those pirate scum may have bested 
  your sprint-trader, but now they face a cruiser of His Holy Navy. 
  They’ll not be so lucky again.” 
  –Lord-captain Wilhelm Rosse, Port Wander
  A ship’s hull determines much about a ship. Primarily, the hull 
  dictates how much space is available for the ship’s components, 
  but hulls also place limits on speed, manoeuvrability, ship 
  integrity, and even amour. Although ship hulls are almost 
  always different in size or shape, they can be organised into 
  several general types: transport, raider, frigate, light cruiser, 
  and cruiser.
  TrAnSporTS
  Transports are easily the most common starships found in the 
  Imperium. Tasked with the often thankless job of hauling 
  goods from one end of the galaxy to the other, transports are 
  large, slow, and designed to carry as much cargo as possible 
  within their hulls. Nevertheless, these vessels are almost 
  single-handedly responsible for maintaining the integrity 
  of humanity’s domain. Hive worlds, for example, 
  would not long survive without regular shipments 
  of food and water from agri-worlds, and for 
  many far-flung colonies, the regular passage 
  of a chartist captain or tramp freighter is 
  their only communication with the larger Imperium. 
  Transports sacrifice speed, manoeuvrability, and armour in 
  exchange for cargo space, and while they often have some 
  weapons, they are no match for a true combatant. Thus, 
  transports are often prime targets for pirates. A Rogue Trader 
  with a transport will have to rely on his wits to get him out of 
  sticky situations, rather than his guns. However, if he chooses 
  to focus on mercantile pursuits to make his fortune, he will 
  find no better essel to aid him. 
  rAiderS
  Raiders are a broad class of hulls covering everything 
  from privateers to the destroyers used in the Imperial Navy. 
  Typically, a “raider” denotes a vessel designed for speed and 
  combat. This makes them popular with the many pirates and 
  buccaneers who raid the space-lanes, preferring to strike lone 
  vessels swiftly, then flee before they should be noticed by a 
  Navy patrol. The Imperial Navy also makes use of raiders 
  (referred to as destroyers), though they prefer to outfit them 
  with heavy ship-crippling munitions such as torpedoes and 
  send them out to hunt larger vessels. Destroyers’ superior speed 
  and manoeuvrability means they can close the range, launch, 
  and escape before the target can fire on them—most of the 
  time.
  Raiders are some of the fastest ships in the Calixis Sector 
  and Koronus Expanse. Their speed and manoeuvrability 
  is unmatched by other classes, and their firepower is often 
  as good as other vessels of comparable tonnage. To achieve 
  this, however, raiders sacrifice armour and other defences, 
  along with cargo and stowage space. In essence, they are glass 
  cannons, able to throw out heavy fire, but unable to take it in 
  turn. Instead, they rely on evasive manoeuvring and high speed 
  to stay out of the reach of the guns from heavier craft. 
  Heavy raiders are a subset of raiders with larger hulls packed 
  with more weapons. They also have more powerful engines, 
  allowing a heavy raider to carry better armour. They may not 
  be as nimble as their smaller cousins, but, given a straight run, 
  most captains find a heavy raider’s ‘legs’ are just as long.
  A Rogue Trader must have a talented tactical mind - and a 
  skilled pilot and crew - in order to make the most of a raider. 
  The ships are designed for piracy, devious deeds, and little else. 
  But if that is what a Rogue Trader sets his mind to, he’ll find 
  no vessel suits his needs better. 
  FrigATe
  In many ways, frigates are the pinnacle of the shipbuilder’s art. 
  Lean, fast, and dangerous, frigates can outrun anything they 
  can’t fight,and destroy anything they can catch. Frigates fillthe 
  ranks of Battlefleet Calixis, where they are prized commands 
  for the youngest and most aggressive naval captains. While a 
  frigate may not seem as prestigious as a cruiser or battleship, 
  their versatility means they are the Navy’s ship of choice for 
  all manner of actions. Frigates are tasked for convoy escorts, 
  patrols, anti-piracy operations, and even attacks on rebel ships 
  and stations. They routinely skirmish with the frigates and 
  raiders of seditionists, pirates, and even hostile xenos races. 
  Thus, a frigate captain is ‘in the mix’ much more often than 
  
  191
  VIII: Starships
  VIII: Starships
  his counterparts aboard the Battleflee ’s larger vessels. 
  Frigates are a balance between all aspects of ship design; 
  speed, manoeuvrability, fi epower, and defences. A skilled 
  Mechanicus shipwright can even increase their cargo capacity 
  and supply stowage without greatly reducing any other 
  aspects. They are also relatively common ships, often with 
  robust, simple designs. Therefore they are easily modified and 
  maintained. There are countless stories in the Calixis Sector of 
  crippled frigates lost in space, only to limp into port months 
  later after their crews had affected emergency repairs. 
  All this means frigates are some of the most desired ships 
  for enterprising Rogue Traders. A frigate provides a Rogue 
  Trader with almost unlimited options. Trade, exploration, 
  conquest, piracy, all are possible with a properly outfitted
  frigate and a captain of pluck and nerve at the helm. 
  lighT CruiSer
  Light cruisers are the eyes and ears of the Battlefleet. Smaller 
  and faster than true cruisers, light cruisers have the massive 
  fuel and supply reserves for deep void patrols. These may last 
  for years, even decades, and thus light cruiser commanders 
  must be independent-minded and self-reliant. Light cruisers 
  are also used as the fl gships of small squadrons of frigates 
  and destroyers tasked with escorting convoys or hunting 
  pirates. 
  A light cruiser’s design is usually balanced between combat 
  and endurance. They have the advantage of being only 
  slightly slower and less manoeuvrable than a frigate, while 
  mounting a capital ship’s armament. This is accomplished, 
  however, by giving the light cruiser substantially less armour 
  and reinforced interior bulkheads than a proper cruiser. In 
  short, light cruisers are faster and more manoeuvrable than 
  standard cruisers, but much more fragile. 
  For a wealthy Rogue Trader, a light cruiser may seem 
  attractive. However, there are several hurdles he will have 
  to overcome. Capital warships are substantially rarer in the 
  Calixis Sector than frigates, raiders, or transports, and are 
  usually only found in the Imperial Battlefleet. Even if a rogue 
  trader is able to procure one, the advanced technologies and 
  arcane knowledge required to maintain such vessels is rare, 
  often only found in naval yards and forge worlds. Finally, 
  light cruisers are built as warships, and converting them to 
  other uses can be difficult.
  If a Rogue Trader has the resources to overcome these 
  issues, however, he’ll find himself at the helm of a ship perfect 
  for exploration or war, with few equals in Imperial space. 
  CruiSer
  A cruiser is a warship through and through. These are the 
  ships of the line of Battlefleet Calixis, the heavy-hitters that 
  fight major naval engagements. These ships are rare—building 
  one takes centuries if not longer, and requires knowledge and 
  technology from mankind’s golden age now only known to 
  the most powerful tech-magos. However, each vessel—often 
  fi e or more kilometres long—carries the fi epower to burn 
  planets. They are designed to win wars, and the Imperial 
  Navy guards them zealously. 
  Cruisers carry large banks of weapons and are heavily 
  armoured. They have huge engines, but due to their size, their 
  speed and manoeuvring is not spectacular. This is good for a 
  cruiser’s smaller opponents, since their only chance against 
  these behemoths is to fle . Indeed, cruiser designers expect 
  their craft will most often fight other cruisers, and will mount 
  powerful weapons designed specifical y to slay these ships. 
  For a Rogue Trader, a cruiser is a vessel filled with both 
  promise and peril. All the problems that come with a light 
  cruiser are multiplied ten-fold here. Often these vessels 
  cannot be bought for any amount of money, and may only 
  be procured through some truly worthy deed (or equally 
  villainous scheme). Even if a Rogue Trader manages to get his 
  hands on a cruiser, he will find a universe of enemies scheming 
  to take it from him. A cruiser is an invaluable treasure, after 
  all. However, a Rogue Trader with the resources, cunning, 
  and ruthlessness to get a cruiser and keep it, it is an unrivalled 
  power beholden to no-one but himself. 
  Components
  Ships are made up of various Components, all contained within 
  the ship’s hull. These Components are what makes a ship a 
  ship—without them, it would only be an empty framework. 
  There are two types of Components: Essential Components 
  and Supplemental Components. Essential Components are 
  what all ships need in order to operate. These include the 
  bridge, plasma drives, warp drive, life support, and the like. 
  Supplemental Components may be useful, but a ship can still 
  operate without them. They include cargo bays, weapons, and 
  passenger quarters. 
  Components use two finite resources on a ship, Space and 
  Power. There is a limited amount of room within a ship’s hull, 
  and the ship’s plasma drives only provide so much energy. 
  A Component needs both in order to be used by the ship’s 
  crew. If a Component does not have power, it is unpowered. 
  Unpowered Components are lightless, powerless sections of a 
  ship, where there is no gravity and no air. Those who wish to 
  enter them must use void-suits. Needless to say, they do not 
  provide any of their listed benefits or bonuses to the ship. 
  If a Component does not have space, it is exposed. Exposed 
  Components are mounted outside the ship’s hull. They can 
  still have power and be used—a passenger pod could be 
  suspended on the outside of the ship and still have light, 
  heat, and air. However, the module does not receive 
  any benefits from the ship’s armour or structural 
  integrity. During combat, they will absorb 
  the first hit to make it through the ship’s 
  WhAT AbouT bATTleShipS?
  There are, of course, more hull types than those 
  mentioned—battleships and battlecruisers are two 
  examples of such hull types. However, these vessels are 
  extremely rare and beyond the resources of all but the 
  most affluent Rogue Traders and will not be covered 
  in this book. 
  
  192
  VIII: Starships
  VIII: Starships
  shields, and be destroyed. Any crew unfortunate enough to 
  occupy the Component at the time will be killed.
  However, some Components will have the external trait. 
  These Components have been designed to be mounted outside 
  a starship’s hull and are placed in protected alcoves or shielded 
  by strange technologies. An external Component does not take 
  up Space, and cannot be destroyed except by a Critical Hit. 
  eSSenTiAl ComponenTS
  “I don’t care if the power’s out in the passenger’s quarters! If I don’t 
  get the main drive conduit patched, we’re all sucking vacuum!” 
  –Bosun McCaid, on board the Vigilant Aquila
  All ships have certain vital Components, without which 
  they could not operate. These Components are included 
  in a ship’s basic design. They cannot be removed (lest the 
  vessel turn into an expensive and useless hulk), but may be 
  upgraded—replacing older and less useful Components with 
  more powerful versions. These Essential Components are 
  specifically for starships capable of warp-travel—a system 
  defence monitor or inter-system tug, for example, would not 
  require a warp drive or Geller Field. 
  A warp-capable starship’s Essential Components are the 
  following: 
  hull
  The framework on which a starship is constructed, a hull, 
  more than anything else, defines a starship. This is also one of 
  the few Components that cannot be upgraded. 
  plasma drives
  Gigantic edifices of almost incomprehensible technology, 
  plasma drives take up immense amounts of space within a 
  starship’s hull. Without one, a starship is little better than a 
  cold, drifting tomb. 
  Warp drives
  The vast majority of starships are consigned to toil through 
  space at speeds much slower than light. They have the 
  unenviable choice of remaining trapped within a single star 
  system, or spending centuries travelling to even the closest 
  suns. The warp drive provide a shortcut, allowing a vessel to 
  enter the terrifying realm known as the immaterium. If a ship 
  can survive here, it can reach destinations within weeks or 
  months instead of years—essential for a Rogue Trader. 
  Void shields
  Void shields create barriers of energy around a starship. 
  The weaker versions on transports exist mainly to 
  deflect celestial debris, while a military vessel’s 
  void shield is strong enough to absorb 
  incoming fi e. 
  geller field
  Though a void shield protects a starship in space, it is of no 
  use against the nightmarish inhabitants of the warp. For that, 
  a warp-capable ship requires a Geller Field. This technology 
  has existed since long before the Age of Strife, and creates a 
  bubble of normalcy in that realm of chaos, and makes sure its 
  creatures stay outside the hull.
  Life-sustainer
  Without the pumps, bellows, and filters of the life-sustainer, 
  the air of a starship would soon be toxic fog, and the 
  water, undrinkable sludge. Life-sustainers purify the ship’s 
  atmosphere and recycle waste to produce clean water. 
  Crew Compartments
  Even the smallest transports require thousands of crewmembers 
  to operate. Many are menial labourers press-ganged from the 
  depths of hives, others are skilled void-men trained to operate 
  a starship’s many systems. Regardless, they all require a place 
  to live, be it a mouldy bunk or well-appointed cabin. 
  bridge
  Just like every body must have a head, every starship must 
  have a bridge. Here, from his command-pulpit, the captain 
  directs his vessel and the actions of his thousands of crew. 
  Here also are the advanced cogitators that direct the ship’s 
  targeting systems, sensors, and other systems. 
  sensors
  Sight is of little use when dealing with the vast distances of 
  the void. Auspexes, grav-detectors, and auger arrays can spy 
  the reflected light from a tumbling asteroid—or heat from 
  an enemy vessel—thousands or even millions of kilometres 
  away. More advanced sensors can even spot the warp-wake of 
  a vessel traversing the Immaterium. 
  SupplemenTAl ComponenTS
  Though they are not needed for a ship to exist, many 
  Supplemental Components are vital for a starship’s 
  operations and even survival. There are many different 
  types of Supplemental Components, aiding in everything 
  from combat to cargo transport. Some of the more common 
  types are weapons, passenger compartments, armour, plating, 
  cargo holds, and the distinctive armoured prows of Imperial 
  warships, made up of 30 metres of adamantium or more. 
  For more Supplemental Components see page 202. 
  
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  VIII: Starships
  VIII: Starships
  Constructing a 
  starship
  W
  hen creating a starship, players should proceed 
  along the following steps:
  • The first step is to select a hull. A list of hulls is
  found on the next few pages, divided by class: transport, 
  raider, frigate, light cruiser, and cruiser. 
  • Once the players have their hull, they roll on the
  Complications charts, gaining one Past Histories 
  Complication 
  and 
  one 
  Machine 
  Spirit 
  Quirks 
  Complication. Alternatively, the GM can select these 
  Complications instead. 
  • Once the Complication has been determined, the players
  build their ship. Based on their hull and the drive they 
  select, they will have a certain amount of Space and 
  Power. Based on their Warrant of Trade, they will have a 
  certain amount of Ship Points (see page 33). 
  • Next, players must select what type of crew their vessel
  has. All ships start with a Competent Crew (see Table 
  8-9: NPC Crew Ratings on page 214), with a Skill 
  Level of 30. The cost of the crew is included with the 
  cost of the ship’s hull. If players wish to, they can gain 
  an additional 5 Ship Points to spend on their vessel by 
  downgrading their Crew to Incompetent (20). Likewise, 
  they can upgrade their crew to a Crack Crew (40) by 
  spending 5 of their existing Ship Points. They may even 
  upgrade their crew to a Veteran Crew (50) by spending 
  15 Ship Points. 
  • Next, the players must select one Essential Component
  from each of the Essential Component categories. 
  • Next, players may select Supplemental Components. Each
  Component (Essential or Supplemental) has a Space and 
  Power requirement. The sum total of all the Component’s 
  requirements may not exceed the Space provided by the 
  hull, or power generated by the drive. 
  • Once the starship’s Components have been recorded,
  any benefits and drawbacks should be totalled and, if 
  necessary, combined. 
  Note that certain Components can increase a ship’s Crew 
  Population or Morale level above 100. This is acceptable, and 
  should set the ship’s new maximum level of Crew Population 
  and Morale. If damaged, a starship’s Crew Population and 
  Morale can be restored back up to these maximums, but not 
  above them. 
  This may seem strange, since both Crew Population and 
  Morale are abstract representations, rather than a concrete 
  measurements of crewmembers or their loyalty. However, 
  just consider these Components to be increasing the loyalty 
  of the crew, or the amount of warm bodies aboard the ship, 
  and subsequently making either value slightly more resilient 
  to losses. 
  exAmple
  A ship has the Haunted Complication, reducing its Morale 
  permanently by 10. However, the players add Extended Supply 
  Vaults, increasing its Morale permanently by 1. In the end, the ship’s 
  Morale is permanently decreased by 9. 
  huLLs
  The hull of the vessel defines what type of ship it is, its 
  abilities, and the Components that may be added to it. The 
  hull has all the base Characteristics of the ship (though they 
  may be modified y certain components) :
  
  194
  VIII: Starships
  VIII: Starships
  TrAnSporTS
  Transports are unexciting but vital to galactic commerce. 
  Jericho-class pilgrim vessel
  Dimensions: 2.25 km long, 0.3 km abeam approx.
  Mass: 9 megatonnes approx.
  Crew: 20000 crew, approx. 
  Accel: 1.6 gravities max acceleration
  The gigantic Jericho pilgrim ships are converted refine y 
  vessels. Their huge fuel tanks are rebuilt into hundreds of 
  passenger compartments, and a single ship can hold many 
  thousands of the faithful. Accommodations vary; for those 
  with the Thrones, the trip can be relatively pleasant, but most 
  must make do with bilge-berths and corpse rations in the 
  ship’s cavernous cargo bays. A Jericho can also be repurposed 
  to carry cargo. 
  The ships themselves are large, slow, and unwieldy. Most 
  do sport some weapons to discourage pirates, though most 
  buccaneers might look for richer targets.
  Speed: 3  
  Manoeuvrability: –10
  Detection: +5 
  Hull Integrity: 50
  Armour: 12 
  Turret Rating: 1
  Space: 45 
  SP: 20
  Weapon Capacity: 1 Prow, 1 Port, 1 Starboard
  Cargo Hauler: This vessel was designed for transporting goods, 
  and no amount of retrofitting can fully change this. This hull 
  comes pre-equipped with one Main Cargo Hold Component 
  (see page 203). The hull’s Space has already been reduced to 
  account for this, however, when the ship is constructed it must 
  be able to provide 2 Power to this Component. 
  Vagabond-class merchant trader
  Dimensions: 2 km long, 0.4 km abeam approx.
  Mass: 8 megatonnes approx.
  Crew: 18000 crew, approx. 
  Accel: 2.1 gravities max acceleration
  A common sight throughout the Calixis Sector, 
  Vagabonds are small, multi-purpose merchant vessels 
  able to transport a wide variety of cargos and even 
  passengers. Popular amongst poorer Chartist 
  captains, these ships are unassuming but 
  reliable, and have even been known to mount small broadsides 
  for defence.
  Speed: 4  
  Manoeuvrability: –5
  Detection: +10 
  Hull Integrity: 40
  Armour: 13 
  Turret Rating: 1
  Space: 40 
  SP: 20
  Weapon Capacity: 1 Dorsal, 1 Prow
  Cargo Hauler: This vessel was designed for transporting goods, 
  and no amount of retrofitting can fully change this. This hull 
  comes pre-equipped with one Main Cargo Hold Component 
  (see page 203). The hull’s Space has already been reduced to 
  account for this, however, when the ship is constructed it must 
  be able to provide 2 Power to this Component.
  rAiderS
  Corsairs and pirates prize these fast but fragile vessels. 
  hazeroth-class privateer 
  Dimensions: 1.5 km long, 0.25 km abeam approx.
  Mass: 5 megatonnes approx.
  Crew: 22000 crew, approx. 
  Accel: 5.6 gravities max acceleration
  The Hazeroth class comprises a variety of raider vessels of 
  similar size and fi epower. Many have been known to operate 
  
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  from the infamous Hazeroth Abyss (hence the name), and are 
  popular with privateers. Most sacrifice cargo space and armour 
  for improved engines and reinforced interior bulkheads, 
  allowing them to flee a ything they cannot fight
  Speed: 10 
  Manoeuvrability: +23
  Detection: +12 
  Hull Integrity: 32
  Armour: 14 
  Turret Rating: 1
  Space: 35 
  SP: 30
  Weapon Capacity: Dorsal 1, Prow 1
  havoc-class merchant raider
  Dimensions: 1.6 km long, 0.4 km abeam approx.
  Mass: 6 megatonnes approx.
  Crew: 24000 crew, approx. 
  Accel: 5 gravities max sustainable acceleration
  The Havoc class is a heavy raider whose origins date back to 
  before the reconquest of the Calixis Sector. A typical Havoc 
  has fast engines, sizeable cargo space, and a battery strength 
  to rival many frigates. However, their armour is relatively 
  weak, meaning that these ‘glass cannons’ have a hard time 
  going toe-to-toe with a comparable naval vessel.
  Speed: 9  
  Manoeuvrability: +25
  Detection: +10 
  Hull Integrity: 30
  Armour: 16 
  Turret Rating: 1
  Space: 40 
  SP: 35
  Weapon Capacity: Dorsal 1, Prow 1
  FrigATeS
  Frigates are fast, small, but powerful craft, used in any number 
  of roles. 
  sword-class frigate
  Dimensions: 1.6 km long, 0.3 km abeam at fins approx.
  Mass: 6 megatonnes approx.
  Crew: 26,000 crew, approx. 
  Accel: 4.5 gravities max sustainable acceleration
  The Sword frigates have been a mainstay escort vessel for 
  Battlefleet Calixis ever since its founding. Every system aboard 
  one of these frigates has been tried and tested in innumerable 
  engagements. Its laser-based weapons and turrets are accurate 
  and hard-hitting, its plasma drives are rugged and reliable in 
  extreme conditions. Few task forces do not include at least a 
  pair of Swords to guard the flan s of larger vessels or pursue 
  smaller, faster raiders. More than a few Rogue Traders have 
  noticed the stellar performance of these vessels and obtained 
  one. With a few minor conversions to increase holds, Swords 
  suit their needs quite well.
  Speed: 8  
  Manoeuvrability: +20
  Detection: +15 
  Hull Integrity: 35
  Armour: 18 
  Turret Rating: 2
  Space: 40 
  SP: 40
  Weapon Capacity: Dorsal 2
  tempest-class strike frigate
  Dimensions: 1.5 km long, 0.4 km abeam at fins approx.
  Mass: 6.1 megatonnes approx.
  Crew: 30500 crew, approx. 
  Accel: 4.7 gravities max sustainable acceleration
  The Tempest is a specialised frigate produced in the Calixis 
  and surrounding sectors. It trades long ranged firepower for 
  heavy, short-ranged broadsides designed to devastate enemies 
  at ‘knife-fight’ distances. To get to those distances, Tempests 
  have triple-armoured prows and boosted drives, and often carry 
  assault boats and large complements of ratings for boarding 
  actions. These larger quarters and hanger bays have been found 
  very useful for other, more commercial purposes as well.
  Speed: 8  
  Manoeuvrability: +18
  Detection: +12 
  Hull Integrity: 36
  Armour: 19 
  Turret Rating: 1
  Space: 42 
  SP: 40
  Weapon Capacity: Dorsal 2
  
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  lighT CruiSerS
  They are the eyes and ears of the fleet, or scouts in the deepest 
  void. 
  dauntless-class light cruiser
  Dimensions: 4.5 km long, 0.5 km abeam at fins approx.
  Mass: 20 megatonnes approx.
  Crew: 65000 crew, approx.
  Accel: 4.3 gravities max sustainable acceleration
  Light, scouting cruisers are the eyes and ears of Imperial 
  fleet . They carry enough fuel and supplies for patrols that 
  last months or even years, and enough fi epower to dispatch 
  any smaller vessels foolish enough to close with them. The 
  Dauntless is popular because it combines the manoeuvrability 
  of a frigate with a daunting forward lance armament.
  Speed: 7  
  Manoeuvrability: +15
  Detection: +20 
  Hull Integrity: 60
  Armour: 19 
  Turret Rating: 1
  Space: 60 
  SP: 55
  Weapon Capacity: Prow 1, Port 1, Starboard 1
  CruiSerS
  These warships are the backbone of any fleet.
  Lunar-class cruiser
  Dimensions: 5 km long, 0.8 km abeam at fins approx.
  Mass: 28 megatonnes approx.
  Crew: 95000 crew, approx. 
  Accel: 2.5 gravities max sustainable acceleration
  The Lunar class cruiser makes up the backbone of Battlefleet
  Calixis. Its (relatively) uncomplicated design dates back 
  to the dawn of the Imperium, and it can be constructed at 
  worlds normally unable to build a ship of the line. Its variety 
  of weapons batteries, lances, and torpedoes make it both a 
  versatile combatant and dangerous foe. Most Rogue Traders 
  remove the torpedo tubes to add more cargo space instead.
  Speed: 5  
  Manoeuvrability: +10
  Detection: +10 
  Hull Integrity: 70
  Armour: 20 
  Turret Rating: 2
  Space: 75 
  SP: 60
  Weapon Capacity: Prow 1, Port 2, Starboard 2
  
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  Complications
  All voidships have a story. Many are thousands of years old, 
  and some were laid down while the Emperor led humanity 
  on the Great Crusade. In that time they have watched the 
  millennia of history come and go, seen the tides of war ebb 
  and flo , experienced hundreds of captains, thousands of 
  crew. 
  Due to this, a ship is more than a collection of tech-systems 
  and armour plating. Any veteran voidsman knows a ship 
  has its quirks and vagaries. Some vessels leap eagerly at the 
  first hint of battle, their drives burning hot and their auger 
  arrays probing eagerly. Others falter at danger, their systems 
  shorting and sputtering until the vessel turns tail and flee . 
  Some ships are solid and dependable, their systems lasting 
  long beyond their date of operations. Others play tricks on 
  their crew, phantom returns ghosting the auspex displays and 
  strange sounds whisper on the internal vox. A good voidsman 
  knows the personality of his ship, and treats it like another 
  member of the crew.
  In game, these are represented by the ship’s Complications. 
  Complications have benefits and detriments that make a ship 
  unique. There are two different types of Complications. 
  Past Histories offer details about the ship’s construction or 
  salvage, and the issues that may arise from its past. Machine 
  Spirit Oddities describe the strange personality quirks the 
  ship’s machine spirit has picked up over the millennia. While 
  not “alive” or even self-aware, anyone who has been aboard 
  a starship will swear that they have desires and fears, and 
  perform some tasks more willingly than others. 
  Before creating a ship, the ship’s captain should roll once 
  on each chart to determine which Complications his ship 
  suffers from, and note each down on his ship’s sheet. 
  Table 8–1: Machine Spirit Oddities 
  Roll
  Result
  1
  A Nose for Trouble: Something about this ship quivers at the thought of battle, always probing the cosmos for a new 
  victim. Add +5 to the ship’s Detection, and reduce this ship’s Armour by 1, due to its many battles. Occasionally, the 
  crew may find themselves in fights they might have preferred to avoid.
  2
  Blasphemous Tendencies: Some unidentifiable aspect of this vessel’s spirit resonates sympathetically with the 
  Immaterium. Captains find this ship swims through the warp more easily, as if it was more at home there... All 
  Navigation Tests made to pilot this vessel through the warp gain a +15 bonus. However, while aboard the ship, all 
  crew suffer –5 to Willpower based Tests. 
  3
  Martial Hubris: The ship has a glorious legacy of warfare and triumphant combats. It is always eager to fight, and 
  unwilling to back down. The ship gains +5 to all Ballistic Skill Tests to fire its weapons, but suffers –15 on any Pilot 
  (Space Craft) Tests made to escape combat. 
  4
  Rebellious: This vessel does not suffer authority willingly. At times is seems to take pleasure in interfering with the 
  plans of its masters. During no more than one space combat per game session, the GM should randomly select one of 
  the ship’s Components that becomes unpowered until repaired. However, whenever the ship suffers a critical hit (for 
  any reason) roll 1d10. On a 8 or higher, the critical effect is ignored. 
  5
  Stoic: The vessel behaves like a beast of burden, plodding but reliable. Due to its somewhat plodding behaviour, 
  whenever the crew would gain Profit Factor from an Endeavour, reduce the amount gained by 1. However, whenever 
  one of the ship’s Component’s becomes damaged or unpowered, roll 1d10. On a 7 or higher, the ship shrugs off the 
  damage and it is ignored.
  6
  Skittish: The ship fears battle, bucking against its masters when entering the fray. When in combat, reduce the ship’s 
  Speed by 1. However, when not in danger, it runs eagerly and fast. Reduce the travel time for any long distance 
  (between stars) voyage by 1d5 weeks, to a minimum of 1. 
  7
  Wrothful: The ship’s spirit constantly smoulders with anger. In battle, it explodes into a berserker fury, straining and 
  exhausting its systems. During combat, the ship gains +1 Speed and + 7 Manoeuvrability. Out of combat, the ship 
  suffers –1 Speed and –5 to Manoeuvrability and Detection. 
  8
  Resolute: There is little in the universe that can stagger this vessel. No matter the foe, it will advance slowly but 
  surely to meet it. The ship suffers –1 Speed, but gains +3 Hull Points and grants a +10 bonus to all Repair Tests. 
  9
  Adventurous: The vessel is eager to seek new horizons, to turn its bow from civilisation and delve into the darkness 
  of the unknown. When participating in an Endeavour the ship gains +10 Detection, when not participating in an 
  Endeavour it suffers –10 Detection. 
  10
  Ancient and Wise: This ship is of a bygone age, having survived many millennia of voyages and adventures. It’s 
  hull has weakened over the centuries, but it anticipates the needs of its crew, and will move as one with a competent 
  master. The ship suffers –4 Hull Integrity but gains a +10 bonus to any Manoeuvre Actions it performs (including out 
  of combat and ramming).
  
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  Table 8–2: Past Histories 
  Roll
  Result
  1
  Reliquary of Mars: Somehow, this vessel has been outfitted with ancient archaeo-tech systems from mankind’s 
  forgotten past. When constructing this vessel, players must select 1 Archeotech Component of their choice. However, 
  any Tech-Use Tests to repair the ship suffer a –20, due to the highly complex nature of the machinery. Additionally, 
  the tech priests of Mars regard the vessel as holy, or at least having holy components. Some may petition to visit the 
  vessel, others may want it for themselves. 
  2
  Haunted: Some nameless horror haunts this vessel’s past, leaving voidsmen to whisper stories of ghosts wandering 
  through the corridors and cabins. Reduce Morale permanently by 10. However, strange premonitions flicker on the 
  auger arrays, granting a +6 to the ship’s Detection. Additionally, all non-crewmembers suffer –5 to Command Tests 
  involving boarding actions or hit and run actions against the haunted vessel. The presence of these spirits may cause 
  many other issues, depending on their origins and how they came to haunt the vessel (something the GM should 
  determine). 
  3
  Emissary of the Imperator: The vessel is a veritable monument to the power and grandeur of the God-Emperor’s 
  might. Awe-inspiring and terrible, it lacks subtlety. All Intimidate Tests made by characters from this vessel gain +15, 
  while all other social Skill Tests suffer a –5. These bonuses and penalties only apply if the character is known to be 
  from the vessel. In addition, few will be able to see beyond the symbolism of the vessel—xenos see a threat, faithful 
  Imperial citizens see a symbol of civilisation (or possibly chastisement), and heretics and rebels see a hated foe. Their 
  reactions will be coloured accordingly. 
  4
  Wolf in Sheep’s Clothing: Beneath this vessel’s unassuming exterior is a dangerous spacefaring predator. The 
  captain selects three Components. When scanned or subjected to anything but a thorough internal inspection, these 
  components will either not register on the scans, or appear to be a different Component of the same type. Thus, the 
  ship might hide additional armour plating, or a small macrobattery may be much more powerful than it appears. 
  However, the ship suffers –2 Power to maintain the systems creating the illusion. The ship may also have concealed 
  smuggling compartments, unseen passageways, hidden cogitation-override programming, or other secrets. 
  5
  Turbulent Past: Over the years this ship has been used to perform deeds dastardly to some and heroic to others. The 
  GM selects a social group (pirates, heretics, the Imperial Navy, the Inquisition, or inhabitants of an important locale 
  like Footfall). All ship’s crew suffer a –20 to social Skill Tests when interacting with that group. The GM then selects 
  a second group naturally opposed to the first. All ship’s crew gain +20 to social Skills when interacting with that 
  group. The additional problems that could arise from being hated by a particular group of people are limitless. 
  6
  Death Cult: Amongst the low-decks indentured crew, strange perversions of the Imperial Creed have arisen, 
  glorifying death to celebrate the Emperor. Reduce Crew Population permanently by 8. However, reduce all Morale 
  loss from any source by 2, due to the crew’s unwavering faith. Additionally, ship officers and members of the 
  Ministorum will have to deal warily with the cult and its leaders. Death cults do produce skilled assassins...
  7
  Wrested from a Space Hulk: The ship has been recovered from a space hulk - a mass of wrecked ships that drifts 
  intermittently through the warp and realspace. The ship is very old (and thus of high quality), but those who know of 
  its origins whisper that it is cursed. The ship gains +1 Armour, +1 Speed, and +3 Manoeuvrability. However, every 
  time the crew suffers a Misfortune, the GM rolls twice and chooses the worse of the two. The curse can have many 
  other effects as well, many ill, but a truly skilled Rogue Trader can turn any situation to profit... 
  8
  Temperamental Warp Engine: The ship suffers a flutter in its Warp Engines, an inconsistency that no amount 
  of maintenance or supplication can eliminate. Whenever the ship travels through the immaterium, the GM should 
  roll 1d10. On a 6 or lower, the journey takes an additional 1d5 weeks, on a 7 or higher, the travel time is reduced 
  1d5 weeks instead (potentially causing the ship to arrive before it left!). However, once in a great while, the ship 
  will leave the warp to unexpectedly find itself someplace other than its intended destination. (This is at the GM’s 
  discretion, but should not happen on a regular basis.) 
  9
  Finances in Arrears: The ship was purchased with borrowed funds. The money could have come from a criminal 
  organisation, influential noble, or even a member of the Inquisition—but no matter the source, the debt must be 
  repaid. Whenever the crew attempts to complete an Endeavour’s Objective, they must accumulate an additional 50 
  Acheivement Points to accomplish the Objective. However, the ship’s financier supports his investment by providing 
  aid and information. All crew can count their financier as a reliable contact. Additionally, their creditor may require 
  the crew to perform specific missions that they are in no position to refuse. 
  10
  Xenophilous: Through dealings with some xenos race, this vessel has been outfitted with examples of their 
  blasphemous technology. When constructing this vessel, players must select 1 Xenotech Component of their choice. 
  However, any Tech-Use Tests to repair the ship suffer a –30, due to the strange and blasphemous nature of the 
  machinery. Should the character attempting the repairs have Forbidden Lore (Xenos), the penalty is only –10. Also, 
  the forces of the Ordo Xenos have an interest in the vessel and who controls it. 
  
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  VIII: Starships
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  essentiAL Components
  Essential Components are required for a starship to function. 
  A ship must have one (no more) Component from each of the 
  following categories, lest the ship lose some vital function. 
  Without a life sustainer, for instance, the vessel is nothing 
  more than a cold and empty tomb, while a ship would be 
  blind and deaf without an auger array. 
  plASmA driVeS
  A plasma drive does more than move a ship. It also provides 
  power to all of a ship’s other systems—the vessel’s fiery heart. 
  Jovian pattern Class 1 drive
  The STC standard drive for transports, compact but 
  underpowered. 
  Lathe pattern Class 1 drive
  The STC standard drive for transports has been extended to 
  provide additional power in exchange for less available space. 
  Jovian pattern Class 2 drive
  The STC standard drive for escort-grade warships. 
  Jovian pattern Class 3 drive
  The STC standard drive for smaller capital-grade warships. 
  Jovian pattern Class 4 drive
  The STC standard drive for cruiser-grade warships. 
  WArp engineS
  The warp drive rips a vessel from the material world and 
  hurls it into the warp, allowing it to cross vast distances in a 
  heartbeat, but exposing it to the dangers of the immaterium. 
  strelov 1 Warp engine
  Allows the vessel to enter and remain in the immaterium. 
  strelov 2 Warp engine
  Allows the vessel to enter and remain in the immaterium. 
  geller FieldS
  A starship’s Geller Field creates a bubble of reality around 
  the vessel when it traverses the warp, protecting it from the 
  dangers that lurk there. 
  geller field
  Protects the vessel from the myriad dangers of the 
  Immaterium. 
  Warpsbane hull
  The entire hull of the vessel is covered with silver, hand-
  inscribed hexagramic wards. These reinforce a Geller Field 
  projected from a 50 metre statue of an Imperial Saint, located 
  just fore of the bridge. 
  Shield of Faith: Any Navigation Tests to pilot the ship 
  through the warp gain a +10 bonus. When rolling on Table 
  7-4: Warp Travel Encounters (see page 186), the GM 
  rolls twice and allows the Navigator to chose which result 
  is applied. 
  Void ShieldS
  Void shields create barriers of energy around a starship to 
  protect it from stellar debris and incoming fi e. 
  single Void shield Array
  A single double-layered void shield. Provides 1 Void 
  Shield. 
  The Ship AS A ChArACTer
  Complications are designed to personalize a starship, as well as make it something more than just a collection of statistics 
  on a sheet of paper. A good captain thinks of his ship as something alive, and will love and hate it, cajole, threaten, and 
  praise it in turn, just as he might any one of his ‘flesh and blood’ companions. 
  If the GM wishes the player’s starship to have a specific ‘personality,’ he should feel free to select from the Complications 
  charts, rather than having his players roll. Additionally, the Past Histories include suggestions for plot hooks and and 
  situations the players may find themselves in due to what has happened to their starship before they came into possession 
  of it. 
  As far as the ship’s ‘personality,’ the Machine Spirit Oddities should be treated as broad guidelines. GMs shouldn’t 
  feel limited to the benefits and drawbacks listed in the charts, and are free to come up with additional complications that 
  fit the ship’s character. Perhaps a vessel that has A Nose for Trouble occasionally scans nearby vessels as if searching for 
  weaknesses (even if they are friendly), or a ship that is Ancient and Wise flares its retros when on a collision course with 
  an asteroid, warning the helmsman to danger he did not notice. Of course, the ship is not sentient, and will not strike up 
  conversations with players or send them messages telling them what to do. But there should be some spark in its hull, a 
  bit of something beyond a mere machine...
  
  200
  VIII: Starships
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  multiple Void shield Array
  Twin, multiple-layered void shields. Provides 2 Void Shields. 
  Ship’S bridge
  The bridge is the starship’s brain, where the captain commands 
  the vessel and directs its every action. 
  Combat bridge
  A holdover from the ship’s Navy days, this bridge was laid 
  out and equipped with combat in mind. 
  Damage Control Station: As long as the bridge remains 
  undamaged, all Tech-Use Tests to repair the ship gain +10. 
  Command bridge
  This bridge has been modified to give the ship’s master 
  greater control over his vessel. 
  Enhanced Cogitator Relays: As long as the bridge remains 
  undamaged, all Command Tests made by the captain gain +5 
  and all Ballistic Skill Tests to fi e shipboard weapons gain 
  +5. If this Component ever suffers a Critical Hit, it becomes 
  unpowered on a 1d10 roll of 3 or higher. 
  Commerce bridge
  This bridge has a station equipped with cogitator-servitors 
  and a hololithic projector, given over to quickly loading and 
  unloading cargo. 
  Organised: When working towards a Trade objective, the 
  Explorers earn an additional 50 Achievement Points towards 
  completing that objective. 
  Armoured bridge
  The bridges of warships are often reinforced with additional 
  armour plating, to ensure the survival of their occupants. 
  Reinforced Armour: If this Component takes a 
  Critical Hit or becomes damaged or unpowered, 
  roll 1d10. On a 4 or higher, the component is 
  unharmed. 
  ship master’s bridge
  The bridge of a ship of the line is designed with one goal in 
  mind—winning battles. 
  Master Plotting Table: All Piloting and Navigation tests by 
  crew on the Bridge gain +5. 
  Improved Fire Direction: All Ballistic Skill Tests to fi e 
  shipboard weapons gain +10.
  liFe SuSTAinerS
  Life sustainers fill a vital role, providing a ship with clean air 
  and water. 
  mark 1.r Life sustainer
  The life-support system was designed for reliability and does 
  little to remove the stink of oil and warp engine discharge. 
  Stale Air: Increase all Morale loss by 1.
  Vitae pattern Life sustainer
  This life sustainer is of STC origins, and is in common use in 
  the Calixis Sector. 
  CreW QuArTerS
  Even the lowliest crew require bunks and mess-halls to live in. 
  pressed-Crew Quarters
  The masters of this vessel have done little to improve the 
  quarters left from this ship’s Navy days. 
  Cramped: Decrease Morale permanently by 2.
  Voidsmen Quarters
  Standard living quarters for the voidsmen of a long-distance 
  trader. 
  Auger ArrAyS
  The starship’s eyes, allowing it to ‘see’ space far beyond the 
  range of normal eyesight. 
  
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  VIII: Starships
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  mark–100 Auger Array
  The Imperial Navy’s standard sensor array. 
  External: This Component does not require hull space. 
  Although it is external, it can only be destroyed or damaged 
  by a Critical Hit. 
  mark–201.b Auger Array
  A modified version of the Imperial Navy’s standard sensor 
  array, with boosted wideband gain. 
  External: This Component does not require hull space. 
  Although it is external, it can only be destroyed or 
  damaged by a Critical Hit. 
  Sensitive: Increased power draw provides a 
  +5 bonus to the ship’s Detection. 
  Table 8–3: Essential Components
  Essential Components
  Appropriate Hull Types
  Power
  Space
  SP
  Plasma Drives
  Jovian Pattern Class 1 Drive
  Transports
  35 Generated
  8
  -
  Lathe Pattern Class 1 Drive
  Transports
  40 Generated
  12
  +1
  Jovian Pattern Class 2 Drive
  Raiders, Frigates
  45 Generated
  10
  -
  Jovian Pattern Class 3 Drive
  Light Cruisers
  60 Generated
  12
  -
  Jovian Pattern Class 4 Drive
  Cruisers
  75 Generated
  14
  -
  Warp Engines
  Strelov 1 Warp Engine
  Transports, Raiders, Frigates
  10
  10
  -
  Strelov 2 Warp Engine
  Light Cruisers, Cruisers
  12
  12
  -
  Gellar Fields
  Geller Field
  All Ships
  1
  0
  -
  Warpsbane Hull
  All Ships
  1
  0
  +2
  Void Shields
  Single Void Shield Array
  All Ships
  5
  1
  -
  Multiple Void Shield Array
  Cruisers
  7
  2
  -
  Ship’s Bridge
  Combat Bridge
  Transports, Raiders, Frigates
  1
  1
  -
  Light Cruisers, Cruisers
  2
  2
  -
  Command Bridge
  Raiders, Frigates
  2
  1
  +1
  Light Cruisers, Cruisers
  3
  2
  +1
  Commerce Bridge
  Transports
  1
  1
  -
  Armoured Command Bridge
  Raiders, Frigates
  2
  2
  -
  Light Cruisers, Cruisers
  3
  2
  -
  Ship Master’s Bridge
  Cruisers
  4
  3
  -
  Life Sustainers
  M–1.r Life Sustainer
  Transports, Raiders, Frigates
  3
  1
  -
  M–1.r Life Sustainer
  Light Cruisers, Cruisers
  4
  2
  -
  Vitae Pattern Life Sustainer
  Transports, Raiders, Frigates
  4
  2
  -
  Vitae Pattern Life Sustainer
  Light Cruisers, Cruisers
  5
  3
  -
  Crew Quarters
  Pressed-crew Quarters
  Transports, Raiders, Frigates
  1
  2
  -
  Pressed-crew Quarters
  Light Cruisers, Cruisers
  2
  3
  -
  Voidsmen Quarters
  Transports, Raiders, Frigates
  1
  3
  -
  Voidsmen Quarters
  Light Cruisers, Cruisers
  2
  4
  -
  Augur Arrays
  M–100 Auger Array
  All Ships
  3
  0
  -
  M–201.b Auger Array
  All Ships
  5
  0
  -
  R–50 Auspex Multi-band
  All Ships
  4
  0
  -
  Deep Void Auger Array
  All Ships
  7
  0
  +1
  
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  r–50 Auspex multi-band
  The sensors of this ship have been optimised for navigation, 
  at the expense of the sensor’s other uses. 
  External: This Component does not require hull space. 
  Although it is external, it can only be destroyed or damaged 
  by a Critical Hit. 
  Stellar Detection: Mapping protocols provide a +5 bonus to 
  Manoeuvre Tests to avoid celestial phenomena, but subtracts 
  –2 from the ship’s Detection.
  Long Distance Scan: When working toward an Exploration 
  objective, the players earn an additional 50 Achievement 
  Points toward completing that objective.
  deep Void Auger Array
  These, quite simply, are the some of the best sensors created 
  by the Adeptus Mechanicus, and are reserved for their own 
  ships and Imperial Naval scout vessels. 
  External: This Component does not require hull space. 
  Although it is external, it can only be destroyed or damaged 
  by a Critical Hit. 
  Eye of the Omnissiah: The exceptional sensitivity of the 
  array grants +10 to the ship’s Detection. 
  suppLementAL 
  Components
  Supplemental Components are not required for a starship 
  to function, though they may be highly recommended. 
  Unlike Essential Components, multiples of the same type of 
  Component or even duplicates of the same Component may be 
  installed on a ship, unless specifically stated otherwise. 
  When installing Weapon Components, they must be placed 
  in one of the starship’s Weapon Capacity slots. For example, a 
  starship that has a Weapon Capacity of Dorsal 1 and Prow 1 
  can have one dorsal weapon and one prow weapon, no more. 
  If a lance weapon is installed on a vessel of frigate size or 
  smaller (transports and raiders, for example), it must be installed 
  in a prow weapon slot. Lances are large and cumbersome 
  weapons and in respects to smaller vessels, can only be installed 
  on ships specifically designed to carry them. If a ship of frigate 
  size or smaller does not have a prow weapon slot, it cannot 
  carry a lance. 
  Certain Weapon Components may only be installed in 
  certain classes of ships, or in certain Weapon Capacity slots. 
  mACrobATTerieS
  Macrobatteries are ranks of massive cannons or other 
  weapons, fi ed in volley to overwhelm an enemy in a barrage 
  of destruction. 
  thunderstrike macrocannons
  An older version of the Mars Pattern, these macrocannons lack 
  range and power. They are most often found on transports. 
  mars pattern macrocannons
  The most common macrobattery, these are reliable, hard-
  hitting weapons firing kilo-tonne ordinance, mounted along 
  the vessel’s dorsal ridge or in broadside. 
  mars pattern macrocannon broadside
  The most common macrobattery, these are reliable, hard-
  hitting weapons firing kilo-tonne ordinance, mounted in a 
  warship’s extended broadside. 
  Broadside: These weapons must occupy a Port or Starboard 
  Weapon Capacity slot. 
  sunsear Laser battery
  These laser batteries are common on Naval frigates, providing 
  a balance between power used and damage inflicted.
  Table 8-4: Lances and Macrobatteries
  Supplemental 
  Components
  Appropriate Hull Types
  Power
  Space SP
  Strength Damage
  Crit 
  Rating
  Range
  Macrobatteries
  Thunderstrike 
  Macrocannons
  All Ships
  2
  2
  1
  3
  1d10+1
  6
  4
  Mars Pattern Macrocannons All Ships
  4
  2
  1
  3
  1d10+2
  5
  6
  Mars Pattern Macrocannon 
  Broadside
  Light Cruisers, Cruisers
  4
  5
  1
  6
  1d10+2
  5
  6
  Sunsear Laser Battery
  All Ships
  6
  4
  1
  4
  1d10+2
  4
  9
  Ryza Pattern Plasma 
  All Ships
  8
  4
  2
  4
  1d10+4
  4
  5
  6
  4
  2
  1
  1d10+2
  3
  5
  9
  4
  2
  1
  1d10+4
  3
  6
  Battery
  Lances
  Starbreaker Lance Weapon 
  All Ships 
  Titanforge Lance Weapon 
  All Ships 
  Titanforge Lance Battery 
  13
  6
  2
  2
  1d10+4
  3
  6
  Light Cruisers, Cruisers
  
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  VIII: Starships
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  ryza pattern plasma battery
  These weapons are rare and expensive examples of the ancient 
  art of plasma-craft. Their power draw is considerable, but so 
  is their effectiveness. 
  Vapourisation: When this Weapon Component rolls a 1 or 
  2 on the Critical Hit Chart, it effects two Components instead 
  of one.
  lAnCeS
  Lances are the rapier to the macrobatteries’ hammer. They 
  send a single beam of energy burning through their enemy’s 
  armour and deep into its vitals. 
  starbreaker Lance Weapon
  The Starbreaker is a recent attempt by lesser forge worlds 
  to copy the STC Titanforge. Unfortunately, they are less 
  powerful than the weapons they emulate. 
  titanforge Lance Weapon
  The Titanforge Lances are an STC standard for lance weaponry, 
  found on naval warships throughout the Calixis Sector. 
  titanforge Lance battery
  The Titanforge Lances are an STC standard for lance 
  weaponry, found on naval warships throughout the Calixis 
  Sector. On larger vessels, multiple lances may be mounted in a 
  set of gargantuan turrets (not to be confused with the smaller 
  defence turrets). 
  CArgo And pASSenger 
  CompArTmenTS
  Areas in the ship designed for cargo or passenger transport, 
  presenting a captain with more ways to earn Thrones. 
  Cargo hold and Lighter bay
  Warships can be converted to haul cargo, but this can often 
  have an adverse effect on their combat performance. 
  Hidden Spaces: When working toward a Trade or Criminal 
  objective, the players earn an additional 50 Achievement 
  Points toward completing that objective. 
  Unbalanced: Starships are precisely balanced, something 
  this modific tion effects, meaning they suffer –3 to 
  Manoeuvrability. 
  Compartmentalised Cargo hold
  Cargo holds have been installed across the ship, spread out to 
  minimise their effect on the vessel’s handling. 
  Storage Area: When working toward a Trade objective, the 
  players earn an additional 100 Achievement Points toward 
  completing that objective.
  main Cargo hold
  This hold was designed for moving bulk cargo. 
  Stowed and Secured: When working towards a Trade 
  objective, the players earn an additional 125 Achievement 
  Points towards completing that objective. 
  Luxury passenger Quarters
  Comfortable quarters for passengers earn Thrones—and 
  make for jealous crew. 
  Paying Customers: When working toward a Trade, 
  Criminal, or Creed objective, the players earn an additional 
  100 Achievement Points towards completing that objective. 
  Class Division: Decrease Morale permanently by 3. 
  barracks
  For a truly enterprising Rogue Trader, a war is just another 
  business venture. These barracks allow him to attempt just 
  that—by filling his ship with thousands o  troops. 
  Soldiers: When working toward a Military objective, the 
  players earn an additional 100 Acheivement Points towards 
  completing that objective. 
  Reinforcements: If the ship is transporting troops, it gains 
  +20 to all Command Tests involving boarding actions and 
  Hit and Run Actions. 
  AugmenTS And enhAnCemenTS
  Devices and systems that will boost a starship’s combat 
  performance. 
  Augmented retro-thrusters
  Multiple manoeuvring thrusters draw immense power, but 
  offer impressive performance nonetheless. 
  Agile: These thrusters add +5 to the ship’s Manoeuvrability. 
  External: This Component does not require hull space. 
  Although it is external, it can only be destroyed or damaged 
  by a Critical Hit.
  reinforced interior bulkheads
  Additional adamantine plates in key locations make this vessel 
  hard to destroy. 
  Hard to Breach: Add +3 to Hull Integrity
  
  204
  VIII: Starships
  VIII: Starships
  Armour plating
  Additional adamantine plates protect this vessel from harm. 
  Armour: Increase this vessel’s Armour by 1.
  Dead Weight: Decrease this vessel’s Manoeuvrability by 
  –2. 
  Armoured prow
  The trademark of cruisers and battleships of the Imperial 
  Navy, heavy sheets of adamantine 20 metres thick cover the 
  bow of this vessel. 
  Imposing: A ship with this Component may not have Prow 
  macrobatteries or lances. This ship gains +4 armour only in 
  its fore arc. This ship also does 1d10 additional damage when 
  ramming. 
  Table 8–5: Supplemental Components
  Supplemental Components
  Appropriate Hull Types
  Power
  Space
  SP
  Macrobatteries
  Thunderstrike Macrocannons
  All Ships
  2
  2
  1
  Mars Pattern Macrocannons
  All Ships
  4
  2
  1
  Mars Pattern Macrocannon Broadside
  Light Cruisers, Cruisers
  4
  5
  1
  Sunsear Laser Battery
  All Ships
  6
  4
  1
  Ryza Pattern Plasma Battery
  All Ships
  8
  4
  2
  Lances
  Starbreaker Lance Weapon
  All Ships
  6
  4
  2
  Titanforge Lance Weapon
  All Ships
  9
  4
  2
  Titanforge Lance Battery
  Light Cruisers, Cruisers
  13
  6
  2
  Cargo Holds and Passenger Compartments
  Cargo Hold and Lighter Bay
  Raiders, Frigates, Light Cruisers, Cruisers
  1
  2
  1
  Compartmentalized Cargo Hold
  Raiders, Frigates, Light Cruisers, Cruisers
  2
  5
  1
  Main Cargo Hold
  Transports
  2
  4
  1
  Luxury Passenger Quarters
  All Ships
  2
  1
  1
  Barracks 
  All Ships
  2
  4
  2
  Augments and Enhancements
  Augmented Retro-thrusters
  Raiders, Frigates
  3
  0
  2
  Augmented Retro-thrusters
  Transports, Light Cruisers
  4
  0
  2
  Augmented Retro-thrusters
  Cruisers
  5
  0
  2
  Reinforced Interior Bulkheads
  Transports, Raiders, Frigates
  0
  2
  2
  Reinforced Interior Bulkheads
  Light Cruisers, Cruisers
  0
  3
  2
  Armour Plating†
  Transports, Raiders, Frigates
  0
  1
  2
  Light Cruisers, Cruisers
  0
  2
  2
  Armoured Prow†
  Cruisers
  0
  4
  2
  Tenebro-Maze†
  Transports, Raiders, Frigates
  1
  2
  2
  Light Cruisers, Cruisers
  2
  3
  2
  Additional Facilities
  All Ships
  1
  4
  2
  All Ships
  1
  1
  1
  Transports, Raiders, Frigates
  2
  3
  2
  Light Cruisers, Cruisers
  3
  4
  2
  All Ships
  1
  1
  1
  All Ships
  1
  1
  1
  All Ships
  1
  1
  1
  All Ships
  0
  1
  1
  Extended Supply Vaults†
  Crew Reclamation Facility† 
  Munitorium†
  Munitorium†
  Temple-shrine to the God Emperor† 
  Librarium Vault†
  Trophy Room†
  Observation Dome†
  Murder-Servitors†
  All Ships
  1
  1
  2
  †This component may not be selected more than once per vessel.
  
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  VIII: Starships
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  tenebro-maze
  The interior of the ship is a maze of passageways, blind 
  compartments, and triple-sealed pressure-hatches. Enemy 
  boarding parties become quickly lost and separated, while the 
  defenders spring cunning ambushes from behind hololithic 
  bulkheads. 
  Hidden sally-ports: This ship gains +10 to all Command 
  Tests when defending against boarding actions and Hit and 
  Run Actions. 
  Incomprehensible Layout: When a Component on this 
  ship is selected to be affected from a critical hit, it is chosen 
  by the ship’s controller, not the attacker. 
  AddiTionAl FACiliTieS
  A wide variety of Components that serve many different 
  purposes. Any of the following components may only be 
  added to a starship once. 
  Crew reclamation facility
  The Mechanicus has no qualms about converting the 
  grievously wounded into servitors...but the rest of the crew 
  may differ in opinion. 
  Recycling: Reduce all losses of Crew Population by 3, to a 
  minimum of 1. Increase all losses to Morale by 1. 
  extended supply Vaults
  Extensive supply stowage allows the vessel to make longer 
  journeys and better repair damage. 
  Extensive Stores: Double the time a ship may remain at void 
  without suffering Crew Population or Morale loss. When 
  making Extended Repairs, repair 1 additional Hull Integrity.
  Plenty for All: Increase Morale permanently by 1. 
  munitorium
  Although all ships have a well-armoured room to store their 
  munitions, this facility contains massive stockpiles of weapons, 
  from small arms to macro-cannon warheads. 
  Well Armed: When working toward a Military objective, 
  the players earn an additional 25 Achievement Points toward 
  completing that objective. 
  Ordinatus Extremus: All macrobatteries on this ship gain 
  +1 to their listed damage. 
  Volatile: If this Component is damaged, it explodes. The 
  ship takes 2d5 damage to Hull Integrity, and a Component of 
  the GM’s choice is set on fi e. 
  temple-shrine to the god emperor
  A section of this ship has been set aside to offer prayer and 
  praises to the Master of Mankind. 
  Inspiration: Increase Morale permanently by 3. 
  Awe of the God Emperor: When working toward a Creed 
  objective, the players earn an additional 100 Achievement 
  Points toward completing that objective. 
  Librarium Vault
  An ancient collection of writings and manuscripts has been 
  collected aboard this vessel. 
  Accumulated Data: Any Investigation Skill Tests 
  made aboard this ship gains +10. 
  
  206
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  VIII: Starships
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  trophy room
  Few 
  Rogue 
  Traders 
  can 
  resist 
  cataloguing 
  their 
  accomplishments. This is more than hubris–such trophies can 
  awe competitors, or may hold secrets long lost. 
  Past Experiences: When working toward an Exploration, 
  Trade, or Criminal objective, the players earn an additional 
  50 Achievement Points toward completing that objective. 
  observation dome
  A gigantic observation dome made of diamond panes 
  and armoured glass adorns this vessel’s spine, allowing an 
  unrestricted view of the surrounding void.
  Engraved Star-charts: When working towards an 
  Exploration objective, the players earn an additional 50 
  Achievement Points towards completing that objective. 
  Cure for Claustrophobia: Increase Morale permanently by 1. 
  murder-servitors
  The ship possesses a stock of ancient, skull-faced killing 
  machines. Sealed in cyro-stasis until absolutely required, a 
  mere dozen can be successfully sent on hit and run raids to 
  maim and kill on enemy vessels. 
  Death-dealers: When used to conduct a Hit and Run 
  Action, this enhancement provides a +20 bonus to the 
  opposed Command Test. 
  Precise: When determining the Critical Hit 
  inflicted by a Hit and Run Action they 
  participated in, the character conducting 
  the raid may select any result between 1 and 6, rather than 
  rolling. 
  ArCheoTeCh ComponenTS
  Archeotech is technology long-lost from the Imperium as a 
  whole. Extremely valuable and efficient, these Components 
  should only be available if the ship has the Reliquary of Mars 
  Complication, the players earn them through their Warrant of 
  Trade, or if the GM makes them available through the course 
  of the game. 
  Ancient Life sustainer
  This life sustainer uses extensive conduits and purifiers to do a 
  thorough job of cleaning the air and water through methods 
  lost to the Mechanicus. 
  The Air is Sweet: Increase Morale permanently by 2, reduce 
  all losses to Crew Population due to non-combat sources by 
  1. This can be used as a ship’s Life Sustainer.
  modified drive
  The STC standard drive for this vessel is much older than 
  anything ever seen before. Mechanicus sources believe it is 
  unknown archaeotech.† 
  Overcharged: The strange and exotic nature of the materials 
  used in the drive’s containment domes allows for a hotter 
  plasma ‘burn,’ while taking up less space. This adds +1 to the 
  ship’s Speed, decreases the space the drive takes up by 4, and 
  Table 8-6: Archeotech Components
  Archeotech Components
  Appropriate Hull Types
  Power
  Space
  SP
  Ancient Life Sustainer
  Transports, raiders, frigates
  2
  1
  2
  Ancient Life Sustainer
  Light cruisers, cruisers
  2
  2
  2
  Modified Jovian Pattern Class 1 Drive Transports 
  35 Generated
  4
  3
  Modified L the Pattern Class 1 Drive Transports 
  40 Generated
  8
  3
  Modified Jovian Pattern Class 2 Drive Raiders, frigates
  45 Generated
  6
  3
  Modified Jovian Pattern Class 3 Drive Light cruisers 
  60 Generated
  8
  3
  Modified Jovian Pattern Class 4 Drive Cruisers
  75 Generated
  10
  3
  Bridge of Antiquity
  Transports, raiders, frigates
  1
  1
  2
  Bridge of Antiquity
  Light cruisers, cruisers
  2
  1
  2
  Auto-stabilised Logis-targeter
  All ships
  5
  0
  2
  Teleportarium
  All ships
  1
  1
  1
  Table 8-7: Xeno-tech Components
  Xeno-tech Components
  Appropriate Hull Types
  Power
  Space
  SP
  Ghost Field 
  All ships
  8
  4
  3
  Shard Cannon Battery
  All ships
  0
  3
  2
  Runecaster
  All ships
  0
  1
  2
  Micro Laser Defence Grid
  All ships
  2
  0
  2
  Gravity Sails
  Transports, raiders, frigates
  3
  0
  3
  Gravity Sails
  Light cruisers, cruisers
  5
  0
  3
  
  207
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  VIII: Starships
  VIII: Starships
  is of extreme interest to agents of the Mechanicus. 
  †Rather than listing the different versions of each plasma drive with the 
  Archeotech’s benefits, it is described once. If this Archeotech is installed 
  on a ship, apply its benefits to a standard plasma drive. 
  bridge of Antiquity
  This bridge is interlaced with ancient cogitator circuitry and 
  hololithic technology, granting the Captain and bridge crew 
  unparalleled control over their vessel.†
  Eyes Everywhere: Add +10 to all Command Tests or social 
  Skill Tests any character makes while on the bridge. 
  Hololithic Display Tank: Increase the ship’s Manoeuvrability 
  by +5. 
  †This can be used as a ship’s bridge.
  Auto-stabilised Logis-targeter
  More than simply an auger array, the Logis-Targeter uses near-
  heretical cogitator circuitry from the Dark Age of Technology 
  to ensure extremely accurate weaponry.† 
  External: This Component does not require hull space. 
  Although it is external, it can only be destroyed or damaged 
  by a Critical Hit. 
  Image of the Void: Increase the ship’s Detection by +5. 
  Targeting Matrix: All Ballistic Skill Tests to fi e the ship’s 
  weapons gain +5. 
  †This can be used as a ship’s Auger Array.
  teleportarium
  These relics from the Dark Age of Technology are highly 
  sought after, able to send individuals instantaneously through 
  the immaterium to appear on a ship or planet many thousands 
  of kilometres away. 
  Surprise Strike: Characters may make Hit and Run Attacks 
  without a piloting test, as they travel directly to the heart of 
  the enemy vessel. When using the teleportarium to perform 
  such an attack, the attacker receives +20 to his Command 
  Test. (The teleportarium may be used in any number of other 
  ways, such as guaranteeing escape from sticky situations on a 
  nearby planet, at the GM’s discretion.) 
  xeno-TeCh ComponenTS
  Alien technology is considered forbidden in the Imperium, 
  but some Rogue Traders choose to flaunt their special status 
  by acquiring and using xeno-tech. These Components 
  should only be available if the ship has the Xenophilous 
  Complication, or if the GM makes them available through 
  the course of the game. 
  ghost field
  A wondrous and terrible mechanism used on the ships of the 
  enigmatic Eldar. To possess it is to invite damnation, but even 
  crudely and imperfectly installed aboard a ship, the ghost 
  Ship poinTS And ComponenT 
  CoSTS
  When constructing a starship, the players are limited by 
  one other factor—the amount of Ship Points generated 
  by rolling on Table 1-5: Starting Profit Factor and 
  Ship Points on page 33. 
  Basically, the more Ship Points a charter provides, 
  the bigger and better equipped a player’s ship can be. 
  When first constructing their ship before beginning a 
  game, players can only build as powerful a ship as their 
  total Ship Points allow. Hulls and certain Components 
  have a Ship Point value listed, and once the players have 
  completed their vessel, the combined ship point total 
  cannot exceed the Ship Point total generated by rolling 
  on Table 1-5.
  Essential Components are for the most part an 
  exception to the ship point rule, and can be taken freely. 
  Since each ship needs them, their cost has already been 
  included in the hull cost. Certain specialised Essential 
  Components do have ship point costs—to represent 
  their value and rarity. 
  Any Ship Points left over after creating the starship 
  are added to the group’s starting Profit Factor.
  However, the Ship Point limit only applies at ship 
  creation. Afterwards, players are only limited in which 
  Components they can put in their ship by the ship’s 
  Space and Power, and their available Profit Factor.
  Ship Points have one other role to play—they 
  determine how rare (and thus how expensive) 
  Components are in Rogue Trader. The chart below 
  lists the Components’ availability based on how many 
  Ship Points they cost. However, when determining 
  the Acquisition Threshold required to acquire starship 
  Components, the GM should never give the players a 
  bonus based on Scale—the Threshold should only be 
  determined by availability (and perhaps craftsmanship). 
  Table 8-8: Component Costs and Availability 
  Components
  Availability
  Supplemental Components costing 1 SP, Essential Components
  Scarce
  Supplemental Components costing 2 SP, Essential Components costing +1 SP
  Rare
  Supplemental Components costing 3 SP, Essential Components costing +2 SP
  Very Rare
  Archeotech Components
  Extremely Rare
  Xenotech Components
  Near Unique
  
  208
  VIII: Starships
  VIII: Starships
  fiel ’s powers create phantoms of its ship to confound enemy 
  auger arrays. 
  Ghostly Echoes: All ships firing at a ship with a functioning 
  Ghost Field suffer –20 to their Ballistic Skill Tests. If the ship 
  is firing a lance weapon, it suffers a –30 instead. Any piloting 
  tests to perform Hit and Run attacks suffer a –30. 
  Energetic Interference: A ship with a Ghost Field must 
  choose whether it is using its Void Shields or Ghost Field at 
  the beginning of combat. 
  shard Cannon battery
  The xenos race that created these weapons has long since 
  vanished from the galaxy. Many examples of their technology 
  remain, however. Designated ‘shard’ weaponry by xeno-
  tech scholars, their shipboard cannons do not seem 
  to require power or even ammunition. Theories 
  abound as to how they operate but none has 
  been proven, as every attempt to disassemble 
  one has resulted in catastrophic failure. 
  Unknown energy source: This Component may not 
  become unpowered for any reason. If it is ever destroyed, 
  its ship takes 2d5 additional Hull Integrity damage, with no 
  reduction from Armour or Shields. 
  Macrobattery: Strength 4. Damage 1d10+2. Crit Rating - 
  3. Range - 6. 
  runecaster
  Another example of Eldar technology, runecasters are often 
  housed in large, vaulted chambers. In the centre of the 
  chamber, clusters or rune-stones flo t suspended above a 
  wide crystal lens. Xeno-tech researchers have re-appropriated 
  the devices from their previous, unknown purposes. 
  Through some incomprehensible means, the device is almost 
  prescient—aiding Navigators in avoiding the worst storms of 
  the Immaterium. 
  Eye of the Warp: Navigators using this Component to 
  pilot a ship through the empyrean gain a +20 bonus to all 
  Navigation Tests. Additionally, any journeys made using this 
  Component take half their normal time. 
  Fuelled by Fate: This Component never becomes unpowered 
  for any reason. 
  micro Laser defence grid
  A vastly larger version of the digital energy weapons used 
  by nobles and worthies of the Imperium, the grid is an 
  interlinked network of hundreds of miniature laser turrets 
  scattered across a vessel’s hull. The lasers, while not powerful 
  individually, act in concert to shoot down incoming ordinance 
  and small craft. 
  Wall of Light: Increase the ship’s turret rating by 2. 
  External: This Component does not require hull space. 
  Although it is external, it can only be destroyed or damaged 
  by a Critical Hit. 
  gravity sails
  Not ‘sails’ in the traditional sense, these devices are long, 
  blade-like fins extending from the prow of a ship. Some xeno-
  archeologists believe they are relics of the Yu’vath or another 
  long-dead race. Imperial vessels are too bulky to rely on them 
  for propulsion, but they can aid in manoeuvring, somehow 
  ‘tapping into’ gravitational fields and pulling starships along 
  them. 
  The Currents of Space: A starship with this Component 
  gains +1 Speed and +5 Manoeuvrability.
  External: This Component does not require hull space. 
  Although it is external, it can only be destroyed or damaged 
  by a Critical Hit. 
  upgrAding And inSTAlling neW 
  ComponenTS in STArShipS
  An important aspect of owning a starship is improving 
  and modifying it to suit the needs of its crew. This is 
  done by retrofitting the vessel, a long, labour intensive, 
  and time consuming process that often requires a full 
  spacedock or forge world star-yard. It is also likely 
  to be expensive, but can all pay off when marauding 
  space-pirates feel the wrath of a freighter’s concealed 
  macro-cannons. 
  When installing or upgrading Components in 
  a starship, the two Characteristics to keep in mind 
  are Space and Power. Each Component requires a 
  certain amount of both, and if a ship is unable to meet 
  those requirements, the new Component will end up 
  unpowered or exposed. 
  The two exceptions to this are a ship’s plasma drives 
  and hull. Plasma drives are not only the engines that 
  move a ship through the void, they also generate power 
  for the entire ship. Therefore, plasma drives don’t have 
  a power requirement. Instead, they provide the ship’s 
  power rating—how much power is available for the 
  rest of the ship’s Components. 
  Hulls are treated the same way in regards to space. 
  Hulls define the class of vessel, and, of course, have 
  a finite amount of space inside them. Therefore, hulls 
  provide the amount of available space a ship has. 
  The cost of new Components is discussed on page 
  274. The time it takes to install new Components on 
  a starship varies depending on the facilities available. 
  Usually, a human world with at least interplanetary 
  space travel is required to install new Components. 
  Such a world could install a new Component on a 
  starship in roughly three weeks. However, a populous 
  Imperial hive world with competent stardock could do 
  the same task in half the time. 
  
  209
  VIII: Starships
  VIII: Starships
  NPC Vessels
  The following are some NPC vessels, as well as ‘quick-start’ 
  ships that groups can select instead of building their own. The 
  stats for each vessel have any bonuses or penalties included. 
  WolFpACk rAider
  Hull: Raider
  Class: Pirate vessel of Unknown type
  Dimensions: aprox 1.7 km long, 0.3 km abeam approx.
  Mass: 6.5 megatons approx.
  Crew: 18,000 crew, approx. 
  Accel: 5 gravities max sustainable acceleration
  Pirates are known for using whatever vessels they can lay 
  their hands on. If possible, they prefer light, fast raiding ships 
  to strike fast and flee quickly. Speed is essential, since few 
  pirate vessels can stand toe-to-toe with a true warship. 
  Speed: 10 
   
  Manoeuvrability: +30
  Detection: +10  
  Armour: 15
  Void Shields: 1  
  Hull Integrity: 30
  Space: 35 (Used: 35)  
  Power: 45 (Used: 40) 
  Turret Rating: 1 
  Weapon Capacity: Dorsal 1, Prow 1
  essential Components
  Strelov 1 Warp Engine, Geller Field, Jovian Pattern Class 2 
  Drive, Single Void Shield Array, Standard Bridge, Vitae Pattern 
  Life Sustainer, Voidsmen Quarters, M–100 Auger Array
  supplemental Components 
  Dorsal Mars Pattern Macrocannons, Prow Sunsear Laser 
  Battery, Augmented Retro-thrusters
  Stowage Bays
  Pirate ships do not often bother with true cargo holds, 
  preferring smaller bays where valuable cargos can be stored. 
  Small: This Component allows for Trade Endeavours, but 
  provides no bonus.
  onSlAughT ork rAider
  Hull: Frigate
  Class: Onslaught-class ork pirate raider
  Dimensions: aprox 1.5 km long, .4 km abeam approx.
  Mass: 9.5 megatons approx.
  Crew: countless boyz, even more grots. 
  Accel: 2-4 gravities acceleration
  Though many Orks naturally take to piracy, their tactics 
  differ from those preferred by human buccaneers. Orks are 
  unlikely to flee from a scrape, and their ships always reflect
  that, with giant armoured prows, lumbering engines, and as 
  many weapons as the meks can strap on.
  Speed: 5  
   
  Manoeuvrability: +15
  Detection: +10  
  Armour: 18
  Void Shields: 1  
  Hull Integrity: 40
  Space: 40 (Used: 40)  
  Power: 40 (Used: 35) 
  Turret Rating: 1
  Weapon Capacity: Dorsal 1, Prow 2
  Essential Components
  Looted Drive: This may have been an STC-standard drive...
  once.
  Warp Engine: ‘Ere we go, ‘ere we go! 
  Really Big Teef: Protects the vessel in the immaterium, and 
  functions similarly to a Gellar field.
  Single Void Shield Array
  Air Pumps: Best not ask how it works.
  Boyz Barracks: No self respecting ork goes anywhere without 
  his boyz!
  Armoured Kaptin’s Bridge
  There’s a lot of metal between the ork boss and space. 
  Reinforced Armour: If this Component takes a Critical Hit, 
  becomes damaged, or suffers power loss, roll 1d10. On a 4 or 
  higher, the component is unharmed. 
  Big Red Button: If this vessel chooses not to turn, it may 
  move an additional 1d5 VUs during its Manoeuvre Action. 
  Lotsa Boyz
  This Component grants +10 to all Command Tests involving 
  boarding actions and Hit and Run Actions. 
  supplemental Components
  2x Looted Prow Macrocannons: These macrocannons used to 
  be on an Imperial ship. Not anymore.
   (Macrobattery; Strength 3; Damage 1d10+2; Crit Rating 5; 
  Range 5) 
  Dorsal Gunz: Technically macrobatteries, ‘improved’ with 
  orky tek. 
   (Macrobattery; Strength 1d5†; Damage 1d10+4; Crit 
  Rating 6; Range 4) 
  † Roll Strength before firing this weapon each turn. 
  
  210
  VIII: Starships
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  Stowage Bays
  Pirate ships do not often bother with true cargo holds, 
  preferring smaller bays where valuable cargos can be stored. 
  Cargo bay.
  Booty!: If this ship is captured with this Component intact, 
  the captors gain 50 Achievement Points. 
  Ork Armoured Prow
  Only an ork would add a gigantic armoured prow to such a 
  small ship. 
  Good an’ Ard: Macrobatteries may still be prow weapons 
  on this vessel. This ship gains +4 Armour in its fore arc only. 
  This ship also does 1d10 additional damage when ramming. 
  Complications
  Orky Tek: This ship may not be piloted by a non-ork crew. 
  Components from this vessel will not function if added to 
  non-ork ships. 
  WAyFArer STATion
  Hull: Space Station
  Class: Wayfarer-class station
  Dimensions: 5 km in diameter, approx.
  Mass: 22.1 megatons approx.
  Crew: 10000 crew, 80000–100000 inhabitants (many of whom also 
  perform ‘crew’ duties), approx.
  A general class of small space stations, designed to operate 
  without constant support on the frontier. Many have evolved 
  into independent trading communities or refuelling depots, 
  cut of from regular contact with the Imperium. 
  Speed: —  
   
  Manoeuvrability: —
  Detection: +20  
  Armour: 18
  Void Shields: 2  
  Hull Integrity: 60
  Space: 80 (Used: 78)  
  Power: 50 (Used: 47) 
  Turret Rating: 2
  Weapon Capacity: Keel 3
  Essential Components
  Station Genatorium: The station’s power generation facilities. 
  Multiple Void Shield Array 
  Vitae Pattern Life Sustainer
  Stationmaster Bridge
  The bridge of a space station is equipped to 
  supervise fast repairs. 
  Damage Control Station: As long as the 
  bridge remains undamaged, all Tech-Use Tests to repair the 
  station gain +10. 
  Supplemental Components
  2 Keel Mars Pattern Macrocannons
   (Macrobattery; Strength 3; Damage 1d10+2; Crit Rating 5; 
  Range 6) 
  Keel Starbreaker Lance Weapon
   (Lance; Strength 1; Damage 1d10+2; Crit Rating 4; Range 
  4) 
  3 Civitas Decks: All aspects of a thriving, bustling community 
  with many thousands of inhabitants can be found on these 
  decks. 
  Docks: Any size of ship smaller than a cruiser may dock with 
  station on- and off-loading supplies and cargo.
  Hydroponics Decks
  Essential for providing food and clean air to a void-born 
  population. 
  Sustaining: This station suffers no penalties to Crew Population 
  or Morale for remaining in space for an extended period.
  Complications
  Space Station: By its very nature a space station is completely 
  immobile (including realspace and warp travel), and does 
  not require the same Components as a starship. A space 
  station requires the following Essential Components: Hull, 
  Genatorium, Void Shield Array, Bridge, and Life Sustainer. In 
  combat, a space station never moves or performs Manoeuvre 
  Actions. Otherwise, it should be treated as a starship during 
  combat.
  
  211
  VIII: Starships
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  Example Rogue 
  Trader Vessel
  As an alternative to building a spacecraft, players can use 
  their Ship Points to purchase the following quick-start vessel 
  instead. This pre-constructed ship has a history in the Calixis 
  Sector and Koronus Expanse, and it is designed with a specific
  set of goals in mind.
  SAbre
  Hull: Frigate
  Class: Modified Firestorm-class Naval Frigate
  Dimensions: 1.8 km long, .3 km abeam at fins approx.
  Mass: 6 megatonnes approx.
  Crew: 25500 crew, approx. 
  Accel: 4.4 gravities max acceleration
  The Sabre, a Firestorm-class frigate, was originally built and 
  commissioned far from the Calixis Sector, in the vast Gothic 
  Sector fleet base of Port Maw. It was launched in M36 and 
  spent millennia serving on the Imperial Navy’s front lines 
  against the forces of the Archenemy until the Chandor 
  Offensives. During the forth day, the Sabre was hit by 
  multiple broadsides and set afi e. It was towed back to the 
  docks, where it was intended to be broken up for scrap. 
  However, an unnamed Rogue Trader saw in the Sabre examples 
  of ancient technology from humanity’s past, exceedingly rare 
  in the Imperium. He paid a princely sum to refurbish the 
  vessel, and, when completed, took his craft into the depths of 
  the Koronus Expanse. There, it is said, he was well served by 
  the ship he saved from the breaker’s yard.
  Speed: 8  
   
  Manoeuvrability: +20
  Detection: +13  
  Armour: 18
  Void Shields: 1  
  Hull Integrity: 33
  Space: 40 (Used: 38)  
  Power: 45 (Used: 45) 
  Turret Rating: 1
  Weapon Capacity: Dorsal 1, Prow 1
  SP Total Cost: 50
  essential Components
  Strelov 1 Warp Engines, Geller Field, Modified Jovian Pattern 
  Class 2 Drive, Void Shield, Command Bridge, M–1.r Life 
  Sustainer, Voidsmen Quarters, R–50 Multi-band Auspex
  supplemental Components 
  Dorsal Sunsear Laser Battery, Prow Titanforge Lance 
  Weapon,Compartmentalised Cargo Hold, Reinforced Interior 
  Bulkheads, Luxury Passenger Quarters
  Complications
  Reliquary of Mars, Ancient and Wise.
  ChooSing The SAbre
  The Sabre is a good ship for players—well armed, 
  fast, manoeuvrable, and versatile. Players can use it 
  effectively for trading, exploring, or fighting. This 
  makes it a good choice for players who want to pursue 
  multiple paths to riches. No matter what adventures 
  they run into, the Sabre will serve them well. 
  
  212
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  Starship 
  Combat
  S
  pace combat is a terrifying experience. Massive 
  batteries of macro-weaponry flingshells and munitions, 
  torpedoes the size of hab-blocks streak through the 
  void, and ships are consumed by fi e or explode with the fury 
  of a nova. If a void shield fails or armour plating buckles, 
  thousands of lives can be snuffed out in an instant. 
  However, there will come times when a Rogue Trader has 
  little choice but to run out his guns and prepare for battle. 
  After all, they are not the only ones who desire the galaxy’s 
  wealth, and to take it for themselves, Rogue Traders must be 
  prepared to fight for it.
  roundS, TurnS, And Time—in SpACe
  Space combat in Rogue Trader is handled in a similar manner 
  to normal combat. Space travel is normally handled in 
  Narrative Time. Other situations, such as dodging a hurtling 
  asteroid at the last moment, are best broken up by the GM into 
  the standard Turns and Rounds. However, certain situations—
  particularly ship-to-ship combat—require a slight adjustment 
  to the Structured Time approach (see page 234).
  Space warfare is very different from the close-in, personal 
  fighting of hand-to-hand combat and short ranged fi efight . 
  Great warships can spend days chasing down their opponents 
  and hours manoeuvring into position for single devastating 
  volleys from their broadsides. Therefore, the GM should 
  break up space combat into Strategic Rounds and Strategic 
  Turns. While these function mechanically in the same fashion 
  as the Rounds and Turns of Structured Time, the interval of 
  time they represent is longer. 
  A Strategic Round lasts for roughly thirty minutes, during 
  which, each ship involved in the scene takes a Strategic Turn. 
  Each Strategic Turn overlaps, so the actions of each ship 
  occur almost simultaneously. However, in game terms, each 
  ship acts in a sequence determined by the combat’s Initiative 
  Order (see below). 
  A Strategic Round is completed when every participant in 
  the combat has completed their Strategic Turn.
  SpACe CombAT oVerVieW
  When a Round of space combat begins, the GM and players 
  follow certain steps to determine what happens. These steps 
  are similar to those followed when regular combat begins, 
  and the differences are specified be ow. 
  surprise
  It is certainly possible for one ship to surprise another in combat. 
  Since Strategic Rounds last a half hour, it is highly unlikely 
  that even a surprised crew will be completely unable to react. 
  However, the attacker may be able to land a few crippling 
  blows as the defender’s crew struggles to prepare their ship for 
  combat. See the sidebar for the effects of surprise. 
  initiative
  At the beginning of the combat, the captain of each ship rolls 
  1d10 and adds his ship’s Detection bonus (the tens digit in its 
  Detection characteristic). Bonuses that apply to a character’s 
  Initiative in Structured Time (regular combat) do not apply, 
  otherwise Initiative in space combat works the same as regular 
  combat (see page 236). 
  taking turns
  Starting with the ship with the highest Initiative roll, each 
  ship takes a Strategic Turn, during which it will make a 
  Movement and Shooting Action. Players may take Extended 
  Actions as well. 
  the end of the round
  Once every ship has taken its Strategic Turn, the Strategic 
  Round ends. Continue to play successive Rounds until the 
  GM determines the combat is over. 
  ACtions
  During each Strategic Round, each ship receives one Strategic 
  Turn. Like regular combat, each ship can perform Actions 
  during this turn. The Actions a ship performs fall into two 
  categories: Manoeuvre Actions and Shooting Actions. Each 
  ship must make one Manoeuvre Action and may make one 
  Shooting Action during their turn. Each of these Actions must 
  be performed by a separate Explorer. Any Explorers who did 
  not perform either Action may perform an Extended Action 
  (see page 215) instead. 
  Individual characters will take their turns during their ship’s 
  Strategic Turn. They do not roll for initiative separately. At the 
  beginning of each ship’s turn, the players (or the GM, if it an 
  NPC’s ship) determine which Shooting Action, Manoeuvre 
  Action, and Extended Actions the players will perform, and in 
  which order. All Actions (and the order they are performed in) 
  must be determined at the beginning of the starship’s Turn.
  Under normal circumstances, players must perform the 
  shipâ€™s Manoeuvre Action before its Shooting Action, 
  and may perform Extended Actions anywhere in this order 
  that they wish (before a Manoeuvre or Shooting Action to 
  grant it a bonus, for instance, or afterward to compensate 
  for its consequences).
  Note: Actions often require a Combined Skill Test, such as a 
  Pilot (Space Craft)+ Manoeuvrability Test. After all, even 
  an ace pilot must rely to an extent on his equipment. To make 
  these tests, add the ship’s ability, such as Manoeuvrability, to the 
  character’s Skill, such as Pilot (Space Craft). Then perform the 
  test using the combined value. 
  
  213
  VIII: Starships
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  mAnoeuVre ACTionS 
  During space combat, opposing ships can be less than a hundred 
  metres apart, or have many thousands of kilometres between 
  them. The latter is far more likely—it is rare that a gunner on a 
  ship can see his target with an unaided eye. 
  In space combat, the distance from one ship to another, 
  or how far a ship moves in a Strategic Turn, is measured in 
  void units (VUs). The distance represented by a single VU is 
  deliberately abstract and left open to some interpretation due to 
  space’s vast size. However, a good guideline is a single VU equals 
  roughly 10,000 kilometres. Since even a single VU represents 
  a vast distance, it is possible for two ships to be within one VU 
  of each other. At that range, space combat becomes truly brutal, 
  with ramming attempts and even boarding actions. 
  Basic space combat begins with all ships involved at a distance 
  from each other determined by the scenario and the GM. There 
  may be other phenomena in the combat as well, a nearby planet, 
  perhaps, or even a vast asteroid field (see page 226). 
  When beginning combat, the GM and players should 
  determine the direction each starship is facing. A starship’s facing 
  is the direction it will travel when moving directly forward. 
  When a starship takes its Manoeuvre Action, it chooses to 
  move directly forward a number of VUs equal to its Speed value 
  or half its Speed value. This is the default action of a starship—
  since starships are huge vessels with immense momentum, players 
  do not have the option of simply not moving their ship. Once the 
  starship has moved forward by its Speed value or half its Speed 
  value, it may turn. Transports, raiders, frigates, and other ships of 
  equivalent size (i.e., Hull Integrity and Available Space) can turn 
  up to 90 degrees to the left or right (or port and starboard). 
  Unless otherwise stated, all other ships may turn up to 45 
  degrees instead.
  Either version of this Manoeuvre (moving at half 
  or full Speed value) is considered the starship’s 
  default Manoeuvre, and does not require any 
  repreSenTing CombAT ConCreTely or AbSTrACTly
  Space Combat in Rogue Trader is an abstract representation of warfare between spaceships. This was done to keep the 
  game relatively simple—after all, this is not a game exclusively of ship-to-ship combat. 
  The rules are written so that players may use a standard ‘grid‘ roleplaying tactical map while playing ship combats. 
  This makes it easier for the players and GM to instantly understand the relative positions of all the combatants. Many 
  blank tactical maps can even be written on in wet-erase pens, so that the GM can sketch out astroid belts, planets, or 
  other celestial phenomena. The simplest way to use a tactical map is to say that each square represents on Void Unit 
  of distance. Tokens, or playing pieces, can be used to represent ships—simply indicate which edge of the token is the 
  ‘front,’ and go from there. 
  Alternatively, players can do away with the tactical map and simply use a flat playing surface and a tape measure. One 
  inch on the tape measure equals one Void Unit. 
  If the GM prefers, he can opt for a looser, ‘narrative’ system of combat. In this system, information like range is less 
  important, as are the precise positions of the starships involved. For example, the GM might announce that there is a 
  ship coming around a nearby moon to attack the Explorers’ ship. The Explorers ask how far away the ship is, and GM 
  replies that they are out of range, but if they make a Challenging (+0) Pilot (Space Craft)+Manoeuvrability Test 
  with enough successes, they can close the range enough to fire on their opponent. The players make the test, and the 
  GM determines that they are close enough to fire on their foe without penalty. 
  SurpriSe
  Surprise affects the first Strategic Round in space combat. As in regular combat, the GM must ultimately determine 
  which vessels are Surprised, based on the actions of the players and NPCs and the environment their ships are operating 
  in. Here are some guidelines to take into account. 
  • Hidden vessels: The fury of a running plasma drive is almost impossible to hide in open space. However, a canny
  captain may use a convenient asteroid field, nebula, or even planet to mask his engine signatures. Alternatively, ships 
  can go on Silent Running to lurk in the cold darkness of space while his opponents fly right to them. A proper 
  Scrutiny+Detection Test with the ship’s detection equipment may warn of the danger. 
  • Ambush and treachery: In some situations, a friend may turn to foe in an instant. Such situations are highly
  dangerous if the ambusher is in close formation with his target. He may not even have to manoeuvre to place his 
  target squarely within his sights. Although it is up to the GM, a skilled scanner operator may detect the last-minute 
  powering up of the weapons with a Challenging (+0) Scrutiny+Detection Test. 
  • Extenuating circumstances: Ships’ scanners and detection equipment are fi kle devices, and easily fooled by
  powerful celestial phenomena such as solar fla es, magnetic storms, and unpredictable gravity fluctu tions. The 
  interference may be powerful enough to mask the approach of attackers.
  Using these guidelines (and any others he deems necessary), the GM determines at the beginning of combat if anyone is 
  Surprised. Any attackers firing on Surprised ships gain a +20 bonus to attack rolls against them during the first Round 
  of combat. 
  
  214
  VIII: Starships
  VIII: Starships
  Skill Tests to perform. However, a skilled pilot can use more 
  advanced Manoeuvre Actions to modify this Manoeuvre. Each 
  Manoeuvre modifies (but does not replace) the basic Manoeuvre 
  action mentioned above, and only one Manoeuvre may be 
  selected per Turn. Unless specified otherwise, a starship’s turn 
  may never be more than 90 degrees. 
  If a starship ever fails its Test while performing a Manoeuvre, 
  it simply makes either version of its default Manoeuvre (it moves 
  forward either half its Speed value or its full Speed value, then 
  may turn). 
  Adjust bearing
  This is used to decrease the distance a starship must move 
  before it can turn. First, the ship decides if it is moving half 
  its Speed value or its full Speed value. Then, the helmsman 
  makes a Challenging (+0) Pilot (Space Craft)+ 
  Manoeuvrability Test. On a success, the starship may 
  turn after moving one VU less than its Speed value. 
  For every degree of success, it may turn after 
  moving one less VU. A starship must move at 
  least one VU before turning. Once the starship has turned, it 
  must move the remaining distance so its complete movement 
  is equal to its half or full Speed value. 
  Adjust speed
  This is used to adjust the distance a starship is required to 
  move. First, the ship decides if it is moving half its Speed 
  value or its full Speed value. Then, the helmsman makes a 
  Challenging (+0) Pilot (Space Craft)+ Manoeuvrability 
  Test. On a success, he may increase or decrease the number 
  of VUs his ship moves by one. For every degree of success, 
  he may increase or decrease that number by an additional 
  one. The starship may not move less than 0 VUs forward 
  (the starship may come to a stop using its retro-thrusters, but 
  cannot move in reverse). The starship may not move double 
  or more its Speed value using this Manoeuvre (only Flank 
  Speed allows that). 
  Adjust speed & bearing
  This is used when a starship wants to turn earlier while 
  moving more slowly or quickly. First, the ship decides if it 
  is moving half its Speed value or its full Speed value. Then, 
  the helmsman makes a Hard (–20) Pilot (Space Craft)+ 
  Manoeuvrability Test. On a success, he may increase or 
  decrease the number of VUs his ship moves by 1, and may 
  turn after moving one VU less than its Speed Value (as above). 
  Likewise, every degree of success awards the benefits of Adjust 
  Speed and Adjust Bearing. However, the limitations of both 
  Manoeuvre Actions apply. 
  Come to new heading
  This is used to make radical course changes. The 
  helmsman makes a Difficult (–10) Pilot (Space Craft)+ 
  Manoeuvrability Test. Success means the starship may turn 
  when it has moved half its Speed value, then turn again when 
  it has moved its full Speed value. The ship suffers –20 to any 
  Ballistic Skill Tests to fi e its weapons during this turn. 
  disengage
  This gives the starship a chance to flee the battle by making a 
  radical course change and shutting off its systems, attempting 
  to hide amongst the vastness of the void. This Manoeuvre 
  may not be performed if the starship is within 8 VUs of 
  any enemy. The helmsman makes a Challenging (+0) 
  Pilot (Space Craft)+ Manoeuvrability Test against an 
  npC ACTionS
  It is entirely possible that the players will want 
  to perform more actions than there are players in a 
  group. In this case, the GM should remember that the 
  players’ characters command a ship with thousands of 
  crewmembers. If the players want to have a crewmember 
  perform any of the following Actions, they can. If they 
  do so, the GM will roll to see if the Action is successful, 
  counting the crewmember’s appropriate characteristic 
  (see Table 8-9 below). 
  However, the GM should be careful not to let the 
  players delegate too many tasks to their NPCs. In 
  general, the GM should only allow the NPCs aboard 
  a vessel to perform three Actions per Strategic Round. 
  Alternatively, the GM can allow the NPCs aboard a 
  vessel to perform a number of Actions per Strategic 
  Round equal to the tens column of the NPC crew’s 
  Skill rating. So, for example, a Competent crew could 
  perform three Actions, while a Veteran crew could 
  perform five. Either option is valid, and the GM should 
  select one to use when setting up his game. 
  Players should keep in mind their NPC crewmembers 
  are rarely as skilled as they are. Also, GMs should use 
  common sense when dealing with the delegation of 
  tasks to NPCs, and are encouraged to require the 
  Explorers to perform certain, more important, actions 
  personally. The idea is to keep the players involved in a 
  combat, and not have it come down to a series of NPC 
  activities and dice roles. 
  Table 8-9 can also be used to generate statistics for 
  the crews of enemy or NPC vessels. Enemy vessels 
  can perform a number of Extended Actions (or other 
  actions such as firefighting) equal to the number of 
  Actions other NPC vessels can perform. 
  Table 8-9: NPC Crew Ratings
  Crew Rating
  Skills and Characteristics
  Incompetent
  20
  Competent
  30
  Crack
  40
  Veteran
  50
  Elite
  60
  
  215
  VIII: Starships
  VIII: Starships
  opposed Challenging (+0) Detection+Scrutiny Test from 
  opponents within 20 VUs. Provided their number of successes 
  is greater than the successes of each enemy ship, the ship 
  leaves combat, and may not renter it. Whether it succeeds or 
  fails, the ship may not fi e any weapons this turn. 
  Once a starship has successfully disengaged from combat, 
  it may not reengage its opponents unless the GM specifical y 
  allows otherwise. Additionally, the Disengage Manoeuvre 
  cannot be used to initiate a Stern Chase. This is because the 
  disengaging ship is shutting down all non-essential systems, 
  including its engines, scanners, and weapons, and doing its 
  best to pretend it isn’t there. It will remain that way for several 
  hours or even days, before restarting its systems (hoping that 
  everyone else has already left the area). 
  evasive manoeuvres
  This is used to help avoid enemy fi e. The helmsman makes 
  a Difficult (–10) Pilot (Space Craft)+ Manoeuvrability 
  Test. Success (and every subsequent degree of success) imposes 
  a –10 penalty to all shooting directed against the starship 
  until the beginning of its next Turn. The starship suffers the 
  same penalty to its own shooting during this time. 
  ShooTing ACTionS
  After completing its Manoeuvre Action, a ship has the option 
  of firing its weapons. Each Weapon Component may be fi ed 
  once per Strategic Turn, and all Weapon Components must be 
  fi ed at once, although they may be fi ed at different targets. 
  A Weapon Component may only be fi ed at a target within 
  its firing a c. 
  Firing weapons and resolving damage is covered later in 
  this chapter (see page 218). 
  exTended ACTionS
  Extended Actions are only available to characters who have 
  not taken part in Manoeuvre or Shooting Actions this turn. 
  They represent characters doing other activities to aid the 
  ship, such as making repairs, caring for the wounded, and 
  even raiding enemy vessels. 
  Note: The modifiers listed for Skill Tests may be modified
  at the GM’s discretion. Although each player may only 
  perform one Extended Action per Strategic Turn, it may 
  or may not take the entire 30 minutes, depending 
  on the action. 
  rAmming And boArding ACTionS
  There are desperate times in the fury of space combat when a captain’s only course of action is to use his own starship 
  as a weapon. If a starship ends its Manoeuvre Action within one VU of an enemy vessel and its bow is facing said vessel, 
  the starship may give up its Shooting Action this turn and ram the ship instead. The helmsman must make a Hard (–20) 
  Pilot (Space Craft)+ Manoeuvrability Test. If he succeeds, the ship crashes into its target, doing damage based on 
  its hull size—1d5 for transports and raiders, 1d10 for frigates, 2d5 for light cruisers, and 2d10 for cruisers. The ship 
  adds the die roll to its prow armour value for total damage inflicted. This damage ignores void shields. The ramming ship 
  then takes damage equal to the defending ship’s Armour plus 1d5 to their prow armour, also ignoring void shields.
  However, sometimes, the best course of action is to crash into the enemy, send across parties of armsmen and ratings, 
  and take their ship by storm. This is called a boarding action. 
  If a starship ends its Manoeuvre Action within 1 VU of its target, it may give up its shooting action to Board the 
  target. The helmsman must make a Hard (–20) Pilot (Space Craft)+ Manoeuvrability Test. If he succeeds, the two 
  ships crash together and the boarding action begins. While two ships are involved in a boarding action, neither of them 
  can take Manoeuvre or Shooting Actions (meaning the two ships remain stationary), although individual characters may 
  still take Extended Actions. The ships are locked together, and the only way a ship can break free is by making a Hard 
  (–20) Pilot (Space Craft)+ Manoeuvrability Test at the beginning of its turn. If a ship attempts to break free and 
  fails, however, it will suffer a –20 to the subsequent opposed Command Test (see below). 
  The two ships take their Strategic Turns simultaneously, dropping to last in the initiative order. During their turns, 
  two characters, one from each ship (whoever is leading the ship’s warriors), make an opposed Command Test. The ship 
  with the larger Crew Population value will receive a +10 bonus to its character’s Command Test for every full 10 points 
  difference in Crew Population between the two ships. The ship with the higher remaining Hull Integrity provides a +10 
  bonus to its character’s Command Test for every full 10 points difference in Crew Population between the two ships. 
  Each ship’s turret rating also provides a bonus (see page 220). 
  For each degree the winner wins by, he may choose to inflict one of the following options on his opponent. The loser 
  may either suffer 1d5 Crew Population and 1d5 Morale damage (representing the crew cutting through the enemy), or 1 
  point of Hull Integrity damage (representing the crew setting charges and doing as much damage as possible). Damage 
  to Hull Integrity will also result in damage to Crew Population and Morale as normal (see page 221). 
  The ship that has lost the opposed Command Test must then roll a d100 and compare it to their current Morale. If 
  they roll an equal or lower number than their Morale, their crew continues to fight. During the next Strategic Turn, both 
  ships will make opposed Command Tests again. If, however, the losing ship rolls higher than their current Morale, their 
  crew routes and surrenders to their captors. If the ship is an NPC vessel, it surrenders. If it is the Explorers’ vessel, the 
  characters face a grim choice—surrender to their foes, or try and flee as best they can...
  
  216
  216
  216
  VIII: Starships
  VIII: Starships
  Active Augury
  The character makes a Challenging (+0) Scrutiny+Detection 
  Test to scan the area surrounding the ship. If the scan is 
  successful, the GM should reveal basic (and important) 
  information about celestial bodies, phenomena, and ships 
  within 20 VUs of the vessel. If there is a vessel on Silent 
  Running within scan range, it is immediately detected. 
  For every degree of success, the character can extend the 
  range of his scan by fi e VUs.
  Aid the machine spirit
  The character must make a Challenging (+0) 
  Tech-Use Test to commune with the craft’s 
  machine spirit and aid it in its calculations. 
  On a success, the character may add +5 
  to the ship’s Manoeuvrability or Detection for the remainder 
  of the turn. For every two additional degrees of success, the 
  character may add an additional +5 to the same system.
  disinformation
  The character makes a Difficult (–10) Deceive or Blather 
  Test. If he succeeds, he can increase the crew’s Morale by 1d5 
  for every degree of success for the duration of the combat.
  emergency repairs
  The character makes a Difficult (–10) Tech-Use Test to 
  direct and aid repair crews. If he succeeds, he repairs one 
  unpowered, damaged, or depressurized Component. Repairs 
  normally take 1d5 turns, however, this can be reduced by 
  STern ChASe
  In some situations, a starship may prefer to flee from opponents, rather than stand and fight. Perhaps a smuggler wishes to run a 
  naval blockade, or a privateer is chasing a valuable prize. Perhaps a ship simply wishes to flee combat, and her captain is doubtful 
  of his chances of successfully disengaging under the enemy’s guns. In such situations, players have the options of using the rules 
  for a stern chase—a flight and pursuit between two ships that might last hours, or even days. 
  Stern chases may begin in combat, or outside it. If two ships are not in combat and one ship flees, the other ship may elect to 
  pursue it, beginning a stern chase. If the ships are in combat, a ship may flee the combat if it ends its turn out of range of the guns 
  of any enemy ships. If it does so, it must make a Routine (+10) Pilot (Space Craft)+Manoeuvrability Test (if it fails, it must 
  remain in the combat and forfeit its next Strategic Turn). Then, all other participants in the combat have the options of pursuing 
  the fleeing vessel. If they chose to do so, they leave the combat on their next Strategic Turn and the stern chase begins. 
  If the Explorers are the pursuers, the stern chase is treated in a similar manner to an Exploration Challenge (see page 263), 
  where the various Explorers will use certain Skill Tests to accumulate a number of successes that must equal a predetermined total 
  for the chase to succeed. The total required for success is based largely off the type of ship the Explorers are pursuing. 
  • Transport, Cruiser: 3 Degrees of Success
  • Light Cruiser, Frigate: 5 Degrees of Success
  • Raider: 7 Degrees of Success
  • If the pursued ship’s Speed is greater than the pursuer ship’s Speed: +2 Degrees of Success
  • If the pursuer ship’s Speed is greater than the pursued ship’s Speed: –2 Degrees of Success
  • If the pursuit takes place in asteroids, nebula, or other obscuring stellar environments: +1 Degree of Success
  To obtain these, the Explorers may test the following Skills as if they were participating in an Exploration Challenge: Tech-
  Use, Pilot (Space Craft), Command, and Scrutiny (at the Game Master’s discretion other Skills may apply, and the required 
  successes may vary). As with Exploration Challenges, each Explorer may test each of these Skills once, with the default difficulty 
  being Challenging. Success on a Skill Test will reduce the difficulty of subsequent Tests by one step. Degrees of success add 
  an equal number of degrees of success towards successfully completing the stern chase. Conversely, failing a Skill Test makes 
  subsequent Tests one degree more difficult, and each degree of failure removes one degree of success from the total. 
  If the Explorers manage to accumulate enough degrees of success to accomplish the stern chase, they bring their quarry to 
  heel. The fleeing ship may surrender, or combat begins as the ship desperately tries to fight its pursuer (follow the rules for space 
  combat). If they fail, their quarry escapes into the vastness of the void. 
  It is possible, of course, that the Explorers are the ones being pursued. In that case, the same rules are used (the Explorers 
  must still accumulate a certain amount of successes to successfully escape from their pursuers), with several minor changes. The 
  pursuing ship is now what sets the base number of successes, meaning the Explorers are still the ones attempting the Skill Tests. 
  Also, if the Explorers (the ones being pursued) have a faster ship, they make the Challenge easier, and if they have a slower ship, 
  they make the Challenge more difficult (reverse the penalties and benefits listed above). In addition, if the Explorers use celestial 
  phenomena to their advantage, by fleeing through asteroids or nebulas, they make the Challenge one degree less difficult. If the 
  Explorers succeed, they are the ones who escape into the vastness of space, and if they fail, they are the ones who must make the 
  difficult choice to fight or surrender. 
  In either version of the stern chase, the time it takes to accomplish a stern chase roughly equals two hours per degree of 
  success required to successfully accomplish it. This time will be spent whether or not the chase is successful. 
  Remember, a while a Stern Chase takes place, both ships are visible to each other, but out of range of each other’s weapons. 
  
  217
  217
  VIII: Starships
  VIII: Starships
  one turn per degree of success, to a minimum of one turn. 
  Emergency Repairs cannot fix dest oyed Components.
  flank speed
  The character must make a Challenging (+0) Tech-Use 
  Test to nurse the ship’s engines and push them to their 
  limits. Success means the ship may move an additional VU 
  this turn. Every degree of success allows an additional VU 
  of movement. Failure by 2 or more degrees means the ship 
  immediately suffers an Engines Crippled critical hit as the 
  engines are strained too hard.
  focused Augury
  The character makes a Challenging (+0) Scrutiny
  +Detection Test to scan a particular ship within 20 VUs of 
  his vessel. A successful scan reveals a number of 
  Components aboard the enemy ship. 
  • Basic Success: All Essential Components except Auger
  Arrays and Void Shields
  • One Degree of Success: All Weapon Components
  • Two Degrees of Success: Auger Arrays, Void Shields,
  and any combat related Components
  • Three Degrees of Success: All Components aboard the
  target ship
  hail the enemy
  This action is unique as it can be performed by characters 
  who have participated in Manoeuvre Actions or Shooting 
  Actions during the turn. The character contacts one enemy 
  ship using his ship’s vox systems. He may use Interaction 
  Skills to accomplish certain goals, such as the Intimidation 
  Skill to convince an opponent to surrender. The exact details 
  of how this works is left up to the GM (see page 293 for 
  details on the use of Interaction Skills).
  Table 8–10: Manoeuvre Actions
  Action
  Test
  Benefi
  Adjust Bearing
  Challenging (+0) Pilot (Space 
  Craft)+ Manoeuvrability
  Turn earlier than normal
  Adjust Speed
  Challenging (+0) Pilot (Space 
  Craft)+ Manoeuvrability
  Move faster or slower than normal
  Adjust Speed & Bearing Hard (–20) Pilot (Space Craft)+ 
  Manoeuvrability
  Turn earlier than normal while moving faster or slower 
  than normal
  Come to New Heading
  Difficult (–10) Pi ot (Space Craft)+ 
  Manoeuvrability
  Make two turns in one Round
  Disengage
  Opposed Challenging (+0) Pilot 
  (Space Craft)+ Manoeuvrability
  Escape combat
  Evasive Manoeuvres
  Difficult (–10) Pi ot (Space Craft)+ 
  Manoeuvrability
  Inflicts penalties on enemy fire
  Table 8–11: Extended Actions
  Action
  Test
  Benefi
  Active Augury
  Scrutiny + Detection
  Scans the area
  Aid the Machine Spirit
  Tech-Use
  Bonus to Detection or Manoeuvrability
  Disinformation
  Deceive or Blather
  Raises Morale
  Emergency Repairs
  Tech-Use
  Repair damaged, depressurised, or unpowered Components
  Flank Speed
  Tech-Use
  Gain additional movement
  Focused Augury
  Scrutiny + Detection
  Detailed scan of one target
  Hail the Enemy
  Interaction Skill
  Communicates with another ship
  Hit and Run
  Pilot (Space Craft), 
  Command
  Board enemy ship, cause damage, and return
  Hold Fast!
  Willpower
  Reduces Morale Damage
  Jam Communications
  Tech-Use
  Stops target from sending vox signals
  Lock on Target
  Scrutiny + Detection
  Bonus to Ballistic Skill Tests with one weapon component
  Prepare to Repel Boarders!
  Command
  Bonus to Command Test vs. enemy boarding actions
  Put Your Backs Into It!
  Intimidate or Charm
  Bonus to various actions
  Triage
  Medicae
  Reduces Crew Population Damage
  
  218
  VIII: Starships
  VIII: Starships
  hit and run
  This allows a character to raid an enemy ship, sabotage it, 
  then retreat. The character makes a Challenging (+0) Pilot 
  (Space Craft) Test, attempting to reach one enemy ship 
  within 5 VUs in a boarding craft, accompanied by a team 
  of raiders. This test can be modified by the target vessel’s 
  Turret Rating (see page 220). If he fails the test, he is forced 
  to return to his ship. If he fails by four or more degrees, his 
  craft is shot down. The character either survives stranded in a 
  crippled craft or is killed at the GM’s discretion. 
  If he succeeds, he must make an opposed Ordinary (+10) 
  Command Test against the commander of troops aboard the 
  enemy ship. If he succeeds, roll 1d5 on the Critical Hit chart 
  twice and select one result to apply to the enemy ship, plus 1 
  point of damage to Hull Integrity for every degree of success. 
  If he fails, his force is forced to retreat back to his boarding 
  craft, unsuccessful in causing mayhem.
  hold fast!
  The character must have Air of Authority (or a similar Talent 
  at the GM’s discretion) and make a Challenging (+0) 
  Willpower Test. If he succeeds, he inspires the crew and 
  reduces any damage to Morale by 1, plus 1 for every degree 
  of success to a minimum of 1. Hold Fast! may only cancel out 
  Morale damage suffered during the previous turn.
  Jam Communications
  The Character makes a Difficult (–10) Tech-Use Test, 
  targeting a ship within 10 VUs of his vessel. If he succeeds, 
  that ship is unable to use vox-transmitters or other 
  technologies to communicate with other ships. Psychic 
  communicators—such as an Astropath—are unaffected. For 
  every degree of success, the range of Jam Communications is 
  extended by one VU.”
  Lock on target
  The character makes a Challenging (+0) 
  Scrutiny+Detection Test to use the 
  ship’s augers and calculate exact firing solutions on an enemy 
  vessel. If successful, he adds a +5 bonus to the Ballistic Skill 
  Test to fi e one Weapon Component during this turn. Every 
  two additional degrees of success ad an additional +5 to the 
  same Test.
  prepare to repel borders!
  This character must make a Challenging (+0) Command 
  Test in order to organise and arm a portion of the crew. If he 
  succeeds, he may add +10 to any opposed Command Test 
  he performs against enemy borders during subsequent turns 
  of combat, plus an additional +5 for every degree of success. 
  Although the character is not required to make additional 
  tests on subsequent turns, he will be occupied rallying the 
  defenders for as long as he wants to maintain the bonus.
  put your backs into it!
  The character makes a Challenging (+0) Intimidate 
  or Charm Test. If he succeeds, he can choose to add +5 
  to a Ballistic Skill Test to fi e a Weapon Component, an 
  Emergency Repairs Action, or an attempt to put out a fi e 
  made during this turn. He may aid an additional Ballistic Skill 
  Test, Emergency Repairs Action, or fi efighting attempt for 
  every three degrees of success. 
  triage
  The character makes a Difficult (–10) Medicae Test. If he 
  succeeds, he reduces any damage to Crew Population by 1, 
  plus 1 for every degree of success to a minimum of 1. Triage 
  may only cancel Crew Population damage suffered during the 
  previous Turn.
  WeApons And shooting
  Starship weapons in the 41st millennium are as varied as the 
  ships that carry them. Lasers, plasma projectors, macrocannons, 
  rocket launchers, terra-watt beam weapons, and more esoteric 
  weaponry such as grav-culverins and gamma emitters, all 
  can be found in a starship’s broadside. In game terms, the 
  weapons found in Rogue Trader can be divided into two 
  distinct classes; macrobatteries and lances. 
  Macrobatteries form the main armament of most ships, 
  filling the broadsides of vessels with rank upon rank of 
  gigantic weapons. Each requires a crew of dozens, if not 
  hundreds, to operate. Whether they fling kilo-tonne warheads 
  across the void or roast their targets with high-intensity 
  energy, macrobatteries fi e in volley. Their salvos are designed 
  to blanket the space around a target, hopefully catching it in 
  a maelstrom of destruction and overwhelm their defences by 
  the sheer number of shots.
  Lances are rare and potent weapons that fi e incredibly 
  high-powered beams of energy capable of burning through 
  the hull of a warship, or cutting a smaller vessel in half. Unlike 
  macrobatteries, lances are often mounted on gigantic turrets 
  where multiple energy projectors focus to create a single, 
  titanic beam. 
  SilenT running
  A ship may be attempt to avoid notice by going on 
  silent running, shutting down non-essential systems and 
  attempting to drift, unnoticed, past its opposition. When 
  on silent running, a ship makes Manoeuvre Actions as 
  normal, except the starship’s Speed value is halved, and 
  the difficulty of all related Skill Tests increases by one 
  step. The default Manoeuvre Action requires a Ordinary 
  (+10) Pilot (Space Craft)+Manoeuvrability Test. 
  If the helmsman fails these tests, his ship performs the 
  Manoeuvre as normal, but some power surge or engine 
  flare betrays their presence, and any ships within sensor 
  range become aware of them. 
  Enemy ships may detect a ship on silent running by 
  using the Active Augury Extended Action (see below). 
  Needless to say, if the ship fires any weapons, it is 
  immediately detected as well. 
  
  219
  VIII: Starships
  VIII: Starships
  In Rogue TRadeR, the weapons on starships are 
  Supplemental Components. Each Weapon Component does 
  not necessarily consist of one weapon—a single macrobattery, 
  for example, can have dozens of individual macrocannons 
  arrayed in broadside. Instead of these weapons being treated 
  separately, they are grouped together into a single Weapon 
  Component and treated as a single weapon that can score 
  multiple hits when fi ed. Although most Weapon Components 
  are classified as macrobatteries or lances, this simply means 
  they follow the same general rules. Specific weapons may 
  have different rules and unique abilities. 
  In Rogue TRadeR, each Weapon Component has the 
  following statistics:
  • Strength: This is the maximum number of hits a
  macrobattery or lance can land on an enemy ship. 
  • Damage: This is the Damage each hit deals.
  • Crit Rating: This is the number of successes the shot
  must have to score a critical hit on the target.
  • Firing Arc: This determines which direction a starship
  weapon may be fi ed in.
  • Range: This is the range of the weapon. Starship
  weapons may be fi ed at targets no farther away than
  twice the weapon’s range.
  When firing a Weapon Component, the character directing 
  the fi e makes a Ballistic Skill Test, adding in any appropriate 
  modifier . Characters may direct the fi e of more than one 
  Weapon Component (either macro-batteries or lances). This 
  means that one character may direct all of a ship’s weapons 
  fi e, although different Weapon Components may be fi ed by 
  different characters if the party chooses. A ship’s weapons may 
  be directed against multiple targets. The gunner (or gunners) 
  may select targets for their macrobatteries in turn, unless they 
  are combining the fire of several macrobatteries into a single 
  salvo (see page 220). 
  Whether or not a Weapon Component may be fired at a 
  target is determined by its firing arc: front (fore), port (left), 
  starboard (right), and rear (aft). Firing arcs extend in a 90 degree 
  arc from the centre of the vessel. For a visual representation of 
  firing arcs, see Diagram 8-1, above. If the combat is being 
  fought on a grid-map, you can use Diagram 8-2 and 8-3 
  instead (depending on which way the ship is facing). If there 
  is any question between whether a target is in a ship’s fore or 
  aft arcs or in its side arcs (such as if you use the example from 
  Diagram 8-1 on a grid-map), the target is considered to be in 
  the side arc. What arcs a weapon my fire in are determined by 
  the location the Weapon Component occupies on a starship: 
  Dorsal, Prow, Port, Starboard, or Keel.
  Dorsal Weapon Components are mounted on the starship’s 
  spine or up most decks. They have a wide firing arc, but less 
  weapons can be installed in the relatively limited space. Dorsal 
  weapons may fire to the fore, port, and starboard. 
  Prow Weapon Components are packed into the starship’s 
  forward spaces, and are often weapons that must run along 
  much of the length of the hull. Prow weapons on transports, 
  raiders, and frigates may fire to the fore. Prow weapons on light 
  cruisers, cruisers, or larger vessels may fire to the fore, port, and 
  starboard. 
  Port and Starboard Weapon Components are installed 
  in broadsides along the left and right sides of the starship, 
  respectively. Port weapons can fire to the port firing arc, 
  Starboard weapons to the starboard firing arc. 
  Keel Weapon Components are often on long masts or 
  fins below the starship’s belly, and are rare on Imperial 
  vessels. Keel weapons may fire in any direction. 
  The range of the shot can affect its accuracy. 
  When firing at a target further away than the 
  range of the weapon (up to the maximum of 
  WhAT AbouT TorpedoeS?
  There are many other types of weapons in the 41st 
  millennium, torpedoes, fighter craft, heavy bombers, 
  and strange and terrible xenos weaponry. Listing these 
  myriad weapons is far beyond the scope of this book—
  though many will appear in later supplements.
  Fore
  Fore
  Fore
  AFT
  AFT
  AFT
  STArboArd
  porT
  porT
  porT
  STArboArd
  STArboArd
  diAgrAm 8–1
  diAgrAm 8–2
  diAgrAm 8–3
  
  220
  VIII: Starships
  VIII: Starships
  twice the range), the shot suffers a –10 penalty to the Ballistic 
  Skill Test. However, when firing at a target at half the range, the 
  shot gains a +10 bonus to the Ballistic Skill Test. 
  When firing a macrobattery, a successful roll scores one hit, 
  plus an additional hit for each degree of success, to a maximum 
  of the macrobattery’s strength. Essentially, a more accurate hit 
  means the character was able to land more shots on the enemy 
  ship. After the ship calculates the amount of hits it has scored, 
  apply the effects of the defender’s void shields (see “Damage 
  and Defences” below). Once the final number of hits has been 
  determined, roll the weapon’s indicated Damage once for each 
  hit, adding the totals together. The final total is the amount of 
  damage dealt to the target. 
  If a ship fires multiple macrobatteries at a single target, before 
  rolling to hit and the determining the damage total for each 
  macrobattery, the character directing the firing has the option 
  of adding the totals together and applying the new, larger total 
  to the target ship once, rather than applying each damage result 
  separately. This represents a ship combining its weapon fire into 
  a single, devastating salvo. If he chooses to do this, however, he 
  can only inflict a maximum of one Critical Hit (see below). 
  Lances operate in a similar fashion, but with several distinct 
  differences. When firing a lance, a character makes a Ballistic Skill 
  Test with any appropriate modifiers. A successful roll scores one 
  hit, plus one additional hit for every three degrees of success. 
  Unlike macrobatteries, the damage from each lance hit is 
  never combined. Each damage total is resolved against the 
  target’s defences separately. However, when resolving a lance hit 
  against the target, ignore the target’s armour (see “Damage and 
  Defences,” below), but not void shields. Lances deal damage 
  directly to Hull Integrity. 
  When firing a weapon, if the character rolls a number 
  of successes equal to the weapon’s Crit Rating, the 
  shot has caused a Critical Hit. If the shot does 
  not do any damage to Hull Integrity, inflict 
  1 automatic point of damage. Then roll 1d5 on the Critical Hit 
  chart and apply the result to the target. 
  If the damage of two or more macrobatteries is combined into 
  a single salvo, those macrobatteries can only inflict a maximum 
  of one Critical Hit. Even if all of the macrobatteries cause Critical 
  Hits on their Ballistic Skill Tests, only one Critical Hit is applied 
  to the target vessel. 
  Unless multiple macrobatteries are being combined in a salvo, 
  each Weapon Component should be resolved against the target 
  separately, not simultaneously. (This is important due to the 
  manner in which void shields work.) 
  Righteous Fury does not apply to shipboard weapons. 
  dAmAge And defenCes
  There are two principle defences for starships in the 41st 
  millennium, void shields and armour. 
  Void Shields create an invisible energy barrier around a 
  starship. Miracles of lost technology, these barriers serve two 
  purposes. First, they brush aside swaths of dust and detritus adrift 
  in the void that would otherwise scar, befoul, and even destroy 
  a starship (though they offer little protection against especially 
  large objects like asteroids). Their second purpose is to absorb the 
  terrific energies of incoming fire. If it absorbs too much energy 
  too quickly, however, the void shield collapses, and must bleed 
  off the accumulated energy before it can be raised again. 
  Armour can take many forms, but is often layers of adamantine 
  and ceramite many metres thick, covering the outer hull of the 
  vessel. 
  Void shields function by absorbing incoming hits before they 
  can be resolved against their target. Whenever a ship chooses to 
  fire on another ship during its turn, the target ship’s void shields 
  (assuming it has any!) will cancel a number of incoming hits 
  equal to the strength of the shields. In other words, if a ship has 
  one void shield, after an attacker determines the total number of 
  TurreTS
  The hull of a starship is often covered with short-range, rapid-firing weapons. These could be rapid-cycling multi-lasers, 
  quad-barrelled auto-cannon, or even vulcan megabolters. All are collectively referred to as turrets and are designed to 
  shoot down torpedoes and assault craft, as well as help defend the ship in the event of a boarding action. 
  If a starship has defence turrets, it has a turret rating. The turret rating does not correspond to the actual number of 
  turrets—a starship with scores of defence turrets might only have a turret rating of 1. For each point of a starship’s turret 
  rating, the ship imposes a –10 penalty on the piloting tests of any Hit and Run Attacks directed against it. Additionally, 
  each point of a starship’s turret rating adds +10 to its side’s Command Test during a boarding action.
  deSTroying ShipS
  Most of the Critical Hit results will not destroy a ship outright. Rather, they will instead damage it in some way. This is 
  indicative of the nature of space combat in Rogue Trader—ships are rarely completely destroyed, and often even badly 
  damaged hulks can be dragged back to port for salvage and refit. 
  However, a GM should never feel constrained by the Critical Hit chart when dealing with an NPC vessel. If he prefers 
  a simpler space combat, he can modify the Critical Hit Chart in the following manner. When the starship is reduced to 
  zero Hull Integrity, the Critical Hit Chart changes so the 1-9 results are the enemy vessel drifting away as a shattered, 
  completely worthless hulk, and the 10–12 results are the ship violently exploding. If a 10–12 critical result is rolled, 
  treat the ship as if it suffered a Catastrophic Overload. This means an NPC vessel will suffer the effects of Critical Hits 
  as normal while its Hull Integrity is above zero. Once it hits zero, any Critical Hit—whether from doing damage past 
  Hull Integrity or from a Weapon Component’s Crit Rating—will destroy the vessel. Of course, this modification means 
  the players will have no enemy ship to board and explore... 
  
  221
  VIII: Starships
  VIII: Starships
  hits going against the ship, that number of hits is reduced by one. 
  It does not matter if the hits are from lances or macrobatteries. 
  However, void shields can be overloaded. Once they have 
  reduced their strength in hits, they overload and shut down. Any 
  remaining hits in that salvo will hit the target, and any further 
  shots fired against the target by the attacking ship will also hit 
  the target unimpeded by void shields. 
  If the attacker combines the damage of multiple macrobatteries 
  against the defending ship, the attacker chooses which hits are 
  discarded by the void shields. This represents the attacker timing 
  his salvos to overwhelm the enemy’s shields with his lighter 
  weaponry. 
  It is important to note that void shields reduce hits from all 
  ships firing on them. If one attacker fires on a ship, the ship’s 
  void shields reduce the hits as usual. Even if they overload and 
  another attacker fires on the ship in the same Strategic Round, 
  the void shields will be restored in time to protect against that 
  attacker’s fire as well. 
  Once void shields have been taken into account, and the 
  damage for the remaining hits is rolled and added together, it is 
  compared to the target’s Armour. The Armour value is subtracted 
  from the damage total. If the result is zero or less, the target’s 
  Armour has successfully protected the vessel. If the result is more 
  than zero, the target loses that many points of Hull Integrity. 
  Hull Integrity can be considered similar to a ship’s Wounds. It 
  is a measure of how tough the vessel is, and how much damage 
  it can take before being blown open. For every point of Hull 
  Integrity a ship loses, it loses 1 Crew Population and 1 Morale 
  as well. 
  exAmple
  The Sabre has closed in on an enemy raider, and is preparing to fire. 
  The Sabre’s gunner directs the fire of the ship’s macrobattery and lance 
  against the raider. 
  The gunner’s Ballistic Skill is 48, and the ship is at Close Range, 
  giving a further +10. He fires the Sabre’s macrobattery first, and rolls 
  a 29. He has hit successfully with two degrees of success, meaning a 
  total of three hits. The raider’s void shields absorb the first hit, but the 
  other two strike home. The gunner rolls 2d10, and gets a 16, beating 
  the raider’s Armour value of 15 by one. The raider then takes one 
  point of damage to its Hull Integrity. 
  The gunner then fires the lance, making a Ballistic Skill test against 
  the total of 58. He rolls an 11. Not only is this a hit, but it also four 
  degrees of success, enough to meet the lance’s Crit Rating. A mighty 
  blow! The unfortunate raider’s void shields are already down from 
  the macrobattery, and the lance strikes home unimpeded. The gunner 
  rolls 1d10+4 (the lance’s Damage) and gets a 9. Because the raider’s 
  armour is ignored due to the nature of lance weapons, the raider 
  will take 9 points of damage to its Hull Integrity. If that wasn’t bad 
  enough, the gunner rolls 1d5 for the Critical Hit and gets a 5, lighting 
  the poor raider on fire!
  Crippled ShipS
  When a ship reaches 0 Hull Integrity, it becomes Crippled. 
  Apply a –10 penalty to its Manoeuvrability and Detection, 
  and reduce its Speed to half. In addition, reduce the strength 
  of all weapon Components by half (round up). A ship will 
  remain Crippled (and continue to suffer these effects) until it 
  has regained at least 1 Hull Integrity. 
  When a Crippled ship takes damage past its Armour, it 
  takes a Critical Hit. Compare the value of the damage that 
  exceeded the Armour to the Critical Hit chart. The ship 
  suffers this Critical Hit result. 
  CriTiCAl hiTS
  Oftentimes, an especially lucky or well placed blow will do 
  more than boil off armour or consign some unlucky pressmen 
  to the void. Shells and beams may tear deep into a starship’s 
  gut, ripping out her insides, crippling her systems, and leaving 
  her bleeding air. 
  The following is the Critical Hit chart for ships, and should 
  be used when a weapon’s attack roll has met its Crit Rating, 
  or when a crippled ship takes damage. Some Critical Hits 
  require an attacker to know about Components on the target 
  ship. The attacker can know what Components their target 
  has in one of two ways. The first is through using Active 
  Augury to scan the enemy vessel. The second is that if the 
  enemy vessel uses a Component to attack or otherwise effect 
  the attacker, the attacker obviously knows of its existence and 
  can target it with a Critical Hit. 
  fire, depressurisAtion, 
  And other hAzArds
  “The flames licked across the bulkhead, moving like skin-dancers in 
  the null-gee. Emperor save me, it was the most beautiful thing I ever 
  saw. Then they reached us, and the screaming began...”
  –Pressman Tizak, survivor of the Gilded Lady 
  Quite a number of things can go wrong on a 
  starship. Crippling blows from enemy guns can 
  depressurize compartments, failing generators 
  can plunge cabins into darkness, and a 
  A QueSTion oF SCAle
  Players may notice that the shipboard weapons roll similar 
  amounts of damage dice as their handheld weapons, and 
  may be tempted to lean out their ship’s airlock with their 
  trusty lasgun. 
  Obviously, ship-to-ship combat is measured on a 
  completely different scale than any other form of fighting 
  even if the dice are the same. Handheld or vehicle-
  mounted weapons are unable to harm a starship, and the 
  trusty lasgun wouldn’t even scratch the paint of an enemy 
  vessel. 
  Conversely, if a player or vehicle were ever hit by a 
  starship’s main weapons, the results would be as horrifying 
  as they would be fatal. Most starship weapons are not 
  precise enough to target something as small as a person, 
  but if it happens, that unfortunate is instantly destroyed.
  
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  careless galley-steward can light entire decks ablaze. 
  These problems have an adverse effect on the ship as 
  well as unfortunate characters caught in them. 
  A ship’s Component is either intact, 
  unpowered, damaged, or destroyed. Intact 
  Components are fully functional, damaged Component 
  are non-functional but can be repaired, and destroyed 
  Components are nightmare mazes of twisted metal, raging 
  infernos, and the bodies of the crew that once occupied them. 
  Needless to say, a damaged Component cannot be used and 
  Table 8–12: Critical Hits
  Roll
  Result
  1
  Holed: A lucky hit has wrenched open the ship’s hull, exposing it to space. The attacker selects one Component (only 
  choosing ones he knows of ) that is not the bridge or plasma/warp drives. Emergency bulkheads slam into place to 
  seal off the compartments, but this Component is depressurized.
  2
  Internal Damage: The force of the hit ruptures bulkheads and smashes machinery. The attacker selects one 
  Component (only choosing ones he knows of ) that is not the bridge or plasma/warp drives. This Component is 
  damaged.
  3
  Sensors damaged: The ship’s auspex arrays have been knocked out, leaving the vessel blind. Until the damage is 
  repaired, all shooting tests suffer a –30 to hit, and all sensory tests to detect anything beyond the ship’s immediate 
  engagement range automatically fail. Additionally, as the arrays are located outside the hull, any repairs must be 
  attempted in the void.
  4
  Thrusters damaged: The ship’s manoeuvring thrusters are smashed, venting randomly and leaking fuel. Roll 1d10. 
  On a 1-7, the ship can still manoeuvre, albeit slowly. Reduce the ship’s Manoeuvrability bonus by –20. On an 8–10, 
  the thrusters are completely damaged. The ship cannot turn. This damage can be repaired.
  5
  Fire!: Alarms scream through the hull as hungry flames oar though passageways and compartments. The blaze must 
  be contained before it devours the entire ship! The attacker selects one Component (only choosing ones he knows 
  of ) that is not the bridge or plasma/warp drive—this Component is now on fi e. The fi e follows all the rules for 
  shipboard fi es. 
  6
  Engines Crippled: Something pierces the immense drive tubes in the ship’s stern, bleeding plasma into the void and 
  leaving the vessel drifting in space. Roll 1d10. on a 1-7, the plasma drives are still usable, though heavily damaged. 
  Reduce the ship’s Speed by half. On an 8–10, the drives are completely wrecked. Reduce the ship’s Speed to 1. This 
  damage can be repaired.
  7
  Surly Techsprites: Something has jarred and shocked the ship’s machine spirits, awakening their anger. Massive 
  electrical surges knock out systems across the ship. Roll 1d10 for every Component. On a 4 or higher, the Component 
  now counts as unpowered. Each Component must be repaired individually before it can receive power again. Morale 
  takes 1d5 damage from the spooky atmosphere. 
  8
  Decapitation: A lucky hit strikes the ship’s bridge, sending shrapnel scything across the compartment and opening 
  it to space! All crewmembers on the bridge must make a Dodge reaction or be hit by shrapnel doing 2d10 Explosive 
  damage. If the damage result is 12 or higher, the bridge Component is also depressurized. If the damage result is 16 
  or higher, the Component is damaged. 
  9–10
  Hull Breach: The hull of the ship is ripped asunder by tremendous force, opening compartments to the void and 
  doing massive structural damage. The attacker selects 1d5 Components (only choosing ones he knows of, and not 
  including the bridge). Roll a d10 for each; on a 1-7 the Component is damaged and depressurized. On an 8–10 the 
  Component is destroyed, and all crew inside are killed. Instead of rolling for Crew Population and Morale damage 
  separately, the ship reduces both of its current values by half. 
  11
  Catastrophic Damage: A succession of powerful blows and explosions rip through the ship, causing horrendous 
  damage. Roll 1d10. On a 1-7, the ship is hulked. On a 8-9, the ship’s plasma drive explodes. On a 10, the ship’s warp 
  drive explodes instead (if the ship does not have a warp drive, it suffers a plasma drive explosion). 
  Space Hulk
  Catastrophic damage leaves the ship a drifting, smouldering wreck. Uncontrolled fi es burn in some compartments, 
  others are open to space, and the rest are choked with the dead and dying. Roll 1d10 for each Component. On a 
  1–2, it is miraculously untouched, but is unpowered. On a 3-7, it is depressurized and damaged. On a 9–10, it is 
  completely destroyed, and all crew inside are killed. Reduce Crew Population to 1d10. 
  Plasma 
  Drive 
  Explosion
  The starship’s plasma drive explodes in a single, cataclysmic explosion. All starships within 1d10 VUs of the stricken 
  craft must make a Hard (–20) Pilot (Space Craft)+Manoeuvrability Test or be struck by the flaming d bris of the 
  destroyed vessel. Treat this as 1d5 macrobattery hits doing 1d10+4 damage each, that void shields and armour will 
  protect against normally.
  Warp Drive 
  Explosion
  The starship’s warp drive overloads and explodes, rending a seething hole in space, a maelstrom into the 
  realm of chaos. Any starship within 2d10 VUs of the stricken craft must make a Hard (–20) Pilot (Space 
  Craft)+Manoeuvrability Test or be struck by the chaos-storm, taking the equivalent of one lance strike doing 1d10 
  damage that void shields will not protect against. Additionally, every starship within 1d5 VUs of the stricken vessel 
  must make a second Challenging (+0) Pilot (Space Craft)+Manoeuvrability Test, or be sucked into the rift. 
  What happens next is up to the GM, but should be suitably horrible. Mass possessions and manifesting daemons are 
  the norm, while the crew frantically tries to activate the Geller Field. The survival of those onboard the ship should by 
  no means be guaranteed.
  
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  VIII: Starships
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  will not provide any bonuses to the ship until it is repaired. A 
  destroyed Component cannot be repaired, only replaced at a 
  forge world or stardock. 
  Unpowered Components have no gravity, no lights (besides 
  emergency stablights), and any powered hatches and the like 
  will not operate. A damaged Component is unpowered, but 
  also contains other hazards, such as shorting electrical lines, 
  ruptured bulkheads, and leaking pipes and air-lines. These 
  can also create noxious vapors and, combined with failing 
  air-purifier , mean that character in the Component without a 
  breathing aid such as a gas mask will suffer from suffocation 
  (see page 261). Other environmental effects may exist in a 
  damaged Component as well. 
  Destroyed Components are extremely hazardous, with 
  nothing more than twisted, jagged metal shards, live electrical 
  lines, no air, or raging fi es. In game terms, the Component is 
  considered to no longer exist, though the GM is free to invent 
  a suitably nightmarish environment for any character who 
  must enter the space the Component used to occupy. 
  Components may also have hazards present on them that 
  may be mildly inconvenient, or are a danger to any characters 
  exposed to them and possibly the entire ship. 
  depreSSuriSATion 
  If a Component is depressurised, the air violently vents 
  over a number of Rounds (the GM should determine a time 
  depending on how big the hole—was it a micro-meteor 
  or a lance strike?). Any characters attempting to exit the 
  Component treat it as Difficult Terrain as they battle high 
  winds within the compartment. Once all air has vented, all 
  characters inside the Component suffer the effects of vacuum 
  (see page 261). It is assumed airtight hatches will keep 
  depressurisation confined to a sin le Component. 
  Depressurisation deals 1d10 damage to Crew Population, 
  and 1d5 damage to Crew Morale, but does not make the 
  Component Damaged (although a depressurised Component 
  may be damaged for other reasons, and vice-versa). The 
  Component may even be used, provided the crewmembers 
  wear void-suits. 
  Depressurisation may be repaired by patching the hull, 
  although the effects of vacuum on little details like the 
  plumbing may linger for quite a while.
  Fire
  If a Component catches fire, it immediately deals 1d5 damage 
  to Crew Population and 1d10 damage to Crew Morale (few 
  things are as horrifying as a shipboard fire) and spreads through 
  the entire Component (the GM should determine how long 
  this takes, but it should be within 30 minutes or one Strategic 
  Turn). Anyone occupying the Component is exposed to fire 
  and suffers all of the appropriate adverse effects (see page 260). 
  If the fire is not brought under control in one Strategic Turn, 
  it consumes the Component (it now counts as damaged), and 
  moves on. The GM selects a new Component, and treats it 
  as catching fire (including the Crew Population and Morale 
  damage). The GM should randomly select the new Component 
  from among what he determines are a set of logical options—it 
  is more likely a fire would spread from the plasma drives to the 
  warp engines than to the prow weaponry.
  To put out a fire, a character must organise a firefighting 
  team of crew and make a Difficult (–10) Command Test. 
  This counts as an Extended Action and therefore may only be 
  attempted once per Strategic Turn. However, multiple characters 
  may organise firefighting teams and attempt to put the fire out, 
  and only one needs succeed. Alternatively, the ship’s captain 
  can choose to vent the burning compartments into the void. If 
  he does so, the fire is immediately extinguished. However, the 
  burning Component now counts as depressurised. Instead of 
  the normal damage to Crew Population and Morale, the ship 
  suffers only 1d5 Crew Population damage (most of the Crew 
  already fled the Component) but 2d10 Morale damage (nobody 
  likes seeing their comrades vented into the void deliberately). 
  Needless to say, if every Component is consumed by fire, 
  the ship is reduced to a burned-out hulk and counts as 
  destroyed. 
  
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  Zero grAViTy
  Few forces are more essential to the everyday lives of 
  humanity, yet gravity is something most take for granted. 
  Those aboard starships do not have that luxury. Humanity 
  developed the grav-plate during the mystical Dark Age of 
  Technology, allowing them to simulate the effects of gravity 
  in the chambers and passageways of their starships. However, 
  these systems are fi kle. Poor maintenance or battle damage 
  can shut grav-plates off at inopportune times, leaving 
  crewmembers stranded and drifting in mid-air. Additionally, 
  if someone is forced to exit a ship and step into the blackness 
  of the void, he will leave the effects of the grav-plates behind. 
  It is imperative that every able-bodied void-man knows how 
  to handle himself in such situations. 
  Zero gravity is considered Difficult Terrain, meaning that 
  the movement of characters is halved while in it, and if they 
  attempt to charge or run, they must succeed with a Hard (–20) 
  Agility Test or drift out of control (treat as falling prone). 
  Certain factors may mitigate this—a Void Born character, 
  for example, does not treat zero gravity as Difficult Terrain 
  and therefore ignores the above penalties. Additionally, a 
  character beginning a movement action in zero gravity must 
  be adjacent to a floo , wall, ceiling, or other secure object, so 
  he has something to push off from. 
  CreW popuLAtion And 
  morALe
  “Regulation 284.7: Mutiny. Any and all crew and officers found to 
  be involved in the plotting of treason, sedition, or wilful disobedience 
  of their superiors shall be jettisoned from the ship’s airlock.”
  –Imperial Navy Code of Conduct: Calixis Sector edition
  The health and well-being of a starship’s crew is measured in two 
  ways—its Crew Population and its Morale. Crew Population 
  measures how many people are aboard a starship, indicated by 
  a percentage of 100. Therefore, if a Crew Population was 98, 
  that means 98 percent of the ship’s original crew complement 
  is still alive. All ships’ Crew Populations begin at 100, though 
  they may be modified by situations or the ship’s Components. 
  Morale is also measured on a 1 to 100 scale, starting at 100 
  and dropping as the starship encounters situations that test its 
  crew’s loyalty and commitment. With both Morale and Crew 
  Population, higher values are better. 
  As both values drop, they affect their starship adversely, as 
  depicted in the following charts. The charts list a threshold 
  number and the effect when the value drops below that 
  Table 8–13: Crew Population
  Crew Population
  Threshold/Effect
  80
  The ship increases all travel times by 1d5 days. 
  60
  All Tests involving Boarding Actions, repulsing Hit and Run attacks, fighting fires, and making 
  Emergency Repairs suffer a –5 penalty. 
  50
  The ship suffers a –10 penalty to its Manoeuvrability. 
  40
  The ship loses any bonus to Acheivement Points it would normally receive for its Components. 
  20
  In combat, the ship counts as Crippled. If the ship actually becomes Crippled, it may only take a 
  Strategic Turn on every other Strategic Round. 
  10
  The ship may not perform Boarding Actions or Hit and Run attacks. Anyone attempting to repulse a 
  Boarding Action or Hit and Run attack, fight fires, or make Emergency Repairs suffers a –20 to his Test. 
  0
  The ship becomes an empty tomb, populated only by the dead. If any still live within its bowels, their 
  only hope is to escape the vessel before they slowly suffocate or freeze. The ship cannot operate again 
  without at least some crew to run it. 
  Table 8–14: Morale
  Morale Number
  Effect
  100
  Normal operations.
  80
  All Command Tests involving the ship or its crew suffer a –5. 
  60
  All Ballistic Skill Tests made to fire the ship’s weapons suffer a –5. 
  50
  All Command Tests involving the ship or its crew suffer an additional –10 (–15 total). 
  40
  The ship suffers a –10 penalty to Manoeuvrability. All Ballistic Skill Tests made to fire the ship’s 
  weapons suffer an additional –5 (–10 total). 
  20
  The ship may no longer perform Boarding Actions or Hit and Run attacks (too few of the crew can be 
  trusted to follow orders or wield weapons). The ship may still attempt to resist Boarding Actions as 
  normal. Whenever the ship reaches a port, lose 1d5 Crew Population to deserters. 
  10
  All Command Tests involving the ship or its crew suffer an additional –15 (–30 total). The ship also 
  suffers an additional –10 penalty to Speed, Manoeuvrability, and Detection. 
  0
  The ship’s crew rises up like a single, enraged organism, killing anybody in authority they can catch. 
  Unless every single crewmember is put to the sword, they will take control of the ship and elect new 
  officers from amongst their ranks. 
  
  225
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  VIII: Starships
  VIII: Starships
  number. 
  The effects of Crew Population loss and Morale are 
  unavoidable, but the effects are reversible if the Crew Population 
  or Morale are later brought above the threshold. All effects 
  are cumulative, even Crew Population and Morale effects. The 
  effects of Crew Population loss represent the ship becoming 
  harder to operate as there are fewer hands to crew it, while the 
  effects of Morale loss represent the crew actively malingering 
  or doing other activities to hamper the ship’s operations. 
  In addition, whenever Morale drops below 70, 40, and 
  10, the Captain must make a Command Test. If he fails, 
  some portion of his crew rebels against his rule and a mutiny 
  begins. 
  Note: If the ship is in combat when Morale drops below a 
  threshold, wait until after the combat ends to test for a mutiny. 
  If it drops below multiple thresholds during a single combat, 
  only test once. 
  To represent the mutiny, the GM should choose one NPC 
  crewmember to lead the mutiny (or invent basic stats for a 
  general crewmember). The mutiny can be fought or suppressed 
  through opposed Command, Charm, or Intimidation Tests, 
  chosen by the players. One character (who does not have to be 
  the captain) should be chosen to suppress the mutiny and make 
  the selected opposed Skill Test.
  • If the characters chose to use Command, they are leading 
  armsmen to suppress riots, posting guards at critical spaces, 
  and generally waging war against the mutineers directly. If 
  the characters win the opposed Skill Test, the ship suffers 
  1d5 Crew Population damage and 1d5 Morale damage, 
  but the mutiny ends. 
  • If the characters use Charm, they are meeting with the 
  mutiny’s ringleaders, addressing their demands, and trying 
  to placate them. If the characters win the opposed Skill 
  Test, the ship suffers 1d10 Morale damage (the characters 
  are viewed by the crew as weak), but the mutiny ends.
  • If the characters use Intimidate, they are threatening to 
  open crew quarters into space, shooting ringleaders, 
  holding hostages, and generally showing the crew the 
  dire consequences of their actions. If the characters win 
  the opposed Skill Test, the ship suffers 1 Crew Population 
  damage and 1d10 Morale damage (the crew fears and 
  mistrusts their ruthless commanders), but the mutiny 
  ends.
  If the mutineers win any of these tests, another opposed 
  Skill Test is performed. If the mutineers win again, the cycle 
  continues. If, however, the mutineers ever win one of these tests 
  by three or more degrees of success, the mutiny succeeds. The 
  characters lose control of their ship, and will likely be forced to 
  flee quickly lest they be killed by their former crew. 
  AdVenTuring AboArd Ship
  Most of the rules provided in this chapter treat 
  the actions performed aboard a ship in abstract 
  terms. For example, a boarding action or hit and run 
  attack is resolved with a few Command Tests, as are 
  mutinies. Repairing a damaged Component requires 
  a single Tech-Use Test. This is done because the 
  characters are leading whole cohorts of their crew to 
  accomplish actions, and because to break it down into 
  individual actions would greatly slow down the game. 
  If the GM wants to, however, he can expand on 
  these, turning them into adventures in their own right. 
  Perhaps the players have encountered a heavy cruiser, 
  and have no conceivable way of destroying it. Instead 
  of throwing themselves at the mercy of their foes, 
  they hatch a daring plan to board the opposing ship 
  in a shuttle, haul an ordinatus shell from one of their 
  macrocannons to the ship’s warp engines, and attempt 
  to destroy it from the inside. 
  If the GM chooses to do this, however, he should 
  have a clear-cut goal defined, and the characters should 
  understand how to accomplish it. It is also be a good 
  idea to refrain from trying to have the characters fight 
  large-scale battles, or have the players slog through 
  the entire crew of an enemy ship (which, remember, 
  numbers in the thousands). To suppress a mutiny, for 
  example, the players could sneak through the ship’s 
  lower bilge decks and assassinate the mutineer leader, or 
  fight their way to the life sustainer controls and vent the 
  rebelling compartments into space. Perhaps they could 
  even establish communications with the mutineers 
  and strike a deal with them, though such capitulation 
  should stick in the craw of any true captain...
  
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  VIII: Starships
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  exAmple
  The Measured Response has just come through a hard fight, 
  losing a substantial amount of crew—and even more Morale. After 
  the fight ends, the ship’s Morale is at 65. Since Morale has dropped 
  below 80, all characters aboard will suffer –5 to any Command 
  Tests. Additionally, the captain must make a Command Test to 
  check for mutiny. He rolls against his Command Skill of 60 (taking 
  into account the –5 penalty for his low Morale) and gets an 87. A 
  mutiny has broken out aboard the ship! In the subsequent struggle to 
  regain control, the captain will suffer –5 on any opposed Command 
  Tests. 
  repleniShing morAle And CreW 
  populATion
  Restoring a ship’s Morale is often surprisingly simple. The low-
  decks dregs that make up the majority of a starship crew are an 
  easily satisfied lot, often content with life’s simple pleasures—or 
  the promise of Thrones in their pocket. 
  If the starship is currently involved in attempting to complete 
  an Endeavour, the captain can bribe the crew with gelt (or the 
  promise of gelt). At any point during a shipboard journey, the 
  ship’s captain—or another authority figure—can attempt to 
  restore Morale by losing 50 Achievement Points (from those 
  going towards his current Endeavour) and making a Routine 
  (+20) Charm Test. Success means he has quieted the crew’s 
  concerns (or distracted them with their greed). Frigates, transports, 
  and raiders regain 1d10 Morale, while light cruisers and cruisers 
  (being larger) regain 1d5. The captain may do this as many times 
  as he wishes, however the difficulty of the test should increase by 
  one degree each time he does. After all, Thrones are only so good 
  when you have no place to spend them. 
  A captain or another authority figure can also make a Difficult 
  (–10) Charm or Intimidate Test to rally the crew, regaining 2 
  Morale for every degree of success. This will only work once per 
  game session, however. 
  Of course, the best way to restore a crew’s Morale is to put 
  into port. If a starship reaches a habitable planet with no traces 
  of civilisation, the ship can spend three weeks at orbital anchor, 
  replenishing supplies and allowing the crew to travel to the 
  surface. This will restore a ship’s Morale to maximum. If the planet 
  (or asteroid settlement) is inhabited by a human civilisation, this 
  process will only take two weeks. If the captain is willing to 
  spend some gelt, (making a Routine (+20) Acquisition Test 
  to represent money distributed and reimbursements for damage 
  caused to local drinking dens and brothels), he can restore 
  his ship’s Morale in a single week, and completely restock his 
  supplies as well. 
  Restoring Crew Population can only occur at a planet 
  inhabited by humans. The captain can make an Acquisition Test 
  to restore his Crew Population to maximum, hiring on new 
  crew members from among the locals. The availability of the 
  crew should be considered Common (+20), though this 
  can depend on the world. A hive world may have a 
  large enough population that crew are considered 
  Abundant (+50), while an isolated outpost may 
  put a premium on manpower (Scarce or even 
  Rare). The GM can choose to add bonuses or penalties due to the 
  scale and quality (craftsmanship) of the crew being hired as well. 
  Failure, of course, means the Explorers must look elsewhere for 
  their crew. See page 271 for more information. 
  However, if he prefers, he can send teams of press-gangs into 
  the planet’s less savoury locales (be they slave camps, slums, or 
  the underhive) to ‘recruit’ new crew members. If he does this, a 
  character who is skilled in subterfuge and has contacts with the 
  criminal underworld must make arrangements if the press-gangs 
  are to be successful. The details are up to the GM, but at the very 
  least a Common Lore (Underworld) Test will be required to find 
  the right contacts, and a Barter Test must be made to secure the 
  deal. Failure could mean that other criminal elements take violent 
  exception to the rogue trader’s plans, the local magistratum 
  might step in to arrest all of the characters, or the planet’s general 
  population might violently rise up against the Rogue Trader and 
  his party. The benefits, of course, are paying a few press-gang 
  crews will not cut into a Rogue Trader’s finances. 
  A third option is to strike a deal with planetary authorities 
  that will allow the rogue trader to empty their prisons to serve 
  as his crew. If he does this, he restores his Crew Population 
  without cost. However, he immediately loses 1d10+10 points 
  of Morale—which cannot be restored while he remains at this 
  planet. 
  No attempts to restore a starship’s Crew Population or 
  Morale can increase these values above the starship’s maximum 
  Crew Population or Morale values. Any Acquisition Tests made 
  to restore Crew Population or Morale do not count against 
  the number of Acquisitions an Explorer may make in a game 
  session. 
  spACe trAVeL outside of 
  CombAt
  Outside of combat, space travel should be treated abstractly. 
  The distances between a planet and one of its moons can be 
  farther than a man in a land-crawler can drive in a year—the 
  distance between two planets (or two stars) can be orders of 
  magnitude further. An Imperial starship can generally travel 
  the distance between a planet such as Holy Terra and its 
  moon in little more than an hour, while that same starship 
  could take two weeks to travel between the same planet and 
  its star. In general, it shouldn’t take much longer than that to 
  get from one location in a star system to another; however, 
  faster starships should take less time, while mass conveyors 
  and other bulk transports may take far longer. In the end, 
  travel times should be left up to the GM. 
  Enemy vessels are only one hazard a starship may 
  encounter in its travels. Asteroid field , gravity tides, ice rings, 
  and nebula are all potential threats to be avoided—or in some 
  cases, exploited. 
  Asteroid field
  The shattered remains of planets or the leftover debris 
  from stellar nurseries, asteroid fields are vast expanses of 
  drifting rock. A successful Routine (+10) Pilot (Space 
  Craft)+Manoeuvrability Test is required to navigate an 
  
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  VIII: Starships
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  asteroid field. Success means the ship passes through the 
  asteroid field unharmed, but for every degree of failure errant 
  chunks of space rock strike the ship, doing 1d5+1 damage. 
  The damage is cumulative, so if there are four degrees of failure, 
  the ship will take 4d5+4 damage, ignoring void shields. Any 
  Tests using a ship’s auger arrays within an asteroid field are 
  made one step more difficult.
  gravity tides
  Though planet-dwellers consider gravity a universal constant, 
  experienced voidsmen know that it can be a harsh and fickle 
  force. In systems with multiple stars or large gas giants, gravity 
  can behave strangely—sometimes in seeming defiance to the 
  laws of physics. The most feared phenomena are the gravitational 
  rip-tides found near gas giants during the conjunction of their 
  larger moons, or at the midpoints of binary star-systems. Most 
  avoid them, but a skilled—or insane—helmsman may try and 
  use the flux to his advantage.
  It takes a Hard (–20) Scrutiny+Detection Test to 
  spot a gravitational rip-tide on the ship’s auger arrays, and a 
  Challenging (+0) Pilot (Space Craft)+Manoeuvrability 
  Test to avoid one. If a helmsman chooses, however, he can 
  pilot his ship into the tide’s gravity well while making a Hard 
  (–20) Pilot (Space Craft)+Manoeuvrability Test. Success 
  means the helmsman has built up enough speed for his vessel 
  to “shoot the rapids”—using the speed generated by the tide’s 
  pull to shoot out the other side at tremendous velocity. For 
  every degree of success, the GM should subtract a day from the 
  travel time to the starship’s destination. If the helmsman fails 
  the test—or the starship fails to spot and avoid the tide—the 
  ship takes 1d5 damage to its Hull Integrity ignoring armour 
  or void shields, and must make a Hard (–20) Pilot (Space 
  Craft)+Manoeuvrability Test to break free. If it fails it 
  takes another 1d5 damage and must make another test. This 
  continues until the ship escapes or is destroyed.
  ice rings
  The rings of gas giants are especially dangerous for ships, as 
  they combine the aspects of an asteroid field and a nebula. To 
  navigate them, a ship must make a Challenging (+0) Pilot 
  (Space Craft)+Manoeuvrability Test and a Challenging 
  (+0) Navigation (Stellar)+Detection Test. Failing the first
  test by two or more degrees means the ship has blundered 
  upon a particularly large chunk of ice—it takes 3d10 damage 
  ignoring void shields. Failing the second test means the ship 
  is delayed by a day. Any Tests using a ship’s auger arrays 
  within an ice ring are made two steps more difficult
  nebulae
  A nebula is a vast, dense cloud of gas and dust drifting 
  in space. A successful Difficult
  (–10) Navigation 
  (Stellar)+Detection Test is required to pass through a 
  nebula on a proper course. Success means the ship makes its 
  way through the nebula quickly, but failure means the ship is 
  delayed. For every degree of failure, the ship must spend an 
  extra day getting to its destination. In addition, the maximum 
  weapon range for ships in a nebula is limited by the nebula’s 
  density (roll 3d10 at the start of battle, this is the furthest that 
  all ship’s sensors and weapons will operate). A ship making a 
  Silent Running Manoeuvre gains +30 to its Manoeuvre Tests. 
  Any Tests using a ship’s auger arrays within nebula are made 
  three steps more difficult
  The Deep Void 
  Run
  “We set out from Footfall the day after the Sanguinala, well stored 
  and stocked for a long run spinward to Lucien’s Breath. Then 
  the warp-storms blew up and left us lost, blind, and adrift in an 
  unnamed nebula. We ate our stores, the cargo, and were down to boot 
  leather when ol’ Three-Eye spotted the Astronomicon’s glow. Good 
  thing too, ‘cause my mate Grax was starting to look mighty tasty!” 
  –Gunner’s Mate Paytor Zoln of the trader-transport Reliant
  Though the Imperium of Man claims that vast swaths of the 
  galaxy are subservient to the Golden Throne of Terra, it would 
  be more accurate to describe mankind’s dominion as tiny 
  islands adrift in an enormous ocean. The space between stars 
  is so huge that any claim of control is laughable, and so the 
  majority of the Imperium remains safe, huddled around the 
  fires of their stars. 
  However, it is through these uncharted depths that mankind’s 
  ships must travel. Even with the help of warp drives—and the 
  immaterium is a fickle ally at best—travel between star systems 
  can take as long as months, or even years. Beyond the bounds 
  of the Imperium, where the fires of civilisation are even farther 
  apart, the journeys could even take decades. 
  Generally, a starship stocks at least six month’s food and 
  supplies in its lockers—although some vessels may cram an 
  extra month’s supplies on board if they anticipate a long 
  journey. These stores can be stretched to last longer, although 
  at a cost to the crew. As rations dwindle, fresh water grows 
  scarce, and even the very air becomes thick and stale, sickness 
  spreads easily and the tempers of the crew flare. 
  The consequences of long journeys are varying, and the GM 
  is encouraged to invent hardships appropriate to the situation. 
  Generally, for each month spent beyond the six month limit, 
  the ship loses 2 Morale, and should suffer a misfortune such as 
  the ones listed below: 
  Shipboard Sickness: The stale air and water ensure the 
  easy spread of disease. A successful Medicae Test (difficulty at 
  the GM’s discretion) can contain sickness; otherwise the ship 
  will suffer 1d5 damage to Crew Population and Morale as it 
  runs its course. 
  Scurvy: Scarce food makes for poor nutrition. Little can 
  be done about the lack of proper nutrients, and the loss 
  of some of the weaker and sicker members of the 
  crew will do 1d5 damage to Crew Population. 
  Weary Machine Spirit: Long voyages 
  strain the systems of a starship, sometimes 
  
  228
  VIII: Starships
  VIII: Starships
  to the breaking point. Without a full shipyard, repairs are often 
  temporary. The GM should select a Component. For every 
  month the ship spends at space without visiting a shipyard 
  or civilised planet for proper repairs, a character must make 
  a Tech-Use Test or the Component becomes damaged. These 
  tests should become progressively harder. 
  Starvation: Few things are as worrying as a starship’s food 
  stores running low, both because of the threat of starvation and 
  because it is likely to make the crew desperate and rebellious. 
  Starvation is not something that should happen unless a ship 
  has been at space for longer than a year or had its food stores 
  drastically reduced for some reason. Once it begins, however, 
  the ship will suffer 1 damage to Crew Population and 2 to 
  Morale every day it does not find a habitable planet or other 
  means to refill its food stores. 
  Of course, the threat of mutiny is also present when crews 
  are confined within iron bulkheads without the warm sun or 
  fresh air for months or years on end. This is represented by 
  the Morale loss a ship suffers, but the GM should feel free to 
  expand on this, inventing mutinous low-decks plots or even 
  treacherous mid-rank officers scheming to take the starship 
  away from the characters. 
  extended repAirs
  To survive amongst the deep void, starships must be largely 
  self-sufficient. Nowhere is this more apparent than in the case 
  of repairs and maintenance. Any true void-faring vessel has 
  bunkers full of fuel and storage holds with additional supplies 
  and ship components, from delicate cogitator circuitry to 
  massive adamantine plates to weld over hull breaches. Though 
  the supplies are seldom enough to completely repair a 
  starship (especially if it has just come through a truly nasty 
  engagement), they are enough to let the crew patch up the 
  worst of their ship’s injuries. 
  To perform extended repairs, a starship should locate a 
  suitable anchorage, perhaps high orbit around a gas giant in 
  a deserted star system or nestled against a large asteroid to 
  avoid detection. It’s crew will then spend several weeks on 
  the repairs, determined beforehand by the ship’s captain. For 
  each week at repairs, the member of the crew directing them 
  must make a Tech-Use Test, tallying the degrees of failure and 
  success. If the degrees of failure outnumber the degrees of 
  success at the end of the specified time period, the repairs 
  have failed. If the reverse is true, however, the repairs succeed, 
  and the ship regains 1d5 points of Hull Integrity. This cannot 
  take the ship’s Hull Integrity above its maximum. In addition, 
  a successful repair attempt restores all damaged, depressurised, 
  and unpowered Components to full working order. Destroyed 
  Components must be repurchased and replaced. 
  For a more thorough repair job, the starship will need to 
  find an inhabited planet or space station —preferably a world 
  with a reasonably advanced level of civilisation (cavemen 
  or feudal peasants will not be much help in repairing a 
  starship). Once a suitable world has been located, the 
  crew can pay to have their starship repaired. If 
  any Hull Integrity is repaired, any damaged, 
  depressurised, and unpowered Components 
  are restored to working order a well. 
  For every full five points of Hull Integrity restored, the 
  Explorers must make an Acquisition Test at a –10 penalty 
  (this takes into account the rarity and quantity of materials 
  and supplies). These tests are made sequentially – once one 
  is failed, the the Explorers have temporarily exhausted their 
  available funds and must either wait 1d5 weeks until more 
  money is available or seek repairs elsewhere (preferably where 
  there is a better deal). Any Acquisition Tests made to repair 
  Hull Integrity do not count against the number of Acquisitions 
  an Explorer may make in a game session.
  For every point in Hull Integrity restored, the ship must 
  spend one day being repaired. New Components (whether 
  to upgrade existing Components or replace destroyed 
  Components) are purchased as normal, and require 1d5 
  additional days to install per Component.
  STellAr phenomenA in CombAT
  Although a GM can simply use the rules as presented 
  above to represent stellar phenomena in combat, a 
  simpler way to do it is to simply increase the difficulty 
  of all Manoeuvre Tests by one step (and making the 
  helmsman perform a Routine (+10) Pilot (Space 
  Craft)+Manoeuvrability Test whenever his starship 
  makes the default Manoeuvre Action). Failure imposes 
  the penalties already listed for each phenomena, 
  meaning that a simple ship duel in an asteroid fi ld 
  can suddenly become even more dangerous for those 
  involved. 
  
  229
  IX: Playing the Game
  IX: Playing the Game
  TesTs
  •
  The Role of faTe
  •
  CombaT
  •
  InjuRy
  •
  exploRaTIon
  •
  movemenT
  •
  pRofIT faCToR
  •
  endeavouRs
  
  230
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  IX: Playing the Game
  IX: Playing the Game
  Chapter IX: 
  Playing the 
  Game
  ”To voyage alongside a Rogue Trader is to know great honour and 
  even greater opportunities. First, however, there are some basics you 
  must learn...”
  –Master Seneschal Nathin Tsanthos
  R
  ogue Trader provides a rich game experience 
  where players use creative thinking, tactics, strategy, 
  teamwork, and imagination to overcome a huge 
  breadth of challenges. Life aboard a Rogue Trader ship can 
  be very lucrative, but it is seldom easy. Innumerable dangers, 
  from untimely mechanical failures and bloodthirsty aliens to 
  treacherous warp storms and the corrupting taint of Chaos, 
  await those daring enough to explore the cold, uncharted 
  regions of deep space. This chapter discusses the fundamental 
  rules of how such situations (and many others) are resolved.
  Tests
  T
  ests are the basic way of determining success or 
  failure in a game of rogue Trader. When an 
  explorer performs any task that could have dramatic 
  consequences—affecting the story, a character’s health, a 
  leader’s reputation, the safety of the ship, and so on—a test 
  must be performed.
  Skill TeSTS
  The most common type of test an explorer performs 
  during the game is Skill Tests. Each Skill is governed by a 
  characteristic. For example, the Dodge Skill is governed by 
  the Agility Characteristic. To make a Skill Test, add any 
  relevant modifiers to the skill’s governing Characteristic, then 
  make a percentage roll. If the result is equal to or less than 
  the modified Characteristic, the test succeeds. If the result is 
  greater than the modified Cha acteristic, the test fails.
  Success is more likely to occur in a Skill Test where the 
  character has training in the Skill. An explorer can still 
  attempt a Skill Test with an Untrained Basic Skill, but in such 
  cases, the governing Characteristic is halved (round down). 
  If a Untrained Basic Skill Test involves situational modifier , 
  those modifiers are applied after the governing characteristic 
  is halved. A character cannot attempt a Skill Test with an 
  Untrained Advanced Skill.
  example 
  Drake wants to slip past a guard so he can gain access to a high-
  security area. The GM declares that Silent Move is most appropriate 
  for this situation, which is a Skill governed by Agility. Drake’s 
  Agility is 34, but he doesn’t have training in Silent Move. Since 
  Silent Move is a Basic Skill, Drake can still make the attempt at half 
  his normal Agility, which is 17. Drake’s player makes a percentile 
  roll and gets a 29, which is higher than 17, so the test fails.
  The guard, now alerted to Drake’s presence, hits Drake with a 
  shock maul. Drake has one chance to avoid the attack by attempting 
  a Dodge Test. Dodge is a Basic Skill governed by Agility, and Drake 
  has Training in Dodge, so he gets to use his full Agility score for the 
  test, which is 34. Drake’s player makes a percentile roll and gets a 
  33—a narrow success! Drake dodges the attack just in time.
  CharaCTeriSTiC TeSTS
  Sometimes an explorer wants to attempt something not 
  covered by a Skill. In such cases, a Characteristic Test can 
  be used instead of a Skill Test. The GM determines the most 
  appropriate Characteristic for the test, and then the player 
  makes a percentage roll. If the roll is equal to or less than the 
  Characteristic, the test succeeds. If the roll is greater than the 
  Characteristic, the test fails.
  It is important to note that, despite their names, both 
  Weapons Skill and Ballistics Skill are Characteristics.
  Table 9-1: Skill Tests
  Type of Skill
  Effect on Skill Test
  Untrained  
  Basic Skill
  Test at half Characteristic (round down)
  Untrained  
  Advanced Skill
  Cannot perform a test with this Skill
  Trained Basic or 
  Advanced Skill
  Test at full Characteristic
  Mastered Basic or 
  Advanced Skill
  Test at full Characteristic +10 or +20
  Table 9-2: Characteristics Tests
  Characteristic
  Example Tests
  Weapon Skill
  Make an attack with a melee weapon.
  Ballistic Skill
  Make an attack with a ranged weapon.
  Strength
  Break down a door, restrain a captive, 
  push over a Grox.
  Toughness
  Resist poison or disease, tolerate 
  temperature extremes, stave off hunger.
  Agility
  Maintain balance on a narrow surface, 
  navigate treacherous terrain.
  Intelligence
  Recall an important detail, identify a 
  familiar face, solve a puzzle.
  Perception
  Notice a hidden enemy, locate a secret 
  door, gauge another person’s attitude.
  Willpower
  Resist a Psychic Power, torture or Fear.
  Fellowship
  Make a good impression, inspire 
  confidenc , seduce a target.
  
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  DegreeS of SuCCeSS 
  anD failure
  For most tests, it is enough to know whether a character 
  succeeded or failed. Sometimes, however, it is useful to know 
  how well a character succeeded, or how badly he failed. This 
  is particularly important with social Skills, such as Charm and 
  Inquiry, as well certain combat situations, such firing a gun 
  capable of a semi-automatic or fully automatic burst.
  Measuring degrees of success and failure in a Skill or 
  Characteristic Test is straightforward. After the percentage 
  roll is made, compare the roll with the modified Characteristic 
  score. For each full 10 points by which the Characteristic was 
  exceeded, one degree of success is achieved. Conversely, for 
  each 10 full points by which the test failed, one degree of 
  failure is gained.
  example
  Yolanda’s freighter has been intercepted by patrol ships from a nearby 
  planet who are demanding a hefty 20% of Yolanda’s precious cargo 
  as a “safety tax.” Yolanda doesn’t want stir up a lot of trouble, so she 
  tries to negotiate with the patrol. The GM calls for a Barter Skill Test. 
  Yolanda’s Fellowship is 42, and she has Barter trained. Her player makes 
  a percentage roll and gets an 18! Yolanda not only succeeds, she achieves 
  two degrees of success (success because her roll was 42 or less, one degree 
  of success because her roll was 32 or less, and a second degree of success 
  because her roll was 22 or less). The GM rules that Yolanda manages to 
  talk the patrol into reducing their tax to only 5% of the cargo.
  exTenDeD TeSTS
  Some tasks are quite complicated and may take extra time 
  or effort to finish. In these cases, the GM may decide that 
  The CoRe meChanIC
  • Determine the Skill or Characteristic to test
  • Add or subtract any relevant modifiers to the Skill
  or Characteristic
  • Make a percentile roll (1d100)
  • If the percentile roll is less than or equal to the Skill
  or Characteristic being tested, the test succeeds
  • If the percentile roll is greater than the Skill or
  Characteristic being tested, the test fails
  
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  IX: Playing the Game
  IX: Playing the Game
  it takes more than one successful Skill Test to complete the 
  task. This is known as an Extended Test. Generally, the Skill 
  in question describes whether it requires an Extended Test, 
  though the GM may adjust the time represented by each test 
  depending on what is in fact being attempted.
  oppoSeD TeSTS
  Sometimes an explorer needs to test himself against an 
  opponent. This is known as an Opposed Test. For example, 
  if an explorer needed to hide from a guard, he could test his 
  Concealment Skill against the guard’s Awareness Skill.
  In an Opposed Skill Test, both participants make tests 
  normally. Whoever succeeds at his test wins. If both participants 
  succeed, the one with the most degrees of success wins. If the 
  both degrees of success are the same, the highest Characteristic 
  Bonus wins. If the result is still a tie, the lowest dice roll wins. 
  Should both parties fail, one of two things occurs. Either 
  there is a stalemate and nothing happens or both parties should 
  re-roll until there is a clear winner.
  example
  Drake is trying to convince a planet’s security director that his cargo load 
  of high explosives is for the iron mining conglomerate, and in no way will 
  the cargo fall into the hands of the local rebels. The GM knows Drake’s 
  true intentions and calls for a Drake to make a Deceive Test, which will be 
  opposed by the security director’s Scrutiny Test. Drake’s player rolls and 
  succeeds. The GM rolls for the security director and succeeds with one 
  degree of success, which causes him to win the Opposed Test. The security 
  director doesn’t buy Drake’s story and has the cargo impounded.
  TeST DiffiCulTy
  Not all tests are equal. A routine landing at a spaceport and 
  navigating a dense asteroid field at high speed may both 
  require Piloting Tests, but the latter is clearly harder than the 
  former. This is where test difficulty and the roll of the GM 
  both come into play.
  In some cases, the difficulty of a test is pre-determined by 
  the rules; in other cases, the GM should decide the difficulty
  and consult Table 9-3: Test Difficult  to determine the 
  appropriate modifie . The difficulty modifier is applied to the 
  governing Characteristic associated with the test.
  example
  Yolanda has discovered some ancient documents that could be a clue in her 
  search for lost Imperial technology, if only she can parse the content. The 
  GM calls for a Hard (–20) Scholastic Lore: Legend Test. Yolanda’s 
  Intelligence is 44, and she has Scholastic Lore: Legend trained, but because 
  of the difficulty of the test, she subtracts 20 from her Intelligence, which 
  means she needs to roll 24 or less on her percentage roll to succeed.
  aSSiSTanCe
  In some situations, multiple characters working together have 
  a better chance of completing the task than if a character 
  attempts it alone. With the GM’s permission, a character can 
  assist another character that is performing a test. Only the 
  character that is actually performing the test rolls dice. Each 
  character assisting reduces the difficulty by one step. If the 
  test succeeds, the character performing the test gains an extra 
  degree of success. 
  lImITs on assIsTanCe
  Characters can assist each other in most tasks but there are limits:
  • To give assistance on a Skill Test, a character must have 
  training in the skill
  • The assisting character must be adjacent to the character 
  performing the test
  • Assistance cannot be given for Reactions or Free Actions
  • Assistance cannot be given on tests made to resist disease, 
  poison, Fear, or anything else the GM deems inappropriate
  • No more than two characters may attempt to assist another 
  on a single test
  example
  Deavon is locked in a cell and his companion Drake wants to set him free. 
  The lock on the cell is old and not particularly sophisticated, but Drake 
  doesn’t have the Security Skill trained, so he is unlikely to succeed at the 
  test on his own. Deavon does have the Security Skill trained, so he lends 
  assistance by talking Drake through the whole process. The GM declares 
  the normal difficulty for this test is Ordinary (+10), but with Deavon’s 
  Assistance, the test becomes Routine (+20). Furthermore, if Drake succeeds 
  at the test, he will automatically gain an extra degree of success.
  Table 9-3: Test Difficulty
  Difficult
  Test Modifie
  Trivial
  +60
  Elementary
  +50
  Simple
  +40
  Easy
  +30
  Routine
  +20
  Ordinary
  +10
  Challenging
  +0
  Difficul
  –10
  Hard
  –20
  Very Hard
  –30
  Arduous
  –40
  Punishing
  –50
  Hellish
  –60
  
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  The Role  
  of Fate
  E
  xplorers are unusual people, individuals with abilities, 
  backgrounds, and experiences well beyond those of 
  ordinary citizens of the Imperium. More than anything, 
  the role of Fate in an explorer’s life is what separates him from 
  the masses. All explorers begin play with a number Fate Points, 
  which are determined at character creation. For some, these Fate 
  Points represent destiny, a sign that the Emperor has marked 
  them for greatness. For others, Fate represents simple luck.
  uSing faTe poinTS
  Fate Points allow an explorer to manipulate situations by 
  mitigating bad results or turning a mishap into fortune. Among 
  other things, this allows players to take more risks, which 
  makes the game faster and far more exciting. An explorer has 
  a limited pool of Fate Points, and when a Fate Point is spent, 
  that pool is reduced by one. Spent Fate Points are restored at 
  the beginning of the next gaming session, or possibly under 
  special circumstances in the middle of a game session that the 
  GM deems appropriate. A Fate Point can be used at any time, 
  either on the character’s own turn or in reaction to the action of 
  another character. Spending a Fate Point is a Free Action.
  Spending one Fate Point allows for one of the following:
  • Re-roll a failed test once. The results of the re-roll are 
  final.
  • Gain a +10 bonus to a test. This must be chosen before 
  dice are rolled.
  • Add an extra degree of success to a test. This may chosen 
  after dice are rolled.
  • Count as having rolled a 10 for Initiative.
  • Instantly remove 1d5 Damage (this cannot affect Critical 
  Damage).
  • Instantly recover from being Stunned.
  Burning faTe
  Sometimes a re-roll or an extra degree of success is not going 
  to be enough to save an explorer’s life. In these instances, the 
  explorer may choose to burn a Fate Point and permanently 
  reduce his Fate Points by one. The result is that the character 
  survives whatever it was that would have killed him, but only 
  just. For example, if the explorer was shot with a lascannon 
  and suffered a Critical Hit that would have killed him, instead 
  he is only hideously burnt and rendered unconscious with 
  zero Wounds. In more extreme circumstances, such as being 
  trapped on a space ship during a warp drive implosion, it 
  is up to the player and the GM to work out just how the 
  explorer makes his escape.
  A Fate Point may be burnt even if it has already been used 
  for that gaming session.
  gaining aDDiTional 
  faTe poinTS
  Explorers are awarded additional Fate Points (or allowed to 
  replenish those that have been burnt) at the GM’s discretion. 
  Such rewards can be given out as the main adventure reaches 
  certain milestones, or for particular acts of heroism, cunning, 
  or good roleplaying.
  sTaRshIps and buRnIng faTe
  One of the hazards of battles in deep space is that 
  the losing side is in a very precarious position. Many 
  times the battle ends with at least one ship a burning 
  wreck or merely scattered debris where once a proud 
  vessel existed. In the case of a starship’s destruction, 
  Explorers who are on board the ship can choose to 
  burn a Fate Point permanently in order to avoid certain 
  death. However, the Explorers who burn Fate Points in 
  this manner do so collectively—this means that each 
  and every character on the ship must burn a Fate Point 
  at the same time! The manner of the starship’s survival 
  is up to the GM. Typically, the ship is fortunate enough 
  to disengage from the combat and limp away for 
  repairs, but the GM may work out another method at 
  his discretion.
  
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  IX: Playing the Game
  IX: Playing the Game
  Combat
  T
  he galaxy is a dangerous place, especially for those who 
  choose to leave behind the relative safety of established 
  Imperial worlds and explore the unknown. Over the 
  course of their travels, explorers aboard a Rogue Trader ship 
  are bound to encounter all manner of people, aliens, and 
  worse that would see them dead. Unless the explorers plan to 
  spend their lives running away from their enemies, they will 
  have to fight. As a result, combat can form a key component 
  to a rogue Trader game.
  This section refers specifical y to combat between a pair or 
  small group of characters. Ship and vehicle combat is explained 
  in Chapter VIII: Starships & Vehicles. Suggestions for 
  resolving large-scale combats involving dozens, hundreds, or 
  thousands of combatants are presented in Chapter X: The 
  Game Master.
  narraTive Time vS. 
  STruCTureD Time
  The passage of time is flexi le in a game of Rogue Trader and 
  subject to the GM’s discretion based on the needs of the story 
  and the choices the players make. Sometimes the GM only 
  needs to convey a very loose sense of time, which is known 
  as narrative time. In other situations, especially combats, more 
  precise time keeping is necessary, and the GM should adopt 
  what is known as structured time.
  naRRaTIve TIme
  Many situations in a game of rogue Trader do not require 
  precise time keeping. It is usually enough to know if a certain 
  action takes a few minutes, or about an hour, or several weeks, 
  or anything in between. Narrative time is most often used 
  outside of combat and other situations where the precise 
  order of actions is unimportant.
  sTRuCTuRed TIme
  In contrast to the abstract approach of narrative time, 
  structured time is important for resolving complex encounters, 
  such as combat, when every second counts and the order in 
  which things happen is crucial. Structured time is divided 
  into Rounds, Turns, and Actions.
  rounds
  A Round consists of every character participating in the 
  encounter taking one Turn each. It assumed that characters 
  act more or less simultaneously in an encounter, so a Round is 
  approximately fi e seconds long, regardless of how many 
  characters are involved.
  Turns
  Each character in an encounter gets one Turn each Round. 
  During a character’s Turn, he can perform one or more 
  Actions. While characters’ Turns overlap each other slightly, 
  Turns are resolved in a specific order known as Initiative 
  Order (see page 236).
  actions
  A character can perform one or more Actions on his Turn. If a 
  character is performing multiple Actions during his Turn, the 
  order in which they are resolved may or may not matter. For 
  example, a character could draw his pistol and then move a 
  few metres, or he could move first and then draw his pistol, 
  and either way the end result is the same. But, if the same 
  character wants to shoot his pistol, he obviously needs to 
  draw it first. Actions a e described in detail on page 238.
  ComBaT overview
  Combat is usually resolved using structured time divided into 
  Rounds, Turns, and Actions. Each character, including NPCs, 
  takes one Turn each Round. The order in which Turns are 
  resolved depends on Initiative Order. When a new combat 
  begins, follow these steps to determine what happens.
  sTep 1: suRpRIse
  At the beginning of a combat, the GM determines if any 
  characters are Surprised. This can only happen once at the 
  beginning of a combat, and there will be many combats 
  where nobody is Surprised. A Surprised character loses his 
  Turn on the first Round of combat because he has been 
  caught unawares by his enemies. If no one is Surprised, move 
  immediately to Step Two.
  sTep 2: Roll InITIaTIve
  At the start of the firstRound, each character rolls for Initiative. 
  Each character rolls 1d10 and adds his Agility Bonus (the 
  tens digit of his Agility characteristic). The result of the roll 
  applies for all successive Rounds in the combat.
  CombaT absTRaCTIons
  Combat in rogue Trader is fast and furious, designed 
  so games don’t become bogged down with minutia. 
  As such, the rules take certain licenses with reality 
  and assumptions must be made about what is really 
  going on during a fight. One such assumption is that 
  nearly all combatants are at least somewhat concerned 
  for their own safety and are constantly side-stepping, 
  twisting, and ducking, to avoid attacks or assume more 
  favourable combat positions. With this in mind, the 
  default difficulty for all combat tests is Challenging 
  (+0), unless a specific rule states otherwise.
  
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  sTep 3: deTeRmIne InITIaTIve oRdeR
  The GM ranks all the Initiative rolls, including those of the 
  NPCs, from highest to lowest. This is the order in which the 
  characters take their Turns during each Round of combat.
  sTep 4: CombaTanTs Take TuRns
  Starting with the character at the top of the Initiative Order, 
  each character takes a Turn. The character currently taking 
  his Turn is known as the active character. During his Turn, 
  the active character can perform one or more Actions. Once 
  his Actions have been resolved, the next character in the 
  Initiative Order becomes the active character and takes his 
  Turn, and so forth. 
  sTep 5: Round ends
  Once each character has taken a Turn, the Round is over. 
  Any lingering effects that specify a duration of “until the end 
  of the Round” now end.
  sTep 6: RepeaT sTeps 4–5 as needed
  Continue to play successive Rounds until the combat is 
  complete or until the event that triggered the switch from 
  narrative time to structured time is resolved.
  SurpriSe
  Surprise only affects the beginning of a new combat. It is up 
  to the GM to decide if any of the combatants are Surprised. 
  Ultimately, this comes down to a judgement call on the GM’s 
  part, based on the circumstances and the Actions of the various 
  combatants leading up to the encounter. The GM should take 
  the following into account when determining Surprise:
  • Is anyone hiding? Successful use of the Concealment Skill
  before the combat may mean that some combatants are
  hidden. Extremely wary characters may oppose this with
  an Awareness Test.
  • Is anyone sneaky? Successful use of the Silent Move Skill
  may have positioned some characters for an ambush. Again,
  wary opponents may oppose this with an Awareness Test.
  • Are there any unusual circumstances that would mask the
  approach of attackers? This can cover nearly anything, from
  pouring rain to whining engines to nearby explosions.
  • Are there any distractions? It’s possible that something
  quite distracting is going on. A cultist’s attention may be
  so fixated on the sermon of his confessor that he doesn’t
  notice his attackers approaching.
  Bearing all of this in mind, the GM must decide which 
  combatants are Surprised. Whilst it’s often the case that one 
  entire side or the other is Surprised, there can be individual 
  exceptions.
  If no one is Surprised, proceed with the combat as normal.
  A Surprised character loses his Turn in the first Round. He 
  can do nothing except stand dumbfounded. Furthermore, a 
  non-Surprised attacker receives a +30 bonus to Weapon Skill 
  and Ballistic Skill Tests made to attack a Surprised target. After 
  the Surprise Round completely resolves, all Surprised characters 
  recover their wits and can act normally. All combatants then 
  roll for Initiative and the combat proceeds normally.
  example
  Castella and Ramirez are being followed by a group of unsavoury thugs. 
  Rather than waiting for the situation to take a turn for worst, Castella 
  and Ramirez decide to quickly plan an ambush. Turning the corner into 
  a shadowy alley, Castella hides using her Concealment Skill. Ramirez 
  remains visible, and when the thugs enter the alley, he attempts to create 
  a distraction with a bit of roguish charm and fast-talk nonsense. The 
  GM has Ramirez make a Blather Test, which is opposed by the thugs’ 
  Willpower scores. Ramirez wins the Opposed Test and the thugs are 
  sufficiently distracted, allowing Castella to leap out of the shadows and 
  strike. The GM rules that thugs are all Surprised, allowing both Castella 
  and Rameriez to take any Combat Actions they wish for one Round. 
  Additionally, any Weapon Skill and Ballistic Skill Tests they make to 
  attack the thugs receive +30 bonuses. After the Surprise Round is resolved, 
  everyone involved in the combat, including Rameriez and Castella, rolls 
  for Initiative.
  TaCTICal CombaT maps 
  (opTIonal)
  During large combats, some players may want visual 
  references to help keep track of enemy positions, as well 
  as their own. The GM can accomplish this by sketching 
  out simple overhead maps on paper. Many game stores 
  also sell large game mats that you can draw on with 
  wet-erase markers. These mats are usually pre-printed 
  with squares grids or hex patterns to make measuring 
  distances quick and easy. Tactical combat maps can 
  be drawn to any scale, and some roleplayers like to 
  combine large-scale maps with miniatures where a one 
  inch square represents one square metre.
  While tactical combat maps can be very useful, 
  they are not necessary to play rogue Trader. Many 
  roleplayers prefer to use rich narrative descriptions to 
  allow fellow players to simply imagine all the action. 
  This requires players to keep a snapshot of the relative 
  positions of all combatants in their heads, but it also 
  allows for greater freedom in detailing the events of a 
  combat.
  
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  iniTiaTive
  Initiative determines the order in which participants act 
  during each Round. To determine Initiative, roll 1d10 and 
  add the result to the character or NPC’s Agility Bonus. The 
  GM rolls the Initiative for any NPCs and creatures present. 
  To keep things simpler, it is recommended that the GM make 
  one Initiative roll for an entire group of similar enemies.
  example
  Drake, Deavon, and Yolanda are three explorers who have just been 
  attacked by a group of four gangers. The three players controlling Drake, 
  Deavon, and Yolanda each determine their own Initiatives by rolling 
  1d10 and adding their explorer’s Agility Bonus. Drake ends up with an 
  Initiative of 8, Deavon also gets 8, and Yolanda gets 11. Since the four 
  gangers all have similar Characteristics, the GM makes one Initiative roll 
  for all of them and gets 9.
  After each combatant (or group of combatants) has 
  determined his Initiative, the GM makes a list and places 
  them in order, from highest to lowest. This is known as the 
  Initiative Order, which is the order the combatants act in each 
  Round, until the combat is over.
  If more than one character has the same Initiative, they act 
  in order from the highest Agility to the lowest. If they also 
  have the same Agility then each should roll a die, with the 
  highest going first
  example
  Using the Initiative rolls in the above example, the GM ranks them 
  in order from highest to lowest. Yolanda will act first with her 
  Initiative of 11, followed by all of the gangers with their Initiative 
  of 9. Drake and Deavon both ended up with 8 for Initiative, but 
  Drake’s Agility Bonus is higher, so he will act third, followed by 
  Deavon who will act last.
  Most combats last for multiple Rounds, but each combatant’s 
  Initiative is only determined once at the start of the combat. 
  Once the Initiative Order has been established, it usually 
  remains the same from Round to Round. If new combatants 
  join in the middle of the fight, simply determine their Initiatives 
  normally and insert them into the Initiative Order.
  aCTionS
  During each normal Round, every character gets a Turn to 
  act. On his Turn, a character can take one or more Actions. 
  There are fi e types of Actions in rogue Trader, and every 
  action also has one or more subtypes.
  Types of aCTIons
  Every Action is categorised into one of the following 
  types: Full Actions, Half Actions, Reactions, Free 
  Actions, and Extended Actions.
  full actions
  A Full Action requires a character’s complete attention to 
  accomplish. A character can take one Full Action on his Turn 
  and cannot take any Half Actions. Grappling an opponent is 
  an example of a Full Action.
  half actions
  A Half Action is fairly simple; it requires some effort or 
  concentration, but not so much that it consumes a character’s 
  entire Turn. A character can take two different Half Actions 
  on his Turn instead of taking one Full Action. A character 
  cannot take the same Half Action twice in the same Turn. 
  Readying a weapon or making a Standard Attack are both 
  examples of Half Actions.
  reactions
  A Reaction is a special Action made in response to some event, 
  such as an attack. A character receives one Reaction each Round, 
  which may only be used when it is not his Turn. Examples 
  include making a Dodge Test or Parrying an attack.
  free actions
  A Free Action takes only a moment and requires no real effort 
  by the character. Free Actions may be performed in addition 
  to any other Actions on a character’s Turn, and there is no 
  formal limit to the number of Free Actions one character can 
  take. The GM should use common sense to set reasonable 
  limits on what can be done in a few seconds. Examples of 
  Free Actions include dropping an item or speaking a few 
  words.
  extended actions
  Some Actions take more time than a single Round to 
  complete. Once a character commits to an Extended Action, 
  he is considered to be working towards completing it for as 
  long as necessary. If the character abandons the Extended 
  Action, or is interrupted, all progress towards completing the 
  Extended Action is lost.
  example
  Zaddion, an arch-militant, needs to reload his meltagun in the middle 
  of a combat. A meltagun’s reload time is two Full Actions. On his Turn, 
  Zaddion shouts for his companions to cover him (a Free Action) and then 
  declares Reload as his Full Action. On his following Turn, he finishes the 
  reloading by spending another Full Action. If he had chosen to abandon 
  his reloading efforts after the first Round, the Extended Action would 
  have been aborted and he would need to start the whole process over again, 
  if he still wanted to reload.
  aCTIon subTypes
  Into addition to its type, every Action is also categorised into 
  one or more subtypes. Action subtypes don’t do anything in 
  of themselves, but they are used to clarify what a character 
  is and is not allowed to do in a variety of special 
  circumstances. For example, a character that is Immobilised 
  cannot perform any Actions with the Movement subtype.
  
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  uSing aCTionS
  During his Turn, a character may perform one Full Action or 
  two different Half Actions. A character could, for example, 
  make a charge attack (Full Action) or aim and shoot (two Half 
  Actions). It’s important to remember that a Round is only a 
  few seconds long, so the character’s Turn within that Round 
  is but a few moments.
  Any Action can be combined with talking, banter, battle 
  cries and other short verbal expressions—these are 
  considered Free Actions. It is left to the GM to decide what 
  a player might be able to say in that amount of time. A wry 
  aside to a companion or a terse insult of an enemy is always 
  reasonable, but recounting the intimate details of one’s 
  seven duels-to-the-death between swings of a power sword 
  should probably count as something more than just a Free 
  Action.
  Most Actions are started and completed within the active 
  character’s same Turn. For example, a character does not 
  begin a Charge on one Turn and finish it on a later Turn or a 
  later Round; he performs the entire Charge (which is a Full 
  Action) at once on his Turn. But, there are two broad 
  exceptions. Reactions are always performed when it is not the 
  reacting character’s Turn, and Extended Actions always take more 
  than one Round to complete.
  An Explorer cannot perform more than one of the following 
  during his Turn: an Action with the “Attack” subtype, using (not 
  sustaining) a Psychic Technique, or using a Navigator Power. “The 
  only exception to this is that a character may use a Psychic 
  Technique or Navigator Power that only requires a Free Action 
  during his turn and still perform an action with the “Attack” 
  subtype on the same Turn. They may not use an additional 
  Table 9-4: Combat Actions
  Action
  Type
  Subtype(s)
  Description
  Aim
  Half/Full
  Concentration
  +10 bonus to hit as a Half Action or +20 to hit as a 
  Full Action on your next attack.
  All Out Attack
  Full
  Attack, Melee
  +20 to WS, cannot Dodge or Parry.
  Brace Heavy Weapon
  Half
  Miscellaneous
  Prepare to fi e a heavy weapon.
  Called Shot
  Full
  Attack, Concentration, Melee or 
  Ranged
  Attack a specific ocation on your target with a –20 to 
  WS or BS.
  Charge
  Full
  Attack, Melee, Movement
  Must move 4 metres, +10 to WS.
  Defensive Stance
  Full
  Concentration, Melee
  Gain an additional Reaction, opponents suffer –20 to 
  WS.
  Delay
  Half
  Miscellaneous
  Before your next Turn take any Half Action.
  Disengage
  Full
  Movement
  Break off from melee and move.
  Dodge
  Reaction
  Movement
  Test Dodge to negate a hit.
  Feint
  Half
  Melee
  Opposed WS Test, if you win, your next attack cannot 
  be Dodged or Parried.
  Focus Power
  Varies
  Use a Psychic Power.
  Full Auto Burst
  Full
  +20 to BS, additional hit for every degree of success.
  Grapple
  Half/Full
  Affect a Grappled opponent or escape from a Grapple.
  Guarded Attack
  Full
  –10 WS, +10 to Parry and Dodge.
  Jump or Leap
  Full
  Jump vertically or leap horizontally.
  Knock-Down
  Half
  Try and knock an opponent to the ground.
  Manoeuvre
  Half
  Varies
  Attack, Ranged
  Attack, Melee
  Attack, Concentration, Melee 
  Movement
  Attack, Melee
  Melee, Movement 
  Opposed WS Test, if you win, move enemy 1 metre.
  Move
  Half/Full
  Movement
  Move up to your movement as a Half Action or twice 
  your movement as a Full Action.
  Multiple Attacks
  Full
  Attack, Melee or Ranged
  Attack more than once in the same round—requires two 
  weapons or a talent.
  Overwatch
  Full
  Attack, Concentration, Ranged
  Shoot targets coming into a set kill zone, –20 to BS.
  Parry
  Reaction
  Defence, Melee
  Test Weapon Skill to negate a hit.
  Ready
  Half
  Miscellaneous
  Ready a weapon or item.
  Reload
  Varies
  Miscellaneous
  Reload a ranged weapon.
  Run
  Full
  Movement
  Move triple, enemies –20 BS and +20 WS.
  Semi-Auto Burst
  Full
  Attack, Ranged
  +10 to BS, additional hit for every two degrees of 
  success.
  Stand/Mount
  Half
  Movement
  Stand up or mount a riding animal.
  Standard Attack
  Half
  Attack, Melee or Ranged
  Make one melee or ranged attack.
  Stun
  Full
  Attack, Melee
  Try to Stun an opponent.
  Suppressing Fire
  Full
  Attack, Ranged
  Force opponents to take cover, –20 to BS.
  Tactical Advance
  Full
  Concentration, Movement 
  Move from cover to cover.
  Use a Skill
  Varies
  Concentration, Miscellaneous
  You may use a Skill.
  Psychic Technique or Navigator Power during that Turn.
  
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  aCTion DeSCripTionS
  These Actions provide players with a variety of options in 
  combat.
  aIm
  Type: Half Action or Full Action 
  Subtype: Concentration
  The active character takes extra time to make a more precise 
  attack. Aiming as a Half Action grants a +10 bonus to the 
  character’s next attack, while aiming as a Full Action grants a 
  +20 bonus to the character’s next attack. The next action the 
  Aiming character performs must be an attack or the benefits of 
  Aiming are lost. Aiming benefits are also lost if the character 
  performs a Reaction before making his attack. Aiming can be 
  used with both melee and ranged attacks.
  all ouT aTTaCk
  Type: Full Action 
  Subtypes: Attack, Melee
  The character makes a furious melee attack at the expense of 
  personal safety. He gains a +20 bonus to his next Weapon 
  Skill Test, but he cannot Dodge or Parry until the start of his 
  next Turn.
  bRaCe heavy Weapon
  Type: Half Action 
  Subtype: Miscellaneous
  Heavy weapons must be braced before they can be fi ed 
  accurately. Bracing a Heavy weapon can involve using a 
  bipod or tripod, propping the weapon up on a windowsill 
  or sandbags, or simply assuming a wide stance or kneeling. 
  When a Heavy weapon is fi ed without being braced, the 
  attacker suffers a –30 to his Ballistic Skill Test. Once a Heavy 
  weapon has been braced, the fi er cannot move without losing 
  the benefits of bracing. However, the fi er can still traverse 
  his weapon 45 degrees or more depending on the type of 
  bracing. Melee, Thrown, Pistol, and Basic weapons gain no 
  special benefit f om bracing.
  Called shoT
  Type: Full Action Subtypes: Attack, Concentration, Melee 
  or Ranged
  The active character attempts to attack a specific or vulnerable 
  area on his target. The attacker declares a location on his 
  target (e.g., Head, Body, Left Arm, Right Arm, Left Leg, or 
  Right Leg) and makes a Hard (–20) Weapon Skill Test or a 
  Hard (–20) Ballistic Skill Test. If he succeeds, he skips the 
  Determine Hit Location step of the attack and instead hits the 
  declared location.
  ChaRge
  Type: Full Action 
  Subtypes: Attack, Melee, 
  Movement
  The character rushes at his target and delivers 
  a single melee attack. The target must be at 
  least four metres away, but still within the 
  attacker’s Charge Move (see Table 9-30: Structured Time 
  Movement). The last four metres of the Charge must be in a 
  straight line so the attacker can build speed and line up with 
  his target. The attacker gains a +10 bonus to his Weapon 
  Skill Test made at the end of the Charge.
  If the Charging character is unarmed, he can attempt 
  to Grapple his opponent instead of inflicting damage. See 
  Grappling, page 246.
  defensIve sTanCe 
  Type: Full Action 
  Subtype: Concentration, Melee
  The character makes no attacks and instead concentrates entirely 
  on self-defence. Until the start of his next Turn, the character 
  can make one additional Reaction, and all opponents suffer a 
  –20 penalty to Weapon Skill Tests made to attack him.
  delay
  Type: Half Action 
  Subtype: Miscellaneous
  Instead of acting immediately, the character waits for an 
  opportunity. When a character chooses Delay, his Turn ends, 
  but he reserves a delayed Half Action for later use. Any time 
  before the start of his next Turn, the character can perform a 
  delayed Half Action of his choice. If the delayed Half Action 
  is not used before the start of the character’s next turn, it 
  is lost. If two or more characters both attempt to perform 
  delayed Half Actions at the same time, they must make an 
  Opposed Agility Test to see who acts first
  example
  It is Castella’s Turn in the Initiative Order, and she wants to shoot the 
  mutant that is currently Grappling her friend Ramirez. If Castella 
  shoots now, she will suffer a –20 penalty to her Ballistic Skill Test for 
  Shooting into Melee Combat. But, she thinks Ramirez has a good chance 
  of breaking free of the mutant’s Grapple on his Turn, so she chooses to 
  Delay, which takes a Half Action and ends her Turn. Later in the same 
  Round, it is Ramirez’s Turn. He breaks free of the Grapple and moves 
  away from the mutant, which is exactly the opportunity Castella was 
  hoping for. Castella now performs her Delayed action, which must be a 
  Half Action since that is all she has remaining, so she chooses Standard 
  Attack and shoots the mutant.
  dIsengage
  Type: Full Action 
  Subtype: Movement
  The character breaks off from melee combat and may take a 
  Half Move. Opponents that were engaged with the character 
  do not gain any free attacks. See the Fleeing sidebar for more 
  details.
  dodge
  Type: Reaction 
  Subtype: Movement
  Dodge is a Reaction that a character can perform when it is not 
  his Turn. After a character is hit, but before Damage is rolled, 
  the character can attempt to avoid the attack by making a 
  Dodge Test. A character must be aware of the attack in order 
  
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  to make the test. If the test succeeds, the character gets out 
  of the way at the last moment and the attack is considered to 
  have missed (and thus no Damage is rolled). If the Dodge Test 
  fails, the attack connects and deals Damage normally. Dodge 
  can be used to avoid both melee and ranged attacks.
  Dodging auto-fire and area effect attacks
  Some attacks, such as those made with grenades, flamer , 
  or guns firing semi-automatic or fully-automatic bursts are 
  especially difficult to void.
  When Dodging an area effect weapon (such as a flamer),
  a successful Dodge Test moves the character to the edge of 
  the area of effect, as long as it is no further away than the 
  character’s Agility Bonus in metres. If the character would 
  need to move further than this to avoid the attack then the 
  Dodge Test automatically fails.
  When Dodging Fully-Automatic or Semi-Automatic 
  Bursts, each degree of success on the Dodge Test negates one 
  additional hit.
  example
  Confessor Varn, a missionary, has just finished beheading a heretic in 
  the name of the Emperor when he is shot at by a brute with an autogun. 
  The brute fires a Full Auto Burst and gets two degrees of success on his 
  Ballistic Skill Test for a total of three hits on Confessor Varn. Being wise 
  in the ways of the galaxy, Confessor Varn decides to use his Reaction to 
  attempt to Dodge the attack. His Agility is 38 and he has Dodge trained, 
  so he needs to roll 38 or less on his Dodge Test. He rolls a 15 and gets two 
  degrees of success. He has avoided all hits from the Full Auto Burst and 
  escaped all damage—a miracle!
  feInT
  Type: Half Action  
   
      Subtype: Melee 
  The character attempts to use guile and combat training to 
  trick his opponent into a mistake. The character and his 
  target make an Opposed Weapon Skill Test. If the active 
  character wins, his next melee attack against that same target 
  cannot be Dodged or Parried. If the active character’s next 
  Action is anything other than a Standard Attack, the 
  advantage of Feinting is lost.
  foCus poWeR
  Type: Half, Full, Free, or Extended Action (Varies by Power)
  Subtype: Varies by Power
  This Action is used to manifest Psychic Powers in combat. Every 
  Psychic Power specifies an action type and one or more subtypes. 
  For more information, see Chapter VI: Psychic Powers.
  full auTo buRsT
  Type: Full Action 
  Subtype: Attack, Ranged
  The character hurls a roaring burst of fully automatic gunfi e 
  at his enemies. The attacker must be wielding a ranged 
  weapon capable of fully automatic fi e to take this action. If 
  the character has a pistol in each hand, both capable of fully 
  automatic fi e, he may fi e both with this action (see Two-
  Weapon Fighting, page 246).
  The attacker makes a Ballistic Skill Test with a +20 
  bonus. A dice result of 94 to 00 indicates the weapon has 
  Jammed. If he succeeds, the attack scored a hit normally. 
  Furthermore, each degree of success scores an extra hit. The 
  totwal number of hits scored in this manner cannot exceed 
  the weapon’s fully automatic rate of fire. Extra hits can 
  either be allocated to the original target or any other targets 
  within two metres, provided none of the new targets would 
  have been harder to hit than the original target. If extra hits 
  are allocated to the same target, use Table 9-5: Multiple 
  Hits to determine the extra Hit Locations. Remember, the 
  first hit is always determined by reversing the numbers of 
  the dice result made to perform the test (see The Attack, 
  page 244). A character using this Action with a Pistol- or 
  Basic-class weapon may also move up to his Agility Bonus 
  in metres. However, if he does so, he gains no bonus to his 
  Ballistic Skill Test and instead suffers a –10% penalty.
  example
  Grak fires a Full-Auto Burst with his heavy stubber (which he earlier 
  Braced) at a vicious alien. The heavy stubber has a full-auto Rate of Fire 
  of 10, so regardless of what else happens, Grak expends 10 rounds of 
  ammo. Grak’s Ballistic Skill is 45 +20 for firing a Full-Auto Burst for a 
  modified total of 65. He rolls a 32 on his Ballistic Skill Test and succeeds 
  with three degrees of success (65, 55, 45, 35). Grak scores one hit because 
  he succeeded and three extra hits because of his three degrees of success. 
  The first hit strikes the alien’s left arm, which is determined by reversing 
  his Ballistic Skill Test roll (32 becomes 23). Table 9-5: Multiple Hits is 
  then consulted which indicates that the second hit also strikes the alien’s 
  arm, the third hit strikes its body, and the fourth strikes its head. Grak 
  would then make four damage rolls, one for each hit.
  Table 9-5: Multiple Hits
  First 
  Hit
  Second 
  Hit
  Third 
  Hit
  Fourth 
  Hit
  Fifth 
  Hit
  Additional 
  Hits
  Head
  Head
  Arm
  Body
  Arm
  Body
  Arm
  Arm
  Body
  Head
  Body
  Arm
  Body
  Body
  Arm
  Head
  Arm
  Body
  Leg
  Leg
  Body
  Arm
  Head
  Body
  fleeIng
  Sometimes the best course of action in combat is to get 
  away from danger by any means necessary. A character 
  can voluntarily flee from an opponent or be forced to flee 
  because of Fear, a Psychic Power, or some other effect. 
  When a character flees under his own control, he may 
  take any of the following actions: Disengage, Move, or 
  Run. When a character flees against his will, he must 
  perform the Run action. If a character is engaged in 
  melee with one or more opponents and he flees without 
  using the Disengage action, each of his opponents gets a 
  free Standard Attack against the fleeing character. Such 
  a free attack is made in addition to any other attacks the 
  combatant receives during his Turn.
  
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  If the weapon has the Scatter special quality and is fi ed 
  with a Full-Auto Bust at Point Blank Range, any extra hits 
  from Scatter and Full-Auto Burst are calculated separately and 
  both applied.
  example
  Quint fires a Full-Auto Burst with a rare xeno artefact weapon at a 
  rogue psyker who is at Point Blank Range. The xeno artefact weapon has 
  a full-auto Rate of Fire of 6 and has the Scatter special quality. Quint’s 
  Ballistic Skill is 38 +20 for firing a Full-Auto Burst, +30 for being at 
  Point Blank Range, and –20 because he does not have training with the 
  weapon for a modified total of 68. Quint rolls a 37 on his Ballistic Skill 
  Test and succeeds with three degrees of success (58, 48, 38). He scores one 
  hit on the rogue psyker because he succeeded and three extra hits thanks his 
  three degrees of success. Furthermore, the Scatter special quality grants an 
  extra hit for every two degrees of success when the weapon is fired at Point 
  Blank Range, which means Quint scores another extra hit for a grand 
  total of five hits. Things are not looking good for the rogue psyker!
  gRapple
  Type: Half or Full Action 
  Subtype: Attack, Melee
  This action is only used when a character is already engaged 
  in a Grapple. See Grappling, page 246, for rules on starting 
  a Grapple.
  If the active character is controlling the Grapple, the first 
  thing he must do on his Turn is declare Grapple as a Full Action 
  in order to maintain the Grapple; if he does not declare Grapple 
  as a Full Action, the Grapple immediately ends. After that, he 
  can choose one of the following Controller Grapple Options:
  Controller grapple options
  • Damage Opponent: The controller of the Grapple can
  attempt to damage his opponent with brute force by
  making an Opposed Strength Test with the Grappled
  opponent. If the active character wins, he inflicts unarmed
  Damage (1d5–3+SB, Primitive) to his opponent’s
  body location and one level of Fatigue. If the grappled
  opponent wins the Opposed Strength Test, no damage
  is dealt, but he is still grappled. This action can benefit
  from Assistance. There are certain Talents and Traits that
  may modify these numbers.
  • Throw Down Opponent: The controller of the
  Grapple can attempt to wrestle his Grappled opponent to
  the ground by making an Opposed Strength Test. This
  test can benefit from Assistance. If the active character
  wins, the Grappled opponent becomes prone.
  • Push Opponent: The controller of the Grapple can
  attempt to force his Grappled opponent to move. This
  is resolved with an Opposed Strength Test, which can
  benefit from Assistance. If the active character succeeds,
  he pushes his opponent one metre in a direction of his
  choice, plus one additional metre for each degree of 
  success. This pushed distance cannot exceed the 
  active character’s Half Move distance. The 
  active character must move with his Grappled 
  opponent in order to maintain the Grapple, 
  or he can choose to let go of his opponent, which ends 
  the Grapple, but allows the active character to keep his 
  ground.
  • Ready: The controller of the Grapple can ready one
  of his own items. Or if the GM allows, he can use the 
  Ready Action to grab an item belonging to his Grappled 
  opponent.
  • Stand: If both Grappling participants are on the ground,
  the controller of the Grapple can regain his feet with this 
  action. He can also attempt to drag his Grappled opponent 
  up with him by making an Opposed Strength Test. 
  This test can benefit from Assistance. If the controller of 
  the Grapple wins, both participants stand.
  • Use Item: The controller of the Grapple can use a
  readied item.
  grappled Target options
  If the active character is the target of the Grapple the first
  thing he must do on his Turn is declare Grapple as a Half 
  Action—this is part of the penalty for being Grappled. After 
  that, he can choose one of the following Grappled Target 
  Options:
  • Break Free: The Grappled target can attempt to break
  free of the Grapple by making an Opposed Strength 
  Test with the controller of the Grapple. This test can 
  benefit from Assistance. If the active character wins, he 
  breaks free and may perform any Half Action.
  • Slip Free: The Grappled target can attempt to wriggle
  out of the Grapple by making a Challenging (+0) 
  Contortionist Skill Test. If he succeeds, he slips free 
  and may perform any Half Action.
  • Take Control: The Grappled target can attempt to
  take control of the Grapple by making an Opposed 
  Strength Test with his Grappling opponent. This test can 
  benefit from Assistance. If the active character wins, he 
  becomes the controller of the Grapple and his opponent 
  becomes the Grappled target. The active character may 
  then immediately perform one of the Controller Grapple 
  Options, but he cannot take any other Half Actions.
  example
  Brutis, a seneschal, is Grappling a mercenary named Eli atop an 
  elevated platform. It is Brutis’s Turn in the Initiative Order, and 
  since he is in control of the Grapple, he decides to attempt to push 
  Eli toward the edge of the platform. The GM calls for an Opposed 
  Strength Test. Brutis has a Strength of 40 and rolls a 34—a success. 
  Eli has a Strength of 37 and rolls a 68—a failure. Brutis wins 
  the Opposed Test and pushes Eli one metre toward the edge of the 
  platform. Brutis also moves with Eli because he wants to maintain 
  control of the Grapple.
  On Eli’s Turn, he decides to attempt to take control of the 
  Grapple by making an Opposed Strength Test with Brutis. Eli rolls 
  a 22 and gets one degree of success, and Brutis rolls a 39 and gets a 
  success. Eli wins the Opposed Test because he counted more degrees 
  of success than Brutis. Eli is now in control of the Grapple and will 
  have more options on his next Turn.
  
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  Size Differences
  If one participating Grappler is larger than the other (see 
  Size, page 249), the larger Grappler counts an extra degree of 
  success per size category difference on all successful Opposed 
  Tests performed within the Grapple.
  example
  Brutis is being Grappled by an Ork freebooter. Both combatants have 
  Strengths of 40, but the Ork’s size is Hulking, which is one size category 
  larger than Brutis’s Average size. On his Turn, Brutis attempts to break 
  free of the Grapple by making an Opposed Strength Test. Brutis rolls 
  a 26 and gets one degree of success. The Ork rolls a 22 and also gets 
  one degree of success, plus another for his size difference, for a total of 
  two degrees of success, which is enough to win the Opposed Test. Brutis 
  remains held fast by the Ork.
  guaRded aTTaCk
  Type: Full Action 
  Subtype: Attack, Concentration, Melee
  The character performs a careful attack, making sure he remains 
  well poised to defend himself. The character suffers a –10 
  penalty to his Weapon Skill Test, but he gains a +10 bonus to 
  all Dodge and Parry Tests until the start of his next Turn.
  jump oR leap
  Type: Full Action 
  Subtype: Movement
  The character can Jump vertically, or Leap horizontally. If the 
  character is engaged in melee, each opponent he is engaged 
  with can make a free Standard Attack against the character. See 
  Movement, page 264, for details on Jumping and Leaping.
  knoCk-doWn
  Type: Half Action 
  Subtype: Attack, Melee
  The attacker smashes his opponent in the hopes of knocking 
  him off his feet. Make an Opposed Strength Test. If the 
  attacker wins, the target is knocked prone and must use a Stand 
  Action on his Turn to regain his feet. If the attacker succeeds 
  by two or more degrees of success, the target also suffers 1d5–
  3+SB damage, with armour counting as double, and one level 
  of Fatigue.
  If the target wins the Opposed Strength Test, he keeps his 
  footing. If the target wins by two or more degrees of success, 
  the attacker is knocked prone instead.
  If the attacker spent a Half Action to move before performing 
  the Knock-Down attack, he gains a +10 bonus to the test.
  manoeuvRe
  Type: Half Action  
     Subtype: Melee, Movement 
  By using superior footwork and aggression, the attacker can 
  force his opponent to move one metre in any direction by 
  succeeding at an Opposed Weapon Skill Test. If desired, 
  the attacker can advance one metre as well. The opponent 
  cannot be forced into another character or some other 
  obstacle (such as wall).
  move
  Type: Half or Full Action 
  Subtype: Movement
  The active character can spend a Half Action to move a 
  number of metres equal to his Agility Bonus. As a Full Action, 
  he may move twice that distance. If the Active character ends 
  his movement adjacent to an opponent, he may engage that 
  opponent in melee. If the active character moves away from 
  an opponent with whom his in engaged, that opponent may 
  make a free Standard Attack against the active character.
  mulTIple aTTaCks
  Type: Full Action 
  Subtype: Attack, Melee or Ranged
  This action allows the active character to make more than 
  one attack on his Turn, provided he has the Swift Attack 
  or Lightning Attack Talent, or is wielding a weapon in his 
  secondary hand. See Two-Weapon Fighting, page 246.
  oveRWaTCh
  Type: Full Action Subtype: Attack, Concentration, Ranged
  The active character guards a specific area or target, poised to 
  shoot at an opportune moment. When Overwatch is declared, 
  the active character establishes a kill zone, which is any general 
  area, such as a corridor or tree line, which encompasses a 45 
  degree arch in the direction that active character is facing.
  The active character then specifies either Full Auto Burst, 
  Semi-Auto Burst, or Suppressing Fire, along with the 
  conditions under which he will perform the chosen 
  attack. At any time the specified conditions are met 
  before the start of the character’s next Turn, he 
  can perform that attack. If this attack occurs 
  at the same time as another character’s 
  sTaTus CondITIons
  During combat, a character in Rogue Trader can often 
  end up in various states, usually not to his benefit! A 
  brief overview of some common conditions includes:
  Helpless (See page 248): Helpless characters 
  can take no actions. A Helpless character is no longer 
  Helpless at the GM’s discretion (when a sleeping 
  character wakes up, when a trapped character breaks 
  free, etc.).
  Stunned (See page 249): Stunned characters can 
  take no actions. A Stunned Character is no longer 
  Stunned after a set duration (usually one or two 
  Rounds). Also, a Stunned Character can spend a Fate 
  Point to no longer be Stunned.
  Unaware (See page 249): Unaware characters can 
  take no actions. An Unaware Character is no longer 
  Unaware after he has been attacked (successfully or 
  otherwise!).
  
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  Action, the character with the higher Agility Bonus acts first.
  If both characters have the same Agility Bonus, they make an 
  Opposed Agility Test to see who acts first
  Additionally, targets caught in the kill zone must make a 
  Hard (–20) Pinning Test or become Pinned (see Pinning 
  on page 248).
  If a character on Overwatch performs any Actions or 
  Reactions, such as Dodge, his Overwatch immediately ends. 
  Note this does not include Free Actions, such as speech.
  paRRy
  Type: Reaction 
  Subtype: Defence, Melee
  If the active character is wielding a melee weapon capable of 
  parrying, he can attempt to thwart an incoming melee attack 
  by making a Challenging (+0) Weapon Skill Test. If the 
  test succeeds, the incoming attack is considered to have 
  missed. If the test fails, the attack connects and damage 
  is rolled normally. Parrying requires no special Skill 
  or Talent, but Parry can only be used to negate 
  a melee attack.
  Ready
  Type: Half Action 
  Subtype: Miscellaneous
  The active character draws a weapon or retrieves an object 
  stowed in a pouch or pocket. A weapon or item can also be 
  properly stowed away with this action (but note that simply 
  dropping an item is considered a Free Action). This Action 
  can also be used to do things such as apply a medi-patch, 
  inject stimm or some other kind of drug, coat a blade with 
  poison, and so forth. Ready can be declared twice in the same 
  Turn if it is used on two different weapons or items.
  Reload
  Type: Half, Full, or Extended Action (Varies by Weapon) 
  Subtype: Miscellaneous
  The active character can reload a ranged weapon. The amount 
  of time the Reload Action takes depends on the weapon. See 
  Chapter V: Armoury for details. Note that any Reload 
  Action that is spread across more than one Round is an 
  Extended Action.
  Run
  Type: Full Action 
  Subtype: Movement 
  The active character runs, covering a distance equal to his 
  Run Movement (see Table 9-30: Structured Time 
  Movement). This makes the character harder to hit with 
  ranged weapons, but easier prey for melee attacks. Until the 
  beginning of the character’s next turn, ranged attack made 
  against him suffer a –20 penalty to Ballistic Skill Tests, but 
  melee attacks gain a +20 bonus to Weapon Skill Tests.
  semI-auTo buRsT
  Type: Full Action 
  Subtype: Attack, Ranged
  With cold precision, the active character shoots a burst of semi-
  automatic gunfire at his enemies. The attacker must be wielding 
  a ranged weapon capable of semi-automatic fire to take this 
  action. If the character has a pistol in each hand, both capable 
  of semi-automatic fire, he may fire both with this action (see 
  Two-Weapon Fighting, page 246).
  The attacker makes a Ballistic Skill Test with a +10 bonus. 
  A dice result of 94 to 00 indicates the weapon has Jammed (see 
  Weapon Jams, page 249). If he succeeds, the attack scores a 
  hit normally. Furthermore, every two degrees of success 
  scores an extra hit. The total number of hits scored in this 
  manner cannot exceed the weapon’s semi-automatic rate of 
  fire. Extra hits can either be allocated to the original target 
  or any other targets within two metres, provided none of 
  the new targets would have been harder to hit than the 
  original target. If extra hits are allocated to the same target, 
  use Table 9-5: Multiple Hits to determine the extra Hit 
  Locations. Remember, the first hit is always determined by 
  reversing the numbers of the dice result made to perform 
  the test (see The Attack, page 244). A character using this 
  Action with a Pistol- or Basic-class weapon may also move 
  up to his Agility Bonus in metres. However, if he does so, 
  he gains no bonus to his Ballistic Skill Test.
  
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  example
  Titus fires a Semi-Auto Burst with his lasgun at a mutant. The lasgun has 
  a semi-auto Rate of Fire of 3, so regardless of what else happens, Titus 
  expends three shots from his charge pack. Titus’s Ballistic Skill is 42 +10 
  for firing a Semi-Auto Burst for a modified total of 52. He rolls a 23 on 
  his Ballistic Skill Test and succeeds with two degrees of success (52, 42, 
  32). Titus scores one hit because he succeeded and one extra hit because 
  of his two degrees of success. The first hit strikes the mutant’s left arm, 
  which is determined by reversing his Ballistic Skill Test roll (52 becomes 
  25). Table 9-5: Multiple Hits is then consulted which indicates that 
  the second hit also strikes the mutant’s arm. Titus would then make two 
  damage rolls, one for each hit.
  If the weapon has the Scatter special quality and is fi ed 
  with a Semi-Auto Bust at Point Blank Range, any extra hits 
  from Scatter and Semi-Auto Burst are calculated separately 
  and both applied.
  example
  Brutis fires a Semi-Auto Burst with his Crux Beam Gun at a pirate who 
  is at Point Blank Range. Brutis’s Ballistic Skill 46 +10 for firing a Semi-
  Auto Burst, and +30 for being at Point Blank Range, for a modified total 
  of 86. Brutis rolls a 17 on his Ballistic Skill Test and succeeds with an 
  amazing six degrees of success (76, 66, 56, 46, 36, 26). He scores one hit 
  because he succeeded and two additional hits thanks to four of his extra 
  degrees of success. Even though he rolled enough extra degrees of success 
  for another hit, Brutis’s Crux Beam Gun has a semi-automatic Rate of 
  Fire of three, so he cannot score more than three hits with a Semi-Auto 
  Burst no matter how well he shoots. However, the Crux Beam Gun also 
  has the Scatter special quality, which grants an extra hit for every two 
  degrees of success when fired at Point Blank Range. Brutis therefore scores 
  three more extra hits for a total of six hits on the pirate, who is almost 
  certainly reduced to a bloody mist.
  sTand/mounT
  Type: Half Action 
  Subtype: Movement
  If the active character is on the ground, he can stand. If he is 
  already standing, he can mount a riding beast or a vehicle.
  sTandaRd aTTaCk
  Type: Half Action 
  Subtype: Attack, Melee or Ranged
  The active character makes either one melee attack by testing 
  Weapon Skill, or one ranged attack by testing Ballistic Skill.
  If the attacking character is unarmed, he can attempt 
  to Grapple his opponent instead of inflicting damage. See 
  Grappling, page 246.
  sTun
  Type: Full Action 
  Subtype: Attack, Melee
  If the active character is unarmed or armed with a melee weapon, 
  he can strike to Stun instead of attempting to land a killing 
  blow. The attacker makes a Hard (–20) Weapon Skill Test. If 
  the attack succeeds, roll 1d10 and add the attacker’s Strength 
  Bonus. The target then rolls 1d10 and adds his Toughness 
  Bonus +1 per Armour Point protecting his head (if the attack 
  is unarmed, or if the attacking weapon is Primitive, the Armour 
  Points are doubled). If the attacker’s roll is equal or higher, the 
  target is stunned for a number of rounds equal to the difference 
  between the rolls and gains one level of Fatigue.
  suppRessIng fIRe
  Type: Full Action 
  Subtype: Attack, Ranged
  The active character unleashes a devastating hail of firepower 
  to force his opponents to take cover. This action requires a 
  weapon capable of fully automatic fire (see Rate of Fire, page 
  114) When Suppressing Fire is declared, the active character 
  establishes a kill zone (or uses one previously established, 
  see Overwatch, page 241), which is any general area, such 
  as a corridor or tree line, that encompasses a 45 degree arch 
  in the direction the active character is facing. Then, the 
  active character fires a fully automatic burst and expends the 
  appropriate ammo.
  All targets within the kill zone must a Hard (–20) Pinning 
  Test or become Pinned (see page 248).
  Additionally, the active character must make a Hard (–20) 
  Ballistic Skill Test to determine if his wild spray of gunfire hits 
  anyone, friend or foe, within the kill zone. A roll of 94–100 on 
  the test indicates the weapon has Jammed (see Weapon Jams, 
  page 249). If the Ballistic Skill Test succeeds, the GM assigns 
  the hit to a random target within the kill zone. Furthermore, 
  every two degrees of success scores an extra hit against another 
  random victim. Use of the Suppressive Fire action does not 
  affect the defensive benefits of armour or cover. The number 
  of hits scored may not exceed the weapon’s fully automatic 
  Rate of Fire. Use Table 9-5: Multiple Hits to determine Hit 
  Locations for f against the same target. The active character 
  cannot choose to fail this Ballistic Skill Test.
  Note that Suppressing Fire is a separate Full Action from 
  Full Auto Burst and therefore does not benefit from +20 attack 
  bonus Full Auto Burst provides.
  TaCTICal advanCe
  Type: Full Action 
  Subtype: Concentration, Movement
  The active character moves from one position of cover 
  to another position of cover. In so doing, he may cover a 
  distance up to his Full Move. For the duration of the move, he 
  is considered to benefit from the cover he left, even though he 
  is moving in the open for a brief time.
  use a skIll
  Type: Half, Full, or Extended Action (Varies by circumstance)
  Subtypes: Concentration, Miscellaneous
  The active character may use a Skill. This usually involves 
  making a Skill Test. This can be an Extended Action, 
  depending on the Skill and the circumstances.
  
  244
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  IX: Playing the Game
  oTheR aCTIons
  If a player wants to do something not covered by the Actions 
  described here, the GM should make a judgement about how 
  long something might take and what type of Action it would 
  be. Generally, most Actions should be resolved with some 
  sort of test: Characteristic Test, Skill Test or Opposed Test. 
  Keep in mind that a Round is only a few seconds long, which 
  is a very limited amount of time to accomplish a task.
  The aTTaCk
  The most common Action in combat is the attack—the 
  characters are fighting, after all. Whether armed with a melee 
  or ranged weapon, the process is the same. Before an attack is 
  made, the GM should verify that the attack is even possible by 
  checking the basic requirements for the attack.
  Melee attacks require the attacker to be engaged in melee 
  combat with his target. Ranged attacks cannot be made if the 
  attacker is engaged in melee unless he is firing a pistol class 
  weapon. In either case, the attacker must be aware of his target. 
  See the Spray and Pray sidebar for additional information.
  Assuming the attack is possible, follow these steps:
  • Step One: Apply Modifiers to Atta ker’s Characteristic
  • Step Two: Attacker Makes a test
  • Step Three: Attacker Determine Hit Location
  • Step Four: Attacker Determines Damage
  • Step Five: Target Applies Damage
  sTep one: apply modIfIeRs To 
  aTTaCkeR’s ChaRaCTeRIsTIC
  A melee attack requires the attacker to make a Weapon Skill 
  Test. A ranged attack requires the attacker to make a Ballistic 
  Skill Test. There are many instances where one or more 
  factors make performing an attack easier or more difficult than 
  normal. For example, using the Full Auto Burst attack action 
  grants a +20 bonus to the attacker’s Ballistic Skill Test.
  If a situation calls for two or more bonuses or penalties, 
  simply combine all modifiers together and apply the total to 
  the appropriate Characteristic.
  The maximum total bonus that can be applied to a test 
  is +60. Conversely, the maximum total penalty that can be 
  applied to a test is –60.
  When adjudicating difficult , common sense should 
  prevail. Regardless of the usual limits on test penalties, some 
  actions are simply impossible.
  example
  Grak wants to use a Standard Attack action to shoot his laspistol 
  at a ferocious creature that is trying to eat his friend Titus. Grak’s 
  Ballistic Skill is 45 and he is at short range, which grants him a +10 
  bonus. Grak spends a Half Action to Aim, granting him another 
  +10 bonus. However, there is a lot of heavy mist in the area so 
  Grak will suffer a –20 penalty for that, and his target, the creature, 
  is engaged in melee with Titus, so Grak will also suffer –20 penalty 
  for shooting into melee combat. After all bonuses and penalties have 
  been combined, Grak will need to roll 25 or less on his Ballistic 
  Skill Test to hit the creature (45 + 10 + 10 – 20 – 20 = 25).
  sTep TWo: aTTaCkeR makes a TesT
  After the modified Characteristic has been determined, the 
  attacker makes a Weapon Skill Test if he is performing a melee 
  attack or a Ballistic Skill Test if performing a ranged attack. 
  Both of these are resolved like any other test. If the roll is 
  equal or less than the modified Characteristic, the attack hits 
  (but see Dodge and Parry Reactions, below).
  example
  Grak makes a Ballistic Skill Test by rolling percentile dice and gets 
  14, which is less than his modified Ballistic Skill of 25. His attack 
  hits the ferocious creature.
  Dodge and parry reactions
  When a target is hit by an attack, it may have a chance to 
  negate the hit with a Dodge (see page 238) or Parry (see page 
  242) reaction. If the Dodge or Parry attempt is successful, the 
  attack is negated and no damage is dealt.
  example
  After Grak’s laspistol shot hits the ferocious creature, the GM rules 
  that the creature will attempt to dodge the attack. The creature’s 
  Agility is 30, but it does not have the Dodge Skill trained, so it can 
  only use half its Agility score of 15 for the Dodge Test. The GM 
  rolls for the creature and gets a 57. The creature fails to dodge the 
  attack.
  sTep ThRee: aTTaCkeR 
  deTeRmInes hIT loCaTIon
  On a successful hit, the attacker needs to determine where the 
  hit landed. Using the percentile dice result from the attacker’s 
  Weapon Skill or Ballistic Skill Test, reverse the order of the 
  digits (e.g., a roll of 32 becomes 23, a roll of 20 becomes 
  02, and so on) and compare this number to Table 9-6: Hit 
  Locations.
  Table 9-6: Hit Locations
  Roll
  Location
  01–10
  Head
  11–20
  Right Arm
  21–30
  Left Arm
  31–70
  Body
  71–85
  Right Leg
  86–00
  Left Leg
  
  245
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  example
  Grak’s Ballistic Skill Test to hit the ferocious creature resulted in 
  a percentile dice roll of 14. He reverses these digits and gets 41. 
  Consulting Table 9-6: Hit Locations, he sees he as hit the creature’s 
  body.
  sTep fouR: aTTaCkeR 
  deTeRmInes damage
  After the hit location has been determined, the attacker 
  determines the damage dealt by his attack. Each weapon has 
  a damage listing, which is usually a die roll, plus or minus 
  a number. Roll the appropriate die and apply any indicated 
  modifier . Finally, if the attack involved a melee weapon, add 
  the attacker’s Strength Bonus. The result is the damage total. 
  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 of degrees of success from his attack roll. If the 
  attack inflicts more than one dice of damage, the attacker may 
  replace the result on one dice of his choice with the degrees 
  of success from the attack roll.
  If a natural 10 is rolled on any damage die, there is a 
  chance of Righteous Fury.
  righteous fury
  When rolling damage after a successful attack, if any die 
  rolled results in a natural 10, there is a chance the Emperor’s 
  favour is with the attacker. (This also includes a result of 10 
  when rolling 1d5 for damage.) This calls for a second attack 
  roll that is identical, all modifiers included, to the original 
  attack. If that second attack hits, the attacker may roll one 
  additional Damage die (1d10) and adds the result to the 
  Damage total.
  If the additional damage roll also results in a natural 10, 
  the Emperor has indeed smiled upon the attacker and the 
  attacker may make yet another damage roll and add it to 
  the damage total. This process continues as long at least one 
  damage die results in a natural 10.
  If the original attack did not have an associated attack 
  roll, the attacker is considered to automatically succeed at 
  the second roll to add the additional Damage for Righteous 
  Fury.
  example
  Grak has hit the ferocious creature with his laspistol and proceeds to 
  make his damage roll. A laspistol deals 1d10+2 points of damage. 
  Grak rolls 1d10 and gets a 10, a possible Righteous Fury! Grak 
  then makes a second attack roll identical to his first, which is a 
  Ballistic Skill Test using Grak’s modified Ballistic Skill of 25. 
  Grak makes a percentile roll and gets 22, which is a hit! Grak 
  now makes a second Damage roll of 1d10 and gets 4. Grak’s 
  Damage total for the attack is 16 (10 + 2 + 4 = 16). The 
  Emperor has truly smiled upon Grak this day.
  sTep fIve: TaRgeT applIes damage
  From the damage total, the target subtracts his Toughness 
  Bonus and any Armour Points that protect the location hit by 
  the attack. If this reduces the damage to zero or less, the target 
  shrugs off the attack. Any remaining damage is recorded by 
  the target as Damage. If the target’s Damage equals or exceeds 
  his Wounds, he notes any excess damage as Critical Damage 
  and the GM consults the appropriate table based on the 
  type of damage, the location hit, and the amount of Critical 
  Damage accumulated. See Critical Damage on page 250 for 
  more information.
  example
  Grak’s laspistol shot has struck the ferocious creature’s body for 18 
  total damage. The GM notes the creature’s Toughness Bonus is 3 and 
  it does not have any Armour Points protecting its body. He subtracts 
  three points from the total damage, leaving 15. The creature has only 
  12 Wounds, so it thuds to the ground dead.
  unarmeD ComBaT
  Not every fight in rogue Trader requires bolters and power 
  swords. Some conflicts can be settled the old-fashioned way 
  with fists (not to mention feet and, if you’re a dirty scummer, 
  teeth).
  To make an unarmed attack, the attacker must be engaged 
  in melee with his opponent. The attacker then makes a 
  Challenging (+0) Weapon Skill Test, or if his opponent is 
  armed with a weapon, a Hard (–20) Weapon Skill Test.
  If the unarmed attack hits, it deals 1d5–3 Impact Damage, 
  plus the character’s Strength Bonus. Normal unarmed attacks 
  are Primitive (see page 116). In addition, a successful hit that 
  inflicts damage equal to or greater than the target’s Toughness 
  Bonus also inflicts one le el of Fatigue.
  During unarmed combat, if a 10 is rolled on a die for 
  damage, the rules for Righteous Fury apply with 10s counting 
  as 5s in terms of damage caused.
  As with most melee attacks, an Unarmed attack can be 
  Parried.
  spRay and pRay
  One of the basic requirements for making an attack 
  is that the attacker needs to aware of his target. But 
  why can’t someone just blast away into the darkness 
  in hopes of hitting whatever might be hiding there? 
  This is possible of course, but it shouldn’t be treated 
  as a normal attack. Instead, the GM should simply 
  decide the likely outcome of such an action, taking all 
  appropriate factors into consideration. For example, if 
  the GM knows there is a hulking xenos monstrosity 
  lurking in the darkness, it makes sense that it would 
  be hit by a random volley of gunfire shot in its general 
  direction.
  
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  grappling
  Instead of inflicting damage with an unarmed attack, a 
  character can attempt to Grapple his opponent. Attempting 
  a Grapple is a melee attack that uses either a Charge Action 
  or a Standard Attack Action. The attacker makes a Weapon 
  Skill Test as normal. The target of the Grapple may use a 
  Reaction, if able, to avoid the attack. If the attack is successful, 
  the attacker and the target are Grappling, with the attacker 
  controlling the Grapple. The controller of the Grapple can 
  end it any time as a Free Action.
  In a Grapple, all of the following apply:
  • Participants in a Grapple cannot use Reactions.
  • Participants in a Grapple are considered to be engaged 
  in melee combat.
  • Participants in a Grapple can only use the Grapple 
  Action.
  • As a Free Action, the controller of the Grapple can 
  voluntarily end the Grapple on his Turn.
  • Other attackers gain a +20 bonus to Weapon Skill Tests 
  to hit any target engaged in a Grapple.
  Only two characters can be engaged in the same Grapple, 
  but up to two other characters can lend Assistance to each 
  Grappler in certain situations. See the Grapple Action on 
  page 240 for details.
  Two-weapon fighTing
  Many warriors fight with a weapon in either hand. There are 
  advantages and disadvantages to this style of fighting. While it 
  offers some improved opportunities to make attacks, it reduces 
  the chances of successfully striking a target. Unless the a two-
  weapon fighter has the Ambidextrous talent, it important to 
  consider which hand is his primary hand and which is his 
  secondary hand; players should have these details noted on 
  their Explorers’ character sheets.
  The following apply when a character is fighting with two 
  weapons:
  • The character may use any melee weapons or ranged 
  weapons that can be reasonably used in one hand.
  • The character may use either hand to make an attack. 
  Attacks made using the character’s secondary hand suffer 
  a –20 penalty to Weapon Skill or Ballistic Skill Tests.
  • If the character has the Two-Weapon Wielder Talent, he 
  may use the Multiple Attacks combat action to attack 
  with both weapons, but each suffers a –20 penalty to the 
  Weapon Skill or Ballistic Skill Test. If the character has the 
  Ambidextrous Talent, these penalties drop to –10.
  • If the character is wielding at least one melee weapon he 
  may perform a Parry Reaction once each Round as normal 
  with this weapon, though he still may not Parry more than 
  once in a Round. This Weapon Skill Test is not an attack, 
  and therefore it does not suffer the standard penalty for 
  attacks made using a secondary hand.
  • If a character with the Two-Weapon Wielder talent is 
  armed with a melee weapon in one hand and a pistol in 
  the other, he may attack with both whilst engaged in 
  melee combat using the Multiple Attacks combat 
  action. Resolve each attack separately by 
  testing Weapon Skill for the melee weapon 
  and Ballistic Skill for the pistol.
  • When firing a ranged weapon with each hand, the character 
  may fire each weapon on a different mode, for example, 
  one on full automatic and one on semi-automatic. When 
  firing a full automatic weapon in each hand, the character 
  may only lay down one area of suppressive fire.
  • The character may fire two weapons at different targets, 
  though the targets must be within 10 metres of each 
  other.
  ComBaT CirCumSTanCeS
  rogue Trader offers endless potential for gripping, dramatic, 
  white-knuckle action. Combat is essential element for such 
  action, and each combat, from simple corridor shoot-outs 
  to titanic civilisation-crushing battles, should offer unique 
  experiences. The combat circumstances described in this 
  section offer many ways to help make every combat exciting, 
  varied, and dangerous.
  Combat circumstances can be used to reflect the effects 
  of terrain, the weather, tactical situations, and a variety of 
  other factors. Many circumstances alter the difficulty of 
  tasks by providing bonuses or penalties to tests, while others 
  provide opportunities for characters to leverage good fortune, 
  or exploit misfortunes that befall their enemies. Explorers 
  should make as much use of beneficial circumstances as 
  possible. A good plan, suitable equipment or skilful use of 
  tactics can often make the difference between life and death 
  for an Explorer. The following circumstances are some of the 
  most common ones encountered in combat. For situations not 
  covered here, use these as a guide. Remember, the GM has 
  the final say about the Difficulty of any particular test or the 
  outcome of any unusual situation.
  CoveR
  Cover is a vital part of surviving a firefight and a good Explorer 
  knows that you go for your cover first and then draw your gun. 
  There are no penalties to Ballistic Skill Tests made to attack 
  targets standing partly behind cover. However, there is a chance 
  that the shot may hit the cover rather than the target. It is up to 
  the Explorer to decide which parts of his body he is exposing 
  when behind cover, but as a general rule, a character firing 
  around or over cover will have his body and legs concealed. 
  If the shot would hit a body location that is concealed behind 
  cover, work out the Damage against the Armour Points of the 
  cover instead, with any excess being applied to the target as 
  normal (see Table 9-7: Cover Examples for a guide to the 
  Armour Points of different kinds of cover).
  Table 9-7: Cover Examples
  Cover Type
  AP
  Armour-glas, Generatoria pipes, thin metal
  4
  Flakboard, storage crate, sandbags, ice
  8
  Cogitator bank, stasis pod
  12
  Rockcrete, hatchway, thick iron, stone
  16
  Armaplas, bulkhead, Plasteel
  32
  
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  IX: Playing the Game
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  Damaging Cover
  Cover is not invulnerable. Attacks can damage or destroy the 
  protection afforded by cover. Each successful hit against cover 
  that deals any amount of damage in excess of the Armour 
  Points it provides reduces the cover’s Armour Points by 1.
  example
  Titus has taken cover behind a small pile of sandbags while a gun 
  servitor blasts at him with its twin autoguns. The gun servitor fires a 
  Full Auto Burst and hits Titus three times for 8, 11, and 8 points of 
  damage. Fortunately for Titus, all of the hits would have struck either 
  his legs or body, so they are absorbed by the sandbags instead. The first 
  hit is fully absorbed by the sandbags to no effect because they provide 
  8 Armour Points of protection. The second hit’s damage is reduced by 
  8, leaving 3 points of excess damage, which reduces the sandbag’s AP 
  to 7. The third hit’s damage is reduced by 7, leaving 1 point of excess 
  damage, which further reduces the sandbag’s AP to 6.
  daRkness
  Weapon Skill Tests made in darkness are regarded as 
  Hard (–20), while Ballistic Skill Tests are regarded as Very 
  Hard (–30). While a Character is concealed by darkness, 
  Concealment Skill Tests are Routine (+20).
  dIffICulT TeRRaIn
  Weapon Skill and Dodge Tests made whilst standing in 
  difficult terrain, such as mud, are Difficult (–10). Tests made 
  whilst standing in arduous terrain, such as deep snow or slick 
  ice, are Very Hard (–30).
  engaged In melee
  If an attacking Character is adjacent to his target, both the 
  Character and his target are considered to be engaged in 
  melee.
  Shooting into melee Combat
  Ballistic Skill Tests made to hit a target engaged in melee 
  combat are Hard (–20). If one or more Characters engaged 
  in the melee is Stunned, Helpless, or Unaware, this penalty 
  is ignored.
  exTReme Range
  Targets that are at a distance of more than three times 
  the range of a character’s weapon are at Extreme 
  Range. Ballistic Skill Tests made to hit targets at 
  Extreme Range are Very Hard (–30).
  Table 9-8: Combat Difficulty Summary
  Difficult
  Skill Modifie
  Example
  Easy
  +30
  Attacking a Surprised or Unaware target. 
  Shooting a Massive target. 
  Shooting a target at Point Blank Range.
  Routine
  +20
  Melee attacks against a foe who is outnumbered three to one or more. 
  Attacking a Stunned opponent. 
  Shooting an Enormous target.
  Ordinary
  +10
  Melee attacks against a foe who is outnumbered two to one. 
  Attacking a Prone opponent with a melee weapon. 
  Attacking from higher ground. 
  Shooting a Hulking target. 
  Shooting a target at Short Range.
  Challenging
  +0
  A Standard Attack.
  Difficul
  –10
  Any test whilst Fatigued. 
  Attacking or Dodging whilst in the mud or heavy rain. 
  Shooting a target at Long Range. 
  Shooting a Prone target.
  Shooting a Scrawny target.
  Hard
  –20
  Shooting into melee combat. 
  Dodging whilst Prone. 
  Making an unarmed attack against an armed opponent. 
  Melee attacks in darkness. 
  Shooting at a target in fog, mist, shadow or smoke. 
  Shooting a Puny target. 
  Using a weapon without the correct Talent.
  Very Hard
  –30
  Attacking or Dodging in deep snow. 
  Firing a heavy weapon that has not been Braced.
  Shooting a Minuscule target. 
  Shooting a target at Extreme range. 
  Shooting at a completely concealed target. 
  Shooting at a target in darkness.
  
  248
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  IX: Playing the Game
  sCaTTeRIng In ZeRo gRavITy
  The consequences of throwing dangerous objects in 
  a zero gravity environment can be both amusing and 
  deadly. One way of determining exactly where that 
  errant krak grenade floats after it bounces off the 
  bulkhead is to roll twice on the scatter diagram, once 
  for the X axis and once for the Y axis.
  faTIgued
  When a character is Fatigued all his tests, including any 
  Weapon Skill and Ballistic Skill Tests, suffer a –10 penalty.
  fog, mIsT, shadoW oR smoke
  Ballistic Skill Tests made to attack targets concealed by fog, 
  mist, shadow, or smoke are Hard (–20). While a character is 
  concealed by fog, mist, or shadow, Concealment Skill Tests 
  are Ordinary (+10).
  gangIng up
  A character has an advantage when he and his allies engage 
  the same foe in melee combat. If a group of characters 
  outnumber their opponent two to one, their Weapon Skill 
  Tests are Ordinary (+10). If a group of characters outnumber 
  their opponent by three to one or more, their Weapon Skill 
  Tests are Routine (+20).
  helpless TaRgeTs
  Weapon Skill Tests made to hit a sleeping, unconscious or 
  otherwise helpless target automatically succeed. When rolling 
  damage against such a target, roll twice and add the results. 
  If one die rolled results in 10, there is a chance of Righteous 
  Fury as normal, but if two dice come up as 10, a Righteous 
  Fury is automatic (no second attack roll necessary).
  hIgheR gRound
  Characters standing on higher ground, such as standing on 
  a table, hill, or atop of a mound of dead comrades, have an 
  advantage. Weapon Skill Tests made by these characters are 
  Ordinary (+10).
  long Range
  Targets that are at a distance of more than double the range of 
  a character’s weapon are at Long Range. Ballistic Skill Tests 
  made to hit targets at Long Range are Difficult (–10)
  mIssIng
  Sometimes, when flinging a thrown weapon, it’s important 
  to know where the weapon lands should the attacker fail 
  his Ballistic Skill Test. On a failed roll, the GM rolls 1d10 
  and consults the following Scatter Diagram. Roll 1d5 to 
  determine the number of metres the weapon travels in the 
  indicated direction.
  Target
  1
  2
  3
  4
  5
  8
  6-7
  9-0
  pInnIng
  Being shot at is a terrifying experience at the best of times, 
  and even the most inexperienced Explorers know to keep 
  their heads down when the bullets and bolt shells start flying. 
  Pinning represents a character’s survival instincts telling him 
  to stay in cover. While he may want to charge headlong into 
  a storm of bullets, he first needs to steel his nerves. When a 
  character is on the receiving end of suppressive fire, even if the 
  shot struck a Hit Location that is behind cover or the character 
  suffers no damage, he must make a Hard (–20 ) Pinning 
  Test. This is a Willpower Test. On a success, the character may 
  act normally. On a failure, the character becomes Pinned.
  Being pinned
  A Pinned character may only take Half Actions. Additionally, 
  he suffers a –20 penalty to all Ballistic Skill Tests. If a Pinned 
  character is in cover relative to the attacker that Pinned him, 
  he may not leave it except to retreat (provided he can remain 
  in cover while doing so). If he is not in cover when Pinned 
  he must use his next Turn to reach cover. If there is no cover 
  nearby, he must move away from the attacker that Pinned him. 
  sTRay shoTs (opTIonal Rule)
  GMs keen on reinforcing the merciless nature of the 41st 
  Millennium may rule that if a character shooting into a 
  melee combat misses his target by a small margin (one 
  degree of failure or less), the attack instead hits another 
  target engaged in the same melee. The GM might also 
  rule that anyone shooting into a melee combat with 
  a Semi-Auto Burst or Full Auto Burst must allocate 
  multiple hits to different targets engaged in the melee.
  
  249
  IX: Playing the Game
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  A character can test Willpower at the end of his Turn to escape 
  Pinning, in which case he may act as normal on his next Turn. 
  This test is Easy (+30) if the character is no longer under fire 
  (i.e., no one tried to shoot him since his last Turn). A character 
  engaged in melee combat automatically escapes Pinning. There 
  are some special Talents, Skills and Psychic Powers that can 
  also free a character from the effects of Pinning, as well as such 
  things as combat drugs and terrifying commissars.
  poInT blank Range
  When a character makes a ranged attack against a target that is 
  two metres away or closer, that target is at Point Blank Range. 
  Ballistic Skill Tests made to attack a target at Point Blank Range 
  are Easy (+30). This bonus does not apply when the attacker 
  and the target are engaged in melee combat with each other. 
  For weapons with a short range of less than 3 metres, point 
  blank range is 1 metre less than the weapon’s short range.
  pRone
  A character is considered Prone any time he lying on the 
  ground. Weapon Skill Tests made to attack Prone targets are 
  Ordinary (+10), but Ballistic Skill Tests made to hit Prone 
  targets are Difficult (–10) unless the attacker is at Point Blank 
  Range. A character who is Prone suffers a –10 penalty to 
  Weapon Skill Tests and a –20 penalty to Dodge Tests.
  Unless a character is engaged in a Grapple, he can drop 
  Prone as a Free Action.
  shoRT Range
  Targets that are at a distance of less than half the Range of 
  a character’s weapon are at Short Range. Ballistic Skill Tests 
  made to attack targets at Short Range are Ordinary (+10).
  sIZe
  Size is an important factor when shooting ranged weapons because 
  it’s usually easier to hit a larger target. All characters and creatures 
  in rogue Trader have a defined size category, and it should be 
  relatively easy for the GM to assign appropriate size categories to 
  objects as needed. Use Table 9-9: Target Size Modifiers for 
  determining bonuses and penalties based on a target’s size.
  sTunned TaRgeTs
  Weapon Skill and Ballistic Skill Tests made to attack Stunned 
  targets are Routine (+20).
  unaWaRe TaRgeTs
  When a character has no idea that he about to be attacked, 
  he is considered an Unaware target. Usually, this happens at 
  the beginning of a combat when one or more characters are 
  Surprised (see page 235). Weapon Skill or Ballistic Skill Tests 
  made to attack Unaware targets are Easy (+30).
  Weapon jams
  So capricious is the whim of the 41st Millennium that many 
  of the ranged weapons Explorers use will have an unfortunate 
  tendency to malfunction, either through extreme age, 
  maltreatment of their machine spirit, or just plain poor design. 
  To represent these unfortunate occurrences, an unmodified
  result of 96 to 00, in addition to being an automatic miss, also 
  indicates the weapon has jammed. A Jammed weapon cannot 
  be fi ed until it is cleared. Clearing a Jam is a Full Action 
  which requires a Ballistic Skill Test. If the test is successful 
  then the Jam has been cleared, though the weapon needs to 
  be reloaded and any ammo in it is lost. If the test is failed, the 
  weapon is still Jammed, though the character can attempt to 
  clear it again next Round.
  Note: Some weapons, such as plasma guns, grenades and 
  missiles, are particularly dangerous to use. For these weapons, 
  refer to their descriptions and Weapon Special Qualities (see 
  Chapter V: Armoury). Semi-automatic and fully automatic 
  fi e also increases the likelihood of Jamming. This is described 
  within the Semi-Auto Burst, Full Auto Burst and Suppressing 
  Fire Actions.
  weather and unnatural Conditions
  Weapon Skill and Ballistic Skill Tests made to attack whilst 
  enduring harsh weather or unnatural conditions, such as 
  heavy rain, an ash storm or knee-deep in waves of fungus, are 
  considered Hard (–20).
  Table 9-9: Target Size Modifiers
  Size
  Modifie
  Minuscule (autoquill, knife)
  –30
  Puny (bolt pistol, servo-skull)
  –20
  Scrawny (Gretchin, Human child)
  –10
  Average (Human, Eldar)
  +0
  Hulking (Ork Nob, combat servitor)
  +10
  Enormous (Sentinel Walker, Krootox)
  +20
  Massive (Battle Tank, greater daemon)
  +30
  Immense (Land Raider, Great Knarloc)
  +40
  Monumental (Squiggoth, Baneblade)
  +50
  Titanic (Reaver Battle Titan)
  +60
  
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  Injury
  A 
  natural consequence of pushing one’s luck in far 
  reaches of the galaxy is getting hurt. Explorers can 
  get into fights with an endless array of enemies, 
  machinery can malfunction, pilots can fail to perform 
  manoeuvres, and careless psykers can invite all manner of 
  Warp horrors to show up and ruin everyone’s day.
  Common physical injuries to rogue Trader characters 
  are represented by Damage and Fatigue. Additionally, 
  characters can also experience several types of Conditions 
  and Special Damage such as fi e, suffocation, being stunned, 
  and the amputation of limbs. With all these different types 
  of punishment waiting to befall characters, it’s important to 
  know how much physical abuse a character can take and a 
  key measurement of this is how many Wounds he possesses.
  wounDS
  Wounds are a measurement of how much punishment a 
  character can take before suffering debilitating effects and 
  ultimately, death. Every character in Rogue Trader has 
  specified number of Wounds. A character can often increase 
  his Wounds by spending experience points. Wounds do not 
  normally deplete. Even when a character is injured, that injury 
  does not decrease his Wounds. Instead, a character’s Wounds 
  simply serve as a threshold, and the injury is recorded on 
  his character sheet as Damage. When a character’s Damage 
  exceeds his Wounds, he is in real trouble.
  Damage
  Damage is physical trauma dealt to a character. Characters 
  can suffer Damage a number ways including being shot by a 
  boltgun, lacerated by daemon claws, falling into a lava-filled
  crevasse, exposure to the hard vacuum of space, and so forth.
  When a character suffers Damage, record the amount on 
  his character sheet. That Damage remains with the character 
  until it is removed over time by natural healing, or the 
  character receives medical attention (see page 262). Damage is 
  cumulative; each time a character suffers Damage, the amount 
  is added to any previous Damage he had.
  Each time a character is dealt Damage, there may be an 
  opportunity for him to reduce it before it is applied to his 
  total. By default, a character reduces incoming Damage by an 
  amount equal to his Toughness Bonus. Armour can also help 
  further reduce Damage. If the source of the Damage struck a 
  body location protected by armour, the incoming Damage is 
  reduced by an amount equal to the Armour Points provided 
  by the armour. It is important to note that some sources of 
  Damage ignore armour and/or Toughness; such cases are 
  always detailed in the description of the Damage source.
  As long as a character’s total Damage is equal to or less 
  than his Wounds, his body still functions normally. If 
  a character’s Damage ever exceeds his Wounds, he 
  begins to take Critical Damage.
  example
  Titus has eight Wounds and a Toughness Bonus of three. He is also 
  wearing light carapace armour that provides five Armour Points of 
  protection to his arms, body, and legs. He is shot by a stub revolver 
  that deals 11 points of Damage to his body. His armour reduces 
  the Damage by five, and his Toughness Bonus reduces it by another 
  three, leaving three points of Damage. Titus’s player records three 
  Damage on his character sheet.
  Later, Titus is nicked by a chainsword that deals seven points of 
  Damage to his head. Titus reduces the incoming Damage by three, 
  thanks to his Toughness Bonus, but his since he wasn’t wearing a 
  helmet, that’s as much reduction has he’s going to get. Titus therefore 
  suffers four Damage, which is recorded on his character sheet by 
  adding it to his previous Damage. Titus has now suffered a total of 
  seven Damage, which is one less than his eight Wounds. Another hit 
  would likely inflict Critical Damage!
  damage Types
  All Damage is divided up into fi e types: Energy (lasers, fi e, 
  plasma), Explosive (grenades, bolt rounds), Impact (clubs, 
  bullets, falling), and Rending (swords, claws). If a source of 
  Damage does not specify a type, treat it as Impact. Damage 
  Type is usually only important for determining Critical Effects 
  resulting from Critical Damage.
  CRITICal damage
  Whenever a character’s total Damage exceeds his Wounds, he 
  begins to take Critical Damage. Each time a character suffers 
  Critical Damage, he also suffers one or more Critical Effects. 
  These are determined by consulting the appropriate Critical 
  Effect Table based on the affected body location (Arm, Body, 
  Head, or Leg) and the type of Damage (Energy, Explosive, 
  Impact, or Rending).
  As with normal Damage, Critical Damage is cumulative 
  and remains with the character until he either heals naturally 
  over time or receives medical attention (see page 262). Each 
  Critical Effect also has its own duration (including permanent). 
  If a Critically Damaged character suffers more Damage, the 
  amount is added to his existing Critical Damage and a new 
  set of Critical Effects are applied based on his total Critical 
  Damage (assuming he is still alive).
  sudden deaTh CRITICal damage 
  (opTIonal Rule)
  To speed up combat involving a large number of 
  enemies, the GM can adopt Sudden Death Critical 
  Damage instead of detailing every Critical Effect. 
  With this method, all minor foes, minions, nameless 
  goons, and so forth simply die as soon as they take 
  any amount of Critical Damage. Sudden Death Critical 
  Damage should not be used for Explorers or important 
  villains—they deserve to savour every gory detail 
  offered by the full array of Critical Effects.
  
  251
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  IX: Playing the Game
  Example
  Titus is hit by a boltgun shell to his right arm. After accounting 
  for his Toughness Bonus and armour, Titus suffers 10 points of 
  Explosive damage. Since he only has eight Wounds, he suffers two 
  points of Critical Damage to his right arm. The GM consults the 
  Critical Damage 2 line of Table 9-15: Explosive Critical 
  Effects—Arm which says that Titus’s arm has been fractured, 
  forcing him to drop anything he was holding, and Titus suffers 
  two levels of Fatigue.
  In a later combat round, Titus is hit by a lasgun blast to his 
  left leg. After accounting for his Toughness Bonus and armour, he 
  suffers three points of Energy damage. Since Titus has now suffered 
  five total points of Critical Damage. the GM consults the Critical 
  Damage 5 line of Table 9-14: Energy Critical Effects—Leg 
  and determines that Titus has suffered a horrific burn that imposes 
  one level of Fatigue (for three levels of Fatigue total) and reduces 
  Titus to half speed for 2d10 Rounds.
  RemovIng damage
  Characters automatically remove Damage (both ordinary and 
  Critical Damage) over time through natural healing. Medical 
  attention and some psychic powers can also remove Damage. 
  Regardless of the method however, the rate of Damage 
  removal depends on several factors and is fully explained in 
  Healing, page 262.
  faTigue
  Not all injuries in rogue Trader are lethal. Exhaustion, 
  combat trauma, or swapping licks with bare fists can all leave 
  a character battered, but more or less intact. Fatigue measures 
  the amount of non-lethal injury a character can take over the 
  course of game play. Characters gain Fatigue from certain 
  types of attacks, Grappling, some Critical Effects, and other 
  Actions that push them beyond safe limits.
  Fatigue is measured in levels. A character can take a number 
  of levels of Fatigue equal to his Toughness Bonus and still 
  function, albeit with some side-effects. Should a character 
  take a number of levels of Fatigue in excess of his Toughness 
  Bonus, he collapses, unconscious for 10–TB minutes; after 
  the character awakens, his levels of Fatigue revert to a number 
  equal to his Toughness Bonus.
  Characters suffering from any level of Fatigue suffer a –10 
  penalty to all Tests.
  example
  Grak has a Toughness Bonus of four. He suffers one level of Fatigue 
  that imposes a –10 penalty to all of his tests. Grak can continue 
  to take additional levels of Fatigue until he has four total levels 
  of Fatigue. These additional levels of Fatigue do not impose any 
  further penalties beyond the –10 to all tests. But, when Grak suffers 
  a fifth level of Fatigue, he collapses unconscious for six minutes 
  (10 – 4 (Grak’s Toughness Bonus) = 6). After six minutes of 
  unconsciousness, he’ll awake and have four levels of Fatigue.
  RemovIng faTIgue
  Fatigue goes away with time. Each hour of normal rest (not 
  counting states of unconsciousness) that includes no combat, 
  no Psychic Powers, and no other strenuous activity, removes 
  one level of Fatigue. Eight consecutive hours of rest remove 
  all levels of Fatigue.
  CharaCTeriSTiC Damage
  Some Psychic Powers, poisons, diseases and other hazards 
  circumvent a character’s Wounds and deal Damage directly 
  to a Characteristic. Characteristic Damage cannot reduce a 
  Characteristic below zero. Characteristic Damage may also 
  affect the corresponding Characteristic Bonus. Table 9-10: 
  Effects of Zero Characteristic Scores summarises what 
  happens when a particular Characteristic is reduced to zero.
  RemovIng ChaRaCTeRIsTIC damage
  Unless otherwise specified, Characteristic Damage is never 
  permanent. A character automatically recovers one point of 
  Characteristic Damage each hour, regardless of his activity 
  level. The GM may allow certain types of medical attention 
  to remove Characteristic Damage at a faster rate.
  Table 9-10: Effects of Zero  
  Characteristic Scores
  Characteristic
  Effect
  0 Weapon Skill
  The character may not make tests based 
  on this Characteristic.
  0 Ballistic Skill
  The character may not make tests based 
  on this Characteristic.
  0 Strength
  The character collapses into 
  unconsciousness.
  0 Toughness
  The character dies.
  0 Agility
  The character is paralysed, helpless, 
  and can take no Actions.
  0 Intelligence
  The character slips into a dreamless 
  coma and is treated as helpless.
  0 Perception
  The character is bereft of his senses 
  and suffers a –30 penalty to all Tests 
  (except Toughness) until he recovers.
  0 Willpower
  The character collapse into a nightmare 
  filled sle p. When he awakens, he gains 
  1 Insanity Point.
  0 Fellowship
  The character withdraws into a 
  catatonic state. He may not speak or 
  make Tests based on this Characteristic.
  
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  IX: Playing the Game
  Table 9-11: Energy Critical Effects – Arm
  Critical 
  Damage
  Critical Effect
  1
  A blast to the arm leaves it all numb and tingly. Tests made involving the arm are at –30 for 1 Round. 
  2
  The attack smashes the arm, sending currents of energy crackling down to the fin ers and up to the shoulder. The arm 
  is useless for 1d5 Rounds and the character takes 1 level of Fatigue.
  3
  The attack burns the target’s arm leaving him Stunned for 1 Round and inflicts 2 le els of Fatigue. The arm is useless 
  for 1d5 Rounds.
  4
  The shock of the attack makes the target vomit. He is Stunned for 1 Round and takes 3 levels of Fatigue. The arm is 
  useless for 1d10 Rounds.
  5
  The arm suffers superficial urns inflicting no small amount o  pain on the target. The target’s WS and BS are halved 
  (round down) for 1 Round and the target takes 1d5 levels of Fatigue.
  6
  The attack wreathes the arm in flam , scorching clothing and armour, and temporarily fusing together the target’s 
  fin ers. The target halves WS and BS for 1d10 Rounds, takes 1d5 levels of Fatigue, and must successfully Test 
  Toughness or lose the use of the hand permanently.
  7
  With a terrible snapping sound, the heat of the attack boils the marrow in the target’s arm, causing it to shatter. The 
  target’s arm is broken and until it is repaired the target counts as only having one arm. The target is Stunned for 1 
  Round and also takes 1d5 levels of Fatigue.
  8
  Energy sears through the arm at the shoulder, causing the limb to be severed from the body. The target must take a 
  Toughness Test or become Stunned for 1 Round. In addition the target takes 1d10 levels of Fatigue and is suffering 
  from Blood Loss. The target now only has one arm.
  9
  Fire consumes the target’s arm, burning the flesh to a crisp right down to the bon . The target must make an immediate 
  Toughness Test or die from shock. If he survives, however, the target takes 1d10 levels of Fatigue and is Stunned for 1 
  Round. The target now only has one arm.
  10+
  The attack reduces the arm to a cloud of ash and sends the target crumbling to the ground where he immediately dies 
  from shock, clutching his smoking stump.
  Table 9-12: Energy Critical Effects – Body
  Critical 
  Damage
  Critical Effect
  1
  A blow to the target’s body steals a breath from his lungs. The target can take only a Half Action on his next Turn.
  2
  The blast punches the air from the target’s body, inflicting 1 le el of Fatigue upon him.
  3
  The attack cooks the flesh on the hest and abdomen, inflicting 2 le els of Fatigue and leaving the target Stunned for 1 
  Round.
  4
  The energy ripples all over the character, scorching his body and inflicting 1d10 le els of Fatigue.
  5
  The fury of the attack forces the target to the ground, helplessly covering his face and keening in agony. The target is 
  knocked to the ground and must make an Agility Test or catch fi e (see Special Damage). The target takes 1d5 levels of 
  Fatigue and must take the Stand Action to regain his feet.
  6
  Struck by the full force of the attack, the target is sent reeling to the ground, smoke spiralling out of the wound. The 
  target is knocked to the ground, Stunned for 1d10 Rounds, and takes 1d5 levels of Fatigue. In addition, he must make 
  an Agility Test or catch fi e (see Special Damage on page 210).
  7
  The intense power of the energy attack cooks the target’s organs, burning his lungs and heart with intense heat. The 
  target is Stunned for 2d10 Rounds and reduces his Toughness by half (round down).
  8
  As the attack washes over the target, his skin turns black and peels off while body fat seeps out of his clothing and 
  armour. The target is Stunned for 2d10 Rounds and the attack halves his Strength, Toughness and Agility. The 
  extensive scarring permanently halves the target’s Fellowship characteristic.
  9
  The target is completely encased in fi e, melting his skin and popping his eyes like superheated eggs. He falls to the 
  ground a blackened corpse.
  10+
  As above, except in addition, if the target is carrying any ammunition, there is a 50% chance it explodes. Unless they 
  can make a successful Dodge Test, all creatures within 1d5 metres take 1d10+5 Explosive Damage. If the target carried 
  any grenades or missiles, one round after the Damage was dealt they detonate where the target’s body lies with the 
  normal effects.
  
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  Table 9-13: Energy Critical Effects – Head
  Critical 
  Damage
  Critical Effect
  1
  A grazing blow to the head frazzles the target’s senses, imposing a –10 penalty to all Tests (except Toughness) for 1 
  Round.
  2
  The blast of energy dazzles the target, leaving him blinded for 1 Round.
  3
  The attack cooks off the target’s ear, leaving him Stunned for 1 Round and inflicting 1 le el of Fatigue.
  4
  The energy attack burns away all of the hairs on the target’s head as well as leaving him reeling from the injury. The 
  attack deals 2 levels of Fatigue and the target is blinded for 1d5 Rounds.
  5
  A blast of energy envelopes the target’s head, burning his face and hair, and causing him to scream like a stuck Grox. In 
  addition to losing his hair, he is blinded for 1d10 Rounds and takes 3 levels of Fatigue.
  6
  The attack cooks the target’s face, melting his features and damaging his eyes. The target is blinded for the next 1d10 
  hours and permanently reduces his Fellowship characteristic by 1d10 points. The target also takes 1d5 levels of Fatigue.
  7
  In a gruesome display, the flesh is urned from the target’s head, exposing charred bone and muscle underneath. The 
  target is blinded permanently and takes 1d10 levels of Fatigue. Also, roll 1d10. This is the target’s new Fellowship, 
  unless their Fellowship is already 10 or less, in which case nobody really notices the difference.
  8
  The target’s head is destroyed in a convocation of fie y death. He does not survive.
  9
  Superheated by the attack, the target’s brain explodes, tearing apart his skull and sending flaming hunks of meat flying
  at those nearby. The target is no more.
  10+
  As above, except the target’s entire body catches fi e and runs off headless 2d10 metres in a random direction (use the 
  Scatter Diagram on page 248). Anything flamm ble it passes, including characters, must make an Agility Test or catch 
  fi e (see Special Damage, page 260).
  Table 9-14: Energy Critical Effects – Leg
  Critical 
  Damage
  Critical Effect
  1
  A blow to the leg leaves the target gasping for air. The target gains 1 level of Fatigue.
  2
  A grazing strike against the leg slows the target for a bit. The target halves all movement for 1 Round.
  3
  The blast breaks the target’s leg leaving him Stunned for 1 Round and halving all movement for 1d5 Rounds.
  4
  A solid blow to the leg sends electric currents of agony coursing through the target. The target takes 1d5 levels of 
  Fatigue and halves all movement for 1d5 Rounds.
  5
  The target’s leg endures horrific urn Damage, fusing clothing and armour with flesh and bon . The target takes 1 level 
  of Fatigue and moves at half speed for 2d10 Rounds.
  6
  The attack burns the target’s foot, charring the flesh and emitting a foul a oma. The target must successfully Test 
  Toughness or lose the foot. On a success, the target’s movement rates are halved until he receives medical attention. In 
  addition, the target takes 2 levels of Fatigue.
  7
  The energy attack fries the leg, leaving it a mess of blackened flesh. he leg is broken and until repaired, the target 
  counts as having lost the leg. The target must take a Toughness Test or become Stunned for 1 Round. In addition the 
  target gains 1d5 levels of Fatigue. The target now only has one leg.
  8
  Energy sears through the bone, causing the leg to be severed. The target must take a Toughness Test or become 
  Stunned for 1 Round. In addition the target gains 1d10 levels of Fatigue and is suffering from Blood Loss. The target 
  now only has one leg.
  9
  The force of the attack reduces the leg to little more than a chunk of sizzling gristle. The target make a Challenging 
  (+0) Toughness Test or die from shock. The leg is utterly lost.
  10+
  In a terrifying display of power, the leg immolates and fi e consumes the target completely. The target dies in a matter 
  of agonising seconds
  
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  Table 9-15: Explosive Critical Effects – Arm
  Critical 
  Damage
  Critical Effect
  1
  The attack throws the limb backwards, painfully jerking it away from the body, inflicting 1 le el of Fatigue.
  2
  The attack sends a fracture through the limb. The target drops anything held in the hand and takes 2 levels of Fatigue.
  3
  The explosion takes 1d5 fin ers from the target’s hand. The target takes 3 levels of Fatigue and anything carried in the 
  hand is destroyed. If this is an explosive, it goes off. Messy.
  4
  The blast causes the target to howl in agony. He takes 1d5 levels of Fatigue, is Stunned for 1 Round, and the limb is 
  useless until medical attention is received.
  5
  Fragments from the explosion tear into the target’s hand, ripping away flesh and uscle alike. He must immediately 
  Test Toughness or lose the hand. Even on a success, the hand is useless until medical attention is received. The target 
  takes 1d5 levels of Fatigue.
  6
  The explosive attack shatters the bone and mangles the flesh turning the ta get’s arm into a red ruin, inflicting 1d5
  levels of Fatigue. The target’s arm is broken and, until repaired, the target counts as having only one arm. In addition, 
  the horrendous nature of the wound means that he now suffers from Blood Loss.
  7
  In a violent hail of flesh, the a m is blown apart. The target must immediately make a Challenging (+0) Toughness 
  Test or die from shock. On a success, the target is Stunned for 1d10 rounds, takes 1d10 levels of Fatigue, and suffers 
  Blood Loss. He now only has one arm.
  8
  The arm disintegrates under the force of the explosion taking a good portion of the shoulder and chest with it. The 
  target is sent screaming to the ground, where he dies in a pool of his own blood and organs.
  9
  With a mighty bang the arm is blasted from the target’s body, killing the target instantly in a rain of blood droplets. In 
  addition, if the target was carrying a weapon with a power source in his hand (such as a power sword or chainsword) 
  then it explodes, dealing 1d10+5 Impact Damage to anyone within two metres.
  10+
  As above, except if the target is carrying any ammunition it explodes dealing 1d10+5 Impact Damage to anyone within 
  1d10 metres (this is in addition to Damage caused by exploding power weapons noted above). If the target is carrying 
  any grenades or missiles, these too detonate on his person.
  Table 9-16: Explosive Critical Effects – Body
  Critical 
  Damage
  Critical Effect
  1
  The target is blown backwards 1d5 metres and takes 1 level of Fatigue per metre travelled. He is Prone when he lands.
  2
  The target is blown backwards 1d10 metres, taking 1 level of Fatigue per metre travelled. If he strikes a solid object, he 
  takes 1d5 additional levels of Fatigue. 
  3
  The explosion destroys whatever armour protected the body. If the target wore none, the target is blown backwards 
  1d10 metres, as above but the target takes 2 levels of Fatigue for every metre travelled.
  4
  The explosion sends the target sprawling to the ground. He takes 1d5 levels of Fatigue, is Stunned for 1 Round, and 
  must spend a Full Action to regain his feet.
  5
  Concussion from the explosion knocks the target to the ground and tenderises his innards. The target falls down 
  Stunned for 1 Round and takes 1d10 levels of Fatigue.
  6
  Chunks of the target’s flesh a e ripped free by the force of the attack leaving large, weeping wounds. The target is 
  Stunned for 1 Round, takes 1d10 levels of Fatigue and is now suffering Blood Loss.
  7
  The explosive force of the attack ruptures the target’s flesh and sc ambles his nervous system, knocking him to the 
  ground. The target falls down, is Stunned for 1d10 Rounds and takes 1d10 levels of Fatigue. In addition, he now 
  suffers Blood Loss and can only take Half Actions for the next 1d10 hours as he tries to regain control of his body.
  8
  The target’s chest explodes outward, disgorging a river of partially cooked organs onto the ground, killing him 
  instantly.
  9
  Pieces of the target’s body fly in all di ections as he is torn into bloody gobbets by the attack. In addition, if the target 
  is carrying any ammunition, it explodes dealing 1d10+5 Impact Damage to anyone within 1d10 metres. If the target is 
  carrying any grenades or missiles, these too detonate on the target’s person.
  10+
  As above, except anyone within 1d10 metres of the target is drenched in gore and must make a Challenging (+0) 
  Agility Test or suffer a –10 penalty to Weapon Skill and Ballistic Skill Tests for 1 Round as blood fouls their sight.
  
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  Table 9-17: Explosive Critical Effects – Head
  Critical 
  Damage
  Critical Effect
  1
  The explosion leaves the target confused. He can take only a Half Action on his next Turn and takes 1 level of Fatigue.
  2
  The flash and noise le ves the target blind and deaf for 1 Round. The target takes 2 levels of Fatigue.
  3
  The detonation leaves the target’s face a bloody ruin from scores of small cuts. The target takes 2 levels of Fatigue.
  4
  The force of the burst knocks the target to the ground and Stuns him for 1 Round. The target takes 2 levels of Fatigue.
  5
  The explosion flays the flesh om the target’s face and bursts his eardrums with its force. The target is Stunned for 
  1d10 Rounds and is permanently deafened. The target takes 1d5 levels of Fatigue and can only take Half Actions for 
  1d5 hours. Finally, the target’s Fellowship drops by 1d10 due to hideous scarring.
  6
  The target’s head explodes under the force of the attack, leaving his headless corpse to spurt blood from the neck for 
  the next few minutes. Needless to say this is instantly fatal.
  7
  Both head and body are blown into a mangled mess, instantly killing the target. In addition, if the target is carrying any 
  ammunition it explodes dealing 1d10+5 Impact Damage to any creatures within 1d5 metres. If the target was carrying 
  grenades or missiles, these too explode on the target’s person.
  8
  In a series of unpleasant explosions the target’s head and torso peel apart, leaving a gory mess on the ground. For the 
  rest of the fight, a yone moving over this spot must make a Challenging (+0) Agility Test or fall prone.
  9
  The target ceases to exist in any tangible way, entirely turning into a kind of crimson mist. You don’t get much deader 
  than this, except…
  10+
  As above, except such is the unspeakably appalling manner in which the target was killed, that any of the target’s allies 
  who are within two metres of where the target stood, must make an immediate Challenging (+0) Willpower Test or 
  spend their next Turn fleeing f om the attacker.
  Table 9-18: Explosive Critical Effects – Leg
  Critical 
  Damage
  Critical Effect
  1
  A glancing blast sends the character backwards one metre.
  2
  The force of the explosion takes the target’s feet out from under him. He lands Prone and takes 1 level of Fatigue.
  3
  The concussion cracks the target’s leg, leaving him Stunned for 1 Round and halving all movement for 1d5 Rounds. 
  The target takes 1 level of Fatigue.
  4
  The explosion sends the target spinning through the air. The target travels 1d5 metres away from the explosion 
  and takes 1 level of Fatigue per metre travelled. It takes the target a Full Action to regain his feet and he halves all 
  movement for 1d10 Rounds.
  5
  Explosive force removes part of the target’s foot and scatters it over a wide area. The target must make an immediate 
  Challenging (+0) Toughness Test or permanently lose the use of his foot, inflicting 1d5 le els of Fatigue. On a 
  success, the target takes 1d5 levels of Fatigue and halves his movement until he receives medical attention.
  6
  The concussive force of the blast shatters the target’s leg bones and splits apart his flesh, inflicting 1d10 l els of 
  Fatigue. The leg is broken and, until repaired, the target counts as having only one leg. In addition, the horrendous 
  nature of the wound means that he now suffers from Blood Loss.
  7
  The explosion reduces the target’s leg into a hunk of smoking meat. The target must immediately make a Challenging 
  (+0) Toughness Test or die from shock. On a successful Test, the target is still Stunned for 1d10 Rounds, takes 1d10 
  levels of Fatigue and suffers Blood Loss. He now has only one leg.
  8
  The blast tears the leg from the body in a geyser of gore, sending him crashing to the ground, blood pumping from the 
  ragged stump: instantly fatal.
  9
  The leg explodes in an eruption of blood, killing the target immediately and sending tiny fragments of bone, clothing, 
  and armour hurtling off in all directions. Anyone within two metres of the target takes 1d10+2 Impact Damage.
  10+
  As above, except in addition, if the target is carrying any ammunition, it explodes dealing 1d10+5 Impact Damage to 
  anyone within 1d10 metres. If the target is carrying any grenades or missiles, these too detonate on the target’s person.
  
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  Table 9-19: Impact Critical Effects – Arm
  Critical 
  Damage
  Critical Effect
  1
  The attack numbs the target’s limb causing him to drop anything held in that hand.
  2
  The strike leaves a deep bruise. The target takes 1 level of Fatigue.
  3
  The impact inflicts crushing pain and the ta get takes 1 level of Fatigue and drops whatever was held in that hand.
  4
  The impact leaves the target reeling from pain. The target is Stunned for 1 Round. The limb is useless for 1d5 Rounds 
  and the target takes 1 level of Fatigue.
  5
  Muscle and bone take a pounding as the attack rips into the arm. The target’s Weapon Skill and Ballistic Skill are both 
  halved (round down) for 1d10 Rounds. In addition, the target takes 1 level of Fatigue and must make an Agility Test or 
  drop anything held in that hand.
  6
  The attack pulverises the target’s hand, crushing and breaking 1d5 fin ers (for the purposes of this Critical, a thumb 
  counts a fin er). The target takes 1 level of Fatigue and must immediately make a Challenging (+0) Toughness Test 
  or lose the use of his hand.
  7
  With a loud snap, the arm bone is shattered and left hanging limply at the target’s side, dribbling blood onto the 
  ground. The arm is broken and, until repaired, the target counts as having only one arm and takes 2 levels of Fatigue.
  8
  The force of the attack takes the arm off just below the shoulder, showering blood and gore across the ground. The 
  target must immediately make a Challenging (+0) Toughness Test or die from shock. If he passes the Test, he is still 
  Stunned for 1d10 rounds, takes 1d5 levels of Fatigue and is suffers from Blood Loss. He now only has one arm.
  9
  In a rain of blood, gore and meat, the target’s arm is removed from his body. Screaming incoherently, he twists about in 
  agony for a few seconds before collapsing to the ground and dying.
  10+
  As above, except as the arm is removed it is smashed apart by the force of the attack, and bone, clothing and armour 
  fragments fly bout like shrapnel. Anyone within 2 metres of the target suffers 1d5–3 Impact Damage to a random 
  location (see Table 9-8: Hit Locations).
  Table 9-20: Impact Critical Effects – Body
  Critical 
  Damage
  Critical Effect
  1
  A blow to the target’s body steals the breath from his lungs. The target can take only a Half Action on his next Turn.
  2
  The impact punches the air from the target’s body, inflicting 1 le el of Fatigue.
  3
  The attack breaks a rib and inflicts 2 le els of Fatigue. The target is also Stunned for 1 Round.
  4
  The blow batters the target, shattering ribs. The target takes 1d5 levels of Fatigue and is Stunned for 1 Round.
  5
  A solid blow to the chest winds the target and he momentary doubles over in pain, clutching himself and crying in 
  agony. The target takes 1d5 levels of Fatigue and is Stunned for 2 Rounds.
  6
  The attack knocks the target sprawling on the ground. The target flies 1d5 met es away from the attacker and falls 
  prone (if the target strikes a wall of other solid object, he stops). The target takes 1d5 levels of Fatigue and is Stunned 
  for 2 Rounds.
  7
  With an audible crack, 1d5 of the target’s ribs break. The target can either lay down and stay still awaiting medical 
  attention (a successful Medicae Test sets the ribs) or continue to take Actions, though each Round there is a 20% chance 
  that a jagged rib pierces a vital organ and kills the character instantly. The target takes 1d5 levels of Fatigue.
  8
  The force of the attack ruptures several of the target’s organs and knocks him down, gasping in wretched pain. The 
  target suffers Blood Loss and takes 1d10 levels of Fatigue.
  9
  The target jerks back from the force of the attack, throwing back his head and spewing out a jet of blood before 
  crumpling to the ground dead.
  10+
  As above, except the target is thrown 1d10 metres away from the attack. Anyone in the target’s path must make a 
  Challenging (+0) Agility Test or be Knocked Down.
  
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  Table 9-21: Impact Critical Effects – Head
  Critical 
  Damage
  Critical Effect
  1
  The impact fills the ta get’s head with a terrible ringing noise. The target must make a Challenging (+0) Toughness 
  Test or suffer 1 level of Fatigue.
  2
  The attack causes the target to see stars. The target takes 1 level of Fatigue and suffers a –10 penalty to Weapon Skill 
  and Ballistic Skill Tests for 1 Round.
  3
  The target’s nose explodes in a torrent of blood, blinding him for 1 Round and dealing 2 levels of Fatigue.
  4
  The concussive strike staggers the target, dealing 1d5 levels of Fatigue.
  5
  The force of the blow sends the target reeling in pain. The target is Stunned for 1 Round.
  6
  The target’s head is snapped back by the attack leaving him staggering around trying to control mind-numbing pain. 
  The target is Stunned for 1d5 Rounds and takes 2 levels of Fatigue.
  7
  The attack slams into the target’s head, fracturing his skull and opening a long tear in his scalp. The target is Stunned 
  for 1d10 Rounds and halves all movement for 1d10 hours.
  8
  Blood pours from the target’s noise, mouth, ears and eyes as the attack pulverises his brain. He does not survive the 
  experience.
  9
  The target’s head bursts like an overripe fruit and sprays blood, bone and brains in all directions. Anyone within 4 
  metres of the target must make an Agility Test or suffer a –10 penalty to their WS and BS on their next Turn as gore 
  gets in their eyes or on their visors.
  10+
  As above, except that the attack was so powerful that it passes through the target and may hit another target nearby. If 
  the hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against 
  any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make 
  another attack (with the same weapon) against any target standing directly behind the original target and still within 
  range of their weapon.
  Table 9-22: Impact Critical Effects – Leg
  Critical 
  Damage
  Critical Effect
  1
  A light blow to the leg leaves the target gasping for air. The target takes 1 level of Fatigue.
  2
  A grazing strike against the leg slows the target. The target halves all movement for 1 Round and takes 1 level of 
  Fatigue.
  3
  The blow breaks the target’s leg leaving him Stunned for 1 Round and halving all movement for 1d5 Rounds. The 
  target takes 1 level of Fatigue.
  4
  A solid blow to the leg sends lightning agony coursing through the target. The target takes 1d5 levels of Fatigue and 
  halves all movement for 1d5 Rounds.
  5
  A powerful impact causes micro fractures in the target’s bones, inflicting conside able agony. The target’s Agility is 
  reduced by –20 for 1d10 Rounds and he takes 1d5 levels of Fatigue.
  6
  Several of the tiny bones in the target’s foot snap like twigs with cracking noises. The target must make an 
  immediate Toughness Test or permanently lose the use of his foot. On a success, halve all movement until medical 
  attention is received. The target takes 2 levels of Fatigue.
  7
  With a nasty crunch, the leg is broken and the target is knocked down mewling in pain. The target falls to the 
  ground with a broken leg and, until it is repaired, he counts as only having one leg. The target takes 2 levels of 
  Fatigue.
  8
  The force of the attack rips the lower half of the leg away in a stream of blood. The target must immediately make 
  a Challenging (+0) Toughness Test or die from shock. On a success, the target is Stunned for 1d10 rounds, takes 
  1d5 levels of Fatigue and suffers Blood Loss. He now only has one leg.
  9
  The hit rips apart the flesh o  the leg, causing blood to spray out in all directions. Even as the target tries futilely to 
  stop the sudden flood o  vital fluid, he alls to ground and dies in a spreading pool of gore.
  10+
  As above, but such is the agony of the target’s death that his piteous screams drowns out all conversation within 
  2d10 metres for the rest of the Round.
  
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  Table 9-23: Rending Critical Effects – Arm
  Critical 
  Damage
  Critical Effect
  1
  The slashing attack tears anything free that was held in this arm.
  2
  Deep cuts cause the target to drop whatever was held and inflicts 1 le el of Fatigue.
  3
  The shredding attack sends the target screaming in pain. He takes 2 levels of Fatigue and drops whatever was held in 
  that hand.
  4
  The attack flays the s in from the limb, filling the air with lood and the sounds of his screaming. The target falls prone 
  from the agony and takes 2 levels of Fatigue. The limb is useless for 1d10 Rounds.
  5
  A bloody and very painful looking furrow is opened up in the target’s arm. The target takes 1d5 levels of Fatigue 
  and vomits all over the place in agony. He drops whatever was held and the limb is useless until medical attention is 
  received. The target also suffers Blood Loss. 
  6
  The blow mangles flesh and uscle as it hacks into the target’s hand, liberating 1d5 fin ers in the process (a roll of 
  a 5 means that the thumb has been sheared off ). The target takes 3 levels of Fatigue and must immediately make a 
  Challenging (+0) Toughness Test or lose the use of his hand.
  7
  The attack rips apart skin, muscle, bone and sinew with ease, turning the target’s arm into a dangling ruin and inflicting
  1d5 levels of Fatigue. The arm is broken and, until repaired, the target counts as having only one arm. In addition, 
  numerous veins have been severed and the target is now suffering from Blood Loss.
  8
  With an assortment of unnatural, wet ripping sounds, the arm flies f ee of the body trailing blood behind it in a crimson 
  arc. The target must immediately make a Challenging (+0) Toughness Test or die from shock. If he passes the Test, 
  he is Stunned for 1d10 Turns and suffers Blood Loss. He also takes 1d10 levels of Fatigue and now has only one arm.
  9
  The attack slices clean through the arm and into the torso, drenching the ground in blood and gore and killing the 
  target instantly.
  10+
  As above. However, as the arm falls to the ground its fin ers spasm uncontrollably, pumping the trigger of any held 
  weapon. If the target was carrying a ranged weapon there is a 5% chance that a single randomly determined target 
  within 2d10 metres will be hit by these shots, in which case resolve a single hit from the target’s weapon as normal.
  Table 9-24: Rending Critical Effects – Body
  Critical 
  Damage
  Critical Effect
  1
  If the target is not wearing armour on this location, he takes 1 level of Fatigue from a painful laceration. If he is 
  wearing armour, there is no effect. Phew!
  2
  The attack Damages the target’s armour, reducing its Armour Points by 1. In addition, the target takes 1 level of 
  Fatigue. If not armoured, the target is also Stunned for 1 Round.
  3
  The attack rips a large patch of skin from the target’s torso, leaving him gasping in pain. The target is Stunned for 1 
  Round and takes 2 levels of Fatigue.
  4
  A torrent of blood spills from the deep cuts, making the ground slick with gore. All characters attempting to move 
  through this pool of blood must succeed on an Agility Test or fall Prone. The target takes 1d5 levels of Fatigue.
  5
  The blow opens up a long wound in the target’s torso, causing him to double over in terrible pain. The target takes 1d5 
  levels of Fatigue.
  6
  The mighty attack takes a sizeable chunk out of the target and knocks him to the ground as he clutches the oozing 
  wound, shrieking in pain. The target is Prone and takes 1d10 levels of Fatigue.
  7
  The attack cuts open the target’s abdomen. The target can either choose to use one arm to hold his guts in (until a 
  medic can bind them in place with a successful Medicae Test), or fight on egardless and risk a 20% chance each turn 
  that his middle splits open, spilling his intestines all over the ground, causing an additional 2d10 Damage. In either 
  case, the target takes 1d5 levels of Fatigue and is now suffering Blood Loss.
  8
  With a vile tearing noise, the skin on the target’s chest comes away revealing a red ruin of muscle. The target must make 
  a Challenging (+0) Toughness Test or die. If he passes, he permanently loses 1d10 from his Toughness, takes 1d10 
  levels of Fatigue, and now suffers Blood Loss.
  9
  The powerful blow cleaves the target from gullet to groin, revealing his internal organs and spilling them on to the 
  ground before him. The target is now quite dead.
  10+
  As above, except that the area and the target are awash with gore. For the rest of the fight, a yone moving within four 
  metres of the target’s corpse must make make a Challenging (+0) Agility Test or fall prone.
  
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  Table 9-25: Rending Critical Effects – Head
  Critical 
  Damage
  Critical Effect
  1
  The attack tears skin from the target’s face dealing 1 level of Fatigue. If the target is wearing a helmet, there is no effect.
  2
  The attack slices open the target’s scalp which immediately begins to bleed profusely. Due to blood pouring into the 
  target’s eyes, he suffers a –10 penalty to both Weapon Skill and Ballistic Skill for the next 1d10 Turns. The target takes 
  1 level of Fatigue.
  3
  The attack tears the target’s helmet from his head. If wearing no helmet, the target loses an ear instead and inflicts 2
  levels of Fatigue.
  4
  The attack scoops out one of the target’s eyes, inflicting 1d5 le els of Fatigue and leaving the target Stunned for 1 
  Round.
  5
  The attack opens up the target’s face, leaving him Stunned for 1d5 Rounds and inflicting 1d5 le els of Fatigue. If the 
  target is wearing a helmet, the helmet comes off.
  6
  As the blow rips violently across the target’s face—it takes with it an important feature. Roll 1d10 to see what the 
  target has lost. 1–3: Eye (see Permanent Effects on page 201), 4–7: Nose (permanently halve Fellowship), 8–10: Ear 
  (permanently reduce Fellowship by 1d10; the wound can always be hidden with hair.) In addition, the target is now 
  suffering Blood Loss and takes 1d5 levels of Fatigue.
  7
  In a splatter of skin and teeth, the attack removes most of the target’s face. He is permanently blinded and has his 
  Fellowship permanently reduced to 1d10, and also now has trouble speaking without slurring his words. In addition, 
  the target is suffering from Blood Loss and takes 1d10 levels of Fatigue. 
  8
  The blow slices into the side of the target’s head causing his eyes to pop out and his brain to ooze down his cheek like 
  spilled jelly. He’s dead before he hits the ground.
  9
  With a sound not unlike a wet sponge being torn in half, the target’s head flies f ee of its body and sails through the air, 
  landing harmlessly 2d10 metres away with a soggy thud. The target is instantly slain.
  10+
  As above, except the target’s neck spews blood in a torrent, drenching all those nearby and forcing them to make a 
  Challenging (+0) Agility Test. Anyone who fails the Test, suffers a –10 penalty to his Weapon Skill and Ballistic 
  Skill Tests for 1 Round as gore fills his e es or fouls his visor.
  Table 9-26: Rending Critical Effects – Leg
  Critical 
  Damage
  Critical Effect
  1
  The attack knocks the limb backwards, painfully jerking it away from the body. The target takes 1 level of Fatigue.
  2
  The target’s kneecap splits open. He must make a Challenging (+0) Agility Test or fall prone. Regardless, he takes 1 
  level of Fatigue.
  3
  The attack rips a length of flesh f om the leg, causing blood to gush from the wound. The target takes 1 level of Fatigue 
  and suffers Blood Loss.
  4
  The attack rips the kneecap free from the target’s leg, causing it to collapse out from under him. The target moves at 
  half speed until medical attention is received. In addition, he takes 2 levels of Fatigue.
  5
  In a spray of blood, the target’s leg is opened up, exposing bone, sinew and muscle. The target takes 1d5 levels of 
  Fatigue and halves his movement for 1d10 hours.
  6
  The blow slices a couple of centimetres off the end of the target’s foot. The target must make an immediate 
  Challenging (+0) Toughness Test or permanently lose the use of his foot. On a success, movement is halved until he 
  receives medical attention. In either case, the target takes 1d5 levels of Fatigue.
  7
  The force of the blow cuts deep into the leg, grinding against bone and tearing ligaments apart. The leg is broken and, 
  until repaired, the target counts as having only one leg. In addition, the level of maiming is such that the target is now 
  suffering from Blood Loss. He also takes 1d10 levels of Fatigue.
  8
  In a single bloody hack the leg is lopped off the target, spurting its vital fluids ac oss the ground. The target must 
  immediately make a Toughness Test or die from shock. On a success, the target is Stunned for 1d10 Rounds, takes 
  1d10 Fatigue and suffers Blood Loss. He now has only one leg.
  9
  With a meaty chop, the leg comes away at the hip. The target pitches to the ground howling in agony, before dying 
  moments later.
  10+
  As above, except that the tide of blood is so intense that, for the remainder of the battle, anyone making a Run or 
  Charge Action within six metres of the target this Turn must make a Challenging (+0) Agility Test or fall over.
  
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  ConDiTionS anD SpeCial 
  Damage
  Common injuries are far from the only forms of bodily harm 
  facing those who dare to venture into the unknown. Explorers 
  may find themselves set on fi e, suffering from massive loss of 
  blood, broken bones, or facing a permanent amputation. All 
  of these, and more, are collectively known as Conditions and 
  Special Damage.
  ampuTaTed lImbs
  A character that loses body parts (except for his head, which 
  almost certainly means death) is also affected by Blood Loss 
  and must be treated for it quickly. If the character lives, 
  someone with the Medicae Skill must be found to adequately 
  treat the stump to ensure that it heals well. If no medic is 
  available, there is only a 20% chance that the stump will heal 
  over. If it does not, the amputee dies a horrible death from 
  infection after 1d10 days. Whether or not it heals naturally 
  or a medic treats it, the character does not start removing 
  Damage for 1d10+2 days. Assuming the character survives 
  all of the above, he’ll also have to cope with the disagreeable 
  side-effects of the lost limb, which are explained below.
  lost hand
  The character suffers a –20 penalty on all Skill and 
  Characteristic Tests that rely on the use of two hands and he 
  cannot wield two-handed weapons. A shield can be strapped 
  to the injured arm, however. Should this be the character’s 
  primary hand, he must cope with the customary –20 penalty 
  to Weapon Skill Tests made to attack with weapons using his 
  secondary hand. For every 100 xp he spends, he can reduce 
  this penalty by 10.
  If a character loses both hands, he should either secure at 
  least one replacement or get someone to sharpen his teeth.
  lost arm
  As with a lost hand, but a character cannot strap a shield to 
  the arm since he no longer has it. Losing both arms is just as 
  bad, plus it’s a bit difficult to reach those hard-to-clean spots. 
  Once again, either look into replacement limbs or consider 
  rolling up a new character.
  lost eye
  Losing one eye permanently reduces a character’s Ballistic 
  Skill by –10. In addition, he suffers a –20 penalty to all 
  Skill and Characteristics Tests that rely on sight. Should a 
  character have the misfortune to lose both eyes, he becomes 
  blinded (see below).
  lost foot
  The character permanently reduces all his 
  movement by half (round up) and suffers 
  a –20 penalty to all movement Actions as well as Skill and 
  Characteristic Tests that rely on mobility, such as Shadowing. 
  Losing both feet makes it hard to walk. Perhaps the ship’s 
  Engineseer has some spare wheels lying around...
  lost leg
  Treat this as a lost foot, but the character cannot use the 
  Dodge Skill. Losing both legs renders the character half the 
  person he was, but the good news is he also becomes half the 
  target for his enemies.
  blInded
  A blind character automatically fails all tests based on vision 
  and automatically fails all Ballistic Skill Tests. He also suffers 
  a –30 penalty to Weapon Skill Tests and most other tests 
  that ordinarily benefit from vision. Needless to say, most 
  Explorers find blindness very inconvenient, but any member 
  of the Inquisition will tell them they don’t need their eyes to 
  see the truth.
  blood loss
  Blood Loss is a Critical Effect that can result from Critical 
  Damage. Characters suffering from Blood Loss have a 10% 
  chance of dying each Round unless treated in some way. If the 
  suffering character is conscious, he may attempt a Difficult
  (–10) Medicae Test each Round to staunch the bleeding. If 
  the character is also trying simultaneously engage in strenuous 
  activity, such as running away from whatever caused the Blood 
  Loss, attempts to staunch the bleeding instead requires a Very 
  Hard (–30) Medicae Test. If the suffering character is not 
  conscious, or doesn’t fancy his chances, another character 
  may attempt the test.
  deafened
  The character cannot hear at all, or at least not well enough 
  to communicate with others. Until the character recovers or 
  has his disability repaired, he automatically fails any Skill or 
  Characteristic Test that relies on hearing. Apart from having 
  trouble communicating with his fellow Explorers, the GM is 
  free to decide what effects a deaf character will have on the 
  game.
  fIRe
  A character suffers Damage from fi e each Round he is exposed 
  to it. At the beginning of each Round after the first in which 
  a character is exposed to the same source of flames (or if he 
  is hit by a weapon with the Flame special quality or suffers 
  certain Toxic Critical Effects), he must make a Challenging 
  (+0) Agility Test or catch on fi e.
  Once a character is on fi e, he suffers 1d10 Damage (with 
  no reduction from armour) and takes 1 level of Fatigue each 
  Round until the fi e is extinguished. All Damage from fi e is 
  treated as Energy Damage for the purpose of determining 
  Critical Effects—if the location is not otherwise specified,
  
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  use the body location. While on fi e, a character must make 
  a Challenging (+0) Willpower Test at the beginning of 
  each of his Turns in order to be able to take Actions normally; 
  otherwise, he may only run around and scream, which 
  counts as a Full Action. A character that is on fi e may try to 
  extinguish the flames himself by dropping prone and making 
  a Hard (–20) Agility Test, which counts as a Full Action. 
  The GM can make this test easier or harder depending on 
  environmental conditions and whether the blazing character 
  is able to receive any help from nearby allies.
  fallIng
  Characters can fall off things for all manner of reasons, though 
  the results are usually the same. To work out Damage from 
  falling, simply roll 1d10 and add +1 per metre the 
  character fell. Use Table 9-6: Hit Locations to determine 
  which part of the body hits the ground first. Armour offers 
  no protection against falls. Damage from falling is treated as 
  Impact Damage for the purposes of determining Critical 
  Effects. The GM may adjust the damage depending on the 
  type of surface landed upon as well abnormal gravity 
  conditions, and so forth.
  sTunned
  In addition to Damage and Fatigue, characters may also 
  become Stunned. A character can become Stunned due to 
  the effects of some Psychic Powers, Critical Damage, or the 
  Takedown talent. Weapon Skill and Ballistic Skill Tests to hit 
  Stunned characters are considered Routine (+20). In addition, 
  Stunned characters cannot take Actions or Reactions such as 
  Dodge. A Stunned character is not helpless or unaware. 
  suffoCaTIon
  There are many ways to suffocate, including drowning, 
  smoke inhalation, and exposure to certain toxins. The rate 
  of suffocation depends on the character’s activity level. If a 
  character is actively trying to conserve oxygen, he can hold 
  his breath for a number of minutes equal to his Toughness 
  Bonus. If a character is instead engaged in strenuous activity 
  (combat, swimming, and so forth) he may hold his breath for 
  a number of Rounds equal to twice his Toughness Bonus.
  While holding his breath, a character must make a 
  Challenging (+0) Toughness Test each minute (if 
  conserving oxygen) or each Round (if engaged in strenuous 
  activity). If he fails, he suffers one level of Fatigue. Remember, 
  any amount of Fatigue imposes a –10 penalty to all Tests, and 
  if a character ever has a number of levels of Fatigue in excess 
  of his Toughness Bonus, he immediately falls unconscious for 
  10–TB minutes. If the character has not gained a fresh source 
  of oxygen by the end of the allotted time he automatically 
  falls unconscious regardless of his levels of Fatigue.
  If a character is both unconscious and deprived of a fresh 
  source of oxygen, he suffers 1d10 Damage each Round until 
  he dies. Armour and Toughness cannot reduce this damage.
  unConsCIousness
  Unconsciousness is usually a temporary state that typically 
  results from excessive levels of Fatigue or Critical Damage. 
  The duration of a state of unconsciousness is usually included 
  in the description of the effect that caused it, but if no other 
  duration is given, unconsciousness lasts for 10–TB minutes.
  An unconscious character is completely unaware of his 
  surroundings and cannot take any actions. He is also treated 
  as a helpless target (see page 248).
  If a character falls into unconsciousness due to excessive 
  levels of Fatigue, he recovers some of that Fatigue when he 
  awakens. See Fatigue, page 251.
  useless lImbs
  Certain Critical Effects indicate a risk of permanently losing 
  the use of a limb unless the affected character succeeds at a 
  Challenging (+0) Toughness Test. Should a character with 
  the Medicae Skill be present and assisting the injured character, 
  the victim gains a +20 bonus to such a test. Even if the test is 
  successful, the limb must be held in a sling for 1d5+1 weeks 
  and is useless during this time.
  Should the Toughness Test fail, the limb must be removed, 
  requiring a character with the Medicae Skill to succeed at a 
  Difficult (–10) Medicae Test. Should this fail, the limb still 
  comes off, but the surgery inflicts 1d10 Damage to the limb—
  almost always Critical Damage. Should the amputee live, the 
  limb comes off, but he suffers Blood Loss and must be treated 
  for it. Once this has been dealt with, the Chirurgeon must treat 
  the wound as if it were an amputated limb (see above).
  vaCuum
  There is nothing good about being exposed to vacuum. There 
  are two main ways this unfortunate event could occur: a 
  character can be suddenly thrust into an airless, pressureless 
  environment (such as being expelled from an airlock), or they 
  can be slowly affected (such as being trapped on a star ship as 
  its atmosphere is vented into space).
  If suddenly exposed to vacuum, a character may survive 
  unharmed for a number of Rounds equal to his Toughness 
  Bonus. Unless he has an oxygen source, he will also begin 
  to suffer from the effects of suffocation. At the end of each 
  Round after this, he suffers 1d10+3 Explosive Damage from 
  depressurisation. If he is in the vacuum of space, at the end of 
  each Round make a Challenging (+0) Toughness Test. A 
  failure indicates he also suffers 1d10 Energy Damage from the 
  extreme cold. In both cases, any armour worn does not reduce 
  the Damage incurred.
  If a character dies in space, it takes five Rounds for his corpse 
  to freeze. If a frozen corpse suffers any Damage, it shatters 
  into thousands of blood-red ice shards. There is precious little, 
  except perhaps a Daemonic pact, which can bring a character 
  back from such a fate.
  If a character is trapped in a gradually worsening 
  atmosphere, he may survive unharmed for a number 
  of Rounds equal to twice his Toughness Bonus. 
  At the end of this time, he will begin to 
  
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  experience suffocation and will also begin to feel the effects of 
  depressurisation. From that point onwards, at the end of each 
  Round he must make a Toughness Test with a cumulative –10 
  penalty. Success indicates that he only suffers 1d5 Explosive 
  Damage. Failure means that he suffers 1d10 Explosive Damage. 
  In both cases armour cannot reduce the Damage incurred.
  healing
  A character will inevitably suffer Damage during his 
  explorations of the galaxy. As a character accumulates Damage, 
  he progresses through three different states: Lightly Damaged, 
  Heavily Damaged, and Critically Damaged. Characters naturally 
  recover from Damage at a slow rate that varies depending on 
  the character’s Damage state. Rest, medical attention, and a few 
  psychic powers can speed up Damage recovery.
  lIghTly damaged
  A character is considered Lightly Damaged if he has taken 
  Damage equal to or less than twice his Toughness Bonus. 
  A Lightly Damaged character removes 1 Damage per day 
  through natural healing. If a Lightly Damaged character 
  devotes an entire day to bed rest, he removes an amount of 
  Damage equal to his Toughness Bonus.
  example
  Grak has a 4 Toughness Bonus. After a tussle with a pair of hive 
  world thugs, Grak has suffered 5 Damage. This is amount of 
  Damage is less than twice Grak’s Toughness Bonus of eight, so Grak 
  is only Lightly Damaged. He will naturally heal 1 Damage per day, 
  but if he devotes an entire day to rest and recovery, he can remove 
  4 Damage.
  heavIly damaged
  A character is Heavily Damaged whenever he has taken more 
  Damage than twice his Toughness Bonus. A Heavily Damaged 
  character removes 1 Damage per week though natural healing. 
  If a Heavily Damaged character devotes an entire week to 
  complete rest, he removes an amount of Damage equal to 
  his Toughness Bonus. Once a Heavily Damaged character’s 
  Damage is equal to or less than his Toughness Bonus, he 
  becomes Lightly Damaged.
  example
  After a tough fight with a Bloodletter, Grak has suffered 12 Damage, 
  which is more than twice his Toughness Bonus of four. Grak is now 
  Heavily Damaged and decides to spend an entire week in sickbay. At 
  the end of that week, he removes 4 Damage because his Toughness 
  Bonus is four. Because he now has 8 Damage (twice his Toughness 
  Bonus) he is now only Lightly Damaged.
  CRITICally damaged
  A character is Critically Damaged whenever he has taken 
  Damage in excess of his Wounds. Critical Damage does 
  not heal on its own—it requires medical attention. With 
  rest and medical attention, a character removes 1 point of 
  Critical Damage per week. After all Critical Damage has been 
  removed, a character becomes Heavily Damaged instead.
  example
  After a gruelling battle with a mob of Ork priates, Grak has suffered 
  three points of Critical Damage. Fortunately, his comrades managed 
  to return him sickbay where he spends three weeks resting under the 
  constant supervision of ship’s Chirurgeon. At the end of these weeks, 
  Grak has removed all three points of Critical Damage and is now 
  only Heavily Damaged.
  medICal aTTenTIon
  Medical attention is any Action taken to treat injuries. Such 
  efforts can range from the application of healing drugs, to a 
  successful Medicae Test, or even using Psychic Powers. Medical 
  attention can provide immediate recovery or can speed the 
  process of natural healing. For additional information, see the 
  Medicae Skill on page 83.
  CybeRneTIC and bIonIC 
  ReplaCemenTs
  It is possible to restore lost limbs with bionic replacements; in 
  fact, sometimes a character may prefer to lop off a perfectly 
  good arm or leg to gain the benefits of having a cybernetic 
  replacement. The rules for both removing and attaching 
  cybernetic, bionic, and bio-enhanced limbs, implants and 
  weapons are detailed fully in Chapter 5: Armoury.
  
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  Exploration
  R
  ogue Trader is a story-driven game that involves lots 
  of travel, exploration, and hopefully, the acquisition 
  of wealth. This section explains additional rules for 
  conducting the business of a Rogue Trader organisation—to 
  venture into the unknown, explore, exploit, and conquer.
  There are two main groups of Skills characters are likely 
  to rely on heavily during their travels, Exploration Skills and 
  Investigation Skills. Both groups provide many interesting 
  opportunities for individuals to grab a few moments in 
  the spotlight. However, Skill Tests should not be used to 
  replace roleplaying—instead they should be used to augment 
  roleplaying and encourage total group participation.
  uSing exploraTion 
  SkillS
  Exploration Skills can help achieve a multitude of objectives, 
  from prowling the remains of a derelict space hulk in search 
  of ancient technology to surveying a planetary surface for 
  rich mineral veins. Exploration Skills differ from Investigation 
  Skills in that Exploration Skills tend to focus on searching or 
  examining locations in order to find out hat is there.
  exploRaTIon Challenges
  When a group of characters wishes to apply their collective 
  specialities to an exploration task, the GM can create an 
  Exploration Challenge. This is simply an expanded version of 
  a Skill Test where multiple characters can attempt to contribute 
  to the success of the challenge over an extended period of time. 
  To create an Exploration Challenge, the GM considers the 
  nature and overall complexity of the challenge and assigns a 
  total number of degrees of success necessary to complete the 
  challenge. Table 9-27: Exploration Challenges provides 
  some example guidelines.
  During an Exploration Challenge, each participating 
  character can make a Skill Test using any Exploration Skill he 
  possesses, though the GM may rule that certain Skills provide 
  no meaningful help to task at hand. The same character can 
  make multiple tests, but each time he must chose a different 
  Exploration Skill. Likewise, the same Exploration Skill can be 
  tested multiple times, but only if it is attempted by a different 
  character each time. It is up to the players to decide the order 
  of the Exploration Skill Tests.
  The default difficulty of each individual Exploration Skill 
  Test is Challenging (+0), but this can change depending on the 
  outcome of previous tests made in the challenge. On a success, 
  the difficulty of the next Exploration Skill Test has its difficulty 
  reduced by one step. Furthermore, each degree of success 
  contributes an equal number of degrees of success toward 
  completing the Exploration Challenge. Conversely, a failure on 
  an individual Exploration Skill Test increases the difficulty of 
  the next Exploration Skill Test by one step. Furthermore, for 
  each degree of failure remove one degree of success toward 
  completing the Exploration Challenge.
  Explorers can use Fate Points to affect the outcome of 
  Exploration Challenges if they wish.
  example
  Jericus and Mira have traced an unidentified signal to the surface 
  of a barren planet. Due to magnetic interference affecting their 
  instruments, finding the signal’s source will take considerable time. 
  The GM rules this is a Taxing Exploration Challenge, requiring a 
  total of six degrees of success to complete.
  After some discussion, it is decided that Mira will attempt her test 
  first, so she makes a Challenging (+0) Navigation (Surface) Test 
  and gets a success (but no degrees of success). In this case, Mira’s 
  knowledge of Navigation is helpful enough to make the next test 
  made in this challenge a little easier. Knowing this, Jericus decides to 
  attempt an Ordinary (+10) Awareness Test. Jericus makes the test 
  and gets two degrees of success.
  The group now needs only four more degrees of success to 
  complete the Exploration Challenge, plus Jericus’s success also makes 
  the next test in the challenge even less difficult. Now, Mira decides to 
  make a Routine (+20) Awareness Test. Unfortunately, she makes 
  a terrible roll and gets one degree of failure! Mira’s hasty mistake 
  costs the group one degree of success; furthermore, the next test made 
  in this challenge will be a little more difficult.
  Mira attempts to redeem herself with a Search Test of her own 
  at a Difficulty of Ordinary (+10). She makes an excellent roll and 
  gets four degrees of success! She then decides to spend a Fate Point to 
  add one additional degree of success, allowing the group to complete 
  the Exploration Challenge. The GM explains that Orlean notices 
  some distant shapes. The group originally mistook them for rock 
  formations, however they are actually ancient ruins—clearly this is 
  the source of the strange signal.
  failing an exploration Challenge
  If the explorers collectively test all of their Exploration Skills 
  without accumulating enough degrees of success to complete 
  the Exploration Challenge, they fail the challenge and are 
  delayed. The exact consequences of such a delay are largely 
  up to the GM, but the explorers should never be faced with 
  a permanent, insurmountable failure. Instead, the explorers 
  could be forced to return their ship or base of operations and 
  formulate a new strategy, or they could be temporarily stuck in 
  a dangerous environment where their very survival is at stake. 
  Whatever the consequences, the GM should eventually give 
  them another chance to tackle the Exploration Challenge.
  Table 9-27: Exploration Challenges
  Challenge Complexity
  Degrees of Success Needed
  Simple
  3
  Taxing
  6
  Involved
  12
  
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  uSing inveSTigaTion 
  SkillS
  In many cases, exploration begins with a lead, clue, or tip 
  that requires further investigation or research before the 
  information can be trusted. Expeditions into the unknown are 
  dangerous business, and the wise Rogue Trader does all he can 
  to mitigate the risks. Investigation techniques might include 
  tracking down key individuals and extracting information—
  whether through charm, intimidation, or bargaining—or 
  using personal contacts to uncover data on a famous figu e in 
  the history of the Imperium. Other methods of investigation 
  could involve canvassing the local populace for rumours, 
  translating ancient tablets, or retracing the path of a failed 
  expedition. Ultimately, a successful bit of investigating comes 
  down to knowing where to look, who to talk to, and where 
  to go once the information has been obtained. Investigation 
  Skills differ from Exploration Skills in that Investigation Skills 
  tend to focus on answering questions, or seeking specific
  information, without knowing where to look.
  All Investigation Skill Tests require a character to have access 
  to an Investigation Skill. The difficulty of the test depends on 
  the complexity of the task, which also determines the base 
  time it should take to get a reliable answer. A success on the 
  test allows the character to roll 1d10 and add the appropriate 
  Characteristic bonus (as determined by the Investigation 
  Skill’s governing characteristic) and subtract the value in 
  hours from the time it takes to uncover the information. A 
  failure indicated no progress is gained. Failing by three or 
  more degrees indicates a setback, adding 1d10 hours to the 
  total time required by the test. Failing by fi e or more degrees 
  means the investigation has come to a complete halt and any 
  further investigation on the topic has its difficulty increased 
  by two steps. After the investigating time has elapsed, the 
  investigating character gets the information he was seeking.
  Table 9-28: Investigation Benchmarks offers a 
  selection of example difficulties for conducting investigations 
  of varying complexity.
  hasTIly ConduCTed InvesTIgaTIons
  The investigation benchmarks described above assume that 
  characters conducting an investigation desire to acquire 
  information that is as complete and reliable as possible and are 
  willing to invest as much time as necessary to achieve that goal. 
  Of course, there are bound to be times when characters would 
  like to conduct a complex investigation, but simply don’t have 
  enough time to conduct it thoroughly no matter how many 
  lucky breaks come their way. In such cases, characters may 
  simply want to get the best information they can within a 
  limited time frame. This type of hasty investigation tends to 
  either return very few details, or a great deal of information 
  that is contradictory, potentially misleading, incomprehensible, 
  or simply irrelevant. Nevertheless, sometimes that is the best 
  the investigators can hope for.
  When conducting a hasty investigation, a character first 
  decides how much he is willing to devote to the task, and 
  then he makes an Investigation Skill Test as normal. If the 
  test is successful, he gets some information, but its reliability 
  is suspect—the GM can consult Table 9-29: Reliability 
  of Hastily Gathered Information for some guidelines for 
  adjusting the results of a complex investigation performed in 
  much less than the recommended time.
  Movement
  I
  n many game situations, it is unnecessary to worry about 
  how fast a character can run or how long it takes him to 
  walk from his private quarters to the ship’s armoury. On 
  the other hand, there are also many situations that come up 
  during a game, such as a combat, where knowing how far a 
  character can move over a given period of time becomes very 
  important.
  During a combat Round, a character may take a specific 
  Action to move at one of four speeds: Half Move, Full Move, 
  Charge, or Run. The number of metres a character travels per 
  Table 9-28: Investigation Benchmarks
  Complexity
  Difficult
  Modifie
  Time
  Example
  Simple
  Easy
  +30
  1 hour
  Uncovering the local gossip
  Basic
  Routine
  +20
  6 hours
  Finding a famous commissar’s major victories
  Drudging
  Ordinary
  +10
  24 hours
  Locating a famous commissar’s service record
  Taxing
  Challenging
  +0
  72 hours
  Identifying an obscure toxin
  Arduous
  Difficul
  –10
  14 days
  Tracing the genealogy of an obscure Rogue Trader dynasty
  Involved
  Hard
  –20
  1 month
  Translating an entire book
  Labyrinthine
  Very Hard
  –30
  1d5 years
  Cataloguing a datacrypt, surveying an entire planet
  Table 9-29: Reliability of Hastily Gathered Information
  Complexity
  1 hour
  6 hours
  24 hours
  72 hours
  Taxing
  10% Reliable
  25% Reliable
  50% Reliable
  100% Reliable
  Arduous
  No Result Possible
  10% Reliable
  25% Reliable
  50% Reliable
  Involved
  No Result Possible
  No Result Possible
  10% Reliable
  25% Reliable
  Labyrinthine
  No Result Possible
  No Result Possible
  No Result Possible
  10% Reliable
  
  265
  IX: Playing the Game
  IX: Playing the Game
  Round at these various speeds is determined by his Agility 
  Bonus. See Table 9-30: Structured Time Movement below 
  for details. Traits can modify some or all movement speeds.
  In some situations, it may be important to note how fast a 
  character can travel in Narrative Time. Table 9-31: Narrative 
  Time Movement describes the standard speeds a character can 
  move at a leisurely pace under ideal circumstances. Environment 
  (see following) can affect these speeds, hindering the characters 
  as they travel.
  narraTive movemenT 
  anD Terrain
  Terrain conditions affect how fast a character can cover ground 
  during Narrative Time. Obviously, slogging through a waist-
  deep death world swamp is far more laborious than strolling 
  through the steel corridors of an orbital space station.
  Halve distances when moving through tightly packed 
  foliage, dense urban areas, or similarly difficult ter ain.
  The Game Master will determine what, if any, modifiers
  apply to Narrative Time caused by the environment. 
  huRRyIng
  A character can pick up the pace, moving up to double his 
  movement in Narrative Time for a number of hours equal to 
  his Toughness Bonus. At the end of this time, he must make a 
  Challenging (+0) Toughness Test or take 1 level of Fatigue. 
  In addition, a hurrying character is less likely to pay attention 
  to his surroundings and thus suffers a –10 penalty to all 
  Perception-based Tests.
  A character may push on, even with these penalties, but he 
  must continue to make progressively more difficult Toughness 
  Tests to avoid accumulating additional levels of Fatigue. He 
  suffers a –10 penalty to his Toughness Test after the second 
  time period, a –20 penalty after the third period, and so forth.
  RunnIng and naRRaTIve TIme
  Characters can run during Narrative Time, but doing so is 
  tiring. When running, a character triples his rate of movement, 
  but each hour of sustained running requires the character to 
  make a Toughness Test, with a cumulative –10 penalty per 
  hour after the first, to sustain the pace. On a failed test, the 
  character takes 1 level of Fatigue. Characters moving at this 
  brisk pace are focused on running and watching their steps, so 
  they take a –20 penalty to all Perception-based Tests. As with 
  hurrying, characters can continue running after a failed test, but 
  penalties gained from multiple failed tests are cumulative.
  foRCed maRChIng
  There’s nothing stopping characters from pushing themselves 
  beyond the standard ten hours of marching. Characters may 
  safely push themselves for a number of extra hours equal to 
  their Toughness Bonus. Beyond this, a character must make a 
  Toughness Test, with a cumulative –10 penalty per hour, for 
  each hour he travels beyond his Toughness Bonus. A failed 
  test indicates that the character takes a level of Fatigue. It 
  is possible to march oneself into unconsciousness. Fatigue 
  taken from forced marching is removed after the character 
  has rested for two hours for each hour they marched beyond 
  their Toughness Bonus. 
  movemenT anD 
  environmenT
  The movement rates for characters described on Table 
  9-30: Structured Time Movement (Metres/Round) 
  assume a relatively clear battlefield. There may be a few 
  minor obstacles, but characters can still move at their 
  standard rates. There are, however, some circumstances that 
  reduce a character’s speed. These can include rubble-strewn 
  hallways, deep snow, dense fog, thick underbrush and a 
  variety of other conditions that make it tough to navigate. 
  In such environments, a character’s movement is halved. If a 
  character charges or runs, he must succeed at Challenging 
  (+0) Agility Test or fall prone. The difficulty of this test 
  can be modified based on the terrain. 
  Table 9-30: Structured Time Movement 
  (Metres/Round)
  AB
  Half 
  Move 
  Full 
  Move
  Charge
  Run
  0
  1/2
  1
  2
  3
  1
  1
  2
  3
  6
  2
  2
  4
  6
  12
  3
  3
  6
  9
  18
  4
  4
  8
  12
  24
  5
  5
  10
  15
  30
  6
  6
  12
  18
  36
  7
  7
  14
  21
  42
  8
  8
  16
  24
  48
  9
  9
  18
  27
  54
  10
  10
  20
  30
  60
  Table 9-31: Narrative Time Movement
  AB
  Per Minute
  Per Hour
  Per Day†
  0
  12m
  0.75km
  7km
  1
  24m
  1.5km
  15km
  2
  48m
  3km
  30km
  3
  72m
  4km
  40km
  4
  96m
  6km
  60km
  5
  120m
  7km
  70km
  6
  144m
  9km
  90km
  7
  168m
  10km
  100km
  8
  192m
  12km
  120km
  9
  216m
  13km
  130km
  10
  240m
  14km
  140km
  † Assumes 10 hours of walking.
  
  266
  IX: Playing the Game
  IX: Playing the Game
  See Table 9-32: Agility Modifiers for Running Through 
  Treacherous Environments for suggestions.
  ClimBing
  There may be times during a character’s explorations when 
  he wants to scramble over a low wall, descend into a crevasse, 
  climb to an ideal rooftop sniper position, or shinny up a tree 
  to escape the claws of vicious xenos. Climbing is divided into 
  two general categories: simple climbs and sheer surfaces.
  sImple ClImbs
  Simple climbs can include fences, steep hills, boulders, trees, 
  and anything else that requires effort and concentration, but 
  no real Skill to accomplish. Any character with both hands free 
  can automatically accomplish a simple climb, provided he takes 
  his time and is not being distracted (such as being shot at).
  If a character is trying to climb quickly, is being attacked, 
  or is otherwise distracted, he needs to make a Strength Test or 
  Climb Test to perform a simple climb. On a success, the character 
  ascends or descends at a rate of one-half his Half Move speed 
  (round up). For each degree of success, the character climbs an 
  extra metre. On a failed test, the character falls from his starting 
  climbing position.
  The GM can adjust the difficulty of the test based on the 
  nature of the climb and other conditions, but the default 
  difficulty is Challenging (+0).
  Note that some acts of climbing, such as ascending a sturdy 
  ladder, are so basic that no test should be necessary.
  sheeR suRfaCes
  Many surfaces are beyond the means of ordinary characters to 
  climb. A sheer cliff with overhangs and no visible hand-holds, 
  an icy crevasse, and the exterior walls of most buildings all 
  require Skill to climb successfully. Such efforts always require 
  a test.
  A character may attempt to climb a sheer surface by 
  making a Climb Test. On a success, the character ascends or 
  descends at a rate of one-half his Half Move speed (round 
  up). For each degree of success, the character climbs an extra 
  metre. On a failed test, the character falls from his starting 
  climbing position.
  Climbing difficulty varies with the nature of the climbing 
  surface, though most tests should be Challenging (+0). 
  Characters can receive bonuses to Climb Tests if they use 
  special climbing gear (see Chapter V: Armoury).
  abseiling
  A character can descend a sheer surface more quickly by 
  abseiling. This requires some kind of climbing gear, such a 
  drop harness, or at the very least some long rope. An abseiling 
  character makes a Challenging (+0) Agility Test. On a 
  success, he descends at a rate of 10 metres per Round. On a 
  failure, his descent rate is only fi e metres per Round. Failure 
  by two or more degrees requires to the character to make a 
  Challenging (+0) Strength Test or lose his grip—if he is 
  not wearing a drop harness, he falls.
  Jumping anD leaping
  A Jump is a controlled vertical ascent or descent where 
  a character attempts to either jump as high as he can, or 
  jump down safely without suffering damage. If a character 
  is pushed over an edge, or is otherwise not in control of a 
  descent, he is not Jumping, but Falling (see page 261). A Leap 
  is a horizontal jump where a character attempts to cover as 
  much distance as possible. Both Jumping and Leaping can 
  benefit from a running start. Performing any kind of Jump or 
  Leap is treated as a Full Action.
  sTandIng veRTICal jumps
  From a standing position, an average character can jump 
  about half a metre straight up (measured from the ground to 
  the bottom of his feet). Jumping distance depends as much on 
  a character’s body mass as it does his Strength and Agility, so 
  this distance tends to vary only slightly between characters. A 
  character can jump up to reach an overhead ledge, or similar 
  object, that is as high as his own height, plus about one 
  metre for average arm length, plus another half a metre for 
  an average standing jump. Usually, no test is required to make 
  such a jump, though pulling oneself up onto a grabbed ledge 
  requires a Challenging (+0) Strength Test.
  A character can attempt to safely jump down a number of 
  metres equal to his Agility Bonus by making a Challenging 
  (+0) Agility Test. If he succeeds, he lands on his feet and 
  takes no damage. If he succeeds, but the jump is a greater 
  distance than his Agility Bonus, he must take Falling Damage 
  (see page 261) equal to the distance jumped in metres beyond 
  his Agility Bonus and ends his Turn prone. If he fails the 
  Agility Test, he suffers Falling Damage for the entire distance 
  of the jump and ends his Turn prone.
  RunnIng veRTICal jumps
  If a character gets a running start by moving at least four 
  metres in a straight line, he can jump higher. At the end of his 
  movement, he must make a Challenging (+0) Agility Test. 
  If he succeeds, he can add half his Strength Bonus (rounded 
  Table 9-32: Agility Modifiers for Running 
  Through Treacherous Environments
  Condition
  Difficult
  Fog or Smoke
  Ordinary (+10)
  Mud
  Challenging (+0)
  Shallow Water
  Challenging (+0)
  Darkness
  Difficult (–10
  Snow
  Difficult (–10
  Underbrush
  Difficult (–10
  Dense Crowds
  Hard (–20)
  Zero Gravity
  Hard (–20)
  Rubble
  Hard (–20)
  Tremors
  Hard (–20)
  
  267
  IX: Playing the Game
  IX: Playing the Game
  up) in metres to his normal vertical jump distance (see above), 
  plus an additional half metre for each degree of success. If he 
  fails the test, he stumbles, which ends his Turn. For every four 
  additional metres beyond the first four that a character runs 
  before making a Jump, he receives a +10 bonus to his Agility 
  Test (maximum +30).
  sTandIng hoRIZonTal leaps
  To make a Standing Horizontal Leap, a character must make 
  a Difficult (–10) Agility Test. On a success, he leaps a 
  number of metres equal to his Strength Bonus, plus another 
  half metre for each degree of success. On a failure, he only 
  Leaps a number of metres equal to half his Strength Bonus 
  (round up), and each degree of failure further reduces this 
  distance by another half metre (to a minimum of one-half 
  metre).
  The height attained while leaping is equal to one quarter 
  the distance in metres travelled (round up).
  RunnIng hoRIZonTal leaps
  When performing a Running Horizontal Leap, a character 
  must move at least four metres in a straight line before 
  making the Leap. At the end of his movement, he makes a 
  Challenging (+0) Agility Test. On a success, he Leaps 
  number of metres equal to his Strength Bonus, plus another 
  half metre for each degree of success. On a failure, he only 
  Leaps a number of metres equal to half his Strength Bonus 
  (round up), and each degree of failure further reduces this 
  distance by another half metre (to a minimum of one-half 
  metre). For every four additional metres beyond the first four 
  that a character runs before making a Leap, he receives a +10 
  bonus to his Agility Test (maximum +30).
  The height attained while leaping is equal to one quarter 
  the distance in metres travelled (round up).
  Swimming
  A character doesn’t need to make a Swim Test under ideal 
  circumstances, but hazardous conditions such as rough waters, 
  hands being tied, or swimming whilst fighting all require 
  Swim Tests to move. To swim under hazardous conditions, 
  a character must make a Challenging (+0) Swim Test as a 
  Full Action. A success indicates that the character moves in 
  any direction up to a number of metres equal to one-half his 
  Strength Bonus, or simply tread water at his option. A failed 
  Test means that he makes no progress and cannot move.
  A character can choose to swim underwater, but he must 
  hold his breath do so. A character that is unable to swim for 
  some reason (unconsciousness, paralysis, etc.) automatically 
  goes underwater. While underwater, a character risks 
  Suffocation due to drowning (see page 261).
  Heavy equipment, especially armour, makes swimming 
  extremely difficult. If a character is wearing armour or is 
  otherwise weighted down, all Swim Tests are Very Hard 
  (–30) and a failed Swim Test automatically imposes one level 
  of Fatigue.
  sWImmIng and naRRaTIve TIme
  Prolonged swimming can be exhausting. A character may 
  swim for a number of hours equal to your Toughness Bonus. 
  After that point, he must make a Toughness Test each hour 
  with a cumulative –10 penalty per hour. On a failed test, 
  he takes one level Fatigue. If a swimming character falls 
  unconscious due to Fatigue, he goes underwater and begins 
  to Suffocate (see page 261).
  To determine the distance covered for each hour of 
  Swimming, use Table 9-31: Narrative Time Movement 
  and swap the character’s Strength Bonus for his Agility 
  Bonus.
  Carrying, lifTing, anD 
  puShing oBJeCTS
  Under normal circumstances, characters in Rogue Trader do 
  not need to precisely calculate how much they can carry. 
  Common sense can serve as a guide for most purposes. In 
  general, most characters can reasonably carry one main 
  weapon (such as a boltgun, lasgun, or flamer), plus one or two 
  secondary weapons (such as pistols or melee weapons), plus a 
  few clips of extra ammo and several pieces of miscellaneous 
  equipment in a backpack, satchel, or similar container. On the 
  other hand, it would not be at all reasonable for a character 
  (even a very strong one) to be walking around with three 
  different heavy weapons and several thousand rounds of 
  ammo for each, or for a character to have a backpack with 
  one of everything from the equipment section in Chapter 5: 
  Armoury. However, there are likely to be instances when it is 
  useful to know how much a character can lift or carry.
  The amount of weight a character can move depends on the 
  sum of his Strength Bonus and Toughness Bonus. Compare 
  the total to Table 9-33: Carrying, Lifting, and Pushing 
  Weights to find out the limits of a character’s might. Note 
  that certain Traits may increase these values.
  CaRRyIng WeIghT
  A character’s Carrying Weight is how much he can comfortably 
  carry without suffering any penalties to his movement. If a 
  character carries more that this weight, he is Encumbered (see 
  below).
  lIfTIng WeIghT
  A character’s Lifting Weight represents the maximum amount of 
  weight he can pick up off the ground. A character can attempt 
  to move whilst holding a heavy load, but if the load exceeds 
  his Carrying Weight, he is Encumbered (see below). Lifting a 
  heavy load is treated as a Full Round Action.
  A character can attempt to lift more than his usual limit by 
  making a Challenging (+0) Strength Test. Each degree of 
  success adds a +1 bonus to the sum of the character’s Strength 
  Bonus and Toughness Bonus for the purpose of determining 
  limits. If the test is failed by two degrees or more, the character 
  suffers one level of Fatigue.
  
  268
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  IX: Playing the Game
  IX: Playing the Game
  pushIng WeIghT
  A character’s Pushing Weight represents the maximum 
  amount of weight he can shove across a smooth surface, such 
  as metal floo . Difficult Terrain can make pushing objects 
  much more difficult. Pushing a heavy object is treated as a 
  Full Round Action.
  A character can attempt to push more than his usual limit 
  by making a Challenging (+0) Strength Test. Each degree 
  of success adds a +1 bonus to the sum of the character’s 
  Strength Bonus and Toughness Bonus for the purpose of 
  determining limits. If the test is failed by two degree or more, 
  the character suffers one level of Fatigue.
  enCumbeRed ChaRaCTeRs
  If a character attempts to carry more than his normal carrying 
  limits (but less thank his lifting limit), he is Encumbered. An 
  Encumbered character takes a –10 penalty to all movement-
  related tests and reduces his Agility Bonus by one for the 
  purposes of determining movement rates and Initiative. In 
  addition, after a number of hours equal to his Toughness 
  Bonus have passed while carrying this weight, he must make 
  a Challenging (+0) Toughness Test or take one level of 
  Fatigue.
  ThRoWIng objeCTs
  Chapter V: Armoury describes several weapons designed 
  to be thrown at targets, but a character can attempt to throw 
  just about any object that weighs up to half the character’s 
  normal Lifting Weight (as indicated by Table 9-33: Carrying, 
  Lifting, and Pushing Weights).
  To throw an object, a character makes a Challenging (+0) 
  Strength Test. A successful test means that the object flies a 
  number of metres equal to his Strength Bonus. For each degree 
  of success, this distance increases by a factor of one, so one 
  degree means that the character throws the object a number of 
  metres equal to twice his SB, two degrees means that the object 
  is thrown a number of metres equal to your three times his 
  SB, and so forth. On a failed test, the object flies a number of 
  metres equal to half his Strength Bonus (round down; a result of 
  0 means it fell at his feet). If the object hits a hard surface such 
  as a wall, it takes 1d10+SB Damage plus one for every degree 
  of success on the test. These rules do not apply to aerodynamic 
  throwing weapons and grenades. Such weapons have a range 
  given on the weapons tables and have range brackets like other 
  weapons.
  If the object is being thrown at a specific target, it is treated 
  as an improvised weapon and the throwing character makes a 
  Ballistic Skill Test instead of a Strength Test.
  A character can attempt to throw an object that weighs more 
  than half his Lifting Weight, but such tests are Hard (–20).
  lighTing
  Many adventures in rogue Trader take place under the cover 
  of night, in the shadowy depths of caves, or in the dank and 
  foetid underhive. As a result, the oppressive darkness becomes 
  a constant enemy, concealing countless terrors and monstrous 
  threats in its depths. For these reasons, light sources are of 
  paramount importance when exploring the dark places of the 
  Imperium.
  For simplicity, rogue Trader uses three levels of light: 
  Bright, Shadow and Darkness. Bright light is any light that 
  allows normal vision, such as sunlight or being within the radius 
  of a torch, glo-lantern, and so on. Shadow conditions occurs 
  during pre-dawn and twilight hours on Earth-like planets, 
  whenever a character or object is just beyond the range of a 
  normal light source, or when that source is obscured by an effect 
  such as fog. Darkness, naturally enough, is the absence of light.
  Aside from the obvious effects of Darkness and Shadow—
  being the inability to see, areas of Shadow and Darkness can 
  interfere with a character’s movement and combat capabilities. 
  Characters may move through areas of Shadow at no penalty, 
  but may move at only half speed or less through Darkness. 
  Exceeding this speed means that the character may drift 
  in a random direction unless the character succeeds on a  
  Hard (–20) Perception Test. For the effects of lighting on 
  combat, see Darkness, page 247, and Fog, Mist, or Shadow, 
  page 248.
  flying
  This section describes rules for flying creatures, or characters 
  with specific te hnology that grants flight c pability.
  Table 9-33: Carrying, Lifting & Pushing 
  Weights
  Sum of  
  SB and 
  TB
  Maximum 
  Carrying 
  Weight
  Maximum 
  Lifting 
  Weight
  Maximum 
  Pushing 
  Weight
  0
  0.9 kg
  2.25 kg
  4.5 kg
  1
  2.25 kg
  4.5 kg
  9 kg
  2
  4.5 kg
  9 kg
  18 kg
  3
  9 kg
  18 kg
  36 kg
  4
  18 kg
  36 kg
  72 kg
  5
  27 kg
  54 kg
  108 kg
  6
  36 kg
  72 kg
  144 kg
  7
  45 kg
  90 kg
  180 kg
  8
  56 kg
  112 kg
  225 kg
  9
  67 kg
  135 kg
  270 kg
  10
  78 kg
  157 kg
  315 kg
  11
  90 kg
  180 kg
  360 kg
  12
  112 kg
  225 kg
  450 kg
  13
  225 kg
  450 kg
  900 kg
  14
  337 kg
  675 kg
  1,350 kg
  15
  450 kg
  900 kg
  1,800 kg
  16
  675 kg
  1,350 kg
  2,700 kg
  17
  900 kg
  1,800 kg
  3,600 kg
  18
  1,350 kg
  2,700 kg
  5,400 kg
  19
  1,800 kg
  3,600 kg
  7,200 kg
  20
  2,250 kg
  4,500 kg
  9,000 kg
  
  269
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  IX: Playing the Game
  alTITude
  On a typical Earth-like planet, there are three broad altitude 
  levels: Hovering, Low Altitude, and High Altitude. A flying
  creature can change altitude by one level (up or down) during 
  each Move Action taken. If a creature is using a Charge or 
  Run Action, it can change altitudes by two levels.
  hovering altitude
  Hovering means that a creature is skimming just above the 
  ground, no higher than two metres. It can move over low 
  obstacles with ease. A hovering creature can both attack and 
  be attacked by other creatures and characters on the ground.
  Some creatures are capable of hovering, but incapable of 
  flying at other altitudes. Such creatures have the Hoverer 
  trait (see Chapter XIV: Adversaries and Aliens). A creature 
  with the Hoverer trait always stays at the same height above 
  ground (usually within two metres) even if it descends into 
  low terrain, such as a pit. Such creatures will not willingly 
  descend into an area that cannot get out of, no more so than 
  any normal creature would willingly jump into a hole in 
  which they could not escape.
  low altitude
  This altitude indicates that a creature is flying at height that is 
  beyond the melee attack range of other creatures or characters 
  on the ground, but is still within the range of most ranged 
  attacks from such creatures or characters. A Low Altitude flier
  takes no penalties for shooting downwards, but those firing
  up at it suffer a –10 penalty to their Ballistic Skill Tests in 
  addition to any normal penalties for range.
  high altitude
  When a creature is flying at High Altitude, it is far above the 
  ground beyond the range of all attacks, even those coming 
  from Low Altitude. A High Altitude flier can only attack or be 
  attacked by other creatures flying t High Altitude.
  flyIng movemenT
  Flying creatures and characters are broken up into two categories, 
  each of which is a Trait: Hoverers and Flyers (see Chapter 
  XIV: Adversaries and Aliens). Hoverers can move through 
  the air, but are incapable of gaining more than two metres of 
  altitude. A Flyer can ascend or descend to any altitude.
  Each Trait has an associated number in the creature’s 
  description. This number describes the character or creature’s 
  Flying Movement. This works just like regular movement, 
  but applies only when the creature is flying. While flying 
  or hovering, a creature must devote a Movement Action to 
  maintaining its flight each Turn, or it falls. Half Move, Full 
  Move, Charge, and Run are all valid Actions for maintaining 
  flight.
  If the creature at Hovering Altitude suddenly stops flying (by 
  not devoting a Move Action or being Stunned, for example), it 
  simply lands on the ground unharmed. If it is instead at Low 
  Altitude, it suffers Falling Damage (see page 261) as if it fell 
  15 metres. If it is instead at High Altitude, it suffers Falling 
  Damage as if it fell 25 metres, or more at the GM’s discretion.
  The effeCTs of gRavITy 
  Although the inhabited worlds of the Imperium may vary 
  slightly in terms of gravity, the effects on game play are minimal. 
  Only when characters explore High Gravity or Low Gravity 
  worlds are movement, lifting and other factors affected.
  low gravity worlds
  On worlds of low gravity, all characters increase their Agility 
  Bonus by two for the purposes of movement and determining 
  Initiative. In addition, characters add four to the total of their 
  Strength Bonus and Toughness Bonuses for the purpose of 
  determining carrying, lifting and pushing limits. Characters 
  also add two to their Strength Bonus for determining how 
  far they can throw objects. All Jumping and Leaping distances 
  are doubled.
  high gravity worlds
  On worlds of high gravity, all characters decrease their Agility 
  Bonus by two (to a minimum of one) for the purposes of 
  movement and determining Initiative. In addition, characters 
  subtract four (to a minimum zero) from the total of their 
  Strength Bonus and Toughness Bonuses for the purpose of 
  determining carrying, lifting and pushing limits. Characters 
  also subtract two from their Strength Bonus (to a minimum 
  of 0) for determining how far they can throw objects. Finally, 
  halve all Jumping and Leaping distances.
  Zero gravity
  Explorers are most likely to encounter zero gravity conditions 
  in outer space when there has been a serious technological 
  failure. Zero gravity is considered Difficult Terrain, meaning 
  that a character’s movement is halved while in it, and if he 
  attempts a Charge or Run Action, he must succeed at a Hard 
  (–20) Agility Test or drift out of control (treat as falling 
  prone). Additionally, a character beginning a movement action 
  in zero gravity must be adjacent to a floo , wall, ceiling, or 
  other secure object, so he has something to push off from. 
  
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  Profit Factor
  “A thief is only a thief by virtue of having restrained his larceny to 
  a lesser plateau. Steal more and he would be hailed a Lord-captain, 
  granted a Warrant, and sent out to the Halo Stars.”
  –Captain Alembid of the Dominus Kalimidae
  A 
  Rogue Trader’s wealth and power are vast indeed, 
  stretching across the stars themselves. In a Rogue 
  Trader’s time, even the least of the dynasties will 
  touch dozens of worlds and shape the fate of their civilisations, 
  transforming the lives of millions and altering the fortunes 
  of entire star systems. Even in a galactic empire that sprawls 
  across tens of thousands of light years, a Rogue Trader has 
  power that only a handful of humanity can imagine.
  To represent this mighty wealth and influenc , the 
  Rogue Trader game uses Profit Factor. This value, more 
  than anything else, is a measure of the Explorers’ rising or 
  failing fortunes. As the PCs’ Profit Factor grows so to will 
  their access to rare and powerful items, unique retainers, and 
  exclusive organisations. Beyond personal power, Profit Factor 
  also maps the rise of the Explorers’ dynasty and over time 
  will allow them to acquire legions of elite warriors, sprawling 
  solar settlements, and even the favour of Imperial Adeptus. 
  Table 9-34: Profitand Power provides an example of Profit
  Factor and corresponding power within the Imperium.
  Profit Factor does not, however, represent any one thing, 
  but rather is a combination of all the aspects of wealth and 
  power at the Explorers’ command. This means that Profit
  Factor is all at once the amount of coins in their coffers, their 
  standing in Imperial society, and their complex web of loans, 
  favours, and debts. As such, Profit Factor is used whenever 
  the Rogue Trader wishes to exert the power of his dynasty 
  or expand his dominion within the Imperium. In this section, 
  we will cover the two most common uses of Profit Factor—
  Acquisition and Influence
  Acquisition: Profit Factor is used by the Explorers to 
  determine which equipment, resources, and rights they may 
  acquire and maintain.
  Influence  Profit Factor can also be used by the Explorers 
  to influence Imperial society, call in favours, and enforce 
  loyalty among their followers.
  STarTing profiT faCTor
  A new Rogue Trader group begins play with a Profit Factor 
  equal to the amount generated using Table 1-5: Starting 
  Profit Factor and Ship Points (see page 33) plus any 
  additional the modifiers obtained during character creation. 
  This amount generally places the group on a level with a 
  planetary noble house, a free trader cartel, or a minor multi-
  world Ministorum sect.
  gaining anD loSing 
  profiT faCTor
  Profit Factor rises and falls as a result of the actions of the 
  Explorers. There are three things that affect Profit Factor: 
  Awards, Endeavours, and Misfortunes.
  Awards: These are a bonus that the GM gives the Explorers 
  as a reward for their actions during play—in much the same 
  way as Experience Points. Awards only ever raise the Explorers’ 
  Profit Factor by a single point.
  Endeavours: Unlike Awards, Endeavours are major 
  undertakings by the PCs, involving such tasks as settling worlds, 
  mining star systems, and charting warp routes. Endeavours 
  are the main way in which Profit Factor is increased, and 
  completing a substantial Endeavour can significantly raise the 
  group’s score.
  Misfortunes: Profit Factor is not normally expended when 
  it is used—it represents wealth and power far too great to be 
  dented by the purchase of simple equipment or by commanding 
  the favour of local merchants. It can, however, be reduced by 
  Misfortunes. These are events that inevitably befall the Explorers 
  through the course of their adventures and enterprises and 
  need to be countered by Awards and Endeavours or dealt with 
  as required.
  For details on Awards see page 278 and for more details on 
  Misfortunes see page 283.
  Table 9-34: Profit and Power
  Profit
  Factor
  Examples
  5
  Hive Gang, Outcast Sect
  10
  Common Labour Guild, Struggling Merchant 
  House 
  15
  Manufactory Combine, Weak Hive Guild
  20
  Minor Ministorum Sect, Hab Collective
  25
  Hive Guild, Merchant House, Disgraced 
  Subsector Noble House
  30
  Powerful Hive Guild, Impoverished Noble, 
  Outcast Rogue Trader
  40
  Planetary Noble, Planetary Merchant House, 
  Lesser Rogue Trader, Weak Imperial Governor
  50
  Greater Planetary Noble of a Wealthy World, 
  Lesser Inquisitor, Cartel of Free Traders
  70
  Wealthy Rogue Trader
  90
  The Machenko Dynasty, Scion of a Great House 
  of the Calixis Sector
  100
  Legendary Rogue Trader, Lesser Navis Nobilite 
  House, Potentate of the Navis Nobilite
  120
  Great Houses of the Calixis Sector, Lord 
  Inquisitor
  130
  Great House Krin, Illustrious Navis Nobilite 
  House, Lord-Sector Hax, High Archmagi of the 
  Lathes
  150+
  The Mightiest of Imperial Organisations and 
  Rulers
  
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  Acquisition
  “We are the lords of the void, shaping the fate of worlds as lesser men 
  would herd cattle to the slaughter.”
  –Grand Patriarch Gorlos Fel of the Fel Dynasty
  P
  erhaps the most important aspect of Profit Factor is 
  Acquisition. This is the means by which the Explorers 
  purchase new equipment, resources, and retainers. 
  This can cover almost anything, from boltguns to boarding 
  torpedoes, and is at the heart of the expansion of their dynasty. 
  While part of the Rogue Trader’s dynasty, all the Explorers 
  “share” the group’s Profit Factor—reflecting their intertwined 
  destinies and dependence on the wealth of the dynasty. 
  Typically, this means that all of the Explorers have the same 
  level of access to personal equipment and services. However, in 
  rare cases individual levels of access might be higher or lower 
  depending on certain Talents, Skills, and Gear.
  When an individual Explorer, or the group as a whole, 
  wants to buy a new item or commandeer a new resource, he 
  must make an Acquisition Test. This is a 1d100 roll against 
  the Explorer’s Profit Factor—made in much the same way 
  as a Characteristic Test. This Test is modified based on the 
  acquisition’s Availability, Craftsmanship, and Scale. Success 
  means the acquisition has been secured, while failure means the 
  Explorer must wait until later to try again. Such is the wealth 
  and power of even a fledgling Rogue Trader, however, that 
  all but the rarest and most powerful of personal weapons and 
  armour will be within his grasp.
  aCquiSiTion TeSTS
  To succeed in an Acquisition Test, the Explorer must roll 
  equal to or less than his Profit Factor on 1d100. This roll is 
  modified depending on the Availability, Craftsmanship, and 
  Scale of the acquisition:
  • If the roll is equal to or less than the Explorer’s Profit
  Factor, then he has acquired the item.
  • If the roll is greater than the Explorer’s Profit Factor, 
  then he has not acquired the item and it remains out 
  of reach or beyond his means for the time being (see 
  Frequency of Acquisition for details on retrying failed 
  Acquisition Tests).
  Availability will either be set by the GM or can be found 
  in Chapter V: Armoury, while Craftsmanship and Scale are 
  usually chosen by the Explorer.
  a maTTeR of sCale
  Most items and resources can be obtained in varying amounts 
  and sizes—a group of mercenaries could be hired as as a 
  squad, company, or regiment, for example. There are seven 
  Scale categories ranging from Negligible to Vast. The effects 
  of Scale on Acquisition Tests can be found on Table 9-35: 
  Acquisition Modifier .
  example
  Master-at-arms Herodor is looking for a new sidearm after his 
  previous one was devoured by a Dusk Stalker. Looking for both 
  reliability and power, he selects a Lucius Pattern Hellpistol (Rare 
  Availability –10). Herodor is also looking for something worthy 
  of his rank and so chooses to seek out an above average example of 
  the firearm (Good Craftsmanship –10). Since he only wants a single 
  pistol, this is considered a very small cost for his dynasty (Negligible 
  Scale +30). Adding these together gives him a total Acquisition 
  Modifier of +10. Herodor’s Profit Factor is 40, so he must roll 50 
  or less to acquire his pistol. 
  CombInIng aCquIsITIons
  Some items can be upgraded or modified to combine two or 
  more items together, such as a laspistol with a red-dot laser 
  sight. In this case, when testing to acquire the combined item, 
  compare the Availability of the item’s components and use 
  the greatest penalty to determine a base Availability Modifie . 
  Each additional component then results in an additional –5 
  penalty to the base Availability Modifie .
  example
  Herodor wants to acquire an autogun with a fire selector. To 
  work out this weapon’s Availability Modifier, he first finds the 
  Availability of the autogun (Average +10) and then compares it 
  to the Availability of the fire selector (Scarce +0). Since the fire 
  selector has the higher Availability (Scarce +0), this becomes the 
  base Availability Modifier. This base is then modified by –5 for each 
  addition component beyond the first. In this case, the autogun has 
  one additional component (the fire selector), giving the acquisition a 
  final Availability Modifier of –5.
  aCquIsITIon as a ploT devICe
  A failed Acquisition Test does not need to mean that 
  the item is completely out of reach of the Explorers. 
  The GM can work such events into the plot—perhaps 
  the item the PCs were trying to acquire has just been 
  bought by a rival Rogue Trader and they must try 
  to steal it back, or maybe they received what they 
  believed were genuine goods only to discover them 
  flawed or fake and they must try to track down the 
  dodgy merchant they bought the goods from to get 
  the real merchandise.
  The GM may require the Explorer to spend time 
  seeking out the item or waiting for it to be constructed 
  or trained before he can make an Acquisition Test. In 
  this case, refer to the rules for Availability and Time 
  on page 111.
  
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  auTomaTIC suCCess and faIluRe
  Some items are out of the reach of the Explorers, while others 
  are ridiculously easy for them to acquire given the wealth 
  and resources of their dynasty. In these instances, no die roll 
  is made.
  • If bonuses to the Explorer’s Acquisition Test ever increases 
  his Profit Factor to 100 or more before rolling, then the 
  Test is automatically passed.
  • If penalties to the Explorer’s Acquisition Test ever reduces 
  his Profit Factor to 0 or less before rolling, then the Test 
  is automatically failed.
  example
  Herodor wishes to acquire a stub automatic for himself after a mishap 
  involving decompression and his prized hellpistol. This is an easy 
  weapon to find (Plentiful +30) and he is settling for an off the rack 
  version (Common +0). He also only requires one (Negligible +30). 
  This gives a modifier of +60, which when added to his Profit Factor 
  of 40 increases it to 100. As he cannot fail the Acquisition Test, he 
  automatically acquires this fine example of Imperial weaponry.
  aCquIsITIon and sTaRTIng 
  ChaRaCTeRs
  When a player creates a new character, he may make a single 
  “free” acquisition to represent personal equipment that has 
  been collected painstakingly over time or perhaps gifted to 
  the character by the dynasty. Starting characters may therefore 
  be equipped using the following guidelines: 
  • They may choose a single item with a total Acquisition 
  Modifier of +0 or more without the need to make an 
  Acquisition Test.
  • In the case of weapons, a character may only choose 
  those which he can use. i.e., he must have a corresponding 
  Weapon Training Talent.
  As always, the GM has the final say in which personal 
  acquisitions a player may select in this way—possibly limiting 
  certain weapons, armour, or gear based on his own setting for 
  the game or for the purposes of the plot. 
  fRequenCy of aCquIsITIon
  It is up to the GM as to when and how often the Explorers 
  may make Acquisition Tests to acquire goods. As a general rule, 
  he should restrict acquisition to appropriate junctures (such as 
  visits to mercantile districts, time at port, and when dealing 
  with local traders) and to downtime between play such as at 
  the start or end of a gaming session. For important or large 
  acquisitions, the GM may also require the completion of a 
  series of in game conditions such as finding a specific seller or 
  travelling to a certain locale where the items can be procured.
  example
  Lady Fane is seeking to equip her personal regimental bodyguard 
  with artificer carapace armour. The GM decides that before her 
  player can make an Acquisition Test Lady Fane must travel to the 
  remote forge world of Scranthos—the only place in the sector where 
  this kind of armour is manufactured. Once there, the Lady will need 
  to speak at length with the local tech-priests, make observances to the 
  Machine God, and perhaps even offer future promises of aid and 
  support. Only then can the true mercantile wrangling begin and an 
  Acquisition Test be made. 
  Table 9-35: Acquisition Modifiers
  Availability
  Modifie
  Example
  Ubiquitous
  +70
  Ration Pack
  Abundant
  +50
  Knife
  Plentiful
  +30
  Void Suit
  Common
  +20
  Lasgun
  Average
  +10
  Micro-bead
  Scarce
  +0
  Demolition Charge
  Rare
  –10
  Krak Grenade
  Very Rare
  –20
  Heavy Bolter
  Extremely Rare
  –30
  Digital Weapon
  Near Unique
  –50
  Tempest Bolt Shells
  Unique
  –70
  Archeotech Power Armour
  Scale
  Modifie
  Example
  Negligible
  +30
  Single Man
  Trivial
  +20
  Squad (3–5)
  Minor
  +10
  Platoon (10–30)
  Standard
  +0 
  Company (50–100)
  Major
  –10
  Regiment  
  (500–1,000)
  Significan
  –20
  Division 
  (2,000–5,000)
  Vast
  –30
  Army (10,000+)
  Craftsmanship
  Modifie
  Example
  Poor
  +10
  Corpse Starch Ration Pack
  Common
  +0
  Typical Clothing
  Good
  –10
  Finely Crafted, Forge 
  World Bolter
  Best
  –30
  Exquisite Power Sword 
  with Noble Family Crest
  unsCRupulous TRadeRs
  Acquisition Modifi rs assume that the merchant or 
  trader that the Explorers are dealing with is giving 
  them a fair price based on the item’s true value. This 
  is not always the case, and in some instances a trader 
  may pass on goods at greatly increased—or in some 
  rare cases reduced—prices. The GM can represent this 
  by changing the total Acquisition Modifi r by between 
  –30 to +30 points to give a final altered modifi r. For 
  their part, Explorers can use the Evaluate Skill (see 
  page 81) to gauge an item’s true Acquisition Modifi r.
  
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  Acquisition is a tool for the GM to map the aspiration of the 
  Explorers and measure their mercantile power, and it should 
  not become a stumbling block every time an Explorer wants 
  to find a new suit of flak armour. Therefore, the GM should 
  relax these rules for personal items, especially those with 
  Average Availability (or more) and Common Craftsmanship 
  (or less). Explorers should be able to buy personal weapons, 
  armour, and gear as often as they like—provided they have 
  access to the goods they seek and the time to acquire them. 
  If an Explorer fails an Acquisition Test, then it is up to 
  the GM to decide when he may make it again—taking 
  into account access to resources, merchants, and markets. 
  Typically, however, the Explorer should have to spend time 
  looking for new vendors or traders or possibly travelling to a 
  new location before attempting to acquire the same kind of 
  item. By the same token, if one Explorer in the group fails to 
  acquire an item during a mercantile foray, it stands to reason 
  that attempts by other Explorers will also meet with failure—
  if an item is not available, then it is not available.
  example
  Lady Fane has failed to acquire the suits of artificer carapace armour 
  from the forge world of Scranthos. The GM, therefore, decides 
  that she can either travel farther afield, or she can drop anchor at 
  Scranthos for a month or two and see if prospects improve, possibly 
  causing her outstanding contracts or endeavours to suffer. The GM 
  might even decide that the tech-priests would be more than willing 
  to renegotiate—provided of course the Lady takes care of a little 
  problem for them…
  CommerCe anD 
  aCquiSiTion
  In addition to using his dynasty’s raw wealth, an Explorer can 
  also employ personal Skills to try to improve prices, outwit 
  traders, and ease mercantile transactions. An Explorer may 
  use the Commerce Skill (see page 79) to improve his Profit
  Factor prior to making an Acquisition Test. This is a contest 
  of the Explorer’s Commerce Skill versus the Commerce Skill 
  or Scrutiny Skill of the person or organisation he is trading 
  with. For each degree the Explorer beats his opponent, he 
  may increase his Profit Factor by 2 points. For each degree 
  his opponent beats him, however, he must decrease his Profit
  Factor by 2. Both increases and decreases to Profit Factor 
  only apply to a single Acquisition Test made immediately 
  with that trader.
  This use of Skills works both ways, and when the Explorers 
  deal with canny merchants, the GM may force them to make 
  a contest of Commerce Skills even if they don’t want to.
  example
  Lady Fane is now looking to acquire a quiet retreat in the Gas 
  Clouds of Webrune. Tracking down the owner of an abandoned 
  observation platform, she begins haggling over the price. Rolling 
  against Lady Fane’s Commerce Skill, her player fails the roll by 10. 
  However, the owner does even worse and fails his roll by 27. These 
  results mean that Lady Fane has beaten him by one degree of success 
  and increases her Profit Factor by 2 for the following Acquisition 
  Test. 
  The GM may also allow the use of the Command, Charm, 
  or Barter Skills to be used in place of Commerce should 
  the situation seem appropriate. These should be used rarely, 
  however, and always specific to the person or organisation 
  being traded with.
  example
  Herodor has alighted on the shrine world of Pryticus where he is 
  looking to acquire medical supplies for his vessel. The dour monks 
  of this grey world have little interest in money or wealth, so if he 
  wishes to improve his chances of gaining his supplies he must try to 
  convince them of his devotion to the Emperor. The GM decides that 
  to convince the monks of his piety, Herodor must use the Charm Skill 
  instead of Commerce—time for Herodor to sing the praises of the 
  God-Emperor. 
  ammo, dRugs, and gRenades
  Many items that an Explorer owns are disposable, 
  such as special ammunition, drugs, and grenades. 
  Once an Explorer has acquired such an item, then he is 
  considered to have a steady supply of it and can take as 
  much or as little of it as he wishes (restricted only by 
  weight and common sense) when he leaves his vessel. 
  Then when he returns to his vessel, he can replenish 
  his supply. So for example, if an Explorer has purchased 
  man-stopper bullets, he has a constant supply that he 
  can top off with whenever he returns to base. This 
  assumption also applies to standard ammunition for 
  weapons as well.
  If the Explorers don’t want to keep track of every 
  round of ammo or exactly which consumables they 
  are carrying, the GM can use the Rule of Three. This 
  simply means that each Explorer will have three reloads 
  for each of their weapons, three grenades of each type 
  they carry, three doses of their chosen drugs, and so 
  forth for the current situation until they can resupply.
  Finally, the GM can also choose to disrupt the 
  flow of disposable items, either to reflect events in the 
  Explorers’ locale or if he feels they might be using too 
  much of a particular resource and thus depleting its 
  supply. This disruption can be most easily achieved by 
  using the rules for Availability and Time, forcing the 
  Explorers to find shipments of goods and then wait for 
  them to arrive.
  
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  aCquiSiTion of 
  STarShip ComponenTS
  Few things acquired or maintained by the Explorers’ dynasty 
  compare to the astronomical value of their void-ships. When 
  the Explorers wish to acquire new components for their 
  vessel, or commandeer a new vessel, the GM should work 
  out the Acquisition Modifier as normal using Availability and 
  Craftsmanship (Availabilities for Starship Components can 
  be found in Chapter VIII:Starships). However, in place of 
  the Scale Acquisition Modifie , he should use the modifiers
  detailed in Table 9-36: Starship Component Acquisitions 
  based on the kind of system being acquired.
  example
  Lord-captain Brevarn of the Armsmaiden wishes to refit the great 
  fore macrocannons Primus and Secondus—upgrading them from 
  Common Craftsmanship (+0) to Good (–10). As a War component, 
  an additional modifier of –30 is added, giving a final Acquisition 
  Modifier of –40.
  aCquIRIng a sTaRshIp
  In rare cases, the Explorers may even wish to acquire a whole 
  starship rather than just starship components. To find the base 
  Acquisition Modifier for a new vessel, the modifier is based 
  on the size of its hull. A ship’s Hull Modifier is equal to the 
  hull’s worth in Ship Points (see Chapter VIII: Startships for 
  details on hulls and their Ship Point value). Because starships 
  are extremely rare and powerful, only one warp-capable vessel 
  may be acquired at a time. In addition, no additional modifiers 
  aside from those gained by a successful Commerce Test may 
  assist with Acquisition Tests to acquire a starship—the fact that 
  a Rogue Trader “is only buying one!” does not make things 
  any easier.
  It is important to note that building a brand-new starship 
  is an exacting task requiring many years (often decades) and 
  much toil. Normally, building new starships is reserved to the 
  Imperial Navy. Rogue Traders are far more likely to acquire 
  a recomissioned Naval vessel or repair and refit a salvaged 
  derelict.
  example
  Sarvus Trask is a Rogue Trader with a Profit Factor of 50. He 
  wishes to acquire a new Havoc-class Raider to protect his interests. 
  The Havoc-class costs 35 Ship Points, and thus Sarvus suffers a –35 
  modifier to his Acquisition Test. 
  unuSual aCquiSiTionS
  Chapter V: Armoury covers the Availability and 
  Craftsmanship of equipment and retainers, while Chapter 
  VIII: Starships covers Starships and their components, but 
  these represent only a small fraction of the potential resources 
  that the Explorers can acquire. A resource can be pretty much 
  anything the GM can imagine and the Explorers place value 
  on. Most resources provide a tangible benefit, such as the 
  favour of the High Born of Scintilla or landing rights to the 
  Drusian Shrine Worlds. However, some can simply be trophies 
  that the Explorers are willing to pay for—like artefacts of the 
  Astartes or the preserved remains of a perished xeno species. 
  The GM should set an acquisition’s Availability based on its 
  rarity using Table 9-38: Acquisition Rarity as a guide. 
  In addition to Availability, an acquisition also has a level of 
  Craftsmanship—either Poor, Common, Good, or Best. The 
  GM can use Table 9-37: Acquisition Quality as a guide to 
  assigning Craftsmanship to an acquisition. 
  Finally the GM can assign a Scale to the acquisition using 
  A Matter of Scale (see page 271) as a guide.
  Table 9-37: Acquisition Quality
  Craftsmanship
  Example
  Poor
  Ill-functioning devices of limited use, ugly and broken materials, fit on y for lesser Imperial citizens or the junk-
  heap, lazy, irresponsible, or disloyal retainers who have little pride in the outcome of their toil.
  Common
  Functioning, well-maintained equipment, adequate artistry, professional, skilled, and responsible labour—the 
  very least an Imperial noble is prepared to accept.
  Good
  Excellent craftsmanship, equipment kept in superb shape, superior performance, highly professional and 
  conscientious workers, the best in a city, the elite of a local military force.
  Best
  Fit for a great noble, ancient and superlative Imperial technology, breathtaking and renowned artistry, a 
  renowned master in his field, a g oup with absolute and unbreakable loyalty, the greatest warrior band of an 
  entire world.
  Table 9-36: Starship Component 
  Acquistions
  Component
  Modifie
  War (macrobatteries, lances, torpedoes)
  –30
  Etheric (auspex, vox-networks, 
  communications)
  –20
  Power (warp drive, generatorium, void-
  shields)
  –10
  Structure (holds, observatories, armour, 
  special structures)†
  +0
  † If a component does not obviously fall into any one category then it 
  should use the Modifier for Structure.
  
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  example
  Having grown tried of her property in Webrune, Lady Fane is looking to 
  acquire a mansion on the fourth moon of Grace—a far more prestigious 
  location. Considering the difficulty in finding such a dwelling in the Grace 
  system—not to mention specifically on the fourth moon of its primary 
  world—the GM decides that this acquisition has an Availability of Very 
  Rare. He then decides that as a mansion—a dwelling fit for a noble—it 
  falls under the category of Best Craftsmanship. Finally, he sets its Scale as 
  Standard, deciding that as a mansion it is at least 50 times larger that a 
  normal citizen’s hab dwelling.
  upkeep TeSTS
  Even after the Explorers have acquired an item, it may still be a 
  drain on the resources of the dynasty—requiring fuel to run, dues 
  to be paid, or careful maintenance and repair. At certain times (see 
  below), the GM may require the Explorers to make an Upkeep 
  Test to see if they lose their acquisition or it is diminished or 
  degraded in some way. An Upkeep Test functions in the same way 
  as an Acquisition Test, using all the same modifiers and factors 
  involved in acquiring the original item—in effect, the Explorers 
  are acquiring the item or resource again. If they pass the Test, then 
  their acquisition is unaffected, otherwise they have encountered 
  a shortfall in funds or a waning of favour or influence and must 
  choose one of the following options:
  • Discard the item or resource: The Explorers cannot use 
  the acquisition until it is repaired, reloaded, or purchased 
  anew. An acquisition lost in this way cannot be reacquired 
  until the Explorers’ Profit Factor increases.
  • Downgrade the item or resource: The acquisition’s 
  Craftsmanship is reduced by one level (i.e., Best to Good, 
  Good to Common, etc.). If the acquisition is already of Poor 
  Craftsmanship, then this option may not be selected.
  • Downsize the item or resource: The acquisition’s Scale 
  is reduced by one level (i.e., Major to Standard, Minor to 
  Trivial, etc.). If the acquisition is already of Negligible Scale, 
  then this option may not be selected.
  • Overstretch Profit Factor: The Explorers incur a –5 
  penalty to all Acquisition Tests until either the Explorers’ 
  Profit Factor increases or they choose to discard, downgrade, 
  or downsize the acquisition.
  example
  Lady Fane has run into some financial difficulties concerning her mansion 
  in the Grace system. The GM requires Lady Fane’s player to make an 
  Upkeep Test to maintain the property, which given its high expense she 
  fails. The player now has a choice of whether to discard the property, 
  downgrade—allowing it to fall into disrepair, downsize—selling off 
  some of the land, or overstretching her Profit Factor.
  When To make an upkeep TesT
  The GM can require the Explorers to make Upkeep Tests 
  whenever they suffer a reduction in their fortunes or commit to a 
  massive expenditure of wealth. He can also call on them to make 
  a Test when an item is at risk of damage or destruction. Some 
  examples of when the GM can require the Explorers to make an 
  Upkeep Test include:
  • When an acquisition is expended, damaged, 
  or destroyed: Such as a suit of armour worn by 
  an Explorer that suffers massive damage, a 
  planetary settlement bombarded from orbit, 
  or a supply of rare ammunition used 
  Table 9-38: Acquisition Rarity
  Availability
  Example
  Unique
  The rarest of things and most difficult o  services to acquire such as fabled artefacts of the Dark Age of 
  Technology, the services of a Temple Assassin, or a complete set of charts of the Near-Expanse.
  Near Unique
  Things practically unheard of within the Imperium or of staggeringly high cost such as xenos or heretek 
  technology and devices, the favour of a major Adeptus, or the blessing of Saint Drusus himself.
  Extremely Rare
  The highest level of Imperial goods or the favour and services of the most profit ble enterprises and organisations 
  such as objects of forgotten Archeotech or the respect of each of the nine tribes of Klandarka.
  Very Rare
  Very difficult to acqui e objects and resources or services in short supply or high demand within the Imperium 
  such as arcane devices crafted by Adeptus Mechanicus or a complete set of Genestealer bones.
  Rare
  Common high end resources and the favour of moderately powerful Imperial organisations such as Imperial 
  Guard issue fabricated base structures or the cogitating power of a minor wing of the Calixis Administratum.
  Scarce
  Standard but still reasonably profit ble resources and above average costing services such as promethium, refined
  plasteel, machine fluids lessed by a skilled tech-priest, or a month’s docking rights at an Imperial outpost.
  Average
  Commonly traded commodities and the most frequently used services such as most kinds of useful ores and raw 
  minerals, as well as bulk labour and the use of indentured servitude for semi-skilled tasks.
  Common
  The low end of the commodities market and the services of small or weak organisations such as bulk corpse 
  starch, contracts to convey pilgrims along the holy paths, or a bribe for a squad of local enforcers.
  Plentiful
  The least of goods and commodities, easily acquired rights, and very minor services such as weak, impure 
  minerals and raw waste or berthing rights for a day at a remote fuelling station.
  Abundant
  Easily acquired objects, cheap raw materials of low value, trivial services, scrap and scavenged materials, or the 
  unskilled labour of mutants, convicts, or slaves. 
  Ubiquitous
  The lowest valued goods and services, of little worth and available in any port in the Imperium for little cost, such 
  as most primitive devices and technology or common gossip. 
  
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  excessively.
  • When a rival or adversary attacks the Explorers’ 
  holdings or tries to steal their goods or retainers: Such 
  as a mass kidnapping of crewmen on shore leave or when 
  a treacherous adept is skimming off their profits for ship 
  repairs, leading to the forfeiting of valuable components.
  • When fate plays a hand in the Explorers’ dynasty: 
  Such as when a hired mercenary company with divided 
  loyalties gets a better offer or there is a system-wide plague 
  that threatens the Explorers’ local promethium suppliers.
  Ultimately, it is up to the GM to decide when the Explorers 
  should make Upkeep Tests, and he should use them as a tool to 
  both remind the PCs that their worldly possession can be tenuous 
  and that there are often consequences for their actions.
  example
  Herodor sends a company of armsmen into battle during a vicious 
  boarding action in the deeps of the Koronus Passage. Because of the 
  ferocity of the fighting, the GM decides that once the battle is over 
  the Explorer will need to make an Upkeep Test to see what is left 
  of his men.
  Influence
  “It is in the nature of the Imperium to bow down before thrones—be 
  they golden or otherwise.”
  –Orloss the Unkind, Lord-captain of the Pauper’s Legacy
  T
  he Imperium runs as much on wealth and force of arms 
  as it does favours, debts, and obligations. Throughout the 
  dark corners of hive markets and orbital trading posts, 
  citizens of the Imperium spend influence like currency—using 
  it to prise favours, gifts, and Throne Gelt from their fellow 
  man. Rogue Traders especially embrace this shadowy world of 
  handshake deals and conditional promises. For the Explorers, 
  it is a means to sway people to their cause or gain additional 
  support or equipment in the form of favours by using the 
  weight of their wealth and power to get their own way. Profit 
  Factor can be used in this fashion though Influence Tests. These 
  Tests are contests against the Profit Factor of those whom the 
  Explorers wish to influence, with success granting universal 
  bonuses to interaction when dealing with the influenced party. 
  influenCe TeSTS
  An Influence Test is a way for the Explorers to use their Profit 
  Factor to sway powerful organisations or gain favour from the 
  wealthy and powerful of the Imperium. Naturally, the higher 
  their Profit Factor the more likely people are to take notice 
  of them.
  To make an Influence Test, the Explorers must 
  make a contest of their Profit Factor versus the 
  Profit Factor of the person or organisation they 
  wish to influence. This contest is treated as 
  an Opposed Test (see page 232). The GM can modify this roll 
  using Table 9-3: Test Difficulty (see page 232).
  For every degree that the Explorers beat their opponent on 
  this Opposed Test, the GM can grant them a +5 on all Interaction 
  Skill Tests with the organisation or person for the remainder of 
  their immediate dealings (the bonus lasts until the end of the 
  current encounter or even longer at the GM’s discretion). For 
  every degree their opponent beats them, however, a –5 penalty 
  on Interaction Skill Tests is levied instead.
  Alternatively, the GM can use an Influence Test as a one off 
  roll to try to convince the person or organisation to grant the 
  Explorers a favour, free passage, or give them some important 
  information.
  example
  Lady Fane is seeking to gain the favour of one of the High Houses 
  of Scintilla. Approaching representatives of the house with her own 
  representatives, she begins a delicate social dance in an attempt to win 
  favour. Lady Fane’s Profit Factor is 60, while that of the noble house she 
  seeks to influence is 80. Making an Opposed Test, she rolls against her 
  Profit Factor and gets a 37, beating it by 23. Meanwhile, the GM rolls 
  for the noble house, getting a 69, beating its value by 11. This means 
  that Lady Fane has scored two degrees of success compared to the noble 
  house’s one degree of success—thus winning the Opposed Test by one 
  degree and gaining a +5 on Interaction Skill Tests for the remainder of 
  her immediate business with the house.
  Endeavours
  “We are more than mere men; ours is a destiny that calls out to the 
  stars—and if you listen carefully you can hear them calling back.”
  –High Captain Feldran Carn of the Myriad Dynasty
  I
  n Rogue Trader, the Player Characters take on the role 
  of interstellar traders, adventurers, and explorers, pushing 
  back the boundaries of the dark frontier and claiming 
  the wealth of whole worlds. Theirs is a destiny far removed 
  from the common citizens of the Imperium which will take 
  them across the stars and grant them wealth and power on 
  an unprecedented scale. Capturing this grandeur can be 
  challenging for the Game Master, as can bringing to life the 
  layers of servants, holdings, and obligations that the Explorers 
  unIque and neaR unIque sCale
  Scale is not always appropriate for all acquisitions, 
  especially those that are either Unique or Near Unique 
  in Availability. This is mostly because such things 
  are almost never acquired in bulk or perhaps because 
  only one or two actually exist. In these cases the GM 
  should grant no bonuses for Scale, factoring in only 
  Availability and Craftsmanship to find the Acquisition 
  Modifi r.
  
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  inherit as part of their dynasty. Also, unlike many roleplaying 
  games, the Player Characters are not lone adventurers or 
  even servants of a greater power out solely for personal gain. 
  They are part of something much greater—beginning play 
  as already part of a powerful stellar trading family and in 
  command of a near priceless void-ship.
  Endeavours are a process intended to help aid the GM in 
  bringing this world of solar cartels and void-faring traders 
  to life and to allow the PCs to undertake truly impressive 
  feats worthy of their status as Rogue Traders. Core to the 
  concept of the Explorers’ wealth is their Profit Factor which 
  charts the power, influenc , and raw wealth of their dynasty. 
  An Endeavour is an undertaking intended to increase this 
  wealth, geared toward a particular aspect of the Rogue 
  Trader’s mission—be it exploration, trade, or conflict. While 
  an Endeavour can become an adventure in itself, it can also 
  exist in the background with the PCs offering limited input 
  while pursuing other things.
  CreaTing an enDeavour
  The best way to think of an Endeavour is as a business venture by 
  the Explorers—an investment of time, resources, and sometimes 
  direct influence all intended to turn a profit. Endeavours can 
  come about in two ways: either as a result of the plans of the 
  Explorers or as a set scenario created by the GM. In both cases, 
  all Endeavours have a number of things in common.
  RequIRemenTs
  All Endeavours have essential components that the Explorers 
  must have before they can begin. Some of these will need to 
  be acquired using their Profit Factor. The requirements for 
  an Endeavour can be pretty much anything the GM deems 
  vital to its completion. For instance, if the Explorers were 
  undertaking an Endeavour to transport cargo from one 
  system to another, they would require two things: a cargo 
  and a warp-capable ship. Some requirements the Explorers 
  will already have—like their vessel—while others will need 
  to be either found or acquired. Sometimes gathering together 
  the perquisite requirements for an Endeavour can be a mission 
  in itself, as the Explorers chase contracts, seek out ancient 
  warp routes, or haggle over rare cargos. How easy or difficult
  the GM makes meeting the requirements is up to him, but he 
  should remember not to allow the acquiring of requirements 
  to overshadow the Endeavour itself.
  endeavouR sIZe
  For convenience’ sake, all Endeavours are placed into three 
  broad rankings: Lesser, Greater, and Grand. This serves as a 
  guide for both the GM and players as to how difficult the 
  Endeavour will be to complete and how much it will increase 
  their Profit Factor. These varying sizes are, of course, only 
  presented as a guide, and the GM should feel free to scale 
  Endeavours as he sees fit, setting his own difficult , duration, 
  and Profit actor increase.
  Lesser: These Endeavours should only last a session or 
  two and should be relatively simple to complete—such as 
  completing a cargo run or scouting a small and relatively 
  harmless world. Completing a Lesser Endeavour should 
  increase Profit actor by 1 or 2 points.
  Greater: These Endeavours are proportionally more 
  difficult and will require at least a few sessions to complete—
  such as purging a system of xeno influence or charting a new 
  warp route. Completing a Greater Endeavour should increase 
  Profit actor by 3 or 4 points.
  Grand: These are the most challenging of Endeavours and 
  will always have numerous parts and obstacles to overcome—
  such as restoring a Calixis noble house to glory or settling 
  an entre star system. Completing a Grand Endeavour should 
  increase Profit actor by 5 points or more.
  objeCTIves
  To make the GM’s job easier, Endeavours can be broken down 
  into parts called objectives. Each objective is a waypoint or 
  minor goal within the greater undertaking, each of which 
  must be overcome by the Explorers before the Endeavour is 
  complete. For example, an Endeavour requiring the rescue 
  of an Explorator Mission on a remote death world might 
  be broken down into finding the world, braving the death 
  world to find the Mission, and escaping the system with the 
  Mission on board. Typically, an Endeavour is divided into 
  three objectives—though this is just a guide and the GM can 
  either increase or decrease this amount to suit his purposes.
  aChievemenT poinTS
  To help the GM determine when the Explorers have 
  successfully completed an objective—and by extension an 
  Endeavour—he can use Achievement Points. These points 
  are awarded for completing individual tasks and overcoming 
  obstacles toward resolving the Endeavour. Each Endeavour 
  has an overall amount of points required to complete it, 
  which in turn are divided amongst its objectives. When the 
  Explorers have amassed enough points within an objective, 
  they will have completed it and may move on to the next 
  objective—until they complete the last one and complete 
  the Endeavour. Table 9-39: Endeavour Scale details the 
  number of Achievement Points a group of explorersneeds to 
  accumulate based on the size of an Endeavour.
  Once the GM knows how many Achievement Points an 
  Endeavour is worth, he should divide them equally among 
  its objectives—so for example, for a Greater Endeavour with 
  three objectives, each one would be worth 400 points. If he 
  chooses, the GM can “stack” Endeavour Points into certain 
  objectives, making them harder and longer to complete to 
  represent their importance. Thus, the same Greater Endeavour 
  could have three objectives worth 200, 600, and 400 points, 
  respectively, reflecting compa atively how involved they are.
  
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  example
  The GM creates an Endeavour involving the destruction of a 
  corsair raiding fleet and their hidden base. This Endeavor is broken 
  into three objectives: finding the fleet, combating the fleet, and then 
  finding and destroying their hidden base. The GM decides that this 
  is a Grand Endeavour (1200 Achievement Points) and divides the 
  points required to complete it based on the difficulty of each part—
  finding the fleet (300), combating the fleet (300), and then finding 
  and destroying their base (600).
  aWaRdIng aChIevemenT poInTs
  During the course of an Endeavour, the GM awards 
  Achievement Points whenever the Explorers overcome a 
  challenge or encounter related to the Endeavour. The amount 
  of points they receive is based on the difficultyof the encounter 
  or challenge. The GM should use Table 9-40: Achievement 
  Point Awards as a guide for awarding Achievement Points 
  to the Explorers. 
  As a benchmark, an encounter that requires some effort on 
  the part of the Explorers but places them in no real peril is 
  counted as Ordinary. It falls to the GM, however, to decide the 
  difficulty of each encounter based on the amount of resources, 
  danger, and effort required on the part of the Explorers. 
  example
  In an objective worth 300 Achievement Points to rid an Imperial 
  colony of a Slaugth infiltrator, the GM decides that finding each 
  of the Human Slaugth Thralls counts as an Ordinary Challenge 
  worth 50 points to the Explorers. Finding and defeating the Slaugth 
  Infiltrator itself—a more daunting prospect—the GM deems Very 
  Hard, thus netting the Explorers 300 points.
  objeCTIve Themes 
  Objective themes act as a guide for the GM and players as 
  to the nature of the objective and the kinds of resources the 
  Explorers will need to accomplish the objective. Themes also 
  have an effect on the amount of Achievement Points earned 
  when an objective is completed by Explorers with certain 
  Talents or Ship Components keyed to the objective.
  The fi e most common objective themes include:
  Military: Military objectives have to do with combat, 
  confrontation, defence, or any involvement of an organised 
  military force such as the Imperial Guard.
  Criminal: Criminal objectives are often associated with 
  underworld contacts, such as pirates, underhive scum, corrupt 
  official , and smugglers.
  Exploration: Exploration objectives have to do with 
  the uncharted reaches of the galaxy. Discovering a new 
  warp route, plotting the location of bizarre celestial 
  phenomena, or recording the passage through 
  a particularly dangerous asteroid field are all 
  examples of Exploration objectives.
  Trade: Trade objectives rely upon 
  economics. Supply and demand, providing services or goods 
  that no one else can or will, or convincing polar region natives 
  to purchase cryo-vaults all fall under this heading.
  Creed: Creed objectives are focused on religion. Spreading 
  the faith of the Ministorum, erecting a massive idol for a feral 
  tribe’s worship, or serving the interests of a radical sect are all 
  examples of this theme.
  SeTTing up enDeavourS
  An Endeavour can come about through the actions of the 
  Explorers, or it can be set up by the GM. For example, the 
  PCs might decide they want to increase the wealth of their 
  dynasty and, as a result, decide to seek out worlds to exploit 
  within the Koronus Expanse. This desire would then prompt 
  the GM to create an Endeavour to help them realise their 
  ambition. Equally, the GM might come up with a plot that 
  revolves around the Cold Trade between the Expanse and 
  the Calixis Sector and decide to create an Endeavour which 
  will then be presented to the PCs through the course of play. 
  However the seed of an Endeavour is planted, the GM can 
  cultivate it using the elements and guidelines presented in this 
  section. Use the following checklist when developing an idea 
  into an Endeavour:
  • Determine the size of the Endeavour (Lesser, 
  Greater, or Grand): This is the point where the GM 
  decides how time-consuming, difficult, and ultimately 
  rewarding the Endeavour will be.
  • Set any requirements such as goods, allies, or worlds: 
  Requirements should represent the bare minimum that 
  the Explorers need to embark on the Endeavour.
  • Divide the Endeavour into objectives: Most 
  Endeavours naturally fall into equal parts; however, 
  the GM may want to single out special sections of an 
  Endeavour as particularly hard or challenging.
  • Tally up Achievement Points: These can either be 
  based on the size of the Endeavour or can be set by the 
  GM. The points are then divided among the objectives 
  either equally or based on each objective’s importance.
  • Assign any appropriate themes to the Endeavour’s 
  Table 9-39: Endeavour Scale
  Size
  Achievement Points Needed
  Lesser
  900
  Greater
  1,200
  Grand
  1,500
  Table 9-40: Achievement Point Awards
  Encounter Difficult
  Points Awarded
  Easy
  10
  Routine
  30
  Ordinary
  50
  Challenging
  100
  Difficul
  150
  Hard
  200
  Very Hard
  300
  
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  objectives: These will help set the tone for the 
  Endeavour and its parts, giving a broad feel for what 
  kind of approach the Explorers will need to take.
  Once these basic elements are in place, the GM can flesh
  out the Endeavour as required for his purposes.
  running enDeavourS
  There are two ways for the GM to run an Endeavour: either in 
  the foreground as a full-blown adventure or in the background 
  as part of the workings of the Explorers’ dynasty with NPCs 
  handling most of the legwork and heavy lifting.
  Endeavours run in the foreground are much like any other 
  kind of adventure with the Explorers directly involved in the 
  action and making decisions as challenges arise to thwart 
  them. These kinds of Endeavours can, therefore, be treated as 
  adventures and centred around the PCs (for more details on 
  creating and running adventures in Rogue Trader see Chapter 
  X: Game Master).
  By contrast, Endeavours run in the background occur 
  during downtime—either at the start or end of a play session 
  or between the action of the Explorers’ own adventures. These 
  kinds of undertakings are run by NPCs, allies, and the faceless 
  legions of the PCs’ dynasty, with only a small degree of direction 
  from the players themselves. As a general rule, Endeavours run 
  by subordinates will always be more problematic—a fact the 
  Explorers should learn during the course of their dynasty’s rise 
  to glory. They should also take longer and be less profitable 
  than those that the Explorers take a hand in personally—after 
  all, if you want a job done right…
  Regardless of how the GM chooses to run an Endeavour, he 
  should remember that it is a tool intended to help him capture 
  the scale and grandeur of what it means to be a Rogue Trader 
  and deal in the fates of worlds. It should not supplant the GM’s 
  own plots or the PCs’ own style of play. For this reason, each 
  group should decide amongst themselves how they want to 
  use Endeavours.
  reSolving enDeavourS
  An Endeavour is completed when the Explorers have resolved 
  each of the Endeavour’s objectives as a result of earning 
  enough Achievement Points. Excess Achievement Points 
  earned in one objective carry over into the next. It is possible 
  that the Explorers will fail to complete an objective within 
  an Endeavour for one reason or another—perhaps a colony 
  they were meant to save is destroyed or a shipment of rare 
  cargo lost to the warp. In these cases, the GM can allow the 
  Explorers to still complete the overall Endeavour by gaining 
  enough Achievement Points from the remaining objectives. 
  It can be imagined that they shift their efforts and adapt to 
  the changing situation—exploiting new avenues of profit or 
  shifting their direction of attack. 
  At the end of an Endeavour, it is possible that the Explorers 
  have amassed more Achievement Points than they require. In 
  this case, excess Achievement Points can be converted into 
  Profit. For every full 100 Achievement Points they have 
  beyond what is necessary to accomplish the Endeavor, they 
  gain an additional +1 to their Profit actor. 
  Common 
  Endeavours
  W
  hile no Endeavour can really be said to be 
  common—given the scale and power at the 
  Explorers command—there are a number of 
  undertakings and enterprises to which Rogue Traders 
  frequently gravitate. A selection of these Endeavour types and 
  their requirements, as well as a number of specific Endeavours 
  for each, is presented here for the GM to either use as is or to 
  draw inspiration from.
  eSTaBliSh an imperial 
  Colony
  A Rogue Trader can provide what others cannot: passage into 
  the Halo Stars. Incidental passengers are easy to find, but an 
  Endeavour requires greater diversity of effort. The Rogue 
  Trader needs a suitable colony world, connections with beast 
  hunters, explorers, and nobles, signed pilgrim-compacts with 
  sects of the Imperial Cult, and agreements with the Great 
  Houses.
  Example Requirements:
  • A suitable world
  • Preliminary surveys to confi m viability for habitation
  • Colony hab-installations
  • Atmosphere-machines or other protective devices
  • A binding compact with the Machine Cult to support 
  colony machinery
  • A partnership with high functionaries in the Calixis 
  Sector, such as leaders in the Ministorum or a Great 
  House, who desire a colony established in their name
  • An organisation of negotiators and brokers to accept 
  Thrones for passage for would-be colonists and to 
  negotiate a wide range of one-time transport compacts 
  with Imperial organisations.
  The fIRsT Colony of gRaCe
  Greater Endeavour, +4 Profit Factor
  The Lady Aspyce Chorda used her connections with the 
  Cold Guild and other shadowy organisations to ferry wealthy 
  fugitives from Imperial justice to the Foundling World of 
  Grace. The fugitives themselves paid for their fortified,
  palatial colony structures, whilst Chorda provided slaves from 
  a variety of unsavoury sources. She profited greatly until the 
  ravening Orks laid waste to Grace.
  objective 1: Confirm grace as a Suitable 
  Colony world
  Themes: Exploration
  Explorers and surveyors must descend like 
  thistledown from the Rogue Trader’s vessel, 
  and all signs of toxins, taint, and unholy 
  
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  presences investigated. Who knows what might be missed if 
  hirelings are left to complete these tasks unsupervised.
  objective 2: establish Dominance over the 
  Cold guild
  Themes: Criminal, Trade
  The fie cely independent Cold Guild representatives must 
  be made to bow to the Rogue Trader’s will, either through 
  respect or terror of the consequences of resistance.
  objective 3: Cleanse the near voids of pirate 
  Scum
  Themes: Exploration, Military
  No Foundling World is safe whilst reavers of Iniquity roam its 
  system voids with impunity. Their vessels must be found and 
  their leaders made to fear the Rogue Trader’s presence.
  The seCond Colony of gRaCe
  Lesser Endeavour, +2 Profit Factor
  At some point in time, the ruins of Grace become attractive 
  to a different Rogue Trader, one who sees Profit Factor in 
  raising up a more holy colony in the God-Emperor’s name.
  objective 1: Crush the feral orks who infest 
  the ruins
  Themes: Military
  The Imperial ruins of Grace are overrun with tribes of feral 
  Orks, the cast-off seeds of past battles. They must be purged 
  from this world and their spores charred from the ground 
  where they lie.
  objective 2: forge an alliance with a 
  ministorum Cult
  Themes: Creed
  The Rogue Trader must obtain allies and succeed in 
  negotiations such that the Drusians or Vitrian Covenant open 
  their coffers in support of the Rogue Trader’s goals and exhort 
  their followers in pilgrimage to this new world.
  objective 3: raise up the pilgrim horde
  Themes: Creed, Trade
  From the faithful of Port Wander and Footfall, the Rogue Trader 
  must gather a pilgrim horde to fill great-holds with prayer 
  and find Ecclesiarchs to lead them. The Rogue Trader must 
  convince them to empty their purses for passage,carry them to 
  Grace, and settle them in new colony-habs and shrines.
  exploiT a reSourCe 
  worlD
  Uncharted worlds host strange xenos beasts, rare ores, gems, 
  and a hundred other natural riches. To exploit such a resource, 
  the Rogue Trader must set down workers and installations 
  from orbit and later return to the world to carry away the 
  riches. Connections must be set up with factors and merchant 
  houses of the Drusus Marches to obtain the best price for the 
  materials brought back to civilisation.
  Example Requirements:
  • A resource world
  • Wide-ranging survey expeditions carried out to identify 
  and characterise resources
  • Mineheads, refineries, macroharvesters, hunting bases, or 
  other appropriate resource installations
  • Bulk lift transports to carry material to orbit
  • A binding compact with the Machine Cult to support 
  necessary machinery
  • A population of labourers and specialists
  • A small organisation of brokers and scribes to manage the 
  flow of resources
  • Secure storage vaults in Port Wander
  • Compacts of trade struck with factors and influential 
  merchant houses of the Drusus Marches, or a trade alliance 
  with a great organisation, such as the Machine Cult of a 
  forge world, a Great House, or Departmento Munitorum.
  esTablIsh a beasT TRade fRom The 
  unvIsITed WoRld of Tvalde Iv
  Greater Endeavour, +3 Profit Factor
  Imperial circuses and Magi-Xenobiologis of the Machine 
  Cult are ever hungry for new xenos beasts. The death worlds 
  of Burnscour and Valcetti’s Salvation are known now, if not 
  completely catalogued. New and unexpected horrors must 
  be found on unexplored worlds of the Koronus Expanse if 
  greater profit is to be mad .
  objective 1: locate Tvalde iv and Catalogue 
  its worst horrors
  Themes: Exploration
  Mentioned only once in the logs of Parsimus Dewain and 
  nowhere else, this dread and rumoured deathworld must be 
  located in the voids. Thence, explorers, factors, and hunters 
  experienced in the beast trade can be carried there to assess 
  the vile, deadly xenos and determine from what regions and 
  breeds the best profit can be mad .
  objective 2: gain powerful Beast Trade allies
  Themes: Criminal, Trade
  The beast trade of the Drusus Marches is as much criminal as 
  legitimate. The black markets and forbidden forms of xenos are 
  where the greatest reward—and the greatest risk—lie. Profit
  demands that alliances be made on both sides of Imperial 
  
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  justice, and they must be influential, perhaps dangerous, 
  figu es in order to provide the level of recompense a Rogue 
  Trader desires: Imperial Governors, Archmagi, crime barons 
  of the Kasballica, and others.
  objective 3: Cull the Dread herds
  Themes: Exploration, Military
  In the company of many hunters and other militants, protected 
  by Imperial tech-devices, the Rogue Trader’s mission must 
  slaughter and capture terrifying beasts to fill great-holds many 
  times over. Further, the bases for future expeditions must be 
  established and the results of this grand hunt brought back to 
  Imperial space for the profit they will brin .
  enTeR The nephIum TRade of 
  luCIn’s bReaTh
  Lesser Endeavour, +2 Profit Factor
  The Winterscale lineage has for centuries benefited from 
  pure nephium found on the frozen resource world of Lucin’s 
  Breath, using it to gain favour with forge world Archmagi. 
  Vast refinerie , drill-machinery, and bulk-lifter ruins from 
  years long past litter Lucin’s Breath, and tens of thousands 
  of serfs and slaves toil within presently active installations. 
  Yet there is still room for a new Rogue Trader to violently 
  establish a refine y zone.
  objective 1: make your mark and Clear the 
  Zone
  Themes: Military
  Clear a new sinkhole refinery zone of frozen battle-debris, and 
  burn down incursions by the slave-forces of Winterscale and 
  Chorda to establish that this Rogue Trader is here to stay.
  objective 2: Tame the lucinite xenos
  Themes: Criminal, Trade
  Forcing the Lucinite breed to toil in the frigid gas-snow outside 
  Imperial installations is a great advantage and is necessary to 
  success on Lucin’s Breath now that Rogue Traders vie for its 
  treasure with such great violence. The secrets of their slavery 
  must be wrested from other Rogue Traders’ servants, and a 
  cadre of xenos-trainers established.
  objective 3: Challenge the rival rogue 
  Traders
  Themes: Military, Trade
  Unless partnership, dominance, respect, or fear is established, 
  then the new installations will soon enough be destroyed 
  from orbit by the void-ships of Lady Aspyce Chorda or Lord-
  captain Calligos Winterscale. The Rogue Trader must seek 
  out these rivals and force a better outcome.
  eSTaBliSh a ColD TraDe 
  from DeaD xenoS 
  worlDS
  The “Cold Trade” is the name given to the black market in 
  xenos materials, much of it illegal despite the terms of a Rogue 
  Trader’s Warrant of Trade. Xenos artefacts are rarer than 
  common resources, but also more dangerous to trade within 
  the Imperium. A Rogue Trader must make diligent efforts to 
  develop a secure web of connections to smugglers and crime 
  barons of the Cold Trade, as well as to wealthy collectors and 
  xenosavants.
  Example Requirements:
  • Xenos worlds, usually long dead
  • Initial archeoexcavations and site surveys to identify 
  potentially valuable artefacts
  • Base installations and exploration vehicles
  • A few orbital shuttle vehicles
  • A binding compact with the Machine Cult to support 
  necessary machinery
  • Well-equipped groups of explorers and savants
  • Secure relationships with a few highly placed and influential 
  collectors or savants of xenos works, or with diverse Cold 
  Trade smugglers and collectors of the forbidden.
  a Cold TRade fRom The blasTed 
  CIneRIs malIfICum
  Grand Endeavour, +5 Profit Factor
  In the 5th century M41, Balastus Irem established a 
  fantastically lucrative Cold Trade in horrid artefacts recovered 
  from cyclopean ruins upon dead worlds of the Cineris 
  Malificum. His coffers swelled enormously as a result of this 
  Endeavour. Little is known of the details of Balastus Irem’s 
  allies, trade partners, voyages, and archeoexcavations, for 
  Ordo Xenos forces expunged the Irem lineage and all their 
  works in 443.M41, on suspicion of the most dire heresy.
  objective 1: establish promising archeosites
  Themes: Exploration
  The ruins of the Cineris Malificum worlds are so ancient and 
  vast they have become hills and valleys. Past archeosites are 
  visible from orbit, some blasted in unknown assaults. New 
  dig sites must be located, and a horde of explorers and savants 
  unleashed upon these dread worlds to find the most promising 
  locations for new discoveries. Dangers and eldritch horrors of 
  an ancient xenos past that have claimed previous expeditions 
  must be evaded or overcome. Eldar may appear and attempt 
  to warn off, assassinate, or threaten explorers.
  
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  objective 2: Develop a Cold Trade network of 
  wealthy Clients
  Themes: Criminal, Trade
  There is great risk attendant on entering the Cold Trade, 
  even for a Rogue Trader. Potential buyers of great wealth and 
  influence must be approached with caution—lest the Imperial 
  authorities hear of these activities and lest the shadowy 
  powers of the Drusus Marches underworld intervene. There 
  are guides through this dangerous underworld, such as the 
  Kasballica representatives of Footfall, but even they are 
  difficult to pproach.
  objective 3: Defeat the Treacherous eldar
  Themes: Military
  The Eldar have some unknown interest in the dead worlds 
  of the Cineris Malificum, and their ghost-vessels have been 
  known to assault Rogue Traders who mine xenos tombs for 
  artefacts and strange sigils. The Eldar must be driven back 
  when they appear in force.
  a Cold TRade In maTeRIals of The 
  egaRIan domInIon
  Greater Endeavour, +3 Profit Factor
  The strange hive-ruins of the deserted Egarian worlds are 
  formed of a strange material that can generate great wealth 
  when provided to the right organisations. Sometimes artefacts 
  are found in the empty, wind-wracked structures, and these 
  rare items can be yet more lucrative. A number of Rogue 
  Traders have participated in the Egarian Cold Trade over the 
  centuries, enough for established buyers and traditions to 
  exist at the edges of Imperial society.
  objective 1: establish a warp route to the 
  egarian worlds
  Themes: Exploration
  The shifting warp of Winterscale’s Realm and the obsessive 
  secrecy of those who harrow xenos worlds leaves navigation 
  to the Egarian Dominion an uncertain proposition. A route 
  must be established through the dangers of the Empyrean of 
  the Expanse and the strange warp-phenomena that surround 
  the Egarian stars. There are ugly currents in these voids 
  that few Rogue Traders are willing to speak of, and some 
  voidfarers believe them haunted.
  objective 2: Develop a Cold Trade network of 
  wealthy Clients
  Themes: Criminal, Trade
  The trade in Egarian materials is presently accepted as falling 
  within the bounds of a Warrant of Trade, and so has far less 
  attendant risk than selling other xenos artefacts. Nonetheless, 
  few potential buyers stand on the right side of Imperial 
  authority. A Rogue Trader will often find himself forging an 
  unwilling compact of trade with the Kasballica to generate 
  the profit he desi es.
  objective 3: Seek out value in the hive-ruins
  Themes: Exploration
  Led by rare savants of Egarian lore, the Rogue Trader’s mission 
  must enter or even tear apart the hive-ruins of an Egarian 
  world in search of the shards, sheets, and artefacts valued 
  by the Cold Trade. This is dangerous toil, wherein explorers 
  are under threat of becoming lost forever in the crumbling 
  hive-mazes, or crushed and sliced apart by falling shards. 
  Expeditions past have vanished utterly upon these worlds, 
  leaving only deserted camps behind them, and no one knows 
  what has become of such unfortunate souls. Something preys 
  upon those who come here; that much is certain.
  eSTaBliSh a TraDe 
  rouTe
  Establishing a reliable path through the treacherous warp is 
  but the first part of building a trade route. Desirable goods 
  must be identified, which usually requires local knowledge, 
  and trade must be supported by compacts negotiated with 
  rulers, merchants, and law-wrights; that process can be costly. 
  The Degree of the Endeavour depends on what is traded, the 
  level of competition from other traders, and the terms of the 
  compacts: no potentate will stand idle whilst traders make 
  wealth for themselves. A large cut is always expected, one 
  way or another.
  Example Requirements:
  • Two or more human worlds
  • Identified arp routes between the worlds
  • Compacts of trade negotiated with leaders upon each 
  world
  • A modest organisation of factors and negotiators upon 
  each world
  • A small organisation of brokers and scribes
  • Secure storage vaults upon each world
  • A compact of partnership with a great organisation, such 
  as a Great House or the Munitorium, who will benefit
  from this trade
  CReaTe a maCRoCannon TRade 
  RouTe fRom ZayTh
  Grand Endeavour, +5 Profit Factor
  Given time, Jonquin Saul—or perhaps another Rogue Trader—
  will establish a profit ble trade route to the Heathen Stars. 
  Perhaps it will involve the weapon manufactories of Zayth 
  that produce vast macrocannons of a pattern unknown to the 
  Calixis Sector. Saul is still in the early stages of establishing 
  allies amongst the heathens of that world, however. It is a 
  delicate process, for the coming of outsiders has roiled the 
  heathen cultures.
  objective 1: establish a warp route to Zayth
  Themes: Exploration
  Long routes through the turbulent warp of the Koronus 
  Expanse are a dire and terrifying prospect, and the Heathen 
  
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  IX: Playing the Game
  Stars are far indeed from Footfall, far even from the better 
  known worlds of Winterscale’s Realm. A route must be 
  established, however, and potential dangers and layover 
  worlds along the way explored. These are treacherous, 
  unknown voids, and almost anything might emerge to 
  threaten an exploring fleet
  objective 2: gain allies amongst the Zaythi 
  powers
  Themes: Creed, Military, Trade
  Gaining the trust of any Zaythi faction is a grand challenge. 
  Their world is roiled, its hive vehicles set against one other, 
  and the old ways falling apart. Perhaps a deal can be struck 
  in propping up a losing faction, in creating zealots of the 
  Imperial Creed amongst forsaken Zaythi, in striking down an 
  enemy hive vehicle, or in overturning a hated organisation.
  objective 3: aid the Zaythi against the orks
  Themes: Military
  To seal the compacts of trade, it is necessary to perform a 
  great deed of vengeance against the greenskinned demons 
  who fall from the sky—the terrible Orks. Zathyi allies wish 
  to accompany the Rogue Trader’s force away from Zayth 
  to witness a strike against the Ork foe in the name of the 
  Silvered God of War.
  foRge a guIldeR’s RouTe fRom poRT 
  WandeR To The dRusus maRChes
  Lesser Endeavour, +2 Profit Factor
  When needs must, a Rogue Trader can act in the manner of a 
  common Free Trader or Chartist Captain and use his influence 
  to carry rarities from the storehouses of Port Wander to the 
  churning markets of Drusus Marches hives. He will be scorned 
  by his peers, and mocked behind his back by the very merchants 
  he associates with, but a path to wealth is a path to wealth.
  objective 1: ally with greater rogue Traders
  Themes: Trade
  To ensure a great enough flow of rarities and favoured pick 
  of strange goods, the Rogue Trader must go before his peers 
  for assistance. Some Rogue Traders are reluctant to enter into 
  such compacts, either through suspicion or a misplaced sense 
  of loyalty to the ideal of the Warrant of Trade.
  objective 2: establish a hive world market
  Themes: Criminal, Trade
  The Rogue Trader and his factors must descend upon a hive 
  world of the Drusus Marches and there forge a reliable market of 
  buyers and client organisations for this trade. Hive worlds are vile 
  nests of devious law-wrights, scheming nobles, and guilders who 
  think nothing of ruining all who leave themselves open to assault. 
  Treachery and well-dressed thieves must be overcome in order to 
  find those whose remnant honesty or greed will keep them loyal.
  objective 3: Defend the reputation of the 
  lineage
  Themes: Creed, Trade
  Bold action must be taken in Port Wander to ensure that the 
  Rogue Trader does not become an outcast amongst Imperial 
  nobility and the high functionaries of the Port. The Rogue 
  Trader’s name is threatened by undertaking common trade 
  between worlds. Other Rogue Traders, like Jonquin Saul, 
  have overcome a Free Trader’s origins and gained respect—so 
  it can be done. Largess, obtaining noble allies through means 
  fair and foul, and many other strategies are possible.
  Misfortunes
  “Defeat is all too often the fate of the bold—clawing victory from 
  the jaws of defeat is a fate we make for ourselves.”
  –Excerpt from “A Cold Trader’s Tale”
  W
  here there is opportunity and glory, so to will there 
  be pitfalls and perils to assail the Explorers at every 
  turn. This is where Misfortunes rear their ugly heads. 
  These are plot hooks and obstacles that represent events which 
  damage the Explorers’ Profit Factor. They are devices—much 
  like Endeavours—that the GM can use to simulate the vast and 
  varied interests, allies, and influence of the Explorers’ dynasty. 
  They help to capture the feel of a sprawling organisation with 
  power spread across the stars. The GM can use Misfortunes in 
  one of two ways: either as a method of representing an event, 
  player-generated or not, in which harm befalls the power 
  and wealth of the PCs’ dynasty or as part of complications 
  arising around an Endeavour. In both cases, when the GM 
  feels that the Explorers are at risk of a Misfortune, he can use  
  Table 9-41: Misfortunes to determine if one occurs and its 
  level of severity. To keep the players on their toes the GM may 
  choose to roll once on this table at the start of any session 
  in which they are involved in one or more Endeavours—
  representing the myriad of perils faced by their dynasty.
  If a Misfortune occurs, regardless of its size, the GM should 
  then roll on Table 9-42: Misfortune Details to find the 
  nature of the problem. Alternately, the GM can choose whether 
  a Misfortune occurs and the details of the Misfortune to reflect 
  his own plots and adventures.
  The CoST of 
  miSforTuneS
  As soon as a Misfortune is created, Profit Factor is reduced by 
  the amount shown in Table 9-41: Misfortunes. The worse 
  the Misfortune, the more Profit Factor is lost. If the players 
  act rapidly to overcome a Misfortune, however, some or all 
  of this loss can be restored—so it is important for the Game 
  Master to record the amount of Profit Factor lost with each 
  new Misfortune.
  
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  overComing 
  miSforTuneS
  When a Misfortune occurs, the Explorers are faced with 
  two choices: they can deal with it or ignore it. Ignoring a 
  Misfortune means that the Profit Factor lost to it is permanent, 
  and at the GM’s discretion, there may be other consequences 
  as well, as plagues are allowed to run rampant, charges are 
  gathered against the Explorers, or worlds slowly fall into chaos. 
  If the Explorers choose to deal with the Misfortune, then they 
  must allocate time and resources to combating it—perhaps at 
  the expense of current Endeavours or missions. It then falls to 
  the GM to decide if they have acted both swiftly enough and 
  decisively enough to overcome the Misfortune. If they have, 
  then he should allow them to recover any Profit Factor lost to 
  the Misfortune.
  Table 9-42: Misfortune Details
  1d100
  Misfortune Details
  01–05
  Administratum tithe clerks flo k for an assessment, empowered by their superiors to bleed the Rogue Trader a little more 
  in the name of the God-Emperor.
  06–10
  Departmento Munitorum officers h ve come into evidence that the Rogue Trader has siphoned materiel from their Port 
  Wander vaults, and are pressing upon him with the full force of Imperial law. The evidence is all false, of course, but what 
  motivation is behind this outrage?
  11–15
  A setback in the tending of coffers: ledgers are errant and Thrones are lost. Is this a careless accident or hidden 
  embezzlement?
  16–20
  A dire plague is abroad, and the merest threat of it is enough for quarantines and panic. Even places unaffected by the 
  plague are disrupted by the havoc it wreaks many worlds away.
  21–25
  An accident fells many skilled hirelings, leaving too few possessing a rare talent in a vital position. Is it really an accident, 
  however?
  26–30
  A corruption takes hold in one of the Rogue Trader’s interests: cultists of the Dark Gods, a wayward Imperial Cult, or an 
  unruly Crew Brotherhood act to sow toil and make trouble.
  31–35
  Zealots amongst the Rogue Trader’s interests are stirring up the workers to make pilgrimage to the shrine worlds of the 
  Drusus Marches. Toil is slackening, and servants are slipping away or rising up to petition the Rogue Trader to grant them 
  leave to be pilgrims.
  36–40
  An ambitious Magos demands a new compact of tech-ritual and prayer, one much more favourable to Machine Cult 
  coffers.
  41–45
  A Grand Assemblage of the Omnissiah’s Grace is called by an Archmagos, and all Tech-Adepts pledged to the Rogue 
  Trader are much withdrawn, the Machine Cult distant from what its Magi perceive as trivial responsibilities towards 
  compacts and Imperial brethren.
  46–50
  The sub-sector trade market enters one of its doleful periods of crisis, loss, and hand-wringing. Merchant houses suffer 
  and cut short their endeavours.
  51–55
  A new dictate of mercantile law has come to the Drusus Marches from Scintilla, and the upheaval that attends it is dire 
  indeed. Many important guilders are ruined or driven to other lines of commerce, and many compacts are now worthless.
  56–60
  Pirates from Iniquity, thought broken and scattered, strike at the Rogue Trader’s interests, assaulting vessels and raiding 
  resource worlds.
  61–65
  The vile Ork emerges to loot and destroy the Rogue Trader’s interests in the Koronus Expanse.
  66–70
  Calixian leaders of a great Imperial organisation suddenly display far less respect for Rogue Traders. This change of 
  opinion will spread from the top down and out into the broader Imperial class if not stopped.
  71–75
  The Rogue Trader is supposed by some to be an adherent of one of the unseemly Imperial cults of Footfall, placing him 
  well on the outside of civilised Imperial society in Port Wander and the Drusus Marches.
  76–80
  An influential no le or powerful Imperial hierarch chooses to denigrate the Rogue Trader, and all the sycophants follow 
  that lead. This disrespect will spread from the top down into the broader Imperial class if not stopped.
  81–85
  The Rogue Trader is rumoured to have died. Administratum adepts now move slowly and inexorably towards the legal 
  annulment of his Warrant of Trade.
  86–90
  Adeptus Arbites find, or a e provided with, evidence of rebellion fomented amongst the Rogue Trader’s hirelings. A lord 
  perceived to hold an unruly estate will suffer in the eyes of his peers.
  91–95
  A rival’s hatred for the Rogue Trader becomes well known, and many lesser figu es prefer not to become involved with 
  either side whilst such an enmity exists. Now, the rival has begun to strike openly against the Rogue Trader’s interests.
  96–100
  The Rogue Trader receives an unexplained and unexpected visitation from highly ranked members of the Inquisition, an 
  event guaranteed to harm his prospects when word gets out.
  Table 9-41: Misfortunes
  d100
  Result
  Profit actor Lost
  01-49
  Fate smiles upon the Rogue 
  Trader: no Misfortune 
  —
  50-65
  Nuisance Misfortune
  1
  66-90
  Grim Misfortune
  2
  90-00
  Calamitous Misfortune
  1d5
  
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  X: The Game Master
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  The Dark 
  FronTier
  •
  inTeracTion
  •
  Fear anD 
  DamnaTion
  •
  GoinG insane
  •
  corrupTion
  
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  X: The Game Master
  X: The Game Master
  Chapter X: 
  The Game 
  Master
  “A ship has but one master and he is lord aboard his vessel, second 
  only to the God-Emperor Himself.”
  –First line of the Strictures of the Navis Nobilite
  T
  he Warhammer 40,000 universe is a dark and deadly 
  place filled with wonders and horrors that stretch 
  the very limits of human imagination. It is a world 
  of violent and terrible extremes where humanity struggles 
  beneath the cold light of uncaring stars amid the trackless 
  eternity of the void. Only the bold, the brave, and the 
  blessed have the right to wander the vast distances between 
  the worlds of the Imperium, given mandate by the Emperor 
  himself to expand His realms and bring profit and wealth 
  to His domain. In Rogue TRadeR, the players take up this 
  mantle as daring explorers and traders, pushing back the veil 
  of darkness that shrouds the Imperium. And guiding them is 
  the Game Master, spinning the world around them to create 
  opportunities, obstacles, and memorable adventures.
  The Role of The Game 
  masTeR
  In Rogue TRadeR, as in many roleplaying games, one of 
  the players will take on the role of Game Master (GM). 
  The GM’s role is a vital one, as he is charged with creating, 
  maintaining, and describing the world in which the player 
  characters (PCs) will be living. It is the role of the GM to 
  set the scene, guide the plot, and decide the outcome of the 
  player’s actions. In many ways the GM is like the director of a 
  film, setting the scene and telling the players (who are like the 
  lead actors) where they are and what they are doing. Unlike 
  a film however, a roleplaying game is a collaborative effort 
  between players and Game Master, and while the GM may 
  set the scene, it then falls to the players to decide the actions 
  of their characters.
  This is where the other key role of the GM comes into 
  play. In addition to being the director and storyteller of the 
  game, he is also its referee. As a game, Rogue TRadeR uses 
  rules to adjudicate the actions of the PCs and determine their 
  success in many of their endeavours. The GM helps to decide 
  when and where these rules are used and also how they are 
  interpreted, making sure that the game runs as smoothly as 
  possible. It is the Game Master’s job, however, to be fair and 
  impartial, like any referee, and ensure that everyone is having 
  a good time.
  Finally, because the GM sets the scene and describes the 
  action, this also means that he creates the story or plot that 
  
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  X: The Game Master
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  the players will follow. In roleplaying games these plots are 
  commonly known as adventures or scenarios. Everything 
  the players know or want to know about their world will 
  be described by the GM, and he will also play the part of 
  the other inhabitants of the universe, from the lowliest bilge 
  hand to the most powerful planetary governor, deciding how 
  they react to the PCs and the actions they will take within 
  the adventure.
  While at first glance the GM has a lot more work than the 
  players, his job can also be one of the most rewarding, as he 
  gets the satisfaction of bringing enjoyment to the players and 
  seeing his stories come to life.
  The Basics
  Since it is the role of the GM to shape and lead the story, 
  he needs to be more prepared than the other players. Before 
  the GM accepts the mantle of running the game, he should 
  consider three key things.
  Know the Rules
  It is important that the GM know the rules better than, or 
  at least as well as, the other players. This means that the 
  GM should read as much of this book as possible before 
  he runs his first game. Chapter IX: Playing the Game is 
  particularly relevant, as these are the core mechanics of the 
  game and are fundamental to its workings. Knowing the 
  rules is also important for the GM, as he will be required to 
  make judgments and adjudications on the actions of the PCs. 
  Helping the Game Master in this area is what the rules are 
  designed to do.
  Know the Plot
  In a roleplaying game the players and their characters are 
  the heroes confronting the dark and forbidding universe of 
  the 41st millennium. However, it is the Game Master who 
  creates the plot they will follow and controls the enemies 
  and villains they will face. Roleplaying is a collaborative 
  process, and the GM does not tell the players everything that 
  happens, but rather sets the scene and reacts to their actions. 
  This means that the GM doesn’t need to know every detail of 
  the scenario—but he should know at least where it will begin 
  and where it is heading.
  A plot can be as simple as taking a rare cargo of Corvenos 
  Fleshcloth to the shrine world of Fasillica past a renegade 
  Imperial fleet captain, or as complex as working to undermine 
  the authority of each of the planetary governors of Seven 
  Systems so as to destabilise the entire region and create a 
  market for cheap off-world weapons. A more detailed plot 
  will typically make the GM’s life easier during the game, as 
  he is required to make up less on the spot and can keep the 
  game running at a good pace. Complex or basic, however, 
  any work the GM puts in before the game is seldom wasted.
  Game Masters can also make use of pre-designed and 
  published adventures, such as the one detailed in Chapter 
  XV: Into the Maw. 
  The advantage of these kinds of adventures is that much 
  of the Game Master’s work will have already been done and 
  they are ready to run right away.
  Be Prepared
  It often falls to the GM to make sure that the group has access 
  to anything extra (in addition to this book) that they might 
  need to play. This usually means a supply of dice, some paper 
  and pencils and perhaps figu es for helping to work out 
  combats. Some GMs also like to keep the players’ characters 
  between game sessions lest they go astray…
  A list of basic roleplaying supplies can be found on  
  page 8. 
  choosinG The Gm
  When organising a game of Rogue TRadeR, one 
  player will need to be nominated as the GM. It is 
  always a good idea if the GM can volunteer for the job, 
  as the game will be better if the person running it is 
  enthusiastic about what he is doing. Usually, however, 
  the Game Master is decided before the players get 
  together for their first session. The role of the GM is 
  usually taken up by the person who has organised the 
  game in the first place—probably also the person who 
  bought this book.
  It is also common that over time several of the group’s 
  players may take on the role of the GM, sharing the 
  work and creating their own adventures. This allows 
  players a chance to make their own stories and can be 
  very rewarding as GMs tag-team adventures, leading 
  to plots and campaigns with more depth and detail.
  DeleGaTinG To players
  There is little doubt that the Game Master has the 
  lion’s share of the work when it comes to running a 
  roleplaying game. He does not need to do all the work, 
  however, when it comes to organising the adventure and 
  getting together all of the ingredients for a successful 
  game. This is where some of the players can also help 
  out, doing such things as bringing miniatures, dice, 
  pencils and paper, or snacks.
  The most important contribution players can make 
  to a game is in helping the GM to add detail and 
  depth to his setting. For example, rather than the GM 
  creating the details of the dismal hive world of Cesti 
  Gros that one of the players’ characters hails from, he 
  could ask the player to write up a little about it. This 
  means that the player is adding to the world and the 
  GM also has some extra detail that he can add into one 
  of his plots later. These are also the kinds of tasks that 
  players really enjoy, and by allowing them to create 
  these kinds of background details, the GM’s task is 
  made easier and the group’s adventures made richer.
  
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  X: The Game Master
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  The Dark 
  Frontier: 
  Evoking the 
  Setting
  “Captains talk about the dangers of the Expanse, the horrors of the 
  Halo Stars, and the perils of walking the very edge of the galaxy 
  itself. Of course, man’s fear of the void existed long before he had the 
  means to travel it.”
  –Captain Zygir Gith of the Helois Wanderer
  R
  ogue TRadeR is a game of adventure, exploration, 
  and glory set against the dark backdrop of the 41st 
  millennium. As the crew of a Rogue Trader’s starship, 
  the players are uniquely powerful individuals with a destiny 
  and power far beyond that of most ordinary citizens. Theirs 
  is the chance to make a name for themselves among the stars, 
  pushing back the boundaries of the Emperor’s domain and 
  perhaps turning a tidy profit at the same time. Should they 
  be successful, they also stand to win more than mere riches, 
  claiming whole worlds and even influence over systems and 
  sectors. With luck, courage, and ambition there are few things 
  a Rogue Trader cannot aspire to.
  It is one of the tasks of the Game Master to bring this 
  universe to life for his players and offer them the chance to 
  realise the dreams and ambitions of their characters. Part 
  of achieving this, and adding the spark of life to a game of 
  Rogue TRadeR, is in understanding the themes that make it 
  the unique setting it is.
  Themes in roGue TraDer
  The Warhammer 40,000 universe, and the Rogue TRadeR 
  game which resides within it, are different from any other 
  science fiction setting. To better evoke this universe and weave 
  its fl vour and colour into his games, the Game Master should 
  become familiar with its key themes. Being able to add these 
  themes to a game will help to make it undeniably set within 
  the realms of the 41st millennium—and, by extension, help 
  the players to better sink into the roles of their characters.
  a license for Profit
  Rogue Traders exist for a single purpose: the accumulation 
  of wealth and power. Given license by the Administratum 
  of Holy Terra itself, they can travel freely and seek profit
  both within and beyond the borders of the Imperium. 
  This gives them incredible power within Imperial 
  society as they stand both above and beyond the 
  teeming masses of humanity that live and die 
  bound by class and duty. To be a Rogue 
  Trader is to covet power and constantly seek to increase 
  wealth and influenc . When the endless dark of the universe 
  is yours to explore and exploit, there can be no ambition too 
  great.
  The ancient and the forgotten
  The Imperium is an ancient empire that has endured for 
  thousands of years against an uncaring and capricious 
  universe. It is filled with mysticism, fear, and superstition and 
  survives by keeping its eyes fi mly averted from the shadows 
  that circle in the void. Even for a Rogue Trader, who treads 
  the stars astride an ancient starship, both technology and 
  the void are shrouded in mystery. He relies on the enigmatic 
  and esoteric apparatus of the Adeptus Mechanicus, stagnant 
  technology that is barely understood but has served man for 
  centuries uncounted. Likewise, few charts exist that show 
  even a fraction of the Imperium and its worlds. Those who 
  navigate its boundaries must brave almost as many perils 
  as those who travel beyond it, and even travel along well-
  established warp routes is not without danger. Such is the 
  nature of the Rogue Trader’s life.
  Into the Unknown
  As part of a Rogue Trader’s quest for lucrative trade routes, 
  new markets, and exotic goods, they also become prolific
  explorers. This makes them a unique breed within the 
  Imperium, a society built on the censure of knowledge 
  and the restriction of travel. It takes a brave soul indeed to 
  leave his home world and take the perilous journey between 
  the stars, and it take a braver soul still to voyage into the 
  WhaT iF no one WanTs To Be The 
  roGue TraDer?
  It is possible that none of the players will want to take 
  on the role of the Rogue Trader, either because they 
  don’t want the responsibility or there are other careers 
  and character concepts that interest them more. While it 
  is advantageous to have a player controlling the Rogue 
  Trader, it is not essential, and there are a few way to 
  get around this. For instance, the crew’s Rogue Trader 
  could be somehow crippled or incapacitated but still 
  hold the title, such as if he is encased upon his bridge in 
  a stasis well or bedridden in his cabin, barely conscious 
  much of the time. In this case, the command would 
  fall to one of the other players, who would have to 
  interpret the Rogue Trader’s wishes through whatever 
  esoteric means of communication were still open to 
  him. Alternatively, the Rogue Trader might not even 
  be on board the players’ vessel, either commanding his 
  fleet from the comfort of some conquered world or a 
  seldom-seen command ship.
  In either case, the Game Master should be careful 
  to use the Rogue Trader’s infl ence sparingly and leave 
  much of the party’s decisions in their own hands.
  
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  unknown. Such is the vast scope of the galaxy that entire 
  empires of xenos, never-before-seen celestial phenomena, and 
  lost human worlds have all been found either hidden within 
  the folds of the Imperium or clinging to its edges. These are 
  the prizes that await a Rogue Trader and his crew as they 
  travel to parts of the void that no other Imperial citizen will 
  ever see. It is said that the expanse of space is large enough to 
  contain anything the human mind can conceive—and plenty 
  of things it cannot. 
  fear the Void
  There is a good reason that most citizens of the Imperium 
  look up at the night sky with fear, trying not to dwell on just 
  what horrors lurk between the stars or gaze hungrily down 
  upon them from the nightmare of the warp. Those who travel 
  the Imperium know too well that while humanity may claim 
  to be the masters of the galaxy, with dominion over worlds 
  uncounted, theirs is but a feeble fli kering light surrounded 
  by an infinity of blackness. Rogue Traders know that the void 
  holds many perils; beyond the deadly cold of vacuum and the 
  hard radiation of stars are things that no man was ever meant 
  to see. Of course, it is these very factors that make Rogue 
  Traders the larger-than-life individuals they are, as they set 
  off into the black with often only their courage to keep them 
  safe.
  how To RUn a RoGUe 
  TRadeR adVenTURe
  The player characters in Rogue TRadeR are the crew of a 
  starship with the means and licence to travel between Imperial 
  worlds and beyond. This means that finding reasons for 
  adventures will not be hard for the Game Master, as simply 
  sailing off into the void is very much an adventure in itself. 
  Of course, the GM still needs to think about what kinds of 
  things Rogue Traders are likely to get up to and plan his 
  adventures accordingly.
  The focus of most Rogue TRadeR adventures will be on 
  profit and the acquisition of wealth, though equally they 
  might also centre on exploration—usually with a mind to 
  opening trades routes or exploiting natives and the like. 
  Within this framework of exploration and trade (spiced up 
  with a fair measure of conflict, combat, and peril) there is a 
  great deal of scope and styles of play for the Game Master 
  to explore.
  sTyles oF play
  There are a number of styles of play that lend themselves to 
  Rogue TRadeR and focus on the different kinds of adventures 
  the Game Master might like to run. None of these styles is 
  exclusive, of course, and they can be mixed and matched as 
  required by the unfolding plot.
  Trade
  The core of most Rogue TRadeR adventures is the concept 
  of trade. At its simplest, this is taking a cargo of something 
  from one place to another and selling it at a profit, usually 
  to buy a new cargo and then take it on to a new destination 
  to repeat the process. Scenarios centred on trade offer lots of 
  possibilities for adventure, as the Rogue Trader and his crew 
  must brave the perils of the void as they make epic journeys 
  across the length and breadth of the galaxy. Some worlds 
  may be hard to get to located in parts of space plagued with 
  pirates, xenos, or worse. It is also a safe bet that if a place is 
  hard to get to, then the price of transporting goods there will 
  be satisfyingly high. Trade-focused adventures also have the 
  advantage of providing an easy motivation for the group. No 
  need to try and sell them on the righteousness of their cause 
  when simple greed will suffic .
  Going hand in hand with trading is the practise of 
  smuggling. With so many worlds and local laws within the 
  Imperium, there is a veritable plethora of places smugglers 
  can make a huge fortune. Smuggling can also be a good 
  springboard into darker plots and perils, as many forbidden 
  goods are taboo for a reason…
  exploration
  The Imperium is a dauntingly vast place, and much of it 
  remains uncharted and unknown. Worlds can be lost for 
  millennia, only to be rediscovered and brought back into the 
  fold of the Emperor’s light. Likewise, forgotten resources can 
  lay untapped and hidden within the very boundaries of the 
  Imperium. For the bold souls who can find such things, vast 
  riches and glory can be theirs for the taking. Many worlds 
  are only linked by dangerous warp routes, and visitors are 
  forced to take huge detours to reach them. A Rogue Trader 
  who can open up a shorter or safer path to such places can 
  make a great deal of profit, claiming a cut of all who would 
  use his route.
  In addition to the quest for wealth in unknown places, a 
  Rogue Trader might also accept a commission to chart new 
  systems, open new warp routes, or even find lost ships. 
  It has even been known for the Adeptus Mechanicus 
  Explorator fleets to employ Rogue Traders from 
  time to time, usually to draw upon their local 
  knowledge.
  explorinG The calixis secTor
  While much of the background for the Rogue TRadeR 
  setting is focused on the Expanse and its wild frontiers, 
  there remains ample opportunities for exploration and 
  adventure within the Calixis Sector itself. Like much 
  of the Imperium, the Calixis Sector is home to vast 
  stretches of uncharted void, and places like the Adranti 
  Nebula and the Hazeroth Abyss offer exciting and 
  interesting locales for Rogue TRadeR adventures. The 
  presence of the Tyrant Star can also provide a catalyst 
  for investigation, as Rogue Traders risk life and sanity 
  to pick over the dead worlds it leaves in its wake.
  
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  The Great Game
  One of the most exciting aspects of the Rogue TRadeR 
  game is that it allows the players to become truly awesome 
  individuals with power and influence that can span whole 
  sectors of space. Though they may start with dominion 
  only over their own vessel, an empty hold, and perhaps a 
  questionable legacy, they can rise to greatness though the 
  actions they take. Typically, this will mean seeking out 
  sponsorship, joining guilds. and currying the favour of 
  powerful Imperial official . It will also mean amassing truly 
  vast sums of wealth with which to acquire mercenaries, ships, 
  and even the control of whole worlds.
  For this kind of game to work, however, the players really 
  have to be into it. While such a vast kind of game does mean 
  a lot more work for the GM, it is really the players and the 
  ambitions of their characters that will drive it. Of course, when 
  players are keen to rise above simple trading, exploration 
  and conquest, it can lead to some truly memorable and  
  rewarding games.
  Conquest and Piracy
  Some Rogue Traders are less subtle about their quest for 
  wealth, and rather than creating trading relations with newly 
  discovered worlds or transporting goods, they would rather 
  prey on Imperial and planetary shipping or launch full-
  blown planetary assaults. Piracy and conquest are risky and 
  expensive undertakings at best, and they are seldom a path to 
  true wealth and power. While these themes can make for fun 
  and exciting games, as the PCs blast and loot their way across 
  the void, alone they do not truly encompass the scope 
  or power that is a Rogue Trader’s birthright. That is 
  not to say, however, that they cannot be adequately 
  incorporated into all the other kinds of themes—
  after all, what is the life of a Rogue Trader 
  without a little danger?
  RoGUe TRadeR 
  dynasTIes
  A Rogue Trader and his team are more than merely a ship’s 
  captain and his crew; they are a grand legacy, which often 
  stretches back hundreds or even thousands of years. The 
  first Rogue Traders were given mandates to ply the stars 
  and expand the control and reach of the Emperor, and in 
  exchange, they could harvest the wealth such freedom would 
  bring. The player characters are the descendants of these first
  Rogue Traders and the many that have come after. All of the 
  PCs, not just the Rogue Trader, will be part of this dynasty. 
  This legacy is important for the players to remember, as they 
  need to know that they are more than the ordinary Imperial 
  citizen—rare individuals, chosen for greatness, who possess 
  power to shape the very destiny of the Imperium itself.
  This is also an important distinction for the Game Master 
  to bear in mind, as many of the people the players come 
  into contact with will be aware of their heritage. It can also 
  be a source of pride for the players to know that they are a 
  cut above the average citizen, gifted with special rights and 
  blessed with a favoured role in the Emperor’s grand designs. 
  Part of this status that all the players share also means that 
  to a degree they are all equally important. Though only one 
  player controls the Rogue Trader, all of the players’ characters 
  are equally essential in playing a role in the destiny of his 
  dynasty. To this end the Games Master should spread the 
  focus of his adventures and plots across the characters rather 
  than focusing solely on the Rogue Trader himself.
  The role oF The creW
  On a Rogue Trader’s ship, as on any vessel in the Imperium, 
  everyone has a role to play. For the players this means that 
  their character will perform some vital part of the running 
  WhaT iF more Than one person WanTs To Be The roGue TraDer?
  The Rogue TRadeR game is based on the idea that one character takes on the role of the Rogue Trader and 
  the other players take on the roles of his most trusted counsellors, who have power in their own right. However, 
  there will be times when more than one player wish to take the Rogue Trader Career.
  When this happens, the GM has several options as to how he can handle the situation. 
  First, if multiple players insist upon being Rogue Traders in a single campaign, the GM can simply say that the Rogue 
  Traders are siblings, cousins, or have some similar familial bond—making them all part of the same dynasty. In this 
  option, the holder of the Warrant of Trade might be an NPC patriarch Rogue Trader, or one of the players may agree to 
  be the actual holder of the Warrant whilst the others are considered both assistants and heirs apparent.
  Another option is to allow the group to have multiple ships, with each Rogue Trader character possessing his own 
  Warrant and captaining his own unique vessel. This option means that the group is actually split amongst a small fleet of 
  Rogue Trader vessels, perhaps part of a cartel of allied families seeking their fortune together. Sometimes, an arranged 
  marriage between two Rogue Trader families is part of the agreement!
  Finally, the GM may simply rule that the Rogue Trader characters, hard up for independent resources, have pooled 
  their lots together to purchase a single vessel and that each of the Rogue Traders is a “shareholder” in the overall venture. 
  Perhaps, in this case, the player characters are all younger sons and daughters of well-established Rogue Trader lines 
  who would otherwise have no prospects at all and have banded together in order to seek their fortunes as a group rather 
  than individually. Or, perhaps they are survivors of some failed venture, war, or crusade. They have had much of what 
  was theirs or what they were once heir to (including perhaps their own vessels and forces, etc.) stripped from them by 
  past adversity, but they refuse to be defeated!
  
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  of the ship. When planning adventures the Games Master 
  should consider the skills of each of the PCs and if possible 
  make use of them during the session. This is important, as 
  every player should have a chance to enjoy the spotlight as 
  their skills come into the fore. Additionally, an adventure is 
  far more rewarding for a player if he feels his character was 
  challenged and required to overcome an obstacle or two.
  nPC Crew members
  The ancient and powerful ships of the Imperium often boast 
  many thousands (if not tens of thousands) of crewmembers. 
  Many of these crewmen toil endlessly in the lowest decks 
  maintaining one of the vessel’s millions of arcane systems and 
  machines, and though they are seldom seen, their presence 
  is still vital to the running of the ship. As part of the Rogue 
  Trader’s vessel it is likely that the players will only make up 
  a very small part of the functioning crew, with many others 
  filling out the ranks. It can therefore be worthwhile if the 
  Game Master creates a list of the more important Non-Player 
  Character (NPCs) crew members, especially if they will be 
  permanent fixtu es aboard the players’ ship. For most the GM 
  will not need names or descriptions, though for the more 
  important crew these details can add interesting depth and 
  detail to his adventures.
  RewaRds: The measURe 
  of sUCCess
  Why do Rogue Traders take such terrible risks? The answer, 
  of course, is for the rewards.
  As a roleplaying game, Rogue TRadeR is designed to 
  reward the players as they complete objectives, overcome 
  obstacles, and make names for themselves among the stars. 
  These rewards come in several forms: experience points 
  that allow players to increase the skills and abilities of their 
  characters, profit rewards that add to the crews’ wealth, and 
  game rewards that can lead to rank, privilege, and title. It falls 
  to the Game Master to hand out these rewards. Presented here 
  are some guidelines to help him decide when and how much 
  of each of these kinds of rewards to give to his players.
  experience poinTs
  The most common rewards are experience points (xp). More 
  than anything else, xp measures a character’s personal power. 
  Players use experience points to buy new Skills, Talents, and 
  Advances to improve their characters. The more xp a character 
  possesses, the better he will be at dealing with challenges in 
  play, such as overcoming foes in combat, solving problems, or 
  dominating social encounters. Because xp relate directly to a 
  character’s power, how much and how often the GM awards 
  experience points to his players will determine how quickly 
  their characters rise to power and how able they will be at 
  defeating any challenges he should throw at them.
  There are two main ways for the GM to award experience to 
  his players: the Abstract Method and the Detailed Method.
  abstract method
  This is the easiest and recommended (certainly for beginning 
  GMs) way to award experience. It relies simply on the amount 
  of time spent gaming and ensures a steady and smooth rise in 
  power for the characters. For each game session each player 
  should receive 500 xp.
  This method assumes a game session lasts about 4 hours. 
  For longer or shorter sessions, the GM can adjust the xp 
  rewards accordingly.
  detailed method
  A more detailed method of awarding experience is also 
  possible, in which each reward is broken down on a case-by-
  case basis, and players gain experience for completing specific
  tasks. For this method to work, however, the GM must assign 
  a value to each encounter. For example, he might have a 
  session that includes a dangerous journey through the warp, 
  a space battle against orks, and a tense negotiation with some 
  hostile natives. In this case, each of the three encounters would 
  be worth a set amount of xp that would be awarded to the 
  players when the encounters were completed or overcome.
  Table 10–1: Encounter Difficult  gives examples of 
  encounters based on difficult . To work out the difficulty
  of an encounter, consider how much it taxes the resources 
  f the group and what it costs them in wounds, equipment,  
  or time.
  When using this method, it is important to remember 
  to award experience for only meaningful encounters and 
  obstacles, lest the players embark on the wholesale slaughter 
  of worlds simply for the ‘experience.’ Likewise, as the player 
  characters gain in power, some challengers will be so easily 
  overcome as to be worth little or no experience.
  roleplayinG aWarDs
  The GM may also offer experience for good roleplaying. 
  These awards can be as large or small as the GM feels is fair, 
  typically anywhere between 100xp and 500xp, and are given 
  to players that the GM felt did a good job in portraying their 
  characters. The GM should be careful however only to give 
  out these awards when he feels they are really deserving and 
  usually only when the player does something beyond the 
  norm, such as taking an action that he knows may place 
  his character in danger because it is ‘what his character 
  would do.’
  Table 10–1: Encounter Difficulty
  Difficult
  XP Award
  Easy
  50
  Routine
  70
  Ordinary
  100
  Average
  130
  Challenging
  170
  Hard
  200
  Very Hard
  250
  
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  proFiT FacTor reWarDs
  In the same manner as Experience rewards, the GM may 
  decide that the individual actions of the Explorers merit a 
  Profit Factor award. Typically, however, all gains by the PCs to 
  Profit Factor will be as a result of Endeavours (see page 276) 
  as such vast sums of wealth or increases in influence and power 
  take time and planning to amass. The option is available if the 
  GM decides that either as the result of the plot or through 
  outstanding actions of the Explorers they warrant such an 
  award. As a guideline, Profit Factor awards should be used 
  sparingly and only ever increase Profit Factor by 1 point.
  Game reWarDs
  In addition to awarding experience and Profit, the GM can 
  also award in-game things such as influenc , power, and rank. 
  Typically these are things earned through the completing 
  of specific quests or missions set out by powerful NPCs or 
  through actions that alter the very fabric of the game world. 
  Because these kinds of rewards are more difficult to adjudicate 
  it is up to the GM to decide when and how they are used. 
  They can, however, be more valuable that any of the other 
  kinds of rewards, giving the characters things that skill with 
  a bolter or a bigger ship could not achieve. 
  aWarDinG FaTe poinTs
  Finally, it is also possible that the Game Master may reward 
  players with a permanent Fate Point for truly remarkable 
  deeds. The GM should use such rewards sparingly and only 
  award them for something incredible.
  When To use reWarDs
  Most rewards are awarded at the end of a game session, when 
  the GM can tally up the PCs’ achievements for that session. 
  The GM may wish to wait until the start of the next game 
  session to hand out rewards, giving himself the time between 
  games to work out what the PCs have accomplished. Some 
  rewards, however, like Profit and game rewards, might be 
  handed out during play as they are earned. Profit and other 
  such benefits will fluctu te greatly during the course of a 
  Rogue Trader’s adventures and awarding these as they crop 
  up in play can make progress easier to track.
  mass ComBaTs
  Rogue TRadeR can be a game of sweeping plots and epic 
  encounters where the fate of worlds and the wealth of entire 
  systems can rest in the hands of the player characters. As a 
  result, it is likely that at one time or another the PCs will find
  themselves engaged in a pitched battle. There a two ways for 
  the GM to handle mass combats: the detailed method and 
  the simple method.
  The DeTaileD meThoD
  This method allows the GM to orchestrate combat encounters 
  as he would normally, matching the strength of the antagonists 
  against the strength of the characters and allowing control 
  over tactics and individual combat actions. To use this 
  method, the GM should group similar combatants on both 
  sides into ‘units.’ A unit should comprise of between 3 and 20 
  combatants. For example, if the characters where accompanied 
  by an Imperial Guard company of 40 guardsmen with lasguns, 
  6 guardsmen heavy bolter weapon teams, and 20 guardsmen 
  veterans with shotguns, these would be divided into four 
  units. A unit functions just like a single individual armed 
  with the most common weapons and armour of the unit and 
  with Wounds equal to its number of members plus a damage 
  bonus equal to +1 for every 4 members—so in the example 
  above, this would count as: 2 guardsman with lasguns and 20 
  Wounds each with a +5 damage bonus, a guardsman with a 
  heavy bolter with 12 Wounds and a +3 damage bonus, and a 
  veteran guardsman with a shotgun and 20 Wounds and a +5 
  damage bonus. The GM can then play out the combat using 
  the normal rules for combat with the following exceptions:
  • Units always go after individuals (PCs, powerful creatures, 
  etc.) in the Initiative order.
  • All units act simultaneously in the Initiative unless a unit 
  has surprise or some other special advantage.
  • When a unit is reduced to 0 wounds it can no longer 
  fight (though at the GM’s discretion some of its members 
  might still be alive).
  • Individuals cannot fight units and vice versa—in this case 
  single members of a unit can make attacks on individuals, 
  and individuals can pick out members of a unit.
  • In addition to combat rolls, units make all other tests as 
  a single entity, i.e. fear tests. Likewise, PCs can use social 
  and influence s ills on a unit as if it were an individual. 
  The simple meThoD
  This method quickly resolves mass combats with a single 
  dice roll for each PC and focuses more on the actions of the 
  PCs than their allies. The GM should pick an appropriate 
  skill for each PC to test based on their role in the battle. For 
  example a PC wading into the thick of the fighting with 
  a chainsword would make a Weapon Skill Test, while a PC 
  barking orders over a vox would make a Command Skill Test. 
  The difficulty of this test is up to the GM and can be based 
  on the strength of the enemy, the nature of the battlefield,
  or anything else he thinks might be relevant. The results of 
  these rolls are then handled like any other tests. So the GM 
  might require a combined total of 10 successes for the PCs 
  to win the battle, while 5 successes result in a lesser victory 
  and 0 successes a draw. Failure on a roll might also indicate 
  that the PC takes Damage, such as 1d5 for each degree of 
  failure for example. Note that this arbitrary Damage should 
  never kill the character, only render them severely wounded 
  or incapacitated. If the GM wants to include the effects of the 
  PCs allies in the outcome of the battle, he can make a single 
  appropriate skill roll for them in the same fashion.
  
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  Interaction
  “A good Rogue Trader will win as many battles with his tongue as 
  with his ship.”
  –Ezekiel’s Proverbs
  M
  uch of Rogue TRadeR centres on dealing with the 
  many and varied peoples that inhabit the worlds of 
  the Imperium. From the greedy port merchants of 
  the Expanse and the soulless bureaucrats of the Administratum 
  to wide-eyed natives, knowing how to deal with the peoples 
  of the 41st millennium can give a Rogue Trader a decided 
  advantage in his quest for profit and lory.
  InTeRaCTIon sKIlls
  Chapter III: Skills presents a number of Interaction Skills 
  such as Charm, Command, Deceive, and Intimidate. These are 
  basic Fellowship skills, meaning any characters can employ 
  them, albeit at a reduced rate if they don’t have the Skill. 
  To befriend another, a player would use Charm; to issue an 
  order, he would use Command; to fool or dupe, he would use 
  Deceive; and to frighten, he would use Intimidate. Together, 
  these Skills offer the discreet tools for interacting with the 
  people of the Imperium.
  usinG inTeracTion skills
  Usually, a player doesn’t need to Test Skills to interact with 
  other characters. He simply plays the role of his character. The 
  interactions between the player, in the role of his character, 
  and the GM, in the role of the NPC, determine the outcome 
  of the conversation. As in any situation with dramatic 
  consequences, though, a player should make an appropriate 
  Test if there are consequences for failure. For example, if he 
  is trying to convince an NPC to do something that he or 
  she would ordinarily not do—spilling information about a 
  secret, accept a bribe, and so on—or if success would advance 
  the plot in a considerable way, a Test should be required. 
  Ultimately, when a player does or does not make a Test is up 
  to the GM. He will have final say about the circumstances of 
  the encounter.
  example
  Lord-Captain Rylar Mane is trying to convince a local PDF 
  Excise-Captain to allow him to unload his cargo planetside without 
  a full inspection. Because this is not in the interests of the Excise-
  Captain (not to mention potentially illegal) the GM decides that 
  Mane will need to make a Charm Skill Test to convince him. 
  DisposiTions
  When Testing an Interaction Skill, circumstances can dictate 
  the Difficulty of the Test. Such situations include atmosphere, 
  situation, and an NPC’s particular circumstances. However, 
  the most important factor is the NPC’s disposition toward the 
  player character—how the character regards him and what 
  feelings or lack of feelings the NPC displays. The NPC’s 
  disposition, which is always set by the GM, determines the 
  base Difficult . Other factors can adjust the Difficulty up or 
  down as the situation demands. Table 10–2: Dispositions 
  provides sample dispositions based on the Test a player is 
  attempting and the corresponding Difficult .
  On a successful Test, the target’s disposition improves by 
  one step, plus one step per Degree of Success. On a failed 
  Test, the target’s disposition remains unchanged and worsens 
  by one step for each Degree of Failure.
  Generally, a target must at least be Indifferent to do as 
  requested, and then the target will only do what the player 
  wants 50% of the time if left to his own devices. Each step 
  above Indifferent indicates that the target is 10% more likely 
  to do as requested. Under supervision, the base chance 
  increases by 20%.
  inTeracTion anD Groups
  When a player uses an Interaction Skill against a group of 
  individuals, he resolves the Test in the way already described, 
  but the GM sets the disposition based on the overall attitudes 
  of the group. The player makes the Test as normal, but if 
  he succeeds, he can affect a number of individuals equal 
  to his Fellowship Bonus. The total indicates the number of 
  targets the player affects with his successful Test. Note that 
  certain Talents can increase the number of targets a player 
  can affect.
  Table 10–2: Dispositions
  —Dispositions by Skill—
  Difficult
  Modifie
  Charm
  Command
  Deceive
  Intimidate
  Easy
  +30
  Infatuated
  Fanatical
  Gullible
  Terrifie
  Routine
  +20
  Affectionate
  Devoted
  Trusting
  Frightened
  Ordinary
  +10
  Favourable
  Loyal
  Accepting
  Startled
  Challenging
  +0
  Indifferent
  Indifferent
  Indifferent
  Indifferent
  Difficul
  –10
  Disdainful
  Resentful
  Suspicious
  Brave
  Hard
  –20
  Contemptful
  Disloyal
  Sceptical
  Courageous
  Very Hard
  –30
  Disgusted
  Mutinous
  Disbelieving
  Foolhardy
  
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  Fear and 
  Damnation
  T
  he 41st millennium is a dark and terrible place where 
  mankind’s billions inhabit a universe filled with 
  unnumbered horrors and countless dangers. Murderous 
  aliens stalk the cold stars, rebellion and treachery fester 
  within the shadow of the Imperium’s decaying might, and 
  nightmarish forces eternally claw at the very fabric of reality 
  from beyond, seeking both to feast and to corrupt. A Rogue 
  Trader and his allies must deal with all of these perils as they 
  voyage across the void in their quest for fortune and glory.
  The rules presented here reflect these many threats to the 
  mind and soul, and how the player characters interact with 
  them. They are separated into three distinct, interlinking 
  sections: Fear covers a character’s immediate reaction to 
  frightening events and creatures, Insanity details with the 
  long-term effects of mental trauma on a character, while 
  Corruption deals with the insidious influence of the warp and 
  forbidden knowledge. During combat encounters, the only 
  rules that will be used from this chapter are those for Fear. 
  The effects of Insanity and Corruption are dealt with in the 
  aftermath of a battle rather than during it.
  Table 10–3: Fear Test Difficulties
  Severity of Fear Test Mod Example Adversaries
  Fear (1) 
  Disturbing
  0
  Rak’Gol Marauder
  Fear (2) 
  Frightening
   (–10)
  Ebon Geist
  Fear (3) 
  Horrifying
   (–20)
  Yu’vath Bone Warden
  Fear (4) 
  Terrifying
   (–30)
  The Walking 
  Nightmare
  Table 10–4: The Shock Table
  Roll a d100 and add 10 for every degree of failure.
  Roll
  Result
  01–20
  The character is badly startled. He may only take a single Half Action in his next Turn, but afterwards he 
  may act normally.
  21–40
  Fear grips the character and he begins to shake and tremble. He is at a –10 penalty on all Tests for the rest 
  of the encounter unless he can recover his wits (see Shock and Snapping out of it, page 295).
  41–60
  Reeling with shock, the character backs away from the thing that confronts them. The character cannot 
  willingly approach the object of his fear, but may otherwise act normally, with a –10 penalty on all Tests 
  until the end of the encounter. The character gains 1 Insanity Point.
  61–80
  The character is frozen by terror. The character may make no Actions until he snaps out of it. After snapping 
  out of it, the character will make all Tests with a –10 penalty for the rest of the encounter. The character 
  gains 1d5 Insanity Points.
  81–100
  Panic grips the character. He must flee the sou ce of his fear, if able, as fast as he can, and if prevented 
  from doing so, he may only take Half Actions and is at a –20 penalty to all Tests. The character gains 1d5 
  Insanity Points. Once away from the danger, he must successfully snap out of it to regain control.
  101–120
  Fainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regain 
  consciousness, he is still shaken and takes all Tests with a –10 penalty until the end of the encounter. The 
  character gains 1d5 Insanity Points.
  121–130
  Totally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time he is 
  helpless, may do nothing and drop anything he is holding. Afterwards, until the end of the encounter, the 
  character may only take a single Half Action each Turn until he can rest. The character gains 1d5 Insanity 
  Points.
  131–140
  The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wild y 
  or using whatever weapon he has to hand. This effect lasts until the character snaps out of it, or until he is 
  knocked unconscious. The character gains 1d5 Insanity Points.
  141–160
  The character crumples to the ground for 1d5+1 Rounds sobbing, babbling, and tearing at his own flesh,
  and may do nothing. Even after he returns to his senses, he is a complete mess and at a –20 penalty on all 
  Tests until the end of the encounter. The character gains 1d5+1 Insanity Points.
  161–170 The character’s mind snaps and he becomes catatonic for 1d5 hours and may not be roused. The character 
  gains 1d10 Insanity Points.
  171+
  The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters. 
  The character suffers the effects of “acute hallucinations” (see Disorders, page 297) for 2d10 Rounds. After 
  the hallucinations fade, the character will make all Tests with a –20 penalty while the encounter lasts. The 
  character gains 2d10 Insanity Points and takes 1d10 points of permanent Willpower damage.
  
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  InsanITy and 
  CoRRUPTIon PoInTs
  Insanity Points (IP) and Corruption Points (CP) are 
  Characteristics that characters gain during play. Both of these 
  scores begin at 0 when a player starts and increase over time 
  as damage is done to a character’s state of mind (IP) and the 
  purity of his soul (CP). The higher these scores, the more 
  twisted, damaged, and debilitated a character becomes, and 
  should either of these scores ever reach 100, a character is 
  hopelessly driven mad or tainted and his career and life come 
  to a sudden and abrupt end, exactly as if he had been killed.
  feaR
  Fear comes into effect when the characters are confronted 
  with scenes of atrocity or horror, or when they are called 
  on to battle against terrifying aliens, insane perversions of 
  science, and nightmarish entities from the warp. When a PC 
  is confronted by such a frightening event or adversary, he 
  must take a Fear Test; this is a Willpower Test, modified by 
  how frightening the thing is. If the PC passes this Test, then 
  he may continue to act as normal. If he fails however, he 
  succumbs to Fear.
  DeGrees oF Fear
  Some things are clearly more frightening than others; for a 
  Rogue Trader, facing a boarding party of dishevelled human 
  pirates, although obviously dangerous, is not sufficient
  to call for a Fear Test. However, facing the same boarding 
  party comprised of ravening warp entities or hideously alien 
  xenos would certainly warrant a test. Table 10–3: Fear 
  Test Difficultie , offers some guidelines on the severity of 
  Fear Tests.
  FailinG The Fear TesT
  If a character fails a Fear Test in a combat situation, he must 
  immediately roll on Table 10–4: The Shock Table, adding 
  +10 to the result for each Degree of Failure. The effects listed 
  are applied immediately to the character.
  If the character fails the Fear Test in a non-combat situation, 
  the character becomes unnerved and suffers a –10 penalty to 
  any Skill or Test that requires concentration on his part. This 
  penalty lasts while the character remains in the vicinity of 
  the object of his Fear (simply leaving and coming back again 
  doesn’t stop this!).
  In addition, if a non-combat Fear Test is failed by 30 or 
  more, the character also gains +1d5 Insanity Points.
  shock anD snappinG ouT oF iT
  Characters may be able to shake off some of the effects of Fear 
  after the initial shock has worn off. Where specified on Table 
  10–4: The Shock Table that a character may “snap out of it,” 
  a character can make a Willpower Test at the beginning of his 
  next Turn. If this succeeds, then he regains his senses, shrugs 
  off the effects, and may act normally from then on. If he fails 
  this Test, the effect continues.  A character may test again at the 
  beginning of each of his subsequent turns until he succeeds.
  Very BaD ThinGs
  Fear Tests in non-combat situations are very much the 
  GM’s call as to when and where they occur and should 
  not be considered to be automatic. They should instead 
  be used to build dramatic tension, as their over-use 
  will diminish their effectiveness and novelty, as well 
  as grind down the player characters. That having been 
  said, here are a few appropriate examples of events that 
  can cause Fear:
  • Disturbing (0): Viewing the scene of a gruesome 
  murder, minor unknown supernatural or psychic 
  phenomena—strange lights, spectral voices, or 
  weeping statues, for example.
  • Frightening (–10): Meeting someone known to 
  be dead, being buried alive, major supernatural or 
  psychic phenomena—the skies raining blood or a 
  painting forming shrieking mouths, for example.
  • Horrifying 
  (–20): Sudden, shocking and 
  inexplicable death (the man next to you on the 
  shuttle suddenly dies, vomiting maggots), hideous 
  moments of revelation (finding yourself covered in 
  blood, surrounded by bodies with a meat cleaver in 
  your hand and no memory of how you got there), 
  the dead rising across a whole planet.
  • Terrifying (–30): Experiencing a full-scale 
  daemonic incursion, discovering your failure is 
  responsible for the deaths of millions, staring 
  unprotected into the warp.
  
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  Going Insane
  C
  haracters in Rogue TRadeR face things in their 
  travels that the vast masses of humanity will forever 
  remain unaware of: spending prolonged periods in the 
  warp, visiting ancient and terrible worlds, and dealing with 
  treacherous aliens are just a few of these. Such are the stresses 
  and horrors of these tasks that the slow slide into insanity is 
  a constant threat. No human mind, not even one hardened by 
  the harsh rigours of life in the Imperium, is immune to the 
  slow erosion of sanity by the horrors of the 41st millennium, 
  and a Rogue Trader and his crew are no exception.
  In Rogue TRadeR, these dangers are represented by 
  Insanity Points. Insanity Points represent the strain put on a 
  character’s mind by his experiences; the more Insanity Points 
  a character has, the more fragile his mind. The cumulative 
  effects of gaining Insanity Points are divided into Traumas, 
  which represent the short term after-effects of particularly 
  terrible experiences, and Disorders, which are permanent 
  mental afflictions that sign-post a character’s slide into total 
  madness.
  deGRees of madness
  A character is classified as having a certain Degree of 
  Madness depending on how many Insanity Points he has. 
  This classific tion gives a player a broad idea of the state of a 
  character’s mind and how close to the edge he has become. A 
  character’s Degree of Madness also determines the modifier
  that will apply to Tests taken to avoid Mental Trauma.
  menTal TRaUma
  Mental Trauma represents the relatively short-term damage to 
  a character’s state of mind that he suffers after experiencing a 
  horrific or supernatural event. Each time the character gains 
  10 Insanity Points he must make a Trauma Test. This is a 
  Willpower Test, modified in difficulty by how many 
  Insanity Points the character has accrued in total 
  (see Table 10–5: The Insanity Track). If 
  the Test is passed, the character manages to 
  cope with his experience without extra ill 
  effect. If the Test is failed, roll d100, adding 10 for every 
  Degree of Failure, comparing the result to Table 10–6: 
  Mental Traumas. The result is applied to the character in the 
  aftermath of any encounter that inflicted the Insanity Points 
  on him.
  GaInInG menTal 
  dIsoRdeRs
  Mental disorders reflect the permanent, long-term effects on a 
  character’s mind of exposure to things horrific and unnatural. 
  A character automatically gains a new disorder (or a more 
  severe version of an existing disorder) each time he acquires
  a certain number of Insanity Points. A character gains one 
  Minor Disorder when he gains 40 Insanity Points, one Severe 
  Disorder when he gains 60 Insanity Points, and one Acute 
  Disorder when he gains 80 Insanity Points. (This corresponds 
  to becoming “Disturbed,” “Unhinged,” and “Deranged” 
  according to Table 10–5: The Insanity Track.) 
  Disorders can be selected by the GM, or the GM can allow 
  the player to select one if he prefers. A character must have the 
  preceding severity of a disorder for it to get worse, (so for a 
  disorder to have become “Severe” the character must have the 
  “Minor” version of the disorder first, with the exception of 
  “The Flesh is Weak” that has no Minor version).
  example
  Rylar Mane has been captured by Eldar Corsairs and is being held 
  aboard their vessel as they subject him to their alien tortures. This 
  traumatic event increases Mane’s Insanity Points to a total of 10, 
  forcing him to make a Trauma Test by rolling against his Willpower 
  with a penalty of –10. If he fails, he will then need to roll on the 
  Trauma Table and suffer the results. Should he later gain another 
  10 Insanity Points, increasing his total to 20, he would need to test 
  once more. If his total were to reach 40, in addition to testing he 
  would also gain his first disorder—though it is doubtful the Eldar 
  will keep him alive that long…
  Table 10–5: The Insanity Track
  Insanity Points
  Degree of Madness
  Trauma Modifie
  0–9
  Stable
  n/a
  10–19
  Unsettled
  +10
  20–29
  Unsettled
  +10
  30–39
  Unsettled
  +10
  40–49
  Disturbed
  +0
  50–59
  Disturbed
  +0
  60–69
  Unhinged
  –10
  70–79
  Unhinged
  –10
  80–89
  Deranged
  –20
  90–99
  Deranged
  –20
  100+
  Terminally Insane—character retires from play
  
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  dIsoRdeRs and TheIR
  seVeRITy
  The effect a mental disorder has on a character is left largely up 
  to the GM, though the descriptions presented below provide 
  some guidelines. If a character fi nds himself in a situation or 
  encounter where his disorder will be a detriment, he can test 
  Willpower. Success means he is able to ignore the effects of the 
  disorder for the remainder of the encounter. A character with 
  a “fear of insects” for example, would have to test Willpower 
  before entering a crypt full of beetles and spiders. Success 
  means he could enter, while failure could mean anything from 
  the character suffering penalties as long as he was inside, to 
  him not being able to enter the crypt at all.
  All disorders are rated as being Minor, Severe, or Acute in 
  ascending order of effect.
  • Minor Disorder: The effects of the disorder manifest 
  rarely or are experienced only to a small degree. Any Test 
  to overcome the effects of the disorder gain a +10 bonus.
  • Severe Disorder: The effects of the disorder are stronger 
  and may occur regularly. There is no modifier to Tests 
  made to overcome the effects of the disorder.
  • Acute Disorder: The effects of the disorder are very 
  strong and occur at the slightest stimulation. Any Test to 
  overcome the effects of the disorder take a –10 penalty.
  TyPes of menTal 
  dIsoRdeR
  The variety of unpleasant and unwholesome disorders that 
  might afflict a character is potentialy limitless, and a few 
  examples are presented here. GMs should also feel free to 
  invent their own to suit individual characters and the horrors 
  they undergo.
  The Flesh is Weak!
  Seriousness: Severe, Acute.
  The character sees his flesh as weak and will constantly blame 
  it for his failures and problems. He will also try to change 
  and/or remove his flesh, becoming increasingly obsessed 
  with surgical modific tion as well as bionic replacement.
  phoBia
  Seriousness: Minor, Severe, Acute.
  The character has a deep dislike and fear for a particular 
  thing or circumstance. A phobic character must succeed on 
  a Willpower Test to interact with the focus of his phobia. 
  Enforced or gratuitous exposure to the focus of his exposure 
  may incur Fear Tests. Examples of this disorder are:
  Fear oF The DeaD
  The character has an abiding fear and loathing of 
  corpses and the dead, possibly due to the fact that 
  sometimes they don’t stay dead…
  Table 10–6: Mental Traumas
  Roll 1d100 and add +10 for every degree of 
  failure.
  Roll
  Result
  01–40
  The character becomes withdrawn and quiet. The 
  character is at –10 to all Fellowship-based Tests. 
  This lasts for 3d10 hours.
  41–70
  The character must compulsively perform an action 
  such as fevered praying, frantically cleaning a 
  weapon, reciting verse, and so on, and pays little 
  attention to anything else. All Tests that are based 
  on Intelligence, Fellowship, or Perception suffer a 
  –10 penalty. This effect lasts for 3d10 hours.
  71–
  100
  The character is constantly fearful, seeing danger 
  everywhere, and is extremely jumpy. The character 
  gains a +10 bonus to all Perception-based Tests 
  and is at a –10 penalty to his Willpower for the 
  next 1d5 days.
  101–
  120
  The character suffers from a temporary severe 
  phobia (see Disorders, page 296). This effect lasts 
  for 1d5 days.
  121–
  130
  The character reacts to the slightest stress or 
  pressure by becoming extremely agitated. When 
  performing any task that involves a Test, the 
  character must first pass a 
  illpower Test or suffer 
  a –10 modifier to the est. If the character gets 
  into combat, all Tests during combat automatically 
  suffer a –10 modifie . This effect lasts for 1d5 days.
  131–
  140
  The character suffers vivid and extreme nightmares 
  whenever he tries to sleep. The next day and for 
  the next 1d10 days, the character will be exhausted 
  by lack of sleep and gains a level of fatigue. This 
  effect lasts for 1d5 days.
  141–
  150
  The character is struck dumb and is unable to 
  speak. This lasts for 1d5 days.
  151–
  160
  Extremely distressed and unfocused, the character 
  refuses to eat or drink and looks in a terrible 
  state. The character takes a –10 penalty to all 
  Characteristics (no Characteristic can be reduced 
  below 1) for 1d10 days.
  161–
  170
  The character temporarily becomes hysterically 
  blind or deaf. This effect lasts for 1d10 days.
  171+
  The character becomes completely traumatised and 
  virtually unresponsive. He can’t initiate actions but 
  may be gently led. This effect lasts for 1d10 days.
  only The insane shall 
  prosper…
  The more insane a character becomes the less horrific 
  things seem. After all, what are the monsters of reality 
  compared to those one sees whenever one closes one’s 
  eyes? If the first digit of a character’s Insanity total is 
  double or more a thing’s Fear Rating (see page 294) 
  the character is unaffected by it and does not need to 
  make a Fear Test.
  
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  Fear oF insecTs
  Scuttling things with many legs are the character’s waking 
  nightmare: faceless, numberless, and hungry, forever hungry.
  oBsession/compulsion
  Seriousness: Minor, Severe, Acute.
  The character has a compulsion to perform a particular action 
  or is obsessed with a particular thing. A character must make 
  a Willpower Test not to act in a compulsive way or not pursue 
  his obsession when the opportunity arises. Examples of this 
  disorder include any of the following:
  klepTomania
  The character compulsively steals small objects when he can. 
  Often the character attaches no value to such objects.
  selF-morTiFicaTion
  The character must scourge and whip his flesh on a regular 
  basis (or after a particular event such as killing), in order to 
  purge away the sin of his actions through pain.
  Visions anD Voices
  Seriousness: Minor, Severe, Acute.
  The character sees things that are not there and hears things 
  that others do not. Acute sufferers may be completely 
  immersed within their visions.
  DeaD comraDe
  The character hears the voice of an old friend now long-dead. 
  At a Severe level, he may have visions of his friend. If his 
  condition becomes Acute, they may even hold conversations. 
  FlashBacks
  The character relives traumatic moments from his life. The 
  length and vividness of these episodes vary according to the 
  seriousness of his condition.
  Delusion
  Seriousness: Minor, Severe, Acute.
  The character suffers from a particular false belief that he has 
  to act on as if it were the truth, despite his better judgement 
  or evidence to the contrary.
  inVulneraBiliTy
  The character believes that he will never get severely injured, 
  either through luck or divine providence. Such a character 
  would have to pass a Willpower Test not to enter a ganghouse 
  and throw insults and punches instead of exercising due 
  caution, for example.
  riGhTeousness
  The character believes his choices are right and justified, no 
  matter what the cost. Such a character might refuse to act 
  subtly where it would otherwise be prudent to do so.
  horriFic niGhTmares
  Seriousness: Minor, Severe.
  The character suffers from vivid and reoccurring nightmares: 
  trying to run from a black sun in the sky, or being imprisoned 
  in an endless machine, for example. After any stressful day, the 
  character must pass a Willpower Test in order not to succumb 
  to his terrors while asleep. If he fails, the character will suffer 
  from a single level of Fatigue (see Fatigue, page 251) on the 
  following day.
  RemoVInG InsanITy 
  PoInTs fRom a 
  ChaRaCTeR
  With the GMs permission, a character may use xp to remove 
  Insanity Points. It costs 100 xp to remove a single Insanity 
  Point. A character may never go down a Degree of Madness 
  and so will never lose his disorders. All buying back of Insanity 
  Points should be properly represented as time and effort spent 
  by the character in game. Possible ways of representing the 
  removal of Insanity are:
  • Prayer, fasting, penance, and mortific tion of the flesh
  • Long-term palliative care.
  • Recuperation in quiet and pleasant surroundings.
  • Contemplation of great holy works or other articles 
  of faith (such as the Credo Omnissiah for Mechanicus 
  characters).
  Table 10–7: The Corruption Track
  CP Total
  Degree of Corruption
  Malignancy Test
  Mutation
  01–30
  Tainted
  +0
  —
  31–60
  Soiled
  –10
  First Test
  61–90
  Debased
  –20
  Second Test
  91–99
  Profane
  –30
  Third Test
  0
  Damned—Character removed from play
  
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  example
  Having escaped the Eldar Corsairs, Rylar Mane is spending time 
  on the shrine world of Chilautox as he is nursed back to health by 
  the cloud-maidens of the Temple of Seven Virtues. The GM decides 
  that this period of rest is suitable to repair some of damage done to 
  Mane’s mind and allows Mane’s player to spend 500xp to reduce 
  his character’s IP by 5.
  Corruption
  T
  he most insidious threat facing humanity, and indeed 
  the very survival of the Imperium, is the corrupting 
  taint of Chaos. Encounters with daemons, dark rituals, 
  and even the knowledge that such things are possible are all 
  paths to corruption. Quite aside from the malevolence and 
  manipulation of daemons and their mortal followers, there 
  is immense danger in exposure to the substance of the warp 
  itself. The swirling tempest of psychoactive energies and 
  pseudo-matter that make up the fabric of warp space is more 
  deadly than any radiation. It can instantly destroy, but it can 
  also inflict hideous transformations on material, body, and 
  mind, far beyond anything found in a sane universe. To most, 
  corruption is a doom to be avoided at all costs. However, some, 
  once they find themselves walking the path to damnation, 
  will seek to embrace the darkness.
  CoRRUPTIon PoInTs
  Corruption Points (CP) operate almost exactly like Insanity 
  Points, except that they are gained through exposure to the 
  warp, dark rituals, cursed artefacts, and daemonic influenc . 
  The more Corruption Points a character has, the more 
  afflicted he becomes; this is reflected in the rules by the risk 
  of Malignancies and Mutation as shown on Table 10–7: 
  The Corruption Track.
  moRal ThReaTs
  The exact level of Corruption Points inflicted by a particular 
  event, revelation, or encounter is determined by the GM. The 
  following presents some guidelines:
  Warp shock
  If a character suffers Insanity Points resulting from a failed 
  Fear Test involving entities from the warp, the number of 
  Corruption Points inflicted on him are equal to the being’s 
  Fear Rating score (i.e. Frightening 2 equals 2 CP).
  renDinG The Veil
  Characters caught in a full-blown intrusion of the warp into 
  corporeal reality gain Corruption Points from the experience. 
  Just how many depends on what occurs and the severity of 
  the breach. This might be anywhere from a single point to 
  several d10s in value.
  sorcery
  The practice of sorcery, witnessing dread rituals, and invoking 
  daemons are all causes of Corruption, regardless of the reason. 
  Normally minor rituals cause 1d10 Corruption Points, and 
  major ceremonies can cause many more.
  Blasphemous lore
  Knowledge itself can corrupt, and the study of certain 
  tomes, pict-logs, and even some debased artwork can cause 
  Corruption in the viewer.
  Dark DeeDs
  Evil acts done in the furtherance of a malignancy, or in pursuit 
  of forbidden lore, or done to appease a daemon always cause 
  Corruption Points.
  Vile persuasion
  Many Daemons and cult leaders are masters of insidious 
  temptation and of sowing the seeds of doubt in a faithful 
  heart. Their words and arguments can corrupt where force 
  alone would fail. 
  The malIGnanCy TesT
  For every 10 Corruption Points a character gains, he must Test 
  Willpower to see if his Corruption has manifested as literal 
  damage to his body and soul. This roll is modified depending 
  on the number of CP the character already possesses as noted 
  on Table 10–7: The Corruption Track. If the Test is 
  failed, the character’s Corruption of spirit is given form. These 
  metaphysical and psychosomatic scars are called Malignancies, 
  and are randomly rolled on Table 10–8: Malignancies. If a 
  player rolls a result that he has previously suffered for failing a 
  previous Malignancy Test, he must roll again.
  mUTaTIon
  A character’s Corruption Points total is also used to determine 
  the warping effects of Chaos upon his body. As his 
  Corruption builds, his flesh may revolt, twisted by the 
  Dark Gods. Of course, such is the insidious nature of 
  Chaos that it is constantly hunting for weakness in 
  mind and body, testing a character’s defences 
  until it can find a way into his soul. For 
  chaos anD The common ciTizen
  The rules for Corruption presented here are for use with 
  Player Characters; Rogue Traders and their followers 
  are men and women of destiny and purpose—exactly 
  the sort of people that the Ruinous Powers seek to 
  slowly corrupt. For most, the touch of Chaos brings 
  summary destruction, madness, mutation, and death.
  
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  every 30 Corruption Points a character gains, he must make a Test against two Characteristics of his choice or suffer a random 
  Minor Mutation (see Chapter XIV: Adversaries & Aliens). He may not Test against the same Characteristics twice to resist 
  mutation. A player should make a note on his Character Sheet of which Characteristics he has already Tested to resist mutation. 
  example
  Ever ill fortune’s plaything, Rylar Mane discovers that the cloud-maidens of Chilautox are in fact part of a vile Chaos cult and falls afoul of 
  one of their dark rituals. Infused with the power of the warp, Mane gains enough Corruption Points to raise his total to 31. This means he must 
  make his first Malignancy Test by rolling against his Willpower. If he fails this Test then he must roll on the Malignancy Table and suffer the 
  results. Should he continue his descent into corruption, Mane will need to test again when he reaches 61 and again at 91.
  In addition to his Malignancy Test, reaching 30 or more CP means Mane must also test to see if he gains a mutation. He chooses two 
  Characteristics, Strength and Fellowship, to roll against. If he fails either roll he will gain a mutation (only one though, even if both tests are failed). 
  Should he gain more CP later on, and have to take more mutation tests, he may never test against Strength of Fellowship again. 
  Table 10–8: Malignancies
  Roll
  Effect
  01–10
  Palsy: The character suffers from numerous minor tics, shakes, and tremors with no medical cause. Reduce his Agility 
  by 1d10.
  11–15
  Dark-hearted: The character grows increasingly cruel, callous, and vindictive. Reduce his Fellowship by 1d10.
  16–20
  Ill-fortuned: Whenever the character uses a Fate Point roll, a d10. On a score of 7, 8, 9 or 10 it has no effect but is 
  lost anyway.
  21–22
  Skin Afflictions  The character is plagued by boils, scabs, weeping sores, and the like. He takes a –20 penalty to all 
  Charm Tests.
  23–25
  Night Eyes: Light pains the character, and unless he shields his eyes, he suffers a –10 penalty on all Tests when in an 
  area of bright light.
  26–30
  Morbid: The character finds it ha d to concentrate as his mind is filled with mac bre visions and tortured, gloom-filled
  trains of thought. The character’s Intelligence is reduced by 1d10.
  31–33
  Witch-mark: The character develops some minor physical deformity or easily concealable mutation. It is small, but 
  perhaps enough to consign him to the stake if found out by a fanatical witch hunter. He must hide it well!
  34–45
  Fell Obsession: This is the same as the Obsession Disorder (see page 297). However, in this case the character 
  is obsessed by a sinister or malign focus, such as collecting fin er-bone trophies, ritual scarific tion, carrying out 
  meaningless vivisections, etc.
  46–50
  Hatred: The character develops an implacable hatred of a single group, individual, or social class. The character will 
  never side with or aid them without explicit orders or other vital cause, and even then grudgingly.
  51–55
  Irrational Nausea: The character feels sick at the sight or sound of some otherwise innocuous thing such as prayer 
  books and holy items, bare flesh, human laughte , fresh food, shellfish, et . When he encounters the object of his 
  revulsion, he must Test Toughness or suffer a –10 penalty to all Tests as long as he remains in its presence.
  56–60
  Wasted Frame: The character’s pallor becomes corpse-like and his muscles waste away. The character’s Strength is 
  reduced by 1d10.
  61–63
  Night Terrors: The character is plagued by daemonic visions in his sleep. See Horrific Nightma es, page 298 for 
  details.
  64–70
  Poor Health: The character constantly suffers petty illnesses and phantom pains, and his wounds never seem to heal 
  fully. The character’s Toughness is reduced by 1d10.
  71–75
  Distrustful: The character cannot conceal the distrust and antipathy he has for others. He must take a –10 penalty to 
  Fellowship Tests when dealing with strangers.
  76–80
  Malign Sight: The world seems to darken, tarnish, and rot if the character looks too long at anything. The character’s 
  Perception is reduced by 1d10.
  81–83
  Ashen Taste: Food and drink hold disgusting tastes and offer little sustenance for the character, and he can barely 
  stomach eating. The character doubles the negative effects for levels of Fatigue.
  84–90
  Bloodlust: Murderous rage is never far from the character’s mind. After being wounded in combat, he must Test 
  Willpower to incapacitate or allow his enemies to fle , rather than kill them outright, even if his intent is otherwise.
  91–93
  Blackouts: The character suffers from inexplicable blackouts. When they occur and what happens during them is up to 
  the GM.
  94–00
  Strange Addiction: The character is addicted to some bizarre and unnatural substance, such as eating rose petals, 
  drinking blood, the taste of widows’ tears, etc. This acts like a Minor Compulsion (see Disorders, page 296), but is 
  freakish enough to cause serious suspicion if found out.
  
  XI: The Imperium
  XI: The Imperium
  InstItutIons of 
  the ImperIum
  •
  the ImperIum of 
  man
  •
  planets of the 
  ImperIum
  •
  the Warp
  •
  the stellar 
  fleets
  •
  enemIes of the 
  ImperIum
  
  302
  XI: The Imperium
  XI: The Imperium
  Chapter XI: 
  The Imperium
  F
  or 10,000 years, the galaxy-spanning Imperium of 
  Mankind has been the bastion of the human race. With 
  over a million worlds and a population running into 
  countless thousands of billions, it is the largest empire in the 
  galaxy of the 41st millennium. For a hundred long centuries 
  the Imperium has endured, surviving disasters, heresies, and 
  invasions from alien races intent on the extinction of Humanity. 
  It has resisted all of this through its greatest strengths—the 
  immortal Beneficent Emperor of Mankind and His vast armies 
  and fleets. 
  Though the Emperor is a shattered, withered creature, He 
  still watches over and guides humankind from the restorative 
  essences, elixirs, and billowing alchemical gases of the Golden 
  Throne of Terra. Through His vast psychic powers, the Emperor 
  directs the Imperium’s warships through the nightmare realm 
  of warp space. It is said that He foresees the many possible 
  futures of the human race, and steers humanity so that it may 
  overcome the many trials and challenges ahead. 
  Without the Emperor, the Imperium would be unable to 
  move its armies and fleets to combat its enemies and enforce 
  its rule. The Imperium would degenerate into a hundreds of 
  small empires clamouring for power while aliens and other 
  monstrous creatures devoured and destroyed Mankind.
  The Imperium itself is inconceivably vast, spanning many 
  thousands of light years, and it would require months, even 
  years, of travel to traverse it. More than a million worlds with 
  more than a million different cultures make up humanity, and 
  the discovery of new star systems and new planets are forever 
  expanding the Emperor’s domains, fuelling mankind’s eternal 
  hunger for more resources, more space. 
  Even to systems close to Terra, the Emperor and the Imperium 
  He embodies are but names for distant, almost supernatural 
  forces, which are revered and praised from afar. Many citizens 
  labour their entire lives, enduring strife and toiling hard to 
  survive the adversity of life in the 41st millennium, without 
  even being aware of the Imperium except as a children’s story. 
  For others, the Imperium is very real, the iron fist of control 
  tight around their necks, instilling the law and order Mankind 
  must have to prevail.
  Harsh discipline and scant mercy are essential for survival in 
  these turbulent times. It is an age of great upheaval for Humanity. 
  With every passing year, more and more people display 
  powerful psychic talents. If these so-called ‘rogue psykers’ are 
  not controlled or purged, the erratic and awesome forces they 
  can unwittingly unleash may destroy whole settlements, even 
  worlds. Those with the necessary mental strength and fortitude 
  can be trained by the forces of the Imperium to use their strange 
  powers to benefit mankind. 
  As powerful as it is, the Imperium does not rule 
  the entire galaxy. Mankind’s worlds are spread thin 
  across the 200 trillion stars that make up the 
  galaxy. Within the Imperium’s vague borders 
  are rebellious enclaves of human worlds, 
  domains ruled over by alien war leaders, or colonies of creatures 
  too aloof or too basic to disturb Mankind or draw the attention 
  of the war fleets. The Imperium is embroiled in a constant state 
  of war, sometimes simply continuing its wars of expansion, 
  other times fighting against foes who threaten the survival of 
  the entire human race.
  InstItutIons of the 
  ImperIum
  the hIgh lords of terra
  Mankind’s stellar empire is governed by a body of twelve 
  of the most powerful leaders of the organisations in the 
  Imperium. It is they who rule the Imperium in the Emperor’s 
  name. Out on the fringes they are a distant legend, but their 
  reach is long, and their power can be felt even beyond the 
  borders of the Imperium.
  the adeptus terra
  Also known as the Priesthood of Earth, or more simply as 
  the Adeptus, the Adeptus Terra consists of many millions of 
  dedicated servants and religious followers whose duty is to 
  interpret and enforce the Imperial will, as passed down by the 
  High Lords. It is the Adeptus Terra that actually controls the 
  Imperium, including its armies and fleet . The Adeptus Terra 
  is divided into many departments and sub-departments, some 
  of which operate so secretly that their existence is unknown 
  outside of their own membership.
  the Administratum
  This vast organisation is responsible for assessing 
  and levying tithes, distributing Imperial resources, 
  and countless other administrative functions. It 
  is the largest of all the departments of the Adeptus Terra. Its 
  members are for the most part scribes and petty officials, the 
  hereditary slaves of a galaxy-spanning bureaucracy. The heart 
  of the organisation lies within the Emperor’s Palace, a vast 
  complex whose soaring gothic towers cover much of the Terra’s 
  surface, and whose cavernous vaults extend far below ground. 
  The Administratum is probably the most powerful organisation 
  in the entire Imperium. It is divided into many departments, 
  offices, and subordinate organisations.
  the Adeptus Arbites
  The Adeptus Arbites is empowered to enforce 
  law in the Imperium. It is a galactic police force, 
  but armed and equipped as a military force. Its 
  troops, known as Arbitrators and Judges, are 
  the fighting elite of the Adeptus: a core of fanatically loyal 
  warriors devoted to the enforcement of government. If the 
  Imperial Governor of a planet is late with his tithes, or sends 
  too little, or if he is tardy in enforcing an Imperial decree, the 
  Adeptus Arbites may be directed to honour him with a visit. 
  
  303
  XI: The Imperium
  XI: The Imperium
  The Judges are equipped to wage a minor war, but their main 
  objective is to maintain order.
  the Adeptus Astra telepathica
  The job of the Adeptus Astra Telepathica is to 
  recruit and train psykers for service throughout 
  the Adeptus Terra. The organisation’s most 
  important role is to train Astropaths. The title 
  of Astropath is an abbreviation of Astro-telepath—it refers 
  to a psyker capable of sending a telepathic message over 
  interstellar distances. The vast distance between the stars 
  means that technological forms of communication are useless. 
  A psychic message sent though the warp is not necessarily 
  instantaneous, but it is sufficient y quick to be a practical 
  means of communication. Only Astropaths have the power to 
  send and receive psychic messages over interstellar distances.
  the Adeptus Astartes
  Otherwise known as the Space 
  Marines, the warrior Chapters of 
  the Adeptus Astartes are comprised 
  of genetically adapted, surgically 
  altered, psychologically conditioned 
  super-humans. There are many different Chapters of Space 
  Marines based throughout the Imperium. They are humanity’s 
  greatest warriors, and their deployment is reserved for the 
  most deadly of enemies.
  the Adeptus Custodes
  The Emperor’s Guard or Custodians 
  are the palace guards of the Emperor, 
  and their duty is to protect the 
  Imperial Palace. As the Imperial Palace covers such a large 
  area of Terra, the Custodians act as a defensive army. Only a 
  select inner corps of three hundred, called the Companions, 
  actually serve the Emperor as personal bodyguards.
  the Adeptus mechanicus
  The 
  Tech-Priests 
  of 
  the 
  Adeptus 
  Mechanicus are the guardians of Earth’s 
  ancient knowledge. The order owns and 
  administrates the factory planet Mars, 
  whose vast orbital workshops turn out the majority of the 
  weapons, spacecraft, and other technologically sophisticated 
  machinery used in the Imperium. The Adeptus Mechanicus is 
  as much an arcane cult as a scientific body, and its knowledge 
  goes beyond mere technology into the realms of techno-
  arcana.
  the adeptus mInIstorum
  To countless billions, the Emperor is nothing 
  less than a god to whom they devote their entire 
  lives. Over the aeons, this faith has spawned 
  a vast and powerful organisation devoted 
  to His worship—the Adeptus Ministorum, more often 
  known as the Ecclesiarchy, after its chief high priest, 
  the Ecclesiarch. The Adeptus Ministorum is a very 
  powerful organisation with its own crusading 
  armies in the form of the Adepta Sororitas.
  
  req. planet: 
  port WAnDer
  sector: 
   
  Calixis
  sub-sector: 
  Drusus marches
  c 1.0.666
  orb. dIstance:  
  2.55 au
  1.02g/ temp: 26 c
  planet grade: 
  Battlefleet orbital station
  tIthe grade: 
  Aptus non
  geography: 
  n/a
  naval commander: 
  Larius sans
  The Maw
  Calixis 
  sector
  the 
  Koronus 
  expanse
  Port Wander
  Footfall
  a
  l
  o
  t
  a
  r
  s
  s e g m e n t u m
  p a c I f I c u s
  s e g m e n t u m
  s o l a r
  s e g m e n t u m
  t e m p e s t u s
  s e g m e n t u m
  o b s c u r u s
  h e l l - s t a r s  o f  t h e 
  g a r o n  n e b u l a
  o c u l a r I s
  t e r r I b u s
  Cypra Mundi
  holy terra
  Arch maniac 
  of Calvera
  overfiend of 
  octarius
  Ruins of Caliban
  Cadia
  Nemesis Tessera
  Mordian
  Valhalla
  Port Maw
  Chiros
  Joura
  Medrengard
  Ryza
  Luther Mcintyre
  Krieg
  Elysia
  	
  Imperial	World	
  Inquisition	Stronghold	
  Space	Marine	Homeworld	
  Cardinal	World	
  
  “...and	in	the	last	years	of	Angevin’s	Crusade,	the	most	holy	Saint	
  Drusus	did	come	to	the	far	edges	of	Imperial	space.	There,	he	found	
  his	way	blocked	by	vast	and	terrible	storms	that	raged	throughout	
  the	Immaterium,	and	he	could	go	no	further.
  Then	Drusus,	unwilling	to	leave	what	lay	beyond	in	the	darkness	of	
  heathen	unbelief,	did	order	a	Watch	be	set	upon	the	worlds	along	the	
  Rim.	There,	his	servants	would	defend	the	Emperor’s	worlds	from	
  the	predications	of	the	dread	Halo	Stars.	And	Drusus	did	also	grant	
  a	measure	of	his	Authority	and	his	Duty	to	a	chosen	few.	They	
  were	empowered	to	travel	beyond	the	bounds	of	Imperial	space,	to	
  convert	the	Heathen,	make	war	upon	the	Xenos,	and	carry	forth	the	
  Light	of	the	Aquila.
  They	would	return	with	the	bounty	of	a	thousand	worlds,	and	in	
  the	 traditions	 of	 the	 Imperium,	 they	 would	 be	 known	 as	 Rogue	
  Traders.”
  –Excerpt	from	A	History	of	the	Calixis	Sector
  “Those	of	you	who	ask	me	why	I	persist	on	setting	out	with	a	tattered	ship	and	
  worn	crew	fail	to	understand	one	 fundamental	truth.	Here,	 amongst	the	 herd,	I	
  am	simply	one	more	dumb	beast.	But	out	there,	in	the	darkness,	I	am	my	own	
  master.”
  –Rogue	Trader	Coros,	prior	to	his	ship’s	disappearance	in	the	Hecaton	Rift.
  u l t I m a
  s e g m e N t u m
  g a t e s 
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  d o m I N I o N 
  o f  s t o R m s
  m o R d a N t 
  Z o N e
  g
  h
  o u
  l
   
  s
  t
  a R s
  Arch-arsonist 
  of Charadon
  Baal
  Maelstrom
  Gryphone IV
  Bakka
  Dimmamar
  Attila
  Blackreach
  Angelis
  Desperation
  Sable
  Calderis
  Imperial	Navy	
  Imperial	Guard	Homeworld	
  Forge	World	
  Daemon	World
  
  306
  XI: The Imperium
  XI: The Imperium
  the ImperIal guard
  The Imperial Guard is divided into many armies stationed 
  throughout the Imperium in order to protect it from alien 
  invasion and internal rebellion. The Guard is the main 
  fighting force of the Imperium, far outnumbering the more 
  specialised Space Marines.
  the offIcIo assassInorum
  The Office of Assassins is an important tool of Imperial 
  government. If planetary governors prove rebellious, 
  assassination may be the most practical remedy. Even the 
  ranks of the Adeptus Terra are not safe from the attentions 
  of the Assassins.
  the InquIsItIon
  The Inquisition is one of the most widely known, and feared, 
  organisations of the Imperium. Its mandate is to investigate and 
  stop any threat to the Imperium and mankind, and it will use 
  whatever means it must to ensure this goal is met. Individual 
  Inquisitors are free-roaming trouble-shooters bound by no laws 
  or authority. There are no bounds to the Inquisitor’s field of 
  operation—alien plots, administrative inefficiency, corruption, 
  mutations, crime, secret cults, heresy, and unauthorised psychic 
  activities all come under his jurisdiction.
  Inquisitors can act alone, but more often than not they are 
  accompanied by an entourage of retainers and warriors who 
  have been requisitioned to help them with the task at hand. 
  Any of the Imperium’s many fighting forces may be pressed 
  into the service of an Inquisitor—the greater the perceived 
  threat to humanity, the greater are the forces gathered to  
  fight it.
  No world, no organisation, no individual, is immune to the 
  Inquisition’s gaze; planetary governors, even the High Lords 
  themselves, are subject to investigation and no treachery or 
  betrayal of the Emperor is too petty to be left unpunished. 
  However, it is the psyker that commands the majority of an 
  Inquisitor’s time. Untrained or deviant psykers represent a 
  terrible threat to humanity, and it is the pursuit of these that 
  has earned the Inquisitor the name of witch-hunter across the 
  galaxy.
  the ImperIum of mAn
  The galaxy is a vast spiral, ninety-thousand light years across 
  and fifteen-thousand light years thick, containing hundreds of 
  billions of stars. Only a fraction of those stars have habitable 
  planetary systems, and only a tiny fraction of these have been 
  investigated by Humanity or any other spacefaring race.
  The initial human colonisation of the galaxy lies in the 
  distant past, lost, forgotten, and obscured by twenty thousand 
  years of regression and rebuilding. Human worlds are 
  scattered throughout the galaxy, but their distribution is 
  far from even. The greatest concentration of human 
  worlds is in the galactic west, centred on the 
  cradle of Humanity itself: sacred Terra. On the 
  fringes of the galaxy, human worlds are few 
  and often far apart.
  Many human worlds benefit from mutual contact and a 
  comparable level of technology. Others have regressed to a 
  primitive and barbarous state as a result of long periods of 
  isolation. New human-populated worlds are being discovered 
  all the time, and there remains an unknown number which 
  have been isolated and forgotten for hundreds, if not thousands 
  of years.
  the domaIns of the god-emperor
  Stellar empires can seldom be reckoned in terms of the spatial 
  areas they occupy, but more often in terms of the star systems 
  under their control. The Imperium is the largest empire in 
  the galaxy, the million and more worlds that lie under its 
  dominion spread throughout the entire galaxy. It extends to 
  the limits of the Astronomican, the psychic beacon cast by 
  the Emperor on Terra by which human vessels navigate. The 
  Imperium cannot hope to control all of the star systems within 
  this vast area, not even the majority of the inhabited systems 
  within its borders. The galaxy also contains many alien races 
  ruling smaller empires of their own, as well as empires ruled 
  by humans who (often foolishly) consider themselves apart 
  from the rule of Terra.
  the fringes
  The fringes lie beyond the light of the Astronomican and 
  so beyond the easy reach of the Imperium’s forces. They are 
  known to contain human planets settled in ancient times as well 
  as many alien worlds. Some of these planets have populations 
  which are feral or barbarous, but many shelter highly advanced 
  cultures. Most worlds are self-governing or belong to small 
  independent human or alien empires. Agents of the Imperium 
  are continually exploring the fringes, spying out dangers, and 
  fighting wars beyond the borders of the Imperium itself.
   the halo stars
  Beyond the Fringes lie the Halo Stars. The entire galaxy is 
  ringed with a halo of the most ancient stars, the majority nigh 
  extinguished and circled by long-dead worlds. The desiccated 
  secrets and horrors lie entombed beneath the surfaces of these 
  worlds are best left unexplored. Few visit these regions, and 
  even Rogue Traders often steer clear.
  Wilderness space
  Most of the stars in the galaxy remain uncharted, their 
  systems unexplored. Whole areas of the galaxy are embroiled 
  within warpstorms and are therefore inaccessible from other 
  areas. Other systems are simply remote and await mapping 
  and codific tion by the Imperium’s explorator fleet . These 
  largely unknown zones are known as wilderness space or 
  wilderness zones. As warpstorms abate, previously inaccessible 
  regions are explored, uncovering ancient human settlements 
  as well as alien races and empires. Wilderness zones are 
  spread throughout the galaxy, often separating more densely 
  populated regions of space.
  
  307
  XI: The Imperium
  XI: The Imperium
  Alien Worlds
  Humanity is but one of many races in the galaxy. However, 
  few are so widely distributed or so numerous as humans. Most 
  occupy only a single world or planetary system. The majority 
  of aliens are comparatively primitive, peaceful or powerless, 
  and of little interest to Humanity. Only a few alien races are 
  powerful, aggressive and possess technology that rivals that 
  of the Imperium. Among the most common are Orks and 
  Eldar, though many more exist.
  planetary governance
  The worlds of the Imperium are governed by hereditary 
  rulers called Imperial Commanders or Planetary Governors. 
  The Imperial Commander holds his planet or system on 
  behalf of the Emperor. In return for his oath of loyalty and 
  regular planetary tithes, he controls the planet as his own. 
  The Imperial Commander is free to administrate and defend 
  his planet as he sees fit. Most worlds maintain fleets of 
  interplanetary spacecraft—ships built to operate within their 
  home system and in the vast majority of cases lacking the 
  warp engines needed for travel between stars.
  Interplanetary spacecraft are common on all technically 
  advanced worlds. Even on primitive or feral worlds, the 
  planet’s governor and his associated staff and warriors would 
  have access to spacecraft—the general population would 
  remain either ignorant of or completely in awe of spacecraft 
  and technology.
  Interplanetary shipping is administered by the Imperial 
  Commander of each system. Some Imperial Commanders 
  keep a tight leash on space travel, while others are far more lax 
  and allow the organisation and maintenance of independent 
  space fleets to serve the system. Similarly, while some 
  Imperial Commanders police their systems very thoroughly, 
  others find it impossible or impractical to enforce controls 
  on independent operatives. Some Imperial Commanders 
  undoubtedly collude with anarchic or piratical groups, trading 
  off the control of planets or asteroids, mining or transport 
  rights, or even defence and policing concessions, in return for 
  personal profit. These commanders may maintain that this is 
  the only way they can control their worlds.
  Each planet is responsible for its own defence. Imperial 
  Commanders are obliged to build ground-based defences, 
  spaceports, and what defence fleets they can. The number 
  of weapons and ships in any individual system will vary, 
  depending on the enthusiasm of its governor as much as the 
  possible danger. In addition to ships under the control of the 
  Imperial Commander, planets lying in vulnerable positions or 
  having a history of trouble may also have an Imperial Navy 
  base. Although Imperial Navy ships are independent of those 
  of the Imperial Commander, both would be ready to meet 
  an emergency. Imperial Navy ships may also be stationed in 
  one system so that they can patrol a number of nearby star 
  systems.
  pLAnets of the 
  ImperIum
  The worlds claimed by the Imperium of Man are as diverse as 
  the galaxy itself. Generally, only those planets that can support 
  humanity, or be terraformed so they become habitable, are 
  heavily settled, yet there are plenty of worlds where humans 
  cling to life against nigh-impossible odds. Such worlds are those 
  with natural resources of great value to the Imperium, or ones 
  occupying a strategically vital location, perhaps near one end 
  of a warp portal. In many cases, a tiny settlement might have 
  existed for millennia, long forgotten or isolated, its inhabitants 
  clinging on to a brutal subsistence level of life.
  For convenience, the Adeptus Terra classifies the worlds 
  of the Imperium into one or more broad types. In most cases 
  these classifications describe the use to which the planet is put 
  by the Imperium, while some describe the environment where 
  this defines type. The sprawling bureaucracy of the Adeptus 
  Terra classifies and sub-classifies planets according to a nigh-
  impenetrable system, often combining several features. Thus, a 
  planet might be classified as a Hive World, because it is defined 
  by its vast cities and astronomical industrial output, but 
  its might also have as a secondary classification: Night 
  World, Ocean World, or even Death World.
  The major classifications are as follows.
  
  308
  XI: The Imperium
  XI: The Imperium
  hIve Worlds
  The surfaces of Hive Worlds are generally 
  inhospitable, even deadly, to human life 
  after centuries of industrial processing. 
  Urban conglomerations called hives, 
  many miles in height, are the principle 
  population centres. Factory, mining, and atmosphere 
  processing are main industries, and the worker-populations 
  are only maintained by a high import/export ratio, with the 
  main import being foodstuffs and fresh water.
  agrI-Worlds
  Agri-Worlds 
  are 
  almost 
  entirely 
  given over to the cultivation of crops, 
  hydroponics, animal fodder, or animal 
  husbandry. They have few conurbations, 
  with the population spread widely across 
  the planet’s surface. They are often clustered around Hive 
  Worlds, who cannot survive without the constant supply of 
  food. Some Agri-Worlds are almost entirely serviced by slave-
  serfs, servitors, or ancient machinery, and some are so thinly 
  populated that only a single company of troops are stationed 
  there as deterrence against pirate attack.
  cIvIlIsed Worlds
  The majority of the Imperium’s worlds 
  are listed in this category, though the term 
  could be misleading, for even on those 
  worlds not touched by outright war in 
  generations, most subjects carry firearms. 
  Civilised Worlds are generally self-sufficient, possess starports, 
  and are able to defend themselves against most threats they 
  might be expected to face. Most of these worlds are further 
  categorised as Cardinal Worlds, Garden Worlds, Mining Worlds, 
  or any other of a thousand classifications.
  dead Worlds
  Mankind has ever found the galaxy 
  strewn with worlds with minimal, even 
  non-existent, life traces, yet possessing 
  clear signs of once having harboured 
  civilisation. This often appears to be the 
  result of ecological catastrophe or devastating internecine war, 
  yet no Imperial or alien cause is discernable.
  death Worlds
  Death Worlds are planets which are 
  too dangerous to support widespread 
  human settlement. The environments 
  vary from world-wide jungles 
  harbouring carnivorous plants 
  and animals to barren rockscapes strewn with 
  volcanoes and wracked by ion storms. These 
  worlds are nearlyimpossible to colonise but 
  must be properly explored—which necessitates the provision 
  of outposts and other facilities. Some harbour rich mineral, 
  vegetable, animal, or gaseous resources, and the Imperial Guard 
  greatly values troops raised from these harsh places.
  research statIons
  This category includes wide variety of 
  locations, such as orbital stations, asteroid 
  emplacements, and major facilities on 
  Dead Worlds, Death Worlds, or on other 
  planets. They are responsible for a wide 
  variety of research, from animal breeding and domestication 
  to weapons testing and gene-engineering. They also serve as 
  listening and watch posts for planetary and system defence 
  of major planets.
  feudal Worlds
  The word ‘feudal’ refers not to a 
  political system, for the entire Imperium 
  is administered according to a feudal 
  system, but instead to the world’s 
  technical base, which will be just prior 
  or just post-black powder. This may be the case because the 
  planet has been cut off by warp storms for many centuries and 
  regressed in the meantime, or its society might be rebuilding 
  following a long period of war or some other form of planet-
  wide disaster. In general, the Imperium will allow such worlds 
  to progress at their own pace, and it may be many centuries 
  until a Feudal World progresses to a level similar to the bulk 
  of the Imperium.
  forge Worlds
  Forge Worlds are the sovereign domains 
  of the Adeptus Mechanicus, and most 
  take the form of planet-wide factories. A 
  Forge World often also serves as a base of 
  operations for one of the Titan Legions. 
  Forge worlds are essential for the supply of arms and armour 
  to the Imperium’s combat forces.
  LAnguAge
  On almost every civilised world of the Imperium, the population 
  speaks some version of Low Gothic, known also as Base Gothic 
  or Common Tongue. This is the language in everyday usage by 
  the vast bulk of the Imperium’s peoples, and is derived from the 
  speech of their distant ancestors. Low Gothic can vary widely 
  from world to world, and even a single world may contain more 
  than one accent or dialect. Although at first some versions of 
  Low Gothic may appear incomprehensible to an off-worlder, 
  there will be many rudimentary phases and words with which 
  two individuals from different worlds might communicate.
  On some worlds there are further debased forms of Low 
  Gothic—the slang of Hive-bottom dwellers, the colloquialisms 
  of asteroid miners—which require further study to master. 
  Often obscure references to local customs and traditions, 
  
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  beasts, and organisations, which appear nowhere outside of the 
  locale, can on occasion be translated into a common frame of 
  reference to aid communication.
  While Low Gothic can, and has been, perverted and changed 
  by local usage to the extent that meaningful conversation takes 
  a long period of in-situ study, when dealing with educated or 
  travelled individuals, travellers may find it beneficial to conduct 
  exchanges in High Gothic. Also referred to a Principal Gothic, 
  Archaic Gothic, and Prime Gothic, High Gothic is the ancient 
  and highly evolved language used in ceremonies, consultations, 
  and other situations when absolute clarity and definition are 
  required. High Gothic has remained virtually constant and 
  unchanged, its principles reinforced through education and 
  refinement, so that speakers from very different cultures and 
  background can effectively communicate complex ideas.
  Another language a traveller will encounter is the Techna-
  Lingua of the Adeptus Mechanicus. Although rarely used 
  outside of the order of Tech-Priests, elements of the Techna-
  Lingua may be found integrated into the Low Gothic of highly 
  industrialised or technologically oriented cultures. Few outside 
  the Priesthood of Mars can fully comprehend Techna-Lingua, 
  and it is a language replete with internal seld-references and 
  allusions to knowledge that remain unknown to those outside 
  the Tech-Priests’ closed orders. The Magi of the Adeptus 
  Mechanicus have preserved this form of communication since 
  the founding of their institutions in the Dark Age of Technology, 
  and by lore none should speak its forbidden phrases who have 
  not been sanctified by the Machine God.
  CuLture
  There are at least as many ways of life in the Imperium as 
  there are planets, and the most populous of worlds sport 
  a staggering number of subcultures, from those steeped in 
  rarefied nobility to those in grinding poverty. On many 
  worlds the two live cheek by jowl, while on others the upper 
  echelons of society maintain wilful ignorance of those outside 
  their pampered existence. Each world has its own range of 
  customs, traditions, lineage, and heritage. Those who travel 
  amongst the stars must become accustomed to the many 
  manifestations of Humanity’s limitless variation. 
  mutAtIon
  Since the colonisation of space began, human populations 
  have been exposed to all manner of extreme environmental 
  conditions. Most long-established human worlds have 
  populations with distinctive physical traits, such as a dominant 
  hair colour, body shape, or height. Extreme cases of physical 
  adaptation have produced mutant populations that are no 
  longer human. Some are so heinously corrupt in mind and soul 
  that the Inquisition considers them too dangerous to live, and 
  ruthlessly purges whole worlds for resettlement.
  The position of mutants varies within the Imperium from 
  world to world. On many primitive worlds they are slain as 
  soon as they are born. On more technically advanced worlds 
  they may be permitted to live, but rarely enjoy the rights of the 
  world’s other subjects. On many worlds they are segregated 
  from the normal population, outlawed, or forbidden to 
  live in certain areas. Generally speaking, they form a huge 
  downtrodden portion of the Imperium. Their dissatisfaction 
  occasionally erupts as rebellion, and revolts occasionally allow 
  the mutants to take control of planets or even groups of planets 
  for a short period. Usually however, retaliation is swift and 
  merciless.
  Mutation is widely regarded as a mark of deviance that 
  should be suppressed. However, some mutations are not 
  apparent immediately, and in such cases a mutant may rise to a 
  position of social or military prominence. When this happens, 
  individuals may be powerful enough to maintain their position 
  despite a generally known or widely rumoured mutation.
  abhumans
  Abhumans are creatures evolved from human stock—but 
  changed or mutated to a greater or lesser degree. They differ 
  from ordinary mutants in that they conform to a recognisable 
  physical standard, breed true, and are no more prone than 
  normal humans to further mutation. There are many millions 
  of these creatures living within the Imperium, and they are 
  tolerated or exploited by the authorities very much like the rest 
  of the population. It is rare for Abhumans to reach positions 
  of power within the Imperium’s hierarchy, and many forms 
  are subject to popular derision, fear or prejudice. They are 
  recruited into armies, fleet , and other services (although not 
  the Space Marines). In the institutions such as the Imperial 
  Guard, they are often placed within distinct groups and 
  segregated from other humans.
  CommunICAtIon
  The only means of communicating over interstellar distances is 
  afforded by the Astropaths. Astropaths are capable of sending 
  telepathic messages across space, and they can receive messages 
  sent by other Astropaths if their minds are correctly attuned.
  The need for Astropaths is enormous. They are a common 
  sight in the Imperium and are easily distinguished by their 
  flowing, hooded robes. They do not mingle with ordinary 
  men except when duty dictates, and the privacy of their 
  sanctums on worlds and aboard ships are sacrosanct areas made 
  inviolable by Imperial law. Astropaths serve in the Fleet as ship-
  board and planetary communicators. They also serve in the 
  Imperial Guard, the Inquisition, the Adeptus Ministorum, the 
  Space Marines, and throughout the Adeptus Administratum. 
  Confidentiality can still be assured, as an Astropath need not 
  understand a message to transmit it. In this way, with various 
  secret languages, codes, and ciphers, covert orders and other 
  sensitive information can be passed across the galaxy without 
  anyone other than the intended recipient understanding its 
  contents.
  The Imperial Commanders of distant worlds must have 
  Astropaths if they are to communicate with the rest of the 
  Imperium. Similarly, Astropaths are an essential part of civilian 
  life, working for commercial shippers and anywhere 
  where interstellar communication is needed. The vast 
  body of the Adeptus Astra Telepathica makes up a 
  network covering almost the entire Imperium, 
  facilitating the transfer of information from 
  
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  one end of the galaxy to the other. Although the range of a 
  single Astropath is not vast, only several light years, by means 
  of re-broadcasting a message via a relay of other Astropaths, a 
  communication can theoretically be sent from one corner of 
  the Imperium to the farthest flung reaches.
  However, as with everything associated with the warp, 
  astrotelepathy is an erratic process. Like the Astronomican, 
  an astropathic message is affected by the currents and storms 
  of the warp. Messages may take days or weeks to traverse the 
  distance or even wander off course and be picked up by the 
  wrong receiving Astropath. It has been known for messages to 
  be delayed by many years, even decades, so that a plea for help 
  or a report of a war may only come to light long after any aid 
  would be useful or a campaign has been lost.
  No ordinary psyker could transmit a message through the 
  warp, nor could he receive a telepathic message over such vast 
  distances. Astropaths only gain this ability as a result of their 
  many years training, culminating in a special ritual which 
  combines some of the Emperor’s own power with their own. 
  This ritual, known as Soul Binding, brings the mind of the 
  psyker close to the psychic greatness of the Emperor. In the 
  process, some of the Emperor’s vast energy is transferred to the 
  Astropath. 
  The transference of energy is traumatic for the psyker—not 
  all survive despite years of preparation, and not all those that 
  survive retain their sanity. Even the survivors suffer damage to 
  the sensitive nerves of the eyes, so that almost all Astropaths are 
  blind. In fact, their increased psychic skills tend to make up for 
  this loss of sight, so that they would not appear blind were it 
  not for their distorted, sunken, and empty eye sockets.
  the ImperIum AnD spACe 
  trAveL
  Without space travel Mankind would have died millennia ago 
  in the poisoned desolation of ancient Terra’s sterile deserts. In 
  the 41st millennium, interstellar spaceships form a frail lifeline 
  enabling humanity to survive amongst the stars. The defence 
  of the Imperium, trade, communication, and transportation 
  are each dependent upon interstellar travel and ultimately 
  upon interstellar spaceships.
  Interstellar spaceships are equipped with warp drives 
  enabling them to travel between the stars. A few of these 
  craft are owned by Imperial Commanders, Navigator families, 
  or other independent organisations or individuals. The vast 
  majority belong to the Administratum, the administrative 
  branch of the Adeptus Terra. All legally operating human 
  ships, whether owned by the Imperium or not, are registered 
  and policed by the Administratum.
  The Warp
  “For the warp is a strange and terrible place. You might as well throw 
  a traveller into a sea of sharks and tell him to swim home as send 
  him through the warp unprotected. Better it is not to let common man 
  travel through the stars. Better still, let him not know such a thing is 
  feasible.”
  –Fra Safrane, 5th aide to Navigator Da’el. Comment made 
  prior to the departure of the second mission to search for 
  the missing freighter Pride of Angelis.
  I
  nterstellar travel is entirely dependent on the warp. The 
  material universe is just one aspect of reality.
  There is a quite separate and co-existing immaterial 
  universe. This is commonly known as the warp, warpspace, the 
  immaterium, the empyrean, or the sea of souls. The study and 
  exploitation of the warp is the preserve of warp technology, 
  the most important achievement of which is warp travel.
  Warpspace may be explained in terms of an endlessly 
  broad and infinite y deep sea of raw energy. This energy 
  carries within it the random thoughts, unfettered emotions, 
  memory fragments, and unshakable beliefs of those who live 
  in the material universe.
  WArp trAveL
  A spacecraft drops into the warp by activating its warp 
  engines. As a ship leaves the material universe it enters a 
  corresponding point in warpspace. The ship is then carried 
  along by the tides and currents of the warp.
  After travelling in this fashion for an appropriate time, 
  the ship uses its warp engines to drop back into real space. 
  Because the material universe and the warp move relative to 
  one another, the ship reappears in a new position several light 
  years from the starting point. This process is called a jump or 
  a hop, and the process of entering or leaving is known as a 
  drop, shift, or translation.
  Journeys are undertaken in short jumps of up to four or fi e 
  light years. Longer jumps are unpredictable and dangerous. 
  The tides of warpspace move in complex and inconsistent 
  patterns, and ships attempting longer hops often end up 
  widely off course.
  Were this limitation to apply to all warp travel, then 
  Humanity would not have spread throughout the galaxy as 
  it has. It is possible to make long jumps of many light years 
  by steering a ship in the warp itself—sensing, responding 
  to, and exploiting its currents and thereby directing the craft 
  towards a corresponding point in the material universe. Only 
  the strain of human mutants known as Navigators can pilot a 
  craft through the warp in this way.
  Some individuals are sensitive to the movements of 
  warpspace. They can, for example, sometimes tell that a 
  spacecraft is approaching even before it drops back into 
  the material universe. Human sensitivity to the warp is not 
  generally well developed. However, in a minority of people 
  this sensitivity is far more fine y tuned. These people are 
  known as psykers, and they are able to consciously control 
  
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  and use the energy of the warp to affect the material universe. 
  Navigators possess gifts of a specialised kind who can use 
  their powers to steer spacecraft in the warp.
  the astronomIcan and the Warp
  The Astronomican is a psychic homing signal centred upon 
  Terra. It is powered by the continuous mental concentration 
  of a thousand psykers. The Astronomican cannot be detected 
  in the real universe—only in the warp. It is by means of this 
  signal that the Navigators can steer their spaceships over long 
  distances.
  The Astronomican’s signal is strongest close to Terra 
  and gets increasingly weaker further away. It extends over a 
  spherical area with a diameter of about 50,000 light years. The 
  Astronomican does not extend to the extreme fringes of the 
  galaxy, and because Terra is situated in the galactic west, its 
  signal does not reach a massive swathe of the eastern part of 
  the galaxy at all. Nor is the extent or strength of the signal 
  constant—it can at times be blocked by localised activity 
  within the warp itself. Such activity may be compared to the 
  hurricanes or storms of a terrestrial weather system and is 
  known as a warpstorm. Warpstorms may be so bad, and so 
  long-lasting, that entire star systems are isolated for hundreds 
  of years at a time.
  A warpstorm not only obscures the signal of the 
  Astronomican, it is also dangerous for spacecraft travelling 
  nearby. No spacecraft can venture within a warpstorm and 
  expect to survive, although there are tales of miraculous escapes 
  and of ships being thrown tens of thousands of light years off 
  course. Warpstorms are not the only dangers within the warp. 
  There are sentient energies and other immaterial life-forms that 
  inhabit it, creatures formed from, and part of, the shifting stuff 
  of the warp. Few are friendly and many are hostile. They are 
  known to Mankind as daemons.
  tIme dIsplacement
  The time differences between real space and warp space are 
  quite drastic. Not only does time pass at different rates in both 
  kinds of space, but it also passes at very variable rates. Until 
  a ship finishes its jump, it is impossible for a ship’s crew to 
  know exactly how long their journey has taken. Time passing 
  in real space is referred to as real time. Time passing on board 
  a spacecraft is referred to as warp time.
  Warp navIgatIon
   Once a spacecraft activates its warp drives, it is plunged into 
  a dimension very different from the material universe. It is 
  convenient to imagine warp space as consisting of a relatively 
  dense, almost liquid, energy, devoid of stars, light and life as 
  it is commonly known. 
  Once within warp space a ship may move by means of its 
  main drives, following powerful eddies and currents in the 
  warp, eventually reaching a point in the warp corresponding 
  to a destination in real space. The most difficult aspect of warp 
  travel is that it is impossible to detect the spatial movement 
  of warp space once a ship is in the warp. The ship can only 
  blindly carry on, its crew trusting that it is going in the right 
  direction. The longer a ship remains in warp space, the greater 
  the chances of encountering some unexpected current that can 
  turn it unknowingly off-course.
  Navigation of warp space can be achieved in two ways: the 
  calculated jump and the piloted jump.
  All warp-drives incorporate navigational mechanisms. 
  When the ship is in real space, these monitor the ever-shifting 
  movements of that part of the warp corresponding to the 
  ship’s current position. It is a ‘window’ into warp space. By 
  means of observing these movements in the warp it is possible 
  to calculate a course, corrective manoeuvres, and approximate 
  journey time to a proposed destination. Calculation relies on 
  the assumption that the warp-currents observed from real space 
  don’t change significantly during flight. This method is known 
  as a ‘calculated jump’. It is not safe to make a calculated jump 
  of more than four light years at one go. The longer the jump, 
  the greater the chances of a significant change in warp current 
  movement.
  The second, and more efficient, form of warp-navigation 
  is the piloted jump. This method relies upon two factors: the 
  Navigators and the psychic beacon of the Astronomican. The 
  Astronomican is centred on Earth and is not only controlled 
  by, but is directed by, the psychic power of the Emperor. 
  The Astronomican is a psychic beacon that penetrates 
  into warp space. A Navigator onboard a ship in 
  the warp is able to pick up these signals and 
  can steer a spacecraft through warp space, 
  
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  compensating for current changes as he does so. A piloted jump 
  can cover a far longer distance than a calculated jump. Most 
  piloted jumps are no more than 5,000 light years at a time, but 
  longer jumps have been made.
  A typical interstellar voyage might begin with a cargo ship 
  lying in orbit around an Imperial world. Tiny shuttlecraft busily 
  transfer precious minerals, foodstuffs, crew, and manufactured 
  items from the world below. The loading procedure may take 
  days or weeks, as the shuttles return time and time again to the 
  huge ship. Once loading is complete, the colossal craft slowly 
  accelerates out of orbit under the power of its main drives.
  The ship heads outwards towards the rim of the solar 
  system, carefully increasing speed by tiny increments as it 
  does so. Although the vessel’s engines are capable of terrific 
  acceleration, the risk of collision with inter-planetary debris is 
  high if the ship accelerates too quickly or too much. As the sun 
  shrinks in the ship’s wake, the density of debris lessens and the 
  ship’s speed reaches approximately one percent of light speed.
  After several weeks of travel, the ship arrives at its first 
  destination. This is the ‘jump-point’ lying around the star 
  system like the circumference of a circle. This delineates the 
  point at which inter-planetary debris falls below maximum 
  warp density. Once this invisible line has been crossed, it is 
  safe to activate warp engines. A crew careless or foolhardy 
  enough to prematurely activate warp-drives would be lucky to 
  find their ship hurled thousands of light years off course. More 
  likely, the ship would be torn apart and destroyed, never to be 
  heard of again.
  With the safe activation of its warp-drives, the ship is plucked 
  out of the real universe and enters the dimension of warp space. 
  Its true interstellar journey has begun. Ships travelling in warp-
  space do so by means of jumps varying in length up to 5,000 
  light years. Only a long journey would involve more than a 
  single jump. Even so, almost two weeks pass onboard ship 
  before the craft is ready to end its jump. Meanwhile, because 
  of time shifts in warp space, over a year has passed in the real 
  universe.
  The ship re-enters real space just beyond the jump-point 
  of its destination solar system. If it is lucky, the ship will come 
  out close to the jump-point, otherwise it may take many extra 
  weeks to reach the inner planets. It is always wise to allow a 
  safe margin when jumping towards a star. The results of re-
  entering space within the jump-point would be the same as 
  prematurely activating warp drives on the outward journey, and 
  would almost certainly end in disaster.
  The ship is now ready for its final haul, beginning by 
  broadcasting to its destination and establishing a new time 
  coordinate. Time in warp space is so different from time in 
  normal space that the crew has no idea whether their journey 
  has taken a few months or years. Initially, the ship travels 
  at approximately one percent of light speed, decelerating 
  gradually through the denser inner regions. Eventually, the 
  ship reaches its destination, where swarms of tiny shuttles 
  once more make themselves busy loading and unloading 
  cargo and passengers in preparation for the ship’s next 
  journey.
  Warpspace channels
  In theory it is possible to travel anywhere through warp space. 
  However, the shifting tides of the warp make it easier to travel 
  from some systems to others, and short warp jumps are always 
  more accurate than longer ones. This is particularly true when 
  moving a large fleet, which may become spread out across 
  several light years of space over an extended journey. Long 
  established and well-charted warp space channels connect star 
  systems and entire regions, providing relatively predictable 
  conduits through which the majority of shipping passes.
  Warp gates
  A warp gate is a point in real space which is linked to another 
  point in real space by a tunnel through warp space. The 
  tunnel somehow avoids the normal disturbances of warpspace, 
  allowing a journey to be made within a fixed time and in perfect 
  safety. The existence of warp gates represents something of a 
  mystery, and much debate rages over whether they are natural 
  or artificial. If artificial, then none can say who made them 
  or for what purpose. Furthermore, some warp gates have been 
  artificially enhanced, their entrances delineated by mechanical 
  constructions whose exact function can only be guessed at. 
  Other warp gates are mere black holes in space.
  Warp gates occur in the depths of space, at the boundaries 
  of solar systems, within solar systems, and even on planets. The 
  largest are easily big enough to permit the passage of spacecraft 
  
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  and are usually situated at the edge of a solar system or amongst 
  its outer planets. Other gates are only large enough to permit 
  the passage of small vehicles, or perhaps human-sized creatures. 
  These occur mostly on planet surfaces and lead directly to other 
  gates on the surfaces of other planets. All gates are rare, the 
  smaller types extremely so. Planetary gates are often disguised, 
  or respond only to electrical, psychic, or other signals, which 
  would seem to indicate a certain amount of intended secrecy on 
  the part of their builders.
  All space-going races are prepared to utilise warp gates 
  when they find them, although discovering where they lead 
  can often be hazardous. Many gates appear to be defective, 
  and can dump a ship randomly into warp space. Others can 
  lead to places which may once have been stars or planets, but 
  which are now no more than empty space. The possibility of 
  emerging into a distant, hostile alien star empire also has to be 
  considered. It may be that craft vanishing into warp space have 
  been transported beyond the galaxy itself. Warp gates often 
  become extremely important to whomever controls them, and 
  many are of vital strategic value to the Imperium. Imperial 
  Commanders and other interests vie for control of a warp gate 
  in their sphere of influence, and these relics are often heavily 
  defended against outside attack.
  Warp portals
  A warp portal is a point in space where the warp and real 
  space interface, forming a stable entrance into, and exit from, 
  warpspace. It is not necessary to activate a warp drive to enter 
  the warp in this manner, although any vessel not equipped with 
  warp shields would be unlikely to survive for long within the 
  empyrean. It does not lead to a tunnel, and a spacecraft entering 
  a portal is cast to the chance currents of warp space. With careful 
  manoeuvring it may be possible to re-enter normal space using 
  the same portal from the other side. Again, the exact nature of 
  the portals is not understood, and no one knows whether they 
  are mere accidents or have some secret purpose. Some aliens 
  use warp portals to travel between warp space and real space, 
  specifically the creatures known as Enslavers, which live within 
  warp space itself. Like warp gates, portals occur in all places 
  and may appear on a planet’s surface. Some have a definite 
  physical constituent, whilst others are invisible or take the form 
  of a hole in the ground or a dark cave mouth.
  Warp portals do have their uses, for there are recorded 
  instances of spacecraft with damaged warp drives, trapped 
  within the warp and doomed to destruction, suddenly locating 
  a warp portal enabling them to return to real space.
  WArp CreAtures
  Strange and dangerous creatures inhabit the empyrean. Some 
  of these horrors are wholly confined to the warp, but they still 
  present a significant threat to humanity. As well as contending 
  with the normal hazards of warp travel, ships moving through 
  warp space can come under attack from malicious beings intent 
  on feeding upon the life force of the ship’s inhabitants.
  A vessel’s Tech-Priests erect layers of wards, by way of a 
  device known as a Geller Field generator, to defend against 
  marauding predatory beasts. However, these protective fields are 
  intricate and arcane, and their temperamental nature provides 
  no sure defence against a determined assault. Ships that suffer 
  a Geller Field collapse find themselves in serious trouble as 
  their presence is detected and suddenly a swarm of malignant 
  creatures converges on it. Such assaults can range wildly in 
  ferocity, from incidental damage to the ship itself, to massive 
  systems failure and attacks upon the crew and passengers.
  An unprotected human in the warp may be possessed by 
  alien creatures or driven insane by the phantasmal environment. 
  People disappear without trace, while crazed mobs rampage 
  through the decks living out their nightmares, leading to 
  widespread murder and self-destruction. Sometimes a vessel 
  emerges from the warp physically intact but with no trace of its 
  crew. Many such ghost ships drift through the galaxy, and they 
  are considered an ill omen by those who encounter them.
  The power of some warp entities extends into the material 
  universe. Some are mindless hunters, seeking the souls of the 
  living in an eternal quest to quench an insatiable thirst for 
  the life essence of mortals. Others possess a greater level of 
  sentience and hunger after the material worlds, desiring the 
  physical but unable to maintain it for any length of time. These 
  creatures invade the minds of humans and turn them to their 
  bidding, enslaving them to create the circumstance that will 
  enable them to cross the bridge between realms and enter the 
  material domain. Whole communities, even worlds, can become 
  slaves to the whims of parasitic beings who thrive on supremacy 
  and control. Imperial authorities must constantly seek out these 
  strange creatures, destroying them when possible, weakening 
  their grip on real space where they can.
  CrossIng the voID
  The whole structure of the Imperium is founded upon the craft 
  that transport its armies and officials across the galaxy. The 
  fleets are responsible for carrying vital food to the starving 
  hive worlds and bringing technology and equipment to the 
  agricultural planets. Without its fleets the Imperium would 
  soon collapse and humanity would perish in many parts of 
  the galaxy.
  Interstellar craft may be privately owned, but most operate 
  on behalf of one of the Imperial organisations. Of these, the 
  Imperial Navy is the largest, numbering tens of thousands 
  of uncounted warships and cargo vessels of varying sizes. 
  In addition to its spacecraft the navy maintains military 
  spaceports, space stations, mining and factory ships, various 
  orbital research stations, and countless unmanned orbitals 
  serving as early warning, exploration, and research satellites. 
  So vast is the Imperium that the Navy is divided into fi e 
  main segmentums, and each functions as an independent 
  administrative unit (although they cooperate by necessity). 
  Most of the higher levels of Imperial Navy command would 
  come directly from the ranks of the priesthood—principally 
  from the Administratum. The overall fleet commander may 
  also be a High Lord and resident on Terra.
  The Adeptus Terra not only has ultimate control of 
  the fleet, but also maintains a number of its own 
  ships. These reside permanently on Terra, whilst 
  many more are scattered throughout the galaxy 
  at any one time, transporting Imperial 
  
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  servants on missions of the greatest importance or secrecy. 
  A further corps of ships lies under the direct control of the 
  Adeptus Arbites, to be used for transportation and war. 
  The Space Marines have their own interstellar transports 
  and battlefleet . Although not large in numbers, these vessels 
  are manned by the most ferocious and highly trained warriors 
  in the galaxy. Each Chapter has sufficient ships to act as a 
  spacebound home base, including equipment transports and 
  landing craft. Space Marine Chapter Masters are at liberty 
  to commission new ships, or capture enemy ones, and use 
  them how they will. Individual Space Marine Chapters use 
  their own colour schemes and markings, and their ships are 
  immediately identifi ble
  Interstellar ships, space stations, mines, and factory 
  craft also owned by individuals, corporations or mercantile 
  families make up a fairly small fraction of the total. As far as 
  interstellar travel is concerned the Imperium is all–powerful; 
  elements not controlled by the Imperium are only permitted 
  to exist because their owners are cooperative and useful. 
  Most noteworthy of these privately owned ventures are the 
  Rogue Traders and the great mercantile families of Navigators. 
  Even the largest of these families owns a relatively small 
  number of craft, but in terms of real wealth this represents 
  a huge investment. Most of these ships are ancient—family 
  possessions nurtured and maintained over the millennia—but 
  they are generally large and well built. 
  Illegal shIppIng
  The Imperium is large, large enough to hide in if you really 
  want to. The Administratum has a great deal of control over 
  interstellar shipping one way or another, but even so, illegal 
  interstellar craft still lurk on the fringes of society. These ships 
  are owned and operated by unregistered merchants, smugglers, 
  and even by pirates. They are taking a grave risk, because 
  any unregistered ship would be automatically assumed to be 
  hostile by Naval forces.
  All illegal ships are at a considerable disadvantage 
  compared to registered vessels. Navigators are, on the whole, 
  loyal citizens. They are also quite rare. Interstellar travel 
  without a Navigator is relatively slow because the maximum 
  distance a ship can jump is only four light years—compared 
  to 5,000 with a piloted jump. There are some Navigators 
  who will work onboard illegal ships, but they are few and far 
  between. The vast majority of illegal interstellar shipping is 
  therefore locally based, usually operating within a group of 
  close sub-sectors or from peripheral inter-sectors.
  unregIstered shIps
  There are many reasons why a captain may be tempted to run an 
  illegal ship. Planets all have local laws governing what can and 
  can’t be imported and exported. Some planetary governments 
  also charge an import duty or have complex quarantine laws. 
  The cargos and passengers of official ships are always 
  carefully checked and recorded. Many routes are the 
  property of hereditary captains or are operated 
  exclusively under a fleet charter.
  There are all sorts of people, including 
  Imperial Commanders, who may wish to circumvent one or 
  other of these obstacles. Even registered ships may be tempted 
  to break the law occasionally if the price is right, but they run 
  a far greater risk because their craft are very easily identified 
  and traced.
  A typical unregistered ship operates out of a hidden supply 
  dump near the solar system’s jump point. It would be foolish 
  for the captain to bring his ship into the solar system itself, 
  so cargos are ferried to the supply dump by sub-stellar ships. 
  The location of the ship’s dump must be kept secret, and it is 
  often necessary for a captain to change the base’s location every 
  few months. An Imperial Commander may take a lax attitude 
  to illegal shipping if it suits his purposes to do so. The illegal 
  trader’s greatest enemy is treachery.
  pIrate shIps
  Interstellar pirate ships operate in a similar way to unregistered 
  traders, but their intentions are far more sinister. Few Imperial 
  Commanders will tolerate pirates in their system, so most 
  pirate bases are within otherwise uninhabited systems. Some 
  pirates operate exclusively against registered shipping, others 
  are indiscriminate in their choice of victim. Pirates and 
  unregistered traders often collaborate, sharing information 
  and sometimes using the same facilities.
  A pirate’s usual mode of operation is to lie in wait just 
  inside a system’s jump point. If the target is leaving the system, 
  the chances are that any accompanying sub-stellar craft will 
  have now turned back. The pirate leaps upon the craft, aiming 
  to board and remove cargo before the ship jumps. Although a 
  pirate could attack and destroy a cargo vessel, little would be 
  gained by doing so.
  enemy raIders
  Raiders are interstellar craft belonging to enemy forces. 
  Exactly whose enemy they are depends on whose side you are 
  on, of course. Imperial Commanders are prone to quarrel with 
  their neighbours. In these quarrels one side may be prepared 
  to hire illegal ships, even pirates, to attack and destroy a 
  rival’s shipping. Such fights are common, but are directed 
  mainly against sub-stellar craft belonging to the foe. It would 
  be extremely stupid for an Imperial Commander to attack 
  Imperial Navy vessels—to do so would invite immediate and 
  uncompromising retribution. Needless to say, mistakes do 
  happen, and Imperial Commanders often find themselves on 
  the wrong end of the Imperium’s retribution.
  the segmentAe mAjorIs
  The Imperium is divided into fi e fleet zones known as the 
  Segmentae Majoris. Although intended for purposes of fleet
  administration and shipping controls, the Segmentae have 
  evolved into administrative divisions of the Adeptus Terra.
  All shipping is supervised within the jurisdiction of one 
  of the fi e Segmentae. Each Segmentum has a headquarters 
  world called a Segmentum Fortress which forms the base 
  of Imperial Navy operations within the Segmentum. The 
  Segmentum Fortress is controlled directly by a high-
  
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  XI: The Imperium
  XI: The Imperium
  ranking official of the Adeptus Terra known as a Lord High 
  Admiral. The Segmentum fortresses are located at Mars for 
  the Segmentum Solar, Kar Duniash in Ultima Segmentum, 
  Bakka in Segmentum Tempestus, Hydraphur in Segmentum 
  Pacificu , and Cypra Mundi in Segmentum Obscura.
  sectors
  Each Segmentum is divided into sectors varying in size 
  according to local demands and stellar density. A typical sector 
  might encompass seven million cubic light years, equivalent to 
  a cube with sides almost 200 light-years long. The Imperium 
  is not divided into a grid of sectors; rather, sectors are scattered 
  throughout the vast reaches of the galaxy, forming small island 
  chains of civilisation in the limitless ocean of the void. Sectors 
  are connected to their neighbours by well-charted routes 
  through the warp, but they are rarely adjacent and thousands 
  of light years may separate one from the next.
  sub-sectors
  Sectors are divided into sub-sectors, usually comprising between 
  two and eight star systems within a ten-light-year radius, though 
  some may encompass more systems. This size is governed by 
  the practical patrol ranges of spaceships. Because sub-sectors 
  are divisions of worlds rather than volumes of space, there are 
  vast numbers of star systems within each sector, which do not 
  fall within a sub-sector. These are referred to as inter-sectors, or 
  more commonly as wilderness zones, forbidden zones, empty 
  space, and frontier space. Inter-sectors may contain gas or dust 
  nebulae, inaccessible areas, alien systems, unexplored systems, 
  uninhabited systems, and uninhabitable worlds.
  the steLLAr fLeets
  The Imperium’s interstellar ships comprise merchant vessels, 
  warships, civil craft, and several other specialised types. These 
  are organised into specific fleets: merchant fleet , battlefleet , 
  and civil fleet . Each of the Segmentae Majoris has its own 
  merchant, civil and naval fleet . So for example, Battlefleet
  Solar is the warfleetof Segmentum Solar; Merchant Pacificusis 
  the merchant fleet of Segmentum Pacificus; Civilis Tempestus 
  is the civil fleet o  Segmentum Tempestus, and so on.
  segmentae regIstratIon
  All interstellar spacecraft are registered as belonging to one 
  or more of the Segmentae fleet . Registration allows a ship to 
  be identified and permits the fleet authorities to record and 
  administrate shipping within each of the Segmentae. A ship 
  that is not registered in a Segmentae may only travel to that 
  Segmentae with the special permission of the fleet authorities. 
  This is purely an identific tion measure. An unidentified and 
  unregistered ship may be assumed to be hostile, and attacked 
  or destroyed.
  the merchant fleets
  The combined merchant fleets comprise almost 90 percent of 
  all stellar spacecraft in the Imperium. Each fleet is based in one 
  of the fi e Segmentae Majoris, and its records and associated 
  administrative staff operate from the Segmentum Fortress 
  for that Segmentae. For example, the Solar fleet is based on 
  Mars, whilst the fleet of the northern zone—Segmentum 
  Obscura—is based on Cypra Mundi. Although these fleet
  bases are huge ports equipped with docks, shipyards, and 
  repair facilities, their main function is to administrate the 
  fleets operating within their area. Only a small proportion of 
  ships ever travel to the Segmentum Fortress where they are 
  theoretically based.
  Each merchant ship serves its fleet under an arrangement 
  called a Merchant Charter. Not all charters are the same; some 
  confer more power and responsibility to the ship’s captain 
  than others.
  There are different types of Merchant Charter. All types 
  take the form of a feudal oath sworn to the fleet authorities on 
  behalf of the Emperor. A captain may not register his vessel 
  with the fleet authorities until this oath has been sworn and a 
  record of it entered at the Segmentum Fortress for that zone 
  and on the Segmentum Fortress on Mars.
  A Fleet Charter is the least prestigious level of interstellar 
  captaincy, and is also the least secure. A Fleet Captain may 
  be deprived of his command and given a shore posting at 
  anytime, and his ship reassigned to someone else. A Fleet 
  Captain is appointed to his position in exactly the same way 
  as a free captain, but plies fi ed routes like the Hereditary 
  Captain. 
  A more desirable form of merchant charter is the Free 
  Charter. So-called Free Captains are appointed to command 
  individual vessels by fleetofficial . They are usually established 
  fleet officials themselves, having worked their way up the 
  ranks to a position of responsibility. Free Captains may trade 
  as they wish within the fleet Segmentae, except that they 
  are usually forbidden from trading along established routes. 
  Instead, they roam the less densely populated and unexplored 
  sectors, areas where regular services are either not needed or 
  would be too costly to run. 
  Less common, but far more sought after, is the Hereditary 
  Charter. A Hereditary Captain may nominate his successor, and 
  that successor may swear the oath of allegiance and thereby 
  becomes the new captain of the ship when its current captain 
  dies or retires. As well as inheriting a ship, the captain inherits 
  a route or routes, and is obliged to carry cargo and passengers 
  only along this route. Some routes are more profit ble than 
  others and so are more highly regarded.
  A Hereditary Free Charter is the most coveted and highly 
  honoured form of captaincy. It is also the most ancient. A 
  captain may be raised to a Hereditary Free Captain as a 
  reward, but Hereditary Captains are no longer simply created 
  as once they were. The captain is free in that he may trade 
  freely within the confines of the Segmentae where his fleet
  is based. Most of these old captaincies are members 
  of more than one Segmentae fleet, and some are 
  registered in all fi e of the Segmentae Majoris. 
  Although the Hereditary Free Captain is 
  theoretically an imperial servant, his 
  
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  XI: The Imperium
  XI: The Imperium
  obligations are relatively few. The ship may trade where and 
  how it pleases within the confines o  its charter.
  Civil fleets
  Although the vast majority of interstellar spacecraft are part 
  of the merchant fleet , there are still many ships registered to 
  individuals, families, or trading cartels. All privately owned 
  interstellar craft operate along routes licensed to them by 
  the fleet authorities responsible for shipping within that 
  Segementum. These route licences must be bought, and must 
  be renewed after a fi ed time, usually a hundred years. This 
  means few privately owned ships like to risk the effects of 
  time dilation on long journeys. A licence may run out before 
  the ship has completed its journey.
  Civil fleets usually bid for route licences as they come up, 
  the route going to the fleet prepared to pay the most for it. 
  This system enables the Imperium to maintain routes, which, 
  for whatever reason, it finds inconvenient to service from its 
  own spacecraft. It is also a good way of raising revenue.
  As well as route voyages, the fleet administration also 
  issues one-off licences for single trips. Many of the smaller 
  fleets manage to survive entirely in a hand-to-mouth fashion 
  reliant upon one-off licences.
  Civil fleets vary in size from a single vessel to several dozen. 
  One of the largest is that of the Navigator family Redondo, 
  numbering forty-seven registered interstellar ships. Most 
  ship owners have only a single vessel. Exactly who captains 
  a privately owned ship is entirely up to the ship’s owners. 
  In many cases the owner is also the captain. With the larger 
  fleet , the owning body appoints a captain who is effectively 
  an employee.
  spaceshIps of the ImperIum
  It is sometimes difficult for those born under the claustrophobic 
  sky of a planet to appreciate the antiquity and dignity inherent 
  in all old spacecraft. And indeed, most spacecraft are quite old. 
  Open space, the most hostile environment to man, preserves the 
  plastics and metals that spacecraft are made from. Space gives 
  them the power to endure through generations of men. The 
  Imperial fleets number many thousands of ships, the majority 
  of which are at least a thousand years old. Some are as old 
  as the Imperium itself, a full ten thousand years. A very few 
  claim a pre-Imperial origin. It is not surprising therefore, that 
  spacecraft vary tremendously in their detailed appearance, even 
  where they belong to the same general class or type.
  The spaceships of the Imperium are vast constructions 
  that take many decades to build. Each craft represents a huge 
  investment in time and resources. But once completed, fitted 
  out, armed, and commissioned, a spaceship continues in service 
  for centuries, even millennia. After that, it may be refitted, re-
  tasked, reconstructed and live on practically indefinitely. Barring 
  a major accident or destruction in battle, a ship is immortal like 
  a great city, its population and fabric existing in a constant state 
  of decay and renewal. Hulls are damaged by battles, asteroid 
  storms, and the ravages of the warp. Mechanical parts inevitably 
  wear down. Electrical components fuse. Engine housings crack 
  or melt away under the immense pressure and heat created by 
  plasma and warp drives. To combat this constant process of 
  decay, every interstellar spaceship has a maintenance crew of 
  hundreds of thousands of dedicated craftsmen, continuously 
  striving to repair and refit the ship. Inside a large Imperial 
  warship there are factories and workshops, huge forges and 
  plasma furnaces, even small refineries and ore smelting plants 
  to provide raw materials for the work of reconstruction.
  Interstellar spaceships are powered by plasma and warp 
  drives. Plasma drives are used to move through star systems 
  at sub-light speeds. They burn with the fierce energy of a star, 
  converting their fuel into a super-heated gas plasma to provide 
  the immense thrust needed to propel these gargantuan craft 
  through space. As a large interstellar spaceship moves out of 
  orbit towards the edge of a star system ready to jump into the 
  warp, the fiery arc it traces across the night sky can clearly be 
  seen from the planet it is leaving. It appears to be a great comet 
  streaking through the heavens. On many worlds, the arrival or 
  departure of a spaceship is read as an omen, a divine harbinger 
  of joy or sorrow, prosperity, or doom.
  Warp drives are altogether more esoteric and terrifying, 
  understood by few even among a spaceship’s crew. When the 
  spaceship reaches a safe jump point at the edge of the star 
  system it is leaving, its plasma drives are disengaged and its 
  warp drives brought on line. These hurl the spaceship out of 
  real space and into warp space, propelling it through the warp 
  to a destination light years away. If a spaceship’s warp drives 
  were switched on while it was still within a star system, the 
  huge rent in the very fabric of space that they create would be 
  catastrophic for the population and planets of the system. The 
  spaceship itself would be torn apart as the massive pull of the 
  star’s gravity reacted unpredictably with the energies released 
  by the warp drives.
  Fully one-third of a spaceship’s bulk can be taken up by its 
  
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  XI: The Imperium
  engines with their huge thruster ports, cavernous combustion 
  chambers, generators surrounded by protective cladding and 
  the miles of pipes, tunnels, corridors and ducts needed for 
  control mechanisms, fuel supply, and access by service crews.
  The living areas of a spaceship contain thousands of men 
  who serve aboard. These areas are often built up from the 
  ship’s hull into huge blisters and spires that rise hundreds of 
  meters into space. On some ships, they seem like the heart of 
  a mighty city, immense towers rising to touch the stars, their 
  sides glittering with lights, bridges spanning the void between 
  them. On others they resemble a gigantic cathedral, to towers 
  colonnaded and sculpted. Vast carved figures of legendary 
  heroes recede into the darkness of space, huge horned gargoyles 
  leap and leer from the highest pinnacles in mockery of the 
  terrors of warp space, and golden domes blaze with the light 
  of the stars.
  On freighters and merchant vessels, the rest of the ship is 
  taken up by holds containing the ship’s precious cargo. On 
  warships this space is filled by the colossal power generators 
  that drive their weapon systems. These towering structures 
  hum and crackle with the monstrous energies bound inside. 
  The generators are housed within deep shafts which disappear 
  from view into darkness, broken only by the crackling blue arcs 
  of lightning that leap from the generators. When a laser battery 
  is fired with a titanic unleashing of energy, its power well is 
  filled with a thunderous roar. In battle, a warship echoes with 
  the thunder of its weapons, its decks shuddering with the recoil 
  of the furious discharges.
  sub-stellar ships
  The vast majority of spacecraft in the Imperium are not 
  interstellar ships at all, but sub-stellar ships which travel 
  only within the confines of their own star system. The laws 
  governing the ownership and operating of sub-stellar ships are 
  the concern of the Imperial Commander of each system. The 
  Imperial authorities take no great interest in what happens on 
  this, galactically speaking, tiny level.
  Sub-stellar ships have no warp drives and are equipped to 
  operate within a single system. These ships divide into many 
  kinds, from warships to industrial craft.
  Most space warfare centres around planets, installations, 
  and other important targets within a solar system. It is 
  therefore sensible to maintain sub-stellar warships in the 
  proximity of vulnerable systems. These craft may be Imperial 
  Navy vessels operating out of a naval base, or they may be 
  vessels belonging to the Imperial Commander of the system.
  If a system has several inhabitable planets, it will need cargo 
  ships of one kind or another. These may be owned and run 
  by the planetary government or by private individuals, cartels, 
  or companies. Most systems would have both government 
  controlled and privately owned craft.
  Industrial ships include all manner of vessels used for 
  maintenance, manufacture and mining. Such craft may be 
  owned by governmental or private groups in the same way 
  as cargo ships.
  Very few systems are fully explored, and there are always 
  regions even in a settled solar system which have yet to be 
  fully investigated. The exact nature of research or exploration 
  varies from system to system. A common ship of this type is 
  the mineral prospector which investigates potential mining 
  areas.
  It is not always possible to build bases or docking facilities 
  on planets or asteroids, so space stations may be constructed 
  instead. These huge constructs provide all the facilities 
  normally available on a planet.
  Beacons are small space stations that serve important roles 
  in a system. They act as navigational beacons by broadcasting 
  a local signal recognizable by ships in the area. Beacons 
  also monitor passing spacecraft, receiving and relaying 
  information regarding size, course, and registration signal. 
  In an emergency, they act as deep-space lifeboats where the 
  crews of crippled ships can survive until they can be rescued. 
  Beacons usually have a small crew, though some are entirely 
  automated. The position and number of beacons in a system 
  varies from none at all to hundreds.
  ImperIal navy battlefleets
  Each of the fi e Segmentae Majoris maintains its own 
  Segmentum fleet, which further subdivided between sectors. 
  Most space battles take place around installations or planets, 
  which can be defended efficient y by sub-stellar craft and 
  planet-based defences. Even so, it is impossible to provide 
  total defence for every Imperial world. The battlefleets are 
  highly mobile and extremely potent weapons, able to gather 
  to meet large threats where necessary.
  Although based in a Segmentae like merchant fleet , naval 
  ships are universally registered—so a ship from one zone may 
  be recognised in any other. This makes possible cooperation 
  and coordination of naval forces, should the Imperium face 
  such a threat that not even a Segmentum fleet can contain, 
  and reinforcements must be called in from far and wide.
  Naval captains are Imperial servants like their merchant 
  brethren. However, all warship captains are appointed by the 
  administrative officers of the Segmentum and have no rights 
  of ownership regarding their vessels. The organisation of the 
  fleets is far more rigid than that of the merchant fleet, with 
  a hierarchy similar to that of the land-based armed forces of 
  the Imperium.
  Lord high Admiral
  The highest ranking of the military officers is the Battlefleet
  Commander, or Lord High Admiral. He is in charge of the 
  entire naval contingent of a Segmentum. There are, therefore, 
  only fi e of these individuals. They rank equally, although 
  command of the Battlefleet Solar is regarded as the more 
  prestigious position. The Lord High Admiral formulates 
  fleet-st ategy throughout the entire zone, overseeing repair 
  schedules, supervising construction programs, and ensuring 
  the general space-worthiness of the fleet. His personal staff 
  is divided into armament, maintenance, procurement, 
  construction, 
  and 
  a 
  thousand 
  other 
  working 
  committees.
  
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  XI: The Imperium
  sector Commander
  Under the Battlefleet Commander are individual Admirals 
  responsible for naval operations within each sector. The Admiral 
  is based at the Segmentum Fortress, along with other sector-level 
  administrative staff of the Administratum and other branches 
  of the Adeptus Terra. He must answer not only to his naval 
  superior, the Battlefleet Commander, but also to the Adeptus 
  prefect in overall charge of the sector. The Sector Commander 
  has direct command of a portion of the warfleet, and the 
  duties of his ships are divided up into patrolling, permanently 
  stationed and reserve fleets. The reserve fleet is usually stationed 
  on the Segmentum Fortress. The remaining portions are placed 
  under the command of Group Commanders.
  group Commanders
  Group Commanders are Commodores and Rear Admirals in 
  charge of a portion of a sector’s fleet. They are sometimes 
  based around the Segmentum Fortress, or more often, on one 
  of the permanently manned docking stations in one of the 
  sub-sectors. Group Commanders are responsible for patrolling 
  and keeping order within sub- and inter-sectors around their 
  base. A typical command consists of a sub-sector base, non-
  combatant staff, and a couple of squadrons of ships. One 
  squadron might be a light patrol squadron, whilst the other 
  would only fly to meet specific t eats.
  squadron Leaders
  Squadron leaders are in charge of squadrons in space. They 
  are also captains. A typical squadron might be three spacecraft 
  of which the Squadron Leader’s ship is one.
  Captains
  Captains are in charge of individual ships. The term ‘captain’ 
  is used to describe the officer in charge of a ship, but on the 
  smallest of vessels the officer may in fact hold a rank such as 
  commander or lieutenant-commander.
  temporary battlefleets
  Imperial space is so vast, with so many star systems and 
  areas of wilderness space to be patrolled, that even the many 
  thousands of spaceships in the warfleets must be spread thin, 
  with individual ships and squadrons set out on their own 
  assignments. The Imperium cannot maintain permanent fleets 
  ready to respond to invasion or rebellion. Nor would it make 
  sense to do so, for it would take so long for a fleet to get from 
  its base to the warzone that the enemy would surely have 
  moved on by the time it arrived.
  Instead, temporary battlefleets are gathered together 
  whenever they are needed. Warships within a relatively small 
  area are summoned to join the battlefleet. It is rare for ships 
  more than fifty light years from the battle zone to be 
  included in the fleet, and more commonly only those 
  within a dozen or so light years are summoned. 
  Even with ships this close to the battle, it will 
  take at least days and more often weeks for 
  them to arrive.
  Only during the very largest of wars, lasting for many 
  decades, does the Imperium bring battlefleets together and 
  dispatch them en masse to a warzone. Many such wars are 
  currently underway, such as the conflict raging in the galaxy’s 
  south-eastern spiral arm. Here the Tyranid Hive Fleets are 
  inexorably advancing, conquering and consuming every planet 
  in their path. A massive campaign involving millions of men, 
  thousands of ships, and whole chapters of Space Marines is 
  being fought against the Tyranid invasion. Fleets are being 
  mustered far and wide to undertake the long journey to the 
  warzone. The journey will take decades, in some cases, and many 
  of the crew will never see the battles they are heading towards. 
  But the Imperium knows all too well that in mere decades the 
  Tyranids might consume the entire Eastern Fringe.
  enemIes of the ImperIum
  The battlefleets of the Imperium must combat many enemies—
  Ork raiders, Eldar pirates, the Tyranid Hive Fleets, and other 
  alien invaders. It must also fight forces from within the Imperium 
  itself. Most of these battles are small-scale and involve only sub-
  stellar craft in skirmishes with smugglers, brigands, and rebels. 
  But occasionally, larger conflicts occur when whole systems or 
  groups of systems must be brought into line. Sometimes these 
  systems have their own fleets, and the Imperium must send its 
  largest battleships and cruisers to crush the enemy. In these 
  circumstances an Imperial Navy battlefleet will be facing an 
  enemy containing ships exactly like its own. 
  These rebellions most often happen when an area of the 
  Imperium is cut off by a warp storm. Warp storms are common 
  occurrences and systems frequently lose contact for years at 
  a time. When the storm passes, contact is re-established and 
  little will have changed. Sometimes storms last for decades, 
  even centuries, and systems cut off for this long can stray far 
  from Imperial authority and orthodoxy. Once the warp storm 
  has died down and travel to the system is feasible again, the 
  Imperium may be rebuffed by an independent federation or find 
  itself in the midst of a local war. A battlefleet will be assembled 
  to return the system to Imperial control, and Imperial Navy 
  spaceships will find themselves facing ships that perhaps once 
  served alongside them in other wars.
  It is also not unknown for squadron or fleet commanders to 
  rebel and turn against the Imperium, using the awesome power 
  they command to carve out their own petty empires on the 
  fringes of the Imperium’s space.
  Worse still are such civil wars such as the Horus Heresy, 
  when Warmaster Horus turned to the worship of the Ruinous 
  Powers and led fully half of the Imperium’s forces against the 
  Emperor. Only the death of Horus himself and the banishment 
  of his followers to the hellish regions of space called the Eye 
  of Terror brought an end to the uprising. Even ten thousand 
  years later, a constant vigil is kept around the Eye of Terror 
  where the Chaos fleets remain, often launching small raids and 
  occasionally major incursions into the Imperium.
  
  XII: Rogue Traders
  XII: Rogue Traders
  The WarranT of 
  Trade
  •
  TemperamenT
  •
  The Trappings of 
  poWer
  •
  CondiTions
  •
  Lineage
  •
  reWards
  
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  XII: Rogue Traders
  XII: Rogue Traders
  Chapter 
  XII: Rogue 
  Traders
  “The armchair-admirals at the Navy academies will have it that 
  combat in space is a predictable, scientific affair, akin to a game of 
  regicide. They teach that you should only engage your enemy at this 
  or that range, that it takes a particular number of escorts to engage 
  one cruiser and a hundred other such nuggets of tedious, received 
  wisdom.  
  What do they know? These academics and experts who have 
  never felt the rush of blood as you close on your foe, his plasma 
  containment failing as he bleeds out into the void? Who among them 
  has closed to ranges that make the ‘experts’ splutter with indignation? 
  Which of them know the visceral thrill that is the bloody murder of 
  combat in space?  
  I have felt the frozen kiss of the void as my hull split, and lived. 
  I have hurled my warship at my foe as if it were a torpedo, and 
  defeated him utterly. And I will do so again, a thousand times, until 
  the Emperor or the universe decides I’ve done it once too often.”
  –Rogue Trader Lucien Gherrit of the Clan Arcadius, at the 
  victory banquet aboard the Wotan following the defeat of 
  the traitor 88th Flotilla.
  T
  he Imperium is a vast, scattered realm, extending over 
  almost the entire galaxy, impinging itself upon the more 
  compact areas of alien settled space. The million or 
  more inhabited worlds the Imperium controls are but a tiny 
  fraction of the galactic whole. Then there are the fringes and 
  halo zones, remote areas where the Astronomican does not 
  reach, and where the only human settlers are renegades or 
  pioneering groups whose ancestors were forgotten millennia 
  ago. Most of the galaxy remains unexplored, unknown, and 
  extremely dangerous.
  The potential of new worlds, alien civilisations, and 
  unimaginable resources made necessary a class of free-ranging 
  Imperial agents known as Rogue Traders. Licensed and often 
  equipped by the Adeptus Terra, the Rogue Trader is free to 
  explore the far regions of the galaxy, the areas where the 
  Astronomican does not reach, and those areas within its reach 
  as yet unvisited. Rogue Traders have even attempted to cross 
  the voids of interstellar space, but over such distances even 
  the Astropaths’ powers of communication are useless, and 
  whether such missions have succeeded is unknown. Operating 
  in isolation from the central authority of the Imperium, the 
  Rogue Trader must decide how to react to alien cultures, new 
  discoveries, and threats. If he judges a race to be potentially 
  dangerous, he may attempt to destroy it or to gather as 
  much information as he can so that others may do so. 
  If he decides a race may be of use to humanity, 
  he may attempt to make contact and establish 
  relations. If merely rich in technology or 
  minerals, a planet may be plundered, and the Rogue Trader will 
  return to Terra laden with the treasure of space—alien artefacts, 
  rare and precious minerals, and undreamed of technology.
  Needless to say, the Rogue Trader requires a considerable 
  resource in spacecraft, troops and other staff if he is to complete 
  his mission. His total responsibility may extend to dozens of 
  spacecraft, often huge, lumbering cargo vessels crammed with 
  a small army, a full crew of technicians, and volunteer settlers 
  to establish colonies on new worlds. Most important, however, 
  are the fighting troops, for it is they who will have to deal with 
  any potential threat.
  Many Rogue Traders are individuals who have reached a 
  position of power within the Imperium’s hierarchy. These come 
  from the ranks of the Adeptus Terra, the Imperial Navy and 
  Imperial Guard, or even the Inquisition. A few are influential 
  civilians, amongst whom the Navigators are the most famous. 
  Politics sometimes obliges this course, for free of Imperial 
  command the Rogue Trader is also conveniently out of the 
  way, beyond the centre of real power. Rogue Traders have a 
  reputation as outcasts; many are people whom the priesthood 
  deems better kept at a safe distance.
  Operating beyond Imperial control, Rogue Traders are a law 
  unto themselves. Some are highly pious individuals, bringing 
  the Emperor’s light beyond His rule; others are nothing more 
  than glorified pirates and scoundrels. Many Rogue Traders 
  exude confidence and are highly charismatic, often charming 
  
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  and roguish, skilled diplomats (some would say confidence 
  tricksters) and hardened killers when the situation demands. 
  Rogue Traders will often gather an entourage of hangers-on 
  and companions, and this may contain alien warriors, mutants, 
  and other undesirables. Many in the Inquisition would take 
  to marking the Rogue Trader out as a heretic. Many Rogue 
  Traders have highly unstable personalities—some destroy 
  worlds on a whim or experiment with alien species out of 
  macabre curiosity. 
  In appearance Rogue Traders often dress extravagantly, even 
  flamboyantly; each has his own style and manner. They carry 
  the best weapons and equipment they can acquire, including 
  all manner of alien weapons and gadgets. Jokaero digital 
  weapons are popular with some—miniature lasers and needlers 
  that are worn as rings but contain the same power as a pistol. 
  They might be carrying alien phase weapons that can bypass 
  armour, Ha’Kaidan neuro-stars, or one of a million other pieces 
  of strange and bizarre wargear. If the Rogue Trader was once 
  a high-ranking member of the Adeptus Terra, he might wear 
  the finery of Imperial aristocracy mixed with garments from 
  worlds beyond the Emperor’s rule, often sporting a weapon 
  from military service such as a Naval cutlass or officer’s sabre. 
  Some carry ornate duelling pistols in lacquered holsters, or 
  archaic hunting rifles slung rakishly across the shoulder. 
  Rogue Traders usually return to Imperial space every few 
  years, to unload their exotic wares and re-supply, recruit, and 
  rest until the next foray into the darkness. During these periods 
  they may come into conflict with members of the Adeptus 
  Terra or the Inquisition. Rogue Traders wield incredible power, 
  and it is easy for them to forget that once back within the 
  Imperium, they do not have free rein to act as they wish. This 
  strident attitude will draw attention from the authorities. 
  Many Rogue Traders dispute the right of the Imperium 
  to exercise authority over them. As men who have wandered 
  amongst alien stars and conversed with all manner of cultures, 
  Rogue Traders are viewed as susceptible to all kinds of heresies, 
  from wayward philosophies to infection by alien creatures or 
  possession by warp entities that live in the darkness between 
  stars. All of these factors can lead to violent confrontation, 
  particularly if the Rogue Trader has knowledge or an artefact 
  that others covet.
  The WarranT of Trade
  By dint of the fact that the vast majority of space travel is 
  tightly controlled by the Segmentum Fortresses, the Imperium 
  is able to impose a great degree of control over the movement 
  of its subjects. The Imperium being spread out across such a 
  vast region of the galaxy, it lacks discrete borders and is defined 
  more by the warp routes that connect individual sectors. On 
  the fringes of Wilderness Space, the populations of isolated or 
  neglected worlds do interact with alien cultures, trading with 
  them or taking up common cause against a mutual foe. For 
  the most part, however, humanity is fearful and untrusting 
  of the alien and non-Imperial cultures, taught from birth 
  that Mankind is possessed of a manifest destiny to rule the 
  stars, and that contact with outsiders brings at best moral 
  pollution, and at worst world-razing devastation. Contact with 
  proscribed cultures is therefore forbidden, by ancient decree, to 
  be undertaken only at the very highest levels as sanctioned by 
  the High Lords of Terra and their duly appointed servants.
  Despite the general prohibition against dealings beyond the 
  Imperium, the High Lords of Terra long ago recognised the 
  value of expanding the borders of Humanity’s domains. 
  The Warrant of Trade issued to all Rogue Traders 
  grants not only the permission to go beyond the 
  Imperium’s borders, but to deal with who or 
  whatever might be out there with the full 
  and Your name is, sir?
  The Warrant of Trade is not just a title and its associated rights and responsibilities—it is an actual document, and 
  perhaps the single most prised piece of parchment in the Imperium. It bears the signatures and seals of the most powerful 
  individuals in the Imperium. In fact, some of the oldest Rogue Trader families claim that their Warrants are signed by the 
  hand of the Emperor Himself, though most keep such documents safe in a stasis vault far from prying eyes and thieving 
  hands. Much like the rosette carried by an Inquisitor, the Warrant is proof incontrovertible of a Rogue Trader’s authority. 
  Yet, of such value is the Warrant that few if any Rogue Traders openly bear it. So what stops just any old scoundrel 
  claiming he’s a Rogue Trader and demanding of unsuspecting Imperial Commanders all of the perks that come with the 
  rank? The Imperium is a feudal society, in which few amongst the teeming masses would ever dare question their so-
  called ‘betters’, and where those who do soon learn their mistake. The likes of Rogue Traders, Inquisitors, and Imperial 
  Commanders are simply used to being obeyed, and they carry themselves in such a way that most people they encounter 
  will err on the side of caution just in case. Of course, there are those who will claim to be something they are not, but 
  it is normally better to assume that the fellow with the fancy robes, rakish grin, hundreds-strong retinue, and large fleet 
  in geo-stationary orbit over your palace is in fact a duly appointed representative of the Imperium. The alternative might 
  be a lot worse!
  BaCking
  Upon receipt of the Warrant of Trade, a Rogue Trader may be granted command of significant military resources. In many 
  cases these are provided directly by the highest levels of the Imperium, but equally, they may be provided by backers with 
  an interest in the profits the Rogue Trader might bring. As such, many Rogue Traders owe a portion of their profits to 
  these investors. Of course, there are plenty of Rogue Traders who conveniently forget all about this as soon as they pass 
  beyond the Imperium, though these explorers may well find substantial rewards placed for their subsequent capture.
  
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  authority of the Senatorum Imperialis, the High Lords. The 
  Warrant also elevates the recipient to the highest of ranks to 
  which a servant may rise, granting him equivalent status with 
  such men and women as Imperial Commanders, Inquisitors and 
  Space Marine Chapter Masters. They are granted the power to 
  deal with such peers of the Imperium as equals, and the Warrant 
  allowing them to call upon what aid they can negotiate. 
  While the Warrant of Trade confers upon its bearer 
  tremendous privileges, it is when the Rogue Trader passes 
  beyond the borders of the Imperium that the true power of 
  the Warrant becomes manifest. Within the Imperium, Rogue 
  Traders move within the established power structures of the 
  Imperium. Outside of the Imperium, Rogue Traders define 
  those structures themselves. Indeed, it has been said that 
  the Rogue Trader speaks with the authority of the Emperor 
  Himself beyond the Fringes.
  Furthermore, the Warrant of Trade grants enormous rights 
  to the recipient, allowing him to claim by conquest whatever 
  worlds and privileges he may obtain in whatever manner he 
  wishes to do so. Many Rogue Traders use the Warrant to 
  conquer or colonise newly discovered planets, taking up the 
  role of Imperial Commander and thus pushing outwards the 
  Imperium’s borders. Others use the Warrant to gain exclusive 
  trade rights with newly discovered cultures, earning for 
  themselves unimaginable riches and establishing the foundation 
  of powerful noble lines.
  rooTs
  No two Rogue Traders are exactly alike, but all are exceptional 
  individuals with a drive and personal ambition that sets them 
  far above the teeming ranks of humanity. They come from a 
  wide range of backgrounds, but all appear feted, or cursed, by 
  the title they bear. 
  The imperiaL navY
  A great many Rogue Traders have served in the Imperial Navy. 
  This is hardly surprising, as they are expected to command entire 
  armadas of spaceships, and few would wish to delegate such 
  responsibility to a subordinate. As a consequence, many 
  Rogue Traders are exceptionally skilled captains of 
  their vessels and admirals of their fleets, able, even 
  keen, to take on enemies the likes of which 
  may never have been encountered by the 
  Imperium, and emerge victorious. Many would have been 
  considered mavericks by their contemporaries in the Imperial 
  Navy, for their methods and tactics might run contrary to the 
  doctrines of space combat taught at the Segmentum Fortresses. 
  Those whose ideas genuinely are too extreme tend not to 
  survive long, though the manner of their death might form 
  the basis of legend and rumour for many centuries to come. 
  Those with a genuine talent, even one based on ideas the Navy 
  could never fully endorse, might go on to achieve great things 
  once released from the service of the notoriously conservative 
  military establishment.
  Many Rogue Traders who once served in the Imperial Navy 
  maintain a network of contacts across the sector in which they 
  served, and beyond. As such, they might be able to call upon 
  old friends, perhaps individuals they served beside as officer 
  cadets. Such contacts can provide all manner of aid when really 
  needed, from emergency supplies to help against pirate or alien 
  attack. Most Rogue Traders prefer to get by on their own skills 
  and only call in such favours when things get desperate. Many 
  prefer not to call in a favour from an old contact recently made 
  a commodore, when that same individual might one day be a 
  high admiral and therefore able to provide even greater aid.
  Rogue Traders from a Naval background often maintain the 
  trappings of their former rank, ornamented with all manner of 
  additional finery. Thus, a Rogue Trader might wear a formal 
  dress coat similar to that worn by a high admiral (even if he 
  had never attained such rank himself!), complete with rows 
  of medals and awards, gold-braided epaulettes, and metres of 
  elaborate piping. Yet, he might wear his hair braided in the 
  fashion of some feral world tribe, or facial tattoos in the style 
  of an anarchic hive gang. Alongside a treasured Naval cutlass 
  he might carry a sword of unknown, yet unmistakably xenos 
  manufacture, or bear other weapons traded with or stolen from 
  any one of a hundred bizarre societies.
  The imperiaL guard
  The Imperial Guard is another institution from which Rogue 
  Traders may be drawn. Those who have risen above service 
  in a single regiment to lead the vast, diverse armies of the 
  Imperial Guard might be granted a Warrant to take their 
  crusade beyond the borders of the Imperium’s space and out 
  into the great unknown. These individuals are not only masters 
  of ground-based combat, but gifted in the arts of strategy. 
  Some become great admirals as well as great generals, while 
  The BaTTLe of Jade reaCh
  In 691.M41, the Imperial Navy cruiser Wrote for Luck set out on a routine patrol of the zones near the Koronus 
  Expanse, accompanied by a squadron of escorts. Near the Drusus Marches at the trailing edge of the Calixis Sector, the 
  flotilla intercepted an Astropathic distress call from an Adeptus Mechanicus survey vessel and diverted to investigate. 
  En route to the explorators’ location, the Wrote for Luck received more distress calls, indicating a significant Ork 
  incursion. Although he could discern only part of the situation, the ship’s master determined that his small force would 
  be insufficient to tackle the Orks, and so he issued a call for aid from any nearby Imperial forces. To his great surprise, 
  three entire Rogue Trader flotillas answered his broadcast, and three days later, the combined force crushed the Ork 
  fleet utterly in an action that has since become known as the Battle of Jade Reach. This was the first recorded instance of 
  Imperial Navy and Rogue Trader forces working together in such a manner in over two centuries, and the after-action 
  reports are required reading for Imperial Navy officer cadets in the Calixis Sector.
  
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  others have the foresight to delegate command of their vessels 
  to underlings, concentrating their own prodigious skills on the 
  bigger picture.
  Rogue Traders from such a background often amass huge 
  ground forces and use their fleets to bring these to bear in 
  devastating planetary assaults. Beyond the reach of the 
  Imperium such individuals will be forced to husband their 
  forces in a manner they may be unused to, lest they exhaust 
  their finite resources with little or no hope of recruiting fresh 
  troops. Should the ground forces suffer high losses, the Rogue 
  Trader will be forced to recruit from those worlds he has 
  conquered. In the case of human societies re-discovered after 
  generations of isolation, he may establish a system of feudal 
  duty, whereby the planet is required to send its warriors to 
  serve in his fleets, or he may be forced to demand or coerce 
  service in his armies. Some Rogue Traders have even resorted 
  to recruiting the services of alien mercenaries or auxiliaries, a 
  practice highly frowned upon by the authorities of Imperium. 
  Out beyond the fringes, however, Rogue Traders are a power 
  entirely unto themselves—who knows what bizarre forces roam 
  the halo zones ostensibly in the service of the Imperium?
  In appearance, these militant Rogue Traders vary hugely. 
  Many wear the trappings of the regiment from which they were 
  originally drawn, which unlike the formalised uniforms of the 
  Imperial Navy is often specific to the culture of the homeworld. 
  They may also wear elements of the uniforms of the general 
  staff, including long, elaborate coat, or peaked cap. The many 
  who prefer to lead their conquests from the front line mix such 
  dress in a manner more appropriate to their warrior background, 
  combining dress uniform with carapace or even power armour. 
  As with other types of Rogue Trader, these individuals carry all 
  manner of unusual weaponry including exotic sensor and force 
  field devices normally only available to the upper echelons of 
  the Inquisition or Officio Assassinorum. While the weapons 
  carried by a Rogue Trader of a Navy background might be 
  considered for show, those carried by one from an Imperial 
  Guard background are generally more practical and far more 
  devastating weaponry that has been hand crafted for them and 
  covered in elegant engravings, or was recovered from the body 
  of a defeated foe and kept not only as a trophy but valued for 
  some uniquely destructive capability.
  The adminisTraTum
  Through their long and varied careers, some officers of 
  the Administratum might amass considerable personal 
  power, holding sway over a small empire of divisions and 
  departments with responsibilities across dozens of planetary 
  systems. Invariably, these men and women will be ruthless, 
  calculating individuals who have worked their way to the very 
  top by any means possible, crushing their foes and thwarting 
  endless assassination attempts to stay in power. Many of 
  these officials will have been assigned to such tasks as the 
  suppression of a rebellious sector, or enforcing the Imperium’s 
  rule on human enclaves recently re-discovered and brought 
  back into fold. These will be masters in the precise application 
  of power, able to bring to bear any weapon at their disposal, 
  from the military might of the Space Marines to the secret arts 
  of political manipulation. As such, some make ideal Rogue 
  Trader material.
  An administrator given command of a Rogue Trader fleet 
  will be a politician first and a leader second, though the most 
  successful will combine both roles or switch between the two 
  with masterful skill. He will amass his resources and appoint 
  leadership of the various arms of his fleet to those he not only 
  trusts, but also can destroy should they challenge him in any 
  way. He will keep his underlings in perpetual competition 
  against one another, encouraging them to seek his patronage 
  and approval at the expense of their rivals. Unlike Rogue 
  Traders of a more martial background, these men and women 
  rarely engage in overt displays of their personal prowess, 
  preferring instead to exert their power by way of an assassin’s 
  knife in the dark rather than crass displays of military might.
  In appearance, these machiavellian princelings often prefer 
  to remain comparatively inconspicuous. They might wear the 
  vestments of their former positions, such as the monkish robes 
  of the scribe. Others wear more ornate dress, but keep the 
  colours dark and subdued, lending them a brooding, menacing 
  aspect and hinting at the foolishness of crossing them. They 
  tend not to wear conspicuous weaponry, yet only a fool would 
  assume such an individual was unable to defend himself. These 
  Rogue Traders always carry small, yet deadly weapons such as 
  digital-lasers or concealed power blades, and invariably some 
  form or personal force field that will protect from the attacks 
  of an enemy in battle or a treacherous underling at court.
  merChanTs
  Most of the cultures of the Imperium’s worlds remain 
  comparatively isolated, with only a handful of a planet’s 
  population ever undertaking a journey to another system. Yet 
  despite this, most worlds rely on trade with those in the vicinity 
  for many of their needs to be met. Weapons and other items of 
  advanced technology must be imported from those worlds with 
  the expertise and capacity to produce them, while such centres 
  of industry may require rare natural resources, which must be 
  imported. In addition, the ruling classes of many worlds crave 
  the exotic, often paying outrageous sums for goods imported 
  from distant locales. Clothes, foodstuffs, jewellery, and art are 
  all highly desirable to those who wish to make a display of 
  their wealth and influence, whether real, imagined, or feigned 
  in the interests of fashion.
  An entire class has grown up over the millennia existing 
  solely to meet the demands of interplanetary commerce. The 
  merchant interests of the Imperium take many forms, from 
  cartels to federations and small concerns to mighty corporations. 
  Most centre their efforts on a relatively small group of worlds 
  or a stretch of a lucrative trade route, for the nature of the 
  Imperium does not facilitate a stable, galaxy-wide economy. 
  For many of these merchants, trade and war are one and the 
  same. They must protect their interests by any means possible—
  for some, that means maintaining small private armies or 
  sponsoring mercenaries for just such a purpose. These very 
  literal trade wars might be fought against competitors or 
  other parties that threaten their interests, from pirates 
  to aliens. It should come as no surprise that the 
  most accomplished of merchant leaders are as 
  capable generals as they are traders, applying 
  
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  the same doctrines to both pursuits. These make ideal Rogue 
  Traders.
  Rogue Traders from a merchant background are often the 
  most astute and successful, equally at home facing an opponent 
  across the negotiating table as on the field of battle—though 
  sometimes the two are one and the same. The armies and 
  fleets they employ might be drawn from their own substantial 
  holdings, or they might be able call upon a complex network 
  of obligation, drawing upon mercenaries and trading partners 
  from across a broad spectrum of their trade.
  Mercantile Rogue Traders often dress in the manner of 
  opulent heads of state, bedecking themselves in fine jewellery, 
  most of which is in fact some hidden weapon, force field, or 
  sensor. They surround themselves with individuals indentured 
  to their service before birth, drawing on familial connections 
  that stretch back in time for many generations. Their vessels 
  often take on the appearance of space-going palaces crammed 
  with all manner of outrageous ostentation. Yet it is a foolish 
  opponent indeed who writes off such a Rogue Trader as a fop 
  or dilettante. Many in fact cultivate such an air, treating it as just 
  one more weapon in a not inconsiderable arsenal. 
  imperiaL Commanders
  While most Imperial Commanders occupy a hereditary seat of 
  power only relinquished and passed on in the event of their 
  own death, there are those who do pass beyond even such a 
  lofty position and take to the stars as Rogue Traders. The most 
  common cause for such a change in career is that the governor 
  has been replaced or deposed in some manner, yet remained 
  of use to the Adeptus Terra. Perhaps an Imperial Commander 
  has lost his world to alien invasion, yet has retained a measure 
  of his assets, such as his own planetary defence forces and 
  fleet . Some such individuals may be appointed to Rogue 
  Trader status and given the opportunity to conquer for 
  themselves, and for the Imperium, a new planet.
  These Rogue Traders may well be motivated by the 
  need to re-establish all that they may have lost. They are 
  commonly highly charismatic, commanding the loyalties 
  of their dispossessed subjects. Their fleets are massive 
  conglomerations of whatever vessels escaped the destruction 
  of their planet, accompanied by whatever assets the Imperium 
  might assign to them. The subjects often fight all the more 
  harder than the followers of other types of Rogue Trader, for 
  they are driven by their loss and motivated by the need to 
  claim for themselves some manner of recompense. Those not 
  able to fight form a cadre of colonists, each with an assigned 
  role in the society they dream of one day establishing.
  Such Rogue Traders vary enormously in appearance and 
  personality, but they often come to embody the culture of 
  their lost homeworld. Local modes of fashion are exaggerated 
  far beyond their original form, and dialects and customs are 
  held dearly lest they be forgotten forever.
  The inquisiTion
  Although rare, there are recorded cases of an Inquisitor being 
  granted the Warrant of Trade and taking up the rank of Rogue 
  Trader. The most likely reason this might occur is as a result 
  of political manoeuvring within the Inquisition itself, perhaps 
  resulting in the outmanoeuvred individual being offered the 
  Warrant as an alternative to a far less desirable outcome. 
  Upon being granted the Warrant, the Inquisitor will 
  understand that he has no alternative but to accept. As it is most 
  often members of the alien-hunting Ordo Xenos who find 
  themselves being appointed as Rogue Traders, these individuals 
  will be well equipped for their new career. Although no longer 
  able to call on the nigh-limitless resources of the Inquisition, 
  the Rogue Trader will still wield considerable powers and 
  influence. The main difference between his old and new roles is 
  the context—rather than hunting out corruption and treachery 
  within the populace of the Imperium, he will be seeking such 
  threats out amongst alien stars, and will no doubt prosecute his 
  new duty with as much vigour as he did his old.
  rogue Trader heraLdrY
  Upon receipt of the Warrant of Trade, many Rogue 
  Traders are issued a personal banner, which is born 
  proudly at official ceremonies and blessed by the highest 
  officers of the Ministorum. Some Rogue Traders go so 
  far as to have their banner accompany them wherever 
  they go, while at the opposite end of the spectrum many 
  others lock it away in a stasis vault on the Forge World 
  of Belacane, famed for its stasis field technology. Even 
  if they do not bear their banner, many Rogue Traders 
  proudly display their heraldry and associated colours. 
  Household troops and vessels are often bedecked in the 
  symbols of their liege, proudly displayed as a sign of 
  the Rogue Trader’s power and rank.
  
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  It is not only fully appointed Inquisitors who may become 
  Rogue Traders, for their many and varied servants might end 
  up in such a position too. Those servants of lower rank would 
  consider themselves fortunate indeed to be made a Rogue 
  Trader, for the alternatives are often too terrible to dwell 
  upon should the true price for whatever deed has earned their 
  elevation be exacted.
  The GranTinG of a 
  WarranT of Trade
  The Warrant of Trade is the instrument by which a Rogue 
  Trader is granted his lofty position and the method by which he 
  exercises his considerable powers. Warrants are granted on the 
  highest of authorities, usually by the office of the High Lords of 
  Terra themselves—and by extension, the Emperor. The issuing 
  of a Warrant is an occasion of great significance, marked by 
  extravagant pomp and ceremony, for it marks the establishment 
  of a new noble line that, should the recipient prove successful, 
  might conquer and rule entire regions of space in the name of 
  the Imperium, thus expanding Mankind’s domains. Warrants 
  are issued for many reasons. Some are granted in recognition of 
  a great service done to the Imperium, while others are created 
  for entirely political ends.
  Rogue Trader Warrants are hereditary. Once one is issued, it 
  will be passed down from one generation to the next, at least 
  for as long as there are heirs extant to receive it. Many Rogue 
  Trader lines die out and yet more are created to replace them, 
  ensuring a constant supply of individuals driven to expand the 
  Imperium’s holdings.
  miLiTarY serviCe
  One of the most common circumstances under which a 
  Warrant of Trade is offered is in recognition of military service 
  to the Imperium. In a galaxy at war on a thousand different 
  fronts, Lord Generals and High Admirals lead dozens of 
  mighty crusades to re-take entire regions lost to rebellion or 
  alien invasion. Such mighty leaders have under their command 
  millions of warriors and hundreds of warships, and over the 
  course of a crusade lasting decades they might claim dozens 
  of planets in the name of the Emperor. Those individuals who 
  succeed will be honoured at the very highest levels, decorated 
  with a multitude of medals, have victory parades, high days and 
  celebrations held in their name and even have whole planets 
  named after them. Such men and women rarely retire having 
  completed their life’s work, however, and they are often restless 
  and uncomfortable in non-military circles. The boundless and 
  untameable energies of such leaders are best put to good use, 
  and appointment to the rank of Rogue Trader comes to many 
  as a welcome outlet that can benefit the Imperium.
  poLiTiCaL expedienCY
  Just as some servants of the Imperium are granted the Warrant 
  of Trade in genuine thanks and recognition for their services 
  to Mankind, others are granted the rank because the alternative 
  would be far worse. Throughout history, men and women 
  granted leadership over a crusade fleet have conquered in the 
  name of the Imperium, only to establish themselves as rulers 
  of the new realms. Sometimes these leaders have maintained at 
  least a semblance of fealty to the Imperium, with the Adeptus 
  Terra accepting the new regime so long as tithes are paid and 
  other obligations met. Yet, on many other occasions, these 
  rulers have become so accustomed to absolute power that 
  they desire to hold onto it for all time, rejecting their Imperial 
  masters and setting themselves up as total rulers of the regions 
  they have fought so hard to conquer. The only recourse in such 
  a situation is yet another crusade to dislodge the pretender. 
  Far better, then, to avoid the situation entirely by keeping 
  the conqueror distracted with yet more regions to conquer, 
  leaving the administrators of the Adeptus Terra to complete 
  the pacification in his wake. Many a Warrant of Trade has been 
  granted in order that a Lord Militant might simply conquer 
  region after region until he has expended his forces and is no 
  longer a threat, real or potential, to the Imperium.
  seLf-promoTion
  To have risen to a position of influence and power within 
  the labyrinthine structures of the Imperium’s bureaucracy, 
  an individual must, by the force of their own personality, be 
  exceptionally driven. Just to be noticed amongst the teeming 
  billions of the Imperium, one must be willing to promote 
  oneself with ruthless efficiency. The types of people that attain 
  lofty stations might be noble and self-sacrificing, but it is just 
  as likely they are ignoble and self-serving. For those of rank, 
  a multitude of ways exists to attain every conceivable personal 
  ambition, and for some the Warrant of Trade is that ultimate 
  goal.
  Just why a highly placed official would desire the Warrant 
  of Trade will depend on their own particular, sometimes 
  flawed, personality, and the manner in which they attain 
  it will depend on their circumstance, or on situations 
  they can engineer. More than likely, it will involve 
  prodigious bribes at the very highest of levels, 
  or on calling in outstanding debts and 
  sCions of The rogue Trader 
  houses
  So that the sons and daughters of the oldest of Rogue 
  Trader lines do not fall victim to a life of idol luxury and 
  thus weaken the bloodline, many such scions are ordered 
  by their sires to ‘do their time,’ undertaking a career in 
  one of the one of the Imperium’s great institutions until 
  such time as they are judged worthy of returning, or 
  duty calls them back. Many serve in the Imperial Navy, 
  a career that affords them many of the skills they will 
  one day need to command a Rogue Trader fleet. Others 
  spend time in the general staff of the Imperial Guard, 
  or in other divisions such as the Administratum. Such 
  individuals are often reviled by their peers, who view 
  them merely as treading water until their privileged 
  birthright recalls them, but many do indeed learn vital 
  skills that will one day serve them well.
  
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  favours from every possible source. 
  Once the Warrant is granted to such a person, they will be 
  keen to use it to attain their every ambition. Some will desire 
  to carve small empires beyond the reach of the Imperium, 
  while others may want to establish the foundations of a mighty 
  lineage, even if they themselves will not be around to see how 
  future generations prosper. It has often been noted that many 
  Rogue Traders are vain and egotistical, and that many more are 
  simply venal and megalomaniacal. 
  virTuaL exiLe
  Some individuals, by means fair and foul, attain high rank in 
  the service of the Imperium by politicking or murdering their 
  way to the very top. Over the course of a lifetime—extended 
  far beyond the natural span of years by rare and expensive 
  rejuvenation procedures—such a person will have come into 
  conflict with all manner of political opponents, earning the 
  bitter enmity of the few others he can count as peers. It 
  may come to pass that such an individual stands at 
  the very brink of the culmination of a lifetime’s 
  political manoeuvring, and an appointment to 
  sector-governor of even High Lord is the only 
  remaining rung on the ladder left to climb. 
  At such times, it may be that an individual’s many political 
  rivals mobilise against him, drawing on every shred of their 
  own influence to rid themselves of their enemy once and for 
  all. Yet, being too powerful to oust, some in this position find 
  a Warrant of Trade foisted upon them as a convenient way of 
  getting rid of them once and for all. Such an honour cannot be 
  refused, and the newly appointed Rogue Trader has no choice 
  but to accept his fate, demurring politely as speeches are made 
  in honour of all the great deeds he will perform in this, his 
  ultimate service to the Imperium that appreciates him so. For 
  these Rogue Traders, the Warrant of Trade is a bitter reward, 
  for it signals the victory of their opponents. 
  Despite the unwanted nature of the Warrant, these Rogue 
  Traders do often go on to achieve great success, reaving across 
  the stars, conquering dozens of planets, and amassing personal 
  fortune far in excess of what they might have attained otherwise. 
  Some of these individuals return decades later to enact their 
  revenge on their erstwhile opponents, perhaps waiting until 
  the key conspirators have retired to some private garden world 
  paradise before despatching an assassin, or indeed a private 
  army, to settle the matter once and for all.
  TemperamenT
  Whatever the background of any given Rogue Trader, he 
  will be possessed of a quite exceptional drive to succeed and 
  to prosper. These men and women stand above the teeming 
  masses of the Imperium, the sheer force of their personality 
  propelling them to achieve great things in service to the 
  Imperium and themselves. Often these personality tropes are 
  intrinsically linked to the Rogue Trader’s background, but not 
  always. Sometimes a Rogue Trader will transcend his roots, 
  defying his background and only displaying his true nature 
  once out amongst the unexplored regions of space.
  The sCoundreL—The ‘rogue’ 
  Trader
  Many Rogue Traders are scoundrels of the worst order, despite 
  all the trappings of power they display. Such individuals carry 
  themselves with swaggering self-assurance, and through long 
  practice are able to bluff their way into the courts of kings 
  and the bedchambers of princesses with equal panache. 
  The scoundrel looks to turn every possible situation to 
  his own personal advantage, and will often take risks others 
  would find reckless, gambling with his own life and those 
  of all his servants. Violence is rarely the first option for such 
  Rogue Traders, and they often maintain a mask of self-effacing 
  amiability. Beneath this façade lurks a keen mind and a skilled 
  warrior able to take on most enemies and win.
  Some Rogue Traders of this type combine bravado with 
  daring, often leading expeditions to newly discovered worlds 
  in person. Leading a small retinue of trusted associates, such 
  Rogue Traders get themselves into all manner of entanglements, 
  but always seem to escape relatively unharmed, invariably 
  carrying some priceless artefact that will seal their fortune. 
  Others turn their vessels into privateers, enjoying a career as a 
  buccaneer preying on the shipping of alien empires.
  paradise LosT, found, Then LosT 
  again
  In 298.M41 a Rogue Trader named Salgut Falkin entered 
  the Koronus Expanse and set sail for the uncharted 
  regions beyond. He had but one task to perform before 
  he was free to make his fortune however he saw fit—
  30,000 colonists accompanied his fleet, individuals 
  judged surplus to the requirements of the Hive World 
  of Clove in the Calixis Sector. Falkin was eager to be 
  rid of his unwelcome passengers and quickly located a 
  world that seemed ideal for their uses, a verdant planet 
  of tropical islands and warm azure seas. Stopping 
  only long enough to oversee the deployment of the 
  colonists’ prefabricated habdomes, Falkin continued on 
  his voyage. 
  Twelve years later, the Rogue Trader returned to the 
  world, now dubbed New Clove by the colonists. His 
  adventures had seen his fleet decimated and his fortunes 
  in tatters following a series of encounters with the 
  Eldar. He paused on his return journey, to discover that 
  the colony he had left over a decade before was now a 
  thriving community, populated by happy, healthy, and 
  prosperous colonists. Falkin immediately set himself up 
  as Imperial Commander of New Clove, hoping to enjoy 
  a life of luxury. Unfortunately for New Clove, the Eldar 
  had tracked Falkin across the expanse and discovered 
  what was to them a long-lost Maiden World. The Eldar 
  demanded the immediate withdrawal of all humans 
  from New Clove, and when Falkin refused they invaded, 
  forcibly ejecting the intruders once and for all. Falkin 
  and the remainder of his flotilla disappeared in to the 
  expanse once more, never to be heard from again.
  
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  The merChanT prinCe
  These Rogue Traders are entirely consumed by the quest 
  for riches, gained not by the crude application of threats or 
  violence, but the shrewdly negotiated contract. The merchant 
  seeks to establish the most lucrative of trading contracts, 
  ensuring that the other party benefits from the deal, but not 
  nearly so much as he does.
  Merchant Rogue Traders will go to great lengths to avoid 
  military action, believing it a waste of resources. Yet they have 
  no qualms about employing the trappings of military power 
  as an aid to negotiations when necessary. Furthermore, no 
  Rogue Trader would be so foolish as to neglect the defence of 
  his assets, and the merchant prince understands the value of 
  his resources better than most. He will as such take great steps 
  to protect his investments against competitors and pirates and 
  maintain the very best personal guards.
  The merchant Rogue Trader seeks to establish vast networks 
  of profit, negotiating exclusive trading rights throughout 
  the regions he explores. This has on occasion landed such 
  individuals in conflict with the Imperium’s authorities, as the 
  Rogue Trader deals with aliens he should destroy, or allows 
  long-lost human civilisations to remain lost to all bar him 
  so that he has exclusive access to the archaeotech that is so 
  valued by the Adeptus Mechanicus and coveted by the idle 
  rich of the Imperium’s noble houses.
  The expLorer
  There are plenty of Rogue Traders for whom the greatest 
  drive is the simple joy of pushing back the boundaries of 
  the Imperium, filling in the blank spaces on the maps. These 
  men and women are ceaselessly inquisitive and often highly 
  intelligent, a combination of traits not generally encouraged 
  in the Imperium’s servants. Yet such a combination often 
  proves ideal in a Rogue Trader and those few who attain such 
  rank often prove highly successful recipients of the Warrant 
  of Trade.
  To the explorer, the most hostile of environments is a 
  challenge to be faced head-on, and the most fearsome of 
  slavering alien beasts is a fascinating opportunity for study 
  and interaction (or sometimes autopsy). The explorer is ever 
  keen to don an envirosuit and plunge headlong into the most 
  dangerous or bizarre of alien landscapes. Despite the risks 
  they take, often without even realising the danger, many of 
  these explorers appear to be watched over by the Emperor 
  himself. They somehow survive encounters in nightmare-
  infested Death World jungles or haunted alien Tomb Worlds 
  when others would have fled sc eaming. 
  Rogue Traders of this type often delegate the less stimulating 
  aspects of their rank to their underlings or associates. The 
  Master at Arms of such a Rogue Trader may find himself 
  exasperated as he time and again finds himself rescuing the 
  Rogue Trader from danger, while the ship’s factotum will 
  have to carry the burden of maintaining the Rogue Trader’s 
  fortune. The explorer is often far more concerned with 
  following some obscure archival reference to a lost world of 
  alien wonders than he is with the responsibilities that come 
  with being the head of a Rogue Trader house.
  The missionarY
  The missionary believes in the literal truth of the Imperial 
  Creed when it states that Mankind is the sole inheritor of the 
  galaxy and that all other races are merely squatters on worlds 
  that belong to the Imperium. He seeks out lost colonies to 
  bring to them the word of the Imperial Truth, and he goes 
  to great lengths to convert, often forcibly, those he sees as 
  benighted by ignorance of the Emperor.
  Rogue Traders of this ilk are often granted the Warrant 
  of Trade to conquer regions that have resisted the attentions 
  of the Missionarius Galaxia—the arm of the Ministorum 
  tasked with the propagation of the Imperial Creed. Yet they 
  are more than ranting demagogues, and what sets them above 
  the itinerant preachers of the Missionarius is a drive to profit
  as well as to preach. They see the establishment of profit ble 
  commerce with re-contacted human societies as part of the 
  great scheme put in motion when the Emperor first went out 
  into the stars 10,000 years ago and found human societies lost 
  for millennia from a prior age of exploration and settlement. 
  It is his mission to bring such people back into the fold, 
  and the establishment of the Imperial Creed is the first,
  essential step in that process.
  The missionary Rogue Trader suffers the xenos 
  poorly, seeing little or no value in establishing 
  profit ble trading relationships with alien 
  
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  XII: Rogue Traders
  worlds. More likely, he will seek to suppress such cultures and 
  limit their influenc , ensuring their alien creeds do not spread 
  to taint the hearts of men. Such Rogue Traders are often 
  accompanied on their voyages by an army of Ministorum 
  representatives, who he will make every effort to establish on 
  any lost human worlds he discovers.
  The dipLomaT
  The diplomat seeks to spread the influence of the Imperium 
  wherever he may, expanding its power to encompass the 
  entirety of navigable space. He is a pragmatist, knowing that 
  some alien species must be tolerated, even supported, while 
  others must be crushed. The tools of his trade are words as 
  well as weapons, and he is adept at negotiating with even the 
  most belligerent societies, whether human or alien, he might 
  encounter amongst the stars.
  Such Rogue Traders often find themselves in conflict
  with other interests, particularly those who condemn the 
  xenos as worthy only of annihilation. Yet he believes 
  that it is he and he alone who sees the wider truth, 
  knowing that Mankind is assailed by countless 
  foes and that some alliances must be made if 
  the Imperium is to prevail in an ultimately 
  hostile universe. It is the diplomat who is able to gain the 
  confidence of the inscrutable Eldar, earning such trust as to 
  be allowed to set foot on their craftworlds. It is he who may 
  turn the path of alien invasion, negotiating a truce that allows 
  both parties to extricate themselves from a war neither would 
  ultimately stand to gain from. 
  Despite his skill with words, the diplomat has an innate 
  understanding of when they will serve no purpose and when 
  weapons must be used instead. He has the instinctive ability 
  to size up his foes, often upon first contact, gauging the true 
  intention behind their words and actions. When necessary, he 
  will open fi e first and open negotiations later—and that is, 
  ultimately, the secret to his success. 
  The psYChopaTh
  Some individuals are little more than madmen, creatures of 
  instinct and slaves to their own desires. Some would claim that 
  any man who has attained such high rank as to be awarded the 
  Warrant of Trade must harbour within himself something of 
  this trait. Regardless of his background or personality type, any 
  Rogue Trader could be called upon to order the extermination 
  of an entire race or the destruction of an entire world. All such 
  men, it is sometimes said, must be psychopathic to a greater 
  or lesser degree, regardless of the façade behind which such a 
  trait is hidden.
  Some Rogue Traders surrender themselves entirely to their 
  inner darkness, dispensing their own personal brand of Imperial 
  justice and retribution as they penetrate the outer darkness. 
  They deal with those they come into contact with according 
  to their own shattered moral compass. They are as likely to 
  take personal control over a rediscovered human society as 
  they are to devastate it from orbit, and are often capricious and 
  unpredictable, with a habit of dismissing subordinates for the 
  slightest of misdeeds, whether real or imagined. Many such 
  underlings are invited to make their own way back to Imperial 
  territory, the lucky ones in a lifeboat, the unlucky ones on foot 
  via an airlock. 
  Many of these wild and murderous individuals are highly 
  idiosyncratic in their methods and the style in which they 
  interpret and enact their mission amongst the stars. They might 
  style themselves after figures of legend, some even comparing 
  themselves to the Emperor’s Primarchs and seeking to emulate 
  the deeds of the Great Crusade in which the Imperium was 
  forged 10,000 years ago. Some give themselves and their 
  vessels ridiculously grand titles, such as Grand Conqueror, 
  Emperor’s Light or Scourge of Xenos. With wanton enthusiasm, 
  they wage war on any and all they consider to be an enemy of 
  the Imperium. Some spend a lifetime out beyond the fringes, 
  laying waste to Emperor-knows how many worlds, while 
  others return periodically to the Imperium, announcing their 
  deeds and expecting all manner of grand receptions and official 
  ceremonies. Many take on one foe too many, and simply 
  disappear from the annals of the Imperium’s history.
  The foLLY of The prefeCT 
  maJoris of daLThus
  When the Rogue Trader Lady Sun Lee was granted her 
  Warrant in 538.M41, it was on the condition that she 
  put in at the mining world of Dalthus in the Hazaroth 
  Abyss. The mining interests that ruled the world 
  had been tardy in paying their dues, and the Calixis 
  Sector authorities wished to apply a little pressure to 
  its Imperial Commander. Lady Sun Lee arrived in-
  system and immediately commenced a continuous 
  broadcast extolling the glory of the Imperium and the 
  great honour the mining clans were soon to enjoy by 
  receiving her state visit. 
  The planet’s rulers were sent into a panic, believing 
  themselves about to be paid a visit by a senior delegation 
  of Adeptus Terra representatives expecting to receive the 
  tithe. Throughout the week it took for Sun Lee’s flotilla 
  to reach the inner system, the planet’s Prefect Majoris 
  launched a desperate round of tithe-raising amongst his 
  subjects. By the time the lady Rogue Trader arrived at 
  Dalthus, a cargo vessel’s worth of the dainty trinkets 
  for which the world is known had been readied for her. 
  The prefect received Sun Lee in what passed for luxury 
  on the mining world, showering her and her retinue 
  with gifts. Three weeks later, the Rogue Trader made 
  her excuses, having loaded up her vessel with the gifts 
  the prefect had offered, admonishing him sweetly to 
  remember to pay the tithe when the Emperor’s counting 
  boat arrived in a year’s time. By all accounts the prefect’s 
  face was a picture. He disappeared soon after, unable to 
  meet the coming tithe having opened his vaults to the 
  Rogue Trader Lady Sun Lee.
  
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  XII: Rogue Traders
  The TrappinGs of poWer
  Along with the warrant to act outside of the Imperium’s laws, 
  the Warrant of Trade often comes with a great many trappings 
  attached to it. While many Rogue Traders have significant 
  resources of their own to call upon, they are often given 
  command over an entire fleet and ground forces to aid them in 
  their mission beyond the fringes. 
  If he is not already in possession of a spaceship by dint of 
  current rank, a newly appointed Rogue Trader may be given a 
  flagship, often a cruiser. Every vessel in the Imperium’s registry 
  is a precious asset and capital ships are not squandered, for they 
  take decades, even centuries to construct and can tie up the 
  equivalent of many years worth of planetary industrial output. 
  Nonetheless, the appointment of a Rogue Trader is an event 
  of great import, and the authorities would not (or not often) 
  wish a new recipient of the Warrant to fall to pirate attack the 
  instant he or she sets out. The Imperium expects great things of 
  its Rogue Traders and will make every effort to ensure that they 
  are equipped for the dangerous mission they will face. 
  Alongside a flagship, a Rogue Trader may be accompanied 
  by frigates and other escorts, as well as a multitude of cargo 
  vessels, tenders, processing vessels, and many more auxiliaries. 
  If the Rogue Trader is not already versed in the skills needed 
  to command a fleet and has not appointed a servant who is, 
  then the authorities will find one qualified to handle the day-
  to-day running of the flotilla. Most Rogue Traders are the sort 
  of people who want to take total, personal command of their 
  fleets, and will soon learn the skills needed to do so. Those 
  who do not tend not to live very long in the perilous regions 
  beyond the fringes.
  Other significant assets gifted to a Rogue Trader may 
  include ground troops. Entire Imperial Guard regiments 
  may be seconded to them, along with all the auxiliary units 
  needed to maintain them and advisors to aide in their use 
  and deployment. Though such gifts are considered temporary 
  attachments, in reality it is likely to prove permanent. Rogue 
  Traders are expected to meet any threat that waits in the dark, 
  and the Imperial Guard is often at the sharp end of such conflicts 
  and so unlikely to be returned to serve elsewhere even if the 
  soldiers survive such service. Some Rogue Traders issue such 
  troops uniforms of their own design, and it is not uncommon 
  for attached Imperial Guard units to wear a tabard or sash over 
  their regular uniforms, bearing the colours and heraldry of 
  their new lord and master.
  In addition to military forces, a Rogue Trader may be 
  provided with a vast army of bureaucrats, administrators, clerks, 
  artisans, and advisors. These are intended to serve the needs 
  of administrating any worlds conquered in the course of the 
  fleet’s travels. Plenty of Rogue Trader fleets are furthermore 
  accompanied by entire populations of colonists, volunteers or 
  otherwise, who will settle newly discovered worlds so that the 
  Imperium’s borders are expanded from one generation to the 
  next. In some cases the Rogue Trader will install relatives or 
  trusted followers as a new ruling class, ensuring the new colony 
  owes fealty to him, as well as to the Imperium.
  The admiraL miLiTanT
  A Rogue Trader by the name of Admiral Dallactarius 
  IV became embroiled in the ongoing pacification of the 
  world of 47 Kapella in the Drusus Marches. In 482.M41 
  the aid of his fleet was requested when Dallactarius 
  was en route to the Koronus Expanse. The Admiral 
  was known as a particularly belligerent individual and 
  was noted for his impatient nature. The Admiral readily 
  agreed to lend his aid to Imperial forces, yet soon 
  became caught up in what would become a twelve-year-
  long war of attrition. By the end of the first decade the 
  Admiral’s not inconsiderable forces had been reduced 
  to only a few dozen warriors of his household guard, 
  yet he battled on regardless, determined to succeed 
  in the face of insurmountable odds. The last recorded 
  sighting of Admiral Dallactarius IV was at the Battle of 
  Hill 44427, reportedly leading an assault on an enemy 
  bunker. A decade later he was finally declared dead, 
  yet those of his household that survived claim to this 
  day that he lives still, punishing the enemies of the 
  Emperor. The Admiral never did reach the Expanse, 
  his diversion proving somewhat more permanent than 
  he, and his now penniless backers, had intended.
  
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  CondiTions
  Of course, the powers and trappings of a Warrant of Trade 
  do not come without a cost. A Rogue Trader fleet might be a 
  significant military force, and the Warrant will often come with 
  a number of conditions attached to it. In fact, it would be a sure 
  sign that an individual is being virtually exiled if no conditions 
  were attached, the authorities clearly hoping the recipient will 
  go and get himself killed somewhere beyond their concern.
  Conditions attached to a Warrant may take many forms, but 
  invariably involve some form of military service or intervention. 
  The most common types of such conditions are discussed 
  below.
  Trooping The CoLours
  A common condition under which a Warrant is granted is that 
  a particular world be ‘visited’ by the Rogue Trader and his 
  fleet. The world may have been isolated for some time, or, for 
  whatever reason, simply not visited by any authority of the 
  Imperium in a generation. Perhaps the tithes have been short 
  or slow to be rendered, and the Imperium’s bureaucracy has 
  finally decided to investigate matters. If such a world is distant 
  and other, more pressing concerns have diverted attention, then 
  it may not be practical to task an Administratum mission or 
  Imperial Navy squadron to press home the matter. Instead, a 
  newly appointed Rogue Trader might very well be required to 
  make a brief layover at the troublesome world.
  In all likelihood, contact with the planet in question will 
  have been sporadic or non-existent, or concerning and 
  fragmentary communications might be all that have 
  been logged. The Rogue Trader will be tasked with 
  undertaking the equivalent of a state visit, complete 
  with all the regal pomp and circumstance of a 
  visiting noble. Dress uniforms and badges 
  of office will be flaunted, retinues and honour guards deployed, 
  bands assembled, and flags waved. This is all for show, of 
  course, and is intended to remind the world’s leadership in a 
  very real fashion that the Imperium still exists, and has not 
  forgotten about them or the tithes they owe.
  The Rogue Trader will be expected to attend state banquets 
  and high-level talks, acting in essence as a diplomat, even an 
  ambassador of the Imperium. The Imperial Commander of most 
  backwater planets will be sufficiently cowed by such a display, 
  particularly with a small fleet of warships in geo-synchronous 
  orbit over his seat of power. The Rogue Trader will be wined 
  and dined and treated as royalty, and given every assurance that 
  any shortfall in the tithe is clearly a minor inconvenience and 
  entirely innocent, and asked to convey the governor’s personal 
  assurances that all will be made right as soon as possible. 
  Some Imperial Governors do not welcome the Rogue 
  Trader’s visit however, either showing overt resistance or 
  displaying obvious reluctance to comply. In such cases, the 
  Rogue Trader is required to launch a punitive strike to encourage 
  the recalcitrant world’s cooperation. 
  puniTive sTrike
  In cases where a flag-waving mission has proved unsuccessful, 
  or a world has openly rejected the rule of the Imperium, 
  the Rogue Trader will have no option but to use force. Few 
  newly appointed Rogue Traders want to squander their 
  resources on the first bush war they encounter, so a hard-
  hitting show of force is often used to demonstrate the futility 
  of further resistance. A lance strike from orbit often proves 
  the Rogue Trader means business, particularly if aimed at key 
  infrastructure targets, thus weakening the governor’s ability 
  to rule his planet. Alternatively, a strike against a location 
  particularly valued by the Imperial Commander might change 
  his stance: the destruction of a luxurious winter palace or rural 
  The faTe of CoLonY xk-119
  In the closing months of the 40th millennium, Rogue Trader Kinker Drub received the Warrant of Trade, and along with 
  it the obligation to reclaim Colony XK-119, a small facility on a satellite of an unnamed gas giant several weeks’ travel 
  into the Koronus Expanse. The world was of little real value to the Imperium, but it had been won from an alien race 
  that had been discovered there, and human blood had been spilt upon its soil. Therefore, when the previously assumed 
  extinct aliens returned in force and retook the world, Drub was tasked with crushing them once and for all.
  Attached to Drub’s own forces was a composite Adeptus Astartes task force, consisting of a dozen squads drawn 
  from as many different Space Marine Chapters. Drub had the authority to determine where the Space Marines would 
  fight—the Astartes themselves would determine how. Arriving at XK-119, the flotilla was immediately attacked by the 
  alien vessels—which, having never been encountered before, made for a formidable enemy. Drub’s vessels suffered some 
  damage, but during the fight the Astartes were able to close on what was assumed to be the xenos flagship and affect 
  a boarding action. The aliens were unable to repel the boarders, and the entire xenos command cadre was slaughtered, 
  causing the remaining alien vessels to disengage and withdraw.
  Drub then accompanied the Space Marines to the colony itself and discovered there a scene from nightmare. The 
  colony, it transpired, had been built within the crumbling ruins of an alien city, and the colonists had uncovered, and 
  attempted to operate, items of alien technology. Evidently, the former residents of the world had not been the last of their 
  race, and others of their kind had somehow been summoned by the colonists’ tampering.
  Drub determined to track down these xenos, reasoning that they were possessed of highly advanced technology that 
  would be of great value to certain groups within the Adeptus Mechanicus. The Space Marines agreed to track down and 
  destroy the aliens to maintain the honour of the Imperium, thereby punishing those who would dispute humanity’s right 
  to dominate the stars. Drub and his task force of Astartes were never seen by any human again.
  
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  hunting lodge, for example.
  In the unlikely event that this initial show of force does 
  not prove sufficient, then a more protracted campaign may 
  be required. No Rogue Trader wishes to become embroiled 
  in such a war, but sometimes it simply cannot be avoided. If 
  the Rogue Trader’s remit extends to actually dethroning the 
  governor in question, then many will proceed to such a course 
  as soon as possible. This usually ends the matter in short order, 
  a more compliant replacement being selected according to 
  whatever political system put him in power in the first place.
  seTTLemenT
  Settlement of new worlds in the name of the God Emperor of 
  Mankind may be a condition placed on a Warrant of Trade. 
  The Explorator Fleets of the Adeptus Mechanicus are ever 
  investigating the wonders of the galaxy, relentlessly recording 
  and cataloguing celestial phenomena and stellar bodies. A report 
  of a habitable world will be dispatched, along with whatever 
  data can be gathered on it by preliminary investigation by an 
  Explorator team. If the world proves of no great interest to 
  the Tech-Priests, perhaps because it harbours no resources or 
  life forms of immediate use to them, then its details will be 
  transmitted and filed away for future generations to follow up as 
  they will. The Imperium’s bureaucracy being as it is, the report 
  may progress through the data-mills of the Administratum for 
  many years, even centuries, before finally crossing the desk of 
  a clerk tasked with dispatching settlement missions to such 
  worlds to claim them in the name of Humanity.
  In the span of time between an exploration being logged 
  and a settlement mission being dispatched, any number of fates 
  might have befallen the planet. The ebb and flow of galactic 
  war might have reduced its surface to radioactive dust, or aliens 
  might have claimed it for their own ends. It is not unknown 
  for a Rogue Trader to arrive in orbit over such a world only to 
  find it utterly uninhabitable, or in fact incorrectly categorised 
  in the first place. He will then have a colony ship and some 
  thousands of settlers to dispose of, and it is not uncommon for 
  a particularly callous individual to insist the colonists carry out 
  their mission regardless, landing the prefabricated colony units 
  wherever they can, or else. Very few colonies established under 
  such circumstances last more than a year, while a very small 
  minority may somehow survive against all the odds, alone in 
  the darkness out beyond the fringes.
  reCLamaTion
  Every year, unrecorded numbers of the Imperium’s worlds 
  fall to rebellion, alien invasion, or natural disaster. A common 
  condition of the granting of a Warrant is that such worlds be 
  brought back into the fold by the application of overt military 
  power. Such missions are never what could be described 
  as diplomatic, unless a transmission demanding immediate 
  surrender can be counted as an ambassadorial communiqué. 
  Intelligence on such lost worlds might be incomplete or 
  compromised, based on accounts long out of date or deliberately 
  covered up. The Rogue Trader will be operating on the level 
  of a Lord Militant leading a crusade, and for such missions 
  additional military forces might be seconded to his command. 
  In some cases, the Space Marines of the Adeptus Astartes 
  might accompany the fleet, usually for a short time only, but 
  one man’s Junk is anoTher man’s forTune
  Rogue Trader Baxilik Kim was granted his Warrant on the condition that he would be accompanied by an Adeptus 
  Mechanicus Explorator fleet for the first three years of his mission. Kim was at first skeptical, until he got the measure of his 
  companions. He soon discovered that the attentions of the Explorators who accompanied him were entirely fixated on the 
  acquisition of pre-Imperium human artefacts, and that they would often ignore or reject items of alien origin. Kim collected 
  the Explorator’s leavings, and over the course of three years amassed a sizable haul of xenos artefacts. Returning to the 
  Imperium, he found a ready market amongst collectors of such proscribed items and earned himself a tidy fortune.
  Having divested himself of his initial haul, Baxilik Kim returned to the Koronus Expanse, this time with substantial 
  private backing, to track down the explorators and resume his harvest of their cast-offs. It is assumed that he out there is 
  still, beyond the fringe, collecting the next haul and counting the fortunes he will no doubt amass upon his return.
  
  332
  XII: Rogue Traders
  XII: Rogue Traders
  occasionally for extended periods. Though he may well act as 
  a figurehead, the Rogue Trader will not be in direct command 
  of such units, and an administrative body will be formed, often 
  titled a ‘crusader council.’ Strategy and political issues will be 
  debated until the best use of the fleet’s assets is agreed upon, 
  calling on all the diplomatic skills of the Rogue Trader. Each 
  of the seats on such a council is occupied by an individual of 
  considerable power, and no Imperial Navy Admiral, Imperial 
  Guard General, or Space Marine Master would agree to a 
  course of action that squandered his own resources.
  The degree of the Rogue Trader’s involvement over the 
  course of such a crusade will depend very much on his own 
  background. An individual of a militant disposition may closely 
  oversee the deployment of the fleet’s military forces, while a 
  particularly belligerent one may actually take a hand in the 
  fighting. Those of a more bureaucratic nature are more likely to 
  delegate such matters to their military advisors. There are those 
  Rogue Traders for whom the entire crusade will represent a 
  massive inconvenience, and these will deal with the situation 
  in their own unique manner, seeking to extricate themselves 
  and their ships from the mission of the crusade so that they can 
  continue on their way for their own ends.
  expLoraTion
  Exploration is the essential mission of all Rogue Traders, yet 
  occasionally they will be tasked with exploring a particular 
  region at the behest of the Imperium’s authorities. There are 
  a lot of reasons such a situation might come about, and many 
  Rogue Traders will be particularly resentful, as it may be 
  specified that they themselves will not receive the exploitation 
  rights they normally enjoy over the regions they explore.
  This onerous duty might be the result of the Imperium 
  being in possession of fragmentary knowledge of an 
  unexplored region, which, although incomplete, suggests 
  the presence of some natural resource or otherwise desirable 
  asset that might be of strategic value to an entire Segmentum. 
  A long-lost archival record might suggest that a region is 
  populated by isolated human worlds or a space-faring alien 
  culture. Perhaps something far more sinister lurks in the 
  black spaces on the map—alien tomb worlds pre-dating the 
  evolution of Man, esoteric stellar phenomena that challenge 
  the understanding of the most learned of Tech-Priests, or 
  planet-sized super-weapons placed as silent sentinels by long-
  extinct civilisations. All of these things might trigger a Rogue 
  Trader mission to investigate matters, often accompanied by 
  senior members of the Adeptus Mechanicus or members of 
  the Ordo Xenos of the Inquisition.
  ComplianCe WiTh The 
  Terms of The WarranT
  It may seem at first glance that some newly appointed Rogue 
  Traders might be tempted to simply sail away into the great 
  unknown without undertaking any of their obligations to the 
  Imperium. Indeed, many are so tempted, and some do try to 
  escape. These individuals soon find out that the Imperium is not 
  
  333
  XII: Rogue Traders
  XII: Rogue Traders
  so foolish as to allow the Rogue Trader to get away without 
  first putting in place at least one contingency plan.
  The most common method of ensuring a Rogue Trader 
  complies with the conditions of his Warrant is to ensure 
  there are very powerful representatives of the Imperium on 
  hand to remind him of their obligations. This might be an 
  Administratum prefect, but it might also be an agent of a more 
  obscure division, perhaps even of the Inquisition. On occasion, 
  the Rogue Trader might find his flotilla accompanied by one 
  or more Space Marine vessels, and sometimes these will be 
  serving as much as a reminder of the conditions of his Warrant 
  as to enforce the power of the Imperium on its enemies.
  Sometimes the Rogue Trader’s compliance might be 
  guaranteed by more subtle means, such as the promise of 
  further powers or the granting of additional assets at various 
  stages in a voyage. If a Rogue Trader has to make a number of 
  diversions and fulfil a number of tasks before even reaching the 
  fringes, then he may be reliant on the Imperium to replenish 
  his forces before he leaves Imperial space.
  There might also be more insidious contingencies put 
  in place. Members of a ship’s crew could be agents of the 
  Imperium, and it is not unknown for actual assassins to be 
  emplaced aboard a Rogue Trader’s flagship as insurance against 
  non-compliance or betrayal.
  lineaGe 
  There are two broad classifications of Rogue Trader—those 
  personally granted the Warrant of Trade, and those who have 
  inherited it from a forebear. The granting of a Warrant of Trade 
  has the potential to establish a hugely powerful noble line, 
  which, if successful, can grow over the generations to become 
  equal to the most ancient of Navigator clans and merchant 
  houses. Many of the scions of these houses will hold the title 
  Rogue Trader and wield the authority of the Warrant, yet in the 
  main these powers reside predominantly with the line’s titular 
  head. Such individuals must bear the weight of tradition and 
  expectation, and are in the main every bit as driven and able as 
  the ancestor first granted the Warrant. On their shoulders rests 
  the duty of maintaining the Warrant and the line’s continued 
  existence, driving them to continue the mission of the Rogue 
  Trader, exploring the benighted regions beyond the fringes 
  and returning with unimagined riches and glory.
  Some Rogue Trader houses become split with internal 
  strife, the various scions competing with one another for 
  power and the favour of the line’s head. In houses where the 
  head exercises complete control, the various members with a 
  chance of inheriting leadership might squabble and manoeuvre 
  against one another, some even resorting to intimidation or 
  assassination to ensure it is they, and not an older sibling, who 
  inherits the Warrant at the head’s passing. Though some Rogue 
  Trader houses may become riven with internecine civil war, most 
  will invariably maintain an outward appearance of respectable 
  propriety—lest their competitors sense weakness and move 
  against them. It takes a powerful head indeed to maintain order 
  amongst competing offspring while also furthering the interests 
  of his house and containing any collateral damage. Even in the 
  face of outright rebellion against the Imperium, many heads of 
  Rogue Trader houses will support their offspring.
  revoCaTion and forfeiTure 
  Some Rogue Traders become so powerful that their interests 
  come into conflict with those of the Imperium. Considering 
  the enormous freedom granted by the Warrant of Trade, it 
  takes a great deal for a Rogue Trader’s actions to be considered 
  beyond the scope of his powers. The authorities often overlook 
  even the most questionable actions of many Rogue Traders, 
  even if word does get back to Terra, so long as the Imperium’s 
  best interests are served. Yet there are circumstances that have 
  in the past led to the revocation of the Warrant of Trade and 
  the forfeiture of the powers associated with it. Revocation 
  means the effective death of a Rogue Trader line, its powers 
  and privileges lost for all time. Some houses have continued in 
  a much diminished state, slowly rebuilding what fortunes they 
  have clung to.
  empire BuiLding
  Throughout the ages, some notable Rogue Trader houses 
  have amassed such powers that they have become 
  small empires, controlling entire regions beyond the 
  fringes. This in itself is not contrary to the terms 
  of the granting of the Warrant of Trade, so 
  long as fealty is paid in the form of due 
  The reWard of gaLfiT’s 
  TreaCherY
  There are many ways in which a Rogue Trader might 
  earn the enmity of the Imperium’s authorities, but 
  few prove as drastic as the fate suffered by the Rogue 
  Trader Lord Galfit of the Line of Magnum. Prior to his 
  appointment as a Rogue Trader, Lord Galfit had served 
  on the fleet general’s staff for five decades, and had 
  made countless powerful enemies amongst the Calixis 
  Sector high command. These enemies had engineered 
  Galfit’s appointment, fully expecting him to overstep 
  his authority and afford them the revenge they had long 
  awaited. Three years after Galfit’s flotilla penetrated the 
  Koronus Expanse, he claimed a newly discovered world 
  for his personal domain, and quietly disposed of all of 
  the Imperial servants accompanying him who he felt 
  would not support his claim. Contact with Galfit’s fleet 
  was soon lost, and nothing was heard for a decade.
  It was only when an Adeptus Mechanicus survey 
  fleet passed through the system that Galfit’s fate was 
  discovered. The Rogue Trader’s vessel was found in 
  orbit above the world he had claimed, but it was crewed 
  only by shrivelled corpses. The survey teams discovered 
  Galfit’s body seated upright in the command throne 
  of his bridge. Subsequent post-mortems determined 
  that a lethal poison had been released into the vessel’s 
  environmental systems, and the entire crew had been 
  slain within minutes. Although it was recorded that 
  a single lifeboat had been jettisoned soon after the 
  incident, no clue whatsoever was discovered to suggest 
  the identity of the assassin.
  
  334
  334
  XII: Rogue Traders
  XII: Rogue Traders
  tithes to the Imperium. Such is human nature, however, 
  that hubris and greed has got the better of some, and they 
  have determined to take total power of the realms they have 
  conquered. Although it may be some time before reports of 
  the actions of such individuals reach Terra, and more time yet 
  before they are acted upon, such traitors will invariably suffer 
  the wrath of the Imperium, with a crusade fleet, sometimes 
  even one led by a newly appointed Rogue Trader, being 
  dispatched to crush them.
  aCTing againsT The imperium
  Being free to deal with alien cultures, many Rogue Traders 
  deal or ally themselves with the xenos in the course of 
  their missions. It is not unknown for some individuals to 
  become embroiled in local wars, and on occasions these have 
  been against the Imperium. Perhaps the Rogue Trader was 
  acting to protect his own trade interests, moving against a 
  competitor with lethal force. If the interests are aliens, and 
  the competitors human, then the Rogue Trader may well find
  himself on the wrong side in a war that soon escalates far and 
  above a trade dispute. 
  Furthermore, many Rogue Traders actually enjoy the 
  vicious cut and thrust of competitive trade, immersing 
  themselves in the politics of interstellar commerce. While 
  most are highly accomplished at such games, even a Rogue 
  Trader can become mired in a bad deal or find himself double-
  bluffed and outmanoeuvred by a competitor. Before he knows 
  it, the Rogue Trader is forced to act against the interests of the 
  Imperium—and finds himsel  the target of retribution.
  ConsorTing WiTh The xenos 
  TerriBiLus
  Although the proscriptions that bar most human contact with 
  aliens do not apply to Rogue Traders, there are those xenos 
  pronounced so dangerous, vile, or otherwise undesirable that 
  not even a Rogue Trader is permitted contact with them. 
  Entire star systems are declared ‘perdita,’ their outer limits 
  marked by sentinel-buoys that transmit warnings to vessels to 
  turn back, on the authority of the Segmentum Fortress or even 
  the Inquisition. Few know what horrors lurk on the worlds 
  beyond the sentinels or what detestable alien life forms call 
  them home. Many a Rogue Trader has allowed his curiosity to 
  get the better of him, and those few that have survived contact 
  with the proscribed xenos have later faced the wrath of the 
  Inquisition and forfeiture of their Warrant of Trade.
  oversTepping The Bounds
  It is worth remembering that a Rogue Trader flotillais a sizable 
  military force in its own right, certainly carrying sufficient
  fi epower to raze to ashes many of the Imperium’s worlds. 
  While a single vessel making a return to the Imperium 
  will rarely cause concern, an entire fleet often will. 
  Combine this with the fact that many of the 
  Imperium’s institutions have good reason 
  to be distrustful of Rogue Traders, and a 
  potential flashpoint emerges. To the Imperial Navy, a large 
  fleet appearing at the borders of a sector without warning will 
  be sufficient to scramble a large force to ascertain its intentions 
  and ensure it does not initiate hostile actions. The annals of 
  the Imperium contain many unfortunate incidents in which a 
  Rogue Trader fleet, returning victorious from a decades-long 
  expedition, has returned unheralded to the Imperium only to 
  become embroiled with an Imperial Navy battlegroup. Such 
  incidents might be cause to forfeit the Warrant, if the Rogue 
  Trader is still alive at the end.
  reWards
  The rewards a Rogue Trader’s Warrant of Trade can bring 
  are exceptional, and often quite beyond those attainable by 
  any other legitimate means. The greatest reward is fortune, 
  obtained by trade or conquest. Often the two are one and the 
  same. Quite aside from the financial gain, many Rogue Traders 
  seek the fame and glory success can bring. Few men in the 41st 
  millennium can ever hope that their name will be spoken of 
  beyond the limits of their birth world or the span of their own 
  lifetime. For many, the most valuable reward is the opportunity 
  to establish a lineage, with themselves as the primogenitors, of 
  a noble house that will endure throughout the ages.
  
  The GreaT Warp 
  STormS of The 
  halo marGinS
  •
  porT Wander
  •
  The KoronuS 
  paSSaGe
  •
  WinTerScale’S 
  realm
  •
  The unbeholden 
  reacheS
  •
  denizenS of The 
  expanSe
  
  336
  XIII: The Kronus Expanse
  XIII: The Kronus Expanse
  Chapter XIII: 
  The Koronus 
  Expanse
  “Lo, I see that which is beyond. I see the faces of pale moons and the 
  fire of lost stars. I see the void un-walked and the waiting dark. I see 
  the void that is my home and to which I return with hope and fear.”
  –reputed words of unknown Rogue Trader departing Port 
  Wander
  T
  he Koronus Expanse is the name given by Imperial 
  authorities to a dangerous unexplored region of the 
  Halo Stars beyond the Calixis Sector. The Expanse 
  is accessed through the Koronus Passage, a treacherous but 
  navigable route through the great warp storms that bar passage 
  to the Halo Stars beyond the way station of Port Wander. As 
  is true of the Calixis Sector itself, the Expanse was untouched 
  by the God-Emperor’s Crusade many millennia ago—and so 
  it is a realm of fearsome xenos, treasures beyond imagining, 
  heathen worlds of men, and the echoes of ancient doom. 
  The Koronus Expanse in the the 41st Millennium is a 
  scattered, partly explored region containing a few young 
  colonies and vast natural wealth still barely exploited. Rogue 
  Traders vie with one another for known resources, heedless 
  of lives lost in the pursuit of riches, while a tentative attempt 
  at Imperial colonisation follows in their wake. Drawn by the 
  flow of wealth, pirates and servants of the Dark Gods have 
  also slipped into the Expanse, eager to cast destruction upon 
  the works of the God-Emperor’s faithful, living by what they 
  wrest from dead hands, while the Expanse itself holds many 
  secrets and native inhabitants no less dangerous.
  For centuries, Rogue Traders have braved great evils and 
  the treacherous warp to venture into the Koronus Expanse, 
  but their efforts have barely begun to uncover its secrets. 
  Footholds have been built close to the few semi-stable warp 
  routes into the area. Here, resource-rich worlds are exploited, 
  xenos ruins excavated, trade envoys meet with heathen lords, 
  and colonies are attempted upon sheltered worlds. This 
  effort has been enough to shower wealth and fame upon 
  the fortunate—and make corpses of the rest. The gateway 
  to the Expanse is littered with broken vessels and tales of the 
  vanished.
  Beyond these human conflicts lie truly dark and dangerous 
  voids, rife with rumoured terrors, undiscovered stars, and 
  worlds of men who have never known the God-Emperor. 
  There are no defined warp-routes, no safe ways through the 
  swirling empyrean. These regions hold the fearsome Ork, the 
  treacherous Eldar, and strange ruins that lie beneath the light 
  of dying stars.
  The warp space of the Koronus Expanse is treacherous and 
  unknown in the main, and the partially explored regions of 
  the Expanse are islands of Imperial activity amidst a vastness 
  of danger and mystery. Navigating is a far cry from traversing 
  
  337
  XIII: The Kronus Expanse
  XIII: The Kronus Expanse
  the established warp routes of the Calixis Sector. Most of the 
  Koronus Expanse is known to the Imperium only though 
  legend, revelation, and hearsay. The Rogue Trader who 
  ventures into this unknown risks his very soul upon the talent 
  of his Navigator, and on the quality of what little information 
  he has gleaned from those gone before. 
  Beyond the partly explored regions of the Koronus 
  Expanse, past deeps beset by pirates and dread xenos, lie 
  many worlds and strange phenomena which exist as the stuff 
  of dark legend. Some of these uncharted stars were visited by 
  a single Rogue Trader whose tales are doubted or dismissed 
  by rivals as outright lies, while others are known only from 
  dubious and apocryphal sources such as Thulean data-
  vaults recovered from Dolorium’s voids in 741.M41, or the 
  infamous prophetic visions of the Seven Witches of Footfall. 
  Other fragments of contradictory lore relating to these dark 
  zones are culled from even more untrustworthy sources, such 
  as the muted astropathic whispers overheard on the warp’s 
  twisted eddies, the falsehoods of the deceitful Eldar, or the 
  ancient myths of heathen worlds given over to darkness for 
  millennia uncounted. Such areas are labelled only as “Here 
  be monsters” on ancient charts, where only the foolhardy or 
  insane would venture to seek their destiny. 
  The Great Warp 
  Storms of the 
  Halo Margins
  “Calixian history is littered with footnotes describing the lost and the 
  dead who braved the Great Warp Storms beyond the worlds of Saint 
  Drusus.”
  –from The Voids, scribed by Tarsimus of Archaos
  O
  n the rimward margins of the Calixis Sector boil 
  vast warp storms that have since ancient times barred 
  passage into the Halo Stars. This barrier of raging 
  tempests has claimed the lives of many who would dare to 
  find new passage to the unexplored expanses. They ebb and 
  flow with a ferocity and maliciousness that can lure even the 
  most seasoned navigator to destruction in a sudden rending 
  surge. Though these warp storms are referred to as a group, 
  they are in fact an amalgamation of individual warp storms 
  that clash, overlap, and occasionally consume one another. 
  Passage through this mass of tempests is almost impossible 
  outside a few stable routes that run through the storms like 
  narrow threads of calm. Some storms have persisted for long 
  enough that they have acquired names of infamy amongst 
  those who travel and navigate the Sea of Souls. Of these, the 
  most famous are the Void Dancer’s Roil and the Screaming 
  Vortex, which bracket the stable passages known as the Maw 
  like daemon sentinels at the gates to a waiting hell. 
  The Void Dancers’ Roil is a mass of subtly sliding drifts 
  and beguiling currents in the warp that can lead the most 
  seasoned navigator astray and carve apart the hulls of ships 
  that dare their tides. It is said that ghost-ships have been 
  sighted drifting amongst the Void Dancer’s Roil, their hulls 
  as pale as carved stone. 
  The Screaming Vortex is a boiling mass of warp turbulence 
  and vortices that clash and grind against one another with 
  unceasing fury and power, giving rise to a constant psychic 
  wail that can be perceived by those sensitive to the flow of the 
  warp. It is this dread wail that gives the warp storm its name. 
  The character of the Screaming Vortex is that of a raging 
  beast whose teeth clash and gnaw in a neverending search of 
  food, and it is said by the void born that it has claimed entire 
  fleets to s tiate its endless hunger. 
  Nesting within or beside the Screaming Vortex and the 
  Void Dancer’s Roil are other lesser warp storms whose nature 
  is permanent and distinct enough that they have acquired 
  their own infamy and doom-laden titles. Some navigators 
  who have strayed within or to the edge of the great storms 
  whisper of the Deathveil as a strange cascade of unnatural 
  beauty that will draw the mind of the unwary to within its 
  soft and silent embrace never to return. Old voyagers into 
  the Halo Margins of the Calixis Sector exchange strange 
  stories of the pocket of stillness within the fury that they 
  name the Whispering Storm, where the fin ers of the dead 
  caress the hull and forgotten voices whisper inside the minds 
  of the living in voices of crackling static. These strange storms 
  within the warp, and many others beside, all whirl and dance 
  together and so create a wall within the sea of souls that 
  cannot be crossed except by a rare few stable warp routes. The 
  greatest and most easily navigated of these is the Koronus 
  Passage, or “the Maw” as it is more often called, which 
  passes through the Great Warp Storms and into the 
  dark unknown of the Koronus Expanse.
  The calixiS SecTor
  The Calixis Sector is a sector of the Imperium within 
  Segmentum Obscurus. The Calixis Sector is a relatively 
  young sector in terms of the history of the Imperium, 
  having been founded from the worlds conquered 
  during the Angevin Crusade that ended in the early 
  centuries of the 39th millennium. The Calixis Sector 
  is ruled by Sector Governor Marius Hax from his seat 
  of power on the central hive world of Scintilla, and the 
  realms he governs in the Emperor’s name stretch from 
  the coreward worlds of the Markayn Marches, Josian 
  Reach, and Hazeroth Abyss to the Malfian Sub-sector 
  and Drusus Marches which border the unexplored 
  expanses of the Halo Stars and from which Rogue 
  Traders and Explorators venture into those haunted 
  and uncharted worlds. 
  The Calixis Sector is the setting for Dark Heresy 
  and detailed information on the sector may be found 
  in the Dark Heresy Rulebook and Dark Heresy 
  supplements.
  
  Go
  HeatHen 
  stars
  Unbeholden 
  reaches
  accursed 
  demesne
  RIFTS OF 
  HECATON
  cinerus 
  maleficum
  Delectus Nox
  Seven Dooms
  Vaporius
  Raakata
  Charnel St
  Processional of the 
  Damned
  Frozen Sisters
  Illisk
  Concanid
  Chasmed World
  Zayth
  Lathimon’s Death
  U
  n
  d
  r
  e
  d
  -
  U
  n
  d
  r
  e
  d
   
  T
  e
  e
  f
  Naduesh
  Agusia
  Orn
  Melbethe
  Lacristy
  Cobalt
  Ntharis
  Repton IV
  Solace Encarmine
  Tusk
  Krakskull
  Snagruz
  Stompgit
  Phainal Echoes
  Dolorium
  Hemelshot
  Yamakor
  Choir
  Callopius Magnus
  Sarator Prime
  Last Known location 
  of Hecaton’s Fleet
  Pulsar 484 Scran
  Cinderhall
  Falcon’s Fall Gamma
  Silverhammer
  Marwolv
  Ramien
  Rune
  
  winterscale’s 
  realm
  ragged worlds
  the cauldron
  foundling 
  worlds
  Agri-world
  Feudal World
  Feral World
  Pleasure World
  Penal World
  Mining World
  Cemetary World
  Frontier World
  Egarian Dominion
  Lucin’s Breath
  Footfall
  Septagonic Voids
  -Emperor’s 
  Scourge
  Kain’s Abyss
  Burnscour
  Valcetti’s Salvation
  Grace
  Rain
  Magoros
  Jerazol
  T
  h
  e
   
  S
  e
  r
  p
  e
  n
  t
  ’
  s
   
  C
  r
  a
  d
  l
  e
  Serpentis Major
  Serpentis Minor
  The Tempest of Scorn
  Iniquity
  Seldon’s Folly
  Foulstone
  False Hope
  Ritammeron
  Salvar II
  Bastion
  Corpse-fortune
  Redemption
  Aubray’s Anvil
  Maleziel
  Damaris
  Gallant
  Special
  Forbidden World
  Dead World
  Gas Giant
  Death World
  War World
  Unclassified
  rs
  Port Wander
  Witch-Cursed World
  The Battleground
  The Hermitage
  The Temple
  
  340
  XIII: The Kronus Expanse
  XIII: The Kronus Expanse
  Port Wander: 
  Gateway to the 
  Expanse
  “A stinking, painted harlot who would see your blood flowing for a 
  few coins, that she may be, but who cannot say that they love the light 
  that is known waiting for the traveller returned from the void.”
  –Rogue Trader Cortin Blaine, captain of the Astra Veritas
  P
  ort Wander is a void station on the uttermost edge of the 
  Drusus Marches of the Calixis Sector, rightly regarded 
  as the last bastion of the rule of the Emperor this side 
  of the Koronus Expanse. A place of desperate hopes and vain 
  dreams; Port Wander teems with a transitory population of 
  traders, spies, merchant factors, pilgrims, and missionaries 
  amongst which move Administratum functionaries and 
  minions of the Mechanicus, all feeding on the riches that 
  flow from the realms beyond the warp storms in the Koronus 
  Expanse. All who travel into the Koronus Expanse share one 
  common experience in that they pass Port Wander. Be they 
  the pious bringing the Emperor’s Light into the darkness 
  beyond the Imperium or black-hearted monsters searching 
  for the keys to forbidden dreams, many will stop in the last 
  place where the rule of the Golden Throne keeps the horror 
  and possibility of the unknown at bay.
  Port Wander was founded by the Imperial Navy in 917.
  M40 as a staging ground to investigate the loss of many vessels 
  on the fringes of the Drusus Marches. With the discovery of 
  the Koronus Passage in the late 40th millennium, the station 
  grew in importance owing to its close proximity to the 
  Passage. Its original role as a base for military operations was 
  slowly forgotten, and Port Wander became a way station for 
  those daring passage into the Koronus Expanse. Merchants 
  and mercenaries began to choke the once- deserted corridors 
  of the station, and strangers shook the dust of distant stars 
  from their boots while trading wondrous things from beyond 
  the Great Warp Storms. 
  THE STRUCTURE OF PORT 
  WANDER
  From a distance, the port resembles a small cityscape, with 
  spires and cathedral towers arching upwards and a huge 
  aquila marking its allegiance to the God-Emperor. Numerous 
  long piers protrude from the sides with spider-like docking 
  fixtu es, ready to bring in a ship and anchor it to the station. 
  Smaller shuttle bays dot the station where numerous small 
  craft carry cargo and people between ships and the station. 
  Deep crevasses run along the station, showing the slow 
  layers of expansions through the many decades and the 
  somewhat patchwork nature of many of them which includes 
  parts from small vessels such as the nearly intact hull of the 
  Solstice Imperialis, grafted onto one side of the station many 
  centuries ago. Further construction and external maintenance 
  is constant, with servitors crawling over areas of damage or 
  expansion like flies ver a bloated metal beast. 
  On the underside of the station are the main repair yards, 
  where damaged ships can contract out for refurbishment and 
  mending. The yards include entire sealed dry-dock bays, 
  where smaller ships can be totally enclosed for more intensive 
  work. Also along the station’s keel are a variety of elaborate 
  
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  XIII: The Kronus Expanse
  and mysterious arrays and probes used by the Adeptus 
  Mechanicus in their arcane research into the nature of the 
  warp passage leading through the Great Warp Storms to the 
  Koronus Expanse beyond. 
  Across the length and breadth of the station are lance 
  emplacements, weapons batteries, torpedo launchers, and void 
  shield generators, all placed for maximum efficiency and kept 
  in readiness. In addition to these static defences, squadrons of 
  heavily armed monitor craft are stationed near Port Wander, 
  and warships from Battlefleet Calixis pass the port on regular 
  patrol. Port Wander may be the gate to the Koronus Expanse 
  but it is a gate that is guarded.
  At any given time there are at least a half-dozen Rogue 
  Traders docked at the station, as well as other merchant 
  vessels, enormous transports, and numerous smaller craft 
  moving into and out of docking stations like swarming 
  insects. Other vessels move through the area, offloading raw 
  fuel gases mined from the two larger planets or minerals and 
  ice from the further reaches of the system. There are also 
  numerous asteroids sharing its space, most of which have 
  been turned into fuel depots, palatial manses and estates, 
  crude habitats, storage facilities, ship yards, and other more 
  useful installations. 
  The Koronus 
  Passage:  
  “The Maw”
  “It is a beast that swallows the apostate, the doubter, and all who 
  ship with them. Better to slay the unfaithful than risk the dread Maw 
  whilst such false wretches draw breath.”
  –Opening lines of the Voidfarer’s Warning 
   from the Drusian Play
  T
  he Koronus Passage is a stable but dangerous warp route 
  that passes through the Great Warp Storms separating 
  the Calixis Sector from the Koronus Expanse. The 
  Koronus Passage was discovered by a Magos-Explorator of 
  the Machine Cult in the distant past, lost for millennia, and 
  found once more by the Rogue Trader Purity Lathimon at the 
  very close of the 40th Millennium. The Passage links Port 
  Wander and the Drusus Marches to the great star Furibundus 
  and the void colony of Footfall—and beyond Footfall, the 
  Koronus Expanse beckons.
  Superstitious voidfarers call the route “the Maw.” To their 
  eyes the Maw is a beast made of warp storms, cunning and 
  malicious, whose crushing gullet must be braved by those 
  who seek to break through to the Koronus Expanse beyond. 
  Many have died in trying, and traversing the Maw remains 
  harrowing despite centuries of experience gathered by 
  Navigators and Rogue Traders. Some say this ill-omened title 
  came from the first to survive the crossing—andthat they 
  returned wild-eyed, at the edge of sanity, and few journeyed 
  to the voids again.
  The possibilities of a passage through the Great Warp Storms 
  were first recorded by Abenicus, insane Navigator of House 
  Benetek, and have gripped the hearts and minds of Rogue 
  Traders ever since that time. Vast riches and a way through 
  the Great Warp Storms were once a lure to the brave and 
  foolhardy, and many died for pursuing what they believed to 
  be the truth. In time, cautious steps into what would be called 
  the Mawlaid the groundwork for the Stations of Passage that 
  guided steps of those passing through the Maw. Later, during 
  the Mistaken Age of the early 41st Millennium, Navigators 
  learned to read the Maw and its moods—to see signs in the 
  warp for what they were and so avoid the sudden, sweeping 
  maelstroms that doomed earlier explorers. The Stations of 
  Passage fell into disuse, save as refuges from unexpected 
  upheaval in the empyrean, and as covert rendezvous points 
  for plotting Rogue Traders.
  In the present times the Maw is a rite of passage for Rogue 
  Traders of the Calixis Sector. A Lord-Captain may bear the 
  greatest Warrant of Trade ever seen in Port Wander, but 
  until he harrows the Maw and survives to see the 
  raging light of Furibundus at its farthest end, he 
  is no better than a common Free Trader in the 
  eyes of his peers.
  The rubycon ii SySTem
  Rubycon II is the star system centered on a a bloated 
  red star that is nearly a thousand times larger than 
  Blessed Sol and burns a deep crimson. It is a dead 
  system of two large gas giants whose pale surfaces flow 
  with great typhoons that spread and die like bruises on 
  flesh. These two planets are named the Ruby Brothers, 
  and between the two planets lies a wide and dense fi ld 
  of asteroids that may be the remains of a lesser sibling 
  planet whose death occurred long ago. This broken 
  string of asteroids is a common hiding place for those 
  wishing to avoid Imperial notice, and has become a 
  meeting place for agencies of ill repute who would still 
  chance the Koronus Passage to the Expanse. Beyond 
  the orbit of these two bloated twin planets is Port 
  Wander itself, set amongst a clutch of asteroids, many 
  of which have been converted into other installations, 
  ship yards, housing units, research stations, repair 
  docks, and storage facilities. Surrounded by vessels of 
  all shapes and sizes, it glows with the lights of hundreds 
  of beacons and tens of thousands of souls. Beyond 
  this island of life are the comets, untold hundreds of 
  thousands of chunks of ice and soot, each a glittering 
  mote in the heavens. Finally there is the true void, still 
  and serene except for the silent roar of mighty plasma 
  drives as ships pass in flight or in hope. 
  
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  THE STATIONS OF PASSAGE
  The Stations of Passage are locations within real space at 
  which ships can safely drop from the warp while navigating 
  the Maw. Rogue Traders religiously avoided certain Stations, 
  and some still retain an ill reputation. Many of the Stations are 
  clear voids, howling streams of energised gas, or the outskirts 
  of dead systems. Others are more intriguing, however.
  The Temple
  The Temple is a dead system at the very outskirts of the Great 
  Warp Storms, a short warp jump from Port Wander. It is a 
  strangely symmetrical, almost artificial system of perfectly 
  spherical rocks several hundred meters in diameter orbiting 
  a sun that is a cinder of dense matter. Nothing else exists—
  no dust, gas-streams, or worlds. The Temple is so named 
  either because of a long association in voidfarer myth with 
  the Temple card of the Sybillan Emperor’s Tarot. The card 
  signifies the commencement of a blessed endeavour but also 
  the passing out of the realm of the sanctuary of the known. 
  The WiTch-curSed World
  The Witch-Cursed World is a large rocky planet set alone 
  without a star to orbit in the deep void like a bauble discarded 
  by the whim of a god, its atmosphere frozen to glaciers upon 
  its surface. Whether it is an exile from its former system or was 
  formed within the lightless void is unknown. No crew will 
  stand for a long stay in these voids—it is an ill-omened place. 
  The baTTleGround
  Legend has it that the Battleground was an ancient wreckage 
  field even before the Rogue Traders Trame and Ettimus 
  Lathimon fought here to mutual destruction over the Ragged 
  Worlds. A vast span of debris swirls slowly under dim 
  starlight, most of it Imperial, spread across the empty void. 
  Every crew has a dozen tales as to what happened here long 
  before Rogue Traders traversed the Maw.
  The hermiTaGe
  In the midst of the Mistaken Age, a tiny Ministorum sect 
  paid vast sums for Trame Lathimon to carry them and their 
  void-station Hermitage out into the Halo Stars. Lathimon cast 
  the hermits forth from his holds at the Conclave, a station 
  then known for the frequency with which vessels met to trade 
  for rumours of what lay beyond. The outer reaches of the 
  Hermitage have crumbled and opened to the void, but a few 
  hermits still come to dwell here. Rogue Traders have long left 
  ciphered messages at the Hermitage for their allies, hidden 
  at prearranged points within the void-station. The richly 
  decorated central transept is sometimes used as a neutral 
  zone for clandestine trade, the parties standing before 
  a bluestone altar, platinum aquila, and perfectly 
  preserved banners depicting the victories of 
  Saint Drusus.
  Furibundus
  “A lamp of fervour shines upon the white gate 
  Not held by the greatest saint to mark the way 
  But hung alone to banish enfolding shadows 
  That beset the Emperor’s true servant upon the fated path”
  –Translated from the prophetic verses of Abenicus
  T
  he light of Furibundus marks the far side of the Great 
  Warp Storms and the beginning of the Koronus 
  Expanse. It is a huge and primal stellar mass, far 
  brighter and more energetic than any star should be. Its fi es 
  rage so fie cely that the cataclysmic energies unleashed within 
  cause vast bulges of burning plasma to distend Furibundus’s 
  form, writhing as though immense beasts fight within. The 
  outer envelope constantly tears and ripples, throwing off huge 
  flaming masses into the near voids. Furibundus is surrounded 
  by shells of remnant gas expanding outward, each a remnant 
  of the star’s outermost layers. 
  The Imperial presence around Furibundus clusters in 
  two locations: the stonework void-settlement of Footfall, 
  and the Adeptus Mechanicus temple of Altar-Templum-
  Calixis-Ext-17. Footfall’s ornate, tethered structures orbit at 
  a sufficient distance from the star to be safe from the lethal 
  ribbons of solar plasma, and for void-ships to operate with 
  little impediment. Further inwards, close to the primal roar of 
  Furibundus, there is a planet set in a frantic orbit and blasted 
  to molten rock over and again by its proximity to the bloated 
  star. The only way it can be seen is by the shadow it casts 
  on the movement of plasma-ribbons. This is Altar-Templum-
  Calixis-Ext-17, and it is here that the Mechanicus hide a 
  heavily shielded fortress-temple, within which Tech-Priests 
  study the secrets of this furious star. 
  FOOTFALL
  “You sir are a liar, and while you may command a flotilla of 
  warships, the fact is that right here and right now there is just you 
  and me and this hammer. So, let us hear no more of what you do not 
  know and proceed to what you do know.“
  –Doronal Casius, “Prince” of the Kasballica, in conversation 
  with Rogue Trader Hiram Sult
  The settlement that was once Dewain’s Footfall, and now 
  simply Footfall, is a tethered network of hundreds of stone 
  structures flo ting in Furibundus’s voids. It is a mass of 
  buttressed temples and plasma-pitted fanes whose towers jut 
  out at all angles into the void. Most are linked by enclosed 
  stonework tunnels and arch-bridges, in addition to huge steel 
  chains. At the very centre is tethered a huge macro-statue of 
  the God-Emperor, larger than many warships.
  Many of Footfall’s buildings would not look out of place 
  upon a planetary surface, while other spiral mazes and winding 
  tunnels of unsupported stone would fall apart under the tug 
  of gravity. Sections of Footfall have no gravity, and many have 
  
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  XIII: The Kronus Expanse
  fluctu ting levels of generated gravity. The few structures that 
  have their own stable grav generators are highly desired prizes 
  and are fought over by the most powerful factions, changing 
  hands over the corpses and regrets of their prior occupants 
  with alarming regularity.
  Over the centuries since its establishment, Footfall has 
  become a lair of villainy and intrigue, the descendants of 
  its original population of stoneworkers and Rogue Trader 
  vassals now far outnumbered by less-reputable newcomers. 
  Here, religious fanatics rub shoulders with assassins, spies, 
  fugitives from Imperial justice, narco-tribesmen, rowdy crew 
  on furlough, and a wide range of disreputable merchants. 
  Beneath this tumult of lawlessness can be found and an 
  even more shadowy world: hereteks, cultists, unrestrained 
  criminals, unsanctioned psykers, and worse. Here a thousand 
  forms of deadly intrigue can be found, and anything from a 
  starship to a human soul can be bartered in Footfall—for a 
  price. It is for precisely these reasons that many great powers 
  and factions from the Calixis Sector maintain secretive agents 
  in Footfall: the Administratum, Battlefleet Calixis, the Great 
  Houses of the Imperial Nobility, the disciples of the Dark 
  Gods, the Ministorum... and perhaps even the Holy Ordos of 
  the Inquisition as well.
  For the Rogue Traders and their agents, Footfall has many 
  uses beyond those of a simple port. These individuals come to 
  learn about competing interests, findan array of illegal services 
  unavailable on Imperial worlds, send forth trusted crew to 
  carouse, gather new recruits to replace those lost to the void, 
  and participate in deadly intrigues to gain an edge in the 
  exploration of the Koronus Expanse. It is also a place where a 
  vessel can shelter to refit and repair damage in relative safety, 
  provided a Rogue Trader can abide the thousand assorted 
  scum who might flo k about, or the dubious strangers who 
  will swarm their injured vessel and toil upon its hull for a few 
  thrones apiece—or the hereteks whose price is far higher but 
  whose “no questions asked” expertise makes them worth the 
  daemon’s bargain to hire.
  Winterscale’s 
  Realm
  “It is a place of graves and grinning skulls. Its wealth is its curse on 
  all who seek it, for who could not look upon such wealth and not 
  think to spill his brother’ s blood to possess it all?”
  –Vilius Hope, voidsman 
  W
  interscale’s Realm is one of the most explored and 
  exploited regions, and one that has delivered both 
  fabulous riches and early death for the unwary in 
  equal measure. Winterscale’s Realm is a region defined by the 
  stars explored and charted by Sebastian Winterscale in the 
  early centuries of the 41st millennium. It is composed of a few 
  coveted worlds sitting like islands amongst the darkness of the 
  unknown. Rogue Traders have traversed the Realm’s breadth 
  a hundred times, but even so, its farther reaches and troubled 
  warp regions remain unmapped. Though only a handful of 
  worlds within Winterscale’s Realm have been even partially 
  explored, these have proven to be fat with riches and treasures. 
  It has lured those whose goal is only wealth, and has become 
  a battleground between rivals for its bounty. Gems, precious 
  minerals, exotic death world beasts, xenos artefacts, and 
  many more rarities have poured into select coffers of 
  merchant cartels and noble backers in the Calixis 
  Sector and beyond, thanks in no small part to 
  the Winterscale Realm’s tireless explorers. 
  
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  THE THOUSAND CHARTS
  Winterscale’s’ Realm is named for the Rogue Trader Sebastian 
  Winterscale who first explored and charted many of its stars. 
  Those who venture into Winterscale’s Realm do so in the 
  main because of the legendary wealth it is said to harbour, but 
  also because it is one of the most haphazardly charted regions 
  of the Koronus Expanse. There are many Navigator clans who 
  hold many more charts of Winterscale’s Realm; most such 
  records agree in part, though some are wildly divergent. The 
  few points of agreement between these charts thus indicate 
  the worlds, stars, and warp routes that are generally agreed to 
  exist, at least insofar as the explorers of the Koronus Expanse 
  are concerned. The other charts are considered to be flights of 
  fantasy, and their navigational data to be nothing more than a 
  vile trap to lure and destroy the foolhardy. Many believe that 
  the reason for the profusion of misleading and contradictory 
  charts of Winterscale’s Realm is simply a by-product of several 
  centuries of Rogue Trader activity. But a few whisper in the 
  obscura dens of Port Wander that all such charts are true, and 
  if combined using the correct cipher, they would reveal the 
  true extent of Sebastian Winterscale’s exploits and the hidden 
  riches of his realm.
  blood and falSe Gold 
  The proximity of Winterscale’s Realm to the Koronus 
  Passage, the tales of its wealth, and the relative abundance of 
  navigational charts—albeit of dubious accuracy—mean that 
  explorers and merchant concerns and renegades are drawn to 
  it, willing to fight for fortunes that might be no more than 
  fancy. Winterscale’s Realm is soaked in the blood of rival 
  claimants to worlds and resources, and every glittering prize 
  carried back into Calixis Sector has to be bought in death and 
  slaughter from those others who would claim it. Weaker Rogue 
  Traders, fearful of greater risks, may come to Winterscale’s 
  realm hoping to grow slowly wealthy from its resources while 
  remaining close to the light of Imperial domains. Any who 
  does not come armed and prepared for battle, however, is a 
  fool who will not see the lights of Port Wander again. The 
  graves of the naïve, arrogant, and unlucky litter the stars of 
  Winterscale’s Realm and offer mute testament to this untamed 
  cauldron of death and greed. 
  burnScour
  “Death dripping down in the rain, blood and the scream of beasts: 
  that is all I recall of that place.”
  –Mesenicus Var, mercenary captain of the entourage of 
  Rogue Trader Hiram Sult
  Burnscour is a death world of roaring storms, jungles, and 
  strange beasts. It is no place for men, as the steaming 
  rain alone eats at metal and breeds strange fungus 
  on exposed flesh, and the sap dripping from 
  plants is lethal or viciously toxic. Yet the 
  beast trade has found a foothold upon 
  Burnscour, carried there at exorbitant rates by Rogue Trader 
  vessels and illegal, unsanctioned merchant craft. They come 
  to Burnscour to stock the ever-hungry fighting pits of the 
  distant Calixis Sector with saurian leapers, gargantipedes, 
  and other horrors of fang and maw. Hunter retinues clad in 
  bulky suits of vulcanised rubber stalk the jungles in search of 
  exotic xeno predators for the fighting pits, ever watchful for 
  creatures that will make the most lethal attractions on far-off 
  hive worlds of the Imperium. 
  Fecundity and Ferocity
  There are no permanent structures on the surface of 
  Burnscour—only the slowly dissolving metal carcasses of 
  landing craft brought down by the planets storms, the few 
  melted ruins of structures built by fools, and the swaying 
  jungles ever growing beneath the caustic rain. From the 
  uppermost leaves of its canopy to the ground, the jungles 
  of Burnscour are a choking mass of countless plants: trees 
  with dark waxen leaves and trunks covered in barbs that weep 
  thick sap the colour of bile, blooms of fungus as pale as milk, 
  thick creepers from the branches of trees, delicate flo ers the 
  colour of livid bruises on pale flesh, which open at the touch 
  to expose waving fronds that fill the air with a heady scent 
  that dulls the mind—all these and thousands more species 
  swarm and choke the surface of Burnscour. 
  Beasts stalk through the nightmare jungles of Burnscour. 
  Things of every sizes, all perfectly adapted to the hellish 
  environment, live here in vast numbers, from beetle-like 
  creatures who gnaw through flesh or bark to feed on blood or 
  sap, to the strange six-legged stalkers the size of three grown 
  men but scuttle silent and invisible though the branches of the 
  middle canopy. Almost all are capable of killing any human 
  that steps onto the surface of Burnscour. The lethal nature of 
  Burnscour’s native creatures is both the planet’s curse on any 
  who might wish to establish surface habitation on there, but 
  are also the prize that draws many to it.
  The Lure of Beasts
  When men come to Burnscour, they come for the beasts. So 
  little does the jungle and rain tolerate the presence of man 
  that beast-hunting parties are usually dropped onto the surface 
  of the planet and remain for as little time as possible before 
  hailing their waiting drop craft with a homing beacon. These 
  hunters and their ferocious harvest are often hauled off the 
  surface into hovering dropships that never touch the surface. 
  Others defoliate the jungle with anti-plant bombs and heavy 
  flamers to create brief landing clearings—which are swallowed 
  again by the jungle within days. Dangerous it might be, but 
  the price commanded by hunters for living beasts of Burnscour 
  is enough to blot out the tales of hunting parties vanishing, 
  never to be seen again, or the whispers of the things that stalk 
  unseen beneath the dark leaves and hissing rain. It is said that 
  even the feared Beast House of the Calixis Sector has invested 
  a small fortune to secure constant supply from Burnscour. 
  Such are the prices that its predators can command from the 
  wealthiest and most discerning patrons.
  
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  The eGarian dominion
  “If proof were ever needed that some darkness best left undisturbed 
  lurks amongst those haunted stars, then I could offer no better than 
  those dead and dry worlds. To the wise they would suggest that 
  curiosity is indeed the greatest of sins.”
  –Inquisitor Marr, speaking of the discoveries of Rogue 
  Trader Sebastian Winterscale 
  The Egarian Dominion was once a populous xenos domain 
  that spanned a handful of close stars. Many millennia past, 
  the alien civilisation that dwelt in this domain fell victim to 
  a nameless doom that left only empty, desolate worlds and 
  crumbling structures in its wake. The principal worlds of the 
  Dominion are dry, cool desert planets, covered by tightly-
  packed structures that form a vast maze in three dimensions, 
  walls and corners hundreds of meters high and extending 
  in belts for thousands of kilometres across the desert plains. 
  These claustrophobic xenos complexes are buried by wind-
  blown sand and dry soil, their borders ragged cliffs that mark 
  the edge of lowland deserts. Egarian building materials glisten 
  with rainbow light as though oily, even as they crack and 
  crumble with age. They somehow channel the light of Egarian 
  stars, and even the deepest regions of the xenos hives are lit 
  with a disturbing, shifting glow. The passageways are cramped 
  for humans, and the hive mazes are empty, as though the xenos 
  and almost all their works simply vanished overnight. The 
  only sound is the moaning of the wind as it blows through 
  enclosed maze-spaces and across desert outcrops.
  The murdered World of Jerazol
  “There is no crime too terrible, nor act so monstrous that man will 
  not commit given a sufficiency of conviction and self interest.”
  –ancient Terran proverb
  Jerazol is a desolate world of ash and charred bone. It is a 
  world, tales say, murdered for greed and spite. Discovered by a 
  pious Rogue Trader whose name does not survive, Jerazol was 
  verdant, fertile, and supported a population of humans whose 
  culture had developed to a primitive tribalism. The unnamed 
  Rogue Trader was determined to bring the population back 
  into the light and dominion of the God-Emperor. He began 
  the process of tutoring and civilising the population, while 
  purging it of any trace of deviancy or corruption. Not long after 
  Jerazol was discovered, it was also found by other explorers, 
  who believed that the primitive humans where hiding wonders 
  of lost technology in warrens beneath the earth, built by their 
  forgotten ancestors who first came to the world from across 
  the stars. These machines, they said, were worth any price 
  in blood and death, and when the nameless Rogue Trader 
  stood against them, they destroyed his vessels, letting their 
  wrecks fall to the surface of Jerazol like the burning tears of 
  a god. Then, it is said the murderers bombarded the world, 
  burning its surface to ash and choking its atmosphere with 
  smoke. The tales do not agree as to whether the despoilers 
  found the technological treasures they sought. Some say they 
  unearthed such wonders that they rose to the highest tiers of 
  power within the Imperium, others say that they only found 
  ash, bone, and mud and that they cursed the dreams that had 
  brought them through void and madness to murder a world 
  for nought. No matter the truth of the tales, the burned and 
  dead world of Jerazol exists as testimony to the price that can 
  be paid in search of the riches of Winterscale’s Realm.
  The Foundling 
  Worlds
  “It is a place cloaked in storms, where the ghost lights of false stars 
  lure you to a depthless nothing. It is a place that wants us not, and 
  will see us dead for our daring its bounds.”
  –Navigator Helias Yeshar speaking of journeying into the 
  Foundling Words
  T
  he Foundling Worlds lie beyond the Cauldron, a lesser 
  warp storm whose baleful churning might be seen as a 
  warning against further exploration. By strange accident 
  of fate, the Foundling Worlds cluster, although relatively close 
  to the Koronus Passage, was not visited by Imperial ships until 
  several centuries after the opening of the Koronus Expanse 
  to exploration. Amongst voidfarers the Foundling worlds are 
  described as a cursed place of sudden warp storms, temporal 
  distortions, and strange stellar phenomena, and it is said that 
  nothing will come to any good that is undertaken within 
  its bounds. That is not to say that none have tried to probe 
  the mysteries of the Foundling Worlds or tame it through 
  colonisation and exploitation—but even after a route into this 
  storm-wracked region was established, most of its stars and 
  planets remain unexplored. Those few endeavours that have 
  been made to establish settlements or to harvest the wealth of 
  the Foundling Worlds have met with disaster or misfortune.
  LOST TO THE STORM
  It is extremely difficult to navigate a course into the Foundling 
  Worlds, even if one is following a charted route. The warp 
  trashes and twists as if trying to throw a ship onto another 
  course, and furious tempests suddenly appear and claw at 
  a ship’s Gellar Field. At other times the cluster gives rise to 
  strange pockets of stillness that hold ships becalmed. Even 
  established routes are unreliable, sometimes appearing to 
  vanish altogether or suddenly lead to different locations. Many 
  ships have been lost trying to make passage into the Foundling 
  Worlds, and with every craft lost, the evil reputation of the 
  Foundling Worlds grows. The strange localised nature of 
  the storms, and anomalies that enfold the Foundling 
  Worlds, have led some amongst the Navigator houses 
  to privately speculate that the region is hidden and 
  protected by something that does not wish its 
  worlds violated by human presence.
  
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  CURSED ENDEAVOURS
  The Foundling Worlds are littered with the dead carcasses of 
  hopeful attempts to wring profit out of its stars: derelict space 
  stations not crewed for centuries, shattered outposts inhabited 
  by the burnt and dried corpses of the dead, feral colonies of 
  humans who have turned from the light of the Emperor. All 
  are a testament to the belief among many who explore the 
  Koronus Expanse that all endeavours in the Foundling Worlds 
  are cursed. With each passing decade, a bold new generation 
  scoffs at the tales of older and more wary explorers and set 
  their plans amongst the Foundling Worlds. Some prosper 
  for a time, but fate is inexorable, and the malignancy of the 
  Foundling Worlds is patient; in time, all are undone and their 
  fortunes with them. 
  Grace
  “Hunger unwound what little hope was left and moved us to what 
  humanity would not once have contemplated.” 
  –Comdeus Canto, survivor of the expedition from the 
  Inferno’s Child 
  Storm-ridden Grace is circled and shrouded by swirling clouds 
  and hurricanes. Continual gales carry the spores of its simple 
  fungal life far and wide amidst lightning and frozen hail. 
  Beneath the storms, the peaks and valleys of Grace’s jagged 
  surface form a stark, beautiful landscape that was once dotted 
  with the proud structures of a colony founded under the 
  authority of Rogue Trader Aspyce Chorda. From behind void 
  shields and armoured crystal viewports the colonists, drawn 
  from the wealthiest exiles of Imperial nobility and the most 
  successful of criminals (a distinction between the two being 
  not always easy to draw) gazed out on the beauty of the world 
  that was their sanctuary from blood wars, vengeful rivals, and 
  the iron fist of Imperial justice. The world of Grace is still just 
  as beautiful, but the colony palaces lie in ruin and its pale-eyed 
  people scuttle in the shadows, harbouring a terrible secret. 
  A Colony of Arrogance
  Grace was a colony world founded not for the expansion 
  of the domain of the God Emperor, but to serve the greed 
  and arrogance of Rogue Trader Aspyce Chorda. The colonial 
  palaces built on Grace were palatial fortresses for Imperial exiles 
  of wealth and means—those worthies secretively brought to 
  the edge of the Imperium by the Cold Guild, stored in frozen 
  vaults for their journey and returned to life in the depths of 
  Port Wander. Rogue Trader Aspyce Chorda swelled her coffers 
  accepting fugitives into the world she had claimed and giving 
  them leave to build their armoured palaces on Grace. At further 
  ruinous cost, she provided the exiles with illegal slaves from 
  Footfall, provided them with the finest foods using the 
  lesser ships of her fleet, and allowed their spies and 
  agents to pass to and from Imperial space in the 
  holds of her ships. It was, for a time, a paradise 
  of the wicked, but it did not last. 
  The Eaters of the Dead
  It is said by the pious that in time no sin goes unknown or 
  unpunished in the God-Emperor’s sight, and the punishment 
  for Grace was terrible indeed. Vessels of Aspyce Chorda 
  carrying supplies to Grace were destroyed by a warp storm 
  that rose up, swallowing them whole and sealing passage to 
  Grace. The world itself was a pleasurable and beautiful refuge 
  and had no capacity to produce its own food. For a time 
  the exiles and criminals contented themselves with the false 
  hope that supplies would come, and then when they did not, 
  they turned on one another, sending their vassals to loot and 
  burn other palaces and strip them of supplies and food. In 
  time only a few of the many colony palaces were left, and 
  these had become ugly fortresses against the predatory raids 
  of the few others that persisted. When even raiding could not 
  feed those who remained, they turned to eating their dead—
  firstthose who had been slain, and then those who still lived. 
  So it is that the few debased colony palaces harbour those 
  who eat human flesh, and they are always hungry. Some have 
  beacons that broadcast distress calls out into the void, seeking 
  sustenance from unwary travellers.
  rain
  “There is no hope now; I have heard the voice calling. It is calling 
  to me from the storm in the sky, and spoke of trespass and blood, and 
  hearing it I know it is the truth.”
  –extracted from the final ast opathic message broadcast from 
  prospecting colonies on Rain
  Rain was a colony world of wet grasslands and high plateaus 
  in the Foundling Worlds, its flo a and fauna inedible but 
  otherwise harmless. Small prospecting and bio-augury 
  colonies were established by a number of Rogue Traders 
  in the late 8th century of the 41st millennium. They found 
  little of interest in the ecology of the planet and even less 
  of value beneath its covering of loamy earth. The last scraps 
  of astropathic reports from the prospecting colony talked of 
  structures they had found in the dense forested areas of the 
  planet but gave no other information except a note that the 
  rain made a strange noise when it fell near them. Nothing 
  more was ever heard from the colonies apart from a single 
  garbled astropathic broadcast that raved about pale figu es in 
  the rain and sleek shapes in the clouds. 
  iniquiTy
  “By this blood I swear my soul and heart to the blackness and to the 
  Iron Scourge.” 
  –from the oath of the Iron Scourge fraternity 
  Iniquity is a world of huge mountains rising from an acid sea, 
  orbited by a fractured moon. In warrens burrowed into the 
  dark rock of the mountain lurk thousands of renegades and 
  scum of the worst kind. It is a world that exits to feed its feral 
  
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  packs of Chaos raiders with metal and supplies, who return 
  with captured prisoners to toil in the foundries and poisoned 
  mines. There is no lore on Iniquity save the lore of might and 
  murder, and its brutal society is split into fraternities bonded by 
  blood and pledges made in unholy tongues. These fraternities 
  control the mining and smelters in the deep reaches beneath 
  the mountains and watch over the toiling armies of captives 
  whose lives are best if they are short.
  Long ago mines were established on Iniquity, burrowing 
  into the mineral-rich rock despite thousands of lives lost to 
  rock falls and poisoned gas pockets. That time was ended when 
  the indentured workforce rose up and slaughtered the mine 
  overseers and daubed the dark walls of the mine workings 
  with their blood. Some attempt may have been made by the 
  backers of the mining operation to regain control of Iniquity, 
  but if there was, it remains unrecorded, and its failure is 
  obvious from the evil tales that seep like a blood stain though 
  rumour and whispers even to Port Wander. To this day none 
  has ever succeeded in cleansing Iniquity—though many have 
  tried and failed to return.
  charnel STarS
  “Only we few shall see what lurks beyond those terrible passes and 
  beyond those dark and glittering gulfs. Be it death or ancient majesty, 
  we shall tread the void and see what lies that little further.”
  –Aleana Howsian, Rogue Trader, address to the crew of the 
  Samarkand 
  The corpse-embers of the Charnel Stars beckon explorers of 
  the Foundling Worlds, promising dead worlds and unknown 
  treasures. No Rogue Trader is known to have found a route 
  through the twisting, malicious warp of that region, not 
  yet. The secrets and riches that wait in the baleful light of 
  those evil stars have beckoned to explorers for centuries, but 
  all have failed to penetrate into the Charnel Stars. Many of 
  the boldest have perished in their attempt to approach the 
  seemingly unassailable void.
  The Accursed 
  Demesne
  “Pride has conducted us unto death, and torment awaits all who 
  follow in our steps.”
  –attributed to Faith Laithmon
  I
  n ages past, man believed that all evil and corruption in the 
  Koronus Expanse emanated from the Accursed Demesne: 
  ills in the warp, energies that blasted life from worlds, 
  clusters of stars that seemingly died together in unnatural 
  cataclysms, misfortunes, ghost-vessels, and the ravening Ork. 
  Wise Rogue Traders shun these voids even now, and little 
  is known of the worlds deep within the Accursed Demesne. 
  Common voidfarers live in terror of the Demesne and the ill 
  fortune that flows from it. They whisper tales of xenos tombs 
  upon Lathimon’s Death, cursed Dolorium, and the domain of 
  the fearsome Ork beyond.
  STARS AND COURSES 
  UNCHARTED
  The Accursed Demesne is a vast and uncharted region into 
  which few have voyaged and returned. Few routes into the 
  Demesne exist, and those which are likely to be accurate are 
  jealously guarded by the Navigator clans who first found 
  them. Other fragments of warp navigational information are 
  highly inaccurate and likely to prove lethal to both Navigator 
  and ship, should they be followed blindly. Those who decide 
  to voyage into the Accursed Demesne do so in the knowledge 
  that they are stepping into the true unknown where their fate 
  is subject to the wildest chance and where they may find ruin 
  as easily as fortune. To a bold and ambitious soul, however, 
  the Accursed Demesne is a place of possibility poisoned by a 
  dark reputation. 
  laThimon’S deaTh
  “Above the tomb were scrawled in blood, that had dried and flaked in 
  the wind, words I will take to my own grave, and I fear even there I 
  will find no release from their dread import.”
  –from the personal journals of Balastus Irem 
  Lathimon’s Death orbits one of the Cineris Malificum; a string 
  of star embers surrounded by shells of thinned star-matter cast 
  out from their ancient demise. This chill world, upon which 
  Faith Lathimon and a hundred others died in ways that were 
  never recorded, bears great cyclopean structures, columns, and 
  avenues spread across its darkened surface, so worn and covered 
  by the dusts of time that they appear to be hills and valleys. 
  Only a few are said to have visited this dread world, their 
  names including Balastus Irem, slain by the Inquisition, and 
  Rafe Longinus and Eduard Majessus, who vanished without a 
  trace into the dark regions of the Koronus Expanse. 
  proceSSional of The damned
  “Have you never wondered where the lost go? Not the dead, but those 
  lost to hope, and lost to all that holds us to these tattered fragments of 
  life? No, I see that you do not think on this. Neither do I, for I have 
  seen that place, and know that to it I must go in time, as will we all.”
  –from the last confession of Navigator Conrad Nostromo 
  before his execution by the Ordos Calixis 
  There are dark places amidst the Halo Stars, cursed 
  or beyond understanding, where the very 
  voids reject the hand of man. The unnamed 
  
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  XIII: The Kronus Expanse
  XIII: The Kronus Expanse
  system that hosts the Processional of the Damned is one such 
  place; it is a blighted void, a few barren worlds circling a 
  bright and turbulent star. Closer in to the solar energies is the 
  Processional: a thin orbiting chain of wreckage, warp-crushed 
  space hulks, and dead vessels of a hundred different xenos 
  origins. If the myriad docks of the Segmentum Obscurus each 
  launched a new vessel at the very same time, that vast fleet
  might approach the scope of the Processional. The currents 
  of the warp have cast these uncounted thousands of sorry 
  wrecks and ship-ruins here, perhaps for longer than mankind 
  has travelled the stars—perhaps for longer than mankind 
  has existed. Ghosts and other warp-echoes orbit with the 
  Processional, bound to the wreckage and the dust of their 
  remains. 
  There are many tales of the Processional. The past crew 
  of Rogue Trader Wrath Umboldt spins one such yarn about 
  how his vessel, the Righteous Crusader, came silently to 
  the outer reaches of the Processional system whilst upon an 
  expedition far beyond cursed Dolorium. The very void of the 
  system was haunted: presences stalked the crew on darkened 
  decks, foreboding patterns swirled in the auspex grids, and 
  the Crusader’s machine spirits become disturbed. Moaning 
  astropaths of the Crusader’s choir were sedated whilst devices 
  failed and unexplained energies crackled about the warp 
  engine. Umboldt pressed onwards into the Processional, and 
  at his order men packed themselves into salvage craft and 
  launched into the Processional. Some returned with great 
  treasures and strange xenos artefacts, some with crew driven 
  mad and babbling, but most did not return at all, swallowed 
  by the Processional of the Damned, or lured into frozen 
  emptiness by auspex-ghosts and failing tech-devices. 
  undred-undred Teef
  “There are beasts among the stars, beasts that would crush our lives, 
  make ash of our worlds and break all that we hold sacred. The beasts 
  wait in the dark and shunned reaches like the things glimpsed in the 
  forests of old, things that looked out with red, shining eyes and hearts 
  filled with the joy of ruin.”
  –from Remarks on the Nature on the Unknown by Estivan 
  Mauritin, advisor to Rogue Trader Hiram Sult
  The Undred-Undred Teef is a tract of systems at the heart 
  of the Accursed Demesne that is a nest and breeding ground 
  for Orks. Only a few of the boldest—or most foolhardy—of 
  explorers have ventured into this place, but those who have 
  speak of worlds held in an embrace of filth and wreckage, 
  ringed with clouds of debris and wreckage from which Ork 
  ships arise like flie , their brutal prows bristling with weapons 
  and decked in grinning-skull war paint. Beneath their mantles 
  of scrap and crude defences are worlds poisoned by the spoils 
  of Ork industry and on which the Orks constantly slaughter 
  one another over looted debris, competing to construct 
  weapons, slab-sided forts, and massive machine-effigie . From 
  these worlds the Orks have, in the past, sallied in search of 
  booty and raw materials for their growing armies.
  The warring Orks of the Undred-Undred Teef are split 
  into gangs, warbands, and clans that are lead by ever more 
  powerful individual Ork Bosses. Orks constantly strive to 
  overcome and dominate their fellows, with the most successful 
  and powerful Bosses growing in size to mirror their status. 
  Undred Undred Teef is unusual amongst Ork-held 
  systems—it is home to many more numbers of rich, arrogant 
  Orks known as Flash Gitz than normal. Some suggest this 
  may be the Ork’s evolutionary response to the opportunities 
  of the Koronus Expanse, though no one knows for sure. Flash 
  
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  XIII: The Kronus Expanse
  Gitz are infamous for their love of treasure and are always 
  interested in opportunities to raid and pillage. Flash Gitz 
  are not above treachery, murder, or other shifty strategies to 
  accumulate wealth and more powerful wargear. Some Flash 
  Gitz will even hire out to other xenos races. Many of these 
  Orks take up the life of a Freebooter to get their hands on 
  even more ill-gotten gains. Thus, Undred Undred Teef is home 
  to hordes of Freebooterz, and these piratical Orks dominate 
  the greenskin hordes of this region.
  Hulking Kaptins emerge from time to time, cunning beasts 
  who lead their followers forth from Undred-Undred Teef 
  across the Koronus Expanse in search of new loot for the 
  clans. Mercifully these few powerful individuals have only 
  been able to command a fraction of the Orks of Undred-
  Undred Teef, but at the heart of this domain something is 
  growing in power. 
  At the centre of Undred-Undred Teef is a world where 
  Orks have bred in greatest numbers and where the battle 
  between them is fie cer than on any other. Powerful bosses 
  and Freebooter Kaptins gather here to test their mettle in the 
  greatest fight in the Expanse. With every passing cycle of 
  conflict, the number of bosses grows fewer, and those who 
  remain are more powerful and grow to ever greater size. In 
  the brutal tongue of the Ork this place is called Tusk and it is 
  the true heart of Undred-Undred Teef.
  Above Tusk’s surface a huge space hulk orbits, and millions 
  of Orks and their smaller breed work under the direction 
  of so-called Meks, fitting engines and weapons looted from 
  the ships of other races or built in workshops scattered 
  across Undred-Undred Teef. No individual Ork knows what 
  compels them to gather here, but in every cell of their flesh
  they know Waaagh! is gathering, and all that it waits for is 
  an undisputed boss to emerge from the crucible of inter-Ork 
  warfare. The Orks are poised on the edge of a great Waaagh! 
  of destruction that, if not stopped, will shake the expanse and 
  the reaches beyond. 
  The Heathen 
  Stars
  “This is an age for the godless. Better to die a without faith beneath a 
  darkening sun than bend one’s knee to those who would have us call 
  them gods and devour our blinded souls.” 
  –words of the apostate Lucius Greer 
  T
  he Heathen Stars are a diffuse region of old stars that 
  burn with a darkening light and whose worlds have 
  been inhabited since times long past. Human societies 
  and communities long separated from the greater body of 
  humanity dwell in the Heathen Stars. These communities 
  know nothing of the divine light of the God-Emperor, and 
  some strange cultures harbour strange technologies from 
  Mankind’s lost past. It is possible that these scattered human 
  domains are the remains of one or more greater empires that 
  have long since vanished, leaving these fragmentary enclaves 
  like detritus left behind the retreating tide. 
  Tenuous routes have begun to be established from 
  Winterscale’s Realm to Naduesh and Zayth of the Heathen 
  Stars, but the remainder of these fallen worlds are a matter 
  of mystery and rumour. Rogue Traders have barely touched 
  upon the treasures of the Heathen Stars, and have yet to bring 
  the word of the God-Emperor to the human communities. A 
  billion heathen souls await the coming of missionary zealots 
  and great auto-temples dropped from orbit. Some speak of 
  great treasures upon dead worlds, whilst others lust after the 
  myths from a lost age kept secret by those who dwell in the 
  baleful light of the Heathen Stars.
  aGuSia
  “Death is a land into which we will all pass in time.” 
  –ancient Terran proverb
  Agusia is a tomb-world that circles a dim red star. A lost human 
  civilization transported their dead to Agusia for millennia, 
  and in doing so turned it into a necropolis world. The vast 
  ruin-deserts and spire-mountains of Agusia remain desolate, 
  eroded, or half-buried by wind-driven dust, empty of all but 
  the remains of a long-distant past. Every part of Agusia’s 
  surface is buried beneath strata of crumbling edifices and seas 
  of dust eroded from the ancient stonework. Every chamber is 
  a sepulchre of great antiquity, every space a mausoleum. The 
  decaying upper tomb-spires and kilometres of compacted 
  ruins beneath contain the material echoes of a trillion souls. 
  Agusia remains almost untouched by explorers with the 
  sole exception being a small expedition of Disciples of Thule 
  sect of the Adeptus Mechanicus, who has penetrated in to the 
  catacombs beneath the icy deserts of the northern polar zone. 
  So far the Thuleans have investigated only a small fraction of 
  the world, and vast amounts remain hidden and undisturbed. 
  Yet what the Tech-Priests have discovered is both wondrous 
  and puzzling: ornate sloping tomb-fanes, huge dormant 
  prayer-mechanisms of a dozen varieties, mausoleums 
  efficient y filled by stacked biers, impassable walls of black-
  green metal set with intricate silvered magnetic runes, ornate 
  hololithic displays of abstract art somehow still active after 
  millennia. What wonders or terrors lurk in the unexplored 
  portions of the world remain to be revealed. 
  nadueSh
  “We do not know what our ancient ancestors’ purposes truly were. 
  We have only the tools they made to realise those purposes.” 
  –aphorism dictated by Paracelcus Thule
  Naduesh is a human-inhabited world planet of 
  hot, dry plains and enormous, sprawling mega-
  cities that are now little more than ruins but 
  which speak of an awesome and now lost 
  
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  XIII: The Kronus Expanse
  technological achievement. The mega-cities of Naduesh are 
  maze-like warrens beneath an arching dome supported by 
  huge pillars and walls set with massive bastions. Every part 
  of the whole is set with structures that cling like gargoyles 
  and riddled by vaults and tunnels. The bulk of the planet’s 
  population follows a tribal existence away from the cyclopean 
  mega-cities, following herds of herbivores that sustain and 
  clothe them while viciously warring with each other for 
  honour and bloody sport. The people of Naduesh have little 
  understanding of the relics of technology left behind in 
  these ruins, and seem unable to fully rebuild their society. 
  The sounds and structure of the Nadueshi culture indicate 
  a distant root in High Gothic and tie the population and its 
  ruined mega-cities to a now lost age of Mankind.
  The most influential of the human population on 
  Naduesh dwells in Marajur, an immense enclosure of ruins 
  thirty kilometres broad and three kilometres from ground 
  wreckage to crumbling vaults high above. The interior space 
  of Marajur gapes empty between its support pillars, and the 
  curved ceiling vaults are set with enormous mosaics. The 
  entire structure is large enough for its own weather systems, 
  the haze of distant wall-bastions broken by white cloudsand 
  sudden warm showers. As awe-inspiring as it is Marajur is a 
  shadow of its former self: its base structures are ruined, its 
  upper vault braces failing. With each passing year another of 
  the upper vault structures tumbles down. 
  Despite its fallen status, Naduesh is used as supply point by 
  many human renegades and outlaws in search of provender 
  beyond the reach of would-be hunters, trading weapons 
  and slaves in return for livestock and fresh recruits from the 
  planet’s feral warriors.
  zayTh
  “Of what wars waged beyond the Emperor’s light we will never truly 
  know and can only look at the wreck of the overgrown battlefield 
  and wonder at what has passed.”
  –remark dictated by Rogue Trader Hiram Sult 
  Zayth is a world scarred deeply by war. Enormous vehicles 
  the size of cities churn the surface of Zayth’s single macro-
  continent. Each is a fortress and weapon platform armed 
  with fearsome devices of war and destruction. Within 
  them dwell Zayth’s human population, protected from the 
  radiation and toxins unleashed by centuries of warfare. 
  Zayth’s surface has been barren for millennia, ploughed 
  and poisoned by shellfi e, rapacious, urgent strip-mining, 
  and the passage of hive-vehicles. Despite their weaponry 
  and extraordinary vehicle cities the humans of Zayth 
  have fallen far from the knowledge of their ancestors in 
  all but war., and the knowledge of producing their hive-
  vehicles is long vanished. Great generators and engine 
  vaults are permanently sealed by copper doors or guarded 
  by hereditary Engine Orders who guard the traditions and 
  culture of each clan fortress. 
  raaKaTa 
  “Dreams go astray in the void beyond reason; they become dark and 
  terrible things made of the desires of fools and the artifice of tyrants. 
  When dreams go so astray, it is best to leave them alone.”
  –from the personal reflections o  Inquisitor Hastur Whitlock
  Raakata is a ruined world that can only be reached by passing 
  beyond a shifting and treacherous region of the warp. Its 
  collapsed and empty hives are said to be laden with untouched 
  relics of the Dark Ages of Technology, while the void around 
  Raakata is filled with vox broadcasts of strange languages, 
  garbled binary code, and blurts of static. Its human population 
  is composed of feral and vicious savages who daub themselves 
  in ash and powered rust; the knowledge and sophistication of 
  the ancestors who built the ruined hives and treasures rotting 
  within are long lost to them. All that is known of Raakata 
  comes from the accounts of Toros Umboldt, who claimed its 
  discovery but has subsequently failed to rediscover the world 
  in two later expeditions. All traces of his earlier passage have 
  been erased by the changing warp, and his standing amongst 
  his peers is diminished greatly as a result.
  
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  XIII: The Kronus Expanse
  VaporiuS
  “What a man believes is more important than what he does. False 
  belief undoes the virtue of any endeavour, and consumes the greatest 
  of achievements.”
  –from the speeches of Saint Drusus 
  All that is known of Vaporius and its strange people is gathered 
  from rumours that circulate in Port Wander, Footfall, and 
  wherever explorers and renegades gather. Vaporius is said to be 
  a world of red deserts, gleaming turquoise seas and great cities 
  of copper towers, enamelled domes, and sprawling buildings 
  covered in brightly coloured tiles of glass, metal, and ceramic. 
  The human population of Vaporius is tall, with proud, almost 
  feline features, and eyes of brilliant cyan. They move about 
  their cities in robes of shimmering fabric that subtly changes 
  hue as they move. The rule of Vaporius is reputed to lie in the 
  hands of Priest-Kings who control the distribution of water 
  that is held as a divine force of life. It is said that decades ago a 
  clutch of missionaries voyaged to Vaporius to break the rule of 
  the Priest Kings. Nothing more was heard of them apart from 
  whispers of torture, slaughter, and blood.
  Unbeholden 
  Reaches
  “So as these realms of stars are, so once were all realms that are 
  now counted amongst the Imperium of Man: rich with the fear and 
  darkness, and rank with the smell of secrets that belong to the dead.”
  –attributed to Rogue Trader Solomon Haarlock 
  B
  eyond the larger nebulae of the Koronus Expanse are 
  regions visited only by the silent Disciples of Thule and 
  few others. Tales are told of ghost-vessels, beauteous 
  but deserted worlds, dust-nebulae that claim the souls of the 
  damned and forsaken—and of course, wealth beyond measure, 
  awaiting the courageous Rogue Traders who will claim it.
  concanid
  “Any who set out on a course from the ravings of prophets and 
  witches are already lost, and any who voyage with them are fools.”
  –Vilius Hope, voidsman
  Concanid is a distant unvisited star that through association 
  with the dying words of a psyker has become a place that 
  both beckons and repels explorers. In 633.M41, an astropath 
  in Footfall was driven to madness and slow death by terrible 
  visions. Before he died, the astropath spoke of “dark worms 
  beneath a green-eyed star,” the “sea of molten gold,” and other 
  half-named terrors. Some savants of the arcane suppose the 
  star Concanid in the distant Unbeholden Reaches to be the 
  “green-eyed star.” Concanid regularly fla es green for reasons 
  unknown to Tech-Priests of the Divine Astrometricum, who 
  toil endlessly to record such celestial events in minute detail. 
  The star remains unvisited, and the full testament of the 
  dying astropath now decays within a few private collections 
  of esoteric works.
  illiSK
  “Lies, all of it...especially those portions as ring true in the heart 
  when first heard. This is the liar’s craft displayed, and so undone. 
  That is my judgment upon these so-called Thulean secrets.”
  –Astigos of Far Prol, Seneschal to Morthus Winterscale
  The Disciples of Thule possess records that speak of a 
  strange machine world deep in the Koronus Expanse: 
  hidden cogitation arrays are packed beneath every part of its 
  crust in huge vaults descending to the very limits of geo-
  auspex probes. The surface is swept by tumultuous storms 
  and rendered barren by ancient strip mining. Huge towers 
  vent geothermic heat through vast shafts into the turbulent 
  atmosphere, the heat driving frenzied storm belts of churning 
  clouds. Ten citadels project from the crust, each massive as 
  a hive, echoing and empty but for the whispering dust of 
  xenos dead. Corridors tens of kilometres long are crowded 
  with niches in which dried xenos corpses remain, their 
  desiccated flesh still punctured by filaments that link into the 
  vast machines. 
  orn
  “Though I walk amongst beasts and feel their claws, may the 
  Emperor hear my prayer and let me pass unharmed.” 
  –from the Canticle of Passage of Saint Drusus 
  The only knowledge that mankind has of Orn is from the 
  Disciples of Thule, who were drawn to the tangle-forests of 
  Orn by the emanations from a dormant warp drive within 
  a half-buried xeno ship. There the Explorators discovered a 
  warlike, near-feral xenos breed using the strange vessel as a 
  form of township or nest. The xenos wielded tech-devices as 
  though relics, and hunted, tore apart, and consumed surveyor 
  servitors dropped from orbit. The Thuleans marked the 
  world with the rune of intransigence, declared it anathema to 
  mankind, and moved onward in their quest.
  
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  The Rifts of 
  Hecaton
  “The light of the Emperor is like a lamp that shines in the dark, but 
  as one passes further from its source, all becomes indistinct, and what 
  one can see seems made of doubt and fear. And at the outmost limit 
  of the light, where all is dark and light but a distant memory, that is 
  where terror dwells.”
  –Kobras Aquairre
  T
  he Rifts of Hecaton are an unnatural darkness in the far 
  depths of the Koronus Expanse, like the anger of gods 
  fallen upon worlds long ago. Their presence casts a long 
  shadow across the Expanse; the Rift stars are guttered and 
  dead, and the bold Rogue Traders who go there do not return. 
  The Rifts long ago swallowed the potent Lord Inquisitor and 
  Rogue Trader Kobras Aquairre, and many suppose the same 
  fate to have befallen the Disciples of Thule who followed 
  in his wake. The stars that exist in the shadow of the Rifts 
  are ill-omened places of which little is known apart from the 
  uncertainties of myths and prophecy.
  melbeThe
   “Look on my works and despair.”
  –apocryphally attributed to an ancient Terran king 
  Near the Rifts of Hecaton lies an angry, churning star. Around 
  it, the void is choked with debris and fla e energies. The 
  Disciples of Thule are among the only explorers to venture 
  this far into the Expanse and return. They hold that Melbethe 
  once hosted a strange xenos civilization who sculpted black 
  palaces of the asteroids and left vast obsidian sculptures 
  hanging in the void. They are long-gone, vanished to some 
  unknown fate, leaving behind only broken wreckage.
  The far corpSe STarS
   “There are some ventures that only the mad would undertake—you 
  will be rewarded only with ashes and the laughter of the dead.”
  –warning to Kobras Aquairre 
  Many are the corpse stars of the distant reaches of the Koronus 
  Expanse: the Seven Dooms, the Pyres, and the ragged, 
  nameless embers that drift within the very fringes of the Rifts 
  of Hecaton. These are stars that guttered and died long ago 
  in some vast and sweeping catastrophe. Now veiled by 
  the cast-off gases of their destruction, they await the 
  coming of mankind. Dire forces, dead for aeons, 
  may now stir upon blasted worlds in those 
  distant regions, and the warp is troubled.
  Denizens of 
  the Koronus 
  Expanse 
  “Anyone who looks upon a star and thinks himself the first to do so 
  is a fool. Every planet, moon, or glittering sun is the grave of untold 
  races and the slumbering tomb of secrets lost to the passage of time.”
  –words attributed to Rogue Trader Solomon Haarlock
  T
  he Koronus Expanse is a gulf of darkness in which 
  the few facts known by humanity stand like guttering 
  candles. Within its vast bounds wait worlds and secrets 
  that it would take generations of explorers to discover, and 
  within these vast gulfs of the unknown and uncharted dark 
  other things move and plan with inhuman minds and soulless 
  purposes. From the long-dead makers the Halo Artefacts to the 
  treacherous Eldar, many other powers have a claim or interest 
  in the Koronus Expanse, and each has its own purposes and 
  knowledge that drives it to act. These motivations frequently 
  bring them into contact with the Rogue Traders who are but 
  the youngest of their kind to walk these stars. 
  THE ORK MENACE
  “An Ork has no fear of pain, is not cowed by doubt or failure, and 
  is single minded in the pursuit of what he wants. That makes him the 
  most dangerous thing I can imagine, and the crudity of their weapons 
  does nothing to dim my own fear of them.”
  –Marius Lorrt, captain of the warship Victus Gloriana
  Orks are a race of brutish, ugly aliens with an unquenchable 
  thirst for violence. They are a green-skinned blight on the 
  galaxy, constantly spawning, gathering together in huge 
  numbers, and battering through the stars like a bloody fist,
  looting and destroying all that is in their path. That might 
  is right is an unquestionable and obvious mantra to all Orks 
  and one that they understand in every cell of their being. 
  They constantly fight amongst themselves, and only the 
  strong survive in Ork society. Those who achieve authority 
  over other Orks (‘da Boss’ as they are known to Orks) do 
  so because they have proven that they are the meanest and 
  toughest Orks around. 
  An average Ork stands as tall as a human but is hunched 
  with muscle and would tower over most humans if he were 
  to stand fully upright. They have long arms that are knotted 
  with slab-like muscle; they have a thick skull set low on their 
  hunched shoulders with a heavy brow and glittering red eyes. 
  Their mouths are filled with jagged fangs that jut out like a 
  feral predator. The physiology of an Ork is such that they 
  are exceptionally hard to kill and can shrug off injuries that 
  would kill a human, and can survive and recover from having 
  
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  XIII: The Kronus Expanse
  XIII: The Kronus Expanse
  limbs severed and crudely reattached later. Orks speak a harsh 
  guttural language that mirrors their physical appearance and 
  blunt outlook on existence. 
  Though their technology is crude, they are possessed 
  of an innate understanding and affinity with machinery 
  and weapons. This racial knowledge manifests through the 
  abilities of so-called Oddboyz, who possess a strange quirk 
  of understanding or ability that sets them aside from the rest 
  of Orks. Of these the most crucial to the Ork war machine are 
  the Mekboyz who create the weapons, armour, and vehicles 
  used by Orks to do what they do best: kill things. Mekboyz 
  are ingenious but unreliable artisans who are masters of 
  creating ramshackle but fearsome space ships, war machines, 
  and weapons from scrap and salvage. Even if they do not 
  come out exactly how they were intended, these devices are 
  still terrifyingly effective—most of the time.
  orK freebooTerz
  There are those who would claim that the Orks are not the 
  greatest of spacefaring races, that their ships and weapons 
  are unreliable constructions of scrap and parts salvaged from 
  the ships of other races, crudely refitted by luck rather than 
  judgement. There are others, however, who point to the 
  fact that the Orks can be encountered in every corner of the 
  galaxy and the supposed limitations of their technology have 
  not held them back from being some of the most feared and 
  effective pirates in the galaxy. Their ships are massively armed 
  and loaded with Orks eager for a fight, and an Ork’s natural 
  love of violence and acquisition make him a terror to other 
  space-faring races.
  Ork Freebooterz want more of everything: more weapons to 
  grow stronger, more salvage to build ships and war machines, 
  and more wealth for prestige among their kind. While many 
  items captured in raids are of little use to the Orks, such plunder 
  is valued highly by other races that fight and die to protect 
  it. Thus, the value lies in the opportunity for battle, and no 
  Ork shirks from a good fight! Orks rarely organize above the 
  level of a single ship. However, small fleets can form around 
  a particularly charismatic or successful Ork leader, known as 
  a Kaptin. To the mind of an Ork Freebooter, two things are 
  uppermost: battle lust and greed. In the Expanse, Orks are 
  usually encountered in small raiding ships, roughly the same 
  size as an Imperial escort vessel. However, the size of an Ork 
  ship is deceptive: invariably, the ship is crammed with a green 
  tide of Orks, which ensures that any boarding action is likely 
  to only go one way. 
  An attack by Ork Freebooterz tends to be brutal and direct, 
  with the Ork ships rushing headlong toward the enemy firing 
  every gun they have before ramming and boarding their 
  victims. The directness of an Ork Freebooter attack does not 
  mean, however, that an Ork Freebooter Kaptin lacks cunning. 
  Orks often lurk in asteroid fields on the edges of systems 
  where they cannot be seen by the sensors of ships passing to 
  or from the void. Ambushes on convoys of supply ships from 
  this kind of hidden position are common, and even small fleets 
  or warships are not unheard of. Should an Ork Freebooter 
  Kaptin feel the need for bigger prey, the crew may descend 
  on an inhabited world or space station, loot and burn it, and 
  withdraw to their ships and the protection of a debris field. If, 
  however, the Orks of a Freebooterz fleet are really spoiling for 
  a big fight, they are likely to brutalise a world or station and 
  just wait and see who or what turns up to try and stop them. 
  The Rising Green Tide of the Expanse
  Ork Freebooterz lurk throughout the Koronus Expanse. 
  From crude stations built in asteroid fields or debris clouds, 
  numerous Ork Freebooter Kaptins lead their fleets to loot 
  whatever they can find and fight whoever crosses their path. 
  Even the relatively explored systems close to the Maw have 
  all felt the iron fist of Ork piracy; in the past Footfall itself 
  has come under attack from the ships of Ork Kaptins who 
  had become powerful enough to command great swarms of 
  gunships and kroozers. Luckily for those journeying into 
  the Expanse, the presence and predations of the many Ork 
  
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  XIII: The Kronus Expanse
  Freebooter fleets is haphazard and without unified purpose, 
  and they are often inclined to war upon their own kind as 
  much as anything else. 
  The Orks dominate a tract of worlds within the Expanse 
  known as Undred-Undred Teef. They exist in untold numbers, 
  spawning like a plague within the Koronus Expanse, and 
  the rising tally of worlds and vessels that these pirates have 
  sacked suggests that their numbers are growing. The Ork 
  Freebooterz are becoming a dire threat to the Expanse. 
  The more Orks there are the bigger and meaner an Ork 
  must be to become the leader. The more powerful the leader 
  (called a “Warboss” in the Ork parlance), the more likely he 
  is to gather together a huge force and batter his way across 
  the stars. No such supreme leader has emerged from the mass 
  of warring Orks in Undred-Undred Teef, but it can only be 
  a matter of time.
  One of the most prominent Freebooterz in the Expanse is 
  making a bid for overall leadership of Undred Undred Teef—
  Morgaash Kulgraz. Morgaash is a cunning and ambitious 
  Freebooter Kaptin. He is taking ruthless advantage 
  of the numerical superiority of the Flash Gitz and 
  Freebooterz in Undred Undred Teef, as well 
  being bigger and harder than all the other 
  warbosses, to support his rise to power. 
  THE STRYxIS 
  “Do not fear, biped. We Stryxis are no threat to you, just poor 
  scavengers and merchants, not like yourself, biped—with your 
  ship and friends. They are good friends, yes? Good friends, strong 
  and pretty. Are they for sale? We Stryxis have pretties too: deadly 
  weapons, secrets, lies, hatreds, and joys. All of these can be yours, 
  biped. Tell us, what is your pleasure?” 
  –Sirred Fain, Stryxis Merchant Master
  The Stryxis are a sparse, nomadic race with a reputation 
  as untrustworthy traders, wanderers, and sometime sslavers 
  and pirates. Encountered infrequently in Koronus Expanse, 
  their reputation is a dark one. The Stryxis are a truly hideous 
  xenoform to look upon beneath swathes of ragged, bone-
  coloured cloth and trinkets, described variously by human 
  onlookers as a gangling and multi-eyed creature that resembles 
  a human-sized, skinned, dog embryo. Yet they communicate 
  easily with willing humans through a common language of 
  greed, curiosity, and self-interest. Scavengers and obsessive 
  hoarders, they possess a wealth of technology stolen and 
  bartered from countless races. They delight in trade, attaching 
  worth only by perceived value and rarity of things they can 
  grasp in their bony talons. They seem to care nothing for 
  conquest or territory, abstract wealth, nor even their own 
  species, but are driven instead by avarice and viperous petty 
  intrigues. This being said, they are not to be underestimated 
  and can be extremely dangerous and treacherous. They are 
  creatures wrapped in subtle lies and conceal dark intellects 
  behind their eccentric behaviour and obsession with trinkets 
  and baubles. They will not hesitate to betray those they deal 
  with if they perceive a great profit in doing so. The Stryxis 
  will trade with almost anyone, human or xenos, even the 
  worshipers of the Ruinous Powers, but they despise the Eldar. 
  They will kill them if they can, and avoid them otherwise.
  The Stryxis inhabit wandering caravans of ships plying 
  commerce routes between distant worlds. These caravans 
  are often salvaged mishmashes of patchwork vessels and 
  hollowed-out asteroids, fitted with engines and augmented 
  with numerous stolen or traded technologies. These caravans 
  contain relatively few adult Stryxis, along with larger numbers 
  of slaves, mercenaries, ‘acquisitions,’ and gene-engineered 
  servant creatures. Aside from the adult Stryxis—who 
  continuously politic and backstab each other for rank and 
  prominence in the caravans—no young, gender variations, or 
  other culture to speak of has ever been encountered. When 
  questioned about their own species, the Stryxis will spin 
  endless and often contradictory lies about the matter.
  Stryxis Caravans interest Rogue Traders who don’t 
  mind dealing with these nefarious xenos for their myriad 
  opportunities for commerce and profit. In addition, as 
  inveterate wanderers and collectors, Stryxis are often troves 
  of secrets, legends, and information. Their contacts span the 
  Koronus Expanse and beyond—if the Rogue Trader has the 
  wit to separate the truth from the lies. 
  morGaaSh KulGraz and da 
  WurldbreaKa
  Recently, a single Kaptin has begun growing in 
  prominence and gathering other Freebooterz under a 
  single banner with the intent of establishing himself 
  as the pre-eminent ruler of Undred-Undred Teef—
  Morgaash Kulgraz. This brutal Ork leader first 
  appeared in the Koronus Expanse aboard a heavily 
  damaged space hulk, the Fist of Gork. Although barely 
  spaceworthy, the hulk was filled with loot from other 
  parts of the galaxy. None could say how long the space 
  hulk had drifted in the warp before arriving at Undred-
  Undred Teef, but Morgaash’s impressive arrival was 
  just the beginning of his rise to power. 
  A cunning master of ship-to-ship combat, Morgaash 
  wrested control of the largest and most powerful ship 
  in the system, a massive battlekroozer named Da 
  Wurldbraka. Morgaash then got a crew of the strongest, 
  most aggressive boyz from the other Kaptins, including 
  as many of the psychic Ork wierdboyz as he could find. 
  Da Wurldbraka quickly became a ship as legendary 
  as its Kaptin, a nightmarish sight that caused panic 
  amongst smugglers and Rogue Traders alike. 
  Morgaash has struck quickly and forcefully in 
  every raid, allowing handfuls of survivors to spread 
  his infamy across the Expanse. Armed with weapons 
  of baleful and bizarre cast, Da Wurldbraka is constantly 
  surprising its enemies with the breadth of its capabilities. 
  Most vessels in the Expanse can only hope to get clear 
  before the dark xenos ship ends the battle by crippling 
  its opponent and planting its Kaptin firmly on the 
  enemy’s bridge.
  
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  XIII: The Kronus Expanse
  XIII: The Kronus Expanse
  SLAVES TO DARKNESS
  “I have seen what the rewards of freedom are: the screams of those not 
  allowed to die, the drip of blood, and the howling of hungry things 
  on the edge of sight.”
  –from the proclamations of Inquisitor Xerxes, Ordo Malleus
  Within the realm of psychic energy that is called the warp 
  exist dark and malign intelligences formed from the darkest 
  thoughts, desires, and fears of sentient creatures. The greatest 
  of these beings are called variously the Dark Gods, the 
  Ruinous Powers, or the Gods of Chaos, and they promise 
  all manner of powers to those who are foolish enough to 
  bend their knee in worship to them. These deluded fools who 
  become enthralled to power of Chaos have forfeited their 
  immortal souls, and their lives are subject to the whims of 
  their dark masters; whether they believe it or not, they are 
  slaves to darkness and eternally damned. 
  chaoS piraTeS and reneGadeS
  Tempting and seductive, brutal and punishing, the servants 
  of the dark gods take many forms in the Expanse. The most 
  dangerous are the piratical renegades who are made up of 
  vicious and deluded men, some of whom have fled the 
  Imperium and fallen into the worship of dark gods. 
  Others hail from worlds deep in the Expanse 
  where the light of the Emperor’s truth has 
  never penetrated, and the taint of Chaos 
  The chaoS GodS
  Beneath the fabric of reality lurks the warp, a realm of unspeakable horror and maddening chaos—a realm inhabited 
  by the Dark Powers. Since time immemorial, Mankind has believed in the existence of spirits, gods, and daemons: 
  otherworldly powers to be appeased, feared, and bargained with. In the darkness of the 41st millennium such things are 
  all too real and find fertile ground to prosper in the souls of men.
  The true nature of these powers can only be guessed at, their dark names whispered by traitorous lips into heretical 
  ears. However, their infl ence cannot be denied. Of all the Dark Powers, the four Chaos gods—Khorne, Tzeentch, 
  Slaanesh, and Nurgle—cast the longest shadows, although there are many who chose to worship them as a combined 
  pantheon, seeking the favour of each in turn, as well as the aid of a host of lesser entities.
  Khorne
  The blood God, The SKull lord, The maSTer of baTTle
  Khorne is the Chaos god of murder, rage, and war. His great brass throne sits atop a mountainous pile of bones rising 
  above an endless sea of blood. He is the Hunter of Souls and Harbinger of War, driving the frenzied servants of 
  Chaos before him. His glory can be found in the meat-rending explosion of a bolt shell or the wet, tearing teeth of a 
  chainsword. His followers exist only to harvest skulls for their dark lord.
  TzeenTch
  The chanGer of WayS, The maSTer of forTune, The GreaT conSpiraTor, The archiTecT of faTe
  Tzeentch is the Chaos god of change, mutation, and sorcery. He waits in a place where time runs soft and wax-like, 
  psychic energy wreathing his horned head like liquid smoke. Father of paradoxes and master of intrigue, he twists the 
  strands of fate to his unknowable ends, blessing his followers with arcane power and horrific mutations.
  SlaaneSh
  The pleaSure lord, The prince of pleaSure, The deSpoiler
  Slaanesh is the Chaos god of hedonism, temptation, and excess. No pleasurable pursuit is too perverse for its followers. 
  The Golden-Haired God watches over the writhing flesh pits and ecstatic rites of his slaves, urging them on to greater 
  depravity and debauchery in his name. Under his gleaming gaze it is impossible for a mortal to look without becoming 
  slave to his slightest whim.
  nurGle
  The lord of peSTilence, The GreaT corrupTor, The maSTer of plaGue, The fly lord
  Nurgle is the Chaos god of decay, disease, and entropy. Spreader of disease and Father of Decay, Grandfather Nurgle 
  gathers all in his rotting embrace. His leprous kisses swell in the fullness of time to become glorious pus-flowers, the 
  marks of his favoured children. His raddled laughter echoes across the blasted battlefi lds of the Imperium with only the 
  bloated corpses of the dead to hear it.
  
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  XIII: The Kronus Expanse
  has gone unchecked since the Age of Strife. Piloting captured 
  or renegade Imperial ships, or mysterious vessels of unknown 
  origin, they are truly monstrous and rapacious creatures, no 
  longer fully human. It is better to die than be taken to join 
  the ranks of their slave crews and corrupted servitors. These 
  disciples raid any convoy or world too weak to defend itself. 
  They come in search of slaves, murder, and riches.
  Using sorcery and the fi kle guidance of daemons bought 
  with blood and souls, some Chaos pirates traverse the warp 
  and roam the Koronus Expanse in search of prey, either as 
  lone ships or in predatory packs that can pose a threat to 
  even the most heavily armed vessels, harrying them and 
  final y brining their larger quarry down like a pack of wolves 
  attacking a lion. Some of these corrupted pirates are bonded 
  together by loyalty to a particular cult of the Ruinous Powers, 
  and their ships are ruled by pirate demagogues, their holds 
  given over to vile fanes. Others are warbands of corrupt 
  and often mutated warriors, bound together under the will 
  of a charismatic individual who is touched by the power of 
  Chaos. To some, the acquisition of more power, resources, 
  and prestige is what they desire, and the power of Chaos is 
  something that they foolishly believe can help achieve these 
  desires. Others seek only to burn and destroy, leaving things 
  of value in an orgy of slaughter and realising their darkest 
  desires in the service of their daemonic patron.
  The Saynay Clan
  The Saynay Clan is a dynasty of corrupt monsters that fled the 
  fetid world of Dusk after the corruption of their blood was 
  discovered by agents of the Inquisition. In time they made 
  their way to the Koronus Expanse, and here they exist still in 
  disparate craft whose insides are like slaughter houses hung 
  with dismembered corpses of those taken in the Clan’s raids 
  on shipping and isolated outposts. The Clan and its vassals 
  feed on the dead, daub foul runes on the hulls of the ships, 
  and perform terrible sacrificial rites to summon daemons into 
  the defiled flesh of the dead. Above the slaughter preside the 
  flesh- orged matriarchs and patriarchs of the Clan, their fine y 
  and rotting wigs cracked with dry gore. Such is the reputation 
  of the Saynay Clan that even other pirates and raiders shrink 
  from them and cower at the threat of their attention.
  The Reavers of Karrad Vall
  Karrad Vall’s name is a dark curse on those who have 
  ventured into the Koronus Expanse. No one has ever seen 
  him, but the barbed prows of his ships and the baying of 
  his scarred warriors are enough to have caused captains to 
  scuttle their craft rather than be taken before Karrad Vall, the 
  Faceless Lord. Some whisper that Vall was once an Adept of 
  the Munitorium, a former tithe-master swayed and fallen to 
  the lure of the Dark Gods, whilst others claim he was once 
  a trusted admiral of Battlefleet Calixis. What is known is 
  that Karrad Vall braved the Maw in 794.M41 and promptly 
  established his intent by shelling Footfall and engaging 
  Calligos Winterscale in battle. His small fleet tore through 
  the defences arrayed against them. As Vall departed, he cast 
  several last taunting messages in his wake before disappearing 
  without a trace for the next decade.
  The ships of Karrad Vall are a brutalised selection of 
  Imperial ships taken in raids or pulled as hulks from the 
  void and refitted, and steered by the craft of vassal sorcerers 
  and powerful daemons pacts. Each of the Reavers of Karrad 
  Vall owe loyalty to him above all, but the Dark Gods and 
  the punishments for treachery are as terrible as a dedicated 
  servant of Chaos can devise. So far all of the Reavers’ actions 
  have been aimed at gaining resources to expand Vall’s pirate 
  fleet: ships, weaponry, and slaves. With each successful raid on 
  ships in the Expanse, the danger posed by these jackals of the 
  void becomes greater.
  folloWerS of falSe GodS
  There are worlds waiting to be discovered within the Koronus 
  Expanse that are inhabited by people who have fallen to the 
  worship of false gods which are but a mask for the Ruinous 
  Powers. Proud and decadent civilisations build temples to the 
  reaVer ShipS
  Karrad Vall’s fleet is often called “the Wolfpack,” 
  a mismatched group of vessels including many of 
  obvious Imperial origin. Some of these ships are 
  captained by ruthless raiders as infamous as the vessel 
  itself. A partial list of known ships belonging to Vall’s 
  Wolfpack is presented here:
  • Excrucian
  • Gift of Despair 
  • Mortis Ex Astra
  • Optimus Nemesis
  chaoS Space marineS
  Chaos Space Marines are mighty warriors of the Adeptus Asartes who have betrayed the Imperium, forsaken their 
  vows, and become monstrous warriors who answer to nothing but their own dark desires and the Chaos Gods. These 
  renegades and traitors are terrifying warriors who are amongst of the most potent and terrible of the servants of Chaos. 
  From hidden bases and defiled space craft they wage war against the Imperium that they once protected. Fell whispers 
  have begun to spread that warbands of Traitor Marines have been drawn to the Expanse in search of something that 
  might be an apocalyptic weapon or a terrible fragment of lost. These fallen Astartes have assumed dominion over the 
  lesser servants of the Dark Gods like proud and bloody lords who demand that lesser men bend their knee or be subject 
  to torment and death. If this proves true, the danger these Chaos-tainted, superhuman killers represent is a terrible one, 
  and no world or domain of the expanse is safe.
  
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  XIII: The Kronus Expanse
  Dark Gods and bind their societies together with sorcery, 
  terror, intrigue, and atrocity. On planets, they may worship 
  the glory of Chaos as a pantheon of gods and divine servants, 
  the dark reality of their beliefs cloaked in strange names and 
  mystery. Others may have fallen into the embrace of worship 
  of a single Chaos God, becoming a world in which war and 
  bloodshed is the bedrock of existence, or one which has 
  evolved an elaborate social and political hierarchy around 
  which intrigues, lies, and secrets move like poison. Where 
  these worlds may be or what devilries they harbour are yet 
  to emerge from the dark unknown of the Expanse, but they 
  are there waiting like serpents in long grass. Were ever such 
  a world to be discovered, the all true servants of the Emperor 
  would destroy its people and the lie of its gods completely 
  and utterly, lest its poison and lies spread. 
  THE TREACHEROUS ELDAR 
  “I am Athel Astaan—the Blade of Shadow. Perhaps you fancy 
  yourself a swordsman... if so, you shall soon regret your error.”
  –unknown xenos voice from the final t ansmission of the 
  Dolorous Prize
  The Eldar are an ancient and highly advanced alien race who 
  voyaged across the stars long before Mankind could even 
  comprehend such a thing. An extremely long-lived race, 
  the Eldar are physically similar to humans, but with longer, 
  cleaner limbs, slim and elegant features, pointed ears, and 
  penetrating eyes. Though they may share superficial physical 
  features with humans, an Eldar could not be mistaken for 
  anything other than an alien. They move with an inhuman 
  grace and elegance, live with an intensity of experience many 
  times greater than humans, and possess psychic potential. 
  The Eldar have a long and complex history as a space-
  faring race. They have been travelling across the gulfs of 
  space for aeons and once ruled an empire of worlds that 
  spanned the galaxy. Those days of dominance and glory have 
  long passed, and the Eldar that exist in the 41st millennium 
  are the dwindling remnants of a once-proud race. They are 
  all that remain of a lost and wondrous age that ended with 
  a cataclysmic event known as the Fall, which caused the 
  collapse of the Eldar civilisation. Most of those who survived 
  The WebWay
  The Eldar cross the vast distances of space by using a 
  labyrinth of tunnels and passages through the warp 
  known as the Webway. The Webway is accessed via 
  portals that living creatures and vehicles can enter, 
  pass through the Webway, and exit via another portal. 
  The tunnels beyond these portals are stable passages 
  through the warp that are not subject to the vagaries 
  and dangers of warp travel and can reduce impossible 
  journeys to a few hours’ travel. The size of tunnels and 
  portals that make up the Webway varies from those 
  that can only be walked through by a human-sized 
  creature, to ones so large that they allow the spacecraft 
  of the Eldar to move from place to place swiftly and 
  relatively safely. 
  
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  XIII: The Kronus Expanse
  the Fall did so by fleeing the death of the their worlds on 
  great starships called Craftworlds, huge spacecraft many 
  times more vast than the greatest ship of the Imperium that 
  drift through the void on a journey without end. 
  Though they are a dwindling race, the technology 
  and artifice of the Eldar is highly advanced. Most Eldar 
  technology is based on the manipulation of psychoplastics 
  using psychic energy to create breathtaking architecture, 
  light but extremely effective armour, and deadly weapons. 
  Their ships are swift and sleek craft propelled by solar 
  sails and hidden by holofields that hide their position and 
  confuse observers. Incredibly manoeuvrable and armed with 
  devastating weapons, an Eldar ship under the command of a 
  master of space warfare is almost without peer. 
  ouTcaSTS from The paTh
  For those Eldar who dwell within the Craftworlds, the 
  heightened pitch at which Eldar experience life is tightly 
  controlled by adhering to a Path which creates bounds and 
  limits on an individual Eldar’s experience. Occasionally an 
  Eldar turns his back on the path and embraces an existence 
  without restrictions; these Eldar are called Outcasts. This 
  decision is a perilous one, as it not only leaves the Outcasts 
  more vulnerable to the thirsting nemesis that has pursued 
  the Eldar since the Fall, but also opens them to the risk 
  of becoming consumed by their experiences and so lose 
  themselves to darkness. The Elder Corsairs that prey on other 
  races in the void are Outcasts from the Eldar Path and are 
  highly dangerous and unpredictable, equally likely to act 
  with magnanimity or wanton slaughter.
  The predaTionS of The eldar 
  WiThin The KoronuS expanSe
  There are several Eldar Corsair fleets active within the 
  Koronus Expanse, ranging in size from single vessels to large 
  and dangerous fleet . The exact number of separate fleets
  remains unclear, and distinguishing between different groups 
  of Eldar or the finer points of alliance and fealty among 
  Eldar is beyond most humans. Some hunt weak and under-
  protected vessels like predators drawn to feeble and sickly 
  animals, using the exceptional manoeuvrability to take or 
  destroy craft that stray into their hunting grounds.. Rarely do 
  the Corsair ships attack the strongholds of other races openly, 
  choosing rather the approach of the silent predator, unseen 
  by its prey until it pounces. Of Corsair bands that lurk in the 
  Koronus Expanse, two whose names are known with fear and 
  dread are the Children of Thorns and the Crow Spirits. 
  The children of ThornS
  When voidfarers in the Expanse speak of the fi kle and 
  vicious ways of Eldar Corsairs, their tales most often 
  speak of the Corsairs known as the Children of 
  Thorns. Clad in glossy beetle-black armour, the 
  proud and capricious warriors of the Children 
  of Thorns are merciless in combat and are 
  said to slaughter their enemies to the last once battle is joined. 
  It is said that one is fortunate to hear the keening war cries 
  of the Children of Thorns and live to tell of it. The leader of 
  the Children of Thorns is a female who long ago cast herself 
  from the strictures of the Eldar Path to lead her Children of 
  Thorns in bloodshed across the Halo Stars. Her true names 
  long ago discarded, she is now simply known as the Mother 
  of the Shadows. When attacking in the void, the night-black 
  ships of the Children of Thorns prize stealth above all tactics. 
  Only once they have ensured complete surprise and a perfect 
  position of attack, they strike with ferocity and precision, 
  crippling their prey and leaving the ship reeling and boarded 
  by screaming, dark, and graceful shapes that kill and kill until 
  there is nothing left alive and the prize is theirs. 
  Despite their terrifying reputation, the Children of Thorns 
  have had dealings with a number of Rogue Traders in the 
  Expanse and have even made compacts with a few or fought 
  as mercenaries for a those brave enough to seal such a bargain. 
  It is perhaps these ties that give the Children of Thorns the 
  phenomenally accurate information that allows them to strike 
  at human craft close to the Maw with such accuracy. One or 
  more Rogue Traders have sealed a compact with the Children 
  of Thorns—one paid for in the blood of their rivals.
  The croW SpiriTS
  The Crow Spirits are grim, cold killers who seem bent not 
  on piracy but the selective annihilation of humanity within 
  the Koronus Expanse. Clad in glittering armour that shines 
  as if filled with moonlight, they make no sound in battle and 
  are led by witches robed in pale tatters with tall helms of 
  gleaming bone. Their ships are like pale dead things driven 
  by a cold and broken will. Their tattered ethereal sails propel 
  The GhoST Ship
  The Koronus Expanse has its share of legends—among 
  them Karrad Vall’s Wolfpack and Da Wurldbreaka—
  but none are as infamous as the Whisper of Anaris. This 
  spectral ship has reaved the Expanse for centuries, its 
  appearance considered a portent of unholy calamity. 
  Tattered ethereal sails propel the Eclipse-class cruiser 
  from the depths of the void, cloaked and hidden by 
  holofi ld technology far more effective than most Eldar 
  ships. The Whisper of Anaris’s potent pulse lances have 
  shattered ships across the Expanse. On some planets, 
  a sighting of the Whisper of Anaris in local space is 
  enough to kick off a frenzy of prayer and sacrifice to 
  drive the ghost ship of the Expanse away.
  The first reported encounter with the Whisper of 
  Anaris was filed by Rogue Trader Aspyce Chorda on a 
  resupply run to Lucin’s Breath. The ease with which the 
  ghost ship shed pursuit and its tattered, keening solar 
  sails became the genesis of a hundred stories of haunted 
  vessels. There is only one certainty with the Whisper 
  of Anaris—it obeys an inscrutable plan. The ghost ship 
  has been known to help Rogue Traders, on occasion, 
  only to turn and attack in another encounter.
  
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  XIII: The Kronus Expanse
  them from the depths of the void to strike at ships, colonies, 
  and stations in the Foundling Worlds, Accursed Demesne, and 
  Unbeholden Reaches. Cloaked and unseen until it is too late, 
  the Crow Spirits are borne on a storm within the warp and 
  real space that boils and screams with ethereal voices. They 
  destroy and kill with a cold precision—and then leave, taking 
  no prizes. Who leads these mysterious Corsairs and what their 
  purpose is remains unknown, but some have speculated that 
  they are guarding something, or keeping something from 
  being discovered. At least one Inquisitor of the Ordo Xenos 
  believes that have some tie to a notorious Eldar Corsair in the 
  Calixis Sector—Ulthyr Ellarion.
  THE RAK’GOL MARAUDERS
  “…They’re coming through the walls…we’ve lost the enginarium 
  and the port gun deck…urgent assistance requi.…the….need heavier 
  arms….the...[screeching sounds interlaced with rapid shotcannon 
  fire]…falling back! God Emperor save me…broken thr…”
  –transcription of a vox data recovered from the wreck of the 
  Merchant Brig Daughter of Regals, lost with all hands. 811.
  m41
  The Rak’Gol are a relatively new threat to those who would 
  ply the Koronus Expanse, encountered first in the dim stars 
  past the Alenic Depths a little more than a century ago. A 
  xenos breed of which little is known for fact, they take the 
  appearance of rough-hewn and irregular stone reptilids, eight-
  limbed and over three metres long. Chalky white in colour and 
  mantis-like in bodily arrangement, Rak’Gol warriors favour 
  cybernetic augmentation to increase their abilities and replace 
  lost limbs. Their point of origin remains unknown, as does the 
  motivation for their sporadic attacks on human-held worlds 
  and vessels, other than to slaughter indiscriminately and steal 
  minerals and weapons. Their rasping, screeching language 
  remains incomprehensible, and no successful communication 
  between the Rak’Gol and humanity has been recorded; no 
  Rak’Gol has ever been captured alive. Indeed, even their name 
  is taken from children’s stories of mythical monsters from 
  Footfall’s slums, legends which they superficially resemble. 
  Rak’Gol technology is judged by the Magos Explorators 
  to be inferior to the Imperial standard, but what they lack in 
  this regard they more than make up for with their ferocity 
  and single-mindedness, as well as their individual combat 
  prowess, which is considerable. Many mysteries surround 
  them, not least of all the location of their home world, already 
  marked for destruction by many Rogue Traders should it be 
  found. Some believe that they may possess a pocket xeno-
  empire somewhere deep in the Expanse; others claim they are 
  no more than nomads, moving locust-like through the stars. 
  Another mystery the Explorators and Ordo Xenos would 
  like answered is how they appear to be able to navigate the 
  empyrean with some skill, as no psykers have been reported 
  among them. A few adepts with the dark wisdom to know 
  such things have noted that the distorted symbols they use 
  to adorn themselves bear some similarity to the blasphemous 
  iconography of Chaos.
  THE DISCIPLES OF THULE
  “The galaxy is a midden scattered with the bones of humanity’s 
  glory.”
  –aphorism dictated by Paracelcus Thule
  Archmagos Paracelcus Thule’s vast Explorator fleet is a 
  potent force in the Calixian Mechanicus. Despite that, he 
  and his followers disappear beyond the Sector’s boundaries 
  for decades at a time. In 528.M41, a sub-fleet of Thuleans 
  under Magos Solus Kanceme entered the Koronus Expanse 
  and scattered far and wide, spurning xenos worlds in search 
  of pre-Imperial artefacts sacred to the Omnissiah.
  Little is known of Kanceme’s fate. The Disciples of Thule 
  are a mystery to Rogue Traders, vanished into the far voids 
  for centuries now, uncommunicative and fix ted upon their 
  own goals. Many believe the Thuleans lost, consumed by the 
  myriad dangers of the Expanse. If the devotees of Paracelcus 
  Thule still come and go through the Koronus Passage, then 
  they do so secretively, avoiding both Port Wander and Footfall. 
  A Rogue Trader who finds himself vying with Thuleans for a 
  prize of ancient human technology should consider them as 
  great and ruthless a foe as any xenos breed.
  THE YU’VATH
  “If it does not rot, if it can lie like this here forever... is it truly 
  dead?”
  –Savant Preem
  The Koronus Expanse is rife with unnatural drifts of dead 
  stars, each a dim ember, the remnant of a mighty cataclysm 
  wherein a star convulsed in death throes, casting forth a shell 
  of burning outer matter into the voids. The dark outer reaches 
  of the Rifts of Hecaton were long ago sculpted by the violent 
  deaths of dozens, perhaps even hundreds, of stars. A great evil 
  indeed must have moved across the Expanse in a past age, a 
  dark power that murdered the very stars, cluster by cluster. 
  Dead xenos worlds orbit these stellar remnants, blasted molten 
  in ancient death throes and then frozen beneath the wan light 
  of a star-ember. Their ruins are cyclopean, their under-crust 
  warrens labyrinthine, and their dire symbols, where not worn 
  to dust by the passage of aeons, warn of xenos sorcery and 
  ancient doom; they speak of the Yu’vath.
  The Yu’vath were a blight upon the Calyx Expanse in the 
  era of Lord-Militant Angevin, prior to the creation of the 
  Calixis Sector in the fourth century of the 39th millennium. 
  The warp-worshipping Yu’vath enslaved worlds though vile 
  xenos sorcery, expending the lives and souls of corrupted 
  human slaves to build such horrors upon the Calyx Hell 
  Worlds that chroniclers of the Angevin Crusade forbore 
  to record them. The warp-ridden Yu’vath and their 
  tormented slave armies bled the Crusade’s forces for 
  decades before their ultimate extinction at the 
  hands of General (later Saint) Drusus and the 
  Adeptus Astartes. Even now, chronicles of 
  
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  XIII: The Kronus Expanse
  XIII: The Kronus Expanse
  the Angevin Crusade’s victories over the Yu’vath are restricted 
  works, and few savants know what came before the blessed 
  establishment of the Calixis Sector. 
  HALO ARTEFACTS
  “I have looked into the expanse of soulless darkness that waits beyond 
  the gates that man should not dare to pass. I have seen the death light 
  in the eyes of those who walk that forbidden land. “
  –from the personal reflections Inquisitor Hastur 
  hitlock
  Halo Artefacts, or Halo Devices, have been known to 
  select arch-heretics, recidivists, and the Holy Ordos of the 
  Inquisition for millennia, ever since renowned Explorators 
  and Rogue Traders of antiquity returned from the Halo Stars 
  bearing these devices, along with tales of corpse stars and 
  disturbing pict-records of dead xenos worlds. 
  The Artefacts defy analysis by tech-augury and are nearly 
  imperious to age and harm. The corrupt amongst the Imperial 
  masses long ago discovered that, through dark transformation 
  of body and mind, some of these xenos devices can grant 
  life eternal. The body is restored to youth and the passage 
  of years no longer weakens the flesh. Other Halo Artefacts 
  were found to possess stranger and greater powers, their 
  unholy potency behind the rise of a number of infamous 
  arch-heretics. As centuries passed, the Artefacts were sought 
  by masters of the occult and became legends amongst the 
  power-hungry, associated with dire heresy and corruption. 
  Nonetheless, perhaps a few score Artefacts have changed 
  hands for vast sums since the Calixis Sector came into 
  being, and the opening of the Koronus Expanse in the 
  41st millennium has added to their number.
  Halo Artefacts have many forms, but most are 
  small and easily confused with odd jewellery, 
  small pieces of armour, or even curious, 
  abstract miniature statuary. Some are irregular spheres, some 
  segmented ovoids a handbreadth wide, still others small 
  scarab-like objects. All are clearly xenos in origin, made of 
  an unidentifi ble metallic material, and their texture and 
  surface patterning calls to mind the shells of insects or skins 
  of lizards. 
  The TranSformed
  There are those who seek the power offered by Halo 
  Artefacts. These individuals become physically bonded to the 
  device they have obtained and are transformed over time into 
  undying inhuman monsters. The powers granted by a Halo 
  Artefact come at great cost: a body, mind, and soul corrupted 
  by ancient alien technology. Those who meld with a Halo 
  Artefact are ultimately doomed, fallen prey to xeno thirsts 
  and waking nightmares that come to rule their every moment. 
  Many of these transformed monsters flee into the depths of 
  the Koronus Expanse, where their transformation, and the 
  unnatural thirsts that accompany it, can be hidden in places 
  beneath undiscovered suns. Some amongst the Ordos Xenos 
  look at Rogue Traders who spend much time unseen in the 
  depths of the Expanse and shun the company of others, and 
  wonder if they have become something other than human 
  while walking the unexplored void. 
  The riSK and The reWard
  A Rogue Trader might win a fortune to dwarf his noble 
  inheritance in the trade of a single Halo Artefact won from 
  a dead world of the Koronus Expanse, but he risks both life 
  and legacy to be burned alive, for that is the fate of all who 
  are discovered by the Ordo Xenos to have touched such vile 
  corruption. Or worse, the Artefact might call to him, merge 
  with him, and drag him down into an eternity of corruption, 
  the nightmare legacy of xenos creators long vanished to dark 
  aeons.
  
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  XIII: The Kronus Expanse
  Every Rogue Trader of note knows the bloody 
  consequences that fell upon the Lord-Captains Balastus Irem, 
  Rafe Longinus, and Eduard Majessus in the fifth century of 
  the 41st millennium as a result of their suspected dealings in 
  Halo Artefacts. Wealth beyond measure exists in a hundred 
  other forms in the Koronus Expanse: crux-gems, precious 
  ores, xenos beasts for the circuses, and worlds brimming with 
  heathen riches. Yet dead stars and eldritch biers upon lifeless 
  xenos worlds sing their siren song, and there are always some 
  who will listen.
  THE KROOT
  “The best mercenaries are those for whom war is part of their base 
  nature: they understand instinctively the requirement for loyalty to 
  one’s employer and the pointlessness of betrayal. Those who die at the 
  hands of their own hirelings do not understand this fact.” 
  –remark attributed to Rogue Trader Hiarm Sult
  The Kroot are a predatory, often mercenary, avian breed of 
  alien who fight with ferocity and feed on the dead. The Kroot 
  maintain a nomadic society strangely divided between feral 
  savagery and proficient tech-use. Their homeworld is Pech 
  and is fully part of the Tau Empire. However many Kroot 
  fight for others as mercenaries, which is at odds with the 
  Greater Good and something the Kroot seek to keep from the 
  Tau. These mercenary kindreds will fight for anyone for the 
  right price. They are thinly spread across the galaxy and cross 
  the voids in imposing warspheres, yet they abandon almost 
  all of their technology to live and fight in a feral fashion 
  once set down upon a habitable world. Most disturbingly, 
  the Kroot eat the flesh of other species with an avid, selective 
  hunger, and the ugly forms of their future generations take on 
  some characteristics of the consumed. Much of their culture 
  is driven by these unholy acts, carried out at the direction 
  of their leaders, beasts known as Shapers. Every warsphere 
  contains many branches of the Kroot breed, made diverse and 
  often corrupt by their Shapers’ past choice of victims—some 
  of which were clearly human. Marauding Kroot warspheres 
  move across the Koronus Expanse very infrequently, though 
  none can say from whence they came or what destination 
  they see ahead. Some Rogue Traders have taken a handful 
  of Kroot mercenaries into their employ where they have 
  encountered them, but others exterminate them on sight, 
  weary of so predacious a species gaining a foothold in the 
  region. 
  ROGUE TRADERS KNOWN 
  WITHIN THE ExPANSE
  “To gain a throne, you must possess a throne—like calls to like. How 
  to gain that first throne? There is the chasm that divides men from 
  serfs.”
  –attributed to Barabbas Krin, of House Krin
  aSpyce chorda
  Aspyce Chorda is ruthless in both negotiation and battle, a 
  dangerous woman who does not hesitate to cruelly remind 
  others why they should be terrified of her. She cares greatly 
  about form and elegance, but little for human life, save when it 
  provides wealth for her coffers. When she ravaged the pirates 
  of Iniquity at the close of the Harvest of Reavers in 754.M41, 
  survivors were crudely lobotomized and sent as slave-serfs 
  to Chorda’s various domains. When vying for resources with 
  Calligos Winterscale in 785.M41, she initiated a violent war 
  to get her way, heedless of the cost to her crews. 
  The Chorda lineage is of piratical origins, its descendants 
  only distinguished from those hunted by Battlefleet Calixis 
  by their Warrant of Trade and noble birth. So the tale is told, 
  a younger Aspyce Chorda captured her siblings and forced 
  them into hidden cryovaults to ensure her sole mastery over 
  the Chorda Warrant of Trade. There those unfortunates 
  remain, frozen souls awaiting a revival that will never come. 
  calliGoS WinTerScale
  A man of passions, ruled by his notorious temper, Calligos 
  Winterscale is not to be idly crossed. His demeanour can 
  swing from back-slapping friendship to screaming anger and 
  back again in a matter of minutes, and he does not hesitate to 
  unleash his wrath to get his way. Winterscale respects strength 
  of will—though he may not show it whilst raging with anger. 
  Those who concede are weak inferiors and will be treated 
  as such. Even his allies and closest retainers are terrified
  by Winterscale’s intimidating, stormy moods. 
  Calligos Winterscale is a forceful captain 
  of battle and commands a potent vessel, 
  the Emperor’s Vow. He possesses a gift 
  
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  XIII: The Kronus Expanse
  XIII: The Kronus Expanse
  for leading common scum and hardened voidfarers, and 
  attracts dangerous men to his crews. Many of his servants 
  and emissaries are but a single step from murderous criminals: 
  muscled, intimidating men who might well be fresh from an 
  Imperial prison.
  Jonquin Saul
  There are nobles who pour scorn on the source of the Saul 
  fortune, built though merchant trading between established 
  worlds like common Free Traders or Chartered captains. 
  Jonquin Saul is the epitome of his ancestry, a wilful and 
  charismatic soul more captured by commerce and the ebb and 
  flow of markets than by plunges into the unknown. Every 
  circumstance and obstacle is an opportunity for trade, and 
  it is a crime to let a meeting between Rogue Traders go 
  without a deal struck to make both wealthier.
  Jonquin Saul views the Heathen Stars as 
  the true grail of the Koronus Expanse: their 
  billion souls will one day be linked to the 
  Calixis Sector by trade routes and a staggering flow of goods. 
  Vast wealth will accrue to Rogue Traders who can establish 
  good routes though the dangers of the Expanse and reliable 
  trade compacts with the heathens. In this endeavour, Saul has 
  powerful allies amongst the Drusus Marches Ministorum, 
  which is eager to bring the God-Emperor’s words to souls 
  lost in the far voids.
  WraTh umboldT
  Wrath Umboldt has seen horror in the Koronus Expanse: 
  places to shrivel the soul and make blood run cold, places 
  where Yu’vath once writhed, and places where the dead yet 
  gather. It was he who discovered the Processional of the 
  Damned in 746.M41 and glimpsed the Alenic Depths where 
  souls are stolen. In the decades since that terrible voyage 
  Umboldt has quested less within the Expanse and more 
  within his own heart, in search of a deeper connection to the 
  God-Emperor and a greater purpose than mere wealth. His 
  fortunes as a Rogue Trader have been poor in any case, with 
  numerous ventures of his small fleet into the near Expanse 
  ended by disappointment and loss. Umboldt believes himself 
  under a penance of ill luck sent by the saints to guide him to 
  enlightenment. 
  TanaK ValceTTi
  Tanak Valcetti presents himself as a man of refinement for 
  whom the vicissitudes of expeditions into the dangerous 
  Expanse are something one simply does not speak of. A 
  noble must show himself uncaring of danger, possessed 
  of a savant’s knowledge, and be far above the crude urges 
  that beset lesser individuals. This, at least, is the philosophy 
  of the Valcetti lineage. To date it is has served them well: 
  centuries of cultured, arms-length politeness and a mildly 
  acknowledged respect for the endeavours of others have 
  ensured that Tanak Valcetti has few enemies. Behind the 
  mask of noble courtesy is courageous, capable man with a 
  genuine love for the finer things in life, and one who expects 
  the best from his retainers. The wealth of the Valcetti family 
  is presently maintained through the steady exploitation of 
  the worlds within the Expanse and large investments in the 
  trade between the Scarus and Calixis Sectors. Tanak Valcetti 
  and his sons depart into the Koronus Expanse for years at a 
  time, leaving his seneschal to manage his armoured estate and 
  investments upon Port Wander.
  loST lineaGeS of The KoronuS 
  expanSe and iTS enVironS
  Many are the Rogue Trader lineages passed into 
  darkness, victims of the Koronus Expanse or their own 
  corruption. Large Rogue Trader families will survive 
  the loss of their patriarch or a single scion, but lesser 
  lineages can be extinguished utterly by a single death.
  Aquairre Lineage: Dead along with the notorious 
  Kobras Aquairre, who gained a just reputation as a 
  genocidal madman and the scourge of those who 
  sought to escape the Imperium’s judgement. He 
  vanished into the Rifts of Hecaton in 201.M41.
  Deed Lineage: The Ordo Xenos burned Amphian 
  Deed at the pyre in 803.M41 for his role in the Halo of 
  Darkness cult, ensuring he was the last of his line.
  Dewain Lineage: Passed on the deathbed of 
  Parsimus Dewain in 498.M41, as that great man left 
  no heir.
  Haarlock Lineage: Destroyed from within by 
  bloody-handed Erasmus Haarlock, who then vanished 
  in 703.M41. Of all the lost lineages the Haarlock is 
  perhaps most crowded with dark and terrible myth.
  Irem Lineage: Ended by the Holy Inquisition’s 
  murder of Balastus Irem and all his family in 443.M41, 
  fit punishment for trade in xenos corruption.
  Kail Lineage: Ended by assassination within days 
  of Fenton Kail’s declaration of discovering an intact 
  standard template construct in 388.M41.
  Urussalin Lineage: Lost to the voids with 
  Roodmar Urussalin, presumed slain by Orks in 718.
  M41.
  Renuka Lineage: Veronique Renuka declared 
  outlaw for her involvement in an attempted coup on 
  the Calixian hive world of Cyclopia in 179.M41. The 
  Renuka’s descendants are said to still operate as pirates 
  on the edge of the Unbeholden Reaches.
  
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  XIV: Adversaries & Aliens
  XIV: Adversaries & Aliens
  TraiTs
  •
  MuTaTions
  •
  aliens, eneMies, 
  and rivals
  •
  The Masses of 
  huManiTy
  •
  serviTors
  •
  Xenos
  •
  froM Beyond
  
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  XIV: Adversaries & Aliens
  XIV: Adversaries & Aliens
  Chapter XIV: 
  Adversaries 
  & Aliens
  T
  he galaxy of the 41st Millennium is a strange and 
  limitless place, filled with horrors and wonders in equal 
  measure. So too are the individuals, creatures and alien 
  races in it. Many and more of these can be encountered by 
  explorers in the Koronus Expanse and beyond, from mortal 
  foes, powerful allies and human rivals to otherworldly beasts 
  and the most hideous terrors imaginable. The trick, of course, 
  is to know which one is which…
  Traits
  S
  kills and Talents represent ability and knowledge 
  gained over the course of a character’s life. Traits, then, 
  are innate abilities gained by virtue of birth and racial 
  circumstance. They may be gained through other means later 
  in life, but almost never by choice. As indicated in Chapter I: 
  Character Creation, player characters acquire certain Traits 
  as a result of their birth world, their destiny as revealed to 
  them by the Origin Path, and later as they acquire Madness, 
  Corruption, and potentially mutations. Other characters in the 
  universe of Rogue TRadeR have Traits too, features inherited 
  from their particular type of species or their environment. 
  TraiT DescripTions
  Descriptions of the various Traits follow.
  auTo-sTaBilised
  The creature always counts as braced when firing heavy 
  weapons and may fi e on semi- or full-automatic as a half 
  action. A creature with this Trait suffers no penalties for 
  moving and firing on semi- or ull-automatic.
  BesTial
  A creature with this Trait is animalistic, tending to behave 
  instinctively rather than rationally. No matter how high its 
  Intelligence score is, it is still bestial. A creature with this Trait 
  never needs to make a Survival Test whilst in its natural habitat. 
  Unless starving or desperate, a bestial creature must make a 
  Willpower Test when frightened, startled or injured. On a 
  failed test, the creature flee . 
  Blind
  Blind creatures automatically fail all tests based on vision and 
  automatically fail all Ballistic Skill Tests. Such creatures take 
  a –30 penalty to Weapon Skill Tests and most other tests that 
  ordinarily involve or are benefited y vision.
  BruTal Charge
  A creature with this Trait deals an extra 3 points of damage 
  with attacks made while charging.
  Burrower
  A creature with this Trait can move through solid objects by 
  burrowing through them. This Trait always includes a number 
  to indicate speed. Such creatures can burrow through soil, rock, 
  sand, and so on, though some (expressed in the creature entry) 
  can burrow through metal. When a creature burrows, it leaves 
  behind a tunnel. Creatures at least one size smaller than the 
  creature that created the tunnel can enter these areas without 
  impediment. There’s a 50% chance each round that the tunnel 
  collapses behind the creature.
  Crawler
  Worms, serpents, and similar creatures crawl and slither rather 
  than walk. The base move for a creature with this Trait is 
  half their Agility Bonus (rounded up), but they do not take 
  penalties for moving over difficult ter ain.
  daeMoniC
  Daemonic creatures are creatures of the Warp, but can 
  manifest in realspace either through sheer strength of will, 
  hunger, or occult rituals. Creatures with this Trait double 
  their Toughness Bonus against all damage, except for damage 
  inflicted by force weapons, psychic powers, holy attacks, or 
  other creatures with this Trait. Daemonic creatures are also 
  immune to poison and disease.
  dark sighT
  A creature with this Trait sees normally even in areas of total 
  darkness, and never takes a penalty for fighting in areas of 
  dim or no lighting.
  hoverer
  Creatures with this Trait have a limited capability for flight, flying 
  no higher than two metres. As with the Flyer trait, this Trait always 
  includes a number to indicate speed. For more details on flying, see 
  Chapter VII: Playing the Game.
  inCorporeal
  Incorporeal creatures are insubstantial and weightless, able 
  to pass through solid objects such as walls and weapons. An 
  incorporeal creature gains a +30 bonus on Concealment Tests 
  
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  when hiding inside something. They may also automatically 
  pass any Silent Move Tests they are required to make.
  An incorporeal creature is also immune to normal weapons—
  they simply pass through its body as if it wasn’t there. Daemons, 
  psychic powers, Warp creatures, other creatures with the 
  Incorporeal Trait, and opponents armed with force weapons 
  may all injure an incorporeal creature normally. An incorporeal 
  creature can’t normally affect the mortal world, and thus can’t 
  damage non-incorporeal opponents unless noted otherwise.
  Incorporeal creatures cannot pass through certain devices or 
  barriers, such as a wall with hexagramic wards, or a starship’s 
  Geller Field.
  fear (variaBle)
  A creature with this Trait has an unnerving appearance. The fear 
  of it always has an associated rating (1–4) to reflect just how 
  awful the creature is to behold. The higher the Fear Rating the 
  harder it is for others to resist going insane from the encounter, 
  as shown on the following chart.
  When a character encounters a creature with this Trait, they 
  must make a Willpower Test, modified by the severity of the 
  creature’s Trait. On a success, the character may act normal. On 
  a failure, the character must roll on Table 10–4: The Shock 
  Table on page 294, adding +10 to the roll for every 10 points 
  by which the Willpower Test failed. The results of this roll have 
  variable effects, but generally leave the character a gibbering 
  mess. For more details on the effects of Fear and Insanity, see 
  Chapter X: The Games Master.
  flyer
  A creature with this Trait has the natural ability to fl , 
  whether with broad leathery wings, strange Warp energies, 
  or infl table gas sacs. This Trait always includes a number to 
  indicate at what speeds it moves when it flie . This number 
  replaces your agility bonus for Movement Actions. For more 
  details on flyin , see Chapter IX: Playing the Game.
  froM Beyond
  The mind of a creature with this Trait is beyond the petty 
  frailties and precarious sanity of a mortal mind. It is immune 
  to Fear, Pinning, and Psychic Techniques used to cloud, 
  control, or delude its mind. It no longer gains Insanity 
  Points.
  MaChine
  A creature with the Machine Trait is fashioned 
  from inorganic materials and is generally more 
  rigorous than fles y folks. Machines do not 
  Table 14–1: Traits
  Trait
  Description
  Auto-stabilised
  Always counts as braced.
  Bestial
  No need to make Survival Tests in natural habitat, test Willpower to avoid flight
  Blind
  Cannot see.
  Brutal Charge
  +3 damage on a charge.
  Burrower
  Moves by digging.
  Crawler
  Calculate Movement by half Agility Bonus. No penalties for moving over difficult ter ain.
  Daemonic
  Double TB against normal weapons, immune to disease and poison.
  Dark-sight
  See in darkness.
  Incorporeal
  Insubstantial and weightless, cannot be affected by mundane weaponry.
  Fear
  Forces others to make Fear Tests to avoid Shock and Madness.
  Flyer
  Can fly and enter a y altitude.
  From Beyond
  Immune to Fear, Pinning, Insanity Points, and mind-affecting powers.
  Machine
  Creature gains immunities and resistances.
  Multiple Arms
  Creature gains extra attack with multiple attack action, +10 T, +10 to Strength Tests involving 
  movement.
  Natural Armour
  Gain one or more Armour Points to all locations.
  Natural Weapons
  Unarmed attacks deal 1d10+SB damage.
  Phase
  Switch between incorporeal and corporeal as a half action.
  Quadruped
  Movement equals AB×2.
  Regeneration
  Test Toughness to remove 1 damage.
  Size
  Determines creature size and benefit .
  Sonar Sense
  Perceive surroundings fl wlessly within 30 metres.
  Soul-bound
  Bound to a particular group or creatures in exchange for certain benefit .
  Strange Physiology
  Death when damage equals Wounds.
  Stuff of Nightmares
  Gain appalling list of immunities.
  Sturdy
  +20 bonus to resist grapple and takedown.
  Toxic
  Gain a poisonous attack.
  Unnatural Characteristic
  Increases one Characteristic Bonus.
  Unnatural Senses
  Perceive surroundings by uncanny means.
  Unnatural Speed
  Double Agility Bonus for purpose of determining movement.
  Warp Instability
  Creature must deal damage if damaged, or be cast back into the Warp.
  Warp Weapons
  Creature’s attacks ignore armour.
  Fear Rating Description
  Penalty
  1
  Disturbing
  –0
  2
  Frightening
  –10
  3
  Horrifying
  –20
  4
  Terrifying
  –30
  
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  breathe, are immune to the effects of a vacuum, extremes of 
  cold, any mind-influencing psychic effect, and their Armour 
  Points apply toward fi e damage. Machines are also resilient 
  to injury, having 1 to 5 Armour Points for each location. This 
  number is indicated next to the Trait.
  MulTiple arMs
  This creature has more than one pair of arms. It increases its 
  Toughness Characteristic by +10 and gains a +10 bonus on 
  Strength Tests involving movement such as Climb and Swim. 
  Finally, the creature may use the Multiple Attack action to 
  gain two attacks on its turn.
  naTural arMour
  This creature has a naturally tough hide or an 
  exoskeleton, affording it some protection against 
  attacks. This Trait always includes a numeric 
  value to indicate how many Armour Points 
  the creature gains to all locations.
  naTural weapons
  This creature has sharp claws, teeth, spines or some other natural 
  weapon to attack its foes. It counts as being armed even when not 
  wielding weapons. Its attacks deal 1d10 points of damage plus its 
  Strength Bonus. The creature may make attacks with its Natural 
  Weapons using its Weapon Skill, though it cannot parry with its 
  natural weapons, nor can it be disarmed—unless, of course, you 
  hack off its limbs! Natural weapons always count as Primitive.
  phase
  A creature with this Trait can transform its body into an 
  insubstantial state, passing ghost-like through solid objects 
  or barriers of any sort. This Trait functions exactly like the 
  Incorporeal Trait, except the creature may become solid or 
  insubstantial by spending a half action.
  Phase carries additional limitations. A creature in a phased 
  state cannot cross psychically charged barriers, holy wards, or 
  energy fields designed to flux space or manipulate the Warp 
  such as a Gellar Field or a Void Shield.
  TraiT: MeChaniCus iMplanTs
  You have been judged a suitable vessel for the following implants:
  eleCTro-grafT
  This is a small port that is grafted into your nervous system. Once you have been properly trained, this will allow you 
  to interface with machine data ports and certain types of data nets. Electro-grafts can take many forms, such as electoos, 
  skull shunts, finger probes, or spine jacks.
  eleCToo induCTors
  These are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are wired into your 
  nervous system, where they derive power from the bio-electrical emanations of the flesh. They can be used to emit or 
  siphon power in many ways. Electoo inductors can be any colour, and can appear anywhere on the body—though hands 
  or mechadendrites are the usual sites.
  respiraTor uniT
  This implant involves tubes, wires, vox-grills, or other augmetic parts replacing the lower face and neck. It purifi s 
  your air supply, granting a +20% bonus to resist airborne toxins and gas weapons. The respirator unit also contains a 
  vox-synthesiser capable of transmitting your voice in a variety of ways. Respirators can appear as simple grill units or 
  intricate mask-like carvings.
  CyBer-ManTle
  This is a framework of metal, wires, and impulse transmitters that is bolted onto your spine and lower ribcage. As you 
  gain further implants, this mantle acts as a sub-dermal anchorage point. Amongst some servants of the Omnissiah, this 
  cyber-mantle is often referred to as “the true flesh.” One would have to look beneath the red robes of a Tech-Priest to 
  discover what a cyber-mantle looks like, and thus no one admits to having seen one.
  poTenTia Coil
  Cradled within the cyber-mantle is a power unit known as the potentia coil. This mass can store energy and produce 
  various types of fi lds. Coils come in many types, from small crystal stack affairs to bulky electrical galvinators salvaged 
  from vehicle engines. Many a hunchback within the Adeptus Mechanicus is blamed upon a primitive coil. 
  Cranial CirCuiTry
  This is a series of linked processors, implants, and cortical circuits that augments your mental capacities. Most sit 
  within housing bolted onto the skull, whilst others nestle within the brain itself. As you grow in the seriousness of your 
  devotions, more and more of the brain that deals with useless things such as emotion and intuition can be scooped away 
  to provide room for additional augmentations. Cranial circuits are often very crude-looking and rather aged.
  
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  Quadruped
  Quadrupeds are much quicker over a distance than their 
  bipedal counterparts. To calculate their movement, double 
  their Agility Bonus. This Trait is intended to cover creatures 
  with hind legs and forepaws. Creatures with more than four 
  legs may gain this Trait, but they increase the Agility Bonus 
  by 1 multiplier for every extra set of legs (six legs equals AB 
  ×3, eight legs AB × 4, and so on).
  regeneraTion
  Creatures with this Trait heal very quickly. Each round, at the 
  start of its turn the creature tests Toughness to remove 1 point 
  of damage. It loses this Trait when slain.
  size
  Trait Groups: Miniscule, Puny, Scrawny, Hulking, Enormous, 
  Massive
  Creatures come in one of seven different size categories, as 
  shown on the following chart. Size affects movement and 
  how easy or hard it is to strike that creature in combat. (When 
  calculating a creatures movement, apply the size modifier first,
  and then other modifiers from other Traits or talents. Base 
  movement can never be reduced below 1.) For the purposes 
  of comparison, a human is an average-sized creature.
  sonar sense
  A creature with this Trait perceives its surroundings by 
  emitting a frequency noise, allowing the creature to locate 
  the position of any solid object within 30 metres. Other 
  creatures within range, and that succeed on a Difficult (–10) 
  Awareness Test, may detect the curious keening.
  soul-Bound
  The soul of this creature is bound to a higher purpose or 
  being, in return for a measure of protection. When this Trait 
  is first gained, the entity to which the soul is bound must 
  be decided. Many Imperial psykers, especially astropaths, 
  are soul-bound to the Emperor, for example, whereas Chaos 
  sorcerers may be bound to one of the Ruinous Powers. A 
  soul-bound psyker rolls an additional d10 when forced to roll 
  on Table 6-3: Perils of the Warp on page 161, discarding 
  whichever one he chooses to get a more favourable result.
  Upon becoming soul-bound, a character must choose 
  one of the following effects: 1d10 Insanity Points, the 
  permanent loss of sight, the permanent loss of 1d10 from 
  one Characteristic or a random mutation (only if soul-bound 
  to the Ruinous Powers).
  In addition, a soul-bound character is permanently indebted 
  to the entity, which undoubtedly entails all manner of other 
  duties and consequences.
  Table 14–2: Size
  Size
  Modifie
  Concealment
  Base Movement
  Miniscule
  –30
  +30
  AB–3
  Puny
  –20
  +20
  AB–2
  Scrawny
  –10
  +10
  AB–1
  Average
  0
  0
  AB
  Hulking
  +10
  –10
  AB+1
  Enormous
  +20
  –20
  AB+2
  Massive
  +30
  –30
  AB+3
  eXploraTor aBiliTies in gaMe TerMs
  Whilst the abilities of Explorators are a complicated blend of technology, mummery and religion, it is sometimes useful 
  to know how to translate these seemingly miraculous powers into game terms.
  As far as Player Characters are concerned, Explorator powers are expressed in a very simple way. In Rogue TRadeR, 
  each character with the Explorator career starts play with the Mechanicus Implants Trait. This represents the various 
  augmentations that have been fitted inside the character. By spending xp on various Talents, the character learns to use 
  these implants to generate all sorts of effects, from bolts of bio-electrical energy to powerful magnetic field .
  The augmentations described in the Mechanicus Implants Trait are so closely intertwined with the Explorator’s body they are 
  not considered to be equipment. They are indistinguishable from his mortal flesh. These implants are such an integral part of an 
  Explorator that he would not survive their wholesale removal—or even want to. Life without them is no life at all. To all intents 
  and purposes, an Explorator’s Wounds represent damage to both his soft tissue and these Trait-specific augmentations. As an 
  Explorator heals damage, he is considered to be repairing any damage to this machinery as well as to his body.
  In addition to these “free” augmentations, Explorator Player Characters can also purchase other cybernetic implants, 
  such as auger arrays, mechadendrites and bionic limbs. Unlike the augmentations granted by the Mechanicus Implants 
  Trait, these are treated just like any other cybernetic implant. They can be targeted, damaged, removed, or improved—see 
  Bionic Replacement Limbs & Body Parts on page 147 for more details.
  As ever, questions about the damage or removal of implants, and what this does to an Explorator’s Talents, should be adjudicated 
  by the Game Master. No doubt this wise and august person will provide a common-sense answer, agreeable to all.
  
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  sTurdy
  Sturdy creatures are hard to move and gain a +20 bonus to 
  tests made to resist grappling and the Takedown talent.
  sTrange physiology
  A creature with this Trait has an unusual, alien, or altogether 
  bizarre anatomy. All hits count as Body hits and death results 
  when damage equals or exceeds the creature’s Wounds.
  The sTuff of nighTMares
  Some Warp entities are so terribly powerful that the will 
  perpetuating their bodies in our reality is almost impossible 
  to break or disrupt. Such entities are completely immune to 
  the effects of poisons, diseases, the need to breathe, most 
  environmental hazards, bleeding, stunning, and any critical 
  result other than one that would destroy them outright, unless 
  caused by a psychic power, force weapon, or holy attack.
  ToXiC
  A creature with this Trait is poisonous. A target hit by its 
  natural weapons must make a Toughness Test. The toxins 
  might instead be delivered by contact with the creature’s 
  skin or by inhaling its stench, in which case a Toughness 
  Test must be made upon coming into contact or proximity. A 
  failed Toughness Test indicates the victim has been poisoned. 
  A typical poison deals 1d10 points of damage, ignoring 
  Armour Points. Variations, if present, are included in the 
  creature’s description.
  unnaTural CharaCTerisTiC
  One or more of the creature’s Characteristics is unnatural. 
  Each time this Trait is gained, select a Characteristic, and 
  double its bonus. For example, a creature with a Strength 
  of 41 normally has a 4 Strength Bonus. With this Trait, its 
  Strength Bonus increases to 8.
  The Trait may be gained multiple times. Each time, you 
  may select a new Characteristic or one chosen previously. 
  Each time you apply this Trait to the same Characteristic, the 
  Bonus multiplier increases by 1. For example, one selection 
  multiplies the Characteristic Bonus by ×2, two selections 
  by ×3, and three selections by ×4. Note this Trait does not 
  modify the creature’s movement. Movement is based on a 
  creature’s unmodified Agility Bonu .
  During Opposed Characteristic Tests, on a success, the 
  bonus multiplier is added to the degree of success.
  unnaTural senses
  The creature can perceive its surroundings using senses 
  other than sight or hearing, using special organs, fine
  hairs, or some other disturbing Trait to make itself 
  aware of what’s around it. This Trait always 
  includes a range, usually 15 metres.
  unnaTural speed
  The creature moves with incredible speed. For the purposes of 
  determining movement, the creature doubles its Agility Bonus 
  (after modifiers from other Traits and factors, specifically size).
  warp insTaBiliTy
  Most Warp-entities have a tenuous hold on our reality, often 
  maintained only by horror and bloodshed, and may be 
  disrupted if sufficient harm can be done to their manifested 
  forms. If a creature with this Trait takes damage and does not 
  deal damage or Insanity Points to other creatures by the end 
  of its next turn, it must make a Willpower Test. The creature 
  takes 1 damage for failure, plus 1 damage for each degree of 
  failure. If this would deal damage equal to or in excess of the 
  creature’s Wounds, it is cast back into the Warp.
  warp weapon
  Creatures with this Trait have weapons that are partially 
  insubstantial, able to ignore such mundane things as armour 
  or cover. Natural weapons and attacks made by a creature 
  with this Trait ignore physical armour unless it is created from 
  psychoactive materials or carries the holy quality. Force fields
  still work against these attacks normally.
  Mutations
  O
  ne of the most pervasive signs of corruption in the 
  Imperium is the manifestation of mutations. These 
  subtle, or not-so-subtle, changes in the flesh can 
  result from exposure to toxic pollutants, alien biospheres, 
  genetic engineering, radiation, and other hazards, while others 
  might result from exposure to the Warp, daemonic possession, 
  and other perils of the universe. The level of tolerance for 
  mutants varies planet to planet. Subtle or cosmetic changes are 
  accepted and such beings are regarded as abhumans or subs 
  and in some worlds, they form an oppressed and exploited 
  underclass. The truly horrific mutants are purged on sight, 
  cleansed with a flamer herever they are found.
  GaininG MuTaTions
  Characters, creatures, and things acquire mutations in 
  a variety of ways, but the most common cause is through 
  physical corruption. Warped environments, chemicals, illegal 
  drugs, or just whimsy can all result in mutation, and there 
  are few safeguards to prevent a mutation once it takes root. 
  Mutations function as Traits, meaning characters cannot 
  normally purchase them with experience points.
  MuTaTion
  Whenever a mutation occurs, roll on Table 14–3: Mutations 
  to discover what type of mutation is gained. Always re-roll 
  duplicate results.
  
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  Table 14–3: Mutations
  Roll
  Mutation
  01–05
  Grotesque: The mutant is either badly deformed, scarred, or bestial, marking them as accursed and impure. The mutant 
  takes a –20 penalty on Fellowship Tests made to interact with ‘normals’, but gains a +10 bonus to Intimidate Tests.
  06–10
  Tough Hide: The mutant gains the Natural Armour 2 Trait from dense skin and thick scar tissue.
  11–15
  Misshapen: The mutant’s spine and limbs are horribly twisted. The mutant may no longer run and reduces its Agility by 
  2d10.
  16–20
  Feels No Pain: The mutant cares little for injury or harm. It gains +5 Wounds and the Iron Jaw talent.
  21–25
  Brute: The mutant is physically powerful, with deformed masses of slab-like muscle. Increase its Strength and Toughness 
  Characteristics by 10 each.
  26–30
  Nightsider: The mutant gains keen eyesight, allowing it to see clearly in areas of low lighting. It gains the Dark Sight 
  Trait, but takes a –10 penalty to all tests when in the area of bright light, unless its eyes are shielded and skin covered.
  31–35
  Mental Regressive: The mutant has regressed mentally. Roll 1d10 for Intelligence, Perception, Willpower, and Fellowship 
  separately. On a 1–5, reduce the Characteristic by 1d10; on a 6–7, halve the Characteristic; on an 8–9, there is no change; 
  on a 10, reduce the Characteristic to 5. The mutant also gains 1d10 Insanity Points.
  36–40
  Malformed Hands: The mutant’s hands fuse into slab-like appendages. Reduce its Weapon Skill and Ballistic Skill by 10. 
  Furthermore, the mutant takes a –20 penalty to any test requiring fine p ysical manipulation.
  41–45
  Tox Blood: The mutant’s system is saturated with toxic pollutants and poisonous chemicals. It gains a +20 bonus to 
  Toughness Tests made to resist poison, but reduces its Toughness and Intelligence Characteristics by 1d10. Should the 
  mutant’s blood come into contact with a living creature, that creature must succeed on a Difficult (–10) oughness Test or 
  take 1d10 points of damage that ignores Armour and Toughness.
  46–50
  Hulking: The mutant grows in stature and body-mass. It gains the Hulking Size Trait, increases its Strength Characteristic 
  by 10 and gains +5 Wounds.
  Wyrdling: The mutant has minor psychic powers that it has so far been able to conceal. The mutant gains the Psy Rating 
  51–55 
  2 talent. If it already has this talent, it gains the next highest Psy Rating talent that it doesn’t have. The Mutant  
   
          
   
  56–59
  Vile Deformity: The mutant is marked by some terrible deformity that shows the touch of the Warp and should not exist 
  in a rational universe. There is no end to the dire forms this might take such as writhing tentacles in place of arms, skinless 
  60–63
  glistening flesh, re-arranged facial features, or thousands of restless eyes studding the body, to name but a few. The 
  mutant gains the Fear 1 Trait.
  Aberration: The mutant has become a weird hybrid of man and animal (or reptile, insect, or some other beast). The mutant 
  increases its Strength and Agility by +10, reduces its Intelligence by –1d10, its Fellowship by –10.
  64–67
  Degenerate Mind: The mutant’s mind is Warped and inhuman. Reduce its Intelligence and Fellowship each by –1d10. 
  Also, roll 1d10. On a 1–3, it gains the Frenzy talent; on a 4–7, it gains the Fearless talent; on an 8–0, it gains the From 
  Beyond Trait.
  68–71
  Ravaged Body: The mutant’s body has been entirely remade by the Warp. Roll 1d5 times on this table. Such mutations, 
  regardless of their nature, still show the obvious touch of Chaos.
  71–74
  Clawed/Fanged: The mutant gains razor claws, a fanged maw, barbed flesh or some other fo m of natural weapon. It gains 
  the Natural Weapon Trait (either I or R damage).
  75–78
  Necrophage: The mutant gains +10 to Toughness and the Regeneration Trait, but must sustain itself on copious quantities 
  of raw meat or starve.
  79–81
  Corrupted Flesh: Beneath the mutant’s skin a blasphemous transformation has taken place exchanging living organs for 
  writhing creatures and blood for ichorous, maggot-ridden filth. 
  henever the mutant takes critical damage, it gains Fear 2 
  for that round.
  82–85
  Venomous: The mutant’s natural attacks are toxic. It gains the Toxic Trait.
  86–89
  Hideous Strength: The mutant gains the Unnatural Strength Trait.
  90–91
  Multiple Appendages: The mutant has sprouted additional functioning limbs in the shape of arms, tentacles or a prehensile 
  tail (or tails). It gains the Ambidextrous and Two Weapon Wielder talents, and a +10 bonus on Climb Tests and grapple 
  attacks.
  92–93
  Worm: The mutant’s lower limbs have fused together to form a worm or snake-like tail. The mutant gains 5 extra Wounds 
  and the Crawler Trait.
  94
  Nightmarish: So warped and horrific is the utant’s appearance it can cause enemies to flee in ear. It gains the Fear 3 
  Trait.
  95
  Malleable: The mutant possesses a sickeningly liquid flexi ility and is able to distend and fl tten its body. Increase its 
  Agility by 10. It gains a +20 bonus on Climb Tests and grappling attacks. Also, it may fit th ough spaces as small as one-
  quarter its usual body dimensions.
  96
  Winged: The mutant’s body has warped to accommodate a pair of leathery wings or the like. It gains the Flyer Trait at a 
  rate equal to its AB×2.
  97
  Corpulent: The mutant’s huge and bloated frame gives it +5 Wounds and the Unnatural Toughness Trait. It may no longer 
  take the Run action.
  98
  Shadow Kin: The mutant has only a tenuous grip on our reality and, though wasted and gaunt, it can slip partly into the 
  Warp at will. It gains the Phase Trait and decreases its Strength and Toughness Characteristics by 10.
  99
  Corrosive Bile: The mutant may vomit burning bile, flesh-e ting grubs, or some other horrific s bstance instead of 
  attacking normally in close combat. The mutant must test Ballistic Skill to use this mutation. Using it is a full action. It can 
  be dodged, but not parried. On a successful test, the attack deals 1d10+2 R (or E) Tearing Damage.
  0
  Hellspawn: Saturated with the energies of the Warp, the mutant is more than part daemon, gaining the Daemonic, Fear (2), 
  and From Beyond Traits.
  gains 2 Psychic Techniques of his choice from a single discipline of his choice. He needs to meet the requirements for both disciplines.
  
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  Allies, Enemies 
  and Rivals
  “Looking for DeCol you say? Well I knows three by that name, one’s 
  a stubjack, the other a scrivener and the third, well her I’d rather not 
  speak of… unless you’ve a deal more thrones to rub together than you 
  look like. So, friend, which will it be?”
  –Old Cthun, Gelt Broker, Port Wander
  The following represents a useful cross-section of mankind as 
  it might well be encountered by an Explorer in the Koronus 
  expanse, although whether as enemy, ally, partner, or rival 
  will depend purely on changing circumstances. 
  The Masses of 
  Humanity
  W
  hile the individual entries in this section represent 
  important, dangerous, or in other ways interesting 
  NPCs Explorers may encounter, the following 
  can be used as a rough series of templates for the countless 
  common souls of humanity besides, themed towards the hardy 
  survivors of the Koronus Expanse.
  Humanity has spread across the stars like a plague in 
  uncounted numbers. Many are born into toil and die knowing 
  little else, while others slaved to the Imperium’s labyrinthine 
  bureaucracy spend years copying words from decaying 
  parchment to fresh, never understanding a single word they 
  write. Life beyond the Imperium’s borders is if anything more 
  uncertain and dangerous, with hardscrabble colonists eking 
  out lives on the edge of starvation, threatened at all sides 
  from strange creature, rampaging xenos, and the laughter of 
  thirsting gods. 
  ColonisT
  colonist profile
  Ws
  Bs
  s
  T
  ag
  int per Wp Fel
  25
  20
  30
  30
  30
  25
  25
  25
  30
  Movement: 3/6/9/18 
   
   
  Wounds: 9
  Skills: Awareness (Int), Common Lore (Imperium) (Int), Drive 
  (pick one) (Ag), Speak Language (Low Gothic) (Int), Trade 
  (pick one) (Int).
  Talents: Basic Weapon Training (SP), Melee 
  Weapon Training (Primitive).
  Gear: Poor quality clothing, trinket, or votive 
  item.
  The following offer examples of different Minor NPCs using 
  the Colonist as a template with the listed additions. 
  adept
  Their fin ers stained in ink, their backs hunched over 
  parchment strewn desks, adepts and scribes can be found in 
  every dark niche of the Imperium and beyond it, tabulating 
  data and recording the ending of lives as thoughtlessly as 
  they might the day’s precipitation.
  Char: Int 30 
  Skills: Common Knowledge (Imperium) (Int) +10, Literacy 
  (Int) +10, Speak Language (High Gothic) (Int). 
  Gear: Quills, ink bottles, parchment, data-slate.
  Bloodskinner
  Many worlds on the frontier are dependant of a steady supply 
  of butchered meat, either from local livestock or hunted and 
  culled from feral worlds by red-stained roving provender vessels. 
  Bloodskinners serve that need. Many are ferals themselves, others 
  are inveterate wanderers—none have a wholesome reputation. 
  Char: WS 35, BS 30, Per 35 
  Skills: Navigation (Surface) (Int), Survival (Int), Tracking 
  (Int), Wrangling (Int). 
  Talents: Basic Weapon Training (Primitive), Melee Weapon 
  Training (Chain, Primitive). 
  Armour: Leather and hide armour (All 2, Primitive).
  Gear: Knife (1d5+3 R, Primitive), and either a chainaxe 
  (1d10+7 R, Tearing) or a crossbow (30m; S/–/–; 1d10 R; 
  Pen 0; Clip 1; 2 Full; Primitive) and 12 quarrels. 
  entertainer 
  Given the often crushing misery of life, it is no surprise 
  that a little escape is often desirable for the masses, and 
  entertainment on most human worlds has a tendency toward 
  the simple, direct and visceral.
  Char: Fel 35 
  Skills: Carouse (T), Charm (Fel), Deceive (Fel) and either 
  Acrobatics (Ag), Gamble (Int), or Performer (Fel). 
  Gear: Any tools of the trade such as outlandish or revealing 
  clothes, gewgaws, decks of cards, or musical instruments.
  Hired Gun
  Hired guns of moderate skill and expendable nature can be 
  found across the Koronus Expanse. Some form the bulk of 
  planetary defence forces, and more the personal guards of 
  nobles and merchants. They can also be found as part of the 
  numerous mercenary groups or criminal gangs that abound, 
  and even serving as enforcers to maintain what passes as law 
  and order on colony worlds. 
  Char: BS 35, Wounds 12 
  Skills: Climb (S), Intimidate (S). 
  Talents: Basic Weapon Training (Universal), Pistol Weapon 
  Training (Universal).
  Armour: Light flak co t (Arms 2, Body 2, Legs 2).
  
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  Gear: Lasgun (30m; S/3/–; 1d10+3 E; Pen 0; Clip 60; 
  Reload Full; Reliable) or pump-action shotgun (30m; S/–
  /–; 1d10+4 I; Pen 0; Clip 8; Reload 2 Full; Scatter), stub 
  automatic (30m; S/3/–; 1d10+3 I; Pen 0; Clip 9; Reload 
  Full), 2 clips for each weapon, knife, truncheon, hand vox. 
  scum
  The frontier, no less that the underbelly of the Imperium, is rife 
  with all manner of thugs, narco-dealers, gangers, degenerates, 
  and worse. Such scum prefer to prey on the weak and most 
  live by victimising those even worse-off than themselves, but 
  many will take their chances against more dangerous targets 
  if the prospect of payoff is high enough.
  Char: WS 30, Per 30 
  Skills: Carouse (T), Chem-Use (Int), Deceive (Fel), Gamble 
  (Int) Silent Move (Ag). 
  Talents: Jaded, Pistol Weapon Training (Universal). 
  Gear: Stub revolver (30m; S/–/–; 1d10+3 I; Pen 0; Clip 
  6; Reload 2Full; Reliable), spare reload, knife (1d5+3 R, 
  Primitive), 1d5 doses of assorted chems, stolen goods. 
  Voidfarer
  Any large star vessel requires a crew in the hundreds if not 
  thousands. It is dangerous and back-breakingly laborious 
  work for the most part, where life-expectancy is low and 
  slow death through radiation exposure and pressure-ague 
  commonplace. However, without their blood and sweat, travel 
  between the stars would not be possible.
  Char: S 38 T 38 
  Skills: Speak Language (Void Cant) (Int), Tech-Use (Int).
  Armour: Heavy work gear (All 2).
  Gear: Respirator or void-suit as needed.
  free Trader CapTain
  The Imperium’s myriad worlds are connected in vast 
  intertwining networks of commerce, with many planets unable 
  to sustain themselves without imports of food, technology, or 
  manpower. It is this merchant navy which acts to move trade 
  and tithe goods from one system to another, transporting 
  untold quantities of essential freight across the stars. Free 
  traders are normally part of commercial fleets and travel where 
  their masters decree, but some small operators continue to act 
  independently of the conglomerate, while others are hardy 
  (or desperate enough) to strike out for border areas in search 
  of greater profits on the very edge of the Imperium. While 
  their passages are normally quiet, they know at any time they 
  and their crews might be called upon to lay down their lives 
  in battle and no passage in the warp is ever safe.
  Free Trader captain profile
  Ws
  Bs
  s
  T
  ag
  int per Wp Fel
  29
  35
  31
  35
  32
  36
  32
  37
  33
  Movement: 3/6/9/18 
   
   
  Wounds: 12
  Skills: Awareness (Per), Barter (Fel) +10, Common Lore 
  (Imperium, Merchant) (Int), Navigation (Stellar) (Int), Speak 
  Language (High Gothic, Low Gothic) (Int), Trade (Merchant, 
  Voidfarer) (Int) +10.
  Talents: Basic Weapon Training (Las, SP), Melee Weapon 
  Training (Primitive, Universal), Peer (void born), Pistol 
  Training (Universal).
  Armour: Reinforced uniform (Arms 1, Body 2, Legs 1). 
  Weapons: Hellpistol (Pistol; 30m; S/2/–; 1d10+4 E; Pen 7; 
  Clip 20; Reload 2Full).
  Gear: 1 spare hellpistol clip, personal vox, seal of captaincy or 
  commercia warrant, data-slate, master security key for ship.
  MuTanT ouTCasT
  Mutation is a fact of human existence in the 41st Millennium. 
  On many worlds, particularly those who have been cut off 
  from contact for centuries and even millennia, the human 
  gene-pool has become irrevocably damaged by generations of 
  exposure to pollutants and alien biospheres, and worst of all, 
  to genetic tampering and exposure to the reality distorting 
  effects of the warp. As a result, increasing numbers are born 
  with obvious and often grievous mutations, most often in the 
  form of gross physical deformities and mental deviancies. 
  Within the Imperium the most terribly afflicted are ruthlessly 
  and systematically purged, however beyond the Imperium’s 
  border, their treatment can vary widely, from exploitation to 
  dominance among those worlds lost to the taint of Chaos. 
  On some worlds steeped in commonplace superstition and 
  fear, or where fanatical interpretations of the Imperial 
  creed and local hatreds have taken hold, the merest 
  hint of physical deviancy is likely to end in a 
  pyre. On other largely industrial worlds where 
  mutation is sometimes viewed as a baleful 
  
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  XIV: Adversaries & Aliens
  XIV: Adversaries & Aliens
  but unavoidable fact among the lower classes, whole mutant 
  populations are allowed to form as a harshly repressed and 
  utterly disposable workforce, and only the most excessive 
  cases of mutation are culled.
  There are numerous forms of mutant, but the most 
  common exhibits some base physical degeneracy or deviation 
  from the excepted norms of the human form. Also known as 
  an abhuman, sub or twist, these degenerates are often found 
  as slaves and outcasts on the fringes of human settlement in 
  the Koronus Expanse, and in abominable profusion on those 
  worlds touched by the warp.
  Mutant outcast profile
  Ws
  Bs
  s
  T
  ag
  int per Wp Fel
  28
  22
  35
  35
  22
  18
  25
  18
  15
  Movement: 2/4/6/12  
   
   
  Wounds: 12
  Skills: Climb (S), Intimidate (S), Survival (Int), Trade (labourer 
  or scavenger) (Int).
  Talents: Basic Weapon Training (Primitive), Frenzy, Jaded, 
  Resistance (Poisons). 
  Traits: Mutation (roll once on table 14–2 Mutation on page 
  369, re-rolling any result higher than 50).
  Weapons: Improvised club (1d10+1 I; Primitive).
  Gear: Rags, tatters and scraps of scavenged detritus.
  Mutant abomination
  Far worse than the abhuman dregs are those lost and damned 
  souls whose bodies bear the corrupting stigmata of Chaos 
  and who have embraced insanity and the favour of the Dark 
  Gods. Use the Mutant Outcast profile modified as follows to 
  represent them.
  Char: WS 35, S 45, Wounds 22 
  Traits: roll 1d5 times on Table 14–3 Mutations on page 
  369, re-rolling any duplicate results. 
  Gear: Warhammer (1d10+6 I; Primitive) or great weapon 
  (2d10+4 I; Primitive, Unbalanced).
  navy offiCer
  A military aristocracy of the stars that spans the Imperium, 
  the Officer Corps of the Imperial Navy are an institution 
  that dates back millennia in a tradition of service, bellicosity, 
  and sacrifice that some would argue is unmatched. To serve 
  in the Imperial Navy is to act as the glue that holds the 
  Imperium together, for without warp travel the vast armies of 
  humanity would be left stranded, impotent, and swiftly torn 
  apart by its enemies. Just as the Navy itself binds together the 
  Imperium, so do its officer class bind and regulate the Navy. 
  Proud, warlike, and honourable, often descended from 
  bloodlines that have served for centuries, it is they who 
  keep the ratings and the indentures in line, uphold 
  the traditions of service and loyalty and most 
  importantly hold the line against the darkness 
  of the void beyond.
  navy officer profile
  Ws
  Bs
  s
  T
  ag
  int per Wp Fel
  38
  32
  30
  30
  35
  35
  30
  38
  31
  Movement: 3/6/9/18 
   
   
  Wounds: 12
  Skills: Awareness (Per), Climb (S), Command (Fel) +10, 
  Common Lore (Imperium, Void, Imperial Navy, War) (Int), 
  Navigation (Stellar) (Int), Speak Language (High Gothic, Low 
  Gothic) (Int). 
  Talents: Basic Weapon Training (Las, SP), Nerves of Steel, 
  Melee Weapon Training (Primitive, Universal), Peer (Imperial 
  Navy), Pistol Training (Universal). 
  Armour: Flak reinforced uniform (Arms 3, Body 3, Legs 3).
  Weapons: Naval pistol (20m; S/3/–; 1d10+4 I; Pen 0; Clip 
  6; Reload Full; Tearing), mono-sword (1d10+3 R; Pen 2) or 
  officer s cutlass (1d10+3 R; Shocking).
  Gear: 2 spare naval pistol clips, personal vox, officer s seal, 
  respirator.
  oaThsworn Bodyguard
  The exploitation of the Expanse has resulted in the amassing 
  of many great fortunes and a great many vendettas and 
  intrigues in turn. Both are equally perilous in a realm where 
  little law is recognised beyond raw power and the void of 
  space swallows the dead without trace. In such a world no 
  one, no matter how famed or mighty, is beyond the reach 
  of an assassin’s hand, and the need for trustworthy personal 
  protection is paramount. While dumb muscle and hired guns of 
  dubious provenance are ten-a-throne, a skilled professional, or 
  Oathsworn as they are known in the parlance of the Expanse, 
  is another matter. Depending on their contract, those who 
  offer their services as such bodyguards range in their role 
  from simple escort duty, to laying their life down for their 
  employer, to acting as their personal agents and ‘dealing’ with 
  those who offended their masters. Reputable bodyguards can 
  become quite wealthy and respected themselves, assuming 
  they survive, and some establish familial contracts which last 
  as long as their employer’s lineage does. Others specialize 
  in dangerous locales, using their familiarity with the local 
  environs to offer protection in that area. 
  oathsworn Bodyguard profile
  Ws
  Bs
  s
  T
  ag
  int per Wp Fel
  42
  35
  35
  40
  35
  35
  38
  35
  28
  Movement: 3/6/9/18 
   
   
  Wounds: 18
  Skills: Awareness (Per) +10, Common Lore (Imperium, 
  Underworld) (Int), Dodge (Ag) +10, Drive (Land Vehicle) 
  (Ag), Inquiry (Int), Intimidate (S) +10, Scrutiny (Per) +10, 
  Security (Ag) +10, Shadowing (Ag) +10, Silent Move (Ag). 
  Talents: Basic Weapon Training (Las, SP, Bolt), Crack Shot, 
  Disarm, Melee Weapon Training (Primitive, Universal), Nerves 
  
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  XIV: Adversaries & Aliens
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  of Steel, Pistol Training (Universal), Quick Draw.
  Armour: Flak armour with carapace chest plate (Arms 4, Body 
  6, Head 4, Legs 4).
  Weapons: Autopistol with manstopper rounds and a red-dot 
  laser sight (30m; S/–/6; 1d10+2 I; Pen 3, Clip 18; Reload 
  Full), compact laspistol (15m; S/–/–; 1d10+1 E; Pen 0, Clip 
  15; Reload Full; Reliable), shock glove (1d10+3 I; Shocking).
  Gear: Quality clothing suitable to their surroundings, micro-
  bead, 2 autopistol manstopper clips, 1 blind grenade, filtration 
  plugs, silencer, photo-contacts.
  renegade 
  There are many that flee the Imperium and turn renegade, 
  and just as many reasons for doing so. Failed revolutionaries, 
  refugees, Imperial deserters, outlaws, heretics and worse all 
  make their way to the Expanse in the hopes of freedom from 
  pursuit and to do as they will. Many attempt to found their 
  own societies on shadowed and undiscovered worlds, or lurk 
  on the edge of more established colonies, but an equal number 
  are drawn to raiding and piracy to survive. Many human pirates 
  and raiders are not worshippers of Chaos or in league with 
  aliens, but simply criminals out to take what they can, or who 
  have fallen into an unforgiving cycle of plunder and flight in 
  order to sustain their outlaw existence. There remains a darker 
  core however, of those that have fallen far from the light and 
  are prey to the most appalling appetites and savagery. It is 
  these that are the most feared of renegades, hated by colonist, 
  Imperial, Rogue Trader and fellow outlaw alike. 
  renegade profile
  Ws
  Bs
  s
  T
  ag
  int per Wp Fel
  38
  28
  35
  40
  30
  25
  33
  35
  22
  Movement: 3/6/9/18 
   
   
  Wounds: 12
  Skills: Awareness (Per), Common Lore (Expanse, Imperium) 
  (Int), Chem-Use (Int), Intimidate (S) +10, Speak Language 
  (Low Gothic) (Int), either Deceive (Fel) and Tech-Use (Int) 
  or Forbidden Lore (pick one) (Int) and Secret Tongue (as 
  appropriate) (Int).
  Talents: Basic Weapon Training (SP), Jaded, Melee Weapon 
  Training (Chain, Primitive, Thrown), Pistol Training (Las, 
  SP), Peer (Criminal or Renegade).
  Armour: Composite armour (Arms 2, Body 3, Legs 3).
  Weapons: Knife (1d5+3 R; Primitive), hand cannon (30m; 
  S/–/–; 1d10+4; Pen 2; Clip 5; Reload 2Full), and either 
  a sword (1d10+3 R; Balanced, Primitive) or chainsword 
  (1d10+5 R; Balanced, Tearing), autopistol (30m; S/–/6; 
  1d10+2 I; Pen 0; Clip 18; Reload Full), autogun (90m; 
  S/3/10; 1d10+4 I; Pen 0; Clip 30; Reload 2Full), or pump-
  action shotgun (30m; S/–/–; 1d10+4; Pen 0; Clip 8; Reload 
  2Full; Scatter). 
  Gear: Tattered miss-matched clothing, spare ammunition for 
  weapons, and either a hand vox and respirator, or gruesome 
  trophies, human meat, and skins. Void pirates will also be 
  equipped in armoured void suits. 
  void piraTe CapTain
  It takes a brave and capable individual to lead a pirate crew 
  in the reaches beyond Imperial space. One must be cunning 
  and ruthless, as well as able to command a crew of renegades 
  and killers through respect or fear. A pirate captain can be 
  as cruel as vacuum or affect the manner of a rakish noble 
  or Rogue Trader depending on his nature and crew, but 
  he must be successful or risk his command to mutiny. The 
  most successful are more than the leaders of cutthroats; they 
  are savvy operators with extensive intelligence gathering 
  networks, knowledge of dark secrets uncovered in their 
  voyages and contacts on both sides of the law. 
  Void pirate captain profile
  Ws
  Bs
  s
  T
  ag
  int per Wp Fel
  44
  38
  34
  42
  34
  34
  38
  42
  36
  Movement: 3/6/9/18 
   
   
  Wounds: 15
  Skills: Awareness (Per), Charm (Fel), Barter (Fel), Command 
  (Fel) +10, Common Lore (Imperium, Merchant, 
  Underworld) (Int), Deceive (Fel), Intimidate (S), 
  Interrogation (Fel) +10, Inquiry (Fel), Navigation 
  (Stellar) (Int) +10, Pilot (Space Craft) (Ag), Tech-
  Use (Int), Speak Language (Void Cant) (Int).
  Talents: Air of Authority, Basic Weapon 
  
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  XIV: Adversaries & Aliens
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  Training (Universal), Decadence, Exotic Weapon Training (any 
  one), Jaded, Light Sleeper, Melee Weapon Training (Primitive, 
  Universal), Paranoia, Pistol Training (Universal), Resistance 
  (Fear), Peer (Criminals or Renegades), Swift Attack.
  Armour: Light carapace (Arms 4, Body 5, Legs 4).
  Weapons: Bolt pistol (30m; S/2/–; 1d10+5 X; Pen 4; Clip 
  8; Reload Full; Tearing), hand cannon (30m; S/–/–; 1d10+4 
  I; Pen 2; Clip 5; Reload 2Full), chainsword (1d10+5 R; 
  Balanced, Tearing), exotic pistol (any one).
  Gear: Motley uniform, bionic eye, 2 bolt pistol clips, 4 hand 
  cannon clips, 1 clip for exotic weapon, dubious charts. Some 
  may have extensive further cybernetic implants.
  warp wiTCh
  Among the Void Born, there are those psykers who flee the 
  Imperial authorities upon the awakening of their powers or 
  have been born beyond their reach. Those that manage to 
  survive this dark transfigu ation are rare, and often insane, but 
  no less sought after in certain quarters because of this. This 
  is because these Warp Witches possess among their psyker’s 
  gifts some, albeit crude, ability to navigate the warp and 
  whisper upon its unseen winds, although never with anything 
  approaching the certainty and proficiency of a true Navigator 
  or Astropath. For those renegades and corsairs who strike a 
  devil’s bargain with a Warp Witch, they may find the price 
  levied by these fi kle and spiteful psykers even steeper than 
  they can guess at. Often, the powers they have to track the 
  warp are conveyed not by their own gifts, but by the daemons 
  sitting invisibly on their shoulders. 
  Warp Witch profile
  Ws
  Bs
  s
  T
  ag
  int per Wp Fel
  28
  28
  30
  40
  36
  28
  37
  45
  23
  Movement: 3/6/9/18 
   
   
  Wounds: 13
  Skills: Awareness (Per), Ciphers (Occult) (Int), Common Lore 
  (Imperium, Koronus Expanse) (Int), Command (Fel), Deceive 
  (Fel) +10, Forbidden Lore (Cults, Daemonology, Warp) (Int) 
  +10, Intimidate (S) +10, Invocation (WP) +10, Psyniscience 
  (Per), Secret Tongue (Cult) (Int), Speak Language (Low 
  Gothic) (Int), Trade (Seer) (Int). 
  Talents: Dark Soul, Fearless, Jaded, Melee Weapon Training 
  (Primitive), Peer (Renegade), Pistol Weapon Training (SP), 
  Psy Rating 6, Resistance (Psychic Techniques).
  Traits: Dark Pact†, one Mutation from Table 14–3.
  †Dark Pact: In addition to her psyker abilities, a Warp 
  Witch can summon daemons and unclean spirits in order to 
  try to navigate the warp and to do their bidding; these rituals 
  are complex and dangerous and cannot be performed during 
  combat encounters. 
  Disciplines: Telepathy, Telekinesis.
  Pyschic Techniques: Short Range Telepathy, Mind 
  Probe, Terrify, Delude, Beastmaster, Compel.
  Armour: Reinforced void suit (Arms 2, Body 
  3, Legs 2).
  Weapons: Sacrificial blade (1d5+4 R; Primitive), stub 
  automatic (30m; S/3/–; 1d10+3 I; Pen 0; Clip 9; Rld Full).
  Gear: Tattered clothes, trinkets and fetishes, ragged reinforced 
  void suit, respirator. 
  Servitors
  S
  ervitors are fusions of flesh and machine made from 
  culture-grown organics, harvested corpses, or mind-
  wiped human bodies. Millions of these cyborg creations 
  are found throughout the Imperium and human space, used 
  to perform monotonous functions without deviation or 
  question. Servitor technology is said to predate the Imperium 
  itself and is the exclusive purview of the Adeptus Mechanicus. 
  Servitors come in a seemingly endless variety of forms from 
  baroque works of art designed to tend the needs of the rich 
  and powerful, to crude, misshapen labour units fashioned 
  for work in the most horrific industrial zones, to bellicose 
  monsters of steel meant as near-mindless living weapons. 
  The most common use of servitors is to perform mundane 
  tasks such as waiting on nobles, routine maintenance, loading 
  freight, sorting endless dockets, or tirelessly guarding a given 
  locale.
  BaTTle serviTor (Charron-paTTern)
  The Charron Pattern is a light battle servitor, humanoid in 
  shape, found often in the service of the Imperial Navy and 
  numerous other star vessels as shock troops and defenders 
  
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  XIV: Adversaries & Aliens
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  in boarding actions. Those found in the Koronus Expanse 
  are often very old, their inorganic components having been 
  recycled through numerous bodies and recovered from the 
  fallen of the battlefield. As a result they have a reputation 
  for their machine spirits being unreliable in combat and 
  not knowing friend from foe on occasion. This makes some 
  captains reluctant to employ them save in the direst need. 
  Battle servitor profile
  Ws
  Bs
  s
  T
  ag
  int per Wp Fel
  (8)
  (8)
  30
  30
  40
  40
  20
  20
  30
  40
  ––
  Movement: 2/4/8/12  
   
   
  Wounds: 15 
  Skills: Awareness (Per).
  Talents: Two-Weapon Wielder, plus any Weapon Training 
  appropriate to its armament.
  Traits: Auto-stabilised, Darksight, Flyer (2) (Null gravity 
  conditions only), Machine (6), Natural Weapon (servo-fists), 
  Sturdy, Unnatural Strength (×2), Unnatural Toughness 
  (×2).
  Armour (Machine): All 6.
  Weapons: Servo-fist (1d5+8; Primitive), either chain axe 
  (1d10+12 R; Tearing) or shock glove (1d10+8 I; Shocking), 
  and either a flamer (20m; S/–/–; 1d10+4 E; Pen 2; Clip 12; 
  Reload 3Full; Flame), autogun (90m; S/3/10; 1d10+3 I; Pen 
  0; Clip 30; Reload 2Full), hellgun (110m; S/3/–; 1d10+4 E; 
  Pen 7; Clip 40; Reload 2Full), heavy bolter (120m; –/–/10; 
  2d10+2 X; Pen 5; Clip 60; Reload Full; Tearing), plasma 
  cannon (120m; S/–/–; 2d10+10 E; Pen 8; Clip 16; Reload 
  5Full; Blast (1), Overheat, Unreliable) or multi-melta (90m; 
  S/–/–; 4d10+5 E; Pen 13; Clip 10; Reload 2Full; Blast (1)). 
  Gear: Internal vox-bead, ammo hopper equivalent to four 
  clips for each weapon, red dot laser sight for its primary ranged 
  weapon, systems sealed to the void, inbuilt mag-boots.
  grapplehawk (falaX-paTTern)
  One of the more unusual servitor types, the grapplehawk is a 
  large cyber-converted avian creature used to hunt and capture 
  or kill human and animal prey. They are armoured, fitted with 
  enhanced sensory equipment and grav-assisted flight systems. 
  The Thulian Magos are known to favour this kind of construct 
  both as scouts in the field and aggressive sample “gatherers,” 
  and also have been known to sell examples to various Rogue 
  Traders and Outlander nobles in return for their cooperation 
  and support. 
  Grapplehawk profile
  Ws
  Bs
  s
  T
  ag
  int per Wp Fel
  40
  —
  35
  35
  48
  18
  40
  30
  ––
  Movement: 2/4/6/12 
  Wounds: 8
  Skills: Awareness (Per) +10, Dodge (Ag).
  Talents: Fearless, Swift Attack.
  Traits: Dark Sight, Flier 20, Machine (4), Size (Scrawny).
  Armour (Machine): All 4.
  Weapons: Shock-pulse claws (1d10+3 E, Shocking). Gear: 
  Inbuilt vox and cogitator, auspex. Inbuilt grappling units 
  allow it to lift stunned prey as if it had Unnatural 
  Strength (x2), although its speed will significant y 
  decrease based on its load.
  serviTor drone
  servitor Drone profile
  Ws
  Bs
  s
  T
  ag
  int per Wp Fel
  15
  15
  50
  40
  15
  10
  20
  30
  05
  Movement: 1/2/3/6 
  Wounds: 10
  Skills: Trade (any one) +10.
  Talents: None.
  Traits: Machine 4, Natural Weapon (Fist).
  Armour (Machine): All 4.
  Weapons: Fist (1d10+5 I; Primitive).
  Gear: Internal micro-bead.
  servo skull
  Servo-skulls are human skulls (often that of a favoured 
  servant or low ranking tech-priest) that have been fitted with 
  rudimentary artificial intelligence, support systems, and an 
  anti-grav motor to provide mobility. Their advantages are 
  their small size and manoeuvrability, which allows them to 
  enter otherwise inaccessible spaces or hazardous areas that 
  would endanger their operators, as well as the ability to act as 
  additional ‘eyes and ears’ for their masters.
  servo skull profile
  Ws
  Bs
  s
  T
  ag
  int per Wp Fel
  15
  15
  10
  20
  30
  15
  35
  20
  ––
  Movement: — (see below)   
   
  Wounds: 4
  Skills: Awareness (Per ) +10, Concealment (Ag) +10, Dodge 
  (Ag), Silent Move (Ag) +10, One other skill to suit its function 
  (Int etc) +20.
  Talents: Fearless.
  Traits: Dark Sight, Flier 6, Machine (2), Size (Puny).
  Armour (Machine): All 2.
  Gear: Inbuilt vox and cogitator. Depending on its function the 
  Servo-skull will also have an inbuilt lumen globe, auspex, 
  combi-tool or laspistol (30m; S/–/–; 1d10+2 E; Pen 0; 
  Clip 30; Reload Full; Reliable) with inbuilt red-dot 
  laser sight. Servo-skulls are often modified with 
  other tools, sensors, or pistol-class weapons 
  by their owners.
  
  376
  XIV: Adversaries & Aliens
  XIV: Adversaries & Aliens
  The Xenos
  “I have walked worlds were no man has trodden before and left none 
  alive in my passing. I have beheld the idols of gods worshiped before 
  the dawn of humanity and cast them down. I have tasted the blood of 
  civilisations perished, and found it good.”
  –Attributed to Erasmus Haarlock, Rogue Trader 
  T
  here are many sentient races other than humanity abroad 
  in the Galaxy, both known and unknown. Beyond the 
  borders of the Imperium lurk many alien civilizations, 
  or ‘xenos’ as mankind knows them. The following section 
  offers a sampling of the xenos known to exist within the 
  Koronus Expanse, each with their own capacity to travel the 
  stars as both enemies and perhaps allies to a Rogue Trader. 
  eldar Corsair
  Few humans know much of the enigmatic ancient race 
  know as the Eldar, save reports of haughty disdain, quixotic 
  temperament, powerful technology, and the unnatural and 
  subtle cruelties of merciless raiders who strike like ghostly 
  phantoms. Despite these conflicting reports there are those 
  foolish and wealthy enough to take up the extortionately 
  priced services of these so-called corsairs. Those who do 
  employ the skills of these most efficient mercenaries take a 
  very grave risk. The tales of mastery and splendour in battle 
  attributed to them are almost equalled by those telling of 
  their fi kle loyalty, sudden betrayals, and gleeful slaughtering 
  grace, silken armour a-sheen with the blood of former allies.
  Within the Koronus Expanse the two most infamous 
  groups of eldar corsairs at large are known to humanity as 
  the fi kle and deadly mercenaries of the Children of Thorns 
  and the mysterious exterminators called the Crow Spirits. 
  eldar corsair profile
  Ws
  Bs
  s
  T
  ag
  int per Wp Fel
  (10)
  48
  48
  33
  35
  52
  39
  40
  43
  25
  Movement: 5/10/15/30  Wounds: 12
  Skills: Acrobatics (Ag), Awareness (Per) +10, Barter (Fel), 
  Deceive (Fel) +10, Dodge (Ag), Evaluate (Int) +10, Forbidden 
  Lore (The Black Library, Xenos, The Warp) (Int), Gamble (Int), 
  Navigation (Stellar) (Int), Pilot (Interface Craft, Jump Pack) 
  (Ag), Medicae (Int), Silent Move (Ag) +10, Speak Language 
  (Eldar, Low Gothic, Void Cant) +10.
  Talents: Basic Weapon Training (Las), Catfall, Exotic 
  Weapons Training (Shuriken Catapult, Shuriken Pistol), Leap 
  Up, Melee Weapon Training (Power, Primitive), Pistol 
  Weapon Training (Las), Quick Draw, Resistance (Fear, 
  Psychic Techniques), Sprint. 
  Traits: Unnatural Agility (x2).
  Armour: Xeno mesh void armour (Body 5, 
  Head 5, Arms 4, Legs 4).
  Weapons: Shuriken catapult (60m; S/3/10; 1d10+4 R; Pen 
  6; Clip 100; Reload 2Full; Reliable), xeno-crafted laspistol 
  (30m; S/–/–; 1d10+2 E; Pen 0; Clip 30; Reload Full; 
  Reliable), xeno–crafted mono-sword (1d10+3 R; Pen 2; 
  Balanced), 2 plasma grenades, 4 blind grenades.
  Gear: 3 spare clips of shuriken catapult ammunition, waystone 
  gem, xenos–crafted medkit, xenos-crafted void-sealed armour 
  that grants full life support, long range encrypted vox, auspex, 
  and Dark Sight. Inbuilt void impellor units in the armour 
  grant Flyer 12 in null gravity.
  ork freeBooTer
  Imperial lore has it that throughout history the brutal ork 
  has contested mankind’s dominion of the stars. Built for 
  bloodshed, violence, and little else, the average ork is a 
  hulking simian humanoid with tough, sallow-greenish hide 
  and a protruding jaw lined with jagged tusk-like fangs. 
  Frighteningly strong (most can easily pull a human being 
  apart in their clawed hands), orks are also phenomenally 
  resistant to injury, largely fearless, and can thrive in many 
  hazardous environments unaided. Orkiods demonstrate a 
  staggering variety of physical types and subspecies, with the 
  largest and most brutal always in command. While lacking 
  intellect, orks possess an innate low cunning and simple but 
  effective grasp of tactics. This, combined with a talent for 
  scavenging and creating their own crude but highly effective 
  tech, makes them a danger far beyond the near-animalistic 
  xenos predator they at first ppear to be.
  Barbarous and strife-torn ork empires are scattered 
  
  377
  XIV: Adversaries & Aliens
  XIV: Adversaries & Aliens
  throughout known space, and the Koronus Expanse is no 
  exception with a volume of space known as Undred-Undred 
  Teef the home of a long established ork domain from which 
  frequent raids and pirate attacks from scavenging ork warbands 
  of loota krews and freebooter pirates are infamous.
  ork Freebooter profile
  Ws
  Bs
  s
  T
  ag
  int per Wp Fel
  (8)
  45
  20
  50
  45
  30
  26
  30
  28
  22
  Movement: 3/6/9/18  
   
   
  Wounds: 16
  Skills: Awareness (Per), Barter (Fel), Intimidate (S).
  Talents: Basic Weapon Training (Primitive, SP), Bulging 
  Biceps, Common Lore (Ork), Crushing Blow, Furious Assault, 
  Hardy, Heavy Weapon Training (SP), Iron Jaw, Melee Weapon 
  Training (Chain, Primitive, Power), Pistol Weapon Training 
  (Primitive, SP), Speak Language (Ork, Low Gothic), True 
  Grit.
  Traits: Brutal Charge, Mob Rule†, Resistance (Cold, Heat, 
  Radiation), Sturdy, Unnatural Toughness (x2).
  Armour: Looted armour (Body 5, Head 4, Arms 2, Legs 2).
  Weapons: Chain axe (1d10+9 R; Pen 2 Tearing), 1d5 frag 
  grenades, shoota (60m; S/3/10; 1d10+4 I; Pen 0; Clip 30; 
  Reload Full; Inaccurate, Unreliable).
  Gear: 2d10 ork teeth (“Teef ”), shiny bitz, scavenged machine 
  components and trophies, 3 spare clips for the shoota, 
  respirator, crude hand vox. 
  †Mob Rule: Orks grow in confidence and brutality in the 
  company of their own kind. For every additional ork within 
  10m, the ork’s Willpower is increased by +10 to resist the 
  effects of Fear and Pinning.
  krooT MerCenary
  Encountered very rarely in the Koronus Expanse, the kroot 
  are not indigenous to the local stars but nomadic wanderers 
  from half a galaxy away. A mercenary race, their feral, clannish 
  mindset hides both a perception and intelligence few would 
  credit them with. A carnivorous and highly adaptable species, 
  an individual kroot stands considerably taller than a human 
  and possesses many features that betray their avian heritage. 
  Sporting a crest of quills, a beaked mouth, and the ability to 
  move with incredible speed and lithe physical power, a kroot 
  is a formidable opponent. Their martial prowess—combined 
  with an unpleasant reputation for eating those they slay—
  gives these freelance warriors a justly fearsome reputation, 
  and they command a high price from the merchant criminals 
  and recidivist elements willing to flout Imperial law by taking 
  them into their employ.
  Kroot Mercenary profile
  Ws
  Bs
  s
  T
  ag
  int per Wp Fel
  (6)
  (8)
  42
  33
  35
  40
  44
  25
  44
  30
  18
  Movement: 4/8/16/32   
  Wounds: 12
  Skills: Acrobatics (Ag), Awareness (Per), Barter (Fel), Climb 
  (S) +10, Concealment (Ag) +20, Dodge (Ag) +10, Silent 
  
  378
  XIV: Adversaries & Aliens
  XIV: Adversaries & Aliens
  Move (Ag) +20, Speak Language (Low Gothic, Kroot) (Int), 
  Tracking (Int) +10, Survival (Int) +20.
  Talents: Basic Weapon Training (SP, Primitive), Furious 
  Attack, Leap Up, Lightning Refle es, Melee Weapon Training 
  (Primitive), Resistance (Fear), Sprint, Swift Attack.
  Traits: Natural Weapons (Beak)†, Unnatural Perception (x2), 
  Unnatural Strength (x2). 
  †A Kroot’s beak follows all rules for natural weapons, except it inflicts 
  1d5 damage instead of 1d10.
  Armour: Hide armour (Body 2, Primitive).
  Weapons: Kroot rifl †† (110m; S/–/–; 1d10+5 E; Pen 1; 
  Clip 6; Reload 2Full), beak (1d5+6 R, Primitive), bolas.
  †May be used in melee (1d10+6 R; Balanced). 
  Gear: Cut meat, bandolier of 30 spare charges for rifl , fetish 
  pouch.
  From Beyond
  “…And I beheld the Warp in the burning nothingness of its eyes and 
  fell to my knees and wept, my faith gone asunder, cursing the name 
  of the mother that gave birth to me for the truth of existence is too 
  terrible to know…”
  –From the Canticle of Shebanus the Fallen
  B
  eyond our physical reality lies the Warp, a turbulent 
  and ever-shifting cosmos of unreality and raw energy 
  shaped not by paltry physical laws, but by fathomless 
  insanity and echoing impulse and possibility; it is this very 
  realm of madness ships must travel through to leap interstellar 
  distances, and dwelling within its depths are entities fashioned 
  from the stuff of nightmares and bounded by no law save 
  their hungers. 
  warp predaTor (eBon geisT)
  These near-mindless creatures are animalistic predators whose 
  hunger for life is boundless. They are drawn to the soul sparks 
  of mortal life like sharks to bloody water. Such a predator is the 
  Ebon Geist, a thing blacker than the emptiest void, a killing 
  shadow, thin and writhing that can pass through dark spaces 
  as insubstantial as a nightmare fading into forgetfulness. The 
  geist murders with its chill talons leaving noting but bodies 
  consumed to desiccated husks, the screaming shadows of its 
  victims cold-burned into the hull where they perished. 
  ebon Geist profile
  Ws
  Bs
  s
  T
  ag
  int per Wp Fel
  (8)
  36
  —
  36
  40
  45
  14
  45
  42
  ––
  Movement: 8/16/24/48   
   
  Wounds: 18
  Skills: Dodge (Ag), Psyniscience (Per), Concealment (Ag) 
  +20, Silent Move (Ag) +20.
  Talents: Heightened Senses (all), Swift Attack, Lightning 
  Attack.
  Traits: Consume Life†, Daemonic (TB 8), Dark Sight, 
  Daemonic Presence, Fear (2), Flyer (12), From Beyond, Hard 
  Target, Phase, Toxic, Unnatural Agility (×2), Unnatural Speed 
  (×2), Warp Instability.
  Daemonic Presence: All creatures within 20 metres take a 
  –10 penalty to Willpower Tests as the air seems to darken, 
  the temperature plunges and savage whispers echo from the 
  shadows.
  †Consume Life: For every sentient, living creature the Ebon 
  Giest kills it immediately recovers 1d5 lost Wounds (this 
  cannot take it above its starting total).
  Weapons: Chill talons (1d10+3 R, Tearing, Toxic, Warp 
  Weapon)
  The daeMon
  The shapes and blasphemous hungers that a daemon 
  might exhibit are without number, and literally 
  thousands of different manifestations are recorded 
  within the restricted archives of the Ordo Malleus of 
  the Imperial Inquisition. Many reflect the nature of 
  their patrons among the powers of Chaos, acting as foot 
  soldiers in the legions of hell, while others represent the 
  congealed stuff of mankind’s worst fears and hidden 
  evils, and the lingering nightmares of alien races long 
  since gone to dust. Regardless of their shape daemons 
  are formed from the pure substance of the warp and 
  cannot maintain their grip readily on our universe 
  without the aid of bloodshed, misery, and death.
  
  379
  XV: Into the Maw
  XV: Into the Maw
  Legends and Lies
  •
  Part One: the 
  riddLe Of the 
  righteOus Path
  •
  Part twO: 
  acrOss a stOrm-
  wracked sky
  •
  Part three: intO 
  winter’s heart
  •
  imPOrtant nPcs
  
  380
  XV: Into the Maw
  XV: Into the Maw
  Chapter XV: 
  Into the Maw
  Within the depths of winter’s heart 
  Beyond the burning world’s start 
  In darkest darkness does it lie 
  Beneath stygian skies and winking eye 
  Here the trail does grow cold 
  and rests Lor’s folly full of gold
  –Excerpt from Lord Fordamere’s ‘Tales of the Expanse’
  B
  eyond the shadowy edge of the Calixis sector lies the 
  Koronus Expanse; a trackless stretch of void shrouded 
  in secrets and perils. For centuries explorers have 
  crossed its midnight depths in search of wealth, power and 
  glory, hungry for the treasures it hides beneath ancient stars 
  and uncaring solar winds. It is a place of legends and tall 
  tales, a place of lost civilisations and ships devoured whole by 
  the warp. It is also the rumoured resting place of the Righteous 
  Path; a mighty treasure ship said to hold the plundered wealth 
  of an entire world.
  Into the Maw is an introductory Rogue Trader adventure 
  which thrusts the Explorers into the dark and terrifying 
  world of the 41st millennia as they seek fortune and glory 
  on the trail of an ancient treasure ship. Intended for starting 
  characters, it presents an introduction to the rules and themes 
  of the game, as well as advice and guidance for novice GMs 
  and players alike. It can also be used as a springboard, leading 
  to further adventures within the Expanse and beyond.
  Players should STOP reading now. The rest of this chapter 
  is for the GM’s eyes only!
  Legends and Lies
  Central to this adventure is the legend of the Righteous Path, an 
  ancient treasure ship long ago swallowed by the shifting tides 
  of the warp. A ship reputed to hold the wealth of a plundered 
  world. Below is a recounting of its tragic tale.
  the taLe Of the righteOus Path
  The story of the Righteous Path begins over two and a half 
  thousand years ago, during the time of Drusus and the great 
  Angevin Crusade. The stalwart forces of the Imperium were 
  sweeping across the region of space that would one day become 
  the Calixis sector, pushing the enemies of the God-Emperor 
  before them and bringing light to worlds lost for centuries 
  to darkness. Among their number was Lorcanus Ryn, a great 
  warlord and free-captain, filled with bloodlust and greed 
  but also an unwavering faith in Drusus and the Emperor. 
  At the helm of his grand-cruiser, the Righteous Path, 
  he was the scourge of a hundred worlds, carving 
  out a bloody path before him as the crusade 
  conquered world after world. 
  One such world was Krystallian. Recorded as the 73rd 
  world brought to the light of the Emperor by the crusade, 
  it was (so the story goes) an ancient colony of man which 
  had long ago fallen to the heretical worship of false gods and 
  the teachings of treacherous prophets known as the Talisar. 
  Covered in glittering cloud temples, raised by the Talisar to 
  the glory of the Myriad of Faces, it was a world of immense 
  wealth and blasphemous grandeur. It was, however, no match 
  for the might of the Imperial armies led by Lorcanus Ryn. The 
  warlord descended on Krystallian, filled with the righteous 
  wrath of the Emperor, sweeping away a thousand years of 
  civilisation in three days of fire and blood. When the killing 
  was done, and the corpse counters began gathering up the 
  detritus of war, Lorcanus Ryn marvelled at the riches he had 
  won. Never before had he seen such naked wealth; temples 
  packed high with artefacts of rare and wondrous make, statues 
  gilt with gems and glittering with gold, and shadowed vaults 
  of forgotten and forbidden archeotech.
  Here the story varies from teller to teller. Some say the 
  wealth of Krystallian was more than rare metals and precious 
  stones, but that its people were also a prize; bred from a stock 
  of pure genetic material and spared from centuries of warp-
  taint, they were bundled into stasis coffins and taken away 
  to be trained as elite warriors or highborn servants. Others 
  whisper that Krystallian was settled during the Dark Age of 
  Technology and still harboured devices from that time within 
  its cities and temples, secrets worth more than the raw mineral 
  wealth or combined populations of a hundred worlds.
  Whatever the form of Krystallian’s wealth, Lorcanus was 
  not content merely to sample it, nor did he trust his fellow 
  
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  XV: Into the Maw
  XV: Into the Maw
  crusaders to carry it away. So he set about filling the Righteous 
  Path from stern to ram. He tore out gun decks and launch bays, 
  marooned thousands of his crew and stripped away the vessel’s 
  innards until she was bursting with plunder. The warlord then 
  vanished into the warp and from the pages of history.
  Over the centuries there have been many expeditions 
  to find the Righteous Path. At the time of its disappearance, 
  members of the crusade quested after the lost vessel. Later, 
  free-traders, adventurers and Imperial servants have all tried 
  to find its resting place. Many believe the vessel is lost forever, 
  sunken beneath the tides of the warp or smashed to pieces 
  and scattered across space and time. Krystallian, however, was 
  rumoured to have once existed on the trailing edge of what is 
  now the Calixis Sector only a short span of light-years from 
  the Maw. This has led some old void-farers to speculate that 
  Lorcanus Ryn and his ship were caught in the tides of the 
  storms that plague the Koronus Passage and dragged out deep 
  into the Expanse. Many believe it to be lost forever…
  Part One: 
  Riddle of the 
  Righteous Path
  “A Rogue Trader lives and dies by the strength of his deeds.”
  –Vos Karlorn, Lord-Captain of the Emperor’s Testament
  Overview
  The Explorers arrive at Port Wander and are contacted by 
  Orbest Dray—an old servant of their dynasty. After meeting 
  with Dray in the port’s vast markets, he gives them a map (in 
  the form of an astropathic mnemolith) that points the way to 
  the wreck of the Righteous Path; a fabled lost treasure ship. As 
  soon as he hands over the mnemolith, the Explorers and Dray 
  are attacked by agents of Hadarak Fel, a Rogue Trader also 
  interested in the lost vessel, and an attempt is made to steal 
  the mnemolith. Even though the attempt fails, Lady Ash, a 
  servant of Hadarak reads the astropathic message and learns 
  the clues it contains. The Explorers then meet with the local 
  Adeptus Arbites and learn that it was Hadarak behind the 
  attack, but because he is a Rogue Trader, they are unwilling to 
  help without more damning proof. The Explorers then must 
  seek out a way to decipher the message on the mnemolith 
  and learn the location of the world it mentions where the 
  Righteous Path can perhaps be found. Shortly after this, they 
  are met personally by Hadarak, who is interested in getting 
  the measure of his competition and challenging them to a 
  race through the Koronus Passage. The section concludes 
  with the Explorers departing for the Passage.
  the adventure Begins
  Like so many before them the Explorers have come to Port 
  Wander to travel into the Koronus Expanse in search of fortune 
  and glory. The adventure begins as the Explorers arrive at 
  port their vessel docking with the vast Imperial outpost. Read 
  or paraphrase the following:
  You have come to Port Wander in search of trade, profit, and 
  most important of all, glory. Perched on the edge of the Calixis 
  Sector, in the far reaches of the Drusian Marches, Port Wander 
  is the gateway to the Koronus Expanse and the vast untamed void 
  beyond. The station itself hangs massive and silent in the baleful 
  light of Rubycon II, surrounded by the shattered remnants of 
  ancient asteroids and serviced by a flotilla of Imperial vessels both 
  large and small.
  Upon your arrival you have been greeted by several formal 
  envoys and salutations from both the Imperial Authority and other 
  Rogue Traders, welcoming your dynasty to port and honouring 
  your right to passage. This kind of reception is one you have grown 
  used to and is no less than you would expect. However, one vox 
  message stands out and demands your attention. Recorded in your 
  dynasty’s personal cipher, the message is from a man who calls 
  himself Orbest Dray. He says he has been waiting a long time for 
  a member of the family line to return, and carries a message and a 
  gift from your Rogue Trader’s great-grandfather. He would meet 
  with you as soon as you have docked at a specified location in the 
  Court of the Dead; Port Wander’s vast markets. It is a matter, he 
  says, that promises great glory. 
  an ancient message
  Soon after they have docked, the Explorers can meet Orbest 
  Dray in the Court of the Dead. The market is crowded 
  and filled with the stench of humanity. The Explorers will 
  clearly stand out here, their attire and bearing putting them 
  above the local traders and citizens. When they meet Orbest 
  Dray he will appear to be no more than another old scrap-
  picker, adorned with tattered clothes and broken trinkets. He 
  will, however, produce a dynasty seal and recite the oaths 
  of service marking him as a servant of the Rogue Trader’s 
  line. His first reaction upon meeting the Explorers will be to 
  offer his profuse thanks for their arrival. It seems he has been 
  waiting a very long time to see them.
  Orbest Dray was once a member of the crew of a ship 
  belonging to the great-grandfather of the group’s Rogue 
  Trader. He will tell them that in his youth he served as a deck 
  officer aboard the Emperor’s Testament, a vessel belonging to 
  Vos Karlorn and part of the great-grandfather’s fleet. During 
  one terrible expedition they were caught in a violent warp 
  storm and blown far off course. After they came to rest in a 
  strange and uncharted system the ship’s astropath heard a 
  faint message, a cry for salvation from a lost Imperial 
  vessel. At first they believed it was from the rest of 
  the fleet, but they quickly realised it was an old 
  message (an echo in the warp, the astropath 
  called it), hundreds if not thousands of 
  
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  XV: Into the Maw
  XV: Into the Maw
  years old. When it was examined they discovered just what 
  they had stumbled onto; an astropathic marker from the 
  fabled treasure ship the Righteous Path.
  Explorers with either the Common Lore (Koronus Expanse) 
  or Scholastic Lore (Legend) Skill will be familiar with the 
  legend of the lost ship; however Dray will relate the tale to 
  them if no one as heard it. Read the tale of the Righteous Path 
  from page 380 to the players.
  He will then continue with his own story. He will tell them 
  that Karlorn, as a loyal member of the dynasty, chose not to 
  pursue the treasure ship there and then, and so returned to 
  Port Wander. Months passed and there was no sign of the 
  Rogue Trader, so Karlron vowed to return to the Expanse and 
  find him. Not willing to risk the map in the Expanse, Karlorn 
  entrusted it to Dray before he departed, to keep safe until he 
  returned with the Rogue Trader. Karlorn never returned.
  Since that time, over 100 years ago, he has been waiting 
  for one of the dynasty to return so that he can pass on his 
  message and the map that was so long ago entrusted to him.
  Once his tale is complete, Dray reaches inside his grubby 
  jacket and hands them a small sealed stasis casket containing 
  the map. The casket is locked with a gene-coded seal and 
  bears the mark of the Explorers’ dynasty. As soon as 
  it is revealed, the seal responds to the presence of 
  the Rogue Trader or close members of his line 
  (i.e., the Explorers), and it opens to reveal 
  a smooth black rock—an astropathic mnemolith containing 
  the transmission from the Righteous Path. As soon as the casket 
  is opened and the mnemolith is revealed, any psykers among 
  the Explorers will instantly know what it is and be able to 
  read it with a touch. Failing this, either Dray or any character 
  with Common Lore (Navis Nobilite) or (Rogue Traders) will 
  be able to identify it for them and suggest that they should get 
  the ship’s Navigator or Astropath to read it. See Deciphering 
  the Riddle below for details on the contents of the stone and 
  what it means.
  a BOtched amBush
  Unfortunately for the Explorers, they are not the only ones 
  interested in the Righteous Path, nor the only ones that know 
  that Orbest was holding a clue to its whereabouts. Hadarak 
  Fel (see sidebar), a Rogue Trader of the Fel Dynasty, has long 
  been watching Dray with interest, having learnt long ago (in 
  part from the loose lips of Orbest himself ) about the old void-
  farer’s knowledge of a clue to the whereabouts of the Righteous 
  Path. His efforts to extract the information from Dray have met 
  with failure, and he has learnt that Dray does not know the 
  clue himself but that it is held in a special gene-locked casket 
  awaiting the return of the old man’s Rogue Trader. Knowing 
  he could not open such a casket without destroying what 
  it holds, and not even knowing the true value or usefulness 
  of its contents, Hadarak has been content to just watch and 
  pursue more tangible avenues of profit in the meantime. With 
  the arrival of the Explorers and the message to them from 
  Dray (a message he could not decipher but which indicated 
  the time had come to act), it seems that the old man is ready 
  to spill his secrets at last.
  To this end, Hadarak has dispatched his trusted consort-
  psyker Lady Ash (see sidebar), along with some armsmen, 
  to watch Dray and see just how valuable his secret is. While 
  Dray is relating his tale to the Explorers, Lady Ash is lurking 
  nearby, sheltered by shadows and the crowds of the Court. 
  Her psyber-raven Pyrexia is also nearby, hidden high above 
  the Explorers, allowing Lady Ash to follow their actions.
  With the opening of the casket Lady Ash will immediately 
  recognise the mnemolith and try and steal it for her master. 
  At this point several things will happen at once:
  She will send Pyrexia swooping down to snatch the stone 
  from the casket or the hand of any unsuspecting Explorer that 
  has picked it up. Allow each Explorer to make a Difficult
  the great-grandfather
  The Rogue Trader’s great-grandfather is not 
  named in this adventure, nor is any further 
  information given about him beyond his connection 
  to Orbest Dray and the fact that he once travelled the 
  Expanse. This is so that the GM can link him to the 
  background of the players and their dynasty. The GM 
  does not need to go into any great detail, and a name 
  should be more than enough for the purposes of the 
  adventure, though he should feel free to develop him 
  as he wishes.
  using endeavOurs
  Throughout 
  this 
  adventure 
  there 
  are 
  numerous Objectives available for the Explorers 
  to complete. Each Objective is like a side quest to 
  the main plot and can be discovered by talking to 
  certain NPCs or investigating certain opportunities. 
  Objectives typically cover such things as conveying 
  cargo, charting warp routes or exploiting worlds; 
  however they can involve pretty much anything. 
  When an Objective is completed, the Explorers 
  gain a number of Achievement Points. Achievement 
  Points count towards the successful completion of 
  the overall goal—in this case, to find and plunder the 
  Righteous Path. Any Achievement Points that exceed the 
  Endeavour’s total value can be traded in for additional 
  Profit at the end of the adventure (+1 Profit for every 
  100 Achievement Points exceeding the Endeavour’s 
  value). While it is not essential for the Explorers to 
  complete every Objective they come across, these 
  missions are opportunities to gain more Profit Factor; 
  the lifeblood of a Rogue Trader.
  The GM should identify Objectives for the PCs 
  as they become available; suggesting that NPCs or 
  situations might gain the Explorers a bonus to their 
  Profit. He should also make it clear to the PCs the 
  importance of gaining Profit and the key part it plays 
  in the fortunes of their dynasty.
  For more information on Endeavours see page 279.
  Endeavour: Plunder the Righteous Path.
  Achievement Points Value: 1500
  
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  (–10) Perception Test to detect the psyber-raven. Any PC 
  passing the test can take a Half Action as the bird grasps the 
  stone but before it flies out of reach. A successful hit on the 
  psyber-raven will cause it to drop the stone. Even if Pyrexia 
  does make off with the stone it will be too heavy for the 
  psyber-raven to carry and it will drop it in the middle of the 
  crowd about 20 metres away.
  Lady Ash will send in the armsmen to attack the Explorers 
  and cover Pyrexia’s escape. There will be as many armsmen 
  as there are Explorers (for the Armsmen, use the Oathsworn 
  Bodyguard profile on page 372). They will begin their assault 
  in a loose circle around the Explorers about 30 metres away 
  and use ranged weapons to try and force them into cover. 
  They will then try and keep them pinned in place until Lady 
  Ash and her psyber-raven are clear. The GM should note that 
  the armsmen are not actually trying to kill the Explorers, only 
  delay them, and so he should not make the encounter too 
  deadly. This can be achieved by having the armsmen fi e into 
  the air to panic the crowd or at the PCs’ cover rather targeting 
  them personally if it looks like any of the Explorers are going 
  to be seriously wounded. 
  Fighting in such a crowded place has its own dangers as 
  people try desperately to scramble away from the violence 
  and death. In effect this means for the first 3 rounds of the 
  combat (before the crowd clears) all combatants will have 
  their Agility Bonus (and thus their movements) reduced by 
  half by jostling bodies. It also means that all combatants will 
  randomly gain cover (see page 246) against ranged attacks 
  as bystanders soak up fi e and catch bullets. Every time an 
  armsman or Explorer is hit, roll a d10; on a 1–5 they are hit 
  as normal, while on a 6–10 they gain 8 APs of cover.
  Lady Ash will never become personally involved in the 
  battle, even if her psyber-raven is damaged or destroyed. If 
  Pyrexia does escape Lady Ash will direct it to fly off high into 
  the gantries above the Court, beyond the reach of the Explorers, 
  and will let the panicking crowd draw her away. This is because 
  she will have already gotten what she is after. When Pyrexia 
  touched the stone, she was able to read its message though her 
  connection to her psyber-raven. Her goal now is to convey the 
  message back to Hadarak and help him work out its meaning. 
  If there is a Psyker with the Player Character group, that 
  Psyker will sense that Lady Ash has used her connection to her 
  familiar and scanned the mnemolith on a successful Ordinary 
  (+10) Psyniscience Test. If the Player Characters attempt to 
  harm Lady Ash, she will flee at once.
  swift Justice
  After 8 rounds of combat, Imperial Authorities will arrive in 
  the form of a dozen strong Adeptus Arbites patrol and any 
  surviving armsmen will surrender. The leader of the patrol is 
  Targos, a heavyset Arbitrator-Sergeant with little in the way 
  of either humour or imagination. After surveying the scene, 
  he will question the Explorers about the attack, though this 
  is only a formality as such random acts of violence are all too 
  common in port and seldom investigated. Given the status 
  of the Explorers, Targos will take some interest and kindly 
  ask them to accompany him to the Adeptus Arbites’ Precinct 
  Complex that he might help to uncover the identity of the 
  assailants. The Explorers are not compelled however—their 
  rank means that without higher authority they cannot be 
  detained or arrested. This is something the Explorers 
  will be aware of and so it is up to them to go or 
  not. If they refuse, Targos does not seem overly 
  bothered and will merely tell them that he 
  will be in contact before turning on his 
  nPc: OrBest dray
  Orbest Dray was a ship’s officer and a bold and fearless 
  adventurer in his younger days. Now, time has worn 
  away his good nature and he has grown bitter and 
  angry at being left to grow old while his lord and ship 
  mates met glorious ends in the void. He will, however, 
  do his duty to the end, as his loyalty to the dynasty and 
  his oath of obedience is all he has left.
  Dray is very knowledgeable about the Expanse, 
  having sailed across its dark countless times during 
  his service to the dynasty. The GM can use Dray as 
  a device to provide the Explorers with information 
  or advice about the situations and creatures they 
  encounter. For Orbest Dray, use the Voidfarer profile 
  found on page 372.
  nPc: hadarak feL
  Hadarak Fel is an old Rogue Trader hardened by years 
  sailing the void and facing its perils. Over a century 
  old, he has kept his appearance youthful (scorning 
  prosthetics and augmentations) through a rigorous 
  regimen of rejuvenat treatments and xenos technology. 
  He also likes to dress flamboyantly, playing the part 
  of the simpering noble or foppish merchant. This 
  carefully cultivated appearance is all designed to keep 
  his adversaries off balance and hide his true age and 
  cunning. One of the few surviving members of the Fel 
  Dynasty, Hadarak has earned a dire reputation among 
  his peers as a potent competitor and merciless opponent. 
  The Explorers will discover this for themselves as they 
  compete with his desires to plunder the wreck of the 
  Righteous Path.
  Hadarak is ultimately self-serving and cares only 
  for himself. Hadarak Fel should never find himself in 
  personal combat and will do everything in his power 
  to avoid such a situation. If the GM needs to make 
  any tests for Hadarak, use his profile on page 392. 
  Hadarak’s ship, the Fell Hand, is deliberately left up 
  for the GM to define, so that it can be scaled to be 
  challenging to the PCs without overwhelming them. 
  The GM should use the statistics for the Sabre (see 
  page 211). Alternatively, the GM can construct his 
  own ship using the ship construction rules (page 193). 
  Hadarak’s crew should be Veteran (see page 214), but 
  the GM should remember that he can use Hadarak to 
  make one Manoeuvre, Shooting, or Extended Action 
  each Turn as well. 
  
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  heel and striding off with his men (taking the armsmen, both 
  living and dead, with him).
  interested Parties
  Should the Explorers follow Targos to the Precinct Complex, 
  an imposing and starkly unpleasant place, they will be shown 
  to the offices of Precept-Marshall Kyra Valkyran. The Marshall 
  will be more annoyed to see them than anything else, but 
  will listen to whatever they have to say. She has to deal with 
  this kind of thing every day: nobles sabotaging each other’s 
  functions, merchants killing each other’s suppliers and traders 
  starting fights over bets and brags. Things the navy has no 
  interest in as long as it doesn’t spill over into their parts of the 
  station or endanger their crews or vessels.
  With information from Targos, she will be able to identify 
  their attackers as servants of the Fel Rogue Trader Dynasty and 
  members of the crew of one Hadarak Fel. However, there is no 
  way to prove that they were acting on his orders and without 
  solid evidence she cannot act against Hadarak, as his Warrant 
  of Trade protects him from such minor crimes. Even the word 
  of another Rogue Trader will not be enough. All she can do 
  is warn them to be on their guard and offer a promise of swift 
  intervention by her men in the case of further hostilities. 
  Orbest Dray (who has taken it upon himself to join the 
  Explorers) will recognise the name Hadarak Fel and be able to 
  tell the Explorers that Dray once worked contacts with his 
  old captain, Karlorn. He can only assume that Hadarak 
  learned of the mnemolith’s existence, and wanted to 
  find the Righteous Path for himself. 
  Dray is correct, Hadarak learned about 
  the mnemolith and what it held long ago. 
  However, since it is inside a gene-sealed case, he could not 
  simply steal it. If anyone besides the Explorers opened the 
  case, the mnemolith would be destroyed. So Hadarak had 
  Dray watched, assuming that those who could open the case 
  would eventually turn up. Now that Lady Ash has scanned the 
  mnemolith, he will make all haste for the Expanse. 
  deciPhering the riddLe
  As soon as a psyker or psychically sensitive person examines the 
  mnemolith they will be able to unlock its astropathic message. 
  More a mind vision than anything else, the message will show 
  the viewer a stellar location; a flickering star surrounded by a 
  nebula and vast stretches of void, circled by a dust world and 
  a frozen halo. From this information the Explorers will need to 
  find the exact location of the system the message depicts. The 
  GM can allow any PC to make a Difficult (–10) Common 
  Lore (Koronus Expanse) Test to know that several of the 
  celestial phenomena in the message look like they might be 
  from Winterscale’s Realm within the Expanse. The GM should 
  allow the PCs to come up with a plan for who to approach for 
  this information, though he can provide suggestions if they are 
  not sure where to start or who would have charts or knowledge 
  of the Expanse. There are three ways to get the information 
  they seek in Port Wander:
  They can either petition the Imperial Navy or Administratum 
  for records. This is not easy even for a Rogue Trader and will 
  require a Profit of at least 45 to impress the bureaucrats and 
  grease a few palms. If this requirement is met then they will 
  gain the location of Magoros. 
  They can seek out void-farers familiar with the Expanse. 
  Finding such hardy men and woman will require a Challenging 
  The Court of 
  the Dead
  
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  (+0) Inquiry Test and a fair amount of time exploring the 
  dank drinking holes of the Gilt Processionals. Success will 
  however provide them with the location of Magoros. It will also 
  announce their intentions to most of Port Wander, something 
  that might complicate things later.
  They can find a master map maker. This is perhaps the most 
  subtle approach and some quiet asking around will led them to 
  Magnate Scrivener Journ in the Chambers of Gold. Journ agrees 
  to sell the Explorers a chart showing the system’s location, and 
  furthermore offers to keep the matter confidential (a service he 
  provides to all his clients). However, the Explorers must first 
  agree to carry out a small contract (see A Questionable Cargo).
  Leaving POrt
  After receiving Lady Ash’s information, Hadarak will return to 
  his ship and set sail into the Koronus Passage, making no secret 
  of his departure or his intentions. The PCs must now make 
  haste and leave themselves unless they want Hadarak to beat 
  them to their prize. Part One represents an Objective with the 
  Exploration Trait and completing it awards 500 Achievement 
  Points to the Explorers.
  Part Two: 
  Across a 
  Storm-
  Wracked Sky
  “Sailing the Maw is like gliding across a razors edge between a gale 
  and a great swell; one wrong move and it will slice you open.”
  –Dronim Halberat, Master Helmsman
  Overview
  In this section the Explorers must cross the Koronus Passage 
  and enter the Expanse. To get to the other side, they must 
  endure a long journey and the worst the Passage can throw 
  at them. Part Two details two encounters the GM can use, 
  however the GM should feel free to consult page 341 for 
  more information on the Maw, and create his own encounters. 
  This section concludes with the Explorers final y clearing the 
  Maw and entering the Expanse.
  the edge Of the stOrm
  As the Explorers approach the Maw through the warp, they 
  will see the boiling rift where the Screaming Vortex and Void 
  Dancer’s Roil meet. As they draw closer to the entrance, their 
  Navigator will detect a gathering empyreal eddy across the 
  ships passage, which may prove dangerous to their progress. 
  The Explorers will then have a choice: they can try and brave 
  the eddy and continue into the Passage, or wait for it to 
  pass.
  • If they choose to delay, after a time the eddy will pass, 
  but they need to spend several days waiting. This could 
  be a problem, as rumours of a great prize have spread 
  amongst the crew, who are now eager to continue the 
  hunt for treasure. If they choose to wait, decrease the 
  ship’s Morale by 1d5, as the crew grows restless and 
  impatient. 
  • If they press on, then both the character piloting the ship 
  and the Navigator will need to make Difficult (–10) 
  Perception Tests to plot a safe path. If either test is 
  failed the ship will be buffered by the worst of the eddy 
  and the Geller-field hammered by violent warp energy. 
  Some of this energy will soak into the vessel bringing 
  with it nauseating visions and unnatural lethargy. Have 
  each of the Explorers make a Challenging (+0) 
  Willpower Test. Those that fail will suffer a –10 
  to WS and BS test for the next 1d5 days as the 
  miasma settles in their bones.
  OBJective: a QuestiOnaBLe 
  cargO
  Journ wants to send some proscribed texts to a contact 
  he has in Footfall for safe keeping. The volumes are not 
  actually heretical, but with recent Ecclesiarchy purges, 
  he would feel better if they were somewhere safer.
  Conditions: Carry Journ’s texts to Footfall and 
  deliver them his contact.
  Traits: Criminal.
  Achievement Points: +200
  nPc: Lady ash
  Lady Ash is a silent, pale skinned psyker whose origins 
  and homeworld are known only to Hadarak. Whether 
  she is truly mute or simply chooses not to speak is not 
  known, however her devotion to Hadarak is without 
  question; a devotion that is sadly one sided. The 
  Rogue Trader uses her as the favoured instrument of 
  his will and the hand of his displeasure against both 
  his enemies and allies. However, Hadarak only values 
  her life as long as it is of use to him, and like all of his 
  possessions will use and discard it if need be in his 
  endless quest for wealth and power.
  Lady Ash is also seldom encountered without her 
  psyber-raven Pyrexia. This dark feathered shadow is 
  to Lady Ash as she is to Hadarak, and a potent tool 
  in the hands of such as skilled psyker. Lady Ash is a 
  telekinetic and rogue psyker; never bonded or marked 
  by Imperial Authorities. The profiles for Lady Ash and 
  Pyrexia are found on page 392.
  
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  a gathering Of wOLves
  After several days of travel, the Explorers reach the 
  Battleground; the halfway point of their journey. The 
  Battleground is one of the Maw’s waystations, an region of 
  space cluttered with the wrecks and ancient debris of a long 
  forgotten war. Read or paraphrase the following:
  Finally you have reached the Battleground and are nearing the 
  halfway point of the Passage. A vast stretch of void, this region of 
  space is named for the sea of gutted space hulks, twisted wrecks and 
  ancient debris it contains. Remnants of a long forgotten war, the 
  Battleground marks a common rest point for ships travelling into 
  the Expanse.
  Shortly after their arrival the Explorers will detect a weak 
  salvation-beacon coming from a nearby debris field. This 
  beacon is from the Penitent Traveller, a pilgrim ship destined for 
  holy sites within the Expanse. It was attacked by a wolfpack 
  known as the Stygian Reavers and left as bait for richer fare. 
  With its main vox array destroyed the pilgrims of the Penitent 
  Traveller are unable to contact the Explorers directly and 
  cannot warn them of the presence of the pirates.
  There are two Wolfpack Raiders (see page 209) in the 
  Stygian Reaver’s fleet, hidden at the edge of the debris field,
  engines cold and systems powered low (see Silent Running, 
  page 218) awaiting someone to investigate the pilgrim ship. 
  The Explorers may be able to detect them if they are looking 
  for an ambush, though it will require the Explorer who 
  is manning the sensors to pass a Hard (–20) Scrutiny + 
  Detection Test. If the raiders are detected, the Explorers will 
  not be subject to Surprise (see page 212) for the first round 
  of the combat.
  The battle will commence when either the wolfpack is 
  detected, the Explorers close with the pilgrim ship or they 
  look like they are going to move off. The pirates’ first act is 
  to activate a leech mine (constructed from scavenging xenos 
  technology and hidden within the debris) that will guide 
  itself toward the Explorer’s vessel and detonate. The mine is 
  flo ting near the Penitent Traveller, and is equipped with a 
  set of powerful thrusters. When it activates, it moves directly 
  towards the Explorer’s ship at a Speed of 5 VUs per turn. It 
  will always move towards the Explorer’s ship, turning at the 
  beginning of its Turn to face it. The energy blast from the mine 
  will sap power from the Explorer’s plasma drive. This will 
  inflict a penalty of –5 Speed to their vessel making it unlikely 
  that the Explorers will be able to outrun the wolfpack. 
  If the pirates surprise the Explorers, they will begin combat 
  within 16 VUs of the Explorer’s ship. If they do not, the 
  distance should be somewhat greater (and determined by the 
  GM). The pirates will attempt to begin the battle facing the 
  PCs vessel, then close at all possible speed while focusing 
  fi e from their prow and dorsal batteries. They want to 
  close with the Explorers, cripple their ship, and then 
  demand their surrender. If the Explorer’s ship 
  is small enough, once it is crippled they will 
  attempt to board (see page 215). 
  The attack of the wolfpack takes place in an area filled
  with tumbling debris and soaked in ambient radiation. They 
  have chosen this site especially to give their smaller ships an 
  advantage against larger prey. All manoeuvres attempted in 
  the debris field have their difficulty increased by one step (see 
  page 217). In addition, the GM should mark out several areas 
  of “asteroid fields” (see page 227). These are particularly thick 
  concentrations of debris, and have the same effect as a regular 
  asteroid field.
  The Stygian Reavers will not fight to the death and if one 
  of their vessels is destroyed or crippled, or both of them suffer 
  serious damage (i.e. reduced to less than half Hull Integrity) 
  they will attempt to disengage and vanish into the debris 
  cloud.
  If the Explorers survive the battle and destroy or drive 
  off the pirates they can then investigate the Penitent Traveller 
  and either save or strip the vessel. See Pilgrims in the Storm 
  below.
  With the pirates and pilgrims final y dealt with, the 
  Explorers can clear the Passage. Proceed to Open Void.
  OPen vOid
  Finally the Explorers will approach the end of the Passage and 
  the edge of the Expanse. Read or paraphrase the following:
  After days of hard sailing, your vessel has cleared the Koronus 
  Passage. To either side of your ship you can see the warp storms 
  receding and the relative calm of the immaterium stretching off 
  into the distance. When you translate into real space the glittering 
  stars and dark open void of the Expanse is there to greet you. 
  The Explorers have reached the Expanse. Part Two 
  represents an Objective with the Exploration Trait and 
  completing it awards 500 Achievement Points to the 
  Explorers.
  OBJective: PiLgrims in the 
  stOrm
  The Penitent Traveller is a small battered transport vessel 
  patched against the void and covered with religious 
  iconography. Its sorry state of repairs and the recent 
  attack of the pirates mean it is no longer capable of 
  travel. Its crew and passengers will be grateful to 
  any offer of rescue, though they have little to offer 
  in the way of wealth apart from the goodwill of the 
  Ministorum. Alternatively, the Explorers can throw 
  them into the void and strip their vessel for a more 
  tangible reward.
  Conditions: Either strip the vessel, or save its 
  passengers and convey them to Footfall.
  Traits: Creed.
  Achievement Points: +400 (stripping the ship), 
  +200 (saving the pilgrims).
  
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  Part Three: 
  Into Winter’s 
  Heart
  “The void is the very embodiment of the unknown; a living, 
  breathing darkness that hides whole worlds within its folds.”
  –From ‘Travels in Darkness’ by the Relicartos Rynar Horran
  Overview
  The Explorers enter the Expanse close on the heels of 
  Hadarak Fel. After a possible visit to Footfall, they press on 
  to the Magoros system deep within the area of space known 
  as Winterscale’s Realm. The system, once part of the vanished 
  Egarian Dominion, is the resting place of the Righteous Path. 
  However the system is a large place and they must search its 
  worlds for evidence of the vessel and a clue to its exact location. 
  It is a search complicated by the presence of an unexpected 
  threat: Orks. It seems the green menace has taken root in the 
  system and poses an equal threat to both Hadarak and the 
  Explorers. The PCs must then overcome both the treacherous 
  Rogue Trader and the xenos peril. 
  intO the expanse
  Once the Explorers have entered the Expanse they can proceed 
  to Magoros without too much trouble. Lying within the borders 
  of Winterscale’s Realm (see page 343), the system is only 10 
  days clear travel from the Maw, across relatively calm warp tides. 
  During this time Hadarak will not cause them any trouble as he 
  is racing ahead to try and reach the system before them. 
  fOrgOtten magOrOs
  Magoros is one of hundreds of systems visited, catalogued, 
  and passed over by explorers of the Expanse. Since the time 
  of Winterscale himself, it has remained mostly unexplored or 
  unexploited. This is largely in part to the fact that there is little 
  of immediate interest to Rogue Traders—from its sun-blasted 
  worlds to its frozen reaches there remains only a smattering of 
  looted ruins and planets ill-suited for colonisation. However, 
  unknown to those that have come before, Magoros hides a 
  valuable secret: the resting place of the Righteous Path. 
  The principal celestial bodies of the Magoros system are:
  • The Flickering Eye: Magoros’ star is a fli kering pulsar 
  whose death throws bathe the system in hard radiation. 
  Ships crossing the system must contend with its periodic 
  flashes th t blind sensors and hammer void shields.
  • Magoros Minor: A sun scorched world closest to the 
  star and scoured clean of life by its fie y breath. Though 
  devoid of life, it is a world which holds secrets worth 
  investigating on its fi e blackened surface.
  • Magoros Prime: A dust choked graveyard littered with 
  the alien ruins of the Egarian Dominion and home to 
  the gargantuan and arcane Star Mirror. It is here among 
  the haunted xenos hives that the Explorers will find the 
  secrets of the system.
  • Magoros Secondus: An icy jungle moon covered in 
  frozen spore-towers and cloaked in a toxic fog. Once 
  long ago settled by the Egarian Dominion, its forested 
  depths still hide evidence of their ancient empire. 
  • The Shard Halo: The vast asteroid field billions of 
  kilometres in length scattered across the outer reaches of 
  the system. Hidden among these broken icy shards, the 
  Explorers will find the w eck of the Righteous Path.
  the Flickering eye
  A rotting solar carcass, the Magoros Star is in the eon-long 
  process of bleeding its life out into the void. Once a powerful, 
  bright star that nurtured the worlds of Magoros, time has 
  robbed its grandeur and reduced it to a stuttering pulsar. Its 
  weak light only barely reaches out toward the Shard Halo 
  and from such a distance it is discernible only by its erratic 
  fli kers. These fli kers and their deadly radiation have spelled 
  the doom of most of the system’s worlds, leaving little more 
  than dust and death in its wake.
  The star will fli ker once every 102 minutes for 
  approximately 58 seconds, sending out a wave of radiation 
  that sweeps across the system and its worlds. This pulse is 
  powerful enough to blind sensors momentarily and to send 
  stuttering ripples through void shields. Humans exposed to 
  the pulse without the protection of a vessel or an atmosphere 
  risk being fried alive. Hadarak has observed the celestial 
  phenomena since his arrival and if given the opportunity will 
  use it to mask an attack or to ambush Explorers who find
  themselves out of contact with their vessel. The Explorers too 
  might choose to take advantage of it, especially if they learn 
  the location of Hadarak and plan an ambush of their own.
  Magoros Minor
  Magoros Minor is a small burnt cinder of a world washed in 
  hard radiation and scorching solar winds. From space it looks 
  like nothing more than a cracked crimson orb, crisscrossed 
  with glowing fissu es and smoking chasms. So close to 
  the star, life cannot survive on its surface and a cursory 
  examination from orbit will reveal little beyond kilometres 
  of blasted landscape. It seems the Egarian Dominion never 
  settled this world, or if they did, time and the harsh fi es of 
  the star have washed any evidence away. There is however 
  something of interest to the Explorers here: the remains of an 
  ancient crashed Aquilla Lander left from a previous ill-fated 
  expedition to the world. The Explorers can find this site by 
  scanning the vox frequencies from low orbit and detecting 
  the Lander’s vox-shadow, or the GM might allow them to 
  make a Very Hard (–30) Perception Test during any 
  planetary landing approach to chance upon it. 
  Close inspection of the charred remains of the 
  vessel will reveal that its principal cogitator is 
  intact. While most of the information that 
  
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  remains is too badly corrupted to be of any use, the Explorers 
  will be able find some logs in Mechanicus binary chant (which 
  the Explorers’ Enginseer will be able to decipher). Much of 
  the log is meaningless information about solar variances and 
  sidereal motion; however there is one entry which gives 
  the location of a massive xenos telescope, dubbed the Star 
  Mirror, on Magoros Prime. The exploration team believed 
  it contained detailed maps of the system and all its celestial 
  events and vessel visitations going back at least a millennium. 
  Should the Explorers need some prompting, Dray can point 
  out that this would certainly include the resting place of the 
  Righteous Path. 
  Magoros prime
  Magoros Prime is a desolate wasteland with a dirty grey 
  surface choked by clouds and dust. From orbit, the Explorers 
  will be able to detect vast alien ruins covering many parts of 
  the surface but little else. Dray, or Explorers with the Common 
  Lore: Koronus Expanse Skill, will be able to identify these 
  ruins as belonging to the Egarian Dominion (see page 345). 
  Even from the upper atmosphere, the Explorers will be able 
  to detect the presence of the Star Mirror. Standing out clearly 
  from the surrounding ruins and wreathed in an invisible cloud 
  of electromagnetic turbulence, the giant crystal structure is 
  unmistakably something unique. The Explorers can spend as 
  much time as they wish investigating the rest of the planet, 
  however, with the exception of the northern Egarian Hive 
  and the Star Mirror they will find only empty ruins and vast 
  dry ocean beds.
  A Nest of Trouble
  The Egarian Hive spans much of the northern landmass, rising 
  up above the great dust sea, with the Star Mirror at its centre 
  like a precious jewel. If the Explorers want to investigate the 
  Mirror they will need to make a landing in the Hive; a warren 
  of broken rooms and open tunnels, all drowning in sand and 
  dust. It is impossible bring any craft within more than a few 
  kilometres of the Mirror due to the violent ionic and magnetic 
  storm around it, which makes flying impossible. Once they 
  land nearby, the Explorers will be able to make the rest of the 
  journey on foot. The PCs will be able to survive in the world’s 
  thin atmosphere unprotected for at least a few hours, though 
  the caustic air will make breathing uncomfortable. The GM 
  should impress upon the Explorers the eerie emptiness of 
  the ruins; a collection of labyrinthine trenches and open pits 
  surrounding the Mirror like a giant madman’s carving.
  Orks!
  Magoros is home to more than just the faded glory of the 
  Egarians. Decades ago, an Ork raiding fleet limped into the 
  system and crashed on Magoros Prime. Though the ships 
  were all but destroyed, and their crews almost wiped out, 
  exPLOring the magOrOs 
  system
  I n this final part of the adventure, the Explorers 
  will arrive at the Magoros System; resting place of the 
  Righteous Path. This part of the adventure has been left 
  open to allow the PCs to explore the Magoros system 
  in their own time and own way. As soon as they enter 
  the system they will be able to detect all of the major 
  celestial bodies as detailed below. The GM doesn’t 
  need to push them in any particular direction here, as 
  during their exploration they will eventually land on 
  Magoros Prime and discover the Star Mirror, which 
  in turn will lead them to the Righteous Path and the 
  adventures conclusion.
  The Explorers will also probably be on the look out 
  for Hadarak. The Rogue Trader has hidden his vessel 
  in the Shard Halo. He is aware that the Explorers are 
  close on his trail, and will not make his move until 
  either his minions find the treasure ship or the PCs 
  point the way.
  
  389
  XV: Into the Maw
  XV: Into the Maw
  the Ork spore took root and over time several feral warbands 
  sprung up. By the time of the Explorer’s arrival, the warbands 
  have already begun to utilise basic technology to help them 
  in their constant intertribal warfare. The most powerful 
  warband on Magoros, the Bloody Skullz, lay claim to the 
  area around the Star Mirror and it is these Orks that the 
  Explorers will encounter when they land. These Orks are 
  also the most dangerous as close proximity to the alien array 
  has accelerated their evolution and warped their minds (even 
  more than usual).
  A Lady in Trouble
  Hadarak has dispatched Lady Ash with a landing party to 
  investigate the Star Mirror while he remains in the Shard Halo. 
  Unfortunately for her, she was ambushed by Orks just as she 
  approached the Mirror. As the Explorers approach the great 
  crystalline structure they will hear the sounds of gunfire and 
  animalistic grunting. If they sneak closer they will come upon 
  a large chamber where Lady Ash and two surviving armsmen 
  are engaged in a pitched battle with a dozen Orks. It is up 
  to them whether or not they help her, or use the distraction 
  to sneak past and onto the Mirror. If they choose to help, 
  play out the combat with Lady Ash and the two armsmen on 
  the side of the Explorers (The Orks’ profile can be found on 
  page 377). If they win, the Lady will not attack the Explorers 
  (unless attacked herself, in which case she will make a fighting 
  retreat and disappear) but will offer a temporary truce and 
  accompany them to the Star Mirror, leaving them after she 
  has gained the location of the treasure ship.
  If they leave her to her fate, then after a few round she will 
  be overcome (though not killed as the Explorers will discover 
  later) and the Orks will head toward the Mirror forcing the 
  Explorers to face them when they leave the alien structure.
  A Universe Reflected
  When the Explorers enter the Star Mirror chamber, they will 
  immediately be overcome by its grandeur and its unsettling 
  alien construction. It is like standing in the centre of a sea 
  of light, and the Explorers will be unable to tell where floo , 
  roof or walls begin and end. Most disconcerting of all is the 
  air that seems alive with images spinning and dancing around 
  the Explorers’ heads. To read the information held here, an 
  Explorer must spend time focusing on the swirling images 
  to make any sense of them. This will require a Challenging 
  (+0) Willpower Test. Failure will inflict1d10 Insanity Points 
  on the viewer—however, he still receives the information! 
  Once the images are ordered the viewer will be able to pan 
  through centuries of celestial movement. Read or paraphrase 
  the following:
  As you gaze into the mirror the images begin to merge and 
  spin until you are engulfed by a sea of stars and planets. Worlds 
  slip through your fingers and the icy void brushes your skin as 
  you peer like a celestial god across the whole of Magoros. With a 
  little effort you realise you can move events forward and backward 
  in time, watching the dying star slowly flare back to life and the 
  worlds once more teem with activity. Finally, you find what you 
  are looking for: the arrival of the Righteous Path. Tumbling from 
  a rent in the void you mark its passage until it cashes into a cluster 
  of asteroids out among the Shard Halo. Moving time back to the 
  present you can see it still; frozen and waiting beneath the ice.
  The Explorers now have the exact location of the Righteous 
  Path.
  Magoros secondus
  Magoros Secondus is a frozen jungle world with a thick frigid 
  atmosphere hostile to human life. From orbit it appears as 
  a cold, cloudy eye blinded by streams of thick vapour and 
  moulting icy spores into space. Explorers brave enough to 
  make a landing or descend into the upper atmosphere for 
  a closer look will discover the remains of tumbled xenos 
  structures. Scattered and shattered by centuries of sluggish 
  plant growth, these remnants of the Egarian Dominion 
  appear to have once been some kind of massive power web. 
  Explorers with the Tech-use Skill will be able to use auspexes 
  and similar devices to discern that the power web is still 
  active and seems to be sending a faint spike of energy across 
  the void to Magoros Prime (following this energy stream will 
  lead to the Star Mirror).
  The other thing of interest here, which can be spotted from 
  high altitude, is a massive clearing caused by a starship crash. 
  If the Explorers make a landing in the clearing (they will 
  need void suits to survive the hostile atmosphere) they will 
  discover another of the world’s secrets: Orks. While there are 
  no living xenos here, wreckage and remains clearly indicate 
  this was an Ork vessel, and where there is one…
  the shard halo
  Scattered across billions of kilometres of space, the Shard 
  Halo is Magoros system’s glittering crown. Without the 
  exact location of the Righteous Path, the Explorers will 
  find little of interest here beyond seemingly endless 
  stretches of frozen rock and scattered vapour clouds. 
  It is also where Hadarak has hidden his vessel in 
  preparation for the arrival of the Explorers.
  
  390
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  XV: Into the Maw
  XV: Into the Maw
  An Icy Grave
  Once the Explorers have the location of the Righteous Path 
  they can travel to its icy resting place within the Shard Halo. 
  When they close within a few thousand kilometres of the 
  icy asteroid they will be able to scan its surface and identify 
  the twisted wreck trapped inside. Drawing closer they will 
  also see that the treasure ship is not alone and dozens of 
  other craft seem to have been drawn here, creating an icy 
  ship graveyard. To plunder the ship, the Explorers will need 
  to make a landing. The closest they can land to the wreck 
  is about 300 metres away in a clearing between the twisted 
  wrecks of other ships.
  When they reach the surface and step out of their shuttle 
  read or paraphrase the following:
  All around you, the wrecks of ancient vessels thrust up toward 
  the void from the lifeless frozen rock. Their broken forms create 
  valleys and hills of scrap, throwing harsh and jagged shadows 
  across the landscape. From your vantage point you can just see 
  the corroded prow of an Imperial vessel looming over the piles 
  of junk about 300 metres away. A path leads out of the clearing 
  and down a narrow avenue toward to the vessel.
  If Hadarak has learnt of the location of the wreck from 
  Lady Ash, then he will have minions already on the rock and 
  a squad of armsmen (equal in size to the party) will be lying in 
  ambush along the path to the vessel (see map). The Explorers 
  may be able to detect the ambush before it is sprung (see the 
  Concealment skill on page 80), otherwise they will be taken by 
  surprise. Like the Explorers, the armsmen (use the Oathsworn 
  Bodyguard profile on page ) will also be wearing void suits.
  Whether or not they are ambushed, once they press on 
  down the path they will reach the Righteous Path. Read or 
  paraphrase the following:
  Now that you are closer, you can see the faded majesty of the 
  ancient treasure ship. Once an impressive vessel, it has now fallen 
  to ruin; its hull is stripped of ornamentation and its length is 
  riddled with holes and scars. Most terrible of all the damage is 
  a mighty rent halfway down its hull where the ship has almost 
  been broken in two. Taller than a hab block, the rent has exposed 
  dozens of decks and looks like a likely way in.
  They can enter the ship from the massive hull breach in 
  its side. The lower decks are a mess of twisted corridors and 
  ruptured bulkheads. It is dark, oppressive and utterly silent. 
  The Explorers will also discover that the core of the ship 
  is locked away behind massive energy seals. These seem 
  to be directly linked to the bridge and are amazingly still 
  thrumming with power. This will leave them with the choice 
  of returning with heavy equipment to cut through the seals 
  or investigating the bridge to see if the seals can be opened 
  from there. The bridge is still sealed from the lower decks by 
  its internal airlocks and when the Explorers force these open 
  (of find them open should Hadarak’s men be ahead of them) 
  they will be greeted by a sluggish breeze of ancient and stale 
  air. This means that more adventurous PCs can take off their 
  void suits while on the bridge.
  The bridge is faintly lit with the pale radiance of Magoros’ 
  star through the vista-panels of its observation gantry. Under 
  this cold light, the Explorers will see a long semicircular 
  chamber with the lord-captain’s throne at the far end. Down 
  each side of the chamber are servitor pits, cold and dark and 
  packed with ancient part-mechanical corpses. The other two 
  structures of note are a Navigator’s well rising form the centre 
  of the chamber and another unidentified room just below the 
  throne (the cogitator core vestibule). Everything is covered 
  with a thick layer of glittering dust, smoothing lines and 
  hiding the human remains that lay strewn about the deck.
  At this point, they can search the bridge, though like the 
  rest of the ship there is little to find. Sifting though the dust 
  will reveal only a collection of ancient corpses, and ruined 
  equipment and sidearms long degraded to an almost worthless 
  state. A search of the Navigator’s well will reveal a desiccated 
  corpse wearing a platinum medallion bearing the symbol of 
  House Asmotten and the name Astrianna. The other chamber, 
  the cogitator core vestibule, is where the Explorers will be 
  able to access the energy seal control and the only remaining 
  active systems on the vessel. Doing so will require some time, 
  however, and will require a character to interface with the 
  core’s primitive machine spirit.
  Battle on the Bridge
  At this point, Hadarak will make his move to remove the 
  Explorers. If he is ahead of them (having learnt the location 
  of the ship from Lady Ash) then they will encounter both 
  the Lady and two Battle Servitors (see page 374) waiting for 
  them when they arrive. Alternately if he is following them, 
  then the Lady and the Servitors will arrive just after they 
  disable the seals. Lady Ash will try use the Servitors to keep 
  the Explorers away from her while she assails them with her 
  telekinetic powers.
  The bridge is poorly lit and unless the Explorers are using 
  light sources, they will suffer a –10 penalty to ranged attacks 
  as they try and make out targets amid the muzzle flashes and 
  fli kering shadows. In addition to the dark, the dust might 
  also become a problem. After 5 rounds of combat, if any 
  PCs or NPCs have moved more than a few metres, or if any 
  weapons dealing Explosive damage are used, the carpet of 
  dust will have turned into a fog. This will restrict normal 
  vision to 10 metres.
  As with their encounter with her on Magoros Prime, Lady 
  Ash will not fight to the death if possible, fleeing into the 
  ruins of the ship to hide if she can.
  Battle in the Asteroids
  Simultaneous to Lady Ash’s attack, Hadarak will move the 
  Fell Hand into position to strike the Explorer’s vessel. The GM 
  should immediately make the Explorers aware that their vessel 
  is under attack with frenzied vox messages, flashes of weapons 
  fire visible from the vista-panels and deep shudders as ordinance 
  obliterates asteroids. While the ships will begin to engage each 
  
  391
  391
  XV: Into the Maw
  XV: Into the Maw
  other overhead the GM should conclude the combat on the 
  bridge before dealing with the space battle (in fact, the personal 
  combat between the PCs and Lady Ash will probably be over 
  before a single turn of space combat would have elapsed).
  Either controlling their followers or returning to the vessel 
  themselves (probably under fi e) the Explorers can then try 
  to defeat Hadarak. The two ships start at 20 VUs from each 
  other, the Fell Hand emerging from behind a particularly large 
  rock. Fighting in the asteroids is a perilous undertaking as 
  the massive rocks drift across fi e arcs, crash into void shields 
  and create a storm of sensor ghosts. Reflecting these factors, 
  all Ballistic Skill Tests to fi e shipboard weapons suffer a –10 
  Penalty. In addition, the entire Combat counts as taking place 
  in an asteroid field (see page 227), with all the listed penalties 
  for failing tests. Clever captains can use the field to their 
  advantage in the following ways:
  • Using the Rocks for Cover: The entire area is littered 
  with asteroids as large as a cruiser, which a captain can 
  interpose between his ship and his opponent. By making 
  a Difficult (–10) Manoeuvring + Piloting Test (or 
  increasing the difficulty of a Manoeuvre by one step) a 
  captain positions his ship behind several large shards, 
  increasing the penalty to shoot at his vessel to –40. It is 
  not without risk however. If he fails the test, instead of 
  suffering the usual penalties for asteroids, his ship counts 
  as being rammed (see page 215) by a frigate with front 
  armour 20 as his ship ploughs into the rock fragment. 
  • Creating Dust Clouds: Another tactic is to blast 
  asteroids to powder to mask the ship’s movements. A 
  ship may use the fi e from one Weapon Component to 
  vaporise the rocks, imposing an additional –10 penalty 
  to all fi e originating from one fi e arc of the player’s 
  choice.
  • Asteroid Gravity: Vessels fighting close to the ship 
  graveyard can use the massive asteroid’s gravity well 
  to aid their manoeuvres. This equates to a +10 on all 
  Piloting tests that move the vessel closer to the rock or 
  turn the ship in that direction.
  Hadarak will fight hard, but should his ship be too badly 
  damaged (reduced to less than half Hull Integrity) he will 
  slink off into the void and leave the Explorers to their prize. 
  cOncLusiOn
  With the defeat of Hadarak and the discovery of the Righteous 
  Path, the Explorers are free to claim their plunder. Once they 
  deactivate the energy seals, they will discover holds filled with 
  ancient treasures both exotic and alien. For the purposes of 
  this adventure, the cargo can simply be translated into Profit
  (see below). However if the GM likes he can fill the treasure 
  ship’s holds with whatever he chooses (see the Tale of the 
  Righteous Path for some ideas).
  As for Hadarak Fel, if he survived the battle then he will 
  disappear to lick his wounds, perhaps to return at a latter 
  time. Despite such a defeat, he will not harbour any hatred 
  toward the Explorers, though should he encounter them 
  again, he will not underestimate them a second time. The GM 
  can use the Rogue Trader as a recurring adversary as needed, 
  taking advantage of the ire the players should have already 
  invested in him during this adventure. Finally, if Lady Ash 
  escaped, she will find her way back to Hadarak. Doubtless 
  if they meet him again she will not be far away. Part 
  Three represents an Objective with the Exploration 
  Trait and completing it awards 500 Achievement 
  Points to the Explorers.
  The Bridge of the Righteous Path
  
  392
  XV: Into the Maw
  XV: Into the Maw
  rewards
  Plundering the Righteous Path will net the Explorers a bonus of 
  +3 to their Profit as they sell on the artefacts and treasures they 
  recover. The PCs should then work out the bonuses from each of 
  their completed Objectives to find the final Achievement Points 
  they have earned. Any Achievement Points exceeding the 1500 
  required to plunder the Righteous Path can be traded in for additional 
  Profit at this time (each 100 Achievement Points will net an extra 1 
  Profit). In addition to this, each character should be awarded 1000 
  experience points for completing the adventure (in addition to what 
  they may have earned during it), plus 50 for each Objective that 
  the group completed. If the Explorers managed to defeat either 
  Hadarak or Lady Ash, then award them an additional 150 XP.
  iMpOrtant npCs
  hadarak feL
  hadarak Fel profile
  ws
  Bs
  s
  t
  ag
  int per wp Fel
  48
  42
  30
  40
  35
  38
  37
  45
  41
  Movement: 3/6/9/18 
   
   
  Wounds: 22
  Skills: Awareness (Per), Charm (Fel) +20, Climb (S), 
  Command (Fel) +20, Common Lore (Imperium, Void, 
  Imperial Navy, War) (Int), Deceive (Fel) +20, Dodge (Ag) 
  +10, Navigation (Stellar) (Int) +10, Speak Language (High 
  Gothic, Low Gothic) (Int) +10. 
  Talents: Basic Weapon Training (Las, SP), Nerves of Steel, 
  Melee Weapon Training (Primitive, Universal), Pistol Training 
  (Universal). 
  Armour: Enforcer light carapace (Arms 5, Body 5, Legs 5).
  Weapons: Bolt pistol with red-dot laser sight (30m; S/2/–; 
  1d10+5 X; Pen 4; Clip 8; Reload Full; Tearing), best-
  Craftsmanship mono-sword (1d10+3 R; Pen 2).
  Gear: 2 spare bolt pistol clips, personal vox, signet ring, 
  respirator.
  Lady ash
  Lady ash profile
  ws
  Bs
  s
  t
  ag
  int per wp Fel
  28
  28
  30
  40
  36
  32
  38
  55
  23
  Movement: 3/6/9/18 
   
   
  Wounds: 19
  Skills: Awareness (Per) +20, Ciphers (Occult) (Int), 
  Common Lore (Imperium, Koronus Expanse) (Int), 
  Command (Fel), Deceive (Fel) +10, Dodge (Ag) 
  +10, Forbidden Lore (Daemonology, Warp) 
  (Int) +10, Intimidate (S) +10, Invocation 
  (WP) +20, Psyniscience (Per) +20, Speak 
  Language (Low Gothic) (Int).
  Talents: Dark Soul, Fearless, Jaded, Melee Weapon Training 
  (Primitive), Pistol Weapon Training (Universal), Psy Rating 6, 
  Resistance (Psychic Techniques).
  Disciplines: Telepathy, Telekinesis.
  Pyschic Techniques: Short Range Telepathy, Mind Probe, 
  Terrify, Delude, Beastmaster, Compel.
  Armour: Xeno-mesh suit (Arms 4, Body 4, Legs 4).
  Weapons: Bolt pistol (30m; S/2/–; 1d10+5 I; Pen 4; Clip 
  8; Reload Full; Tearing).
  Gear: Good-Craftsmanship clothes, photo-visor, Selenite-
  pattern void suit, respirator.
  Pyrexia
  pyrexia profile
  ws
  Bs
  s
  t
  ag
  int per wp Fel
  40
  —
  35
  35
  48
  19
  42
  35
  ––
  Movement: 2/4/6/12 
   
   
  Wounds: 8
  Skills: Awareness (Per) +10, Dodge (Ag).
  Talents: Fearless, Swift Attack.
  Traits: Armour Plating, Dark Sight, Flier 20, Machine (4), 
  Size (Scrawny).
  Armour (Machine): All 6.
  Weapons: Razor claws (1d10+1 R; Pen 2; Tearing). 
  Gear: Inbuilt vox and cogitator, auspex.
  
  393
  Index
  Index
  A
  Accurate�������������������������������������������������������115
  AccustomedtoCrowds��������������������������������21
  AchievementPoints������������������������������������277
  ACloudintheWarp���������������������������������179
  AcquiringaStarship����������������������������������274
  Acquisition��������������������������������������������������271
  AcquisitionandStartingCharacters��������272
  AcquisitionofStarshipComponents�������274
  AcquisitionTests����������������������������������������271
  Acrobatics������������������������������������������������������77
  ActionDescriptions�����������������������������������238
  Actions��������������������������������������212,234,236
  ActionSubtypes������������������������������������������236
  ActiveAugury���������������������������������������������215
  AdditionalFacilities�����������������������������������205
  AdjustBearing��������������������������������������������214
  AdjustSpeed�����������������������������������������������214
  AdjustSpeed&Bearing����������������������������214
  AdvancedSkills��������������������������������������������74
  AidtheMachineSpirit������������������������������216
  Aim���������������������������������������������������������������238
  AirofAuthority��������������������������������������������94
  AllOutAttack��������������������������������������������238
  Ambidextrous������������������������������������������������94
  Ammunition�������������������������������������� 113,135
  AmputatedLimbs���������������������������������������260
  AnatomyofaStarship�������������������������������189
  ArcheotechComponents���������������������������206
  Arch-militant�������������������������������������������������44
  Armour��������������������������������������������������������137
  ArmourofContempt�����������������������������������94
  AssassinStrike����������������������������������������������94
  Assistance����������������������������������������������������232
  AsteroidField���������������������������������������������227
  AstralTelepathy������������������������������������������162
  Astronomican����������������������������������������������183
  AstropathTranscendent�������������������������������48
  AugerArrays�����������������������������������������������201
  AugmentsandEnhancements�������������������203
  Augury���������������������������������������������������������168
  AuraReading����������������������������������������������168
  Autosanguine������������������������������������������������94
  Auto-stabilised��������������������������������������������364
  Availability��������������������������������������������������110
  AwardingAchievementPoints������������������278
  AwardingFatePoints���������������������������������292
  Awareness������������������������������������������������������77
  B
  Balanced������������������������������������������������������115
  Barter�������������������������������������������������������������77
  BasicSkills����������������������������������������������������74
  BasicWeaponTraining��������������������������������94
  BastionofIronWill�������������������������������������94
  BattleRage����������������������������������������������������94
  BattleServitor���������������������������������������������374
  Beastmaster�������������������������������������������������165
  BeingPinned����������������������������������������������248
  BerserkCharge���������������������������������������������94
  Bestial����������������������������������������������������������364
  BinaryChatter����������������������������������������������94
  BionicsandCraftsmanship�����������������������152
  Birthright������������������������������������������������������24
  Blademaster���������������������������������������������������94
  Blast�������������������������������������������������������������115
  Blather�����������������������������������������������������������77
  BlessedbytheEmperor�����������������������������169
  BlessedIgnorance����������������������������������������22
  BlessedRadiance������������������������������������������95
  Blind������������������������������������������������������������364
  Blinded��������������������������������������������������������260
  BlindFighting����������������������������������������������95
  BloodLoss��������������������������������������������������260
  BoltWeapons����������������������������������������������121
  BraceHeavyWeapon���������������������������������238
  BrutalCharge���������������������������������������������364
  BulgingBiceps���������������������������������������������95
  BurningFate�����������������������������������������������233
  Burrower�����������������������������������������������������364
  C
  Calamity��������������������������������������������������������28
  CalledShot�������������������������������������������������238
  CargoandPassengerCompartments�������203
  Carouse����������������������������������������������������������77
  Carrying,Lifting,andPushingObjects��267
  CarryingWeight����������������������������������������267
  Catfall������������������������������������������������������������95
  CavesofSteel�����������������������������������������������21
  ChainWeapons������������������������������������������129
  CharacterAdvancements�����������������������������37
  CharacteristicBonuses���������������������������������14
  CharacteristicDamage�������������������������������251
  CharacteristicTests������������������������������������230
  Charge���������������������������������������������������������238
  Charm������������������������������������������������������������78
  Charmed��������������������������������������������������������19
  ChemGeld����������������������������������������������������95
  Chem-Use�����������������������������������������������������78
  ChildoftheCreed���������������������������������������25
  ChosenbyDestiny���������������������������������������27
  Ciphers����������������������������������������������������������78
  CleanseandPurify���������������������������������������95
  Climb�������������������������������������������������������������78
  Climbing�����������������������������������������������������266
  Combat��������������������������������������������������������234
  CombatCircumstances������������������������������246
  CombatFormation���������������������������������������95
  CombatMaster���������������������������������������������96
  CombatOverview��������������������������������������234
  CombatSense�����������������������������������������������96
  CometoNewHeading�����������������������������214
  Command������������������������������������������������������78
  Commerce�����������������������������������������������������79
  CommerceandAcquisition�����������������������273
  CommonLore����������������������������������������������79
  Compel��������������������������������������������������������165
  Complications���������������������������������������������197
  Components�������������������������������������� 189,191
  ConcealedCavity�����������������������������������������96
  Concealment�������������������������������������������������80
  ConditionsandSpecialDamage��������������260
  Constructingastarship������������������������������193
  Contortionist������������������������������������������������80
  Corruption��������������������������������������������������299
  CounterAttack���������������������������������������������96
  Cover�����������������������������������������������������������246
  CrackShot����������������������������������������������������96
  CraftingSkills�����������������������������������������������76
  Craftsmanship���������������������������������������������112
  Crawler��������������������������������������������������������364
  CreatinganEndeavour������������������������������277
  CreatingyourExplorer��������������������������������12
  CredoOmnissiah�����������������������������������������20
  CrewCompartments����������������������������������192
  CrewPopulationandMorale�������������������224
  CrewQuarters��������������������������������������������200
  Criminal��������������������������������������������������������26
  CrippledShips��������������������������������������������221
  CripplingStrike��������������������������������������������96
  CriticalDamage������������������������������������������250
  CriticalHits��������������������������������������� 221,222
  CriticallyDamaged������������������������������������262
  Cruisers��������������������������������������������������������196
  CrushingBlow���������������������������������������������96
  CurrenciesintheKoronusExpanse���������113
  Customised�������������������������������������������������115
  Cybernetics�������������������������������������������������147
  D
  Daemonic����������������������������������������������������364
  Damage��������������������������������������������������������250
  DamageandDefences�������������������������������220
  DamageTypes��������������������������������������������250
  DamagingCover����������������������������������������247
  DarkHeresyCharacters
  andRogueTrader����������������������������������������34
  Darkness������������������������������������������������������247
  DarkSight���������������������������������������������������364
  DarkSoul������������������������������������������������������96
  DarkVoyage�������������������������������������������������28
  Dauntless-classlightcruiser����������������������196
  DeadeyeShot������������������������������������������������96
  Deafened�����������������������������������������������������260
  DeathWorldCharacters������������������������������17
  Decadence�����������������������������������������������������96
  Deceive����������������������������������������������������������80
  Defensive�����������������������������������������������������115
  DefensiveStance����������������������������������������238
  DegreesofFear������������������������������������������295
  DegreesofMadness�����������������������������������296
  DegreesofSuccessandFailure����������������230
  Delay������������������������������������������������������������238
  Delude���������������������������������������������������������165
  Demolition����������������������������������������������������80
  Depressurisation�����������������������������������������223
  DestroyingShips����������������������������������������220
  Detection�����������������������������������������������������189
  DieHard��������������������������������������������������������96
  Difficul Terrain������������������������������������������247
  Disarm�����������������������������������������������������������96
  Disengage������������������������������������������ 214,238
  Disguise���������������������������������������������������������81
  Disinformation��������������������������������������������216
  DisturbingVoice������������������������������������������96
  DivineMinistration��������������������������������������96
  DiviningtheFuture�����������������������������������169
  Dodge���������������������������������������������������81,238
  DodgingAuto-Fire
  andAreaEffectAttacks�����������������������������239
  Dominate�����������������������������������������������������165
  DoubleTeam�������������������������������������������������97
  Drive��������������������������������������������������������������81
  DrugsandConsumables����������������������������141
  DualShot������������������������������������������������������97
  DualStrike����������������������������������������������������97
  DutyBound��������������������������������������������������27
  DutyUntoDeath�����������������������������������������97
  E
  EffectsofGravity���������������������������������������269
  ElectricalSuccour�����������������������������������������97
  ElectroGraftUse������������������������������������������97
  EliteAdvances����������������������������������������������39
  EmergencyRepairs������������������������������������217
  EncumberedCharacters�����������������������������268
  
  394
  Index
  Index
  Endeavours��������������������������������������������������276
  Endurance�����������������������������������������������������29
  Enemy������������������������������������������������������������97
  EnergyCache�����������������������������������������������97
  EngagedinMelee���������������������������������������247
  EnhancedBionicFrame������������������������������98
  EssentialComponents��������������������� 192,199
  Etiquette��������������������������������������������������������24
  Evaluate���������������������������������������������������������81
  EvasiveManoeuvres�����������������������������������215
  ExcessiveDrugUse������������������������������������142
  ExoticMeleeWeapons������������������������������130
  ExoticWeapons������������������������������������������127
  ExoticWeaponTraining������������������������������98
  ExperiencePoints���������������������������������������291
  ExplorationChallenges�����������������������������263
  ExplorationSkills�����������������������������������������76
  Explorator�����������������������������������������������������52
  ExploringtheCalixisSector���������������������289
  ExtendedActions����������������������������� 215,236
  ExtendedRepairs���������������������������������������228
  ExtendedTests��������������������������������������������231
  ExtremeRange�������������������������������������������247
  F
  FailinganExplorationChallenge������������263
  FailingtheFearTest����������������������������������295
  Falling����������������������������������������������������������261
  FatePoints���������������������������������������������������233
  Fatigue���������������������������������������������������������251
  Fatigued�������������������������������������������������������248
  FavouredbytheWarp���������������������������������98
  Fear���������������������������������������������������� 295,365
  Fearless����������������������������������������������������������98
  FeedbackScreech�����������������������������������������98
  Feint�������������������������������������������������������������239
  FerricLure�����������������������������������������������������98
  FerricSummons��������������������������������������������98
  Fire����������������������������������������������������� 223,260
  FitForPurpose���������������������������������������������20
  Flame�����������������������������������������������������������115
  FlameWeapons�������������������������������������������123
  FlameWeaponTraining������������������������������98
  FlankSpeed������������������������������������������������217
  Fleeing���������������������������������������������������������239
  Flexible��������������������������������������������������������115
  Flyer�������������������������������������������������������������365
  FlyingMovement���������������������������������������269
  FocusedAugury������������������������������������������217
  FocusPower�������������������������������������� 157,239
  Fog,MistorShadow���������������������������������248
  ForbiddenLore���������������������������������������������81
  ForceBolt����������������������������������������������������171
  ForcedMarching����������������������������������������265
  ForceShards������������������������������������������������172
  Foreshadow�������������������������������������������������169
  Foreshadowing�������������������������������������������180
  Foresight��������������������������������������������������������98
  ForgeWorldCharacters�������������������������������20
  Fortune����������������������������������������������������������29
  FreeActions������������������������������������������������236
  Frenzy������������������������������������������������������������98
  FrequencyofAcquisition��������������������������272
  Frigates��������������������������������������������������������195
  FullActions�������������������������������������������������236
  FullAutoBurst�������������������������������������������239
  FuriousAssault���������������������������������������������99
  G
  GainingAdditionalFatePoints����������������233
  GainingandLosingProfi Factor������������270
  GainingMentalDisorders�������������������������296
  GainingMutations�������������������������������������368
  GainingNavigatorMutations�������������������182
  GainingNavigatorPowers������������������������178
  GainingSkills�����������������������������������������������74
  GainingTalents��������������������������������������������90
  Gamble����������������������������������������������������������82
  GameDice����������������������������������������������������10
  GangingUp������������������������������������������������248
  GazeintotheAbyss�����������������������������������179
  Gear�������������������������������������������������������������139
  GellerField�������������������������������������������������192
  GellerFields������������������������������������������������199
  GeneratingCharacteristics��������������������������14
  GettingStarted���������������������������������������������36
  GoingInsane����������������������������������������������296
  GoodReputation������������������������������������������99
  Grapple��������������������������������������������������������240
  Grappling����������������������������������������������������246
  GravityTides����������������������������������������������227
  GrenadesandMIssiles�������������������������������125
  GuardedAttack������������������������������������������241
  Guardian��������������������������������������������������������99
  GunBlessing�������������������������������������������������99
  Gunslinger�����������������������������������������������������99
  H
  Hagiography�������������������������������������������������22
  HailtheEnemy�������������������������������������������217
  HalfActions������������������������������������������������236
  HardBargain������������������������������������������������99
  Hardened�������������������������������������������������������17
  HardTarget���������������������������������������������������99
  Hardy�������������������������������������������������������������99
  HastilyConductedInvestigations������������264
  Hatred������������������������������������������������������������99
  Havoc-classmerchantraider���������������������195
  Hazeroth-classprivateer����������������������������194
  Healing��������������������������������������������������������262
  HeavilyDamaged���������������������������������������262
  HeavyWeaponTraining������������������������������99
  HeightenedSenses�������������������������������������100
  HeirloomItems���������������������������������������������30
  HeldinmyGaze����������������������������������������180
  HelplessTargets������������������������������������������248
  HigherGround�������������������������������������������248
  HighVendetta����������������������������������������������29
  HipShooting����������������������������������������������100
  HitandRun������������������������������������������������218
  Hivebound����������������������������������������������������21
  HiveWorldCharacters��������������������������������21
  HoldFast!����������������������������������������������������218
  HomeWorldOptions����������������������������������17
  HomeWorldsandCareers��������������������������24
  HotshotPilot����������������������������������������������100
  HowtoRunaRogueTraderAdventure�289
  Hull��������������������������������������������������������������192
  HullIntegrity����������������������������������������������189
  Hulls�������������������������������������������������������������193
  Hurrying������������������������������������������������������265
  I
  IceRings�����������������������������������������������������227
  IfItBleeds,ICanKillIt�����������������������������17
  Ill-omened�����������������������������������������������������19
  ImperialWorldCharacters��������������������������22
  ImplantSystems�����������������������������������������148
  ImprovedWarpSense��������������������������������100
  Inaccurate����������������������������������������������������116
  Incorporeal��������������������������������������������������364
  IndependentTargeting������������������������������100
  Influence������������������������������������������������������276
  Influenc Tests��������������������������������������������276
  InfusedKnowledge������������������������������������100
  InHarm’sWay��������������������������������������������169
  InitialPowers����������������������������������������������178
  Initiative������������������������������������������������������235
  Injury�����������������������������������������������������������250
  Inquiry�����������������������������������������������������������82
  InsanityandCorruptionPoints����������������295
  Inspire����������������������������������������������������������166
  InspireWrath����������������������������������������������100
  Interaction���������������������������������������������������293
  InteractionandGroups������������������������������293
  InteractionSkills���������������������������������76,293
  Interrogation�������������������������������������������������82
  Intersections��������������������������������������������������15
  Intimidate������������������������������������������������������82
  IntotheJawsofHell����������������������������������100
  InvestigationSkills���������������������������������������76
  Invocation�����������������������������������������������������83
  IronDiscipline��������������������������������������������100
  IronJaw�������������������������������������������������������100
  J
  Jaded������������������������������������������������������������100
  JamCommunications���������������������������������218
  Jericho-classpilgrimvessel�����������������������194
  JumpingandLeaping��������������������������������266
  JumporLeap����������������������������������������������241
  K
  Knock-Down����������������������������������������������241
  KrootMercenary����������������������������������������377
  L
  Lances����������������������������������������������������������203
  LastManStanding�������������������������������������101
  LasWeapons�����������������������������������������������117
  Launchers����������������������������������������������������125
  LeapUp�������������������������������������������������������100
  LegacyofWealth������������������������������������������24
  Life-Sustainer����������������������������������������������192
  LiftingWeight��������������������������������������������267
  LightCruisers���������������������������������������������196
  Lighting�������������������������������������������������������268
  LightlyDamaged���������������������������������������262
  LightningAttack����������������������������������������101
  LightningRefle es�������������������������������������101
  LightSleeper����������������������������������������������101
  LitanyofHate���������������������������������������������101
  Literacy����������������������������������������������������������83
  LiturgicalFamiliarity�����������������������������������23
  LockonTarget�������������������������������������������218
  Logic��������������������������������������������������������������83
  LogisImplant����������������������������������������������101
  LongRange������������������������������������������������248
  LuminenBlast���������������������������������������������101
  LuminenCharge�����������������������������������������101
  LuminenShock�������������������������������������������101
  LureoftheVoid�������������������������������������������25
  
  395
  Index
  Index
  M
  MachinatorArray���������������������������������������102
  Machine�������������������������������������������������������365
  Macrobatteries��������������������������������������������202
  MagisterialHouses�������������������������������������176
  MaglevGrace����������������������������������������������102
  MaglevTranscendence������������������������������102
  Malignancies�����������������������������������������������300
  Manoeuvrability�����������������������������������������189
  Manoeuvre��������������������������������������������������241
  ManoeuvreActions������������������������������������212
  Marksman����������������������������������������������������102
  MassCombats���������������������������������������������292
  MasterChirurgeon�������������������������������������102
  Master&Commander�������������������������������102
  MasterEnginseer����������������������������������������102
  MasterOrator���������������������������������������������102
  MechadendriteUse������������������������������������102
  MechanicusImplants���������������������������������366
  Medicae���������������������������������������������������������83
  MedicalAttention��������������������������������������262
  Meditation���������������������������������������������������103
  MeleeWeapons�������������������������������������������129
  MeleeWeaponTraining����������������������������103
  MeltaWeapons�������������������������������������������122
  MentalBond�����������������������������������������������162
  MentalDisorder�����������������������������������������297
  MentalTrauma�������������������������������������������296
  MightyShot������������������������������������������������103
  Mimic�����������������������������������������������������������103
  MindLink���������������������������������������������������163
  MindProbe�������������������������������������������������164
  MindScan���������������������������������������������������164
  Mind’sEye��������������������������������������������������163
  Misfortunes�������������������������������������������������283
  Missing��������������������������������������������������������248
  Missionary�����������������������������������������������������56
  MoralThreats���������������������������������������������299
  Motivation�����������������������������������������������������29
  Move������������������������������������������������������������241
  Movement���������������������������������������������������264
  MovementandEnvironment��������������������265
  MovementSkills�������������������������������������������76
  MultipleArms���������������������������������������������366
  MultipleAttacks�����������������������������������������241
  MutantOutcast�������������������������������������������371
  Mutation�������������������������������������������� 299,368
  Mutations����������������������������������������������������368
  N
  NarrativeMovementandTerrain�������������265
  NarrativeTimevs�StructuredTime���������234
  NaturalArmour������������������������������������������366
  NaturalWeapons����������������������������������������366
  Nature������������������������������������������������������������32
  NavigatingtheWarp����������������������������������183
  Navigation�����������������������������������������������������83
  Navigator����������������������������������������������60,103
  NavigatorMutations����������������������������������182
  NavigatorPower�����������������������������������������103
  NavigatorPowers���������������������������������������179
  Nebulae�������������������������������������������������������227
  NervesofSteel��������������������������������������������103
  NobleBornCharacters��������������������������������24
  NomadicHouses����������������������������������������176
  NPCActions�����������������������������������������������214
  NPCVessels������������������������������������������������209
  O
  OathswornBodyguard������������������������������372
  Objectives����������������������������������������������������277
  ObjectiveThemes��������������������������������������278
  OnslaughtOrkRaider�������������������������������209
  OperatorSkills����������������������������������������������76
  OpposedTests��������������������������������������������232
  OriginPath��������������������������������������������13,15
  OriginPathOptions������������������������������������15
  OrkFreebooter�������������������������������������������376
  Orthoproxy�������������������������������������������������103
  OtherActions���������������������������������������������244
  OvercomingMisfortunes��������������������������284
  Overheats����������������������������������������������������116
  Overwatch���������������������������������������������������241
  P
  Paranoia�������������������������������������������������������103
  Paranoid��������������������������������������������������������17
  Parry������������������������������������������������������������242
  Peer��������������������������������������������������������������103
  Performer������������������������������������������������������84
  PerilsoftheWarp��������������������������������������161
  Phase������������������������������������������������������������366
  Pilot���������������������������������������������������������������84
  Pinning��������������������������������������������������������248
  PistolWeaponTraining�����������������������������104
  PlasmaDrives����������������������������������� 192,199
  PlasmaWeapons�����������������������������������������123
  PointBlankRange�������������������������������������248
  Polyglot�������������������������������������������������������104
  PowerField�������������������������������������������������116
  PowerGeneration��������������������������������������189
  PowerWeapons������������������������������������������130
  PreciseBlow�����������������������������������������������104
  PrecisionTelekinesis����������������������������������171
  PreparetoRepelBorders!�������������������������218
  Press-ganged�������������������������������������������������28
  Prestige����������������������������������������������������������30
  Pride��������������������������������������������������������������29
  Primitive������������������������������������������������������116
  PrimitiveWeapons��������������������������� 124,132
  Profi Factor������������������������������� 13,113,270
  Profi FactorRewards��������������������������������292
  Prone�����������������������������������������������������������248
  Prosanguine������������������������������������������������104
  PsychicDiscipline��������������������������������������104
  PsychicDisciplines�������������������������������������158
  PsychicPhenomena������������������������� 159,160
  PsychicPowersinRogueTrader
  andDarkHeresy����������������������������������������172
  PsychicScream�������������������������������������������164
  PsychicTechnique��������������������������������������104
  PsychicTechniques�������������������������� 157,159
  Psycholocation��������������������������������������������169
  Psychometry�����������������������������������������������170
  Psyniscience��������������������������������������������������84
  PsyRating���������������������������������������������������104
  PuppetMaster��������������������������������������������166
  PureFaith����������������������������������������������������104
  PurgetheUnclean��������������������������������������104
  PushingPsychicTechniques���������������������157
  PushingWeight������������������������������������������268
  PutYourBacksIntoIt!������������������������������218
  Q
  Quadruped��������������������������������������������������366
  QuickDraw������������������������������������������������105
  R
  Raiders���������������������������������������������������������194
  RammingandBoardingActions��������������215
  Ranks�������������������������������������������������������������38
  RapidReaction�������������������������������������������105
  RapidReload����������������������������������������������105
  Reactions�����������������������������������������������������236
  Ready�����������������������������������������������������������242
  Recharge������������������������������������������������������116
  Regeneration�����������������������������������������������367
  Reliable��������������������������������������������������������116
  Reload����������������������������������������������������������242
  RemovingCharacteristicDamage������������251
  RemovingDamage�������������������������������������251
  RemovingFatigue��������������������������������������251
  RemovingInsanityPointsfromaCharacter����
  298
  Renegade�������������������������������������������������������26
  RenegadeHouses���������������������������������������177
  Renown���������������������������������������������������������29
  RenownedWarrant������������������������������������105
  ReplenishingMorale
  andCrewPopulation���������������������������������226
  Reprogram��������������������������������������������������166
  Resistance����������������������������������������������������105
  ResolvingEndeavours�������������������������������279
  Rewards�������������������������������������������������������291
  RiteofAwe�������������������������������������������������105
  RiteofFear�������������������������������������������������105
  RiteofPureThought��������������������������������105
  RiteofSanctioning������������������������������������105
  Rival�������������������������������������������������������������106
  RogueTrader������������������������������������������������40
  RogueTraderDynasties����������������������������290
  RoleplayingAwards�����������������������������������291
  Rounds���������������������������������������������������������234
  Run���������������������������������������������������������������242
  RunningandNarrativeTime��������������������265
  RunningEndeavours����������������������������������279
  RunningHorizontalLeaps������������������������267
  RunningVerticalJumps�����������������������������266
  S
  Sabre������������������������������������������������������������211
  Savant������������������������������������������������������������25
  Scapegrace�����������������������������������������������������25
  Scatter����������������������������������������������������������116
  Scavenger������������������������������������������������������24
  ScholasticLore���������������������������������������������84
  Scrutiny���������������������������������������������������������86
  Search������������������������������������������������������������86
  SecretTongue�����������������������������������������������86
  Security����������������������������������������������������������86
  Semi-AutoBurst�����������������������������������������242
  Seneschal�������������������������������������������������������64
  Sensors���������������������������������������������������������192
  SensoryDeprivation����������������������������������167
  Servitors������������������������������������������������������374
  ServoSkull��������������������������������������������������375
  SettingupEndeavours�������������������������������278
  Shadowing����������������������������������������������������86
  Sharpshooter�����������������������������������������������106
  SheerSurfaces���������������������������������������������266
  ShipboardSickness������������������������������������227
  Ship-lorn�������������������������������������������������������28
  ShipPoints���������������������������������������������13,34
  ShipPointsandComponentCosts����������207
  Shipwise��������������������������������������������������������19
  ShockandSnappingOutofIt�����������������295
  
  396
  Index
  Index
  Shocking�����������������������������������������������������116
  ShockWeapons������������������������������������������132
  ShootingActions����������������������������������������215
  ShootingintoMeleeCombat�������������������247
  ShortRange������������������������������������������������249
  ShortRangeTelepathy������������������������������165
  ShroudedHouses���������������������������������������176
  SilentMove���������������������������������������������������87
  Size����������������������������������������������������� 249,367
  SkillandTalentAdvances���������������������������38
  SkillDescriptions�����������������������������������������77
  SkillDescriptors�������������������������������������������76
  SkillGroups��������������������������������������������������76
  SkillMastery�������������������������������������������������74
  SkillTests����������������������������������������������������230
  SleightofHand��������������������������������������������87
  Smoke����������������������������������������������������������116
  Snare������������������������������������������������������������116
  SolidProjectileWeapons���������������������������120
  SonarSense�������������������������������������������������367
  Soul-bound�������������������������������������������������367
  SoundConstitution������������������������������������106
  SpaceTravelOutsideofCombat�������������226
  SpeakLanguage�������������������������������������������87
  SpecialAbilities��������������������������������������������72
  SprayandPray�������������������������������������������245
  Sprint�����������������������������������������������������������106
  StandardAttack������������������������������������������243
  StandingHorizontalLeaps�����������������������267
  StandingVerticalJumps����������������������������266
  Stand/Mount����������������������������������������������243
  StarshipCombat�����������������������������������������212
  StarshipsandBurningFate�����������������������233
  StartingExperience��������������������������������������30
  StartingProfi Factor��������������������������33,270
  StartingPsyRating������������������������������������157
  StatusConditions���������������������������������������241
  StepAside���������������������������������������������������106
  SternChase�������������������������������������������������216
  Storm�����������������������������������������������������������117
  StormofForce��������������������������������������������172
  StrangePhysiology������������������������������������368
  StrangertotheCult�������������������������������������20
  StrongMinded�������������������������������������������106
  StructuredTime������������������������������������������234
  Stubjack���������������������������������������������������������25
  Stun��������������������������������������������������������������243
  Stunned�������������������������������������������������������261
  StunnedTargets������������������������������������������249
  Sturdy����������������������������������������������������������367
  Suffocation��������������������������������������������������261
  SupplementalComponents������������� 192,202
  SuppressingFire�����������������������������������������243
  SupremelyConnected����������������������������������24
  SureStrike���������������������������������������������������106
  Surprise�������������������������������������213,234,235
  Survival����������������������������������������������������������87
  Survivor���������������������������������������������������������17
  SwiftAttack������������������������������������������������106
  Swim��������������������������������������������������������������87
  Swimming���������������������������������������������������267
  SwimmingandNarrativeTime����������������267
  Swordclassfrigate�������������������������������������195
  T
  TacticalAdvance�����������������������������������������243
  Tainted�����������������������������������������������������������26
  Takedown����������������������������������������������������107
  TalentDescriptions��������������������������������������94
  Talented�������������������������������������������������������107
  TalentGroups�����������������������������������������������90
  TalentPrerequisites��������������������������������������90
  Tearing��������������������������������������������������������117
  TechnicalKnock�����������������������������������������107
  Tech-Use�������������������������������������������������������87
  TelekineticCrush���������������������������������������171
  TelekineticShield���������������������������������������172
  TelekineticWeapon������������������������������������171
  TelepathicCommunicationTechniques��162
  TelepathicDominationTechniques���������165
  TelepathyDiscipline����������������������������������162
  Tempest-classstrikefrigate�����������������������195
  Terrify����������������������������������������������������������165
  TestDifficulty���������������������������������������������232
  Tests�������������������������������������������������������������230
  TheAttack���������������������������������������������������244
  TheCostofMisfortunes���������������������������283
  TheCourseUntravelled����������������������������180
  TheDivinationDiscipline�������������������������168
  TheEmperorProtects��������������������������������107
  TheFleshisWeak��������������������������������������107
  TheHandofWar�����������������������������������������27
  TheLidlessStare����������������������������������������179
  TheMalignancyTest���������������������������������299
  ThemesinRogueTrader���������������������������288
  TheRoleofFate�����������������������������������������233
  TheSeverityofDisorders�������������������������297
  TheStuffofNightmares���������������������������368
  TheTelekinesisDiscipline������������������������171
  TheWarp�����������������������������������������������������310
  ThoughtSending���������������������������������������162
  ThroneGelt�������������������������������������������������113
  ThrowingGrenades�����������������������������������126
  ThrowingObjects��������������������������������������268
  ThrownWeaponTraining�������������������������107
  TidesofTimeandSpace���������������������������180
  Tools������������������������������������������������������������143
  TotalRecall�������������������������������������������������107
  Toxic�������������������������������������������������� 117,368
  Tracking��������������������������������������������������������88
  TracksintheStars��������������������������������������181
  Trade��������������������������������������������������������������88
  TrainingandSkillMastery�������������������������74
  Traits������������������������������������������������������������364
  Transports���������������������������������������������������194
  Triage�����������������������������������������������������������218
  TrialsandTravails����������������������������������������27
  TrueGrit������������������������������������������������������107
  Turns������������������������������������������������������������234
  TurretRating����������������������������������������������189
  Turrets����������������������������������������������������������220
  Twin-linked������������������������������������������������117
  Two-WeaponFighting������������������������������246
  Two-WeaponWielder��������������������������������107
  TypesofMentalDisorder�������������������������297
  U
  UnarmedCombat���������������������������������������245
  UnarmedMaster�����������������������������������������107
  UnarmedWarrior���������������������������������������107
  UnawareTargets�����������������������������������������249
  Unbalanced�������������������������������������������������117
  Unconsciousness�����������������������������������������261
  UnnaturalCharacteristic����������������������������368
  UnnaturalSenses����������������������������������������368
  UnnaturalSpeed�����������������������������������������368
  Unreliable����������������������������������������������������117
  Unremarkable����������������������������������������������108
  UnshakableFaith����������������������������������������108
  Unstable�������������������������������������������������������117
  UnusualAcquisitions���������������������������������274
  UnusualAmmo�������������������������������������������136
  Unwieldy�����������������������������������������������������117
  UpgradesandUnusualAmmunition�������113
  UpkeepTests�����������������������������������������������275
  UseaSkill���������������������������������������������������243
  UselessLimbs���������������������������������������������261
  UsingActions���������������������������������������������237
  UsingExplorationSkills����������������������������263
  UsingFatePoints���������������������������������������233
  UsingInteractionSkills�����������������������������293
  UsingInvestigationSkills��������������������������264
  UsingNavigatorPowers����������������������������178
  UsingPsychicTechniques�������������������������157
  UsingWeaponswithoutaTalent�������������116
  V
  Vacuum��������������������������������������������������������261
  Vagabond-classmerchanttrader���������������194
  Vaunted����������������������������������������������������������25
  Vendetta���������������������������������������������������������24
  Vengeance�����������������������������������������������������29
  VoidAccustomed�����������������������������������������19
  VoidBornCharacters����������������������������������19
  Void-master���������������������������������������������������68
  VoidShields�����������������������������189,192,199
  VoidTactician���������������������������������������������108
  VoidWatcher����������������������������������������������181
  W
  WalkingthePath����������������������������������������170
  WallofSteel������������������������������������������������108
  WarpAffinity����������������������������������������������108
  WarpConduit���������������������������������������������108
  WarpDrives������������������������������������������������192
  WarpEngines����������������������������������������������199
  WarpInstability������������������������������������������368
  WarpSense��������������������������������������������������108
  WarpTravel�������������������������������������������������310
  WarpWeapon���������������������������������������������368
  WarpWitch�������������������������������������������������374
  Wary���������������������������������������������������������������21
  WayfarerStation�����������������������������������������210
  WeaponCapacity���������������������������������������189
  WeaponCraftsmanship������������������������������115
  WeaponJams�����������������������������������������������249
  Weapons������������������������������������������������������114
  WeaponSpecialQualities��������������������������115
  WeaponUpgrades��������������������������������������133
  WeatherandUnnaturalConditions���������249
  WhatIfMoreThanOnePersonWantstoBe
  theRogueTrader?��������������������������������������290
  WhatYouNeedtoPlayRogueTrader�������� 8
  WhentoMakeanUpkeepTest����������������275
  Whispers������������������������������������������������������108
  WolfpackRaider�����������������������������������������209
  Wounds��������������������������������������������������������250
  Wrangling������������������������������������������������������88
  WrathoftheRighteous�����������������������������108
  X
  Xeno-techComponents����������������������������207
  Z
  Zealot�������������������������������������������������������������27
  ZeroGravity������������������������������������� 224,269
  
  Character name
  Career Path 
   
   
   
  Rank
  Player name
  Home World 
   
  Motivation
  Characteristics
  Talents & Traits
  Special Abilities
  Psychic Disciplines
  Adv�Taken
  WeaponSkill(WS)
  Adv�Taken
  BallisticSkill(BS)
  Adv�Taken
  Strength(S)
  Adv�Taken
  Toughness(T)
  Adv�Taken
  Agility(Ag)
  Adv�Taken
  Intelligence(Int)
  Adv�Taken
  Perception(Per)
  Adv�Taken
  WillPower(WP)
  Adv�Taken
  Fellowship(Fel)
  Experience Points
  Profit Factor
  Skills
  Acrobatics(Ag)________
  Awareness(Per) _______
  Barter(Fel)___________
  Blather(Fel)__________
  Carouse(T)___________
  Charm(Fel) __________
  Chem-Use(Int)________
  Ciphers(Int)__________
  Climb(S)____________
  Command(Fel)________
  Commerce(Fel) _______
  CommonLore(Int)
  ____________________
  ____________________
  ____________________
  ____________________
  Concealment(Ag)______
  Contortionist(Ag)______
  Deceive(Fel)__________
  Demolition(Int)_______
  Disguise(Fel)_________
  Dodge(Ag)___________
  Drive(Ag)____________
  ____________________
  Evaluate(Int) _________
  ForbiddenLore(Int)
  ____________________
  ____________________
  ____________________
  ____________________
  Gamble(Int)__________
  Inquiry(Fel)__________
  Interrogation(WP)_____
  Intimidate(S)_________
  Invocation(WP)_______
  Starting_________________
  Current_________________
  Misfortunes______________
  _______________________
  _______________________
  BONUS
  +20%
  +10%
  TRAINED
  BASIC
  Skills (Cont.)
  LipReading(Per)______
  Literacy(Int)__________
  Logic(Int) ___________
  Medicae(Int) _________
  Navigation(Int)_______
  Performer(Fel)
  ____________________
  ____________________
  Pilot(Ag)____________
  ____________________
  ____________________
  Psyniscience(Per)______
  ScholasticLore(Int)
  ____________________
  ____________________
  ____________________
  ____________________
  Scrutiny(Per)_________
  Search(Per) __________
  SecretTongue(Int)_____
  Security(Ag)__________
  Shadowing(Ag)_______
  SilentMove(Ag)_______
  SleightofHand(Ag)____
  SpeakLanguage(Int)
  ____________________
  ____________________
  ____________________
  ____________________
  Survival(Int)__________
  Swim(S)_____________
  Tech-Use(Int)_________
  Tracking(Int)_________
  Trade(Int)___________
  Wrangling(Int)________
  BONUS
  +20%
  +10%
  TRAINED
  BASIC
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  Psychic Techniques
  Power
  Sustain
  Range
  Description
  XPtoSpend
  TotalXPSpent
  Permissiongrantedtophotocopyforpersonaluse�©GamesWorkshopLtd2009�Charactersheetalsoavailablefordownloadatwww�FantasyFlightGames�com
  
  Movement
  HalfMove
  FullMove
  Charge
  Run
  BaseLeap
  BaseJump
  (ABx1)
  (ABx2)
  (ABx3)
  (ABx6)
  (SBx1m)
  (SBx20cm)
  Characteristics
  Adv�Taken
  WeaponSkill(WS)
  Adv�Taken
  BallisticSkill(BS)
  Adv�Taken
  Strength(S)
  Adv�Taken
  Toughness(T)
  Adv�Taken
  Agility(Ag)
  Adv�Taken
  Intelligence(Int)
  Adv�Taken
  Perception(Per)
  Adv�Taken
  WillPower(WP)
  Adv�Taken
  Fellowship(Fel)
  WEAPON
  Name_______________________________________________
  Class___________Damage__________Type______Pen______
  Range__________ROF__________Clip______Reload______
  SpecialRules_________________________________________
  ___________________________________________________
  WEAPON
  Name_______________________________________________
  Class___________Damage__________Type______Pen______
  Range__________ROF__________Clip______Reload______
  SpecialRules_________________________________________
  ___________________________________________________
  WEAPON
  Name_______________________________________________
  Class___________Damage__________Type______Pen______
  Range__________ROF__________Clip______Reload______
  SpecialRules_________________________________________
  ___________________________________________________
  WEAPON
  Name_______________________________________________
  Class___________Damage__________Type______Pen______
  Range__________ROF__________Clip______Reload______
  SpecialRules_________________________________________
  ___________________________________________________
  WEAPON
  Name_______________________________________________
  Class___________Damage__________Type______Pen______
  Range__________ROF__________Clip______Reload______
  SpecialRules_________________________________________
  ___________________________________________________
  ArmourWeight
  Total
  Current
  Lfi
  Carry
  Push
  Lifting
  Fate Points
  Gear
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  Acquisitions
  Mutations
  Armour
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  _________________________
  Head
  1-10
  TYPE:
  Right Arm
  11-20
  TYPE:
  Left Arm
  21-30
  TYPE:
  Right Leg
  71-85
  TYPE:
  Left Leg
  86-100
  TYPE:
  Body
  31-70
  TYPE:
  Wounds
  Insanity
  Corruption
  Total ___________________
  Current__________________
  CriticalDamage___________
  Fatigue__________________
  CurrentPoints____________
  Degree__________________
  Disorders________________
  ________________________
  CurrentPoints____________
  Degree__________________
  Malignancies______________
  ________________________
  ________________________
  Permissiongrantedtophotocopyforpersonaluse�©GamesWorkshopLtd2009�Charactersheetalsoavailablefordownloadatwww�FantasyFlightGames�com
  
  name
  class
  Speed
  Manoeuvrability
  Detection
  Permissiongrantedtophotocopyforpersonaluse�©GamesWorkshopLtd2009�Charactersheetalsoavailablefordownloadatwww�FantasyFlightGames�com
  Turret Rating
  Shields
  Armour
  Hull Intergrity
  TOTAL
  CURRENT
  Essential Components
  Supplemental Components
  Complications/Past History
  Space Available  
   
  Power Available
  Space Used 
   
   
  Power Used
  Weapon Capacity
  Crew %
  Morale
  Weapons
  STRENGTH
  CRIT
  RATING
  DAMAGE
  RANGE
  MACRO BATTERY 
  LANCE 
  MACRO BATTERY 
  LANCE 
  MACRO BATTERY 
  LANCE 
  MACRO BATTERY 
  LANCE 
  Dorsal
  Port
  Prow
  Starboard
  Keel
  Hull
  MAXIMUM
  CURRENT
  DORSAL
  PROW
  KEEL
  PORT
  STARBOARD
  Location
  
  You are an Explorer, part of a proud dynasty of 
  privateering merchant princes known as Rogue 
  Traders. You are empowered by an ancient warrant 
  of trade to seek out profit and plunder amongst 
  unexplored regions of space. You will discover 
  forgotten mysteries, find lost human orlds, and 
  behold sights never before seen by human eyes. 
  You must survive the dangers of space, not only 
  the threat of vacuum, cold, and deadly radiation, 
  but the things that lurk in the dark void between 
  stars that Man was never meant to find. 
  ROLEPLAYING IN THE GRIM DARKNESS 
  OF THE 41ST MILLENNIUM
  Fast character creation to get you into the game 
  quickly, including a lifetime of possibilities 
  with an extensive Origin Path system.
  Dynamic rules for all eventualities let you 
  handle everything from social interaction 
  and earning profit to dead y combats, 
  starships, and psychic powers.
  Comprehensive background on Rogue Traders, 
  written by Warhammer 40,000 novelist and 
  GW Design Studio member Andy Hoare.
  Begin your players’ path to wealth and glory 
  with a complete starting adventure that puts the 
  Explorers right into the middle of the action.
  The Rogue Trader core rulebook contains 
  everything you need to start your adventure 
  in the Warhammer 40,000 universe. 
  www.FantasyFlightGames.com
  9 781589 946750
  55995
  Rogue Trader 
  RT01
  ISBN: 978-1-58994-675-0
  ™
  TM
  
SOURCE: textdata/thevault/Warhammer/40k/Game books/Rogue Trader/Rulebooks/Rogue Trader - Core Rulebook (updated with 1.4 errata).pdf