TEXT: THE EXPLORER’S 
  HANDBOOK
  ®
  ®
  ™
  ™
  ™
  
  1
  Introduction
  ROLEPLAYING IN THE GRIM 
  DARKNESS OF THE 41ST MILLENNIUM
  
  2
  Credits
  Lead Developer
  Sam Stewart
  Written and Developed By
  Nathan Dowdell, Andy Hoare, Tim Huckelbery, Jason 
  Marker, William Thrasher, Ross Watson, and Benn Williams
  Additional Writing
  Alan Bligh, Tim Flanders, John French, Reason, and Rex Vogen
  Editing
  Alex Davy and Thaadd Powell
  Proofreading
  Mark Pollard
  Graphic Design
  Bryan Schomburg and Kevin Childress
  Cover Art
  Tiernan Trevallion
  Interior Art
  A. Ashbaugh, John Blanche, Johann Bodin, Matt Bradbury, 
  Robin Cary, Sacha Diener, Falk, Zachary Graves, David 
  Grifﬁth, Prof Herbert, Nikolaus Ingeneri, Henning 
  Ludvigsen, Aaron Panagos, Marissa Rivera, Neil Roberts, 
  Erich Schreiner, Sept13, Mark Smith, David Sondered, 
  Skysoul Studios, Theo Stylianides, Liu Yang
  Art Direction
  Zoë Robinson
  Production Manager
  Gabe Laulunen
  FFG Lead Game Designer
  Corey Konieczka
  FFG Lead Game Producer
  Michael Hurley
  Publisher
  Christian T. Petersen
  GAMES WORKSHOP
  Licensing Manager
  Owen Rees
  Head of Licensing
  Paul Lyons
  Head of Intellectual Property
  Alan Merrett
  Special Thanks
  “Dispensing Orbital Justice” Jordan Goldfarb with Robin Dreher, 
  Ben Mason, Daniel Carroll, and Kristine Beskin. “You Bid Babies?!” 
  Jordan “Milly” Millward with Keri Harthoorn, Kyle Harthoorn-
  Burton, Kieren Smith, and Julia Smith.  “Forged in Death” Aric 
  Weider with Dawn Wildfong, Chris Doyscher, and Amber J. Colby. 
  “The Wise Guys” David Wiley Holton, Chuck Boyer, Scott Boyer, 
  Dana Severance, Jared McGee, and Mark Belhumeur. “Furies for 
  everyone!” David R. Schumpert III esq. with Pierre Wagenseil, 
  Martin Linde, Adam Schumpert, and David Hudock. “FFG Crew 
  of the Golden Dawn” Tod Gelle, James Hata, Kyle Hough, Mack 
  Martin, Thaadd Powell, and Ross Watson.
  !"#$"%&
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  Fantasy Flight Games
  1975 West County Road B2
  Roseville, MN 55113
  USA
  Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Rogue Trader, 
  Into the Storm, 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 2000-2010, 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: 978-1-58994-726-9    Product Code: RT04     Print ID: 780MAY10
  Printed in China
  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
  Chapter I: Advanced Origins
  New Home Worlds .................................................................8
  Frontier World .........................................................................9
  Footfallen .............................................................................. 10
  Fortress World ...................................................................... 11
  Battleﬂeet .............................................................................. 12
  Penal World .......................................................................... 13
  Child of Dynasty .................................................................. 14
  Expanding the Origin Path ................................................ 17
  New Birthright Options...................................................... 17
  Fringe Survivor ..................................................................... 17
  New Lure of the Void Options .......................................... 20
  New Trials and Travails Options  ...................................... 23
  Motivation ............................................................................. 25
  Lineage .................................................................................. 28
  Power and Proﬁt: The Ship and Warrant Path ................. 33
  Proﬁt Points .......................................................................... 33
  Warrant Age .......................................................................... 33
  Fortune & Fate ...................................................................... 37
  Acquisition ............................................................................ 38
  Sanction ................................................................................. 40
  Contacts ................................................................................ 41
  Warrant Renown .................................................................. 44
  Chapter II: Koronus Careers
  Xenos Characters  ................................................................ 46
  The Alien in the Imperium ................................................. 46
  Kroot  .................................................................................... 47
  Alien Biology ........................................................................ 48
  Kroot Player Characters ...................................................... 48
  Kroot Kindreds ..................................................................... 49
  Kroot Characteristics ........................................................... 50
  Kroot Talents  ....................................................................... 50
  Kroot Mercenary .................................................................. 52
  Orks ....................................................................................... 56
  Orks in the Koronus Expanse ............................................. 58
  Ork Player Characters ......................................................... 60
  Skills and Talents ................................................................. 63
  Ork Freebooter  ................................................................... 66
  Alternate Career Ranks ....................................................... 70
  Taking an Alternate Career Rank ...................................... 70
  Career Progression ............................................................... 71
  Acquisitionist ........................................................................ 72
  Augmenticist ......................................................................... 74
  Calixian Privateer ................................................................. 76
  Drusian Adherent ................................................................. 78
  Flight Marshal ...................................................................... 80
  Genetor .................................................................................. 82
  Gland Warrior....................................................................... 84
  Kroot Shaper ........................................................................ 86
  Legend of the Expanse ........................................................ 88
  Navis Scion ........................................................................... 90
  Ork Kommando ................................................................... 92
  Ork Mekboy ......................................................................... 94
  Transubstantial Initiate ......................................................................96
  Torchbearer ........................................................................... 98
  Xenographer .......................................................................100
  Elite Advances ....................................................................102
  Using Elite Advances .........................................................102
  Agent of the Throne ..........................................................103
  Glimpse From Beyond .......................................................105
  Rite of Duplessence ...........................................................106
  Sanctioned Xenos ...............................................................107
  Chapter III: Extended Armoury
  Ranged weapons ................................................................110
  Las Weapons .......................................................................110
  Solid Projectile Weapons ..................................................111
  Bolt Weapons ......................................................................112
  Melta Weapons ...................................................................114
  Plasma Weapons .................................................................114
  Flame Weapons ...................................................................114
  Primitive Weapons .............................................................114
  Launchers ............................................................................115
  Grenades and Launcher Munitions ..................................116
  Exotic Ranged Weapons....................................................117
  Archeotech Ranged Weapons ...........................................118
  Xenos Ranged Weapons ....................................................119
  Primitive Weapons .............................................................121
  Chain Weapons ..................................................................122
  Shock Weapons ..................................................................122
  Power Weapons ..................................................................124
  Exotic Melee Weapons ......................................................124
  
  4
  Contents
  Force Weapons  ..................................................................126
  Weapon Upgrades ..............................................................127
  Unusual Ammo ...................................................................128
  Armour ................................................................................129
  Force Fields .........................................................................130
  Gear .....................................................................................133
  Clothing ..............................................................................133
  Drugs and Consumables....................................................133
  Tools ....................................................................................134
  The Exotic and the Alien ..................................................138
  Bionics and Implant Systems ............................................141
  Ork Armoury ......................................................................142
  Kroot Armoury ...................................................................146
  Chapter IV: Starships Expanded
  Serving Aboard a Starship ................................................148
  Families and Dynasties ......................................................149
  New Starship Hulls ............................................................151
  Ship Background Packages ...............................................153
  Additional Components ....................................................156
  Essential Components .......................................................156
  Supplemental Components ...............................................158
  Archeotech Components ...................................................161
  Ship Upgrades ....................................................................162
  Example Rogue Trader Vessels .........................................165
  Eternal Praetorian  .............................................................165
  Measured Response ............................................................166
  Bounty of Scintilla  ............................................................167
  Sovereign Venture  .............................................................168
  Chapter V: Vehicles
  Vehicle Classiﬁcations .......................................................170
  Vehicle Characteristics .......................................................171
  Driving and Flying ............................................................171
  Vehicle Combat ..................................................................172
  Aerial Combat  ...................................................................174
  Attacking in Aerial Combat ..............................................176
  Shooting Vehicle Weapons ...............................................177
  Sample Vehicles  .................................................................179
  Chapter VI: Expanded Psychic Powers
  New Navigator Powers .....................................................189
  New Astropath Powers ......................................................193
  Theosophamy .....................................................................197
  New Discipline and Techniques .......................................197
  The Theosophamy Discipline...........................................197
  Astropathic Choirs .............................................................199
  Astropaths and Navigators in Starship Combat .............200
  Chapter VII: Enhanced Game Mechanics
  Social Interaction Challenges ...........................................204
  Using Interaction and Lore Skills in Social Situations ..204
  Meta and Background Endeavours ..................................207
  Meta Endeavours ................................................................208
  Background Endeavours ....................................................210
  Making Background Endeavours .....................................211
  Sample Meta Endeavour ....................................................214
  Component Endeavours ....................................................216
  Expanded Acquisition Rules .............................................221
  Making Multiple Acquisition Tests ..................................221
  Attracting Unwanted Attention ........................................222
  Using Proﬁt Factor ............................................................223
  Ship Roles ...........................................................................224
  Rank One ............................................................................224
  Rank  Two ..........................................................................225
  Rank Three .........................................................................226
  Rank Four ...........................................................................229
  Chapter VIII: Port Wander
  The Guardian of the Maw ................................................234
  In and Around Port Wander .............................................235
  The Ruling Factions ..........................................................241
  Notable Persons of Port Wander ......................................242
  The Law on the Port ..........................................................248
  The Planets of Rubycon II  ...............................................249
  The Maw and the Fleet .....................................................252
  
  5
  Introduction
  Introduction
  “I only ask for two things in life. A stout ship, and the light of the 
  Emperor to sail her by.”
  –Rogue Trader Elizabeth Orleans 
  T
  he Koronus Expanse is a place of adventures and 
  danger in equal measure. Xenos, pirates, heretics, and 
  worshippers of Dark Gods await those who venture 
  through the Maw, and ancient horrors lurk amongst countless 
  lost and undiscovered worlds in the depths of the Expanse. 
  Many brave and foolhardy Explorers have set off from Port 
  Wander to try their luck and wrest their fortune from the 
  Koronus Expanse with a stout ship and their Warrant of 
  Trade. Few return. 
  INTO THE STORM is an essential guide to those who wish 
  to make their fortune in the 41st Millennium and live to 
  enjoy it. Functioning primarily as a rules expansion for 
  Rogue Trader, this book examines and expands on all aspects 
  of an Explorer, from the weapons he wields and ships he 
  pilots, to the Endeavours he pursues and adventures he 
  undertakes. With this book, an Explorer can ensure he is 
  properly prepared to face the travails that await him in the 
  grim darkness of the far future. 
  The book begins with rules for expanding the Origin 
  Path of character creation. New home worlds and options 
  for replacing choices along the Path allow for a much wider 
  range of customisation and new, unique characters. From 
  there, the INTO THE STORM introduces two new Career 
  classes, the mercenary Kroot and the bloodthirsty Orks, 
  and numerous Alternate Career Rank options, allowing 
  players to further sculpt their characters in response to their 
  adventures in the Expanse. 
  The book continues with new selections of equipment, 
  some of which are commonplace and essential to Imperial 
  life, and others that are rare and even unique to the 
  Expanse. New rules for starships and vehicles follow, 
  providing Rogue Traders with transports ranging from 
  the humble Rhino APC to the mighty gun-cutter. New 
  powers and abilities for Navigators and Astropaths are 
  also provided, including rules allowing them to use their 
  formidable powers in space combat. 
  Finally, the INTO THE STORM provides new rules for using 
  Proﬁt Factor, Endeavours, and taking on important positions 
  in the hierarchy of a starship. The book closes with an in-
  depth examination of Port Wander: last Imperial port before 
  the Maw, and gateway to the Koronus Expanse. Here players 
  will ﬁnd a location brimming with potential adventure and 
  intrigue, as well as a location for repairing, reﬁtting, and 
  resupplying before returning to the dangerous Expanse. 
  
  6
  Introduction
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  7
  I: Advanced Origins
  NEW HOME 
  WORLDS
  •
  EXPANDING THE 
  ORIGIN PATH
  •
  LINEAGE
  •
  POWER AND 
  PROFIT: THE SHIP 
  AND WARRANT 
  PATH
  
  8
  I: Advanced Origins
  Chapter I: 
  Advanced 
  Origins
  “The stars call out to us, like the Siren’s songs of yore; they lure us to 
  fortune...or calamity.”
  –Captain Zacharias du Kane, Rogue Trader
  I
  n the ROGUE TRADER Core Rulebook, players are able to 
  create and customise their characters through the choices 
  made on the Origin Path. This chapter expands the Origin 
  Path giving players more choices such as new Home Worlds 
  and background options; it also introduces a set of new 
  options for players to give to their Explorers: Lineages. 
  In this chapter, there are six new Home Worlds from which 
  Explorers can hail, and a new set of options called Lineages. 
  In addition to the new Home Worlds and Lineages, the other 
  lines on the Origin Path include new selections to choose 
  from. These selections work just like the ones presented in 
  ROGUE TRADER. Combined with those choices, these new 
  possibilities can help ﬂesh out the player’s Explorer and create 
  distinct characters that are unique in the 41st Millennium and 
  potentially possess speciﬁc ties to the Koronus Expanse. 
  Within some of these new selections the players have 
  several options to choose from—similar to the choices 
  they have with the Lure of the Void selections in the core 
  rulebook. Some of these new options have Experience Point 
  (xp) costs associated with them due to the advantages they 
  confer. However, it should be noted that including these new 
  choices in a game is optional, and players should gain the 
  GM’s permission before selecting one.
  In addition to the character customisation options, 
  players and Game Masters can also make use of the new 
  Ship and Warrant Path generation system presented later in 
  this chapter. This new system works in a similar fashion to 
  the Origin Path. Instead of rolling randomly to generate 
  a Warrant of Trade and starting Ship Points, it allows 
  the Explorers to determine signiﬁcant details about 
  their Dynasty’s Warrant of Trade and the ship 
  points to go along with it.
  New Home 
  Worlds
   “As we pass through this world, we leave behind more than we think. 
  Each of us leaves behind a lasting legacy that casts its shadow upon 
  all who follow.”
  –Solomon Haarlock
  T
  he ROGUE TRADER Core Rulebook introduces six 
  Home Worlds for players to choose from. Each 
  Home World selection provides the character with 
  the necessary background and characteristics needed to 
  represent where that Explorer came from—ranging from 
  their culture and heritage to environmental factors that 
  have molded the Explorer into the person they now are. 
  In INTO THE STORM, the players have six additional Home 
  World options to choose from. Like the original six worlds, 
  these new choices help to give deﬁnition to the character—a 
  starting point from which the Explorer left his old life behind 
  and began anew as a traveller amongst the stars. These new 
  Home Worlds are additional options to give the player more 
  choices on where their Explorer originated. On the Origin 
  Path, each player may replace the current Home World 
  options with these new options (effectively allowing 12 
  different Home World choices.
  Once a player has chosen his Explorer’s Home World, 
  he should be sure to write down all the traits and abilities 
  provided by the Home World on his character sheet.. Note 
  also that many of the talents granted by the Home Worlds to 
  the characters have prerequisites: 
  unless otherwise noted these 
  requirements are waived for 
  the character.
  
  9
  I: Advanced Origins
  FRONTIER WORLD
  “Frontier worlds are lawless planets that sit on the edge of the 
  Imperium. Savage and brutal, your world has always been home 
  to a small number of settlers that are descended from the original 
  colonists. You are tenacious and hardy, and have learned that the only 
  justice in the galaxy is that which you hand out yourself.”
  There are numerous frontier worlds scattered across the borders 
  of the Imperium, particularly within the Calixis Sector and 
  Koronus Expanse. A frontier world is more than simply a world 
  or system that sits upon the edge of the map; it is far away 
  from centres of power, the protection of the military, and the 
  inﬂuence of the Ecclesiarchy. Many of these worlds consist of 
  a small number of population centres, and often times their 
  environment is every bit as deadly as any death world. Some 
  planets are barely habitable; others are hardly explored. These 
  are rough-and-tumble places with few luxuries and fewer 
  defences. Because of this, many are left open to the predations 
  of xenos invaders and pirates. Frontier worlds are also havens 
  for those who are seeking to escape Imperial justice.
  Due to their unique position on the frontier, it’s not unusual 
  for the populace to have extensive dealings with xenos and 
  abhuman species. In fact, some settlements can only get by 
  because of the trade they conduct with outsiders.
  LIFE ON A FRONTIER WORLD
  Frontier worlds, such as Faldon Kise or Solace Encarmine, can 
  often barely be classiﬁed as “civilised.” The populace is rough 
  and determined in equal measure, and many settlements on 
  these worlds are ramshackle, resembling primitive, run-down, 
  dry, dusty spots where life is harsh and unforgiving and justice 
  comes from the barrel of a gun (or at the end of a rope). Here, 
  the population must learn to survive on its own. There are no 
  Adeptus Arbites Precinct-fortresses to maintain law, no PDF to 
  protect the citizens from invasion, and no Fleet waiting in orbit 
  to take them to safety. The people are tough and hard-working, 
  used to living without the amenities that are taken for granted 
  on other worlds. They are also insular and prefer to handle 
  matters on their own, with little time for outsider interference.
  The environments of these worlds can vary greatly—from 
  near Death worlds to virtual paradises—but most tend to fall 
  somewhere in between. The settlements on these worlds also 
  vary, but are usually small and fairly primitive. Those who 
  travel to such places must be prepared to face any environment, 
  from toxic slime jungles to bone-scouring winds.
  Though poorly educated, those who are raised upon a 
  frontier world have learned that survival is paramount. As 
  a result they are surly, coarse, rough, and durable folk who 
  often refuse to back down from a confrontation—even when 
  faced with overwhelming odds (and especially if they feel 
  they are right). They have little patience for small talk and 
  even less for those who are dishonest and disreputable. They 
  make excellent scouts and foragers. It’s also not unheard of 
  for these people to conduct trade and associate with xenos 
  races—even mutants—as most settlements lack an Imperial 
  Cult representative to cow them into believing that these 
  creatures are evil and should be shunned or destroyed. 
  Frontier World Characters
  The world you come from is every bit as varied as the people 
  on it. You are as rugged and tough as grox-hide leather, with 
  excellent survival instincts that have been honed through years 
  of harsh, bare-bones existence. The town you grew up in was a 
  rough-and-tumble place where only the toughest and canniest 
  survived. At times, rivals would try to cause trouble, but you, 
  your neighbours, and your family would band together and 
  ﬁght them off. On occasion a traveller from beyond the stars 
  would arrive and bring all manner of strange and exotic 
  wonders for you to see. Sometimes these travellers would be 
  human, other times not. Whatever they were, once you met 
  them and smelled the odour of a thousand different worlds, 
  you knew you were meant to travel amongst the stars.
  You have a distrustful and gruff exterior—at least to those 
  you don’t know. Most people aren’t worth your time, but 
  those who are gain your respect and gratitude for life. The 
  prejudice of humans from other worlds confuses you; you’ve 
  had dealings with xenos and mutants before and suffered no 
  ill effects. You are also known for your toughness and tenacity 
  and you always try your utmost to ﬁnish what you start. When 
  you give your word, it’s as iron-clad as any written contract 
  and you will go to any lengths to honour it.
  On the Origin Path chart, Frontier World may be taken instead of 
  Death World.
  Characteristic Modiﬁers: +5 Strength; –5 Intelligence
  Starting Skills: Frontier world characters begin with Survival 
  (Int) and Wrangling (Int) as trained Skills. 
  Tough as Grox-Hide: Due to their hardy physiques and 
  general surliness, Frontier worlders begin with one additional 
  wound (already included in their Starting Wounds).
  Leery of Outsiders: Frontier world characters are suspicious 
  by nature. Because of this outlook, frontier world characters 
  suffer a –10 penalty on all Fellowship Tests when dealing 
  with someone they have not previously met (exactly when to 
  apply this check is up to the GM).
  Tenacious Survivalist: Life on the frontier can be ﬁlled with 
  all manner of horrors. Frontier world characters learn at an 
  early age to be wary of their surroundings, and react quickly 
  in the face of danger. Frontier world characters may re-roll 
  any Initiative Roll they make, though they must accept the 
  results of the second roll. 
  Xenos Interaction: It’s a common occurrence for humans 
  on frontier worlds to interact and trade with xenos. Because 
  of this interaction, Frontier World characters are immune to 
  Fear when caused by a xenos with a Fear (2) or Fear (1). If 
  the Fear Test difﬁculty is 3 or higher, however, it affects the 
  character as normal. Of course, this outlook often puts them 
  at odds with members of the Ecclesiarchy and as such they 
  suffer a –5 penalty to all Interaction Tests when dealing with 
  members of the Imperial Cult.
  Starting Wounds: Frontier 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 frontier 
  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.
  
  10
  I: Advanced Origins
  FOOTFALLEN
  “The term ‘Footfallen’ refers to those who are from the settlements of 
  the Koronus Expanse—especially places like Footfall. The people 
  who live on these worlds and settlements truck with all manner of 
  blasphemers, from renegade psykers and xenos, to heretics and cultists. 
  You live in a den of iniquity, and you have learned to be cunning, and 
  devious, organising deals and a web of contacts across the Expanse.”
  While the Imperium of Man may claim imminent domain 
  over the entire galaxy, the truth is that there are numerous 
  gaps on the map where the light of the Golden Throne does 
  not shine. It is within these places that corruption, greed, 
  lawlessness, and villainy often take root. Perfect examples are 
  the Koronus Expanse, a region of unexplored space within 
  the Halo Stars, and the settlement of Footfall that serves as a 
  gateway to the greater Expanse beyond. 
  In the Koronus Expanse, the few waystations and habitations 
  established by humans have become hubs for exploration. They 
  also serve as critical connections that link the scattered human 
  settlements and enterprises in the greater Koronus Expanse 
  beyond. There are many such outposts, but the most famous is 
  the void-station of Footfall, which has in turn given those who 
  live in such places their name—the Footfallen. 
  Footfallen are the proverbial trail-blazers of this region and 
  no one knows it better than they. They tend to be devious, 
  cunning, and suspicious; they have learned to protect what 
  advantages they have that can speed them along the road 
  to riches and glory, and they have a different moral outlook 
  than their contemporaries across the border. Footfallen also 
  associate with what Imperial citizens would consider to be 
  blasphemers—recidivists, xenos, mutants, and worse. Despite 
  these generalities, however, if it’s one thing the Footfallen 
  know, it’s the Koronus Expanse!
  LIFE AS A FOOTFALLEN
  The Footfallen are often referred to as “the true children of 
  the Expanse.” These men and women, descended from the 
  settlers and Rogue Trader vassals who came to this region 
  long ago, have spent the majority of their lives interacting 
  with all manner of denizens within the Koronus Expanse. 
  Whatever their birthplace, they all tend to have similar 
  outlooks and mannerisms, and are used to dealing with all 
  manner of inidivduals: religious fanatics, cultists, recidivists, 
  spies, assassins, narco-tribesmen, nomads, fugitives from 
  Imperial justice, merchants, xenos, renegade psykers, Rogue 
  Traders and their crew, and even worshipers of the Ruinous 
  Powers. These worlds are giant melting pots of cultures and 
  beliefs, and only through them can one get useful information 
  on the Koronus Expanse.
  Recently, there is something else that sets the Footfallen apart, 
  even from other denizens of the Expanse who have grown up 
  in the same circumstances. Over the last few decades, a 
  disturbing trend has emerged amongst some of those 
  born in the Expanse. A number of them have been 
  known to exhibit a strange “sixth-sense” which, 
  while not a true psychic ability, quite possibly 
  stems from the warp. 
  Footfallen Characters
  You have spent your entire life living within the walls and 
  habitats that make up the settlement of Footfall, or another 
  human settlement within the Koronus Expanse. Wherever 
  you have grown up, you have learned that it’s not necessarily 
  survival of the ﬁttest, but survival of the smartest. You are 
  cunning, devious, and perhaps a little deceitful. You have 
  learned to embrace these traits, however, because this is how 
  you survived—relying on your wits and charm rather than 
  the hollow protection of a gun.
   You have spent your entire life socialising with both the bottom 
  rungs and upper tiers of society, building a web of contacts 
  that may extend across the entire Expanse. You consider 
  yourself to be a peerless dealer in secrets and information, 
  and perhaps that is how you made it out of the cesspit that 
  was your home. You may be serving—or commanding—a 
  Rogue Trader’s ship because of your peerless knowledge of 
  the Expanse and the dark secrets that dwell within it. Or you 
  may simply be along for the ride, acting as a guide to the 
  unexplored corners of the far void.
  On the Origin Path chart, Footfallen may be taken instead of Void Born.
  Characteristic Modiﬁers: –5 Ballistic Skill; –5 Toughness; 
  +5 Agility; +5 Fellowship
  Starting Skills: Footfallen characters begin with Common 
  Lore (Koronus Expanse) (Int) as a trained Skill.
  Street Knowledge: As a result of their living on the ‘streets,’ 
  the Footfallen suffer a —5 penalty on all Scholastic Lore 
  Tests except those that involve information on the Koronus 
  Expanse (whether or not a given Scholastic Lore Test involves 
  the Koronus expanse is up to the GM).
  Web of Contacts: As they learn to survive, Footfallen 
  generate a web of contacts that can extend throughout the 
  Koronus Expanse. All Footfallen characters gain a Peer Talent 
  chosen from the following list (choose one): Astropaths, the 
  Insane, Underworld, Void Born, Workers. 
  Port of Call: Because many of the settlements Footfallen call 
  home have numerous factions, and even species, they tend to 
  pick up the different types of postures and body languages 
  of thousands of travellers that cross their paths. As such, all 
  Footfallen characters begin with the Polyglot Talent.
  Sixth Sense: Though they cannot explain it, the true 
  Footfallen have a strange attunement to the Expanse that 
  borders on the supernatural. All Footfallen characters gain 
  Psyniscience as a Trained Skill, although they do not count 
  as psykers. However, they are of an interest to the Inquisition, 
  and begin the game with the Rival (Inquisition) Talent. 
  Starting Wounds: Footfallen characters double their starting 
  Toughness Bonus and add 1d5 to the result to determine 
  their starting Wounds.
  Starting Fate Points: Roll 1d10 to determine a Footfallen 
  character’s starting Fate Points. On a roll of 1–4, he begins 
  with 2 Fate Points; on a roll of 5–7, he begins with 3 Fate 
  Points; on a roll of 8–10, he begins with 4 Fate Points.
  
  11
  I: Advanced Origins
  FORTRESS WORLD
  “With the Imperium in a constant state of war, some worlds are designated 
  as Fortress worlds to act as bastions against the enemies of the God-
  Emperor. You are part of that defence, keeping the evil outside the gates 
  from breaking through. This has made you part of the glory of the 
  Imperium’s mighty forces of war.”
  There are few sectors within the Imperium of Man free from 
  constant war. To contain the greatest threats, whole worlds have 
  been established to act as bastions. Called fortress worlds, the 
  entire populace is immersed in warfare; they constantly train 
  for the day they may be called upon to defend the Imperium, 
  and they take their duty very seriously. Fortress worlds are 
  established as bulwarks against the enemy. Every citizen is a 
  solider, trained to ﬁght from the moment they can handle a 
  weapon. Perhaps the best-known fortress world is the planet of 
  Cadia—a world standing at the end of the Cadian Gate against 
  the forces of the Eye of Terror. The Imperial Guard’s best and 
  most celebrated regiments often come from fortress worlds.
  LIFE ON A FORTRESS WORLD
  Fortress worlds are uncommon, but necessary, planets. They 
  are established to act as military strongholds, staging points, 
  and physical deterrents. Worlds like these are as much 
  “roadblock” as they are bastion; they are often established on 
  habitable planets and built up for warfare. Linked together, 
  they are able to form blockades used to interdict the enemy 
  and prevent them from spreading out into the Imperium.
  Life on a fortress world is steeped in military discipline and 
  doctrine. From the moment the citizens wake until they go to 
  sleep they train and operate as a military unit. All citizens of 
  fortress worlds prepare for the day they are called upon to 
  push back the darkness that sits beyond their crenelated walls. 
  Cities are giant fortresses studded with artillery weapons, 
  and industry is focused almost exclusively on manufacturing 
  machines of war. Those old enough to enlist in the Imperial 
  Guard or Planetary Defence Forces are often required to do 
  so, and even those too young or inﬁrm ﬁnd ways to serve. 
  It’s not uncommon to have whole generations of a family in 
  service to the Imperium at one time, and many such Imperial 
  Guard regiments boast a rich and proud history. 
  Fortress World Characters
  From the moment you could walk and hold a weapon, every 
  waking moment of your life has been spent training to ﬁght and 
  kill the enemies of the God-Emperor. You know the basics of 
  combat and military tactics. You are disciplined, honourable, loyal, 
  and have the highest regard for integrity. However, the military 
  doctrine that has surrounded you your whole life has also made 
  you inﬂexible and dogmatic. You grew up in a fortress-city; your 
  neighbours all served to keep the mighty bulwark of your world 
  standing against the enemy. As a member of a Rogue Trader’s 
  crew, you may serve as the ship’s Master-at-Arms, or you may 
  command a ship’s mighty armaments and military compliments 
  as a Rogue Trader. In any case you know your knowledge and 
  skills in warfare are put to good use.
  On the Origin Path chart, Fortress World may be taken instead of 
  Forge World.
  Characteristic Modiﬁers: +5 Ballistic Skill; +5 Willpower; 
  –5 Intelligence; –5 Fellowship
  Starting Skills: Fortress world characters begin with the 
  Secret Tongue (Military) (Int) and Common Lore (War) as 
  trained Skills.
  Hated Enemy: Growing up in the shadow of the enemy 
  affects those who live on a fortress world. They are taught 
  to hate and kill their enemy on sight without hesitation. 
  Fortress world characters begin with the Hatred Talent (the 
  group chosen is the enemy that the fortress world has been 
  established against). 
  Constant Combat Training: All fortress world characters 
  begin with Basic Weapon Training (Las or SP). However, 
  they suffer a –5 penalty on Social Interaction Tests regarding 
  non-combat topics (GM’s discretion).
  Steel Nerve: Every day denizens of fortress worlds train with 
  live ammunition and explosives, and are comfortable around 
  weapon’s ﬁre. Fortress world characters gain the Nerves of 
  Steel Talent.
  Starting Wounds: Fortress world characters double their 
  starting Toughness Bonus and add 1d5+1 to the result to 
  determine their starting wounds.
  Starting Fate Points: Roll 1d10 to determine a fortress 
  world character’s starting Fate Points. On a roll of 1 
  –9, he begins with 3 Fate Points; on a roll of 10, 
  he begins with 4 Fate Points.
  
  12
  I: Advanced Origins
  BATTLEFLEET
  “The Battleﬂeet serves as a cornerstone of the Imperium’s mighty 
  war machine. You are descended from a long and noble line of naval 
  families and warship clans. As a member of the Battleﬂeet of the 
  Imperial Navy you have a proud lineage—you are mankind’s shield 
  against the darkness of the void.”
  The great battleﬂeets of the Imperial Navy are among the 
  most ordered and disciplined organizations in the Imperium. 
  The men and women of the Imperial Navy’s ofﬁcer class 
  stand apart, even from other Void Born. They have their 
  own culture, and descend from a long and noble line of 
  naval families and ship clans that can trace their lineage back 
  millennia. It is with great distinction that these members 
  serve the Golden Throne, persecuting renegades and pirates 
  in the name of God-Emperor of Mankind. Many battleﬂeet 
  members can trace their origins to the rulers of worlds that 
  administer the battleﬂeets’ ships. Here their families collect 
  and organise battle-won wealth, judiciously managing the 
  spoils of war so that the great battleﬂeets may continue to 
  serve the God-Emperor with distinction and honour.
  LIFE IN THE BATTLEFLEET
  The men and women of the Imperial Battleﬂeets are a 
  proud, martially-minded people with a strong sense of 
  honour. Crews live together on ship, eat together, and 
  face the enemies of the Imperium together. Since they are 
  trained from birth, they have knowledge of shipboard life 
  that surpasses many of the most knowledgeable void-born. 
  From the moment they are able, the people serving the 
  Battleﬂeet are taught how to move about in zero gravity, 
  deal with ship-board emergencies, and handle warp 
  travel. As they mature, they progress on to 
  more complicated pursuits such as learning 
  ship-based weaponry, spatial navigation, and 
  basic naval tactics. They learn the history of 
  their ship and their Battleﬂeet, and they learn 
  the pride that comes from being among the 
  Emperor’s ﬁnest.
  Members of the Battleﬂeets are a diverse 
  and varied lot, but they have a few things 
  in common with each other. They 
  almost universally respect duty, loyalty, 
  and integrity, and show great strength 
  of character. Conversely, they despise 
  those who show weakness, deceit, 
  and those who are generally lazy and 
  inconsistent. Compared to the Void 
  Born of Chartist and trade vessels, they 
  have a larger physical build, the result of 
  living in more normal gravity conditions 
  than that of their counterparts.. 
  Members of the battleﬂeets are also 
  more respected for their role as 
  humanity’s protectors among 
  the stars. 
  Battleﬂeet Characters
  You were born to a life aboard ship. Nothing stirs your blood 
  more than sailing the void or facing pirate ships with gun 
  batteries locked. Yours is a tradition of bravery, honour, 
  sacriﬁce, and adventure. The void is where you truly feel alive. 
  You have grown up within the conﬁnes of the Battleﬂeet and 
  as such you are conﬁdent, arrogant, loud, and brash—with 
  the skills to back it up. You see yourself as born leader and 
  commander, and a Rogue Trader’s ship offers both a desired 
  challenge and a chance to write your legacy amongst the 
  stars. 
  On the Origin Path chart, Battlefleet may be taken instead of 
  Hive World.
  Characteristic Modiﬁers: +5 Willpower; +3 Fellowship; 
  –5 Perception 
  Starting Skills: Battleﬂeet characters begin with Common 
  Lore (Imperial Navy) (Int), and Speak Language (Battleﬂeet 
  War Cant) (Int) as Trained Skills.
  Ofﬁcer on Deck: Battleﬂeet characters are generally ofﬁcers, 
  and as such they are used to giving orders and having those 
  orders obeyed. All Battleﬂeet characters gain a +5 bonus to 
  all Command Tests while aboard any spacecraft.
  Void-Born Ancestry: Members of the battleﬂeets are 
  closely-related to the Void Born, and their service provides 
  opportunities to hone a Void Born’s innate abilities. A 
  Battleﬂeet Character may choose Navigation (Stellar) or 
  Pilot (Space Craft) as a Trained Skill. They also gain Void 
  Accustomed (see ROGUE TRADER, page 19). 
  Ship-Bound Fighter: Living and training on a spacecraft 
  is vastly different than living and training on the ground. 
  Because of the close-in nature of ships, Battleﬂeet 
  characters are unaccustomed to ﬁghting in open spaces 
  or on the “dirtside” of planets. While they are on a 
  planet they suffer a –2 penalty to Initiative 
  Tests and double the Ballistic Skill penalty 
  for ﬁring weapons at Long Range or 
  greater. These penalties don’t apply to 
  the character if they are inside a tunnel 
  or other conﬁned space.
  Starting Wounds: Battleﬂeet 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 battleﬂeet 
  character’s starting Fate Points. 
  On a 1–6, he begins with 3 
  Fate Points; on a 7–10, he 
  begins with 4 Fate Points.
  
  13
  I: Advanced Origins
  PENAL WORLD
  “Within the Imperium, crime can be so prevalent that entire worlds 
  are given over to the dumping of humanity’s dregs. Inmates—or just 
  plain unlucky inhabitants—scrape by on worlds that barely support 
  indigenous life, let alone tide of humanity dumped upon it. Not that 
  it matters, as everyone from your world is considered to be a devious, 
  lying criminal and the planet seen as sprawling den of thieves.”
  In the Imperium, crime is widespread enough that entire 
  worlds are given over to incarcerating the refuse of society. 
  On these Penal Worlds live the criminals of the Imperium, 
  the guards that keep them there, and any luckless denizen 
  unfortunate enough to have been born there. Penal worlds 
  are, very often, barely-habitable planets. Here, the criminals 
  labour and toil at various menial tasks while serving out their 
  sentences; and only a few parole out. On some worlds, the 
  worst criminals (those whose crimes aren’t severe enough to 
  warrant death) might be segregated from the rest, but this 
  practice varies from world to world. Thus, murderers and 
  rapists might mix with petty thieves and con-men. From this 
  melting pot comes a brutal society, where survival comes only 
  when one forgets morality and is willing to do whatever is 
  necessary to make it to the next day. 
  These worlds are a dichotomy; on one hand they are used to 
  dump undesirables upon, and on the other they make excellent 
  places for a Rogue Trader to round up expendable crew. 
  LIFE ON A PENAL WORLD
  A penal world is a planet used to exile prisoners. Within the 
  Calixis Sector, inmates sentenced to penal worlds are marked 
  with a barcode tattoo that is typically placed on their neck, 
  forehead, or other easily-spotted area of the body. Here, many 
  inmates die of disease, starvation, infection, the environment, an 
  escape attempt, an encounter with the brutal enforcer-guards, 
  or one of a hundred other maladies. Inmates are sentenced far 
  away from their home worlds and most never see that world 
  again. Inmates condemned to a penal world are those found 
  guilty of crimes that don’t warrant execution. Some feel that 
  those who are executed are the lucky ones, for those who are 
  sentenced to penal worlds are sent to hellish places where 
  death is slow in coming. The only denizens that have any real 
  freedoms whatsoever are the warden and his guards. 
  On many penal worlds the planetary governor is also the 
  prison’s warden, and his authority is absolute. The warden 
  and his guards often brutalise the inmate population, adding 
  to their considerable misery and mortality.
  The populace tends to be hardened, ruthless, shifty, and 
  untrustworthy. However, they can also be resourceful and 
  possess a low cunning. They are haunted individuals who are 
  witness to the kind of atrocity most will never see.
  Penal World Characters
  You have been sentenced for crimes against the Imperium 
  of Man—or maybe your parents were, and you were just 
  unlucky enough to be born here. Every day was a struggle 
  to stay alive and stay one step ahead of the predators and 
  guards that stalked you through the dank pits and ﬁlthy 
  shantytowns of your home. You’ve learned to be resourceful 
  and cunning, but you are also considered a criminal—even if 
  you didn’t start out that way. As such, you are thought to be 
  untrustworthy, and perhaps it is even true. However, trying 
  to survive has also hardened you, and made you ruthless. You 
  have witnessed your planet serve as dumping ground for the 
  numerous Rogue Traders and Chartist captains to leave their 
  wretched ﬁlth behind, and as a place for salvation when they 
  return to ﬁll their holds with new crew and take them away 
  from their wretched existence.
  On the Origin Path chart, Penal world may be taken instead of 
  Imperial World.
  Characteristic Modiﬁers: –5 Willpower; +5 Perception; 
  +5 Toughness; –5 Fellowship
  Starting Skills: Penal world characters gain Security (Ag) 
  as an untrained Basic Skill; they also have a choice of either 
  Deceive (Fel) or Intimidate (S) as a trained Skill.
  Syndicate: Due to their time spent among criminals the 
  Explorer knows who to look for on worlds that have a 
  thriving criminal underclass. As such, they gain the Peer 
  (Underworld) Talent.
  Criminal: Those that spend any amount of time on a penal 
  world gain a skewed outlook when it comes to the morality 
  of the Imperium, and have a less than savory reputation 
  amongst Imperial authorities. Conversely, they suffer a –20 
  penalty on Interaction Tests when dealing with the following 
  organisations: Adeptus Arbites, Ecclesiarchy, Enforcers, and 
  the Military should his home world become known (at the 
  GM’s discretion). Also, should this status ever become known, 
  the Explorer may ﬁnd themselves under the scrutiny of local 
  law enforcement and underworld crime bosses.
  Nightmares: Being brutalised by the prison world enforcers 
  leaves its mark on the psyche of those who survive their time 
  on a penal world. They tend to suffer from sever nightmares 
  that never go away, and as a result they gain 1d5 Insanity Points 
  and the Light Sleeper Talent—never again gaining a decent 
  night’s sleep without resorting to drugs or other such aids.
  Underground Resources: Characters from penal worlds 
  know many people of ill repute. As such, they can often 
  acquire items much more readily than those working through 
  legitimate channels. When making Acquisition Tests on a world 
  with a criminal underworld, the penal world character can opt 
  to make use of these resources (providing the GM rules they 
  are available) to make the item’s Availability one “level” more 
  common (to a minimum of Abundant). This ability can only be 
  used once every other game session (at the GM’s discretion), 
  and players should remember that the items this character 
  procures are more than likely stolen—they should be prepared 
  in case the authorities come knocking.
  Starting Wounds: Penal 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 penal world 
  character’s starting Fate Points. On a 1–6, he begins 
  with 2 Fate Points; on a 7–9 he begins with 3 Fate 
  Points; on a 10, he begins with 4 Fate Points.
  
  14
  I: Advanced Origins
  CHILD OF DYNASTY
  “The nobility of the Imperium wields extreme power and wealth; not 
  only those of the Noble Houses, but also those of other organisations 
  such as the Rogue Traders. As the heir-apparent to a Rogue Trader 
  family dynasty you have been given every advantage so that one day 
  you might ascend the throne of leadership. You consider yourself to 
  be clever and witty, but also sly, and you are very cautious as one 
  fatal mistake can lead to a sibling or relative assuming the family 
  fortunes—your legacy nothing more than your own rotting corpse.”
  Within the Imperium of Man there are those who sit at the 
  pinnacle of power—the nobility and the ruling elite. As the 
  Imperium is structured as a feudal society, it stands to reason 
  that within it exist many types of noble houses, including 
  planetary rulers, military lords, and the Rogue Traders. Over 
  time, once the Warrant of Trade has been given, a Rogue 
  Trader may ﬁnd that his empire is growing. The dynasty now 
  has ﬂeets of ships, planetary ﬁefdoms, and thousands of 
  house soldiers to call upon. As time goes on and the 
  family continues to grow, it develops into a Rogue 
  Trader Dynasty—able to command scores of 
  craft and countless troops. This legacy spans 
  the Imperium and beyond.
  To ensure that this legacy continues, the lords and ladies 
  of the dynasty designate an heir-apparent in whatever fashion 
  is deemed appropriate by their customs. These sons and 
  daughters may ﬁnd themselves struggling for the favour of 
  their dynastic leaders in an effort to be worthy of succession. 
  Oftentimes in noble families, the second, third, and even 
  fourth child ﬁnds themselves with little option but to go 
  out and make a name for themselves, or simply languish in 
  obscurity, hoping that circumstances arise to change their fate. 
  However, this is not the case in Rogue Trader families, where 
  all are expected to work and prove themselves. It is oftentimes 
  that these noble scions end up plotting and scheming for 
  ways to manoeuvre into a position where the family leader 
  has little choice but to name them heir.
  Life as a Child of Dynasty
  The children of the Rogue Trader clans are instructed in all 
  manner of subjects mundane and esoteric. They are assigned 
  the best tutors and mentors the clan can afford, and by the 
  time the child enters adolescence, they are capable enough to 
  be sent out into the wider galaxy (typically with bodyguard 
  entourage in tow). They have been afforded every advantage, 
  as the future of their dynasty rests upon their shoulders. 
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  B.-5*2')-;-B$+&2$/'"+/'"'23."+B$'75#35.$'3--?'2)"*$<'(-/"A@'3)$'2$33#$;$+3'&2'"'D&.35"#'3)&$D$29'/$+@',)&7)'&2'-+'3)$'D$.B$'
  -0'7-##"*2$<':-B5$'(."/$.2'0.$L5$+3#A'23-*')$.$'3-'$&3)$.')"+/'-D$.'3)$&.'5+/$2&.">#$'M-.'7.&;&+"#N'7.$,;$+'3-'3)$'$+0-.7$.C
  7"/.$2'3-'"//'3-'3)$'2$33#$;$+392',-.?0-.7$@'-.'3-'.$*#$+&2)'3)$&.')-#/2',&3)'7)$"*'#">-5.O'3)52'$+25.&+B'"'23$"/A'&+0#51'-0'
  +$,'P.$2&/$+32@Q'-+$'-0'3)$'-+#A'3)&+B2'?$$*&+B'3)&2'*#"7$'"#&D$<'8&3)-53'"'/-5>3@':-B5$'(."/$.'D$22$#2'".$'3)$'-+#A';$"+2'
  >A',)&7)'+$,'25**#&$2'7"+'>$')"/O'!"#$%&$#'*"A2'0-.'3)$2$'2)&*;$+32'&+'">#$C>-/&$/'7.$,@'-.'>A'3."/&+B',)"3$D$.';&+$."#'
  ,$"#3)'&2'/5B'5*'0.-;'3)$'D".&-52';&+$2'"+/'L5"..&$2<'
  T:*N+$(6*$.(%(*.+O(*,((#*%(/-%$'*-:*2<'$(%0-&'*X(#-'*'5-&$'*M0$.*5%('$()*.(N2'*'/-$$()*-#*$.(*:%0#E('*-:*
  $.(*'($$N(2(#$@*D.('(*2+<*M(NN*,(*"N)+%*H-%'+0%'6*+N$.-&E.*M.+$*$.(<*M+#$*-#*$.0'*:-%E-$$(#*M-%N)*
  %(2+0#'*+*2<'$(%<@
  !*G@*G@*
  
  15
  I: Advanced Origins
  Not every heir-apparent turns out to be the best choice 
  for the family, however. Some are lazy, shiftless souls who 
  do nothing more than squander the family fortunes and pass 
  their days in decadence and perversion. In such cases, the 
  leaders of these dynasties often select more than one heir to 
  the throne; it’s a gamble they make to ensure that at least one 
  of them survives to continue the dynasty. Rogue Trader heirs 
  are often assigned one of the family’s void ships under the 
  command of one of their most capable captains or a family 
  scion that has more days behind him than ahead. They are 
  then given a stipend and sent to learn about the unforgiving 
  galaxy. If along the way they make gains for the family, so 
  much the better. Some return upon their majority to assume 
  the title they have been ordained for; others are never seen or 
  heard from again. 
  Oftentimes, a rival family member covets the throne 
  at the expense of all else. These miserable sods plot and 
  scheme the downfall of their siblings and relatives. They 
  may arrange an accident to befall other heirs so that they 
  alone remain to assume the family’s leadership. Thus, many 
  heirs (especially from the larger dynasties) are taught to be 
  wary and look out for such plots. Many surround themselves 
  with capable allies and protectors, but in the end survival 
  often comes down to their own wits and instincts. Many 
  learn not only the intricacies of political longevity, but 
  martial arts and other forms of combat as well. This is by 
  far the best means to ensure they live long enough to return 
  home and assume the privileges and rank that they have 
  been groomed all their lives for.
  Child of Dynasty Characters
  You are the child of a family gifted with a Warrant of Trade. 
  Your dynasty may be thousands of years old, or perhaps your 
  parents were awarded their own Warrant and your dynasty is 
  considered to be an upstart.. Whatever the case may be, you 
  have been given the training needed to keep your family’s 
  dynasty alive for at least another generation.
  You are the chosen son or daughter of 
  a powerful Rogue Trader. You may 
  have been granted the immense 
  responsibility of inheriting your 
  dynasty’s Warrant of Trade, 
  in which case you have 
  assumed the coveted 
  title 
  of 
  Rogue 
  Trader. However, it 
  is just as likely that 
  you saw the Warrant 
  passed on to one of 
  your siblings, and you 
  are either expected 
  to support them in 
  their 
  Endeavours, 
  or plunge into the 
  unknown to make your fortune and earn glory for your 
  family with your own resourcefulness. How you do this is 
  up to you and whatever abilities you may possess, and you 
  may even go so far as to sign on with a different Rogue 
  Trader to grasp the opportunities you seek. 
  You have been gifted with immense rank and privilege, 
  and the immense responsibilities to go with them. Trained in 
  command and the intricacies of commerce, you are ambitious 
  and perhaps even a bit devious. However, duplicity is the 
  trademark of a child of your dynasty, and you know your 
  trade well. You will use every shred of ingenuity to ensure 
  your family’s name survives in the cruel and uncaring world 
  of the 41st Millennium. 
  On the Origin Path chart, Child of Dynasty may be taken instead of 
  Noble Born.
  Characteristic Modiﬁers: –3 Toughness; +3 Intelligence; 
  –5 Willpower; +5 Fellowship
  Starting Skills: The Child of Dynasty character begins with 
  Literacy (Int), and Speak (High Gothic) as trained Skills.
  Dynastic Warrant: Due to the prestigious heritage of a Child 
  of Dynasty, they can bring considerable resources to bear 
  when outﬁtting a starship. All Child of Dynasty characters 
  add an extra +3 Ship Points to those already generated when 
  building the group’s ship. However, a group with a Child of 
  Dynasty Character may not exchange their Ship Points for 
  Proﬁt Factor—any unspent Ship Points at the end of creating 
  their starship are lost. 
  Honour Amongst One’s Peers: Even the most unimportant 
  offspring of a Rogue Trader dynasty are likely to have grown 
  up amongst the rareﬁed heights of Imperial aristocracy, and 
  can handle themselves amongst them without embarrassment. 
  A Child of Dynasty gains a +5 bonus to all Fellowship Tests 
  to interact with high-ranking ofﬁcials of the Imperium and 
  members of the Imperial nobility in a formal setting (exactly 
  when this bonus applies is up to the GM). 
  Unseen Enemy: This character has an enemy who covets 
  their position, their wealth, or their ship. The Child of 
  Dynasty has no idea who this person is, or the fact that 
  they’re coming for them. The GM determines this 
  foe and is free to reveal this enemy at any given 
  time. The character gains the Enemy Talent; the 
  group is this unseen foe.
  Starting Wounds: The Child of Dynasty 
  doubles his starting Toughness Bonus 
  and adds 1d5 to the result to 
  determine their starting number of 
  Wounds.
   Starting Fate Points: Roll 1d10 
  to determine this character’s starting 
  Fate Points. On a 1–3, begins with 
  2 Fate Points; on a 4–7, he begins 
  with 3 Fate Points; on an 8 – 10, he 
  begins with 4 Fate Points.
  
  16
  16
  I: Advanced Origins
  CAREER
  LINEAGE
  HOME
  WORLD
  Death World
  or
  Frontier 
  World
  Void Born
  or
  Footfallen
  Forge World
  or
  Fortress 
  World
  Hive World
  or
  Battleﬂeet
  Imperial 
  World
  or
  Penal World
  Noble Born
  or
  Child of 
  Dynasty
  BIRTHRIGHT
  Scavenger
  or
  Fringe 
  Survivor
  Scapegrace
  or
  Unnatural 
  Origin
  Stubjack
  or
  Unnatural 
  Origin
  Child of the Creed
  or
  In Service to 
  the Throne
  Savant
  or
  Fringe 
  Survivor
  Vaunted
  or
  In Service to 
  the Throne
  LURE OF 
  THE VOID
  Tainted
  or
  Hunter
  Criminal
  or
  Crusade
  Renegade
  or
  Crusade
  Duty Bound
  or
  Hunter
  Zealot
  or
  New Horizons
  Chosen by 
  Destiny
  or
  New Horizons
  TRIALS AND
  TRAVAILS
  The Hand  
  of War
  or
  Darkness
  Press-ganged
  or
  Product of 
  Upbringing
  Calamity
  or
  Lost Worlds
  Ship-Lorn
  or
  Product of 
  Upbringing
  Dark Voyage
  or
  Lost Worlds
  High 
  Vendetta
  or
  Darkness
  MOTIVATION
  Endurance
  or
  Devotion
  Fortune
  or
  Exhilaration
  Vengeance
  or
  Knowledge
  Renown
  or
  Devotion
  Pride
  or
  Knowledge
  Prestige
  or
  Exhilaration
  Astropath 
  Transcendent
  Arch- 
  Militant
  A Proud 
  Tradition
  Void-Master
  Witch-Born
  Explorator
  Accursed Be 
  Thy Name
  Missionary
  Disgraced
  Seneschal
  Of Extensive 
  means
  Navigator
  A Long and 
  Glorious History
  Rogue  
  Trader
  The Expanded Origin Path
  !"#$%&&%'()*#+(,"-),')./','0'.1)2'#)."#&'(+3)4&"5)6)7+$"&)8'#9&/'.):,-);<=<5)>/+#+0,"#)&/"",)+3&')+?+%3+@3")2'#)-'A(3'+-)+,)AAA5B+(,+&1B3%*/,7+$"&50'$
  Fear
  (This replaces any 
  other Motivation)
  
  17
  17
  I: Advanced Origins
  Expanding the 
  Origin Path
  L
  isted below are new Origin Path options that may be 
  taken in place of the ones described in the ROGUE TRADER 
  Core Rulebook. As mentioned earlier, when choosing 
  one of these new selections, players should note that they have 
  three choices. The player selects the option he wishes for his 
  character and applies the effects. Because of the depth and power 
  these new choices provide, each selection costs a listed number 
  of experience points. This cost is deducted from the character’s 
  starting experience. Note that once a character has been created, 
  the player cannot go back and later purchase these options—this 
  must be done during character creation. Also, any modiﬁcations 
  made to an Explorer due to taking these new choices does not 
  count as an Advance for the purposes of increasing in rank, nor 
  do increases or reductions count toward the improvement of a 
  Characteristic through normal means.
  If an Origin Path selection provides a character with training 
  in a Skill the character is already trained in, or will be trained 
  in based on the starting Skills provided by his Career selection 
  (or an additional Origin Path choice), the player may choose to 
  give his Character +10 to that Skill, instead. Note, this counts as 
  the +10 training in that Skill, if the option to gain +10 in that 
  Skill becomes available later in the character’s Career, he cannot 
  purchase it again. (He can, of course, purchase the +20 Advance 
  if it becomes available, see page 15 of ROGUE TRADER). 
  The player may also choose to forgo the additional 
  training in that Skill, and instead decrease the cost of that 
  alternate Origin Path choice by 50 experience points. This 
  option is also available if the character would receive a 
  duplicate Talent—although since the character cannot receive 
  “additional training” in a Talent, the Origin Path choice is 
  automatically reduced by 50 experience points.
  NEW BIRTHRIGHT OPTIONS
  Life is the Emperor’s currency. Spend it well. 
  –Imperial Proverb 
  T
  he Imperium is a vast place, and within it there are 
  countless thousands of life stories. For most, the life a 
  person is born to will be the only one he ever knows. 
  For some, however, this life is merely the beginning.
  Each of the new Birthrights in this section can be 
  substituted for those from the Character Creation section in 
  the ROGUE TRADER Core Rulebook, taking its place on the 
  Origin Path. Unlike those in the core rulebook, these entries 
  are more detailed and each contains three distinct options 
  under a single broad heading, each of which has an xp cost 
  associated with its beneﬁts. When choosing one of the new 
  entries, pick a single option from amongst those presented for 
  that Birthright, and pay the listed amount of xp.
  FRINGE SURVIVOR
  A character may select Fringe Survivor instead of the Scavenger or 
  Savant entry on the Standard Origin Path table.
  Life in the Imperium of Man is constrictive and stiﬂing. 
  You and your family did whatever it took to survive in this 
  regime by living out on the fringes of society. Each day was 
  a struggle, but somehow, against all odds, they found a way 
  so you could go on and realise the destiny the God-Emperor 
  had entrusted in you. 
  Perhaps you come from a long line of hereteks, steeped 
  in the dark arts of tech-reclamation; salvaging whatever 
  scraps you could get your hands on in order to turn them 
  into something a bit more useful, ever-fearful of discovery 
  by the Adeptus Mechanicus. Or, your family might have 
  travelled from place to place as traders, miners, or some other 
  nomadic profession, never settling in one area for very long, 
  but teaching you how to get by in nearly any environment 
  and climate. 
  Many worlds in the Calixis Sector and Koronus Expanse 
  have legitimate and underground blood sport arenas where 
  death is dealt out to the delight of screaming crowds and 
  jaded nobility. In many places throughout the sector, these 
  ﬁghters are highly respected and arena combat is considered 
  a time-honoured tradition. Perhaps such a place is where you 
  grew up—with pit-ﬁghters and arena gladiators to keep you 
  company and teach you to ﬁght for coin and the entertainment 
  of the crowds.
  Select one of the following options: 
  Survivalist
  There are those who, for whatever reason, move about from 
  place to place, never staying in one spot for very long. 
  Some are nomadic families and tribes who move about 
  their world’s continents following herds or other 
  resources. Some are miners or merchants who 
  go about plying their trade or wares. There 
  are others who not only move about across 
  FREEDOM OF CHOICE
  The new options presented here add another level of 
  complication and detail to the Origin Path system, 
  giving players a wider range of choices with which to 
  deﬁne their characters. Every effort has been made to 
  match the most appropriate new options to their proper 
  places in the Origin Path—for example, Knowledge 
  is a new Motivation highly appropriate for Explorator 
  characters, and as such is placed above Explorators 
  on the Origin Path—but some concessions had to be 
  made to the limited space available, and some options 
  which may be desirable or appropriate may not be 
  accessible to certain character archetypes if using the 
  Origin Path strictly.
  It is recommended, then, that a GM making use of 
  these additional options nominate one or more rows of 
  the Origin Path as “free choice rows,” as described in 
  the ROGUE TRADER CORE RULEBOOK, in order to make 
  these options more available to everyone.
  
  18
  I: Advanced Origins
  the land, but also go from system to system—and beyond! 
  Whatever background your family has, this is the life you 
  were born into. Your life is that of a nomadic wanderer, with 
  little permanence. But you do have skills and honed instincts 
  that keep you alive in the most hostile of climates. You are 
  alert for danger and know how to survive in the galaxy’s 
  myriad wildernesses. However, you have also witnessed many 
  horrors of this galaxy through you travels as there are places 
  in this universe that man was not meant to go. The nightmares 
  still haunt you to this day.
  Cost: 300xp
  Effect: Gain +3 Toughness or +3 Perception. Additionally, 
  gain the Survival (Int) skill as a trained Basic skill. Also, gain 1 
  additional Fate Point and 1d5+1 Insanity points.
  Heretek
  Those known as tech-heretics, or “hereteks,” are often 
  branded as criminals. As technology is little understood and 
  rightly feared for the troubles it has caused in mankind’s past, 
  these blasphemers are often hunted down by the Adeptus 
  Mechanicus. If caught, they face the prospect of being 
  “recycled” into a servitor—mind-wiped and slaved to serve 
  the Priesthood of Mars. Hereteks are versed in the dark arts 
  of technology, and typically gained their knowledge outside 
  the Priesthood of Mars. Many gained their “dark” powers 
  through the application of intuitive leaps of logic. Some of 
  them are nothing more than scavengers who dwell in the 
  dregs of society. Others are more dangerous, supplying the 
  underworld and black markets with prohibited technology, 
  drugs, chems, and even weaponry. A few tales whispered in 
  the dark shadows tell of those hereteks who have crossed 
  over into greater tech-heresy and delve into things best not 
  spoken of. Like any subculture within the Imperium, hereteks 
  are often drawn to those of like mind and those that can 
  survive on the fringes of society.
  Cost: 100xp
  Effect: Gain +3 Intelligence. Additionally, the character 
  may select two skills from the following list; these skills 
  are untrained Basic skills: Chem-Use (Int), Common Lore 
  (Tech) (Int), Forbidden Lore (Archeotech) (Int), Tech-Use 
  (Int), Medicae (Int), Scholastic Lore (any) (Int). In addition, 
  gain +1d5 Corruption points. The Adeptus Mechanicus does 
  make it a point to hunt down and eliminate hereteks. 
  Pit-Fighter
  Across the Calixis Sector, there are numerous underground 
  blood-sport arenas and ﬁghting pits where barbaric gladiators 
  ﬁght for glory and the entertainment of the masses; this is your 
  world. Thriving amid the lower castes of society, gladiatorial 
  combat is a staple of many Imperial cultures. Here, men and 
  women ﬁght for glory and wealth; there are a few, however, who 
  have been sentenced to the pits for their crimes. Many of the 
  ﬁghters are hereditary combatants; their parents fought, 
  their grandparents fought, and so on back through 
  the generations. In the Calixis Sector, names like 
  “Red Hook,” “Killer Kane,” and “The Butcher” 
  are infamous within the arenas. 
  You have been training and honing your body since 
  birth, and you have been champion more than once. You 
  have studied at the feet of great pugilists and sword-masters. 
  Some of the depraved and jaded nobility crave exotic ﬁghts 
  and thus you have been pitted against grotesque xenos and 
  mutants with awful mind-powers. But your abilities have not 
  gone unnoticed and you know soon enough you will again 
  feel the rush and clarity of mind that can only come from 
  mortal combat.
  Cost: 200xp
  Effect: Gain +3 Toughness or +3 Strength, and +3 Weapon 
  Skill. In addition, gain the Rival (Underworld) Trait and 1 
  Corruption Point.
  UNNATURAL ORIGIN
  A character may select An Unnatural Origin instead of the Scapegrace 
  or Stubjack entries on the standard Origin Path table.
  There are many in the Imperium whose existence is not kind; 
  indeed, there are few for whom the Imperium is anything 
  other than a distant and uncaring master. For some, however, 
  existence is something to be suffered and endured. For these 
  wretched few, life is a twisted and unnatural thing, and such 
  men and women either ﬁnd release in an early death or rise 
  above their abhorrent origins. Some are cursed by a polluted 
  environment, others doomed by the taint of the Warp, while 
  others still are false-men, wrought or remade in ﬂesh-vats and 
  genetic vaults, their lives and bodies as clay to the whims of 
  others. Those who endure their bleak existence are hardened 
  by it, made resolute by an unrelenting desire to leave their 
  
  19
  I: Advanced Origins
  past behind. In either case, it is said in hushed tones that these 
  men and women may be something less than human.
  Select one of the following options:
  Contaminated Environs
  The industry of man leaves entire worlds choking on acrid 
  fumes and drowning in noxious efﬂuvia. On innumerable 
  worlds, and hive worlds in particular, chemicals ﬂood from 
  manufactoriums, research stations, starports, and all manner 
  of other locations, leaving the world poisoned. Such places 
  are toxic to human life, yet humans may still exist there, 
  the dregs of society forced into the most inhospitable 
  places imaginable. Amidst polluted water and foul vapours, 
  these people endure horriﬁc lives, and as generations pass 
  the poisons that suffuse their erstwhile homes taint their 
  very nature, scarring their genes and rendering their very 
  humanity a ﬂawed and deformed thing. You may bear this 
  contamination openly, your form twisted and mutated, or 
  you may simply appear unhealthy.
  Cost: 100xp
  Effects: Gain the Peer (Mutants) and Resistance (Poisons) 
  Talents. Also gain +3 to either Toughness or Willpower, but 
  suffer –3 Fellowship. For an additional 100xp, the character 
  may roll once on Table 14-3:Mutation on page 369 of the 
  ROGUE TRADER Core Rulebook, re-rolling any results of 75 
  or higher.
  False-Man
  Your life is not your own. It is the product of an arcane 
  science only barely understood by those that wield it, who 
  seek to emulate the Emperor’s mastery of genetics. Your form 
  and your nature are manufactured, the result of tampering by 
  those who seek to make men more able to perform certain 
  tasks. You are a rarity in the Imperium and beyond it, a human 
  being wrought by artiﬁcial means, and whether you embrace 
  the purpose of your creation or deny it, the fact that you may 
  not be entirely human is still weighs heavily upon you. One 
  thing you do know is that you are still human in part—their 
  science cannot create new life, it can only change that which 
  already exists. However small a comfort that may be, even if it 
  provides only solace through hatred, it is something.
  Cost: 300xp
  Effects: Gain the Ambidextrous, Autosanguine and Chem-
  Geld Talents. Additionally, select two characteristics: They are 
  both increased by +3. However, select one characteristic and 
  reduce it by –3, and either gain 2d10 Insanity Points or lose 
  one Fate Point permanently.
  Tainted by the Warp
  Whatever the reason, you have been irrevocably tainted by 
  contact with the Immaterium, your soul scarred by a malign 
  exposure that was present since you were very young. To you 
  the material world feels static and unyielding, pale and cold 
  compared to the barely-imaginable churning of the Warp. You 
  are distant from his fellow man, for their world feels so small 
  and conﬁning compared to the inﬁnite reaches your instincts 
  tell you lay beyond reality’s walls, and little can scare you; 
  the horrors of the Warp have lingered in swiftly-forgotten 
  dreams, lurking behind your conscious mind for most of your 
  life, and no mortal concern can compare with that.
  Cost: 200xp
  Effects: Gain the Dark Soul and Jaded talents, and Forbidden 
  Lore (Warp) as an untrained Basic Skill. Further, gain +3 to 
  Perception or Willpower. However, suffer -3 to Fellowship 
  and gain 1d10 Corruption Points. For an additional 300xp, 
  the character may purchase the Favoured by the Warp 
  talent, gaining an additional 1d10 Corruption Points in the 
  process.
  IN SERVICE TO THE THRONE
  A character may select In Service to the Throne instead of the Child of 
  the Creed or Vaunted entries on the standard Origin Path table. 
  The Imperium is built upon the toil of untold trillions of 
  men and women, and the blood and bones of countless 
  generations form its foundations. Your life was spent as one 
  in the Emperor’s service, destined to sacriﬁce yourself to the 
  greater glories of His Empire. Some choose to serve; others 
  ﬁnd their service forced upon them, chosen to be one more 
  cog within a machine of bewildering proportions.
  To serve the Emperor is to serve the ideal of conquest. 
  Mankind is destined to rule the stars, so the preachers and 
  missionaries say, and to reclaim worlds from the darkness 
  between the stars is a bloody task indeed. In some way, shape 
  or form, all who serve the Imperium directly contribute to its 
  ongoing war of conquest and reclamation, a war that began 
  a hundred centuries before and which has never truly ceased, 
  though its form and pace have changed much with the ages.
  Select one of the following options:
  Tithed
  Human life is the single most abundant resource in the 
  Imperium of Man, and yours is no different. Dragged from 
  the life you seemed destined to lead so that you might serve 
  the Emperor in some other capacity, your years were spent 
  in the company of those like yourself, people of many 
  worlds given up as a tithe to the Imperium. You may have 
  served in the Imperial Guard or been conscripted into the 
  Imperial Navy. You may even have been a conscript-colonist 
  for a newly-settled world, a menial for the city-ofﬁces of 
  the Administratum, or something else entirely. Whatever the 
  case, your life of service helped you escape from the life you 
  might have lead, providing you with a broader knowledge 
  of the Imperium and the rare opportunity to see things you 
  might never have even heard of had you not been taken 
  from your home.
  Cost: 350xp
  Effect: Gain a single Common Lore skill as a trained Skill, 
  chosen from the following list: Adeptus Astra Telepathica, 
  Administratum, Imperial Creed, Imperial Guard, 
  Imperial Navy, Imperium or War. In addition, select 
  any two choices from the following list of skills 
  and talents. Skills chosen are gained as trained 
  Skills: Drive (any one), Literacy, Medicae, 
  
  20
  20
  I: Advanced Origins
  Navigation (surface), Survival, Tech-Use, Basic Weapon 
  Training (Las), Basic Weapon Training (SP), Pistol Weapon 
  Training (Las), Pistol Weapon Training (SP). Finally, gain +3 
  Willpower or Ballistic Skill.
  Born to Lead
  With status comes responsibility, though some of high birth 
  may dispute it. To be born above others is to lead them, and 
  your life has been directed to that end for as long as you 
  can remember. All branches and departments of the Adeptus 
  Terra require those who can command others with a clear 
  head and an iron will, and your adult life has been spent 
  in one of those departments, be it the Imperial Guard, the 
  Ministorum, the Administratum or something else besides. 
  With this life comes the resolve and dedication of those with 
  power earned, and the conﬁdence to lead without doubt or 
  hesitation. Men and women such as you are a valuable asset to 
  the Imperium, and those who thrive in their duties are often 
  well-rewarded.
  Cost: 200xp
  Effects: Gain Command, Literacy and any one of Scholastic 
  Lore (Bureaucracy, Imperial Creed, Judgement or Tactica 
  Imperialis) as Trained Skills. In addition, gain +3 Intelligence 
  or Fellowship, but suffer –3 Toughness.
  One Amongst Billions
  Your early life was unremarkable, merely a single face amongst 
  the teeming masses of humanity. Of no importance to the 
  hierarchy of the Imperium, nor cast out beyond the fringes 
  of society, you seemed doomed to a life of mediocrity and 
  anonymity. Through ceaseless toil to improve your lot in life, you 
  learned quickly the politics of the common man, of preserving 
  your own meagre interests with a wary eye cast to the efforts of 
  your peers. Through these methods, you clawed your way from 
  amongst the masses to make something of yourself. 
  Cost: 200xp
  Effects: Gain the Paranoia and Unremarkable Talents, and any 
  one Trade or Common Lore as a trained Skill. Additionally, 
  gain +3 Perception or Intelligence, but suffer –3 Strength.
  NEW LURE OF THE VOID 
  OPTIONS
  “Looking out into the cosmos and seeing the primordial powers 
  of creation stirs something in all of us. That is what brought me 
  out here.”
  –Darius Xerxes, Master Helmsman
  The void calls out to a select few. Those who answer the call 
  ﬁnd a life of excitement and horror, for in darkest depths of 
  the blackness of space, “Here be monsters!”
  The new Lure of the Void options presented in this section can 
  be substituted for the existing ones presented in the ROGUE 
  TRADER Core Rulebook, as presented on the Origin Path table. 
  Like those selections, each of these presents three options for 
  the player to choose from. However, unlike those presented 
  in the core rulebook, the options presented here do not give 
  players the standard 3 choices per option. Instead, these options 
  are more detailed and more powerful. As such, they have an 
  associated Experience Point (xp) cost. Like the new Birthright 
  options above, when selecting these new options, choose one 
  of the three choices presented, pay the xp cost associated with 
  it, and apply the listed effects to your Explorer.
  CRUSADE
  A character may select Crusade instead of the Criminal or Renegade 
  entries on the standard Origin Path table.
  The Imperium is in a near-total state of war, and the need 
  for those willing to ﬁght in the Emperor’s name is great. In 
  these times, great armies are raised, a Warmaster is named, 
  and crusades head out in massive campaigns to smash the 
  enemy into oblivion. As great as the Imperial war machine is, 
  there are thousands of smaller units and PDFs that struggle 
  to hold out until reinforcements arrive. Many citizens answer 
  the clarion call to march in the name of the Golden Throne. 
  There are some who have been charged with eliminating 
  the enemy from their territory, and just as they are about to 
  complete the herculean task set before them, the cowardly 
  enemy ﬂees across the expanse. It’s only ﬁt and right for 
  these soldiers of the Imperium to pursue such cowards and 
  eliminate them with extreme prejudice as an affront to the 
  God-Emperor of Man. Others excel at martial combat, trained 
  by the Imperiumt until their skills are razor-sharp. These men 
  
  21
  21
  I: Advanced Origins
  and women comprise the elite forces that are aimed at the 
  enemies of the Imperium, striving to become ever better by 
  seeking out other warriors on the ﬁeld of battle and test their 
  mettle in single combat—either learning new techniques in 
  the process, or becoming another casualty of war.
  Select one of the following options:
  Call to War
  The Imperium called on you to help ﬁght its wars. You have 
  trained with and fought beside the best, and you have the 
  scars to prove it. You spent a long time training to be the 
  Emperor’s Hammer and learned a number of useful skills and 
  tactics. Perhaps you faced off against Eldar corsairs, or maybe 
  you hunted down the greenskin Orks, perhaps you even 
  battled against some other foe. Whoever the enemy was, you 
  not only fought against them, but learned a number of their 
  weaknesses as well. Though you may have a different life 
  now, you have not forgotten the basics that you have learned 
  as you head out into the unknown of the void.
  Cost: 150xp
  Effect: Gain +5 Ballistic Skill. Additionally, gain the Talents 
  Peer (Military) and Hatred (select from the following list: 
  Eldar, Orks, Kroot, Chaos, or other as approved by the GM). 
  In addition, gain +1d10 Insanity points to represent the 
  horrors of war.
  Chasing the Enemy
  You had the enemy square in your sights, but before you 
  could ﬁnish the job, the coward ran. This may have been a 
  space battle where massive hulks burned in the blackness of 
  the void, or it could have been on the ﬁeld of some unknown 
  planet where your quarry ﬂed. However he escaped, you 
  have vowed to hunt him to the ends of the cosmos—and you 
  won’t return until you have proof of his demise. Your chase 
  has led you across the sectors of the Imperium, and across 
  countless worlds in search of your foe. During the chase you 
  have learned much about your enemy: where he sleeps, what 
  he wears, what he eats, how he moves. Unfortunately, he 
  manages to stay one step ahead of you; taunting you to move 
  ever onwards, begging you to ﬁnd him and eradicate him 
  from existence.
  Cost: 150xp
  Effect: Gain +3 Intelligence or +3 Willpower. Also gain the 
  Hatred Talent with the group being the target the character is 
  chasing through the cosmos (subject to GM approval). 
  Warrior
  The Imperial war machine is ever on the lookout for those 
  with a natural aptitude for close combat. They take a special 
  interest in those trained in the martial arts before they ever 
  learn to shoot. Such people tend to come from savage places 
  such as death worlds or hive worlds. The Imperium employs 
  them as shock troops and assault specialists. Each and every 
  day is spent honing their body and skills into a weapon for 
  the Emperor. It is not surprising that many wish to go on 
  to become the pinnacle of their art, and thus seek out those 
  who are also skilled in close combat. Sometimes, only one 
  walks away from such encounters, wiser for the techniques 
  they have met and overcome. Other times these encounters 
  prove less lethal, and both parties walk away with new 
  knowledge—and new wounds.
  Cost: 250xp
  Effect: Gain +5 Weapon Skill, either +5 Toughness or +5 Agility, 
  and –5 Fellowship. In addition, gain the Meditation Talent. 
  HUNTER
  A character may select Hunter instead of the Tainted or Renegade 
  entries on the standard Origin Path table.
  Across the Calixis Sector and within the Koronus Expanse 
  hunters come in all shapes and types. Some of them hunt 
  down the creatures of death worlds, capturing them alive 
  and bringing them back to “civilisation,” so that the beasts 
  can be put to use entertaining the masses of the Imperium. 
  Others prefer to hunt down and stalk the myriad xenos races 
  that haunt and threaten humanity. Bounty hunters are at once 
  reviled and honoured within Imperial society, for too often do 
  those who are to face Imperial justice ﬂee to parts unknown—
  beyond the reach of the Adeptus Arbites. When this happens, 
  a bounty is posted and anyone willing to go forth and bring 
  back the fugitive (dead or alive in many cases) can make a 
  small fortune over time. Then there are those on the other 
  side of the coin: they have become the hunted, whether by 
  a member of the mysterious Ofﬁcio Assassinorum, a bounty 
  hunter, or some xenos agent. These unfortunates spend their 
  days looking over their shoulders and nights sleeping with 
  one eye open.
  Select one of the following options:
  Bounty Hunter
  Fugitives can be found all throughout Imperial society. 
  Though the Imperium of Man encompasses the galaxy, the 
  unfortunate truth is that there are places beyond its reach; 
  some lie beyond its borders, and some are simply places 
  where the arbitrators of the Adeptus Arbites cannot or will 
  not go. Frontier worlds at the edge of Imperial space and 
  even worlds beyond the Halo Stars are excellent hiding places 
  for wanted men and women to ﬂee. Sometimes an individual 
  or organization has a rogue agent on its hands and doesn’t 
  wish to concern the Adeptus Arbites or other Imperial Adepta 
  with its problems. This is where a bounty hunter comes in. 
  These hardened men and women occupy a unique position 
  within Imperial society. On one hand, they are sorely needed 
  to help maintain justice; on the other hand, they are reviled 
  and despised—many are seen as nothing more than thugs-
  for-hire. Whatever the case may be, once they acquire a Writ 
  of Capture, they are free to pursue their bounty within the 
  manner dictated by the warrant.
  Cost: 250xp
  Effect: Gain +3 Willpower, +3 Fellowship and the 
  Bloodtracker Talent. Also, gain either 1d5 Corruption 
  or 1d5 Insanity points.
  
  22
  I: Advanced Origins
  Xenos Hunter
  Some hunters make a living stalking beasts and dumb 
  animals. You hunt a different breed altogether. Perhaps you 
  were a scout or sniper in the Imperial Guard, smiting the 
  foes of humanity from afar. Or you may have come into your 
  own as you learned to hunt and stalk your prey. Whatever 
  the case may be, you found that you had a knack for tracking 
  your chosen target. Nothing gives you more thrill than when 
  you spot your quarry and move in on them—whether for the 
  long-range takedown, or the up-close kill.
  Cost: 200xp
  Effect: Gain a +3 Weapon Skill or +3 Ballistic Skill. 
  Additionally, gain either the Leap Up or Sprint Talent, and 
  Scholastic Lore (Beasts) or Tracking as trained Basic Skills.
  Hunted
  Something stalks you: xenos, bounty hunter, or something 
  from beyond. You know it sits in the shadows, waiting for 
  you to lower your guard so that in a ﬂash of blood and 
  pain your life will be snuffed out of existence. Whoever this 
  hunter is, it is relentless. So far, you have managed to stay 
  one step ahead of it. There have been too many sleepless 
  nights as you lie awake wondering if the noise you hear 
  outside is your assailant...or something else. Even though 
  your cunning has kept you alive, you know, however, that 
  the time will come when you two will meet face-to-face and 
  that time you won’t escape.
  Cost: 100xp
  Effect: Gain +3 Perception. In addition, gain either 
  Paranoia or Light Sleeper Talents. Additionally, gain 
  the Enemy Talent, where the enemy is whoever 
  (or whatever) is hunting the character (subject 
  to GM’s approval).
  NEW HORIZONS
  A character may select New Horizons instead of the Zealot or Chosen 
  by Destiny entries on the standard Origin Path table.
  There’s a whole galaxy out there that’s full of the unknown. 
  A select few seek out the hidden knowledge of the cosmos 
  and the truths of existence. They pore over ancient lore 
  and texts, something deep within them driving them ever 
  onward. Some seek out the technology of the past, hoping to 
  seize it for their own use or for use by a powerful patron, as 
  they traverse the galaxy studying ancient ruins and decrepit 
  tombs. A rare few walk a dangerous line as they seek out 
  and study knowledge and lore concerning the various works 
  of the xenos. All of these endeavours are perilous, for in the 
  Imperium knowledge can lead to a life of persecution, misery 
  and insanity—but many are willing to brave the risks, for the 
  rewards are great indeed.
  Select one of the following options:
  Seeker of Truth
  You have always been inquisitive, and within Imperial society, 
  this is a trait highly frowned upon. Thus, you have had to strike 
  out and follow your own path through the galaxy going from 
  one mystery to the next. You have a thirst for knowledge that 
  has brought you out into the voids. Perhaps you have come 
  to explore the Koronus Expanse, or you seek to decipher the 
  riddle of why a particular precursor race vanished. Maybe 
  you’re seeking an empirical truth, or enlightenment that you 
  know must be somewhere in the cosmos. Or perhaps you 
  simply want validation to a theory you have. Regardless, you 
  are prepared to travel to the ends of the universe to ﬁnd it.
  Cost: 100xp
  Effect: Gain +3 Intelligence. In addition, gain any one 
  Scholastic Lore (your choice) (Int) as a Trained Skill. Also, 
  gain +1 Corruption Point.
  Xeno-Arcanist
  Academic scholarship has long been your fervent pursuit. You 
  seek to study the dreaded xenos and their works throughout 
  the galaxy. However, you walk a thin line as you have 
  learned that those who possess knowledge of the alien are 
  persecuted—some are even executed or taken away by the 
  Holy Inquisition. This is a fate you try very hard to avoid. You 
  know that there are several groups out there, including Rogue 
  Traders, who highly prize those who possess knowledge of 
  the xenos that they deal with. You may have amassed you 
  own small library (hidden, of course), or perhaps you have 
  a mysterious patron who sends you information from time 
  to time. You dream of the day when your knowledge can be 
  used to aid humanity.
  Cost: 200xp
  Effect: Gain +3 Intelligence or +3 Willpower. In addition, 
  gain the Peer (Academics) Talent or Forbidden Lore (Xenos) 
  as a trained Skill.
  
  23
  I: Advanced Origins
  Archeotechnologist
  Ancient technology, known as “archeotech,” has always 
  fascinated you ever since you ﬁrst laid eyes on a piece of 
  some hallowed, mysterious relic. You wondered why the 
  people that made it no longer can, and you are determined 
  to ﬁnd more. You may be an Explorator of the Mechanicus, 
  for whom ﬁnding such items is a holy quest, or simply an 
  enthusiastic amateur. However, whether you travel to the 
  dig sites of Mechanicus Explorators, or manage to have 
  a wealthy patron sponsor a dig of your own, you know 
  that eventually more will be unearthed. You scour auction 
  houses and deal with the great Commercias of Noble 
  Houses in an effort to buy, trade, or even steal the objects 
  of your desire. Your knowledge of such devices is as great 
  as your desire to ﬁnd more.
  Cost: 250xp
  Effect: Gain +3 Intelligence or +3 Perception. In addition, 
  gain one randomly determined item from Table 1-2: 
  Heirloom Items, on page 30 of the ROGUE TRADER Core 
  Rulebook as your ﬁrst archeotech item. Also, gain Forbidden 
  Lore (Archeotech) (Int) as a Trained Skill.
  NEW TRIALS AND TRAVAILS 
  OPTIONS 
  “Better crippled in body than corrupt in mind.” 
  –Imperial Proverb
  The Explorers of ROGUE TRADER are far from average. The 
  experiences they have endured help to shape them into what 
  they are. Like the Trials and Travails options presented in 
  the ROGUE TRADER Core Rulebook, the details of these new 
  options have been left vague so that the players and GM can 
  ﬁll in the blanks as needed. They work identically to the Lure 
  of the Void options presented above in terms of Experience 
  Point costs and applications to the player’s Explorer.
  DARKNESS
  A character may select Darkness instead of The Hand of War or High 
  Vendetta entries on the standard Origin Path table.
  The galaxy is a dark and unforgiving place; anyone who 
  says otherwise is a fool! As happens in the universe, some 
  are selected by things dark and terrible. Their exposure to 
  such things has left its mark upon their souls. Some study 
  forbidden tomes and texts in the hopes of learning some 
  arcane or esoteric lore. Others have been victim to a warp-
  incursion, a tear in the barrier between the material universe 
  and the Realm of Chaos. A rare few have been touched by 
  something wicked, even possessed by it, and now carry the 
  burden of that encounter—seeking to rid themselves of the 
  afﬂiction before they either succumb to it or are found out by 
  their peers or the authorities.
  Select one of the following options.
  Forbidden Knowledge
  You are drawn to the esoteric like a moth to a ﬂame. Perhaps 
  your study was intentional; you found a mysterious tome 
  or other work. Maybe it was accidental. It could have been 
  spoken to you through the cracked lips of a dying man, or 
  perhaps you spied a document that should have been sealed 
  and the knowledge burned itself into your brain. Whatever 
  the reason or circumstance, you bear forbidden knowledge. It 
  might be part of the name of a daemon, or the location of some 
  barbaric fane where human sacriﬁces are made in the name of 
  the Ruinous Powers. It might also be something a bit more 
  mundane, such as a proscribed experiment being conducted 
  by a Magus-Biologis of the Adeptus Mechanicus. Whatever it 
  is, you’re sure that if the powers that be were to learn that you 
  know, they would stop at nothing to purge it from you.
  Cost: 200xp
  Effect: Gain one new Common Lore and one Forbidden 
  Lore as a Trained Skill. Also, gain the Paranoia and Enemy 
  Talents; the Enemy is the group the character took the 
  knowledge from.
  
  24
  I: Advanced Origins
  Warp Incursion
  You have been witness to a singular event: the opening of a 
  portal between the material universe and the warp. You were 
  the survivor of a Geller Field failure, or witness to (or victim 
  of ) a daemonic possession or another warp entity—somehow 
  you lived through the incident, but it has scarred you forever. 
  You suffer from nightmares, but in return you have gained a 
  degree of protection from warp entities. This might manifest 
  as a type of invisibility to these entities, or maybe they ﬁnd 
  your “smell” to be intolerable. Whatever the reason, you 
  thank the God-Emperor every day for the protection He has 
  imparted unto you.
  Cost: 100xp
  Effect: Gain Resistance (Psychic Powers) and the Light 
  Sleeper Talents. Also gain +1d5 Corruption Points from the 
  exposure to the incursion.
  Dark Secret
  There’s a secret you carry with you that, if known by others, 
  could destroy you. Perhaps you were the unfortunate victim 
  of a possession, and even though you fought the entity off 
  its mark is forever upon you. Or maybe you carry within you 
  some xenos artefact, such as a Yu’vath device, and you seek a 
  way to rid yourself of it. Whatever the secret is, you’re sure it 
  will devastate you and your friends if found out. There are no 
  lengths you would not go to prevent that discovery.
  Cost: 200xp
  Effect: The character carries within him the mark of his past. 
  Something terrible happened to him, but it gave him a great 
  advantage as well. Add +6 to any one Characteristic. However, 
  the character also harbours a dark secret he struggles to be 
  rid of. Gain +1d5 Insanity Points and work with the GM to 
  determine what this is and what circumstances are required to 
  remove it. It should be something difﬁcult, rare, esoteric, and 
  very dangerous for the Explorer (such as getting blasted with 
  gamma rays from a certain pulsar at a certain time). 
  A PRODUCT OF UPBRINGING
  A character may select A Product of Upbringing instead of the Press-
  Ganged or Ship Lorn entries on the standard Origin Path table.
  There are many different types of nobility within the Imperium. 
  Some might be part of the Commercia Houses, others are 
  Imperial Ofﬁcers, and still others are members of the Rogue 
  Trader Dynasties and clans. It’s a confusing and often tangled 
  web of intrigue and fealty. Only the High Lords of Terra can 
  declare a family line to be nobility, but planetary lords, Imperial 
  Commanders, and sector Governors can all declare lesser vassals 
  to be raised in status under them. Some families are given titles 
  as a reward for service to the Golden Throne; these family 
  members are often looked down upon as upstarts until they 
  have proven themselves over the course of many generations. 
  Of course, noble families are always trying to gain the 
  advantage over one another, and thus earn the favour of 
  their lords. They scheme and plot in the hopes that 
  one day their plans will come to fruition and they 
  will be elevated in status and gain even more 
  power and wealth. Aside from the direct 
  bloodlines and heirs, there are those family members who are 
  associated by marriage, and those who have been brought into 
  the family for some potent ability they possess. These scions 
  typically form the backbone of the nobility and help keep the 
  lines viable for future generations.
  Select one of the following options:
  New Blood
  You or a member of your family were recently rewarded for 
  something done in service to the Emperor or a lesser noble. 
  Whatever it was, you now ﬁnd yourself thrust into the ranks 
  of Imperial nobility—but it’s not the life of easy luxury and 
  power you envisioned. The more established members of the 
  aristocracy scorn and look down upon you. Many dynasties 
  see you as an upstart family—a rival at best and an enemy 
  at worst. Given time, you know that your family will prove 
  themselves worthy of the honour they have been given.
  Cost: 200xp
  Effect: The character is considered part of an upstart family and 
  as such you gain the Rival (Nobility) Talent. However, his wealth 
  adds +1 Proﬁt Factor to the group’s starting Proﬁt Factor.
  Rivals
  You have been scorned! Another family has wronged or 
  insulted you and it’s something you cannot let rest. You will 
  pursue the matter until satisfaction has been had, even if that 
  means taking payment in blood. This is a personal matter for 
  you, and the insult may only be slight. Whatever the case may 
  be it’s a matter for you to settle and you alone.
  Cost: 100xp
  Effect: Gain +3 Fellowship. Also, you gain the Rival Talent 
  the rival being the group that the character has a rivalry 
  with (subject to GM’s approval). Whenever you encounter a 
  member of this rival faction the character attempts to visit 
  retribution upon them. A Difﬁcult (-10) Willpower Test 
  can be made to prevent this from happening once per scene. 
  In addition, the character gains the Peer Talent: these peers 
  consist of an allied group that supports him in his rivalry. 
  The circumstances of this relationship, including nature of the 
  insult or injury and the motives of allies, must be determined 
  by the player and the GM.
  Decadent
  You have lived your entire life in the lap of luxury. You demand 
  the ﬁnest, no matter the cost in terms of money or lives. Fine 
  foods, ﬁne drink, and ﬁne clothes are your hallmarks, and you 
  see no reason to have anything less. You might be despised 
  by your family or lauded for your passions. Your lifestyle is 
  envied by many and reviled by the rest, but you dismiss their 
  opinions as nothing more than the petty sniping of the bitter 
  and envious.
  Cost: 150xp
  Effect: Gain +3 Willpower, the Decadence Talent, and a +5 
  bonus to Charm Tests. Additionally, gain 1d5 Corruption 
  Points.
  
  25
  I: Advanced Origins
  LOST WORLDS
  A character may select Lost Worlds instead of the Calamity or Dark 
  Voyage entries on the standard Origin Path table.
  There are long-lost worlds being discovered all the time 
  by members of the Imperium. The Explorator ﬂeets of the 
  Adeptus Mechanicus chart and record planets, sending that 
  information back to be analysed. Some are worlds that were 
  once part of a Rogue Trader dynasty, now lost to antiquity. 
  Some are bizarre and upset the laws of physics: rogue worlds 
  torn from their stars to ﬂoat in the voids, alien constructs, 
  space hulks of enormous size, and other equally strange 
  phenomena. Those who choose to catalogue and explore 
  these lost worlds sometimes return with wealth or knowledge 
  undreamt of; others come back changed, as if they passed 
  beyond the material universe.
  Select one of the following options:
  Lost Dynasty
  Many worlds are claimed in the name of Rogue Traders, 
  and thus the Imperium. Sometimes, however, these worlds 
  go uncatalogued. Perhaps the Rogue Trader was lost before 
  he or she could record the discovery, or maybe something 
  happened within the family that prevented them from 
  returning. Whatever the case may be, you have come across 
  one of these “lost dynasties” and seized it in the name of your 
  family, or re-discovered a lost ancestral claim.
  Cost: 400xp
  Effect: Add +1 Proﬁt to the group’s total Proﬁt Factor, and 
  gain +1 Fate Point. The player and the GM should work out 
  the details of this lost resource so it can be worked into the 
  campaign story, as needed.
  Rogue Planet
  The universe is a mysterious place full of darkness and 
  danger. There are forces at work that are beyond human 
  comprehension and occasionally whole worlds are ripped 
  away from their parent systems—cast into the void. You have 
  discovered such a rogue planet (or were part of an expedition 
  that discovered one) and travelled to it. You brought back the 
  treasures and secrets of this world, which you claimed in the 
  name of your family or patron. There are mysteries still to be 
  unearthed upon this world, and it could be that the planet 
  harbours something dark.
  Cost: 200xp
  Effect: Gain +3 Willpower and a single Exploration skill of 
  your choice as a Trained Skill. However, travelling to this lost 
  world is an unnerving experience. Gain +1d5 Insanity Points. 
  It’s up to the player and the GM to work out the details of 
  this lost world and determine what it contains. 
  Beyond the Pale
  You have always been an explorer, travelling to places beyond 
  the edges of the map. This time, however, you may have 
  gone too far. You witnessed something that man was not 
  meant to see and came back changed as a result. Perhaps you 
  somehow survived a warp storm, or maybe you were pulled 
  into some other part of the galaxy where man has yet to set 
  foot. Regardless, the experience has changed you and your 
  perceptions—perhaps not for the better.
  Cost: 100xp
  Effect: Gain +1d5 Corruption Points and +1d5 Insanity 
  Points. In addition, select two Forbidden Lore Skills (or gain 
  +10 to two Forbidden Lore Skills already possessed). 
  NEW MOTIVATION 
  OPTIONS
  It is not sufﬁcient merely to possess the means and opportunity 
  to venture beyond the borders of the Imperium: one must 
  possess the will to do so. To journey amongst the haunted 
  stars, far from the safety of the Emperor’s domain, requires a 
  sense of purpose so strong that it deﬁnes a person—for those 
  who embark on such a voyage may never return.
  The following new Motivations can be substituted for 
  one of those from the Character Creation section in the 
  ROGUE TRADER Core Rulebook, taking its place on the 
  Origin Path. Unlike those in the core rulebook, these 
  entries are more detailed. Every new Motivation consists 
  of three distinct options under a single broad heading, each 
  of which has an xp cost associated with its beneﬁts. When 
  choosing one of the new entries, pick a single option from 
  amongst those presented for that Motivation, and pay the 
  listed amount of xp.
  DEVOTION
  Devotion may be selected in place of the Endurance or Renown entries 
  on the standard Origin Path table.
  You go into the unknown not for yourself, but for something 
  greater. You believe, and whether your belief is a religious 
  one, a matter of personal loyalty, an absolute dedication to 
  duty, or something else entirely, it gives you the strength to 
  persevere when all seems lost. You will not rest, nor will you 
  falter, while your faith remains intact. Others may question 
  your devotion, unable to understand how someone could 
  cleave so tightly to something as distant and abstract as 
  duty, loyalty, honour, or faith, when other paths grant so 
  much more...but you know better. You will not be swayed 
  by those who comprehend nothing beyond themselves 
  and their own ambitions.
  Select one of the following options:
  
  26
  26
  26
  I: Advanced Origins
  Creed
  Faith is your shield and your sword, it is the strength in your 
  muscles and the life in your veins, and the power that drives 
  you ever onwards. While stars exist beyond the reaches of the 
  Emperor’s light, there can be no rest, for it is Mankind’s destiny 
  to rule the stars and you will permit no exception to that. You 
  look with scorn upon those who crave material things, for their 
  deeds are tainted by their impure desires, no matter how great 
  those deeds may be. If you seek any remembrance or legacy of 
  your own, it is as an implement of the Emperor’s will, the blade 
  in His right hand and the mouthpiece for His voice. You seek 
  to inspire and rally others to your cause, to instil fervour and 
  zeal and drive your fellow man to righteousness.
  Cost: 200xp
  Effects: Gain Charm and Common Lore (Imperial Creed) as 
  trained Skills. In addition, gain the Inspire Wrath Talent.
  Duty
  To labour is human, to serve divine. You ﬁnd strength in duty and 
  eagerly embrace the strictures and dictates such duty requires. To 
  see obligations fulﬁlled and assume a role in the vast structure of 
  the Imperium is your greatest desire. So strong is that desire you 
  will stop at nothing to see it done, and fear only failure. To 
  others, your rigid discipline and obsessive focus may seem 
  disquieting, but you do not share their doubts. You pity 
  them, for they will never know the contentment 
  and satisfaction your purpose gives you, nor the 
  purity of life your conviction provides.
  Cost: 100xp
  Effects: Gain either the Armour of Contempt Talent or the 
  Unshakeable Faith Talent. In addition, gain +3 Willpower.
  Loyalty
  The ship is home, the crew is family, and the captain is its 
  ruler. To those who ply the void, this is an indisputable truth, 
  a notion so strong that in some people it provides a sense 
  of purpose great enough to brave any risk. There may be 
  disputes between different parts of the crew, but such things 
  are all in the family, not for the concern of outsiders. You 
  would do anything for your captain, and will go anywhere 
  the ship goes. You burn with pride at the sight of her and 
  at the triumphs of her crew, and to shame or mock the her 
  is the gravest mistake an outsider can make. You care not 
  where you go or what you face, so long as you do it with that 
  familiar deck plating beneath your feet, surrounded by men 
  and women whose abilities you trust without hesitation.
  Cost: 100xp
  Effects: Gain Trade (Voidfarer) as a Trained Basic Skill, and 
  gain a +5 bonus to all Willpower and Fellowship tests made 
  while aboard the ship the character lives on. 
  KNOWLEDGE
  Knowledge may be selected in place of the Vengeance or Pride entries 
  on the standard Origin Path table. 
  You crave understanding, desire comprehension, and value 
  knowledge above all else. It is not something to be shared or 
  given freely, but something to be unearthed and drawn close, 
  held secure within the vaults of your mind. In a very real sense, 
  knowledge is power, for those who possess it have the means to 
  overcome things against which the ignorant would falter. It can 
  be a shield against the greatest of foes, or a tool to uncover yet 
  greater secrets, or even a holy thing in its own right... but it can 
  also be damning. Those who seek knowledge must be wary, 
  for their greed and curiosity can lead them down treacherous 
  paths. Some things, after all, are not meant to be known.
  Select one of the following options:
  Knowledge is Life, Life is Knowledge
  Lore is all-important to you; it is your purpose and your 
  reason, it is your goal and your desire, and it is the one thing 
  above all else that you aspire to possess. There is no ulterior 
  motive to your drive to understand, no hidden purpose to 
  give that curiosity a focus. You simply crave knowledge with 
  every ﬁbre of your being, and you cannot stand the idea of 
  not knowing or not understanding something. Though new 
  insights and revelations cannot hope to sate this bottomless 
  urge, new understanding brings with it new power and new 
  means with which to ﬁnd yet more knowledge. Each answer 
  leads to still more questions, and every new vista promises a 
  variety of secrets yet to be uncovered.
  Cost: 300xp
  Effects: Gain any two Scholastic Lore Skills as trained 
  Skills, and the Total Recall Talent. You may purchase a third 
  Scholastic Lore as a trained Skill for an additional 200xp.
  
  27
  27
  27
  I: Advanced Origins
  Know Thy Foe
  You consider knowledge of your enemies to be the best 
  defence against their machinations and assaults, and work 
  hard to collect any insight you might ﬁnd about those who 
  might threaten you. Fear of encountering a foe about which 
  you know nothing drives you to seek out the most obscure 
  lore; even that which seems composed entirely of unfounded 
  rumour and hearsay is not beneath your attention. You suffer 
  with the burden of your knowledge, for you are never truly 
  free of that fear of the unknown and your obsession means 
  that you shall never again ﬁnd solace in ignorance as so many 
  in the Imperium can.
  Cost: 200xp
  Effects: Gain any one Forbidden Lore as a Trained Basic Skill, and 
  the character may purchase a second for an additional 200xp.
  Knowledge is Power, Guard It Well
  There is no worth in knowledge if everyone possesses it; if 
  knowledge is commonplace, then it bestows no power upon 
  its keepers. You understand this better than most, because 
  you possess much knowledge. It is a tool to greater power, a 
  means of fulﬁlling other ambitions, brsinging ruin to enemies 
  and elevating allies, and in all ways an advantage over those 
  less knowledgeable. You gather information to wield in these 
  ways, bolstering your arsenal of insights with every passing 
  day and every new encounter. Few are those who think to 
  cross you, for you are knowledgeable and willing to use that 
  to your advantage in all things.
  Cost: 300xp
  Effects: Gain any one Common Lore or Scholastic Lore as a 
  trained Skill, and gain the Foresight Talent. Additionally, gain 
  +3 Intelligence or Perception.
  FEAR
  Fear may be selected in place of any entry on the standard Origin 
  Path table.
  It is not the future’s promise that drives you, but the 
  nightmares of days past. Something haunts you, and you dare 
  not speak of what it is that makes you so eager to press on. 
  Only by going forward can you hope to elude whatever it is 
  that you seek to escape, but no matter how far you go you 
  cannot escape it completely, for the memory of it remains 
  with you always, stealing away your sleep with dreams of 
  terror. You know that others may see the haunted look within 
  your eyes, and that they guess at your motives when your 
  back is turned, watching for that tell-tale twitch or grimace 
  that surfaces when your fears come unbidden to the forefront 
  of your mind.
  Select one of the following options:
  Enemy in Ascendance
  You have made a number of enemies in your life, as does anyone 
  with power and the will to use it. However, some of your foes 
  are particularly threatening. Perhaps they know something of 
  your past you would prefer not to have revealed, or perhaps their 
  power eclipses your own and they seek to eliminate a potential 
  rival, or perhaps you have crossed them one too many times and 
  they now seek every means possible to cast you down. Whether 
  voluntary or not, you have ﬂed the Imperium to escape them, 
  entering exile in the unknown darkness. Your time beyond 
  civilisation may be one of preparation, steeling yourself for the 
  day you must return, or you may simply believe that you can 
  never truly go back. In either case, you are constantly watching 
  your back for the enemy who drove you to this.
  Cost: 100xp
  Effects: Gain the Paranoia Talent, and gain +3 Perception.
  Haunted by Thy Own Sins
  Blessed are the repentant, for they have seen the face of 
  damnation and yet return to His light. You know you have 
  done wrong, but in sacriﬁce you can be redeemed, and that 
  distant chance gives you the courage to achieve anything. The 
  sins of your past give you insight into corruption, and with that 
  hard-won knowledge you can strike out against it, to cleanse 
  your soul with the deaths of the enemies of Man. Should your 
  life be the cost of your success, then so be it, for it is a far better 
  thing to die a martyr than live on as a monster.
  Cost: 300xp
  Effects: Gain the Dark Soul, Frenzy and Flagellant (see 
  sidebar) Talents. In addition, gain any one Forbidden Lore 
  as an untrained Basic Skill. However, the character also gains 
  1d10 Corruption Points from his past sins.
  Tormented by the Unspeakable
  There is something out there, a nightmare given substance 
  that you may have glimpsed for only a moment, its horror, 
  if not its visage, burned forever onto your mind. That it is 
  coming is enough to drive you to desperation, whether or not 
  it is coming for you, because you know, deep down, that when 
  it arrives, it will spell doom for everyone. You have borne 
  witness to one of the unspeakable horrors of the universe, an 
  entity or presence so awful that you will attempt anything to 
  escape it, though no escape seems possible. This vision was so 
  dreadful that the things which terrify lesser men hold no fear 
  for you, so tame are they by comparison.
  Cost: 200xp
  Effects: Gain the Light Sleeper, Jaded, and Resistance (Fear) 
  Talents. However, also gain 2d10 Insanity Points to represent 
  the mental scars left from mental torment.
  FLAGELLANT (TALENT)
  You have dedicated your pain to the Emperor. Each 
  day, you must spend twenty minutes praying and 
  inﬂicting 1 point of damage upon yourself. You may 
  not treat this Damage or allow it to be healed. Once 
  you have castigated your ﬂesh, you gain a +10 bonus 
  to Willpower Tests made to resist mind control or 
  Malignancy. Additionally, if you have the Frenzy talent, 
  you may enter a frenzied state as a Free Action. Should 
  you fail to ﬂagellate yourself on any given day, you take 
  a –5 penalty to all Tests due to shame and guilt.
  
  28
  I: Advanced Origins
  EXHILARATION
  Exhilaration may be selected in place of the Fortune or Prestige entries 
  on the standard Origin Path table.
  What joy is there in the mundane? What pleasure can be 
  found in experiences already oft-tasted? To your mind, 
  there is little if any excitement left in civilised realms. For 
  you, the unexplored is a source of endless amusement, the 
  rush of battle a sensation to be relished anew each time. 
  New horizons and thrills are your aim and your goal, and 
  everything else is simply a means to that end. But you grow 
  worried, in the quiet moments, for what will you do once 
  you’ve had it all? What joys remain for one who has seen and 
  done everything?
  Select one of the following options:
  New Horizons
  To see the stars, the suns and the moons of worlds already 
  claimed by Man is of no interest to you. Only the hidden 
  promise of strange and distant worlds entices you, and you 
  desire only to push on and see as many new horizons and 
  unique skies as possible. To mark unknown worlds with your 
  presence and see things the likes of which no man has ever 
  seen before is what drives you, and such a desire leaves no 
  time for laxity, nor any room for complacency. You must go 
  forward, for there is nothing unseen in your wake.
  Cost: 200xp
  Effects: Gain Common Lore (Koronus Expanse) and either 
  Scholastic Lore (Astromancy) or Trade (Explorator) as 
  trained Skills.
  The Thrill of War
  You live for excitement, and no greater excitement can be 
  found than that of battle. You yearn for the din and mayhem 
  of conﬂict, the tests of skill, wits and courage, and eagerly 
  seek out ﬁghts wherever they can be found. Others may 
  condemn you as a warmonger or ﬁnd your belligerent ways 
  off-putting, but your heart craves the rush of battle and such 
  a thing should not be denied. Even in times of peace, you 
  prepare for war, duelling for sport and honour, honing your 
  skills and musing through countless theoretical strategies in 
  anticipation of wars to come.
  Cost: 250xp
  Effects: Gain Scholastic Lore (Tactica Imperialis) as a trained 
  Skill. Additionally gain the Nerves of Steel and Quick Draw 
  Talents. Finally, gain +3 Weapon Skill or Ballistic Skill, but 
  suffer –3 Fellowship.
  No Joy Unexplored
  Whatever the pleasure, you have indulged in it. Your hedonism 
  deﬁnes you, your reputation is dark and sordid, and you 
  are not sated yet. Amongst the unknown must be sights 
  and sounds and experiences as yet undreamt of by 
  mankind, and you cannot stop until you have 
  found and sampled them! The world around 
  you grows dull and grey as you begin to 
  exhaust the possibilities of pleasure, and even the strictest taboos 
  of your culture are becoming increasingly tempting in your 
  desperate search for something new to satisfy you. Whatever 
  you ﬁnd, you may not escape it unscathed —or unchanged.
  Cost: 200xp
  Effects: Gain the Decadence Talent, Carouse as a trained Skill, 
  and gain +3 Toughness or Fellowship. However, diverse and 
  possibly ill-advised experiences have left their mark, tainting 
  the character and making him incautious of further risks. Gain 
  1d5 Corruption Points and reduce suffer –3 Willpower.
  Lineage
  “Actually, I could not care less if you lived or died. My grandfather, 
  however, felt differently.”
  –Kurai Yume, upon settling a blood-debt
  M
  ost Warrants of Trade are ancient, dating back 
  centuries or even millennia and often spanning 
  generations. Similarly, the great houses of the 
  Navis Nobilite have their origins in the dark and shrouded 
  times before the founding of the Imperium. Commanders 
  of great starships, devoted servants of the church and proud 
  histories of martial prowess can all be found within in the 
  bloodlines of powerful families. The continuation of great 
  familial traditions is itself an age-honoured tradition within 
  the Imperium, with every generation inheriting the skills and 
  prestige of its predecessors and passing those on to the next 
  generation in turn.
  Such lineages are not necessarily limited to families. Within 
  the fane-laboratories and temple-factories of the Adeptus 
  Mechanicus, the covens and cabals of the Scholastica Psykana, 
  the drill-abbeys of the Schola Progenium and the Military 
  Academies at the great Segmentum Fortresses, educational 
  fraternities provide a similar strength of legacy, each graduate 
  given the beneﬁt of ancient wisdom and lore and in turn given 
  the chance to pass that on to those who succeed them.
  Regardless of its nature, a lineage deﬁnes the means by 
  which an Explorer came by his current career path and learnt 
  the methods of that trade. Some characters will have no lineage 
  of note, their paths forged alone with no proud ancestor to 
  guide their steps. Others may stand apart from their bloodlines, 
  pursuing a different path than that of their antecedents. Whether 
  a character’s lineage is noteworthy, infamous or utterly obscure 
  is up to the player and the GM—this section is optional, and 
  may be used or ignored as appropriate.
  USING LINEAGE
  Lineage is an optional addition to the Origin Path system. 
  After choosing his options from each of the rows of the 
  Origin Path, as described on page 15 of the ROGUE TRADER 
  Core Rulebook, the player may choose whether or not 
  he wants his character to possess a Lineage of Renown, 
  and which of the following entries he wishes to use to 
  represent that lineage.
  
  29
  I: Advanced Origins
  Lineage choices are free and open, not constrained by 
  the other choices of the Origin Path—but that is not to 
  say that a Lineage comes without a cost. Because they are 
  additional options beyond the six rows of the Origin Path, 
  each Lineage costs xp. This is to be taken from the starting 
  xp of the character, and cannot be purchased at any time 
  except character creation—an Explorer cannot suddenly and 
  retroactively gain an ancient and well-known ancestry; he is 
  either born with it or he is not.
  Each of the Lineage entries below consists of a description, 
  deﬁning the nature of the lineage as a whole in broad terms, 
  followed by three sub-categories describing how the character 
  relates to that lineage. These choices deﬁne both the cost of 
  the Lineage and the beneﬁt the character derives from it. The 
  description for each Lineage assumes a familial legacy, but 
  this does not necessarily have to be the case—the description 
  should be used as a guide for a character’s background and be 
  tailored to ﬁt, rather than used as a strict deﬁnition of who he 
  was and where he came from.
  EXAMPLE
  Nathan has created a character, Jequin Hos, a Rogue Trader from a 
  family that has long held a powerful Warrant of Trade. He decides 
  that he will purchase a Lineage option to reﬂect his character’s 
  heritage, and selects A Proud Tradition, deﬁning the Hos Warrant as 
  having been held by a long line of respected Rogue Traders. He tmust 
  then choose between the three options within A Proud Tradition: 
  Heir Apparent, Uncertain Inheritance, or Shameful Offspring. 
  Deciding that Jequin was one of many competing potential heirs, 
  the one who ﬁnally triumphed over his siblings and rivals, Nathan 
  selects Uncertain Inheritance, paying the xp cost and applying the 
  beneﬁts listed.
  A LONG AND GLORIOUS HISTORY
  Your family has existed for a very long time, predating 
  sectors of the Imperium and with branches spread far and 
  wide across the galaxy. Your family name is one known well 
  in many places, recorded in ancient archives of history and 
  proudly remembered on worlds you may never see, due to the 
  exploits of distant kin and legendary ancestors. Members of 
  your family pride themselves on their lengthy and widespread 
  legacy, and you were taught the lore of your ancestors from 
  an early age.
  Select one of the following options:
  A Dark Secret
  Something foul lurks within your ancestry, something that 
  would bring ruin upon your family were it ever to become 
  known to outsiders. You guard that secret with your life, for 
  the disgrace of it would bring you and all your family low. 
  Your power now makes that all the harder, for your enemies 
  are many and they eagerly seek the means to overcome you. 
  Were they to learn of your secret familial disgrace, little would 
  be able to stop them extorting or blackmailing you for all you 
  possess, or even simply revealing it out of spite and malice.
  Cost: 100xp
  Effect: Gain Deceive and Scrutiny as trained Skills, owing to 
  the character’s constantly guarded nature. However, the strain 
  of long years of concealing the secret has hindered prosperity, 
  so reduce starting Proﬁt Factor by 1.
  My Great-Grandfather Built This Colony
  Your connections and the legacy you have inherited reach 
  many places, and you have learned of those places well, 
  lending authority to your presence and swaying those who 
  might otherwise have cause to doubt you. Your ancestors 
  laid the foundations for your present prosperity, and you take 
  advantage of that whenever the opportunity arises. When 
  your own reputation does not open doors for you, that of 
  your forebears will.
  Cost: 350xp
  Effect: Gain the Peer (any one) Talent, representing some 
  of the wide-ranging connections the character’s family has 
  cultivated. In addition, increase starting Proﬁt Factor by 1.
  Prominent Ancestry
  Your formative years were spent in the presence of many 
  tutors, learning the history of the Imperium and the part your 
  ancestors played in that history. Long hours of study, and 
  longer ones of rote-learning and recitation, have given you 
  a signiﬁcant insight into matters historical, and the habits of 
  your youth stay with you even to this day—you retain a deep 
  curiosity about the events of ancient times.
  Cost: 200xp
  Effect: Gain Scholastic Lore (Archaic) as a trained Skill, and 
  Scholastic Lore (Legend) as an untrained Basic Skill.
  [(2(2,(%*\-&%*W-%(,(+%'
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  30
  I: Advanced Origins
  A PROUD TRADITION
  You are the latest in a long line to take up this profession, 
  an heir to a proud and prestigious lineage. The pressure of 
  expectation and the weight of responsibility have always been 
  your companions and your burden, and while you may have 
  acted out against them as a callow youth, you are now the 
  head of the household, the one whose name is synonymous 
  with that of your line and your profession. For better or 
  worse, the prestige of your lineage is now yours to carry.
  Select one of the following options:
  Heir Apparent
  Your fate was always this: to stand at the forefront of the next 
  generation and carry the family tradition one step further. 
  For you, the weight of responsibility was the hardest, for 
  you alone were required to bear the expectations of your 
  entire family. Now, however, you look back thankfully on 
  those harsh formative years, for the constant pressure of your 
  teachers and predecessors gave you an advantage which will 
  allow you to thrive in the years ahead.
  Cost: 100xp
  Effect: Pick a single Skill from amongst the Starting Skills 
  for the character’s Career Path.Gain the Talented Talent for 
  that Skill.
  Uncertain Inheritance
  Your early years were spent in a constant state of intrigue, as 
  you warred silently with your siblings, cousins and rivals to 
  be the one who inherited the power and the prestige. Those 
  who failed would be condemned to lives of lesser signiﬁcance, 
  always overshadowed by the one who claimed the prize. In 
  the end, long-fought political battles and hard-won cunning 
  paid off and you stand triumphant—and alone.
  Cost: 300xp
  Effect: Gain the Paranoid Talent, and Deceive as a trained 
  Skill. Additionally, gain a +3 bonus to Intelligence or 
  Perception.
  Shameful Offspring
  Burdened by expectations of glory and succession, you quickly 
  sought the ﬁrst escape you could ﬁnd. While your siblings 
  worked hard to earn the prestige of the family name, you 
  indulged your whims and desires in an effort to avoid those 
  responsibilities. Whether through cruel fate, inexplicable 
  fortune or great calamity, however, you ﬁnd yourself the only 
  heir to the line, and your forebears shudder to think of the 
  damage you might do to the family name now that you are 
  in charge.
  Cost: 150xp.
  Effect: You gain your choice of Carouse or Gamble as 
  a trained Skill, and the Decadence Talent. You also gain 
  either 1d5 Corruption Points or 1d5 Insanity Points 
  (your choice) due to the toll your life of reckless 
  revelry has taken.
  ACCURSED BE THY NAME
  Your line is tainted, corrupted by some unspeakable foulness 
  that has attracted the scorn and wrath of Inquisitors and 
  Confessors and all manner of others over the generations. 
  Like the Haarlock line of Rogue Traders (thought cursed by 
  many) or the scions of the tainted houses of Malﬁ, many of 
  your ancestors and predecessors were vile heretics, unrepentant 
  blasphemers and twisted schemers whose evil is legendary, and 
  more than a few of them burned for their sins. Now the burden 
  of their infamy is yours to bear, and whether you choose to 
  continue their legacy or strive to overcome remains to be seen.
  Select one of the following options:
  Outraged Scion
  You stand apart from your predecessors and have made yourself 
  an example of purity to spite their foul memory. When the purges 
  came and claimed your living relatives, you led the Inquisition 
  to their door, glad to see them receive the punishment they 
  deserved. Now free to pursue your own legacy, you hope above 
  all else that you can leave the taint of your lineage behind.
  Cost: 300xp.
  Effect: Gain the Armour of Contempt Talent and select 
  two Forbidden Lore skills from the following list to treat 
  as untrained Basic Skills: Daemonology, Heresy, Mutants, 
  Pirates, Psykers, The Warp, or Xenos.
  Secret Taint
  You have long been careful to hide the worst of yourself and 
  your family from outsiders. Their greatest atrocities are tales of 
  horror, yet the truth of them is far worse. Endless caution and 
  boundless cunning deﬁne generations of your ancestors, and 
  you have inherited these traits along with something far more 
  sinister. Now you are the head of the family, and your power can 
  be used to any end you wish...so long as nobody discovers it.
  Cost: 400xp
  Effect: Gain the Dark Soul Talent and Deceive as a trained 
  Skill. In addition, gain +5 Intelligence or Willpower. 
  However, the taint is so deeply rooted within the character’s 
  line, he gains 1d10+10 Corruption Points.
  Vile Insight
  Whether for good or ill, you have seen much that no human ever 
  should. Esoteric and forbidden knowledge was your constant 
  companion through your early life, and your understanding 
  of such subjects is something that would shock most people. 
  Whether you choose to turn that insight to greater things, 
  or are tainted by it, is for the future to decide. For now, you 
  possess great knowledge, and it gives you a decisive edge.
  Cost: 300xp
  Effect: Select any three Forbidden Lore skills from the 
  following list: Daemonology, Heresy, Mutants, Pirates, 
  Psykers, The Warp, or Xenos. Gain those as trained Skills. 
  However, the malign nature of your knowledge has touched 
  the character’s mind and soul. Gain 2d5 Insanity Points and 
  2d5 Corruption Points.
  
  31
  I: Advanced Origins
  DISGRACED
  Shame is your inheritance. Your family line is in shambles, 
  its resources all but depleted, its connections severed and 
  its reputation met with only scorn and pity. You grew up in 
  dilapidated ﬁnery, constantly mocked by the wealth and prestige 
  of generations past, and constantly reminded of the fact that you 
  are yet another heir with nothing of worth to inherit. Now you 
  stand at the forefront of your broken family, and must choose 
  whether you will continue their disgrace or end it.
  Select one of the following options:
  Another Generation of Shame
  Your life has been ill-favoured. With nothing to look up to, no 
  prestige to bear the burden of, your life lacked aspiration, and 
  you have spent years whittling away what little wealth remains, 
  allowing the family reputation to sink even lower as the glorious 
  past grows ever more distant. Even now, you do little but bring 
  it further shame and disrepute.
  Cost: 100xp
  Effect: Gain Carouse as a Trained Basic Skill, and the 
  Peer (Underworld) Talent. However, reduce starting Proﬁt 
  Factor by 2.
  The Last Child
  Your family is not merely disgraced, it is dead. You alone 
  are the sole survivor of a once-proud lineage that fell into 
  disrepute and paid the ultimate price for it. Whether they 
  made the wrong enemies, were on the wrong world at the 
  wrong time as war or rebellion took hold, or faced some 
  other fate, they are gone and you are all that remains, the 
  last heir and the only one who can ensure that your family 
  continues or, at the very least, dies with pride. You will need 
  all your wits and cunning to ensure the survival of your clan, 
  as your once vast resources are now next to nothing.
  Cost: 200xp
  Effect: Gain Barter and Trade (any one) as trained Skills. 
  Additionally, gain +3 Intelligence or Fellowship. However, 
  reduce starting Proﬁt Factor by 3.
  The One to Redeem Them
  Your family’s shame is an outrage you have struggled beneath 
  your whole life. Perhaps inspired by noble ancestors predating 
  the fall from grace, or simply infuriated by the state of the 
  family reputation and resources, you set forth to bring your 
  inheritance back from the brink and return your clan to the 
  glory it knew long ago. With no others to challenge your 
  claim, you have taken control and pushed onwards to achieve 
  something worthy of your ancestors, stopping at nothing to 
  regain their wealth and redeem their honour.
  Cost: 300xp
  Effect: Gain Commerce as a trained Skill, and gain a bonus 
  +50 Achievement Points when completing any objective for 
  an Endeavour. However, in spite of the character’s efforts, his 
  family’s resources are still not what they once were; reduce 
  starting Proﬁt Factor by 1.
  OF EXTENSIVE MEANS
  Wealth, power, servants... your family has all of these things 
  in abundance. For longer than you can recall, your family has 
  always known the right people, had the most money, been 
  able to obtain the ﬁnest things, and had the most digniﬁed 
  and skilful vassals. You were born to such means, and never 
  wanted for anything. Some may call you spoiled, or unfairly 
  lucky, but the challenges of having and maintaining wealth 
  and power are far beyond the unfortunates who have never 
  possessed such things. Now that wealth and power is yours to 
  command, and it shall take you far.
  Select one of the following options:
  A Powerful Legacy
  A place in the politics of entire sectors of Imperial Space is 
  the legacy you have found yourself with, and thanks to your 
  inﬂuence amongst men and women whose wills command 
  worlds, you are eminently comfortable in such circles. You are 
  respected and feared for what you can do to those who earn 
  your displeasure, and for the discretion with which you use 
  that power. Even when people have not heard of your family, 
  so commanding and powerful is your presence that they 
  will listen anyway.
  Cost: 350xp
  Effect: You gain the Talented (Intimidate), Talented 
  (Command) and Air of Authority Talents.
  
  32
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  32
  I: Advanced Origins
  Born to Wealth
  Your inheritance was huge. The wealth afforded to the 
  lesser scions of your family was still more than sufﬁcient to 
  eclipse the entire estates of many lesser families. As the one 
  who claimed the ultimate prize, your wealth is greater still, 
  bringing with it the means to do a great many things that 
  those of less grand circumstances might never dream of. Any 
  desire you have now is within your grasp, for there are few 
  doors that sufﬁcient money cannot open eventually.
  Cost: 300xp
  Effect: Increase starting Proﬁt Factor by 2.
  Far-Reaching Contacts
  You know people who know people, and the people you 
  know are well-placed indeed. For generations, your family 
  has had friends, relatives and acquaintances in every sector 
  of Imperial society. This extensive network of contacts and 
  allies has allowed your family to become more powerful and 
  inﬂuential than they might otherwise have been, and now 
  that network is yours to use. A casual name-drop here, an 
  “I’m a friend of the Lord-Admiral” there, and sooner or later 
  nothing is beyond your reach.
  Cost: 300xp
  Effect: Gain any three Peer Talents (subject to GM approval).
  WITCH-BORN
  The taint of the Witch is strong within your family, and 
  many of your ancestors could wield the energies of the Warp. 
  Whether they bore this taint openly, travelling to Terra aboard 
  the Blackships to be tested and Sanctioned, or kept it secret is 
  another matter entirely, but one thing is certain—whether or 
  not you possess psychic powers, your heritage has inﬂuenced 
  you in some way.
  Select one of the following options:
  Perilous Choice
  There are fewer sins greater than concealing a psychic gift 
  from the authorities, and fewer still that are more dangerous. 
  Yet, for reasons you keep to yourself, you have made the 
  decision to do just that. Through careful and illegal study, 
  possibly at the feet of a like-minded family member, you have 
  obtained a degree of mastery over your natural powers that 
  allows you to keep them secret, yet ready to be called upon 
  in direst need.
  Cost: 500xp
  Effect: Gain Psy Rating 1 and access to any one Psychic 
  Discipline, along with one Psychic Technique worth no 
  more than 100xp. In addition, gain Psyniscience as a Trained 
  Basic Skill. Note that the character is an unsanctioned psyker, 
  and both is highly illegal within the Imperium, and uses 
  the Renegade Psykers and Sorcerers row of Table 6-1: 
  Psychic Strength on page 157 of the ROGUE TRADER 
  Core Rulebook.
  Special: Astropath and Navigator characters 
  can never take this Lineage choice. This 
  Lineage grants only the most basic of 
  psychic abilities. Further development of that power (such 
  as purchasing psychic techniques) requires Elite Advances, 
  the availability of which should be discussed with the GM. 
  The GM is the ﬁnal arbitrator as to what may or may not be 
  purchased, or whether this Lineage choice is available at all.
  Proven to be Pure
  You are pure, either lacking psychic powers altogether, or possessing 
  sufﬁcient strength of soul and mind to be of use to the Imperium. 
  In either case, long years of growing up amongst a family known 
  for producing psykers have made you well-able to resist the power 
  of the witch and the deamonic, and if you are a psyker yourself, 
  your knowledge of psychic powers is all the more impressive.
  Cost: 200xp
  Effect: Gain the Resistance (Psychic Techniques) Talent. 
  If the character is an Astropath-Transcendent, then he may 
  spend an additional 200xp to gain a Psychic Technique.
  Witch-knowledge
  Your family has long held a fascination with the warp, the witch, 
  and the deamon. The presence of the witch amongst you has 
  only fuelled that fascination, though you work hard to hide it 
  from the Inquisition and others who would not understand your 
  labours. Your quest for knowledge has led you to deal with all 
  manner of individuals who may know useful information. 
  Cost: 300xp
  Effect: Gain Forbidden Lore (Psykers or Warp) as a trained 
  Skill. Gain the Peer (Astropaths or the Insane) Talent. 
  
  33
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  33
  I: Advanced Origins
  Power and 
  Proﬁt: The Ship 
  and Warrant 
  Path
  “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 Calixis
  T
  he Ship and Warrant Path system uses a chart that 
  generates a group’s starting Warrant of Trade and 
  starship through a series of choices (This system 
  works almost identically to the Origin Path used for creating 
  a new character). These choices can either be made by the 
  player group or by the Game Master. The choices made in 
  the Ship and Warrant Path chart are structured to ﬂow from 
  top-to-bottom. The choices on the starting row at the top are 
  completely open, but every choice after that one is limited by 
  its placement on the chart. Each choice leads to the choice 
  directly below it on the next row or adjacent to that choice. 
  Selections on the very edge of each row are considered 
  the extremes of that row’s theme, and thus have only two 
  selections beneath them. The Ship and Warrant Path is also 
  shaped to include some further extremes for the Acquirement, 
  meaning that for Exile and Reward, there is only a single 
  choice below that you can move to.
  EXAMPLE
  Trent is the Game Master for his group’s Rogue Trader campaign. 
  Trent has selected The Age of Redemption on Line A. He may then 
  select from Ascending (the choice directly below on Line B), Rising 
  Star (adjacent to Ascending), or Stable (also adjacent). Trent selects 
  Rising Star and then selects Exile from the Acquirement row. Since 
  Exile is on the extreme end of the row, his choice for Sanction is 
  limited to Halo Artefacts (the choice below and adjacent to Exile).
  PROFIT FACTOR
  The prestige and pedigree of a Rogue Trader’s Warrant of 
  Trade is measured in terms of raw proﬁt and inﬂuence. The 
  Proﬁt Factor acquired from the Ship and Warrant chart are 
  a representation of the relative value of the Warrant itself—
  what opportunities and resources it can call upon. 
  STARTING PROFIT
  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. Add 
  together the Proﬁt Factor gained from each selection on the 
  chart. The total is the amount of starting Proﬁt 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. 
  Proﬁt Factor is discussed more thoroughly in ROGUE 
  TRADER on pages 270-276. 
  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, while others possess mighty frigates or cruisers 
  bedecked with trophies and giltwork.
  Add together the Ship Points gained from each selection 
  on the chart. The total amount of Ship Points may be spent 
  on either purchasing a customised ship or one of the quick-
  start vessels (see ROGUE TRADER page 193 for details on how 
  to purchase a beginning ship with Ship Points, and pages 
  165-168 for additional quick-start vessels). Any Ship Points 
  that are not spent are added directly to the group’s beginning 
  Proﬁt Factor on a 1:1 basis.
  WARRANT AGE
  The ﬁrst step in this part of the process is to determine 
  just how long your character’s Warrant of Trade has been 
  established. Is his dynasty a stalwart of millennia of service 
  to the Imperium, or is it an upstart seeking to prove itself 
  against the long established Houses already plying their trade 
  beyond the Imperium’s borders?
  USING THE PATH
  The Game Master can generate the group’s 
  starting Warrant and Ship himself using 
  this system if he chooses, but another option is to 
  have the players make each choice, going in order 
  from the Captain (who makes the ﬁrst selection) to 
  the player to his left (who makes the next selection) 
  and so forth until the chart is completed. This method 
  helps make the players feel more involved in their 
  group’s campaign, having made choices that affect 
  their starting levels of Proﬁt and the starship they 
  will use to explore the unknown.
  
  34
  34
  I: Advanced Origins
  Warrant AGE
  The Waning
  SP 4, PF 2
  Age of
  Redemption
  SP 6, PF 4
  Age of
  Apostasy
  SP 8. PF 6
  The Forging
  SP 10, PF 8
  Age of 
  Rebirth
  SP 12, PF 10
  FORTUNE &
  FATE
  Rising Star
  SP 12, PF 10
  Ascending
  SP 10, PF 8
  Stable
  SP 8. PF 6
  Struggling
  SP 6, PF 4
  Fallen From
  Grace
  SP 4, PF 2
  Acquisition
  Exile
  SP 2, PF 16
  Blackmail
  SP 4, PF 10
  Prize-of-War
  SP 6. PF 8
  Ecclesiarchial
  Bequest
  SP 8. PF 6
  Administratum
  Trade
  Mandate
  SP 10, PF 4
  Bribery
  SP 12, PF 2
  Reward
  SP 16, PF 2
  SANCTION
  Halo 
  Artefacts
  SP 4, PF 10
  Fall of the
  Tellurian
  Combine
  SP 6. PF 8
  The Meritech
  Wars
  SP 8. PF 6
  Angevin
  Crusade
  SP 10, PF 4
  Age of 
  Plunder
  SP 12, PF 2
  CONTACTS
  Pirates
  SP 4, PF 10
  Merchant
  House
  SP 6. PF 8
  Missionaria
  Galaxia
  SP 8. PF 6
  Adeptus
  Mechanicus
  SP 10, PF 4
  Battleﬂeet
  SP 12, PF 2
  Warrant
  RENOWN
  Infamous
  SP 6, PF 12
  Unknown
  SP 10, PF 8
  Famous
  SP 14, PF 4
  Warrant And Ship Origin Path
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  35
  35
  I: Advanced Origins
  THE AGE OF REBIRTH
  A charter granted during the period known as the Age of 
  Rebirth is not only a potent symbol of its bearer’s power 
  and inﬂuence, but a sacred relic in its own right. The charter 
  would have been signed by the hand of one of those men 
  now venerated across the entire Imperium as the very highest 
  of saints. In all likelihood the charter itself will be held within 
  a nigh impregnable stasis vault, possibly even in one of the 
  catacombs far beneath the surface of Terra itself. 
  The Age of Rebirth is so-called because it marked the ﬁrst 
  chapter in the annals of the Imperium as it stands today. It 
  was born in the immediate aftermath of the terrible, galaxy-
  spanning civil war that was the Horus Heresy. After the 
  devastation there was much rebuilding to undertake, many 
  lost worlds to recover, and many recidivist populations to 
  re-conquer. The servants the Imperium united as a proud 
  brotherhood, casting off the shame and ignominy of the 
  Heresy. Great deeds were done in the name of Humanity, 
  many of which would form the basis of myths and legends 
  told across the Imperium for millennia to come. One of the 
  most important achievements of the age was the compiling of 
  the Codex Astartes, the great tome of military wisdom and 
  martial philosophy penned by the Primarch of the Ultramarines 
  legion of the Adeptus Astartes, Roboute Guiliman. 
  To bear a Warrant of Trade issued during this august period 
  is to rank amongst the very highest of the Imperium’s servants. 
  The bearer’s antecedents will have held, and exercised almost 
  total free reign in the execution of their charter, and gone on 
  to achieve great things indeed in the name of Humanity.
  Ship Points: 12
  Proﬁt Factor: 10
  One Archeotech component may be purchased
  THE FORGING
  Following the Age of Rebirth, the Imperium entered a sustained 
  period of growth, establishing the myriad institutions and power 
  structures that would sustain it until the dawn of the 41st Millennium. 
  The Priesthood, the Adeptus Terra consolidated its regime across 
  the entire Imperium, and codiﬁed the rights and responsibilities 
  of such peers of the Imperium as Imperial Commanders, Space 
  Marine Chapter Masters, and Rogue Traders. 
  A Warrant granted during the Forging is likely to have been 
  issued as part of that great drive to consolidate the primacy of 
  the Adeptus Terra. During the Forging, the Imperium’s borders 
  were pushed outwards to almost as far as they were before the 
  Horus Heresy destroyed so much that the Great Crusade had 
  accomplished, and Rogue Traders played no small part in this 
  great endeavour. 
  Many of the Rogue Trader Houses created during the Forging 
  went on to establish entire realms at the Imperium’s borders. 
  These in time became formalized sectors, the line of the original 
  bearer becoming a ruling nobility with power over dozens of 
  worlds. The majority of these ancient houses have long since 
  moved away from the traditional role of the Rogue Trader, 
  though they still hold a charter, even if its powers have not been 
  exercised in untold generations. Yet, even these great Houses 
  might harbour an obscure line, a long lost scion who still plies 
  the regions beyond the Imperium’s borders, a pariah who refuses 
  to settle down and instead desires only to pierce the benighted 
  void as his fathers and forefathers have before him.
  Ship Points: 10
  Proﬁt Factor: 8
  AGE OF APOSTASY
  During the Age of Apostasy, the Imperium was plunged into 
  anarchy when the insane High Lord of the Administratum 
  Goge Vandire took absolute control of the Senatorum 
  Imperialis and the Ecclesiarchy. For decades, the galaxy was 
  split as Vandire’s armies sought to enforce his mad rule across 
  the Imperium. Many worlds were razed, while others resisted. 
  Still more sought to bide their time, unwilling or unable 
  to commit to one faction or another. The Age of Apostasy 
  culminated in an assault upon Vandire’s stronghold on 
  Terra by a combined force of Adeptus Astartes and Adeptus 
  Mechanicus, but it was only when Vandire’s own guardians 
  turned upon him, executing him at the height of the siege, 
  that the civil war was ﬁnally ended.
  A Rogue Trader House established in the midst of this 
  turbulent period will have been forged in the ﬁre of adversity, 
  for many charters granted at that time were, often literally, 
  reduced to ashes within scant decades. Vandire was an unstable 
  and paranoid man, prone to ﬁts of anger and contradiction. 
  A recipient of a charter he himself granted days before might 
  be declared a heretic before even undertaking his mission, or 
  a favourite promised the highest of rewards executed upon 
  the day of investiture. As such, very few of the Houses that 
  came into being during the Age of Apostasy are extant in the 
  41st Millennium, and those that are keep the details of their 
  founding far from prying eyes. Some have disappeared entirely, 
  though even millennia since, rumours of far-ﬂung empires 
  established by Vandire’s favourites continue to surface.
  In the immediate aftermath of the Age of Apostasy, it is 
  said that the Houses established by the hand of Vandire were 
  required to renew their oaths, in person, to Sebastian Thor, 
  the ﬁgurehead of the movement that overthrew him. Some 
  of those charters were revoked, it is suggested, for they were 
  judged to have been granted for deeds later found contrary 
  to the good of the Imperium. Others were ratiﬁed, the 
  recipients bending knee before Thor and pledging 
  the fealty of their Houses for all eternity.
  Ship Points: 8
  Proﬁt Factor: 6
  ARCHEOTECH AND XENOSTECH
  Certain choices on the Ship and Warrant Path offer 
  the unique opportunity to add special technology to the 
  Rogue Trader starship. Archeotech is ancient, barely-
  understood technology from ages long past, often 
  highly coveted by the Adeptus Mechanicus and usually 
  far more efﬁcient than most tech in use in the 41st 
  Millennium. Xenostech is various systems, weapons, or 
  other upgrades taken from alien civilisations, whether 
  accepted in trade for some other valuable goods or 
  claimed in battle from a vanquished foe.
  
  36
  36
  36
  I: Advanced Origins
  AGE OF REDEMPTION
  The Age of Redemption was a second great time of re-conquest 
  and expansion beginning in the immediate aftermath of the 
  Age of Apostasy, which some believe increased the Imperium’s 
  size to its greatest extent, however temporarily. The Warrants 
  of Trade issued in this period, particularly at its dawning, 
  reﬂect the spirit of the times. Following the example set by 
  the great Saint Sebastian Thor, the Imperium experienced a 
  renaissance in faith and fervour, and many of the Rogue Traders 
  commissioned were men of great outward zeal, while others 
  were warriors and captains rewarded for their deeds both great 
  and terrible in the Apostasy’s wars. Confessors preached the 
  renewed Imperial Creed across the length and breadth of the 
  Imperium, mustering many thousands of crusades to take the 
  True Faith to those who had turned from its ways. Many of 
  these crusades were led by celebrated generals and admirals 
  of the Imperium and some by the lords of the Ecclesiarchy or 
  mighty Space Marines themselves, but a great many smaller 
  and further ﬂung enterprises in crusade and conquest on this 
  era were spearheaded by a new generation of Rogue Traders.
  At the beginning of the Age of Redemption, the crusades 
  were preached in order to bring back into the fold those 
  systems and sectors that had strayed from the light of the 
  Imperial Creed during the Age of Apostasy. Initially at least 
  only those who would not denounce the errors of their ways 
  would be punished, while those willing to hear the truth and 
  make contrition would be spared the terrible wrath of the 
  crusades. In time, the crusades pushed beyond areas lost during 
  the Apostasy, and onwards, into regions of space that had never 
  known the word of the Imperial Creed. Such fragments of 
  mankind found among these distant stars had been isolated for 
  many millenia, long back into the near-mythical Age of Strife 
  and most could not be reasoned with, save perhaps beneath 
  the guns of the crusades’ warships. More often than not the 
  crusaders resorted to the ﬁres of purgation, either through 
  intransigence by those they found, or in horror of what these 
  far-ﬂung children of humanity had become, wiping out any 
  sign of what they deemed heresy, and consigning the souls of 
  the slain to make their own representations before the Emperor. 
  An age that had dawned amidst hope soon became one of 
  relentless bloodshed and terror, often waged for little gain.
  As the crusades of the Age of Redemption ground on into 
  centuries and the centuries into millennia, more resources 
  were ploughed into their maintenance. Many became simple 
  wars of attrition, meat grinders on a galactic scale, spurred 
  on by fear, xenocidal hatred and worst of all, simple habit. 
  Inexorably, the worlds of the Imperium began to be stripped of 
  their warriors, and the Imperium’s resources and ﬂeets spread 
  ever-thinner as the demands of eternal war at the fringes of 
  the galaxy required. These wars were fought against those for 
  whom the Emperor represented not the salvation of Man’s 
  soul, but its monstrous corpse-puppeteer.
  The scion of a Rogue Trader House established 
  during this age will be steeped in duty and zeal, ever 
  determined to take the word of the Imperial Creed 
  to those who would deny it.
  Ship Points: 6
  Proﬁt Factor: 4
  THE WANING
  As the glories of the Age of Redemption recede into a bloody 
  present, the Imperium is slowly descending into another 
  dark age of anarchy and war. So depleted were the defences 
  of many worlds by endless crusade that internal strife soon 
  erupted into outright rebellion, and small-scale alien raids 
  escalated into full-scale invasions. Most dreadful of all, as the 
  grip of the Adeptus Terra weakens across countless thousands 
  of worlds, psykers have been left to come into their powers 
  before they can be culled, and soon their errant powers are 
  creating gateways into warp from which a legion of daemonic 
  horrors erupt. Within a comparably few generations, the 
  Imperium has lost untold numbers of worlds to the traitor, the 
  alien and the daemon and humanity’s future seems bleak.
  Yet even in such a turbulent age, the High Lords have 
  continued to grant new Warrants of Trade. As war and strife 
  has claimed more and more worlds, so the need to redress 
  the balance has grown all the more apparent, and nor is the 
  weakening of the Imperium’s fabric by any means universal 
  or irreparable. Many Rogue Traders have been granted their 
  charters in recent centuries with the express condition that 
  they undertake missions of to re-conquer worlds lost to 
  anarchy and invasion. 
  Many of these charters are little more than political tools, 
  granted in the hope that the Rogue Traders will have the drive 
  to succeed or at least wear down an enemy where depleted 
  local forces either had failed, or been redeployed away to 
  more vital duties, leading some Rogue Traders of more ancient 
  pedigree to mockingly name them “suicide notes.” Countless 
  Rogue Traders lost all they owned, including their lives and 
  souls, in the attempt to satisfy the nigh impossible demands 
  placed on them in the granting of these Warrants. Yet, some 
  do succeed and claw back both territory and millions of 
  lost souls from the darkness. The most exceptional of these 
  individuals have gone on to found the mightiest of the Rogue 
  Trader Houses active at the present time. Though young in 
  comparison to the ten thousand year old Imperium of Man, 
  these upstart houses now rank above many older lines, for 
  they were forged in the ﬁres of adversity and driven by a will 
  to endure rarely seen before or since.
  Ship Points: 4
  Proﬁt Factor: 2
  
  37
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  37
  I: Advanced Origins
  FORTUNE & FATE
  The future of your Rogue Trader House rests in your hands, 
  but you may ﬁrst have to rescue it from the state in which a 
  predecessor left it. Or perhaps yours is the unenviable task of 
  living up to the successes of your forebears. Whatever the case, 
  you can be sure than the eyes of generations yet to come will be 
  upon you, and history will be the judge of your actions.
  FALLEN FROM GRACE 
  The galaxy is a harsh place, and none are owed the success they 
  seek. Countless numbers of Rogue Traders lose their livelihoods 
  each year. Indeed, the entire institution of the Warrant of Trade 
  could be said to rely upon a constant ‘pruning’ of the dynasties 
  as a form of natural selection, ensuring that only the most 
  driven and skilled of individuals continue to prosper.
  A House that has fallen from grace might retain scant 
  resources—perhaps just a vessel and a skeleton crew of bonded 
  retainers. Such a Rogue Trader would be fully aware of his 
  situation and might be driven to extreme measures just to get 
  by. Although the Warrant of Trade grants even the lowliest 
  Rogue Trader unimaginable rights, there are activities even the 
  most powerful would be wise to avoid. A Rogue Trader with 
  nothing to lose might be tempted to seek dealings with xenos or 
  to explore regions long forbidden, even to his kind.
  Having fallen from grace does not imply permanent misfortune, 
  however. Perhaps a very powerful Dynasty has suffered a reversal 
  in political status, ﬁnding formally staunch allies turning their 
  backs and fractious competitors aligning themselves against it. 
  And so the Rogue Trader’s fortunes might turn full circle, the 
  rising star falling from grace in the blink of an eye.
  Ship Points: 4
  Proﬁt Factor: 2
  STRUGGLING
  A Rogue Trader dynasty might fall upon hard times for a wide 
  range of reasons, from disaster to incompetence, and the transition 
  from stable to struggling might be sudden and unanticipated if 
  it is due to external factors. Perhaps the most common reason 
  for a dynasty to ﬁnd itself in such straits is through the activities 
  of its rivals, particularly if these have found common cause and 
  determined to ruin the fortunes of their enemy.
  Another reason a House might ﬁnd itself struggling is when 
  it comes to rely too heavily on a particular ﬁeld of exploitation 
  or revenue, only to ﬁnd that resource has suddenly dried up. It 
  is not uncommon for Rogue Traders to open up exclusive trade 
  routes into distant regions, but if those regions should fall to 
  alien invasion or a host of other perils, the source of so many 
  riches might disappear overnight. If the dynasty has invested 
  too heavily in the operation, as might be the case with a smaller 
  or newly established House, then all will be lost. Nevertheless, 
  Rogue Traders are uniquely optimistic individuals, even in 
  the face of the myriad horrors and misfortunes of the galaxy. 
  Many are at their best when faced with a nigh insurmountable 
  challenge—some would have it no other way.
  Ship Points: 6
  Proﬁt Factor: 4
  STABLE
  Stability is a luxury rarely afforded to most Rogue Trader 
  Houses, and one that most are poorly disposed to suffer long. 
  For many Rogue Traders, stability is a byword for stagnation 
  or resting on one’s laurels. As most Rogue Traders are naturally 
  inclined to risk taking, few ﬁnd their fortunes stable for long.
  There are some Houses however that come to attain such 
  a state. These wealthy and powerful Houses appear capable of 
  absorbing almost any loss while still generating astronomical 
  proﬁts. These are in the main the very oldest of the dynasties, 
  those whose risks are spread out across a vast web of investment 
  and patronage and for whom a disastrous expedition that might 
  bankrupt a smaller, less well established House is offset by a 
  dozen other, more successful and less risk-laden undertakings.
  Ship Points: 8
  Proﬁt Factor: 6
  ASCENDING
  Most Rogue Trader Houses undergo signiﬁcant ﬂuctuations 
  in their fortunes, and a ﬁrm hand on the tiller is required to 
  safely navigate the peaks and troughs. A dynasty said to be in 
  the ascendant enjoys an upturn in its fortunes and an increase 
  in its inﬂuence and prestige. Such a house proves itself a worthy 
  investment to any who would join it in its endeavours, and its 
  head will have little difﬁculty in attracting allies and backers. 
  The only real problem a Rogue Trader in such a position may 
  ﬁnd is that of jealous rivals. Few dynasties survive long without 
  attracting the ire of their peers, whether they become engaged 
  in bitter trade wars or actually exchange broadsides out in the 
  void. A successful House may ﬁnd its position coveted, with 
  hidden hands at work against it. The most successful Rogue 
  Traders are those who learn to anticipate, and deal with such 
  enemies before the fortunes of their House can be affected.
  Ship Points: 10
  Proﬁt Factor: 8
  RISING STAR 
  Often only applicable to a newly created Rogue Trader House, 
  the term ‘rising star’ is used to describe a dynasty most deﬁnitely 
  on the up. The bearer of the Warrant may be cresting a wave of 
  success and inﬂuence having recently been granted the Warrant 
  or bequeathed the trappings, such as a ﬂeet and military assets 
  that may have accompanied it. Many eyes will be watching the 
  dynasty, some with hopeful expectation, others with jealousy. 
  A great weight of responsibility rests on the shoulders of the 
  bearer, and they may have a great deal to prove to earn the title 
  ‘Rogue Trader’ in the eyes of the Imperium and their peers.
  Alternately, it is possible that the House is more established, 
  but perhaps thanks to a succession in leadership is enjoying 
  something of a resurgence in its fortunes. Perhaps an old, 
  ineffectual or outright incompetent patriarch has been replaced 
  with a younger, more dynamic progeny. Many decades, even 
  centuries of stagnation may have been cast off as the dynasty 
  looks forward to a new era of success and prosperity.
  Ship Points: 12
  Proﬁt Factor: 10
  
  38
  I: Advanced Origins
  ACQUISITION
  There are many ways in which your Rogue Trader Dynasty 
  might have come to be granted its Warrant of Trade, and in 
  many cases the circumstances of that granting will affect the 
  character of your dynasty and how you and all your servants 
  are viewed by other institutions of the Imperium.
  REWARD
  The most coveted of Rogue Trader Warrants are those that 
  have been granted in genuine recognition of great deeds 
  performed in service to the Imperium. Often, such a reward 
  is not consciously sought and as such may come as a surprise 
  to the recipient. A Warrant of Trade granted in this manner 
  will be gifted to the recipient in a lavish ceremony, attended 
  by the great and the good of the Imperium’s highest ofﬁces. 
  Many great men and women will attend, often in the hope 
  that some of the glory and prestige will rub off on themselves. 
  The recipient is likely to have gathered about them many 
  powerful allies who others wish to be associated with—some 
  might even have forged connections with Space Marine 
  Chapters, sector lords, Admirals or Inquisitors.
  The deeds for which a Warrant of Trade will be rewarded are 
  many and varied, and there are no set deﬁnitions or conditions 
  set. Military service is a common route by which such Warrants 
  are gifted, but so to is mercantile or political success. 
  There is a darker side to a Warrant of Trade rewarded 
  for such deeds however. The sponsor of the granting—the 
  individual who lobbied the powers that be for the recipient to 
  be rewarded in such a manner—will often expect some form 
  of recompense, some favour that might not be called in for 
  many decades. But called in it will be, and almost certainly at 
  the most inconvenient time for the Rogue Trader.
  Ship Points: 16
  Proﬁt Factor: 2
  INTRIGUE
  While it is possible for a Warrant of Trade to change hands 
  through overt aggression, a change in title is actually more 
  likely to occur through underhanded methods. Assassination 
  of varying sorts is not uncommon, and neither is fraud, but 
  the most common of such methods is outright bribery.
  This might occur when a Rogue Trader has overstepped the 
  limits of his authority, and a rival garners sufﬁcient evidence of 
  the transgression that the Imperium would be forced to censure 
  him were such evidence to be presented to a high enough 
  authority. Such crimes are most likely to include trafﬁcking with 
  alien empires forbidden even to Rogue Traders, or dealing in 
  goods tainted by the Ruinous Powers. The issue might not even 
  be something considered a crime, but rather evidence of political 
  machinations against more powerful individuals and institutions. 
  Perhaps worst of all, a powerful Rogue Trader might be 
  accused of seeking to establish his own private empire 
  beyond the Imperium’s borders, secede from the Rule 
  of the Emperor. Many Rogue Traders have tried to 
  do so, most eventually being brought to justice 
  by the Imperium’s forces.
  In such a case, a rival might take power of an existing Warrant 
  of Trade and all of the assets and rights associated with it. A 
  new line is established and the old one slower dissolved until 
  little or nothing of the former dynasty remains. No one knows 
  how many Rogue Trader Houses have been established in this 
  manner, but no doubt a signiﬁcant number of Warrants have 
  changed hands many times throughout the millennia.
  Ship Points: 12
  Proﬁt Factor: 2
  ADMINISTRATUM TRADE MANDATE
  A Trade Mandate is an example of one of countless numbers 
  of administrative instruments employed by the Adeptus Terra. 
  It is an instrument of strategy, by which the division’s policies 
  for the managing of the unmanageable are drawn up. By way 
  of a myriad of utterly incomprehensible cogitations, vast 
  armies of scribes and factors plot the needs and the means 
  of the Imperium’s worlds, and attempt to allocate resources 
  in such a way as to allow future generations to continue their 
  work. Such a process has no meaning or function, and has 
  long since become an end itself, the worlds of the Imperium 
  merely carrying on as before regardless. 
  The Trade Mandate is a product of this system. In such a case, 
  the cogitations have determined that at such and such a date, 
  in such and such a region, the efforts and services of a Rogue 
  Trader House will be required in order to steer the region’s 
  fortunes or to expand it borders in response to a particular 
  threat. The date at which the Mandate is to be granted might 
  be many centuries in the future, and so entire armies of scribes 
  will spend their whole lives selecting the eventual recipient of 
  the Mandate, even to the extent of determining that an Imperial 
  Servant not yet even born is to receive it. 
  Ship Points: 10
  Proﬁt Factor: 4
  MINISTORUM BEQUEST
  The Ecclesiarchy does not hold the power to grant a Warrant 
  of Trade, for that privilege ultimately lies with the Adeptus 
  Terra and the High Lords, but, in common with many of the 
  Imperium’s highest institutions, it does have great inﬂuence in 
  the matter. Many of the crusades launched by the Imperium 
  against recidivist systems or vile aliens are thanks to the ﬁery 
  oratory of the Ecclesiarchy’s Confessors and Redemptory 
  Priests. Such individuals preach war and redemption across 
  dozens of worlds, igniting the zealous passions of the 
  Imperium’s subjects until vast rallies are held where millions 
  of would-be martyrs call for the preacher’s demands to be 
  granted and war to be taken to the enemy. 
  Though the preachers utilise simplistic, even crude 
  methods to gain the support of the masses, they are highly 
  adept at the far subtler ways of ensuring their voice is heard. 
  Even while the confessor preaches hate and bloodshed 
  to the masses, his agents move amongst the Imperium’s 
  institutions, making promises of great favour and wealth 
  to those who aid them, and making veiled threats to those 
  who seek to obstruct them. One such promise the adepts 
  might issue is the granting of a Warrant of Trade, the 
  
  39
  I: Advanced Origins
  confessor’s allies ensuring that certain individuals with the 
  power to grant such a reward are spoken to, in return for 
  certain favours being performed.
  Ship Points: 8
  Proﬁt Factor: 6
  PRIZE OF WAR
  Many Warrants of Trade have been granted over the millennia 
  as prizes of war. In such cases, a powerful and successful lord 
  militant might be promised the charter as inducement to 
  undertake a crusade otherwise considered impossible. Such a 
  crusade might take decades to conclude and cost the lives of 
  millions of the Imperium’s servants, but by its conclusion the 
  lord militant will have earned his Warrant and will be free to 
  pursue his ambitions out amongst the stars.
  Occasionally, the prize is not won, but taken. A powerful 
  servant of the Imperium might have manoeuvred himself 
  into such a position as to demand the Warrant of Trade as 
  reward for service, and he may be too powerful to refuse. 
  Or perhaps an existing Warrant has been prized from an 
  established Dynasty, a new line taking control of an ancient 
  Rogue Trader House as the culmination of years of plotting 
  and scheming.
  Ship Points: 6
  Proﬁt Factor: 8
  BLACKMAIL
  There are some Warrants of Trade which have been obtained 
  not by service or any other such means, but by the recipient 
  demanding its granting as a form of blackmail. Although rare, 
  such a situation might come about in which a Lord Militant 
  has come to power over such vast armies that he can in effect 
  hold entire regions of the Imperium ransom, and in some 
  cases the granting of a Warrant of Trade is the price such an 
  individual will demand for turning his conquests over to the 
  Adeptus Terra.
  There have also been instances of far subtler manipulation, 
  in which the would-be recipient has come to hold power over 
  an individual of great inﬂuence within the upper echelons of 
  the Adeptus Terra, such that the victim is willing to sponsor 
  the granting of the Warrant of Trade in order to avoid his 
  secret becoming known to his peers. Such might be the 
  case when a lord of the Administratum hides some form 
  of mutation for example, or when the offspring of a sector 
  governor has secretly come into psychic powers. It is said that 
  every lord harbours a secret shame, and every man has his 
  price. None can say for sure how many Warrants of Trade 
  have been sponsored in order to keep such secrets covered, 
  or what horrors lurk at the very apex of the Imperium’s 
  government as a result.
  Ship Points: 4
  Proﬁt Factor: 10 
  EXILE
  Those who strive to reach the very pinnacles of the Imperium’s 
  towering power structures quite frequently stumble before 
  gaining the ultimate power they crave. Planetary governors 
  might seek to rule an entire sub-sector for example, only to 
  ﬁnd their rivals aligning against them even as they reach for 
  the prize. A general might seek to rule over the regions he has 
  conquered in the name of the Imperium, unwilling to accept 
  that any other has the right to do so.
  Such men and women as these are too dangerous to be 
  allowed to gain the power they seek, but also too visible and 
  well connected to quietly remove. Though an assassin’s blade 
  could end the problem, the killing might spark an uprising 
  far more damaging than leaving the target in power.
  The solution is often to grant the troublesome Imperial 
  servant a Warrant of Trade, giving him license to seek 
  all the power he desires, but to do so far away from the 
  Imperium. 
  Ship Points: 2
  Proﬁt Factor: 16
  
  40
  I: Advanced Origins
  SANCTION
  Every Rogue Trader House is known by its deeds, many of 
  which are intertwined with the rich history of the Calixis 
  Sector and far beyond. By determining what your House 
  is known for, you will be setting the tone for many great 
  adventures yet to come.
  AGE OF PLUNDER
  Before the Angevin Crusade, the region now known as the 
  Calixis Sector was a benighted area of space haunted by dark, 
  horriﬁc alien empires. The region was also a sanctuary for 
  renegades from nearby areas, including the Scarus and Ixanied 
  Sectors, and worlds within the Calyx Expanse were the home 
  of pariahs and outcasts, powerful individuals who were intent 
  upon the establishment of their own petty empires far from 
  the prying eyes of the Adeptus Terra and the Inquisition.
  Also found in the Calyx Expanse were scores of privateers 
  and pirates, including a number of Rogue Traders operating as 
  such by nature or necessity. The opportunities for wealth and 
  conquest were many and varied, and they were all pursued 
  entirely outside of the laws of the Imperium. These pirates 
  and renegades preyed upon one another ruthlessly, the region 
  seething with internecine warfare. Human populations were 
  savagely exploited by the Rogue Traders, pirates and aliens, 
  the law of the Imperium entirely unknown to them.
  A Rogue Trader Dynasty that rose to power during the 
  region’s Age of Plunder may have founded its fortunes upon 
  barbarous acts of piracy, while other Houses were established 
  amidst counter-pirate operations, making their fortunes on 
  the bounties offered for the heads of the most notorious of 
  the Imperium’s outcasts. Some of the most infamous turned 
  there coats and often more than once, becoming pirate and 
  sanctioned pirate-hunter in turn. Though such houses as 
  came up in these turbulent times may now be considered 
  honourable and noble, there will often still linger 
  echoes of a less than glorious past as well as the 
  scars of old rivalries and vendettas. 
  Ship Points: 12
  Proﬁt Factor: 2 
  ANGEVIN CRUSADE
  The Calixis Sector was founded in the fourth century of the 
  39th Millennium, by the celebrated Golgenna Angevin, a 
  Terran noble granted the rank of Lord Militant and charged 
  with bringing the rule of the Imperium to the region 
  formerly known as the Calyx Expanse. Angevin gathered a 
  millions-strong army of crusaders, with which he prosecuted 
  his decades-long conquest of the region’s worlds. Ahead 
  of his crusade ranged Rogue Trader and Explorator Fleets, 
  charged with making contact with human populations and 
  determining which would welcome Angevin’s forces and 
  ﬁght alongside them, and which would stand against the Lord 
  Militant. Of these Rogue Trader Houses, some were already 
  well established, while others were newly raised by the grace 
  and favour of Lord Angevin himself. 
  A Rogue Trader House that can trace its roots to this period 
  in history is great indeed, and most wield great inﬂuence in 
  the Calixis Sector. They are able to draw upon the military 
  resources of the sector, calling upon millennia-old pacts and 
  alliances. Their fortunes are founded upon exploration and 
  conquest, and they are counted amongst the most adept in 
  locating and exploiting the untold riches to be found beyond 
  the Calixis Sector and into the Koronus Expanse.
  Ship Points: 10
  Proﬁt Factor: 4
  THE MERITECH WARS
  In the early years of the third century of M.41, the Calixis 
  Sector faced a threat capable of destabilising the entire region. 
  In the dark void between the Calixis and Ixaniad Sectors was 
  to be found a small cluster of a dozen or so worlds, ruled 
  by the scavenging Meritech Clans. In 211.M41, the clans 
  declared their secession from the Imperium, and began to 
  amass sizable military might which they deployed against the 
  interests of both of the neighbouring sectors.
  The Imperium’s response was to launch an overwhelming 
  assault upon the worlds of the Merates Cluster, smashing the 
  home worlds of the Meritech Clans. The Sector Governess 
  Myram Harvala mustered a great force, which in addition to the 
  Imperium’s armies, included a number of Rogue Trader Houses. 
  
  41
  I: Advanced Origins
  Many of these Houses were newly raised, their Warrants of 
  Trade granted thanks to the sponsorship of the Governess, on 
  the condition of their aid in the forthcoming war.
  The ensuing conﬂict raged for seventeen years, and saw the 
  complete eradication of all life from the worlds of the Merates 
  Cluster. The Meritech Clans ﬁelded all manner of heretical 
  technology, later found to have been supplied to them by a 
  heretical tech-cult known as the Logicians. The Rogue Traders 
  were at the forefront of much of the ﬁghting, and although 
  a great many of them were never to emerge from the wars, 
  many others established the fortunes of future generations, 
  acting as ruthless and highly dependable mercenaries for the 
  Governess. Such dynasties are opportunist in nature, highly 
  mercenary and able to bring to bear formidable military force 
  in the pursuance of their fortunes.
  Ship Points: 8
  Proﬁt Factor: 6
  FALL OF THE TELLURIAN COMBINE
  For decades preceding 428.M41, the economy of the entire 
  Calixis Sector came to be dominated by a mighty commercial 
  interest known as the Tellurian Combine. The fortunes of 
  dozens of Rogue Trader Dynasties became entwined with 
  those of the Combine, which had interests on almost every 
  world in the sector and many beyond. The Combine supported 
  the activities of many Rogue Trader Houses based in the 
  Calixis Sector, and backed scores of exploratory missions into 
  the Koronus Expanse and beyond.
  It was a great shock then, when the Inquisition discovered 
  that the Tellurian Combine was in fact a front for a maleﬁc 
  cult, the inﬂuence of which had spread to the very highest 
  levels within the government of the sector, including the 
  corruption of a number of very highly placed individuals 
  within the Lucid Court upon Scintilla, the ruling body of the 
  Calixis Sector. This cult was called the Brotherhood of the 
  Horned Darkness, and its followers were entirely in the thrall 
  of a terrible warp-spawned entity known as Balphomael.
  So intertwined was the Brotherhood within the power 
  structures of the Calixis Sector that the Inquisition could 
  not confront it head on. Instead, the Ordos were forced to 
  engage in a clandestine shadow war, which saw the agents 
  and followers of the cult dealt with piecemeal, over the course 
  of several years, until it was defeated for a time at least.
  A great many of the Rogue Trader Houses with strong 
  ties to the Tellurian Combine came under the scrutiny of 
  the Inquisition. These proﬁted greatly from the Combine’s 
  mercantile operations, and are founded upon the commercial 
  expertise learned during this period. Many houses toppled 
  along with the Combine, and those that somehow survived the 
  purges bear a terrible stigma even to this day. There are those 
  who whisper that such Dynasties still harbour followers of the 
  Brotherhood of the Horned Darkness, their inﬂuence growing 
  and their heresies spreading into the Koronus Expanse with 
  each planet they discover. Other dynasties rose to power as their 
  rivals fell, aiding the Inquisition in their efforts and pursuing 
  the traitors far beyond the Imperium’s borders. 
  Ship Points: 6
  Proﬁt Factor: 8
  HALO ARTEFACTS
  Artefacts of alien manufacture are proscribed the length 
  and breadth of the Imperium, yet demand for them in 
  certain circles is high. The punishment for possession of 
  even a harmless artefact could be terrible, ranging from 
  penal servitude to public execution. The upper echelons of 
  the Imperium’s nobility produce the most demand, by the 
  jaded scions of ruling houses, seeking illicit distractions 
  from the lives of luxury to which many have become 
  utterly enamoured.
  Halo Artefacts are a particular class of xenos item. None 
  know for sure who or what created them, and they are far 
  more dangerous than the exotic curios most collectors covet. 
  Halo Artefacts are arcane devices, invested by the power 
  of long lost alien civilizations, and able to grant an owner 
  powers undreamed of. Yet, such powers come at a terrible 
  price, condemning the body and soul of the user. The grim 
  fate and dangerous power of these artefacts means they have 
  been placed under the highest prohibitions in the Calixis 
  Sector by the Calixian Conclave of the Inquisition. 
  There are those Rogue Trader Dynasties that are built 
  entirely upon the acquisition of such artefacts, who go out 
  into the dark regions speciﬁcally to track them down and 
  smuggle them back to the Imperium. They are incredibly 
  rare, so much so that a Rogue Trader would be fortunate 
  indeed to discover more than a handful over an entire 
  lifetime, and even then he would have devoted his every 
  waking moment to doing so. The fortunes of these dynasties 
  are built upon the discovery of such artefacts. Even if only 
  one or two are discovered in a single generation, the proﬁts 
  are potentially so vast that the Rogue Trader can fund a life 
  of luxury, outﬁtting his vessels to the highest standard and 
  engage in any pastime he can imagine. 
  Of course, the risks are as great as the rewards. Though 
  Rogue Traders exist outside of the mainstream of the 
  Imperium’s laws, they can nonetheless make powerful 
  enemies in the Inquisition and other bodies should their 
  activities be discovered. Many such Rogue Traders have met 
  with an unpleasant end at the hands of an Inquisition kill 
  team, far beyond any hope of aid, while others lead a life of 
  paranoia and distrust, looking over their shoulder whenever 
  they return to the domains of the Imperium.
  Ship Points: 4
  Proﬁt Factor: 10
  One Xenostech Component may be purchased.
  CONTACTS
  There are many colourful personalities operating beyond the 
  Imperium’s borders, any number of which your Rogue Trader 
  may have had dealings with. But choose your allies carefully, 
  for they often demand as much as they offer!
  
  42
  I: Advanced Origins
  BATTLEFLEET
  Many Rogue Traders maintain contacts in the battleﬂeets of 
  the Imperial Navy, for many second sons and daughters will 
  have served their time as ofﬁcers there before returning to 
  serve their Houses. Friends and contacts made during service 
  are rarely forgotten, and many such Rogue Traders take every 
  opportunity to look up old compatriots when stopping over at 
  a naval base.
  Out beyond the fringes such contacts transcend the 
  cordialities of the ofﬁcers’ mess and take on a far more 
  serious aspect. A Rogue Trader vessel that comes to grief 
  ﬁghting alien raiders might hold little hope of help ever 
  arriving, but there are countless tales of such vessels being 
  rescued by the timely arrival of a long range navy patrol 
  vessel, the master of which happened to recognize the 
  cipher attached to a distress call and was willing to divert 
  and offer aid. Of course, this works both ways, and many 
  are the times a Rogue Trader has been obliged to set aside 
  his own mission to bolster the forces of a naval squadron 
  against one of the many enemies that lurk in the cold void 
  of the Expanse.
  Ship Points: 12
  Proﬁt Factor: 2 
  ADEPTUS MECHANICUS
  It is not uncommon for the paths of Rogue Traders and 
  Explorators to cross, particularly out amongst the unexplored 
  systems beyond the Imperium’s borders. On occasion the two 
  factions will have cause to join forces, and as both generally 
  have quite different objectives to their exploration this is 
  often a successful course of action. There are plenty of times 
  however when the interests of the two groups will clash, such 
  as when an Explorator Fleet wishes to strip mine a newly 
  discovered world while a Rogue Trader wishes to trade with 
  its native population, or a particular Explorator Archmagos 
  decides they want something the Rogue Trader has or that 
  they know too much.
  Nonetheless, many Rogue Traders maintain ties with 
  Explorators they have worked alongside in the past. By doing 
  so, the Rogue Trader can utilise information the Explorators 
  have gathered, gaining exclusive access to systems the 
  Explorators have discovered. Frequently, an Explorator Fleet 
  will pass through a system, exploring and cataloguing it but 
  classifying it as having little or no interest to the Adeptus 
  Mechanicus. A Rogue Trader with contacts with the 
  Explorator Fleets will know of such worlds long before his 
  rivals, and have a unique opportunity to investigate them for 
  opportunities from which his House might proﬁt.
  Ship Points: 10
  Proﬁt Factor: 4
  MISSIONARIA GALAXIA
  Contacts within the Missionaria Galaxia can 
  prove extremely useful, for this division of the 
  Ecclesiarchy maintains holdings far beyond 
  the fringes. It may well be that a single 
  preacher operating out of an isolated mission proves a staunch 
  ally in a crisis, for he will be well-schooled in the ways of the 
  native population and well able to defend himself should the 
  need arise.
  The Missionaria does not lend its aid to just anyone 
  however, and any preacher to whom a Rogue Trader is forced 
  to turn for aid will only help him out after determining the 
  individual’s morale purity. Even when aid is forthcoming, the 
  preacher may well make demands in return, often including 
  requests for support in his own mission or substantial 
  donations to the mission of taking the Word of the Emperor 
  to the ignorant souls beyond the fringes.
  Ship Points: 8
  Proﬁt Factor: 6
  MERCHANT HOUSE
  Those Rogue Trader Dynasties whose fortunes are built upon 
  the acquisition and generation of vast sums of wealth will 
  have dealings with commercial combines across entire sectors 
  and beyond. They will have bonded scribes and factors 
  operating in the courts of the greatest of commercial concerns 
  and these will have the ear of the most inﬂuential merchants 
  in the region.
  It is important to remember that the great merchant houses, 
  particularly those who span several worlds, let alone whole 
  
  43
  I: Advanced Origins
  sectors are powerful institutions, and not ones to be crossed 
  lightly. Organisations with vast wealth and a long arm are 
  dangerous; more than one Rogue Trader has been brought to 
  ruin by a merchant house they thought dirt-bound and limited.
  Merchant contacts have a great many uses, for they allow 
  the Rogue Trader to tap into the vast web of inﬂuence and 
  power of the merchant houses in question. This network will 
  extend to the major settlements on almost every major world 
  in the Calixis Sector and in many cases beyond. For a price, 
  the Rogue Trader will be able to any service, from repair 
  facilities for a damaged vessel to the services of the merchant 
  house’s indentured mercenaries.
  Ship Points: 6
  Proﬁt Factor: 8
  PIRATES
  The space lanes of the Imperium are plagued with outlaws 
  and pirates. Some are human but others are alien such as the 
  dread Eldar Corsairs and brutal Ork Raiders. The closer to 
  Wilderness Space and the Fringes a Rogue Trader operates, 
  the more likely he is to come into contact with such scum, 
  and worse, humans who have cast aside even a pirates’ limited 
  sensibilities and given themselves over to the nightmarish 
  veneration of the Ruinous Powers.
  Every Rogue Trader will have faced pirates in 
  battle, and some will have had cause to join 
  together with them too from time to time. 
  Out beyond the borders one cannot afford 
  SYSTEMS OF AMBITION
  The core experience of Rogue Trader is based on the idea of a group of characters working with a single Rogue Trader 
  aboard a single spaceship (at least at the beginning!), exploring the unknown and seeking proﬁt amongst the stars as 
  masters of their own destinies. However, there are many different ways to play Rogue Trader that are just as valid. Here 
  are some options that the Game Master might consider when organising his Rogue Trader campaign.
  OPTION 1: A VOID-CARAVAN
  The Void-Caravan option presumes that there is an NPC Rogue Trader who holds the ultimate authority of the 
  Warrant of Trade. This NPC Rogue Trader commands a mighty ﬂeet of starships that travel from point to point both 
  within the Imperium and without. The player characters represent a group of trusted crew, allies, or perhaps friends 
  of the Rogue Trader or trusted individuals assigned to a younger scion of the Rogue Trader’s dynasty by its masters. 
  In this option, the player characters may operate on a much smaller, “zoomed-in” scale, perhaps operating out of a 
  smaller, non-Warp capable vessel, limited to ﬁnite areas of space or even operating closer to and operating between 
  the Imperium’s border areas. 
  The Void-Caravan presents the various massive starships like “towns” that the player characters can visit and use for 
  resources or internal story hooks, whilst the surrounding regions where the ﬂeet is stationed makes up the “wilderness” 
  wherein the characters can ﬁnd adventure. This option also allows for a more gradual growth to assuming power, 
  perhaps taking over for the NPC Rogue Trader over the course of play (he may die and need to be replaced by his 
  heir—one of the Player Characters, naturally!).
  OPTION 2: HAVE MACROCANNON, WILL TRAVEL
  This option is perfect for a group that would prefer to minimize the involvement of Non Player Characters. The “Have 
  Macrocannon, Will Travel” concept is based around the idea that the Rogue Trader starship is crewed almost entirely 
  by servitors. Perhaps the vessel was blessed by a particular Magos of the Adeptus Mechanicus or is owed a favour from 
  the Machine Cult from an ancient pact with the Rogue Trader’s ancestor. Whatever the method, this option allows for 
  the Player Characters to focus less upon their roles as leaders aboard the spaceship and allows a bit greater perception of 
  freedom and individual action, the ship largely ‘taking care of itself’ until needed. 
  The Player Characters will have a greater challenge ahead of them, having only each other and some lobotomized 
  servitors to rely upon when trouble strikes. Some players relish the opportunity to take on the role of a small, independent 
  band, however. Additionally, the results of the Player Character’s actions will feel much more signiﬁcant when they apply 
  only to that small group.
  OPTION 3: WAR STORIES 
  As it is often rightly said “In the Grim Darkness of the Far Future There is Only War,” and Rogue Traders sometimes have 
  a part to play in the Imperium’s Wars, most particularly when an Imperial campaign or Crusade must strike out into xenos 
  or renegade held space or into the uncharted void that is the Rogue Trader’s true domain. In this option the Rogue Trader 
  is allied or attached to a wider and ongoing war effort, this allows the GM to have some very deﬁnite goals and missions 
  in mind for the game, as well as offer assistance such as temporary forces, re-enforcements and repair to the Rogue Trader 
  and crew easily without risking giving them too much, too soon and overbalancing their ongoing games. 
  While this might seem like it does remove something of the Player Character’s freedom to act, this need not be the 
  case, as there’s a lot of proﬁt to be made (both legitimately and by other means) in the chaos of any war zone, not to 
  mention long term friends and enemies alike. This option could also be used quite easily to start off a Rogue Trader 
  campaign and serve to springboard a more open style of play once the Player Characters have settled in just as easily. 
  
  44
  I: Advanced Origins
  to be too choosy who ones allies with when the enemy is a 
  ravening alien horror or a gestalt swarm consciousness intent 
  upon feeding upon the Rogue Trader and his friends. Such 
  alliances are more often than not short-lived and matters, for 
  Rogue Traders and pirates exist at opposite ends of the scale 
  in terms of the Imperium’s institutions, yet it could be said 
  that both share a similar outlook in life—both parties see the 
  galaxy as there to be exploited in one way or another.
  Even those Rogue Traders who would never condescend to 
  ﬁght alongside a pirate may often ﬁnd themselves in contact 
  with them at one of the many border stations and outlaw 
  trading posts both will have occasion to visit in the course 
  of their operations. The most successful of pirates comport 
  themselves as petty kings or foppish princes, and trait the 
  share with many Rogue Traders.
  Ship Points: 4
  Proﬁt Factor: 10
  WARRANT RENOWN
  The last part of the process of creating your Rogue Trader 
  Dynasty is to establish how well known it is. Rogue 
  Traders enjoy the rarest of opportunities—the chance to 
  be remembered for something. Just be sure not to squander 
  the privilege!
  FAMOUS
  Whether or not they choose to admit it openly, or even to 
  themselves, the great majority of Rogue Traders crave fame 
  and the attendant powers and privileges that accompany it. To 
  have one’s name spoken with awe and respect by High Lords 
  and commoners the length and breadth of the Imperium is 
  for many the ultimate reward, perhaps even greater than the 
  vast personal wealth they amass along the way. In a galaxy 
  in which literally billions of lives are lost every single day in 
  the service of the Emperor, where a single man has little hope 
  of gaining recognition for even the greatest, most selﬂess of 
  acts, to be remembered after one’s time is perhaps the greatest 
  reward one can aspire to.
  Ship Points: 14
  Proﬁt Factor: 4
  UNKNOWN
  For many Rogue Traders, the thought of their name going un-
  remarked upon would be a terrible insult, while others prefer 
  to operate that way. Most Rogue Traders belong to the former 
  group, for they have not become the all-powerful servants 
  of the Imperium they are without promoting themselves and 
  their abilities to some degree.
  For many Rogue Trader dynasties, the condition of 
  being unknown is likely to be only temporary. Most seek 
  fame, even if, despite their best efforts, they ultimately 
  earn only infamy.
  Ship Points: 10
  Proﬁt Factor: 8
  INFAMOUS
  Some Rogue Trader Dynasties are known for all the wrong 
  reasons. A House purged in the aftermath of the Fall of the 
  Tellurian Combine for example might be held as an object 
  lesson in the follies of dappling in things man should have 
  no truck with. Other Houses are known for the ruthlessness 
  of their actions and although respected are not regarded with 
  any warmth. A Rogue Trader from such a House would be 
  wise to consider very carefully how widely he broadcasts his 
  name when operating beyond Imperial Space, for there are 
  many rivals who might take advantage of even a temporary 
  state of vulnerability.
  Ship Points: 6
  Proﬁt Factor: 12
  
  45
  II: Koronus Careers
  KROOT
  •
  KROOT 
  MERCENARY 
  •
  ORKS
  •
  ORK FREEBOOTER
  •
  ALTERNATE 
  CAREER RANKS
  •
  ELITE ADVANCES
  
  46
  46
  II: Koronus Careers
  Chapter II: 
  Koronus 
  Careers
  “Only when one ﬂies beyond the bounds of the Imperium does she 
  truly know herself.”
  –Captain Aoife Armenguarde
  T
  he ROGUE TRADER Core Rulebook provides an overview 
  of the wide variety of people who might be found on 
  a Rogue Trader’s starship. However, the Career options 
  provided in Rogue Trader are deliberately general. Unlike the 
  highly regimented facets of much of Imperial society, a Rogue 
  Trader and his crew can be a disparate and varied lot. An Arch-
  militant could be anyone from a former soldier, to a bounty 
  hunter, to an assassin for hire, and most other Careers offer an 
  equal amount of variation. 
  However, many players might prefer to give their characters 
  a greater focus, possibly directing their evolution so that they 
  emphasise a type of individual unique to the Expanse, or just 
  markedly different from their broad character template. Much 
  of this customisation is done through the process of roleplaying, 
  and developing the character’s personality, opinions, and goals. 
  To aid this, this chapter introduces Alternate Career Ranks, 
  starting on page 70. These allow for extensive character 
  customization, and can take Careers in very different directions 
  than those presented in the ROGUE TRADER Core Rulebook. 
  In addition to the Alternate Career Ranks, this chapter also 
  contains two entirely new Careers, the Kroot Mercenary and 
  the Ork Freebooter. 
  XENOS CHARACTERS 
  Ork and Kroot are both xenos races—that is to say, non-
  human. The relationship between xenos races and humanity is 
  strained at best, outright hostile at worst, and xenos themselves 
  can think and behave in ways truly alien to humanity. Both 
  races are available as a Career choice when creating a new 
  Character. However, before doing so, the player should talk 
  with his GM. At the very least, the GM should know there 
  will be a xenos character in his game, so that he can take it 
  into account. The GM may even ask the player not to play a 
  xenos character, as it might disrupt plans he has for the game. 
  In this case, the player and the GM should work to come to a 
  mutually acceptable solution. 
  For the most part, xenos characters work in the same way 
  as human characters. They gain experience, which they can 
  spend on their advance schemes. They gain Talents and Skills, 
  just like human characters. However, in other ways they differ. 
  One important difference is that xenos characters do not use 
  the Origin Path in Rogue Trader. The Origin Path is designed 
  to reﬂect human experiences, and does not apply to xenos. 
  Instead, xenos characters have different choices detailing 
  their backgrounds, as found in their individual entries. 
  In addition, all xenos characters have several Traits that 
  apply to them, detailed below. 
  THE ALIEN IN THE 
  IMPERIUM
  To call the Imperium of Man xenophobic is something of an 
  understatement. The Imperium believes in the manifest destiny 
  of the human race to rule the galaxy; the preachers of the 
  Ministorum tell the unwashed masses to abhore and fear the 
  vile alien, and Crusades to purge planets, star systems, or even 
  entire sectors of xenos races are common-place. Whether this 
  attitude is abhorrent or laudable is debatable—there are many 
  xenos races who are just as eager to destroy the Imperium as 
  the Imperium is to destroy them. In any case, non-humans are 
  manifestly unwelcome in the Imperium. The Imperium is not 
  a cosmopolitan society, and the few xenos that interact with it 
  live on its fringes: on Frontier worlds, far-ﬂung void stations, 
  and amongst the crews of certain Rogue Trader vessels. 
  This isolation generates ignorance—both the Imperium’s 
  ignorance of xenos physiognomy, civilisation, and culture, and 
  xenos ignorance of the details and minutia of the Imperium. 
  When combined with the very ‘alienness’ of a xenos (sentient 
  though it may be), it imposes certain limitations between a 
  xenos player character and Imperial society. Therefore, all 
  xenos player characters (such as Ork Freebooterz and Kroot 
  Mercenaries), gain the following Traits, in addition to the 
  Traits, Talents, and Skills provided by their Careers. 
  NON-IMPERIAL (TRAIT)
  This Character was not raised amongst humans, and knows 
  little about the culture and history of the Imperium. The laws, 
  traditions, religion and superstitions of Mankind are unfamiliar 
  and alien to Characters with this trait. The character suffers 
  a -10 penalty on all Common Lore, Forbidden Lore and 
  Scholastic Lore tests relating to the Imperium of Man.
  SPEAK NOT UNTO THE ALIEN (TRAIT)
  This character is a member of an alien species, viewed with a 
  mixture of fear and loathing by those of other species, and so 
  is essentially different in form and thought that any kind of 
  social interaction is a signiﬁcant challenge. 
  This creature counts all Fellowship-based tests as being two 
  steps more difﬁcult when dealing with creatures of a species 
  other than its own. Additionally, those of other species treat their 
  Fellowship-based tests as being two steps more difﬁcult when 
  dealing with him. These penalties do not apply when dealing 
  with individuals who have come to trust the xenos player 
  character, for whatever reason (although the ﬁnal arbitrator of 
  this is the GM). Finally, the presence of any xenos aboard a 
  human vessel is unsettling for the crew, and as rumours spread, 
  discontent over the alien in their midst becomes noticeable. 
  The continued presence of one or more xenos player characters 
  aboard a ship reduces its Morale by 2.
  
  47
  47
  II: Koronus Careers
  Kroot 
  “You are strong. It will be good to have that strength.”
  –Awkrin Ghorank, Shaper of the Bloodhawk Kindred
  T
  he Kroot homeworld of Pech lies within the Ultima 
  Segmentum, not far from the Tau Empire. On this 
  world, massive evergreen forests of the hardy jagga 
  tree cover most of the prime continent. The other regions of 
  Pech that are not covered by forest are mainly inhospitable 
  ranges of rock cliffs and jagged mountains. It is from Pech’s 
  deep forests that the Kroot originated, and there, they live 
  within arboreal colonies in family groups known as Kindreds, 
  led by wise and ancient Kroot called Shapers. Most make 
  their homes, nestled amongst the higher branches of the 
  trees, from animal hides and regurgitated dead wood pulp.
  The Kroot are a tall race, averaging two metres in height, 
  and their lanky frames have a deceptively fragile appearance. In 
  reality, Kroot musculature is composed of dense ﬁbre spindles 
  that are extremely efﬁcient and powerful. This structure 
  possesses a higher power to mass ratio than humans, and rapid 
  muscle contractions create a whiplash effect—meaning that a 
  Kroot can deliver a rapid series of powerful blows. Kroot can 
  hop from tree to tree with great speed, and on the ground 
  they move with a hopping, bounding gait that eats up distance. 
  Kroot are clearly evolved from avian stock, possessing a light 
  but strong bone structure, a quill-like “ruff,” and a beak.
  The Kroot remain a primitive culture in many ways. They 
  favour harnesses worked from animal hides and often adorn 
  themselves with bones, handcrafted amulets, and circlets. 
  Kroot culture reﬂects the savage environment of their origin—
  they are ﬁerce and ruthless warriors with few scruples, 
  but they possess many noble qualities as well. Kroot are 
  courageous, tenacious, and often proud. They are well-known 
  for honouring any agreement to the letter. Kroot are often 
  confused by advanced technology, but they learn quickly and 
  have adapted to many improvements made to gear that they 
  are already familiar with, such as the enhanced ammunition 
  and the Kroot riﬂes adapted to ﬁre that ammunition, both 
  provided by the Tau.
  The most infamous habit of the Kroot is their preference 
  for eating the ﬂesh of the dead. Even in the midst of combat, 
  Kroot will often ritually devour the corpses of those they have 
  killed, and there is almost nothing beyond their tastes.
  The Kroot digestive system is a marvel of efﬁciency, capable 
  of breaking down almost any organic material into a form of 
  energy stored in specialised organs called nymunes scattered 
  throughout their bodies. By far, the strangest quirk of Kroot 
  digestion is their ability to extract potentially useful strands of 
  their food’s DNA. Much of the double-helix structure of the 
  Kroot’s own DNA is somehow “blank,” used to separate those 
  areas that do contain useful genetic information. The Kroot 
  have inherited a unique mutation that gives them the 
  ability to incorporate useful DNA codes into their own 
  genetic structure. With guidance from the Shapers, 
  successive generations of Kroot may exhibit 
  special qualities of those gene-codes.
  
  48
  II: Koronus Careers
  The presence of the Kroot in the Koronus Expanse is an 
  intriguing mystery. Whilst the Shapers have not answered 
  questions on the subject, it is rumoured that a number of 
  Kroot Warspheres entered the Expanse via a previously-
  unknown warp gate—a gate that somehow links the Expanse 
  to the vastly distant Eastern Fringe.
  ALIEN BIOLOGY
  Like all aliens, Kroot differ from humanity in a number 
  of ways—some obvious, others less so. The most evident 
  differences are listed in their own sections: the Kroot’s avian 
  characteristics, enhanced senses, unusual musculature, and 
  unnatural hunger for the dead. Other, more subtle differences 
  are noted below.
  MEDICAL ATTENTION
  Kroot physiology is completely unlike that of any human. 
  Because the use of the Medicae Skill is oriented primarily 
  towards humans, treating a Xenos creature of any kind is a 
  challenge. Any Medicae Tests used on a Kroot are automatically 
  one degree harder in difﬁculty. Typically, human-made drugs 
  have little to no effect upon a Kroot, although poisons and 
  toxins have their normal effect. The GM should decide if a 
  particular drug should effect a Kroot, and to what extent.
  Bionics are completely unknown amongst the Kroot, and 
  their unusual musculature and bone structure make bionic 
  limbs nearly impossible to correctly install on a Kroot’s body. 
  The GM may allow a Kroot to acquire certain bionics or 
  cybernetic implants at his discretion, but such things should 
  be considered unnatural to the Kroot, both physically and 
  culturally. The GM should consider very carefully before he 
  allows a Kroot character to gain any bionic or cybernetic 
  implants.
  KROOT AND TECHNOLOGY
  Generally speaking, the Kroot are still a mostly primitive 
  culture. The Kroot have learned how to operate some 
  examples of advanced technology, including their Tau-
  adapted Kroot riﬂes and warsphere spacecraft, but a typical 
  Kroot still lives as his ancestors did centuries 
  ago. Kroot generally disdain any kind of heavy armour, 
  preferring the range of motion their unique musculature and 
  skeletal structures allow. Their unique shape and distinctive 
  movements also render human armor thoroughly incompatible. 
  Customising equipment for a Kroot is an expensive process. 
  Any human weapons, armour, or gear modiﬁed for a Kroot’s 
  body increases its Rarity by one step, due to the effort 
  involved. 
  KROOT PLAYER 
  CHARACTERS
  Kroot are stealthy, inquisitive, and bold. They respect strength 
  and wealth, and although they have an appreciation for high 
  technology, they do not worship it. Kroot are quite different 
  from other types of characters in what motivates them and 
  how they react to unusual circumstances. Because of these 
  factors, Kroot characters are recommended for experienced 
  players familiar with the Warhammer 40,000 universe. Kroot 
  characters do not use the standard character generation 
  process in the ROGUE TRADER Core Rulebook.
  In order to create a Kroot character, you must ﬁrst obtain 
  your Game Master’s permission. GMs should carefully 
  consider the kind of campaign and adventures they intend to 
  run before deciding to allow Kroot player characters. Alien 
  characters present a number of difﬁculties when dealing 
  with typical agencies or organisations of the Imperium—not 
  to mention other, more puritanical Rogue Traders and their 
  retinues, who may object to the character’s very presence. The 
  GM should also consider the grisly habits of a Kroot with 
  regards to devouring corpses, as not all roleplaying groups 
  will ﬁnd this subject comfortable.
  If these complications are properly considered by the 
  GM and he has given his consent to the creation of a Kroot 
  character, then generating a Kroot player character is a very 
  similar process to creating a human one. Kroot characters do 
  not use the Origin Path (except at the GM’s discretion), and 
  instead use all the following modiﬁcations, additional Traits, 
  and other information.
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  49
  II: Koronus Careers
  KROOT KINDREDS
  Among the Kroot, a Kindred represents a combination of clan 
  and tribe—a group of warriors serving the same Shaper (or 
  Shaper council). They are brethren, ﬁercely loyal to each other 
  and trained in the same beliefs and traditions since birth. A 
  Kroot character must select one of the following Kindreds:
  BOLD HUNTER
  This Kroot was born into a Kindred that has selected prey 
  possessing great courage. Many such Kindreds have feasted 
  upon the apex predators of a dozen of worlds, passing on the 
  gifts of increased bravery, excellent hand-eye coordination, 
  and coolness under ﬁre.
  Beneﬁts: The Kroot gains +5 BS, a +5 bonus to Wrangling 
  Tests, and a +10 bonus to resist Fear or Pinning.
  CUNNING HYBRID
  Upon entering the Koronus Expanse, the Kroot soon 
  encountered the devious alien merchants known as the 
  Stryxis. They were delicious. Shapers who have directed their 
  Kindred to feed upon Stryxis notice a proclivity for cunning 
  and deviousness in later generations of Kroot.
  Beneﬁts: The Kroot gains +10 Int, a +5 bonus to Barter and 
  Deceive Tests, and a +1 bonus to Initiative.
  GREENSKIN HYBRID
  The Kroot have battled against Orks for centuries, and it was 
  during a major battle on their homeworld of Pech that the 
  Kroot and Tau ﬁrst formed an alliance. Many times since, the 
  Orks have encountered Kroot mercenaries as both enemies 
  and allies, and the Shapers have learned to strengthen their 
  Kindred by devouring Ork ﬂesh. Doing so produces a 
  startling resilience in a Kroot’s frame.
  Beneﬁts: The Kroot gains +10 Toughness. This bonus is 
  applied after calculating starting Wounds. 
  HEADHUNTER
  Certain Kindred of Kroot have fed upon the most poisonous 
  creatures they could hunt. The resulting generations of Kroot 
  are nearly impervious to all forms of poison and are capable 
  of secreting a highly corrosive acid that burns the exposed 
  ﬂesh of their enemies.
  Beneﬁts: The Kroot automatically passes all Toughness 
  Tests to resist toxins and weapons with the Toxic Quality. 
  The Kroot’s beak loses the Primitive Quality and gains the 
  Toxic Quality.
  KROOT TRAITS
  The following Traits are common to all Kroot. All Kroot Player Characters automatically gain these Traits. 
  EATERS OF THE DEAD
  Kroot are infamous for their practice of devouring the corpses of their foes. If necessary, they will even turn cannibal 
  and eat Kroot corpses. A Kroot who devours a fresh corpse (the GM has discretion to decide what qualiﬁes as “fresh”—
  typically, the corpse must have been killed no more than 24 hours previously, and the corpse must be that of an organic 
  creature; no daemons or machines!) gains a number of bonus Wounds equal to the unmodiﬁed Toughness Bonus that the 
  corpse possessed when it was alive (typically three). These bonus Wounds may not exceed the Kroot’s own Toughness 
  Bonus and remain for a number of hours equal to the Kroot’s Toughness Bonus or until they are lost, whichever comes 
  ﬁrst. Unlike normal Wounds, these bonus Wounds are removed when affected by the Damage of any successful attack, 
  and are always removed ﬁrst before applying Damage to the Kroot’s normal Wounds. In addition, a Kroot who consumes 
  a fresh corpse heals at twice the normal rate and adds one additional bonus Wound to any wounds healed through any 
  other means (i.e., psychic healing, etc.) for a number of hours equal to his Toughness Bonus. A Kroot can only receive 
  bonus Wounds from one consumed corpse at a time. 
  If a Kroot consumes a corpse while beneﬁting from bonus Wounds from a previous corpse, he loses the previous bonus 
  Wounds and gains bonus Wounds from the new corpse instead. 
  FIELDCRAFT
  Kroot gain a +10 bonus to all Concealment, Shadowing, and Silent Move Tests. In addition, Kroot treat forests, jungles, 
  and similar environments as open terrain.
  KROOT BEAK
  The Kroot’s beak is a natural weapon (see page 366 in ROGUE TRADER) with the following proﬁle: 1d5+SB R, Primitive.
  KROOT PHYSIOLOGY
  Kroot are far more comfortable wearing light armour or piecemeal protection scavenged from the battleﬁeld. When a 
  Kroot wears armour that provides more than 3 APs, he loses the beneﬁts of the Unnatural Perception and Fieldcraft 
  Traits. (Note that Kroot do not start with Unnatural Perception, but can purchase it.) 
  
  50
  II: Koronus Careers
  STALKER
  The predecessors of these Kroot habitually preyed upon 
  chameleonic reptiles and other such creatures that blend 
  into their surroundings. The resulting Kindred are incredibly 
  stealthy, and their skin ripples with colours and patterns that 
  make them nearly invisible when they wish to hide.
  Beneﬁts: The Kroot may make Concealment and Silent Move 
  Tests as a Free Action and may do so even while being observed.
  KROOT CHARACTERISTICS
  As with human characters, Characteristics are generated one 
  at a time for Kroot. However, where human Characteristics 
  are all generated in the same way, by rolling 2d10 and 
  adding 25 to the total, Kroot add different base values to 
  each Characteristic. These are detailed on Table 2–1: Kroot 
  Characteristics. 
  Starting Wounds: Kroot characters double their Toughness 
  Bonus and add 1d5+3 to the result to determine their starting 
  number of Wounds.
  Starting Fate Points: Roll 1d10 to determine a Kroot 
  character’s starting Fate Points. On a 1-5, the Kroot begins 
  with 2 Fate points. On a 6-10, he begins with 3 Fate Points.
  KROOT TALENTS 
  The following Talents may only be taken by Kroot characters 
  (or, in the case of the Mercenary Talent, are abilities all Kroot 
  start with). Some of the Talents are also restricted for the 
  Kroot Shaper Alternate Career Rank (page 86). 
  ANCESTRAL BLESSING
  Prerequisites: Shamanic Powers
  The Shaper’s rituals are attuned to asking the warrior spirits of 
  his ancestors for aid in battle. The Kroot may affect himself and a 
  number of Kroot equal to his Willpower Bonus with this ability. 
  The Shaper may apply the beneﬁts of this Talent to non-Kroot 
  allies, but he must ﬁrst pass a Challenging (+0) Willpower Test. 
  Those who beneﬁt from this ritual gain a +2 bonus to melee 
  damage rolls for a number of rounds equal to the Shaper’s 
  Willpower Bonus. This ability may be used only once per day.
  BLOOD OF THE STALKER
  Prerequisites: Shamanic Powers
  The Shaper daubs the blood of a local predator upon his 
  exposed skin and those of his allies, cawing a prayer to gain 
  the favour of his ancestors in the coming hunt. The Shaper 
  may apply this Talent to himself and a number of Kroot equal 
  to his Willpower Bonus. The Shaper may apply the beneﬁts 
  AN ALIEN MIND
  Kroot differ from humanity in mind as well as in body. Apart from the Kroot’s interest in eating the dead and strengthening 
  their race’s genetic makeup, Kroot have other signiﬁcant psychological divergences that are listed below.
  KROOT GENDER
  While the Kroot do possess two genders, there are no real cultural differences between a male and a female Kroot. 
  Physically, female Kroot are very difﬁcult to distinguish from the males, and most observers ﬁnd it nearly impossible to 
  tell which is which. The Kroot’s unusual senses mean that the sexes are mostly distinct in ways unnoticeable to a human, 
  and by the same token, most humans appear just as sexless to the Kroot! Kroot gain a +20 bonus to any attempt to resist 
  seduction against a non-Kroot.
  KROOT AND CORRUPTION
  The temptations of the Ruinous Powers do not have the same lure for the Kroot as they do for other races. Kroot 
  characters suffer Corruption Points as normal, but the effects of Corruption Points are slightly different. The GM should 
  carefully consider the effects of a malignancy upon a Kroot character. Generally, corruption from the warp expresses 
  itself in the Kroot as a regression towards their more feral, crude origins. A highly corrupt Kroot, for example, may have 
  abandoned ﬁrearms entirely in favour of devouring other sentient beings with his bare hands—ripping them into bloody 
  gobbets to be greedily swallowed down at the slightest provocation.
  KROOT AND INSANITY
  Like most other thinking creatures, Kroot possess a measurable level of sanity, and this may be affected by their 
  environment and experiences much like the mind of a human. Kroot characters suffer Insanity Points as normal. The GM 
  should carefully consider the applications of various disorders on a Kroot character. For example, a Kroot is unlikely to 
  suffer a phobia of the dead.
  Table 2—1: Kroot Characteristics 
  Characteristic
  2d10+
  Weapon Skill
  30
  Ballistic Skill
  25
  Strength
  25
  Toughness
  25
  Agility
  30
  Intelligence
  20
  Perception
  25
  Willpower
  25
  Fellowship
  20
  
  51
  II: Koronus Careers
  of this Talent to non-Kroot allies, but he must ﬁrst pass a 
  Challenging (+0) Willpower Test. Those who beneﬁt from 
  this ritual gain an additional degree of success on any passed 
  Concealment, Shadowing, or Silent Move Tests.
  GREED IS GOOD
  Prerequisites: Mercenary Trait
  The mercenary ﬁghts all the harder to gain his reward, and 
  lets nothing stand in his way. The character may re-roll any 
  failed Willpower Test to avoid Fear and Pinning.
  HYPERACTIVE NYMUNE ORGAN
  Prerequisites: Kroot
  The Kroot’s nymune organs are hyperactive, storing greater 
  amounts of energy. The Kroot’s metabolism is sped up, 
  improving his raw muscle speed, reﬂexes, and reaction time. 
  The Kroot gains one additional Reaction per round. When 
  taking the Full Move action, the Kroot may move an extra 
  number of metres equal to his Agility Bonus. When taking 
  the Run action, he may double his movement for one Round. 
  He gains one level of Fatigue if he uses this Talent in two 
  consecutive Turns unless he passes a Toughness Test.
  KROOT LEAP
  Prerequisites: Kroot, Strength 45+, Agility 45+
  Kroot are adept at using their long legs to jump, hop, and leap 
  long distances. The Kroot has learned to use this advantage 
  whilst rushing an enemy in close combat. When taking the 
  Charge action, the Kroot can ignore obstacles between him 
  and his target by making a Running Vertical Jump (see page 
  266 of the ROGUE TRADER Core Rulebook). This Talent may 
  only be used if there is room for the Kroot to land next to his 
  target and if there is enough overhead space for the Kroot to 
  leap over the obstacles. For example, a wall that goes from ﬂoor 
  to ceiling may not be leapt over, nor would something taller 
  than the Kroot’s vertical jump distance. If the Kroot successfully 
  strikes his target whilst using this Talent, the Kroot may make 
  a Knock-Down Action (see page 241 of the ROGUE TRADER 
  Core Rulebook) against the target as a Free Action.
  MERCENARY
  Prerequisites: Kroot
  Kroot mercenaries may make a roll against the group’s Proﬁt 
  Factor instead of his Willpower when attempting to resist 
  Fear and Pinning. All Kroot start with this Talent. 
  PROPHETIC DREAMS
  Prerequisites: Shamanic Powers
  Many Shapers seek guidance from their ancestors in visions 
  and dreams. Often, these visions may grant the Shaper insight 
  into the future, although such glimpses are quite difﬁcult to 
  interpret. The Kroot may enter a trance during his normal 
  sleep cycle. During this trance, he may receive a vision that 
  grants him some foreknowledge of the future. The Kroot may 
  re-roll one failed Test during the next 24 hours. In addition, 
  the GM may (if he chooses) describe a vision that is granted 
  to the Shaper. This vision should provide a hint or a clue as 
  to signiﬁcant events that are likely to occur to the Shaper (or 
  to those he is closely connected with, such as other members 
  of his Kindred or other player characters). These visions may 
  relate to something that is likely to occur in the next week or 
  even years hence.
  
  52
  52
  52
  II: Koronus Careers
  Kroot 
  Mercenary
  “The Kroot are bred for battle.”
  –Teknar Krawk, Kroot Mercenary
  The Tau Empire has entirely integrated the Kroot 
  homeworld of Pech, but that is not to say that all Kroot 
  ﬁght for the Tau. In fact, many mercenary forces of 
  Kroot can be found ﬁghting alongside Eldar and human 
  forces—and occasionally even amongst the ranks of foul 
  Chaos renegades or the Ork hordes. Kroot mercenaries 
  hold no prejudices against any particular race, and care 
  only that they are well paid for their services. Naturally, 
  such behaviour is anathema to the Tau’s philosophy of 
  the Greater Good. Thus, the Kroot hide their mercenary 
  activities and avoid contact with Tau forces if at all possible. 
  In the end, strengthening the Kroot’s genetic makeup is 
  of paramount importance, and the Koronus Expanse is an 
  opportunity the Kroot simply cannot ignore.
  Like all Kroot, the mercenaries can interpret sensory 
  information very quickly, and their senses are all ﬁnely 
  tuned, linked through a series of ganglia that run the 
  length of their crests. This makes it very difﬁcult to hide 
  from a Kroot, and some mercenaries have been known 
  to track prey across hundreds of 
  miles of inhospitable terrain in 
  order to make the kill. Kroot 
  mercenaries are also content 
  to wait out their prey if 
  necessary, and can initiate a 
  state of hibernation at will—
  sustained by the energy stored 
  in their nymunes.
  Kroot are fearsome opponents in 
  an assault, able to ﬁght far more 
  effectively at close quarters than 
  most humans—this ability due 
  in part to the Kroot’s sharp 
  senses and superior corded 
  musculature. 
  However, 
  unlike 
  other 
  soldiers 
  who ﬁght for what they 
  believe in, secure in the 
  knowledge that they are serving a higher purpose, Kroot 
  ﬁght solely for reward. This philosophy means that Kroot 
  mercenaries ﬁght harder and more tenaciously for greater 
  payments, so their battleﬁeld discipline is unpredictable at 
  best. Many individuals in the Koronus Expanse who disobey 
  Imperial prohibitions on xenos contact and would otherwise 
  deal with xenos species will avoid arrangements with the 
  Kroot for this very reason. 
  However, the vast wealth and resources of a Rogue Trader 
  are a perfect ﬁt for the Kroot Mercenary’s approach, and 
  more than a few Rogue Traders who operate in the Koronus 
  Expanse, such as the famous Madam Charabelle, are known 
  to employ Kroot amongst their armsmen. Some particularly 
  cunning or resourceful Kroot take their place amongst a 
  Rogue Trader’s closest conﬁdantes and advisors. In this 
  capacity, Kroot serve as a bodyguard or chief warrior whilst 
  providing the beneﬁts of the Kroot’s superior senses and 
  ferocity when trouble strikes.
  STARTING SKILLS, TALENTS, TRAITS 
  & GEAR
  Starting Skills: Awareness, Concealment, Dodge, Silent 
  Move, Speak Language (Kroot, Low Gothic, Tau)
  Starting Talents: Basic Weapon Training (Universal), 
  Exotic Weapon Training (Kroot Riﬂe), Melee Weapon 
  Training (Universal), Heightened Senses (Sight), 
  Heightened Senses (Hearing), Mercenary
  Starting Traits: Natural Weapons (Beak), Unnatural 
  Strength (x2).
  Starting Gear: Kroot Riﬂe, mono-knife, kroot 
  leathers, Kroot-modiﬁed void-suit, micro-bead.
  
  53
  53
  53
  II: Koronus Careers
  Rank 1 Kroot Mercenary Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness
  100
  Skill
  —
  Climb
  100
  Skill
  —
  Common Lore (War)
  100
  Skill
  —
  Concealment
  100
  Skill
  —
  Dodge
  100
  Skill
  —
  Intimidate
  100
  Skill
  —
  Silent Move
  100
  Skill
  —
  Tracking
  100
  Skill
  —
  Survival
  100
  Skill
  —
  Wrangling
  100
  Skill
  —
  Forbidden Lore (Xenos)
  200
  Skill
  —
  Exotic Weapon Training (Kroot Riﬂe)
  100
  Talent
  —
  Polyglot
  200
  Talent
  —
  Basic Weapon Training (Universal)
  500
  Talent
  —
  Melee Weapon Training (Universal)
  500
  Talent
  —
  Hyperactive Nymune Organ
  500
  Talent
  Kroot
  Rank 2 Kroot Mercenary Advances
  Advance
  Cost
  Type
  Prerequisites
  C0#'@+,%0&
  ;<<
  D9%33
  E
  F+#,"#
  ;<<
  D9%33
  E
  >3%$@)G=<
  ;<<
  D9%33
  >3%$@
  >'(0"+3$"(,)G=<
  ;<<
  D9%33
  >'(0"+3$"(,
  >'(,'#,%'(%&,
  ;<<
  D9%33
  E
  H'-*")G=<
  ;<<
  D9%33
  H'-*"
  D0#4,%(1
  ;<<
  D9%33
  E
  D"+#0/
  ;<<
  D9%33
  E
  D%3"(,)I'?")G=<
  ;<<
  D9%33
  D%3"(,)I'?"
  D4#?%?+3)G=<
  ;<<
  D9%33
  D4#?%?+3
  DA%$
  ;<<
  D9%33
  E
  JK',%0)8"+.'()L#+%(%(*)M>/''&")N("O
  ;<<
  L+3"(,
  E
  I%$%0
  ;<<
  L+3"(,
  E
  D'4(-)>'(&,%,4,%'()MKPO
  ;<<
  L+3"(,
  E
  Q#'',):"+.
  R<<
  L+3"(,
  Q#'',S)D,#"(*,/)TRS)C*%3%,1)TR
  U((+,4#+3)!"#0".,%'()MK;O
  R<<
  L#+%,
  !"#)TR
  Kroot Characteristic Advances
  Characteristic
  Simple
  Intermediate
  Trained
  Expert
  Weapon Skill
  100
  250
  500
  750
  Ballistic Skill
  250
  500
  750
  1,000
  Strength
  100
  250
  500
  750
  Toughness
  250
  500
  750
  1,000
  Agility
  100
  250
  500
  750
  Intelligence
  500
  750
  1,000
  2,500
  Perception
  100
  250
  500
  750
  Willpower
  250
  500
  750
  1,000
  Fellowship
  500
  750
  1,000
  2,500
  
  54
  II: Koronus Careers
  Rank 3 Kroot Mercenary Advances
  Advance
  Cost
  Type
  Prerequisites
  C0#'@+,%0&)G=<
  ;<<
  D9%33
  C0#'@+,%0&
  CA+#"("&&)G=<
  ;<<
  D9%33
  CA+#"("&&
  F+#,"#)G=<
  ;<<
  D9%33
  F+#,"#
  >3%$@)G;<
  ;<<
  D9%33
  >3%$@)G=<
  >'(0"+3$"(,)G;<
  ;<<
  D9%33
  >'(0"+3$"(,)G=<
  H'-*")G;<
  ;<<
  D9%33
  H'-*")G=<
  V(,%$%-+,")G=<
  ;<<
  D9%33
  V(,%$%-+,"
  D0#4,%(1)G=<
  ;<<
  D9%33
  D0#4,%(1
  D"+#0/)G=<
  ;<<
  D9%33
  D"+#0/
  D%3"(,)I'?")G;<
  ;<<
  D9%33
  D%3"(,)I'?")G=<
  D4#?%?+3)G;<
  ;<<
  D9%33
  D4#?%?+3)G=<
  DA%$)G=<
  ;<<
  D9%33
  DA%$
  7#""-)%&)7''-
  R<<
  L+3"(,
  I"#0"(+#1)L#+%,
  C$@%-"K,#'4&
  ;<<
  L+3"(,
  C*)P<
  C&&+&&%()D,#%9"
  ;<<
  L+3"(,
  C*)T<S)C0#'@+,%0&
  Rank 4 Kroot Mercenary Advances
  Advance
  Cost
  Type
  Prerequisites
  Acrobatics +20
  200
  Skill
  Acrobatics +10
  Awareness +20
  200
  Skill
  Awareness +10
  Barter +20
  200
  Skill
  Barter +10
  Common Lore (War) +10
  200
  Skill
  Common Lore (War)
  Contortionist +20
  200
  Skill
  Contortionist +10
  Forbidden Lore (Xenos) +10
  200
  Skill
  Forbidden Lore (Xenos)
  Gamble
  200
  Skill
  —
  Scrutiny +20
  200
  Skill
  Scrutiny +10
  Search +20
  200
  Skill
  Search +10
  Berserk Charge
  200
  Talent
  —
  Bloodtracker
  200
  Talent
  —
  Catfall
  200
  Talent
  Ag 30
  Blademaster
  500
  Talent
  WS 30, Melee Weapon Training (Any)
  Combat Master
  500
  Talent
  WS 30
  Counter Attack
  500
  Talent
  WS 40
  Rank 5 Kroot Mercenary Advances
  Advance
  Cost
  Type
  Prerequisites
  >%./"#&)MI"#0"(+#1)>+(,O
  ;<<
  D9%33
  E
  >'$$'():'#")M8+#O)G;<
  ;<<
  D9%33
  >'$$'():'#")M8+#O)G=<
  B'#@%--"():'#")MW"('&O)G;<
  ;<<
  D9%33
  B'#@%--"():'#")MW"('&O)G=<
  >'$@+,)D"(&"
  R<<
  L+3"(,
  !"#)T<
  >#4&/%(*)F3'A
  R<<
  L+3"(,
  D)T<
  H"+-"1")D/',
  ;<<
  L+3"(,
  FD)P<
  JK',%0)8"+.'()L#+%(%(*)M>/''&")N("O ;<<
  L+3"(,
  E
  B4#%'4&)C&&+43,
  R<<
  L+3"(,
  8D)PR
  X+#-)L+#*",
  ;<<
  L+3"(,
  C*)T<
  X+#-1
  ;<<
  L+3"(,
  L)T<
  X%.)D/'',%(*
  ;<<
  L+3"(,
  FD)T<S)C*)T<
  :"+.)U.
  ;<<
  L+3"(,
  C*)P<
  :%*/,)D3""."#
  ;<<
  L+3"(,
  !"#)P<
  I+#9&$+(
  ;<<
  L+3"(,
  FD)PR
  LA'Y8"+.'()8%"3-"#)MI"3""O
  R<<
  L+3"(,
  8D)PRS)C*)PR
  
  55
  II: Koronus Careers
  Rank 6 Kroot Mercenary Advances
  Advance
  Cost
  Type
  Prerequisites
  U&9/-6(!$-&I%
  D33
  ;&-"/
  4(BD
  V,/"F":-/%(123
  233
  45"66
  V,/"F":-/%(173
  49&%(4/&"5%
  233
  ;-6%,/
  @4(P3
  A&%+"'%(U68K
  D33
  ;-6%,/
  49&%(4/&"5%
  W9"+5(=&-K
  233
  ;-6%,/
  <
  L%'"'/-,+%()R%-&0
  233
  ;-6%,/
  <
  L%'"'/-,+%()A'.+$"+(;%+$,"X9%'0
  233
  ;-6%,/
  <
  ;-6%,/%:()=8:I%0
  233
  ;-6%,/
  <
  ;-6%,/%:()4"6%,/(*8>%0
  233
  ;-6%,/
  <
  ;-6%,/%:()!8,+%-6F%,/0
  233
  ;-6%,/
  <
  ;-5%:8K,
  233
  ;-6%,/
  <
  4$-&#'$88/%&
  D33
  ;-6%,/
  U4(B3Q(=%-:%.%(4$8/
  4/%#(N'":%
  D33
  ;-6%,/
  NI(B3Q(=8:I%
  4K"J/(N//-+5
  D33
  ;-6%,/
  @4(PD
  @-66(8J(4/%%6
  D33
  ;-6%,/
  NI(PD
  Rank 8 Kroot Mercenary Advances
  Advance
  Cost
  Type
  Prerequisites
  !"#$%&'()*%&+%,-&.(!-,/0(123
  233
  45"66
  !"#$%&'()*%&+%,-&.(!-,/0(173
  489,:(!8,'/"/9/"8,
  233
  ;-6%,/
  <
  =%+%">%(173
  233
  45"66
  =%+%">%
  =%+%">%(123
  233
  45"66
  =%+%">%(173
  !-&89'%
  233
  45"66
  <
  !-&89'%(173
  233
  45"66
  !-&89'%
  ="%(?-&:
  233
  ;-6%,/
  @A(B3
  =9/.(C,/8(=%-/$
  D33
  ;-6%,/
  @A(BD
  E-FG6%(123
  233
  45"66
  E-FG6%(173
  H->"I-/"8,()49&J-+%0(123
  233
  45"66
  H->"I-/"8,()49&J-+%0(173
  4K"F(123
  233
  45"66
  4K"F(173
  E88:(L%#9/-/"8,()*%&+%,-&"%'0
  233
  ;-6%,/
  <
  M"I$/,",I(N//-+5
  D33
  ;-6%,/
  4K"J/(N//-+5
  C,,-/9&-6(A%&+%#/"8,()OP0
  7Q333
  ;&-"/
  C,,-/9&-6(A%&+%#/"8,()O20
  Rank 7 Kroot Mercenary Advances
  Advance
  Cost
  Type
  Prerequisites
  !"#$%&'()*%&+%,-&.(!-,/0(173
  233
  45"66
  !"#$%&'()*%&+%,-&.(!-,/0
  =%+%">%
  233
  45"66
  <
  489,:(!8,'/"/9/"8,()OP0
  233
  ;-6%,/
  <
  A%%&()*%&+%,-&"%'0
  233
  ;-6%,/
  <
  E-FG6%(173
  233
  45"66
  E-FG6%
  @&-,I6",I(173
  233
  45"66
  @&-,I6",I
  @&-,I6",I(123
  233
  45"66
  @&-,I6",I(173
  R6-F%(@%-#8,(;&-",",I()C,">%&'-60
  D33
  ;-6%,/
  <
  A"'/86(@%-#8,(;&-",",I()C,">%&'-60
  D33
  ;-6%,/
  <
  SO8/"+(@%-#8,(;&-",",I()!$88'%(T,%0
  233
  ;-6%,/
  <
  SO8/"+(@%-#8,(;&-",",I()!$88'%(T,%0
  233
  ;-6%,/
  <
  H->"I-/"8,()49&J-+%0
  233
  45"66
  <
  H->"I-/"8,()49&J-+%0(173
  233
  45"66
  H->"I-/"8,()49&J-+%0
  
  56
  56
  II: Koronus Careers
  Orks
   “WAAAGH!”
   –Typical Ork Freebooter
  A
  longside humans, Orks are the most numerous 
  species in the galaxy, and their kind can be found 
  almost everywhere. Their proliﬁc nature is made 
  all the more perilous by their belligerence and inclination 
  towards violence, for the Orks are a species who crave one 
  thing above all else: war. It is no surprise, then, that mankind 
  and the greenskins have come into violent conﬂict frequently 
  since humanity ﬁrst took to the stars tens of thousands of 
  years ago—it is even rumoured that Orks were the ﬁrst Xenos 
  species ever encountered by mankind. Orks appear to have 
  simply always been there, careening from world to world 
  seemingly without aim or purpose other than the enthusiastic 
  slaughter of everything they meet.
  That the Orks have not rallied together and swept aside all 
  that stand before them is something many are thankful for, 
  and it is the same predilection for violence that makes them a 
  threat that also keeps them from uniting in such a terrifying 
  manner. When there are no other adversaries immediately on 
  hand, Orks will cheerfully make do with each other, engaging 
  in anything from simple ﬁst ﬁghts to all-out war, simply to 
  satisfy their need for noise and mayhem. This in itself should 
  be cause for relief, yet Orks revel in such warfare, and grow 
  larger and stronger through constant battle.
  Orks, then, are a race driven by the need to ﬁght. Their 
  species is considered, as a whole, to consist of little more than 
  violent animals wielding crude weapons and riding aboard 
  ramshackle starships that hurtle between the stars at random 
  until they ﬁnd something to attack. The truth is quite different. 
  Viewed as unintelligent, Orks possess a straightforward 
  mindset that has little time for reﬁned or ephemeral matters 
  and concerns itself primarily with base needs—food, drink, 
  shelter and aggression. Their technology is more sophisticated 
  than many will comfortably give credit for, patched together 
  from what appears as little more than scrap metal and junk yet 
  capable of devastating effects that escape the comprehension of 
  all but the ﬁnest scientiﬁc minds of the Adeptus Mechanicus.
  Their society is one with apparently very little internal 
  strife—while violence is endemic to them, they consider it a 
  natural part of life and seem to bear no ill-will towards their 
  enemies. Ork culture is comprised of a robust caste system 
  deﬁned by the size, strength and aptitudes of the individuals 
  contained within. Similarly, the issues of heresy and 
  sedition are almost unknown amongst the Orks; lacking the 
  inclination to muse about the nature of existence and being 
  frequently quite content with the state of things, few Orks 
  ever think of rebellion or the worship of the Ruinous Powers 
  at all, let alone consider them as alternatives to the Orks’ 
  own belligerent deities; entities known simply as “Gork” and 
  “Mork.” These twin gods are sometimes said to embody the 
  ideals of brutality and cunning, respectively, though few are 
  certain which god embodies which ideal.
  It should come as little surprise, then, to imagine that 
  Orks comprise a signiﬁcant portion of the raiders and pirates 
  
  57
  57
  II: Koronus Careers
  that plague Imperial shipping and ransack Imperial Worlds. 
  Often, the defence of a convoy or an important planet has 
  actually attracted more Orks, drawn by the prospect of an 
  epic battle. Rarely do they care what is being defended, 
  simply that the presence of defenders means a ﬁght is 
  inevitable. These raiders and pirates are often itinerant 
  Orks set apart from much of their society by circumstance 
  and idle whim, collectively known as “Freebooterz.” Orks 
  rampage between the stars looking for a ﬁght and loot 
  what they like from the ruins they leave behind, and in this 
  Freebooterz are no different. (In fact, many items of Ork 
  technology are made from the scavenged remains of human 
  devices). However, when encountered in small groups or as 
  individuals, the collective enthusiasm of their species is less 
  pronounced, and reason becomes an option.
  Negotiating with Orks is invariably a difﬁcult matter; it is 
  fundamentally impossible to prevent an Ork from engaging 
  in violent activities of some description or another, so all 
  that remains is to offer or suggest an alternative focus for 
  those aggressive tendencies, often at a cost. So it is that 
  Ork Freebooterz can sometimes be found as mercenaries, 
  often in the armies of other Orks, or even working for other 
  species in small numbers, directing their lust for battle in 
  the manner preferred by their employer in exchange for loot 
  and weapons, and the Orks’ own unique currency.
  For reasons few can guess at, the Orks employ their large 
  fang-like teeth as a form of currency, swapping them with 
  other Orks for equipment, food, drink and slaves. As an Ork’s 
  teeth, referred to as “Teef,” are shed naturally on a regular 
  basis (and may come out as a result of the Ork’s frequent 
  brawls anyway), few Orks are ever lacking in funds for long, 
  and larger Orks tend to be able to afford larger purchases by 
  literally ripping the Teef from smaller Orks. Teef degrade over 
  time after falling out or being forcibly removed, meaning that 
  hoarding them is seldom successful, keeping the crude—if 
  oddly effective—Ork economy moving.
  ALIEN BIOLOGY
  Orks, like all Xenos, differ from humans in a great many ways, some of which are more noticeable than others. For the 
  greatest differences, a variety of traits have been written—their inhuman resilience, their genetic knowledge, their craving 
  for violent conﬂict, and so forth are all covered in this manner. However, there are a potentially limitless variety of ways in 
  which the particular genetic and biological makeup of an Ork will react differently than that of a human. A few examples 
  of these differences are covered below. All other possible issues that come up should be discussed with the GM.
  MEDICAL ATTENTION
  Ork anatomy is more than a little different from humans, and while many equivalent organs exist, the details of their 
  function differ. Given that the average Medicae will be trained ﬁrst and foremost to treat humans, treating a Xenos 
  creature of any kind is a challenge. With Orks in particular, this is alleviated by the fact that their anatomy is so resilient 
  that few mistakes will have a noteworthy impact, let alone be life-threatening.
  This issue also covers the use of drugs and stimulants: human-made drugs may not have an effect on Orks, and may in fact 
  have a completely different effect. For simplicity, assume that human-made drugs have no effect whatsoever on an Ork unless 
  the Ork passes a Toughness Test, though the GM can rule differently at any time for a particular drug.
  Similarly, bionics and implants can be problematic, not only because of Ork biology, but because of the way in which 
  Orks interact with technology (the details of which are largely unknown and the subject of many wild theories). Simply put, 
  a bionic built for humans won’t necessarily work in the way its intended, if it works at all, and all cases of Ork characters 
  attempting to use bionics and implants of human manufacture should be subject to the ﬁnal decision of the GM. Ork 
  “Bioniks” are a different matter, of course, but just as a human bionic won’t work on an Ork (generally speaking), an Ork 
  Bionik won’t work for a human. However, there are plenty of Ork bionics that duplicate the effects of human bionics.
  In general, Orks can take ‘Ork versions’ of bionics available to humans, subject to GM approval. An Ork version can only 
  be Poor or Common Craftsmanship, should weigh at least twice as much as human bionics, and be covered in crude welds, 
  bolts, pistons, and the odd exhaust pipe. The GM can also veto any bionics that don’t seem appropriate for an ork, such as 
  a Calculus Logi Uprade, Cortex Implants, Locator Matrix, MIU Weapon Interface, Scribe-tines, or Volitor Implants. 
  IF THE GLOVE FITS...
  The other matter of signiﬁcance is Orks using non-Ork technology. Orks actually have little difﬁculty using the devices 
  of a number of other races, humans included, though their bulky, fairly clumsy hands may ﬁnd small switches and dials 
  troublesome in some cases. On the other hand, their distinct shape makes it difﬁcult for Orks to make use of armour 
  made for other species, particularly if the armour is rigid like Carapace or Power armour—an Ork simply can’t ﬁt 
  his body inside a suit of Stormtrooper Carapace made for a human being. Customising equipment for Ork use is an 
  expensive process, normally requiring specialist artiﬁcers to perform the alterations. Orks tend not to bother, favouring 
  the devices of their own species in most cases, and most commonly using non-Ork technology as nothing more than 
  parts for new Ork-made items. If an Ork ﬁnds a suit of armour he can’t ﬁt into, for example, he’ll likely either ignore it, 
  or rip parts off and use those individually rather than bothering with the whole suit.
  
  58
  II: Koronus Careers
  THE ORKS IN THE 
  KORONUS EXPANSE
  “I’z smashed ‘umies an’ panzies an’ birdboyz an’ dogfaces; I’z gonna 
  smash anyﬁng wot gets in my way, an’ take wotz left. I iz da biggest, 
  ‘ardest boss in all da ‘Spanse, da biggest Kaptin ov Undred-Undred 
  Teef, and nufﬁn kan stop me!”
   –Morgaash Kulgraz, Warlord of Undred-Undred Teef, 
  Kaptin of Da Wurldbreaka
  The operations of various Ork clans are becoming a larger 
  problem in the Kronus Expanse. In the past the Orks typically 
  operated in bands that could ﬁt onto one ship. Filling every 
  available space on board, Orks would raid unprotected worlds 
  and outposts. Particularly daring Ork Vessels would go so far as 
  to attack other star craft in the hopes of taking the entire vessel.
  These disparate groups are by no means uniﬁed; Orks 
  often battle each other as much as anyone else. Increasingly, 
  however, the Kaptin’s operating near Undred-Undred Teef 
  have begun cramming guns and other starship components 
  onto asteroids and aiming them towards larger prey. A “Rok” 
  as the Orks call it, is simply used as a mobile base as well as 
  a planetary assault vehicle by crashing the Rok into whatever 
  planet they wish to wage war upon.
  Notably Morgaash Kulgraz has called dozens of warships 
  to his banner, raiding Imperial worlds for the slaves he needs 
  to salvage the wreckage of other Imperial Navy Vessels. These 
  vessels are then used to cobble together more Kruzers or 
  Roks and in turn raid larger Imperial targets. The threat of his 
  Waaagh is gaining quicker Imperial response in the hopes of 
  quashing this expansion.
  ORK PHYSIOLOGY
  “Ork Physiology is fascinating and terrifying in equal measure, 
  demonstrating inhuman degrees of resilience to the point where they 
  can withstand seemingly fatal wounds with little apparent long-term 
  consequence. Indeed, Orks witnessed suffering fatal wounds in the midst 
  of heavy ﬁghting have often been observed again several days later, 
  larger and stronger than they were before their injuries and with no 
  sign of those wounds save for some largely superﬁcial scarring.”
  –Genetor Aurelius Thoze, Adeptus Mechanicus Xenobiologist.
  “DOK! Me arm got shot off! Gimme a new’un!”
  –Wortgrod Mugskab, Ork Boy
  Orks are large, broad humanoid creatures, with rough, thick 
  green ﬂesh and heavy musculature. The average Ork stands 
  approximately as tall as a human, to the top of the back—an 
  Ork’s hunched frame means that the head generally sits 
  level with the shoulders—and weighs roughly 60% 
  more due to thicker bone and muscle. However, 
  the nature of Ork physiology means that a 
  more aggressive, more successful Ork will 
  grow in size, and some of the largest known examples stand 
  as much as three metres tall and weigh approximately half a 
  tonne if some reports can be believed.
  The Ork body is thick-set and ape-like, with long, thick 
  arms, ended in broad, muscular hands with thick ﬁngers 
  ending in large, tough, sharp ﬁngernails. The head, set in front 
  of and between the bulky shoulders, is solid and bony, with 
  a large protruding jaw, great yellowish tusks, a pair of beady, 
  almost luminescent red eyes and a short, hard forehead. The 
  mouth of an average Ork is almost big enough to ﬁt an adult 
  human head entirely inside, and the overall appearance of an 
  Ork’s face is one of a savage, largely unintelligent animal.
  Orks are, physiologically, not entirely animal. In fact, they’re 
  actually two creatures—the animal body, and the algal/fungal 
  strain that saturates their blood and ﬂesh. This algal symbiote 
  provides the Orks with many of their most unusual traits. The 
  Ork body, for example, is insanely resilient—wounds that 
  would be instantly and irreversibly fatal to a human being 
  may only incapacitate an Ork for a matter of hours, and even 
  the traumatic experience of having a limb stitched back on (it 
  doesn’t even have to be the Ork’s original limb) will only hinder 
  an Ork for a day or so. Decapitation isn’t immediately fatal, and 
  heads can be re-attached up to half an hour after removal with 
  no lingering side-effects. The rate at which Ork bodies can 
  heal themselves is quite astounding, and even Orks that seem 
  dead may simply be rendered unconscious by their wounds, 
  recuperating until they can awaken and slay the enemy.
  More signiﬁcant still is that this algal component of their 
  physiology serves as their reproductive system as well. Orks shed 
  spores as they move, and unleash a great number of these spores 
  upon death. Given the right conditions, these spores mature into 
  other Greenskins—Squigs, Snotlings, Gretchin, and eventually 
  other Orks. Consequently, battlegrounds where Orks have been 
  encountered must be thoroughly cleansed in order to minimise 
  the risk of re-infestation at a later date. This is seldom entirely 
  successful, and many worlds which have never had any recorded 
  Ork invasion are known to have periodic Ork infestations, 
  perhaps resulting from conﬂicts predating the Imperium.
  This reproductive system gives rise to another notable 
  Ork trait: genetic knowledge. The ability to ﬁght, to speak, 
  and in the cases of the specialist or “Oddboy” castes, an 
  understanding of science, technology, medicine or any of a 
  number of other complex skills, are all hard-wired into an 
  Ork’s genetics, as natural and instinctive as breathing. Orks 
  emerge from the ground almost entirely mature, with most of 
  the skills they will ever require already present.
  Another disquieting side-effect of their reproductive 
  system is the effect that the prolonged presence of Orks on 
  a planet can have. In sufﬁcient quantities, and if left to their 
  own devices for long enough, Orkoid creatures (the collective 
  term for Orks, Gretchin, Snotlings and all manner of Squigs) 
  and assorted species of fungus tend to spread across a 
  planet’s surface, usurping and overwhelming native ﬂora and 
  fauna in many cases, and gradually “Orkiforming” a world. 
  Thankfully, the process has only been observed on worlds 
  dominated by Orks for long periods of time, but the threat of 
  such contamination is not to be taken lightly.
  Their physical response to violence is also of note. As 
  touched upon above, an Ork at war will grow larger and 
  
  59
  II: Koronus Careers
  stronger as a matter of course. This is not merely an increase 
  in physical ﬁtness, but a physiological change—muscle mass 
  increases, and the skeletal structure grows to accommodate 
  the enhanced musculature. Even more signiﬁcantly, Orks 
  preparing to challenge the leadership of another will undergo 
  a sudden increase in strength and mass, allowing them to 
  more effectively challenge their erstwhile leader. As Orks 
  equate size with authority, this makes a degree of sense, but it 
  remains unknown exactly how this process happens, though 
  there is considerable speculation that it may be somehow 
  psychic in nature. Certainly, Orks possess a strong (if diffuse 
  and unusual) psychic presence that seems to grow stronger in 
  the presence of other Orks.
  ORK PSYCHOLOGY
  “Orkses is neva defeated in battle. If we win we win, if we die we die 
  ﬁghtin’ so it don’t count. If we runz for it we don’t lose eva, cos we 
  can come back for annuver go, see!”
   - Common Ork saying
  If Ork physiology makes them brutally efﬁcient survivors, 
  their psychology makes them extremely dangerous warriors. 
  As noted previously, much of Ork knowledge is genetic in 
  nature, the Orks themselves born with an understanding of 
  how to ﬁght, speak and perform a variety of other tasks useful 
  to their society. This consequently results in a culture that 
  needs to spend very little time dealing with the practicalities 
  of being a culture—everything they need is there for them 
  naturally—and thus they can focus on what matters most to 
  them. And an Ork craves three things above all else: speed, 
  noise, and a good ﬁght.
  In particular, their desire for violence is perhaps their 
  most deﬁning psychological trait—Orks will ﬁght anything, 
  anywhere, and for the ﬂimsiest of reasons, savouring the 
  mayhem and thrill of battle and lamenting its end. This is, 
  actually, one of the more curious things about the Orks. Many 
  warrior and predator cultures known in the galaxy take pleasure 
  in the hunt or the kill, and prize the ability to do those things. 
  Orks are alone in their lust for the ﬁght, not the kill. They 
  don’t possess a true notion of victory or loss, because such 
  things are meaningless to a creature whose idea of paradise 
  is an eternity of battle. Yet, all this focus on warfare does not 
  mean that Orks are fearless. Indeed, while the Ork mind views 
  defeat differently than that of a human, it still recognises the 
  need to ﬂee from battle. The Orks themselves rationalise this by 
  claiming that running away doesn’t signify defeat, but instead 
  just means that the Orks can come back later and try again.
  Removing the need to consider anything other than the 
  desire to ﬁght has an interesting effect on Ork culture as well. 
  With violence so desirable and so easily found—a simple bar-
  room brawl is a common pastime for Orks, as are a number 
  of other brutal activities—few Orks ever really want for 
  anything, save perhaps for an endless supply of foes and an 
  eternity of battle. This simple sense of fulﬁlment pervades 
  most of Ork society, with only those of particular ambition 
  (who tend to end up as leaders of their species anyway) craving 
  something more, and as a result, there is little discontent or 
  strife amongst the Orks. Disputes are settled swiftly and 
  effectively through bursts of spontaneous violence (the Orks 
  themselves are sufﬁciently resilient that injuries are few and 
  short-lived from such encounters), but broadly speaking Ork 
  society is lacking in any societal ills. Certainly, Orks appear 
  almost entirely immune to the corrupting inﬂuence of Chaos, 
  and lack any of the difﬁculties with sedition or heresy that 
  must be so brutally crushed in the Imperium.
  A strange facet of Ork psychology is their psychic potential. 
  Largely unconscious, Orks produce a high level of psychic 
  background noise which increases during periods of excitement. 
  In the presence of other Orks, this collective noise can have 
  strange effects. Most obvious is the way an Ork’s conﬁdence 
  and resolve are bolstered further by the presence of other Orks, 
  making large groups difﬁcult or even impossible 
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  60
  II: Koronus Careers
  to rout. A number of other effects have been speculated upon, 
  some of which seem outlandish and entirely unlikely, but others 
  are demonstrably true, such as the ability of Ork psykers (known 
  as “Weirdboyz”) to draw on this powerful mass of psychic 
  energy and direct it as a weapon in its own right, manifesting the 
  collective aggression of the Orks as blasts of lurid green energy 
  or other strange effects.
  In sufﬁciently large numbers, and with a leader of 
  appropriately grand ambition (called a Warboss or Warlord, an 
  Ork whose size and conﬁdence in turn 
  generate a stronger ﬁeld), Orks can 
  generate a psychic ﬁeld so strong 
  that it compels the Orks to greater 
  and greater heights, as Oddboyz 
  (particularly 
  Mekboyz) 
  who 
  possess scientiﬁc and technical 
  knowledge) are inspired to work 
  on stranger and greater projects 
  and the mass of common Orks 
  puts aside their usual squabbles 
  in anticipation of battles to 
  come. The resultant horde of 
  Orks, and the interstellar rampage 
  that the horde undertakes, are 
  both known as a “Waaagh!” and 
  will typically only end when 
  defeated (normally by the death 
  of the Warlord leading it) or 
  when they simply run out of 
  enemies to ﬁght, breaking up 
  and returning to their normal 
  state of raiding and internecine 
  warfare between tribes and 
  “Klans.”
  ORK PLAYER 
  CHARACTERS
  Orks are strong, resilient, enthusiastic and aggressive. They 
  are alien creatures, driven by a lust for violence and a physical 
  need to assert their strength and power over those they see 
  as enemies. More than almost any other character type, the 
  truth of who and what you are dictates actions and responses 
  to the situations you ﬁnd yourself in. Because of these factors, 
  Ork Freebooter characters are recommended for experienced 
  players familiar with the Warhammer 40,000 Universe, 
  and do not use the standard character generation methods 
  described in the ROGUE TRADER Core Rulebook.
  In order to create an Ork Freebooter character, a player 
  must ﬁrst obtain a GM’s permission. GMs should consider 
  carefully the kind of campaign and adventures they intend 
  to run before allowing their players to use Ork Freebooter 
  characters. This is because, quite aside from their inhuman 
  and virtually unparalleled ability to withstand damage, 
  an Ork is focussed very much towards violent 
  methods and violent activities, and is ill-
  suited towards games of political intrigue, 
  social niceties and subtle investigation. 
  And, being aliens, their presence may not be tolerated by 
  more puritanical characters within the campaign, creating 
  complications there.
  If these factors and complications are properly considered 
  by the GM and you have been allowed to create an Ork 
  Freebooter character, then the methods of character creation 
  are similar to, but not identical to, those for human characters. 
  In the following sections, the many bizarre traits and 
  natural abilities of an Ork are described in full, covering the 
  matters discussed earlier in this chapter. After that, the Ork’s 
  characteristics will be determined—this is done in much 
  the same way as determining the characteristics 
  of a human character, but the basic values of an 
  Ork will be wildly different.
  TRAITS AND 
  ABILITIES
  The following traits and 
  abilities are common to 
  all Ork characters. All 
  Ork Player Characters 
  begin with these traits and 
  abilities.
  Common Skills
  A basic, instinctive knowledge 
  of language and culture are 
  held within an Ork’s genes, and 
  a belligerent temperament is natural to 
  all Orks. All Ork characters gain Common 
  Lore (Orks) (Int), Intimidate (S), and Speak 
  Language (Ork) (Int) as Trained Basic Skills.
  ‘Ard
  Orks are extremely resilient, their bodies capable of withstanding 
  and surviving injury that would kill humans, and recovering 
  swiftly enough from even the most grievous wounds to get back 
  into the ﬁght within days. Orks gain the Unnatural Toughness 
  (x2) and Sturdy Traits, and the Iron Jaw and True Grit Talents. 
  Additionally, all Medicae tests to treat the injuries of an Ork gain 
  a +20 bonus, due to the Ork’s robust physiology.
  Made Fer Fightin’
  Battle is natural to the Orks, who possess abilities needed 
  to wage war from birth. Orks gain the Furious Assault and 
  Xenos Weapon Training (Ork) Talents.
  Make It Work
  For reasons still bafﬂing to the Imperium, Orks seem to be 
  able to make their own technology function when by all 
  rights it shouldn’t. Any Ork weapon with the Unreliable 
  quality is not considered to be Unreliable when wielded by 
  an Ork.
  
  61
  II: Koronus Careers
  Might Makes Right
  Amongst Orks, size and authority are synonymous, with 
  larger Orks naturally viewed as leaders by those smaller 
  than them. Orks understand that respect only comes to 
  those with the might to claim it. When dealing with other 
  Greenskins (Gretchin, Snotlings, other Orks), an Ork may 
  use the Intimidate skill to perform all the normal functions 
  of the Command Skill, affecting a number of subordinate 
  Greenskins equal to his Strength Bonus. When dealing with 
  non-Greenskins, the Ork does not get this bonus.
  Mob Rule
  Orks grow in conﬁdence and brutality in the presence 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.
  ORK ORIGINS: DA KLAN
  Orks are not all the same and even when considering only 
  the common mass of “Boyz” that make up the overwhelming 
  majority of Orks, signiﬁcant variations exist. These broad 
  groupings, commonly seen wherever Orks gather, are 
  collectively known as Klans, each of which has its own 
  tendencies and predilections. On some level, all Orks possess 
  an afﬁnity for one or other of these Klans, demonstrating the 
  common tendencies that deﬁne them.
  Select a single one of the Klan entries below, and gain the 
  accompanying beneﬁts.
  Bad Moons
  These are the richest of the Orks, and tend to be the most inclined 
  to ﬂaunt their wealth and status. Their great fang-like teeth and 
  tusks—collectively known as “Teef ” and used as currency by the 
  Orks—grow faster than those of the Orks of any other Klan, 
  which means Bad Moons have greater wealth and a greater 
  inclination to trade and barter than most. Bad Moons gain a 
  +20 bonus on all Barter tests when dealing with other Orks, and 
  grant a +10 bonus to any Acquisition Test made to deal with 
  Ork traders or obtain items of Ork equipment.
  Blood Axes
  Largely distrusted by other Orks, Blood Axes have adopted 
  many human ideas and tactics in their way of war, such 
  as camouﬂage, and are notable for having traded 
  with humans at various points in history. Blood 
  Axes gain Common Lore (Imperium) (Int) or 
  Concealment (Ag) as a Trained Skill, and +3 
  Perception or Agility.
  AN ALIEN MIND
  Just as an Ork body is different in many ways to a human one, so an Ork mind is different to that of humans. Quite aside 
  from their innate lust for battle, the minds of Orks possess a number of quirks and oddities that make their psychology 
  quite different to that of humans. The three most signiﬁcant differences are described below. All other possible issues 
  that come up should be discussed with the GM.
  DA BOYZ
  Orks are fundamentally genderless. Their reproductive system is based on the spores they shed from their skins 
  throughout their lives and at the moment of their deaths, and the notion of gender common to many other species is 
  of absolutely no concern to Orks, nor is it something they bother to understand. Throughout this section, Orks are 
  occasionally referred to as “he,” but this is a simple convenience—Orks are not male, nor are they female, because such 
  things are physiologically and psychologically irrelevant to Orks. This, combined with their warlike outlook and the 
  fact that they’re not at all human, means that it’s fundamentally impossible to seduce an Ork, even if someone wanted to. 
  They’re simply not built that way, physically or mentally.
  KAOS AN’ KURRUPSHUN
  Orks in service to the Chaos Gods, or even succumbing to the corrupting inﬂuence of the Warp, are so rare as to be essentially 
  unheard of. Simply put, Orks aren’t easily tempted to Chaos and they’re far more resistant to the warping inﬂuence of Chaos 
  than humans, for reasons that nobody has been able to accurately deﬁne. Consequently, Orks don’t gain Corruption Points.
  MADBOYZ
  Orks do, however, accrue Insanity Points. Like any other creature, an Ork’s mind can be damaged or broken by 
  sufﬁciently traumatic experiences. Initially, the quirks an Ork will pick up as he faces all manner of horrors are of little 
  concern to other Orks; they might mutter about him behind his back, but so long as an Ork is big and strong enough to 
  threaten and pummel those who disagree with him, it isn’t a big deal if he’s a little “Eksentrik.” Of course, sufﬁciently mad 
  Orks are another matter, which the Orks themselves collectively refer to as Madboyz. These insane Orks tend towards 
  extremely unpredictable behaviour, particularly when gathered into groups with other Madboyz. Madboyz often take 
  productive, “Orky” things to their furthest extreme, such as gathering scrap metal to “make sumﬁng important”— when 
  they’re not rummaging around dung-heaps pretending to be a Snotling, or engaged in a six-hour shouting match with 
  their own echo. Therefore, an Ork gains Insanity Points as normal. They do not have any effect on him, however, until 
  he accrues 100 Insanity. At this point, he becomes a Madboy, and is removed from play. 
  
  62
  62
  II: Koronus Careers
  Death Skulls
  Justiﬁably considered to be thieves and looters by most other 
  Orks, Death Skulls are superstitious plunderers, who gleefully 
  strip the fallen (and anyone else not paying attention) of their 
  possessions. They’re notable for wearing copious amounts of 
  blue warpaint, as blue is considered a lucky colour amongst 
  Orks in general and Death Skulls in particular. Death Skulls gain 
  Tech-Use (Int) or Sleight of Hand (Ag) as Trained Skills, and 
  the Runtz Talent. Their blue warpaint and various talismans and 
  lucky charms collectively count as a Charm.
  Evil Suns
  Addicted to speed almost as much as they are violence, Evil 
  Suns love loud, fast-moving vehicles, often saving their Teef 
  for a bike or another ramshackle vehicle so as to get to grips 
  with the enemy even faster. Evil Suns gain Drive (Ground 
  Vehicle) (Ag) or Tech-Use (Int) as Trained Skills. 
  Goffs
  Typically the largest, most aggressive and most violent of 
  a species renowned for its size, aggression and propensity 
  for violence, Goffs are intolerant of the other Klans, whose 
  methods they consider to be entirely Un-Orky. Goffs increase 
  their Strength by +3.
  Snakebites
  Tending to be primitive in outlook, Snakebites disdain the 
  use of technology in favour of what they see as traditional 
  methods. Their name comes from their initiation rites, in 
  which a venomous snake is goaded into biting a young Ork 
  (known as a “Yoof ”). Given the Orks’ natural resilience, this 
  rarely has a signiﬁcant effect other than making the Ork 
  more tolerant of poisons. Snakebites gain the Resistance 
  (Poison) Talent, and gain either Survival (Int), Tracking (Int) 
  or Wrangling (Int) as a Trained Skill.
  ORK ORIGINS: ORKY KNOW-WOTZ
  To some degree, all Orks possess useful genetic knowledge. In 
  some, this knowledge becomes a driving force in their lives, 
  resulting in Orks known as “Oddboyz” whose obsessive focus 
  makes them valuable specialists within Ork society (though they 
  may be regarded as somewhat crazy by other Orks). In others, 
  this is simply a speciﬁc knack they might have for certain tasks. 
  Select a single one of the options below, and gain the 
  accompanying beneﬁts. The options that will classify an Ork as 
  an Oddboy are indicated as such, although this does nothing 
  except indicate the Ork may be a bit manic and obsessive. 
  Driva
  Some Orks possess a natural afﬁnity for vehicles, learning 
  quickly how to get them to go as fast as possible. Drivas gain 
  Drive (Ground Vehicle) (Ag), or Pilot (Flyer or Space Craft) 
  (Ag) as a Trained Basic Skill.
  Hunta
  Essential for survival in the early years of an Ork settlement, 
  Huntas are skilled at tracking down prey for his tribe, a skill 
  that remains useful when they start hunting enemies instead 
  of food. Huntas gain Tracking (Int) as a Trained Skill.
  Mekboy (Oddboy)
  A common innate skill, some Orks possess a natural knack 
  for making machines work. Mekboyz gain Tech-Use (Int) as 
  a Trained Skill.
  Painboy (Oddboy)
  Invaluable to other Orks, Painboys are Orks with an 
  understanding of medicine. Painboys gain Medicae (Int) as a 
  Trained Basic Skill.
  Runtherd (Oddboy)
  Possessed of a natural inclination to goad slaves and wild 
  animals into the service of the Orks, Runtherds, also known 
  as Slavers, gain Wrangling (Int) as a Trained Basic Skill.
  Trappa
  Aiding the Huntas during an Ork tribe’s formative years, 
  Trappas are skilled at setting traps and guiding their kin 
  through the most dangerous environments. Trappas gain 
  Survival (Int) as a Trained Basic Skill.
  TRAINING VS. INSTINCT
  With so much of an Ork’s knowledge being instinctive, 
  a quirk of his genetics rather than something learned, 
  the matter of Ork learning and development becomes 
  a little more muddled. Do Orks learn, or are their skills 
  something that continue to develop as they grow and 
  age? The truth of the matter is probably something 
  between the two, with aptitudes and physical traits 
  becoming more evident and more pronounced as the 
  Ork ages, grows and wages war and learns new things. 
  Certainly, Ork leaders seem to demonstrate increased 
  cunning and ruthlessness compared to their lesser kin, 
  and nobody can conﬁdently say whether or not that 
  was a facet of the nature of that particular Ork all 
  along, or something gained as his size and conﬁdence 
  grew.
  In rules terms, this is all treated in the same manner: 
  the Ork character gains experience, and spends it to gain 
  characteristic advances, skills and talents, a number of 
  which are unique to Orks. As he ﬁghts his way across 
  world after world, he will gain in strength and size 
  and generally become more deadly, as Orks are wont 
  to do. Whether or not the player or GM describes this 
  as learning new things or simply manifesting dormant 
  quirks of its genetics is up to the them.
  
  63
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  II: Koronus Careers
  ORK CHARACTERISTICS
  As with human characters, characteristics are generated one 
  at a time for Orks. However, where human characteristics 
  are all generated in the same way, by rolling 2d10 and 
  adding 25 to the total, Orks have different basic values 
  for each characteristic. These are detailed on Table 2–2: 
  Ork Characteristics. 
  Starting Wounds: Ork characters roll 1d5+1 and add twice 
  their starting Toughness Bonus to the result to determine 
  their starting number of wounds. They do not take the effects 
  of Unnatural Toughness into account for this purpose.
  Starting Fate Points: Roll 1d10 to determine an Ork 
  character’s starting Fate Points. On a 1-5, he begins with 1 
  Fate Point. On a 6-10, he begins with 2 Fate Points.
  SKILLS AND TALENTS
  Orks, being a distinct and separate race, possess a set of 
  unique Skills and Talents. Most of these are for use soely with 
  Ork characters and NPCs, but a GM may grant a non-Ork 
  player a speciﬁc Skill—such as Common Lore (Ork)—as an 
  Elite Advance where appropriate. 
  SKILLS
  The following new skill groups are intended for use with Ork 
  characters.
  Common Lore (Advanced, Investigation)
  Intelligence, Skill Group: Orks
  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. The following additional skill group has 
  been added to those available. The manner in which this skill 
  functions is unchanged.
  Ork: Knowledge of Greenskin “Kultur,” covering their 
  caste system, their approach to law, and the basic nature of 
  their Klans, along with an understanding of nature of the 
  Greenskins themselves.
  Literacy (Advanced)
  Intelligence, Skill Groups: Ork
  Since an Ork’s written and spoken languages are not 
  intrinsically related, this Skill relates speciﬁcally to reading 
  and writing the Ork language. The manner in which this skill 
  functions is unchanged.
  Ork: A crude glyphic script, augmented by rudimentary 
  phonetic runes, this language is unsuitable for conveying 
  anything but the most basic concepts.
  TALENTS
  The following new talents are intended for use with Ork 
  characters, and are available for Ork player characters to 
  purchase at various ranks of the Ork Freebooter Career Path. 
  Da Nekst Best Fing
  Prerequisites: Ork, Mob Rule
  The Ork has become sufficiently familiar with and 
  comfortable around non-Orks that he draws a measure 
  of confidence and resolve from their presence. When 
  determining the bonus to Willpower gained from the Mob 
  Rule trait, the Ork counts every two non-Orks (which 
  may not have the Machine Trait, as they’re not really 
  people; wild animals, or any lesser Orkoid creatures like 
  Gretchin, Squigs or Snotlings don’t count either) within 
  10m as an Ork.
  EXAMPLE
  Grakzog, an Ork Freebooter working for humans, is preparing to 
  lead a boarding action onto an enemy vessel. There are no Orks 
  around, but there are 4 humans within 10m of him. Because he has 
  Da Nekst Best Fing, he gains a +20 bonus to his Willpower against 
  Pinning and Fear, because each human counts as half an Ork for 
  the purposes of Mob Rule. The Gretchin cowering behind his legs 
  doesn’t count at all, with or without the talent.
  ORK LANGUAGE
  Orks generally speak a debased and primitive form of 
  Low Gothic, with mangled pronunciation and more 
  than a few ‘Ork’ words mixed in. Therefore, it is possible 
  for Orks and humans to communicate (although rarely 
  easy). Therefore, Orks start with Speak Language 
  (Low Gothic), although their pronunciation and grasp 
  of grammar is uniformly atrocious. The Ork written 
  language, however, is a crude glyphic script. The core 
  of the script is composed of glyphs that indicate clan, 
  common Ork concepts, and elements of Ork names. 
  This is augmented by a rudimentary series of phonetic 
  runes. 
  Table 2—2: Ork Characteristics
  Characteristic
  2d10+
  Weapon Skill
  25
  Ballistic Skill
  10
  Strength
  30
  Toughness
  30
  Agility
  20
  Intelligence
  15
  Perception
  20
  Willpower
  20
  Fellowship
  15
  
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  II: Koronus Careers
  Ded ‘Ard
  Prerequisites: Ork, ‘Ard, Toughness 50
  The Ork is extremely resilient, to the point where even 
  normally fatal wounds are survivable. When suffering from 
  Blood Loss, the Ork needs only test to avoid death every ﬁve 
  rounds instead of every round. Additionally, the Ork may re-
  roll any failed Toughness Tests to avoid dying immediately 
  due to a Critical Damage.
  Enemy
  Talent Groups: Bad Moons, Blood Axes, Death Skulls, Evil 
  Suns, Goffs, Snakebites, Mekboys, Painboys, Runtherdz, 
  Freebooterz.
  This talent functions exactly as described in the ROGUE 
  TRADER Core Rulebook, but with the additional Talent 
  Groups listed above. References in the advance scheme to 
  “Own Klan” require the Ork to pick the appropriate option 
  for his listed Klan, chosen during character generation. 
  References to “Any Ork” allow any of the above Ork-speciﬁc 
  options to be chosen.
  GRETCHIN, SNOTLINGS, AND SQUIGS
  Since Orks often have “help” in the form of lesser greenskins, the stats for Gretchin and Squigs are provided here. The stats 
  for Snotlings are not provided, as these tiny little annoyances are barely sentient, unable to communicate with more than 
  squeaks, yips, and obscene gestures, and too small to hurt anyone, or really do much of anything. If need be, they should 
  be counted as a Tiny creature that dies when hit with any weapon, and can carry roughly 1 kilogram of weight. 
  GRETCHIN 
  Gretchin are small, devious, and generally only dangerous in large numbers. They serve Orks to avoid being killed and/
  or eaten by the larger Greenskins, although this is by no means a guarantee. They are able to shoot better than their 
  larger cousins, and are slightly more intelligent, not that it helps them in the greenskin’s social hierarchy. 
  Gretchin Proﬁle
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  Per 
  WP 
  Fel
  20 
  35 
  15 
  18(2) 
  44 
  33 
  35 
  16 
  24
  Move: 3/6/9/18  
   
   
  Wounds: 5
  Skills: Awareness (Per), Concealment (Ag), Dodge (Ag), Search (Int), 
  Shadowing (Ag), Silent Move (Ag)
  Talents: Heightened Senses (Hearing), Melee Weapon Training 
  (Primitive), Pistol Weapon Training (Primitive, SP)
  Traits: Mob Rule, Size (Scrawny), Unnatural Toughness (x2)
  Armour: None
  Weapons: Gretchin may be armed with any one-handed SP Pistol, 
  although Sluggas are likely the most common. This weapon should 
  be procured by the controlling character. They inevitably have a 
  sneaky boot knife as well (1d5+1 R). 
  SQUIGS 
  There are countless sub-species of Squigs in the greenskin ecosystem, 
  although most share the same basic physiological characteristics. 
  Squigs are primarily a gigantic fang-ﬁlled maw with a large tongue, 
  plus powerful legs and beady eyes. They have voracious appetites, 
  and will eat anything they can ﬁt between their grossly oversized 
  jaws, as well as plenty of things that don’t. Orks and gretchin often 
  keep the animals as pets (and food sources), being one of the few 
  races that can ﬁnd any redeeming qualities in them.
  Squig Proﬁle
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  Per 
  WP 
  Fel
  35 
  — 
  35 
  22(4) 
  33 
  08 
  30 
  25 
  —
  Move: 3/6/9/18  
   
   
  Wounds: 10
  Skills: Awareness +10 (Per), Tracking +20 (Int)
  Talents: Furious Assault
  Traits: Bestial, Improved Natural Weapons (Bite)*, Unnatural Toughness (x2)
  Weapons: Grossly oversized maw (1d10+6**, R, Tearing)
  *Improved Natural Weapons are not Primitive
  **Includes Strength Bonus
  
  65
  II: Koronus Careers
  Give it Sum Dakka!
  Prerequisites: Ork, Bulging Biceps, Strength 50
  The Ork uses his Shoota with great enthusiasm, forcing the 
  enemy to keep their heads down as he approaches. The Ork 
  may use Suppressive Fire as a Half Action instead of a Full 
  Action.
  Good Reputation
  Talent Groups: Bad Moons, Blood Axes, Death Skulls, Evil Suns, 
  Goffs, Snakebites, Mekboys, Painboys, Runtherdz, Freebooterz.
  This talent functions exactly as described in the ROGUE 
  TRADER Core Rulebook, but with the additional Talent 
  Groups listed above. References in the advance scheme to 
  “Own Klan” require the Ork to pick the appropriate option 
  for his listed Klan, chosen during character generation. 
  References to “Any Ork” allow any of the above Ork-speciﬁc 
  options to be chosen.
  Lissen Ta Me, Cos I’z Da Biggest
  Prerequisites: Ork, Might Makes Right, Intimidate +10
  The Ork knows how to get his way and bully his way around, 
  even amongst non-Orks. The Ork may use his Might Makes 
  Right rule with any allies, not just Greenskins. Additionally, 
  he may affect a number of creatures with Might Makes Right 
  equal to ten times his Strength bonus.
  More fer Me!
  Prerequisites: Ork, Weapon Skill 40
  When confronted by numerous foes, the Ork is only 
  encouraged by the prospect of so many enemies. When 
  outnumbered in melee, he gains the same bonus to hit as 
  his enemies would. This bonus applies even if he has the 
  Combat Master Talent, which would deny his enemies the 
  outnumbering bonus.
  Peer
  Talent Groups: Bad Moons, Blood Axes, Death Skulls, Evil 
  Suns, Goffs, Snakebites, Mekboys, Painboys, Runtherdz, 
  Freebooterz.
  This talent functions exactly as described in the ROGUE 
  TRADER Core Rulebook, but with the additional Talent 
  Groups listed above. References in the advance scheme to 
  “Own Klan” require the Ork to pick the appropriate option 
  for his listed Klan, chosen during character generation. 
  References to “Any Ork” allow any of the above Ork-speciﬁc 
  options to be chosen.
  Rival
  Talent Groups: Bad Moons, Blood Axes, Death Skulls, Evil 
  Suns, Goffs, Snakebites, Mekboys, Painboys, Runtherdz, 
  Freebooterz.
  This talent functions exactly as described in the ROGUE 
  TRADER Core Rulebook, but with the additional Talent 
  Groups listed above. References in the advance scheme to 
  “Own Klan” require the Ork to pick the appropriate option 
  for his listed Klan, chosen during character generation. 
  References to “Any Ork” allow any of the above Ork-speciﬁc 
  options to be chosen.
  Runtz
  Prerequisite: Ork
  The Ork is constantly followed by slaves and pets, some 
  of which may even have been spawned from the spores he 
  sheds. The Ork has a number of Runts in his impromptu 
  entourage equal to the number of times he has taken this 
  talent. These may be Attack Squigs, Gretchin, or Snotlings, 
  in any combination. Snotlings, due to their lack of size and 
  general uselessness, count as half a Runt for the purposes of 
  this talent. Should any of the Ork’s Runts die due to battle or 
  simple mistreatment (more than a few Gretchin have died due 
  to being accidentally sat on by their masters, or from injuries 
  suffered when kicked a little too hard), a new one will take 
  its place, at the next opportunity the GM deems appropriate 
  (such as the next time you’re on a planet’s surface for more 
  than a few hours). An Ork’s Runts will follow its commands, 
  often under the threat of being kicked by the Ork, and as 
  Greenskins are subject to the Might Makes Right rule. 
  Too ‘Ard Ta Care
  Prerequisites: Ork, ‘Ard, Toughness 50
  The Ork is simply unconcerned with trivial matters like 
  extreme temperatures, hard vacuum, poison, disease or 
  breathing. The character gains a +20 bonus on all Toughness 
  Tests to resist the effects of heat, cold, vacuum, suffocation, 
  disease, poison and any other adverse environmental 
  conditions which require a Toughness Test to resist.
  WAAAGH!
  Prerequisites: Ork, Berserk Charge, Furious Assault, Weapon 
  Skill 40
  The Ork hurls itself into melee with reckless abandon, 
  smashing through the enemy lines like a wrecking ball. If he 
  successfully hits his target using the Charge Action, he may 
  spend his Reaction to make an additional attack using the 
  same bonuses or penalties as the original attack.
  Xenos Weapon Proﬁciency (Ork)
  Prerequisites: Ork
  Orks know from the moment they burst from the ground 
  how to wield a basic range of weaponry. The Ork is proﬁcient 
  in the use of, and can use without penalty, Shootas, Sluggas, 
  Big Choppas, Choppas and all Primitive Melee Weapons.
  
  66
  66
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  II: Koronus Careers
  Ork Freebooter 
  “OI! Lissen ta me wen I’z talkin’ to ya! We’z gonna go on ‘dere 
  ship, we’z gonna smash it up an’ kill anyﬁng dat gets in our way, 
  an’ den we’z gonna get back on da boat an’ go home. Dat’ll show 
  ‘em. Do you lot of ‘umie runts unnastand dat? Good. Now, wiv 
  me: WAAAGH!”
  –Gorgal ‘edkicka
  T
  he Orks are a matter of growing concern to explorers 
  of the Koronus Expanse, and to the authorities of 
  the nearby Calixis Sector. But some see the gathering 
  hordes of Greenskins as an opportunity, for a great many 
  of those Orks are Freebooterz, inclined to lend out their 
  services as mercenaries to anyone and everyone for the 
  right price. While Orks will often use teeth as currency, 
  Freebooterz understand the actual value of objects and 
  often demand their payment in equipment or other objects 
  they might ﬁnd useful.
  In the service of humans, Freebooterz are often hired 
  singly, the potential risk of gathering together a mob of Orks 
  amongst humans being too great compared to the rewards, 
  even for Rogue Traders not normally adverse to risk. Those 
  who do employ Freebooterz are well advised to keep them 
  busy, as a bored Ork aboard a starship can lead to dangerous 
  complications. Line Freebooterz serve as brutal enforcers, 
  combat specialists and terror weapons, the Orks themselves 
  happy to do anything so long as they get their share of the 
  proﬁts and have ample opportunities for violence. 
  Freebooterz tend to be more open-minded than 
  most Orks, willing to see non-greenskins as something 
  other than enemies, and often inclined to learn other 
  languages. Freebooterz often affect 
  piratical or naval-style outﬁts—
  mixed haphazardly with the squig-
  hide leather and scavenged armour 
  plates that Orks typically wear. 
  Their melee weapons tend to 
  skew towards “bigger is better” 
  weapons, capable of disabling an 
  enemy in one decisive crushing 
  blow. Ranged weapons follow 
  a similar trend, the louder the 
  weapon the better. Orks often 
  describe this phenomenon as 
  “shootier” or “more dakka”.
  The lifespan of Orks is unknown, and it has been 
  speculated that they simply continue living until they die in 
  battle, growing ever larger and more battle-scarred as years, 
  decades or even centuries of warfare pass. Some of the Orks 
  in the Expanse, carried there by the uncertain tides of the 
  Warp, may be centuries-old veterans, bringing with them the 
  experience of a lifetime of unrelenting violence. Such Orks are, 
  where they can be found on their own, highly sought-after 
  as mercenaries, their great size and strength unsurpassed by 
  any unaugmented human 
  being 
  and 
  their 
  resilience sometimes 
  even surpassing the 
  mighty warriors of 
  the Adeptus Astartes.
  STARTING SKILLS, TALENTS, TRAITS 
  & GEAR
  Starting Skills: Awareness (Per), Barter (Fel), 
  Carouse (T), Common Lore (War) (Int), Speak 
  Language (Low Gothic)
  Starting Talents: Basic Weapon Training (Primitive, 
  SP), Melee Weapon Training (Universal), Peer (Own 
  Klan), Pistol Weapon Training (Primitive, SP)
  Starting Traits: ‘Ard, Made Fer Fightin’, Make It 
  Work, Might Makes Right, Mob Rule
  Starting Gear: Common-Craftsmanship Shoota, 
  or Good-Craftsmanship Slugga, plus one Best-
  Craftsmanship Choppa or Good-Craftsmanship Big 
  Choppa. Ork style void suit, Squig-hide Coat and 
  Squig-hide Leggings. Helmet or skull taken from 
  fallen foe. 1d5 Teef.
  
  67
  67
  67
  II: Koronus Careers
  Ork Freebooter Characteristic Advances
  Characteristic
  Simple
  Intermediate
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  68
  II: Koronus Careers
  Rank 3 Ork Freebooter Advances
  Advance
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  Advance
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  Rank 5 Ork Freebooter Advances
  Advance
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  69
  II: Koronus Careers
  Rank 6 Ork Freebooter Advances
  Advance
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  Prerequisites
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  70
  II: Koronus Careers
  Alternate 
  Career Ranks
  “Look sharp, you lot! You’re in the Expanse now, and there’s not a 
  world here that won’t kill you in a blink!”
  –Bosun Stern, instructing a new cadre of armsmen
  A
  lternate Career Ranks represent diversions and 
  differing branches to a character’s basic career path. 
  These may be the result of a character’s exposure 
  to new cultures or agencies in the Expanse, hidden secrets 
  a character chooses to reveal to his fellow explorers, or 
  the result of specialised training or equipment a character 
  has gained in his travels. Note that these Alternate Ranks 
  do not fundamentally change a character’s nature; if a 
  character is following the Arch-Militant Career Path, then 
  his path will stay focused on martial abilities and conﬂict. 
  Rather, they signify a character’s experiences moving 
  along a side path, learning new abilities and gaining new 
  experiences along the way. 
  Alternate Careers can let a player differentiate and 
  personalise his character, especially in situations where 
  several players have chosen the same career. Based on the new 
  directions a player wishes his character to follow, he may ﬁnd 
  his character evolving into paths the player had not envisioned 
  when creating him. Alternate Careers also allow a character 
  to become even more ﬁrmly rooted into the setting of ROGUE 
  TRADER, the Calixis Sector, and the Koronus Expanse. Each 
  of these new paths offers a character new and exciting ways 
  to interact with the rest their surroundings (such as looting 
  them), and their surroundings (usually heavily armed) to 
  interact with them. 
  TAKING AN ALTERNATE 
  CAREER RANK
  Alternate Ranks may look very appealing, and not just 
  because they represent something new from the standard 
  career path. With access to new powers, Skills, and Talents, 
  a character can stand out from others and, ideally, better 
  aid their fellow explorers in their Endeavours. However, 
  some Alternate Careers may complicate the campaign a 
  character is taking part in, and the player should ideally 
  check with his GM before having his character take an 
  Alternative Career Rank. 
  Each Alternate Rank has several prerequisites that must 
  be met before a character can take them. Many of the 
  Alternate Ranks include one or more prerequisite talents, 
  skills, or characteristic levels, and all of these must be 
  fulﬁlled before taking the Rank. 
  In addition, each Alternate Rank is only available to 
  certain Career Paths—a Flight Marshal, for example, can 
  only be taken by a character with the Void Master Career. 
  Lastly, each Alternate Rank has a minimum level at which 
  they can be taken. A character must have reached that at 
  least that level in their career in order to take that Rank. 
  If a character meets all the prerequisites for an Alternate 
  Career Rank, he may take the Rank. To take an Alternate 
  Career Rank, the player replaces the next rank they would 
  have taken with the Alternate Career Rank. The new Advance 
  Scheme is exchanged for the original Advance Scheme in that 
  rank of the Career Path. At this point, the character has access 
  to the new Advances and may spend experience points to 
  purchase them. Some of the Alternate Career Ranks also have 
  special Traits or other abilities that are immediately applied to 
  the character taking the Rank. Once the character has earned 
  enough experience points to reach the next rank in his Career, 
  he returns to the next rank in his original Career Path. 
  While any new Alternate Rank will be ﬁlled with new 
  opportunities, there are some drawbacks. This new focus may 
  deny a character access to other Skills and Talents, or force 
  the character to pay more experience for them. A player may 
  even ﬁnd his character’s maximum ability with certain Skills 
  capped out earlier than he had planned. This is a potential 
  price for taking a more generalised character in a more speciﬁc 
  and specialised direction. 
  As all of this may complicate the normal character 
  progression system, Alternate Career Ranks are recommended 
  for experienced players. Keep in mind also that regardless of 
  how many new options a character may gain, the character’s 
  Rank is still governed by the total amount of experience he 
  has earned. 
  ELITE ADVANCES FROM MISSED 
  CAREER RANKS
  Choosing an Alternate Career Rank means a character 
  has diverged from the generalised regular path of his 
  career for a more specialised one. While this means 
  access to new and often unique abilities during 
  his tenure, it may often mean missing out on the 
  opportunities afforded in the regular development of 
  his character. These “missed” Skills and Talents can 
  be purchased however by the character (with the GMs 
  approval) as Elite Advances in the missed Rank for a 
  base cost of twice the original cost (a 200 xp Skill 
  would cost 400 xp, while a 500 xp Talent would cost 
  an impressive 1,000 xp). The GM can modify this 
  amount up or down as he sees ﬁt, but should keep 
  in mind that Alternate Ranks present opportunities 
  to characters they normally would not get, and there 
  should be a trade-off for this opportunity. 
  
  71
  II: Koronus Careers
  EXAMPLE
  Missionary Kantarine Slephan wishes to focus more on saving the 
  souls of those who live on the frontier worlds of the Expanse, and 
  decides to become a Torchbearer. She has all of the prerequisites 
  needed, and at Rank 3 switches to the Torchbearer Advances 
  table. She is still a Missionary, but now devotes less of her time 
  to civilised worlds and more to the solitude and nomadic existence 
  of the wastelands. Kantarine has access to the Skills and Talents 
  listed under the Torch-bearer Advances and at the costs listed there, 
  and may spend xp on them freely from this point forward. While 
  the piety is to be admired and she will be better able to survive on 
  many otherwise unforgiving planets, she will have missed out on 
  certain opportunities from the standard Missionary Rank 3 list 
  such as bettering herself with pistol weapons. When she moves on to 
  Missionary Rank 4, if she still wishes to obtain these (and has the 
  necessary xp to spend), she must pay for them as Elite Advances. 
  CAREER PROGRESSION
  Advancing to a character’s next Rank is done normally 
  once the character has accumulated and spent enough xp. 
  The character may ﬁnd in later levels that the digression 
  he took for his Alternate Rank has left him bereft of 
  certain Skills, ones needed as prerequisites for some of 
  the Advances the character may wish to have. To acquire 
  them the player must obtain them as Elite Advances. 
  Alternatively, the player may ﬁnd developing the new 
  Advances his character gained in his Alternate Career is a 
  way to further individualise a character and make up for 
  the missed opportunities of the “path not taken.”
  EXAMPLE
  Kantarine the Missionary, once Torchbearer, will be travelling to a 
  developing hive world with her fellow explorers where they hope to 
  exploit a newly discovered vein of archeotech weapons. This will 
  require a close dealings with the hive workers on a daily basis, and 
  doubtless many interactions with them to keep them working well. 
  Having the Peer (Worker) Advance from the Missionary Rank 3 she 
  side-stepped would be useful, but she missed out on that opportunity 
  while she was away on several desert planets converting nomadic 
  tribes. Her GM allows her to take the Advance, contingent on her 
  spending numerous off-hours ministering to the workers, the better 
  to gain their trust and fellowship. She will also have to spend 600 
  xp (the base cost of 500 plus an extra 100 to represent her own 
  efforts to overcome her previously solitary nature and become more 
  gregarious with her new friends). 
  
  72
  II: Koronus Careers
  Acquisitionist
  “Illegal? The black market is just another market. And as long as you 
  have a supply, I will keep making demands.”
  –Pontius Forbrex, chief advisor to the Kelvin Dynasty
  E
  verything has a price. Of all a Rogue Trader’s allies, 
  none understand this principal better than the 
  Seneschal. While most weigh an item’s worth in 
  terms of coinage, a rare few look beyond the limitations 
  of money and legitimate commerce, measuring value in 
  terms of blood, lies, and human lives. These rare Seneschals 
  ascribe to the view that in the realm of business, the only 
  sin is not to buy or sell. They become Acquisitionists, driven 
  to ensure that their Rogue Trader has every advantage—
  political, ﬁnancial, and material. Acquisitionists direct 
  networks of spies, thugs, thieves, and assassins. What 
  cannot be purchased with money, an Acquisitionist takes 
  by deception and force. Less a factotum and more of an 
  underworld kingpin, an Acquisitionist hides a criminal mind 
  behind the face of a well-mannered businessman. 
  When an Imperial authority needs to be bribed, an 
  Acquisitionist can quote his price down 
  to the last gelt. When illicit goods 
  must be moved between worlds, 
  an Acquisitionist plots the 
  course that will draw 
  the 
  least 
  attention 
  to the endeavour. 
  When 
  a 
  business 
  partner is reluctant to 
  honour the terms of an agreement, 
  an Acquisitionist applies just the right 
  amount of motivation, often at the 
  end of a gun. But an Acquisitionist’s 
  role is more varied than this. They are, 
  after all, expected to acquire that which their 
  masters and mistresses desire. Any item, product, 
  or illicit service may be purchased through an 
  Acquisitionist’s extensive network of contacts 
  and fences. With tendrils reaching from the 
  highest hive spires to the lowest mutant 
  warrens, these masters of intrigue consider 
  nothing beyond their reach.
  While many Seneschals are content to 
  bask in the ﬁnery of their luxurious ofﬁces 
  and counting houses aboard the voidships 
  of their employers, reading reports, ﬁlling 
  ledgers, and engaging in the occasional 
  interview with a trusted contact, Acquisitionists 
  prefer to take an active hand in their duties. Is there 
  a traitor aboard ship? A reluctant merchant to 
  be persuaded? A debt to be collected? 
  An Acquisitionist prefers to attend to 
  these matters personally. Better the 
  Acquisitionist bloody his hands with 
  the grim necessities of cut-throat dealings 
  than his master’s reputation become stained. What an Arch-
  Militant cannot accomplish with an army, an Acquisitionist 
  can accomplish with a small party of heavies or a single 
  killing strike from the shadows.
  Acquisitionists have their uses off ship as well. When 
  putting into port, Acquisitionists see to it that the proper 
  authorities are bribed, reticent informants shaken down, and 
  the best local vices supplied to the crew. When goods must be 
  liberated from a warehouse or stasis block, the Acquisitionist 
  is there, leading a cadre of hired muscle. When a Rogue Trader 
  attends a gala event, his Acquisitionist can be seen lurking in 
  the background, spreading the right rumours and cutting the 
  right deals. Provided, of course, that the Acquisitionist wishes 
  to be seen.
  Perhaps the greatest asset an Acquisitionist brings to a 
  Rogue Trader’s crew is plausible deniability. By leaving the 
  most underhanded dealings to an Acquisitionist, a Rogue 
  Trader and his crew can remain blameless on those rare 
  occasions when they must bend to Imperial authority. That 
  is not to say that any Acquisitionist worth his contract would 
  cheerfully bear the brunt of Imperial law. Rather, a skilled 
  Acquisitionist ensures that there is always a patsy on hand, a 
  sacriﬁce to be offered up to the proper authorities, allowing 
  the Rogue Trader and his staff to claim any and all misdeeds 
  were the result of a lone criminal element that had somehow 
  worked its way aboard their vessel.
  BECOMING AN ACQUISITIONIST
  When a Seneschal ﬁrst turns his gaze to the black 
  market, the transition into an Acquisitionist begins. 
  Much like the Inquisitor who turns to the path of 
  Radicalism, a Seneschal begins to take on the 
  role of an Acquisitionist when he ﬁrst turns the 
  weapons of the underworld against itself. Faced 
  with the limitations of Imperial law and common 
  ethics, and confronted with the raw power of the 
  criminal element, it does not take long for the 
  Seneschal to consider the possibility that the 
  only way to protect one’s interests from ne’er-
  do-wells is by becoming a more sophisticated 
  ne’er-do-well. 
  From 
  there, 
  the 
  young 
  Acquisitionist extends his reach into black 
  markets and cold trades, purging the wastrels 
  from his roster of contacts and replacing them 
  with loyal brutes and easily cowed patsies. He 
  subverts underworld threats to his master’s 
  endeavours, then makes the underworld his 
  own, just another asset to be bartered with 
  and turned to the cause of proﬁt.
  Required Career: Seneschal
  Alternate Rank: 3 (10,000 xp) or higher
  
  73
  II: Koronus Careers
  Acquisitionist Advances
  Advance
  Cost
  Type
  Prerequisite
  Ciphers (Underworld)
  100
  Skill
  Common Lore (Underworld) +10
  100
  Skill
  Common Lore (Underworld)
  Drive (Skimmer)
  200
  Skill
  Forbidden Lore (Pirates)
  200
  Skill
  Gamble +10
  200
  Skill
  Gamble
  Interrogation
  200
  Skill
  Intimidate
  200
  Skill
  Secret Tongue (Underdecks)
  200
  Skill
  Interrogation +10
  500
  Skill
  Interrogation
  Decadence
  100
  Talent
  T 30
  Disturbing Voice
  200
  Talent
  Hatred (Criminals, Pirates, or Rogue Trader)
  200
  Talents
  Peer (Hivers)
  200
  Talent
  Peer (Underworld)
  200
  Talent
  Peer (Workers)
  200
  Talent
  Bloodtracker
  300
  Talent
  Concealed Cavity
  300
  Talent
  Paranoia
  300
  Talent
  Paranoia
  Crippling Strike
  500
  Talent
  WS 50
  Good Reputation (Choose one)
  500
  Talent
  Fel 50, Peer
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  /N+'2+*:&%#+5(@*H+%N-#6*+*'+O+#$*%&2-&%()*$-*.+O(*+*$.-&'+#)*(<('*+5%-''*$.(*"X/+#'(6*5+&E.$*
  M0#)*-:*$.(*/N-$*+#)*5+/$&%()*$.(*&#:-%$&#+$(*)%-#(*0#*$.(*+5$*-:*)0'2+#$N0#E*+#*(''(#$0+N*)%0O(*/N+$(@*
  [&,0&'*N(+%#()*2&5.*:%-2*$.(*M-&N)7,(*'+,-$(&%6*$.-&E.*.-M*.(*0#$(%%-E+$()*+*20#)75N(+#'()*'N+O(*
  M0$.-&$*/'<Q(%*+0)*%(2+0#'*+*2<'$(%<@*9.(#*0$*5-2('*$-*2(#*'&5.*+'*H+%N-#6*0$*0'*/(%.+/'*,('$*#-$*$-*
  0#S&0%(*+,-&$*2($.-)-N-E<@*C<*'(#('5.+N*)0)*'M(+%6*-#*$.(*'+,-$(&%3'*N0,(%+$()*.(+)6*$.+$*$.(*/+%$<*
  %('/-#'0,N(*M-&N)*,(*2($*M0$.*+//%-/%0+$(*%(/%0'+N@*1*/0$<*+NN*M.-*)%+M*H+%N-#3'*0%(6*:-%*(X/(%0(#5(*
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  F-%)7H+/$+0#*90N.(N2*V.%+Q(*+$*5-&%$6*/N(+'(*0#S&0%(*+'*$-*.-M*.0'*/N+'2+*,&%#'*.+O(*.(+N()@
  \-&%*)(O-$()*2-$.(%6
  F-%)7H+/$+0#*G-0:(*G%2(#E+%)(
  U(+%(%*-:*$.(*G%2(#E+%)(*9+%%+#$*+#)*2+'$(%*-:*$.(*5%&0'(%*U+#'0).(
  
  74
  II: Koronus Careers
  Augmenticist
  “Your body of ﬂesh is utilitarian, crudely functional. But a body like 
  mine, of plastic, wire, and steel, is a wonder of efﬁciency and grace. 
  It makes me something more than human. I am a work of living art!”
  - Lady Sephia Trell, Lord Captain of the Axiom Imperial
  A
  ugmetic implants are ubiquitous throughout the 
  Imperium. From the prosthetic limbs of Imperial Guard 
  veterans, to the life-extending sanguinary actuators of 
  ancient savants, to the multi-jointed mechadendrites of the 
  Adeptus Mechanicus, one is hard pressed to ﬁnd a resident 
  of a civilised world who does not sport some form of bionic 
  implant. Within the upper classes of Imperial society, where 
  money is freely spent in service to status and fashion, the 
  scions of nobility strut like peacocks displaying a plumage of 
  coiling wire and ribbed augmetic tubing. But for some, bionic 
  modiﬁcation is more than a mark of status, age, or devotion 
  to the Omnissiah. For some, it is an obsession. For these few, 
  known as Augmenticists, there is no greater goal than physical 
  and aesthetic perfection. It is through repeated bionic surgery 
  that Augmenticists believe such a goal can be attained.
  There are as many reasons for becoming an Augmenticist 
  as there are Augmenticists themselves. An ageing servant, 
  driven by fervent devotion, replaces his failing organs one 
  by one lest he die leaving some task incomplete. A warrior 
  of exceptional skill nevertheless becomes frustrated with 
  the limits of the human body, undertaking repeated 
  muscle grafts and the implantation of ever-
  more-lethal weapons in a quest to become 
  death incarnate. The foppish merchant prince, 
  a slave to youth and beauty, puts himself under 
  the surgeon’s knife time and again until he 
  has attained statuesque allure and an inhuman 
  tolerance to even the most exotic intoxicants. It is 
  not long before such burgeoning Augmenticists 
  pass the point of no return, reasoning in their 
  various ways that they are better off as beings 
  of mechanical perfection than creatures of 
  crude and ugly ﬂesh. As they pursue their 
  physical ideal, many Augmenticists declare their 
  contempt for the ﬂesh proudly, displaying each 
  new implant with gleeful abandon, every graft 
  moving them one more step above the ruck and 
  run or humanity. Others hide their increasingly 
  artiﬁcial bodies behind knowing smiles and 
  tailored robes, content in the knowledge of 
  their own physical superiority. However, an 
  Augmenticist’s obsession rarely ends in the 
  realm of the physical. What is the mind, they 
  reason, but another organ to be improved upon 
  or replaced?
  The Cult Mechanicus looks upon 
  Augmenticists with the same cold logic 
  with which it evaluates all things. 
  Most tech-priests applaud the 
  burgeoning Augmenticist for 
  recognising the limitations of the ﬂesh and for taking steps 
  towards the “true ﬂesh” of the Machine God. Unfortunately, 
  as an Augmenticist is implanted with increasingly complex 
  devices for ever-more-selﬁsh reasons, the Adeptus Mechanicus 
  comes to regard him as a fetishistic dabbler, an abuser of both 
  his body and the sacred technology that infuses it. It takes 
  an Augmenticist of exceptional comportment and devotion 
  to maintain the respect of the Cult Mechanicus. For their 
  part, Augmenticists tend to view tech-priests as hidebound 
  dogmatists weighted down with ugly cybernetics. 
  Despite their differing opinions, many alliances have been struck 
  between individual Augmenticists and the servants of the Machine 
  God. Augmenticist Rogue Traders have been known to escort 
  Exploratory contingents deep into wilderness space in the hopes 
  of being the ﬁrst to beneﬁt from whatever bionic technology may 
  be rediscovered. In their quest for the rarest and most potent 
  implants, Augmenticists all too often come into contact with 
  heretek factions and fabricators of proscribed technology. 
  Augmenticists who report such groups quickly earn the 
  respect and gratitude of the Adeptus Mechanicus, often 
  becoming regular informants for both the Machine Cult 
  and the Inquisition.
  As Augmenticists evolve, they ﬁnd themselves 
  becoming more familiar with the ways of 
  machines and less comfortable amongst 
  beings of ﬂesh and blood. They spend the 
  majority of their time in private, tuning up 
  their implants and polishing exposed 
  metal, emerging only to seek out new 
  cybernetic technology and engage 
  in social activities that best allow 
  them to display their unreal forms. 
  Some Augmenticists come to 
  view those without bionics with 
  disdain, 
  replacing 
  servants 
  and crew with servitors and 
  augmented savants. To the 
  true 
  Augmenticist, 
  such 
  isolation is a small price 
  to pay for physical 
  perfection and the 
  immortality of steel.
  PHYSICAL PERFECTION (TALENT)
  Prerequisites: Augmenticist Alternate Career
  Similar to the Explorator Talent The Flesh is Weak (see 
  the ROGUE TRADER CORE RULEBOOK page 107), the 
  Augmenticist’s body has been modiﬁed to the point 
  where it is almost totally mechanical. This Talent 
  grants the Explorer one level of the Machine Trait. This 
  Talent can only be taken up to three times, gaining 
  one additional level of the Machine Trait each time. 
  Additionally, the Explorer’s Wounds may be healed 
  with the Tech-Use Skill in place of Medicae. However, 
  due to the esoteric nature of the aumentations, any 
  Tech-Use Test to do suffers a –20 penalty, in addition 
  to any other modiﬁers. 
  
  75
  II: Koronus Careers
  BECOMING AN AUGMENTICIST
  The path of the Augmenticist begins when an Explorer 
  ﬁrst realises the true potential of his bionic modiﬁcation. 
  This moment may come when the Explorer ﬁrst uses a 
  cybernetic arm to accomplish a feat of strength beyond 
  the limits of any mortal brute. It may come the ﬁrst time 
  he is overwhelmed by the rush of data ﬂowing through an 
  implanted cogitation engine. Or it may come when he is 
  rendered euphoric by the enhanced sensations imparted 
  by an auger implant. However it begins, the Explorer is 
  quickly obsessed, making it his goal 
  to forsake the limitations of the ﬂesh and embrace the 
  potentialities of the machine.
  Required Career: Any, except Explorator, Missionary, Ork, 
  and Kroot.
  Alternate Rank: 2 or higher (7,000 xp)
  Other Requirements: The Explorer must have at least 1 
  bionic replacement limb and 1 implant system when this 
  Alternate Rank is taken. Additionally, he may possess no 
  cybernetic gear of Poor quality, and at least one implant must 
  be of Best Craftsmanship.
  Augmenticist Advances
  Advance
  Cost
  Type
  Prerequisite
  Common Lore (Tech)
  200
  Skill
  Trade (Technomat)
  200
  Skill
  Forbidden Lore (Archeotech)
  300
  Skill
  Speak Language (Techna-Lingua)
  300
  Skill
  Autosanguine
  200
  Talent
  Binary Chatter
  200
  Talent
  Chem Geld
  200
  Talent
  Concealed Cavity
  200
  Talent
  Disturbing Voice
  200
  Talent
  Heightened Senses (Sight, Sound, Smell, or Taste) x4
  100
  Talent
  Mimic
  200
  Talent
  Peer (Nobility)
  200
  Talent
  Fel 30
  Electro Graft Use
  300
  Talent
  Infused Knowledge
  300
  Talent
  Int 40
  Logis Implant
  300
  Talent
  Orthoproxy
  300
  Talent
  Peer (Adeptus Mechanicus)
  300
  Talent
  Fel 30
  Prosanguine
  500
  Talent
  Autosanguine
  Total Recall
  500
  Talent
  Int 30
  Physical Perfection x3
  500
  Talent
  Augmenticist Alternate Career
  "#$%&'$()*+,-+%)*$.(*:%0E+$(*K+MQ*-:*C+NR*(#7%-&$*$-*8-%$*9+#)(%*:%-2*U+'$0-#6*==>@ABh@C>B@
  D-*F+)<*1E%+0#(*G%2(#E+%)(6*2<*)+&E.$(%*+#)*.(0%6
  W-%*$.(*/+'$*'(O(%+N*M((Q'*2<*Y+E'.0/*.+'*/N+<()*.-'$*$-*H-&#$*K+)%+Q6*$.(*0#:+2-&'*5N-5QM-%Q*
  5-&#$*-:*H+#$&'@*1*5+#*#-M*'+<*:%-2*(X/(%0(#5(*$.+$*$.(*%&2-&%'*'&%%-&#)0#E*$.0'*2+#*+%(*$%&(@*
  "O(%<*O0'0,N(*0#5.*-:*.0'*,-)<*0'*/N+$()*0#*N&'$%-&'*2($+N6*,&::()*(+5.*2-%#0#E*,<*.0'*'(%O0$-%*
  +$$(#)+#$'*$-*+*,N0#)0#E*EN(+2@*D.-&E.*.(*0'*#-$*-#(*:-%*5-#O(%'+$0-#6*+*Q((#*20#)*N&%Q'*,(.0#)*
  $.(*+%$0R50+N*(<('*.(*%(/N+5('*)+0N<@*J('/0$(*.0'*O+#0$<6*$.(*H-&#$*0'*#-*:-/@*T#*$.(*(0E.$.*)+<*-:*
  -&%*$-&%*-:*$.(*H0#(%0&'*C+N0R5&2*M(*M(%(*+$$+5Q()*,<*J+*V.0/*a-,,N+6*+*'/+5(*.&NQ*5+/$+0#()*
  ,<*J+Q*D((:#+'.+@*C<*-M#*'.0/*5-&N)*#-$*.+O(*('5+/()*$.(*5-#:%-#$+$0-#*M(%(*0$*#-$*:-%*$.(*
  (#.+#5()*2+%$0+N*/%-M(''*-:*H-&#$*K+)%+Q@*G'*1*N()*2<*5%(M*0#*+*O+N0+#$*)(:(#'0O(*+5$0-#6*
  1*M0$#(''()*$.(*H-&#$*'N+<*#0#(*T%Q*W%((,--$(%g*M0$.*.0'*,+%(*.+#)'@*D.(*H-&#$3'*/(%'-#+N*
  '&%E(-#*+''&%('*2(*$.+$*.0'*,-)<*5+#*,(*:&NN<*%(/+0%()*+'*'--#*+'*M(*%($&%#*$-*/-%$@
  \-&%*)(O-$()*2-$.(%6
  F-%)7H+/$+0#*G-0:(*G%2(#E+%)(
  U(+%(%*-:*$.(*G%2(#E+%)(*9+%%+#$*+#)*2+'$(%*-:*$.(*5%&0'(%*U+#'0).(
  
  76
  II: Koronus Careers
  Calixian 
  Privateer
  “Lower your void shields, silence your guns, open your coffers, and be 
  glad that I am as much a gentleman as I am a brigand.”
  –Festio Borealis, Lord-Captain of the corsair Falcon’s Grasp
  I
  n the distant reaches of the Koronus Expanse, where 
  Imperial authority is weak or non-existent, where the 
  laws of the Empire hold no sway, there is often little 
  distinction between the activities of legitimate merchants 
  and brutal pirates, pioneers and the rapacious architects 
  of pocket empires, explorers and smugglers of ill-gotten 
  treasure. Thankfully, a Calixian Privateer knows where he 
  stands on all counts, in both the eyes of his peers and the law. 
  Bound to the power blocks of the Calixis Sector by special 
  clauses, known as Letters of Marque, buried deep within the 
  punctilious language of their Warrants of Trade, these select 
  Rogue Traders are empowered to prey upon the interests and 
  ventures of their patron’s rivals in the Expanse.
  Calixian Privateers are not the snarling lapdogs of their 
  patrons, and take any such assertion as a grave insult and a call 
  to duel. Rather, Privateers protect their benefactors’ interests 
  in the Expanse in exchange for a safe port of call, the political 
  capital that comes from friends in high places, and a certain 
  amount of legal dispensation for their more questionable 
  activities. Ofﬁcially, a Calixian Privateer’s mission is to protect 
  and defend. The trade 
  routes, outposts, and 
  colonies of the Expanse 
  are all vulnerable to 
  the 
  predations 
  of 
  Freebooterz, 
  pirate 
  ﬂeets, and unscrupulous 
  merchants. 
  However, 
  most Privateers are loath to 
  sit back and wait for these 
  threats to strike. Instead, 
  they forge deep into the 
  Expanse, actively seeking out 
  potential foes and destroying 
  them wherever they are found. 
  Any salvage and treasure claimed 
  in these forays is carried back 
  to the Privateer’s patron, 
  registered as the spoils of war, 
  and unloaded at a hefty proﬁt. 
  The fact that most Privateers 
  consider the convoys and outposts 
  of their patron’s rivals to be threats 
  worthy of dispatch is not 
  mentioned in polite society, 
  but it is clear to all that 
  the bloody trade wars 
  outlawed by Calixis 
  Sector 
  Governor 
  Marius Hax have simply moved outward into the Expanse. 
  The fact that Governor Hax does little to curtail the issuing of 
  Letters of Marque, and has been known to issue them himself, 
  is taken as a sign that he intends to keep such conﬂicts out of 
  his sector, but within his sphere of inﬂuence.
  Because Calixian Privateers openly engage in activity that 
  is considered morally unsound at best and outright illegal at 
  worst, they must frequently deal with the dregs of society, from 
  smugglers, criminal syndicates, fallen nobles, and slavers, to entire 
  populations rendered destitute by the actions of other Privateers. 
  By maintaining close ties to these unsavoury types, Privateers 
  are able to build sprawling power bases and support networks 
  beyond the inﬂuence of their patrons. When times become hard 
  and conﬂicts arise between a Privateer and his patron, these 
  shadowy allies and reluctant accomplices are turned to for aid. 
  Privateers who cultivate such alliances often ﬁnd themselves 
  rulers of piratical kingdoms and criminal empires. A wise patron 
  keeps a close watch on their Privateer, lest he become too 
  successful and begins to question the need for his relationship.
  There are as many different types of Calixian Privateer as 
  there are Warrants of Trade. For every ruthless brigand there is 
  a gentleman thief, for every raiding marauder, a champion and 
  defender of the people. For every destitute Rogue Trader forced 
  into servitude while seeking an ally, there is a browbeating 
  pirate king with a patron living in virtual imprisonment within 
  the gilded gage of a palatial estate. The two traits all Calixian 
  Privateers have in common are close ties to their patrons and 
  well-earned reputations, both good and ill.
  BECOMING A CALIXIAN PRIVATEER
  All one needs to become a Calixian Privateer is a patron and 
  a Warrant of Trade amended with a Letter of Marque. Viable 
  patrons include corporations, Imperial nobility, merchant 
  houses, Navigator Houses, Planetary and Sub-sector 
  Governors, Rogue Trader Dynasties, and wealthy guilds. The 
  roster of potential patrons is long, giving enterprising Rogue 
  Traders their pick of allies. Attaining a Letter of Marque is 
  more problematic. While some would-be patrons loudly 
  proclaim their ability and desire to issue Letters of Marque 
  to any Rogue Trader willing to pledge their service, most 
  often patrons and Dynasties must petition each other, and 
  the Adeptus Terra, for the privilege. It is for these reasons 
  that many keen Rogue Traders pore over the legal minutia 
  of their Warrants, hoping to ﬁnd a notation indicating a 
  Letter of Marque that was never rescinded and that they 
  can claim by birthright. Many a well-to-do citizen of 
  the Imperium has been rudely awakened only to ﬁnd 
  a Rogue Trader’s ship darkening the skies over their 
  estate, her captain demanding the same hospitality 
  once afforded a long-dead ancestor.
  Required Career: Rogue Trader
  Alternate Rank: 2 or Higher (7,000 xp).
  Other 
  Requirements: 
  A 
  Rogue Trader must possess the 
  Renowned Warrant Talent before 
  becoming a Calixian Privateer.
  
  77
  II: Koronus Careers
  Calixian Privateer Advances
  Advance
  Cost
  Type
  Prerequisite
  Scholastic Lore (Imperial Warrants)
  100
  Skill
  Carouse
  200
  Skill
  Ciphers (Underworld)
  200
  Skill
  Deceive
  200
  Skill
  Deceive +10
  200
  Skil
  Forbidden Lore (Pirates)
  200
  Skill
  Forbidden Lore (Pirates) +10
  200
  Skill
  Forbidden Lore (Pirates)
  Gamble
  200
  Skill
  Intimidate
  200
  Skill
  Pilot (Space Craft) +10
  200
  Skill
  Pilot (Space Craft)
  Scholastic Lore (Judgement)
  200
  Skill
  Charm +10
  300
  Skill
  Charm
  Command +10
  400
  Skill
  Command
  Secret Tongue (Underdecks)
  300
  Skill
  Peer (Nobility)
  100
  Talent
  Fel 30
  Peer (Underworld)
  100
  Talent
  Fel 30
  Hatred (Rogue Trader)
  200
  Talent
  Two Weapon Wielder (Melee)
  200
  Talent
  WS 35, Ag 35
  Two Weapon Wielder (Ballistic)
  200
  Talent
  BS 35, Ag 35
  Decadence
  300
  Talent
  T 30
  Nerves of Steel
  300
  Talent
  Bloodtracker
  500
  Talent
  Hard Bargain
  500
  Talent
  Whispers
  500
  Talent
  Int 40, Fel 30
  "#$%&'$()*+,-+%)*$.(*F+$(*-:*H+/%05-%#6*(#7%-&$(*$-*8-%$*9+#)(%*:%-2*F&50#3'*U%(+$.6*=BA@AB>@C>B@
  D-*2<*5.(%0'.()*)+&E.$(%6*$.(*F+)<*1E%+0#(*G%2(#E+%)(6
  1* .+O(* %(5(#$N<* 2+)(* $.(* +5S&+0#$+#5(* -:* -#(* C-%)%(+)* J%+Q(.-N26* $.(* '(N:7/%-5N+02()* /0%+$(* /%0#5(* -:*
  90#$(%'5+N(3'*[(+N2@*T&%*5.+#5(*2(($0#E*M+'*N(''*$.+#*+&'/050-&'6*-55&%%0#E*+'*0$*)0)*M.(#*2<*5-#O-<*(2(%E()*
  :%-2*$.(*122+$(%0&2*+$*$.(*()E(*-:*$.(*"E+%0+#*J-20#0-#@*1*'.+NN*#-$*,&%)(#*<-&*M0$.*2<*%(+'-#'*:-%*O(#$&%0#E*
  0#$-*'&5.*+#*0NN7-2(#()*/N+5(6*,&$*Q#-M*$.+$*0#*2-'$*5+'('6*$.(*)+%Q(%*$.(*N(E(#)6*$.(*E%(+$(%*$.(*/%-R$@
  12+E0#(*2<*'&%/%0'(*M.(#6*0#*$.(*O&N#(%+,N(*'(5-#)'*+:$(%*$%+#'N+$0-#*:%-2*$.(*9+%/6*+*N+#5(*,(+2*R%()*+5%-''*$.(*/%-M*
  -:*2<*Y+E'.0/@*G*,-0'$(%-&'*.+0N*:-NN-M()*$.0'*M+%#0#E*'.-$*:%-2*C-%)%(+)*.02'(N:6*/%-&)*+#)*'(5&%(*-#*$.(*,%0)E(*-:*.0'*
  K+O-575N+''*%+0)(%@*[(:&'0#E*$-*,(*-&$E&##()*-%*-&$2+#-(&O(%()6*1*'$+NN()*:-%*$02(6*.-/0#E*$.+$*0:*1*Q(/$*$.0'*,N-M.+%)*
  (#E+E()*N-#E*(#-&E.*2<*2+'$(%*-:*($.(%05'*20E.$*'/-$*'-2(*M(+Q*/-0#$*0#*$.(*+EE%(''-%3'*.&NN@*D.+#Q:&NN<6*C-%)%(+)*
  .+'*+*E0:$*:-%*M-%)'6*+#)*M.+$*,(E+#*+'*+#*(X5.+#E(*-:*5&$$0#E*%(2+%Q'*(O-NO()*0#$-*+*'/0%0$()*5-#O(%'+$0-#*M(*M(%(*,-$.*
  N-+$.(*$-*(#)*M0$.*+#*(X5.+#E(*-:*2+5%-,+$$(%<*R%(@*i(O(%*&#)(%('$02+$(*$.(*/-M(%*-:*M-%)'6*2<*)(+%*1E%+0#(@*I&'$*+'*
  +*'0#EN(*5+%(N(''*M-%)*5+#*Q0NN*'-*$--*5+#*+*5&##0#E*$&%#*-:*/.%+'(*'+O(*<-&%*N0:(@*T&%*)0+N-E&(*)0)*#-$*(#)*&#$0N*M(NN*+:$(%*
  '&//(%6*M.05.*M+'*.(N)*0#*+*'&2/$&-&'*)0#0#E*.+NN*+,-+%)*C-%)%(+)3'*%+0)(%6*$.(*[()*D+N-#@
  1$*'((2'*C-%)%(+)3'*+$$+5Q*&/-#*2<*5-#O-<*M+'*$.(*%('&N$*-:*+*20'&#)(%'$+#)0#E@*C-%)%(+)*0'*+*/%0O+$((%6*-#(*-:*
  '(O(%+N*-/(%+$0#E*0#*$.(*"X/+#'(*+$*$.(*,(.('$*-:*$.(*H+N0X0+#*#-,0N0$<@*T#(*5+#*02+E0#(*2<*%(N0(:*M.(#*C-%)%(+)*
  %(+N0'()*.0'*0#$(NN0E(#5(*.+)*-,O0-&'N<*,((#*:+N'(6*+#)*1*M+'*#-$*0#*N(+E&(*M0$.*K-&'(*L%0#@*T#(*5+#*+N'-*
  02+E0#(*$.(*%(N0(:*$.+$*M0NN*,(*:(N$*,<*F-%)*L%0#*M.(#*.(*%(5(0O('*2<*'.0/2(#$*-:*"E+%0+#*'.+%)5+'$(%'@
  \-&%*S&0$(*'+$0'R()*2-$.(%6
  F-%)7H+/$+0#*G-0:(*G%2(#E+%)(
  U(+%(%*-:*$.(*G%2(#E+%)(*9+%%+#$*+#)*2+'$(%*-:*$.(*5%&0'(%*U+#'0).(
  
  78
  II: Koronus Careers
  Drusian 
  Adherent
  “Raise high the Drusian standard! Chant loudly the warrior’s prayer! 
  Know well the Abenican prophesies! Take up the Saint’s crusade 
  and do the God-Emperor’s work in the Expanse! To do less is to be 
  damned.”
  —Domingus Quall, Lord-Captain of the Sanctus Vesica
  T
  hroughout the Calixis Sector there is no ﬁgure, save 
  the God-Emperor himself, more revered than Saint 
  Drusus. A warrior without peer, Saint Drusus lead the 
  Angevin Crusade to victory, bringing the Emperor’s light to 
  the Calyx Expanse, transforming it into the Calixis Sector as 
  men know it today. The Saint attracted many followers in his 
  lifetime, and a sizeable Ministorum cult continues to venerate 
  Drusus and his deeds. Among the faithful, there are those 
  who believe the Saint’s mission ended in the year 384.M39, 
  when the Angevin Crusade was ofﬁcially called to a close. 
  There are others who claim that the crusade can never end, 
  for as long as there are worlds to conquer, the works of Saint 
  Drusus remain unﬁnished. It is from this doctrinal schism that 
  the ﬁrst Drusian Dissidents were born. When the Koronus 
  Passage opened, an event prophesied in Drusian chronicles 
  by the seer Abenicus, the Dissidents gave rise to a new 
  faction. The Drusian Adherents, as they came to be 
  known, did not pore over musty tomes of saintly 
  lore and engage in theosophical debate. Instead, 
  they armed themselves and drove deep into the 
  Expanse, eager to claim new worlds and 
  tame wilderness space in the name of 
  Saint Drusus.
  Drusian Adherents are driven by 
  fanatical devotion to their patron Saint, 
  and by the belief that every citizen has 
  a sacred duty to push the borders of 
  the Empire outward, braving hostile 
  environments, 
  indigenous 
  xenos 
  races, and uncultured heathens. For 
  a Drusian, there is no respite from 
  the Saint’s crusade. Every world, from 
  looming gas giants to airless icy moons, 
  must be touched by the God-Emperor’s 
  light and claimed with the Drusian 
  standard. With the Koronus Passage 
  open, disparate Adherents gather at 
  Port Wander, forming ramshackle 
  armies eager to march into the Expanse 
  and prove both their devotion and the 
  righteousness of their cause.
  Adherents are often asked if 
  Saint Drusus had meant for 
  the crusade to continue, 
  why would he have 
  called it to a close? 
  Adherents of a pragmatic nature typically answer that their 
  Saint was forced to end the crusade prematurely by order 
  of the High Lords of Terra, making the cessation a political 
  necessity. Others posit that Saint Drusus intentionally left 
  worlds unconquered so that future generations could be 
  tested in the crucible of war. A third explanation claims 
  that the declaration of the end of the Angevin Crusade was 
  meant to be temporary, Drusus intending to resume his 
  conquest after consolidating his gains in the Calyx Expanse, 
  and that the Saint’s death prevented a glorious return to the 
  ﬁeld of battle.
  The path of the Drusian Adherent has broad appeal, 
  attracting devotees from the lowest death world dregs 
  to ambitious nobles of the highest spires. The faith is 
  also popular amongst Rogue Traders and their crews, 
  both those who view proﬁt and conquest as a God-
  Emperor-given right, and those looking for an army of 
  crusaders to bolster their 
  own mercenary forces. 
  Regrettably, 
  for 
  every 
  Adherent of high standing 
  there is a charlatan eager 
  to exploit the faithful for 
  personal gain. For their 
  part, the Adherents care 
  little, so long as they tread 
  upon alien worlds, cleansing 
  them with bolter and chainsword 
  as Drusus did in his day.
  BECOMING A DRUSIAN 
  ADHERENT
  For men of faith, becoming a Drusian Adherent 
  is a simple matter. One need only take up the 
  standard of Saint Drusus and pledge their life in 
  service to the unending crusade. But to truly call 
  oneself worthy of the Drusian ideal, these words 
  must be backed by action. The Adherent must be more 
  than willing—he must also be able to carry out the 
  sacrament of conquest. A Drusian Adherent does 
  not sit within a command centre directing 
  his brethren from afar. The true Adherent 
  SCHOLASTIC LORE (DRUSIAN 
  CHRONICLES)
  Adherents are expected to study the life and times of 
  Saint Drusus that they might better model their lives 
  upon his own. A successful Scholastic Lore (Drusian 
  Chronicles) Test allows the Explorer to recall speciﬁc 
  information about Saint Drusus, his role in the Angevin 
  Crusade, miraculous deeds, his process of beatiﬁcation, 
  and sundry apocryphal tales espoused by the Drusian 
  movement. This skill also confers knowledge of 
  countless Ecclesiarchal prayers and rituals that invoke 
  or even simply mention the Saint.
  
  79
  II: Koronus Careers
  marches proudly into the fray, revelling 
  in the act of physical confrontation, and 
  knowing beyond any doubt that if he 
  dies, he dies in glory, at last worthy of 
  Drusus’ blessing.
  Required 
  Career: 
  Any, 
  except 
  Astropath Transcendent, Explorator, 
  Ork, and Kroot.
  Alternate Rank: 1 or higher (5,000 
  xp)
  Other Requirements: The character 
  may have no more than 10 Corruption 
  Points when this career is taken.
  Note: Although this Rank has the 
  option of replacing the ﬁrst Rank of a 
  Career, it does not re-list any starting 
  Skills and Talents. All Skills and 
  Talents listed here are in addition to 
  starting Skills and Talents the Career 
  may contain. 
  Drusian Adherent Advances
  Advance
  Cost
  Type
  Prerequisite
  Common Lore (Imperial Creed)
  100
  Skill
  Scholastic Lore (Drusian Chronicles)
  100
  Skill
  Intimidate
  200
  Skill
  Literacy
  200
  Skill
  Scholastic Lore (Drusian Chronicles) +10
  200
  Skill
  Scholastic Lore (Drusian Chronicles)
  Scholastic Lore (Drusian Chronicles) +20
  200
  Skill
  Scholastic Lore (Drusian Chronicles) +10
  Secret Tongue (Military)
  200
  Skill
  Survival
  300
  Skill
  Scholastic Lore (Imperial Creed)
  300
  Skill
  Peer (Ecclesiarchy)
  100
  Talent
  Basic Weapon Training (Flame)
  200
  Talent
  Hatred (Xenos) (x3)
  200
  Talent
  Peer (Military)
  200
  Talent
  Heavy Weapon Training (Flame)
  300
  Talent
  Sound Constitution (x2)
  300
  Talent
  Orthoproxy
  300
  Talent
  Peer (Inquisition)
  300
  Talent
  Jaded
  400
  Talent
  WP 30
  Frenzy
  500
  Talent
  Unshakeable Faith
  500
  Talent
  
  80
  II: Koronus Careers
  FLIGHT MARSHAL
  “Greetings, recruits. Welcome to Third Wing. First, this isn’t the 
  Navy or whatever mossy pee-dee-eff you came from. You’re now with 
  the Phantoms, the ﬁnest group of ﬁghting pilots in this hellhole of 
  space, and I’m the ﬁnest ﬁghting pilot amongst them. So when I give 
  an order, you’d be wise to treat it as if it comes from the lips of the 
  Emperor himself!”
  - Flight Marshal Shioban O’Neill, call-sign “Viper,” 
  addressing new pilots of the 3rd Fury Interceptor Wing 
  M
  any Void-masters start as pilots, rising through 
  the ranks of their homeworld services from small 
  atmospheric craft to system ship and then to mighty 
  starships kilometres in length, such as the ones they serve on 
  now. For some, though, there is no pull to move from graceful 
  ﬁghters to big, lumbering hulks. Instead they continue to 
  pilot small craft—particularly deadly Imperial ﬁghters—
  honing their skills to the edge of human endurance. For them, 
  there is nothing as pure as a dogﬁght in the air or in the void, 
  one on one until one is dead and the other victorious. Years 
  of such combat breeds an unparalleled bravado. They are a 
  breed apart, an elite corps like no others. The Flight Marshals 
  who lead these pilots are even more so, for they must possess 
  not only the ﬂying skills to humble their charges, but also 
  the leadership skills to make a group of daredevil individuals 
  into a cohesive combat force. Whether in the cockpit, the 
  brieﬁng room, or the tavern, they have to be better than the 
  best to ensure the continued loyalty and respect of their 
  men. That continued drive for constant excellence sets 
  the Flight Marshal apart. 
  Many Flight Marshals got their start in the local 
  PDF or the Imperial Navy. In the Imperium’s military, 
  the Navy is responsible for any ﬂying machines, even 
  those limited to the atmosphere. These pilots hone 
  their skills in atmospheric attack ﬁghters such as the 
  famous Thunderbolts or Lightnings. Within these 
  powerful planes and among a company of other 
  talented ﬂyers, the true warriors begin to emerge, 
  those who can not only out ﬂy but out think their 
  opponent while issuing commands and protecting 
  their comrades. They learn to trust only their fellow 
  ﬂyers, and know them by the callsigns they earn in 
  the air. Anyone not part of their ﬁghter group is 
  tolerated—or more often ignored. Indeed, many 
  pilots have more respect for their opponents in the 
  air than the ground troops on their own side.
  The ﬁnest of these may pilot voidﬁghters., 
  duelling in the blackness of space with huge Fury 
  Interceptors and Starhawk Bombers. Such craft are 
  enormous, requiring a small ﬂight crew to augment 
  the pilot’s abilities. In time, the pilot bonds with 
  his crew, just as he does with his fellow pilots. 
  They ﬂy together, ﬁght together, and—
  eventually—they will die together. 
  A ﬂyer also forms a strong connection 
  to his craft, growing to feel as though 
  his starﬁghter is an extension of himself. He can gauge his 
  engine’s performance by the pitch of the vibrations through 
  his cockpit even as he can tell how many tonnes of ordnance 
  remain in his bays by the sharpness of his turning manoeuvres. 
  He and 
  his plane are 
  BEST OF THE BEST (TALENT)
  Prerequisites: Pilot (Flyers and Space Craft) +20, 
  Pilot (Personal) +10
  The Flight Marshall is simply the ﬁnest pilot in the 
  sky, the void, or even ﬁve meters off the ground on 
  a dare. His reputation is based on considerable skills, 
  alongside a meticulously cultivated image; there are 
  few in the business who are not in awe of his legend. 
  Pirates, renegades, blood-red ork ﬁghtas, even the 
  elegant and deadly Eldar corsairs; so far none have 
  bested him. 
  Whenever making an Opposed Pilot Test, if the 
  Flight Marshal and his opponent both make the same 
  number of degrees of success, the Flight Marshal 
  counts as winning the Test (in essence, he wins ties). 
  The Flight Marshal also wins ties when making any 
  opposed Interaction Skill Tests with other members of 
  the Imperial Navy. 
  
  81
  II: Koronus Careers
  bonded, and each pilot lovingly adorns his craft with his 
  callsign, squadron insignia, and other personalised artwork. 
  Of course, every kill is also prominently displayed, depicting 
  the type of craft and the enemy who ﬂew them. Those who 
  ﬁght with mercenary brigades or Rogue Trader carrier wings 
  may display their personal heraldry or the markings of their 
  liege-commander, though this is not always the case. The 
  Voidsharks squadron ﬂying as part of the Bastion Eternal’s 
  combat wing became well-known throughout Winterscale’s 
  Realm for their reversal of this practice. Their dead metal 
  exteriors, stripped of paint and coloration, reﬂected the cold 
  and unerring skill each pilot displayed as they calmly shot 
  down every enemy they encountered. 
  But the Flight Marshal must not only ﬁght, he must also 
  command, an altogether different struggle. Often, the pilots 
  under his command constantly seek to challenge him. Their 
  leader may not be the ﬁnest technical pilot, but must be 
  smarter and sharper, using superior experience and knowledge 
  to demonstrate he can still out ﬂy anyone. He must also be 
  as inspirational as any Ministorum Missionary, motivating his 
  pilots with ﬁery speeches of death and glory. Knowing what 
  will maintain esprit de corps and keep his ﬂyers the deadliest 
  group in the void is another of the arts a Flight Marshal must 
  learn in order to lead effectively. Pilots know the Emperor 
  guards and guides those who ﬂy through the great spaces of 
  the void, but their Flight Marshal will surely be working with 
  Him every step of the way. 
  BECOMING A FLIGHT MARSHAL
  Becoming a Flight Marshal is not often a role a leading pilot 
  will actively seek out—usually the role is assumed as part 
  of a natural progression. Years of ﬂight hones their skills in 
  combat, while years of guiding lesser pilots hones their skills 
  in command. Giving orders becomes second nature, and such 
  is their ability that few would question their directives. To 
  lead such a highly individualistic and strong-willed group 
  is more than most Imperial ofﬁcers could tolerate, especially 
  when the ﬂight groups are mercenary or bound to a Rogue 
  Trader’s line. Instead of herding unwilling sheep into the fray, 
  a Flight Marshal carefully guides his wolves, tempering their 
  bloodlust and properly directing their fury. 
  Required Career: Void-master
  Alternate Rank: Rank 4 or Higher (13,000 xp)
  Other Requirements: Pilot (Flyers and Space Craft) 
  +10, Command
  Flight Marshal Advances
  Advance
  Cost
  Type
  Prerequisites
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  82
  II: Koronus Careers
  Genetor
  “Subject species “Ork,” height is 218.6cm, 25.56cm above observed 
  mean. Mass is 163.15kg, consisting mostly of dense skeletal structure 
  and musculature, and 31.4% above observed mean. Epidermal layer is 
  thick and lacking in nerve endings compared to the human norm. Pain 
  response is... less than anticipated, demonstrating extreme tolerance for 
  discomfort. Previous test has awakened subject, and it now attempts to 
  free itself. Muscle relaxant administered to reduce disruptive motion, at 
  460% of human standard dosage—tolerance for chemical inﬂuences is 
  considerable. Preparing to open chest cavity...”
  –Genetor Aurelius Thoze, Adeptus Mechanicus 
  Xenobiologist.
  G
  enetors are scholars into matters genetic and 
  biological. Sometimes referred to as Magos Biologis, 
  Genetors number alongside the Logis, Artisan 
  and Magos ranks of the Adeptus Mechanicus as its ruling 
  Priesthood, possessing access to knowledge and resources far 
  beyond that of the lesser Enginseers and Lexmechanics. A 
  Genetor’s ﬁeld of study makes him distinct from the majority 
  of Tech-Priests, their professional obsession with organic life 
  often making them seem strange to their more mechanically-
  inclined brethren.
  For the most part, Genetors differ little from other Tech-
  Priests—they bear the same manner of implants, venerate 
  information and understanding as the manifestation of divinity, 
  and engage upon the Quest for Knowledge in much the same 
  way. The difference is that they are not so quick to judge ﬂesh 
  and blood as inferior to steel and plasma, seeing living creatures 
  as extremely complex and adaptable machines. Where some 
  are content to make this observation distantly, others embrace 
  it, seeking to improve their forms not with steel, but with 
  better ﬂesh and better blood. To an unknowing observer, a 
  Genetor may appear little different to any other Tech-Priest 
  when swathed in their robes. However, where most Tech-
  Priests’ mass is derived from steel reinforcement and implanted 
  armour plate, a Genetor may have augmented himself with vat-
  muscle, toughened skin, and organic-reinforced bones instead.
  Their interest in the organic is not merely limited to their 
  own forms, or even to that of humans. The study of alien 
  genetics, to understand how they function so as to slay them 
  the better, is a common ﬁeld of study for Genetors, this sub-
  sect collectively known as Xenobiologists. Such knowledge 
  is dangerous, and many Genetors have been condemned as 
  heretics for claiming the superiority of a particular xenos’ 
  biology to that of humans. Regardless, the presence of a 
  Genetor, particularly a Xenobiologist, is seen as an asset by 
  Explorator Fleets and Rogue Traders alike, as their knowledge 
  of human and inhuman forms allows them to discern the 
  nature of a newly-encountered Xenos or indiginous species, 
  or categorise a new strain of abhuman found on a far-ﬂung 
  world.
  Within the Calixis Sector, Genetors have a 
  particularly illustrious history— Xenobiologists 
  in great numbers joined with the Angevin 
  Crusade to study the aliens native to the 
  region as their realms were shattered by the forces of the 
  Imperium. Since that time, they have remained a noteworthy, 
  if often overlooked, element of Cult Mechanicus politics 
  within the Lathes and beyond, and they gather in signiﬁcant 
  numbers to join expeditions into the Koronus Expanse, 
  seeking to be the ﬁrst 
  t o 
  A MACHINE OF FLESH (TALENT)
  Talent Groups: Brute, Clawed/Fanged, Feels No 
  Pain, Multiple Arms, Nightsider, Regeneration, Sonar 
  Sense, Sturdy, Tough Hide, Venomous, Winged
  Flesh is not a weakness as far as you are concerned, but 
  rather a font of untapped potential. Locked within your 
  genes and your tissues are the secrets to greater power, 
  and though you do not eschew the purity of steel 
  nor your existing implants, you see them only as part 
  of the mechanism by which you can better yourself. 
  You gain one of the following mutations: Brute, 
  Clawed/Fanged, Feels No Pain, Nightsider, Tough 
  Hide, or Venomous, or one of the following Traits: 
  Regeneration, Sonar Sense or Sturdy. You gain that 
  Trait or the effects of the Mutation (although, as you 
  are either grafting biological systems into your body 
  or manipulating your own genetic structure, whether 
  or not you are actually a mutant is debatable). 
  
  83
  II: Koronus Careers
  encounter new life to dissect and analyse.
  Three distinct philosophies exist amongst the Calixis 
  Sector’s Genetors. The ﬁrst and oldest is the Primus Humanum 
  which espouses the purity of the human form as a vessel for 
  knowledge, viewing the Emperor’s form as that of the ideal 
  human and that of the perfect vessel for knowledge. The 
  second and presently most dominant amongst the Genetors 
  of the Lathes are collectively known as Apexists, believing 
  that adversity breeds strength in the organic, and that the 
  perfect organism is the one that has overcome every rival 
  and every challenge; the philosophy itself is an adaptation 
  of the writings of an ancient pre-Imperial scholar. The third 
  philosophy, currently gaining favour amongst more widely-
  travelled Genetors and causing concern amongst more 
  traditional Genetors, is espoused by the Companions of Vogel, 
  whose leader, Heydrich Vogel, returned from a century-long 
  expedition into the Koronus Expanse and began preaching a 
  creed of forced genetic and biological augmentation in order 
  to strengthen humanity for the troubles ahead. Some believe 
  that Vogel’s ideology verges upon heresy, and its suggestion 
  that humanity is somehow insufﬁcient in its current state is 
  seen by many as being a blasphemy in its own right.
  BECOMING A GENETOR
  The difference between a Genetor and a more conventional 
  Tech-Priest is one of training, aptitude and focus. As is so 
  frequently the case in the Adeptus Mechanicus, understanding 
  begets power, which in turn begets knowledge, and only 
  those who possess the will and the wit to understand that 
  knowledge can properly obtain any form of status amongst 
  their kind.
  A particular and unusual disposition is required to become 
  a Genetor; the tendency to view organic life as a form of 
  machine in its own right, rather than as the weak ﬂeshy shell 
  many Tech-Priests view it as. Beyond this, however, it takes 
  mainly dedication and research for an Explorator to become 
  a Genetor, using his knowledge of the organic sciences to aid 
  in the exploration of the realms beyond the Imperium.
  Required Career: Explorator
  Alternate Rank: Rank 3 or Higher (10,000 xp)
  Other Requirements: The Explorer must have a 
  Toughness of 35 or higher, an Intelligence of 40 
  or higher, and possess the Autosanguine and 
  Prosanguine Talents. 
  Genetor Advances
  Advance
  Cost
  Type
  Prerequisites
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  84
  II: Koronus Careers
  Gland Warrior
  “The killing rush, it’s stronger than Slaught, hypes me better than 
  Frenzon. I’d kill to taste it... even kill you to taste it.”
  - Ryant Gos, Gland Warrior Mercenary
  T
  o act as an Arch-Militant means being one of the ﬁnest 
  warriors humanity has to offer. Having risen through 
  the ranks or up from the underhives, survived countless 
  battles and killed endless foes, it would be easy to believe such a 
  person is more than a match for any opponent. The longer spent 
  ﬁghting in the Expanse, however, the more one realises that being 
  merely human isn’t always good enough. For some this means 
  improved martial disciplines, mechanical augmentics, or superior 
  weaponry. There is another path though, infamously rumoured 
  through the undercircuit of mercenaries and pit ﬁghters and all 
  others who make their living by the bolter and chainsword—to 
  submit to the ﬂesh manipulations of the Adeptus Mechanicus 
  and become a Gland Warrior. 
  The quest of improving the human body as a ﬁghting 
  machine has been ongoing for millennia—the Holy Emperor’s 
  favoured sons, the Adeptus Astartes, are living examples of 
  this quest. The Adeptus Mechanicus favour a more direct 
  approach, simply replacing troublesome ﬂesh and blood with 
  the purity of plasteel and circuitry in order to create forces 
  like the Skittari Tech Guard. However, the secrets of these 
  processes are jealously guarded and often too time-consuming 
  for the needs of the Imperium’s war 
  machine, so other techniques have 
  been explored. For many centuries 
  the 
  Genetors 
  of 
  the 
  Adeptus 
  Mechanicus strived to improve the 
  ﬂesh itself via series of operations and 
  implantations which could be done in 
  a relatively short period of time. Finally, 
  on the forge worlds of Dantis III, 
  they achieved success. An unexpected 
  Tyranid invasion had caught the system 
  unawares, and only the nearby Imperial 
  Guard regiment on Lostok was able 
  to offer any defence. Unfortunately, 
  the heavily-polluted planet was already 
  covered with vile Tyranid organisms, 
  rendering combat outside the factory 
  complexes nearly impossible. Several companies of 
  the toughest guardsmen volunteered for experimental 
  surgeries to allow them to ﬁght effectively in the 
  deadly environment. Implanted with series of new 
  vat-grown organs and drug-secreting glands, those 
  who lived through the process could now ﬁght 
  unprotected on the surface and counter the horriﬁc 
  creatures with an inhuman aggressiveness and 
  ferocity of their own. After many months, 
  the swarm was repulsed and the few 
  survivors of the combat were 
  recovered for further study 
  and examination. Of those, 
  several were quickly plucked away by Inquisitors and others 
  wishing to have such an individual ﬁghting at their side (or 
  in their name). 
  The process of creating Gland Warriors is more art than 
  science, like much of the Imperium’s works. Despite this, many 
  more of these augmented humans have appeared in wars 
  throughout the Imperium, and have acted more covertly as 
  assassins. Their exploits became legends amongst the Imperial 
  Guard regiments which have seen action with them. In Calixis, 
  detatchements of Gland Warriors have been used effectively in 
  the hive war on Tranch, where their ferocity matches that of their 
  mutant foes. While most Imperial Guard armies in the sector do 
  not normally contain Gland Warrior units, some elite formations 
  do feature these specialised squads. It is even whispered 
  that 
  entire 
  ﬁghting regiments of these ﬂesh-
  augmentics operate in the more 
  desperate and hellish warzones 
  of Calixis. 
  While the surgeries that 
  produce these once-men are 
  somewhat short, it takes many 
  months for the recipient to learn 
  how to properly utilise their new 
  biological additions, assuming 
  the soldier survives the process. 
  Even soldiers already used to 
  ﬁghting with the aid of combat 
  drugs must re-learn how to use 
  their body in order to make use 
  of their newly-heightened motor 
  functions and more-durable physiology. 
  The physical changes can also bring 
  about mental ones, increasing one’s 
  focus on killing and combat until there 
  is little else driving them but impatience 
  for the next battle. 
  LOSTOK AUGMENTATION (TRAIT)
  The Lostok process introduces a series of new organs 
  and glands to a Gland Warrior’s body, allowing it to 
  survive in more toxic environments as well as ﬁght even 
  more ﬁercely than before. These duplicate the effects 
  of a Respirator and make them immune to most Toxins 
  (including the extra damage dealt by weapons with the 
  Toxic quality). Their new glands also act as Injectors 
  containing Frenzon, Slaught, Stimm, and Spur. The 
  user may activate their implant glands to produce any 
  of these drugs as a Free Action requiring a Routine 
  (+20) Willpower Test for each dosage. A Failure means 
  that gland has malfunctioned, and will need 1d5 days 
  to recover. Other newly added organs are designed to 
  ﬁlter away any chemical by-products of the dosages, so 
  the user does not need to take any tests afterwards for 
  ill effects. The augmented physiology will also ward 
  off any effects of excessive drug use (see page 142 of 
  Rogue Trader). 
  
  85
  II: Koronus Careers
  Given the nightmarish conditions they often ﬁght in, it 
  is not uncommon for Gland Warriors to decide they would 
  rather pick who and when they will ﬁght than depend on 
  the whims of a superior ofﬁcer. Many become mercenaries, 
  prized through the sector and beyond. In the Expanse there 
  are also Genetors both authorised and renegade willing to 
  work their operations on existing warriors to transform them 
  from human to more than human. Here their life is ﬁlled with 
  blood, for there is always a conﬂict that needs ﬁghters of their 
  calibre. Membership in warrior lodges is not uncommon, for 
  they often ﬁnd true fellowship only in the company of other 
  augmentics. These secretive cults often draw the attention 
  of the Inquisition, even in the lawless reaches beyond the 
  Imperium’s rule. The Red Night Brotherhood is just one of 
  the lodges destroyed by massed Imperial forces lead by the 
  Ordo Hereticus, but there are many others where the more 
  feral Gland Warriors gather, and what they may discuss 
  beyond the heavy fur lodge curtains no one can say. Most 
  Rogue Traders are willing to turn a blind eye to such activities 
  as long as the warrior continues his duties and maintains his 
  loyalty, but a vigilant trader will always keep an eye on every 
  member of his crew. 
  BECOMING A GLAND WARRIOR
  While some careers are the result of specialised training or years 
  of intensive studies, the transformation to a Gland Warrior is 
  due primarily to a series of surgeries. These introduce tox-ﬁlters 
  into their lungs and bloodways as well as artiﬁcial vat-grown 
  organs and drug-producing gland implants, all designed to 
  greatly augment an already formidable ﬁghter to levels normally 
  impossible to attain otherwise. Only those of sufﬁciently strong 
  constitution and combat expertise would be selected for the 
  process, and only those with a sufﬁciently strong will to live 
  despite the agonies associates with the process will survive 
  it. Once they have adapted to their newly augmented bodies 
  though, they are death incarnate in combat. 
  Required Career: Arch-Militant
  Alternate Rank: Rank 4 or Higher (13,000 xp)
  Other Requirements: The character must have a Toughness 
  of 40 or higher, and must posses the Melee Weapon Training 
  (Universal), True Grit, and Die Hard Talents. 
  Traits: All Gland Warriors receive the Lostok Augmentation 
  Trait upon taking the Alternate Rank. 
  J(+%('$*1#E%+0#(6*
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  Gland Warrior Advances
  Advance
  Cost
  Type
  Prerequisites
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  86
  86
  86
  II: Koronus Careers
  Kroot Shaper
  “Sharpen your knives, my kin. I will strengthen you, and the Kindred 
  that come after.”
  –Master Shaper Anghkor Prok
  S
  hapers are leaders amongst the Kroot, often credited 
  with ancient wisdom and shamanic powers of insight. 
  A Shaper is usually an elder Kroot who has proven 
  his ability to survive through battle and storm. Shapers are 
  revered amongst Kroot culture, and few Kroot have the 
  patience and inner strength required to achieve this lofty title. 
  Shapers possess a unique ability to analyse the content of 
  their stomach and extract from it characteristics that may be of 
  use to the Kroot genetic code. This task is performed rapidly 
  and intuitively, meaning that a Shaper will know whether or 
  not a meal will be beneﬁcial to his Kindred within a few bites. 
  Once a characteristic of the prey is identiﬁed, the Shaper 
  directs members of the kindred to consume this particular 
  prey animal. Afterwards, the Kindred’s breeding is controlled 
  to ensure that those who have absorbed the chosen genetic 
  morsel ﬁx it as part of their own DNA. This rapidly advanced 
  evolutionary eugenics program ensures that the Kroot remain 
  the dominant species of Pech and continue to advance—none 
  are certain what the upper limits of such evolution are, or 
  even if such limits exist.
  Each Shaper belongs to a 
  single Kindred, and guides 
  that Kindred along a slightly 
  different 
  path 
  from 
  the 
  others, 
  meaning 
  that 
  each Kindred possesses a 
  fractionally different genetic code. 
  This diversity is necessary, for the 
  Kroot, like many lifeforms native 
  to Pech, risk being trapped into 
  a single DNA structure that is 
  effectively a dead-end, with no 
  more variety possible. There 
  are a number of other, 
  related creatures from 
  Pech that have suffered 
  this 
  fate—Knarlocs, 
  Krootoxen, and Kroot Hounds 
  are just a few examples. These 
  beings are all closely related 
  to the Kroot, and may have, in 
  fact, even been Kroot at some 
  point in the distant past 
  until they encountered an 
  evolutionary roadblock.
  In addition to their ability to guide the evolution of 
  their Kindred, Shapers are distinct from other Kroot in 
  a number of ways. First, Shapers are often larger than 
  their kin, their frames packed with gnarled muscle and 
  tough, leathery hide. Shapers also serve as spiritual leaders 
  for their Kindred, and many are credited with prophetic 
  dreams and a primal connection to the Kindred’s totem 
  animals—often a creature from their homeworld, such as 
  the widely revered Kroothawk.
  Many Kindreds of Kroot have ventured into the Koronus 
  Expanse, seeking new and different DNA to add to their 
  genetic code—hopefully, to return in triumph to Pech, laden 
  with trophies and wealth from a dozen distant worlds. As the 
  Kroot came to the Expanse, so too did the Shapers, and the 
  wisdom of the elders has led to a number of alliances between 
  Kroot Kindreds and the Rogue Traders who operate within 
  the region. Whilst some Rogue Traders are content to hire 
  Kroot mercenaries to ﬁll out their armed forces, others make 
  a point of harnessing the wisdom, experience, and special 
  abilities of the Shapers for the beneﬁt of both groups.
  ELITE ADVANCE
  Kroot Shaper is an elite advance that may be selected by a 
  Kroot explorer.
  Required Race: Kroot 
  Alternate Rank: Rank 3 or higher (10,000 xp)
  Other requirements: You must be the nominal leader for a 
  number of Kroot (usually a group of ten or more) who are 
  part of your Kindred.
  Beneﬁt: You gain the Instinctual Understanding 
  and Shamanic Powers Traits.
  
  87
  87
  87
  II: Koronus Careers
  INSTINCTUAL UNDERSTANDING (TRAIT)
  The Shaper may select one target that he can see. If the Shaper has previously devoured an example of the target’s race, 
  the Shaper may make a Challenging (+0) Scrutiny Test against the target as a Half Action. If successful, the Shaper 
  may determine the number of Wounds that the target possesses, and may further determine a number of the target’s 
  characteristic bonuses equal to the degrees of success on the Scrutiny Test. The Shaper may select which characteristic 
  bonuses he discovers when using this ability. The Shaper may use this ability once per target per encounter.
  SHAMANIC POWERS (TRAIT)
  One of the many roles of a Shaper within Kroot society is to act as a focus for the practice of ancestor worship. Kroot 
  Shapers have a great mastery of rituals that call upon the ancestor spirits of their Kindred. These rituals often have 
  unusual effects that lend Shapers a reputation for supernatural powers. The Kroot Shaper may select certain advances 
  that have this trait as a pre-requisite. These advances are known as Shamanic Talents. Each must be activated by the 
  Shaper, usually involving a sonorous chant and access to the powders, rocks and bones kept within the Shaper’s fetish 
  pouch. Activating a Shamanic Talent is a Full Action.
  Kroot Shaper Advances
  Advance
  Cost
  Type
  Prerequisites
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  88
  88
  88
  II: Koronus Careers
  Legend of the 
  Expanse
  “I have walked upon a hundred foreign worlds beneath the light of a 
  hundred strange stars. I have slain monsters the likes of which your 
  foulest nightmares and darkest imaginings could not produce. I have 
  made fortunes that could purchase this world from beneath your feet 
  a dozen times. I am a visionary, a paragon of humanity, a slayer of 
  worlds and forger of destinies. I am a legend, and you are merely a 
  man. Who, then, are you to deny me?”
  –Sarvus Trask, Rogue Trader.
  F
  or an ambitious few, it is not enough to be wealthy. 
  It is not sufﬁcient to be powerful, respected and 
  renowned; such individuals must be legendary, 
  their names and reputations greater even than themselves, 
  more enduring than anything of human artiﬁce save the 
  Imperium itself. Their names must inspire awe and dread 
  and reverence in equal measure, the mere mention of them 
  conjuring thoughts of Gods amongst men whose power is 
  matched only by their ambition.
  Such a lust for glory would be seen as madness in many, a 
  fool’s dream as unattainable as an audience with the Emperor 
  Himself. But for those with the means and the 
  will to make it happen (or die trying!) it is the 
  culmination of a lifetime’s 
  efforts and travails. Few 
  who aim to become 
  so notorious a ﬁgure 
  ever survive to see their 
  legend 
  realized, 
  their 
  lives extinguished and their 
  reputations condemned to trivia 
  at best and ignominy at worst. It is 
  a risk felt to be worth the rewards, for 
  no man can become legendary without 
  overcoming such challenges, and none 
  who cannot endure such trials is ﬁt for such 
  lofty status in any case.
  Of course, for those who have attained 
  such 
  legendary 
  status, 
  a 
  challenge 
  remains—to maintain it, and perhaps 
  even to expand it further. Some 
  voyage to new sectors and new 
  expanses to bear witness to new 
  horizons and new trials and to 
  forge new chapters of their 
  myth. Others are content to 
  establish monuments to 
  their triumphs, or 
  voyage forth in 
  search of 
  those things even other men of power and ambition shy 
  away from, if they have not done so already. Others still are 
  never seen or heard from again, their legends conﬁrmed by 
  the mystery of their disappearance, enduring because of the 
  distant possibility that they may return.
  Where a few legendary explorers are benevolent in 
  inclination, they are rare, for infamy is far easier to achieve 
  than fame. Erasmus Haarlock, a descendant of the no-less-
  legendary Solomon Haarlock, whose name is synonymous 
  with the early history of the Calixis Sector, is known 
  across the region and beyond as a depraved madman who 
  slaughtered every single rival claimant to the Haarlock 
  Warrant, along with everyone even remotely connected 
  to them (the truth of the matter is far more complex than 
  the legend might suggest, of course), while Mordechai 
  Vrayne’s descent into madness and subsequent genocidal 
  rampages remain far better-known than the three centuries 
  of righteousness that preceded them (though, oddly, the 
  treatise that accompanied his madness—Heteroclasm: To 
  Destroy the Deviant—remains a standard text among certain 
  Schola Progenium abbeys within the Calixis Sector).
  It is not merely Rogue Traders who aspire to such heights 
  of renown. Fame is indiscriminate, and so is the desire to be 
  famous. The greatest of Explorators and Archeotechnologists 
  are no less renowned than the most notable of Rogue Traders, 
  and in many cases can achieve even greater legacies—Magos 
  Arkhan Land’s contributions remain in use all across the 
  Imperium more than ten millennia after his death, with the 
  STC vehicles he discovered still in service on innumerable 
  worlds. Students of military history study 
  the speeches and tactics of Macharius and 
  Yarrick, and the latter continues to forge 
  new chapters in his own legend. For 
  Navigators, fame is another tool in their 
  political arsenal, since a legendary scion 
  can lift his House to greater heights of 
  wealth and power.
  Whatever the path to glory, 
  whatever the reasons behind 
  it, 
  and 
  whatever 
  the 
  atrocities committed or 
  halted by those who 
  aspire to it, one thing 
  remains true: as long 
  as fame and fortune wait 
  beyond the reaches of civilisation, 
  there will be men and women 
  whose ambition is virtually 
  unmatched, 
  individuals 
  for whom a lifetime of 
  greatness 
  is 
  woefully 
  inadequate. 
  Immortality 
  alone, whether ﬁgurative 
  or literal, is the only prize 
  worth pursuing.
  
  89
  89
  89
  II: Koronus Careers
  BECOMING A LEGEND OF THE EXPANSE
  Aspiring to be legendary is one thing; succeeding is another 
  entirely. To attempt the grandest endeavours and face the 
  greatest challenges—and live to tell the tale—is only part of 
  it; you must have the treasures and trophies to prove it, the 
  resources to demonstrate your enduring success, and the wits 
  to protect it. Those who seek such endless glory must be as 
  wary as they are ambitious, for betrayal lurks around every 
  corner, and those who seek to make their own name will 
  often attempt to do so at the expense of yours.
  Required Career: Any
  Alternate Rank: Rank 6 or Higher (21,000 xp)
  Other Requirements: The Explorer must have at least two 
  Characteristics with scores of 50 or higher, at least two Skills 
  with a +20 bonus, and three or more Skills with a +10 bonus. 
  Further, the Explorer’s party must have a total Proﬁt Factor of 
  70 or higher at the time he enters this Advanced Career.
  Legend of the Expanse Advances
  Advance
  Cost
  Type
  Prerequisites
  Paranoia
  100
  Talent
  Charm +20
  200
  Skill
  Charm +10
  Command +20
  200
  Skill
  Command +10
  Commerce +20
  200
  Skill
  Commerce +10
  Intimidate +20
  200
  Skill
  Intimidate +10
  Invocation +20
  200
  Skill
  Invocation +10
  Pilot (Choose One) +20 (x2)
  200
  Skill
  Pilot (Choose One) +10
  Psyniscience +20
  200
  Skill
  Psyniscience +10
  Tech-Use +20
  200
  Skill
  Tech-Use +10
  Air of Authority
  200
  Talent
  Fellowship 30
  Light Sleeper
  200
  Talent
  Perception 30
  Lightning Reﬂexes
  200
  Talent
  Peer (x3)
  300
  Talent
  Fellowship 30
  Rapid Reaction
  300
  Talent
  Agility 40
  Talented (Choose One) (x3)
  300
  Talent
  Good Reputation (x3)
  500
  Talent
  Fellowship 50, Peer
  Renowned Warrant
  500
  Talent
  Watchful For Betrayal
  500
  Talent
  Awareness, Light Sleeper, Paranoia, Perception 40
  Legendary
  1000
  Talent
  LEGENDARY (TALENT)
  Your name is known on hundreds, even thousands 
  of worlds and maybe even beyond. Your reputation 
  is larger-than-life, preceding you by light years for 
  good or ill. Many will bow down before you as you 
  approach, tales of your exploits giving them reason to 
  revere you, but as many will reach for their blades and 
  watch you warily or shy away in dread at the mention 
  of your name.
  Any successful Inﬂuence Tests the Explorer makes 
  using Proﬁt Factor automatically gain an additional 
  two ‘bonus’ degrees of success. In a Social Challenge, 
  any successful Interaction Skill Tests made by the 
  Explorer automatically gain an additional two ‘bonus’ 
  degrees of success. In Combat, the Explorer counts as 
  having the Fear (1) Trait. 
  WATCHFUL FOR BETRAYAL 
  (TALENT)
  Prerequisites: Awareness, Light Sleeper, Paranoia, 
  Perception 40
  You are constantly wary of attack from all sides, taking 
  no chances that you may be brought low by an unseen 
  enemy at any moment. As long as you are conscious 
  and your senses are not impaired (such as by drugs or 
  a blindfold, the GM has ﬁnal arbitration of this), you 
  cannot be Surprised. 
  
  90
  II: Koronus Careers
  Navis Scion
  “A pleasure to meet you, sir. Allow me to introduce myself. I am your 
  charioteer, your gatekeeper to the stars. These trade conferences are 
  such a bore, don’t you think? We have all week to discuss the trade 
  routes of the Expanse. Would you care to join me in a glass of 
  amasec? Wonderful! A toast—to our endeavours.”
  –Navigator Gadevillious Obrex, emissary of House Vor’cle
  N
  avigators are a fortunate few born into privilege, 
  their politically afﬂuent clans wellsprings of intrigue 
  as grim and convoluted as their mutating bodies. 
  While some Navigator Houses empower agents to act as 
  intermediaries between themselves and Imperial society, 
  others look within, selecting from among their number 
  cunning Navigators who can wield the political inﬂuence of 
  the House to greatest effect. Though the Navis Nobilite are a 
  part of the Imperium, each Navigator House possesses great 
  autonomy, and their inﬂuence and power is on par with the 
  Imperium’s great Adepta. Thus, it is only natural that many 
  Houses have diplomats and representatives for dealings with 
  the larger Imperium. These Scions of the Navis Nobilite are 
  the faces of the great Houses, groomed to act as diplomats 
  and power brokers, seeing to it that their family’s interests 
  are protected.
  Equally at home in the estates of the Navigator Houses 
  or the courts of the Imperial elite, Navis Scions are masters 
  of conversation and courtly protocol. Often selected 
  from amongst their fellows based on their relative lack of 
  disﬁguring mutations as much as their social skills, these 
  Navigators attract a great deal of attention on their many 
  public outings. Fated to be the centre of attention in 
  virtually any courtly setting, Scions revel in the 
  gawking of onlookers, using their instant fame to 
  woo potential allies and mock known foes. It is 
  rare to see a Navigator in public, and rarer still to 
  see one surrounded by an admiring (or simply 
  curious) crowd. Whether regaling an audience 
  with tales of travel beyond the reaches of the 
  Imperium or wounding a boor’s pride with a 
  witty remark, Navis Scions are exceptionally 
  socially adroit.
  However, a Scion bears a responsibility far 
  greater than providing dazzling conversation. He 
  is still expected to be an adroit Navigator for 
  ships travelling the immaterium, and serves as a 
  vital link between his House and its allies. He is 
  expected to act as an agent and representative, 
  seeking out new clients for his House and 
  seeing to it that existing allies have the 
  House’s best interests at heart. The 
  intimidating presence of a full-
  blooded Navigator can 
  quickly sway the 
  outcome 
  of 
  a 
  trade 
  negotiation. Likewise, the enemies of the Nobilite must be 
  careful to hold their tongues when a Navis Scion glides 
  conﬁdently into court. Wielding the political and economic 
  power of his House, a Navis Scion is something to be feared 
  and respected.
  The extensive education and political experience of Navis 
  Scions make them valuable companions. In the course of 
  their duties, many Scions become advisors to Rogue Traders, 
  Admirals, and other high-ranking ofﬁcials who respect their 
  expertise and pedigree. Many a noble has turned to a Scion 
  for advice in matters of politics, trade, and even personal 
  matters. Though the rumour that a Navigator’s third eye can 
  glimpse the future is only partly true, that does not stop most 
  Scions from acting as psychic advisors, knowing full well that 
  the right prophesy muttered in the right ear is capable of 
  fulﬁlling itself.
  One cannot simply choose to serve his House as a Scion. 
  Scions must be groomed from an early age, entering courtly 
  life before the mutations that are their heritage manifest. As a 
  result, the highly public lives and exotic inhuman beauty of 
  most Scions lead many to believe the stories of monstrously 
  deformed Navigators to be no more than fables the Houses 
  use to intimidate rivals. A Navigator cannot escape the 
  betrayal of his own body, and as a consequence, most Scions 
  have short public careers. However, the alliances brokered and 
  social doorways opened in this time can serve a Navigator 
  throughout his prolonged existence, and may even be reﬁned 
  and enhanced through clever manoeuvring later in life. Still, 
  many Scions become so enamoured with the dance of courtly 
  intrigue that they cannot bear to leave it behind when the 
  time comes. More than a few Scions have resorted to extensive 
  reconstructive surgery and invasive bionic augmentation to 
  maintain the almost-human features that once made them 
  presentable and celebrated in Imperial high society.
  BECOMING A NAVIS SCION
  One becomes a Navis Scion while still in infancy, 
  when the elders of a Navigator House select a 
  newly-born child, one free of prenatal mutation, 
  and prepare for it a life of higher education and 
  social tutoring. Navis Scions are still 
  trained to harness their natural abilities 
  to perceive the Warp and direct the 
  course of mighty voidships, but are also 
  tutored in history, literature, and the 
  realities of Imperial politics. Though 
  their skill in the art of navigation may 
  suffer, Scions emerge from the their 
  studies with sharp minds and sharper 
  tongues, ready to represent their House 
  in all things.
  Required Career: Navigator
  Alternate Rank: 1 (5,000 xp) only. 
  Other Requirements: Due to their 
  excessive mutations and marginalised 
  existence at the fringes of Imperial society, 
  Navigators of the Renegade Houses 
  cannot select this Alternate Career.
  
  91
  II: Koronus Careers
  Note: Although this Rank replaces Rank 1 of the Navigator 
  Career, it does not re-list the Navigator’s starting Skills and 
  Talents. All Skills and Talents listed here are in addition to the 
  Navigator’s starting Skills and Talents.
  Navis Scion Advances
  Advance
  Cost
  Type
  Prerequisite
  Barter
  100
  Skill
  Ciphers (Nobilite Family)
  100
  Skill
  Carouse
  100
  Skill
  Performer (Storyteller)
  100
  Skill
  Scholastic Lore (Heraldry)
  100
  Skill
  Scholastic Lore (Navis Nobility)
  100
  Skill
  Carouse +10
  200
  Skill
  Carouse
  Charm
  200
  Skill
  Commerce
  200
  Skill
  Inquiry
  200
  Skill
  Speak Language (Trader’s Cant)
  200
  Skill
  Trade (Soothsayer)
  200
  Skill
  Disguise
  500
  Skill
  Charm +10
  500
  Skill
  Charm
  Commerce +10
  500
  Skill
  Commerce
  Peer (Government)
  100
  Talent
  Fel 30
  Peer (Nobility)
  100
  Talent
  Decadence
  500
  Talent
  T 30
  Good Reputation (choose one)
  500
  Talent
  Fel 50, Peer
  Hard Bargain
  500
  Talent
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  92
  II: Koronus Careers
  Ork Kommando
  “Da ooman base iz got walls an’ ﬁngs, see. So, if I’z goes up to da 
  wall, all sneaky-like, and blows it up wiv me bombs, den dere’ll be 
  an ‘ole in da wall wot da ladz can go fru, see. So, when you’z lot 
  ‘ears sumﬁng go boom, you charge,’ cos dere’ll be an ‘ole in da wall. 
  Unnastand?”
  –Snikskin, Ork Kommando, explaining a plan to a group of 
  other Orks
  F
  ew people would ever think of Orks as a subtle species. 
  Generally speaking, few Orks think of themselves as 
  subtle. Kommandos are different, the exception that 
  proves the rule. Rare enough that many Imperial Guard 
  commanders refuse to believe in their existence, Kommandos 
  are nevertheless an example of Orks breaking from the 
  stereotype of witless, bestial monsters that most humans 
  believe them to be.
  Many Kommandos are Blood Axes in origin, having learnt 
  from and adopted a range of human battleﬁeld tactics, such 
  as the use of camouﬂage, stealth and surprise. In spite of the 
  generally boisterous and unsubtle inclinations of Orks, they 
  are remarkably successful in their chosen role as inﬁltrators, 
  guerrillas and masters of psychological warfare, turning the 
  belief that Orks could never sneak up on someone to their 
  advantage by doing just that. The shock of their success at 
  closing on enemies unseen is a terrifying thing, for even a 
  small Ork (small being a relative term) is a deadly combatant 
  in its own right, more than capable of 
  tearing apart enemies with only 
  the most basic of weaponry. 
  At close range, an Ork is at 
  its deadliest, and its enemies 
  have few opportunities to 
  bring such a resilient beast 
  down by the time it reaches 
  melee. The notion of having 
  such a creature in your midst 
  without warning, then, is not 
  one that any soldier wishes to 
  contemplate.
  Compounding matters is 
  that other Orks have come to 
  the conclusion that sneaking 
  towards an enemy and putting 
  bombs on them without 
  anyone noticing is not only 
  great fun, but is also highly 
  effective. 
  Consequently, 
  many 
  Kommandos 
  are 
  experts in demolition, using 
  the crude but spectacular 
  explosives made by 
  Mekboys to breach bunkers and set traps. Their tendency 
  towards demolitions is both a matter of tactical effectiveness 
  and of mutual competition—seeing which Kommandos can 
  sneak the closest, plant the biggest bombs, and cause the 
  biggest explosions without ever being spotted. For all their 
  inclination towards stealth, Kommandos are still Orks, and 
  the chance to cause a good explosion is a hard thing to pass 
  up.
  Many Kommandos take their work very seriously, 
  smearing their bodies in paint and wearing camouﬂaged 
  clothing (neither of which is necessarily in the correct 
  colours to actually conceal the Ork; Ork camouﬂage is of 
  extremely variable effectiveness), stripping down to carry 
  as little equipment as possible, and even smearing their 
  weapons with soot or mud to eliminate 
  a telltale gleam. Their inclination, 
  as masters of stealth in a society 
  that barely understands the 
  concept, is to be “sneaky” 
  at all times, lurking in 
  shadows, hiding behind 
  piles of scrap and moving 
  as quietly as possible 
  for as much of the time 
  as possible. Other Orks 
  tend either not to notice 
  or not to care, which 
  means that Kommandos 
  go unperturbed for great 
  lengths of time, or at least 
  until they get bored and 
  leap from their hiding 
  place to attack.
  As 
  mercenaries, 
  Kommandos 
  are 
  considered quite valuable. 
  Being 
  predominantly 
  Blood Axes, Kommandos 
  often 
  have 
  little 
  compunction 
  about 
  DED SNEAKY (TALENT)
  Prerequisites: Ork, Concealment +10, Silent Move 
  +10
  The prospect of an Ork bursting from a concealed 
  position and attacking is an unsettling one to say the 
  least, and the few who survive the experience never 
  forget the sight of a hulking green-skinned monster 
  appearing nearby with a gigantic blade in hand. 
  During any turn in which the Ork Kommando begins 
  unseen by his enemy and chooses to reveal itself and 
  attack them, he counts as having the Fear (1) Trait—or 
  if he already has the Fear Trait, he counts his Fear Trait 
  as one hgiehr than normal. 
  
  93
  II: Koronus Careers
  working for a human, and they eagerly accept payment in 
  all manner of human-made wargear. More importantly, 
  their understanding of stealth tactics makes them far more 
  controllable and practical than most other Ork Freebooterz—
  as Orks who know how to keep quiet and wait for things, 
  they are far less of a liability than any other Ork in tense 
  situations, and they don’t lack for any of an Ork’s normal 
  proclivity for violence. For the Kommando, the beneﬁts are 
  notable as well—lacking appreciation of his skill from his 
  own kind, and eager to learn more of this “sneaky kunnin’” 
  from the humans that inspired his particular ilk in the ﬁrst 
  place, Kommandos ﬁnd working for humans to be a valuable 
  experience, at least until they get bored and decide humans 
  would be more entertaining to ﬁght.
  Amongst those soldiers who frequently face Orks, 
  Kommandos are considered some of the most terrifying to 
  face, because they differ so greatly from what is considered 
  to be standard Ork tactics. In many cases, experienced bands 
  of Kommandos have learnt to play on this fear, engaging 
  in practices such as scalping, or taunting their foes while 
  concealed, in order to inspire further dread.
  BECOMING AN ORK KOMMANDO
  As with many Ork “professions,” Kommandos are created 
  by equal parts instinct, inspiration and obsession. Few Orks 
  understand, let alone care to wonder, why different Orks 
  take up different paths. It’s simply part of being an Ork. 
  Becoming a Kommando, then, is simple enough—an Ork 
  must be introduced to the idea of stealth (either through 
  seeing enemies use it, or by another Kommando), be 
  inspired by the idea, and have the willingness to take it 
  further. Everything else, it seems, comes as naturally as most 
  things come to Orks.
  Required Career: Ork Freebooter
  Alternate Rank: Rank 4 or Higher (13,000 xp)
  Other Requirements: You must have an Agility of 35 or 
  higher, and a Perception of 35 or higher.
  Ork Kommando Advances
  Advance
  Cost
  Type
  Prerequisites
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  94
  94
  94
  II: Koronus Careers
  Ork Mekboy
  “Da best shoota I eva made, dat iz. Loadza barrulz, so dat it’s ded 
  shooty. ‘Sept dat wun, ‘cos dat’s da skorcha, dat’s burny insted. Yeah, 
  good an’ propa. An’ da bullitz is ‘splosiv...dey goez boom inna ﬁngs 
  wot you’z shootin.’ An’ dat button dere...dat’s da best bit. Wot it 
  duz, see, iz...iz...oh, zog. Nah, its nufﬁn’ boss. Nah, you’z don’t need 
  ta see wot dat button duz...‘onist. Don’t push it!”
  –Last words of renowned Ork Mekboy Nazdakka Boomsnik
  W
  ithout Mekboyz, Orks would be unable to voyage 
  from world to world. They would have no guns 
  but those they stole from enemies, no vehicles, no 
  “bionik” upgrades to make Orks stronger or faster or able to 
  breathe underwater. In short, it is because of Mekboyz that 
  Orks are the threat they are, for from the minds and genetic 
  instincts of Mekboyz, comes all Ork technology.
  As with much of Ork knowledge, the technical skill 
  possessed by Mekboyz is innate, found within their genetics, 
  more an instinctive talent than a learned skill. In spite of this, or 
  perhaps because of it, Ork technology at its peak—normally 
  when Mekboyz are at their most inspired and erratic—is able 
  to accomplish things that human science struggles to achieve. 
  The ramshackle appearance and unstable mechanisms used in 
  the most sophisticated of Ork devices—which are normally 
  used by Mekboyz as well, as few other Orks have the patience 
  or inclination to ﬁgure out how such things work—seem not 
  to hinder their function, yet when examined by the Tech-
  Priests of the Adeptus Mechanicus, are built in such a 
  way that while the science behind their creation is 
  sound, the device should not function at all due 
  to a variety of crucial ﬂaws and defects.
  Mekboyz are considered to be a 
  strange but vital part of Ork society, 
  their preoccupation with machinery 
  distancing them from other Orks, but 
  the undeniable usefulness of their 
  creations make highly valued by other 
  Orks, who hand over vast quantities 
  of Teef to obtain the latest, biggest, 
  noisiest and most destructive creations, be 
  they weapons, a new type of bomb, some 
  kind of vehicle, or—in the most impressive 
  of cases—a Gargant (a massive Ork war 
  engine, equal in size and destructive power 
  to an Imperial Titan) or starship. Given the 
  intermittently unreliable nature of such devices, 
  Meks soon after receive additional payment as 
  their creations have broken down or exploded 
  and need either repairing or replacing.
  Some of the most successful of Mekboyz 
  work for (and under the dubious protection 
  of ) a single large and powerful Ork 
  Boss, turning their craft to ensure 
  that their patron Boss 
  gets 
  the 
  biggest 
  guns, the fastest vehicles and the best armour. Others manage 
  to play rival warbands against each other, cunningly ensuring 
  that nobody has too much of an advantage over the others 
  and producing lots of dangerous devices to keep everything 
  even and the Mekboy free to work as he pleases. A rare few 
  develop the kind of might and ambition normally seen only 
  in Ork Nobz and Bosses, becoming what are known as Big 
  Meks, who gather others of their kind to them and venture 
  forth to make weapons and vehicles and starships of insane 
  power for no reason other than that they want to.
  BECOMING AN ORK MEKBOY
  Ork Mekboyz are born, not made. On some level, every 
  Mekboy has been one ever since he emerged from the dirt as 
  a “Yoof,” whether he realises it or not. That level of instinctive 
  understanding of machines, getting guns to work when 
  other Orks couldn’t, being able to ﬁx 
  a bike or trukk, and a 
  host of other 
  
  95
  95
  95
  II: Koronus Careers
  things all lead towards a young Ork eventually realising 
  his fate and taking up spanner and oil squig to become a 
  Mekboy. Trial and error—usually lots of error, but Orks are 
  tough enough not to care too much—hone the Ork’s skill 
  with machinery, and failed experiments are routinely sold to 
  gullible Orks.
  Required Career: Ork Freebooter
  Alternate Rank: Rank 4 or Higher (13,000 xp)
  Other Requirements: You must have an Intelligence of 30 or 
  higher. In addition, you must be trained in the Tech-Use Skill, 
  and have at least two Exotic Weapon Proﬁciency Talents.
  Ork Mekboy Advances
  Advance
  Cost
  Type
  Prerequisites
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  WORKY GUBBINZ (TALENT)
  Prerequisites: Ork, Tech-Use +10, Willpower 30+
  The Ork has an innate and instinctive skill with machinery, allowing him to perform feats of engineering that defy 
  logic, cobbling together random lumps of wrecked technology and scrap metal into something bizarre and startlingly 
  effective. Orks with this talent gain the following beneﬁts:
  An Ork with this talent counts all Ork-made weapons as Reliable—his greater understanding of them allows him to 
  use the weapons more effectively than other Orks.
  An Ork with this talent may attempt a Tech-Use Test to quickly “kustomise” any device he comes across, whether 
  it needs it or not. With weapons, this takes a number of minutes equal to the number of half actions the gun normally 
  takes to reload. If the test is successful, then the gun’s craftsmanship improves by one step until the next time it needs 
  to be reloaded, at which point it breaks and will need to be repaired. If the Ork “kustomises” another hand-held device 
  or piece of gear, all tests to use the object gain a +5 bonus for a number of hours equal to the Ork’s Willpower Bonus, 
  at which point it will cease functioning. The GM can devise alternative effects for a Mekboy’s “kustomisations.” In all 
  cases, if the test is failed, then the device breaks and will not work until repaired fully.
  
  96
  II: Koronus Careers
  Transubstantial 
  Initiate
  “I have made the pilgrimage to Holy Terra. I have knelt at the foot 
  of the Golden Throne. I have been made to look upon His divine 
  countenance, and it struck me blind! The Soul-Bound are forever 
  changed. Dare you claim to be holier than I?”
  –Tien Voor, senior Astropath of the merchantman Solis Lux
  A
  n Astropath’s life is a hard one. Taken from their 
  home worlds at a tender age, kept in fetid cells 
  aboard the Blackships of the Inquisition, subjected to 
  rigourous testing and brutal conditioning by the Scholastica 
  Psykana, then Soul-Bound to the God-Emperor in a 
  punishing ritual that few survive and leaves all blind, only 
  to spend their lives toiling in a profession that causes many 
  of their number to “burn out” from mental and psychic 
  fatigue, it’s a wonder that any Astropath enters 
  service with his sanity intact. But there exist a 
  rare few for whom the journey to Terra and back 
  again is not a grinding mechanism to ensure 
  the survival of the Empire, but a righteous 
  trial rewarded with epiphany and spiritual 
  transubstantiation. For such Astropaths, the 
  loss of their eyes is an insigniﬁcant price 
  to pay for a brief communion with the 
  God-Emperor. If there was ever any 
  doubt in their hearts about the divinity 
  of The Master of Mankind, it is 
  burned away by the crackling psychic 
  ﬁres of Soul-Binding. Perhaps it is 
  the rather recent founding of the 
  Calixis Sector by Holy Crusade, but 
  such viewpoints are common in the 
  Calixis Sector—and by extension, 
  the Koronus Expanse. Though 
  such individuals go by many names 
  throughout the galaxy, the Calixian 
  Conclave of the Holy Inquisition has 
  taken to referring to these Astropaths 
  as Transubstantial Initiates.
  Not content to simply ferry the 
  messages of the God-Emperor’s 
  servants, Transubstantial Initiates 
  dedicate their lives to serving 
  the will of the God-Emperor of 
  Mankind in a more direct role. 
  They see their psychic powers as 
  a blessing of the God-Emperor, 
  and they believe it is their 
  divine duty to 
  use their powers to further his will. They also tend towards 
  a religious focus. In the course of their nominal duties as 
  messengers, Transubstantial Initiates give special priority to 
  the communiqués of the Adeptus Ministorum, Inquisition, 
  and any others they judge as undertaking a holy mission. 
  Both the Calixian Conclave and the Ecclesiarchy operations 
  in the Expanse ﬁnd such Astropaths very useful for that 
  reason. 
  Unlike most Astropaths, Transubstantial Initiates make 
  no attempt to cover what remains of their eyes within polite 
  society. They consider their blindness to be a mark of honour 
  and devotion, holy stigmata granted by the God-Emperor. 
  Initiates display their blindness proudly, their rheumy eyes, 
  shrivelled retinas, and empty sockets a gruesome testament 
  to the singular event that made them what they are. 
  Transubstantial Initiates spend what scant leisure time they 
  have in theosophical study, prayer, and meditation. Many 
  have been known to loudly broadcast liturgies deep into the 
  Warp, claiming that in so doing they drive away Daemons 
  and other Chaos spawn, while others insist that so long as 
  excerpts of the Creed ﬂit between worlds the wisdom 
  of the righteous can never be lost. Other Initiates 
  are even more active in their faith, seeking out the 
  ignorant and the faithless that they might be made 
  to repent and accept the will of the God-Emperor. 
  Astropaths on such a self-appointed mission 
  are said to rewrite the contents of heathen 
  minds, defending their actions by stating 
  that there is no free will, only His Will. 
  It is for these reasons that many assume 
  Transubstantial Initiates and Missionaries 
  would make fast allies. Unfortunately, 
  the adamantine convictions of the 
  two leads to conﬂict; Missionaries see 
  Transubstantial Initiates are borderline 
  heretics, and Transubstantial Initiates 
  see Missionaries as unfortunates too 
  quick to look beyond the Imperium 
  before attempting to understand the 
  true nature of The Master of Mankind.
  There are many amongst the Expanse 
  who proclaim Transubstantial Initiates 
  to be nothing more than heretics who 
  bear a brand of sanction. They denounce 
  such Astropaths as deluded fools driven 
  to madness by mental trauma wrongly 
  assumed to be a religious experience. 
  Why 
  the 
  Ecclesiarchy 
  does 
  not 
  outright condemn the beliefs of the 
  Transubstantials, nor the Inquisition 
  widely prosecute them, is a testament 
  to their usefulness to the two 
  organisations. 
  When 
  questioned 
  about the possible incorrectness of 
  
  97
  II: Koronus Careers
  their faith, Transubstantials are quick to point out that their 
  detractors have never set foot upon Holy Terra, nor have they 
  stood in the light of The Golden Throne. 
  Inevitably, Transubstantial Initiates come into conﬂict with 
  the religious and secular authorities of the Imperium. Some, 
  not wishing to come into open conﬂict with fellow servants 
  of the God-Emperor, turn inward, quieting their fervour in 
  public for the sake of concordance with the Adeptus. Those 
  that refuse to curtail the expression of their piety draw the ire 
  of many, becoming pariahs. These outcasts are often the ﬁrst 
  Astropaths to sign on to an Expanse-bound Rogue Trader’s 
  crew, seeking freedom beyond The Maw and a chance to 
  demonstrate the living glory of the God-Emperor on worlds 
  far from His holy light. Most Rogue Traders are more than 
  willing to take on a Transubstantial Initiate, as their fervour 
  and conviction tends to translate to vastly increased psychic 
  power. It is because of this that many Transubstantial Initiates 
  scorn conventional weaponry, preferring to ﬁght with 
  purifying ﬂame or their “blessed” powers. 
  BECOMING A TRANSUBSTANTIAL INITIATE
  The path to becoming a Transubstantial Initiates is a short 
  one, beginning at the moment of Soul-Binding, when the 
  coruscating psychic energies of the God-Emperor blast their 
  way through the young Psyker’s mind, leaving behind a small 
  fragment of His power and little else. No experience in the 
  course of the Astropath’s life can compare with this moment. 
  For many, it takes far longer to adjust and interpret this 
  event, meaning many Astropaths do not declare themselves 
  Transubstantial Initiates until after undertaking duties in 
  the Koronus Expanse. It is there, as they begin their duties 
  amongst the very reaches of the God-Emperor’s domain, 
  that many come to the conclusion that they have been 
  spiritually transformed and uplifted. Some become obsessed 
  with the notion. This usually does happen early in their 
  career, however, so it is almost unheard of for an established 
  Astropath to become a Transubstantial Initiate, though under 
  exceptional circumstances the GM may wish to grant access 
  to this Alternate Rank as part of an Elite Advance.
  Required Career: Astropath Transcendent
  Alternate Rank: 1 (5,000 xp) only.
  Other Requirements: An Explorer may have no more than 
  5 Corruption Points when this Alternate Career is taken. An 
  Explorer who takes this Alternate Career suffers –3 Weapon 
  Skill and –3 Ballistic Skill. 
  Note: Although this Rank replaces Rank 1 of the Astropath 
  Transcendent Career, it does not re-list the Astropath 
  Transcendent’s starting Skills and Talents. All Skills and 
  Talents listed here (including the two Psychic Technique 
  Talents) are in addition to starting Skills and Talents.
  Transubstantial Initiate Advances
  Advance
  Cost
  Type
  Prerequisite
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  98
  II: Koronus Careers
  Torchbearer
  “As the ﬁre warms your body, know that the Emperor’s righteousness 
  will warm your soul. As this ﬁre keeps the animals at bay, so 
  the Emperor’s wrath will ward off the unspeakable terrors that 
  would prey on you. As this ﬁre lights the night, so the Emperor’s 
  illumination will bring you out of the darkness and into the bosom 
  of the Holy Imperium of Man”
  –Lindesfarre Schaeln, Torchbearer to the lost tribes of the 
  Red Wastelands
  T
  he Missionaries operating in the Expanse are a breed 
  apart from those who serve the Emperor’s Will in the 
  civilised space of Calixis, for they encounter terrors 
  and wonders undreamed of by their brethren ministering to 
  the sector. Travelling from world to world in these lawless 
  systems and bringing the Holy Creed to those who have lost 
  the Emperor’s light is a Missionary’s sacred duty. However, 
  some of the roughest and most dangerous worlds in the 
  Expanse have primitive human cultures that predate the 
  Imperium. These heathen worlds have never heard of the 
  God-Emperor or the Imperium of Man, and are likely to 
  violently resist the word of the Ministorum. In these cases, a 
  typical Missionary has little chance of converting a populace, 
  and the Ministorum relies on the talents of the Missionaries 
  known very informally as Torchbearers.
  Torchbearers are sent to human cultures far from the 
  Emperor’s light, who may worship dark and savage gods. On 
  these worlds, where feral nomads rule and primitive weapons 
  are the height of development, it requires a strength of body 
  and willingness to devote years or decades to 
  the 
  struggle to save the inhabitants’ souls from 
  the shadows. Too few possess the fortitude 
  to survive in such environments let alone 
  carry on their blessed duties; to be a 
  Torch-bearer is to bear aloft the ﬁre 
  of the Imperium with which to light 
  the way, while the spirit of the God-
  Emperor burns within, sustaining 
  the Missionary in his travails. 
  While all Missionaries who 
  travel through the Expanse 
  are expected to operate 
  independently for long 
  periods, a Torchbearer 
  might 
  ﬁnd 
  himself 
  planted on a desolate and 
  unforgiving world with 
  no contact for years at a 
  time, stranded due to 
  severe 
  Warp-storms 
  or perhaps simply forgotten for decades at a time. As such, 
  they are experts in survival, and are expected to endure 
  the predations of both nature and man. When they arrive 
  on a new world they may know nothing other than the 
  fragmentary reports of passing explorers who mentioned the 
  unproﬁtable natives encountered and little else. Other planets 
  may provide nothing but a Ministorum beacon designed to 
  attract their attention, left behind by ancient Missionaria 
  Galaxia probes. So Torchbearers learn to travel light with a 
  wide range of essential gear, building and creating whatever 
  else they need—for their skills are great and their needs are 
  few. In little time they can fashion permanent missions where 
  the newly faithful may learn to properly worship their God-
  Emperor. 
  Torchbearers go into their new worlds knowing they 
  may never be recovered, given the vagaries of Warp travel. 
  Many say their farewells to their shipmates and comrades on 
  departure, for it may be years before they are reunited. Yet 
  such is their spiritual nature that they are comfortable with 
  these long stretches of isolation from civilisation’s comforts, 
  and ﬁnd renewed energy in their blessed endeavours. 
  Their existence is a simple one, attractive to those wishing 
  to be spared the subtle and vicous politics that 
  permeating the Ministorum hierarchies. And yet 
  temptation can overwhelm even the most pious 
  and dedicated of these missionaries, as was 
  the case of Karthom Laui. Grounded 
  deep in the Ragged Worlds, he was 
  not seen for another 45 years until 
  his homeship Aurum Veneratus 
  returned, and the landing party 
  was ambushed as their craft was 
  overrun by hordes of fanatical 
  natives now lead by their All-
  Father Karthom the Beneﬁcent. 
  His mind twisted by the long 
  years of isolation, he remade the 
  Imperial Creed into a gloriﬁcation 
  of himself and became a god 
  of the savage tribes. Laui was 
  presumed killed in the ensuing 
  series of attacks throughout 
  the system, but 
  SURVIVAL MASTER (TALENT)
  Prerequisites: Toughness (40)
  The Torchbearer’s ability to thrive in the most 
  inhospitable and desolate areas allows him to continue 
  his holy mission where others would fall. Be it endless 
  desert dunes, rainforests of entangling fauna, barren 
  mountain ranges, or even hideous death worlds, he can 
  persevere. The character may re-roll all failed Survival, 
  Tracking, and Wrangling Skill Tests, although each 
  check can only be re-rolled once. 
  
  99
  II: Koronus Careers
  rumours of his insane vision persist, and his followers are still 
  sometimes encountered on other undeveloped planets. 
  Such infamies endure despite the efforts of the Ecclesiarchy 
  to suppress such heretical tales. It is better to heed the saga of 
  Trell Palnus, the Flame of Westwind. He devoted the his life to 
  a forsaken world, spending long years walking from settlement 
  to settlement and converting those he found, either through 
  holy word or holy ﬂame. Such was his presence that few were 
  required to be consecrated by the latter. In just three generations 
  the planet went from a worthless rock to burning light in the 
  Expanse, a proﬁtable shrineworld and home to many of the 
  Ministorum’s most ﬁercely devout subjects. As long as there are 
  such examples to set souls aﬂame, surely Kronus can be saved 
  from the darkness that pervades the Expanse. 
  BECOMING A TORCHBEARER
  Few choose the path of Torchbearer, for it is a harsh life 
  devoid of even the most basic of creature comforts. It also will 
  mean isolation from the Ministorum itself, possibly leading 
  to less chances of promotion and recognition. This path is 
  more for those seeking spiritual reward, or perhaps seeking 
  penance for some hidden failures of the part. A successful 
  Torch-bearer will establish a network of grateful devotees 
  across the Expanse, ready to come to his aid and the aid of 
  his compatriots. It is a rare backwater planet that will not 
  remember the one who brought the Emperor’s Flame to their 
  world, and his name will travel with them across the stars. 
  Wherever they go, he shall have friends waiting for him. 
  Required Career: Missionary
  Alternate Rank: Rank 2 or Higher (7,000 xp)
  Other Requirements: You must have a Toughness of at least 
  35 and Willpower of at least 35, and have taken at least 
  one Sound Constitution Talent. 
  Torchbearer Advances
  Advance
  Cost
  Type
  Prerequisites
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  100
  II: Koronus Careers
  Xenographer
  “Do you have any idea what you possess? This is no simple curio. 
  This is wraithbone! I dread to think what other relics you misuse. A 
  Yu’vath glyphshard used as a doorstop perhaps? An Egerian geode 
  pressed into ignoble service as a paperweight? You couldn’t tell a 
  Halo Device from a hat rack!”
  –Last words of Baron Choliz Balmonte, author of The Savage 
  Noble: One Man’s Time Among The Kroot
  T
  he Imperial Creed instructs all citizens to speak not 
  to the alien, learn not from the alien, trust not the 
  alien, and above all, to ensure the extinction of the 
  alien. Despite these prohibitions, there are many who seek 
  out the forbidden lore of xenos races and covet artefacts 
  of alien manufacture. Within the borders of the Imperium 
  one can always ﬁnd a handful of academics and eccentrics 
  who are self-proclaimed experts in the realm of xenos lore. 
  For some, it is not enough to cobble together fragments of 
  legendary and gawk over relics of indeterminate history 
  and purpose. For some, the alien is not something to 
  be feared and exploited. For the Xenographer, the 
  inhuman beings of the universe are to be 
  sought out, understood, and harnessed. 
  Far from the centres of Imperial 
  authority, the Xenographer thrives, 
  called to uncharted reaches such 
  as the Koronus Expanse by the 
  siren song of xenos lore to 
  be gleaned from races both 
  living and dead.
  Xenographers 
  fancy 
  themselves 
  scholars and explorers, people of cunning 
  and bravery with the mental fortitude 
  needed to master alien secrets with their 
  sanity intact. Within the Expanse, free from 
  the dictates of Imperial law, Xenographers 
  are found indexing the remains xenos ruins, 
  disinterring the contents of alien tombs, and 
  entreating extant xenos breeds to parley. It is 
  this ﬁrsthand experience that separates a true 
  Xenographer from the poseur students of 
  xenoarcana that pollute the halls of academia 
  with their petty conjectures.
  For a Rogue Trader, a Xenographer is a 
  valuable asset. Who better to advise an entrepreneur 
  in establishing a cold trade, negotiate with Eldar 
  corsairs, or plan the invasion of a Rak’Gol 
  stronghold? When the Lord Captain wishes 
  to hire Kroot mercenaries, his Xenographer 
  knows where to ﬁnd them and what price 
  will guarantee their loyalty. When the 
  Arch-Militant intends to strike at the 
  heart of an Ork Freebooter ﬂeet, the Xenographer knows 
  where they will be most vulnerable. When the Missionary 
  converts the human population of a heathen planet rife with 
  xenos taint, it is the Xenographer who knows which local 
  traditions are compatible with the Creed, and which are 
  corrupt and alien.
  During his travails, a Xenographer not only 
  amasses vast repositories of alien lore, but a collection 
  of relics. Tomes of lore bound in xenohide are 
  bookended with gewgaws and artefacts of outré 
  beauty. Such relics are not collected for their own 
  sake. A Xenographer can name each, state 
  its history, and command its powers with 
  some skill. Xenotechnology is a rare 
  and powerful thing, and Xenographers 
  come to cherish this power, seeking 
  out and claiming such items only 
  to use them to secure more potent 
  examples of alien craftsmanship. The 
  most ﬂamboyant Xenographers openly 
  declare xenotechnology superior to 
  the sanctiﬁed devices of the Adeptus 
  Mechanicus. Those who ascribe 
  to this belief had best hold their 
  tongues, should they wish to 
  return to the Imperium and 
  live to brag about their 
  discoveries.
  Many 
  doubt 
  the 
  sanity and intentions of the 
  Xenographer, claiming that no 
  human mind can survive grappling 
  with alien logic, and that for any proper 
  Imperial citizen, to see an alien is to 
  desire its destruction. Xenographers have 
  been called deluded, mad, and outright 
  PEER (XENOS)
  Over the course of their lives, Xenographers will have 
  prolonged contact with a variety of xenos breeds. 
  Depending on the history that exists between then, 
  Xenographers can earn a certain amount of grudging 
  respect in the eyes (or equivalent sensory organs) of 
  the aliens with which they maintain the closest ties. 
  At the Game Master’s discretion, a Xenographer can 
  purchase the Peer (Xenos) Talent as an Elite Advance 
  for 200 experience to represent the respect he has 
  earned from a particular xenos species. This Advance 
  should only be awarded if the Xenographer character 
  has had extensive contact with the xenos in question, 
  has performed deeds worthy of their esteem, and 
  roleplayed his interactions with the species in question 
  with exceptional skill.
  
  101
  II: Koronus Careers
  treasonous for their actions. It is no small wonder that the 
  most renowned Xenographers lose their place in Imperial 
  society altogether and chose to “go native,” living amongst 
  the xenos breeds they have studied and treated with, and 
  with whom they have earned some modicum of respect and 
  acceptance. The best of these self-imposed exiles act as bridges 
  between Explorers and the xenos with which they share the 
  Expanse. The worst of them become as inhuman in mind and 
  soul as their xenos peers, revelling in the worship of alien 
  gods and ﬁghting against those Rogue Traders, crusaders, and 
  Battleﬂeet Admirals who come to claim alien worlds by right 
  of conquest. Despite their ﬂaunted corruption, there are still 
  those who seek out these race traitors, for their knowledge of 
  xenos, though profane and intimate, is vast.
  Thankfully, there are Xenographers who are not motivated 
  by outright fascination with all things alien. There is no 
  weapon in this galaxy more powerful or dangerous than 
  knowledge, and for many Xenographers, it is a weapon that 
  they gladly wield against the enemies of Mankind. For men 
  such as this, there are few sights more cherished than that of 
  a xenos impaled on its own weapon. Like their enamoured 
  fellows, these Xenographers seek out living examples of 
  various xenos breeds. Unlike them, they do so that they 
  might capture and interrogate where others would interview 
  and bargain. When the Xenographer has learned all he 
  can through cunning and force of will, all that remains is 
  to perform vivisection. The pulsing organs and convoluted 
  viscera of the howling subject hold secrets all their own.
  BECOMING AN XENOGRAPHER
  Xenographers are of a scholarly bent, and while each seeks 
  out xenos lore for different reasons, each sees such knowledge 
  as the key to their success. Xenographers come from many 
  highborn and scholarly backgrounds, and each has had some 
  direct experience with at least one xenos breed, be it the sting 
  of a haughty Eldar’s taunts, or the overwhelming sight of a 
  Yu’vath corpse city.
  Required Career: Any, except Ork and Kroot.
  Alternate Rank: 2 or higher (7,000 xp)
  Other Requirements: An Explorer must have had some 
  direct contact with a xenos breed or prolonged exposure 
  to their creations before selecting this Alternate Career. 
  Additionally, the Explorer must possess both the Literacy and 
  Tech-Use Skills.
  Xenographer Advances
  Advance
  Cost
  Type
  Prerequisite
  Forbidden Lore (Xenos)
  100
  Skill
  Scrutiny
  100
  Skill
  Survival
  100
  Skill
  Trade (Archeologist)
  100
  Skill
  Trade (Archeologist) +10
  200
  Skill
  Trade (Archeologist)
  Trade (Archeologist) +20
  200
  Skill
  Trade (Archeologist) +10
  Evaluate
  200
  Skill
  Evaluate +10
  200
  Skill
  Forbidden Lore (Xenos) +10
  200
  Skill
  Forbidden Lore (Xenos)
  Speak Language (Eldar)
  200
  Skill
  Speak Language (Kroot)
  200
  Skill
  Speak Language (Ork)
  200
  Skill
  Speak Language (Stryxis)
  200
  Skill
  Forbidden Lore (Xenos) +20
  250
  Skill
  Forbidden Lore (Xenos) +10
  Speak Language (Eldar) +10
  250
  Skill
  Speak Language (Eldar)
  Speak Language (Kroot) +10
  250
  Skill
  Speak Language (Kroot)
  Speak Language (Ork) +10
  250
  Skill
  Speak Language (Ork)
  Speak Language (Stryxis) +10
  250
  Skill
  Speak Language (Stryxis)
  Exotic Weapon Training (Choose One) (x4)
  200
  Talent
  Meditation
  200
  Talent
  Mimic
  300
  Talent
  Polyglot
  300
  Talent
  Int 30, Fel 30
  Dark Soul
  400
  Talent
  
  102
  II: Koronus Careers
  Elite Advances
  “What is wisdom, but the scars upon the mind left by experience?”
  –Tobin Heiss, Arch-Deacon of the Cathedral of Illumination, 
  and renowned Philosopher
  A 
  character’s Career and his Advance Scheme are only 
  part of the picture, an array of pre-chosen advances 
  themed to a particular kind of character. In-character, 
  they are the fruits of the character’s expected lifestyle and 
  assumed training, the things that the character is likely to learn 
  simply for being who he is; an Arch-Militant can be assumed 
  to gain proﬁciency in the arts of war, an Explorator can be 
  expected to expand his knowledge of science and technology.
  But what of training and experience beyond a character’s 
  profession? Unexpected encounters, new opportunities, and 
  life-changing experiences can all have an inﬂuence on a 
  character’s development, allowing for advances beyond those 
  provided by their Career Path. Elite Advances, described on 
  page 39 of the ROGUE TRADER Core Rulebook, allow for 
  these extra-curricular options, and used effectively can create 
  memorable characters that grow far beyond the broad-but-
  basic archetypes laid out by the Career Paths.
  USING ELITE ADVANCES
  The basic procedure for obtaining Elite Advances is described in 
  the ROGUE TRADER Core Rulebook. However, that brief section 
  only scratches the surface of the possibilities that Elite Advances 
  can provide. This section will go into more detail about the 
  ways in which Elite Advances can be obtained and used by both 
  players and GMs to theme characters and campaigns alike.
  At the heart of it, the use of Elite Advances centres around the 
  character—his desires, his experiences, and the opportunities 
  he discovers. Gaining an Elite Advance should always be 
  focussed upon representing that, with the rules used to reﬂect 
  the character and the campaign. They aren’t a quick way to 
  bypass the structure of the Career Path to get a powerful talent 
  early (or, at least, not without a valid, in-character justiﬁcation), 
  nor should they simply be used to power up a character.
  Elite Advances come in two broad categories: player-requested 
  advances, where the player gives a justiﬁcation for why his 
  character should learn something, and GM-granted advances, 
  where a situation within the context of the ongoing game prompts 
  the GM to offer an advance to one or more of the player characters.
  With player-requested advances, the player selects the 
  advance he would like his character to obtain, gives an in-
  character justiﬁcation for gaining that advance, and makes an 
  offer of how much the character is willing to pay in exchange 
  for that advance —this should be in xp in all but the oddest of 
  circumstances. The GM then considers the request, and may 
  alter it as he sees ﬁt (including outright denying it), sometimes 
  changing the cost (or adding an additional price—skill tests, 
  Insanity or Corruption Points, a cost in time or resources, etc) 
  and sometimes changing the advance granted for something 
  similarly appropriate. The GM’s word in this regard is ﬁnal.
  GM-granted advances skip the ﬁrst step described above, 
  with the GM setting a price, picking the skills, talents and/or 
  traits being granted, and giving an in-character reason for the 
  advance. Such advances can be used to promote the theme of a 
  campaign, to represent special training offered by an ally, patron 
  or other grateful or benevolent party (or less-than-benevolent 
  party with an ulterior motive), or even as a reward for a particular 
  success or noteworthy event. GM-granted advances are, of 
  course, optional—a player unwilling to accept the cost will 
  gain nothing and lose nothing—and may be either permanent 
  additions to a character’s advance scheme (meaning that they can 
  be taken at any point from then on) or available only for a limited 
  time, perhaps only at that particular time and place.
  ELITE ADVANCE PACKAGES
  Elite Advance Packages take the concept of Elite Advances a 
  step further, providing new and unique abilities as well as the 
  potential for multiple advances in a single package deal. Elite 
  Advance Packages, like the simpler Elite Advances, are ways to 
  tailor and shift the direction of a character in ways that aren’t 
  covered by the normal Career Paths or even by the Advanced 
  Careers like those earlier in this chapter. The packages contain 
  a wide variety of possible effects, and some of them may even 
  add to your character’s advance scheme, providing a list of skills 
  and talents which can be purchased at a later point for additional 
  experience. When spending this additional experience, you 
  advance through your career normally—it matters not where 
  your experience is spent, only that you spend it.
  The following Elite Advance Packages are examples, a 
  selection of possible ways for the player and GM to use Elite 
  Advance Packages to develop characters and campaigns beyond 
  the limits of a character’s career path. There are, in theory, an 
  endless number of possible Elite Advance Packages, because 
  there are an endless variety of things which can cause signiﬁcant 
  changes to a character during his or her lifetime. There are no 
  hard-or-fast rules for creating these packages—this is left up to 
  a GM’s own judgement as to what they should cost and what 
  abilities they should grant. One thing should remain constant, 
  however: there should always be a cost. In many cases, that 
  COUNTING THE COST
  While there are no hard-and-fast rules for obtaining 
  Elite Advances, some guidance can be provided for 
  GMs and players alike as to what different abilities 
  are likely to cost. It is easy enough to estimate an 
  advance’s worth from its presence in the various career 
  paths—most advances cost 100, 200 or 500xp. When 
  purchased as an Elite Advance, such advances should 
  usually be priced above their normal value, usually 
  twice their regular cost. Some of this cost can then, 
  if appropriate to the advance itself, or the difﬁculty 
  of obtaining it, be exchanged for an appropriate 
  alternative cost—Corruption Points, Insanity Points, 
  the accumulation of enemies, time spent training, 
  roleplaying challenges as a mentor is sought out or 
  negotiated with... the possibilities are as limitless as 
  the variety of Elite Advances themselves.
  
  103
  II: Koronus Careers
  cost will be in xp, but as with ordinary Elite Advances, the 
  cost may instead be partially or completely in Insanity Points, 
  Corruption Points, the accumulation of enemies, tests of skill 
  and ability, roleplaying challenges, wealth and resources, or 
  anything that players or their characters value.
  As with all Elite Advances, Elite Advance Packages should 
  be narrative-led, they should reﬂect some in-game occurrence, 
  or some force, ideology, faction or event within a game. They 
  are not simply a way for a player to string together powerful 
  abilities for his character to have, just because he wants 
  them—there should be some element of the narrative driving 
  the acquisition of such abilities, and a cost to obtain them. 
  This is why the GM is always the ﬁnal arbitrator of 
  what an Elite Advance Package consists of and whether 
  or not a player can take it. 
  Elite Advance Package use is optional, and because they modify 
  and can potentially upset the balance of the character progression 
  system, they are recommended for experienced groups.
  AGENT OF THE THRONE
  “You may speak with His voice in this Throne-forsaken place, Lord-
  Captain, but I am His eyes and ears, and it may serve you well not to 
  utter such blasphemies where He can hear...”
  –Confessor Aidus hevaille, Pontifex-Auditor of Synod Calixis
  The Imperium grants Rogue Traders great power, for 
  without such power their task would be insurmountable, and 
  individuals of sufﬁcient will and purpose would seldom seek 
  such a role. Even so, their autonomy is not always as complete 
  as it may seem, nor their power as unassailable as they might 
  wish to believe. The Imperium has many organisations, ofﬁces 
  and departments with a vested interest in the discoveries and 
  exploits of a Rogue Trader, and as many more again who 
  turn their attentions towards the Rogue Traders themselves, 
  watchful for signs of corruption or inﬁrmity that would 
  jeopardise their duty to Him-on-Terra.
  Surrounded as they are by all manner of adjutants, advisors 
  and assistants, a Rogue Trader’s entourage is the perfect place 
  for an agent of one of those myriad organisations, their loyalty 
  given to an authority higher than that of the individual they 
  watch so carefully. Some operate openly, their differing 
  loyalties plain for all to see, their advice given in the best 
  interests of their superiors. Others keep their true purpose 
  hidden, acting as spies against the man they claim to serve, all 
  in the name of greater masters.
  AGENTS OF THE THRONE AND DARK 
  HERESY
  It is no coincidence that the Agent of the Throne 
  package is entirely appropriate to represent the skills 
  and powers that might be possessed by Acolytes of the 
  Inquisition, particularly senior ones who have proven 
  their worth. As an Elite Advance, this package is easily 
  used in DARK HERESY without modiﬁcation, and could 
  well be given to an entire group of Acolytes as a way 
  of giving them a common skill base distinct from their 
  own unique proﬁciencies.
  
  104
  104
  104
  II: Koronus Careers
  Those Who Serve the Golden Throne
  Given the diverse and dangerous nature of a Rogue Trader’s 
  exploits, it is of little surprise that many organisations go to 
  great lengths to observe these powerful men and women. Most 
  notorious and terrifying amongst these is the Inquisition, whose 
  vigilant Acolytes move secretly through all parts of the Imperium, 
  with the ships of Rogue Traders no exception. However, where 
  the agents of the Inquisition may be the most obvious example 
  of Agents of the Throne, they are far from the only ones.
  With new worlds, forgotten enclaves of humankind and 
  lost knowledge of immense worth to be found beyond the 
  reach of the Imperium, the Ecclesiarchy and the Adeptus 
  Mechanicus both are eager to send agents out to ﬁnd and 
  exploit these resources. The Missionaria Galaxia of the 
  Ecclesiarchy and the Explorators of the Adeptus Mechanicus 
  are the most overt agents these organisations possess, but 
  others are used as well. Within the Calixis Sector and out into 
  the Koronus Expanse, for example, Pontifex-Auditors serve as 
  the spies and observers of Cardinal Ignato.
  No less signiﬁcant are Administratum and Departmento 
  Munitorum Archivists, who record in exacting detail the exploits 
  of their subject, or representatives of Lord-Admirals of the Imperial 
  Navy and Lord-Generals of the Imperial Guard who wish to 
  keep a close eye on the realms they may one day be crusading to 
  conquer in the Emperor’s name. Even the Navis Nobilite is wont 
  to indulge in secretive intelligence-gathering, another part of 
  the great game of intrigue that runs all through the Great 
  Houses of the Navigators.
  Restrictions: Only human, non-mutant characters 
  may select this Elite Advance Package. 
  Advance Cost: 600xp
  Effect: Gain the Writ of Authority trait, and the Peer 
  talent appropriate to the organisation the character serves, 
  chosen from the following list (additional options available 
  at GM’s discretion): Adeptus Arbites, Adeptus Mechanicus, 
  Administratum, Ecclesiarchy, Government, Inquisition, or 
  Military. In addition,the character may spend xp on the Agent 
  of the Throne advances shown on the table above.
  Special: There are a number of Common Lore skills on the 
  Agent of the Throne Advances table, as well as Forbidden 
  Lore (Inquisition). Due to the broad range of organisations 
  an Agent of the Throne may belong to, this list covers many 
  groups and factions within the Imperium. You may, under 
  normal circumstances, only select Common or Forbidden 
  Lore skills from the Agent of the Throne Advances table that 
  directly relate to your chosen organisation. 
  Agent of the Throne Advances
  Advance
  Cost
  Type
  Prerequisites
  >'$$'():'#")MC-".,4&)C#@%,"&O
  ;<<
  D9%33
  >'$$'():'#")MC-".,4&)C&,#+)L"3".+,/%0+O
  ;<<
  D9%33
  >'$$'():'#")MC-".,4&)I"0/+(%04&O
  ;<<
  D9%33
  >'$$'():'#")MC-$%(%&,#+,4$O
  ;<<
  D9%33
  >'$$'():'#")MJ003"&%+#0/1O
  ;<<
  D9%33
  >'$$'():'#")MV$."#%+3)74+#-O
  ;<<
  D9%33
  >'$$'():'#")MV$."#%+3)Z+?1O
  ;<<
  D9%33
  >'$$'():'#")MZ+?%&)Z'@%3%,"O
  ;<<
  D9%33
  >%./"#&)M0/''&")'("O)MKPO
  P<<
  D9%33
  >'$$+(-
  P<<
  D9%33
  >'$$'():'#")M0/''&")'("O)G=<
  P<<
  D9%33
  >'$$'():'#")M+(1)'("O
  H"0"%?"
  P<<
  D9%33
  B'#@%--"():'#")ML/")V(]4%&%,%'(O
  P<<
  D9%33
  V(]4%#1
  P<<
  D9%33
  V(,%$%-+,"
  P<<
  D9%33
  D0/'3+&,%0):'#")MF4#"+40#+01O
  P<<
  D9%33
  D0/'3+&,%0):'#")Md4-*"$"(,O
  P<<
  D9%33
  >'$$+(-)G=<
  R<<
  D9%33
  >'$$+(-
  H"0"%?")G=<
  R<<
  D9%33
  H"0"%?"
  B'#@%--"():'#")ML/")V(]4%&%,%'(O)G=<
  R<<
  D9%33
  B'#@%--"():'#")ML/")V(]4%&%,%'(O
  V(]4%#1)G=<
  R<<
  D9%33
  V(]4%#1
  V(,%$%-+,")G=<
  R<<
  D9%33
  V(,%$%-+,"
  C%#)'2)C4,/'#%,1
  R<<
  L+3"(,
  B"3)P<
  WRIT OF AUTHORITY (TRAIT)
  You are a legitimate and senior agent of one of the 
  many organisations of the Imperium, and bear their 
  authority. This Writ of Authority is often carried in the 
  form of a symbol or icon such as the Rosettes of the 
  Inquisition or the badges of the Adeptus Arbites, and 
  serves as the physical proof of your authority.
  Gain a +10 bonus on Command and Intimidate 
  Tests when dealing with those who understand and 
  either respect or fear the authority you wield. You must 
  be identiﬁed as an agent who bears a Writ of Authority 
  to gain this bonus.
  
  105
  105
  105
  II: Koronus Careers
  GLIMPSE FROM BEYOND
  “There are things... in the void... that no man should know of, much 
  less see... I have borne witness to such things, and I now am cursed to 
  see them always, their visage burned into my memory such that they 
  scar mind and soul. I am damned, and would wish my fate upon no 
  other. Beware the world of the dead.”
  –Last recorded words of Kobras Aquirre, received via 
  Astrotelepathy in 688.M41. Transmission is believed to have 
  originated from within the Hecaton Rifts in 201.M41.
  The Koronus Expanse is a haunted and terrible place, where 
  dead civilisations are buried and madness is as inescapable as 
  the light of the stars. There are an untold variety of things 
  within the Expanse that would shatter the minds of men 
  or leave them as twisted reﬂections of who and what they 
  once were. Legends abound of such things, of worlds that 
  bleed, and the ships of vengeful ghosts, of the fell light and 
  dreadful silence of the Rifts, shrouded in storm, and of the 
  dread Yu’vath who once stalked the stars.
  In a place so assailed by all manner of accursed and fearful 
  legends, it is no surprise that the legends themselves carry 
  within them some fragment of truth. Such truths are terrible 
  and costly to know, for even the slightest glimpse of the horrors 
  that birthed these legends is a dangerous thing, vile and deadly 
  enough to wound the psyche and sear the soul. Those who 
  bear witness to such impossible horrors seldom survive, and 
  those who do are not untouched by the experience, their minds 
  forever more haunted by things that should not be. 
  Witness to the Accursed
  To see beyond the fragile veil of sanity and purity, to catch 
  even the merest glimpse of things that defy all imagination, 
  is to suffer great trauma. Those who survive are seldom the 
  same, both less than they were, and something more.
  Some endure with their minds clear, possessed of a strength 
  and focus that is often startling to those who knew the witness, 
  yet beneath this apparent strength and vigour is a soul blasted 
  and scarred, tainted by exposure to one of the nightmares of 
  the cosmos. Others suffer the wretched maladies of the mind, 
  no longer certain of the shape or substance of reality or fully 
  in control of themselves, yet pure of spirit in spite of all they 
  have seen. Others still see their sanity fracture and their purity 
  wither in the presence of such horror.
  Yet amidst it all comes an insight, an understanding of 
  the unholy that few possess. With the loss of mind or purity 
  comes an instinct that deﬁes reason, to understand things 
  which should not be known. The warped conclusions 
  of these witnesses are often invaluable to those who must 
  brave the terrible perils of the Expanse, and servants of the 
  Inquisition and other organisations charged with facing the 
  foulest things the galaxy can produce often ﬁnd use for those 
  who have witnessed the unholy and survived.
  Restrictions: It up to a GM to decide whether or not a 
  particular encounter is vile and traumatic enough to access 
  to this Elite Advance Package—but the Explorer must gain 
  at least 5 Corruption Points or Insanity Points—or a Mental 
  Disorder or Malignancy—from the experience in order to 
  take this Elite Advance Package.
  Advance Cost: 400xp
  Effect: Gain the Unholy Insight trait and a further 2d10 
  Corruption Points or Insanity Points (GM’s choice). In 
  addition, the Explorer can spend xp on the Glimpse From 
  Beyond advances shown on the table below.
  Glimpse From Beyond Advances
  Advance
  Cost
  Type
  Prerequisites
  B'#@%--"():'#")MH+"$'('3'*1S)X"#"&1S)I4,+(,&S)
  !&19"#&S),/")8+#.S)!")W"('&O
  ;<<
  D9%33
  B'#@%--"():'#")MH+"$'('3'*1S)X"#"&1S)I4,+(,&S)
  !&19"#&S),/")8+#.S)!")W"('&O)G=<
  P<<
  D9%33
  B'#@%--"():'#")MH+"$'('3'*1S)X"#"&1S)
  I4,+(,&S)!&19"#&S),/")8+#.S)!")W"('&O
  B'#@%--"():'#")MH+"$'('3'*1S)X"#"&1S)I4,+(,&S)
  !&19"#&S),/")8+#.S)!")W"('&O)G;<
  T<<
  D9%33
  B'#@%--"():'#")MH+"$'('3'*1S)X"#"&1S)
  I4,+(,&S)!&19"#&S),/")8+#.S)!")W"('&O)G=<
  H%&,4#@%(*)^'%0"
  ;<<
  L+3"(,
  !+#+('%+
  ;<<
  L+3"(,
  !""#)ML/")V(&+("O
  ;<<
  L+3"(,
  ["&%&,+(0")M!&10/%0)L"0/(%]4"&O
  ;<<
  L+3"(,
  H+#9)D'43
  R<<
  L+3"(,
  D,#'(*YI%(-"-
  R<<
  L+3"(,
  8!)P<S)["&%&,+(0")M!&10/%0)L"0/(%]4"&O
  B#'$)F"1'(-
  c<<
  L#+%,
  UNHOLY INSIGHT (TRAIT)
  Your mind has been touched by something vast and 
  damning. Whether through soul-scarring clarity or the 
  vile artiﬁce of an insane mind, you hold secrets that no 
  human being should ever possess.
  Whenever an Explorer with this trait attempts a 
  Forbidden Lore Test, he can choose to gain a +10 bonus 
  on the test, as the twisted architecture of his mind sees 
  patterns that make little sense and come to conclusions 
  that are disturbingly precise. However, each time the 
  Explorer gains this bonus, he gains 1 Insanity or 1 
  Corruption Point (whichever is appropriate). Additionally, 
  when attempting any Intelligence or Willpower test, the 
  Explorer may instead substitute his Corruption Point or 
  Insanity Point total for those Characteristics.
  
  106
  II: Koronus Careers
  RITE OF DUPLESSENCE
  “We stand as two minds to one purpose, Lord-Captain. Our 
  intellects—In a moment, Tharizon—as I was saying, our intellects 
  are joined in the purity of the Quest for Knowledge and—Excuse 
  me, Captain; my colleague has just hypothesized something which 
  demands our immediate attention.”
  –Magos Amyntor Golansz, bonded by the Rite of 
  Duplessence with Magos Abimelech Tharizon
  The Adeptus Mechanicus are willing to go to almost any 
  lengths to further their understanding of the arcane sciences 
  they study. For many Tech-Priests, the ﬂesh is a weakness, a 
  soft and feeble container for the brain, and the brain itself is 
  only useful as a tool for the storage and comprehension of 
  knowledge. The ritual and methodical replacement of organic 
  tissue with bionic equivalents, and the cold scorn heaped 
  upon those who succumb to emotions and other weaknesses 
  of the ﬂesh (including, but not limited to, eating, drinking 
  and sleeping) are all indicative of this belief, and most Tech-
  Priests eager to discard the ﬂesh that causes such weakness 
  and replace it with the purity of steel and electricity.
  In the most extreme cases, some of the oldest Arch-Magi 
  have long since become little more than artiﬁcially-
  sustained brains linked to vast meme-vaults and 
  data-crypts, driven insane by possessing far more 
  knowledge than any human mind can truly 
  comprehend and willingly locked within a 
  steel prison of their own design for centuries. For men such 
  as these, the pursuit of knowledge is something worth paying 
  any price for, and such a disembodied existence, basking in 
  the purity of absolute and incalculable knowledge unfettered 
  by the weaknesses of the ﬂesh, is something that more than a 
  few Tech-Priests aspire to.
  To discard all but the brain in the pursuit of knowledge 
  is not as uncommon as it might seem. This is especially 
  common amongst the most respected Magos of the Lathes, 
  some of whom are many centuries old. In several other 
  cases amongst Mechanicus agents working in the Expanse, 
  two Tech-Priests working upon the same project have 
  been known to enter into the deepest of collaborations, a 
  process known to the Disciples of Thule as the Rite of 
  Duplessence. This procedure requires that one of the 
  two Tech-Priests shed his ﬂesh and most of his implants 
  to become a disembodied brain, which is then implanted 
  into the body of the other Tech-Priest, their brains linked 
  together so that they can work together more closely. To 
  undertake this rite is looked upon favourably by many Tech-
  Priests, who particularly applaud the one who willingly takes 
  on the burden of remaining clothed in ﬂesh so that another 
  can be freed of it.
  Two Minds with a Single Purpose
  To undertake the Rite of Duplessence is a sacriﬁce and a 
  boon in equal measure. To remain clad in ﬂesh while your 
  colleague escapes it is an act viewed with great honour 
  because it is burdensome, and because it shows you to be 
  BINARY CORTEX (TRAIT)
  Your brain is joined by another, allowing you to share intellect and knowledge swiftly.
  The brain is that of another Tech-Priest, with a distinct identity and personality, and distinct abilities and skills. Roll 
  2d10+40 to determine this character’s Intelligence, and 2d10+30 to determine its Willpower. These characteristic scores 
  are assumed to already include Simple and Trained Intelligence advances and a Simple Willpower advance.
  The brain starts with a number of Intelligence-based Skills, chosen from those currently available on the Explorer’s 
  Advance Scheme (so, if the Explorer is a Rank 4 Explorator, the other brain in the Binary Cortex can buy any skills from 
  ranks 1-4 of the Explorator advance scheme), equal to his Intelligence Bonus, and all are considered to be Trained Skills, 
  Basic or Advanced depending on the skill’s normal type.
  This second brain has no inﬂuence over the Explorer’s body, nor any access to his senses (though he can share 
  thoughts and memories freely, so it can see what he has seen only fractions of a second later), and is utterly incapable of 
  performing any action with a physical component. The second brain may attempt any non-physical skill or ability check 
  (using the characteristics determined earlier) freely, and may assist the Explorer with any task involving a Skill that both 
  possess, granting the usual bonuses for having someone to assist him. If it tests against a Skill you do not possess, it can 
  pass the information gained to you as a free action, allowing you to use that information as if you had passed the test or 
  been otherwise informed of those details.
  Experience may be spent on skills, talents and advances for the second brain, all of which are taken from the 
  Explorer’s present advance scheme but which must be purchased with its own experience, which it gains at half the 
  rate the Explorer does. Talents may only be purchased for the second brain if the effects of those talents are completely 
  and utterly mental in nature, and the second brain cannot meet the prerequisites for any talent if they include any 
  characteristic the second brain does not possess. Similarly, bionics and implants may be added to the second brain only 
  if they apply speciﬁcally to the brain—there’s no point ﬁtting a binary cortex with a bionic arm, but a Cortex Implant 
  is entirely appropriate.
  However, having a second mind communicating with the Explorer constantly, unaware of what’s going on outside 
  and occasionally disagreeing with him can be distracting. To represent this incessant distraction, the Explorer suffers –5 
  to his Perception Characteristic, and a –5 to Initiative.
  
  107
  II: Koronus Careers
  willing to sacriﬁce your own selﬁsh desires in exchange for a 
  greater beneﬁt to others—in essence, you have demonstrated 
  yourself willing to be a cog in a far greater machine. To take 
  on the mind of another into your body is the greatest of 
  boons because knowledge can be shared so swiftly and fully, 
  without the burdensome need for language.
  The union of a Binary Cortex—as the resulting symbiosis 
  of two brains is called—is not always an easy one, however. 
  Each mind within the union is still an independent, free-
  willed entity possessed of its own memories, experiences, 
  opinions and beliefs. While the Rite of Duplessence is 
  seldom performed on two Tech-Priests of radically differing 
  perspectives, differences of opinion can arise, particularly 
  as both Tech-Priests have no way to be distanced from one 
  another. Even the purest-minded and most logical Tech-
  Priests are sometimes prone to becoming irritated by such 
  close proximity with a colleague.
  The beneﬁts, however, are vast. When working perfectly in 
  synch with one another, the two Tech-Priests can collaborate 
  on tasks with impossible speed, completing research and 
  solving technical problems faster and more efﬁciently than 
  either of them could have done alone, able to receive an 
  alternate opinion on their theories instantaneously.
  Restrictions: You must have the Mechanicus Implants trait, 
  and be a member in good standing of the Adeptus Mechanicus 
  to gain this Elite Advance Package. Additionally, you must ﬁnd 
  another Tech-Priest willing to join you in the 
  r i t e , 
  and both of you must undergo extensive 
  augmetic surgery taking several months in 
  order to become a Binary Cortex.
  Advance Cost: 1000xp
  Effect: You gain the Binary Cortex trait. 
  Additionally, you gain the Good Reputation 
  (Adeptus Mechanicus) Talent, even if 
  you don’t meet the prerequisites, to 
  demonstrate the increased favour 
  you are shown for undertaking the 
  Rite of Duplessence.
  SANCTIONED 
  XENOS
  “Caves of steel... have your people no 
  pride in their ability to survive the elements? No 
  matter. The man you seek is that way; even in this 
  place, I can discern his trail quite clearly.”
  – Renshar Vak, Sanctioned Kroot 
  Mercenary, on his ﬁrst visit to Port 
  Wander
  In the broadest of terms, no human 
  may interact with a xenos creature in 
  any way except violently—such creatures 
  are inherently blasphemous against the 
  God-Emperor and must be eliminated on 
  sight without exception. From a young 
  age, citizens of the Imperium are taught to fear and hate the 
  xenos, and innumerable legions of Imperial Guardsmen are 
  taught of the superiority of Man over all inhuman things as 
  they are drilled in the use of lasgun and bayonet. The number 
  of xenos who have set foot upon human worlds peacefully 
  and survived is small indeed.
  But this is not always the case. Though the Imperium was 
  founded upon a creed of intolerance towards non-humans, 
  peaceful contact with a variety of xenos species actually 
  happens frequently. In most instances, these are short-term 
  alliances or matters of temporary mutual convenience. Just as 
  frequently, illegal contact with xenos cultures is sufﬁciently 
  commonplace that the Inquisition and the Adeptus Arbites 
  keep a constant watch for potential contamination through 
  contact with xenos; in spite of such vigilance, the “Cold 
  Trade” of xenos goods on the black market still exists. A 
  number of xenos species hire themselves out as mercenaries to 
  a number of other species, for reasons all their own, and there 
  are more than a few unscrupulous Imperial Commanders 
  willing to hire such creatures to bolster their forces, seeing 
  them as the ultimate expendable mercenaries and caring little 
  for their fate.
  Rogue Traders, and a few other individuals, have the power 
  to do more, and do so legitimately. These men and women, 
  freed from the normal strictures and feudal requirements 
  of the Imperium, have the inﬂuence and authority to make 
  peaceful contact with xenos species for trade, temporary 
  alliance or even to hire them as mercenaries. In some cases, an 
  allied xenos may almost become a trusted companion, highly 
  valued for its skills. Individuals with trusted xenos allies may 
  ﬁnd that the normal laws and doctrines against consorting 
  with xenos hamper their operations, and in 
  regions on the fringes of the Imperium, 
  like the Calixis Sector, a method of 
  sanctioning xenos allies has come 
  about to ease these difﬁculties.
  To Serve Another Species
  These Sanctioned Xenos are still 
  regarded with caution and hostility 
  by most, but this is unsurprising—
  even the Sanctioned Psykers of 
  the Imperium are still subject to 
  the prejudice against witches 
  that is so readily promoted in 
  the Imperium. However, so long 
  as they remain in the company 
  of an ally who can vouch for their 
  service (assorted documentation 
  in copious amounts is provided 
  for this purpose), and agree to be 
  visibly marked to prove that they 
  are Sanctioned—this mark is 
  typically a brand or tattoo on 
  the face or hands, where it 
  can be clearly seen. The 
  permanence of such 
  a mark is of no 
  
  108
  II: Koronus Careers
  concern—without a human employer to vouch for the xenos, 
  the mark is essentially meaningless, and should the xenos 
  cease to serve the Imperium, its life is forfeit anyway, and the 
  creature is slain as soon as possible.
  Within the Calixis Sector, obtaining such Sanctioning is 
  an expensive and challenging matter; there are few who will 
  even concede that such a practice exists, let alone perform 
  it. A handful of Administratum Ordinates in Port Wander 
  provide the service, having been recruited for such a purpose 
  by interested Inquisitors, whose purity is tested on a regular 
  basis to monitor potential contamination. Their identities are 
  not widely known, and the service itself must be speciﬁcally 
  requested, as they will not offer it otherwise.
  As rare as Sanctioning is, it is recognised in many of the 
  more well-travelled parts of the Calixis Sector and the settled 
  worlds of the Expanse. As the required mark is very similar to 
  that which identiﬁes Sanctioned Psykers, it quickly becomes 
  apparent what the mark means to those with any knowledge 
  of the structure of the Imperium. It is still wise to be cautious 
  in bringing even a Sanctioned xenos to a human world; 
  those who will understand the nature of the mark and the 
  notion of Sanctioning are still a minority, and a xenos creature 
  will spread only fear and anger by its presence amongst the 
  common masses of mankind.
  Restrictions: Only xenos characters require Sanctioning in 
  this manner. To be Sanctioned, the character must locate an 
  individual willing and able to provide the service, and have a 
  human patron present, who will be subjected to a thorough 
  interview and purity testing and must succeed at an Acquisition 
  Test for a Very Rare service—scale and quality do not apply 
  to this test—in order to obtain the correct documentation 
  for the Sanctioning to go ahead. The character must also be 
  willing to be permanently and obviously marked to show his 
  service to the Imperium.
  Advance Cost: 800xp
  Effect: You gain the Sanctioned Xenos trait.
  [-E&(*D%+)(%'*+#)*$.(*1#S&0'0$0-#
  T#(*2&'$*,(*(O(%*20#):&N*-:*$.-'(*M.-*M+$5.*<-&%*(O(%<*2-O(@*W(M*5+#*2+$5.*$.-'(*M.-*,(+%*+*9+%%+#$*-:*
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  $.(*%('-&%5('*-:*M-%N)'*0:*0$*'&0$'*$.(0%*/&%/-'('6*+#)*M.(%(*-&%*/-M(%*)020#0'.('*M.(%(*$.(*G)(/$&'*D(%%+*%&N('6*+#*
  1#S&0'0$-%3'*+&$.-%0$<*)-('*#-$6*+#)*0#*:+5$*,(5-2('*+NN*$.(*2-%(*:-%20)+,N(*M.(#*'&%%-&#)()*,<*'&5.*%('-&%5('@
  i(O(%*5%-''*+#*1#S&0'0$-%*0:*<-&*5+#*.(N/*0$6*+#)*$-*,(*)0'5%($(*+#)*5&##0#E*M.(#*0$*5+##-$*,(*+O-0)()@*9(*+%(*$.(*
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  !*G@*G@*
  SANCTIONED XENOS (TRAIT)
  You have been vouched for and deemed sufﬁciently 
  valuable to the works and cause of the Imperium that 
  you may live on within Imperial space for as long as 
  you remain in the service of your employer and the 
  Imperium of Man. You are now permitted to set foot 
  on Imperial worlds, so long as your mark is clearly 
  shown and your employer is present to vouch for 
  your Sanctioning. Because of this, and because you 
  have acquired greater familiarity with the Imperium 
  in your travels than most of your kind, you eliminate 
  any penalty on Interaction or Fellowship tests from 
  being non-human (such as that from Speak Not Unto 
  The Alien), so long as the person to whom you are 
  speaking is aware of and understands the nature of 
  your Sanctioning.
  
  109
  III: Extended Armoury
  RANGED WEAPONS
  •
  MELEE WEAPONS
  •
  ARMOUR
  •
  FORCE FIELDS
  •
  GEAR
  •
  THE EXOTIC AND 
  THE ALIEN 
  •
  BIONICS AND 
  IMPLANT SYSTEMS
  •
  ORK ARMOURY
  •
  KROOT ARMOURY
  
  110
  110
  110
  III: Extended Armoury
  Chapter III: 
  Expanded 
  Armoury
  “May the Emperor guard your souls, may He shine his Light on your 
  endeavours, may He grant you safe passage through these dark lands, 
  and above all may He bless your weapons.”
  –From the Benediction of Chaplain Tersius Edwardo on the 
  departure of Eternal Righteousness into the Expanse
  T
  he Expanse offers a great many opportunities for proﬁt 
  and glory for a Rogue Trader and his crew. It is also a 
  place where archeotech devices buried for uncounted 
  millennia wait to be discovered, where xenos items can be 
  acquired with little or no Inquisitorial scrutiny, and strange 
  and esoteric weapons and devices can be used far from the 
  prying eyes of the Departmento Munitorum. 
  This chapter covers just a few of the myriad weapons, 
  armour, gear, and other devices available for a Rogue Trader 
  and his crew. A great many of them are strange and exotic 
  weapons, far beyond the reach of an average Imperial citizen. 
  However, Rogue Traders are certainly no average citizens, 
  and an enterprising Rogue Trader and his cadre may well ﬁnd 
  themselves with some of the items on these pages.
  Ranged 
  weapons
  “In my many years of negotiations, trade deals, ill-conceived quests, 
  and outright wars in the Koronus Expanse, I have found one maxim 
  that consistently holds true. My inferno pistol solves all problems.”
  –Kurai Yume, Seneschal to the Rogue Trader Sarvus Trask
  T
  he Imperium is a galaxy of ﬁrearms, from the robust 
  and reliable las-weaponry of the Imperial Guard, to the 
  crude stub-guns of the Calixis Sector’s underhives, to 
  the mighty bolters of the Adeptus Astartes. In the dangerous 
  Koronus Expanse, it is a rare Rogue Trader who does not 
  carry a gun. 
  LAS WEAPONS
  Las weapons are common within the Imperium, due to their 
  simple, reliable mechanisms, and the ease with which they 
  can be supplied with ammunition. Many las weapons can be 
  recharged from almost any power source, some even from the 
  sun’s light or ﬁre’s warmth. 
  MARK IV “DERVISH” LASPISTOL
  The Dervish laspistol was originally created by the Hox 
  Conglomerate in the Calixis Sector as viable las-weapon 
  
  111
  111
  111
  III: Extended Armoury
  alternative to the cheap and reliable slug-weapons produced 
  in Gunmetal City on Scintilla. Although the weapon never 
  truly caught on amongst the criminal underclasses, it did 
  ﬁnd a market amongst those travelling to Frontier worlds or 
  unexplored locations. The Dervish offers them a combination 
  of reliability and power that is appealing to those who do not 
  have access to a steady supply of bullets.
  MEROVECH PATTERN ASSAULT LASGUN 
  Designed purely for close range assaults, this gun is heavily 
  reinforced and has a bayonet built into its short and heavy 
  frame. Slots for two power packs are included so the gun can 
  switch to a fresh pack with no reloading. Since the ﬁreﬁghts 
  it’s designed for are typically over long before two packs are 
  exhausted, it serves its design perfectly. 
  Each Merovech Assault Lasgun may be used as a spear with 
  the Mono upgrade in melee combat (see ROGUE TRADER page 
  131). This weapon may be equipped with any lasgun ammo.
  MEZOA-PATTERN LASCUTTER
  Used mostly for cutting through bulkheads and sealed 
  doorways, lascutters emit high powered daggers of energy 
  which can allow Imperial forces to bypass barricades or rip 
  through vehicles and bunkers. While not as powerful as a 
  plasma cutter or meltagun, many prefer them as they require 
  less training and are less dangerous to operate. However, 
  Mezoa-pattern lascutters are one of the few versions small 
  enough to be considered “man-portable.” 
  A lascutter can also be used to cut through plates of hullmetal 
  or adamantium up to 5 cm thick at a rate of 25 cm per round. 
  Each round doing so uses one charge in the weapon’s clip. This 
  weapon may not be equipped with any unusual ammo. 
  SOLID PROJECTILE 
  WEAPONS
  The technology for solid projectile weapons dates back to the 
  earliest history of ancient Terra and beyond. 
  “ABSOLUTION” SNIPER RIFLE
  Less advanced than the standard military needle sniper riﬂe, 
  this solid projectile weapon is more easily obtainable and 
  very effective against lightly armoured targets. Complete 
  with a tripod brace, silencer, and telescopic sight, in 
  the hands of a skilled marksman it can quickly crush 
  insurrections, put down rebellious natives, or quash 
  labour revolts.
  The integral noise bafﬂes built into the riﬂe make it very quiet. 
  Any attempts to detect the sound of a shot ﬁred by this weapon 
  require a Hard (–20) Awareness Check. This weapon may be 
  equipped with any autogun ammo. 
  CIVILIAN FIREARM
  These come in a wide variety from numerous hive-factories, 
  and typically come into play only when civilians are part of 
  an armed uprising or are forced to defend themselves from 
  attacking invaders or raiding pirates. They are generally not 
  meant for military use. This weapon may not be equipped 
  with any unusual ammo. 
  DISPOSABLE HANDGUN
  Many shipboard survival kits contain one of these 
  inexpensive weapons—essentially an extremely stripped-
  down autopistol with a small clip. The made by a wide variety 
  of manufacturers, ‘disposable handguns’ are one of the most 
  easily obtainable ﬁrearms in the Expanse, at the expense of 
  shoddy craftsmanship and poor performance. Though not 
  technically disposible, seasoned warriors joke that when 
  the clip runs out, someone is better off throwing the gun at 
  an opponent than trying to reload. However, many of the 
  destitute cannot afford a better weapon. This weapon may 
  not be equipped with any unusual ammo. 
  ECHON PATTERN MARK III ASSAULT 
  STUBBER
  A more specialised and advanced variant of the heavy stubber, 
  this weapon has two barrels that spew out stub ammunition 
  to lay down a dense barrage of shells. It is often used by 
  special operations forces in quelling armed uprisings. The 
  Echon is designed to be used with a backpack ammo pack 
  (see ROGUE TRADER page 135), weighing 25 kg and carrying 
  200 rounds of ammunition. This weapon may be equipped 
  with any heavy stubber ammo. 
  
  112
  112
  112
  III: Extended Armoury
  RIPPER PISTOL
  The favoured personal weapon of those who venture 
  into hostile jungle planets and Death Worlds, this modiﬁed 
  auto-pistol ﬁres specially designed armour-piercing rounds 
  containing a vicious cocktail of venomous chemicals. It is 
  designed so that if the vicious impact of the bullet doesn’t kill 
  the target, the poisons ﬂooding into its bloodstream will, and 
  thus can bring down the largest opponents in a single shot. 
  Often, they are the ﬁnal word in terminal close encounters. 
  As this weapon is designed to be used with a speciﬁc type of 
  ammunition, it may not be equipped with any unusual ammo. 
  VOID SPEARGUN
  A straightforward and easy-to-use weapon, the void speargun 
  was designed to tear holes in void suits. Most models use a 
  simple recoilless gas discharge system, but some models are 
  even simpler and use a modiﬁed crossbow often mounted 
  on the forearm. While not normally deadly on its own, the 
  sudden rip of a void suit generally will cause a foe to be 
  distracted long enough repair the suit integrity lest he suffers 
  decompression. As this weapon is designed to be used with a 
  speciﬁc type of ammunition, it may not be equipped with any 
  unusual ammo. 
  BOLT WEAPONS
  Bolt weapons ﬁre a mass-reactive, self-propelled shell 
  that penetrates a target before exploding, destroying 
  the opposition with lethal (and messy) results. 
  CONCEALED BOLTER-CANE
  While many Rogue Traders favour a brusque, overwhelming 
  appearance, festooned with bandoliers of pistols and power 
  weapons, some attempt a more subtle (but no less deadly) 
  style, favouring concealed weapons. These are also useful 
  when local customs dictate leaving one’s weapons behind, or 
  in dire emergencies where one last shot is needed. For such 
  Explorers, these ostentatious canes (also fashioned as staffs 
  and batons) come into play. Each can store one bolter round 
  in the upper end, specially modiﬁed with a penetrator tip to 
  pierce the false bottom of the cane. While it can be reloaded, 
  bolter-canes are primarily designed for one single shot, to 
  be reﬁtted and re-disguised after the battle is done and the 
  Amasec can be poured. This weapon may be equipped with 
  any bolt pistol ammo. 
  PERINETUS-PATTERN “SOLO” MARK II 
  BOLTGUN
  The “Solo” is a bolter variant looked down on as heretical by 
  some elements of the Adeptus Mechanicus, with much less 
  sophisticated workings. It can only be ﬁred in single-shot 
  mode, trading automatic ﬁre for a slightly longer range and 
  more reliable mechanism, making it popular for PDF forces 
  and insurrectionists alike. The weapon’s simple mechanism 
  also has the added advantage of making it more accurate. This 
  weapon may be equipped with any bolter ammo. 
  COMBI-WEAPONS
  Combi-weapons are an offshoot of the linked weapons system. Whereas Linked Weapons are essentially two of the 
  same weapon mounted together, combi-weapons instead meld two different weapons together. This offers the user more 
  tactical ﬂexibility in the ﬁeld, as he can switch from one weapon to the other without needing to stow one and draw 
  a new one (as well as save weight by not having to carry them both). A combi-weapon contains a primary weapon, 
  usually a lasgun, autogun, or boltgun, plus a one-shot secondary weapon mounted alongside the primary barrel. This 
  is normally more powerful than the primary weapon, as it can only be used once, and as such is usually part of the 
  weapon name (combi-plasma, combi-melta, etc). They are prized weapons amongst a wide variety of high-ranking 
  Imperial servants, from Adeptus Astartes ofﬁcers to Imperial Guard commanders to Adepta Sororitas Sister Superiors 
  (who naturally favour combi-ﬂamers). 
  Any two basic ranged weapons or any two pistol weapons can be combined into a combi-weapon. First, select which 
  weapon is the primary weapon and which is the secondary weapon. The primary weapon retains its statistics—rate 
  of ﬁre, ammo capacity, and so forth—while the secondary weapon has its clip size reduced to one and its rate of ﬁre 
  becomes S/–/–. The weight of the new, combined weapon is equal to the weight of the primary weapon plus half the 
  weight of the secondary weapon. The rarity is equal to the rarity of the rarer of the two weapons, plus one additional 
  step. The GM has the ﬁnal say on which weapons may and may not be combined. 
  
  113
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  III: Extended Armoury
  Table 3–1: Ranged Weapons
  Las Weapons
  Name 
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Wt
  Availability
  Assault Lasgun
  Basic
  50m
  1/–/5
  1d10+3 E
  0
  120
  2 Full
  Reliable
  4.5 kg
  Average
  Mark IV “Dervish”
  Pistol
  25m
  S/4/–
  1d10+3 E
  0
  20
  1 Full
  Reliable
  1.5 kg
  Scarce
  Mezoa Lascutter
  Heavy
  5m
  S/–/–
  2d10+3 E
  6
  10
  2 Full
  8 kg
  Rare
  Solid Projectile Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Wt
  Availability
  Assault Stubber
  Basic
  100m
  –/–/6
  1d10+4 I
  3
  200
  2 Full
  Storm
  21 kg
  Average 
  Civilian Firearm
  Basic
  60m
  S/2/–
  1d10+3 I
  0
  6
  Full
  –
  3 kg
  Common 
  Disposable Handgun
  Pistol
  30m
  S/2/–
  1d10+2 I
  0
  8
  2 Full
  Inaccurate, 
  Unreliable 
  2 kg
  Ubiquitous
  Ripper Pistol
  Pistol
  30m
  S/2/–
  1d10+3 I
  7
  8
  Full
  Tearing, Toxic
  4 kg
  Extremely Rare
  Sniper Riﬂe
  Basic
  220m
  S/–/–
  1d10+4 I
  0
  6
  Full
  Accurate
  4 kg
  Rare
  Void Speargun
  Basic
  10m
  S/–/–
  1d10+2 R
  2
  1
  Full
  1.5 kg
  Average
  Bolt Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Wt
  Availability
  Bolter Cane
  Pistol
  30m
  S/–/–
  1d10+5 X
  4
  1
  2 Full
  Tearing
  3 kg
  Very Rare
  Solo Boltgun
  Basic
  100m
  S/–/–
  1d10+5 X
  4
  8
  Full
  Accurate, Tearing, 
  Reliable
  7 kg
  Very Rare
  Melta Weapons
  Name 
  Class 
  Range RoF 
  Dam 
  Pen 
  Clip 
  Rld 
  Special 
  Wt
  Availability
  Beamer Meltagun
  Basic
  40m
  S/–/–
  2d10+6 E 
  12
  6
  2 Full
  9 kg
  Very Rare 
  Plasma Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Wt
  Availability
  Clovis Plasma Gun
  Basic
  60m 
  1/3/5
  1d10+5 E
  6
  40
  5 Full
  Overheat
  20 kg
  Extremely Rare 
  Wrath Plasma Pistol Pistol
  40m
  1/–/–
  1d10+8 E
  6
  8
  3 Full
  Overheat, 
  Accurate
  5 kg
  Extremely Rare
  Flame Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Wt
  Availability
  Assault Flamer
  Basic
  10m
  S/–/–
  1d10+4 E
  1
  12
  3 Full
  Flame
  6 kg
  Scarce 
  Primitive Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Wt
  Availability
  Blunderbuss
  Basic
  30m
  S/–/–
  1d10+2 I
  0
  1
  2 Full
  Primitive, 
  Unreliable, 
  Inaccurate
  4 kg
  Plentiful
  Hunting Quoit
  Thrown
  10m
  S/–/–
  1d10 R
  0
  1
   —
  Primitive
  .5 kg
  Common
  Javelin
  Thrown
  10m
  S/–/–
  1d10 R
  0
  1
   —
  Primitive
  .5 kg
  Common
  Launcher Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Wt
  Availability
  Auto-Launcher
  Heavy
  15m
  S/–/–
  j
  j
  3
  3 Full
  30 kg
  Very Rare
  Bola Launcher
  Basic
  20m
  S/–/–
  1d10 I
  0
  6
  Full
  Primitive, Snare
  8.75 
  kg
  Scarce
  Disposable Launcher
  Heavy
  200m
  S/–/–
  3d10+3 X
  4
  1
  N/A
  10 kg
  Rare
  Hunter-Killer 
  Missile
  Heavy
  350m
  S/–/–
  3d10+6 X
  6
  1
  N/A
  64 kg
  Very Rare
  Mole Mortar 
  Heavy
  50-
  200m
  S/–/–
  2d10+2 X
  2
  1
  Full
  Inaccurate, 
  Shocking, Blast (4)
  50 kg
  Extremely Rare
  Mortar (Voss)
  Heavy
  50-
  300m
  S/–/–
  2d10 X
  3
  1
  Full
  Inaccurate, Blast 
  (5)
  41 kg
  Rare
  Mortar (Locke)
  Heavy
  50-
  300m
  S/–/–
  2d10 X
  3
  6
  2 Full
  Inaccurate, Blast 
  (5)
  48 kg
  Rare
  !Varies with Grenade
  
  114
  III: Extended Armoury
  MELTA WEAPONS
  Meltaguns ﬁre a super-hot beam of gases ignited into a sub-
  molecular state and able to cut through adamantium, making 
  them useful anti-armour weapons. 
  ZEPHERUS MARK I “BEAMER” MELTAGUN
  The Beamer style of meltagun was an attempt to create a 
  longer-range melta-weapon that was still light enough to be 
  easily carried into combat. Using fragments of decaying scrolls 
  describing several ancient design patterns (and after much 
  divination and prayer) the Zepherus pattern was developed. 
  Though it still uses specialized gases melded and ignited into 
  a sub-molecular thermal state, this weapon features a longer 
  barrel with a radiation beam surrounding the gaseous discharge. 
  This low-level radiations acts as a harmonic wavefront for the 
  super-hot release, allowing it to strike at longer distances. The 
  necessary tuning for the beam to match the discharge proved 
  impractical in the ﬁeld, however, and only those willing (or 
  able) to spend many hours of difﬁcult correction after prolonged 
  use still stand by the weapon. Almost no ﬁghting units still 
  utilise them despite the superior range, and their manufacture 
  ceased after the ﬁrst production run. Now prized as trophy 
  weapons, some still see use as part of elite mercenary groups 
  or Inquisitorial Kill-teams. This weapon may be equipped with 
  any meltagun ammo. 
  PLASMA WEAPONS
  Superheated bolts of starstuff make for an extremely dangerous 
  weapon, for both the target and the wielder. 
  CLOVIS MARK IV PLASMA GUN
  While the Clovis Munitorum is deservedly known for its 
  shoddy and low-quality manufacturing, this gun represents 
  a genuine attempt to imitate an ancient high-quality weapon 
  using recently-sanctiﬁed designs discovered just decades 
  earlier. The goal of manufacturing a more powerful plasma 
  gun met with failure, however, given the near-impossible task 
  of properly applying the underlying holy sciences involved; 
  the Dark Age of Technology still remains a shadowy beacon 
  over humanity which may never be grasped. The Mark IV 
  pattern nevertheless became an accidental success of sorts, as 
  its weaker collimation system produces smaller, more diffuse 
  plasma spurts. Though it has lesser power than standard (and 
  better manufactured) plasma weapons, the Mark IV allows the 
  user to spray several blasts with one shot, providing effective 
  suppressive ﬁre against even heavily-entrenched enemies. 
  This weapon may be ﬁred on Maximal Setting, but not while 
  on fully automatic—single shot and semi-automatic only. This 
  weapon may be equipped with any plasma gun ammo. 
  RYZA-PATTERN “WRATH” PLASMA PISTOL
  The Wrath is a duellist’s plasma pistol, made in limited 
  numbers in the Calixis Sector and popular amongst the 
  nobility there. Finely crafted (and correspondingly rare) 
  these weapons are longer-ranged and higher-powered than 
  Ryza’s typical plasma pistols. The lack of a semi-automatic 
  ﬁre setting is regarded as unimportant—a proper duellist is 
  expected to drop his target with his ﬁrst shot. This weapon 
  may be equipped with any plasma pistol ammo. 
  FLAME WEAPONS
  Almost as old as solid projectile weapons, ﬂame weapons ﬁre 
  a spray of promethium that ignites when ﬁred, showering 
  targets in liquid ﬁre. 
  MARK VII “SALAMANDER” ASSAULT 
  FLAMER
  A somewhat common ﬂamer variant made popular in the 
  Calixis Sector’s Tranch War, it uses a lighter fuel mixture at 
  higher pressures, with inert propellant gas mixed in. The ﬁring 
  barrel has a large, thin nozzle, resulting in a wider but less 
  powerful spray of promethium. Against lightly armoured foes 
  like insurrectionists or Gretchin mobz, the weapon worked 
  wonders, cutting down the creatures before they could overrun 
  the defenders. Assault Flamers use backpack-mounted fuel 
  canisters to lessen the weight of the gun itself and provide a 
  more extensive fuel reserve. They also ﬁre in a 45-degree arc as 
  opposed to the normal 30-degree arc for Flame weapons. This 
  weapon may be equipped with any ﬂamer ammo. 
  PRIMITIVE WEAPONS
  “Primitive” is a catch-all term referring to the makeshift weapons 
  of feral tribes or those without access to modern materials. 
  BLUNDERBUSS
  This makeshift weapon is most commonly used by hive 
  scum or even lowly xenos breeds who cannot manufacture 
  or steal anything better. Simple and crude (often a mirror of 
  its user), it ﬁres whatever can be rammed down the ﬂaring 
  muzzle—nails, shrapnel, bits of metal, and even rocks or 
  bone fragments. The blunderbuss may be equipped with any 
  musket ammo. 
  
  115
  III: Extended Armoury
  HUNTING QUOIT
  Though essentially simple discs or rings of metal roughly 15 
  centemetres in width, these primitive weapons are deadly when 
  hurled by a skilled user. They are silent and difﬁcult to see when 
  in ﬂight, making them a favoured weapon for some assassin 
  cults. Warrior tribes may use especially lethal variants with edges 
  honed to razor sharpness or covered with jagged barbs. These 
  weapons can receive the Mono Upgrade. 
  JAVELIN
  These small spears are designed only to be thrown (as opposed 
  to a regular spear, which can also be used in melee combat). 
  Most are lighter in weight as well, though some have a heavy 
  metal tip for greater penetration on contact. Advanced versions 
  may feature some degree of ﬂetching for stability and accuracy. 
  These weapons can receive the Mono Upgrade. 
  LAUNCHERS
  Launchers are a very broad category of weapons designed 
  to ﬁre a wide variety of projectiles, from explosives to stun 
  rounds to poison gas. 
  BOLA LAUNCHER
  Bola Launchers ﬁre a whirling set of weighted balls and 
  cord, usually much father and more accurately than a skilled 
  bola wielder could manage. They also have the advantage 
  of storing the projectiles in small magazines so that several 
  rounds can be quickly ﬁred before reloading is needed. Bola 
  launchers may not ﬁre unusual ammo. 
  MORTAR
  While relatively simple in construction, this weapon provides 
  a medium-range attack capability, particularly against targets 
  behind cover or out of sight, as it ﬁres its explosive rounds 
  in a high, indirect arc. Unlike basic versions such as the Voss 
  pattern, the Locke model incorporates a drum magazine of 
  6 rounds and can be ﬁred via remote control. Mortar shells 
  explode with a strong blast effect and also suppress enemy 
  ﬁre as the targets are forced to dive for protective cover. Many 
  are operated in teams, with one manning the weapon whilst 
  the other acts as a spotter to provide targeting information 
  and often communicating the data in via voxlink. 
  The proﬁle for both Mortars lists the damage and blast 
  radius for frag rounds. Mortars can ﬁre other types of rounds, 
  however. These include Mineﬁeld Rounds, Scatter Rounds, 
  Starﬂare Rounds, Blind Rounds, Smoke Rounds, and Anti-
  Plant Rounds (the last three are found in the ROGUE TRADER 
  Core Rulebook). The range for these rounds is the same as 
  for the frag rounds. Mortars may ﬁre any other unusual ammo 
  designed to be used with mortars. 
  MOLE MORTAR
  Mole Mortars are odd devices that look much like regular 
  Imperial Mortars, but they ﬁre their shells under the ground rather 
  than through the air via special tunneling torpedo rounds. The 
  rounds penetrate the earth then arc back up in almost a reverse 
  of a normal mortar round, timed to explode just underneath the 
  surface. While not particularly accurate, they can often catch the 
  enemy unprepared, and the resulting underground explosion 
  can be devastating, since those enemies not killed or injured 
  outright are typically knocked off their feet.
  The proﬁle for the Mole Mortar lists the damage and blast 
  radius for frag rounds. Mole Mortars ﬁre specially designed 
  ammo and may not ﬁre any unusual ammo that is not 
  speciﬁcally designed to be used with a Mole Mortar. 
  HUNTER-KILLER MISSILE
  This specialty missile launcher is often mounted on vehicles, 
  and ﬁres an advanced krak missile. Fitted with advanced 
  guidance systems and fuel, it has longer range and better 
  accuracy than standard launchers, as the internal cogitator’s 
  sensorum suite guides it to the target. Each comes in a 
  complete launching package, good for one shot only. 
  A Hunter-Killer Missile grants a +20 to Ballistic Skill Tests 
  made to ﬁre it. Hunter-Killer Missiles may not be loaded with 
  unusual ammo. 
  DISPOSABLE ROCKET LAUNCHER
  A one-shot version of the standard rocket auncher pre-loaded 
  with a single Super-Krak Missile. It is cheaper, but of course can 
  only be used once. This weapon may not use unusual ammo. 
  AUTO LAUNCHER
  These semi-autonomous weapons are normally mounted on 
  ﬁxed emplacements, defensive barricades, or vehicles. Each 
  pre-loaded canister contains either three pairs of Frag or 
  Smoke grenades, and can be triggered remotely from nearby 
  crew or set to activate based on detected movement or 
  sound. When ﬁred they shoot out a pair of grenades 
  in a 45 degree arc from the front, designed to 
  either disrupt or disorient nearby infantry. 
  INDIRECT FIRING
  Mortars and similar Launcher weapons are often ﬁred in 
  a suppression mode, where the actual enemy cannot be 
  seen and only their rough location is known. In these 
  cases, mortar shells and the like can be ﬁred without any 
  actual line of sight required. When ﬁring in this manner, 
  a hit means the shell still scatters 1d10 metres from the 
  target point. A miss means it scatters 2d10 metres. 
  Often such weapons are ﬁred in conjunction with a 
  spotter who directs ﬁre from the weapon. Any ally with 
  an auspex or who can see the target can spend an Action 
  to spot for the mortar ﬁre. In this case, the next shot by 
  the mortar only scatters 1d5 metres on a hit, and gains 
  +20 to its Ballistic Skill Test. 
  
  116
  III: Extended Armoury
  GRENADES AND 
  LAUNCHER MUNITIONS
  Most grenades are designed to be thrown, although modiﬁed 
  versions can be ﬁred from various forms of launchers. If a 
  grenade is used in a launcher, its range becomes the range of 
  the launcher. 
  BLOODFIRE
  This poisonous gas attacks the nervous system, causing 
  terrible burning sensations and convulsive paralysis which are 
  both extremely painful and potentially lethal. Anyone within 
  10 metres of a detonating Bloodﬁre grenade must pass a 
  Difﬁcult (–10) Toughness Test or suffer 1d10+3 damage 
  (this damage also has the Toxic quality), bypassing armour 
  and Toughness. Respirators and sealed armour provide a +20 
  bonus to this Test. This grenade may be thrown, or ﬁred from 
  a grenade launcher. 
  CHOKE
  Choke gas is commonly used by enforcement agents in the 
  Calixis Sector and the Expanse for riot and crowd control. The 
  reagents released in the gas cloud cause effects ranging from 
  burning eyes and incapacited breathing to acute respiratory 
  failure in the weak and elderly. Anyone within 10 metres of 
  a detonating Choke grenade must pass a Challenging (+0) 
  Toughness Test or suffer one level of Fatigue for each degree 
  of failure. If they fail the test by more than ﬁve degrees they 
  begin to Suffocate (see ROGUE TRADER, page 261). This 
  grenade may be thrown, or ﬁred from a grenade launcher. 
  HAYWIRE 
  Haywire Grenades use a violent EMP pulse to disrupt all 
  electrically based devices nearby, including energy weapons, 
  powered armour, force ﬁelds, bionics, and most vehicles. All 
  electrical devices—including energy weapons, bionic systems, 
  and vehicles—in the blast radius cease to operate for 1d5 
  rounds, as if their power had run out. If a Haywire Grenade 
  explodes directly on a vehicle, the vehicle immediately suffers 
  a critical hit as if the user had scored Righteous Fury (see 
  page 177), adding 1 to the critical hit result. These fearsome 
  weapons are extremely difﬁcult to come by—some say they 
  are the weapons of the mysterious Eldar. This grenade may 
  only be thrown. 
  HOWLER GRENADE
  These grenades are designed to explode with a sustained 
  burst of sonic energy lasting 1d5 rounds, intended more 
  to deafen and disorientate than wound. They generally 
  cause no actual harm except for loss of hearing and 
  are used more for incapacitating enemies, though 
  the piercing noise can also be extremely painful 
  and debilitating. Anyone within 10 metres of 
  the weapon is deafened, and must pass a 
  Challenging (+0) Toughness Test or be Stunned while the 
  grenade is active. This grenade may be thrown, or ﬁred from 
  a grenade launcher. 
  INFERNO GRENADE
  These thermal devices use a powerful incendiary fuel designed 
  to violently melt their outer casing, causing an explosion of 
  liqueﬁed metal shards to ﬁll the blast area. While they are 
  not as powerful as standard melta-bomb technology and 
  can only be used to destroy smaller barricades or doorways, 
  they offer a wider area of destruction and can easily ignite 
  enclosed areas into blazing conﬂagrations. This grenade may 
  be thrown, or ﬁred from a grenade launcher. 
  KINETIC GRENADE
  An example of lost miniaturised repulsor technology, a Kinetic 
  Grenade releases a rapidly-expanding sphere of kinetic 
  energy. Anyone caught within the blast takes 1D10 Impact 
  Damage and must pass a Challenging (+0) Strength or 
  Agility Test. On a failed Test, the blast throws the target 
  to the ground and renders him Prone. This grenade may be 
  thrown, or ﬁred from a grenade launcher. 
  MINEFIELD ROUNDS
  These shells are designed to splinter open at the highest arc 
  of their trajectory, releasing a plethora of sub-munitions with 
  two impact triggers. Once the ﬁrst is sprung upon contact 
  with the ground, the second trigger deploys—awaiting only 
  a single, unlucky step to unleash its powerful explosives. 
  Easy to use and safe from a distance, mineﬁeld rounds are 
  an effective way to lay down a protective cordon around a 
  bunker or other defensive location. These rounds can only 
  be used in either mortar or missile launchers (not grenade 
  launchers) and cannot be thrown. 
  SCATTER ROUND
  Scatter Rounds combine much smaller and less-powerful frag 
  grenades type into a single missile launcher round. These are 
  generally ﬁred in a high arc and disperse into separate micro-
  explosives, spreading the explosive effect over a huge radius. 
  These rounds can only be used in either mortar or missile 
  launchers (not grenade launchers) and cannot be thrown. 
  STARFLARE ROUND
  These are ﬁred high into the air via missile launcher or 
  grenade launcher, where they burst into a multitude of small 
  ﬂares. As the ﬂares burn out and drift to the ground, they 
  fully illuminate the underlying area for almost a minute. They 
  can also dazzle the vision of anyone not wearing protective 
  lenses, and in an emergency can even be used as an offensive 
  weapon when ﬁred directly into a foe. These rounds can only 
  be used in mortar or grenade launchers (not missile launchers) 
  and cannot be thrown.
  
  117
  III: Extended Armoury
  STUNNER
  Milder than most gas types, this disorientates the target 
  through neurological bio-agents which cause a stupefying 
  effect but no actual physical harm. Covert operatives and 
  high-end thieves make use of these devices in situations 
  where no permanent harm is required but only incapacitation 
  for a short while. Anyone within 10 metres of a detonating 
  Stun grenade must pass an Ordinary (+10) Toughness Test 
  or be Stunned for a number of rounds equal to the degrees of 
  failure of the Test. Respirators and sealed armour provide a 
  +20 bonus to this Test.
  TANGLEFOOT 
  Tanglefoot Grenades create concentrated ﬂuctuations in the 
  gravitational gradient at the detonation site much in the same 
  way as a Graviton Gun. The area of disorientating gravity acts 
  like a tripwire, dragging infantry prone to the ground and 
  causing severe difﬁculty in movement. 
  TOXIN
  Deadly and fast acting, toxin grenades use lethal chemicals 
  and viral agents which can permeate skin and even light 
  protective gear. Anyone within 10 metres of a detonating 
  Toxin grenade must succeed on a Difﬁcult (–10) Toughness 
  Test or suffer 2d10+4 damage (this damage also has the 
  Toxic quality), bypassing armour and Toughness. Respirators 
  and sealed armour provide a +20 bonus to this Test.
  EXOTIC RANGED 
  WEAPONS
  The Expanse is full of countless exotic weapons. Some of 
  these are simply rare weapons made by humans, while others 
  may be produced by xenos races. In any case, exotic weapons 
  are popular with Rogue Traders, often because carrying an 
  outlandish and difﬁcult-to-master weapon can be seen as a 
  status symbol. Many of these weapons are very rare, and often 
  are found only in the Calixis Sector or Koronus Expanse. All 
  Exotic Weapons use highly-specialised ammunition, and may 
  not be equipped with any unusual ammo. 
  MERITECH SCATTER-CANNON
  Created reportedly by the persecuted Meritech Clans, 
  renegade humans who warred against the Calixis Sector 
  centuries ago, this weapon ﬁres tiny marble-like devices 
  that explode with a blast similar to a krak missile round. 
  Sometimes this weapon is built into specialised bracers, but 
  it is far more often encountered as a thin tube studded with 
  black crystalline controls.
  WEB PISTOL, WEBBER/WEB GUN, 
  HEAVY WEBBER
  Webber or Strangler weapons are commonly used by the 
  Adeptus Arbites as well as the multitude of planetary agencies 
  assigned to uphold the Emperor’s Law. As they are rarely lethal, 
  these devices are also ideal for bounty hunters. Many Explorers 
  use them a way to capture exotic and proﬁtable xenos creatures, 
  as part of the lucrative beast trade between the Expanse and the 
  ever-demanding ﬁghting-pit networks across the sector. 
  These weapons ﬁre masses of ﬁlaments, which expand in the 
  air to form a web of sticky, near-unbreakable material. Targets 
  are quickly entangled in a painful embrace; if they attempt to 
  struggle the ﬁlaments constrict even more, further entrapping 
  them. Even the most ferocious rock-devil or thornsnake can 
  usually be safely secured and made ready for transport, with 
  little or no damage to the creature. They work very well 
  against a wide variety of beings, and many Imperial 
  organizations pay handsomely for live specimens of 
  many of the hostile aliens to be found roaming 
  the Expanse. 
  Table 3—2: Grenades and Missiles
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Special
  Wt
  Availability
  F3''-k#"
  L/#'A(
  DFKP
  Dglgl
  D."0%+3
  <
  E
  <5R)9*
  [+#"
  >/'9"
  L/#'A()
  DFKP
  Dglgl
  D."0%+3
  <
  E
  <5R)9*
  [+#"
  X+1A%#"
  L/#'A(
  DFKP
  Dglgl
  D."0%+3
  =
  F3+&,)M;O
  <5R)9*
  Z"+#)U(%]4"
  X'A3"#
  L/#'A()
  DFKP
  Dglgl
  P-=<)W
  =
  F3+&,)MPOS)
  D/'09%(*
  <5R)9*
  D0+#0"
  V(2"#(')
  L/#'A()
  DFKP
  Dglgl
  =-=<GP)J
  h
  F3+&,)M;OS)
  B3+$"
  <5R)9*
  [+#"
  Q%(",%0
  L/#'A(
  DFKP
  Dglgl
  D."0%+3
  <
  F3+&,)M;O
  <5R)9*
  Extremely Rare
  I%("k"3-)['4(-
  j)
  j)
  Dglgl
  ;-=<)W
  =
  F3+&,)M=O
  ;)9*
  [+#"
  D,+#f+#"
  j)
  j)
  Dglgl
  E
  <
  =)9*
  D0+#0"
  D0+,,"#)['4(-
  j)
  j)
  Dglgl
  ;-=<)W
  <
  F3+&,)MTO
  ;)9*
  ^"#1)[+#"
  D,4(("#
  L/#'A(
  DFKP
  Dglgl
  D."0%+3
  <
  E
  <5R)9*
  [+#"
  L+(*3"2'',
  L/#'A(
  DFKP
  Dglgl
  E
  <
  F3+&,)M;O)
  D(+#"
  <5R)9*
  JK,#"$"31)[+#"
  L'K%(
  L/#'A(
  DFKP
  Dglgl
  D."0%+3
  <
  E
  <5R)9*
  [+#"
  !"#$%&'(")&*+",$-./+'%"-('0
  
  118
  III: Extended Armoury
  ROCKETFIRE GUN
  The precursor to bolt gun technology, the rocketﬁre launches 
  large-bore rocket-propelled shells which ignite in the barrel, 
  moving slowly at ﬁrst then gaining velocity quickly as the 
  shell’s solid fuel burns. The shell spins as it travels thanks 
  to small, angled exhaust vents, providing some measure of 
  accuracy. Unlike bolter shells, the actual round carried is 
  small and only explodes on impact with little of the dramatic 
  carnage of a true bolt gun. Rocketﬁre guns have little recoil 
  and are relatively silent, but are not as accurate or powerful as 
  most other imperial weapons. Ammunition is also specialised 
  and expensive, and consequentially are used primarily by 
  aﬁcionados or collectors of exotic weaponry. 
  DEMERITE PATTERN  
  “SCREAMER” SONIC RIFLE
  Most sonic weapons require a huge weapons-support platform in 
  order to generate enough power to be effective. In the tight spaces 
  on board ships, however, riﬂe-sized weapons can generate enough 
  power to rupture eardrums and cause severe, disorienting pain. 
  The Screamer is used aboard some of the warships of Battleﬂeet 
  Calixis, and has gained a solid reputation for stopping attempted 
  mutinies with little or no collateral damage to the ship. 
  RAZORWEB LAUNCHER
  This weapon ﬁts onto the user’s forearm, with a wide thin barrel 
  projecting beyond the ﬁngers. Cylindrical canisters provide the 
  ammunition, kilometers of hyper-condensed monoﬁlament 
  lengths held in a power ﬁeld. When triggered, the ﬁlaments 
  emerge in what appears to be gouts of smoke. Users attempting 
  to pull away from the strands are cut into ribbons by the 
  impossibly sharp threads. While the weapon itself is thought 
  to be of human manufacture (though reminiscent of some 
  alien devices), the ﬁlaments are believed to be of xenos origin 
  and thus no reputable manufacturer will take credit for the 
  gun’s production. Despite this, they are bought and traded 
  throughout the Expanse and in the Port Wander system. 
  ARCHEOTECH RANGED 
  WEAPONS
  Archeotech ranged weapons are from humanity’s far past. 
  All weapons in this section are exotic ranged weapons, and 
  have been discovered within the lost human civilisations of 
  the Calixis Sector and Koronus Expanse. As with any other 
  exotic ranged weapons, they may not be equipped with 
  unusual ammo. 
  ASSAULT GAUNTLETS
  Worn as an oversized glove (and often used in pairs), this weapon 
  is covered with rows of discharge tubes across the back of the 
  hand. Each tube can ﬁre a solid metal bolt, pre-loaded before 
  combat, to be used as the wearer closes with his enemy. Once 
  in melee, the gauntlet’s heavy armour plating can be used as a 
  weapon in its own right. This weapon may be used in melee as a 
  one-handed melee weapon, dealing 1d10 I damage. 
  ENTROPIC ACCELERATOR 
  These unremarkable-looking weapons consist of a simple 
  hollow barrel with a rectangular stock, revealing no sign of 
  their true age or origin. They are assumed to be of human 
  origin, if only because the weapon conforms to standard 
  human physiology. Also known as Dustmaker or Heat Death, 
  these weapons are known for the horriﬁc effects they cause. 
  When used, each emits a slight humming sound, belying the 
  impossible effect it is having on its target. Victims struck by 
  the invisible beams ﬁnd their metabolisms shutting down 
  as chemical reactions fail or ﬂow too quickly, causing organ 
  shutdown and higher cerebral functions to collapse. Complex 
  molecules such as plastics or fabrics begin to deteriorate, and 
  the entire target deforms as the component substances of 
  ﬂesh, bone, and metals become a horriﬁc, melded mass. While 
  the weapon seems to require no actual ammunition, perhaps 
  drawing on the raw spatial tension between the Materium 
  and the Immaterium to fuel its baleful energies, it does require 
  time between uses to properly recharge. 
  V$%+#E(*J(O05('*-:*$.(*J0'$+#$*8+'$*
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  119
  III: Extended Armoury
  LIGHTNING CANNON
  These weapons are believed to be of ancient human design, 
  discovered in the deep data vaults of the Lathe Forge worlds 
  in the Calixis Sector. Though not as powerful as many other 
  devices, they are suitably impressive, especially to native 
  populaces or xenos barbarians. Made of ceramics and glass, 
  when triggered a micro-beam of ionizing energies is focused 
  on the target to create a large electrostatic charge differential 
  between the target and the gun’s spiked barrel tip. The longer 
  the trigger is held , the larger the charge created. When the 
  trigger is released, a powerful bolt of lightning leaps from the 
  gun to the target, accompanied by a huge thunderclap. 
  Add +2 Damage and +2 Pen for a every Half Action spent 
  aiming the weapon before it was ﬁred (to a maximum of +4 
  Damage and +4 Pen). Note: this still grants the aiming bonus 
  as well. 
  QUILL BLASTER
  Unlike most other solid projectile weapons, this archeotech 
  device ﬁres thin needles of liqueﬁed metal. It can operate with 
  almost any raw material; the user simply feeds metallic chunks 
  or pellets into a large hopper at the rear of the gun, and its 
  internal batteries melt them into an ammunition reservoir. 
  When discharged, the weapon accelerates a thin beam along 
  the barrel, ﬁring short lances of super-hot, super-sharp metal 
  in bursts of 4-6 spines. 
  XENOS RANGED WEAPONS
  Xenos ranged weapons are born by any number of xenos races. 
  All weapons in this section count as exotic weapons. As with 
  any other exotic ranged weapons, they may not be equipped 
  with unusual ammo (their own ammo is unusual enough!). 
  ARGONITE WHISTLER
  Named for the Rogue Trader who ﬁrst encountered one of their 
  derelict, drifting vessels, the Argonite home world has never been 
  discovered. Their monochromatic ship interiors suggest visual 
  abilities incomparable with humans, and these drab grey rods 
  are thought to be a communication device, emitting a variety 
  of pure tones when gripped in certain ways. Magi-Xenologis 
  discovered that when greater forces are properly applied, the 
  rods can emit a tightly focused sonic beam of destructive power. 
  Whistlers normally feature a handgrip created to standardise a 
  user’s grip to ﬁt desired pressure patterns on the rod, making 
  ﬁring much easier for novices.
  DRAGON’S BREATH FLAMER
  As elegant and deceptively fragile-looking as all Eldar devices, 
  the Dragon’s Breath is more sophisticated and efﬁcient than 
  bulkier Imperial ﬂame weapons. It utilises a trio of rare, 
  highly-compressed chemicals designed to ignite when mixed, 
  forming liquid gouts of ﬂame that arc outward in a deadly 
  spray. The chemicals do not need air for combustion, and the 
  heavy spray adheres to most surfaces, making extinguishing 
  the ﬂames difﬁcult. 
  The Dragon’s Breath ﬂamer must be used in an atmosphere, 
  but that atmosphere does not have to be the standard oxygen-
  nitrogen mix. 
  ELDAR BLASTER 
  Some Eldar corsairs favour this small, pistol-like weapon 
  for devastating short range attacks against armoured targets. 
  It ﬁres a stream of mysterious dark energy, still under 
  investigation by the Adeptus Mechanicus and the Ordo 
  Xenos. This energy is similar to laser emissions in some 
  respects, but rather than punching holes through armor and 
  ﬂesh it instead rips apart targets in explosive blasts—leading 
  to its common Imperial designation as a “Blaster.” Such is 
  the potency of this energy that even the thickest armour can 
  be compromised with ease. 
  ELDAR DEATHSPINNER
  A weapon favoured by Eldar Aspect Cults, the Deathspinner 
  ﬁres a shroud of monoﬁlament thread in a deadly gossamer 
  shroud. Able to ﬁre more quickly and lethally than any 
  Imperial version, they can also entangle small groups, as 
  its wide arc is capable of blanketing several foes with a 
  single shot.
  ELDAR LASBLASTER
  The Eldar are masters of laser weapons, and use a variety 
  of elegant and lethal light-based devices. Their Lasblasters 
  can release a fury of laser strikes at medium ranges, easily 
  outperforming even the most advanced Imperial las weapons. 
  Eldar take particular pride in their ability to use these powerful 
  laser devices, signifying to all their control over light itself.
  ELDAR SUNRIFLE
  A more advanced version of the Lasblaster, a Sunriﬂe 
  sacriﬁces a longer range for even more ﬁrepower. Each 
  discharge ﬁres as many bolts of energy as a squad of 
  Imperial guardsmen.
  
  120
  III: Extended Armoury
  PULSE WEAPONS
  Often Kroot Mercenaries are seen using weapons far more 
  advanced than their regular riﬂes, weapons that rival many of 
  the ﬁnest Imperial devices. They refuse to reveal their origin, 
  only saying mysteriously that they were given in payment for 
  services “for the good of all.” These weapons are commonly 
  referred to as Pulse Weapons, as they ﬁre micro-pulses of 
  accelerated plasma at high power and over great distance, 
  comparable in effectiveness to Imperial Bolter weapons. The 
  specialised Pulse Carbine variant sacriﬁces distance in order 
  to incorporate an under-slung grenade launcher. Treat this 
  as a Mezoa Pattern Grenade Launcher (Rogue Trader page 
  119). The Pulse carbine may only ﬁre either the grenade 
  launcher or the carbine in a single turn. Most Pulse 
  Carbines in the Expanse have been modiﬁed to ﬁre 
  the wide variety of human grenades available, 
  although there are versions only designed to 
  ﬁre photon grenades. 
  LARN CUTTERS 
  This alien cutting-beam weapon is thought to have been 
  discovered in the Expanse by an unknown Rogue Trader. 
  “Larn” may have been his or her name, or a ship, or the 
  crewman who sold them ﬁrst—no one knows the truth, 
  though the Ordo Xenos is still investigating. It is thought that 
  the Stryxis traders who sometimes deal in these devices know 
  more than they are telling. These riﬂes emit an ionisation 
  beam which slices through most matter; despite their weight 
  and recoil they are fearsome weapons for boarding parties to 
  use against hulls or bulkheads. 
  Table 3–3: Exotic Ranged Weapons
  Imperial Exotic Ranged Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen Clip Rld
  Special
  Wt
  Availability
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  Archeotech Exotic Ranged Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen Clip Rld
  Special
  Wt
  Availability
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  Name
  Class
  Range
  RoF
  Dam
  Pen Clip Rld
  Special
  Wt
  Availability
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  121
  III: Extended Armoury
  SPLINTER WEAPONS
  These cruel weapons used by Eldar pirates and raiders are a 
  fearsome sight to many a merchant vessel’s crew. The crystalline 
  ammunition is broken into tiny splinters in the ﬁring process, 
  emerging from the weapon as a high-speed cloud of deadly 
  projectiles. The crystals often contain virulent toxins, such that 
  even the tiniest cut can cause festering wounds of intense pain. 
  The weapons themselves carry a wide variety of cutting blades 
  and combat attachments, making them doubly useful in close-
  quarters ﬁghting. Like all Eldar weaponry, they are surprisingly 
  lightweight and deceptively fragile in appearances. 
  In Melee combat, a Splinter Pistol counts as a Mono-Knife; a 
  Splinter Riﬂe counts as a Mono-Spear. 
  XENOS FLECHETTE BLASTER
  Flechette Blasters are terrifyingly effective xenos weapons of 
  uncertain origin that can be found in the Koronus Expanse in 
  the hands of those with a taste for carnage. They ﬁre bursts 
  containing millions of razor-sharp strands that tear ﬂesh into a 
  pulpy mass. Though short-ranged and slow to reload, the power 
  of this indiscriminate weapon to cause terror is prized by many. 
  Melee Weapons
  “Though it is far more efﬁcient to eliminate any opposition at range, those 
  struck down with my axe I dispatch in the name of the Omnissiah.” 
  –Explorator Orpheus
  M
  elee weapons are even more ubiquitous in the 
  41st Millennium than ranged weapons, from the 
  simple utilitarian knives of hab residents to the 
  power weapons carried by ofﬁcers in the Imperial Guard and 
  Imperial Navy. All melee weapons listed here require one 
  hand to use unless stated otherwise. 
  PRIMITIVE WEAPONS
  Primitive weapons, though generally ineffective against 
  Imperial technology, are still common throughout the galaxy. 
  To use primitive weapons the character must have the Melee 
  Weapon Training (Primitive) Talent, or the Thrown Weapon 
  Training (Primitive) Talent, depending on the weapon.
  COMBAT SHIELD
  Small and lightweight, a combat shields can be attached 
  directly to the forearm and allow the user to wield a pistol 
  or other small arms. A Combat Shield provides 3 Armour 
  Points to the Body and Arm wielding the Shield. This stacks 
  with other armour. Some Combat Shields are crafted out of 
  ceramite or adamantium. These Combat Shields count as two 
  steps rarer, but lose the Primitive Quality. 
  FALCHION
  Combining the best of a sword and axe, these short, heavy 
  blades are ideal for close quarters ﬁghting in boarding parties 
  or when repelling attackers. Similar to but heavier than a 
  cutlass, a falchion offers a more brutal offensive capability as 
  it can hack through tougher materials. 
  LACUSTA HAMMER
  The Lacustan Windriders have developed a mixed reputation in 
  Calixis, for despite their combat effectiveness many view them 
  as no more civilised than their viscous reptilian mounts. They 
  delight in brutal combat where the more blood spilled the 
  better; dead enemies are often drained so the furry, two-legged 
  lizards can drink their ﬁll. One of their main weapons is a 
  heavy warhammer mounted on a long staff, ideal for swinging 
  in great arcs from on high. The pulped ﬂesh left behind from 
  each blow is testament to the strength of the attack. This 
  weapon deals an additional +2 damage if the user is mounted. 
  This weapon requires two hands to use. 
  GYRO-STABILISED
  The weapon has a small auto-stabilisation unit that is 
  typically built towards the end of the barrel. While not 
  as powerful as a suspensor, the gyro-stabiliser helps 
  keep the weapon levelled at the optimal angle for 
  ﬁring. A Gyro-Stabilised weapon never counts its target 
  as being further than Long Range (normal maximum 
  range still applies). Heavy weapons with this Quality 
  reduce the penalty for ﬁring without Bracing to –20.
  
  122
  122
  122
  III: Extended Armoury
  PARRYING DAGGER
  Unlike most blades, a parrying dagger is designed mostly for 
  defence by catching the enemy’s sword in a parrying manoeuvre 
  with its wider guard or split tines. While it won’t break the sword, 
  it can ensnare it long enough for your counterattack to succeed. 
  Should the opportunity arise, even a parrying dagger can inﬂict 
  a nasty stabbing wound. Parrying Daggers grant an extra +5 
  bonus to Parry attempts, in addition to the Defensive Quality.
  SWORDSTICK CANE
  Commonly carried by many of the Imperial gentry, these 
  ornate canes or walking sticks conceal a thin, hidden blade 
  which can be drawn and wielded like a rapier. 
  WEIGHTED MEMORY-WIRE
  A popular concealed weapon for the nobility and powerful 
  civilians, this can be sewn into capes and cloaks. When the 
  cloth is snapped outwards it clicks into position, turning a 
  simple gesture into a strike that can knock a man out.
  CHAIN WEAPONS
  Chain weapons are a common melee weapon the galaxy over, 
  both for their simplicity of destruction and the barbarity 
  of their kills. Almost all feature a set of fast-moving chains 
  studded with sharp teeth on their “cutting” edges. To use 
  chain weapons the character must have the Melee Weapon 
  Training (Chain) Talent, or the Thrown Weapon Training 
  (Chain) Talent, depending on the weapon. 
  CRIMSON CROWN
  This ancient killing device usually takes the form of a metal 
  circlet roughly the width of a human forearm and the 
  thickness of a palm, surrounded by sharpened metal teeth. 
  It is human in origin, but as most versions predate much of 
  the Imperium’s recorded history, owning one is a sign of 
  considerable wealth.
  It is heavy but when activated, micro-gravlifts negate 
  most of the weight so that it can be hurled, utilising a 
  central grip for a spinning throw with great range. The 
  rotating action signals the internal motor to roar into life and 
  ﬁre the chained teeth into rapid rotation, tearing apart ﬂesh 
  and bone on contact in a spray of blood and viscera. Such is 
  the brutality of the weapon, that it is one of the few human 
  weapons that Orks will claim after defeating human forces.
  DRUSIAN “CRUSADER” CHAINSWORD
  Manufactured by a variety of forge worlds, these popular 
  weapons are a familiar sight throughout the edges of the 
  sector where memories of Saint Drusus burn brightly. On 
  Drusus Day, many shrines are crowded with multitudes of 
  followers, raising their chainswords (or mock replicas for the 
  poor or young) in the air in honour of his works and sacriﬁce. 
  For those who seek to continue the crusade in the Expanse, 
  the common weapon pattern uses a curved cutlass-like blade. 
  Most are a holy silver in colour, and favour a large spiked 
  basket-guard to better smite the unclean xenos. 
  LOCKE-PATTERN DOUBLE-EDGED 
  “MERCY” CHAINSWORD
  Some of the more maniacal wielders of chainswords use 
  customised models with two ripping edges, created by removing 
  the protective carapace surrounding the near side of the weapon. 
  This modiﬁcation (also available as a ﬁnished product due to 
  demand) makes the weapon dangerous to the user as well, but 
  this is not generally a concern, and wielders proudly wear the 
  numerous self-inﬂicted scars that using one often entails. Mercy 
  chainswords typically come with a longer haft, so that they can 
  be swung using two hands for deeper strikes. 
  SHOCK WEAPONS
  Shock weapons are melee and thrown weapons that have a 
  powerful electrical charge running through them to shock and 
  stun their targets. To use shock weapons the character must have 
  the Melee Weapon Training (Shock) Talent, or the Thrown 
  Weapon Training (Shock) Talent, depending on the weapon.
  NEURAL WHIPS 
  The melding of a brutal steel whip with shock weapon 
  technology, neural whips can stun or kill outright through 
  the massive electrical surges they impart as their long metallic 
  lashes hit ﬂesh. At low settings they can be used to goad 
  workers or slaves to increased productivity. At higher settings 
  they become lethal, and even without the electrical discharge 
  each blow from the whip can lacerate bare ﬂesh with ease. 
  Though not a ranged weapon, like most whips it can be used 
  to strike victims up to three metres away. 
  SHOCK-KNUCKLES OR SHOCK-NUKKS
  Worn like regular knuckle-dusters, each resembles a thick band 
  of insulating leather with large metal knobs above each ﬁnger. 
  On impact it administers a violent electrical shock to the target. 
  
  123
  123
  123
  III: Extended Armoury
  SHOCK STARS
  These tiny metal throwing discs contain small power cells 
  as well as the usual sharpened blades, imbuing each with a 
  powerful electrical charge. The damage they do from the 
  lacerating strike is compounded by the incapacitating shock 
  administered on contact.
  TARSUS-PATTERN SUPPRESSION SHIELD
  Suppression shields are common equipment for the Adeptus 
  Arbites, though such is their effectiveness that a host of 
  other organisations and individuals use them as well. The 
  suppression shield is both a bulwark and a weapon, a heavy 
  slab of ceramite large enough for the wielder to take cover 
  behind. Each has a built-in arc-lumin at the top, and a 
  powerful shock-plate in the shield’s centre. If the wielder 
  strikes with the shield, he can discharge the shock-plate on 
  impact, delivering a powerful electrical blow. 
  Suppression shields have the Recharge quality, since the 
  shock-plate takes time to build to dangerous levels. It can 
  still be used as a weapon while it is recharging, however, but 
  during those rounds it loses the Shocking quality and gains the 
  Primitive quality. A suppression shield requires one hand to use, 
  and provides +4 APs to that arm and the torso of the wielder. 
  Tarsus-pattern suppression shields are also designed with 
  lock-grips on the upper corners. These allow a character to 
  ﬁre one basic class weapon with one hand without penalty.
  Table 3—4: Melee Weapons
  Primitive Weapons
  Name
  Class
  Range
  Dam
  Pen
  Special
  Wt
  Availability
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  124
  III: Extended Armoury
  POWER WEAPONS
  Power weapons surround their blades in a disruptive ﬁeld 
  of crackling energy, amplifying their destructive force far 
  beyond what a simple melee weapon can do. To use power 
  weapons the character must have the Melee Weapon Training 
  (Power) Talent, or the Thrown Weapon Training (Power) 
  Talent, depending on the weapon.
  POWER DISCUS
  The simplicity and elegance of this archeotech weapon has lead 
  more than one Imperial researcher to suggest it may have origins 
  amongst a xenos species of the Koronus Expanse. Each of the 
  discovered weapons seems to be a seamless silvery disc no more 
  than 30 centimetres across, roughly ﬁve centimetres in thickness 
  but tapering to whisper thin edges. Each also feels lighter than 
  it should, given the metallic nature. Most users wear a thick pair 
  of plas or chain gloves to throw the device, as its edges are razor 
  sharp and do not seem to dull under use. Once it is in ﬂight, the 
  device reacts to the airborne spin and activates a power ﬁeld 
  surrounding the entire disc. The power ﬁeld allows it to slice 
  through almost any material, and skilled practitioners delight in 
  using it to decapitate their foes. The ﬁeld only lasts for several 
  seconds, allowing it to be recovered after it is thrown. 
  LOI-PATTERN BURNING BLADE
  What started as a series of malfunctioning power swords from the 
  disreputable Clovis Munitorum became a new weapon type after 
  users discovered the faulty ﬁeld conduits raised the temperature 
  of the blade to over 600 degrees. Loi Metalworks investigated 
  and created what are now known as burning blades, power 
  swords that deliberately create intense heat along their blade so 
  as to burn ﬂesh to the bone with each strike. Heavily insulated 
  so that the user feels little of the inferno raging inches from their 
  palm, these swords are nevertheless extremely dangerous to the 
  wielder as well as their opponents. On a successful hit, the target 
  must pass a Challenging (+0) Agility Test or be set on ﬁre. 
  LOI-PATTERN POWER AXE
  Unlike the more common Mezoa power axe with its broad 
  blade, the Loi model sacriﬁces some cutting edge length for a 
  longer haft, thus keeping the weight roughly the same. As it can 
  be swung in a longer arc, it can strike with greater penetration. 
  Each is almost a 1.5 meters in length, and some users modify 
  the top of the axe in order to fashion a very intimidating 
  walking stick. This weapon requires two hands to use.
  THUNDER HAMMER (LATHE PATTERN)
  Huge hammers featuring oversized heads, these weapons 
  store energy and then release it in a violent explosion 
  upon impact. The tremendous concussive force released 
  is equivalent to a concentrated grenade explosion, 
  strong enough to punch holes in vehicles and 
  knock those nearby to the ground. Though 
  extremely cumbersome to wield, they are 
  often used by Ministorum priests to both smite the wicked 
  and invigorate the faithful. Lathe patterns are lighter than 
  most Imperial versions, designed for use by unaugmented 
  humans. They also have only a single concussive front. 
  EXOTIC MELEE WEAPONS
  All manner of strange an exotic weapons can be found in the 
  far reaches of the Koronus Expanse. Some are developed by lost 
  human cultures, while others are designed by strange and terrible 
  xenos empires. Their rarity and exotic nature often makes them a 
  prized possession for a Rogue Trader and his crew. 
  AGONIZER
  One of the favoured melee weapons of the vicious Eldar 
  pirates is the Agonizer, a deliberately cruel device often 
  worn as a gauntlet or used as a whip. It acts similarly to a 
  shock weapon, but the energy inﬂicted on the enemy can 
  bleed through armour easily, causing even more intense pain 
  and physical trauma. Even the mightiest of warriors can be 
  brought low when in the grip of such a weapon.
  ELDAR POWERSWORD
  There is perhaps nothing so dangerous as a skilled swordsman 
  wielding one of these deadly blades. Impossibly slender yet 
  strong, shimmering with ﬁeld energies, and studded with 
  mysterious glowing gems, an Eldar Powersword is a premier 
  status symbols for any explorer. It is unheard of for these xenos 
  to sell such a weapon and they reclaim them by force, adding 
  even more of delightfully forbidden air to ownership.
  An Eldar Powersword adds +10 to any Parry attempts 
  made by the bearer (with Balanced, this becomes +20 total). 
  
  125
  III: Extended Armoury
  EGERIAN SHARD GLAIVE
  Another relic of the dead planets of the Egerian Domain, these 
  appeared to Explorers to be long poles of black metal, tipped 
  with the jagged crystalline growths which litter the empty 
  maze-cities. It is unknown if they were ﬁrst used in combat 
  deliberately or in desperation, but it was soon discovered the 
  impacted crystals could slice and splinter, leaving countless 
  glasslike traces behind and causing intense pain as they twist 
  through ﬂesh. 
  Removing the shards can take hours of work and many 
  doses of pain-blocking medication (along with Wobble or other 
  stiff drink). Careful examination and collection of the shards 
  reveals that, like Egerian geode grenades, the mass of shards 
  and the remaining crystal is greater than before the shattering, 
  something the Adeptus Mechanicus still refuses to validate. 
  FOREARM POWERBLADE
  A defensive weapon, powerblades are short, wide blades 
  attached to the forearm and designed primarily for parrying. 
  Often of xenos manufacture, their energy ﬁeld allows them 
  to parry almost any attack, but offers less in the way of 
  offensive capability. Some wielders pair them with compact 
  pistol weapons, while others wear a single powerblade while 
  carrying a larger ranged weapon in both hands. 
  A forearm powerblade is mounted on the arm, and does 
  not need to be held in a hand (allowing the wearer to carry 
  something else in that hand or use a two-handed weapon). It 
  is usually deactivated, and while deactivated cannot be used 
  as a weapon. Activating is a Free Action, and the trigger is 
  usually placed in the palm or wrist for easy access.
  GALTHITE LACERATORS 
  These alien weapons are worn over the hand, each covered 
  with a multitude of razor-sharp short blades. Each strike from 
  a lacerator can slice open several deep ribbons of ﬂesh as the 
  blades cut into their target. As they are not designed for a 
  human hand, the interior of each gauntlet is modiﬁed so that 
  it can be worn more comfortably. True Galthite weapons can 
  be discerned from counterfeits as the blades tarnish with a 
  myriad of blue-green patterns when exposed to blood. 
  GRYPHONNE-PATTERN NULL ROD
  For those who must face psykers without any psychic ability 
  of their own, a null rod is extremely useful. These strange 
  devices force any psykers within 10 meters to take all tests 
  to use any psychic powers at a –30 Penalty. They also offer 
  personal protection from psychic attacks by granting a 
  +30 bonus to resist any psychic power that directly affects 
  the bearer. Writhing with energies baneful to those who 
  channel powers from the Warp, a null rod contains such 
  furious force that it acts as a power weapon when used as a 
  club or truncheon.
  INERTIAL HAMMER
  Found mostly in the ruins of 
  several ancient dead worlds 
  surrounding the Cauldron, the 
  so-called Inertial Hammers have very 
  long haft, nearly shoulder high (leaving some 
  to believe the xenos race that created them 
  were taller than normal humans). The head is 
  a dead black colour, ﬂaring into a huge ﬂat 
  striking surface at one end. The other end is 
  surrounded by what are thought to be power 
  cables and the esoteric engines that drive 
  the device. When swung, the head seems to 
  gather inertial energy exponentially, so the 
  weapon seems lighter and swings more easily 
  the further it moves. On impact the inertia is 
  transformed into kinetic energy, allowing it to 
  strike in a single arc with enough concussive 
  force to rupture a tank hull. 
  If the user performs an All Out Attack 
  Action with this weapon, the weapon deals an 
  additional 1d10+3 I damage (for 2d10+10 
  total). This weapon requires two hands to use.
  MACRO-HAMMER
  These puissant archeotech weapons are 
  thought to date back to the Dark Ages of 
  Technology. However, thus far they have 
  only been discovered on a long-lost city-
  cache hidden amongst the ruins of the war-
  world of Zayth. The Disciples of Thule seized the majority 
  of the weapons, though a few have found their hands into 
  other members of the Machine Cult in the Koronus Expanse. 
  Glowing with circuit-runes, the ancient tech-relic mounts a 
  suitably large hammer head covered with nano-sized warp 
  portals which burst open on contact. The impact of the portals 
  creates intense, localised warp disruptions, causing micro-
  explosions which devastate the enemy. Like many human 
  designs, its visage is intended to intimidate and cower all who 
  would stand before the righteous might of the Imperium and 
  the Machine God. This weapon requires two hands to use. 
  SOFT SWORD
  Also known as an assassin’s belt, these weapons are formed 
  from a polymorphic material discovered on several planets near 
  the Heathen Stars. Normally ﬂexible like thick cloth, when 
  stimulated by an electrical current the material will stiffen to 
  the consistency of strong metal. Explorers who desire a more 
  unassuming appearance (or a hidden weapon should all their 
  obvious ones be removed) wear belts, sashes, bandoliers or 
  other lengths of the material along with an activation grip. 
  Once readied, the weapon can act as a staff or a short 
  sword (if the material is honed to a sharpened edge). 
  While it does offer the element of surprise, should 
  the power cell in the haft fail, surprise quickly 
  turns the other way. 
  
  126
  III: Extended Armoury
  FORCE WEAPONS 
  Tech-Priest Explorator teams sifting through the archeotech 
  ruins of Naduesh have unearthed numerous caches of 
  dazzling and disturbing devices, including many whose 
  nature and purpose is still a mystery. Given the number 
  of possibly valuable items still to be comprehended it is 
  understandable that the ﬁnely made but otherwise ordinary-
  looking swords, axes, and melee weapons were simply put 
  aside. It was not until visiting adept-psykers of the Ordo 
  Xenos realised the true measure of these weapons that 
  intensive searches began for more. Further studies seem to 
  indicate these are ancient devices, possibly stemming from 
  the Dark Age of Technology, but the foul taint of xenos 
  construction cannot be ruled out. It was impossible to keep 
  the discovery secret for long, and these weapons have become 
  a highly-valuable commodity throughout the Expanse, and 
  some raiders attack any vessel that carries them, simply to 
  steal them away. For many a psyker-warrior, possessing a 
  Naduesh blade is the mark of true power in both body and 
  mind. For those wishing a more subtle visage, a simple rod 
  or staff can channel their power to devastating effect, as 
  well as focus their abilities to greater levels.
  NADUESH FORCE AXE 
  Favoured by the more robust and physical psykers, Force 
  Axes offer tremendous sheer power but little in the way of 
  ﬁnesse or subtlety. For those that use them, these weapons 
  aptly indicate their mode of attack, and often their lifestyle 
  as well. 
  NADUESH FORCE STAFF
  Longer-length force weapons typically take the form of a staff, 
  and they can be used as a weapon in regular combat. Some 
  are fashioned to appear as a simple walking staff, only giving 
  away their real function as psychic powers are channelled 
  through them. Force Staffs also act as a Psy-Focus (see the 
  ROGUE TRADER Core Rulebook, page 146).
  NADUESH FORCE SWORD 
  On the surface, force swords look just like any regular sword, 
  albeit of unusual coloration. It is only upon closer inspection 
  that the tiny but elaborate runes appear, giving away their 
  arcane nature. Most psykers are not skilled ﬁghters, but for 
  those who are, a force sword is the perfect weapon as it allows 
  them to fully use both their psychic as well as martial abilities. 
  Table 3—5: Naduesh Force Weapons
  Name
  Class
  Range
  Dam
  Pen
  Special
  Wt
  Availability
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  *43'-.'&6"';#*%'40'&6"%"'="-.,%/'#.)'*43'6#<"'1"#$.")'64;'&4')"&"5&'&64%"';64'%6#$"'2*'>,-0&%?'&6$43,6'
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  A6"$"'#$"'#$5#."'2#.."$%'&4',3#$)'#,#-.%&'&6"';#$7B=4$."'74;"$%'4."%'%356'#%'3%'5#.'5#11'04$&6/'40'
  ;6-56'*43$'24&6"$'-.&".)%'&4'="%&4;'374.'*43'7"$%4.#11*';6".'*43'=",-.'*43$'&$#<"1%9':";#$"/'&643,6/'
  04$'&6"'%3=&1"%&'40'&6"-$'74;"$%/'04$'&6"*'5#.'56#.."1'&6"-$'2-.)%'&6$43,6';6#&'#77"#$'&4'="'54224.'
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  74;"$'#$243$'%3-&'-.'&;#-.9'C"2"2="$/'-.'2*'6#.)%/'"<".'#'%-271"'%&#00'4$'=1#)"'5#.'="542"'#'6-,61*'
  )#.,"$43%';"#74./'#.)'*43'%6431)'#1;#*%'#%%32"'4&6"$'7%*8"$%'#$"'"D3#11*'5#7#=1"9
  E'F$#84%/'G#%&"$'F%&$47#&6'
  
  127
  III: Extended Armoury
  WEAPON UPGRADES
  Many weapons are equipped with upgrades to enhance 
  their performance or give them additional capabilities. Any 
  upgrade may be equipped onto a weapon with a successful 
  Trade (Armourer) Test. 
  CALAMITY VENTS
  One attempt to compensate for the dangers of plasma 
  weaponry (or other weapons that overheat or overload), so-
  called “calamity vents” are emergency purge vents designed to 
  direct the superheated exhaust away from the ﬁrer. They have 
  never become widely popular, as their new and somewhat 
  inferior design interferes with the ancient and superior 
  workings of certain weapons, such as plasma weaponry 
  (sometimes with disastrous results).
  If a weapon with a Calamity Vent overheats and the bearer 
  chooses not to drop it, roll 1d10. On a 4 or higher, the vent 
  operates as designed. The bearer takes no damage, and the 
  weapon does not need to spend a round cooling. On a 3 or 
  lower, however, the bearer counts as being hit with a shot 
  from the weapon in his body, as the vent misdirects the back-
  blast. Unlike regular overheating, this hit has a Pen equal to 
  the Pen of the weapon, not 0. The weapon still does not 
  need to spend a round cooling. This may be equipped to any 
  weapon with the Overheat Quality. 
  EXTERMINATOR CARTRIDGE
  Many of the more zealous religious warriors of the Imperium 
  use an Exterminator Cartridge afﬁxed to their regular weapons. 
  This small device contains a small one-shot ﬂamer weapon. 
  It functions in much the same manner as a Combi-Weapon, 
  allowing the user to ﬁre either the added weapon (once) or 
  the weapon it is mounted to. Cheap and easy to manufacture, 
  they are a common sight on almost every weapon used by 
  Imperial cults like the Order of the Red Redemption or the 
  Emperor’s Purifying Light—often the last sight a heretic or 
  apostate sees before his death. Exterminator Cartridges cannot 
  be reloaded and must be replaced. 
  A single Exterminator Cartridge may be equipped to any 
  basic or pistol weapon. It may be ﬁred as a half action, and 
  counts as a Hand Flamer. The Exterminator Cartridge may not 
  be ﬁred in the same Round as the weapon it is attached to.
  TOX DISPENSER 
  The custom of lining a blade with deadly toxins has been 
  with humanity since the dawn of recorded time. Although 
  smearing a poison on the blade has the advantage of simplicity, 
  technology has since provided a better solution. A series of 
  micro-dispensers allow a wielder to coat his weapon with 
  poisons by simply pushing a button. 
  As a free action, a character with a weapon equipped 
  with a tox dispenser may cause his weapon to gain the Toxic 
  Quality for one Round. Most Tox Dispensers may be used 10 
  times before requiring reﬁlling. This may be equipped to any 
  Primitive or Chain melee weapon. 
  NEW WEAPON QUALITY: FORCE
  Force Weapons are unique in that they will only function properly when wielded by a true psyker, whose mental energies 
  turn these ordinary looking weapons into devices of terrifying power. They can take the form of almost any normal hand 
  weapon such as a sword, axe, halberd, or hammer, and in the hands of a non-psyker they would function as such. When 
  a psyker directs his powers through them though, such a weapon can multiply his strength to superhuman levels.
  Force Weapons have special rules when used by a psyker and will otherwise count as Best Craftsmanship Mono 
  variant of the standard Primitive weapon. In the hands of a psyker, the weapon deals bonus damage and gains bonus 
  penetration equal to the psyker’s Psy Rating (so a Psy Rating 3 would grant +3 damage and +3 Penetration), and the 
  damage type changes to Energy. In addition, whenever a psyker damages an opponent, he may make a Focus Power 
  Action (Opposed Willpower) as a Half Action. If he succeeds in making the test and scores more degrees of success 
  than his opponent, for every degree of success, the force weapon’s wielder deals an additional 1d10 E Damage, ignoring 
  Armour or Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s ﬁeld. 
  Although Navigators are considered psykers, their powers are different from a regular psyker and they do not gain 
  any of the above beneﬁts for using a force weapon. 
  Table 3—6: Weapon Upgrades
  Name
  Weight
  Availability
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  128
  III: Extended Armoury
  UNUSUAL AMMO
  These are some additional unusual ammunitions found in the 
  Koronus Expanse and Calixis Sector. Each type of unusual 
  ammo can only be used with the listed weapons. 
  ACID SHELLS
  As the name suggests, these specialised shells contain vials of 
  powerful acids, strong enough to eat through almost any material. 
  Against armours they can dissolve deep into casings, greatly 
  reducing any protection they might provide. Against exposed 
  ﬂesh they can melt tissue down to the bone in moments. Only 
  extremely large-bore weapons can use these shells. 
  Effects: Acid Shells cause 2d10 E Damage, 0 Penetration. If 
  the target takes damage it suffers the same effects as being set 
  on Fire. Each hit against an armoured target will reduce its AP 
  value by 1 (down to a minimum of 0); any armour damaged 
  in this way must be repaired to regain its effectiveness. 
  Used With: Shotguns, pump-action shotguns, shotgun 
  pistols, shotcannons, bolt pistols, and bolters. 
  AIRTORCH CANISTER
  Whilst regular melta weapons are known for the tight focus 
  of the superheated blasts they generate, Airtorch ammunition 
  allows them to burn even hotter in a barely-controlled reaction 
  that can almost set the air itself on ﬁre. Indeed, the heat is so 
  intense that it generally overwhelms the barrel allowing the 
  blast to escape in a wide swath. 
  Effects: Airtorch canisters ﬁre in a wide swath and gain 
  the Scatter quality, but cause the weapon to suffer from the 
  Overheating quality, as the heat is more than most melta 
  weapons can withstand safely. The more rapid dispersal 
  halves the weapon’s Range as well. 
  Used With: Inferno pistols and meltaguns. 
  MICROBURST FLASK
  Filled with much higher concentrations of heavy ions, 
  Microburst ﬂasks allow a plasma weapon to ﬁre smaller 
  but denser bursts at farther ranges and with greater armour 
  penetration. Microburst plasmas are cooler, however, but 
  many users prefer it this way, given the normal thermal 
  temperament of the weapon. 
  Effects: Plasma weapons using Microburst ammo add –2 
  Damage, +2 Penetration and +10 metres to the weapon’s 
  Range but cannot be ﬁred in Maximal Mode. Using microburst 
  ammo keeps the weapon from Overheating as well. Flasks 
  add 1kg to the weapon weight. 
  Used With: Plasma pistols and plasma guns.
  NEPHIUM FUEL TANK
  Flame weapons use liquid fuel, commonly promethium. 
  When promethium is laced with encapsulated 
  nephium motes, a potent secondary ignition takes 
  place a few seconds after the promethium is lit. 
  Few groups make use of this knowledge, 
  for it greatly increases the chance of accidental ignition of 
  ﬂamer fuel stores, requiring expensive safeguards.
  Effect: Agility Tests made by targets to avoid Damage suffer a 
  –10 penalty and the weapon’s base damage is increased by 2.
  Used With: Any Flame weapons.
  ORGANGRINDER ROUNDS
  Where most ammunition types are designed to either kill 
  or subdue, organgrinder shells are designed for a lingering, 
  excruciatingly painful death. If the round penetrates into the 
  ﬂesh, spiralled ridges emerge and the shell slowly twists its 
  way through the body, slicing tissue and bone in a pulp of 
  viscera. There are rumours that this horriﬁc ammunition was 
  an attempt to recreate an actual xenos round, and those who 
  have seen organgrinder shells in action know they are not in a 
  hurry to meet anything that they might be patterned after. 
  Effects: These shells do damage equal to the weapon’s 
  regular damage. If the target takes Damage from this shell, 
  after reduction for Armour and Toughness Bonus, he must 
  make a Toughness Test with a –10 penalty for every point 
  of Damage taken. Success means the shell has either failed or 
  is not powerful enough to cause further injury. Failure deals 
  an immediate 2d10 points of Rending Damage to the victim 
  with no reduction from Armour or Toughness Bonus. 
  Used With: Hand cannons, heavy stubbers, and any Bolt 
  weapons.
  SNARE SHELLS
  These shells contain a ﬂuid similar to that used in webber 
  weapons, and on impact explode in a mass of ensnaring sticky 
  ﬁlaments. Contact with air causes them to solidify, making it 
  almost impossible for the target to escape. While not as capable 
  as a proper web gun, snare shells are a handy accessory for any 
  shotgun user as no extra training is needed to use them. 
  Effects: Snare Shells decrease the weapon’s base damage by 
  2, but give the weapon the Snare Quality. 
  Used With: Shotguns, pump-action shotguns, shotgun 
  pistols, and shotcannons.
  TOXIC SHOT
  Some feudal cultures have the unpleasant habit of preparing 
  shot with vermin poison, deadly spores, or worse. Many 
  travellers in the Expanse adopt this practice with more modern 
  Table 3—7: Unusual Ammunition
  Name
  Availability
  C0%-)D/"33&
  ^"#1)[+#"
  C%#,'#0/)>+(%&,"#
  JK,#"$"31)[+#"
  I%0#'@4#&,)B3+&9
  JK,#"$"31)[+#"
  Z"./%4$)B4"3)L+(9
  ^"#1)[+#"
  N#*+(*#%(-"#)['4(-&
  JK,#"$"31)[+#"
  D(+#")D/"33&
  [+#"
  L'K%0)D/',
  D0+#0"
  L#+0"#)D/"33&
  C?"#+*"
  ^'%-)['4(-&
  [+#"
  
  129
  III: Extended Armoury
  weaponry, with horrifying results. Of course, utilising such 
  dangerous substances can be just as risky to the wielder. 
  Effects: The weapon gains the Toxic special quality. If the 
  weapon ever jams, the wielder takes 1d5 damage, ignoring 
  Armour and Toughness. 
  Used With: Any Solid Projectile and Flame Weapons. 
  TRACER SHELLS
  Many heavy weapon teams favour special rounds designed 
  to brightly ﬂare once projected from their gun, the better to 
  guide their aim when ﬁring long, sustained bursts. 
  Effects: The user gains a +5 to Ballistic Skill Tests when 
  ﬁring the weapon on Full Auto. On a turn where the user has 
  ﬁred Tracer Shells, all subsequent Ballistic Skill Tests made 
  to hit the user in fog, mist, shadow, smoke, and darkness also 
  gain a +5 as the user gives away his position. 
  Used With: Any Solid Projectile and Bolt weapons.
  VOID ROUNDS
  As most solid projectile weapons rely on a chemical detonation 
  to provide thrust for the ammunition, they are normally 
  ineffective in a void where the gas pressure in the barrel leaks 
  away. Void Rounds contain special sabot-like coatings around 
  each shell to ensure a better seal when ﬁred, ensuring each 
  round emerges at maximum velocity. 
  Effects: The ﬁrearm operates as it normally would, even 
  when used in an atmosphere-free environment. When used in 
  a normal atmosphere, the added weight of the coating isn’t 
  offset by the lack of atmosphere, and they suffer –1 Damage 
  to the weapon’s normal effects. 
  Used With: Any Solid Projectile weapons.
  Armour
  “Armour? Pah! Better to not get shot in the ﬁrst place, I say.” 
  –The late Torchbearer Volin Trel
  A
  s long as there have been weapons, there have been 
  ways to protect against them. Body armour in the 
  Imperium ranges from the simple and ﬂexible 
  armoured bodygloves used by scouts and assassins, to the 
  massive adamantine and ceramite plates of power armour. 
  DELPHIS MARK II “IRONCLAD” HEAVY 
  POWER ARMOUR
  The Delphis Mark II is a variant of standard power armour 
  that features increased personal protection at the cost of 
  agility, with huge plates of plasteel covering the ﬂatter areas 
  of the body. Exposed servo-mechanisms run along the legs 
  and arms, and elaborate bracing runs across the spine. The 
  helmet is small in comparison, with the high metal gorget 
  rising from the neck almost to the cheeks. The armoured 
  gloves are unwieldy—though a person can wield a weapon, 
  tasks requiring manual dexterity are impossible. The power 
  cell system in the rear has several thermal ﬁns protruding to 
  shed away excess heat. As each is a personal heirloom item, 
  colourful paintwork and elaborate scrolls delineating the 
  history of the various users cover the surface; some users have 
  also added additional ornamental shields to indicate their 
  personal heraldry. The more ostentatious suits include large 
  retractable poles for ﬂying more elaborate personal banners 
  and their vessel’s blazons. 
  Heavy Power Armour is extremely cumbersome, 
  imposing a –20 penalty to the Agility of the wearer. In 
  addition, any Dodge, Acrobatics, and Contortionist Tests 
  undertaken by the wearer automatically fail. Ranks of power 
  cells mounted on the rear provide 12 hours of continuous 
  operation before recharging is needed, but require a day of 
  recharging after each prolonged use. The mechanical servo 
  system adds +20 to the operator’s Strength Characteristic 
  and increases his size by one step (for a standard human 
  operator this would mean Hulking). The size increase 
  combined with the Agility penalty means the wearer’s 
  movement speed is decreased by 1 in total. The suit also 
  counts as an enclosed void suit and incorporates an inbuilt 
  auspex, good craftsmanship photo-visors, an incorporated 
  vox, and a pair of recoil gloves. Finally, built-in servos in 
  the arm joints grant the wearer the Auto-stabilised trait. 
  If the suit becomes unpowered, vents open automatically 
  in the helmet to ensure the wearer does not suffocate. 
  However, any movement while the suit is unpowered 
  requires a Hellish (–60) Strength Test. 
  
  130
  III: Extended Armoury
  ELDAR RAIDER ARMOUR
  Eldar pirates wear armour that functions in much the same way as 
  basic Eldar armour, but is covered with spikes and cutting blades 
  after the fashion of their weapons. Even an unarmed raider will 
  always have a plethora of malicious devices on his person, ready 
  to rend their foes in bloody sport. Anyone wearing this armour 
  always counts as having a mono-knife in melee combat. 
  FLEXSTEEL SUIT
  Flexsteel armour uses a metallic weave that appears to be solid 
  metal but ﬂows with the wearer’s movements. Most of these 
  suits are ancient relics dating back centuries. The techniques for 
  cutting and rebonding the material are not commonly known to 
  even the high Magos of the Mechanicus, and many users have to 
  pad the interior of their suit so it better ﬁts their body shape, as 
  ﬁnding a suit which is actually their size is often impossible.
  “FROST” THERMAL ARMOUR
  Thermal Protective Wear (commonly called Frost Armour) 
  was originally developed for work in high-temperature 
  environments such as on inner planets or in reactor heat 
  exchangers. They offer no more protection than a light ﬂak suit, 
  but are specialised to negate the effects of extreme heat. With 
  a combination of slick ﬂame-resistant fabrics and thermally 
  conductive weave, the suits wick away almost all of the intense 
  heat the user might face, and are a favourite in close quarters 
  ﬁghting, where a warrior knows he may face ﬂamers or similar 
  defensive weapons. 
  Frost Armour comes with a re-breather to protect against 
  ﬂame and smoke inhalation.
  Force Fields
  “Emperor’s teeth, why aren’t our lasguns hurting it?”
  –Armsman Raﬁalle LaForn
  D
  espite the protection offered by physical armour, 
  many situations do not allow it to be worn in such 
  an overt manner. Protective force ﬁelds have the 
  beneﬁt of being generally easy to conceal, as well as offering 
  protection superior to all but the ﬁnest armoured systems. 
  Each is a valuable tech-relic possibly centuries old, nearly 
  impossible to recreate.
   A character may only beneﬁt from one ﬁeld at a time, 
  regardless of how many different ﬁelds he may have equipped. 
  When a character wearing an active ﬁeld is attacked, roll d100. 
  If the result is lower than or equal to the ﬁeld’s protection 
  rating, the attack is nulliﬁed and has no effect on the protected 
  character (although the attack may have an impact on the 
  character’s surroundings or other nearby characters, such as 
  weapons with the Blast quality). 
  Fields may also overload. Compare the d100 roll to avoid 
  damage to Table 3–10. If the result is lower than or equal to 
  the listed number, the ﬁeld is overloaded and ceases to function 
  until it is recharged or repaired (requiring the Luminen Charge 
  Talent or a successful Very Hard (-30) Tech-Use Test).
  ARCHEOTECH MIRROR SHIELD
  Resembling a strange kind of ornamentation, archeotech 
  mirror shields consist of a large reﬂective surface surrounded 
  by elaborate wiring and tech-glyphs. They are normally 
  worn on the forearm, and when struck by energy weapons 
  can absorb and redirect the force, reﬂecting it back onto the 
  attacker. A Mirror Shield’s Protection Rating only applies to 
  the Arm and Body. However, when it successfully blocks a 
  ranged attack dealing Energy damage, the wearer may spend 
  his Reaction to make a Challenging (+0) Agility Test. On 
  a success, the wearer reﬂects the shot back at a target of his 
  choice within the range of the weapon. The target takes the 
  hit, suffering all effects.
  Protection Rating: 60
  Table 3—9: Fields
  Name
  Rating
  Weight
  Availability
  Archeotech Shield
  60
  1.5 kg
  Near Unique
  Conversion Field
  50
  1 kg
  Extremely Rare
  Displacer Field
  55
  2 kg
  Near Unique
  Eldar Forceshield
  75
  .2 kg
  Unique 
  Power Field (Personal)
  80
  50 kg
  Near Unique
  Power Field (Vehicle/
  Emplacement)
  80
  500 kg
  Extremely Rare
  Refractor Field
  30
  2 kg
  Very Rare
  Salvation Shield
  70
  .05 kg
  Near Unique 
  Table 3—8: Armour
  Name
  Locations 
  Covered
  AP
  Wt
  Availability
  J3-+#)[+%-"#)
  C#$'4#
  C33
  R
  T)9*
  Z"+#)U(%]4"
  B3"K&,""3
  C#$&S)
  F'-1S):"*&
  T
  `)9*
  ^"#1)[+#"
  X"+?1)!'A"#)
  C#$'4#
  C33
  m
  =R<)
  9*
  JK,#"$"31)
  [+#"
  L/"#$+3)
  C33
  P
  =;)9*
  [+#"
  
  131
  III: Extended Armoury
  CONVERSION FIELD (LOCKE-PATTERN)
  Conversion ﬁelds steal the force of an attack, rendering it less 
  harmful, and then release that force in a blinding ﬂash of light 
  that can stun or disorientate nearby foes. Conversion ﬁelds 
  are contained in the iconic Rosarius devices worn by Space 
  Marine Chaplains and agents of the Ecclesiarchy, but are also 
  mounted in more esoteric settings.
  If the ﬁeld blocks more than 12 points of Damage from a 
  single attack, the release of light is strong enough to act as 
  a photon ﬂash grenade burst centred on the wearer (ROGUE 
  TRADER, page 126). The character wearing the conversion 
  ﬁeld is unaffected by this burst of light.
  Protection Rating: 50
  DISPLACER FIELD (MARS-PATTERN)
  Unlike most force ﬁelds which absorb and defect attacks, 
  archeotech displacer ﬁeld devices work by moving the wearer 
  out of harm’s way. The wearer can activate the ﬁeld manually, 
  but the device also somehow detects incoming attacks and 
  automatically activates a miniature warp-jump engine. This 
  ﬂicks the wearer out of the Materium to avoid the attack, 
  restoring him to the Materium some distance away an instant 
  later. These devices are considered hallowed artefacts by the 
  Calixian Machine Cult, and few are known. Almost all of those 
  are enshrined in forge world temples to the Omnissiah’s glory.
  If the ﬁeld blocks an attack, roll for a random direction, then 
  then roll 2d10 for the number of metres travelled—the wearer 
  will always emerge on solid footing and in a suitable empty space. 
  If all three dice come up with the same number (e.g. three sevens), 
  then the user does not re-emerge for 1d5 Rounds and gains 1 
  Corruption point from exposure to strange energies. If the wearer 
  was Surprised, he must forfeit his next Turn due to the shock.
  Protection Rating: 55
  ELDAR FORCESHIELD
  Rather than relying on cumbersome (by their standards) physical 
  armour, many of the higher-ranking Eldar leaders instead turn 
  to ﬁeld protective devices. Forceshields are one such item, often 
  worn on the arm or belt. These provide protection on par with 
  the more powerful Imperial ﬁelds, but without the bulk or 
  weight—indeed many resemble the ovoid jewels or other alien 
  ornamentation favoured by this decadent race. 
  Protection Rating: 75
  POWER FIELD (RYZA-PATTERN)
  While most personal force ﬁelds are small and unobtrusive, power 
  ﬁelds are heavy, cumbersome devices ranging from backpack-
  sized generators for personal use to large ﬁeld emplacements 
  for protecting important installations or vehicles. They all work 
  by projecting a force wall to deﬂect away incoming kinetic and 
  energy-based attacks. This wall can be varied in strength and 
  size, but drains power at a prodigious rate—a personal unit can 
  only be active for an hour before burning out its generator. So 
  cumbersome are Power Field generators that any personal unit 
  automatically encumbers the wearer.
  A power ﬁeld causes the air to visibly ripple and crackle 
  with static discharge. This imposes a –40 penalty on all 
  Tests requiring stealth to succeed. The Power Field does not 
  function against ranged attacks made within 3 metres, or 
  melee attacks.
  Protection Rating: 80
  REFRACTOR FIELD (MARS-PATTERN)
  Refractor ﬁeld devices see service with highly ranked 
  and trusted Imperial agents of all kinds. No smaller than 
  a pistol ammunition clip, they disperse the energy of an 
  attack throughout the total area of the ﬁeld effect. They are 
  noticeable when activated as they surround the user with a 
  hazy glow of light, making them easily detectible in low 
  lighting or at night. Many are fashioned in the shape of a 
  gorget and worn around the neck. 
  Protection Rating: 30
  SALVATION SHIELD
  Reportedly created by the mysterious Jokaero, although 
  other reports claim they are relics of human technology from 
  the Dark Age, these tiny devices resemble a button or small 
  broach. When activated by a coded series of touches, a button 
  shield generates a silent, invisible ﬁeld of roughly one square 
  metre projecting outward half a metre. The ﬁeld is strong, 
  on the scale of a power ﬁeld, but can only last a few minutes 
  before the charge dissipates; once used it requires several hours 
  to recharge itself. These are worn singly on the chest, but for 
  the few individuals with access to several button shields, they 
  can be worn in a pattern to protect more of the body. The 
  more daring wear them as rings, so as to provide the 
  most dramatic usage to unsuspecting foes. 
  Protection Rating: 70
  Table 3—10: Field Craftmanship 
  Field Craftsmanship
  Overload Roll
  !''#
  <=Y;<
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  7''-
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  F"&,
  =
  
  132
  132
  III: Extended Armoury
  ARMING FOR CONQUEST
  The Departmento Munitorum is (among other things) responsible for providing munitions, war machines, armaments, and 
  other support materiel necessary to maintain Imperial Guard forces and their ability to prosecute war. Their vast logistical 
  agencies stretch across the Imperium, and without it the Hammer of the Emperor would fall apart. In the Calixis Sector the 
  local ofﬁces are headquartered on Scintilla and work with several main forge worlds and hive-factories to supply their needs, 
  thus maintaining the various ongoing crusades and campaigns and ensuring the continued security of Calixis space. 
  Of the major forge worlds and manufactorium-hives, Gunmetal City and the Lathes are perhaps the best known in the 
  sector. Other manufactoriums are devoted to more specialised armaments, notably the Sentinel hive-factories of Grove’s Fall. 
  Others are more exotic, such as the “Orbital Forges,” void-shield repair and production facilities that share the complex orbits 
  of the Lathe worlds. These are the major armaments plants which keep Calixis from falling to enemies both within and without 
  and supply the bulk of all armed expeditions through the Maw. Some of the more specialised minor suppliers include: 
  THE MEROVECH COMBINE
  A major supplier of las-weapons, known for the ironwood stocks and side-panels on their products. The Combine is 
  based throughout the Calixis Sector, and is working to expand their workings into the Koronus Expanse. Generally their 
  weapons are sturdy and robust and viewed favourably; veteran guardsmen look for the deep red wood of a Merovech 
  lasgun, and eagerly trade new recruits for their “cheap, wooden weapons.” 
  HOUSE PRAXIS
  This Malﬁ-based corporate house specializes in clothing and ﬂak armour uniforms, with smaller sub-factories dealing in 
  carapace and stronger armours, and well known for superior ﬁre resistance qualities. Praxis ﬂak capes and cloaks are highly 
  desired by defensive forces, as they can withstand burning promethium just long enough to be easily and safely discarded. 
  LOI METALWORKS
  Loi Metalworks is based on Landunder, and is a useful source for those seeking power weapons. They have centuries 
  of experience in melding swords and other bladed weapons with the ﬁnest Adeptus Mechanicus power ﬁeld generators, 
  producing superior weapons that will serve as heirlooms for a Rogue Trader’s family for generations. Even with the ﬁeld 
  disabled, the distinctive green-tinged blade is a match for most other close combat weapons. It is said that Loi keeps 
  close ties to the Magos of the Lathes, and that Mechanicus Techpriests work with them as “honoured overseers.” 
  CLOVIS MUNITORUM
  While many manufacturers indicate their products with a unique brand or symbol, this Gunmetal City based Munitorium 
  leaves their weapons (mostly basic lasguns and laspistols) bare except for the usual Aquila mark all Imperial weapons 
  carry. This could be as they have a somewhat deserved reputation for weapons that barely meet Munitorum standards, 
  all somewhat shoddy and prone to malfunction. As they are much cheaper than many other manufacturer’s products 
  though, as long as they continue to just pass quality checks they will remain a major supplier. They are a favourite for 
  arming large conquest ﬂeets where quantity is more important than quality. 
  SIGURD FOUNDRY
  A somewhat unsuccessful ammunitions hive-factory on Sigurd IV, whose owners were found to be both unwise at business 
  as well as in spiritual matters by the Inquisition. New ownership in the last century successfully converted the factories to 
  producing rations and food packs. The existing machinery for reﬁning and packing chemical propellants and explosives 
  transitioned smoothly, and now the company imports vast quantities of agri-world products and turns them into processed 
  meal kits. They are a staple of many survival packs and many portable habs even include them as part of the ready-assembly. 
  LINDWYRM ARMOURY
  One of the largest ammunitions producers, supplying nearly a quarter of all frag grenades used across the Calixis Sector 
  and beyond. They also produce untold tons of autogun and autopistol rounds each day, along with countless mortar and 
  tank shells, heavy rounds for autocannons, and more all carrying their curled snake-symbol. While technically not a 
  Forge world, their main facilities on Lind dominate the planet. Their highly rated PDF forces have also been hired out 
  to many an expeditionary force, with the Armoury gaining a stake in any worlds conquered. 
  C<*)+&E.$(%6*+*M-%)*-:*+)O05(@*9.(#*RE.$0#E*+*:-(*-:*2(+#'6*
  '&5.*+'*+*%0O+N*[-E&(*D%+)(%*-%*+%0'$-5%+$6*#(O(%*+''&2(*$.(*
  ,+&,N('*.(*,()(5Q'*.02'(N:*M0$.*+%(*'02/N<*-%#+2(#$+$0-#@*1*'$0NN*
  ,(+%*$.(*'5+%'*:%-2*+*)&(N*M0$.*$.(*'+O+E(*I(Q*T%3Q+N6*M.(#*
  2<*^&#,N-5Q+,N(_*'M-%)*$.%&'$*M+'*$&%#()*+M+<*,<*.0'*/(%'-#+N*
  5-#O(%'0-#*R(N)@*
  
  133
  133
  III: Extended Armoury
  Gear
  “The Expanse offers a million and one wonders, and I wish only to 
  claim them all.” 
  –Rogue Trader Lady Sun Lee
  T
  he equipment a Rogue Trader has access to is as varied 
  as the worlds in the Imperium, and can be used for any 
  number of tasks. This chapter ranges from the clothing 
  a Rogue Trader may wear, to gear he may need when stranded 
  on a strange world. 
  CLOTHING
  For a Rogue Trader, opulence and impressive appearances 
  are often as important (or more so) than utility. This holds 
  especially true for clothing. 
  BLAST GOGGLES
  Simple in design but essential in many situations, blast goggles 
  serve two main purposes. The ﬁrst is eye protection, essential 
  in many close quarters ﬁre-ﬁghts when small shrapnel may 
  be ﬂying in all directions. The glassteel lenses can withstand 
  fragments that would puncture many armours and keeps the 
  user from falling prey to threats to his vision. The other main 
  purpose is in diminishing the effects of high intensity bursts 
  of light, such as close range lasgun ﬁre or even photon ﬂash 
  grenade blasts. Overall blast goggles are part of many the gear 
  for both boarding raiders or defending armsmen.
  LATHE-PATTERN “ROCKHOUND” VOID SUIT
  Void suits are protective suits worn by the workers who make 
  their livelihoods mining asteroids, carving comets for ice, cold 
  ship repair work, or any of the other dangerous but lucrative 
  professions to be found in the void. Unlike most heavy void suits, 
  the “Rockhound” is lighter and allows more user dexterity, an 
  essential trait given the nature of their work. The models feature 
  a solid torso carapace over layers of thin but tough voidproof 
  fabrics with extra padding on the knees and elbows. The helmet 
  is large, and completely clear. It sports a backpack to provide a 
  re-breather and power supply. The main feature of the suit is 
  the cold-gas micro-jets which surround the torso carapace, to be 
  used for locomotion in limited or absent gravity. Each suit also 
  has a variety of storage pouches, attachment points, and belts for 
  carrying any and all of the tools and supplies a void worker might 
  need. Most users customise their suits in a variety of eye-catching 
  ways, the better to identify each other at a distance. Many miners, 
  for example, will decorate their suit with symbols indicating rich 
  strikes, or banner poles showing their home vessel. 
  Each suit can sustain the user in the void for 15 hours of 
  operations, and includes a vox-link, suit-patch kit, helmet, 
  protective eyewear including a photo-visor, and a clip harness 
  with ten metres of line. The suit also applies a -5 penalty to the 
  user’s Agility Characteristic while wearing the suit. The micro-jets 
  grant the user the Fly (3) Trait in low or zero gravity situations. 
  SLIP SUIT
  Made of a leathery, faded yellow material of unknown origin, 
  and sometimes found for trade on Footfall, slip suits have a greasy 
  texture and are nearly frictionless to the touch. They are rare but 
  sought after by many thieves and some bloodsport pit ﬁghters 
  for the beneﬁts they provide in melee combats. The tough fabric 
  is most often stitched into capes or vests. This item gives a +10 
  bonus to any attempts to break free from a Grapple action, and 
  opponents Grappling the wearer suffer a –10 penalty.
  TARGETING MONOCLE
  For a Rogue Trader, image is everything, both in terms of what 
  it projects and what it conceals. A Targeting Monocle does 
  both—it gives the impression of someone more willing to wear 
  a cumbersome affectation than receive normal ocular augmentics, 
  while secretly providing a dazzling display of information to the 
  user via translucent projections directly to the eye. Distances, 
  wind velocity, infra-red detections, target movement, and 
  more are visible overlaying the normal visual image. Advanced 
  models can link into specially upgraded guns to also include 
  precise ﬁring solutions, ammunition count, and weapon status. 
  A targeting monocle can either be a Motion Predictor, Photo 
  Sight, Preysense Sight, or Telescopic Sight (this is determined 
  when the monocle is acquired). However, it requires a Very 
  Hard (–30) Scrutiny Test to determine this is anything but a 
  Monocle. The Monocle must be linked (usually via a low-power 
  vox connection) with a weapon, and counts as a weapon’s sight. 
  DRUGS AND CONSUMABLES
  This covers a wide variety of consumable substances, from 
  those that simply provide sustenance, to others that have 
  much more interesting effects on an individual. 
  BLUSH
  This intoxicating drink is made from a rare small yellow fruit 
  found on some worlds on the rimward edges of the Calixis 
  Sector. Fermented properly in raw stone vats, it gives a very 
  pleasant glowing feeling when imbibed. This glow is quite 
  literal—as intoxication sets in, the drinker actually emits a 
  soft reddish hue that diminishes as the effects fade and 
  sobriety sets back in. Popular amongst debauched 
  young nobles, it is a favourite drink at their parties, 
  where they compete to see who can glow the 
  brightest before passing out. 
  Table 3—11: Clothing
  Name
  Weight
  Availability
  F3+&,)7'**3"&
  5R)9*
  >'$$'(
  ['09/'4(-)^'%-A+#")D4%,
  P<)9*
  D0+#0"
  D3%.)D4%,
  `5R)9*
  ^"#1)[+#"
  L+#*",%(*)I'('03")
  5<;)9*
  ^"#1)[+#"
  
  134
  III: Extended Armoury
  PLOIN JUICE
  The ploin is a fruit grown in both the Calixis Sector and Koronus 
  Expanse. It is often brewed into a non-alcoholic beverage popular 
  with many Explorers as it combats many common illnesses 
  brought on by the habitual poor diets inherent to extended 
  space travel. Made from the lopsided ploin fruit, it is rich in 
  nutrients. When cheaply fermented it produces a clear, strong 
  drink commonly known as “wobble”—as this is both what the 
  fruit does when set upright, as well as what most users do after 
  imbibing. Drinking wobble requires a Difﬁcult (–10) Carouse 
  Test to avoid extreme drunkenness—a level of fatigue in game 
  terms—and painful headaches the following morning. 
  RAENKA
  Raenka is a highly prized brandy made from fermented Ploin 
  juice and crafted through careful distillation in used amasec 
  barrels. On several feudal worlds, it is a main export and 
  secures a great percentage of yearly revenues. Prized for its 
  rich dark yellow hue and subtle bouquet, raenka connoisseurs 
  eagerly watch for news each season on the stages of ageing and 
  which areas are releasing their vintages. Many traders make a 
  small but tidy proﬁt carrying barrels by special request from 
  fermentation yards to impatient buyers willing to circumvent 
  the normal ﬂow of the liqueur. 
  ATTENTION SPANNER (DRUG)
  This drug induces a state of near monomania, allowing the 
  user to totally focus their concentration on a single subject. 
  It is not to be used carelessly; if the mind wanders while the 
  drug takes effect there is no telling what topic may become 
  the ﬁxation. Still, when a deadly puzzle must be solved or an 
  ancient scroll deciphered it can literally become a lifesaver. 
  Users taking the drug must ﬁrst take a Difﬁcult (-10) 
  Willpower Test to see if they successfully focus on the desired 
  topic. If they succeed, then they take all Intelligence-based 
  tests at +30 bonus for 3d10 rounds. If they fail however, for 
  the same period of time they take all tests at a –20 penalty, 
  perhaps concentrating more on an attractive shipmate or the 
  pattern or the stars through the glassteel void portals.
  COLD FIRE (DRUG)
  As long as Ghostﬁre has been used to produce Frenzon and 
  many of the other combat stimulants in Calixis, there has been 
  the reﬁned extract commonly called Cold Fire. While Frenzon 
  induces a near-suicidal state of aggression (which is ﬁne for Penal 
  Legionaries), Cold Fire allows for more self-control, although it 
  is still illegal unless issued by regimental commanders. Users gain 
  the Battle Rage Talent, lasting for 3d10 rounds per dose. 
  SPUR (DRUG)
  A common drug for those who live by the sword, 
  spur infuses the user with boundless energy until 
  he feels ready to tackle any situation. The 
  powerful stimulant increases reaction times 
  and overall stamina for a short period, with the inevitable crash 
  of depression and weariness following soon after. Each dose lasts 
  2d10 minutes, during which the user cannot be Stunned and 
  takes no Fatigue. Afterwards, however, the character takes a –20 
  Penalty for Toughness and Agility Tests for one hour, as well as 
  one Fatigue level for every two they would have received while 
  the drug was active. If used more than ﬁve times in a week long 
  period, the user must make a Hard (–20) Willpower Test, or 
  ingest the drug daily as he becomes addicted.
  WHITE VOID (DRUG)
  An addictive and illegal drug mostly found amid front line units 
  entrenched in seemingly endless combat, White Void creates 
  a beatiﬁc feeling of well being. Common methods of usage 
  involve either sprinkling the powder onto damp lho sticks, or 
  immersing the sticks in dissolved powder then smoking them 
  once dry. Long-term usage slowly removes coloration from the 
  eye, eventually leaving a small black dot surrounded by white. 
  Users gain +20 WP for 1d10 minutes per dose. If used more 
  than twice in a week long period, the user must make a Hard 
  (–20) Willpower Test or become addicted, unable to ﬁght his 
  cravings and ingesting the drug on a daily basis.
  WIDEAWAKE (DRUG)
  A simple drug made in numerous styles from many different 
  ingredients, Wideawake acts to ward off feelings of drowsiness 
  and keeps the user alert for many hours beyond his normal 
  limit. While multiple doses will keep the user awake even 
  longer, once the effects wear off the resulting collapse will 
  last much longer and lead to feelings of listlessness for 
  several days. Wideawake allows the user to stay awake and 
  alert, ignoring one level of Fatigue for 1d5 hours. Additional 
  doses prolong the affect, but do not counteract more than 
  one Fatigue level. fter the drug wears off the user suffers an 
  additional level of Fatigue.
  TOOLS
  This section includes all manner of devices that may prove 
  useful in an Explorer’s adventures. Unless speciﬁed otherwise, 
  Good and Best Craftsmanship versions of a device weigh 
  two-thirds and half the listed weight. Poor versions weigh 
  half again the listed weight, and may have other defects at 
  the GM’s discretion. 
  Table 3—12: Drugs and Consumables
  Name
  Weight
  Availability
  C,,"(,%'()D.+(("#
  E
  ^"#1)[+#"
  F34&/
  E
  [+#"
  >'3-)B%#"
  E
  [+#"
  !3'%()d4%0"
  E
  U@%]4%,'4&
  [+"(9+
  E
  D0+#0"
  D.4#
  E
  D0+#0"
  8%-"+A+9"
  E
  !3"(,%243
  8/%,")^'%-
  E
  [+#"
  
  135
  III: Extended Armoury
  AQUILA MAGNIFICUS
  One of the sacred duties entrusted to all Rogue Trader expeditions 
  into the unknown reaches beyond the Calixis Sector is to ﬁnd 
  the lost remnants of humanity and bring them back to the loving 
  embrace of the Adeptus Ministorum, lest their souls be forever 
  lost to the darkness. While this duty is undertaken with varying 
  degrees of enthusiasm and diligence (often depending on how 
  many Thrones will be gained in the process), those Explorers with 
  close ties to the Ministorum often carry many of these impressive 
  pylon-like apparatuses with them in their travels, as they cannot 
  always tarry behind to see to these lost sheep. Each is planted 
  into the ground using deep spike-anchors. They stand 10 meters 
  tall, with the metallic symbol of the Imperium of Man perched 
  at the top, illuminated day and night via internal batteries and 
  solar cells. A variety of homing beacons, vox broadcasters, and 
  recording auspex sensors operate inside the wide base to alert 
  any passing Ministorum vessels that this ﬂock is ready to receive 
  its shepherds. Common Craftmanship versions will operate for 
  ﬁve years without repairs, Good and Best Craftmanship versions 
  operate two and three times as long, respectively. 
  BLOODLOCK BOLT
  Rogue Traders by their very nature deal with the extremely 
  valuable and impossibly precious, items of irreplaceable worth 
  beyond the dreams of mere planetary governors or Imperial 
  warlords. Such things are of course to be guarded heavily, for 
  between the time of taking possession to the time they are 
  sold there could be many opportunities for others to steal 
  them away. To keep such prizes safe, some explorers use 
  the famed bloodlock bolt, a special chest combining stasis 
  technology with sophisticated auspex medicae sensors. Once 
  the chest is secured, the combination lock is set by dripping 
  the user’s blood into the lock portal which sequences not only 
  the exact blood makeup and gene-patterns, but also any other 
  chemicals in the blood such as alcohol levels, drug types, 
  and the like. By carefully dosing himself with an exact set 
  of liquids and chemicals, the user essentially sets the exact 
  combination to open the chest back up—for it will take not 
  only his exact blood but also the exact combination of drugs 
  and consumables as well. The stasis ﬁeld, set within the chest, 
  ensures that until the lock is properly opened the contents 
  remain safe—if the lock is simply blown apart, the ﬁeld 
  collapses and destroys the contents.
  BOMB SPRAY
  Also known as Dry Death, this concoction of several liquids 
  can be sprayed as an aerosol or even simply poured directly 
  onto almost any surface. As long as it stays liquid it is safe, but 
  once dry it will react to any sudden impact (such as a bullet 
  strike or even a thrown rock) with a violent detonation. While 
  not as powerful as regular manufactured explosives, it is very 
  useful for setting surprise attacks or ambushes, or sabotaging a 
  vehicle. Bomb Spray explosives inﬂict 1d5+3 X Damage per 
  kilogram used, and a blast radius of two metres per their weight 
  in kilograms.
  CONCEALED HOLSTER
  It is a fact that very little can move faster than a deal gone bad, 
  so many traders incorporate hidden holsters with fast-action 
  draws to aid in the expeditious and favourable settlement of 
  such negotiations. Basic models attach simply to the small 
  of the back, ankle, or under robes or coat. Fancier models 
  include mechanical rapid-access devices to quickly slam 
  a pistol into the hand from a forearm or bicep mounting, 
  granting a lightning-quick response to the situation. Such 
  holsters can only be used with compact pistol weapons.
  A Common or Good Craftsmanship concealed holster imposes 
  a –20 to all tests (Awareness, Scrutiny, or Search) to discover the 
  weapon on the person. A Best Craftsmanship version also allows 
  the wielder to draw the weapon in the holster as a Free Action. 
  DETCORD & DET-TAPE 
  The two most common types of explosives timer used in the 
  Imperial Guard due to their reliability and simplicity, often used 
  in conjunction with tube-charges. The delay is set by either 
  pealing back the tape or cutting the cord to the desired length. 
  Both can be used as a low-grade explosive material in an 
  emergency as well, inﬂicting 1d5 X Damage per kilogram used, 
  and a blast radius of ﬁve metres per their weight in kilograms. 
  Best Craftsmanship Detcord does 1d5+1 X damage, instead. 
  DISGUISE KIT
  There are many times when an Explorer may wish to conceal 
  his appearance or take on the guise of another. Several Rogue 
  Traders have even established rumours of their own demise 
  then surreptitiously returned from the Expanse, the better to 
  smuggle highly illegal goods. Disguise kits range from basic 
  makeup and prosthetic ﬂesh appliances to elaborate skin dyes, 
  vocal augmenters, and even false dermal layering to fool gene 
  scanners. Disguise Kits grant a +20 bonus to use of the Disguise 
  Skill, with Best Craftsmanship versions granting +30 instead.
  EMERGENCY HAB
  This heavy cloth can be formed into a very durable shelter 
  with the simple addition of water, either from the user or 
  from nature. When exposed to water (or most liquids) one 
  side of the material stiffens into rockcrete, while a layer of 
  silicasheet on the inside acts to keep the hab dry. Most kits 
  come with simple support rods to provide shape to the cloth 
  as it sets, allowing users to form a variety of hab shapes as 
  desired, with room for up to three people. Needless to say, 
  the cloth is stored in a very water-proof container (which can 
  then double as a water bag). Good and Best Craftsmanship 
  versions can contain four and six people, respectively. 
  FLAK SPRAY
  This spay is often used by covert operatives, as 
  it can be dispensed by a seemingly innocuous 
  applicator. Sprayed onto regular fabric it 
  bonds rapidly, turning it into impact 
  
  136
  III: Extended Armoury
  armour strong enough to shield against most blows. The 
  effects fade quickly, however, as body movement gradually 
  breaks down the adhesion and the protection wears away. 
  But for someone moving from a civilian event into a ﬁre-
  ﬁght (or taking a civilian into a ﬁre-ﬁght), it makes for a 
  perfect accessory. Flak Spray makes any clothing act as 
  Guard Flak Armour for 3d10 rounds.
  FLEX-TENT
  This thin fabric turns utterly rigid when a small electrostatic 
  charge is applied. It is part of many emergency shelter kits, as it is 
  very light weight and needs no supports; users can simply unroll 
  and activate to form a strong shelter against the elements. When 
  the charge is deactivated, the fabric collapses and can be reused 
  if needed, making it a popular item in long distance marches. 
  Common Craftsmanship versions hold two people, Good and 
  Best hold three and four people, respectively. 
  FLIP-BELT
  Anti-grav Flip-belts are used by the decadent Eldar of the so-
  called Harlequin cult, in a sheer affront to the laws of physics. 
  They allow the user to partially negate the effects of gravity; the 
  impossibly acrobatic movements allowed by the belt along with 
  the wearer’s natural agility and skill make the taunting xenos 
  extremely difﬁcult targets to hit despite their outlandish costumes 
  and coloration. A ﬂip-belt grants the Hover Trait (6) and +20 on 
  all Agility-based Tests, and requires the Pilot (Personal) Skill to 
  use. All Flip-belts are at least Good Craftsmanship. 
  FIREWATER
  Found primarily in the gas giants in systems near the 
  Cauldron, this oily blue-green liquid is rather unremarkable 
  except that it spontaneously bursts into a dark blue ﬂame 
  when exposed to oxygen. Rebel and recidivist strike forces 
  sometimes use it in booby traps, or simply throw glass bottles 
  of the liquid at their enemy. Firewater explosions inﬂict 1d10 
  E Damage per kilogram used, and a blast radius of two meters 
  per the weight in kilograms. Those caught in the blast area 
  must make an Agility Test or catch on ﬁre. There is no Good 
  or Best Craftsmanship version of this item. 
  GLIDEWING
  These large metallic folding wings are made of multiple ﬂat 
  plates resembling long feathers. Combined with suspensor 
  ﬁelds, they allow the user to glide long distances and even 
  ﬂy for some time. When folded they are bulky and about 
  half a metre thick on the user’s back; extended the wings are 
  quite wide and very noticeable, especially when vain users 
  adorn them with real feathers and colorful paint schemes. 
  Glidewings grants the user the Flyer Trait (12), and 
  require the Pilot (Personal) Skill to use. However the 
  user must launch himself from an elevated position 
  (at least 15 metres high) for them to be used. 
  Best Craftsmanship Glidewings grant a +10 
  bonus to Skill Tests to use them. 
  GRAVITY GENERATOR
  Bulk versions of the standard grav plating found on all Imperial 
  voidships and stations, gravity generators are huge squares of 
  metal which can be laid out on the surface to replicate the 
  feeling of Blessed Terra either by increasing or reducing the 
  local gravity ﬁeld. They are useful when operating in areas of 
  much greater or lesser gravity than is the norm, for meeting 
  with natives, negotiating trade accords, securing cargo, or 
  other short-term dealings. They can also be used as portable 
  restraining cells, keeping prisoners secure under very high 
  gravitational restraint.
  JOVIAN-PATTERN MODULAR HAB BASE
  Designed for speed of deployment and ease of assembly, these 
  pre-fabricated units can be set into place by landing craft or even 
  drop pods. Once in the desired location, rocket pinions anchor 
  each unit into place, then each is connected into the larger 
  overall base via enclosed corridors. Modular habs such as these 
  (or the Phaeton pattern) can be used in a variety of environments 
  including inhospitable or even toxic atmospheres.
  A Common Craftsmanship Modular Hab Base includes: 
  one barracks for up to 40 people, commissary, medicae facility, 
  command and communications hub (complete with vox and 
  auspex arrays), two storage sheds, a small genatorium, and 
  a prefab landing pad. Good Craftsmanship bases include a 
  prefabricated bulwark, capable of surrounding the base, and 
  two Sabre defence platforms armed with two twin-linked 
  heavy stubbers. Best Craftsmanship versions also include a 
  laboratory facility. 
  LINGUA-VOX SERVITOR
  Useful to diplomats and explorers, a Lingua-Vox Servitor is 
  a specially designed servo-skull equipped with an advanced 
  linguistic cogitation engine. The Lingua-Vox hovers just 
  over the shoulder of its master, aiding him in translating and 
  understanding unfamiliar tongues. An Explorer with an active 
  Lingui-Vox Servitor treats all Speak Language Skills as 
  Basic Skills. Best Craftsmanship Linqua-Vox drones are 
  capable of deciphering Secret Tongues.
  LOCKE-PATTERN LONG-
  RANGE AUSPEX
  This is a larger and more powerful 
  version of the hand-held auspex 
  devices used by Imperial agents, 
  usually mounted on a large, 
  transportable chassis for added 
  stability. Though bulky, it can scan 
  huge areas of terrain as well as the 
  sky above and the ground below 
  to detect movement patterns, vox 
  signals, seismic disturbances, and 
  other programmed criteria. Its 
  onboard cogitators analyse and 
  
  137
  III: Extended Armoury
  display detected information. The Long-range Auspex counts 
  as an Auspex in all respects, save its range is 5 kilometres and 
  it can penetrate walls up to a metre thick. Good Craftsmanship 
  versions increase the range to 10 kilometres, and Best versions 
  grant a +30 to Awareness Tests made with the device, instead 
  of a +20. 
  LOCKE-PATTERN STASIS POD
  While fabulously rare, the stasis pods produced by the forge 
  world of Locke are exceedingly well crafted. Each will 
  preserve one humanoid-sized item in a state of unchanging 
  time for as long as power can be maintained. Though used 
  infrequently given the more widely-available nature of saviour 
  systems, stasis pods are ideal for containing dangerous xenos 
  or animal life during transport without the risk of escape or 
  damage. Rogue Traders who specialise in beast hunts may 
  have many dozens of pods lining their cargo holds, containing 
  everything from the nightmare creatures of Burnscour to 
  savage Genestealers stolen from drifting space hulks.
  NEPHITIC ACID
  The origin of Nephitic Acid is one of the many secrets of the 
  Adeptus Mechanicus. It is unknown whether this grey-green 
  liquid was derived from a xenos breed or devised through 
  the aid of ancient STC datavaults. It quickly dissolves most 
  materials in seconds and then fades into an inert grey paste. 
  Only pure silicate glass can hold it effectively and even the 
  most airtight of bottles still emits the acid’s strong bitter odour. 
  When applied to other materials, it deals 2d10+10 E Damage 
  before becoming inert (the damage is applied once during a 
  single Round). A single dose can eat through the equivalent of 
  ﬁve centimetre thick square metre of adamantium in that time. 
  PERIMETER DEFENCE SYSTEM
  Used frequently on many newly-colonised planets, these 
  systems are formed from dozens of large pylons bristling 
  with power relay nodes, all linked together in line to form 
  an invisible protective barrier around important installations 
  or structures. They draw a great deal of power and can 
  easily keep most native animals or civilians at bay, but will 
  normally falter against aggressive attacks from armed forces 
  or monstrous creatures. The ﬁeld causes 2d10+6 E Damage 
  with the Shocking quality. Good and Best Craftsmanship 
  versions do an additional 1d10 damage. 
  PHYSIK KIT
  Though indeed primitive, in skilled hands it can operate as 
  effectively as any advanced medikit. Filled with basics such 
  as needles, scalpels, bandages, antiseptics, gauze, pain-killers, 
  synthetic ﬂesh spray, wound glue, and more, it is ideal for 
  most minor wounds suffered in combat. A Physik Kit grants 
  +10 when using the Medicae skill for ﬁrst-aid treatment. Best 
  Craftsmanship versions grant +20 instead. 
  PLAGUEWORT VENOM
  This deadly poison is extracted from the neurotoxic sap of the 
  widespread Calixian plaguewort plant’s crushed leaves. Skin 
  contact causes numbing, and if introduced into the bloodstream 
  (for example by coating a bladed weapon or spear with the 
  sweet smelling liquid) it can lead to paralysis and death. Any 
  weapon coated with this venom gains the Toxic quality for 
  1d5 Rounds of combat. In addition to the Toxic damage, if the 
  target fails its Toughness Test, it suffers 1d10 Agility damage. 
  There is no Good or Best Craftsmanship version of this item. 
  POWER BOARD
  Many still refuse to believe these featureless ﬂat planks exist. 
  Power Boards are very much real, most older than many a 
  starship but still gleaming and unmarked. Each allows the 
  user to glide through the air, using anti-grav engines of 
  unknown design. Internal power cells recharge slowly after 
  use, but each charge can last hours depending on the speed 
  and distance desired. Users operate a board with their own 
  body orientation, and most afﬁx footholds to prevent falls. 
  Most users also decorate their boards with bold and colourful 
  patterns and sayings, the better to advertise their reckless 
  nature, as riding a board well is truly the mark of a skilful 
  individual. A Power Board grants the user the Flyer (15) Trait, 
  but any user must have the Pilot (Personal) Skill to use one.
  PROMETHIUM
  The common Imperial petrochemical-based liquid fuel, most 
  often used to refer to the jelly-like chemical used to power most 
  Imperial Flamer weapons. It can also be used to create anti-
  personnel explosives and bombs as it is often readily available in 
  most war zones. Most voidships carry huge reserves as well, both 
  to power many systems as well as for trading with local systems. 
  Reﬁned Promethium is valued across the stars, and is the basis 
  for many bartering cultures. Promethium explosives inﬂict 1d10 
  Energy Damage per kilogram used, and a blast radius of four 
  meters per their weight in kilograms. Those caught in the blast 
  area must make an Agility Test or catch on ﬁre. There is no Good 
  or Best Craftsmanship version of this item. 
  PSYCRYSTAL
  These small, rare quartz-like crystals emit a soft purple glow 
  when psychic energy is being used nearby, with the intensity 
  varying depending on the degree of power released. They are 
  found mostly on barren worlds devoid of life, an unquietly 
  common phenomenon in the Expanse. Psycrystals perform 
  best when used by non-psykers, paradoxically enough, giving 
  off false indications or even causing mental distress when 
  held by those who can channel the warp. Each crystal glows 
  if psychic powers are being used by an individual within 
  a short distance, usually ﬁve metres, or are targeting an 
  individual within the same radius. There is no Good 
  or Best Craftsmanship version of this item. 
  
  138
  III: Extended Armoury
  RYBOTH TRAVEL SURVIVAL KIT
  A staple for many air and ground transports, the Ryboth kit 
  is relatively lightweight and transportable (as many crashed 
  pilots will need to quickly remove themselves from their 
  wreckage to safety before enemy troops arrive). Typical 
  kits contain basics such as ﬁshing gear and animal snares, 
  ﬁrestarter tabs, ﬂares, compass and signal mirror, water 
  puriﬁcation tabs, antibiotic and detox pills, insect repellent, 
  sunscreen gel, ﬂextent shelter, limited med kit, exposure 
  cloth depending on the projected travel locations, multi-
  tool, disposable handgun, a booklet on survival tips, prayer 
  scrolls, vox hailer, combat blade, and more. Rations included 
  are basic in the extreme but will keep body and soul in the 
  Emperor’s Embrace until rescue can arrive. Ryboth kits grant 
  a +10 bonus to Survival Tests, providing the tools (but not 
  the knowledge) to aid the user in staying alive longer than 
  he would otherwise. Good and Best Craftsmanship versions 
  grant a +20 instead. 
  SKINPLANT
  Skinplants are a more sophisticated version of the electoo—
  entire devices can be built just under the skin using crystal 
  technology provided by the Machine Cult. Users can replicate 
  electronic ID systems, lamplights, chronos, and a host of other 
  non-mechanical items. Highly fashionable, they adorn the 
  arms and hands of many of the sector’s wealthiest and most 
  stylish individuals. Good and Best Craftsmanship versions are 
  usually more detailed designs or more complex devices (at the 
  GM’s discretion). 
  SCREAMING TOURNIQUET
  This advanced item is a staple in many medikits. It uses sonic 
  waves that penetrate deep into the ﬂesh to staunch bleeding. 
  Wrapped around a limb, it closes off arteries and can be tuned 
  to stop bleeding without interfering with regular blood ﬂow, 
  thus preventing anoxia and possible loss of the limb. When 
  used to stop blood loss, this device grants a +10 bonus to any 
  Medicae Test. Good and Best Craftsmanship versions grant 
  a +20 instead. 
  STRAIT-CAPE
  Once prisoners (or bounties) are caught, strait-capes are 
  often used to secure them. Made from heavy, durable fabric, 
  each is lined with memory wire so that when thrown over 
  a body and activated they constrict and wrap the foe into a 
  tight bundle. Once locked, they are almost escape-proof and 
  allow for easy transport of the now-mummiﬁed target. Strait-
  capes can be used as a thrown weapon with the Inaccurate 
  and Snare Qualities, and impose a –10 penalty on all tests to 
  escape its coils, no matter what variety. 
  The Exotic and 
  the Alien
  “Come now, are these precautions necessary? It is just a harmless bauble.” 
  –Vox-log fragment found at the site of a lost Egarian 
  Dominion Expedition
  R
  ogue Traders are some of the few members of the 
  Imperium who can handle the strange items of the xenos 
  without being immediately condemned to death for 
  doing so. Even with their wide remit, however, a Rogue Trader 
  should be careful lest some overzealous Inquisitor or Imperial 
  ofﬁcial decide to punish his “transgression.” However, some items 
  crafted by human hands can be just as strange as those created by 
  xenos, and these are often very valuable to a Rogue Trader. All of 
  these items are automatically Good Craftsmanship—Common 
  and Poor versions are likely frauds passed as the real thing. 
  ARCHEOTECH BLURSHIELD
  Rather than actually providing physical protection, a 
  blurshield creates a fuzzy blur around the wearer so that it 
  Table 3—13: Tools
  Name
  Weight
  Availability
  C]4%3+)I+*(%k04&
  ;R)9*
  ^"#1)[+#"
  F3''-3'09)F'3,
  =;R)9*
  JK,#"$"31)[+#"
  F'$@)D.#+1
  5<;)9*
  ^"#1)[+#"
  >'(0"+3"-)X'3&,"#
  ;)9*
  D0+#0"
  H",Y0'#-S)H",Y,+."
  =)9*
  >'$$'(
  H%&*4%&")Q%,
  R)9*
  [+#")
  J$"#*"(01)X+@
  =<)9*
  D0+#0"
  B%#"A+,"#
  =)9*
  [+#"
  B3+9)D.#+1
  T)9*
  ^"#1)[+#"
  B3"K)L"(,
  ;)9*
  D0+#0"
  B3%.YF"3,
  ;)9*
  JK,#"$"31)[+#"
  73%-"A%(*
  ;R)9*
  JK,#"$"31)[+#"
  7#+?%,1)7"("#+,'#
  R<<)9*
  ^"#1)[+#"
  X+@)F+&"
  not applicable
  JK,#"$"31)[+#"
  :%(*4+Y^'K)D"#?%,'#
  2.5 kg
  ^"#1)[+#"
  :'(*Y[+(*")C4&."K
  =`R)9*
  ^"#1)[+#"
  Z"./%,%0)C0%-
  E
  ^"#1)[+#"
  !"#%$","#)D1&,"$
  =`R)9*)."#).13'( ^"#1)[+#"
  !/1&%9)Q%,
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  139
  III: Extended Armoury
  is not clear exactly where the target is. While useful against 
  most ranged weapons and even melee attacks, it offers little 
  help against ﬂame or blast weapons that rely more on the area 
  of effect than precision targeting. Blurshields impose a -20 
  penalty on all Ballistic Skill Tests made to attack the wearer.
  BLACKLIGHT PROJECTOR
  The dead world of Foulstone ﬁrst produced these small angular 
  machines (sometimes known as Shadowcasters), when Questors 
  of the Adeptus Mechanicus discovered a cache buried in what 
  was thought to be a mausoleum. Testing displayed their 
  most obvious value—when one end was depressed, the other 
  would emit a beam of purest midnight, deep enough to cloak 
  any visible light and submerge anyone within the area in an 
  instant nightfall. That it only blankets the wavelengths humans 
  associate with vision is a troubling matter for of the Ordo 
  Xenos; it is still unknown if they were designed deliberately 
  as a weapon against humans who may have ventured into the 
  Expanse long ago or if this is simply the byproduct of a less-
  noticeable effect. Anyone under the area effect of a Blacklight 
  suffers -40 to all Perception based tests involving vision
  CAGED SONGBIRD
  These tiny, winged mechanical birds were originally thought 
  of as simple baubles, remnants of one of the many extinct 
  civilisations that dot the Unbeholden Reaches, their soothing 
  warbles ﬁt for shipboard amusement in many a Rogue Trader’s 
  quarters to help pass the long days of travel. It was Captain 
  Reddertun Kavile who ﬁrst reported their greater worth, when 
  his began to shriek loudly shortly before his Gellar Field 
  suffered a severe ﬂuctuation. Kavile made the connection, and 
  after some very risky testing established that they could indeed 
  sense intrusions of the warp. Now the birds can be found 
  more often on bridges than in cabins, their uncanny and as-yet 
  unexplained ability to preternaturally detect an approaching 
  Gellar Field failure a prized part of any vessel. If the ship suffers 
  a Gellar Field failure or ﬂuctuation, this item will provide a 
  warning 1d10 Rounds beforehand. They will also warn the 
  bearer if they are within 10 metres of a daemon, although this 
  is not a guarantee (certain daemons can disguise their presence, 
  and this ability is left to the GM’s discretion). 
  CARNELIAN SIEVESTONE
  These ﬂattened, dark-red bowls were ﬁrst discovered in the 
  drifting xenos-palaces orbiting Stanx, and seemed yet another 
  unusual but unproﬁtable discovery of the Expanse—until a 
  crewman used one to collect dripping bilge water from a leaky 
  ceiling pipe. To his dismay, what looked like waterproof stone 
  was actually very permeable, slopping bilge water all over the 
  ﬂoor. Strangely, though, that water looked crystal clear, while 
  that in the bowl was still foul and riddled with efﬂuent. A 
  quick check showed the bowl had indeed ﬁltered away all 
  contaminants, allowing only utterly pure water to pass. What 
  had been a worthless curio became a highly sought-after relic, 
  probably of deliberate xenos manufacture as more were found 
  in a variety of other shapes. The sieves can ﬁlter any liquid 
  from blood to promethium to amasec easily, inexpensively 
  and nearly ﬂawlessly. Since their initial ﬁnd, they have turned 
  up on a surprising number of worlds throughout the Heathen 
  Stars in a variety of forms, from huge urns that create potable 
  water supplies for hundreds of colonists to smaller barrels for 
  fuel reﬁnements or liqueur distillations.
  CHRONAL ENERGIZER
  It is uncertain if these incredibly rare devices are of ancient 
  human design or the work of the unclean xenos, but many 
  collectors of the rare and arcane spend many years in search 
  of one. Most take the form of small black tetrahedrons covered 
  with what could be unfathomable runes, circuitry designs of 
  dark green, or perhaps both. When the top is twisted, a temporal 
  warp develops around the device to envelop the user. The 
  surrounding world takes on an eldritch, emerald glow as outside 
  motion slows to a crawl. Those viewing the user perceive him 
  as a blurred image, barely discernible as his body vibrates out 
  of tune with the materium. As the top slowly moves back into 
  its starting position, the effect wears off and the user returns to 
  the passage of normal time. Dark stories abound of desperate 
  users who have stretched time too long and were never seen 
  again; possibly scattered into other dimensions, or trapped in 
  a terrible ﬂux state, alive but unable to interact with the real 
  world. When used, the user may take two Full Actions in a 
  single Round, (and may take two Combat Actions instead 
  of one). During the subsequent Round, he may take no 
  actions, and suffers 1 level of Fatigue. This item’s 
  beneﬁt does not stack with any other powers 
  that grant similar effects.
  
  140
  III: Extended Armoury
  HOLO-SUIT
  The so-called “Harlequin” Eldar use a variety of items to 
  disorientate their opponents before bringing about their 
  excruciating deaths. They wear little or no physical armour, 
  instead relying on cowardly Holo-suits to project dozens 
  of distorted illusions of their mocking image as they move. 
  When they fall still, the suits rapidly activate mimicry cells 
  so that the user appears to fade into the surrounding terrain. 
  Holo-suits apply a -20 to all Ballistic and Weapon Skill Tests 
  targeting the user. The user also gains +30 to Concealment 
  Tests if they are stationary, and attempts to target them with 
  Ranged Weapons suffer an additional -20 penalty. 
  STRYXIAN COMPACT
  This elaborate document, written in alien characters upon 
  unidentiﬁable xenohide vellum, is a trade agreement signifying 
  the bearer as a (somewhat) trusted trading partner of the 
  nomadic Stryxis. Normally found in the possession of only 
  the most unscrupulous Rogue Traders, the bearer of a Styxian 
  Compact receives a +20 Bonus on all Interaction Skill Tests 
  when dealing with the Stryxis. Though each Compact is 
  supposedly issued only to speciﬁc humans who have earned 
  the trust of the race, the Stryxis care little about the identity 
  of the bearer, respecting the terms of the Compact regardless 
  of who presents it.
  TELEPORTATION PACK
  Rogue Traders are known for the extreme nature of their lives, 
  from risky smuggling runs to facing down alien warﬂeets to 
  closed-room deals for the fate of entire star systems, but even 
  they would cringe from using these archeotech mechanisms. 
  Warp Jump Packs come under a variety of names and in a 
  multitude of shapes, but are usually worn as a backpack under 
  heavy clothing or a cloak. No sane person would deliberately 
  use one unless it was an emergency of the direst sort, for these 
  packs allow the user to make short teleports (usually no more 
  than several hundred meters) through the Warp, unprotected 
  by a Gellar Field or other warding device. Even these 
  short-range jumps though the warp are incredibly risky, 
  and often those teleported are never heard from 
  again, or appear far away from their target spot. 
  Far worse fates await those who are attacked 
  by the unholy creatures that reside in that 
  unreal dimension. Despite these perils they are highly sought-
  after, and there are always those with more thrones than sense 
  ready to buy one. Teleportation Packs allow the user to make 
  a Movement of up to 4d10 meters—the wearer will always 
  emerge on solid footing and in a suitable empty space. If three 
  of the four dice come up with the same number (e.g. three 
  threes), then the user does not re-emerge for 1d5 Rounds and 
  gains 1 Corruption point from exposure to strange energies. 
  If all four dice come up as the same number, then the user 
  suffers 1d5 Insanity Points as well. 
  VOID ABACUS 
  While the search for priceless archeotech is one of the most 
  proﬁtable endeavours a Rogue Trader can undertake, there 
  are those who dedicate their lives to the suppression and 
  elimination of many wondrous items from the Dark Age of 
  Technology. One such item sought after by both camps is 
  the Void Abacus, most famously unearthed on the cursed 
  Munitorum planet of Soloman in the Markayn Marches but 
  also recovered in the bowels of many an ancient hive spire 
  or nameless space hulk. For these can do something very 
  valuable indeed—when integrated into a ship’s auspex and 
  propulsion systems they can allow a ship to make accurate 
  void jumps four or ﬁve times longer than normal without 
  a Navigator’s aid. This allows many more types of ships to 
  travel safely, something the Navigator’s Guild cannot allow. 
  While the Guild cannot directly outlaw their use, they can 
  act to buy, destroy, or sabotage any and all they can ﬁnd. 
  That they will arrange for the same fate to befall to any vessel 
  found using one is an open secret as well. Having an Abacus 
  networked into a ship’s systems allows the crew to safely plot 
  warp jumps of up to 5-10 days in duration with an Ordinary 
  (+10) Navigation Test.
  Table 3—14: Archeotech & Xenostech
  Name
  Weight
  Availability
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  141
  III: Extended Armoury
  Bionics and 
  Implant 
  Systems
  “If the human body is simply a machine, why not replace the 
  defective parts?”
  –Magos Biologis Kralor
  T
  he replacement and repair of the human form with 
  machines is commonplace within the Imperium. 
  Indeed, some groups amongst humanity, foremost the 
  Adeptus Mechanicus, encourage it. Bionic eyes, limbs, cranial 
  jacks, and other augmetics are a part of life for many Imperial 
  citizens, though there are other, more radical bionics as well. 
  BLACKBONE BRACING
  Some or all of the user’s bones are wrapped with a lattice 
  of plasteel to strengthen them and prevent damage. This 
  implant is commonly provided for ﬁngers, forearms, shins, 
  and ribs both to offer a stronger punch as well as grant more 
  protection in combat. A character with this Implant gains the 
  Bulging Biceps and Iron Jaw Talents, and gains a +2 bonus 
  to Damage for all unarmed attacks.
  GASTRAL BIONICS
  This replaces the stomach and intestinal tract with a 
  mechanized digestive system, allowing the user to digest 
  almost any organic material and even many non-organic 
  materials, so long as there are nutrients to be found. It will 
  handle most dangerous poisons and harmful bio-motes as 
  well. This implant allows the user to ignore the effects of 
  any ingested toxic foodstuffs or poisons. Best craftmanship 
  implants allow the user to survive by eating anything organic 
  (although they may not enjoy doing so, as the bionics do not 
  protect against ﬂavours, textures, spines, spikes, or splinters).
  INTERNAL BLADE
  Mounted inside the forearm is a long blade, which can 
  spring from a skin vent along the back of the hand to act 
  as a shortsword or dagger, an ideal surprise for a foe who 
  believes an individual unarmed. In some versions, the entire 
  hand is augmetic, folding to form a hilt for the revealed blade. 
  The internal blade has the same characteristics as a mono-
  knife, and may gain any weapon upgrades appropriate for its 
  type. Some rare internal blades are power weapons or possess 
  internal reservoirs of poison with which to coat the blade. 
  Good craftmanship Internal Blades possess the Toxic Quality, 
  while Best craftmanship Internal Blades gain +2 damage, +2 
  Pen, and the Power Field Quality. 
  INTERNAL POWER CELL
  These implanted power cells use body heat and movement to 
  recharge, requiring a day to gain a charge roughly equivalent 
  to a lasgun power pack. Unlike a Potentia Coil implant, 
  this does not generate enough power to operate complex 
  machinery but is smaller, more easily concealed, and still 
  useful in an emergency. Wiring leads to ports in the skin that 
  accept most standard power conduits. The Power Cell can act 
  as an ammo charge pack for a standard Lasgun or Hellgun 
  and will take a full day to recharge after use.
  PAIN WARD
  The pain ward implant redirects incapacitating levels of 
  pain to other regions of the brain, causing the sufferer to 
  experience that pain as colours, hallucinations, or tastes. The 
  implanted character can ignore Stun effects and involuntary 
  actions or penalties resulting from the pain of critical damage, 
  being on ﬁre, drowning, and so on. Involuntary actions and 
  restrictions caused by the mechanics of a particular injury still 
  occur as normal.
  VITAE SUPPLACEMENT
  This is simply an emergency life support system built into 
  the chest and wired into the spine, intended to sustain fragile 
  ﬂesh when it fails. It can oxygenate blood via electrolytic 
  microfabric implanted in the lungs, keep blood circulating 
  via backup pumps, and send necessary electrical stimulus 
  to the rest of the body when it senses catastrophic injury. 
  While it won’t last for longer than a few hours, the actions 
  of the Vitae Supplacement are usually sufﬁcient to prevent 
  death until the medicae arrive. Vitae Supplacement grants the 
  Autosanguine Talent and, at the GM’s discretion, may give a 
  50% chance of not dying due to blood loss or other normally 
  fatal consequences of severe wounds. Common Craftsmanship 
  versions can preserve someone for up to four hours, Good 
  and Best versions double and triple this time, respectively. 
  Table 3—15: Cybernetics
  Name
  Availability
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  142
  142
  142
  III: Extended Armoury
  Ork Armoury
  “Well, ‘course dis one’s betta! It’s lotz ‘eavier, and gots dem spikey 
  bitz on de ends.” 
  –Anonymous Ork
  I
  n a galaxy of guns and swords, Ork weapons stand apart. 
  Ork weapon design is slavishly devoted to two principles—
  bigger is always better, and more is always better. 
  Since players can choose to play Ork Explorers, the Ork 
  Armoury has been separated in this book from other weapons 
  for convenience. Orks tend to prefer their own weapons to 
  those of other races, anyway! Throughout this armoury, most 
  items have two different Availabilities listed. The ﬁrst is for 
  non-Ork Explorers, the second is for Ork Explorers. 
  GUNZ
  For an Ork, Gunz include anything that ﬁres a projectile, missile, 
  or anything that can kill someone from a distance. All Ork 
  weapons lose the Unreliable Trait when used by an Ork.
  BIG SHOOTA
  To the Ork mind, bigger is always better, and as the name suggests, 
  a big shoota is a larger and more destructive version of the standard 
  Ork shoota, though the word “standard” can only be used in the 
  loosest possible sense when applied to Ork technology.
  BURNA
  Orks take savage delight in the pure destructive power of ﬁre. 
  To that end, the green menace has created a wide variety of 
  ﬂame weapons simply named burnas. While most burnas are 
  little more than cans of fuel hooked up to a pump, they are 
  devastating on the battleﬁeld. Orks use burnas for more than 
  just incinerating enemies. A successful Challenging (+0) 
  Tech-Use Test converts a burna into a powerful blowtorch 
  capable of cutting through anything from personal armour 
  to a voidship’s hull—treat this as a Burning Blade with the 
  Unwieldy Quality (page 124) that requires two hands to use.
  DEFFGUN
  The favoured armaments of Lootas, deffguns are heavy 
  weapons of exceptional size and potency. A deffgun is so 
  large it must be mounted on a special ﬁring rig strapped 
  to an Ork’s broad shoulders. This cumbersome rig is 
  needed to absorb bone-breaking recoil each time the 
  deffgun is ﬁred. It is impossible for a human to ﬁt 
  into a deffgun rig without heavy augmentics 
  or thick slabs of vat-grown muscle.
  ROKKIT LAUNCHA
  Rokkit Launchas probably spawned from an Ork’s desire to 
  make something explode that wasn’t within easy reach of 
  a grenade. Resembling a crude bazooka or mortar, Rokkit 
  Launchas ﬁre missiles crammed full of high explosives on 
  wildly inaccurate trajectories. Though the chances of hitting 
  a target are fairly low, this does not bother the average Ork, 
  who is satisﬁed as long as the warhead explodes. 
  ORK KRAFTSMANSHIP 
  The Ork weapons presented in this chapter are of 
  Common craftsmanship. Though the universally 
  crude appearance of Ork technology would suggest 
  otherwise, Ork weapons do possess varying degrees 
  of craftsmanship. The difference between one shoota 
  and another has as much to do with the skill and mad 
  inspiration of the Mek who created it as it does with 
  the constant tinkering the weapon has been subjected 
  to over years of regular use. As a general rule, Orks 
  suscribe to the belief that bigger always equates to 
  better, and the efﬁcacy of massive Kustom Shootas in 
  the hands of Ork Nobz would suggest that in their 
  case, this is true. The Craftsmanship ratings below 
  replace those found in Rogue Trader when dealing 
  with Ork weapons.
  Poor: Little more than an assemblage of scrap metal, 
  Poor craftsmanship weapons suffer no additional 
  penalties when wielded by Orks. However, any attempt 
  by a non-Ork to use a Poor craftsmanship weapon 
  causes it to jam instantly, or in the case of melee 
  weapons, simply fall apart. A Poor craftsmanship Ork 
  weapons weighs .5 kg less than the listed weight.
  Good: Examples of more sturdy construction, Good 
  craftsmanship weapons are bedecked with extra “ﬂash.” 
  Though they are no more reliable than their Common 
  counterparts, retaining the Unreliable quality, Good 
  quality weapons grant a +5 bonus to all Ballistic and 
  Weapons Skill Tests. Good craftsmanship weapons 
  weigh .5 kg more than the listed weight.
  Best: The biggest and most effective examples of 
  Ork armaments, Best craftsmanship weapons bristle 
  with “ﬂash bitz” and “gubbins.” Best quality weapons 
  have all the advantages of Good weapons, inﬂict 1 
  additional Damage, and automatically possess one 
  Kustom Bit (see Table 3-19: Kustom Bitz, page 
  145). Best craftsmanship weapons weigh 1 kg more 
  than their listed weight. 
  
  143
  143
  143
  III: Extended Armoury
  ORK GRENADES
  If there is anything that an Ork likes almost as much as getting 
  stuck in with an enemy, it is making that enemy explode. 
  BOMB SQUIG
  Bomb squigs are little more than common squigs with explosives 
  strapped to their sides or gripped ﬁrmly in their teeth. When 
  properly goaded, they run headlong at their master’s desired 
  target, detonating their explosive payload when in close 
  proximity. Bomb squigs can be ﬁtted with any explosive (see 
  ROGUE TRADER, Table 5-6: Grenades and Missiles, page 127), 
  but are mostly likely to be equipped with as many stikkbombz 
  as can be crammed on their back—which is what is represented 
  in the weapon’s proﬁle. (If different grenades are used, simply 
  replace damage and special effects with those of the grenade 
  used.) An Ork may use the Wrangling Skill in place of Thrown 
  Weapons Training when attacking with a bomb squig. When 
  attacking with the Squig, the Ork rolls to see how far the Squig 
  travels before exploding. If the distance is further than the 
  target, the Squig explodes upon reaching the target. If shorter, 
  the Squig travels the distance rolled, then explodes. 
  ‘SPLODING SQUIG
  This unusual subspecies of legless Squig possesses multiple 
  stomachs, each containing a thick broth of unstable digestive 
  chemicals. When agitated, usually though violent shaking, the 
  ‘sploding squig’s digestive juices combine into a combustible 
  liquid, causing the squig to explode in a shower of meat, 
  teeth, and bone fragments. While typically thrown in combat, 
  ‘sploding squigs are also often buried and used as mines. Orks 
  are known to force-feed ‘sploding squigs a meal of scrap 
  metal before battle in an effort to enhance their lethality. On 
  a successful Challenging (+0) Wrangling Test, a force-fed 
  ‘sploding squig gains Penetration 3.
  STIKKBOMBZ
  The two words that best describe these brutal grenades of 
  Ork manufacture are big and loud. Consisting of an explosive 
  canister on the end of a long handle sized for an Ork’s meaty 
  throwing hand, stikkbombz take full advantage of raw Ork 
  strength when thrown. In the heat of battle, Orks have been 
  known to use stikkbombz as improvised clubs. When used in 
  such a suicidal manner, stikkbombz are considered truncheons 
  (see the ROGUE TRADER Core Rulebook, Table 1-8: Melee 
  Weapons, page 131), exploding on a Weapon Skill Test result 
  of 91 or higher.
  STINKBOMBZ
  Made from cultured fungus and other unsavoury substances, 
  stinkbombz release a cloud of noxious green vapour, the 
  stench of which is beyond description. Anyone within 10 
  metres of a detonating stinkbomb must succeed on a Hard 
  (-20%) Toughness Test or be overcome by the foul odor, 
  incapable of any action other than retching for 1D5 Rounds. 
  Respirators and sealed armour provide a +20 bonus to this 
  Test. Even on a successful Toughness Test, those breathing 
  the gas take a -10% Penalty on all Tests due to watering eyes 
  and burning nostrils. Stinkbombz have no effect on Orks or 
  creatures without a sense of smell.
  Table 3—16: Ork Ranged Weapons
  Name
  Class
  Range
  RoF
  Damage
  Pen
  Clip
  Rld
  Special
  Kg
  Availability
  Big Shoota
  Basic
  80m
  S/3/10
  1d10+6 I
  1
  40
  1 Full
  Inaccurate, 
  Unreliable
  6
  Rare/Average
  Burna
  Basic
  15m
  S/–/–
  1d10+5 E
  3
  8
  2 Full
  Inaccurate, 
  Unreliable, Flame
  8
  Very Rare/
  Scarce
  Deffgun
  Heavy
  90m
  S/4/8
  1d10+10 I
  2
  50
  2 Full
  Inaccurate, Unreliable, 
  Unwieldy, Storm
  45
  Extremely Rare/
  Rare
  Rokkit Launcha
  Basic
  120m
  S/–/–
  3d10+5
  6
  1
  Half
  Inaccurate, 
  Unreliable
  15
  Very Rare/
  Scarce
  Table 3—17: Ork Grenades and Missiles
  Name
  Class
  Range
  Rof
  Damage
  Pen
  Special
  kg
  Availability
  Bomb Squig
  Thrown
  3d10m
  S/–/–
  4d10+5
  0
  Accurate, Blast (1d5)
  5
  Extremely Rare/Rare
  ‘Sploding Squig
  Thrown
  SBx3
  S/–/–
  2d10 R
  0
  Blast (2)
  1
  Extremely Rare/Rare
  Stikkbomb
  Thrown
  SBx3
  S/–/–
  2d10+5 X
  2
  Blast (1)
  1
  Scarce/Common
  Stinkbomb
  Thrown
  SBx3
  S/–/–
  Special
  0
  Smoke
  1.5
  Rare/Average
  
  144
  III: Extended Armoury
  ORK MELEE WEAPONS
  Ork melee weapons operate on a simple principle—the bigger, 
  sharper, pointier, and ‘urtier, the better. For some unexplained 
  reason, Orks get as much use out of a slab of metal with a 
  handle as a seasoned swordsman with a power weapon. All 
  Ork Melee Weapons with the Tearing Quality lose this 
  Quality if not wielded by an Ork. 
  BIG CHOPPA
  Larger and ﬁercer looking than the 
  common Choppa, Big Choppas 
  are brutal two-handed weapons.
  GRABBA STIKK
  Ork slavers known as Runtherdz 
  commonly use grabba stikks. Consisting of 
  a sturdy metal pole, a deceptively simple 
  pulley system, and an articulated barbed claw, 
  grabba stikks are used to capture and restrain 
  potential slaves.
  GROTWHIP
  Like all Ork weapons, the Grotwhip is larger and more brutal 
  than its human counterpart, the Groxwhip. Used to keep Grotz 
  in line, the Grotwhip is a barbed lash several metres long.
  POWER KLAW
  This brutal mechanical gauntlet is a favoured weapon of Ork 
  Warbosses. Strapped to an Ork’s arm, the power klaw ends 
  in two or more snapping blades that can cut through nearly 
  anything. Within Ork society, a power klaw is a symbol of 
  status as much as a weapon. Orks often amputate their own 
  arms and graft a power klaw to the stump, taking the weapon 
  as an augmentic implant. Power Klaws double the wearer’s 
  Strength Bonus with that weapon, as if they had the Unnatural 
  Strength Trait. If they do have the Unnatural Strength Trait, 
  they add +1 to that Trait (x2 would go to x3, for example). 
  KUSTOM BITZ
  Like human weapons, Ork weapons can be upgraded to enhance 
  their performance. Orks forever tinker with their weapons, 
  strapping on extra bitz that occasionally improve the weapon’s 
  performance. An Ork with the Trade (Armourer) Skill may 
  upgrade weapons by making a successful Test. It is important 
  to note that Ork weapons cannot be given human upgrades (see 
  ROGUE TRADER, Table 5-9: Weapon Upgrades, page 133) and 
  human weapons cannot be given Ork upgrades. The following 
  upgrades cannot be used to modify human weapons.
  BIGGA BARREL
  A longer barrel and crude riﬂing give this weapon additional 
  range. Increase the weapon’s range by 10 metres.
  Upgrades: Any ranged weapon.
  BIGGA KLIP
  Somehow, room for additional ammunition has been added to 
  the weapon, often in the form of additional clips or dangling 
  ammo belts, doubling the weapon’s Clip size.
  Upgrades: Any Ranged weapon.
  KOMBI-SHOOTA
  This is not so much an upgrade as two weapons welded together. 
  Unlike human weapons, Twin-linked Ork weapons need not 
  be identical. When a weapon receives this upgrade, it may be 
  combined with any other ranged weapon possessed by the Ork. 
  If the two combined weapons are the same, this weapon receives 
  the Twin-Linked Quality. If they are different, this follows the 
  rules for making Combi-weapons found on page 112. 
  Upgrades: Any ranged weapon.
  KUSTOM JOB
  The weapon is retooled to the user’s speciﬁcations or broken in 
  by years of use. The weapon is granted the Customised Quality.
  Upgrades: Any ranged weapon.
  Table 3—18: Ork Melee Weapons
  Name
  Class
  Range
  Damage
  Pen
  Special
  kg
  Availability
  Big Choppa
  Melee
  –
  2d10 R
  2
  Tearing, Unbalanced
  10
  Rare/Average
  Grabba Stikk
  Melee
  2
  1d5
  0
  Snare
  5
  Rare/Average
  Grotwhip
  Melee
  3
  1d10+3 R
  0
  Flexible, Tearing, Primitive
  5
  Rare/Average
  Power Klaw
  Melee
  –
  2d10 E
  10
  Power Field, Tearing, Unwieldy
  17
  Near Unique/Very Rare
  
  145
  III: Extended Armoury
  LOUDENER
  The weapon’s muzzle has been exaggerated to ludicrous 
  proportions, amplifying its shots. When used in a Suppressing 
  Fire Action, this weapon inﬂicts a -10 penalty on all Pinning Tests. 
  Upgrades: All weapons capable of Suppressive Fire.
  MORE SHOOTY
  A slightly more complicated ﬁring mechanism and a longer 
  barrel make this weapon’s shots “hit ‘arder.” Increase the 
  weapon’s Damage and Penetration by 1.
  Upgrades: Any Basic or Heavy ranged weapon.
  RED LIGHT
  Though this Kustom Bit is little more than a small red light 
  bulb, Orks swear it improves a weapon’s accuracy. This upgrade 
  functions as a Red-Dot Laser Sight (ROGUE TRADER page 134).
  Upgrades: Any ranged weapon.
  SPARKY KNOBZ
  The weapon has been ﬁtted with capacitors and a cluster of 
  prongs that release massive electrical discharges on contact. 
  This weapon gains the Shocking quality.
  Upgrades: Any melee weapon.
  SPIKEY BITZ
  The weapon is covered in spikes, sharp protrusions, and 
  additional blades. A ranged weapon with this upgrade counts as 
  an Unbalanced sword in close combat. Melee weapons gain +1 
  Damage.
  Upgrades: Any weapon.
  ORK ARMOUR
  Ork Armour usually consists of massive plates of metal or 
  sheets of tough squig-hide leather draped over the Ork’s 
  frame. In general, Orks cannot wear human armour, 
  as it is far too small, and humans cannot wear Ork 
  armour, as it is far too heavy. 
  ‘ARD HAT
  Made from a slab of metal beaten into a rough bowl shape and 
  embellished with rivets, an ‘ard hat complements the protection 
  offered by the Ork’s legendarily thick skull.
  BOSS POLE
  Many nobz and warbosses wear a big pole strapped to their 
  back adorned with skulls, sharp bits, and metal Ork glyphs, 
  to show other Orks they’re not to be messed with. Boss 
  poles grant a +10 Bonus to all Command Tests made when 
  interacting with other Orks.
  ‘EAVY ARMOUR
  Consisting of thick metal plates that have been strapped, 
  bolted, and welded together, ‘eavy armour is a robust 
  alternative to squighide, and the favoured armour of ‘Ard 
  Boyz. ‘Eavy armour has a ramshackle, improvised appearance. 
  Often assembled from scrap metal scavenged from the 
  battleﬁeld, ‘eavy armour offers far more protection than its 
  humble origin would suggest.
  IRON GOB
  These massive metal facial appliances are bolted onto an Ork’ 
  lower jaw, exaggerating the already fearsome appearance 
  of the hulking green brutes. An iron gob grants +2 AP to 
  the Head Location and a +10 bonus to Intimidation Tests. 
  The AP of an iron gob is cumulative with any other armour 
  protecting the Head Location.
  SQUIGHIDE COAT AND LEGGINS
  Made from the tanned hides of the common squig, these 
  heavy leathers are the most common type of Ork armor. 
  Capable of being dyed, Orks often use the colour of their 
  ORK WEAPONS IN OTHER BOOKS
  There are plenty of Ork weapons in other books, such 
  as the Slugga and Shoota in ROGUE TRADER. However, 
  these weapons can be customised with Kustom Bitz, and 
  may be affected by special rules contained in this book. 
  In books other than INTO THE STORM, all weapons with 
  Ork in their title are considered to be Ork weapons. 
  In the case of any confusion, the GM is also the ﬁnal 
  arbitrator of what is, and what is not, an Ork weapon. 
  Table 3—19: Kustom Bitz
  Name
  Weight
  Availability
  Bigga Barrel
  +2.5 kg
  Common
  Bigga Klip
  x1 1/2
  Abundant
  Kombi-Shoota
  Per linked weapon
  Very Rare
  Kustom Job
  +0 kg
  Very Rare
  Loudener
  +2 kg
  Average
  More Shooty
  +3 kg
  Common
  Red Light
  +1 kg
  Rare
  Sparky Knobz
  +2 kg
  Scarce
  Spikey Bitz
  +4 kg
  Abundant
  Table 3—20: Ork Armour
  Name
  Locations 
  Covered
  AP kg Avail.
  ‘Ard Hat
  Head
  2
  3
  Scarce/Common
  Boss Pole
  Head
  —
  5
  Very Rare/Rare
  ‘Eavy Armor
  Body, Legs
  4
  8
  Very Rare/Scarce
  Iron Gob
  Head
  2
  5
  Very Rare/Scarce
  Squighide
  Body. Arms, 
  legs
  3
  4
  Scarce/Plentiful
  
  146
  146
  III: Extended Armoury
  squighide to show allegiance to a particular Clan or Warboss. 
  Squighide counts as Primitive, unless it is worn by an 
  Ork.
  Kroot armoury
  “They may look like something you’d see on a muck-covered feral 
  worlder, but their weapons are actually strangely advanced.”
  –Xenographer Klung
  L
  ike the Orks, Kroot Explorers have their own armoury 
  separated from the remainder of the book for their 
  convenience. Unlike Ork Explorers, however, Kroot 
  are perfectly willing to use other species equipment, which is 
  why the Kroot Armoury is smaller. 
  Throughout this armoury, most items have two different 
  Availabilities listed. The ﬁrst is for non-Kroot Explorers, the 
  second is for Kroot Explorers. 
  KROOTBOW
  The Krootbow is an unusual weapon only rarely seen in 
  Kindreds visiting the Koronus Expanse. At ﬁrst glance, it 
  appears to be nothing more than an unusual, if primitive, 
  crossbow. Closer inspection reveals that considerable upgrades 
  have been applied to this weapon, utilising unusual advanced 
  magnetic technology of alien origin. It is suspected that some 
  Tau artisan was involved in their construction, but whatever 
  the truth, Krootbows possess a rotary ﬁring system that allows 
  the weapon to ﬁre a ﬂurry of quarrels with a single pull of the 
  trigger. The quarrels possess mono-edged metallic heads and 
  are often poisoned by the Kroot with various toxins.
  KROOT HUNTING RIFLE
  A variant on the normal Kroot riﬂe, this weapon lacks the 
  normal close combat attachments and is a single-shot breech-
  loader. The Kroot hunting riﬂe uses the same charged pulse 
  ammunition as the Kroot riﬂe, but it is far more accurate and 
  performs admirably when sniping at long range.
  KROOT GEAR
  Although Kroot make use of gear from many different races, 
  they do have their own items as well. 
  FETISH POUCH
  Kroot Shapers often carry totems, medallions, circlets, or 
  other adornments that possess great sacred signiﬁcance to his 
  Kindred. Although it may take many forms, most of them 
  are a collections of such items stored in a crudely-stitched 
  leather sack known as a fetish pouch. The materials of the 
  fetish pouch are used in the various shamanic rituals that the 
  Shaper has learned. Amongst most Kindreds, the theft of a 
  fetish pouch is punishable by death.
  KROOT LEATHERS
  The Kroot hunt a bewildering variety of creatures on hundreds 
  of worlds, and many Kindreds use as much of their slain prey 
  as possible. The prey’s meat becomes a meal for the Kindred, 
  whilst its bones, fangs, or claws become adornment or are 
  crafted into charms (or, occasionally, weapons). The ﬂesh is 
  tanned and worked into leathers. Some creatures that possess 
  a particularly durable hide create a crude form of armour that 
  is nevertheless undeniably effective.
  KROOTHAWK TOTEM
  The kroothawk is a revered creature for the Kroot of Pech, 
  and its image is often worked into items of great cultural 
  or spiritual signiﬁcance. Many Kroot Shapers carry unique 
  totems into battle, believing that they carry a special blessing 
  that invokes the kroothawk’s protection. A Shaper who 
  Table 3–21: Kroot Weapons
  Kroot Ranged Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen Clip Rld
  Special
  Wt
  Availability
  X4(,%(*)[%f"
  F+&%0
  =R<$
  Dglgl
  =-=<GR)J
  P
  c
  B433
  C004#+,"
  T)9*
  JK,#"$"31)[+#"
  Q#'',@'A
  F+&%0
  T<$
  DgTgc
  =-=<GP)[
  P
  ;<
  ;)B433
  L"+#%(*S)L'K%0
  6 kg
  Near Unique
  Table 3—22: Kroot Gear
  Name
  Locations 
  Covered
  AP Kg
  Availability
  Fetish Pouch
  —
  —
  2
  Extremely Rare/Very 
  Rare
  Kroot Leathers
  All
  2
  4
  Very Rare/Rare
  Totem
  —
  —
  1
  Near Unique/
  Extremely Rare
  
  147
  IV: Starships Expanded
  SERVING ABOARD 
  A STARSHIP
  •
  NEW STARSHIP 
  HULLS
  •
  SHIP BACKGROUND 
  PACKAGES
  •
  ADDITIONAL 
  COMPONENTS
  •
  SHIP UPGRADES
  •
  EXAMPLE ROGUE 
  TRADER VESSELS
  
  148
  148
  IV: Starships Expanded
  Chapter IV: 
  Starships 
  Expanded
  “O Eternal God Emperor: be pleased to receive into thy protection the 
  souls of thy servants of the Fleet: 
  Preserve us from the dangers of the void and our foes: 
  That we may be a bulwark unto our fellow man and a shield for 
  those who pass through the void, 
  And we may return in triumph to praise your holy name.”
  –Common Ministorum prayer aboard Battleﬂeet Calixis
  T
  here are thousands of different types of starships in the 
  Imperium, from the vast warships of the Imperial ﬂeet 
  and Mechanicus mass conveyors to tramp freighters and 
  lean sprint traders. In addition, even two starships of the same 
  “class” may be wildly different, based on the shipyards they were 
  built in and centuries of service and repair. A Rogue Trader could 
  possess any one of these myriad vessels, and upon doing so is 
  likely to customise it even more, to suit his needs. 
  This chapter provides information about life aboard a starship, 
  then details new starship hulls, ship background packages, and 
  new essential and supplemental components. Finally it provides 
  rules for Ship Upgrades, additional ways to customise a vessel. 
  Lastly, it presents four example starships, pre-built and available for 
  players who want to begin playing ROGUE TRADER immediately. 
  Serving 
  Aboard a 
  Starship
  “Every man shall work his ﬁngers to the bone to accomplish the 
  task at hand. If that proves insufﬁcient, he shall work them to the 
  marrow!” 
  –First standing order of Captain Krassus, Battleﬂeet Gothic
  A 
  Rogue Trader is master of his vessel, and his trusted 
  retainers direct its workings with only slightly less 
  authority. However, no matter how absolute their 
  word, the Rogue Trader and his fellow Explorers are only 
  the tip of the iceberg. They stand at the top of a vast pyramid 
  of men and women ranging from the educated and highly 
  trained command staff aboard a starship’s bridge, to the 
  specialist crew-members who know something of the vessel’s 
  arcane inner workings, to the armsmen who enforce discipline 
  with the truncheon and protect the vessel with shotcannon 
  and sabre. At the very bottom of the pyramid are the ratings, 
  the dregs of society drafted aboard the ship. Only rarely do 
  ratings prove their worth and are subsequently elevated to 
  serve amongst the upper ranks of a starship’s crew. Usually, 
  their lives are comprised of brute labour, and all too often 
  are cut tragically short. There are no shortages of accidents 
  waiting to happen aboard a starship, and that’s discounting 
  the myriad dangers lurking outside the hull.
  
  149
  149
  IV: Starships Expanded
  This is one of the reasons that many Imperial vessels sail 
  with exceptionally large crews. Of course, an Imperial ship is 
  a gigantic vessel, often multiple kilometres in length. Often, 
  the understanding of the marvellously complex technologies 
  woven into a certain ship’s design have been lost to both its 
  creators and its crew. Although a ship’s systems may have 
  once performed certain vital tasks simply and effectively, none 
  remain who can operate them—or the systems themselves 
  have degraded to the point of uselessness. Raw manpower 
  is a crude but effective substitute, whether employed in the 
  sweating chain gangs who haul a ship’s macrocannon into 
  ﬁring position, or the groaning, foot-powered tread wheels 
  that open and close the louvres shielding a starship’s mighty 
  attitude jets. 
  That being said, it is possible for many Imperial ships 
  to operate with smaller crews than their optimal crew 
  compliment. Some do just that, especially the smaller system-
  ships that operate within civilised and defended Imperial 
  systems, and never leave the protective embrace of local 
  Navy patrols. Beyond those systems, amongst the vast gulf of 
  interstellar space, it is a far different story.
  Few trade routes within the Imperium can be considered 
  truly safe. Even the most populous sectors abound with a 
  thousand threats—pirates, mutant renegades, pocket xenos 
  empires, and even the dread minions of the Dark Gods. In 
  addition, a single ship is extremely valuable—representing 
  decades (if not centuries) of construction, and centuries or 
  millennia of service. There are planets worth less to the 
  Adeptus Terra than a single transport. Therefore, it is common 
  practice for even the most unassuming tramp freighter or mass 
  conveyor to be outﬁtted for war. Adamantium armour and 
  void shields for defence, a few batteries of macroweapons to 
  hopefully drive away a foe. And, of course, a crew population 
  beyond the minimum needed for day-to-day operations—a 
  surplus to absorb the inevitable casualties from ﬁres, 
  explosions, decompressions, and desperate boarding actions. 
  FAMILIES AND DYNASTIES
  That is not to say, however, that every crew-member aboard 
  a starship—save perhaps the captain—is doomed to a slow 
  death through privation and servitude (possibly interrupted by 
  a very quick death through combat or fatal accident). Many 
  crew, especially amongst those who are skilled enough to 
  make themselves vital to the ship’s smooth operations, adapt 
  to their life amongst the stars, and even thrive. These void-
  born learn to love the countless corridors and passageways of 
  a starship, from plasma drive to pointed prow. 
  It helps that most captains afford their trained crew a certain 
  latitude not granted to the masses of ratings. In exchange for 
  their specialised skills they are given larger quarters, better 
  meals, the opportunity for shore leave at friendly ports, and 
  even the dispensation to form relationships and raise families. 
  Often, these families pass down duties—and the knowledge 
  to perform them—from parent to child. On the Rogue 
  Trader vessel Starweaver, for example, all of the launch bay 
  door operators on the ship’s starboard side belong to the 
  Orell clan, a situation that has remained unchanged for three 
  centuries. On a starship’s gundecks, each macrocannon may 
  be crewed by a different family, who might all be embroiled 
  in a complex web of feuds, alliances, and unpleasant little wars 
  with the other macroweapon clans. Often, a good crew chief 
  or bosun is indispensable precisely because he can navigate 
  the labyrinthine political webs woven amongst the thousands 
  of ship’s crew.
  The primary advantage to these dynasties, of course, 
  is that the ship’s crew essentially trains itself in many 
  matters. Invaluable knowledge is passed down through 
  generations, carefully preserved so that the families in turn 
  may preserve their privileges and pride amongst the crew. 
  That being said, there are certain risks as well. To protect 
  their valued positions, these crew dynasties often make 
  sure that their knowledge of how to operate their systems 
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  150
  IV: Starships Expanded
  or perform their duties remains a secret known only within 
  their clan. So long as they remain aboard their ship and 
  at their posts, this is not a problem. However, should the 
  status quo change, a ship could ﬁnd itself in a precarious 
  position. During one of its battles with a dangerous Yu’vath 
  remnant, the raider Cerberus lost nearly an entire crew 
  family to a catastrophic decompression in the aft decks. 
  This family had been responsible for regulating coolant 
  lines to the ship’s secondary plasma drives. Had the ship’s 
  Seneschal not called for the clan’s twelve-year-old son to 
  serve as a message runner, not a living soul aboard the 
  Cerberus would have known where the emergency purge 
  valves were located, and the entire ship would likely have 
  suffered catastrophic drive failure. 
  ALL THE COMFORTS OF HOME
  Not all starships become populated by crew dynasties and 
  clans. Indeed, the practice is much less likely to be tolerated 
  aboard a Navy vessel—and a proper warship’s crew turnover 
  is usually too constant for such things to be established 
  anyway. It is more common aboard transports and Rogue 
  Trader vessels, where discipline may be more lax and a ship 
  may go years without seeing combat. 
  Where crew dynasties and families do develop, a ship 
  tends to become as much a community as a vessel. It is 
  not uncommon for crew-members to do work for their 
  fellows in their spare time, and this can lead to 
  quite a thriving underground market in goods 
  and services. This can go far beyond rough 
  stills and exotic xenos avians—indeed if 
  something is not provided to the ship’s crew by their masters, 
  they likely produce it themselves. All manner of craftsmen 
  may ply their trade amongst the crew, producing everything 
  from work-boots and strong amasec to crude bionics. It is 
  not unknown for some ship crews to produce their own 
  currency, whether crudely stamped “ship coins,” discarded 
  adamantium bolts, or even the knucklebones of long-dead 
  fellow shipmates. 
  Along with these trade-crafts and exchanges, many 
  starships develop their own black markets. These “lowdeck 
  markets” trade in both contraband and illegal services—
  drugs, xenos artefacts, weaponry (most ships ban common 
  crew from carrying weapons other than a knife), and illicit 
  recreation. Ships may have hidden gambling halls and pit-
  ﬁghting arenas in long-forgotten corridors. There, off-duty 
  crew crowd the bulkheads to spend coin or trinkets at games 
  of chance, or bet on how many hull-ghasts the C-Deck Bosun 
  can slay in ﬁve minutes. 
  Many captains choose to ignore such activities unless 
  they interfere with the performance of the ship, recognising 
  them as a necessary evil to maintain crew morale. More 
  puritan-minded captains may not be so forgiving, and 
  may even employ agents styled off the Commissariat to 
  root out malcontents. Other captains take the opposite 
  approach—it is rumoured that Calligos Winterscale visits 
  his ship’s fighting pits with some regularity, and many pit 
  fighters fight in the hopes the Rogue Trader may become 
  their patron. 
  TELEPORTARIUMS AND YOU
  The teleportarium is a marvellous relic of the Dark Age of Technology, and any ship equipped with one is 
  singularly blessed. Most players are likely to feel the same way—such a device provides their characters with 
  a true dues ex machina, allowing them to bypass the most dangerous foes, escape from mortal danger in an instant, or 
  simply avoid boring shuttle trips to a planet’s surface.
  However, teleportariums (and in fact the entire concept of long-range teleportation) can present the GM with something 
  of a problem. On the one hand, the teleportation is the sort of device that could be easily abused by players. On the other 
  hand, the players chose to obtain the item, likely giving up the chance to obtain other, equally interesting archaeotech 
  Components in the process (or spending a great deal of resources). It wouldn’t be fair if they didn’t get a chance to use it.
  Therefore, here are some guidelines for using a teleportarium in games. These can be modiﬁed by the GM as needed, 
  but at the very least should provide a baseline for how to use a teleportarium without letting it be abused. In general, 
  however, once a GM has decided on a set of guidelines governing teleportarium use, he should stick to them. 
  • The teleportarium is primarily designed to be used in starship combat to perform hit and run attacks. In that function, 
  it should be able to be used once per round in space combat. 
  • Void Shields can provide a protective barrier against teleport attacks. If a starship’s void shields have not been brought down 
  by weapons ﬁre during that Turn, they can not be attacked by way of a teleportarium. In effect, except in speciﬁc situations, 
  a starship must ﬁrst bring down its target’s void shields before using a teleportarium to teleport onto the target. 
  • When not in starship combat, the GM should limit the teleportarium’s use to one major use per session—in other 
  words, a single one-way trip, either to or from the ship. This allows the teleportarium to extremely useful to the 
  players, but still forces them to be creative in its employment. For example, an arch-militant and a trusted squad 
  could be teleported into the heart of the citadel of Chaos reavers in order to rescue their captain. The teleportarium 
  transports them right outside his cell, and they are able to free the captain easily. However, they are still faced with 
  the tricky problem of getting out…
  • If the Explorers obtain a device such as a teleport homer, the GM should consider allowing them to break the above 
  rule in certain situations (allowing multiple teleports).
  
  151
  IV: Starships Expanded
  New Starship 
  Hulls
  ““Never trust an Orion-class ship; they’re all temperamental and 
  ﬂighty, but that’s better than the Jerichos, who are just lazy. The best 
  ships are the Navy classes, Swords and Lunars. Dutiful. Honour-
  bound. You can trust them.”
  –Bosun Bregan, apparently misunderstanding the question
  T
  here are thousands (if not more) of different hull types 
  in the Imperium alone, and many are used in some 
  form or another by Rogue Traders. These hulls are 
  all provided as additional options for players when they are 
  building their starships. Most are the stripped down hulls of 
  the Rogue Trader example starships found on page 211 of 
  ROGUE TRADER and pages 165-168 of this book. This allows 
  players to build variations of these famous vessels. 
  TRANSPORTS
  There are many types of transports, from unwieldy bulk 
  freighters to fast clippers. 
  Loki-class Q-ship
  Dimensions: 2 km long, .4 km abeam approx
  Mass: 8 megatons 
  Crew: 18000 crew, approx. 
  Accel: 3 gravities max. sustainable acceleration
  The Loki class is actually a “catch-all” class of several different 
  types of transports that have been modiﬁed as Q-ships. Although 
  it is the Navy’s sacred duty to protect Imperial commerce, there 
  are too many trade lanes to defend, and too few warships to 
  do so. In addition, many pirate wolfpacks will stay away from 
  heavily defended convoys, waiting for weaker prey. 
  Q-ships offer the Imperium a way to turn the predators into 
  the prey. Disguised as helpless merchantmen, they actually pack 
  powerful macrobatteries and even lances. Their favoured tactic is 
  to heave to at the ﬁrst sight of a pirate, pretending to surrender 
  without a ﬁght. When the raider is close enough, they run out 
  their guns and give them massed broadsides at point-blank range. 
  Although this can often defeat their opponents in a single crushing 
  broadside, most Loki-class ships are still as slow and unwieldy as 
  other merchantmen—not designed for sustained combat. 
  Speed: 4  
   
  Manoeuvrability: –5
  Detection: +10  
  Hull Integrity: 40
  Armour: 13 
   
  Turret Rating: 1
  Space: 45 
   
  SP: 21
  Weapon Capacity: Dorsal 1, Prow 1
  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 
  ROGUE TRADER 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 two Power to this Component.
  Hidden Predator: This ship automatically gains the Wolf in 
  Sheep’s Clothing Past History (players using this ship do not 
  roll for Past Histories.) 
  ORION-CLASS STAR CLIPPER
  Dimensions: 3 km long, .4 km abeam at ﬁns approx
  Mass: 8 megatons 
  Crew: 14000 crew, approx. 
  Accel: 5.4 gravities max. sustainable acceleration
  The Orions are something of a rarity amongst the Imperium’s 
  starships—a fast transport or star-clipper. Though they 
  are designed for cargo, their lean forms, raked bows, and 
  powerful drive tubes are less optimised for cargo hauling and 
  more designed for travelling at speed. 
  Orion-class starships are constructed to transport smaller, 
  high-value cargoes that must reach their destination quickly 
  or through hostile territory. Rather than rely on armed escorts, 
  Orions travel alone. They trust in their speed to see them clear 
  of most predators, and count on their weapons to send off those 
  quick enough to keep up. Often they are successful, but Orions 
  do have one major drawback. The redundant internal bulkheads 
  and exterior armour that would normally be added to human 
  ships has been forgone in order to increase speed and cargo 
  capacity. As a result, a few stiff hits can easily cripple an Orion. 
  Speed: 10 
   
  Manoeuvrability:+25 
  Detection: +10  
  Hull Integrity: 35
  Armour: 12 
   
  Turret Rating: 1
  Space: 40 
   
  SP: 25
  Weapon Capacity: 1 Dorsal, 1 Keel
  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 ROGUE TRADER 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 two Power 
  to this Component.
  Fast Ship: Due to the precisely calibrated nature of this ship, it 
  cannot be equipped with Components that increase its Armour.
  
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  IV: Starships Expanded
  RAIDERS
  These fast, light vessels are often used for piracy. However, 
  navies often use packs of raiders (often referred to as 
  “destroyers”) for hit and fade attacks on opposing ﬂeets.
  Cobra-class Destroyer
  Dimensions: 1.5 km long, .3 km abeam at ﬁns
  Mass: 5.7 megatons 
  Crew: 15000 crew, approx. 
  Accel: 7.6 gravities max. sustainable acceleration
  The Cobra-class destroyer is one of the smallest warp-capable ships 
  in the Imperial ﬂeet, and also one of the fastest. It ﬁlls two roles 
  in the Imperial Navy. The ﬁrst, and most common, is a torpedo 
  vessel. Armed with massive anti-warship torpedoes, squadrons of 
  Cobras are agile enough to dart into ﬂeet engagements, launch 
  spreads of ordinance, then ﬂee—hopefully before their larger 
  adversaries can hit them with a massed broadside. 
  Although no ship could be said to be mass-produced in the 
  Imperium, the Cobra is one of the simplest to build, with a 
  well-equipped shipyard able to construct one in only several 
  years. This makes them popular with Rogue Traders who are—
  relatively—destitute. A Cobra can be far easier to procure than 
  a cruiser, and still possesses a warp drive. Many Rogue Traders 
  who do so retroﬁt a Cobra to remove the massive torpedo bays, 
  however, to create space for cargo or other weapons. 
  Speed: 10 
   
  Manoeuvrability: +30
  Detection: +10  
  Hull Integrity: 30
  Armour: 15 
   
  Turret Rating: 1
  Space: 35 
   
  SP: 30
  Weapon Capacity: Dorsal 1, Prow 1
  FRIGATES
  The frigate’s chief beneﬁt (to navies and Rogue Traders alike) 
  is its versatility. 
  Firestorm class Frigate
  Dimensions: 1.8 km long, .3 km abeam at ﬁns
  Mass: 6 megatonnes approx
  Crew: 25000 crew, approx. 
  Accel: 4.4 gravities max. sustainable
  The Firestorm is a relatively recent innovation in Battleﬂeet 
  Obscuras, an attempt to merge the manoeuvrability of escort 
  class ships with the ship-killing power of a lance weapon. 
  The Firestorm is essentially a redesigned Sword, with many 
  of the weapon batteries removed to make space for a prow-
  mounted lance that runs most of the length of the ship. In ﬂeet 
  engagements, Firestorms often hunt other escorts, their lances 
  letting them out-range and outgun most frigates and raiders. 
  Firestorms are not commonly used by Rogue Traders, as the 
  lance takes up room that could be used for cargo or supplies. 
  However, more militant individuals have been known to utilise 
  them, as lance-armed frigates are relatively uncommon. 
  Speed: 7  
   
  Manoeuvrability: +20
  Detection: +15  
  Hull Integrity: 38
  Armour: 18 
   
  Turret Rating: 1
  Space: 40 
   
  SP: 41
  Weapon Capacity: Dorsal 1, Prow 1
  LIGHT CRUISERS
  Though not as powerful as full cruisers, light cruisers are often 
  more manoeuvrable, or equipped for long range reconnaissance. 
  Secutor-class monitor-cruiser
  Dimensions: 4.3 km long, .5 km abeam at ﬁns
  Mass: 24 megatonnes 
  Crew: 50000 crew, approx. 
  Accel: 3.9 gravities max. sustainable acceleration
  The Secutor class vessels are a modiﬁcation of the Lathe class 
  unique to the Calixis Sector. The ﬁrst Secutor monitor-cruiser 
  was adapted from the existing design when the forge world 
  learned that the existing light cruiser was insufﬁciently armed 
  for heavy starship combat. Rather than spend the considerable 
  resources to construct true cruisers, they developed the Secutor. 
  Secutors are signiﬁcantly better armed than their cousins, 
  and have higher defensive capabilities as well. In exchange 
  they are less manoeuvrable, and with so much of their frame 
  devoted to weapons and defences, they are useful only for 
  war. Of course, in that ﬁeld they excel. 
  Outﬁtted for war: The Secutor is designed solely for combat, 
  and in anticipation of this her masters have equipped her with 
  the heavy power couplings and projection arrays required to 
  maintain multiple void shields. The Secutor can use ‘cruiser 
  only’ Void Shield Components. 
  Speed: 5  
   
  Manoeuvrability: +12
  Detection: +15  
  Hull Integrity: 65
  Armour: 20 
   
  Turret Rating: 2
  Space: 58 
   
  SP: 58
  Weapon Capacity: Dorsal 1, Prow 1, Port 1, Starboard 1
  Lathe-class monitor-cruiser
  Dimensions: 4.2 km long, .5 km abeam at ﬁns
  Mass: 20.9 megatons 
  35,000 crew, 25,000 servitors 
  6 gravities max sustainable acceleration
  The Adeptus Mechanicus, being an entity that exists more 
  alongside than as a part of the Imperium, maintains its own 
  armies and warships. These ﬁght alongside the Imperial 
  Guard and Navy in times of war, but as many Magos are quick 
  to point out, they do so as allies, not vassals. 
  The primary role of the Mechanicus ﬂeets are exploration, 
  not combat, however. Explorator ﬂeets traverse the galaxy, 
  looking for lost archeotech and ancient relics of the Dark Age 
  of Technology. The Lathe class monitor-cruiser is a perfect 
  example of the ships the Explorators utilise in their ﬂeets. 
  
  153
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  IV: Starships Expanded
  The design for the Lathe-class was uncovered in the deep 
  data-vaults of Het in the Lathe system during the Angevin 
  Crusade, and in the centuries since the crusade ended, the 
  Lathe shipyards have diligently constructed multiple ships. 
  The design differs from many light cruisers, with an 
  emphasis on long-ranged detection and endurance rather 
  than speed and manoeuvrability. Outﬁtted correctly, a Lathe 
  class can operate without reﬁt and resupply for decades. 
  Speed: 5  
   
  Manoeuvrability: +12
  Detection: +15  
  Hull Integrity: 63
  Armour: 20 
   
  Turret Rating: 1
  Space: 60 
   
  SP: 55
  Weapon Capacity: Dorsal 1, Prow 1, Port 1, Starboard 1
  CRUISERS
  Cruisers are warships through and through, though the 
  richest Rogue Traders posses modiﬁed versions. 
  Tyrant-class cruiser
  Dimensions: 5 km long, .8 km abeam at ﬁns
  Mass: 27.2 megatons 
  Crew: 90000 crew, approx. 
  Accel: 2.4 gravities max. sustainable acceleration
  The Tyrant’s design was designed at the end of the 38th 
  millennium around the principles of superﬁred plasma 
  weaponry. In the attempt to give the Imperial Navy a warship 
  with a powerful, long-range macrobattery broadside, the 
  Tyrant was developed. 
  Early versions mixed short and long-ranged plasma 
  macroweapons, in an effort to reduce total power draw on 
  the ship’s reactors. However, the ﬁrepower at long range 
  was unspectacular enough that the Navy began retroﬁtting 
  Tyrants with longer ranged weaponry recovered from space 
  hulks or disabled renegade warships, in order to boost range 
  without boosting power draw. 
  The cruiser is popular amongst Rogue Traders who can 
  afford it, although they often replace the superﬁred plasma 
  weapons with less space and power intensive macrobatteries. 
  Speed: 5  
   
  Manoeuvrability: +10
  Detection: +10  
  Hull Integrity: 70
  Armour: 20 
   
  Turret Rating: 2
  Space: 77 
   
  SP: 61
  Weapon Capacity: Prow 1, Port 2, Starboard 2
  Ship 
  Background 
  Packages
  “The people made the ornate building their palace, and shunned the 
  catacombs beneath, never realizing both ‘palace’ and ‘catacombs’ were but 
  aspects of the Wrath of Terra, buried on the planet three millenia before.”
  –A History of the Latter Calixian Crusades
  E
  very voidship has a history. Every voidship also has 
  a personality, quirks of machine-spirit that make each 
  ship unique. However, this in no way makes all ships’ 
  spirits equal. Where some are bold, others are timid, and 
  while some are diligent and dutiful, others are ﬂighty and 
  disloyal. This can be affected by a variety of factors, from the 
  yards where the starship was constructed, to the worlds it has 
  visited, to the battles it has fought.
  Some captains study these factors, trying to determine what 
  factors will craft a ship that will best suit their needs. They then 
  may spend vast sums of time and resources to ﬁnd a ship that 
  they think ﬁts these factors, in the hopes that it will indeed serve 
  them in the way they desire. Sometimes, they’re even right.
  Ship background packages provide a way for Explorers 
  to select their ship background, rather than rolling for it 
  randomly. Instead of rolling on the Complications Tables, the 
  Explorers can exchange some of their Ship Points to select a 
  background package for their ship. 
  THULIAN EXPLORATOR VESSEL
  The task of the Explorator branch of the Adeptus Mechanicus 
  is to search throughout the galaxy for relics of humanity’s 
  Dark Age of Technology. To accomplish this, the Explorators 
  are granted vessels specially crafted by their brethren, 
  vessels equipped with the most powerful secrets and arcane 
  technologies the Mechanicus possesses. 
  Although the Mechanicus may use a myriad variety of basic 
  hull designs, the end result is always designed and suited 
  primarily for exploration. The Mechanicus prefers to use 
  frigates and light cruisers, tougher vessels with long ‘legs’ 
  that can delve into the darkest corners of the void—and 
  handle whatever they ﬁnd there. 
  The famous Disciples of Magos Thule are no different than 
  their fellow Explorators. Centuries ago, their mentor explored 
  and catalogued the Calixis Sector. Following his example, his 
  disciples were at the forefront of the push to chart routes 
  through the warp storms closing through the Koronus 
  Expanse. Many explorators were lost, but when the Maw 
  was ﬁnally charted successfully, the Disciples were 
  there, delving deep into the unknown in their quest 
  for knowledge.
  Now, centuries after their heyday, the Disciples 
  of Thule are a smaller and more insular sub-
  
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  IV: Starships Expanded
  sect of the Mechanicus cult. However, their vessels can still be 
  found throughout the Koronus Expanse, waiting to be salvaged 
  and repurposed. 
  Cost: 1 Ship Point. Frigates, light cruisers, and cruisers may 
  take this.
  Explorator Augury: The vessels the Mechanicus supplies to 
  its Explorators are invariably equipped with boosted auspexes 
  and augur arrays to better aid them in their mission. Add 
  +10 to the ship’s Detection, and when working towards 
  an Exploration objective, the players earn an additional 50 
  Achievement Points. 
  Wealth of Ancient Tech-vaults: The Mechanicus has 
  access to some of the Imperium’s oldest and most advanced 
  technologies. This ship has access to—and must be equipped 
  with—one Archaeotech Component. 
  Rerouted Power: Explorator vessels do require vast amounts 
  of power to be rerouted to their boosted augur systems. Reduce 
  the ship’s Speed value by 1 and its Manoeuvrability by -5. 
  REAVER OF THE UNBEHOLDEN REACHES 
  There are numerous pirates and rogues preying on whomever 
  is unfortunate enough to cross their paths in the Expanse. 
  However, there are few worse than the reavers found in the 
  Unbeholden Reaches. Within the Reaches is a realm of space 
  full of sputtering stars, blasted planets, and asteroid belts full 
  of the shards of shattered worlds. The center of this space is 
  the feared Undred-Undred Teef, the home of the infamous 
  Ork Freebooterz. Needless to say, the danger of living in 
  close proximity to such creatures means that those who do so 
  are the most ruthless and most savage of pirates—dangerous 
  enough that even an Ork will treat them carefully. 
  Certain reaver clans have been pirates for generations, 
  spending their entire lives aboard their ships. The voidborn 
  life is all they live, and all they know. Thus, their ships are 
  more than mere vessels, more than even their homes. These 
  reaver clans treat their ships like unto gods, garnering the 
  lavish care and attention to them a deity would deserve. 
  These reavers launch raids out of the Unbeholden Reaches 
  from time to time, striking deep into Winterscale’s Realm and 
  other regions of the Expanse. Sometimes these attacks are 
  successful; sometimes they are defeated and destroyed. And 
  once in a very great while, their ships are boarded and taken. 
  Cost: 2 Ship Points. Transports, raiders, and frigates may 
  take this.
  Self-reliant: Ships of the reaver clans seldom have dockyards 
  they can ﬂee to when they are damaged. Therefore, they must 
  fend for themselves, and the vessels are equipped to do just 
  that. When this vessel affects long-term repairs, they may 
  repair 1d10+5 points of Hull Integrity instead of 1d5. 
  Strike and Fade: The reaver clans have long practised the 
  art of stealth attacks, a must for a successful buccaneer. Their 
  ships have been modiﬁed for the task, with masked drive 
  tubes and bafﬂes to diffuse their signature. All Silent Running 
  manoeuvres the ship performs gain a +10 bonus. 
  Pirate Vessel: Ships of the reaver clans are known—and 
  feared—throughout the Expanse. Anyone from the vessel 
  suffers a -10 to all Social Interaction Tests, provided the 
  targets know what vessel they hail from. 
  VETERAN OF THE ANGEVIN CRUSADE 
  The Crusade to conquer the Calixis Sector took hundreds of 
  years, and thousands of vessels. Ships of the line, cruisers, and 
  escorts of all stripes formed the ranks of the crusade ﬂeet. In 
  addition, the ﬂeet was supported by an even vaster ﬂeet of 
  transports, each a veteran of the Crusade as well. 
  As the Crusade drew to a close, the vessels accumulated for 
  its prosecution dispersed. Many of the Naval warships returned 
  to their original battleﬂeets, or formed the nucleus of the 
  new Battleﬂeet Calixis. The Rogue Traders left to explore the 
  new frontiers. The transports were divided into trade ﬂeets or 
  auctioned to chartist captains, the beginnings of the trade-lanes 
  that would establish the sector. And so, the great Crusade ﬂeet 
  broke apart, scattered to all corners of the Sector and beyond. 
  A millennia later, vessels that served in the Crusade are scarce. 
  Many have scattered across the Sector or Segmentum. Still more 
  ships have been lost to the Imperium’s continued wars, or the 
  inevitable perils of interstellar travel. The great warp storms abutting 
  the Halo Margins, the Hazeroth Abyss, the Margin Crusade, all 
  take their toll. As a result, few veteran vessels remain intact. 
  Such ships are prized for their rich history, nonetheless. A 
  ship of the Angevin Crusade is infused with martial vigour, and 
  displays an almost living desire to continue persecuting Drusus’s 
  war beyond the Calixis Sector, and into the Expanse beyond. 
  Cost: 3 Ship Points. All ships may take this. 
  Emperor’s Crusader: The ships of the Angevin Crusade are 
  built for—and tempered by—centuries of warfare. All Ballistic 
  Skill Tests made to ﬁre the ship’s weapons gain a +10 bonus. 
  Righteous Arrogance: A Crusade ship is not known for 
  such low tactics as sneaking and skulduggery. This ship makes 
  all Silent Running attempts at a –40 penalty. 
  Glorious Deeds: One of the traditions said to have been 
  established by Angevin and carried on by his lieutenants is 
  the inscribing of a vessel’s deeds on the outer hall, shielded 
  by powerful localised stasis ﬁelds to preserve them against the 
  ravages of time and war. All crew from this ship gain a +10 
  to Charm and Intimidate Tests, provided their targets know 
  which ship they come from (and are in a position to understand 
  the inscribing—many xenos cultures may not understand or 
  care about the glorious deeds of a human vessel). 
  VESSEL OF THE FLEET
  Many of the vessels under a Rogue Trader’s command could 
  be considered warships, but few can truly compare to a true 
  military vessel. Any Naval ofﬁcer in the sector feels a ship is 
  not a “warship” until it has spent a decade amongst the ranks 
  of the Battleﬂeet. A proper Battleﬂeet warship is measured by 
  far more than the strength of its guns. Though accuracy is 
  appreciated in the Imperial Navy, obedience, discipline, and 
  honour are watchwords prized above all else. The Imperial 
  Navy perseveres and triumphs over its enemies through its 
  adherence to duty and tradition, and this ethos is said to be 
  absorbed by the very ﬁbre of the ships they serve aboard. 
  It is extremely difﬁcult for a Rogue Trader to obtain a 
  warship from the Fleet. Should a Rogue Trader be foolish 
  enough steal from the Imperial Navy, he soon ﬁnds that 
  same adherence to honour and duty creates a relentless and 
  
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  IV: Starships Expanded
  implacable foe. However, it is not unknown for a Rogue Trader 
  dynasty to be gifted a warship for exceptional duties rendered 
  to the Emperor’s Holy Fleet. Even if those who performed for 
  the deeds are long dead, the Navy treats the captain of the 
  warship as if they themselves were responsible.
  Cost: Variable. All ships except transports may take this. 
  Steadfast Ally or Implacable Foe: When this background 
  package is selected, the players can pay 1 Ship Point or 2 
  Ship Points. If they pay 1 Ship Point, all crew-members gain 
  Enemy (Imperial Navy). If they pay 2 Ship Points, all crew-
  members gain Good Reputation (Imperial Navy). 
  His Word Obeyed: Any crew-member who makes Command 
  Tests aboard this ship gains a +10 bonus. 
  Duty Unto Death: When this ship is crippled, the ship’s 
  Captain may make a Challenging (+0) Command Test. If 
  the Test is successful, the ship does not suffer the effects of 
  being crippled during its subsequent turn. 
  PLANET-BOUND FOR MILLENNIA 
  It is common for the Imperium’s starships to be extremely 
  ancient. In fact, since much of the technology used to create 
  the ships of yesteryear has since been lost, individuals and 
  organisations often go to great length to recover and restore 
  ancient void ships to use. All-too often, these ancient vessels 
  are simply better in almost every way than their modern 
  counterparts. Therefore, those in the Imperium of Mankind 
  often gos to extraordinary lengths to recover them. 
  Space hulks are a common source for ancient vessels, and 
  salvage operations can make space hulks as proﬁtable as they 
  are dangerous. Other ancient starships may be recovered as 
  derelicts in orbit around a forgotten planet, or some may 
  even have been in continuous use for the ten millennia of the 
  Imperium. Far less common, though by no means unheard of, 
  are starships that have been buried on a planet’s surface.
  The starship may have ended up on the planet in any 
  number of ways. Most often, a starship suffers some catastrophic 
  mechanical failure in orbit around a world. Unless it wants to 
  suffer a ﬁery descent to the world below, it may be forced to 
  attempt a more controlled descent. Making such a landing is 
  extremely difﬁcult. Imperial starships are not designed to enter 
  an atmosphere, and it will take every bit of skill from the ship’s 
  captain and tech-priest to ensure such a large vessel does not 
  succumb to gravity’s embrace. A small few are able to reach the 
  surface, however, and there they stay. Over the centuries, they 
  often become covered with soil, plant life, and even forests, so 
  that only small parts of the ship are visible. Sometimes they 
  even become the nucleus of towns or cities—the population 
  could even be the descendants of the ship’s original crew.
  For most of these ships, the ﬂight to the surface proves to be 
  their last. Crippling gravity crushes their spines and vital systems, 
  and they remain planet-bound forever. Some, however, remain 
  largely intact, and sleep away the millennia beneath their earthy 
  cocoon. Eventually, an enterprising captain may ﬁnd one of these 
  forgotten treasures, and with grav-lifts and bulk tenders, pry it 
  from its prison to sail the stars once more.
  Cost: 3 Ship Points. All ships may take this. 
  Gravity’s harsh embrace: Decrease Hull Integrity by 1d5-1 
  for frigates, transports and raiders, and 1d5 for light cruisers, 
  cruisers, and larger vessels.
  Lost relics of the past: This ship begins play with a Modiﬁed 
  Drive (see page 206 of Rogue Trader) for no extra cost in 
  Ship Points. This ship also gains access to one additional 
  archeotech component of the players’ choice. 
  Dreams of distant worlds: Superstition claims a planet-
  bound ship maintains a particular afﬁnity for planetary 
  bodies, after having remained on one for so long. This ship 
  gains +10 Manoeuvrability while within 5 VUs of a planet. 
  
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  IV: Starships Expanded
  Additional 
  Components
  T
  he following is a list of starship Components designed 
  to supplement the Component lists found on pages 199-
  208 of ROGUE TRADER. The following Components may 
  be used to construct the Explorers’—or an NPC—starship as 
  normal, following all the restrictions found in the core rules. 
  ESSENTIAL COMPONENTS
  Although all Imperial starships require roughly the same 
  set of Essential Components to function, millennia of 
  shipbuilding has resulted in countless variants on broad 
  themes. Each starship requires exactly one of each type of 
  Essential Component, no more, no less. 
  PLASMA DRIVE
  The plasma drive is the ﬁery beating heart of a starship, providing 
  power to all systems as well as propelling it through the void. 
  Jovian-pattern Class 4.5 “Warcruiser” Drive
  The Jovian shipyards produce this STC drive sparingly, 
  reserving it for warships that need to meet the extreme power 
  draw of extensive lance armaments. 
  Lathe-pattern Class 2a “Sprint Trader” Drive
  The Lathes have long advocated increasing the size and power 
  of a drive in exchange for space. The mis-named “Sprint 
  Trader” Drive (it can be equipped on most smaller vessels), 
  takes that philosophy to an extreme.
  Oversized Engines: Increase the starship’s Manoeuvrability 
  by +3, and Speed by +1. 
  Lathe-pattern Class 2b “Escort” Drive
  The success of the “Sprint Trader” Drive has resulted in similar 
  modiﬁcations to the drives of military vessels. 
  Oversized Engines: Increase the starship’s Manoeuvrability 
  by +3, and Speed by +1.
  WARP ENGINES
  Warp drives are essential for any vessel that wants to travel 
  beyond the bounds of a single star system.
  Markov 1 Warp Engine
  The Markov series of warp engines is designed to propel smaller 
  courier vessels more quickly through the Immaterium. 
  Overcharged: Reduce the base travel time for a journey 
  through the Immaterium by 1d5 weeks. It may be further 
  modiﬁed by the results of the Navigation (Warp) Test. 
  Markov 2 Warp Engine
  The Markov 2 was adapted to decrease the travel times of light 
  cruisers. However, certain problems with up-scaling the design 
  led to decreased effectiveness compared to the Markov 1. 
  Overcharged: Reduce the base travel time for a journey 
  through the Immaterium by 1d10 days. It may be further 
  modiﬁed by the results of the Navigation (Warp) Test.
  GELLAR FIELDS
  The ship’s Gellar Field is its foremost (and only) line of 
  defence against the predications of warp predators when 
  travelling through the Immaterium. 
  Emergency Field
  Some captains equip their Gellar ﬁeld generators with emergency 
  cogitation circuits that activate the ﬁeld automatically upon 
  detecting the warp. Though many scorn the idea because of 
  the extra power draw, and others are distrustful of automated 
  circuitry, such devices have saved ships in the past. 
  Auto-engagement routines: If the ship unexpectedly 
  enters the warp, roll 1d10. On a 3 or higher, the Gellar Field 
  activates automatically, protecting the ship from any warp 
  intrusion that may have taken place.
  VOID SHIELDS
  Void shields protect starships equally against enemy ﬁre and 
  drifting space debris. 
  Repulsor Shield
  These standard void shields have had their frequencies 
  adjusted to better brush aside stellar debris and detritus. 
  Void Shield: This Component counts as a ship’s Void Shield, 
  giving the ship one void shield.
  
  157
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  IV: Starships Expanded
  Charged particle repulsion effect: The ship does not suffer 
  penalties to Manoeuvre Actions when travelling through 
  nebulas, ice rings, plasma clouds or other celestial phenomena 
  consisting primarily of small particles. 
  Repulsor Shield Array
  These standard void shield arrays have had their frequencies 
  adjusted to better brush aside stellar debris and detritus. 
  Void Shield: This Component counts as a ship’s Void Shield, 
  giving the ship two void shields.
  Charged particle repulsion effect: The ship does not suffer 
  penalties to Manoeuvre Actions when travelling through 
  nebulas, ice rings, plasma clouds or other celestial phenomena 
  consisting primarily of small particles. 
  SHIP’S BRIDGE
  The starship’s bridge is the brain to the plasma drive’s heart, 
  commanding and directing the vessel.
  Exploration Bridge
  A bridge favoured by the Explorators of the Mechanicus, 
  its cogitation circuitry provides optimum interface with 
  hololithic charts and auger arrays. 
  Long Range Scanning: This ship gains +5 Detection when 
  using Active Augury. 
  Navigation Records: When working towards an Exploration 
  objective, the players earn an additional 50 Endeavour Points. 
  CREW QUARTERS
  Bunks, mess-halls, and other living arrangements for the 
  countless thousands aboard a starship.
  Clan-kin Quarters
  The ship’s crew is made up of a ‘kin-brotherhood’ of bonded 
  voidsmen. Tenaciously loyal, they see their ship as no different 
  than a homeworld, and will die to defend it. 
  For Hearth and Home!: All Command Tests to defend against 
  boarding and hit and run actions gain +5. In addition, all sources 
  of Morale loss are reduced by 1, to a minimum of 1. 
  Cold Quarters
  While the ship has regular quarters for its crew, this ship also 
  has ranks of cyro-stasis tubes ﬁlling its deep chambers. Here 
  the captain stores ‘surplus’ crew...until they are needed. This 
  component does include regular crew quarters, in addition to 
  the cryo-stasis tubes. 
  Manpower Reserves: Once per game session, the ship’s 
  captain may choose to reduce one source of Crew Population 
  loss to zero. 
  Table 4–1: Essential Components
  Essential Components
  Appropriate Hull Types
  Power
  Space
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  158
  158
  158
  IV: Starships Expanded
  SUPPLEMENTAL 
  COMPONENTS
  Supplemental Components are not strictly ‘required’ to operate 
  a starship, but do enhance and augment a starship’s performance. 
  Unlike Essential Components, multiples of the same type of 
  Component or even duplicates of the same Component may be 
  installed on the same ship, unless speciﬁcally stated otherwise.
  As is mentioned on page 202 of the ROGUE TRADER Core 
  Rulebook, 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. Prow weapons on a frigate, 
  transport, or raider may only be ﬁred to the fore ﬁre arc. Prow 
  weapons on ships of a light cruiser size and larger may be 
  ﬁred to the fore, port, and starboard arc. 
  MACROBATTERIES 
  Macrobatteries are similar to many types of ground-based 
  artillery, but much, much larger. They ﬁre massive ordinance 
  over tens of thousands of kilometres in huge salvos, to 
  overwhelm their targets.
  Jovian-pattern Missile Battery
  This unusual weapon system relies on medium-ranged missile 
  pods rather than more ‘conventional’ macro-batteries. The 
  pods are mostly outside the hull and can ﬁre all their missiles 
  in one immediate, devastating salvo, an advantage tempered 
  by the lengthy time it takes to reload them.
  Labour Intensive: This Weapon Component may only ﬁre 
  every other turn. 
  Lathe-pattern Grav-culverin Broadside
  The strange orbital dance of the three planetoids that make 
  up the Lathe forgeworlds has given the magos there a unique 
  insight into the ancient art of grav-weaponry, using strange 
  forces to hurl warheads at tremendous speeds. Due to the 
  unique methods of propulsion, variant warheads can also 
  be ﬁred through the grav-culverin, including self-propelled 
  ordinance for greater range. 
  Broadside: This weapon Component must occupy a Port or 
  Starboard Weapon Capacity slot.
  Self-propelled warhead: Before ﬁring this weapon, the ﬁrer 
  may choose to increase the range of this weapon by 2 VUs. If 
  he does so, the damage of each shot is decreased to 1d10+1. 
  Mezoa-pattern Macrocannons
  The forge world of Mezoa has long advocated 
  a modiﬁcation of the standard Mars-pattern 
  Macrocannons to increase damage at the cost 
  of range and space. 
  Pyros Melta-cannons
  These squat, oversized, and highly insulated macrocannon 
  are designed speciﬁcally to ﬁre shells tipped with powerful 
  melta-charges that detonate with furious heat. 
  Inferno: Whenever this Weapon Component inﬂicts a 
  Critical Hit, it is automatically a Fire! Critical. 
  Sunsear Las-broadside
  With enough power, a ship of the line can mount entire 
  broadsides of long ranged laser weaponry, giving it impressive 
  offensive reach. 
  Broadside: This weapon Component must occupy a Port or 
  Starboard Weapon Capacity slot. 
  LANCES
  Lances are mighty beams of energy generated by dozens of 
  projectors, designed to circumvent a starship’s armour by 
  cutting straight through it. 
  Sunhammer Lance
  Narrowing the focus aperture on the STC Titanforge allowed the 
  Lathes to boost range without unduly decreasing its power. 
  Sunhammer Lance Battery
  A single Sunhammer lance proved successful enough that 
  they have also been constructed in batteries. 
  
  159
  159
  159
  IV: Starships Expanded
  CARGO AND PASSENGER 
  COMPARTMENTS
  Such components are vital for any Rogue Trader who wishes 
  to earn wealth through trade or criminal enterprise. 
  Shadowblind Bays
  Behind and beneath each standard cargo bay is hidden a 
  second, ‘mirror hold,’ void-shielded and static-screened 
  against any prying auspexes. 
  Mirror Bays: When working towards a Trade objective, the 
  players earn an additional 50 Achievement Points. When working 
  towards a Criminal objective, the players earn an additional 75 
  Achievement Points. Location of these bays when their systems 
  are engaged requires an Arduous (–40) Scrutiny Test. 
  Xenos Habitats
  Dealing with xenos is dire heresy to the Imperium—not that 
  a Rogue Trader would let that stand in the way of proﬁt. 
  Quarters that can simulate the environments of alien worlds 
  can further facilitate relations.
  Comfortable atmosphere: All Charm and Inquiry Tests 
  made with xenos aboard this vessel gain a +10 bonus. All 
  Objectives for Endeavours involving non-hostile dealings 
  with xenos races gain an additional 50 Achievement Points. 
  Suspicious: Most Imperial citizens are taught from birth to 
  distrust the xenos. Decrease the ship’s Morale permanently by 2. 
  AUGMENTS AND ENHANCEMENTS
  There are countless devices and systems for boosting a 
  starship’s performance, protecting it against danger, or aiding 
  it in the completion of its missions.
  Auxiliary Plasma Banks
  A ship’s drive can produce more power if equipped with extra 
  banks of plasma generation and containment systems. Of 
  course, there is a danger associated with housing additional 
  hab-block sized containers of plasma aboard a starship.
  Volatile Power: This Component generates power, rather 
  than requiring it. If this Component is ever damaged, the ship 
  containing it takes 1d5 damage directly to Hull Integrity, and 
  its plasma drive is set on ﬁre. 
  “Storm” Drop Pod Launch Bays
  Honeycomb launch structures cluster along the vessel’s keel, ready 
  to spit drop pods full of assault forces on helpless planets below. 
  Steel Rain: When working towards a Military objective, 
  the players earn an additional 50 Endeavour Points towards 
  completing that objective.
  Drop Pod Deployment: The players may use drop pods (see 
  page 182). The “Storm” design is equipped to hold 20 pods, 
  although it may only launch 10 every 30 minutes or so (in other 
  words, it may launch 10 pods every Strategic Turn). The pods 
  must be recovered from the planet’s surface before being reused. 
  Empyrean Mantle
  Most dirt-dwellers would ﬁnd the idea of hiding something as 
  large as a starship to be ridiculous. Of course, most dirt-dwellers 
  have no idea just how utterly vast space is. With the right energy 
  bafﬂes and screens to diffuse and mask energy signatures, a ship 
  can become nothing more than a hole in the void. 
  Shadow in the Void: When travelling on Silent Running, 
  all Tests to detect this vessel have their Difﬁculty increased 
  by two degrees. When completing a Criminal objective, the 
  players earn an additional 50 Endeavour Points. 
  External: This Component does not require hull space. 
  Although it is external, it can only be destroyed or damaged 
  by a Critical Hit. 
  Reinforced Prow
  Though not as imposing as the titanic adamantium beaks 
  of cruisers, a reinforced prow can offer crucial protection to 
  smaller vessels, or any ship that wishes to mount forward-
  facing weaponry. 
  Adamantine Plates: This ship gains +2 Armour in its front arc 
  only. This ship also does 1d5 additional damage when ramming. 
  Table 4—2: Lances and Macrobatteries
  Supplemental 
  Components
  Appropriate Hull Types
  Power
  Space SP
  Strength Damage
  Crit 
  Rating
  Range
  Macrobatteries
  Jovian Missile Battery
  All Ships
  3
  1
  1
  5
  1d10+1
  6
  6
  Lathe Grav-culverin 
  Broadside
  Light Cruisers, Cruisers
  5
  5
  1
  6
  1d10+3
  6
  5
  Mezoa Macrocannons
  All Ships
  4
  4
  1
  4
  1d10+3
  5
  5
  Pyros Melta-cannons
  All Ships
  4
  3
  2
  3
  1d10+4
  4
  4
  Sunsear Las-broadside
  Light Cruisers, Cruisers
  9
  6
  1
  6
  1d10+2
  4
  9
  Lances
  Sunhammer Lance
  All Ships
  9
  4
  2
  1
  1d10+3
  3
  9
  Sunhammer Lance Battery
  All Ships
  13
  6
  2
  2
  1d10+3
  3
  9
  
  160
  IV: Starships Expanded
  ADDITIONAL FACILITIES
  There are a wide variety of Components that serve a multitude 
  of varying purposes aboard a starship. Each of the following 
  Components may only be added to a starship once unless 
  speciﬁed otherwise. 
  Arboretum
  Only the richest shipmasters can afford to devote so much 
  space and resources to growing gardens aboard their vessel. 
  Replenishing supplies: Double the time a ship may remain 
  at void without suffering Crew Population or Morale loss. 
  Increase Crew Population permanently by +2.
  Asteroid Mining Facility
  For some traders, trading minerals and materials is not 
  enough. They prefer to harvest their proﬁts directly. 
  An asteroid mining facility consists of bays of 
  mining lighters, tractor ﬁelds, adamantine drills, 
  vast internal reﬁneries and stowage bunkers 
  for the minerals mined. A single ship can 
  remain amongst an asteroid ﬁeld for decades, accumulating a 
  vast wealth in minerals. However, an asteroid mining facility 
  dominates a starship. 
  Mining Rig: An asteroid mining facility Component allows 
  a vessel to conduct mining operations in an asteroid ﬁeld (or 
  similar location). This allows the vessel’s crew to construct a 
  Trade Endeavour based on those operations (see ROGUE TRADER 
  page 277). When completing this Endeavour’s objectives, the 
  players earn an additional 200 Endeavour Points. 
  Astropathic Choir-chambers
  Though all ships have a speciﬁc area set aside for the use of their 
  Astropathic Choir, some ships have vast chambers speciﬁcally 
  designed to amplify astropathic signals and boost the power 
  and effectiveness of the ship’s Astropath Transcendent. 
  Psy-locus: When performing Astro-telepathy in this 
  Component, an Astropath gains a +10 bonus to his Focus 
  Power Test. While occupying this Component during Space 
  Combat, any psychic powers the Astropath uses have their 
  range increased by 5 VUs. 
  Table 4–3: Supplemental Components
  Supplemental Components
  Appropriate Hull Types
  Power
  Space
  SP
  Macrobatteries
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  161
  IV: Starships Expanded
  Broadband Hymn-casters
  Broadcast towers ﬂood all frequencies with deafening hymns to the 
  God-Emperor, jamming communications and terrifying enemies. 
  Heathen or renegade ships have been known to use similar 
  systems, though the nature of their ‘hymns’ is very different. 
  Deafening: If this system is activated, all other ships must make 
  a Difﬁcult (–10) Tech Use Test in order to use vox or other 
  broadcast communications while within 30 VUs of this vessel.
  Terrifying: When this system is activated, characters aboard 
  this vessel gain +10 on all Intimidate Tests against all ships 
  within 30 VUs. 
  External: This Component does not require hull space. 
  Although it is external, it can only be destroyed or damaged 
  by a critical hit. 
  ARCHEOTECH 
  COMPONENTS
  These artefacts from the Dark Age of Technology can greatly 
  boost the effectiveness of the starship that carries them. 
  As stated on page 206 of ROGUE TRADER, all Archeotech 
  Components are only available through a Complication or 
  Background Package that allows them, certain results on the 
  Warrant Generation Path (see page 34), or if the GM makes 
  them available over the course of the game.
  Castellan Shield
  Some of the oldest Imperial vessels are blessed with “Castellan” 
  class void shields. These shields are far superior to current void 
  shields, and their multiple banks of fail-safe circuit breakers 
  means they can remain up under far-greater stresses. 
  Void Shield: This Component counts as a ship’s Void Shield, 
  giving the ship one void shield.j
  Fail-safes: Once per Strategic Round, during one opponent’s 
  Strategic Turn, the ship’s Enginseer Prime may make a 
  Difﬁcult (–10) Tech-Use Test. This does not count as the 
  Enginseer’s Extended Action. If he succeeds, the ship doubles 
  its number of Void Shields for the duration of a single 
  opponent’s Strategic Turn. 
  !This must be used as a ship’s Void Shield. 
  Castellan Shield Array
  Only a very few Imperial ships are blessed with “Castellan” 
  class void shields, and even fewer are ships of the line. These 
  shields’ multiple banks of fail-safe circuit breakers take up a 
  great deal of room, but mean they can remain up under even 
  more stress than a single Castellan Shield. 
  Void Shields: This Component counts as a ship’s Void 
  Shields, giving the ship two void shields.j
  Fail-safes: Once per Strategic Round, during one opponent’s 
  Strategic Turn, the ship’s Enginseer Prime may make a 
  Difﬁcult (–10) Tech-Use Test. This does not count as the 
  Enginseer’s Extended Action. If he succeeds, the ship doubles 
  its number of Void Shields for the duration of a single 
  opponent’s Strategic Turn.
  !This must be used as a ship’s Void Shield. 
  Cogitator Interlink
  Though the creation of true artiﬁcial intelligence is one of 
  the darkest heresies of the Adeptus Mechanicus, this was 
  not always so. The Men of Iron were the most infamous 
  example of such technology, but the Dark Age of Technology 
  generated many others. The cogitator interlink is designed 
  to amplify the starship’s core cogitator, enhancing the ship’s 
  operations considerably. 
  Sophisticated cogitation operation: This starship’s Crew 
  Rating gains a +5 bonus. 
  Energistic Conversion Matrix
  Ancient technology from mankind’s dark past, the conversion 
  matrix allows raw power to be diverted directly into a ship’s 
  drive tube when required, giving the ship an increase in thrust. 
  Redirect Power to Engines: The ship’s captain can choose 
  to activate the conversion matrix at any time as a free 
  action. When he does so, he decreases the amount of Power 
  generated by the ship and increases its Speed value. Frigates 
  and raiders can exchange 3 Power for 1 Speed. Light cruisers 
  can exchange 4 Power for 1 Speed. Transports and Cruisers 
  can exchange 5 Power for 1 Speed. A ship’s Speed value 
  cannot be increased by more than 5 using this Component. 
  A captain may divert Power being used to power other 
  Components, however, if he does so, the Component 
  becomes unpowered for as long as the conversion 
  matrix is used. 
  
  162
  IV: Starships Expanded
  Gyro-stabilisation Matrix
  Ancient stacks of gilded calcu-logi cogitators aid in the 
  computations of the starship’s manoeuvres, compensating for 
  human error and ensuring maximum performance. 
  Aid of the machine-spirit: When this ship performs the Adjust 
  Speed and Bearing, Come to New Heading, and Evasive 
  Manoeuvres Manoeuvre Actions, its Pilot (Space Craft) + 
  Manoeuvrability Test counts as Challenging. 
  Staravar Laser Macrobattery
  Humanity’s grasp of laser weapon technology was once much 
  greater than even the greatest Magos of a Forge can replicate. 
  However, such weapons can still be found scattered amongst 
  the vast reaches of the Imperium. Though a weapon such as the 
  Staravar does not do substantially more damage than other laser 
  macrobatteries, it uses substantially less power to do so. 
  Macrobattery: Except where speciﬁed otherwise, this 
  weapon Component follows all rules for Macrobatteries. 
  Star-ﬂare Lance
  The Star-ﬂare Lance is a dangerous relic constructed at the 
  pinnacle of mankind’s technical prowess during the Dark 
  Age of Technology. The massive lance is powered by an 
  ill-understood power source that keeps the beam focused 
  on its target for a sustained period of time, raking across 
  enemy ships.
  Pinpoint accuracy: This weapon scores an additional hit for 
  every two degrees of success, rather than every three.
  Large: This weapon may only be placed on ships of light 
  cruiser size and larger.
  Lance: Except where speciﬁed otherwise, this weapon 
  Component follows all rules for Lances.  
   
  Ship Upgrades
  “I ﬁnd them so much more reliable than a regular crew. Not only will 
  they throw themselves to certain destruction at a word, but there is 
  inﬁnitely less complaining when they do so.”
  –Lord-captain Honorus Vax, on the virtues of servitors
  O
  ne of the reasons few Imperial starships are alike, 
  even when built from the same basic template, is that 
  over the centuries a starship is in service it undergoes 
  innumerable customisations and modiﬁcations. This holds 
  doubly true for a Rogue Trader’s vessel. Not only has the ship 
  likely been passed down through generations of captains, but 
  it is also ﬂown to the far reaches of the galaxy, where regular 
  and reliable maintenance is impossible to come by. Repairs 
  can be ‘unconventional’ at best. In addition, a wise Rogue 
  Trader knows when and how to customise his vessel to suit 
  his needs. 
  Upgrades to ships, their supplies, and crews offer afﬂuent 
  Explorers additional means to improve their ship without 
  acquiring or replacing Components or obtaining a new hull. 
  Instead, upgrades augment a ship’s existing Components. 
  They can be anything from longer range macrocannons to an 
  extensive stock of starcharts. 
  Upgrades are purchased in the same manner as any other 
  Acquisition, and can be obtained for any ship. There are 
  bonuses for Craftmanship for upgrades. However, although 
  a player may only purchase one starship upgrade per 
  Acquisition Test, there is no bonus for doing so. Essentially, 
  the only modiﬁer to an Acquisition Test to purchase a ship 
  upgrade is the rarity of said upgrade and the craftmanship of 
  the upgrade. 
  Unless speciﬁed otherwise, a ship upgrade may only be 
  purchased once for a particular ship. 
  Table 4–4: Archeotech Components
  Archeotech Components
  Appropriate Hull Types
  Power
  Space
  SP
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  Table 4—5: Archeotech Weaponry
  Archeotech Weapons
  Appropriate Hull Types Power
  Space SP
  Strength Damage Crit Rating Range
  Macrobatteries
  Staravar Laser Macrobattery All Ships
  4
  4
  2
  4
  1d10+2
  4
  12
  Star-ﬂare Lance
  Light Cruisers, Cruisers
  12
  6
  3
  3
  1d10+3
  3
  7
  
  163
  IV: Starships Expanded
  ATOMICS
  Atomics are ancient weapons of widespread destruction, terrible 
  devices that haunted humanity long before it reached the stars. 
  In the Dark Age of Technology and the Age of Strife, atomics 
  turned many worlds into scoured, radioactive wastelands. They 
  were some of humanity’s most powerful weapons of war. 
  In the age of the Imperium, however, atomics have since 
  fallen out of favour. Simply put, the militant Adepta and 
  the Imperial Inquisition have better ways to destroy worlds. 
  Cyclonic torpedoes and virus bombs can slay whole planets 
  in a matter of hours, or even minutes. On the other hand, 
  even hundreds of atomic warheads will not destroy a world 
  outright—instead polluting the biosphere and slowly choking 
  life with palls of intensely radioactive soot. 
  In game terms, a single atomic has the power to destroy 
  a hive spire between ﬁve and 10 kilometres across. It can 
  also be adapted to be mounted in a torpedo or ﬁred from 
  a macrocannon. Any Weapon Component ﬁring an atomic 
  makes one shot. If it hits its target, it does 1d5+4 hits doing 
  1d10+6 damage each. Void shields and armour will protect 
  against this normally, however, all damage should be added 
  together as if it were a single salvo.
  If an atomic was detonated within a starship or station, 
  however, its destruction would be guaranteed. 
  Atomics may be Acquired multiple times. However, each 
  Acquisition of atomics only grants one atomic. An atomic 
  may be ﬁred from a shipboard macrocannon—so long as 
  it ﬁres projectiles (the ﬁnal determiner of whether or not a 
  macrocannon ﬁres projectiles—as opposed to laser blasts or 
  plasma shots, for example—is the GM). If an atomic is ﬁred 
  in this manner in starship combat, a character must make a 
  Ballistic Skill Test as an Extended Action to hit a single target 
  within range of the macrocannon; a successful hit has the 
  aforementioned effects. The remainder of the macrocannons 
  in the battery may ﬁre as normal, and thus the macrobattery 
  may still ﬁre as normal as part of the ship’s Shooting Action.
  It is, of course, entirely possible for players to invent other 
  ways to use atomics, such as hit-and-run attacks. The GM 
  should allow any reasonable idea a chance to succeed, although 
  the GM is the ﬁnal arbitrator of what is “reasonable.” 
  Poor Craftsmanship Atomics are less reliable, and only do 
  1d5+2 hits. Good Craftsmanship Atomics do 1d5+5 hits, 
  while Best Craftsmanship Atomics do 10 hits. 
  CHERUBIM AERIE
  Most Imperial starships have a population of cherubim 
  servitors. Though they are useful for aiding in menial tasks, 
  the lowborn crew distrust them and say they cause harm and 
  mischief. To house them (and isolate them from the crew), 
  many captains construct specialised aeries in the vaulted 
  upper reaches of the cargo bays and larger corridors. 
  A cherubim aerie decreases crew Morale permanently by 
  1. However, when completing an Objective for an Endeavour, 
  the aerie grants 1d10+10 additional Achievement Points. 
  This bonus can only be applied once per Objective.
  Poor Craftsmanship Aeries permanently decrease Crew 
  Morale by 2 instead of 1 (as they do a worse job of isolating the 
  cherubim from the crew). Good and Best Craftsmanship Aeries 
  grant 1d5+15 and 20 Achievement Points, respectively. 
  CREW IMPROVEMENTS
  Although some Rogue Traders see their crew merely as an 
  expendable resource that is easily replenished, others prefer to 
  take better care of their subordinates. The reasons for this range 
  from the compassionate—the Rogue Trader genuinely cares 
  about his “charges,” to the pragmatic—a happier, better-trained 
  crew may perform their duties better than resentful vassals. 
  Whatever the reason, these improvements could take any 
  number of forms, from better provisions for the mess, uniforms 
  to promote loyalty, or even extended training regimes. These 
  improvements grant a permanent +2 bonus to Crew Morale.
  Poor Craftsmanship Crew Improvements only grant a 
  permanent +1 bonus to Crew Morale. Good Craftsmanship 
  Crew Improvements grant a +3 bonus, while Best 
  Craftsmanship Crew Improvements also grant a +5 to the 
  ship’s Crew Rating. 
  OSTENTATIOUS DISPLAYS OF WEALTH
  Even a Rogue Trader who prefers a more modest and 
  unassuming lifestyle (and there are plenty who do not) 
  understands the power of appearances. To instil the proper 
  mix of respect, awe, and fear, many Rogue Traders decorate 
  the interiors and exteriors of their vessels with all manner of 
  costly ornamentation. Whether ancient pieces of archaeotech, 
  hallways encrusted with jewels and precious metals, or even 
  strange examples of xenos art, these displays serve as a 
  constant reminder to the Rogue Trader’s guests—if wealth is 
  power, their host is not someone they should wish to cross.
  This upgrade provides a +10 bonus to any Social Skill 
  Tests made to inﬂuence visitors aboard the vessel. In addition, 
  when working towards a Trade or Criminal objective, the 
  players earn an additional 25 Achievement Points.
  Poor Craftsmanship Displays of Wealth actually impose a 
  –10 penalty to Social Skill Tests and do not grant additional 
  Achievement Points (as tacky and shoddy displays often inspire 
  derision and poor impressions, rather than the intended goal). 
  This is not to say that some Rogue Traders do not pursue such 
  things—Jeremiah Blitz, for example, makes a point of ﬁlling 
  his trophy rooms with trashy objets d’art that the former rogue 
  and gambler ﬁnds appealing. Good and Best Craftsmanship 
  displays, on the other hand, grant a +15 and +20 bonus to 
  Social Skill Tests, respectively (rather than the +10). 
  SERVITOR CREW
  In some cases, a starship captain will choose to forego a 
  crew of ﬂesh and blood. In their place, he will command 
  a ship of servitors. Often he will keep only a close cadre of 
  trusted senior ofﬁcers. More rarely, he may be the only 
  unaltered human left on his ship. Servitors are less 
  skilled than a human crew, and unable to adapt to 
  changing situations. However, having a crew that 
  is resistant to injury and will always follow 
  orders can have its advantages. 
  
  164
  IV: Starships Expanded
  Having a servitor crew imposes a –10 to any Ballistic Skill 
  Tests to ﬁre the ship’s weapons, as well as a –10 to all Command 
  Tests made aboard the ship. In addition, the ship may not initiate 
  boarding actions. Finally, the ship’s Crew Population can only be 
  replenished by forge or hive worlds, and cannot be replenished 
  through pressgangs or emptying a world’s prisons. 
  In exchange, however, the ship always counts Morale as 
  100 as long as it has a Servitor Crew, and all Crew Population 
  losses are reduced by half (to a minimum of 1). An Explorer 
  must also make a Tech Use Test (as opposed to a Medicae 
  Test) when performing a Triage action. A servitor crew has a 
  Skill Characteristic rating of 30.
  Poor Craftsmanship Servitor Crews have a Skill 
  Characteristic rating of 20. Good and Best Craftsmanship 
  Servitor Crews have a Skill Characteristic rating of 35 and 
  40, respectively. At the GM’s discretion, certain Components 
  such as a Temple-shrine or Clan-kin Quarters may no 
  longer provide their beneﬁts to a Servitor Crew, while other 
  Components—such as a Servitor Reclaimation Bay—may 
  not impose their usual penalties. 
  STARCHART COLLECTION
  It is a very lucky ship’s captain that has access to a collection 
  of starcharts, and even more so if those starcharts are actually 
  accurate. Such starcharts are full of information about the Koronus 
  Expanse—stable warp routes, lost words, and safe havens to 
  replenish crew and supplies. Often, this information is hard won, 
  costing countless ships, and the lives of their crew. 
  A starchart collection allows a ship’s Navigator to reduce 
  warp travel times by 1d5 days, to a minimum of one. In 
  addition, when working towards an Exploration Objective, 
  the players receive an additional 25 Achievement Points. 
  A Poor Craftsmanship Starchart Collection imposes a –10 
  penalty when rolling on the Warp Travel Encounters Table. 
  Good charts reduce travel times by 1d5+5 days (to a minimum 
  of one), while Best charts also grant a 50 Achievement Point 
  Bonus, instead of 25. 
  STORM TROOPER DETACHMENT
  It is not common for a civilian vessel to have 
  a contingent of Imperial Storm Troopers—
  an elite regiment of soldiers trained in 
  the Schola Progenium and assigned across the Imperium. 
  However, those Rogue Traders with connections amongst 
  the Imperium can sometimes requisition such soldiers from 
  friends in the Imperial Guard.
  Shipboard Storm Troopers are specially trained in boarding 
  activities and ship security. To obtain Storm Troopers, a captain 
  must have a Contact or Good Reputation with the Imperial 
  Guard, in addition to the usual Acquisition requirements. 
  A Storm Troopers detachment has too few numbers 
  to launch full-scale boarding actions against other ships. 
  However, when it comes to hit and run raids, Storm Troopers 
  are deadly efﬁcient, and when put in charge of defending 
  against boarders, they are likewise skilled and ruthless. 
  When a ship with a Storm Troopers detachment conducts a 
  hit and run raid, the raid doubles the amount of Hull Integrity 
  damage dealt. When a ship with a Storm Troopers detachment 
  wins an opposed Command Test while defending in a boarding 
  action, it adds 1d5 to the damage inﬂicted to Crew Population. 
  There are no Poor Craftsmanship Storm Troopers; a Storm 
  Trooper is by nature extremely well-trained. Good and Best 
  Craftsmanship detachments have even better training in 
  shipboard and zero-gee tactics, and grant a +5 and +10 
  bonus to opposed Command Tests, respectively. 
  TURBO-WEAPON BATTERIES 
  Turbo-weapons are not actually weapons, but a class of 
  upgrades built into macrobatteries. Increased power, recoil 
  compensators, and even more potent propellants all can be 
  used to make shots ﬁre further and more accurately. 
  The turbo-weapons upgrade allows a single macrobattery 
  weapon component to ignore the penalties for ﬁring at double 
  its normal range. This upgrade may be acquired multiple 
  times, once for each macrobattery. 
  Poor Craftsmanship Turbo-weapon Batteries decrease the 
  Range of the weapon component they upgrade by 1. Good 
  Craftsmanship Turbo-weapon Batteries increase the range 
  of the weapon component they upgrade by 1, and Best 
  Craftsmanship adds a +5 to all Ballistic Skill Tests made to 
  ﬁre that weapon. 
  VAULTED CEILINGS 
  Imperial ships are known for their cathedral-like designs. 
  However, some captains go even further, sacriﬁcing space 
  to give their ships towering corridors with vaulted, gilded 
  ceilings that seem more appropriate for a planet-bound 
  cathedral than a starship. Some captains have the arching 
  expanses covered with ornate murals extolling their deeds and 
  the accomplishments of their ancestors—real or imagined. 
  This upgrade reduces the ship’s space by 1 for raiders, 
  2 for frigates and transports, 3 for light cruisers, and 4 for 
  cruisers and higher. However, it permanently increases the 
  crew’s Morale by 5. 
  Poor Craftsmanship versions reduce the ship’s space by 
  an additional +1. Good Craftsmanship versions permanently 
  increase the crew’s Morale by 7, while Best Craftsmanship 
  versions increase the crew’s Morale by 10. 
  Table 4—6: Upgrades 
  Upgrade
  Rarity
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  165
  IV: Starships Expanded
  Example Rogue 
  Trader Vessels
  As an alternative to building a spacecraft, players can use their Ship 
  Points to purchase one of the following quick-start vessels instead. 
  These pre-constructed ships have a history in the Calixis Sector 
  and Koronus Expanse, and each is designed with a different set of 
  goals in mind. Each ship has a Ship Point price included. 
  ETERNAL PRAETORIAN 
  Hull: Light Cruiser
  Class: Repurposed Lathe-class Monitor-cruiser
  Dimensions: 4.3 km long, .5 km abeam at ﬁns approx
  Mass: 20 megatonnes, approx. 
  Crew: 52000 crew, approx. 
  Accel: 4 gravities max. sustainable acceleration
  The Eternal Praetorian is a Lathe class monitor-cruiser, a light 
  cruiser based on design unearthed during the crusade that 
  conquered the Calixis Sector. Provided to the Explorator 
  Fleets of Magos Thule, the Praetorian was at the forefront of 
  the famed quest for a stable route into the Koronus Expanse, 
  and it was there, somewhere amongst the warp-tempests 
  of the Great Warpstorms, that it was lost with all hands in 
  M41.189. 
  Five hundred years later, the limping tramp freighter of 
  Rogue Trader Orolshan was forced to leave the warp in the 
  midst of its traverse of the Maw. There, drifting around the 
  dead planet known as the Witch-Cursed World was the Eternal 
  Praetorian. The ship was dead, cold, and deserted—without a 
  trace of its crew. Orolshan, however, was unwilling to pass up 
  the opportunity. His enginseer managed to re-light her drive, 
  and a prize crew took her to Port Wander. Since then, the 
  Praetorian has served a number of captains—each reporting 
  strange occurrences and an ill aura surrounding the vessel. 
  Some say an echo of the former crew remains on the ship, and 
  certainly something constantly disturbs the low-decks crews. 
  However, having such a stout and unﬂagging vessel under their 
  command means captains are willing to overlook the rumours. 
  Speed: 6  
   
  Manoeuvrability: +15
  Detection: +36  
  Hull Integrity: 63
  Armour: 20 
   
  Turret Rating: 1
  Space: 60 (Used: 60) 
  Power: 60 (Used: 60)
  Weapon Capacity: Prow 1, Port 1, Starboard 1
  SP Total Cost: 59
  Essential Components
  Hull, Strelov 2 Warp Engine, Geller Field, Jovian Pattern 
  Class 3 Drive, Void Shield, Explorator Bridge, Vitae Pattern 
  Life Sustainer, Voidsmen Quarters, Deep Void Auger Array
  Optional Components 
  Prow Titanforge Lance Battery, Port Mars Pattern Macrocannon 
  Broadside, Starboard Mars Pattern Macrocannon Broadside, 
  Crew Reclamation Facility, Extended Supply Vaults, Cargo 
  Hold and Lighter Bay
  Complications
  Haunted, Resolute
  CHOOSING THE ETERNAL 
  PRAETORIAN
  Players will ﬁnd the Eternal Praetorian extraordinarily 
  well-suited for exploration. Though technically light 
  cruisers, the Lathe class are slower and better armoured 
  than their cousins, and the Eternal Praetorian is no 
  exception. Additional supply bunkers and a higher 
  than normal stock of servitors mean the ship can spend 
  years in the deep void, although this means the ship 
  has less cargo space than other ships of comparable 
  size. All in all, the Eternal Praetorian is a self-sufﬁcient 
  ship that can explore the far reaches of the void while 
  surviving anything a hostile universe can throw it. 
  
  166
  IV: Starships Expanded
  MEASURED RESPONSE
  Hull: Raider
  Class: Converted Cobra class Naval destroyer
  Dimensions: 1.5 km long, .3 km abeam at ﬁns approx
  Mass: 5.5megatonnes, approx.
  Crew: 15500 crew, approx. 
  Accel: 6.6 gravities max. sustainable acceleration
  The Measured Response is a heavily converted Cobra Class 
  destroyer. Laid down in Scintilla’s primary naval drydocks 
  in the year M40.980, it spent the next 250 years serving 
  uneventfully throughout the Calixis Sector until it was 
  decommissioned from Battleﬂeet Calixis and sold. 
  The buyer, a wealthy noble’s son, removed the ship’s torpedo 
  tubes—replacing them with multiple plasma macrocannons—
  and used the torpedo stowage for cargo holds. He christened the 
  new ship the Measured Response and departed for Port Wander 
  and the Koronus Passage, but the ship was soon hijacked by a 
  succession of ruthless pirate captains. Eventually, the Rogue Trader 
  Van Royyl met the Measured Response in M41.692, boarding, 
  capturing, and taking it as a prize, then selling it to recoup costs. 
  Although its pirate days are over, there are still many who desire 
  revenge against the ship, no matter who crews it.
  Some crew report that the ship’s auger arrays are unusually 
  sensitive when searching for other vessels, as though hundreds 
  of years of piracy leave the ship eager for its next victim. 
  Speed: 10  
  Manoeuvrability: +27
  Detection: +20  
  Hull Integrity: 30
  Armour: 14 
   
  Turret Rating: 1
  Space: 35 (Used: 35) Power: 45 (Used: 42)
  Weapon Capacity: Dorsal 1, Prow 1
  SP Total Cost: 35
  Essential Components
  Strelov 1 Warp Engines, Geller Field, Jovian Pattern Class 
  2 Drive, Void Shield, Combat Bridge, M-1.r Life Sustainer, 
  Pressed-Crew Quarters, M-201.b Auger Array 
  Supplemental Components 
  Dorsal Mars Pattern Macrocannons, Prow Ryza Pattern 
  Plasma Battery, Cargo Hold and Lighter Bay, Augmented 
  Retrothrusters, Empyrean Mantle
  Complications
  Turbulent Past, A Nose for Trouble
  CHOOSING THE MEASURED 
  RESPONSE
  As a former pirate vessel, the Measured Response is built 
  to attack swiftly and ﬂee quickly if it goes up against 
  anything it cannot handle. It is not designed to haul 
  large quantities of cargo—players who are interested 
  in bulk trading should look elsewhere. However, its 
  speed and weaponry means it can transport small, high 
  value cargoes that others might want to steal, or even 
  allow players to steal those cargoes from others. 
  
  167
  IV: Starships Expanded
  BOUNTY OF SCINTILLA 
  Hull: Transport
  Class: Re-appropriated Loki-class Q-ship
  Dimensions: 2 km long, .4 km abeam at ﬁns approx
  Mass: 8 megatonnes, approx. 
  Crew: 18000 crew, approx. 
  Accel: 6.6 gravities max. sustainable acceleration
  When the Bounty of Scintilla ﬁrst arrived in the Expanse, it had 
  already spent centuries faithfully plying the trade routes of the 
  Calixis Sector. It was brought to Port Wander by the Naval 
  Commander stationed there, as part of her plan to combat 
  piracy. After ﬁve years in the yards, the Bounty of Scintilla 
  began running the Koronus Passage to Furibundus.
  Pirates soon learned to their misfortune that the Bounty 
  of Scintilla was no mere trader. Beneath its battered hull, 
  the trader sported reinforced armour and powerful weapons. 
  Under a succession of captains the ship slew a score of 
  raiders, and even when it was retired and sold, it kept its 
  fearsome reputation amongst the lawless. The Bounty of 
  Scintilla retained its masked weapons, and the interior is full 
  of hidden sniper-holes, secret passages, and trip-lasers that 
  make it a hazard for enemy borders. 
  Speed: 4  
   
  Manoeuvrability: +0
  Detection: +10  
  Hull Integrity: 40
  Armour: 14 
   
  Turret Rating: 1
  Space: 45 (Used: 45) 
  Power: 40 (Used: 40)
  Weapon Capacity: Dorsal 1, Prow 1
  SP Total Cost: 31
  Essential Components
  Hull, Strelov 1 Warp Engines, Geller Field, Lathe Pattern 
  Class 1 Drive, Void Shield, Commerce Bridge, M-1.r Life 
  Sustainer, Voidsmen Quarters, M-100 Auger Array 
  Supplemental Components 
  Dorsal Mars Pattern Macrocannons, Prow Starbreaker Lance 
  Weapon, 2 Main Cargo Holds, Armour Plating, Augmented 
  Retrothrusters, Tenebro-maze
  Complications
  Wolf in Sheep’s Clothing, Adventurous 
  CHOOSING THE BOUNTY OF 
  SCINTILLA
  The Bounty of Scintilla provides players with a transport 
  that can hold its own in a ﬁght against most pirates 
  and malcontents. The ship sacriﬁces some cargo space 
  to carry these weapons, but can still carry large cargos 
  at a hefty proﬁt. If players want to reap the rewards 
  of trade without ﬁnding themselves vulnerable, this 
  vessel is well suited for them. 
  
  168
  168
  IV: Starships Expanded
  SOVEREIGN VENTURE 
  Hull: Cruiser
  Class: Heavily modiﬁed Tyrant-class Naval cruiser
  Dimensions: 5 km long, .8 km abeam at ﬁns approx
  Mass: 28.5 megatonnes, approx.
  Crew: 100000 crew, approx. 
  Accel: 3.6 gravities max. sustainable acceleration
  Only a select few Rogue Traders can possess the power and 
  wealth to control a cruiser. The War-trader Malok Stellan was 
  one such individual, a war leader of great personal charisma. 
  After he aided the stricken Concordia Squadron during the 
  battles along the Jos’n Cometary Cloud, the Battleﬂeet gifted 
  him with a cruiser, still under construction in the yards. 
  Under Stellan’s guidance, the cruiser was crafted into a 
  veritable temple-fortress to the God Emperor, with a gilt portraits 
  on the outer hull and an extensive sanctum in the ship’s core. 
  Satisﬁed with his creation, Stellan christened the ship Sovereign 
  Venture and departed for the Expanse. Over the centuries, the 
  cruiser has been at the forefront of scores of campaigns, always a 
  beacon of Imperial power in a heathen wilderness. 
  Speed: 5  
   
  Manoeuvrability: +10
  Detection: +15  
  Hull Integrity: 72
  Armour: 20 (24 front) 
  Turret Rating: 2
  Space: 75 (Used: 75) 
  Power: 75 (Used: 72)
  Weapon Capacity: Dorsal 1, Prow 1
  SP Total Cost: 31
  Essential Components
  Hull, Strelov 2 Warp Engines, Geller Field, Jovian Pattern 
  Class 4 Drive, Repulsor Void Shield Array, Ship Master’s 
  Bridge, Vitae Pattern Life Sustainer, Pressed-Crew Quarters, 
  M-201.b Auger Array
  Optional Components 
  Port Mars Pattern Macrocannon Broadside, Starboard 
  Mars Pattern Macrocannon Broadside, Port Mezoa Pattern 
  Macrocannons, Starboard, Mezoa Pattern Macrocannons, Cargo 
  Hold and Lighter Bay, Compartmentalised Cargo Hold, Barracks, 
  Munitorium, Temple-Shrine to the God Emperor, Armoured 
  Prow, Augmented Retrothrusters, Broadband Hymn-casters
  Complications
  Emissary of the Imperator, Martial Hubris 
  CHOOSING THE SOVEREIGN VENTURE
  Players wishing to explore or trade will ﬁnd this ship 
  ill-suited for the task. However, the Sovereign Venture 
  provides players with one thing above all else, raw 
  power. Multiple decks of macrobatteries, heavy armour, 
  and the ability to transport entire regiments of soldiers 
  mean players can do more than trade and explore. They 
  can wage a true war against their opponents and turn 
  conﬂict into a proﬁtable venture. 
  
  169
  V: Vehicles
  VEHICLE 
  CLASSIFICATIONS
  •
  VEHICLE 
  CHARACTERISTICS
  •
  VEHICLE COMBAT
  •
  AERIAL COMBAT
  •
  SAMPLE VEHICLES
  
  170
  V: Vehicles
  Chapter V: 
  Vehicles
  “What I cannot crush with words, I will crush with the tanks of the 
  Imperial Guard!” 
  –Lord Solar Macharius
  T
  here is a wide range of vehicles in the 41st millennium, 
  from an average citizen’s ground vehicle and noble’s 
  speeder, to the mighty tanks of the Imperial Guard, 
  to the ﬂyers and spacecraft soaring high over a planet. For 
  a Rogue Trader, vehicles are essential tools. Heavy landers 
  and lifters are used to transport trade goods from orbiting 
  starships to a planet’s surface, and crewmembers and supplies 
  up from the planet to the starships above. The Rogue Trader’s 
  representatives use armoured speeders or luxury ground 
  transports to travel to essential meetings with dignitaries, 
  potential partners, and future rivals. And, when the Rogue 
  Trader must go to war, his soldiers are accompanied by a host 
  of tanks, transports, and armoured ﬂyers and landing craft. 
  The following chapter provides rules for using, purchasing, 
  and repairing vehicles in the Rogue Trader game, from 
  Sentinel walkers and civilian speeders, to the fearsome gun 
  cutters and massive mining walkers. 
  VEHICLE CLASSIFICATIONS
  There are ﬁve basic vehicle types: Ground vehicle, walker, 
  skimmer/hover, ﬂyer, and spacecraft. 
  Ground vehicles commonly use treads or tyres 
  as their means of locomotion. They’re as fast or 
  manoeuvrable as skimmers, and can’t handle rough 
  terrain like a walker, but they’re usually reliable, 
  easy to manufacture, and cheap. In the 
  Imperium, where skimmer tech is a 
  dying and arcane art more than a 
  science, ground vehicles are easily 
  the most common. 
  Walkers are a subtype of 
  ground vehicles that rely on two 
  or more mechanical legs to move. 
  These range from the ubiquitous 
  Imperial Guard Sentinel to the 
  fearsome Dreadnoughts of the 
  Adeptus Astartes. Though 
  they are slower than most 
  ground vehicles, walkers 
  are able to move through 
  terrain that would be 
  impassable to anything with tyres or treads, as well as climb 
  steep inclines, making them extremely useful on frontier 
  worlds and military situations. 
  Skimmer or hover vehicles use vertical jet engines or anti-
  grav technology to ‘skim’ above the ground. Skimmers are not 
  high altitude vehicles, and not as fast as true ﬂyers. However, 
  since they do not rely on aerodynamics to keep them aloft, 
  they are much more versatile, able to move as quickly or as 
  slowly as needed, make sharp turns, and even hover in place. 
  The Imperial Guard Valkyrie and Space Marine Land Speeder 
  are both skimmers. 
  Flyers are aircraft that use aerodynamic principles of lift 
  and powerful engines to remain aloft. They must be moving 
  at least half of their cruising speed at all times other than 
  takeoffs or landings to remain airborne—lest they crash 
  into the ground in a ball of ﬁre. This means ﬂyers are not as 
  versatile as skimmers. However they can ﬂy faster, higher, and 
  farther than any other vehicle besides spacecraft. 
  Spacecraft come in many different shapes and sizes, but 
  the ones dealt with here are on the small end of the spectrum: 
  shuttles and ﬁghter craft. These are used to transport goods 
  and people from a planet into orbit to rendezvous with larger 
  spaceships, or ﬁght other ﬁghter craft in the cold vacuum of 
  the void. Spacecraft are the only vehicles able to leave the 
  atmosphere of a planet. 
  
  171
  V: Vehicles
  VEHICLE 
  CHARACTERISTICS
  All vehicles share the same general characteristics in their 
  proﬁles, as listed below. 
  TACTICAL AND CRUISING SPEED
  Tactical speed is how fast a vehicle moves when in situations 
  requiring skilful handling, or when the vehicle is operating 
  in a limited or speciﬁc area, such as a parking area, narrow 
  canyon, or small ﬁeld. This is not the vehicle’s full speed, but 
  an abstraction of the distance it can move taking into account 
  turns, acceleration, driver distractions, and terrain. 
  Cruising speed is how fast a vehicle moves when it’s 
  travelling long distances or involved in a high speed situation 
  such as a chase along a hive roadway or mid-air dogﬁght.
  ARMOUR 
  A vehicle’s principle defence is Armour. Armour reduces 
  damage from attacks in the same manner as an individual’s 
  armour. 
  Vehicles may also have different Armour Points depending 
  on their facing. The front of a Leman Russ battle tank is 
  nigh invulnerable, for example, but a shot to the weaker rear 
  armour may have a devastating effect. 
  STRUCTURAL INTEGRITY
  This is a representation of how much damage a vehicle can 
  sustain before being destroyed. Like Wounds, Structural 
  Integrity is a ﬁxed number, and damage to Structural Integrity 
  remains on a vehicle until it is repaired. 
  A vehicle’s Structural Integrity can be affected by any 
  number of things, from the sturdiness of the materials used to 
  construct the vehicle to the amount of redundancy built into 
  critical systems. 
  WEAPONS
  Many vehicles in the Imperium are armed, ranging from a heavy 
  stubber on a Munitorium ﬁve-tonne hauler to the multiple 
  banks of forward-ﬁring lascannons aboard a Fury starﬁghter. 
  All vehicle weapon entries will include the statistics for 
  the weapon, whether it is controlled by the vehicle driver or 
  independently crewed, and its ﬁring arc. The arc indicates 
  whether the weapon can ﬁre to the vehicle’s front, left side, 
  right side, rear, or any combination thereof. 
  CARRYING CAPACITY
  A Land Speeder or motorbike only needs one driver, a shuttle 
  requires a pilot and co-pilot, and a battle tank often requires 
  a crew of at least four. The crew section indicates how many 
  people are needed to run the vehicle and their tasks. The 
  passenger number and cargo capacity indicates how many 
  passengers or how much weight the vehicle can handle. These 
  numbers should be considered ‘rough’ estimates, and the GM 
  should determine whether players may cram one more person in 
  their double-seat skimmer, or how many barrels of promethium 
  will ﬁt in the passenger compartment of their shuttle. 
  MANOEUVRABILITY
  A land speeder is extremely fast and agile, able to perform 
  complex manoeuvres and respond to the pilot’s every command. 
  A Vindicator Tank, however, is slow and unwieldy—more likely 
  to go through a building than around it. Although much of a 
  vehicle’s manoeuvring depends on the skill of the driver, some 
  vehicles are innately more manoeuvrable than others. This is 
  represented by the vehicle’s Manoeuvrability, which provides 
  a modiﬁer (either positive or negative) to the driver’s Drive or 
  Pilot Skill while operating said vehicle. This modiﬁer is applied 
  whenever a Drive or Pilot Test is made using the vehicle. 
  SIZE
  All vehicles have a size rating, just as creatures do (see page 
  367 of ROGUE TRADER). This is usually Hulking, Enormous, 
  or Massive. Unlike creatures, vehicle sizes have no effect on 
  their speed, although they do modify how easy it is to hit the 
  vehicle, and how easy it is to conceal the vehicle. 
  The maximum size of a vehicle is Massive, although 
  obviously some Massive vehicles are much larger than others. 
  In game terms, no matter how large a vehicle is, the maximum 
  bonus to hit it is a +30. 
  DRIVING AND FLYING
  To drive or pilot a vehicle, a player must have the relevant 
  Drive or Pilot Skill. Players may be able to drive a simple 
  ground vehicle untrained at the GM’s discretion (with a 
  suitable penalty to their skill checks, of course!) but driving a 
  walker or piloting a ﬂyer would be beyond them. 
  When piloting or driving a vehicle, a player with the 
  correct Skills will not have to make Skill Tests to perform 
  routine driving or ﬂying. The player is assumed to know how 
  to take off, land, and avoid death. 
  Skill Tests come in when the player is attempting something 
  particularly challenging, or is trying to operate his vehicle 
  during combat or another high stress situation. Ramming 
  your vehicle into another vehicle during a high speed chase 
  would require a Skill Test, for example. High speed evasive 
  manoeuvring during an aerial dogﬁght may require several. 
  These Skill Tests may be standard or opposed tests, 
  depending on the situation. For example, both of the 
  above situations would require an Opposed Test with the 
  other drivers or pilots involved. Landing a shuttle during a 
  thunderstorm or driving quickly on an icy road would require 
  a standard Skill Test, modiﬁed due to circumstance. 
  Table 5–1 on the following page sums up some of the 
  different types of terrain a vehicle may travel through, 
  and the penalties it imposes on any Drive Tests. 
  These penalties are cumulative with any other 
  penalties the vehicle or driver may suffer.
  
  172
  172
  V: Vehicles
  Vehicle Combat
  “Fire! Fire until they see the glow of our barrels!” 
  –Tank-master Roke, the Third Invasion of Lucin’s Breath
  P
  layers operating vehicles may take Actions during 
  their Turns in a Combat Round. These Actions vary 
  from those available to players not operating vehicles, 
  but still fall into the same basic categories, Half Actions, Full 
  Actions, Reactions, Free Actions, and Extended Actions. 
  Some vehicles have multiple crew members. In this case, 
  the driver’s Initiative roll will determine the Initiative of the 
  remaining crew. The order of Initiative should be rearranged 
  so the crewmember who rolled highest Initiative takes his 
  turn immediately after the driver, then the crewmember with 
  the next highest Initiative, and so-forth. Each crewmember 
  may take a different Action. For example, a driver may move 
  the vehicle, while the gunners spray their targets with shots. 
  Each crew may only take up to one full Action, however, and 
  some Actions may be precluded by others. If two potential 
  Actions conﬂict, the driver’s Action has priority. 
  VEHICLE ATTACKS
  Any Attack Actions a vehicle’s gunner or passenger may take are 
  the same as those listed on Table 9-4: Combat Actions on page 
  237 in ROGUE TRADER (the GM may disallow certain actions 
  depending on the situation) with the following restrictions. Any 
  shooting from the vehicle suffers a -10 to hit if the vehicle moved 
  its tactical speed in its previous turn. If the vehicle moved twice its 
  tactical speed in its previous turn, shooting suffers a -20 instead. 
  Gunners or passengers may take Full Attack Actions even if the 
  vehicle has moved. A driver may take an Attack Action only if he 
  has not used his entire Action to move the vehicle. 
  A character with the appropriate Drive or Pilot Skill for a 
  vehicle does not need speciﬁc weapon proﬁciencies to ﬁre any 
  weapons mounted on that type of vehicle without penalty. It 
  is assumed his training covered weapon use as well. 
  Note that some vehicle weapons are arranged so that a 
  single gunner can ﬁre multiple weapons, often with the aid of 
  auto-targeters or the vehicle’s machine spirit. 
  VEHICLE MOVEMENT
  The following are the Combat Actions available to vehicle 
  operators. These Actions only apply to ground vehicles, walkers, 
  skimmers and spacecraft operating as skimmers. Flyers, due to 
  their great speed, cannot operate on a battleﬁeld the same way 
  as a tank or slow moving skimmer—although some ﬂyers also 
  have VTOL capability, which may allow them to perform as a 
  skimmer. 
  Dodge (Reaction)
  The driver sees a threat and dodges, hopefully throwing 
  his vehicle out of the line of ﬁre. This action may only be 
  taken if the vehicle has moved at least its tactical speed during 
  its previous turn. The driver makes a Drive or Pilot Test, 
  with a penalty equal to the vehicle’s size modiﬁer (someone 
  attempting to dodge with an Enormous truck, which grants 
  opponents +20 to hit due to size, would suffer a –20 to his 
  Drive Test). For every success, he avoids one shot from a 
  single source, as with a Dodge Reaction.
  If the driver fails the Drive Test by ﬁve or more degrees, he loses 
  control of the vehicle and crashes. See Crashing on page 179.
  Table 5—1: Difﬁcult Terrain and Other Hazards
  Types of Terrain
  Modiﬁer
  Clear, paved roadway.
  +0
  Rough gravel roadway, cleared dry ﬁeld.
  –5
  Deep mud or standing water less than 20 cm deep, drifting sand, dense undergrowth and brush (most wheeled vehicles are 
  unable to pass through this terrain at all, although military vehicles with tires and most treaded vehicles can do so). 
  –10
  Flowing water approximately 1 metre deep, rocky and unstable terrain, thick forests or ruined cityscapes. (The above 
  restrictions apply. In addition, failing a Drive Test by four or more degrees results in the vehicle becoming bogged 
  down and stuck, and must be pried free before continuing). 
  –15
  
  173
  173
  V: Vehicles
  Tactical Manoeuvring (Half or Full Action)
  The vehicle moves its tactical speed (half ) or twice its 
  tactical speed (full). A vehicle must move directly forward or 
  back at least its own length before turning 90 degrees in 
  any direction (it may turn more than once, provided it makes 
  the move each time). Walkers and skimmers may ignore this 
  limitation. 
  Evasive Manoeuvring (Full Action)
  The vehicle weaves and dodges, presenting a hard target. 
  The vehicle must move its tactical speed (following above 
  limitations). While doing so, the driver makes a Challenging 
  (+0) Drive Test. On a success, and for every additional 
  degree of success, the vehicle imposes a –10 penalty on all 
  attacks against it until the beginning of its next turn. Any 
  shooting the vehicle performs during the turn suffers the 
  same penalty. 
  If the driver fails the Drive Test by ﬁve or more degrees, 
  he loses control of the vehicle and it crashes. See Crashing 
  on page 179.
  Floor it! (Full Action)
  The vehicle moves twice its tactical speed, and may only 
  turn once. The driver makes a Difﬁcult (–10) Drive Test. 
  If he succeeds, at the end of his move he may move an 
  additional ﬁve metres, plus ﬁve metres for every additional 
  degree of success. If he fails, the vehicle does not gain any 
  additional movement. In either case, all shooting at or from 
  the vehicle suffers a –20 penalty. Walkers may not use this 
  Combat Action. 
  If the driver fails the Drive Test by ﬁve or more degrees, 
  he loses control of the vehicle and it crashes. See Crashing 
  on page 179. 
  Ram (Full Action)
  The vehicle attempts to ram a person or another vehicle. 
  The vehicle must move at least its tactical speed in a straight 
  line, and the Driver must make a Challenging (+0) Drive 
  or Pilot Test. If he succeeds, his vehicle hits his target, 
  doing damage equal to the AP on the vehicle’s facing that 
  hit plus 1d10. If the vehicle moved twice its tactical speed, 
  it does 2d10. If the vehicle is ramming another vehicle (or 
  something equally large and solid, such as a plascrete wall or 
  promethium storage tank), it also takes damage equal to the 
  AP of the vehicle it hit plus 1d5. For every point of damage 
  the ramming vehicle inﬂicts, it also moves its target 1 metre. 
  Manoeuvre (Variable)
  In a vehicle, there are countless potential manoeuvres a skilled 
  and creative driver could perform. Manoeuvre is a ‘catch-all’ 
  manoeuvre designed to represent anything a driver may 
  invent. All Manoeuvres must be approved by the GM (and 
  in general, the GM should use discretion when inventing his 
  own manoeuvres), and have a base difﬁculty of Challenging 
  (+0), which can be modiﬁed depending on the complexity 
  of the Manoeuvre. Potential Manoeuvres include driving 
  a ground vehicle under a low-hanging arch, or giving a 
  skimmer an extra boost of power to ﬂy over a deep chasm.
  HIGH-SPEED CHASES
  Although Combat rules could be used to represent high speed chases and pursuits, they don’t really do justice to the 
  thrill of careening down a roadway and weaving through trafﬁc, hot on someone’s tail. 
  Instead, high speed chases can be represented by a series of opposed Drive or Pilot Tests. When the chase begins, 
  the GM determines how many meters separate the pursuer and the pursued. Then the two players roll opposed Drive or 
  Pilot Tests (depending on the vehicles involved). If the pursuer wins, he decreases the distance between the vehicles by 
  10 meters per his number of successes. If the pursued wins, he increases the distance by the same amount (10 meters for 
  each success). This continues once per round until the distance between the vehicles drops to zero or increases to 300 
  meters. At this point, the two sides make another opposed Drive or Pilot Test. If the pursuer wins, he forces his quarry 
  to pull over and stop. If the pursued wins, he increases the distance as deﬁned above.
  Faster vehicles add a bonus to this test. Compare the maximum speeds of the vehicles—for every full 10 kph the 
  faster vehicle has over the slower vehicle, that vehicle’s driver gains +10 to his Drive or Pilot Tests. 
  Of course, high speed chases are anything but safe. Besides exchanges of gunﬁre (which should take place following normal 
  and vehicle combat rules), there is the constant risk of spinning out of control, or even running into other trafﬁc. When making 
  Drive or Pilot Tests during high speed chases, any rolls of 99-100 mean the vehicle ﬂips out of control or crashes into an 
  obstacle—counting as destroyed (see Vehicle Critical Hit Chart, page 178). The ‘danger zone’ can be increased depending on 
  the circumstances of the chase. Chases along a crowded roadway may mean crashes occur on a roll of 97-100, while chases 
  proceeding against trafﬁc may modify that to 92-100. As always, the GM should be the ﬁnal arbitrator of this. 
  
  174
  V: Vehicles
  Aerial Combat 
  “When on a primitive world, never underestimate the impact a ﬂyer 
  has on the local population.” 
  –Lady Sun Lee
  A
  erial combat is unique in warfare. Swift ﬂyers cross 
  vast distances in minutes, lumbering bombers pummel 
  targets on the ground from high above, and 2,000 
  metres in the air, sleek ﬁghter craft duel at supersonic speeds. 
  Aerial combat in Rogue Trader is represented in a similar 
  fashion to regular and space combat, but with several key 
  differences to both. When ﬁghting in the air, position and 
  manoeuvre is the key. An attacker tries to acquire his target’s 
  tail and stay on it, while the target desperately tries to break 
  away and escape—or perhaps loop around and end up on his 
  attacker’s tail in turn. Aerial combat is a true duel, decided 
  less by the performance of the machines involved and more 
  by the raw skill of the pilots. 
  Though the rules refer to combat between two aircraft, 
  they can easily be used to represent a dogﬁght between two 
  small spacecraft, such as guncutters or starﬁghters. 
  COMBAT MECHANICS
  Aerial combat is handled in Structured Time, just as regular 
  combat, with one round equalling approximately ﬁve seconds. 
  The other rules for regular combat should be followed as well, 
  except when contradicted by the following rules. Initiative for 
  a ﬂyer (even one with multiple crewmembers) is always rolled 
  by the pilot, and everyone in a vehicle must take their turns at 
  the same time (as stated in the vehicle rules). 
  To better represent air combat, each ﬂyer’s turn is broken 
  down into one move action, and one shoot action. The move 
  action is performed ﬁrst, then the shoot action. Therefore, 
  during a turn, a ﬂyer will move, and then the pilot and 
  any gunners may each shoot one weapon. 
  In a combat situation, the distance a ﬂyer moves is represented 
  by Air Units (which are equivalent to roughly 100 meters). The 
  reason for this is one of simplicity—vehicles move fast enough 
  that if combat distances were measure in metres, the numbers 
  would be very large, very quickly. Note that the Air Units a 
  ﬂyer may move in a single round is often far less than the ﬂyer’s 
  cruising speed in kilometres would suggest. This is because 
  when forced to manoeuvre in a combat environment, most 
  pilots are forced to move somewhat slower than their “full” 
  speed, so they can react to an opponent and line up shots. 
  Due to ﬂight principles, ﬂyers are somewhat limited in how 
  they can manoeuvre. A ﬂyer must always move its Tactical 
  Speed every turn (unless performing a speciﬁc manoeuvre to 
  adjust it). In addition, a ﬂyer’s turning is limited by how far it 
  moves. For every four AUs a ﬂyer moves, it may turn 
  up to 45 degrees. There are no other limits as to how 
  many times a ﬂyer can turn. 
  This, like in space combat, is a ﬂyer’s basic 
  move. A pilot with the Piloting Skill does 
  not need to test to perform this move, 
  unless there are extenuating circumstances such as a storm 
  (see page 176). 
  The basic move can be modiﬁed by various manoeuvres 
  available to the pilot. These are similar to a starship’s manoeuvres 
  —by adding difﬁculty to any Piloting Skill Tests, the pilot can 
  perform more complicated manoeuvres. Typically, only one 
  manoeuvre can only be performed each turn. However, the pilot 
  can choose to perform multiple manoeuvres in a single movement 
  action (unless the manoeuvre speciﬁcally states otherwise). When 
  a pilot combines manoeuvres, he should determine the highest 
  penalty to the required Piloting Test amongst all the manoeuvres 
  he wants to perform. Then, he should make that Piloting Test 
  one degree more difﬁcult for each additional manoeuvre he adds. 
  Then he makes the Piloting Test, and if the Test is successful, he 
  gains the beneﬁts of all the manoeuvres he performed. 
  EXAMPLE
  Siobhan O’Neill is piloting a Valkyrie against an Ork Fighta-
  bomber, and needs to make a sharp turn to come in on the Ork’s 
  tail. She decides to combine the Speed Up and Sideslip manoeuvres. 
  The Sideslip manoeuvre is Difﬁcult, and the Speed Up manoeuvre 
  is Challenging, so the base difﬁculty of the test is Difﬁcult (–10). 
  However, she takes an additional –10 (one degree of difﬁculty) 
  for each additional manoeuvre (one, in this situation). So the ﬁnal 
  difﬁculty is Hard (–20). Siobhan has a Pilot (Flyers) Skill of 55, 
  but with the –20 penalty, she tests on a 35. She rolls a 23, succeeding 
  with one additional degree of success. Siobhan is able to move an 
  additional two AUs during her movement, and due to the Sideslip, 
  she chooses to move those additional two AUs sideways at the end of 
  her movement, putting her directly behind the Ork. 
  
  175
  V: Vehicles
  Note: All of the manoeuvres list Piloting Tests, but do not 
  specify the type of Piloting Test required. This is because the 
  manoeuvres can be performed by ﬂyers or space craft such as 
  shuttles and ﬁghters. The type of test required is determined 
  by the type of vehicle piloted. Also remember that many 
  vehicles add bonuses or penalties to all Piloting Tests made 
  with that vehicle. 
  If a pilot fails his Piloting Test to perform a speciﬁc 
  manoeuvre by less than 3 degrees, he must make his basic 
  manoeuvre as normal. If he fails by 2 degrees or more, 
  the ﬂyer goes into a steep dive, and the pilot must make a 
  Challenging (+0) Piloting Test to recover. Otherwise the 
  ﬂyer will move its Tactical Speed downwards until it hits the 
  ground. The pilot may make a Challenging (+0) Piloting 
  Test to recover his aircraft once per turn. 
  Speed Up/Stall
  The pilot can modify how fast or slowly his ﬂyer moves by 
  making a Challenging (+0) Piloting Test. On a success, 
  and for every additional degree of success, he may decrease 
  or increase the number of AUs his ﬂyer moves this turn by 
  one. He may not move more than double or less than half his 
  ﬂyer’s Tactical Speed. 
  Immelmann Turn
  If the pilot wants to quickly change direction he can make an 
  extreme loop-turn, completely reversing direction in a very 
  tight loop. The pilot must make a Hard (–20) Piloting Test. 
  If he succeeds, the ﬂyer moves forward, turns in a very tight 
  turn, and ends up back where it started, facing the opposite 
  direction. This counts as the aircraft’s move for the turn. This 
  may not be combined with any other manoeuvres. 
  Tight Turn
  If a pilot wants to turn more quickly, he can make a 
  Challenging (+0) Piloting Test. On a success, and for each 
  additional degree of success, he may move one less AU (to a 
  minimum of two) before turning up to 45 degrees during this 
  turn. The ﬂyer must still move its Tactical Speed. 
  Sideslip
  Most ﬂyers are equipped with vectored thrust engines, and 
  can make small ‘sideslip’ manoeuvres. To do this, a pilot must 
  make a Difﬁcult (–10) Piloting Test. On a success, and 
  for each additional degree of success, he is able to move one 
  Air Unit of his Tactical Speed directly to the left or right 
  without changing the direction his ﬂyer is facing, up to half 
  his Tactical Speed. The ﬂyer may Sideslip before or after its 
  remaining move, but it must move his remaining Tactical 
  Speed as normal. 
  Jink
  If the pilot wants to avoid incoming ﬁre, he can jink, making 
  his movements erratic and unpredictable to avoid incoming 
  ﬁre. He makes a Challenging (+0) Piloting Test. On a 
  success, and for every addition degree of success, he imposes 
  a –10 penalty on all shooting at and from his ﬂyer until the 
  beginning of his next turn. 
  On His Tail
  The pilot endeavours to keep his opponent locked in his 
  gunsight, even if it makes himself an easier target. The pilot 
  makes an opposed Challenging (+0) Pilot Test, with one 
  opposing ﬂyer. If he succeeds, and is able to end his movement 
  so that his ﬂyer is able to target that opponent, all shooting from 
  his ﬂyer against the opponent that round gains a +20 bonus. 
  All shooting directed at the pilot’s ﬂyer from anyone gains a 
  +10 bonus until the beginning of the pilot’s next round. 
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  176
  176
  V: Vehicles
  Manoeuvre 
  In aerial combat, there are countless potential manoeuvres 
  a skilled and creative pilot could perform. Manoeuvre is a 
  ‘catch-all’ manoeuvre designed to represent anything a 
  pilot may invent. All Manoeuvres must be approved by the 
  GM (and in general, the GM should use discretion when 
  inventing his own manoeuvres), and have a base difﬁculty of 
  Challenging (+0), which can be modiﬁed depending on the 
  complexity of the Manoeuvre. Potential Manoeuvres include 
  combat landings under enemy ﬁre, “Split-S” manoeuvres, and 
  dive-bombing attacks. 
  Dodge 
  The pilot sees a threat and dodges, hopefully throwing his 
  ﬂyer out of the line of ﬁre. The pilot makes a Challenging 
  (+0) Pilot Test, with a penalty equal to the vehicle’s size 
  modiﬁer (this deliberately works differently than the Dodge 
  manoeuvre for ground vehicles and skimmers). For every 
  success, he avoids one shot from a single source, as with a 
  Dodge Reaction. The Dodge Manoeuvre is unique in aerial 
  combat in that it is performed on an opponent’s turn, and 
  is performed in addition to the standard manoeuvre. A pilot 
  may only Dodge once per round. 
  ADVERSE CONDITIONS
  In some cases, ﬂyers may be operating in adverse 
  circumstances, such as stormy weather. In this case, the GM 
  should increase the difﬁculty of all Piloting Tests by one step 
  (or force pilots to make a Challenging (+0) Piloting Test 
  if they would not normally have to test), and impose a –10 
  to all shooting. These penalties should be increased if the 
  conditions are especially bad.
   
  ATTACKING IN AERIAL 
  COMBAT
  Before or after a ﬂyer has moved, it may ﬁre any or all of 
  its weapons. Shooting in aerial combat obeys the following 
  restrictions:
  • Each pilot or gunner may only ﬁre one weapon system 
  on a ﬂyer. However, pilots may make manoeuvres and 
  still make shooting attacks. 
  • All shooting from a ﬂyer or spacecraft suffers an 
  additional –20 to Ballistic Skill Tests. The only 
  Attack Actions ﬂyers can take are Attack, Semi-Auto 
  Burst, and Full-Auto Burst (see page 237 in ROGUE 
  TRADER). These Actions provide their standard bonuses 
  to shooting, which can mitigate the innate penalty (rapid-
  ﬁring automatic guns have long been the best weapons 
  in dogﬁghts). 
  • Due to the distances and speeds involved in aerial combat, 
  any shooting at a moving ﬂyer does not gain any bonuses 
  that normally would be awarded for the ﬂyer’s size. 
  • The ﬁring arc of a weapon determines whether it may 
  be used. This is determined in the same way as vehicle 
  shooting (see below). 
  • Flyer and Spacecraft weapons have their range given in 
  AUs and metres, as they can be used in aerial combat 
  and against ground targets. Note that sometimes the 
  two ranges do not match up. This is done for both game 
  purposes, and to represent that it is easier to line up 
  longer shots in the open atmosphere (or open void). 
  • All the rules for ﬁring ground weapons at range apply 
  to ﬁring aerial vehicle weapons, including bonuses for 
  ﬁring at Short Range, and penalties for ﬁring at Long 
  Range. A vehicle-mounted weapon cannot be ﬁred at 
  more than four times the weapon’s range. 
  SPACE COMBAT
  SPACE COMBAT
  Space combat for small craft, ﬁghters, and shuttles can easily use the same ruleset as aerial combat. Although these rules 
  do not create scenarios that adhere to the laws of physics, they do make for cinematic and exciting dogﬁghts and duels 
  in the void. 
  There is one change, however, that represent the different environmental conditions of space. First, when turning, the 
  45 degree turn can be increased to a 90 degree turn by increasing the difﬁculty of the Piloting Test made that turn by 
  one degree (or by making a Challenging (+0) Piloting Test if none would normally be required). The turn can be 
  increased to 180 degrees by increasing the difﬁculty of the Piloting Test made that turn by two degrees (or by making 
  a Hard (–20) Piloting Test if none would normally be required). Note that this makes the Immelmann Turn Manoeuvre 
  superﬂuous, which it would be in space combat. 
  If a pilot in space combat fails his piloting test by less than three degrees, he makes his basic move as normal. If he 
  fails by more than three degrees, he drifts out of control in a random direction, and must make a Challenging (+0) 
  Piloting Test to recover. If he does not, he continues drifting in that direction (moving half his speed), until he passes 
  a Challenging (+0) Piloting Test—which he may attempt once a turn. 
  Also, although space combat for ﬁghters and shuttles uses AUs for weapon range and vehicle movement distances, 
  this does not mean that an AU has to equal 200 metres in this situation. For those players and GMs who want their void 
  dogﬁghts to place at longer ranges, simply increase the range of a single AU to 1 kilometre, or 10 kilometres. This is one 
  of the reasons for employing an abstract measurement system. (Of course, this may conﬂict with the ranges of some of 
  the vehicle’s weapons, but remember that weapons are able to ﬁre further in a vacuum.) 
  
  177
  177
  V: Vehicles
  SHOOTING VEHICLE 
  WEAPONS
  When ﬁring a weapon mounted on a vehicle, it is important 
  to consider the weapon’s facing. This determines the direction 
  (relative to the vehicle) that the weapon may be aimed and 
  ﬁred. A pintle-mounted storm bolter on a Rhino APC, for 
  example, has Facing All, since it can be spun in any direction. 
  However, a Sentinel’s autocannon has a Facing of Front, 
  so it can only be used to ﬁre on targets in the front of the 
  vehicle. Facing is usually divided into four quadrants: Front, 
  Left, Right, and Back (or some combination of the four). As 
  a general rule, each Facing extends in 90 degree arc from 
  the side of the vehicle in question. If the target is inside a 
  weapon’s facing arc, the weapon can shoot at it. 
  The facing arc can also be used to determine what side of 
  the vehicle can be shot at by a given individual. 
  DAMAGING VEHICLES
  Attacking vehicles is very similar to attacking people or 
  creatures. When ﬁring at a vehicle, players should determine 
  which side of the vehicle they can see, and which they can 
  hit. The side facing the players directly is the one they can 
  shoot (subject to the GM’s judgement). Once they have 
  determined the side they are attacking, players roll to hit, 
  using Weapon Skill or Ballistic Skill as appropriate to their 
  weapon. Remember, vehicles have size modiﬁers, which will 
  most likely provide a bonus to hit. 
  Vehicles have two primary defensive characteristics—
  Armour Points (also referred to as AP or Armour) and 
  Structural Integrity (also referred to as SI or Integrity). 
  Armour represents both the innate hardness of the materials 
  used to construct a vehicle, as well as the physical protection 
  built into a vehicle to defend against attacks. The adamantium 
  hull of a Fury, for example, is extremely good Armour, while 
  the ramshackle hull of an Ork Truk is extremely poor Armour. 
  Armour works in the same manner as the armour of a person 
  or creature. When shooting at a vehicle, roll damage then 
  subtract the number of Armour Points (AP). Be sure to take 
  the weapon’s Penetration value into account as well.
  The remaining damage is applied to the vehicle’s Integrity. 
  Integrity represents how solidly a vehicle is constructed, 
  the number of redundant and backup systems built into it, 
  and how many hits a vehicle can take before exploding in 
  a ball of ﬁre. In game terms, Structural Integrity functions 
  in the same manner as Wounds do for a person or creature. 
  When a vehicle has sustained an amount of damage equal to 
  its Integrity, any additional damage is applied to the vehicle 
  Critical Chart (Table 5–2). Like the Critical Hit Charts for 
  individuals in the Core Rulebook, any results on the Critical 
  Hit chart are cumulative. For example, if a vehicle takes two 
  damage after already sustaining damage equal to its Structural 
  Integrity, it will suffer the “2” result on the Critical Hit Chart. 
  If in a later turn, the vehicle takes four more damage, it will 
  suffer a “6” result on the Critical Hit Chart. 
  Attacks against vehicles also beneﬁt from the Righteous 
  Fury rules. Righteous Fury against vehicles is generated in 
  the same manner as against individuals—if an Explorer rolls 
  a ten on a damage die against the vehicle, then conﬁrms the 
  attack by succeeding on a subsequent Ballistic Skill Test, he 
  generates Righteous Fury. However, Righteous Fury affects 
  vehicles differently than it does creatures or individuals. If an 
  Explorer generates Righteous Fury and conﬁrms it against 
  a vehicle, instead of rolling an additional die of damage, 
  he rolls 1d5 on the Vehicle Critical Hit Chart, 
  and applies the result to the vehicle. Note that 
  although the vehicle suffers the results of the 
  roll, it does not count as having sustained 
  FRONT
  FRONT
  FRONT
  REAR
  REAR
  REAR
  RIGHT
  LEFT
  LEFT
  LEFT
  RIGHT
  RIGHT
  DIAGRAM 5–1
  DIAGRAM 5–2
  DIAGRAM 5–3
  
  178
  V: Vehicles
  a Critical Hit. Future damage is still applied to the vehicle’s 
  remaining Structural Integrity, and rolls on the Critical Hit 
  Chart generated by Righteous Fury are not cumulative with 
  actual Critical Hits. 
  Certain vehicles are extremely tough and sturdy, and 
  possess a quality called Reinforced Hull. A vehicle with a 
  Reinforced Hull is unlikely to fall apart even when subjected 
  to the most punishing ﬁre. Therefore, when a vehicle 
  with a Reinforced Hull receives a Critical Hit, halve 
  the result, rounding up. For example, a vehicle that takes a 
  “6” Critical (Penetrating Hit), it actually suffers a “3” Critical 
  (Staggered). This quality does not affect rolls on the 
  Critical Hit chart generated by Righteous Fury. 
  REPAIRING VEHICLES
  Repairing damaged vehicles is usually accomplished using 
  the Tech Use Skill. If a vehicle has suffered an Immobilised 
  or Penetrating Hit critical, a character can spend 1d5 hours 
  and make a Challenging (+0)Tech Use Test to restore it 
  to operational status (as long as he has the proper tools and 
  supplies!). Each additional success will reduce the repair time 
  by one hour, to a minimum of one. Damaged weapons are 
  also sometimes repairable as well. Before attempting to repair 
  a damaged weapon, roll 1d10. On a 5 or lower, the weapon is 
  too badly damaged to be repaired, and must be replaced. 
  Repairing vehicles also restores half of their Integrity as 
  long as the individual or individuals are working in a decently 
  equipped repair shop and devote an additional 1d5 days 
  to repairs, or all of the vehicle’s Integrity if the individuals 
  devote an additional 2d5 days to repairs. 
  Table 5-2: Vehicle Critical Hit Chart
  Roll
  Result
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  179
  V: Vehicles
  Non-combat damage such as leaking fuel lines, cracked 
  axles, or thrown treads can be repaired using the same system. 
  Depending on the type of damage, however, the GM can 
  decrease or increase the difﬁculty and time involved in the 
  repairs. Replacing a tire shouldn’t take as long as rebuilding a 
  skimmer’s thrusters, after all. 
  SAMPLE VEHICLES 
  The following pages contain just a few of the vehicles available 
  to enterprising Explorers for their operations and Endeavours. 
  All of these vehicles are available in the Koronus Expanse, 
  although certain vehicles (such as the Ork vehicles) may not 
  have much appeal to human Explorers. The GM can also use 
  these vehicles to equip NPCs and adversaries. 
  VEHICLE ACQUISITION 
  Each vehicle has a listed Availability, and may be Acquired 
  just like any other item. All standard rules for Acquiring a 
  vehicle apply—it is perfectly possible to Acquire a squadron 
  of Fury Interceptors, for example. However, when 
  Acquiring a vehicle, all Acquisition Tests suffer an 
  additional –10 penalty (on top of any other penalties) 
  due to the sheer cost. 
  CRASHES
  Any pilot or driver knows too well the risks associated with pushing a vehicle to its limits, and one of the most 
  spectacular (and deadly) risks is plowing into a nearby building, bystanders, or other vehicle. Crashes can range from 
  minor accidents with shaken passengers and cosmetic damage, to a vehicle ﬂipping end over end before exploding in a 
  massive ball of burning promethium. 
  When a vehicle—or skimmer travelling 10 metres or less above the ground—crashes, there are several potential 
  results. These results primarily depend on how fast the vehicle was travelling and what it hit when it crashed. 
  • If the distance the vehicle moved (or was attempting to move) during the turn it crashed was equal to its Tactical 
  Speed or less, the vehicle moves half the distance it was attempting to travel in the direction it is currently facing (the 
  GM can chose a different direction if he chooses, based on the momentum or actions of the vehicle). The vehicle 
  comes to a complete stop. Roll 1d5 on the Critical Hit table, and the vehicle suffers that Critical Result. If the vehicle 
  hits an object with AP, such as a wall, tree, or other vehicle (or even someone wearing Power Armour) the vehicle 
  behaves as having rammed them while moving at its Tactical Speed (this may cause an additional Critical Hit). At the 
  GM’s discretion, the object may arrest the vehicle’s forward movement. 
  • If the distance the vehicle moved (or was attempting to move) is more than its Tactical Speed, the GM determines the 
  direction the vehicle is travelling, measures a distance in that direction equal to its Tactical Speed, then scatters 1d10 
  metres in a random direction (page 248 of ROGUE TRADER). This is the spot at which the vehicle ends up after it 
  crashes. The vehicle comes to a complete stop. Roll 1d10 on the Critical Hit table, the vehicle suffers that Critical Hit. 
  If the vehicle hits an object with AP, such as a wall, tree, or other vehicle (or even someone wearing Power Armour) 
  the vehicle behaves as having rammed it while moving at twice its Tactical Speed (this may cause an additional 
  Critical Hit). At the GM’s discretion, the object may arrest the vehicle’s forward movement.
  • If a vehicle crashes while moving its Tactical Speed or faster, there is a chance the vehicle rolls. In this case, roll 1d10, 
  on a 6 or higher, the vehicle rolls onto its roof (or if moving fast enough, cartwheels end over end). When rolling for 
  the Critical Hit, add +4 to the roll. If the vehicle survives, it loses half its Structural Integrity, and must be repaired 
  before it can be used again. At the GM’s discretion, it may be completely wrecked and unusable, instead.
  • If a ﬂyer (or skimmer more than 10 metres in the air) crashes, the results are far worse. The pilot has time to make a 
  single Very Hard (–30) Piloting or Drive Test. If he succeeds, the ﬂyer crash-lands, ploughing a gaping furrow 
  into the ground. The ﬂyer is wrecked, and anyone inside takes 2d10 I damage ignoring Armour, and is stunned for 
  a number of rounds equal to the damage sustained. If the pilot fails the test, the ﬂyer ploughs into the ground and 
  explodes, as per the 10+ result on the Critical Hit chart. Individuals may bail out at the last second, according to the 
  rules, though they will count as falling from whatever altitude the ﬂyer was at the turn before it crashed. 
  
  180
  V: Vehicles
  AQUILA LANDER
  The Aquila Lander is a multi-use lander and atmospheric ﬂyer. Its 
  distinctive eagle-pattern wings make it easily recognisable, and its 
  customisability make it popular throughout the Imperium. An Aquila 
  Lander can be converted into a luxury shuttle, cargo conveyor, or even 
  military transport. 
  Type: Spacecraft
  Tactical Speed: 24 m / 12 AUs
  Cruising Speed: 2,200 kph/7 VUs per Strategic Turn in Space
  Manoeuvrability: +10
  Structural Integrity: 25
  Size: Enormous
  Armour: Front 21, Side 21, Rear 20
  Crew: Pilot
  Carrying Capacity: 10 people or equivalent in cargo.
  Weapons
  1 Pilot-operated Autocannon (Facing Front, Range 300m (3 AUs), Heavy, S/2/5, 4d10+5 I, Pen 4, Clip 
  60, Reload 2 Full)
  Special Rules
  Spacecraft: This vehicle may exit the atmosphere. While in the atmosphere it may operate as a skimmer or ﬂyer at 
  the pilot’s choice. It gains all beneﬁts and drawbacks of skimmers and ﬂyers. If operating as a ﬂyer, it must be moving 
  at least half its cruising speed at all times lest it begin a terminal dive to the earth below. In either case, if it becomes 
  completely immobilised due to damage, count the vehicle as destroyed instead as it crashes to the ground (or begins to fall 
  out of the sky in a terminal dive). 
  Availability: Scarce 
  ARVUS LIGHTER
  The Arvus Lighter is a utility shuttle designed to transport personnel 
  and goods from a planet to a ship in orbit. It is slow, unwieldy, and 
  unarmed, but very useful for transporting cargo. Most void craft 
  carry several Argus or their equivalents. 
  Type: Spacecraft
  Tactical Speed: 20 m / 22 AUs
  Cruising Speed: 1,600 kph/5 VUs per Strategic Turn 
  in Space
  Manoeuvrability: –15
  Structural Integrity: 30
  Size: Enormous
  Armour: Front 24, Side 22, Rear 22
  Carrying Capacity: 12 people or equivalent in cargo.
  Crew: Pilot, Co-Pilot 
  Weapons
  None
  Special Rules
  Spacecraft: This vehicle may exit the atmosphere. While in the atmosphere it may operate as a skimmer or ﬂyer at the pilot’s 
  choice. It gains all beneﬁts and drawbacks of skimmers and ﬂyers. If operating as a ﬂyer, it must be moving at least half 
  its cruising speed at all times lest it begin a terminal dive to the earth below. In either case, if it becomes completely 
  immobilised due to damage, count the vehicle as destroyed instead as it crashes to the ground (or begins to fall out 
  of the sky in a terminal dive).
  Availability: Average
  
  181
  V: Vehicles
  CALIXIS-PATTERN FURY INTERCEPTOR
  The Fury interceptor is actually a broad classiﬁcation for a variety of different Imperial starﬁghters. Many sectors have their own 
  variants on the Fury, but the starﬁghter remains broadly the same in design and role. The Fury is a space-superiority ﬁghter craft, 
  designed to protect Imperial bombers from enemy interceptors while they deliver their payload, and intercept enemy bombers 
  in turn. Although designed primarily for space combat, many patterns of Furies are also designed so that they can enter a 
  planetary atmosphere. Here their armaments, designed for deep-space combat, are extremely devastating. 
  Type: Spacecraft  
   
   
   
   
   
  Tactical Speed: 30m/20 AUs
  Cruising Speed: 2,500 kph/10 VUs per Strategic Turn in Space   
  Manoeuvrability: +5
  Structural Integrity: 35  
   
   
   
   
  Size: Massive
  Armour: Front 36, Side 36, Rear 30  
   
   
   
  Carrying Capacity: None.  
   
  Crew: Pilot, Co-pilot, Forward Gunner/Crew Chief, Tech-Priest Enginseer
  Weapons 
  1 Forward Gunner-operated twin-linked long barrelled lascannon (Facing Front/Left/Right, Range 600m (6 AUs), 
  Heavy, S/–/–, 5d10+10 E, Pen 10, Clip 250, Reload –, Twin-linked)
  2 Pilot-operated long-barrelled lascannon banks (Facing Front, Range 600m (6 AUs), Heavy, S/–/5, 5d10+10 E, Pen 10, 
  Clip 250, Reload –, Triple-linked). Each of these weapons is actually ﬁve lascannons linked for rapid ﬁre. 
  12 Co-pilot operated Void-capable Missiles (Facing Front, Range 75 km (750 AUs), Heavy, S/–/–, 3d10+20 X, Pen 15, 
  Clip 1, Reload –). The co-pilot may ﬁre two of these missiles per turn, at two separate targets. 
  Special Rules
  Pilot Operated Linked Weaponry: All weapons classiﬁed as “Pilot-operated” may all be ﬁred by the pilot as one shooting 
  action, at targets no more than one AU apart. Roll for hits and damage separately with each weapon.
  Spacecraft: This vehicle may exit the atmosphere. While in the atmosphere it may operate as a skimmer or ﬂyer at the pilot’s choice. It 
  gains all beneﬁts and drawbacks of skimmers and ﬂyers. If operating as a ﬂyer, it must be moving at least half its cruising speed at all 
  times lest it begin a terminal dive to the earth below. In either case, if it becomes completely immobilised due to damage, count 
  the vehicle as destroyed instead as it crashes to the ground (or begins to fall out of the sky in a terminal dive).
  Availability: Extremely Rare
  Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. 
  This quality does not affect rolls on the Critical Hit chart generated by Righteous Fury.
  
  182
  V: Vehicles
  CHIROPTERAN SCOUT
  Although a Rogue Trader’s ship can orbit above a planet and take in its entirety with a single augur-scan, often this is insufﬁcient to 
  discover a world’s secrets. To take a closer look, Rogue Traders in the Koronus Expanse employ vehicles like the Chiropteran Scout, 
  produced on Scintilla. Small, poorly armoured, and unarmed, the Chiropteran is fast, manoeuvrable, and bristling with long-range 
  auger arrays. When expecting trouble, which is most of the time, a Chiropteran is typically escorted by a Gun-cutter or ﬁghter craft.
  Type: Flyer
  Tactical Speed: 30 m/ 16 AUs
  Cruising Speed: 1,200 kph
  Manoeuvrability: +10
  Structural Integrity: 20 
  Size: Enormous
  Armour: Front 20, Side 20, Rear 20
  Crew: Pilot, Co-Pilot (who also serves as Auger Operator)
  Carrying Capacity: None
  Weapons
  None
  Special Rules
  Flyer: This aircraft uses aerodynamic 
  principals to stay aloft. When airborne, it must move at least half its cruising speed at all times lest it crash to the ground. If it 
  ever becomes completely immobilised due to damage, count the vehicle as destroyed instead as it crashes to the ground.
  Vector Thrust Engines: The Chiropteran Scout may count as a Skimmer (and follow all the rules for a Skimmer) for up to 2 
  minutes before it must return to counting as a Flyer. It may do this once every hour. 
  Long Range Auger Array: These sophisticated augers provide a detailed view of the land below, granting the operators a +20 
  bonus to all Awareness and Scrutiny Tests, and allowing scans in the same manner as an Auspex up to 50 kilometres away.
  Availability: Very Rare
  DROP POD
  Used by the Imperium’s elite Space Marines, drop pods are one-way planetary assault vehicles. Launched from orbiting starships, 
  they scream through the planet’s atmosphere with oversized rocket thrusters boosting them far past terminal velocity. They use 
  an on-board cogitator to guide themselves on a collision course to their targets. Even the most advanced air defence systems 
  have difﬁculty locking on to a drop pod travelling at up to 15,000 kilometres per hour straight down. At the last moment, 
  powerful retro-rockets around the base ﬁre, “slowing” the pod to a crushing, but survivable, landing. Drop Pods are rarely used 
  by anyone other than the Space Marines, however some Rogue Traders in the Koronus Expanse have acquired modiﬁed Drop 
  Pods for use with non Space Marines. 
  Type: Spacecraft  
   
   
   
   
  Tactical Speed: 100 AUs
  Cruising Speed: 2500 kph  
   
   
   
  Manoeuvrability: +0 
  Structural Integrity: 30 
   
   
   
   
  Size: Enormous
  Armour: All 24  
   
   
   
   
  Crew: None
  Carrying Capacity: 10 individuals in power armour (which works to cushion the impact), or 10 individuals with specialist 
  drop cocoons (which also help absorb the impact, in the absence of power armour).
  Weapons
  Storm bolter (Facing All, Range 90m, Basic, –/–/6, 1d10+5 X, Pen 4, Clip 120, Reload Full, Storm, Tearing) This weapon may 
  only be used after the Drop Pod has landed, and is controlled by the drop pod’s machine spirit (BS 40). 
  Special Rules
  Drop Pod Assault: Drop pods are somewhat unique amongst vehicles, in that once they “land,” they do not move under their 
  own power. Pods must be launched from a starship with drop pod launch bays and travel directly downward towards the target 
  planet until they hit the ground. They cannot engage in manoeuvres, although provided they are at least 500 km above the 
  planet’s surface, their destination may be changed in-ﬂight to any location within 25 km of the original destination. All 
  shooting at a drop pod suffers a –30 to hit when it is in ﬂight. When landing, the drop pod picks a set destination, 
  then scatters 2d10 metres in a random direction. This is the ﬁnal location of the pod, which cannot move until 
  recovered and returned to its parent ship. 
  Availability: Extremely Rare
  
  183
  V: Vehicles
  GUN-CUTTER
  The term “Gun-cutter” refers to a variety of armed and armoured spacecraft that can be used for orbit-to-ground transport, 
  hostile landings, or even dogﬁghting. They can also be modiﬁed to add crew quarters for as many as six and are prized by 
  organisations such as the Inquisition and Rogue Traders (for whom a multi-purpose spacecraft is a great asset). 
  Type: Spacecraft
  Tactical Speed: 25 m/ 14 AUs
  Cruising Speed: 2,000 kph/ 5 VUs per Strategic Turn in space
  Manoeuvrability: +0
  Structural Integrity: 45
  Size: Massive
  Armour: Front 40, Side 35, Rear 30
  Crew: Pilot, Co-Pilot (optional), Tech-Priest Enginseer, 
  2 Gunners
  Carrying Capacity: Quarters for 6 people, max 
  room for 30 or equivalent cargo.
  Weapons 
  2 Pilot-operated Long-barrelled Autocannons (Facing Front, Range 450m (5 AUs), Heavy, S/2/5, 4d10+5 I, Pen 4, Clip 
  500, Reload 2Full)
  2 Gunner-operated Twin-linked Heavy Bolters (Facing Front/Left or Front/Right, Range 120m (2 AU), Heavy, -/-/10, 
  2d10 X, Pen 5, Clip 400, Reload 3 Full)
  Special Rules
  Spacecraft: This vehicle may exit the atmosphere. While in the atmosphere it may operate as a skimmer or ﬂyer at the pilot’s 
  choice. It gains all beneﬁts and drawbacks of skimmers and ﬂyers. If operating as a ﬂyer, it must be moving at least half its cruising 
  speed at all times lest it begin a terminal dive to the earth below. In either case, if it becomes completely immobilised due to damage, 
  count the vehicle as destroyed instead as it crashes to the ground (or begins to fall out of the sky in a terminal dive).
  Pilot Operated Linked Weaponry: All weapons classiﬁed as “Pilot-operated” may all be ﬁred by the pilot as one shooting 
  action, at targets no more than one AU apart. Roll for hits and damage separately with each weapon.
  Availability: Very Rare
  Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality 
  does not affect rolls on the Critical Hit chart generated by Righteous Fury.
  HALO BARGE
  Halo Barges are mass-haulers, designed to move bulk cargo from a planet’s surface into orbit. Large, slow, and unwieldy, their 
  only beneﬁt is that they are both practical and efﬁcient. 
  Type: Spacecraft  
   
   
   
   
  Tactical Speed: 20 m/ 9 AUs
  Cruising Speed: 1,400 kph/ 4 VUs per Strategic Turn in space 
  Manoeuvrability: –20
  Structural Integrity: 40 
   
   
   
   
  Size: Massive
  Armour: Front: 28, Side 24, Rear 24  
   
   
  Crew: Pilot, Co-Pilot
  Carrying Capacity: 40 people, 40 metric tonnes of cargo
  Weapons
  None
  Special Rules
  Spacecraft: This vehicle may exit the atmosphere. While in the atmosphere it may operate as a skimmer or ﬂyer at the pilot’s 
  choice. It gains all beneﬁts and drawbacks of skimmers and ﬂyers. If operating as a ﬂyer, it must be moving at least half its 
  cruising speed at all times lest it begin a terminal dive to the earth below. In either case, if it becomes completely immobilised 
  due to damage, count the vehicle as destroyed instead as it crashes to the ground (or begins to fall out of the sky in a 
  terminal dive).
  Availability: Scarce
  
  184
  V: Vehicles
  HEPHAESTUS ORE SEEKER
  Lumbering across barren alien moons, trampling the wilderness regions of ﬂedgling colonies, and ﬂattening the mighty crags 
  of countless worlds beneath its heavy mechanical tracks, the Hephaestus is an ambulatory mineralogical survey vehicle and ore 
  extraction platform. Having fallen out of favour in more established sectors of the Imperium, decommissioned and abandoned 
  Ore Seekers have been repaired and put back into service across the Expanse. Under the direction of Rogue Traders, Explorators, 
  and prospecting guilds, functioning Hephaestus earn quick fortunes for their masters. A Hephaestus Ore Seeker is a gigantic 
  boxy crawler, more than 35 metres tall and propelled by numerous treads. Enormous drills, rippers, and rotary grinders tear 
  away at rock and soil, leaving deep trenches, sunken pits, and mounds of scree in the Seeker’s wake. Thick smoke bellows from 
  countless chimneys bristling from the vehicle’s back, a sure sign that the smelters within are working at full capacity.
  Type: Ground Vehicle
  Tactical Speed: 5
  Cruising Speed: 40 kph
  Manoeuvrability: –30
  Structural Integrity: 65
  Size: Massive
  Armour: Front 45, Side 50, Rear 45
  Crew: 3 Drivers, Foreman, 6 Enginseers, and 20 Miners
  Carrying Capacity: 20 additional crew, 750 tonnes of processed ore, 1 hanger 
  capable of holding 1 Massive vehicle or 2 Hulking vehicles
  Weapons
  Heavy Mining Drill (Facing Front, Melee, 5d10 R, Pen 15, Tearing, Unwieldy). 
  Mining Laser (Fading, Front, 100m, Heavy, S/–/–, 4d10+5 E, Pen 10, 
  Inaccurate, Overheats, Recharge). 
  Digging Arms (Facing Front, Melee, 2d10+10, Pen 4, Unwieldy). 
  Special Rules
  Ground Vehicle: This vehicle follows all rules for ground vehicles. 
  Life Support: A fully outﬁtted Hephaestus Ore Seeker contains enough air, 
  fuel, water, and provisions for a full complement of crew and passengers to 
  survive in relative comfort for a month in hostile environments.
  Improvised Weapons: When used against a Average sized targets or 
  smaller, all of the Hephaestus weapons suffer a –30 penalty to hit. All 
  weapons may be used by any crew. 
  Availability: Near Unique
  Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality 
  does not affect rolls on the Critical Hit chart generated by Righteous Fury.
  LAND SPEEDER
  Counter-grav technology is rare and valuable, making Land Speeders a plaything of the rich. The advantages of these vehicles, however, are 
  obvious, as they cover great distances at speed and ignore even the roughest terrain. Due to their rarity, the vast majority of Land Speeders 
  are used by the elite Space Marines, and the few speeders available to Imperial nobility and Rogue Traders are from the same STC. 
  Type: Skimmer 
   
   
   
   
   
  Tactical Speed: 30 m  
   
  Cruising Speed: 275 kph  
   
   
   
  Manoeuvrability: +10 
  Structural Integrity: 18 
   
   
   
   
  Size: Hulking
  Armour: Front 15, Side 15, Rear 15  
   
   
  Crew: Pilot, Co-Pilot
  Carrying Capacity: certain varieties of Land Speeders can carry up to 5 passengers or equivalent cargo
  Weapons
  None (may be modiﬁed to carry one heavy weapon such as a heavy stubber or heavy bolter, manned by the co-pilot. In general, 
  no weapon heavier than 40 kilograms may be mounted on this vehicle)
  Special Rules
  Skimmer: This vehicle hovers over the battleﬁeld, allowing it to ignore terrain that might otherwise hamper movement. If it 
  ever becomes completely immobilised due to damage, count the vehicle as destroyed instead as it crashes into the ground. 
  Open-topped: Enemies may target the crew and passengers of the vehicle by using a Called Shot Attack Action.
  Availability: Rare
  
  185
  V: Vehicles
  RHINO APC
  The ubiquitous Rhino APC is found on almost every Imperial world, although its use is largely limited to the militant Imperial 
  Adeptus and Adeptus Astartes. The design dates back from before the Horus Heresy, and the boxy, treaded troop transport is reliable 
  and sturdy. Those in the ﬁeld often ﬁnd they can repair all but the most grievous damage using only items in their personal kits. 
  Type: Ground Vehicle 
   
   
   
   
  Tactical Speed: 15 m
  Cruising Speed: 70 kph 
   
   
   
   
  Manoeuvrability: +0
  Structural Integrity: 25   
   
   
   
  Size: Enormous
  Armour: Front 24, Side 24, Rear 20  
   
   
  Crew: Driver, Gunner. 
  Carrying Capacity: 10 soldiers with gear. 
  Weapons
  Pintle-mounted storm bolter (Facing All, Range 90m, Basic, –/–/6, 1d10+5 X, Pen 4, Clip 120, Reload Full, Storm, Tearing)
  Special Rules
  Ground Vehicle: This vehicle follows all rules for ground vehicles.
  Reliable: Any Tech-Use Test made to repair or restore this vehicle receives a +20 bonus.
  Availability: Rare
  Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality 
  does not affect rolls on the Critical Hit chart generated by Righteous Fury.
  SCOUT BIKE
  In the Adeptus Astartes, Space Marine Scouts use this lightly armed and armoured vehicle to aid in long range reconnaissance and hit-
  and-run raids. The Scout Bike is a tough and robust machine, able to traverse almost any terrain and easy to repair and maintain. It is 
  also armed with twin-linked bolters or a grenade launcher and targeter arrays allowing the weapons to be ﬁred on the move—granting 
  the rider impressive ﬁrepower. These traits make them popular amongst Explorers with enough inﬂuence to acquire them.
  Type: Ground vehicle 
   
   
   
   
  Tactical Speed: 18 m 
   
  Cruising Speed: 90 kph 
   
   
   
   
  Manoeuvrability: +8
  Structural Integrity: 10 
   
   
   
   
  Size: Hulking 
  Armour: Front 16, Side 12, Rear 12  
   
   
  Crew: Driver
  Carrying Capacity: Personal gear in side-mounted saddlebags. 
  Weapons 
  Select one—all driver-operated. 
  Twin-linked Boltguns (Facing Front, Range 90m, Basic, S/2/4, 1d10+5, Pen 4, Clip 48, Reload 3Full, Twin-linked)
  Automatic Grenade Launcher (Facing Front, Range 60m, Basic, S/2/–,j, Clip 12, Reload 2 Full, jS)Inaccurate)
  !Varies with ammunition. This weapon may ﬁre any grenades a Grenade Launcher can ﬁre. 
  Special Rules
  Ground Vehicle: This vehicle follows all rules for ground vehicles.
  Targeter Array: The driver of this vehicle gains the Auto-stabilized Trait for ﬁring this vehicle’s weapons. 
  Open-topped: Enemies may target the crew and passengers of the vehicle by using 
  a Called Shot Attack Action.
  Availability: Very Rare
  SENTINEL WALKER
  The Sentinel walker is a bipedal walker used as a scout vehicle by the Imperial 
  Guard. It can be equipped with a wide variety of weapons or loading claws, 
  is easy to pilot, and can even be dropped into combat zones via over-sized 
  grav-chutes, making it a valuable support vehicle to guardsmen in the ﬁeld. 
  Type: Walker
  Tactical Speed: 8 m
  Cruising Speed: 45 kph
  Manoeuvrability: +10
  Structural Integrity: 16
  Size: Hulking 
  Armour: Front 20, Side 20, Rear 20
  Crew: Driver
  Carrying Capacity: None/ roughly 1 metric tonne with powerlifter
  
  186
  V: Vehicles
  Weapons 
  Select one—all driver-operated. 
  Multi-laser (Facing Front, Range 250m, Heavy, –/–/10, 3d10+3 E, Pen 4, Clip 100, Reload 3Full)
  Autocannon (Facing Front, Range 300m, Heavy, S/2/5, 4d10+5 I, Pen 4, Clip 60, Reload 2 Full)
  Powerlifter (Facing Front, Melee, 2d10+10, Pen 2, Unwieldy)
  Special Rules
  Open-topped: Enemies may target the crew and passengers of the vehicle by using a Called Shot Attack Action. 
  Walker: Walkers are able to ignore penalties for moving through difﬁcult terrain, and negotiate obstacles such as rock slides, 
  tank traps, fallen trees, and shattered buildings without penalty. 
  Availability: Average
  VENATOR PATTERN AIR YACHT
  Popular amongst explorers, big game hunters, thrill seekers, and beast traders, the Venator is a functional and versatile craft. Capable 
  of skimming just above the canopy of deathworld jungles or the cresting waves of murky alien seas, a Venator Air Yacht is designed 
  to function for extended periods in hostile environments. Venators are also equipped with holding pens and an on-board abattoir. 
  Type: Skimmer 
   
   
   
   
   
  Tactical Speed: 30m
  Cruising Speed: 120 kph  
   
   
   
  Manoeuvrability: –10
  Structural Integrity: 25 
   
   
   
   
  Size: Massive
  Armour: Front 15, Side 20, Rear 15  
   
   
  Crew: Pilot, Co-Pilot, Tracker, and 2 Gunners
  Carrying Capacity: 3 passengers, and 6 beasts of Average Size.
  Weapons 
  Gunner Harpoon Gun (Facing Front, Range 120m, Heavy, S/–/–, 1d10+5 R, Pen 8, Clip 1, Reload 2Full, Snare, Tearing)
  Tracker Net Launcher (Facing Front or Rear, Range 90m, Heavy, S/–/–, No Damage, Pen 0, Clip 1, Reload 2Full, Snare, Flexible)
  Gunner Tranq Gun (Facing Front or Rear, Range 130m, Heavy, S/–/–, Special, Pen 2, Clip 1, Reload 1 Full, Accurate)
  Special Rules
  Skimmer: This vehicle hovers over the battleﬁeld, allowing it to ignore terrain that might otherwise hamper movement. If it 
  ever becomes completely immobilised due to damage, count the vehicle as destroyed instead as it crashes to the ground.
  Open-topped: Enemies may target the crew and passengers of the vehicle by using a Called Shot Attack Action.
  Predator Auspex: Sophisticated onboard radar, sonar, and thermal auger arrays, combined with sensitive chem-sniffers, allow a 
  Venator’s crew to track prey with unerring accuracy over vast distances. The Predator Auspex counts as an Auspex with a range 
  of 500 metres that also grants a +20 to Tracking Tests made to search for, track, and identify prey.
  Life Support: When operating in toxic or extreme environment, the exposed sections of a Venator can be sealed with thick 
  transparent plates to protect the passengers. This feature does not negate the Venator’s vulnerability as an Open-topped vehicle.
  Availability: Rare
  WARBIKE
  For an Ork, there is not greater thrill than hurtling headlong into battle. To this end, Mekboyz construct Warbikes, lightly 
  armoured personal vehicles designed to run down an Ork’s foes and deliver him into the heart of battle.
  Type: Ground vehicle 
   
   
   
   
  Tactical Speed: 18 m 
   
  Cruising Speed: 85 kph 
   
   
   
   
  Manoeuvrability: +10
  Structural Integrity: 8 
   
   
   
   
  Size: Hulking 
  Armour: Front 17, Side 12, Rear 10  
   
   
  Crew: Driver
  Carrying Capacity: None
  Weapons
  Dakkagun (Facing Front, Range 75m, Heavy, –/–/7, 1d10+6, Pen 2, Clip 100, Reload 3Full)
  Special Rules
  Ground Vehicle: This vehicle follows all rules for ground vehicles.
  Open-topped: Enemies may target the crew and passengers of the vehicle by using a Called Shot Attack Action.
  Kustom Bitz: (Any one): Armour Plates (Facing Any, +3 AP to assigned facing), Red Paint Job (At the start of each 
  Round roll 1D10, adding the result to the Warbike’s Tactical Movement).
  Bullet Spray: The driver of this vehicle gains the Auto-stabilized Trait for ﬁring this vehicle’s weapons. If this vehicle 
  moved in the same turn that it ﬁred, it does not gain the usual bonus to hit for full-auto ﬁre. 
  Availability: Scarce
  
  187
  VI: Expanded Psychic Powers
  NEW NAVIGATOR 
  POWERS
  •
  NEW ASTROPATH 
  POWERS
  •
  THEOSOPHAMY
  •
  ASTROPATHS AND 
  NAVIGATORS IN 
  STARSHIP COMBAT
  
  188
  VI: Expanded Psychic Powers
  Chapter VI: 
  Expanded 
  Psychic 
  Powers 
  “I touch the cosmos, feel the winds of the warp tug at my mind, and 
  the spray of creation on my face. I am a Navigator Primaris and 
  there is no place I cannot travel.”
  –Attributed to Alenna Term’L, Head Navigator of the Aquila 
  Ascending, presumed lost in the Koronus Expanse 635.M41
  N
  avigators and Astropaths are a necessity on board any 
  vessel capable of travelling through the Immaterium. 
  Without a Navigator, a ship is limited to small ‘jumps’ 
  of only a few light years; a completely inefﬁcient method when 
  one considers the size of the Imperium of Man. However, 
  Navigators can do more for a ship than simply pilot it through 
  the warp. With the powers of their genetics and the clarity 
  their Warp Eye presents, Navigators are capable of sensing 
  the currents and tides of the warp; they can ‘feel’ the space 
  surrounding their vessel and detect the objects around her. 
  They can stir those same warp currents to mask their trail, and 
  some study those same currents for tell-tale signs of passage, 
  allowing them to track vessels through the Empyrean and real-
  space. Some even have the power to look at the events of past 
  and future and manipulate them as a weaver assembles cloth. 
  It is also known that with their Warp Eye, the Navigator can 
  stun, kill, and even strip the soul from a living being—casting 
  it off into the warp to be devoured by hungry beasts. Space 
  tales tell of Navigators who can strip the ﬂesh from a man in 
  mere seconds, immolate those who stare too long into his Warp 
  Eye, and even dredge up a man’s darkest fears to make them 
  reality! As mutants, Navigators also possess other attributes 
  aside from their third eye, and exposure to the warp tends to 
  draw mutations out so that by the time a Navigator is entering 
  the twilight of his journey he may no longer be physically 
  recognisable as a man.
  Along with Navigators, Astropaths are among the most 
  mysterious and vital members of a Rogue Trader’s crew. 
  Without these specialised psykers there would be no way to 
  communicate over the vast distances Rogue Traders cover and 
  should a message for assistance need to be sent, a ship without 
  an Astropath would be in dire trouble indeed. Aside from 
  their most obvious use to send and receive astro-telepathic 
  signals, Astropaths assist the Rogue Trader and his 
  or her crew in a number of other ways. They can 
  provide vital information for negotiations or when 
  encountering xenos parties. An Astropath can 
  utilise empathic powers to determine what 
  another being is feeling or thinking, useful when bartering or 
  for locating a hidden foe. They can also act in a combative 
  role, providing both offensive and defensive psychic abilities. 
  Astropaths can dominate a foe, or read the mysterious currents 
  of the past, present, and future; and can also manifest their 
  awesome psychic powers physically, throwing objects and 
  creating energy bolts to hurl across physical space with the 
  power of their minds. Though by no means as powerful as 
  a Sanctioned Psyker, Astropaths can assist with ship combat 
  by providing much-needed support and directing their abilities 
  in strange and awesome ways that can sometimes mean the 
  difference between victory and defeat.
  While one Astropath can be powerful, two or more acting 
  in concert can be downright formidable! Called Astropathic 
  Choirs, these psychically-tuned groups of Astropaths are 
  often directed by the ship’s Mind-Speaker (an Astropath 
  who has been specially trained for the task). This specialised 
  Astropath can ﬁnd the calm within the maelstrom of the 
  Choir’s minds to receive and direct messages across the 
  cosmos—far more than a lone Astropath ever could. With the 
  aid of the Astropathic Relays, the Astropath can connect to 
  the network of telepathic ducts scattered about the Imperium 
  and can send and receive messages far faster than any other 
  method. Additionally, within the gestalt mind of the choir, an 
  Astropath’s powers can be magniﬁed ten-fold. 
  To help prevent outside inﬂuence from interfering with their 
  rare abilities, an Astropathic Choir is typically kept aboard in a 
  special area of the ship called a Choir Vault; it is there that they 
  spend their time in absolute serenity, often ﬂoating in zero-
  gravity, free from the physical and psychic distractions that can 
  interfere with their message-sending and receiving abilities. 
  However, the stress of directing such awesome power is not 
  without a price, for the minds of lesser Astropaths can become 
  fractured leading to a condition called ‘burn-out’ that leaves 
  the Astropath unable to properly use their powers. It can even 
  kill them outright as the energy of the warp courses through 
  their minds, hungrily devouring synapses.
  This chapter expands upon the rules, powers, and information 
  on psychic powers and Navigator abilities that are presented 
  in the ROGUE TRADER Core Rulebook. Below, players and 
  Game Masters have new powers for their Astropath characters 
  and additional abilities for the mysterious Navigators at their 
  disposal. In addition, there are optional rules for utilising an 
  Astropathic Choir, and dealing with Astropath ‘burn-out.’ 
  There are also expanded rules for using both of these careers in 
  space combat, with their powers coming into play to give their 
  ships an edge over their enemy.
  
  189
  VI: Expanded Psychic Powers
  New Navigator 
  Powers
  “I pity you. You, who are limited to the senses and perceptions of your 
  weak and pathetic ﬂesh. I have seen my destiny within the tides of the 
  warp, and I have ripped men apart with nothing more than the power 
  of my legacy. I am destined for greatness, can you say the same?”
  –Navigator Veech Yeshar, prior to his execution for heresy 
  by the Ordo Calixis in M40.
  N
  avigators have the ability to sense the ebb and ﬂow 
  of the currents of the mysterious realm of the warp. 
  It is through them that ships can cross the vast 
  distances of the void of space. Without a Navigator, a ship 
  can only travel a few light years at a time, a paltry distance 
  when compared to the distances a Navigator-driven vessel can 
  cross. With their Warp Eye and the legacy of their genetics, a 
  Navigator can often do more with a ship than move it through 
  the Empyrean safely.
  Below are a selection of new powers that a Navigator can 
  make use of. A Navigator gains these new powers according 
  to the rules presented on page 178, of the ROGUE TRADER 
  Core Rulebook.
  CORRUPTING THE FLESH
  This is a vile power that is generally only seen by those 
  from either the Shrouded or Renegade Houses. With it, the 
  Navigator is able to channel the corrupting power of the 
  warp and bathe a target with it. Needless to say this causes 
  excruciating pain, but can also lead to spontaneous mutation 
  and even death. Using such power is not without cost 
  however, and those who make use of this power regularly will 
  generally go insane and slowly lose their grip on reality.
  Novice: The Navigator makes an Opposed Willpower Test 
  against a single target. Should he achieve more degrees of 
  success, he inﬂicts 1d5 Corruption Points upon the target. 
  Because this power is warp-based, any sort of protection 
  against warp-based attacks, such as warded armour, will 
  protect against this power as well. Should the Navigator fail 
  the Opposed Willpower Test, he gains one point of Insanity. 
  This is a Navigator Gaze power (see page 180 in ROGUE 
  TRADER) for rules on how to avoid a Navigator’s Gaze.
  Adept: As per Novice, except that the target suffers 1d10 
  Corruption Points. Failing the Opposed Willpower Test to 
  use this power inﬂicts 1d5 Insanity Points on the Navigator.
  Master: As per Novice, except that instead of inﬂicting 
  Corruption Points upon the Target, the Navigator causes the 
  Target to make an immediate Malignancy Test instead. When 
  using this power at this level, failing the Opposed Willpower 
  Test causes the Navigator to suffer 1d10 Insanity Points.
  DISRUPTING THE EMPYREAN
  Navigators possess an almost innate sense of the warp. 
  Through little-understood methods of psychic manipulation, 
  the Navigator is able to churn up the local area of warp space, 
  in essence, creating something akin to a miniature warp storm 
  in local space. This has an effect on ships attempting to exit 
  and enter the warp. Ships wishing to enter the warp will need 
  to travel out of the area of disturbance or risk damage. Those 
  ships wishing to exit the warp must do the same.
  Novice: The Navigator must make a Hard (–20) Willpower 
  Test. Success means that for a radius equal to 1 VU x the 
  Navigator’s Willpower Bonus the warp space has become 
  churned and clouded. Ships wishing to enter or exit the warp 
  suffer a –10 penalty to any Pilot (Space Craft) Skill Test per 
  degree of success. Failing this Test causes the ship to suffer 
  1 point of hull integrity damage that cannot be reduced by 
  Void Shields or armour.
  Adept: As per Novice, except the radius becomes equal to 2 
  VUs x the Navigator’s Willpower Bonus. Vessels that attempt 
  to enter or exit the warp through this interference suffer 1d5 
  points of damage should the Pilot Test fail. This damage 
  cannot be reduced by Void Shields or armour.
  Master: As per Adept, but ships failing the Pilot Test suffer 
  1d5 points of damage, plus one additional point of damage 
  per degree of success. This damage cannot be reduced by 
  Void Shields or armour.
  
  190
  VI: Expanded Psychic Powers
  IMMOLATE THE SOUL
  The power of a Navigator’s Warp Eye is a mystery to many, 
  especially to those outside the Navis Nobilite. Regardless, some 
  Navigators have the ability to tap into the warp and bend it 
  to their will through their Warp Eye. This mysterious organ 
  is a source of much awe and superstition among the masses 
  of the Imperium. By carefully channelling the power of the 
  raw Immaterium, a Navigator can cause ﬂesh to blister and 
  spontaneously combust. In fact, it seems that the more corrupt 
  a person is the quicker and more savage the burning processes 
  are. It is powers such as this that can cause the uneducated to 
  rightly fear the Navigators and give cause to hunt them down 
  as witches and sorcerers. However, the more pious members of 
  the Navis Nobilite feel that this power has been bestowed upon 
  them by the God-Emperor Himself so that they may prosecute 
  His enemies with cleansing ﬂame, and it’s rumoured that these 
  pious members of the Navigator Houses use this power to hunt 
  down errant members of the Navis Nobilite.
  Novice: The Navigator does not make any Test to activate 
  this power. This power projects itself in a 30 degree cone 
  from the Navigator out to a range of 10 metres. It does 
  1d10+4 Energy Damage and has a penetration of 2. All 
  living creatures caught in the arc of this power must make a 
  Challenging (+0) Agility Test or suffer the damage of the 
  power. The Novice must make a Routine (+20) Toughness 
  Test or suffer one level of Fatigue. 
  Adept: As per Novice, except that the power now functions 
  as a Flamer in terms of range, damage, and other special 
  qualities. In addition this power does two additional Wounds 
  for every 10 Corruption Points the target has. The Adept 
  does not suffer fatigue for using this power. 
  Master: As per Novice, except that the power now 
  functions as a Heavy Flamer in terms of range, 
  damage, and other special qualities. In addition 
  this power does four additional Wounds for 
  every 10 Corruption Points the target has. 
  OBLITERATING THE IMMATERIAL WAKE
  Using arcane knowledge of warp physics and even special 
  techno-arcane devices (such as a ship’s warp vanes), the 
  Navigator can inﬂuence tides in the warp and attempt to 
  obliterate any trail left from his ship’s passing through 
  the Immaterium and even real space, making it difﬁcult, 
  if not impossible, to track. Using this ability is distracting 
  and physically taxing, however, as the Navigator risks 
  unconsciousness and physical damage.
  Novice: Using this power, any other Navigator attempting 
  to use Tracks in the Stars, or similar powers, suffers a 
  –10 penalty to the Perception Test (see page 181, ROGUE 
  TRADER). In addition, when using Obliterating the Immaterial 
  Wake, the Navigator suffers 1 level of Fatigue. Note that the 
  Navigator can only make use of this power once per day 
  (every 24 hours).
  Adept: The Navigator using this power makes a Challenging 
  (+0) Willpower Test. If the test fails, then the power functions 
  at Novice level. If the test succeeds, any Perception Tests made to 
  track the ship suffer a –10 penalty per degree of success. However, 
  the Navigator must make a Challenging (+0) Toughness Test 
  or suffer 1 level of Fatigue per degree of success.
  Master: The Navigator is able to completely obliterate his trail 
  in space and the Immaterium making it impossible to track 
  his vessel using Tracks in the Stars or any similar power or 
  ability. However, due to the taxing nature of using this power, 
  he must make a Challenging (+0) Toughness Test or slumps 
  over unconscious and remain that way for 1d5+8 hours.
  REFRESH AND REVITALISE
  Navigators are strange beings to say the least, and only the 
  learned few of their kind within the Navis Nobilite know much 
  about their genetics. It takes stamina and fortitude to be able 
  to sit at the Navigator’s Station day after day making sure a 
  ship stays on course. Needless to say, not all Navigators are up 
  to the challenge and so a smart captain has several Navigators 
  on board to rotate out through lengthy voyages. By tapping 
  into the power of his genetic heritage, a Navigator can offset 
  fatigue and exhaustion allowing a longer vigil than normal. 
  While this isn’t the same as the Adeptus Astartes’ Catalepsean 
  Node that allows a Space Marine to keep half of his brain 
  awake so he can become alert at a moment’s notice, it does 
  provide a close second—and without the side-effects of using 
  drugs like Stimm. This does not erase a Navigator’s fatigue, 
  it merely postpones it. Once he has the means, the Navigator 
  must either sleep or risk collapsing into a coma-like state that 
  can last for days.
  Novice: The Navigator makes a Difﬁcult (–10) Willpower 
  Test. Failure yields nothing, but for every degree of success 
  the Navigator is able to remove 1 level of Fatigue for a number 
  of hours equal to his Toughness Bonus (TB).
  Adept: As per Novice, except that the Navigator is able to 
  hold off the effects of Fatigue for 2xTB in hours. However, 
  should the Navigator fail to rest for at least 8 hours before the 
  duration expires (which will remove all levels of Fatigue), he 
  suffers a number of Wounds equal to the number of Fatigue 
  Levels he removed at the end of this time. 
  CHAOS AND THE COMMON CITIZEN, 
  REVISITED
  Non-player Characters gain Corruption and Insanity in 
  a slightly different manner than the Explorers, who are 
  men and women of importance. While some NPCs may 
  be just as important and powerful as the Explorers, and 
  gain Corruption and Insanity normally, most are beneath 
  the notice of the Dark Gods and warrant only a cursory 
  damnation should they stray from the Emperor’s light.
  In general, only particularly important NPCs (such 
  as those with the Touched by the Fates Trait) should 
  gain Corruption, Insanity, Malignancies, Mutations, 
  and Disorders as a player character would. All NPCs 
  who are relatively unimportant are instantly killed or 
  warped into a vile (but harmless) Chaos Spawn when 
  they gain 10 Corruption Points or a Malignancy 
  or Mutation. If they suffer 10 Insanity Points or a 
  Disorder, they go catatonic, die due to mental trauma, 
  or become completely insane. 
  
  191
  VI: Expanded Psychic Powers
  Master: The Navigator must make a Hard (–20) Willpower 
  Test. Success means that he is able to ignore any levels of 
  Fatigue and go without sleep for 1d5+1 days (though he 
  might become cranky and irritable!). However, once this period 
  of time passes, the Navigator falls into a coma-like state and 
  will remain in such a state for a number of days he was able to 
  remain awake minus his Toughness Bonus (minimum 1 day). At 
  any point before the duration expires, if the Navigator can sleep 
  for at least 8 hours, he will not succumb to the comatose state. 
  Note that unless the Navigator is connected to his Navigation 
  Station or taken to a medicae bay and put on some manner of 
  life-sustainers, he may succumb to thirst and starvation while in 
  any coma-like state (GM’s discretion).
  SCOURGE OF THE RED TIDE
  Through his understanding of the Empyrean, the Navigator 
  calls upon the full fury of the warp and brings forth a scouring 
  tide of warp energy that jets forth from his fully-opened third 
  eye. Flesh is seared to the bone, and vital ﬂuids boil away as 
  the victim’s soul is consumed in the attack. So powerful is 
  this energy it can distort and even damage physical matter. 
  However, using this power can jeopardise the Navigator as 
  well; and is generally only used as a last resort as the power of 
  the warp comes ﬂooding through into real space consuming 
  all in its path.
  Novice: The Navigator makes an Opposed Willpower Test 
  with anyone looking into his Warp Eye (see ROGUE TRADER 
  page 180 for rules on how to avoid a Navigator’s Gaze) 
  within 15 metres. Make a single test for the Navigator 
  and compare it to the results of each person gazing into 
  his Warp Eye. Should the Navigator achieve more degrees 
  of success, the opponent suffers 1d10+ the Navigator’s 
  Willpower Bonus in Energy damage, plus an additional 
  1d10 for every degree of success. This damage is not 
  reduced by armour (unless warded), but the opponent may 
  use his Toughness Bonus. 
  Adept: As per Novice, however the damage is increased to 
  1d10+ double the Navigator’s Willpower Bonus in Energy 
  Damage, plus an additional 1d10 for every degree of Success. 
  In addition, this ability can also damage non-living beings, 
  and inanimate objects (bulkheads, structures, etc). Because of 
  the taxing nature of this power, using it causes the Navigator 
  to suffer one Wound and one level of Fatigue. Should the 
  Navigator fail the Willpower Test by one degree or more, he 
  suffers two Wounds instead of one.
  Master: At this level, the Navigator is able to unleash the 
  full fury of the warp. An angry red tide of energy boils 
  out from his Warp Eye. Damage is dealt as the Adept level, 
  however with this full force, it is almost impossible to avoid 
  the overwhelming gaze of the Navigator. Targets do not get 
  any bonus to their Test for looking away, as the roiling tides 
  of the warp surround them. Again, due to the taxing nature 
  of using this power, the Navigator suffers 1d5 Wounds (not 
  reduced by armour or Toughness) and is unable to make use 
  of any other Navigator powers until the end of the combat. 
  Should the Navigator fail the Willpower Test by one degree 
  or more, he suffers 1d10 levels of Fatigue, which may well 
  render him unconscious.
  Note that the damage dealt out from this power can be 
  applied to physical inanimate objects as well and will also 
  damage non-living targets (but not Daemons, Untouchables, 
  or any other warp entities—see the sidebar Psychic Powers in 
  ROGUE TRADER and DARK HERESY, page 172 of the ROGUE 
  TRADER Core Rulebook for explanation).
  STRIPPING THE HUSK
  With this power, the Navigator is able to quickly snap open 
  and close his Warp Eye, unleashing a whip-quick blast of 
  energy that immediately sheers ﬂesh from bone. In a gruesome 
  display, a Navigator who knows such powers can reduce an 
  opponent to a pile of steaming bones and quivering meat in 
  a matter of moments!
  Novice: To use this power the Navigator makes an Opposed 
  Willpower Test against the Target. Should he achieve more 
  degrees of success, he does 1d10 Rending Damage to the 
  Target. This damage may be reduced by Toughness, but not 
  by armour (unless warded). In addition to this, the Target is 
  also automatically knocked down prone.
  Adept: As per Novice except that the damage is increased 
  to 1d10 Rending Damage with bonus damage equal to the 
  degrees of success of the Opposed Willpower Test. 
  Master: As per Novice except that the damage increases to 
  2d10 Rending Damage with bonus damage equal to the 
  degrees of success of the Opposed Willpower Test. In 
  addition to being knocked down, the Target is also considered 
  to be Pinned, unless they are immune to Pinning.
  SHIPBOARD NAVIGATORS
  Travel through the Immaterium can be a tedious a 
  lengthy affair. To believe that a single Navigator would 
  be able to persevere through the entire trip is to invite 
  calamity. Without a refreshed and alert Navigator, a ship 
  could easily become lost in the riptides and eddies of 
  the warp. When a Navigator is plugged into his station 
  he is connected to all manner of support systems and 
  cogitators designed to aid in steering the ship through 
  the Empyrean and keeping him alive in the event of 
  catastrophe. These systems vary from ship to ship and 
  sector to sector, but the current trend in the Calixis 
  Sector is to run Navigators in shifts. The times of these 
  shifts also vary, but are designed to keep a Navigator at 
  optimum efﬁciency and the ship on course.
  
  192
  VI: Expanded Psychic Powers
  STACKING THE DECK
  Navigators, by their training, are taught the basics of starship 
  naval combat. Navigators are also able to perceive ﬂickering 
  shadows of possible future events. By peering into the streams 
  of time and space and studying the currents and eddies of the 
  warp, the Navigator can attempt to position his vessel for a 
  more optimum ﬁring solution, angle it such a way that the 
  ship’s armour is able to better deﬂect an incoming attack, or 
  even point the ship in the best direction for a tactical retreat.
  Novice: The Navigator makes a Difﬁcult (–10) Perception 
  Test. If the Test succeeds, he may add his Intelligence Bonus 
  x5 to any Manoeuvre Action or single Ballistic Skill Test to 
  ﬁre the starship’s guns.
  Adept: The Navigator can make a Hard (–20) Perception 
  Test. If the Test succeeds, the Navigator may take his 
  Intelligence Bonus and divide out the points among any of 
  the following starship characteristics to increase them: Speed 
  or Armour. This increase lasts for 1 Strategic Turn, but the 
  Navigator cannot use this ability again for the rest of the 
  combat. Should he fail this Test by one or more degrees, the 
  Navigator suffers two levels of Fatigue.
  Master: As per Adept, except that the increases last for 
  1d5 Strategic Turns. In addition, using the power at this 
  level is extremely taxing. As such the Navigator gains 
  two levels of Fatigue or four if the Test fails by one 
  or more degrees.
  STUPEFY THE SOUL
  Some Navigators are able to moderately control the warp 
  energies that can spew forth from their Warp Eye. While most 
  can kill with a look, other Navigators can stun their opponents. 
  By only partially opening his third eye, the Navigator can 
  shock the souls of living creatures. Sometimes this merely stuns 
  the opponent, but there are other times when the Navigator 
  may wish to ‘push’ a bit further into a foe’s mind causing him 
  to suffer fear and shock as the warp assails both minds and 
  spirit. This has the added results of forcing the opponent into 
  ﬂeeing or suffering a complete mental melt-down as his grip 
  on reality shatters from the power of the warp.
  Novice: The Navigator makes an Opposed Willpower Test 
  against any living beings who look into his Warp Eye (see 
  ROGUE TRADER, page 180). The Navigator makes a single 
  Test and compares the result to each being exposed to his 
  eye. Should the Navigator achieve more degrees of success, 
  the opponent suffers 1d5+4 levels of Fatigue. This damage is 
  only reduced by the opponent’s Toughness Bonus.
  Adept: As per Novice, except that in addition to the Fatigue 
  damage dealt, the opponent must also make a Frightening 
  (–10) Fear Test. If the Navigator fails the Test, he suffers two 
  levels of Fatigue.
  Master: As per Novice, except that in addition to the Fatigue 
  damage dealt, the opponent must also make a Horrifying 
  (–20) Fear Test. The Navigator suffers two levels of Fatigue, 
  with no way to avoid it.
  
  193
  VI: Expanded Psychic Powers
  New Astropath 
  Powers
  “Experiencing...unknown astropathic phenomena...ship’s augurs have 
  detected a pale structure in orbit...approaching us.... It screams! It 
  screams and I hear it! ...the silver trees weep blood....and so do I.”
  –Final Astropathic communication of the Gaunt Triumph, 
  796.M41
  Astropaths are the sole reason the Imperium is able to maintain 
  communications across such vast distances. Without the aid 
  of these soul-bound psykers, civilisation would ﬂounder and 
  perish in the blackness of space. Their loss of vision (and other 
  senses) is a small price to pay for the service they provide 
  with their psychic abilities. Within the hallowed halls of the 
  Adeptus Astra Telepathica, Astropaths are trained to hone and 
  control their abilities so that they can become part of the 
  great network of telepathic ducts through which interstellar 
  communications are committed and received. However an 
  Astropath is more than a living vox-caster. They are potent 
  psykers in their own right and a few have abilities that can 
  rival even sanctioned psykers. 
  Within the Calixis Sector, the majority of Astropaths reside 
  within the Adeptus Astra Telepathica complex on the capital 
  world of Scintilla. Others are sent throughout the sector to other 
  worlds where there are established astro-telepathic hubs and 
  Astropathic Relays. In the Koronus Expanse, Astropaths have 
  no such facilities aside from what has been brought in to the 
  region by the Imperium and other agencies. They must rely on 
  their own abilities and hope that they and their choir are strong 
  enough to get a message on through to Footfall, or other stations 
  or vessels where their message can be received and passed on. 
  In some cases, the Astropath must wait until he is clear of the 
  massive warp storms that surround the Expanse. Otherwise, he 
  risks his message becoming garbled, lost, or even intercepted.
  Listed below are a selection of new psychic powers that 
  Astropaths can make use of. These powers follow the same 
  rules in Chapter VI of the ROGUE TRADER Core Rulebook. 
  TELEPATHY DISCIPLINE
  The telepathy discipline is iconic for Astropaths, but a skilled 
  telepath can accomplish far more than sending psychic messages. 
  Beacon
  Value: 200xp
  Prerequisites: None
  Focus Power Test: Willpower
  Focus Power Time: Full Action
  Range: special
  Sustained: Yes
  With this power the psyker is able to create a small psychic 
  beacon within the Empyrean that can only be seen with 
  psychic senses. With the beacon in place, the psyker is able to 
  determine how far away he is from that beacon as if it were a 
  ﬁxed point in space. The maximum range that he can perceive 
  the beacon is equal to 5km x Psy Rating. However, due to 
  the fact that they can sense psychic anomalies further away 
  than normal psykers, Navigators may be given the location 
  of the beacon. Should the Navigator gain at least one degree 
  of success on a Difﬁcult (–10) Psyniscience Test, then he 
  is able to locate the beacon within a number of light years 
  equal to the psyker’s Psy Rating. By knowing the location 
  of the beacon (and being able to sense it) a Navigator who 
  is unable to locate the Astronomican can make a Very Hard 
  (–30) Navigation (Warp) Test instead of the normal test 
  required to chart a successful course. The beacon can become 
  obscured by warp storms or eddies, or even destroyed, per the 
  Game Master’s discretion. This power may not be used at the 
  Fettered Psychic Strength.
  Chaos Mind
  Value: 300xp
  Prerequisites: Terrify
  Focus Power Test: Opposed Willpower
  Focus Power Time: Half Action
  Range: 1m x Psy Rating
  Sustained: No
  The psyker is able to form a bridge between his mind and 
  the mind of the target. Through this connection, the psyker 
  is able to pour through the raw power of the warp into 
  the target’s mind, blowing out blood vessels and causing 
  a psycho-induced stroke. Many fear the use of this power 
  due to the devastating effects it has on both the psyker 
  and the target. When using this power, the psyker makes 
  an Opposed Willpower Test against the target. Should 
  the psyker succeed, the target suffers 1d10+ Psy Rating 
  damage. This damage cannot be reduced due to armour 
  (unless the armour is warded) or Toughness. Daemons and 
  other creatures of the warp are immune to this ability, as are 
  Untouchables and other similar types. Should the psyker fail 
  the Focus Power Test, he suffers 1d5 Insanity Points as he is 
  witness to the awful visions of Chaos.
   NEW PSYCHIC POWERS
  The powers presented below are primarily intended 
  for the Astropath career. However, any character 
  that is capable of making use of psychic powers 
  can (with the Game Master’s permission) make use 
  of these powers as well. Because these powers are 
  designed primarily for use by an Astropath, they fall 
  into one of the three psychic disciplines presented 
  in the Rogue Trader Core Rulebook: Telepathy, 
  Divination, and Telekinesis.
  
  194
  VI: Expanded Psychic Powers
  Mental Alacrity
  Value: 200xp
  Prerequisites: Inspire
  Focus Power Test: Willpower
  Focus Power Time: Half Action
  Range: Self or 1m x Psy Rating
  Sustained: Yes
  Within the Scholastica Psykana and the Adeptus Astra 
  Telepathica, there are many exercises and meditations that are 
  taught to the psykers and Astropaths to enhance their senses 
  and make up for the loss of their sight. In addition, there are 
  also certain powers that can enhance the mental clarity and 
  acuity of the psyker or a nearby ally, giving him a much needed 
  edge in terms of mental awareness. By making a Focus Power 
  Test, the psyker gains a bonus to his Perception characteristic. 
  Should the Test succeed, the psyker gains a bonus to his 
  Perception that is equal to his Psy Rating plus his Willpower 
  Bonus. In addition, he may also bestow this bonus onto any 
  ally who is within range. This bonus lasts for 1 round.
  Mind Ward
  Value: 100xp
  Prerequisites: None
  Focus Power Test: Willpower
  Focus Power Time: Half Action
  Range: Self
  Sustained: Yes
  There are many ways to gain entry into the mind of another 
  person. With this power, those ways become much more limited. 
  The psyker is able to erect psychic defences and bulwarks that 
  help prevent mental attacks. In fact, the psyker is even able to 
  use this power to steel his mind against such events as Fear. The 
  psyker makes a Focus Power Test and the degrees of success 
  determine how much protection is gained by use of this power 
  (see Table 6–1: Mind Ward). This power may not be made at 
  the Fettered Psychic Strength. The beneﬁts on the table stack. 
  DIVINATION DISCIPLINE
  Divination concerns itself with the prediction of future 
  events, and seeing the truth in the present. However, the 
  warp is extremely ﬁckle, making accurate predictions highly 
  difﬁcult—and often dangerous. 
  Auto-Séance
  Value: 200xp
  Prerequisites: Psychometry
  Focus Power Test: Psyniscience
  Focus Power Time: Two Full Actions
  Range: special
  Sustained: Yes
  Astropaths are far more than mere telepaths. With their psychic 
  abilities they are able to peer into the streams of time and 
  space and see events from past, present, and future. A hallmark 
  power taught within the hallowed halls of the Adeptus Astra 
  Telepathica, the auto-séance is a power by which the psyker 
  opens up his mind and analyses the auras and psychic resonances 
  around him. Through this power, he is able to augment and 
  enhance the powers of another psyker. By doing this, he also acts 
  as a buffer—preventing the worst parts of any psychic feedback 
  or attacks as a result of using other psychic powers. The most 
  common use of the auto-séance is to enhance another psyker’s use 
  of Psychometry to read the auras of other objects and to detect 
  any taint of warp-craft or other warp-intrusions. However, it can 
  be used to enhance any power from the Divination Discipline.
  When using this power, the psyker clears his mind and makes 
  a Focus Power Test. Should the Focus Power Test succeed, the 
  other psyker that is being enhanced activates any divination 
  power that he knows. If that power succeeds, then that psyker 
  gains a bonus to his Psy Rating equal to half of the Psy Rating 
  of the psyker using the auto-séance power. In addition, up to 
  half of any damage suffered by the other psyker from either 
  the use of other divination powers or through any Psychic 
  Phenomena or Perils of the Warp events may be transferred to 
  the psyker maintaining the auto-séance power.
  Table 6—1: Mind Ward
  Degrees of Success Protection Level
  0
  Any psychic attack that attacks the mind of the psyker must pass an Opposed Willpower Test in 
  order to succeed. If an opposed Willpower Test is already required, the psyker gains a +20 bonus 
  to his Test. 
  1
  Psychic attacks that attack the mind of the psyker with a Psy Rating of 2 or less are negated.
  2
  Psychic attacks that attack the mind of the psyker with a Psy Rating of 3 or less are negated.
  3
  Psychic attacks that attack the mind of the psyker with a Psy Rating of 4 or less are negated.
  4+
  Psychic attacks that attack the mind of the psyker with a Psy Rating of 5 or less are negated. 
  In addition to this, the psyker is also immune to the effects of Fear as long as the power is 
  maintained.
  
  195
  VI: Expanded Psychic Powers
  Detect Taint
  Value: 100xp
  Prerequisites: None
  Focus Power Test: Psyniscience
  Focus Power Time: Half Action 
  Range: 1m x Psy Rating
  Sustained: No
  Psykers, by their very nature, are attuned to the warp. They channel 
  the power of that realm in order to make use of their powers. 
  With this power, the psyker is able to detect the tell-tale ‘odour’ 
  of the warp on objects, places, and even people. Depending on 
  the ability of the psyker, it can even be used to detect possession, 
  psychic ability, and more. The psyker makes a Focus Power Test 
  and the degrees of success on that Test determines how well he 
  can discern the touch of the Empyrean on things (see Table 6-2: 
  Detect Taint). This power does not go into great detail (i.e. it 
  will detect Dark Pacts, but not the nature of them), however, it 
  can be useful in determining the location of psykana devices, 
  witches, warp gates, etc.
  The Action Again
  Value: 300xp
  Prerequisites: Divining the Future
  Focus Power Test: Psyniscience
  Focus Power Time: Free Action
  Range: Self
  Sustained: No
  With this power, a psyker is able to snatch a glimpse of the 
  future and see brieﬂy the outcome of his actions. Through 
  this ﬂash of insight, the psyker may be able to correct his 
  actions and avoid tragedy. On a successful Focus Power Test, 
  the psyker is able to re-roll any single Test within a number 
  of rounds equal to his Psy Rating. He may reroll any Test, 
  but must accept the outcome of the second roll. The fates are 
  ﬁckle and punish those who look too much into their own 
  destiny. Thus, this power may only be used once every 24 
  hours and may not be used at the Fettered Psychic Strength.
  TELEKINESIS DISCIPLINE
  The power of telekinesis is commonly associated with the 
  ability to lift and throw objects with one’s mind. However, 
  when performed by a skilled psyker, it can do far more.
  Death Grip
  Value: 200xp
  Prerequisites: Telekinetic Crush
  Focus Power Test: Opposed Willpower
  Focus Power Time: Half Action
  Range: 1m x Psy Rating
  Sustained: No
  Using the power of his mind, the psyker is able to create a 
  telekinetic grip on a living creature’s vital organs and squeeze 
  them. Needless to say, this can simply stun the target or cause 
  immediate death. The psyker makes an Opposed Willpower 
  Test against the target. If successful, he inﬂicts 1d10 Rending 
  Damage with the Shocking Quality to the target, with a bonus 
  of +1 Damage per Psy Rating. This damage is not reduced 
  for armour (unless warded) or Toughness Bonus. Additionally, 
  this power will only work on living beings and animals. It 
  will not work against daemons, non-living, or other denizens 
  of the warp.
  Levitation
  Value: 400xp
  Prerequisites: Precision Telekinesis
  Focus Power Test: Willpower
  Focus Power Time: Half Action
  Range: Self
  Sustained: Yes
  The psyker is able to call upon his telekinetic abilities to be 
  able to lift himself into the air. By the time a psyker learns 
  this power, he is able to maintain his delicate concentration 
  to block outside distractions and keep his focus on the task 
  at hand. By making a Focus Power Test, the psyker is 
  able to levitate himself up to a height equal to his 
  Psy Rating. This power is not ﬂight, but merely 
  a vertical movement. The psyker can also use 
  this power to lift objects or others into the 
  Table 6—2: Detect Taint
  Degrees of Success
  Results
  1
  The psyker is able to detect whether or not an object has been in contact with the warp, psychic 
  powers, or other warp-related abilities as long as contact has been within a number of hours equal 
  to the psyker’s Psy Rating.
  2
  The psyker can determine the exact nature and type of contact an item has had with the warp 
  –whether it was used as part of a ritual, held by another psyker, etc. This taint can be detected up 
  to a number of hours equal to the psyker’s Psy Rating.
  3
  The psyker can detect the touch of the warp on people. It does not provide any other detail other 
  than they have been touched somehow by the warp.
  4
  The psyker can determine the nature of a person’s relationship with the warp. It can detect if they 
  are a psyker, sorcerer, or possessed.
  5+
  The psyker can now discern the nature of any person, place, or object’s connection with the warp. 
  It can detect the presence of warp gates, Dark Pacts, possession, etc.
  
  196
  196
  VI: Expanded Psychic Powers
  air as well. To determine how much weight the psyker can 
  levitate with this power, consult Table 9-33: Carrying, 
  Lifting & Pushing, on page 268 of the ROGUE TRADER Core 
  Rulebook. Instead of using the psyker’s Strength Bonus and 
  Toughness Bonus, use his Willpower Bonus and Intelligence 
  Bonus. The maximum lifting weight is the total amount of 
  weight the psyker can levitate—anything over that limit and 
  the psyker is unable to lift it.
  Psycho-Kinetic Mist
  Value: 200xp
  Prerequisites: None
  Focus Power Test: Willpower
  Focus Power Time: Half Action
  Range: 1m x Psy Rating Radius
  Sustained: No
  By calling on the powers of the warp, the psyker is able to 
  conjure up a psycho-kinetic material that can be shaped by 
  the psyker’s mind. With this power, the material manifests as a 
  hazy, gauzy, white vapour that obscures vision of all within its 
  area. All attempts made to attack those within the area of effect 
  suffer a –10 penalty to Weapon Skill Tests and a –20 penalty 
  to Ballistic Skill Tests. Those who are within the area of effect 
  are also affected by these penalties as well. The mist follows 
  the psyker wherever he goes, but only lasts a number of rounds 
  equal to the degrees of success achieved on the Focus Power 
  Test. Once the power expires, the mist evaporates.
  Psycho-Kinetic Shield
  Value: 300xp
  Prerequisites: Psycho-Kinetic Mist, Precision Telekinesis
  Focus Power Test: Willpower
  Focus Power Time: Full Action
  Range: Personal/ 2m
  Sustained: Yes
  The psyker is able to mentally shape a psycho-kinetic mist 
  into a barrier capable of withstanding physical attacks. The 
  barrier only protects a 90 degree arc around a character (the 
  psyker may move the barrier as a Half Action), but must be 
  positioned in a way to protect the Psyker or a nearby ally 
  within 2m. The psyker makes a Focus Power Test to call this 
  shield into being. The shield provides a number of AP equal 
  to the psyker’s Psy Rating. The barrier is not only effective 
  against physical and ranged attacks, but also against psychic 
  and daemonic attacks. It takes a Half Action to move the 
  shield from either the psyker to an ally, or vice versa. Once 
  the power expires, the shield evaporates completely.
  Table 6—3: New Psychic Powers
  Name
  Focus Time
  Sustain
  Xp Value Focus Power Test
  Prerequisite
  Telepathy
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  197
  197
  VI: Expanded Psychic Powers
  Theosophamy
   “The daemon and the witch shall do no harm, for Him on Earth is 
  ever with me...” 
  –Excerpt from the Catechisms of Soul-binding,  
  Calixian Edition
  T
  he psychic discipline of Theosophamy is a rare and 
  esoteric art that focuses, and concentrates upon, the 
  manipulation of the Warp and its interaction on the 
  real universe. This discipline is focused more upon ritual and 
  control instead of unleashing the raw power of the Warp, as 
  it is primarily used to disrupt or seal breaches in the barrier 
  between the real world and the empyrean, as opposed to 
  simply opening them and directing that power.
  Astropaths can make use of Theosophamy through their 
  soul–bond with the God–Emperor. In a sense, the Astropath 
  is considered to be ‘holy,’ granting greater power over the 
  Warp and the ability to banish the daemonic. By tapping into 
  their soul–bond, the Astropath can perform amazing psychic 
  feats that an average sanctioned psyker wouldn’t normally be 
  able to do. This is where the true power of the Astropath’s 
  bond with the Emperor lies.
  NEW DISCIPLINE AND 
  TECHNIQUES
  In addition to the normal repertoire of disciplines and powers, 
  an Astropath may also select powers from the Theosophamy 
  discipline, per the rules outlined in the ROGUE TRADER Core 
  Rulebook and this chapter. Listed below are several new 
  powers related to the discipline of Theosophamy that players 
  may select from. These powers all centre on the psyker’s ability 
  to banish daemons and other Warp entities, or to protect him 
  and others from the same.
  THEOSOPHAMY MASTERY
  The ROGUE TRADER Core Rulebook, page 159, states that in 
  order to have Discipline Mastery of a psychic Discipline, the 
  psyker must purchase 8 techniques from a single Discipline. 
  The beneﬁts for such a feat are that all Fettered Psychic 
  Strength uses of the Discipline gain a +1 bonus. However, 
  since Theosophamy has less than 8 techniques available to 
  it, the GM can opt to decide that a psyker has Mastery over 
  the Discipline once he has purchased all of the available 
  techniques. Future supplements may present additional 
  Theosophamy techniques that the psyker can choose from 
  bringing the total to 8 or more. Should this be the case, 
  then the GM is welcome to reinstitute the original Discipline 
  Mastery rules.
  THE THEOSOPHAMY 
  DISCIPLINE
  Activation Time: Full Action
  Maintainable: Varies by technique
  Range: a 1 km x Psy Rating radius around the psyker
  Focus Power Test: Psyniscience
  Power Scale: At Psy Rating 1–3, the psyker is able to detect 
  psychic disruptions and warp disturbances, however the 
  direction of these events are hazy and the psyker only knows 
  that they are being used in the area around him. At Psy Rating 
  4–6, these feelings become clearer and the psyker is able to 
  determine if they are coming from in front of him or behind 
  him. At Psy Rating 7+, the psyker is able to pin–point the 
  source of the disturbances with accuracy.
  Technique Trees: Warp Manipulation
  BASIC TECHNIQUE:  
  DETECT WARP BREACH
  Theosophamers are able to detect the small and fragile cracks 
  that exist between the material world and the Immaterium. 
  This includes gateways and passages, and also daemonic 
  incursions and uses of psychic powers that draw upon the 
  very realm of Chaos.
  As a Full Action, the psyker is able to focus his concentration 
  upon the area around him and determine if any gateways, 
  portals, or channels exist. Use of this technique requires a 
  Focus Power Test, with every Degree of Success narrowing 
  the direction of the breach down as follows: 1 Degree of 
  Success allows the psyker to determine that some kind of 
  breach exists within range, 2 Degrees of Success narrows the 
  direction down to front or back, and 3 Degrees of Success or 
  more allows the psyker to pinpoint the direction. This power 
  can also be used to detect if the warp has been breached by an 
  incursion, however, the psyker must be near the incursion site 
  within 1d5 minutes of the event from occurring (possession, 
  warp gates, etc).
  If the psyker maintains the power in the area, he can 
  increase his Degrees of Success by +1, eventually gaining 
  needed number to pinpoint any type of incursion or breach.
  Soul–Binding and the Holy
  Many of the techniques listed in this section refer to the psyker’s 
  soul–bond. In fact, this speciﬁcally refers to Astropaths and 
  their soul–bond with the God–Emperor, as Astropaths can 
  learn to tap into their bond with the Master of Mankind for 
  use against the unholy daemon. Psykers other than Astropaths 
  who might make use of Theosophamy have found a way to 
  tap into their boundless faith in the God–Emperor and use 
  that power to stand against the horrors of the warp. This 
  can include Sanctioned Psykers, Inquisitors, and other 
  psykers of the Imperium.
  
  198
  198
  VI: Expanded Psychic Powers
  WARP MANIPULATION TECHNIQUES
  Masters of Theosophamy are relatively common in the Koronus 
  Expanse. The Astropaths referred to as Transubstantial Initiates 
  are particularly drawn to Theosophamy.
  Banishment
  Value: 500xp
  Prerequisites: Seal the Breach
  Focus Power Test: Opposed Willpower
  Focus Power Time: Full Action
  Range: 5m x Psy Rating
  Sustained: No
  By tapping into the ability to sense tenuous connections 
  between the warp and warp–entities, the psyker is able to 
  attack the ties and create a discordant resonance within them. 
  Banishment disrupts the connection between daemons and 
  the warp, and thus only affects target with the Daemonic Trait 
  (or creatures determined to be warp-entities by the GM). To 
  use the power, the psyker makes an Opposed Willpower Test 
  against the target. For every Degree of Success on the Focus 
  Power Test, the target takes 1d10 points of damage, ignoring 
  armour and Toughness. Should the psyker win the Test by 
  5 or more Degrees of Success, the entity is ﬂung screaming 
  back into the warp, and is utterly destroyed! 
  Rebuke the Mutant
  Value: 200xp
  Prerequisites: None
  Focus Power Test: Psyniscience
  Focus Power Time: Half Action
  Range: 10m x Psy Rating (max. 50m)
  Sustained: Yes
  The foul mutant cannot bear to stand against he who has stood 
  before the God–Emperor. Those who dare gaze upon him have 
  their own imperfections reﬂected back upon them; only the 
  most corrupt and stalwart can stand against this. When using 
  this technique, the psyker opens himself up to the currents of 
  the warp and acts as a mirror, revealing to the viewer what he 
  truly is. This technique only affects individuals with mutations 
  (including minor ones) and Navigators—who are themselves 
  mutants. It does not affect abhumans and aliens. A successful 
  Focus Power Test grants the psyker the Fear (1) Trait against 
  those affected by the technique. Each turn they begin within 10 
  metres of the psyker, they must make a Hard (–20) Willpower 
  Test or take 1d10 R damage as their tainted body rebels. This 
  damage is not reduced by armour or Toughness.
  Sanctuary
  Value: 300xp
  Prerequisites: Soul of Adamantium
  Focus Power Test: Psyniscience
  Focus Power Time: Half/Full Action
  Range: self/special
  Sustained: Yes
  By tapping into the various breaches and cracks that exist in the 
  real world, the psyker is able to wrap himself within tendrils 
  of warp energy and use them to gird himself against harm. By 
  succeeding on a Focus Power Test and taking a Half Action anyone 
  wishing to target the psyker with a ranged attack or approach 
  within three metres of the psyker must pass a Challenging (+0) 
  Willpower Test or forgo their turn as the energies of the warp 
  hold them at bay. In addition, while this technique is active, any 
  attacks against the psyker with the Warp Weapon Trait that hit 
  the psyker do not ignore armour, and deal only half damage. 
  Should the psyker make any type of ranged attacks while this 
  technique is active, it ends immediately.
  Table 6—3: New Psychic Powers
  Name
  Focus Time
  Sustain
  Xp Value Focus Power Test
  Prerequisite
  Theosophamy
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  199
  199
  VI: Expanded Psychic Powers
  By spending a Full Action instead of a Half Action, the psyker 
  can extend this protection to any ally they can see (have LOS) 
  within 5 metres. The same restrictions and conditions that 
  applied to the psyker apply to the target instead. The psyker 
  can maintain this technique.
  Seal the Breach
  Value: 300xp
  Prerequisites: None
  Focus Power Test: Opposed Willpower
  Focus Power Time: Half Action
  Range: 5m x Psy Rating radius
  Sustained: No
  Seal the Breach allows the psyker to sever the connection 
  between the mortal universe and the warp. Creatures with the 
  Daemonic Trait that draw upon this energy will have their power 
  leeched away as they attempt to exist within real space; they will 
  perish if they fail to re-establish a connection with their realm (or 
  be forced to ﬂee back to it). In addition, this technique will also 
  affect other psykers and those who draw upon the warp (such as 
  sorcerers). The psyker makes a single Opposed Willpower Test 
  against all daemonic creatures within a number of metres equal 
  to the range of this technique. Should the psyker achieve more 
  successes, the daemonic take damage equal to the psyker’s Psy 
  Rating for every degree of success on this Test. This damage 
  cannot be reduced by armour. Psykers, and warp-sorcerers, suffer 
  a -10 penalty on their Tests to manifest psychic powers and 
  techniques for every Degree of Success instead of damage.
  Soul of Adamantium
  Value: 200xp
  Prerequisites: None
  Focus Power Test: Willpower
  Focus Power Time: Half Action
  Range: Self
  Sustained: Yes
  The psyker’s mind is a powerful weapon, and the psyker with 
  faith in the God-Emperor is doubly so. With this technique, 
  the psyker’s mind clings to the bond between himself and the 
  Holy God-Emperor of Mankind, believing with absolute faith 
  and certainty that nothing in this world can harm him. While 
  this power is active, the psyker is immune to any effects that 
  penalise his Willpower, he cannot gain Corruption Points, 
  and any attacks against him that possess the Warp Weapon 
  Trait treats the psyker as if he possessed the Holy Trait.
  Warp Weapon
  Value: 300xp
  Prerequisites: Soul of Adamantium, Sanctuary
  Focus Power Test: Willpower
  Focus Power Time: Full Action
  Range: Special
  Sustained: Yes
  Psykers who possess undying faith in the God-Emperor 
  are able to perform amazing feats that can only be done by 
  creatures and beings not from this realm. By tapping into the 
  streams of warp energy that pass through the mortal realm, 
  and through their faith, the psyker is able to temporarily wrap 
  a single melee weapon with this energy. This energy only lasts 
  for a short amount of time, but during that time, the weapon 
  becomes insubstantial and passes through the toughest armour. 
  The technique only affects melee weapons, and only those 
  being held by the psyker (once he relinquishes it from his grip, 
  it loses this power) with the Warp Weapon Trait (see ROGUE 
  TRADER Core Rulebook, page 368 for details).
  Astropathic 
  Choirs
  “Our voices sing out as one to the cosmos.”
  –Mistress Oghanna, Mind-Speaker of the Bansidhe
  A
  n Astropathic Choir can provide ships with much-
  needed range and extended abilities that wouldn’t 
  normally be possible with a single Astropath. The 
  most common use of the Astropathic Choir is to boost 
  astropathic signals across space. This might be done in order 
  for a message to be able to reach a far-off Astropathic Relay, 
  or to send a clearer, more complex message.
  To form an Astropathic Choir, there needs to be at least 
  two Astropaths—however, this is an extreme minimum and 
  only provides a minimal boost to the Choir Leader’s abilities. 
  The Adeptus Astra Telepathica of the Calixis Sector considers 
  an optimal Astropathic Choir to consist of at least ﬁve 
  Astropaths in addition to the Choir Leader. On worlds like 
  sector capitals, an Astropathic Choir would consist of dozens 
  if not hundreds of Astropaths. Many of these choir members 
  are weaker psykers who can only function effectively within 
  a choir—these souls are usually the ﬁrst to have their minds 
  fracture and suffer burn-out.
  When using an Astropathic Choir, the Astropath ‘leading’ the 
  choir has his Psy Rating boosted by +1 per additional choir 
  member (not including the Choir Leader), to a maximum of +5. 
  In addition, certain psychic power can be enhanced with the use 
  of a choir. Pushing powers while making use of a choir can cause 
  strain and burn-out lesser Astropaths. As the choir diminishes in 
  number, their effectiveness is reduced, and there’s a chance of a 
  Psychic Phenomena occurring as the members lose their hold 
  on the powers they’re trying to control. The optional rules for 
  determining Astropath burn-out are detailed below.
  ASTROPATH BURNOUT (OPTIONAL)
  Being a conduit for the powers of the warp, an Astropath 
  enjoys the protection of the soul-bond. However, this 
  protection isn’t total and eventually the mind of the 
  Astropath can fracture. At ﬁrst, they might begin to show 
  signs of premature ageing and eccentric behaviour. 
  Madness soon follows, then death. 
  
  200
  VI: Expanded Psychic Powers
  It’s the duty of the Mind-Speaker, the leader of the choir, to 
  monitor the other Astropaths on board for signs of stress and 
  mind-fracture—those who walk too close to burnout. When 
  using the choir to enhance psychic powers, if a power is used 
  at the Push Psychic Strength, there’s a risk of at least one 
  of the choir members suffering burnout. To determine this, 
  whenever a result of 60 or greater comes up on the Psychic 
  Phenomena table, there’s a 10% chance for each member of 
  the Choir (except for the Choir Leader) to suffer burnout and 
  collapse from the shock. Those Astropaths affected suffer 1d5 
  wounds (ignoring Armour and Toughness) and are knocked 
  gibbering and convulsing on the ﬂoor. They cannot use any 
  psychic powers for 1d5 hours (if they survive). In addition 
  to this risk, should the Choir Leader use any power through 
  the Choir at the Push Psychic Strength, he suffers a +20 on 
  any rolls on Table 6-2: Psychic Phenomena or Table 6-3: 
  Perils of the Warp in ROGUE TRADER.
  How Many On The Ship?
  For those wishing to make use of Astropathic Choirs, it might 
  be important to know how many Astropaths are available and 
  if there are enough to form a choir aboard the Explorer’s 
  vessel. The GM can take either a narrative approach to this 
  (there are simply enough on board to get the job done) or 
  he can determine the number through some method of his 
  choosing. Rolling 1d10 is probably the best and easiest 
  approach to determine how many Astropaths are on board 
  (aside from any Astropath Transcendent Explorers used by 
  players). Any casualties would have to be replaced as soon as 
  the ship is able to, according to the GM’s needs, and whatever 
  mechanics the GM sees ﬁt to use (acquisition tests, etc.).
  Astropaths 
  and Navigators 
  in Starship 
  Combat
  “There is no nobler endeavour than the pursuit of war.”
  —Attributed to Lord Militant Angevin
  O
  ne should never underestimate the resourcefulness 
  and abilities of the ship’s Astropaths and Navigators 
  in times of combat. This is doubly true in the heat of 
  starship combat. Aside from the various powers and abilities 
  that can assist with starship combat, below is a list of actions 
  that can be accomplished by both Navigators and Astropaths 
  during combat in space. These actions follow the rules for 
  starship actions listed in ROGUE TRADER.
  ASTROPATH ACTIONS
  The following actions can be used in starship combat by an 
  Astropath. These actions are not powers and can be performed by 
  any Astropath—although some do have required prerequisites 
  that must be met. However, each lists a Focus Power Test. This 
  Test may only be made at the Unfettered or Push Levels. Each 
  Action counts as an Extended Action in Starship Combat. 
  The Ties That Bind
  By using his telepathic powers, the Astropath is able to link 
  together the minds of the bridge crew or nearby ship-mates. This 
  is a rudimentary link that enhances the actions of those under its 
  inﬂuence. To make use of this action, the Astropath must have 
  the Mind Link power. The Astropath makes a Challenging 
  (+0) Willpower Focus Power Test and needs at least two 
  degrees of success. Should this occur, then all Explorers (player 
  characters) aboard the ship gain a +5 bonus to any one action 
  while in Starship Combat for the next Strategic Round.
  Telepathic Jamming
  Opening himself up to the Immaterium, an Astropath is able 
  to generate a type of ‘white-noise’ that serves to block out 
  all astropathic communications. Should an enemy vessel have 
  an Astropath (or similar type psyker) on board, this action 
  serves to impede their ability to send or receive messages via 
  telepathy. To do this, the Astropath makes a Challenging 
  (+0) Psyniscience Focus Power Test. For every degree of 
  success, the Astropath generates interference in a radius of 1 
  Void Unit (VU). Should any psyker wish to send or receive 
  astro-telepathic signals, they will need to make an Opposed 
  Willpower Test against the jamming Astropath.
  
  201
  VI: Expanded Psychic Powers
  Divining the Way
  Astropaths who are schooled in the Divination Discipline have 
  a number of powers at their disposal. An Astropath who has 
  the Divination Discipline can tap into that power to study the 
  portents and skeins of future events. By making a Hard (-20) 
  Psyniscience Focus Power Test, the Astropath can add 1d5 
  degrees of success to the next Manoeuvre Action the ship makes. 
  The character making the Manoeuvre Action must be within 
  sight of the Astropath—and in the same area or room—in order 
  to take advantage of the bonus. This action can only be made 
  once per combat.
  Taking the Shot 
  By utilising their powers of foresight, an Astropath can see 
  into the near future. He can check the positioning of enemy 
  ships and use that information to his advantage. Once per 
  combat, an Astropath with the Divination Discipline can 
  use this glimpse to his advantage by making a Very Hard 
  (-30) Psyniscience Focus Power Test. For every degree 
  of success he gets on this Test, he may grant a +10 bonus to 
  any Shooting Action during Starship combat. The character 
  making the Test must be in contact (verbal or vox) of the 
  Astropath in order to take advantage of the bonus.
  Inspiring Presence
  Astropaths who possess the power Inspire can use this power 
  and their natural abilities to assist with boarding actions. To do 
  this, the Astropath must be with the boarding characters prior 
  to their Hit and Run action. He does not need to accompany 
  the raid, just be present prior to its initiation. The Astropath 
  makes a Challenging (+0) Psyniscience Focus Power 
  Test. If he succeeds, then he may impart a +10 Bonus per 
  degree of success for either the Pilot (Space Craft) Test or the 
  Command Test portion of the Hit and Run Extended Action 
  (see page 218 of ROGUE TRADER for details). 
  NAVIGATOR ACTIONS
  The following actions can be used in starship combat 
  by a Navigator. These actions are not powers and can be 
  performed by any Navigator—although some do have 
  required prerequisites that must be met. Each Action counts 
  as an Extended Action in Starship Combat. 
  Tactical Positioning
  Navigators are intimately familiar with their starship’s 
  capabilities in terms of manoeuvrability and speed. Many also 
  pick up some of the intricacies regarding naval combat—a 
  skill many pick up from their ship’s captains. A Navigator can 
  assist the helmsman with positioning the ship for optimum 
  ﬁre or to help manoeuvre it out of harm’s way. By making a 
  Difﬁcult (–10) Psyniscience Test, the Navigator can assist 
  with the positioning of the vessel so as to add one degree 
  of success to any one successful Ballistic Skill Test made 
  to ﬁre the ship’s weapons during the same Strategic Turn. 
  Alternatively, the Navigator may add one degree of success to 
  a successful Evasive Manoeuvres Test made during the same 
  Strategic Turn. The Navigator must be able to communicate 
  with the ship’s helm in order to make use of this action.
  Tactical Retreat
  There are times when it’s better to fall back and ﬁght another 
  day. Whenever the Navigator’s ship is engaged in a Stern 
  Chase (see page 216 of ROGUE TRADER) and is trying to 
  escape, the Navigator can make a Difﬁcult (–10) Navigation 
  (Stellar) Test. For every two degrees of success on this Test, 
  the Navigator can reduce the Degrees of Success needed to 
  escape by one.
  Relentless Pursuit
  By using intuitive leaps of logic, the ship’s Navigator can 
  determine an escaping ship’s course. This can aid the pursuing 
  vessel in trying to prevent their enemy from escaping. To 
  accomplish this, the Navigator makes a Difﬁcult (–10) 
  Navigation (Stellar) Test. Each degree of success on the 
  Test reduces to the total number of Successes needed to catch 
  the ﬂeeing ship by one (see page 216 of ROGUE TRADER).
  
  202
  VI: Expanded Psychic Powers
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  U(+%(%*-:*$.(*G%2(#E+%)(*9+%%+#$*+#)*2+'$(%*-:*$.(*5%&0'(%*U+#'0).(
  
  203
  VII: Enhanced Game Mechanics
  SOCIAL 
  INTERACTION 
  CHALLENGES
  •
  META AND 
  BACKGROUND 
  ENDEAVOURS
  •
  SAMPLE META 
  ENDEAVOUR
  •
  EXPANDED 
  ACQUISITION 
  RULES
  •
  SHIP ROLES
  
  204
  VII: Enhanced Game Mechanics
  Chapter 
  VII: Game 
  Mechanics
  “Fascinating. I did not expect your proposed ‘hostile takeover’ of this 
  venture to be quite so...hostile.”
  –Magos Kell, to Rogue Trader Aspyce Chorda 
  T
  he ROGUE TRADER Core Rulebook presents the basic 
  mechanics behind gameplay in Chapter 9: Playing 
  the Game. In this chapter, several aspects of gameplay 
  are expanded, to create a more versatile ruleset and richer 
  game experience. 
  The four primary focuses for this chapter are Social 
  interaction Challenges, Meta and Background Endeavours, 
  Expanded Acquisition Rules, and rules covering Ship Roles. 
  Of these, the Meta and Background Endeavours and Expanded 
  Acquisition Rules are expanded developments on existing 
  rules, while social interaction Challenges and Ship Roles are 
  new (however, social interaction Challenges are very similar 
  to Exploration and Investigation Challenges). 
  Social 
  Interaction 
  Challenges
  “Negotiate? Hah! Just how much of a threat do you expect these 
  primitives to pose?”
  –The late Chartist Captain Aozl Scane
  W
  hile martial and exploration skills are important in 
  executing a Warrant of Trade, so too are interaction 
  Skills. A Rogue Trader’s wit and charm can open 
  more doors than any key, and his guile can kill just as easily 
  as a well-aimed bolter. The following section will give players 
  and Game Masters alike some guidelines on how to use both 
  interaction and knowledge Skills to improve the quality of 
  their gaming experience.
  The use of interaction and knowledge Skills to achieve 
  goals is an excellent role-playing opportunity for both the 
  players and the GM. The following rules for using these skills 
  create a handy way to measure the success, or lack thereof, of 
  the players’ interactions with NPCs within a game. That being 
  said, social interaction rules should not be a substitute for good 
  role playing. Instead, they should be used in complement with 
  role playing a scene, with successes and failures simulating the 
  give and take of a conversation with someone who may or may 
  not have the players’ best interests in mind.
  USING INTERACTION AND 
  LORE SKILLS IN SOCIAL 
  SITUATIONS
  In the course of his explorations, a Rogue Trader is going to 
  ﬁnd himself in situations that simply cannot, or should not, be 
  solved by either brute force or sheer wealth. Lengthy, delicate 
  negotiations, making initial contact with new worlds, and formal 
  state galas thrown by planetary governors are just a few examples 
  of where interaction and knowledge skills come into play. Skills 
  like Charm and Blather allow the character to solve a problem 
  with wit and fast talking, while Command and Intimidate allow 
  a character to control a situation through sheer force of will.
  The difﬁculty for Interaction Tests is dictated by a number 
  of variables as set by the Game Master. The most important 
  factors, however, are the way in which the NPC is disposed 
  toward the player, and how the ﬁnal result will affect the NPC. 
  The NPC’s disposition determines the base difﬁculty for any 
  Interaction Test. Other factors such as atmosphere, situation 
  and an NPC’s particular circumstances can adjust the difﬁculty 
  up or down as the GM sees ﬁt. Table 7-1: Dispositions (for 
  convenience, this Table has been reprinted from page 293 
  of ROGUE TRADER) provides sample dispositions based on 
  speciﬁc Interaction Tests with corresponding difﬁculties. Once 
  
  205
  VII: Enhanced Game Mechanics
  a player interacts with an NPC, every subsequent interaction 
  with that particular NPC will start at the last Disposition level 
  achieved in the previous interaction.
  The Interaction test difﬁculty is further modiﬁed by the 
  ﬁnal result of the test and how it affects an NPC. A friendly 
  NPC will rarely do a favour for a player that will be harmful 
  to the NPC, no matter how positively disposed he is. On the 
  other hand, a hostile NPC may help a player out if there is 
  a clear beneﬁt in doing so. Table 7–2: Final Outcome of 
  Interaction Test lists different results and their corresponding 
  modiﬁers. 
  When a player achieves success on an Interaction test, the 
  NPC disposition toward the player is improved one step plus 
  one step for every degree of success attained. Failing a test 
  has the opposite effect, and the NPC’s disposition worsens 
  one step and an additional step for each degree of failure.
  For a player to get what he wants out of an NPC, the NPC’s 
  disposition must be at least Indifferent. An Indifferent NPC will do 
  what the player wants 50 percent of the time if left unsupervised. 
  Each step above Indifferent increases that likelihood by 10. If the 
  NPC is supervised by the player, the chances that the player will 
  get what he wants increase by 20.
  While Interaction Skills can help a character ﬁnd the right 
  thing to say, Lore skills help the character know the right 
  way to say it, and the right person to say it to. Lore skills 
  can function as “etiquette” skills, imparting a character with 
  knowledge regarding the correct forms of behaviour within 
  a speciﬁc class, community or organisation. For example, 
  a character with Common Lore: Imperial Navy will know 
  the correct way to address a Rear Admiral, and a character 
  with Scholastic Lore: Bureaucracy will know what palms 
  to grease to expedite a request through ofﬁcial channels. A 
  character may use his relevant Lore Skill numerous times in 
  an interaction, but only once per piece of information needed. 
  Failures cannot be retried, as the character either knows the 
  information or doesn’t. For example, a Rogue Trader fails a 
  Common Lore: Imperial Navy roll to recognise an unknown 
  unit insignia; no amount of thinking is going to change this 
  result. The difﬁculty is set by the GM and is based on how 
  common a piece of information might be. Refer to Table 7–3: 
  Subject Knowledge on the following page for examples 
  and difﬁculties.
  EXAMPLE
  Lidiah Yefremova, a Rogue Trader captaining the trade ship 
  Litvyak, is trying to avoid having her cargo inspected too closely by 
  Planetary Imposts. The inspector-provost sent aboard, an ancient 
  and shrewish functionary, is wearing what looks like an Imperial 
  Navy commendation medal on his uniform along with his Impost 
  badges. Lidiah, looking for any way to distract the Provost, makes 
  a Difﬁcult (–10) Common Lore: Imperial Navy test to see if 
  she recognises the Inspector’s medal. With one degree of success, 
  Lidiah recognises the medal as one awarded to voidmen who fought 
  in the bloody campaign at Masada. Deciding that this is her ticket 
  to distracting the Inspector, she makes a Difﬁcult (–10) Blather 
  Test to distract the Provost and get him talking about his service. 
  The Provost is Talkative (+10) (his job is boring for a former Navy 
  man), but letting contraband through would be very Bad (–30) for 
  him, so Lidiah has a cumulative penalty of –30. The Inspector then 
  makes a Hard (–20) Scrutiny Test to avoid being distracted by 
  Lidiah’s fast talk. The Provost fails his test, Lidiah succeeds with 
  two degrees of success and is able to get the old voidman prattling 
  on about his service instead of paying close attention to his work. 
  He signs off on the manifest without noticing the contraband and 
  remembers Lidiah as a charming and handsome young woman who 
  took an interest in an old man and respects her elders. He will be 
  positively disposed toward her in the future.
  Table 7-1: Dispositions
  Difﬁculty
  Modiﬁer
  Barter
  Blather
  Charm
  Command
  Deceive
  Intimidate
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  Outcome for NPC is:
  Modiﬁer
  Example
  Good
  +10
  The NPC will gain something of value like money or favours from either the character 
  or their proxy.
  Neutral
  +0
  The outcome has no obvious positive or negative ramiﬁcations for the NPC.
  Annoying
  –10
  The outcome will cost the NPC a not inconsiderable amount of time and or money.
  Inconvenient
  –20
  The outcome will bring the NPC’s actions to the attention of local law enforcement/
  governmental body/criminal organisation.
  Bad
  –30
  The outcome will cost the NPC his livelihood or bring the eyes of the Inquisition 
  upon the them.
  
  206
  206
  VII: Enhanced Game Mechanics
  INTERACTION CHALLENGES
  As with exploration Challenges, interaction Challenges are an 
  expanded version of a standard skill test wherein each player 
  contributes a speciﬁc skill or skills toward the successful 
  completion of a task. interaction Challenges typically last 
  a speciﬁc amount of time as set by the GM, and can take 
  anywhere from minutes to months. Again, similar to the way 
  an exploration Challenge is designed, the GM takes stock 
  of any and all variables in the social situation and assigns 
  a total number of degrees of success required to complete 
  the challenge. In general, the number of degrees of success 
  needed can be similar to those found on page 263 of ROGUE 
  TRADER. Convincing a minor customs provost to overlook a 
  single crate would be a Simple (3 degrees of success needed) 
  challenge, while conducting lengthy negotiations for a peace 
  treaty between two warring factions would be at least an 
  Involved (12 degrees of success) challenge, or harder.
  When undertaking an interaction Challenge, each 
  participating player makes a skill test using any interaction skill 
  he has at his disposal. It is the GM’s job to decide whether a 
  skill is helpful or harmful in a situation, and his is the ﬁnal 
  word on what skills are and are not relevant to the Challenge at 
  hand. While a character can make multiple tests over the course 
  Table 7-3: Subject Knowledge
  Difﬁculty
  Modiﬁer
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  EXAMPLE SOCIAL ENCOUNTER
  Rogue Trader Lidiah Yefremova and her ship the Litvyak have put in at an agri-world on the fringes of the Drusus 
  Marches to establish a new trade route. As part of the lengthy and byzantine negotiations, she is invited to a gala dinner 
  at the Government Spire. The GM decides that this is a Taxing Interaction Challenge needing six degrees of success. 
  To start the dinner off right, Lidiah knows that she and her ofﬁcers will need to make an impressive entrance at the 
  Government Spire to lend the event the proper tone. She makes a successful Challenging (+0) Charm Test and is able 
  to choreograph an entrance with dash, conﬁdence and apparent wealth. While no degrees of success toward the Challenge 
  were gained, Lidiah’s impressive entrance sets her and her ofﬁcers on the right foot and makes the next test easier.
  Once introduced to the dinner at large, Lidiah and her ofﬁcers are formally introduced to the Governor himself. The 
  Imperial Governor, a fat and preening blowhard, seems eager to be ﬂattered, and Lidiah’s Seneschal Jarrion decides to 
  play this to their advantage. He makes a Hard (–20) Scholastic Lore: Heraldry Test (originally Very Hard due to the 
  exacting nature of the knowledge required, but now simply Hard due to the previous success) to see what he knows about 
  the Governor and his lineage. The Seneschal rolls incredibly well and scores two degrees of success. Upon his introduction, 
  Jarrion says some extremely ﬁne things about the Imperial Governor and his family, deeply ﬂattering the Governor and 
  scoring two degrees of success toward completion of the challenge, as well as making the next Test easier.
  After some mingling during which Lidiah and her men score two more degrees of success by being thoroughly charming 
  (an Routine (+20) Charm Test) and good at small-talk (an Easy (+30) Blather Test), the guests are shown to their 
  seats and dinner begins. Dinner proceeds with the crew making no particularly stunning successes or blunders, until the 
  fourth course where the entire event begins to unravel. The Governor’s chief Trade Lord asks Lidiah’s Void-master Yuriy 
  about the value of the trade route. Yuri knows that the trade route will be far more beneﬁcial to the crew of the Litvyak than 
  the Governor and his agri-world. In fact, the Governor could likely make more proﬁt by seeking alternate arrangements. 
  Yuriy attempts to Deceive the Trade Lord. Due to previous successes, this Test would normally be Simple (+40), but as the 
  outcome promises to be Annoying (–10) to the Governor (although he doesn’t know it!) the Test is made at a +30. 
  Yuriy fails the Test by one degree, then upon spending a Fate Point, fails even more spectacularly by two degrees! Yuriy’s 
  explanations make the Trade Lord suspicious, and he begins to ask probing questions. As the mood sours, (the party’s original 
  four successes out of the six needed have been reduced to two by Yuriy’s bad roll), Jarrion quickly tries to smooth things over 
  by making an apology for his shipmate and attempting to change the subject. Sadly, the damage is already done and Yuriy’s 
  outburst increases the difﬁculty of Jarrion’s task, an Easy (+30) Charm Test (Yuriy’s failure has made all subsequent tests one 
  step harder). The difﬁculty is further modiﬁed by the fact that the Trade Minister is now Skeptical (–20), and accepting an 
  apology without satisfaction would cause him to lose face in front of his peers, which is also Annoying (–10), so the ﬁnal 
  modiﬁer is +0. Jarrion fails with no degrees of failure, and while he does not lose the group any of their successes, he fails to 
  mollify the Trade Lord and makes future Tests even more difﬁcult. Now at a serious disadvantage, Lidiah and her ofﬁcers are 
  now going to need to work extra hard if they want to get anything out of this night.
  
  207
  207
  VII: Enhanced Game Mechanics
  of an interaction Challenge, each test must use a different 
  interaction skill. For example, a Rogue Trader ﬁnds that Charm 
  is getting him nowhere in his negotiation, so he decides that 
  brute force will answer better and switches to Intimidate. The 
  same interaction Skill can be attempted multiple times within 
  each challenge, but only if attempted by different characters, 
  such as each player trying to talk his way past a particularly 
  suspicious Administratum Impost for instance. In undertaking 
  an interaction challenge, the order of the interaction Tests can 
  be of crucial importance, and it is up to the players to decide 
  the best order in which to use their skills.
  The difﬁculty of each individual test is set by the GM on a 
  case by case basis, taking into account. The difﬁculty is further 
  adjusted by the disposition of the NPC and how the outcome 
  affects them, which can be found in Table 7–1: Dispositions 
  and Table 7–2: Final Outcome of interaction Test. Since 
  each test either directly or indirectly inﬂuences the outcome 
  of each subsequent test, the difﬁculty of a given test can 
  vary wildly depending on the success or failure of those that 
  came before. Each successful interaction Skill Test within an 
  interaction challenge reduces the difﬁculty of the next skill 
  test by one step. Each degree of success on individual tests 
  also counts toward the total number of degrees of success 
  needed to complete the interaction Challenge. While each 
  success makes subsequent tests easier, so does each failed 
  test makes completing the interaction Challenge increasingly 
  difﬁcult. Each failed individual interaction Test increases the 
  difﬁculty of the following test by one, and each degree of 
  failure on a given test removes one degree of success from 
  challenge as a whole. As with other challenges, Explorers may 
  use Fate Points to inﬂuence the outcome of an interaction 
  Challenge if they choose to do so.
  Meta and 
  Background 
  Endeavours
  “My dear sir. The Imperium is not interested in your planet’s 
  resources. For the Imperium of Man, your planet is a resource.” 
  –Administratum Quaestor Soal D’lok 
  M
  eta and Background Endeavours are new 
  Endeavours designed to give players and Game 
  Masters more tools with which to ﬂesh out their 
  part of the Rogue Trader setting. 
  Meta Endeavours seek to expand the scope of Common 
  Endeavours by creating campaign-scale Endeavours for the 
  Explorers to take part in. While Common Endeavours as 
  described in Rogue Trader are indeed grand and far reaching, 
  they are, at their heart, one-off adventures. Even the Grandest 
  of Common Endeavours are designed to be part of a larger 
  campaign, and are therefore short-lived by nature. Meta 
  Endeavours allow Common Endeavours to be strung together 
  into large, involved story arcs and even whole campaigns.
  Background Endeavours aren’t a speciﬁc kind of 
  Endeavour, but a modiﬁcation of Lesser and Greater 
  Endeavours. They run in the background and 
  allow Explorers to avoid tedious or menial 
  tasks, like surveying or hauling bulk cargo, 
  PLEASED TO MEET 
  YOU
  
  208
  VII: Enhanced Game Mechanics
  by delegating responsibility for the Endeavours to their 
  subordinates. While they are less proﬁtable and carry a risk of 
  calamitous failure, they also serve to free the Explorers up for 
  other things and allow them to essentially complete multiple 
  Endeavours at the same time.
  META ENDEAVOURS
  Meta Endeavours are campaign-level Endeavours in which the 
  Explorers take an active role. Each Meta Endeavour is made 
  up of a number of separate Common Endeavours that are 
  all part of a common theme. They grant a Game Master the 
  tools with which to create an epic Rogue Trader campaign 
  that provides both distinct goals that the Explorers need to 
  meet to advance the story and the freedom to achieve these 
  goals in whatever way they see ﬁt. Like Common Endeavours, 
  Meta Endeavours have a set number of Achievement Points 
  that the Explorers need to collect to successfully complete 
  them. These Achievement Points are accrued both through 
  completion of the separate Common Endeavours as well as by 
  completing smaller tasks which can grant small amounts of 
  Achievement Points at the discretion of the Game Master.
  CREATING META ENDEAVOURS
  Creating a Meta Endeavour is a laborious but ultimately 
  satisfying project for both Game Masters and players. They 
  are typically designed solely by the GM after discussions with 
  his players regarding the scope and type of campaign they 
  are looking for. For the Explorers, it gives them an idea about 
  what characters would be appropriate and fun to play in the 
  campaign, as well as an idea of what to expect from the GM. 
  It also provides tangible goals for them to work toward, which 
  ultimately helps the Game Master move the game along. For 
  the Game Master, Meta Endeavours grant a broad framework 
  to work within that grants both deﬁnite progress benchmarks 
  and the freedom to alter them to best suit the direction the 
  Campaign takes over the course of its life.
  META ENDEAVOUR SCOPE
  The ﬁrst thing to consider when designing a Meta Endeavour 
  is the scope. A Meta Endeavour’s scope tells the GM and 
  players approximately how long and involved the campaign 
  will be. It gives a rough idea of the number and type of 
  Common Endeavours required for success, and how much the 
  Explorers will gain in both Proﬁt Factor and reputation. The 
  following Scopes, much like the size guidelines for Common 
  Endeavours, are only guidelines for the GM to follow. Game 
  Masters should feel free to alter the size and requirements 
  of the scopes to better ﬁt their styles along with the playing 
  styles of their players. 
  Monumental: Meta Endeavours with a Monumental Scope 
  typically last for a few months to a year and are conﬁned 
  to one small part of space. A good example would be 
  the charting of a new star cluster in the Koronus 
  Expanse and opening it up to trade. They will have 
  six to eight Lesser and Greater Endeavours 
  as their primary requirements, as well as 
  numerous random encounters as they arise. Monumental Scale 
  Endeavours tend to be part of larger campaigns, and can be 
  combined with other Monumental or Legendary Endeavours 
  as the Game Master sees ﬁt.
  Legendary: Legendary Scope Meta Endeavours can take 
  anywhere from one to two years and could require the 
  Explorers to cross and re-cross Imperial Space to achieve 
  their goals. For example, the Rogue Trader and his crew 
  have been tasked with scouring the entirety of the Koronus 
  Expanse in search of ancient technology at the behest of the 
  Adeptus Mechanicus. Legendary Meta Endeavours will have 
  eight to twelve Lesser and Greater Endeavours (and possibly 
  one or two Grand Endeavours) as their primary requirement, 
  as well as numerous random encounters. Legendary Meta 
  Endeavours, like their smaller Monumental Scale cousins, can 
  be combined as the GM sees ﬁt to make their campaign.
  Epic: Epic Meta Endeavours are extremely arduous and 
  rewarding Imperium-spanning campaigns that can last for 
  years. Explorers will take part in events that have the ability 
  to change the galaxy as they know it, events that could make 
  them unimaginably wealthy and bring them to the attention 
  of highest members of the Imperial government. A Meta 
  Campaign with a truly Epic Scope could be one in which 
  the Explorers set out to pacify the entirety of the Koronus 
  Expanse in hopes of setting themselves up as its undisputed 
  rulers. Such a campaign would consist of twelve to sixteen 
  Common Endeavours of each type along with countless side 
  adventures and random encounters. 
  DESIGNING COMPONENT ENDEAVOURS 
  AND OBJECTIVES
  Once the Scope of the Meta Endeavour has been agreed on, 
  the GM must decide on the Endeavour’s Objectives. These 
  objectives consist of the numerous Common Endeavours that 
  make up the bulk of the Meta Endeavour. These Common 
  Endeavours are designed using the Endeavour rules found 
  on page 276–279 of the ROGUE TRADER Core Rulebook, 
  GRAND ENDEAVOURS AS PART OF 
  META ENDEAVOURS
  Grand Endeavours are never used in Monumental 
  Meta Endeavours, and only rarely in Legendary 
  ones. They are used in the construction of Epic Meta 
  Endeavours, but even then the Game Master should 
  use them sparingly. Thanks to their size, complexity 
  and potential proﬁtability, they should be reserved 
  for the ﬁnal, grand undertaking needed to complete a 
  Legendary Meta Endeavour or used as major story line 
  or “chapter” breaks in an Epic Meta Endeavour. For 
  example, if the Game Master is running an Epic Scale 
  Meta Endeavour in which the ultimate goal is the total 
  obliteration of a Tyranid Hive Fleet, one of the Grand 
  Endeavours contained within could require the players 
  to ﬁnd and destroy advanced ﬂotillas of Genestealers 
  that are ﬂooding into a nearby system.
  
  209
  VII: Enhanced Game Mechanics
  and function largely the same way that Objectives do in a 
  Common Endeavour. Each Common Endeavour within a Meta 
  Endeavour acts as a waypoint, a benchmark by which the 
  Explorers can measure their progress through the campaign. 
  When a Common Endeavour is completed, it is resolved 
  as normal. Achievement Points are recorded and any Proﬁt 
  Factor gained is added to the group’s Proﬁt Factor pool. 
  The Game Master may also organise the Common 
  Endeavours into groups linked by the themes usually assigned 
  to Common Endeavour Objectives. These groups make up 
  chapters within the Meta Endeavour, and are an easy tool to 
  use to frame the rough order in which Common Endeavours 
  need to be undertaken. Objective Themes can be found on on 
  page 278 of ROGUE TRADER.
  EXAMPLE
  The Rogue Trader is tasked with charting a new star cluster and 
  opening it up for trade, a Legendary Scope Meta Endeavour. The 
  ﬁrst chapter would contain all of the Common Endeavours that 
  involve Exploration. Once this “chapter” is completed, the Rogue 
  Trader would use this information to move on to the next chapter, 
  the group of Endeavours that deal with Trade.
  ACHIEVEMENT POINTS
  Just as Common Endeavours require Achievement Points 
  to complete, so too do Meta Endeavours. Achievement 
  Points are rewarded for completing the Lesser and Greater 
  Endeavours that make up the Meta Endeavour, along with the 
  numerous side adventures and random encounters that come 
  up during any game session. See Table 9–39: Endeavour 
  Scope and Table 9–40: Achievement Point Awards on 
  page 278 of ROGUE TRADER for rules regarding the awarding 
  of Achievement Points for both Common Endeavours and 
  random encounters. Each kind of Meta Endeavour has a set 
  number of Achievement Points needed to complete it, dictated 
  by the average number of Common Endeavours involved 
  and their Achievement Point rewards. See Table 7–4: Meta 
  Endeavour Scope for the number of Achievement Points 
  needed to complete each type of Meta Endeavour.
  META ENDEAVOUR CHECK LIST
  The following check list is a quick reference for Game Masters 
  to aid them in creating their Meta Endeavours. 
  • Determine the Scope of the Meta Endeavour (Monumental, 
  Legendary or Epic): The Game Master and his players 
  discuss what they want from a game, the length of the 
  campaign (roughly) and appropriate characters. Once all 
  of this is agreed on the Game Master chooses the Scope 
  that ﬁts his campaign best. Choosing the Scope of the 
  Meta Endeavour determines approximately how long 
  it will take, along with the difﬁculty and Achievement 
  Point Requirements.
  • Design Component Common Endeavours: Based on the 
  Meta Endeavour’s Scope, the Game Master sets about 
  designing the Common Endeavours that will form the 
  body of the Meta Endeavour. The GM may also make notes 
  about possible side adventures and random encounters 
  that he would like to include in the Endeavour.
  • Divide the Meta Endeavour into Objectives and Assign 
  Themes: Once the component Endeavours have been 
  designed, the GM can now group them together based 
  on common themes to form chapters within his Meta 
  Endeavour. 
  Once all of the pieces have come together and the Game 
  Master has a good idea of how he’d like things to go, the 
  Meta Endeavour is ready to be played.
  RESOLVING META ENDEAVOURS
  Depending on the Scope of the Meta Endeavour, the resolution 
  could simply have been one section of a grander idea forged 
  by the Game Master, or the culmination of years of play 
  that ends with the Explorers becoming major intergalactic 
  ﬁgures, unimaginably wealthy and powerful. Whatever the 
  case, the Explorers have completed near superhuman tasks 
  and deserve every reward that is coming to them. In the 
  case of Monumental and Legendary Scale Endeavours, 
  the Achievement Points gained over the course of 
  the Meta Endeavour are totalled and compared 
  to the base Acquisition Point requirement. 
  Like a regular Common Endeavour, Meta 
  GOING THE EXTRA MILE: 
  ACHIEVEMENT POINT REWARDS 
  AND META ENDEAVOURS
  A GM should consider designing his Meta Endeavour 
  so that completion of the component Common 
  Endeavours will generate enough Achievement Points 
  to complete it. The Game Master should always 
  require more points than the Common Endeavours can 
  generate to encourage the players to pursue leads and 
  explore things outside of the stated goals of the Meta 
  Endeavour. This is where awarding small amounts of 
  Achievement Points comes in. They are an incentive 
  for the players to turn over rocks and kick in doors and 
  play in the spirit of a free-wheeling space faring Rogue 
  Trader while still advancing the story and contributing 
  to the completion of the Meta Endeavour. 
  Alternately, the GM can expect his players to gain a 
  great deal of additional Achievement Points, and cash 
  them in at the end of the Endeavour for additional 
  Proﬁt Factor. However, if the GM does this, he should 
  consider the possibility that his players will have a huge 
  Proﬁt Factor jump at the end of the Meta Endeavour. 
  Table 7-4: Meta Endeavour Scope
  Scale
  Achievement Points Needed
  I'(4$"(,+3
  =<<<<
  :"*"(-+#1
  =R<<<
  J.%0
  ;<<<<
  
  210
  210
  210
  VII: Enhanced Game Mechanics
  Endeavours can still be completed even if the Explorers fail 
  at one or more of the component Endeavours. Achievement 
  Points lost through failed Endeavours can be made up through 
  random encounters and the pursuit of side adventures. These 
  points reﬂect the Explorers adapting to the ﬂuid nature of life 
  in the stars and new doors opening when others close. 
  • As with Common Endeavours, it’s very likely that the 
  Explorers have amassed more Achievement Points than 
  needed to complete their Meta Endeavour. These surplus 
  points can now be converted into Proﬁt Factor at the 
  rate of +1 point of Proﬁt Factor for every 100 excess 
  Achievement Points. To say that Meta Endeavours are 
  extremely proﬁtable is a gross understatement. 
  • Epic Meta Endeavours are resolved slightly differently 
  than Monumental and Legendary Endeavours, as they 
  are largely their own reward. Achievement Points are 
  tallied normally, and the ability to make up for failed 
  Common Endeavours is still present. In this case however, 
  excess Achievement Points can not be converted into 
  Proﬁt Factor. Since Epic Endeavours are typically full 
  campaigns, by the climax the Explorers should either be 
  wealthy beyond their wildest dreams, extremely powerful 
  and inﬂuential in the highest levels of the Imperium, or 
  perhaps dead, corrupted or even worse. Once the Epic 
  Endeavour is completed, the campaign is, for all 
  intents and purposes, over and it’s time to make 
  new characters and seek new adventures 
  elsewhere in the Imperium.
  BACKGROUND 
  ENDEAVOURS
  There are times when a Rogue Trader needs something to 
  happen, but doesn’t have the time or inclination to do it 
  himself. That’s where Background Endeavours come in. 
  Background Endeavours aren’t a speciﬁc kind of Endeavour 
  so much as they are a way to handle Common Endeavours 
  that a Rogue Trader ﬁnds menial, beneath his station, or 
  simply boring. They reﬂect the Rogue Trader’s ability to let 
  his “people” (lackeys, proxies and functionaries) handle things 
  he would rather not do himself. Only Lesser and Greater 
  Common Endeavours can be made Background Endeavours, 
  however, as Grand Endeavours are too complicated and too 
  important to leave to underlings. While making a Common 
  Endeavour into a Background Endeavour can free a Rogue 
  Trader up to do things he’d rather do, such as hunting down 
  pirates or plundering backwater planets, the trade-off is a 
  reduction in the Proﬁt Factor award and a greater chance that 
  the Endeavour itself will be a failure.
  Making a Common Endeavour a Background Endeavour 
  may get a potentially boring and undesirable task out of the 
  Rogue Trader’s hair, but since it’s being done essentially 
  unsupervised he can never be sure that it will get done 
  correctly, if at all. While avoiding drudge work certainly 
  has its beneﬁts, Background Endeavours have a number of 
  disadvantages that should always be taken into consideration. 
  First and foremost, a Background Endeavour will never be as 
  
  211
  211
  211
  VII: Enhanced Game Mechanics
  proﬁtable as one undertaken directly by the player. Due to the 
  fact that the player is essentially abdicating his responsibility 
  for the Endeavour to a pack of NPCs, there will always be a 
  reduction in the Endeavour’s Proﬁt Factor. This loss of Proﬁt 
  Factor reﬂects things like initial outlay of funds for the project, 
  cost of hirelings and things that are missed, miscounted or 
  ﬂat-out stolen by the NPCs entrusted with carrying out the 
  task. See the sidebar Background Endeavours and Proﬁt 
  Factor for more information on how the Proﬁt Factor rewards 
  of a common Endeavour are affected by changing it to a 
  Background Endeavour. 
  Secondly, lending credence to the saying that if someone 
  wants something done right they need to do it themselves, 
  whenever a Rogue Trader entrusts his underlings with a task 
  there is a chance that complications could arise. No matter 
  how good the underlings, there is always a chance that they 
  will fail in their given task. Add to this the fact that the tasks 
  are unsupervised and generally boring and menial, and you 
  have a recipe for potentially spectacular failure. Failure by a 
  Rogue Trader’s underlings can mean anything from further 
  loss of Proﬁt Factor to embarrassment to the loss of men and 
  material. A failure that’s spectacular enough may even put an 
  entire Meta Endeavour at risk. That’s not to say that the effects 
  of an underling’s failure can’t be mitigated, especially if the 
  Rogue Trader catches the mistake in time. More often than not, 
  however, the mistake isn’t caught until it’s too late and the 
  Rogue Trader and his underlings will be held accountable.
  At its heart, the decision to make a Common Endeavour 
  into a Background Endeavour is a strategic one. It is also a 
  decision not to be entered into lightly. The good that comes 
  out of it: getting someone else to do something a group 
  doesn’t want to do and still getting paid for it, is balanced by 
  the bad: loss of Proﬁt Factor and the real possibility of failure 
  and the Rogue Trader having to clean up a mess and do the 
  task anyway. 
  MAKING COMMON 
  ENDEAVOURS INTO 
  BACKGROUND 
  ENDEAVOURS
  Once the decision has been made to involve NPCs and make 
  a Common Endeavour into a Background Endeavour, steps 
  need to be taken by the Explorers to ensure that the thing 
  gets done correctly. 
  MARSHALLING RESOURCES
  Now that the decision has been made to make a Common 
  Endeavour into Background Endeavour, the ﬁrst step toward 
  executing the order is a marshalling of resources. During 
  this phase, the Explorers take stock of what they need to 
  complete the Endeavour and what men and materiel they 
  have at hand to commit to it. Chances are that the Explorers 
  will have everything that they need, as they should have 
  already planned to complete this as a Common Endeavour 
  and prepared accordingly, and they can continue on with 
  Executing the Orders. If this isn’t the case, and the Explorers 
  ﬁnd themselves wanting, they must make Acquisition Tests 
  to gather what they need. These tests are made normally as 
  outlined on pages 271–272 of ROGUE TRADER. 
  When attempting to acquire mercenaries, surveyors, 
  intermediaries or other hired help, the difﬁculty of the 
  Acquisition Test is modiﬁed by the quality of the hirelings. 
  A hireling’s quality can be poor, common, good or best, and 
  is roughly analogous to an item’s Craftsmanship. Use the 
  modiﬁers for craftsmanship on Table 9–35: Acquisition 
  Modiﬁers found on pages 272 of ROGUE TRADER for the 
  Acquisition Test made to acquire hired help. Explanations of 
  a hireling’s quality can be found in Table 9–37: Acquisition 
  Quality on pages 274 of ROGUE TRADER.
  EXAMPLE
  Lidiah needs to hire some people to survey an unfamiliar star cluster 
  for her, and decides that one hundred of the best surveyors money can 
  hire will get the job done nicely. Best Craftsmanship surveyors are 
  hard to come by, and impose a penalty of –30 to her Acquisition Test. 
  However, 100 as a Scale modiﬁer is +0, no beneﬁts or penalties, so 
  her search is not too unreasonable. Lidiah’s Proﬁt Factor is 66, but 
  with the –30 Acquisition modiﬁer she’ll have to roll a 36 or lower 
  to ﬁnd the men she needs. She rolls a 50 and is unable to ﬁnd even 
  ten Best Quality surveyors in this backwater system. 
  BACKGROUND ENDEAVOURS AND 
  PROFIT FACTOR
  As was stated elsewhere, a Background Endeavour 
  is never as proﬁtable as a Common Endeavour. The 
  ﬁrst thing that happens when a Common Endeavour 
  becomes a Background Endeavour is that a set number 
  of Proﬁt Factor points are subtracted right off the 
  top, one point for a Lesser Endeavour and two points 
  for Greater Endeavour. This reﬂects the massive 
  outlay of resources needed to organise a Background 
  Endeavour. Furthermore, NPCs will never do more 
  than the bare minimum required to get the job done. 
  The initial loss of points can never reduce the Proﬁt 
  Factor of a Background Endeavour to zero, This means 
  that there will no extra Achievement Points awarded 
  and therefore none can be traded in for further Proﬁt 
  Factor rewards, reducing the potential proﬁtability 
  of the Endeavour even further. Depending on how 
  successful the Endeavour is, or how badly the NPCs 
  fail, more Proﬁt Factor could be lost, even to the point 
  where the players come out upside down on the deal 
  and end up owing money instead of making any.
  
  212
  VII: Enhanced Game Mechanics
  EXECUTING THE ORDER
  When the Explorers have completed marshalling their resources, 
  the player creating the Background Endeavour, typically the 
  Rogue Trader, makes a Command Test. This Command Test 
  is modiﬁed by two factors, input from other Explorers and the 
  quality of the underlings set to the task. Other Explorers may 
  help the character executing the Endeavour by making relevant 
  skill tests and adding bonuses to the Command Test, such as a 
  Navigator making a Navigation Test to double check a Rogue 
  Trader’s trade route. Each successful Skill Test made by a 
  supporting character adds a +10 bonus to the Command Roll. 
  The quality of people hired to carry out the Endeavour also 
  has an effect on the Command Test. See Table 7–5: Hireling 
  Quality Modiﬁers for the appropriate bonuses and penalties.
  After all modiﬁers are applied and the Command Test is made, 
  the player making the Test then tallies up their success or failures 
  to see how well he communicated his orders and how well 
  they’ll be followed. A simple success nets a ﬂat 50% chance that 
  the Background Endeavour will succeed. Every Level of Success 
  attained increases the chances that the Background Endeavour 
  will succeed by one step. If the player fails his Command Test, 
  the Endeavour still goes forward as planned but every degree of 
  failure increases the likelihood of total failure by one step. It is 
  important to note that a failure on this test doesn’t necessarily 
  mean the Endeavour fails, although it does increase the chances. 
  Instead, it simply means some sort of miscommunication or 
  misunderstanding makes failure more likely.
  EXAMPLE
  Having failed to round up any Best Craftsmanship (–30) surveyors, 
  Lidiah has had to settle for a pack of lesser skilled but serviceable 
  Common Craftsmanship (+0) surveyors. To make up for this, she 
  manages to hire a half a dozen advanced survey ships for the surveyors 
  to operate from. The Game Master declares that these specialised ships 
  give Lidiah a +10 modiﬁer to her Command Test. During the planning 
  phase before brieﬁng the surveyors, her Navigator, Void-master and 
  Seneschal all provide helpful input. This contributes a further +30 
  modiﬁer for her Command Test. Her modiﬁers plus her Fellowship of 
  40 give her a total of 80 for her Command Test. She briefs the leaders 
  of the survey teams, hands out her orders and rolls a 65, good enough 
  to succeed on her command roll with one degree of success. The Survey 
  teams set out to take care of business with a 60% chance of succeeding.
  SUCCESS, FAILURE, TIME AND 
  MISFORTUNE
  Once the Command Test has been made and the chance of the 
  Endeavour’s success has been recorded, the Explorers’ parts in 
  the Endeavour are pretty much at an end. The responsibility 
  for the rest of the Endeavour now falls squarely on the Game 
  Master’s shoulders. There are a number of rolls that the GM 
  needs to make to plot out the events of the Endeavour, and all 
  of them take place out of the sight of the players. 
  The ﬁrst and most important roll that the GM has to make 
  is the Endeavour Success Roll. After the Explorers made their 
  Command Test, the Game Master records the chance of the 
  Endeavour succeeding, a chance between 10% and 90%. The 
  GM rolls d100, and any result under the chance percentage 
  is a success, signifying that the Endeavour goes off without 
  a hitch. Rolling above the chance percentage means that the 
  Endeavour is a bust, and the Game Master then rolls on Table 
  7–7: Severity of Failure to see just how bad the hired help 
  has failed their employer. Once the severity of the failure 
  has been established, the Game Master then either designs 
  a scenario that explains the failure as it ﬁts in with his game, 
  or if he has no explanation, he just determine it randomly, 
  using Table 9–42: Misfortune Details found on page 284 
  of ROGUE TRADER. 
  Whether or not the Endeavour succeeds, the Game 
  Master needs to make a roll to see how long the Endeavour 
  takes. Every Common Endeavour has, as part of its make 
  up, a stated length of time that the Endeavour should take 
  to complete. Underlings or hired help rarely, if ever, can be 
  counted on to complete a task in the time allotted. To see 
  how long it takes the underlings to complete their task, the 
  GM rolls on Table 7–6: Background Endeavour Completion 
  Time. This roll is simply a reﬂection of how quickly a Rogue 
  Trader’s underlings follow his orders, and not necessarily 
  indicative of the quality of the work. An underling can 
  just as easily cut corners and ﬁnish early only to fail as he 
  can take twice as long as the stated time to make sure that 
  everything is just right.
  Table 7-5: Hireling Quality Modiﬁers
  Quality of Hireling
  Command Test Modiﬁer
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  7''-
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  FURTHER MODIFYING THE 
  COMMAND TEST
  If the Game Master allows it, the Command Test can 
  be further modiﬁed by the acquisition of ships or 
  equipment speciﬁcally designed for the task at hand. 
  For example, hiring a ship speciﬁcally built for hauling 
  perishable cargo to haul a load of fresh foodstuffs 
  from one planet to another would grant a +10 to the 
  Background Endeavour’s Command Test. The number 
  of items and the modiﬁers they provide, if any, are 
  solely the GM’s discretion.
  
  213
  VII: Enhanced Game Mechanics
  EXAMPLE
  Lidiah’s hired survey teams begin the arduous task of cataloguing the 
  new star cluster. Over the course of the next few months they’ll take 
  thousands of samples throughout the cluster and log uncountable 
  distances in their survey ships. This is where the Game Master makes 
  his secret Endeavour Success Roll. Thanks to her successful Command 
  Test, Lidiah was able to ensure that her surveyors would have at least 
  a 60% chance of succeeding. The Game Master rolls a 72, well 
  above the 60% chance of success and discovers that something has 
  gone awry and the Endeavour has failed. He makes a follow-up 
  roll on Table 7–7: Severity of Failure, and comes up with a 52, 
  indicating a nuisance mishap and the loss of one additional point 
  of Proﬁt Factor. The Game Master now has the option to roll on 
  Table 9–42: Misfortune Details, which is found on page 284 of 
  Rogue Trader, or come up with his own explanation of the failure 
  that ﬁts more closely with his own ideas.
  Next, despite the fact that the Endeavour has failed, the Game 
  Master rolls to see how long the surveyors take. The original Greater 
  Endeavour that this Background Endeavour is based on stated that 
  the cataloguing of the cluster should take roughly eight months of 
  game time. The GM rolls to see how long it will take the Survey 
  Ships to do the job, and comes up with 35, indicating that it will 
  only take the Survey Ships six months to complete the job. 
  Taking into account the failure and the time taken, The GM 
  determines that the Survey Ships are able to complete the Endeavour 
  so quickly due to a navigational error that causes them to miss one 
  lifeless, out of the way star system completely—a star system full of 
  rich deposits of precious ores concentrated in a dense asteroid ﬁeld.
  REAPING REWARDS AND DEALING WITH 
  CONSEQUENCES
  Now that rolls have been made, success or failure has been 
  determined, time has passed and the Explorers have done 
  what they could to ensure their orders were followed to the 
  letter, the time has come to enjoy the fruits of someone else’s 
  labour or to suffer the consequences of abject failure. This 
  ﬁnal phase of the Background Endeavour typically takes 
  place months after the initial rolls were made and while the 
  Explorers have been gallivanting around the galaxy ﬁghting 
  pirates or killing Xenos. The ﬁnal result of the Endeavour 
  is revealed to the Explorers, and they now either collect 
  their Proﬁt Factor or deal with the consequences of their 
  hireling’s failure.
  If the Endeavour was successful, the Explorers simply collect 
  their Proﬁt Factor and Achievement Points and go on their way. 
  The successful completion of a Background Endeavour also has 
  the possibility of providing the Explorers with useful contacts 
  that they can use in the future. For example, the foodstuffs 
  get delivered undamaged and ahead of schedule, netting the 
  Explorers the remainder of their Proﬁt Factor and the 600 
  Achievement Points for completing a Lesser Endeavour. The 
  captain and crew of the merchant ship hired to move the 
  foodstuffs has proven themselves as solid and reliable. The 
  relationship between the Explorers and the merchant ship has 
  been extremely amicable and proﬁtable for both sides, and the 
  merchant captain states that he would be more than happy to 
  work with the Explorers whenever they needed him.
  If the Endeavour has failed however, a whole new set of 
  problems for the Explorers arises. First they need to ﬁgure out 
  how much money, if any, has been lost on the Endeavour. A 
  failed Endeavour generates no Proﬁt Factor, and depending 
  on the severity of the failure as determined by Table 7–7: 
  Severity of Failure, the Explorers could end up owing quite 
  a bit of money to creditors and hirelings. These bills have 
  no detrimental effect on the Explorers’ Proﬁt Factor, but will 
  need to be paid and may have a deleterious effect on their 
  reputations or Meta Endeavour. Payment of debts incurred 
  during the course of a Background Endeavour requires a 
  Difﬁcult (–10) Proﬁt Factor Test for each point of Proﬁt 
  Factor below zero. The Explorers can attempt to recoup 
  their losses by either wringing money from the other parties 
  involved in the Endeavour, or by attempting to ﬁx the mistake 
  and salvage what they can from the failed Endeavour. This 
  is a perfect opportunity for good role-playing and for the 
  characters to use every bit of skill and luck to try to get some 
  beneﬁt from a bad situation. 
  Table 
  7-6: 
  Background 
  Endeavour 
  Completion Time 
  d100
  The Endeavour takes
  <=Y=<
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  ==Y;R
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  ;hYR<
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  R=Y`<
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  c=Ym<
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  m=Y=<<
  ;<<r)'2),/")&,+,"-),%$"
  Table 7-7: Severity of Failure
  d100
  Type of Mishap
  Proﬁt Factor Lost
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  =
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  =-R
  
  214
  VII: Enhanced Game Mechanics
  EXAMPLE
  The surveyors that Lidiah hired return after six months with a 
  particularly underwhelming report and some poorly-made charts. The 
  Game Master informs Lidiah that the Endeavour has failed, and she is 
  also one Proﬁt Factor point in the red. Lidiah’s Navigator is convinced 
  that something is amiss, and there must be something wrong with the 
  survey that would explain both the quickness with which the surveyors 
  ﬁnished the job, and the fact that nothing in particular was found. He 
  and Lidiah pour over the charts and reports and the Game Master asks 
  him to make a Hard (–20) Navigation Test. He passes with two 
  degrees of success, ﬁnds the navigational error and is informed by the 
  Game Master that there’s a whole sector of space in that cluster that the 
  surveyors completely missed. 
  After some consultation with her ofﬁcers, Lidiah decides to take 
  the Litvyak out to this uncharted sector and see if there’s something 
  there that could take at least some of the sting out of this failure. 
  Upon arriving, she and her ofﬁcers make the appropriate Skill Tests 
  and discover the extremely rich, ore-laden asteroid ﬁeld that the 
  surveyors missed. After a quick scan and some scribbled equations, 
  Lidiah ﬁgures that she could make one point of Proﬁt Factor from 
  the ore in this ﬁeld after expenses. This would essentially make the 
  Endeavour a wash. It would still be a failure, but the Proﬁt Factor 
  gained from the ore cancels out the point lost to the Endeavour.
  If the Explorers had rolled extremely well here, or if the Game 
  Master was feeling particularly generous, there could be even more 
  opportunities for proﬁt within the system. Perhaps with a large number 
  of degrees of success on a Scrutiny Test, one of the ofﬁcers discovers 
  an ancient, abandoned space station orbiting one of the planets in the 
  system. Is the station empty? A complete loss? Salvageable? Full of 
  Genestealers? The possibilities are endless.
  Sample Meta 
  Endeavour: 
  Exploit Star 
  Cluster  
  SH-01-0151
  E
  ighteen months ago, the Adeptus Mechanicus at 
  Port Wander began receiving mysterious and ancient 
  vox transmissions from somewhere in the Void. 
  These transmissions—strings of what appeared to be ship 
  transponder IDs, navigational coordinates in an unknown 
  format, and snippets of unfamiliar languages—at ﬁrst 
  stirred only mild interest and tavern rumours amongst the 
  station’s denizens. Recently, however, interest has approached 
  fever pitch as information and rumours have leaked from 
  the Mechanicus’s translation efforts at Port Wander. The 
  languages are ancient Terran dialects not heard since the end 
  of the Horus Heresy. The transponder information identiﬁes 
  ancient colony ships whose names are lost to history. Finally, 
  the source of the transmissions seems to have been identiﬁed, 
  a star cluster called Simkin’s Reach. All of this is regarded 
  as tremendous news save for one thing: no such place as 
  Simkin’s Reach exists on any known star chart.
  This last bit of information hasn’t dulled the excitement 
  however, and a Gold Rush mentality has gripped Port 
  Wander. Every Rogue Trader, Missionary, Merchant or two-
  bit hoodlum with a spaceship has set about pressing voidmen 
  into service, laying in supplies and expending huge amounts 
  of resources to ﬁnd out what and where Simkin’s Reach is. 
  MAKING THE PLAYERS SWEAT: THE IMPORTANCE OF SECRECY AND THE 
  SUCCESS ROLL
  The secrecy of the Background Endeavour success roll is important for maintaining a certain level of suspense and drama 
  within the game. When a player sends underlings or hired help to complete a task in their name, they are essentially 
  entrusting those NPCs with a portion of their livelihood. No matter how good the help is, and no matter how well 
  briefed and well equipped they are for the task at hand, there is always a chance, no matter how slim, of disastrous 
  failure. While the Background Endeavour does allow the players to have their cake and eat it too, the fact that the whole 
  thing could go completely sideways at any moment should never be far from their minds. Even while the players are 
  off doing something more exciting than hauling ore or charting systems, these questions should never be far from their 
  minds: What are they doing? Are they following my orders? Are they robbing me blind? Have I made the right decision 
  in sending them? 
  In this position the player can trust in fate, the abilities of his hired help and the blessings of the God-Emperor, or 
  he can take a more pro-active role in making sure things are going well. Good communication and scheduled check-ins 
  are always prudent, but often times Machine Spirits are ﬁckle and space is vast and there will be times when a group 
  of hirelings just cannot be reached. A secret agent loyal to the Rogue Trader is also a wise addition to any group of 
  hirelings, but even loyal spies are still beholden to the vagaries of interstellar communication. There is no foolproof 
  method for the players to ensure a positive outcome for a Background Endeavour, but there are ways to stay on top of 
  the situation, and at the Game Master’s discretion, even to head off a problem before it’s too late.
  
  215
  VII: Enhanced Game Mechanics
  Every able Voidman in every tavern in the yards is shipping 
  out tomorrow with a prime crew and a ﬁrst-rate captain 
  who knows where The Reach is and will be the ﬁrst to reap 
  the rewards. The truth is that no one knows the location of 
  Simkin’s Reach, or whether it exists at all. Even if it does, 
  these transmissions are at least ten thousand years old, so it is 
  uncertain if there’s even anything there to ﬁnd. 
  It’s up to the Explorers to identify the location of Simkin’s 
  Reach and be one of the ﬁrst, if not the ﬁrst, delegation from 
  the Imperium to open it for trade. This will be a monumental 
  effort requiring massive outlays of cash, men and materiel, 
  and could be just the thing that the Explorers to establish 
  their names throughout the Expanse. 
  BACKGROUND:  
  THE STORY OF SIMKIN’S REACH
  Simkin’s Reach isn’t so much a place as it is an idea. During 
  the early years of the Imperium, a visionary prophet named 
  Namaris Simkin founded a cult based on ancient political 
  and theological theories in what would eventually become 
  the Calixis Sector. At the heart of his movement was the 
  idea that man could transcend his baser, animal instincts 
  and become a being of pure reason. He preached a utopia of 
  peace and harmony, far away from the Ecclesiarchy and the 
  God-Emperor, where all were equal. A place where scientiﬁc, 
  technological and philosophical advances would grant every 
  man, woman and child a life of uninterrupted ease and luxury. 
  His ideas and powerful personality attracted millions of 
  followers, and as they lavished him with adoration and tithes 
  he formulated a plan to bring his utopia to fruition. 
  Using donations from his followers, many of whom were 
  powerful political leaders and captains of industry, Simkin 
  was able to amass enough wealth and inﬂuence to ﬁnance 
  the construction of three massive, warp-capable colony 
  ships to take him and his people far away from the constant 
  anxiety, violence and privation that were slowly becoming 
  the pervasive force in every human’s life. Simkin claimed that 
  a perfect location to restart humanity had come to him in a 
  vision, and he paraded around star charts and navigational 
  equations that no one could clearly identify or even read. 
  Once the ships were completed, Simkin and his followers 
  boarded, along with years worth of provisions and everything 
  they would need to colonise a new world. They set their 
  course, dropped into the Warp, and weren’t heard from again 
  for thousands of years.
  After generations of wandering the trackless void, the 
  three colony ships, long out of provisions and on their last 
  legs, dropped into what is now SH-01-0151. For Millennia 
  the pilgrims had wandered. Simkin was long dead and his 
  original ideas twisted or forgotten. The ships were badly 
  battered and on the verge of succumbing to fatigue and the 
  countless damages incurred during the voyage. The colonists 
  had survived, but over the generations their numbers grew 
  thin thanks to disease, madness, mutation and mass suicides. 
  There were still some vestiges of the original cult left among 
  the small ﬂeet’s leadership, and upon landing in SH-01-
  0151—and taking stock of the sad, desperate state they were 
  in, they declared that they had found the paradise promised 
  by their leader, named the cluster Simkin’s Reach (possibly in 
  reference to Simkin’s reach exceeding his grasp), and set to 
  ﬁnding a place to live.
  The pilgrims found a suitable system for colonisation in 
  The Reach around a large yellow star with four habitable 
  planets. Each ship chose a planet and they split company 
  based along doctrinal divisions that had arisen during the 
  long journey. The ships each landed on their separate planets, 
  and the colonists spent the next few generations stripping 
  them of anything useful. Over the course of the next few 
  thousand years, the worlds of Simkin’s Reach slowly fell out 
  of contact with one another as their technology broke down 
  and they lost the materials and abilities to repair it. In their 
  isolation, each world regressed to a different level of steam 
  or early-industrial technology over the next few thousand 
  years. Their space faring past slipped from fact to myth, 
  and eventually they forgot about their cousins on the other 
  colonised worlds, and even the God-Emperor Himself. 
  This all changed about three thousand years ago when each 
  world rediscovered space ﬂight at roughly the same time. As the 
  ﬁrst crude satellites were launched into orbit to see if anyone 
  else was out there, they discovered that not only were they not 
  alone as each had thought, but that their neighbours were in 
  fact long-lost relatives. A race began on each planet to develop 
  ships capable of travelling between the worlds, and networks 
  of communication satellites were sent up to better facilitate 
  communication between the planetary governments. Years passed 
  and the people of Simkin’s reach were reunited just in time to be 
  set upon by Orks. After a long and bloody war the Orks were 
  repelled, but only after staggering losses among the human 
  forces. Each force retreated to its home world to lick its wounds 
  and attempt to slowly rebuild its empires. Tensions began to 
  rise among the three homeworlds and various outposts, mining 
  stations and colonies scattered around the system. Governments 
  splintered, moons declared their sovereignty, and the whole of 
  the system was plunged into a cold war that occasionally ﬂared 
  up into ﬂeet battles or colony massacres.
  For two thousand years, the people of Simkin’s reach 
  have been slowly expanding throughout the cluster. They 
  have only recently redeveloped Warp technology, as the 
  number of psykers among these people is inﬁnitesimal, 
  and there are probably no more than a dozen warp-capable 
  ships in the cluster. Their paucity of Warp technology makes 
  their exploration of the cluster painfully slow, and any 
  contact with the larger galaxy nearly unthinkable. When 
  the Explorers ﬁnally ﬁnd them, they ﬁnd a generally dour 
  and cynical people, deeply suspicious of both xenos and 
  fellow humans. While their technology is still thousands 
  of years behind that of the Imperium, their ships are still 
  fast and their guns can still kill just as easily as anyone 
  else’s. These strange, isolated people, heathens who know 
  not the light or blessings of the God-Emperor, are ripe 
  for conversion and live in a star cluster rich in natural 
  resources. Their conversion and the exploitation of 
  their space promises untold wealth for anyone 
  good enough and strong enough to bring these 
  lost pilgrims back into the fold. 
  
  216
  VII: Enhanced Game Mechanics
  COMPONENT ENDEAVOURS
  LOCATE THE SOURCE OF THE 
  TRANSMISSIONS
  Lesser Endeavour, +1 Proﬁt Factor, 900 Achievement 
  Points
  Everyone aboard Port Wander is desperate to discover the 
  source of the mysterious transmissions from Simkin’s Reach. 
  There are more rumours than facts and most conversations 
  start with, “I’m not one to talk, and you never heard this 
  from me, but...” A lucrative underground trade has even 
  been established, peddling “Accurate Location and Charts of 
  Simkin’s Reach.” The Explorers will have to ﬁlter through a 
  lot of noise to get to the actual truth of the matter.
  Objective 1: Positively Identify  
  Simkin’s Reach
  Themes: None
  Simkin’s Reach is, in fact, Star Cluster SH-01-0151, a little known 
  and unexplored open star cluster in the far reaches of the Koronus 
  Expanse. While the name Simkin’s Reach isn’t on any charts, the 
  Explorers can, with weeks of thorough investigation and a little 
  luck, ﬁgure out that the Reach and SH-01-0151 are one in the 
  same. Once the system is positively identiﬁed, the Explorers can 
  go about quietly ﬁtting out while trying to keep their discovery a 
  secret and attempting to be the ﬁrst ones to reach the cluster.
  Objective 2: Safeguard the Information and 
  Provision the Ship for a Long Voyage
  Themes: Exploration, Trade
  Now that the Explorers have discovered the identity of Simkin’s 
  Reach, they need to start planning their voyage. First, they 
  must diligently protect their information if they have any hope 
  of being the ﬁrst to cash in on this new source of wealth. Any 
  pressing of hands, buying provisions and other preparations 
  must be done as quietly as is possible to avoid tipping off rival 
  Rogue Traders. The information itself must be kept secret, 
  known only to the Rogue Trader and one or two of his 
  most trusted ofﬁcers. One loose bit of gossip from a 
  crewman, one unchecked casual remark, and the 
  whole station will know that the Explorers have 
  discovered the whereabouts of the Reach.
  Objective 3: Slip Moorings 
  Themes: Exploration
  The Explorers must now chart their course and make way 
  for SH-01-0151. They should leave Port Wander with as 
  little fanfare as possible, and with as much misdirection and 
  obfuscation as they can muster. False course declarations, 
  altered bills of lading, drastically under-reported musters, 
  all of this and more should go into the Explorers’ ﬁnal 
  preparations for departure.
  CHART SH-01-0151
  Greater Endeavour, +3 Proﬁt Factor, 1,200 Achievement 
  Points
  Once the Explorers arrive at their destination, they are 
  greeted by a sparse but beautiful spectacle. SH-01-0151 is an 
  ancient Open Star Cluster containing roughly ﬁfty stars and 
  an unknown number of worlds. The Explorers will have their 
  work cut out for them as they try to catalogue all the stars and 
  planets and determine if any of them hold life.
  Objective 1: Make Primary Survey of Stars 
  Within Cluster
  Themes: Exploration
  The ﬁrst step of this survey should be investigating each star in 
  the cluster and charting the Warp routes between them. This will 
  involve a lot of tedious ﬂying about, determining the make up of 
  dozens of stars, cataloguing them, taking stock of their systems 
  and making note of any promising planets or asteroid ﬁelds. The 
  Explorers should also make note of any evidence of spacefaring 
  technology while taking pains to avoid contact with any and all 
  ships or stations that they may encounter. 
  Objective 2: Survey Any Promising Planets
  Themes: Exploration
  Once the stars are charted and relatively reliable Warp routes 
  have been laid out, the Explorers should now concentrate on 
  looking for life among the stars. Planets that were noted earlier 
  as promising should be revisited and scanned for any human 
  inhabitation. They should be looking for signs of spacefaring tech 
  and knowledge of the God-Emperor, listening for transmissions 
  and making sure they’re not seen doing so. Finally, the Explorers 
  should be on the lookout for any trace of xenos inhabitation in 
  the cluster, whether current populations or ancient ruins. 
  
  217
  VII: Enhanced Game Mechanics
  There is life in SH-01-0151, but not a lot of it. There are 
  roughly a dozen worlds of human habitation centred around 
  two systems. The inhabitants have sub-stellar space technology, 
  but little evidence of Warp capable ships. There is no indication 
  that these people are aware of the existence of the God-
  Emperor, and many of the planets seem to at war with one 
  another. There also seems to be seems to be a large, organised 
  force of naval ships preying on both planetary warships and 
  shipping that give every appearance of being corsairs.
  Objective 3: Make Contact  
  with Human Planets
  Themes: Exploration, Military, Creed
  Now that the Explorers have a rough grasp of the astro-
  political situation within SH-01-0151, they should come 
  up with a plan to make contact with the natives. This will 
  entail dealing with each planet’s sub-stellar navy, sending 
  emissaries, and generally making shows of wealth and power 
  to awe the planetary governors.
  BROKER PEACE BETWEEN THE MAJOR 
  POWER BLOCS
  Lesser Endeavour, +1 Proﬁt Factor, 700 Achievement 
  Points
  Once contact has been made, the Explorers quickly realise that 
  the political situation in this little part of space is extremely 
  volatile. Planetary governments, colonists, stellar corporations 
  and pirates have been at each other’s throats for generations 
  now. Before any kind of trade can take place, the Explorers 
  need to ﬁgure out how to navigate the dangerous political 
  waters and try, by either diplomacy or force of arms, to bring 
  some stability to the cluster.
  Objective 1: Identify and Meet with Major 
  Planetary and Commercial Power Blocs
  Themes: Creed, Military, Trade
  Once the Explorers make initial contact, with the showing 
  of the colours and a sufﬁcient show of force, they will then 
  need to spend some time identifying the major Explorers 
  in the cluster and getting face time with them. Gifts will be 
  exchanged, promises made, pacts sworn and bribes paid. The 
  Explorers should make doubly sure that they can deliver what 
  they promise, if they even intend to, and that whatever they 
  do doesn’t act to set of a major political incident. That could 
  be problematic this far from support or backup.
  Objective 2: Make Contacts  
  Within Powerful Organisations
  Themes: Trade, Military, Creed
  Explorers should now work toward making strong contacts 
  within the various powerful governments, business concerns 
  and cartels. These contacts should be sought out to provide 
  the maximum beneﬁt possible for the coming peace and 
  trade negotiations.
  Objective 3: Negotiate a Ceaseﬁre or Uneasy 
  Peace.
  Themes: Military, Creed, Trade
  Negotiating some kind of peace is the ultimate goal of this 
  Endeavour. The Explorers will need a relatively stable political 
  situation in the cluster before they can begin serious trade 
  negotiations. This is a delicate situation that will call for every 
  bit of the Explorers’ commercial and political savvy.
  PACIFY PIRATE CLANS
  Greater Endeavour, +3 Proﬁt Factor, 1,200 Achievement 
  Points
  As peace negotiations progress, the Explorers realise that one 
  sticking point are the numerous allied pirate clans that plague 
  the different systems. The one thing that the major power blocs 
  can agree on is that the pirates have gotten out of hand, and their 
  navies are each having their own difﬁculties putting a stop to 
  their predations. They agree to a temporary cease-ﬁre in the event 
  that the Explorers can help pacify these bloodthirsty pirates.
  Objective 1: Locate Main Pirate Fleet  
  in Each System
  Themes: Military
  Each system is plagued by a small, independent ﬂeet of pirates 
  that seem to be allied with one another. The Explorers’ ﬁrst 
  step should be to seek these ﬂeets out and destroy them or 
  drive them out of the system.
  Objective 2: Find and Destroy  
  Hidden Pirate Base
  Themes: Military
  The Explorers and their consorts can never seem to fully rout 
  the pirates from any one system, and as soon as they move the 
  pirates pop up again and tear around the system looking for 
  revenge. This seems to point to secret bases in each system, 
  or some sort of Warp-capable vessel acting as a resupply ship. 
  The truth is that the pirates are operating from a huge, ancient 
  battleship of unknown provenance, using it as a mothership and 
  mobile resupply station. This ship easily dwarfs the Explorers’ 
  ship, and is actually one of the original colony ships, lost in 
  the dark outer reaches of the home system. Whether they ﬂat-
  out destroy the massive relic or take it a prize is entirely up to 
  the Explorers. Either way, it will break the back of the Pirate 
  ﬂeet and get them one step closer to their trade routes. If the 
  Explorers do take the ship a prize, they ﬁnd that it is indeed of 
  ancient human origin and packed full of archeotech. Taking the 
  ship adds +1 to the Proﬁt Factor award for this Endeavour.
  Objective 3: Clean Up Remains of Pirate Fleet
  Themes: Military
  With their mothership gone and their organisation 
  shattered, the pirates have now scattered. Small 
  pockets persist in the major systems however, 
  and will continue to harry trade and naval 
  ships until the Explorers deal with them 
  
  218
  VII: Enhanced Game Mechanics
  as well. These remaining pirates should be very dogged and 
  savage ﬁghters, proving over and over again that there truly is 
  nothing more dangerous than a man with nothing to lose.
  SURVEY ASTEROID FIELDS, GAS CLOUDS 
  AND OTHER NATURAL RESOURCES
  Greater Endeavour, +3 Proﬁt Factor, 1,200 Achievement 
  Points
  Before any serious trading can begin, the Explorers must ﬁrst 
  know what they’ve got to deal with. Earlier, the Explorers 
  charted possible deposits of natural resources during their 
  initial investigation of the cluster. Now is the time to see if 
  any of these potential mother lodes will bear fruit.
  Objective 1: Identify Any Known Resource 
  Deposits
  Themes: Trade, Exploration
  While there is certainly much that is unknown about the riches 
  of the cluster, surely at least some of it has been surveyed for 
  resource exploitation. Before the Explorers go trudging around 
  the cluster scanning every rock and gas cloud, they should ﬁrst 
  see if there’s been work done already. Through the contacts they 
  should have been cultivating throughout the beginning of this 
  Meta Endeavour, the Explorers should be able to ﬁnd all manner 
  of navigational charts, astro-geological surveys and records 
  from established mining and shipping concerns. Gathering this 
  information should make the rest of their survey go smoother.
  Objective 2: Gather Survey Ships, Crews and 
  Equipment
  Themes: Trade, Exploration
  All the star charts and annual mining reports aren’t worth the 
  paper they’re printed on without a thorough and up to date 
  survey. To achieve this, the Explorers will need more than 
  just their ship and their people if they want to ﬁnish this 
  task in any reasonable amount of time. They should spend 
  this time searching out and hiring surveyors and survey ships, 
  organising a small exploration ﬂeet and charting the best 
  course to maximise their time spent in each system.
  Objective 3: Survey Uncharted Deposits
  Themes: Exploration
  With their small ﬂeet, the Explorers set out on the long and 
  tedious journey of searching for valuable resources on and 
  amongst the worlds of the cluster. A painstaking survey will 
  take months and be mostly mind-numbingly boring, but 
  ultimately worth the effort. SH-01-0151 is rich with numerous 
  precious gems and valuable ores, mostly unexploited that will 
  fetch a fortune in the Imperium if the players can ﬁnd a way 
  to get them back there.
  SABOTAGE RIVAL TRADE DYNASTY 
  MAKING INROADS IN CLUSTER
  Lesser Endeavour, +1 Proﬁt Factor, 900 Achievement 
  Points
  Information has a way of getting out no matter how tightly 
  it’s controlled. The Explorers have come to realise that 
  they’re not the only Trade Dynasty working in SH-01-0151. 
  Whether this rival dynasty is a new arrival that showed up 
  while the Explorers were chasing pirates or scanning rocks, 
  or whether they’ve been in the cluster the whole time, it all 
  means the same thing. These rivals will need to be run out of 
  the cluster or ruined by any means necessary. It’s important to 
  note that the Game Master can run this Endeavour more than 
  once in the Meta Endeavour. There will never be a shortage 
  of people coming from the Imperium and trying to horn in 
  on the Explorers’ action.
  Objective 1: Stymie the Rival’s Political and 
  Diplomatic Mission
  Themes: Criminal, Trade
  The Explorers need to ﬁnd a way to sour relations between their 
  rivals and the ruling powers in the cluster. Spreading lies, paying 
  bribes and entrapping their leaders in sensitive and delicate 
  
  219
  VII: Enhanced Game Mechanics
  situations engineered to cause the most insult and do the most 
  damage are all part and parcel of this level of negotiations. This is 
  where the Explorers can leverage any contacts that they’ve been 
  cultivating as well as any political inﬂuence they may have to 
  cause irreparable harm to their rival’s reputations.
  Objective 2: Bribes and Threats
  Themes: Trade, Military, Criminal
  Once the rival dynasty’s reputation has been tarnished, it is 
  time to ratchet up the pressure. Dealing with local governments, 
  militaries and criminal organisations, the Explorers can cause 
  immense damage to the rival delegation by proxy. Ships can be 
  impounded, crews pressed, work stoppages called, equipment 
  stolen, contractors harassed and ship’s personnel kidnapped. 
  Explorers should be at their most devious and underhanded 
  when taking actions like this. Commerce is war, and all is fair 
  in love and war.
  Objective 3: Commerce Raiding and 
  Running the Rivals Out
  Themes: Military, Trade, Criminal
  Now that the Explorers have their rivals on the ropes, it’s time 
  to strike the fatal blow. Hitting the rival delegation’s trade 
  ships, disrupting any supply lines and striking at any orbital 
  or surface facilities may ﬁnally make them see the light and 
  leave the cluster while they still can. They may not be so 
  easily chased out though, and the Explorers stand the risk of 
  being victims of the same tactics.
  ESTABLISH TRADE ROUTES FROM SH-
  01-0151 TO THE IMPERIUM 
  Greater Endeavour, Proﬁt Factor +4, 1,200 Achievement 
  Points
  The Explorers now have trade goods and a pliable government; 
  what they need is the infrastructure to get their goods from 
  SH-01-0151 to markets within the Imperium. This endeavour 
  requires a lot of heavy lifting on the part of the Explorers: 
  setting up mining and smelting operations, plotting warp 
  routes, negotiating compacts of trade and getting in good 
  with a powerful trading partner are all part and parcel of this 
  Endeavour.
  Objective 1: Establish Infrastructure
  Themes: Trade
  Whether they do it themselves or partner with mining and 
  hauling concerns, the Explorers are going to need men, 
  equipment and know-how to get their ores, gems and gasses 
  out of the ground and into the holds of trade ships. They will 
  also need more trade ships, smelting and processing operations, 
  clerks, scribes, warehouses and much, much more. 
  Objective 2: Identify Markets  
  Within the Imperium
  Themes: Investigation, Trade
  Now begin the long trips back and forth from the Imperium to 
  the Reach in search of buyers for the Explorers’ commodities. 
  The Explorers will need to know what they have, how much 
  they can reliably get and how quickly they can get it from the 
  ground to market. While it won’t be too terribly difﬁcult to 
  ﬁnd buyers for the majority of what the Explorers are selling, 
  ﬁnding fair prices and trustworthy brokerage houses is the 
  hard part.
  Objective 3: Plot Warp Routes
  Themes: Exploration, Trade
  The Explorers now need to ﬁnd the quickest way to get 
  their products to market. This is the most dangerous part 
  of the Endeavour, where the entire thing could be scuttled 
  by the vagaries of the Warp. Anything could happen during 
  their long exploration of the Warp, and they will need to be 
  extremely good and extremely lucky if they want to see the 
  fruits of their labours blossom.
  CONVERT THE HEATHEN
  Lesser Endeavour, +2 Proﬁt Factor, 900 Achievement 
  Points
  The light and blessings of the God-Emperor have yet to 
  reach the heathen in SH-01-0151. The Explorers need to 
  get missionaries from the Imperium to convert heathens and 
  burn heretics. Showing the might of the God-Emperor and 
  how the faithful are rewarded both in this world and the next 
  is always an important part of dealing with unenlightened 
  cultures.
  Objective 1: Gather Missionaries
  Themes: Trade, Creed
  The Explorers should have no problem ﬁnding willing 
  missionaries to come to SH-01-0151 to save the people there 
  from heresy. Moving the throngs of the faithful to the far end 
  of space is the challenge, and the Explorers will need both 
  ships to haul the faithful and blessings from the Ecclesiarchy 
  to see that the correct tone is set for this Endeavour. 
  Objective 2: Purge Heretics
  Themes: Military, Creed
  Once the conversion is in full swing, the good news of the God-
  Emperor spreads like wildﬁre throughout the cluster. There is 
  one world that refuses to see the light, with a particularly 
  stubborn planetary government whose state religion is still the 
  cult of utopia that Simkin and his followers carried here all 
  those millennia ago. After a number of conversion attempts 
  and riots, the planetary security forces rounded up all 
  the missionaries and had them executed, returning 
  their mutilated bodies to the Ecclesiarchy pilgrim 
  ship in orbit. The Explorers, now the lead 
  representatives of the Ecclesiarchy in the 
  
  220
  VII: Enhanced Game Mechanics
  Reach, are called upon to punish these heretics. They may use 
  any means they see ﬁt, but they must guarantee that the Cult 
  of the Emperor takes hold on this world. The Ecclesiarchy 
  will not be denied their souls.
  Objective 3: The Delegation from the 
  Adeptus Mechanicus
  Themes: Exploration, Creed
  High ranking ofﬁcials within the Adeptus Mechanicus have gotten 
  wind of the opening of SH-01-0151 from the observatory at 
  Port Wander. The Explorers are summoned back to the station at 
  the behest of the Adeptus Mechanicus. The Adeptus believes that 
  there must be large amounts of ancient and heretical technology 
  among a people so ancient and isolated. The Explorers are 
  requested to take a delegation of tech-priests back to the cluster 
  and give them any and all assistance they require in the search for 
  and acquisition of these artefacts. What these artefacts are, and if 
  they exist at all, is solely up to the Game Master. 
  ELIMINATE THE XENOS IN THE CLUSTER
  Greater 
  Endeavour, 
  +3 
  Proﬁt 
  Factor, 
  1,200 
  Achievement Points
  During their initial and subsequent surveys, the Explorers 
  routinely came upon evidence of xenos habitation, both ancient 
  and recent throughout the cluster. Further investigation has 
  revealed a large population of primitive and aggressive xenos 
  inhabiting a few planets that will need to be cleared out in 
  anticipation of groups of colonists and pilgrims already said 
  to be gathering at Port Wander.
  Objective 1: Pacify Xenos
  Themes: Military
  These xenos are primitive, aggressive and posses very little in 
  the way of technology. What they lack in sophistication they 
  more than make up for with numbers, strength and savagery. 
  They seem to prefer humid, tropical places and dense jungles 
  which will make ﬁnding and killing them without ruining 
  large swaths of otherwise perfectly useful planets exceedingly 
  difﬁcult. Once the ﬁght is joined, and the Explorers have a 
  chance to let some xenos blood, they discover that on at least 
  a few worlds the creatures are inhabiting sprawling, ancient 
  ruins of unknown provenance. Anyone ﬁghting in the ruins 
  notices two important things: the ruins are full of xenos tech 
  and artefacts and there are bas-reliefs decorating many of the 
  walls in the crumbling structures depicting the xenos that the 
  Explorers are currently ﬁghting.
  Objective 2: Excavate Xenos Ruins
  Themes: Exploration, Creed
  With the Xenos out of the way, the Explorers and any allies 
  they have are now free to explore the ruins. Spread over half a 
  dozen worlds in two systems, these ruins each suggest powerful 
  cities ﬁlled with highly-advanced peoples. The members of the 
  Adeptus Mechanicus delegation that arrived in the cluster earlier 
  will be very interested in what the Explorers have found.
  Objective 3: Cover Up a Heresy
  Themes: Creed, Military
  During the excavation of one of the ruins, a team of 
  xenoarcheologists comes across something that is so damning, 
  so heretical, that its very existence is enough to make the 
  faithful quake. This heresy could be some sort of extremely 
  lethal ancient tech, philosophical or theological teachings, 
  blasphemous pieces of art, nearly anything that would be 
  looked down upon by the Ecclesiarchy. The Explorers now 
  have to suppress the information of its discovery, as well as get 
  the information to the right people within the Administratum 
  so that professionals can deal with it.
  ESTABLISH A COLD TRADE IN NEWLY 
  DISCOVERED XENOS ARTEFACTS
  Lesser Endeavour, +1 Proﬁt Factor, 900 Achievement 
  Points
  The Explorers are now sitting on a potential gold mine 
  of forbidden xenos artefacts. One of the members of the 
  Adeptus Mechanicus delegation meets with the Rogue Trader 
  and informs the trader that he is willing to give the names 
  of collectors and brokers who will pay very well for what 
  they’ve found, for a certain reward.
  Objective 1: Strike a Deal and Collect a 
  Sample
  Themes: Criminal, Trade
  Once the deal with the Tech Priest is ironed out, the 
  Explorers will receive the names of the priest’s contacts in a 
  sealed data-slate with other ofﬁcial looking slates relating to 
  the ﬁndings on the xenos worlds. A sample artefact will need 
  to be acquired from the dig, which has very high security 
  that the Explorers may or may not have assisted in setting up. 
  When they have the sample they should make all haste for 
  Port Wander to meet the ﬁrst contact.
  Objective 2: Making Contact
  Themes: Criminal, Trade
  The Explorers will now have a long slog ahead of them 
  dealing with the various blinds, cut-outs and fake leads. Once 
  they ﬁnd the buyers however, their artefact grants them access 
  to more powerful members of the Administratum than any of 
  the group has ever seen. Now that they have the buyers, it’s 
  all a matter of negotiation.
  Objective 3: Skimming off the Top
  Themes: Criminal, Trade
  With the help of their Tech Priest accomplice, the Explorers 
  must now set up a network of suppliers on the xenos planets 
  in SH-01-0151. This will require a number of couriers, 
  crooked Xenoarcheologists and loyal ship captains. 
  
  221
  VII: Enhanced Game Mechanics
  Expanded 
  Acquisition 
  Rules
  “Knowing how to handle your money is far more important than 
  knowing how to get it. Any fool can make money, but only the wise 
  can keep it.”
  –Rogue Trader Lidiah Yefremova, captain of the Trade 
  Frigate Litvyak
  A
  s beﬁts the spirit of a Rogue Trader game, Explorers 
  are commonly the holders of incredible amounts of 
  wealth and power, and are constantly looking for ways 
  to acquire more. As stated in ROGUE TRADER page 270, this 
  wealth isn’t simply hard currency, although there is plenty of 
  that. A Rogue Trader’s wealth, and that of his select ofﬁcers, 
  also comes from his ship, residuals from trade routes, standing in 
  Imperial society, investments on a hundred worlds, and countless 
  other sources. This seemingly endless supply of wealth tends to 
  engender a rather imprudent attitude among Explorers, wherein 
  they take Proﬁt Factor for granted. They get to believing that 
  every problem can be solved by throwing money at it, and that 
  everything is theirs for the asking, or the taking. The expanded 
  Acquisition rules presented here are designed as a way for 
  Game Masters to help curb this by applying consequences to an 
  Explorers’ tendency toward unbridled spending. This spending 
  can put undue strain on their ﬁnances and reputation, as well as 
  attract the attention of thieves, con-men and other undesirables. 
  While it’s true that one has to spend money to make money, 
  and that all inﬂuence ultimately ﬂows from wealth, it’s always 
  a dangerous thing to take one’s wealth for granted. Assuming 
  that the Thrones or the inﬂuence or the favours will be there 
  every time all the time has been the death of more than one 
  over-conﬁdent Rogue Trader. Amongst the labyrinthine Imperial 
  bureaucracy and decentralised and sometimes incompatible 
  banking systems of interstellar commerce, sometimes a Rogue 
  Trader’s access to his wealth can be inconsistent. Lines of credit 
  can suddenly dry up, contacts disappear, banking houses go 
  bankrupt, investments fail, liens can be put on resources or one 
  can ﬁnd his wealth several star systems away with no means of 
  reaching it. Commonplace mishaps like these should, and often 
  do, make Rogue Traders and their companions careful with 
  their money. They see money, power and inﬂuence as a strategic 
  resource to be carefully husbanded and used in such a way that 
  it is always there and provides the maximum beneﬁt. Those that 
  don’t, those who take it for granted and don’t pay their wealth 
  the attention it deserves, can easily end up debt-ridden, conﬁned 
  to an enforcers’ gaol, pressed into servitude, or worse.
  The following rules for Acquisitions and Proﬁt Factor do 
  change and elaborate the Acquisition Rules. The GM should 
  make it clear to the players that he intends to use these rules 
  before a game begins. 
  MAKING MULTIPLE 
  ACQUISITION TESTS
  The most common way that young or imprudent Rogue 
  Traders abuse their wealth is by spending it wildly and 
  without regard to the consequences. While it is true that 
  keeping up appearances—looking and acting the part of a 
  dashing, well-heeled intergalactic tradesman in charge of a 
  powerful shipping concern—is an important part of being 
  that dashing, well-heeled intergalactic tradesman, keeping 
  things in perspective is also important. Not every trading ship 
  needs gold-plated macrobatteries, and not every retinue needs 
  to be dressed in the ﬁnest fabrics and rarest armour. 
  Acquisition Tests aren’t used for typical day-to-day purchases, 
  such as a meal or glass of amasec. Instead, they should be used 
  for ﬁne weapons, rare items, or equipping dozens or hundreds of 
  men. The complication arises when too many Acquisition Tests 
  are made in a single game session, and “buying stuff ” takes the 
  place of exploring and good roleplaying. To help remedy this 
  situation, Game Masters have the option of imposing a series 
  of modiﬁers to multiple Acquisition tests made in the same 
  session or night of gaming. These modiﬁers reﬂect the strain 
  put on the Explorers’ Proﬁt Factor from these massive outlays 
  of wealth, and are outlined in Table 7–8: Multiple Acquisition 
  Test Modiﬁers. Once a player makes an Acquisition Test 
  in a session (successful or not), every subsequent test 
  by that player has a cumulative –10 modiﬁer. This is on 
  top of any modiﬁers already applied for an item or service’s 
  availability, quality and scale. 
  An additional optional rule the GM can introduce is: if a 
  player ever fails an Acquisition Test by more than ﬁve 
  degrees, the player must roll on Table 9–41: Misfortunes 
  to see if his reckless spending has permanently crippled 
  his resources. 
  The Game Master should have a good explanation for 
  why the funds are unavailable. For example, a credit line has 
  dried up, Grox Futures are collapsing, or communications 
  with the money house are currently down. Aside from 
  being potentially embarrassing for everyone involved, a 
  complication such as this could be a good opening for a 
  side adventure or random encounter. 
  EXAMPLE
  Lidiah is buying expensive new systems for upgrading the Litvyak. 
  Eventually, with enough cumulative use penalties to give her a –50 
  modiﬁer, her effective Proﬁt Factor after this and all other modiﬁers 
  are tallied is 0 before rolling, an automatic failure. She has put 
  entirely too much strain on her Proﬁt Factor, and the Game Master 
  decides that the bank whose promissory notes Lidiah is paying with 
  has collapsed, and her notes are worthless. With a condescending 
  tone, the shipwright informs her in front of her ofﬁcers that he 
  cannot accept this payment, but would be more than happy to accept 
  another form of payment if she happens to have one. She does not, 
  as she doesn’t have access to much of her wealth in this system, 
  and is turned out of the shipwright’s ofﬁce empty-handed—an 
  embarrassing situation, indeed. 
  
  222
  222
  VII: Enhanced Game Mechanics
  ATTRACTING UNWANTED 
  ATTENTION
  When a player throws Proﬁt Factor around, people are going 
  to notice. Often times this attention is harmless, even desired. 
  Rogue Traders and their select ofﬁcers like others to see them 
  play the high roller. These kinds of conspicuous displays of 
  wealth give them an aura of power and authority which can 
  come in extremely handy in all manner of social and business 
  interactions. Many negotiations have concluded before they 
  really started due to a Rogue Trader’s reputation preceding him, 
  and doors are always open to a wealthy ship captain known to 
  be free with his Thrones and favours. When this sort of free-
  wheeling lifestyle works against the Explorers however, is when 
  it attracts the attention of less savoury individuals.
   People are attracted to the rich and powerful as moths are to 
  ﬂame, and this has never been more true than in the Imperium. 
  In a society run on bribes, kick-backs and favours, and where the 
  line between the haves and the have-nots is so distinct as in the 
  Imperium of Man, there are countless ways to attract unwanted 
  attention to oneself when spending money. Everyone from 
  beggars, small-time hustlers, pick pockets and donation seekers, 
  to petty warlords, crooked members of the Administratum, 
  pirates, and gangsters would be more than willing to relieve an 
  unwary Rogue Trader of his wealth, his ship, or even his life. 
  Similar to the increasing penalties to Acquisition Tests for 
  their overuse in a session, there’s also an ever increasing chance 
  of attracting unwanted attention. Every time a player makes more 
  than one Acquisition Test in a game session, there’s a chance 
  they’ll attract the attention of someone powerful or cunning 
  enough to separate them from their money. Once the Acquisition 
  Test is made and penalties for multiple use added, the Game 
  Master then rolls on Table 7–8: Multiple Acquisition Test 
  Modiﬁers to see if anyone takes an interest in the Explorers. 
  If the Explorers have attracted attention, the Game Master is 
  encouraged to create some problem, either by creating some 
  complications related to the Explorers’ current Endeavour, or by 
  rolling on Table 7–9: Unwanted Attention.
  EXAMPLE
  Litvyak has put in at Port Wander and Yuriy, the ship’s Executive Ofﬁcer, 
  is acquiring fresh stores for the ship. They spend the afternoon arranging 
  for ammunition, provisions and other consumables to be delivered to the 
  ship, as well as paying a number of bribes and maintaining contacts along 
  the way. All told, Yuriy makes ﬁve Acquisition Tests and word starts to 
  get around that there’s a ﬂash bunch of coves from a Rogue Trader ship 
  spending a lot of money around the docks. The GM has rolled to see 
  if he attracts notice after each test, but after his ﬁfth Acquisition Test, 
  where he spends a couple of hours successfully haggling for a dry-dock 
  bay and some repair crews, the GM rolls again. Since this is Yuriy’s 
  ﬁfth Acquisition Test of the session, there’s a 40% chance of someone 
  taking notice of him. The GM rolls a 35, and sure enough, someone 
  has his eyes on the Void-master. Since the Game Master doesn’t have any 
  particular mishap in mind for Yuriy, he rolls on Table 7–9: Unwanted 
  Attention and gets a result of 33, indicating a group of cutthroats will 
  be visiting Yuriy to relieve them of their weapons, armour and valuables. 
  As the ofﬁcers conclude their business and head back to the ship to report, 
  half a dozen thugs slip out of an alley and follow them.
  LOCATION, INFLUENCE AND 
  AVAILABILITY
  Although nearly anything can be had for the right price 
  in the Imperium, the availability of goods and services 
  can vary wildly depending on where the Explorers are 
  located in the galaxy. The game Master should feel free 
  to impose further modiﬁers on the player’s Acquisition 
  Tests that reﬂect the chances of ﬁnding a given item, 
  service or hireling in a speciﬁc location. For example, 
  ﬁnding a crate of demolition charges on a Feudal world 
  should be next to impossible, but ﬁnding an extremely 
  ﬁnely-crafted blade weapon should be as easy as 
  walking into the nearest smithy. 
  Table 7-8: Multiple Acquisition Test Modiﬁers
  Number of Tests
  Penalty
  Possibility of Attracting 
  Unwanted Attention
  =
  l<
  <r
  ;
  l=<
  =<r
  P
  l;<
  ;<r
  T
  lP<
  P<r
  R
  lT<
  T<r
  h
  lR<
  R<r
  `
  lh<
  h<r
  
  223
  223
  VII: Enhanced Game Mechanics
  USING PROFIT FACTOR
  The following are several rules to use Proﬁt Factor to 
  accomplish different activities. 
  COST IS NO OBJECT
  There are times when a Rogue Trader simply must have 
  something. Whether it’s emergency repairs to his ship, a 
  rare and wondrous artefact at an auction or purchasing all 
  of a certain commodity in a system to stymie rival traders, 
  sometimes a Trader must stretch his wealth quite thin 
  indeed to get what he wants. In a situation where a player 
  doesn’t have the luxury of waiting, haggling or being 
  outbid, he can permanently burn Proﬁt Factor to ensure 
  that he is successful on an Acquisition Test. For every one 
  point of Proﬁt Factor burned, a player receives +10 to his 
  Acquisition test. Unlike overstretching your Proﬁt Factor 
  for an Upkeep Test, where the loss is temporary and exists 
  until the player unloads, downgrades or downsizes an 
  acquisition, Proﬁt Factor used to ensure success is gone 
  permanently. This permanent loss could be explained in 
  a number of ways, from the selling off of investments to 
  calling in favours, and reﬂects an outlay of wealth and 
  inﬂuence so great that it reduces a player’s purchasing 
  power until he can ﬁnd new sources of income. 
  EXAMPLE
  Lidiah limps her ship Litvyak back to Port Wander after a tangle 
  with an Ork raiding ship. Holed in numerous places, leaking fuel 
  and oxygen, half-blind and with thousands of crewmen dead, the 
  Litvyak is in terribly sorry shape and looking at least six months 
  in dry dock to complete repairs. This is completely unacceptable to 
  Lidiah, as it means the almost certain loss of two lucrative trade 
  routes to a rival Rogue Trader. She decided that Cost is No Object 
  in ensuring that her ship gets into and out of dry dock in record 
  time so as not to lose a single Throne from her threatened trade 
  routes. Lidiah permanently burns ﬁve points of Proﬁt Factor for 
  a +50 modiﬁer to her Acquisition Test to acquire repair services, 
  resupply and new crew members. Thrones are spread liberally 
  around, favours called in, heads broken and press gangs run day 
  and night to get the Litvyak back on her feet. Lidiah succeeds 
  on her Acquisition Test with a number of degrees of success, and 
  within two months the Litvyak is back in the spacelanes, good as 
  new and with a full complement.
  Table 7-9: Unwanted Attention
  Roll
  Attention Attracted
  <=Y=<
  C).%09.'09",)/%,&)'(")'2),/")JK.3'#"#&)+(-)/")3'&"&)+(1)'(")%,"$)0+##%"-)'()/%&)."#&'(5)M7+$")I+&,"#e&)>/'%0"O)L/")
  .3+1"#)0+()$+9")+)H%2k043,)D0#4,%(1)L"&,),')0+,0/),/"),/%"25
  ==Y;<
  L/")JK.3'#"#&e)3'-*%(*&)/+?")@""()@4#*3"-5)L/")#''$&)+#"),'&&"-)+(-),/"%#)@"3'(*%(*&)+#")&,#"A()+#'4(-)+&)%2)
  &'$"'(")A+&)&"+#0/%(*)2'#)&'$",/%(*5)C(1,/%(*)'2)?+34")%(),/")#''$),/+,),/")JK.3'#"#&)-%-)(',)0'(0"+3)A"33)%&)
  *'("5)L/"1)$+1)@")+@3"),')#"0'?"#),/"%#)&,'3"()*''-&)+,),/")7+$")I+&,"#e&)-%&0#",%'()+(-)A%,/)&'$")*''-)#'3"Y
  .3+1%(*5
  ;=YP<
  C()"K,#"$"31)&9%33"-)0'(k-"(0")$+()'#)*#%2,"#)/+&)&",)/%&)&%*/,&)'(),/")JK.3'#"#&)'22"#%(*)&'$")&'#,)'2).3+4&%@3"Y
  &'4(-%(*)@4,)43,%$+,"31)./'("1)-"+35)X")0'43-)@")+)3'(")A'32)'."#+,%(*)2'#)/%&)'A()@"("k,S)'#)+)#".#"&"(,+,%?")'2)+)
  3+#*"#)0#%$%(+3)'#*+(%&+,%'(5)
  P=YT<
  L/")JK.3'#"#&)+#")+,,+09"-)%(),/")&,#"",)@1)+)*+(*)'2)04,,/#'+,&)%(,"(,)'(),+9%(*),/"%#)A"+.'(&S)+#$'4#S)2'3-%(*)
  $'("1)+(-)+(1)',/"#)%,"$&)'2)?+34"),/"1)$+1)@")0+##1%(*5)L/")7+$")I+&,"#)&/'43-)$+9")&4#"),/+,),/%&)"(0'4(,"#)%&)
  #"3+,%?"31)0/+33"(*%(*)2'#),/")JK.3'#"#&5
  T=YR<
  C)$%('#)03"#9)+,)+)@+(9%(*)/'4&"),/+,),/")JK.3'#"#&)2#"]4"(,)/+&)-"0%-"-),/+,),/"1)/+?")"('4*/)$'("1)+(-)A'43-)
  ("?"#)$%&&)n4&,)+)3%,,3")@%,5)L/")03"#9)/+&)@"*4()&9%$$%(*)$'("1)2#'$),/")JK.3'#"#&e)+00'4(,&)+(-)/%-%(*),/")24(-&)
  %()+)(4$@"#)'2)@3%(-)+00'4(,&5)L/%&)A%33)0+4&")+)Y=<)."(+3,1)'()+(1)C0]4%&%,%'()L"&,&)4&%(*)!#'k,)B+0,'#)-#+A()2#'$)
  ,/%&)&'4#0"5)V,)%&)4.),'),/")7+$")I+&,"#),')-","#$%(")A/"(),/%&)/+.."(&S)+(-)A/"(),')+..31),/")."(+3,15)
  R=Yh<
  C)3'0+3)0#%$%(+3)'#*+(%&+,%'()@"3%"?"&),/+,),/")JK.3'#"#&)+#")$'?%(*)%()'(),/"%#)'."#+,%'(&)+(-)A%33),+9"),/").#'."#)
  +0,%'(&),')&""),/+,),/%&)-'"&(e,)/+.."(5
  h=Y`<
  L/")!'#,)I+&,"#)'2),/")&,+,%'()'#)&/%.1+#-)A/"#"),/")JK.3'#"#&)/+?").4,)%()/+&)%$.'4(-"-),/"%#)&/%.)2'#)@"%(*)
  -"3%(]4"(,)'()+)(4$@"#)'2)&4&.%0%'4&)+(-).#"?%'4&31)4(9('A()oF"#,/%(*)B""&5p)Z4$"#'4&)@#%@"&)A%33)/+?"),')@")
  .+%-)@"2'#"),/")JK.3'#"#&)0+()3"+?"5
  `=Yc<
  L/")JK.3'#"#&)/+?")+,,#+0,"-),/")+,,"(,%'()'2)+)#%(*)'2)&/%.),/%"?"&5)L/"&")+#")"K,#"$"31)-+(*"#'4&).%#+,"&)A%,/)
  1"+#&)'2)"K."#%"(0"S)+(-)A%33)*'),')*#"+,)3"(*,/&),')#"3%"?"),/")JK.3'#"#&)'2),/"%#)&/%.5)V,)%&)4.),'),/")7+$")I+&,"#),')
  -","#$%(")/'A)+(-)A/"#"),/"&").%#+,"&)A%33)$+9"),/"%#)$'?")'(),/")JK.3'#"#&5
  c=Ym<
  !4#.'&"24331)'#)(',S),/")JK.3'#"#&)/+?")&",),/"$&"3?"&)+,)'--&)A%,/)+)#%?+3),#+-%(*)-1(+&,15)L/")JK.3'#"#&)$+1)/+?")
  4(-"#@%-),/"$)'()+)340#+,%?")0'(,#+0,)'#).#"&&"-),/'4&+(-&)'2),/"%#)$"#0/+(,)&/%.e&)?'%-$"()2#'$),/"),+?"#(&)+(-)
  @+A-1)/'4&"&)'2)!'#,)8+(-"#5)X'A"?"#)%,)/+.."("-S),/"&").'A"#243)("A)#%?+3&)A%33)&,'.)+,)(',/%(*),').4,),/")['*4")
  L#+-"#)+(-)/%&)."'.3")%(,'),/").''#)/'4&"5
  m=Y<<
  C).'A"#243)$"$@"#)'2),/")C-$%(%&,#+,4$S)V(]4%&%,%'(S)'#)3'0+3)$%3%,+#1)'#)*'?"#($"(,)&",&),/"%#)&%*/,&)'(),/")
  JK.3'#"#&e)A"+3,/5)L/"1)A%33)-"$+(-)@#%@"&)+(-)2#"")&"#?%0"&S)+(-),/#"+,"()?"#1)#"+3)0'(&"]4"(0"&)%2),/")JK.3'#"#&)
  -'(e,)*')+3'(*)A%,/)A/+,),/"1)A+(,5
  
  224
  VII: Enhanced Game Mechanics
  INFLUENCE, REPUTATION, AND LOCATION
  Inﬂuence and Reputation are just as important to a Rogue 
  Trader as are his ship and lucky side arm. Indeed, these are 
  large parts of what make up his Proﬁt Factor. Aside from the 
  raw currency, investments and other such things, a Rogue 
  Trader’s reputation and his ability to leverage both money 
  and reputation into inﬂuence is what allows him to get ahead 
  in the cut throat world of pan-galactic commerce. What 
  happens when a Rogue Trader is outside of his usual sphere 
  of operations, though? With as vast as the Imperium is, a 
  player simply cannot expect to be recognised everywhere he 
  goes. When operating in dark and heathen corners of the 
  Galaxy where the light of the God-Emperor has only recently 
  reached, or perhaps not reached at all, how often can a Rogue 
  Trader expect to hear the correct answer to the question, “Do 
  you know who I am?”
  When operating outside of their usual territory, Game 
  Masters should consider adding negative modiﬁers to 
  Explorers’ Inﬂuence tests. This could reﬂect the fact that the 
  Rogue Trader is a newcomer on the galactic scene and word 
  of his exploits hasn’t spread all that far, or that the part of 
  space he’s operating in is so isolated and backwards that the 
  inhabitants continually ask the Explorers for news of the 
  wider Imperium. Whatever the case, the Explorers will be 
  unable to use their Proﬁt Factor to make friends and inﬂuence 
  people as easily as they could in, say, Port Wander. Modiﬁers 
  between –10 and –30 should be sufﬁcient, but as always the 
  amount of the modiﬁer and when it’s applied is solely up to 
  the Game Master.
  EXAMPLE
  Lidiah has made contact with an isolated world in the Calixis 
  Sector that happens to be home to a rare breed of Grox that could 
  fetch quite a bit of money at market. Lidiah and her ofﬁcers brush 
  and shine their best uniforms, and present themselves to the planet’s 
  governor. Since the planet is so isolated and benighted, the Game 
  Master declares that Lidiah is –30 to any Inﬂuence Tests in dealing 
  with the governor and his ministers. She and her ofﬁcers make a 
  grand entrance to the governor’s audience chamber, broadcasting a 
  palpable air of conﬁdence and importance. Aware of her penalty, 
  Lidiah decides to take the chance and make an Inﬂuence Test to give 
  the introductions the proper gravity. She begins her introductions, 
  making sure to linger on her association with her trading dynasty 
  and their storied history, and makes her Inﬂuence Test. She rolls 
  poorly, with one level of failure, and notices that the governor is 
  staring into space with a smug, patronising look on his face. He 
  turns to say something to one of his advisors as Lidiah is talking, 
  and when she completes her introductions the governor looks back to 
  her and with a bored tone in his voice asks, “I’m sorry, who did you 
  say you were again?”
  Ship Roles
  “On this ship, the Captain is your Master, and I am her voice!” 
  –Bosun Vor aboard the Bansidhe
  R
  oles are positions of command responsibility upon the 
  Rogue Trader’s vessel that can be ﬁlled by the player’s 
  characters. Some Roles are weighty and traditional 
  in all Imperial vessels, whilst others bear many names and 
  emerge only out of necessity. Each Role brings with it the 
  beneﬁts and obligations of rank: subordinates who will accept 
  orders, but whose well-being and protection is an obligation, 
  the recognition of the Rogue Trader’s dynasty, and a pledge 
  of fealty that may require much toil to uphold.
  Experience in command is important for all Roles to some 
  degree: all are near the top of the hierarchy that is a void-
  ship’s crew. The occupants of most Roles must become used 
  to delegating tasks, mastering the internal politics of a crew, 
  and cultivating talented subordinates. The subordinates of 
  some Roles include emissaries of great Imperial powers—
  technically subordinate within the Rogue Trader’s crew, 
  but who wield inﬂuence beyond the vessel and so must be 
  handled carefully. 
  Roles are selected by the players at the beginning of the 
  campaign. They should not be switched lightly, as they do 
  represent a hierarchal position aboard a ship. Unless the GM 
  determines otherwise, a player must spend 100 xp to 
  switch roles. 
  Unlike most entries in this book, Roles are organised 
  according to rank, not alphabetically. These ranks should be 
  taken as guidelines for ships operating in the Calixis Sector 
  and Koronus Expanse, not as hard and fast military ranks (and 
  players should not use them as an excuse to try and give orders 
  to other players), but they can be used to delineate hierarchy. 
  It is important to note, Ship Roles should not automatically 
  be used to determine who performs what Actions in Space 
  Combat. For example, if a ship has an Explorer as Lord-
  Captain and an NPC as Master Helmsman, it is perfectly 
  acceptable for the Explorer to be performing Manoeuvre 
  Actions, especially if he is better than the NPC (which is 
  likely!). Such situations can be roleplayed by assuming the 
  Explorer is directing the actions of the subordinate NPC 
  closely, lending his weighty expertise in important manners.
  RANK ONE
  The ﬁrst rank has only one entry: the Lord-Captain, master of 
  the ship. 
  LORD-CAPTAIN
  A void-ship is a mighty fortress, its Captain upon the command 
  throne the feudal lord who accepts pledges of allegiance and 
  fealty from his advisors, the commoner crew, and their elected 
  spokesmen. The Lord-Captain is the ultimate decision-maker 
  on matters of strategy, void-law, and negotiation, responsible 
  for the lives and souls of all who pledge to his banner. The 
  
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  fate of thousands hangs upon his decisions, though a wise 
  Lord-Captain takes council with his advisors and bridge crew, 
  and listens well to their wisdom before giving his orders. 
  Career Preference
  Only characters with the Rogue Trader Career may select this 
  Role (unless the GM has good reason to allow otherwise). 
  Examples of Immediate Subordinates
  Personal guard company, emissaries of Imperial powers, 
  subordinate ofﬁcers of the ship.
  Important Skills
  Command: To impose the Lord-Captain’s will upon ship 
  manoeuvres, lead boarding actions, or shame and break 
  mutinous crew.
  Charm: To restore ﬂagging moral during long voyages far 
  from Imperial stars.
  Intimidate: It is sometimes necessary to compel the loyalty 
  of recalcitrant servants. 
  Scholastic Lore (Tactica Imperialis): The Lord-Captain 
  must lead decisively in matters of strategy and tactics.
  Beneﬁts
  The Lord-Captain gains a +10 bonus to the Hold Fast! Extended 
  Action (see ROGUE TRADER page 218). If he possesses the 
  Exceptional Leader ability (the class ability for Rogue Traders, 
  see ROGUE TRADER page 72) he may grant it to anyone aboard 
  his ship once per Strategic Round as a Free Action, ignoring 
  the normal restrictions on who can beneﬁt from this ability. 
  RANK TWO
  This rank includes the Lord-Captain’s immediate seconds and 
  senior command crew, the few in charge of the remainder of 
  the ship. 
  FIRST OFFICER
  Though a Lord-Captain’s power is absolute, his time and 
  energy are ﬁnite. Someone must stand at his right hand, acting 
  as his voice and serving as an instrument of his will. The First 
  Ofﬁcer speaks and acts with the full authority of his Lord-
  Captain, ever prepared to assume the mantle of leadership 
  should his Lord become indisposed.
  Career Preferences
  This Role may be ﬁlled any character, except those with the 
  Astropath Transcendent career.
  Examples of Immediate Subordinates
  All senior bridge ofﬁcers, deck foremen, Mechanicus Emissariat.
  Important Skills
  Command: The First Ofﬁcer’s presence must inspire no less 
  loyalty and obedience than his Lord-Captain’s.
  Secret Tongue (Rogue Trader): Mastery of the ﬂeet patois is 
  necessary if one is to communicate fully with subordinates.
  Intimidation: One who inspires fear inspires respect.
  Beneﬁts
  The First Ofﬁcer treats Command as a Trained Basic Skill 
  when dealing with his crew. If the First Ofﬁcer possesses 
  the Command Skill, he receives a +5 on all Command Tests 
  made aboard ship.
  ENGINSEER PRIME
  In the eyes of the Cult Mechanicus, an Imperial void-ship 
  is a living shrine, rife with Tech-Adepts and servitors, its 
  machine sections constantly rebuilt, repaired, and encrusted 
  with shrines and prayer-works. Constant labour is necessary 
  to sustain the vessel’s great machine spirit and so please the 
  Omnissiah—and moreover, it is vital preparation to stand 
  against the disorder of battle damage and the great efforts 
  needed to repair such violations of a holy place. The Enginseer 
  Prime directs this holy toil, and his solemn pledge to the 
  Lord-Captain holds him responsible for maintenance of the 
  void-ship’s strength, resilience, and tech-secrets.
  Career Preference
  In most vessels, this role is associated with the Explorator 
  Career, but may also be selected by a character with 
  the Missionary or Void-master Career.
  WHY ROLES?
  Separating Roles from Careers allows a bit more 
  freedom in concept, so that a given Career doesn’t 
  automatically lock a character into only one role on 
  board the Rogue Trader’s vessel—although some 
  careers, particularly the Rogue Trader, Navigator, 
  and Astropath Transcendent, are limited in the Roles 
  they can occupy. Additionally, Careers from the DARK 
  HERESY game can ﬁt into Roles in a ROGUE TRADER 
  game with little difﬁculty.
  Roles are entirely optional; if a character chooses not 
  to ﬁll a Role on the ship, that Role should be taken by 
  an NPC under the Game Master’s control if and when 
  it becomes needed. Whether or not to ﬂesh out a Role’s 
  subordinates with personalities and motivations is up 
  the Game Master and Explorers to discuss: how much 
  of a focus on the Rogue Trader’s crew and internal 
  machinations do they want in the game?
  
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  VII: Enhanced Game Mechanics
  Examples of Immediate Subordinates
  Appointed Magos Enginarium, emissary of the Latheic 
  Archmagi, aggregate council of machine-shrine Tech-Priests.
  Important Skills
  Tech-Use: For emergency and long-term repairs, or exhorting 
  machine spirits to greater efforts during void-battle.
  Chem-Use: Strange reagents are required throughout a void-
  ship’s systems, and knowledge of these chemicals is vital.
  Common Lore (Machine Cult), Forbidden Lore 
  (Adeptus Mechanicus): Servants of the Machine God must 
  be salved and made calm by one who knows their ways, just 
  like the machine spirits they serve.
  Beneﬁts
  The Enginseer Prime gains a +10 bonus to the Emergency 
  Repairs Extended Action (see ROGUE TRADER page 216). 
  HIGH FACTOTUM
  The High Factotum is a maestro of the mechanisms of trade: 
  negotiations, compacts, endless records, bribes, threats, and 
  the ﬁlling and emptying of great-holds. Maintaining the crew 
  at strength and obtaining needed supplies for the continuing 
  operation of the void-ships is also the High Factotum’s 
  concern. This is a realm in which corruption and honour 
  walk hand in hand, and the path taken by Thrones is always 
  twisted to private ends. The High Factotum has pledged 
  to bring proﬁt to the Lord-Captain’s venture, and will do 
  whatever is necessary to keep both dock-scum and haughty, 
  hidebound merchants in line.
  Career Preference
  This role is usually associated with the Seneschal Career, but 
  may also be selected by characters with the Missionary Career.
  Examples of Immediate Subordinates
  Quartermasters, skilled negotiators and factors, ofﬁcers of the 
  common great-hold crew.
  Important Skills
  Barter: For less clear-cut trading operations, such as bolstering 
  the crew through press-gangs or “recruiting” convicts from 
  Imperial prisons.
  Commerce: Vital to succeed in matters of commerce and 
  negotiation.
  Evaluate: Every trader lies, either to himself or to others. 
  Establishing a true worth in any potential trade is of great 
  importance.
  Beneﬁts
  Once per game session, the High Factotum may take 
  up to 300 Achievement Points gathered towards 
  the completion of one Endeavour and apply 
  them to the completion of another.
  RANK THREE
  Those in the “third rank” aboard a starship are still command staff, 
  usually those given specialised duties with unique skill-sets. 
  MASTER-AT-ARMS
  An Imperial void-ship can muster numerous small armies: 
  security companies, boarding parties, the common crew 
  armed with rusty blades and stub-guns, and often entire 
  barracked regiments of mercenaries, Imperial Guard, or other 
  steadfast troops. The Master-at-Arms is responsible for these 
  militants and their commanders; it is his pledged duty to the 
  Lord-Captain to ensure the loyalty of the void-ship’s forces, 
  carefully guard the vessel’s security, maintain the armouries, 
  ensure victory against boarders, and guide attacks upon the 
  crew of enemy vessels or foes on hostile worlds.
  Career Preference
  This Role is usually associated with the Arch-Militant Career but 
  may also be selected by a character with the Void-master Career.
  Examples of Immediate Subordinates
  Armoury crew, shipboard troop commanders, mercenary leaders.
  Important Skills
  Command: For leadership in battle, security operations, and 
  boarding actions. 
  Tech-Use: To make the best use of the vessel’s machine and 
  servitor security systems to capture or eliminate intruders.
  Intimidate: A battle is doubly won when force of arms is not 
  required for victory.
  Scholastic Lore (Tactica Imperialis): The Master-at-Arms 
  must be learned in strategy and tactics.
  Beneﬁts
  The Master-at-Arms gains a +10 bonus to the Prepare to Repel 
  Boarders! Extended Action (see ROGUE TRADER page 218). 
  MASTER HELMSMAN 
  The Master Helmsman is responsible for safely piloting the vast 
  vessel through the myriad threats of the void of space. A helmsman 
  risen to be master of his profession must have a sixth sense for the 
  dangers that can confound auspex and lead void-ships to ruin, and 
  know how best to make use of his helm crew and their familiarity 
  with a vessel’s character. The Master Helmsman must pilot not just 
  the voids, but also the competing ﬁefdoms of enginarium, auspex, 
  and bridge crew to ensure that every manoeuvre is accomplished 
  to the Lord-Captain’s exacting standards.
  Career Preference
  This role is usually associated with the Void-master Career, 
  but may also be selected by a character with the Explorator 
  or Arch-Militant Career.
  
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  VII: Enhanced Game Mechanics
  Examples of Immediate Subordinates
  Helm crew, enginarium Tech-Priests, lesser auspex ofﬁcers.
  Important Skills
  Pilot (Space Craft): Used for most manoeuvres and 
  unexpected situations at the helm. 
  Scholastic Lore (Astromancy), Common Lore (Koronus 
  Expanse): Useful in deciphering the subtleties of partial 
  void-maps, or anticipating hidden dangers left uncharted.
  Trade (Voidfarer): Understanding the common practices of 
  void-crew is necessary for those who direct their toil.
  Beneﬁts
  The Master Helmsman gains a +10 bonus to the Evasive 
  Manoeuvres Action (see ROGUE TRADER page 215). 
  MASTER OF ORDNANCE
  The Master of Ordnance pledges to keep the void-ship’s 
  weapons and ﬁghting crew in the ﬁnest condition, and then 
  directs them to destroy foes at the Lord-Captain’s order. He is 
  responsible for the quality of gun-deck crews, the workings 
  of the armoured munitions vaults deep within the vessel, 
  and the operation of weapons in void-battle. If the vessel 
  boasts torpedoes, ﬁghter squadrons, or other more esoteric 
  ordnance, then these crews and systems also fall under the 
  Master’s purview.
  Career Preference
  This role is usually associated with the Arch-militant Career, 
  but may also be selected by a character with the Void-master 
  Career.
  Examples of Immediate Subordinates
  Assembled ofﬁcers of each gun-deck, lance battery, and other 
  ordnance system, munitions vault crew, commanding ofﬁcer 
  of small-craft squadrons.
  Important Skills
  Command: the varied battery and ordnance crews must ﬁght 
  as one, and the Master must lead them to do so.
  Scholastic Lore (Tactica Imperialis): To use a weapon 
  well, its place in the broader battle must be clear.
  Trade (Voidfarer): Understanding the common practices of 
  void-crew is necessary for those who direct their toil.
  Beneﬁts
  When ﬁring ship weapons while beneﬁting from the Lock 
  on Target Extended Action, the Master of Ordinance adds an 
  additional +5 bonus to the Ballistic Skill Test. 
  MASTER OF ETHERICS
  The Master of Etherics is responsible for the operation of the 
  void-ship’s auspex and vox systems. Without auspex a vessel is 
  blind, and without vox it is deaf and mute; the Master of Etherics 
  stands at the Lord-Captain’s right hand, such is his worth, and 
  to fail in his pledge is unthinkable. Dire regions beyond the 
  Imperium are cloaked with the darkness of the unknown—the 
  Master of Etherics must marshal his resources to overcome these 
  hostile voids and light the path ahead with his vision.
  Career Preference
  This role is usually associated with the Void-master Career, 
  but may also be selected by a character with the Arch-militant 
  or Explorator Career.
  Examples of Immediate Subordinates
  Lesser auspex vault ofﬁcers, lesser vox system ofﬁcers, 
  appointed Tech-Priest of Etherics.
  Important Skills
  Scrutiny, Tech-Use: Used in operating the ship’s auspex and 
  vox systems.
  Trade (Voidfarer): Understanding the common practices of 
  void-crew is necessary for those who direct their toil.
  Appropriate knowledge Skills may be used to identify speciﬁc 
  Components of an opposing vessel.
  Beneﬁts
  The Master of Etherics gains a +10 bonus to the 
  Focused Augury Extended Action (see ROGUE 
  TRADER page 217). 
  
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  VII: Enhanced Game Mechanics
  CHIEF CHIRURGEON
  The Chief Chirurgeon is master of the void-ship’s medicae 
  wards and their staff: doctors of physiks, medicae, alchemists, 
  and a horde of apprentices. Accidents, maladies, and agues 
  of a thousand varieties afﬂict common voidfarers, and a crew 
  unattended by medicae and physiks will soon enough lapse 
  into illness, putting the safety of the vessel at risk. The Chief 
  Chirurgeon pledges his talents to maintain the crew’s stalwart 
  willingness to toil, and further to make of his wards and 
  supply vaults a scourge upon disease, injury, and sicknesses 
  of the mind.
  Career Preference
  This role is usually associated with the Missionary or 
  Explorator Careers but may also be selected by a character 
  with the Seneschal Career.
  Examples of Immediate Subordinates
  Biologis Tech-Adepts pledged to the medicae wards, lesser 
  medicae and doctors of physiks, appointed Savant-Medicaes 
  of the void-ship librarium.
  Important Skills
  Medicae: For all the practical duties of a Chirurgeon
  Chem-Use, Scholastic Lore (Chymistry): When preparing 
  unusual drugs and anti-venoms, sometimes from base 
  reagents
  Tech-Use, Trade (Technomat): When preparing augmetics 
  for implantation or repairing existing augmetic implants
  Beneﬁts
  The Chief Chirurgeon gains a +10 bonus to the Triage 
  Extended Action (see ROGUE TRADER page 218).
  MASTER OF WHISPERS
  Men and women are wilful creatures, given to secrets, deceit, 
  disloyalty, and subterfuge. The Master of Whispers inhabits 
  this realm; he seeks out and purge the crooked timbers and 
  weak spars in the Rogue Trader’s crew. His agents hunt for 
  the very same elements in rival Rogue Trader missions—but 
  for the purpose of advantage and deception. Spies pledged 
  to the Master of Whispers roam far beyond the void-ship’s 
  bulkheads in search of precious knowledge, untended 
  resources, and hidden weaknesses that can beneﬁt the Lord-
  Captain’s mission.
  Career Preference
  This role is usually associated with the Seneschal 
  Career but may also be selected by characters with 
  the Missionary Career.
  Examples of Immediate Subordinates
  A array of capable agents, master savant of the void-ship 
  librarium, trusted spies in the crew.
  Important Skills
  Inquiry: Investigate crew unrest or uncover vital information 
  from other groups. 
  Deceive: Keep the crew loyal and in high spirits, even if that 
  means lies and corruption. 
  Interrogation: For more direct means of learning secrets
  Scrutiny: To uncover what others wish to remain hidden.
  Beneﬁts
  The Master of Whispers gains a +10 bonus to the Disinformation 
  Extended Action (see ROGUE TRADER page 216).
  CHOIR-MASTER TELEPATHICA
  The etheric voices of Astropaths resound throughout the 
  Immaterium. When these voices are united by a single will, 
  they combine into a psychic harmony capable of touching 
  minds half a galaxy away. The Choir-master directs this 
  harmony, and in turn directs the choir as a whole. 
  Career Preferences
  Only characters with the Astropath Transcendent Career may 
  select this Role.
  Examples of Immediate Subordinates
   Lesser Astropaths of the Choir, Choir support staff, Rite-
  masters of the Adeptus Astra Telepathica.
  Important Skills
  Psyniscience: The foundation of training from whence all 
  an Astropath’s talents spring.
  Forbidden Lore (The Warp): The chaotic eddies of the 
  Immaterium can hinder and enhance an Astropath’s powers. 
  By understanding these eddies the Astropath can ensure a 
  clear signal in the most turbulent Warp storms.
  Command: It is not enough for lesser Astropaths to respect 
  the Choirmaster. He must command their minds if they are 
  to focus their wills.
  Beneﬁts
  The Choir-master Telepathica may increase the range of his 
  Astropathic Signals by one step (see Table 6–5: Astropathic 
  Signals in ROGUE TRADER).
  
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  VII: Enhanced Game Mechanics
  WARP GUIDE
  Also sometimes known as the Navigator Primaris, the Warp 
  Guide is wholly responsible for steering the vessel through 
  the treacherous tides of the Empyrean, both the safer routes 
  within Imperial borders, and the terrible, dark voids beyond. 
  The Warp Guide’s burden is heavy indeed; he and he alone 
  stands as a bulwark between thousands of faithful Imperial 
  souls and the unbridled damnations of the warp. A single 
  mistake and terrible daemons of the Empyreal spaces will 
  consume the vessel and all aboard it, and that horrid death 
  will be but a prelude to the eternal torment that follows. 
  Career Preference
  Only characters with the Navigator Career may select this Role.
  Examples of Immediate Subordinates
  Lesser Navigators on board, trusted bodyguards and assassins, 
  emissary of the Navigator House elders.
  Important Skills
  Navigation (Warp): Employed for travel within the terrible 
  Empyrean.
  Trade (Astrographer): For recording the details of new 
  warp routes.
  Scholastic Lore (Astromancy): Useful when deciphering 
  the subtleties of partial void-maps. 
  Forbidden Lore (The Warp): To anticipate or mitigate the 
  worst upheavals in the Empyrean during warp travel.
  Beneﬁts
  The Warp Guide gains a +5 bonus to the Navigation (Stellar) 
  skill for purposes of steering the ship through the Warp (see 
  ROGUE TRADER page 183).
  RANK FOUR
  This is the rank of ship’s ofﬁcers who have the most day to 
  day contact with the crew, and are often intimately familiar 
  with the ship’s workings. 
  SHIP’S CONFESSOR
  The Ship’s Confessor is the uppermost hierarch of shrines 
  and Clerics aboard the vessel, responsible for their scriptural 
  purity and by extension the spiritual well-being of all aboard. 
  The God-Emperor protects the righteous who abide by the 
  holy laws of Ministorum and Imperium, and it is His will 
  that keeps the warp at bay and guides weapons to strike true 
  against foul xenos. The Ship’s Confessor pledges to uphold 
  the faith and courage of the crew against all adversities, 
  and so make the void-ship a true cathedral of the Imperial 
  Creed, echoing with the prayers of the holy and blessed in 
  the God-Emperor’s sight.
  CAREER PREFERENCE
  This role is usually associated with the Missionary Career but 
  may also be selected by a character with the Explorator or 
  Seneschal Career.
  Examples of Immediate Subordinates
  Lesser Clerics and Confessors of the vessel’s shrines, emissaries 
  of major Ministorum cults in attendance, an unruly mob of 
  zealots, penitents, and pilgrims.
  Important Skills
  Scholastic Lore (Imperial Creed): To ensure purity of faith 
  and rightful ritual.
  Common Lore (Ecclesiarchy, Imperial Creed): To 
  conduct worship in a way ﬁtting to the habits of the 
  faithful, such that they will be fulﬁlled and blessed in soul 
  and mind.
  Charm, Intimidate: To soothe the dolorous and rain hellﬁre 
  upon the faithless, in both cases to bring straying souls back 
  to the path of righteous worship and steadfast toil.
  Beneﬁts
  The Ship’s Confessor gains a +10 bonus to the Put your backs 
  into it! Extended Action (see ROGUE TRADER page 218).
  
  230
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  VII: Enhanced Game Mechanics
  DRIVESMASTER
  A voideship’s enginearium is a sprawling complex ﬁlling 
  many decks. Within this sepulchral facility countless ranks of 
  enginseers work the rites that appease the machine spirits of the 
  vessels roaring heart. Some among their number are schooled 
  in special rituals that inspire the drive to greater efforts. The 
  Drivesmaster is in charge of monitoring and maintaining the 
  roaring plasma drives that form the heart of the ship. Though 
  subservient to the Enginseer Prime, the Drivesmaster often 
  maintains the plasma drives as his own ﬁefdom, where none 
  but the Mechanicus and their servants are welcome. 
  Career Preference
  This Role is open only to Explorators.
  Examples of Immediate Subordinates
  Enginseers of the Drive Temple, enginearium servitors, 
  crewmembers who maintain the primary plasma conduits
  Important Skills
  Tech-Use: Without even the simplest of technoarcane rituals, 
  the engine will not function.
  Forbidden Lore (Archeotech): Each voidship’s drive is an 
  ancient relic, little understood in these dark times.
  Pilot (Space Craft): Without knowledge of what tasks a 
  drive is meant to perform, an Drivesmaster cannot expect to 
  guide its actions.
  Beneﬁts
  The Drivesmaster gains a +10 bonus to the Flank Speed 
  Extended Action (see ROGUE TRADER page 217).
  OMNISSIANIC CONGREGATOR
  The machine spirit of a starship is a slow but ﬁckle intelligence, 
  demanding the veneration and respect of hundreds if it is to 
  function properly. The Omnissianic Congregator guides the 
  tech-priests and other crew versed in technoarcane ritual, in 
  the maintenance rites and algorithmic prayers that appease 
  spirit of the ship, conferring the blessings of the Omnissiah 
  upon its operation.
  Career Preference
  This Role is open only to Explorators and characters with the 
  Forge World Home World option.
  Examples of Immediate Subordinates
  Laymen Shipwrights, lexemechanics of the Central Cogitation 
  Vault, keepers of the Altar Omnissiah.
  Important Skills
  Tech-Use: To understand the ways of sacred technology and 
  the rituals that please the spirits of the machine.
  Forbidden Lore (Adeptus Mechanicus): Those who wish 
  to receive the blessings of the ship’s machine spirit must be 
  guided in the canticles of activation and the benedictions of 
  efﬁciency.
  Trade (Technomat): Every ship’s component must be 
  entreated in a different way, and the ship’s holy symmetry 
  reinforced by constant rituals of maintenance.
  Beneﬁts
  The Omnissianic Congregator gains a +10 bonus to the Aid 
  the Machine Spirit Extended Action (see ROGUE TRADER 
  page 216). 
  
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  CHIEF BOSUN
  Voidfarers are often trained from birth in the tasks they will be 
  expected to perform aboard ship, and this training does not end 
  when a position is secured. To keep skills sharp, all crew are 
  expected to participate in regular drills and practice sessions. A 
  steady regimen of drills makes for an efﬁcient crew. The Chief 
  Bosun also serves as the enforcer of discipline aboard a vessel. 
  Career Preference
  This Role is open to Arch-militants, Missionaries, Seneschals, 
  and Void-masters.
  Examples of Immediate Subordinates
  Watch leaders, bonded shipwrights, armsmen commanders.
  Important Skills
  Command: A rating is expected to answer the call to drill as 
  if the order came from the Lord-Captain himself.
  Intimidation: Fear inspires discipline, and loyalty. 
  Trade (Shipwright): The Ship’s Bosun is expected to know 
  all essential duties aboard ship, and must be ready to instruct 
  the ignorant in how their tasks are to be done.
  Beneﬁts
  The Ship’s Bosun provides a +5 bonus to the ship’s NPC Crew 
  Rating, As long as the Chief Bosun is aboard, Command Tests 
  involving the ship’s crew suffer no penalties for reduced Morale.
  INFERNUS MASTER
  No shipboard danger is more devastating or frightening than 
  ﬁre, burning uncontrolled through a voidship’s corridors and 
  decks. Even the smallest blaze can send a seasoned crew into 
  a panic, trampling each other in the frenzy to escape through 
  narrow corridors before the bulkhead is sealed in a vain attempt 
  to keep the ﬁre from spreading. During a conﬂagration, the 
  Infernus Master is charged with keeping order and minimising 
  the damage caused to equipment, personnel, and morale. The 
  Infernus Master organises bucket chains, directs evacuations, 
  and commands damage control crews brave enough to combat 
  even the deadliest plasma ﬂares.
  Career Preferences
  This Role may not be selected by characters with the Rogue 
  Trader, Astropath Transcendent, Explorator, or Navigator careers.
  Examples of Immediate Subordinates
  Commanders of shipboard troops, aqueduct technicians, 
  senior damage-control crew.
  Important Skills
  Command: Used when organising ﬁre response teams.
  Intimidate: Often needed to browbeat reticent crew into 
  facing down a blaze.
  Search: In order to spot ﬁre hazards and assess the risks to 
  ﬁre control teams under the Infernus Master’s command.
  Beneﬁts
  The Infernus Master gains a +20 bonus to all Command 
  Tests made to combat shipboard ﬁres.
  TWISTCATCHER
  Those who dwell within the enclosed environment of a voidship’s 
  hull risk constant exposure to radiation, both from the vessel’s 
  mighty engines and the void itself. These harsh conditions mean 
  an increased risk of mutation. It is a lamentable fact that even 
  the most well-maintained vessels play host to sizeable mutant 
  populations, hordes of the deformed unfortunates lurking in 
  unused holds and seldom-serviced bilge decks. It is the duty of 
  the Twistcatcher to keep his ship’s mutant population in check, 
  and in times of dire need press these malformed wastrels into 
  service for the good of the human crew.
  Career Preference
  The thankless task of twistcatching is most often left to Arch-
  militants and Missionaries, although anyone save the Rogue 
  Trader can perform this role. 
  Examples of Immediate Subordinates
  Press gang foreman, mutant informants, bilge workers.
  Important Skills
  Forbidden Lore (Mutants): To better identify mutants, locate 
  warrens, and take precautions against their dangerous mutations.
  Secret Tongue (Underdecks): For gathering information from 
  the lowest of the human crew, who often have some contact with 
  the mutant population. Many mutants also speak this dialect, 
  making it useful for interrogating mutant prisoners.
  Tracking: To apprehend those that ﬂee.
  Beneﬁts
  Immediately after Starship Combat, the Twistcatcher may raid the 
  lower decks, replacing a portion of the dead crew with mutant 
  slaves captured in the raid. If such a raid is undertaken, the ship 
  regains 1D5 Crew Population but loses 1 Crew Morale. 
  MASTER OF THE VOX
  In the course of daily operations, an endless stream of vox trafﬁc 
  passes through a voidship’s command deck. These lines of 
  communication are vital to the operation of a vessel and a Rogue 
  Trader’s ﬂeet, and it is the responsibility of the Master of The Vox 
  to keep all channels of communication clear, and all vox-casters 
  functioning at peak efﬁciency.
  Career Preference
  This Role is open to characters with the Astropath 
  Transcendent, Seneschal, and Void-master careers.
  Examples of Immediate Subordinates
  Senior communications ofﬁcers, ofﬁcers of 
  cryptography, 
  vox-caster 
  maintenance 
  personnel.
  
  232
  VII: Enhanced Game Mechanics
  Important Skills
  Ciphers (Rogue Trader): Communications ofﬁcers must be 
  well versed in the parlance of the master’s ﬂeet.
  Secret Tongue (Rogue Trader): Transmissions made for 
  the beneﬁt of the ﬂeet must remain conﬁdential.
  Trade (Cryptographer): The secret codes and ciphers that 
  protect a ﬂeet’s secrets must be forever improved and changed, 
  lest eavesdroppers grasp their meaning.
  Beneﬁts
  The Master of The Vox gains a +20 bonus to the Jam 
  Communications Extended Action (see ROGUE TRADER 
  page 218).
  PURSER
  The operation of a Rogue Trader’s vessel and the execution 
  of endeavours requires uncountable amounts of wealth to 
  be shufﬂed between investments and expenses on a daily 
  basis, and the risk of loss is great. Financial ofﬁcers must be 
  prepared to balance enough books to ﬁll a librarium many 
  times over. In an economic climate where the single stroke 
  of an autoquill can mean the difference between tragic loss 
  and phenomenal gain, the purser must be tireless and ever 
  vigilant. However, the purser also has a second duty, to ration 
  payment and rewards to the crew serving aboard his ship. 
  This often means the purser is loved and hated in turn, based 
  on how forthcoming a crew’s pay is. 
  Career Preference
  This Role is only available to characters with the Seneschal 
  Career.
  Examples of Immediate Subordinates
  Senior ﬁnancial managers, chartered accountants, the Master 
  of Pensions.
  Important Skills
  Barter: Only the best prices and the shrewdest deals can 
  keep one’s ledgers in the black.
  Commerce: The Lord-purser must develop old investments 
  while seeking out the new.
  Evaluate: Everything has its price, and a purser must be able 
  to quote that price at a moment’s notice.
  Beneﬁts
  When replenishing Morale by spending Achievement Points 
  (ROGUE TRADER page 226), the Purser only has to spend 25 
  Achievement Points, and may always make a Routine (+20) 
  Barter Test instead of a Charm Test. (This test is always 
  Routine, no matter how many times Morale is replenished 
  in this manner.)
  CARTO-ARTIFEX
  The void and the warp contain dangers that 
  often mean death for those who venture forth 
  unprepared. The best way to survive such 
  dangers is to avoid them entirely. To this 
  end, a wise Lord-Captain consults his Carto-artifex before 
  any voyage. This master of charts and hololithic maps is 
  charged with ﬁnding safe routs and circumventing danger. 
  The secrets of the void and the warp are laid bare before his 
  vast knowledge of the tides and current of the immaterium. 
  Career Preferences
  Seneschals, Navigators, Explorators, and other Explorers with 
  a scholarly bent can serve in this Role. 
  Examples of immediate Subordinates
  Navigator House archivists, keeper of the librarium, deep 
  void auger operator.
  Important Skills
  Trade (Astrographer): A Carto-artifex is expected to 
  interpret old maps and constantly revise new ones.
  Navigation (Stellar and Warp): When a safe course has 
  been determined, it must be plotted and followed.
  Forbidden Lore (Navigators): The insular Houses often 
  issue false maps to confuse enemies, and maintain secret routs 
  for their own convenience.
  Beneﬁts
  The Carto-artifex gains a +10% bonus to all Awareness and 
  Perception Test made during Warp Navigation (see Rogue 
  Trader page 183), and when detecting stellar phenomena (see 
  Rogue Trader page 226).
  SHIP’S STEWARD
  The vast stocks of food, water, and air upon which a crew 
  depends must be carefully monitored and rationed, lest 
  wanton consumption and theft lead to a crippling shortage. 
  Someone must take charge of these resources, to see that they 
  are used properly. To do less invites starvation, dehydration, 
  and suffocation on a catastrophic scale.
  Career Preferences
  This Role is open to all Seneschals and Void-masters, as well 
  as all characters with the Void Born Home World option.
  Examples of Immediate Subordinates
  Master of Stores, senior hydrologists, guildmaster of 
  Atmospheric Reclamators.
  Important Skills
  Blather: Often the ship’s steward must stall for time, 
  distracting the crew from a shortage just long enough to 
  acquire new provisions.
  Survival: In the darkest of times, people must be fed from 
  scavenged food, captured vermin, and less savoury victuals.
  Beneﬁts
  The careful rationing imposed by the ship’s steward doubles 
  the effective provisions of a craft, allowing it to function for 
  up to a year before the crew suffers the consequences of long 
  voyages (see ROGUE TRADER page 227).
  
  233
  VIII: Port Wander
  THE GUARDIAN OF 
  THE MAW
  •
  IN AND AROUND 
  PORT WANDER
  •
  NOTABLE PERSONS 
  OF PORT WANDER
  •
  THE LAW ON THE 
  PORT
  •
  THE PLANETS OF 
  RUBYCON II
  •
  INDEX
  
  234
  VIII: Port Wander
  Chapter VIII: 
  Port Wander
  “Home? Nay, for my home is where my heart truly lies, and that is my 
  true love, my Tremi. She is more my mistress, for I may only tarry a 
  short while before I must be off, and her eye does indeed Wander to 
  others when I am away.”
  –Rogue Trader Alton Keller, captain of the Lux Extremis
  L
  ocated at the very fringes of the sector, Port Wander is often 
  dismissed as a barely-lawful outpost, and never mentioned 
  as one of the more impressive or honoured installations 
  of the Imperial Navy and Battleﬂeet Calixis. Though technically 
  a Navy station, Port Wander would not exist without the 
  support and trade of various Imperial Adeptus, chartist captains, 
  and Rogue Traders, a point that rankles many prideful Naval 
  ofﬁcers. Those assigned there frequently view their posting as a 
  punishment or an attempt by enemies in the service to drydock 
  their careers, and typically serve with resentment bordering on 
  bitterness. In addition, the station is ﬁlled with swaggering civilian 
  captains, merchants fat of purse and jowl, and interfering factions 
  of every sort, from supercilious Administratum functionaries to 
  scheming Inquisitorial acolytes. Port Wander is far more than a 
  simple military base. 
  Despite its poor (if well-deserved) reputation, however, 
  Port Wander is one of the more important facilities of Calixis. 
  It guards the entrance to a largely-unexplored section of space, 
  rich with exploitable resources, powerful artefacts, lost souls 
  to recover, and potentially unimaginable wealth. Also, though 
  undisciplined when compared to a proper naval vessel, it is a 
  veritable ideal of the Emperor’s Law when compared to what 
  lies beyond it. Here there is rightful law, though it is often 
  tempered by gelt and inﬂuence. On the other side there is no 
  law other than what can be enforced with bolter and lance. 
  This station is the last true outpost of both the Calixis Sector 
  and the Emperor’s Law. Beyond it there is only what law a 
  captain imposes on his crew and his ﬁefdoms, or that which 
  is imposed on him by cruel xenos or crueler fate. 
  THE GUARDIAN OF THE MAW
  Port Wander originated as a standard Xerxes Mark IV Naval 
  station, made from prefabricated and pre-blessed sectionals 
  and transported into the system by mammoth Greatholds 
  over many months. Assembly took only seventeen years; the 
  station was consecrated, declared operational, and thruster-
  anchored into position orbiting Rubycon II far ahead of 
  Thamos in a stable position a year later. Though smaller 
  than many Naval stations, it is large enough to handle 
  battlecruisers and other huge vessels. Organised upkeep 
  tends to be spotty, though, given its distance both 
  physical and political from subﬂeet headquarters, 
  and much of the constant refurbishment was 
  done as needed to better deal with the 
  variety of vessels used by Rogue Traders. Over time, entire 
  new modules and battlements were installed, and whole 
  subsections became layered over with new construction such 
  that little of the original voidfacing hull is visible. Deep inside 
  the station whole decks were simply lost to poor planning, 
  and only those well-versed in the ancient blueprints can ﬁnd 
  their ways through the mazelike passageways.
  As the area grew in importance due to successful voyages 
  to the Expanse and back, the station grew as well, attracting 
  the attention of many Imperial agencies throughout the 
  sector. What was a standard Navy-operated station became 
  overrun with Rogue Traders, commerce shipping agents, 
  merchant guilds, Administratum functionaries, Inquisitorial 
  spies, Mechanicus and Ministorum preachers, and more, all 
  vying for control. With more and more passages through the 
  Maw and increased trade in exotic (and proﬁtable) goods to 
  be found on the other side, the original role of naval station 
  began to wane and Port Wander began to become more of a 
  transportation hub for Rogue Traders and others dedicated to 
  transporting products into and out of the Expanse.
  With less military and more commercial functions occurring 
  and constant years of pressure, the Navy was forced under 
  Palace decree in early M41 to cede authority over the station 
  to a consortium of Administratum functionaries, heavily 
  inﬂuenced by factions of Rogue Traders, merchants, and guilds. 
  Imperial Governors nominally led the station, but proved too 
  easily swayed by outside interests or too inept to maintain their 
  power. This, of course, was paradise to many, and with little or 
  no oversight or regulation to counter them the merchant guilds 
  and Rogue Traders became exceedingly wealthy. The lack of 
  order spread wildly and the port quickly gained a reputation for 
  
  235
  VIII: Port Wander
  lawless anarchy where Imperial Law is merely an afterthought to 
  the fortunes awaiting. Rival commercial guilds took to outright 
  combat inside and outside the port, and the port possessed 
  little functioning defences against outside attacks. After a dozen 
  decades including long stretches of disorder and zealous excesses, 
  even the Rogue Traders realised only the Navy could stabilise the 
  port at a level where proﬁts could be dependably made. They 
  petitioned the Lucid Palace for a solution in mid-M41, lest 
  reliable access to the Expanse be squandered and lost. 
  The Grand Alignment heralded the return of the Imperial 
  Navy to operational control over Port Wander. While the 
  station returned to Navy control, the charter also granted 
  some areas of authority to other agencies, and imposed limits 
  on Naval authority. The Inquisition and Adeptus Ministorum 
  were of course granted ofﬁcial status as agencies of interest 
  and special spheres of control, and the Administratum 
  given an unofﬁcial but important oversight role. While still 
  not recognising their rights over the Maw, the Adeptus 
  Mechanicus gained rights to several areas of the station for 
  their own research. The merchant guilds kept much of their 
  shops and trading halls, and continue to exert considerable 
  inﬂuence on the station’s activities. The Adeptus Arbites 
  were ofﬁcially relegated to a lesser role than normal, but still 
  required to police the “civilian” side of the Port’s population. 
  The Navy works closely with all of these organisations where 
  possible, as they free its personnel to concentrate on matters 
  of military operations and station defence, areas that went 
  unforgivably lax while it was not in control. 
  Port Wander has since re-established itself as a mostly lawful 
  outpost, though its location on the edge of Calixis ensures it 
  will never be at the levels of other naval installations or even 
  established imperial planets. It is at the demarcation from the 
  Rule of the Imperium to the Rule of the Void and will always be 
  a struggle between the two, making the port a site of constant 
  pressure and tension. It is here where a Rogue Trader really 
  begins his journey to riches and glory or ignominy and disgrace. 
  Amidst the hustle of hundreds of explorers and merchants, 
  ofﬁcers and civilians, spirituals and heathen, Port Wander stands 
  as the ﬁrst step into the Koronus Expanse. 
  IN AND  
  AROUND PORT WANDER
  Physically, Port Wander is a maze of passageways, halls 
  and chambers that has grown ever more complex as it has 
  been haphazardly repaired and expanded. In many ways it 
  more closely resembles a small hive city than a station, and 
  within it bustles a changing population of strange and exotic 
  individuals. Rogue Traders and their fellow Explorers often 
  spend many weeks in port while their ships are refuelled 
  and repaired and cargo loaded or off-loaded. Missionaries 
  charged with bringing the light of the God-Emperor to 
  lost human worlds come to ﬁnd passage into the unknown 
  accompanied by pilgrim militia. Traders and smugglers 
  whisper deals behind curtains in the station’s drinking dens, 
  while mercenaries and bodyguards look for business. Here 
  also are many items for sale which would normally not be 
  found deeper in the Imperium, and better still, no questions 
  are asked. Strange artefacts brought from the depths of the 
  Expanse, exotic wines and narcotics from worlds yet unnamed, 
  valuable gifts and tokens from appreciative traders, all this 
  and more is traded throughout the artiﬁcially lit 
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  236
  236
  VIII: Port Wander
  Central Bastion
  The Chamber of Gold
  Main Shuttle Bays
  The Solstice Imperialis
  Command Deck
  The Court of the Dead
  Stockade and Pressment Centre
  Primary Void Docks
  Drydocks and Repair Yards
  Primary Void Docks
  
  237
  237
  VIII: Port Wander
  days and dimmed nights of the station. Finally, what cannot 
  be found at the port can often be found outside it, for the 
  system hosts a wide range of services, from extensive repair 
  and refurbishment facilities, spare parts, and even vehicles and 
  intersystem craft for sale. Watching over this constant carnival 
  of outlanders are the Naval authorities, brooding in their 
  Bastion with barely-concealed resentment and disapproval. 
  PORT WANDER CENTRAL BASTION
  Though the entirety of Port Wander is technically the 
  dominion of the Imperial Navy, their stronghold in this den 
  of rogues and wanderers is the Command Bastion. It sits at 
  the heart of the station, separated by code-sealed hatches, 
  isolation bulkheads, and sentry weapons. Behind these 
  defences are the staff and systems that keep Port Wander 
  functioning and safe. 
  The Command Deck
  This cavernous room rises above the upper reaches of the 
  superstructure, forming a grand deck house with dozens of 
  consoles and displays, dimly lit and ﬁlled with the smoke of 
  puriﬁcation incense. The station weaponry is directed from 
  here, along with other vital systems. Usually the centre is 
  manned by junior ofﬁcers unless there is a major docking or 
  military operation ongoing. 
  The Sensorium
  One of main spires reaching above the central axis of the 
  station houses Port Wander’s Sensorium, in which vast auspex 
  displays watch over the movement of all vessels of interest 
  throughout the area and ships in dock, logging them when 
  they arrive, and monitoring them until they leave. 
  Communication Stations
  For those requiring in-system communications between ships 
  and the port on commercial business, the Vox Centre Ofﬁce 
  will route messages as needed for a nominal fee, usually 
  included with routine docking charges. For longer-range 
  messages outside the system, the port’s Astropathic Choir-
  Sanctum can provide psychic communications—though since 
  they are servants of the Navy, they may not give such requests 
  priority without reciprocation in Thrones or favours. 
  Medicae
  Port Wander has several top-notch medicae amenities for 
  those who can afford premium care. For the rest, there are 
  smaller back-room ofﬁces that provide more basic services, 
  such as setting bones or staving off infections. Most visitors 
  rely more on the care their own ships provide, while Naval 
  personnel have ofﬁcial care facilities for their treatment. 
  The Ministorum operates a crude hospice to the rear of 
  the port, where they tend to those with no other hope of 
  care. Service is free to all, and often the last place many 
  unfortunates spend their days. 
  Crew Quarters
  All Naval personnel are quartered in the Central Bastion; 
  from the commander’s lavish quarter to the fetid bunkrooms 
  for lower ranks. Visiting Naval ofﬁcers are quartered in 
  ﬁne cabins. Ratings and enginarium workers exist in huge 
  barracks where dozens rest from the long day’s labour in 
  squalid conditions. 
  Barracks
  Imperial Guardsmen are usually sequestered in these Spartan 
  quarters when their transport ships are in dock. Like most 
  naval installations, ofﬁcers on both sides of the Aquila know 
  the less the two intermix the better for everyone’s health. 
  Many Rogue Traders who employ ﬁghting brigades as part 
  of their ship’s complement also use these facilities for their 
  warriors, but grant them more leeway in travelling through 
  the port. 
  The Stockades and Pressment Centres
  Discipline for the crewmen on any Naval vessel is harsh, 
  and violators of regulations are sent to the stockyards for 
  sentencing, assuming summary judgements are not carried 
  out on the spot. The kiss of the lash, gruelling days in the 
  stockade or void-pillory, or even a swift round to the head 
  are all punishments that can be meted out without trial for a 
  myriad of crimes should the ofﬁcer class see ﬁt.
  Located next to the stockades, the pressment centres house 
  those hapless souls who have been impressed into service 
  either at the port or by a visiting ship in need of ratings. All 
  ships require untold bodies toiling in unending labour for 
  them to function, and the pressmen do their best to ﬁll these 
  needs from wherever they can ﬁnd warm bodies.
  For affairs of honour there is The Circle, located not 
  far from the stockades, where offended parties can settle 
  disputes through trial by combat (or more frequently have 
  their seconds ﬁght for them). Crowds often gather as these 
  are considered great sport (and free to boot), with numerous 
  side-wagers conducted on everything from ﬁrst blood to last 
  punch (or strike if blades are used). 
  The Underdecks
  There are many dark places throughout the station, walled away 
  by new constructions, powered only by ﬂickering, half-exhausted 
  lights and forgotten by almost all. These are the homes of the 
  wretched refuse of the port, those who have escaped impressment 
  or slavery, run from the law or debts, or simply fallen through the 
  cracks of the station. Housed literally underneath the main decks, 
  they rarely venture outside their lairs, unless in packs to pilfer food 
  or other easily stolen items, only to vanish back into the depths 
  of the dark tunnels when pursued. As the station builds more 
  and more layers, older sections often lose power or airways are 
  blocked, forcing the denizens of the underdecks to move 
  elsewhere in search of new dwellings. Clashes with other 
  groups are a frequent result, or worse still clashes with 
  “civilised” areas unprepared for such encounters 
  out of the darkness. 
  
  238
  VIII: Port Wander
  Adeptus Arbites Precinct Complex
  At the bottom of the Central Bastion, separated by Arbitrator-
  manned blast doors, the Adeptus Arbites watch and judge 
  those who govern Port Wander. Here is where the servants 
  of the Emperor’s Law reside and His Law is faithfully 
  adjudicated. Heavily fortiﬁed like all Arbites precincts, it can 
  withstand almost any assault if needed and will stand as the 
  last bastion of the Imperium should the rest of the station 
  fall. There is rumour that the Arbites also maintain a hidden 
  asteroid precinct-fortress as well, which they will neither 
  conﬁrm nor deny. 
  CIVILIAN QUARTERS
  Port Wander has a population of roughly ﬁve million, and the 
  majority of these are civilians, all of whom must be housed 
  within the port. From elaborate state rooms, simple berths, 
  bunked quarters, or doss spaces near the outer hull all are 
  available and all cost. For those not choosing to live in the 
  station there are of course their own ships, if they are moored 
  within a short distance and accessible by shuttle. 
  In the most ill-repaired and dangerous portions of Port 
  Wander, small colonies of destitute scavengers live in desperate 
  and wretched conditions. They prowl the waste-ejection areas 
  for whatever they can reclaim, be it organic matter or scrap 
  salvage. Anything not secured or stowed is fair game, and the 
  stalls of the Gilt Processionals are kept supplied by the skill 
  of these scavenger-thieves. 
  For the wealthy there are many estates and huge apartments 
  on the Port and surrounding asteroids, owned by Rogue 
  Trader family lines and maintained well during their absences 
  into the Expanse. The rich have large quarters on the port, 
  the richest have their own asteroids, hollowed out and turned 
  into lavish estates. 
  THE GILT PROCESSIONALS
  The Gilt Processionals are the vast and labyrinthine markets 
  of Port Wander in which one can barter for strange and exotic 
  wares or lose one’s life to a thief ’s blade. The Gilt Processionals 
  stretch for nearly a kilometre in a wide arc across the port, 
  meandering between levels down wide holds that have long 
  lost their original purpose, and twisting through cramped 
  compartments thick with the scent of burning spices and heady 
  narcotics. This ragged arc houses thousands of traders, whose 
  stalls compete for space with criers hawking theirs dubious 
  wares. Almost anything can be found in the Gilt Processionals 
  if one has enough coin and knows who to ask. 
  The Chamber of Gold
  The Chamber of Gold is a great colonnaded chamber that 
  opens off the Gilt Processionals. Here, beneath a painted 
  ceiling showing Drusus the Warrior, the Gelt Brokers and 
  money changers do their business. Vast loans may be 
  negotiated from the rich robed factors of House 
  Krin, and treasure from strange worlds bartered 
  into Throne Gelt. On brass walkways above 
  the factors and their scribbling scribes stand 
  plate-armoured guards, their weapons and eyes watching for 
  any attempt to interfere with the business of the Chamber. 
  The Court of the Dead
  The Court of the Dead is the largest of the open holds that 
  make up the Gilt Processionals. Some three hundred metres 
  across, it forms the heart of the Processionals. Along its sides 
  sit clusters of stalls from which spiced food and drink can 
  be bought, and amongst the thoroughfares the greatest of 
  Rogue Traders may exchange crude jests and rumours with 
  void-crazed pilgrims. In the centre of the Court of the Dead 
  one can ﬁnd letter writers, watch displays of swordsmanship, 
  pay to have one’s limbs or organs replaced with prosthetics, 
  and give coin for charts that claim to show passage to the 
  untapped reaches of the Halo Stars. Above this swirling 
  confusion of people, the faces of Rogue Traders stare down, 
  etched into the metal of the ceiling and covered in precious 
  gilt, each one the likeness of one who died seeking their 
  desire beyond the Great Warp storms.
  PLACES OF FAITH AND DEVOTION
  Faith is the essence of the Imperium, and on the edge 
  of the unknown faith in the Emperor is one’s strongest 
  shield against what waits beyond. Pilgrims on fool’s 
  quests, crusaders, missionaries, and fanatics are drawn 
  to Port Wander like predators to a bleeding wound. The 
  Port is thick with shrines and chapels tucked away in dead 
  spaces, tended by ragged ﬂocks who murmur prayers and 
  light candles for hope. In the Central Bastion the formal 
  cathedral echoes with entreaties of protection for those lost 
  on the Sea of Souls. The chaplains and ministers who watch 
  over the port’s spiritual level are zealous in their task, for 
  each day they see the signs of xenos corruption brought 
  back from the dark places. Many believe the Emperor sealed 
  GAMBLING DENS
  Most Rogue Traders are gamblers at heart, and it is 
  only natural they would frequent such facilities while 
  on the port. There are scores of basic games of chance 
  to be had in almost any bar, but Rota Fortunae is the 
  ﬁnest dedicated hall for gamblers of all types, from 
  high rollers wagering thousands of thrones to smaller 
  types pushing single gelt coins at a time. The décor 
  rises with the stakes, and the rooms in the rear are 
  dedicated to exclusive, invitation-only games. Here 
  entire fortunes may be lost or made, and even entire 
  ships are wagered on the turn of a card. 
  At the other end of the spectrum is Last Chance. It 
  has no ﬁxed location and it moves from place to place 
  each night, with games where the stakes are not always 
  measured in mere thrones. The regulars know where 
  to look for it based on word of mouth and hidden 
  runes left by the enigmatic operators. For novices who 
  stumble across it or rollers desperate to try their luck, 
  it may be their last chance indeed. 
  
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  VIII: Port Wander
  off the Expanse for a reason, and any who would defy His 
  actions are heretics who deserve the pyre. Others view the 
  Expanse as an opportunity to reclaim untold numbers of lost 
  souls, and eagerly await their chance to make the journey. 
  Internecine clashes between these and other differing 
  views amongst the Ministorum are usually kept away from 
  others, but outbreaks on holy days do occur where only the 
  Arbitrators’ truncheons can restore calm. 
  The Solstice Imperialis 
   
  The Solstice Imperialis is a derelict pilgrim ship that once 
  ferried Pilgrims to the station for many years, until their 
  plasma drive failed to ignite. Despite the catastrophic 
  implosion, no one was injured and the pilgrims took it as a 
  sign of the Emperor’s grace. Over time the vessel was worked 
  into the fabric of Port Wander itself and is now given over to 
  chapels and sanctuaries of a hundred different branches of the 
  Imperial Creed. Missionaries wishing to recruit militias of the 
  faithful to accompany them beyond the Great Warpstorms 
  often come to the Solstice to ﬁnd strong souls willing to 
  follow their faith beyond the circle of Imperial rule. 
  THE VOID DOCKS
  Numerous docking ports line the edges of the station, 
  managing the off-loading of hundreds of ships, from small 
  inter-system ships to gigantic mass conveyors. The docks are 
  also where most minor overhaul work and replenishments 
  occur as ships take on all manner of provisions. Here, 
  overworked Administratum adepts are also charged with 
  checking cargo, levying tariffs, and detecting contraband and 
  proscribed goods; though as any smuggler will tell you, they 
  are far from universally successful. A purse of Thrones works 
  wonders in removing any bothersome questions amongst the 
  dock ofﬁcials. 
  Shuttle Trafﬁc
  Port Wander has shuttle bays located in roughly equidistant 
  notches around the station. Given the multitude of ships 
  nearby, there is constant trafﬁc into them. While most craft 
  are dedicated to a ship or are naval vessels, there are many 
  for hire when short hops are needed. Some clans of shuttle 
  pilots have been operating the same shuttles or lighters for 
  generations, passing the ships from parent to child.
  Repair Yards 
  Port Wander has extensive repair yards located underneath 
  the station where skilled void wrights can rectify 
  damages caused by combat or accident. The station’s 
  repair facilities are varied—smaller ships such as 
  transports and frigates can be worked on in 
  cavernous, yawning zero-gee space-docks 
  that can be sealed against the void. For 
  
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  VIII: Port Wander
  larger craft, there are yards on nearby asteroids that can 
  accommodate even the vast bulk of the largest Imperial 
  battleships and mass conveyors. 
  Resupplying in Port Wander
  For captains looking to ﬁll their empty stores, Port Wander is 
  a welcome sight. The merchant provenders of the station can 
  usually supply whatever may be needed provided the captain 
  has money. Weapons, ammunition, shuttle fuel, promethium, 
  food, water, apothecarium supplies, servitors, and more ﬂow 
  constantly out of Port Wander in exchange for Throne, Gelt 
  or bartered goods from the Halo Stars: thus is the wealth of 
  Port Wander maintained by this simple exchange.
  THE HALLS OF THE MECHANICUS
  The Halls of the Adeptus Mechanicus occupy a large, blister-
  like extrusion of metal and sensor spines at the base of the 
  station. Here is where the tech-priests conduct research into 
  the strange objects brought out of the Koronus Expanse, 
  and monitor the data sent from their many stations scattered 
  throughout the solar system, only some of which are known 
  to the Navy. The cavernous interior also hosts the altar to 
  the Machine God, where hundreds of priests chant in binary 
  rhythm with the station’s cyclic bass rumbling. The Main 
  Enginarium is located not far from the Mechanicus Hall, 
  and its enormous reactors provide power for the station’s 
  various systems, station-keeping thrusters, weapons systems, 
  shielding, life support, and more. Extensive backup systems 
  are in place in case of emergencies. With so many demands 
  on its limited capabilities, however, large power drains such 
  as void shield activations cause lights to dim across the port. 
  AROUND PORT WANDER
  The space around Port Wander is ﬁlled with a clutch of 
  asteroids that share its stable orbit. Nowhere near as large 
  as the asteroid belt that girds the system, the asteroids 
  have been extensively mined and developed since Port 
  Wander’s founding. Some of the larger asteroids 
  have been converted almost entirely into vast 
  shipyards and drydocks, while others have 
  been converted into habs, low-gee farms, 
  foundry stations, reﬁneries, and sustenance processors. The 
  population of these asteroids is roughly equal to that of Port 
  Wander, though spread out over a much wider area. Some of 
  the more notable stations and asteroids are as follows: 
  • S/914 R IX: This asteroid-turned-repair yard and 
  its attending hab-stations are largely left unbothered 
  by Imperial Authority. Led by Foremistress Rhaelee 
  Mahvorn III (see page 246), the yard has a reputation for 
  reliable and fast repairs with no questions. However, the 
  yard does not suffer those who cannot (or will not) pay 
  their debts, and are rumoured to have contacts among 
  some of the pirate vessels that drift outsystem.
  • B/017 C III: The largest shipyard in the system, B/017 is 
  a gigantic gothic-tiered scaffolding almost twelve kilometres 
  long, designed to house all but the very largest Imperial 
  warships and mass conveyors. It is controlled jointly by the 
  Imperial Navy and House Krin, and its clients are a mix 
  of military and civilian vessels. Although there is little new 
  ship construction in the Port Wander system, B/017 does 
  turn out a new heavy transport every half-century or so. 
  • Hab 21: Amongst the numerous drifting hab stations 
  around the port, Hab 21 is far more infamous than its 
  modest 500-metre size would suggest. The small station 
  is a critical node in one of the Cold Trade smuggling 
  operations, and a steady stream of unregistered shuttles 
  constantly enter and depart its docking bays.
  • The Bounty Ring: A chain of mined-out asteroids 
  turned low-gee farms, the Bounty Ring provides half the 
  foodstuffs for Port Wander and the surrounding space. 
  All aboard the station recognise just how important the 
  Bounty Ring is to Port Wander’s existence, and the Navy 
  keeps an intersystem defence monitor and two orbital 
  weapons platforms on station at all times. 
  STATION DEFENCES
  As it is a fairly isolated station on the edge of the Calixis 
  Sector, Port Wander must be able to defend itself. In this 
  regard, the station is quite capable. Batteries of macrocannon 
  dot the outer edges of the station. Interspaced between 
  them are multi-laser, autocannon, and Vulcan mega-bolter 
  turrets for point defence and ordinance suppression. 
  The station’s main offensive weapons are the dorsal and 
  keel long-range lance batteries in the central bastion. In 
  addition, the station has a dozen orbital weapons platforms 
  in close attendance. Together, Port Wander’s defences rival 
  a Naval cruiser squadron.
  For offensive operations in the Rubycon II system, 
  Port Wander maintains ﬁve defence monitors—slow but 
  heavily-armed intersystem vessels—and the starﬁghter 
  and bomber squadrons of Vanguard Wing. Although 
  under-strength compared to most Navy wings, Vanguard 
  considers itself an elite formation—with good reason. 
  Fighters and bombers can operate where larger ships 
  cannot, such as Rubycon II’s dense asteroid belt, and the 
  Furies and Starhawks of Vanguard have launched many 
  vicious (and successful) attacks against pirate vessels since 
  the Navy returned to Port Wander. 
  
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  VIII: Port Wander
  THE RULING FACTIONS
  Port Wander is a domain of the Imperium of Mankind ruled 
  in the name of the God-Emperor of mankind and divided 
  by the desires and ambitions of His servants. Port Wander 
  was originally built by the Imperial Navy and technically 
  remains in their control to this day. However, as Port 
  Wander grew fat on the riches of Rogue Traders, wanders 
  and explorers returning from beyond the Great Warpstorms, 
  other parties took interest in the station and its governance, 
  and its rule is now a complex interplay between factions 
  whose interests intersect and conﬂict in an ever-shifting web 
  of power. These battles for dominance are commonly waged 
  with deceit, lies, and diplomacy, but sometimes descend into 
  assassination and sabotage. 
  BATTLEFLEET CALIXIS
  Battleﬂeet Calixis have formal primary authority over Port 
  Wander. Without their guns and warships Port Wander would 
  likely not exist today as anything more than a drifting shell 
  or Ork-infested wreck. They have the means to destroy ships, 
  enforce embargo and quarantines, and (potentially) bar the 
  Koronus Passage to a vessel. These powers are theirs by virtue 
  of the Imperial Navy’s duty in the Calixis Sector to protect 
  the domains of the God-Emperor of Mankind. These are 
  powers that they must exercise cautiously, however, lest they 
  risk antagonising other inﬂuential factions in Port Wander. As 
  powerful as the Imperial Navy is, its ofﬁcers and men are by 
  no means beyond the reach of other Imperial factions. 
  THE ADEPTUS MECHANICUS
  The Adeptus Mechanicus are the guardians and maintainers 
  of the secrets of technology. Without the Tech Priests and 
  their arcane lore, Port Wander would soon become lifeless, 
  defenceless, and blind. It is by the knowledge and consent 
  of the Mechanicus that the ships that ﬂock to the station 
  are repaired and the spirits of their machines calmed. Their 
  shrines anoint the port in mysterious sectors, unremarkable 
  except to those who know the secret histories of the station 
  and its hidden mechanical pathways. Their presence is 
  always in demand to offer consecrations to newly-repaired 
  vessels, and for binary prayers as the ships depart for the 
  Maw. They operate the huge auspex arrays located below 
  the port, monitoring the Maw’s relative calmness and 
  surrounding warp storms, the better to advise the captains 
  who would make that passage. They are the foundation for 
  all operations in Port Wander. 
  For their part, the Tech Priests have a great interest in 
  the station, as it functions as a staging point for Mechanicus 
  Explorator expeditions into the Halo Stars. It also keeps 
  keen watches over the artefacts brought out of the 
  Koronus Expanse by Rogue Traders, its eye ever searching 
  for prohibited technologies or sacred relics of the lost past. 
  The Xenos Biologis and Technologis factions often engage 
  in a conﬂict hidden from all not privy to the aetheric 
  communication networks between Tech-Priests, with 
  data blasts and canted logic accusations wielded 
  as violently as swords in their desire for ﬁrst 
  examination of all recovered items. 
  CELEBRATIONS AND FEASTS
  In many ways Port Wander operates like its own city, and over the many years of existence has adopted its own unique 
  holidays to accompany the standard Imperial and Calixian dates. These include: 
  • Feast of the Alignment—This marks the date the Navy regained control of the station. It is a grand holiday for Naval 
  personnel, with double rations and amasec for the ratings as well as a huge feast for the ofﬁcers. Unsurprisingly, the 
  civilian population does not celebrate it with the same fervour. 
  • Salvation Day—A celebration to mark the end of the siege from Waaagh! Gulgrog, who surrounded the port with a 
  huge ﬂeet in 422.M41. Unlike many of the other festival days, it is marked with some degree of acrimony as many 
  of the Rogue Trader ﬂeets refused to come to the port’s aid in these dark times, ﬁnding it more proﬁtable to stay 
  out of the conﬂict or request impossible fees for their efforts. The vile greenskins had almost brought the station 
  to collapse with constant bombardment and ﬁghter attacks until the valiant Imperial Navy came to the rescue. It is 
  common for many a toast to be raised to Battleﬂeet Calixis on this day, and for many a drink to be poured on the 
  ﬂoor at the mention of any of the Rogue Traders who demonstrated their true colours during the conﬂict. 
  • Discovery Day—A somewhat fanciful holiday “honouring” Rogue Trader Vivaldi Jontur’s “discovery” of the Rubycon 
  system. It is celebrated in a humorous fashion mostly by the station’s civilians, who spend the day searching for 
  lost items or cleverly hiding things from their friends. On occasion, however, this has been used as a cover to steal 
  valuables with the thieves claiming they “were only celebrating” should they be caught. 
  • Comet Fall—This happens whenever a comet comes near the station. Though it is probably stripped of most of its 
  ice by that time, there is still plenty to be harvested if it is large enough. Most of the comet miners gather at the 
  port for a collective effort, and indulge in friendly rivalries to see which clans can mine the most water before the 
  remains drift too far from the station. Days of hard work take place, with much feasting and camaraderie to follow, 
  and additional water rations are available throughout the port in the weeks thereafter. 
  • Opening of the Maw—This day of feasting celebrates the successful return of Purity Lathimon from the Expanse, 
  opening the way for reliable passage through the Maw. This is often celebrated by feasting, though other, more sinister 
  excesses are also prevalent. It has become a matter of honour for some nobility to provide the most exotic delicacies or 
  darkest indulgences from the distant corners of the Expanse, resulting in a inﬂux of smuggling in the weeks before.
  
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  MERCHANT CARTELS AND GELT BROKERS
  Representatives and factors of the merchant cartels, gelt 
  brokers and trade houses of the Calixis sector swarm to 
  Port Wander like ravenous predators. The ﬂow of wealth 
  and goods of all variety is controlled by them, and they 
  have the ability and will to bankrupt nobles and strangle 
  enterprises. It is to these keen-eyed factors that treasures 
  from beyond the Great Warpstorms may be sold, and 
  from cunning provender merchants that a Rogue Trader’s 
  supplies are purchased. Of all the factions of Port Wander, 
  this loose grouping of cartels and merchants is the most 
  internally fractured and the most dangerously unstable; their 
  disposition is constantly uncertain and the limits of their 
  greed and spite are hard to gauge.
  THE NAVIS NOBILITE
  The Navis Nobilite hold the keys to the stars: it is only 
  with their consent and complicity that any can venture 
  from Port Wander into the Koronus Expanse. Without the 
  Navigators’ third eye—their ability to see and navigate the 
  tides and current of the warp—there could be no exploration 
  of unknown regions such as the Koronus Expanse, and so 
  it is that Port Wander (and all drawn to it) depends on the 
  families of navigators for its continued existence. For their 
  part, the Navigators are little concerned with controlling Port 
  Wander, but the station is a battle ground for clan struggles: 
  exploration into the Koronus Expanse offers priceless 
  insight into the process of navigating uncharted space. As 
  Port Wander is the gateway to the Expanse, many navigator 
  houses see a dominant presence in the station as vital in 
  securing contracts to explore the unknown. This knowledge 
  improve the fortunes of a Navigator clan, especially if a route 
  leads to a valuable world or is later designated for a crusade 
  or colonisation. In such cases, the exclusive knowledge of a 
  route and the skill of the clan navigators to steer it mean 
  that they can command a fortune in bonds from the 
  Imperial Navy or Merchant Cartels. 
  Notable 
  Persons of 
  Port Wander
  “In division, there is strength.”
  –Maxim of the Calixian Administratum
  The population of Port Wander is roughly ﬁve million, and 
  the surrounding asteroids’ population is roughly as large 
  again. However, even amongst those teeming masses, there 
  are those who stand above the rest. They are the notables, the 
  movers and shakers of the station, and may even know (or 
  take an interest in) a Rogue Trader. 
  COMMANDER LARIUS SANS
  Rarely found outside of his ofﬁces or the port’s command deck, 
  Naval Commander Larius Sans has grudgingly tended to his 
  duties as both Port Wander’s highest Battle Fleet Calixis ofﬁcer 
  and, to his dismay, the station’s central authority. Leadership 
  takes its toll, especially on a station like Port Wander. 
  Commander Sans occupies a tenuous position between power 
  brokers, wealthy merchants, ambitious Rogue Traders, and 
  House Krin money-lenders, not to mention smugglers, cultists, 
  and pirates. To make matters worse, reports suggest that a 
  notorious spy from the Inquisition has begun an investigation 
  that could bring his career to a calamitous end. Little is known 
  of the Inquisition’s representative other than that she may be 
  the reason an entire planet was committed to dust.
  Larius Sans’ calm and disciplined demeanour suggests 
  anything other than the situation he ﬁnds himself in. His 
  muscular frame provides ample space for his many military 
  commendations, which further express the irony of his 
  position—a decorated ofﬁcer gifted with command of a 
  station for which he has little love. He suspects that his betters 
  TAVERNS
  It is not surprising that a station as large as Port Wander has numerous places to purchase food and drink. The station’s 
  taverns run a brisk business, both as public meeting houses and as places to grab a hot meal.
  • The Blind Eye is a small-but-popular tavern near the station’s sunward shuttle bays, frequented by void travellers 
  looking to do business. Many Rogue Traders use it as a meeting place for recruiting new comrades for their next 
  voyage, especially those with prior experience in the Expanse. 
  • Bloodstone is a much more dangerous place, a lowdecks tavern that lies off the Gilt Processional and is uncomfortably 
  close to some of the passages leading to the station’s Black Holds. Only the toughest will ever gain the respect of the 
  regulars; those who do not will rarely survive their second visit. To become a regarded as a regular here is a mark of 
  true respect among the scummers and heavies on the port. 
  • Voidfarer’s Rest is a larger tavern near the Basilica, frequented by Navy ofﬁcers. Operated by an ex-Navyman, it is 
  covered with military decorations and battle prayers inscribed on yellowed parchment. By custom, the senior captains 
  and command crew remain away from the place, and the mid and lower ofﬁcers see it as somewhere to relax away 
  from the pressures of the service. Civilian captains and their ofﬁcers are exempt from the custom however, and friendly 
  rivalries have resulted in some legendary brawls, leaving most with bruises—but also new drinking companions. 
  
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  VIII: Port Wander
  laugh at him from afar, his post as Port Wander’s commander 
  a joke and inheritance from the blunders of his uncle, the late 
  Admiral Sans. Acting against his impulse toward weeding out 
  the corruption and factionalism within the port’s ranks, he 
  bides his time, catering to those who undermine his authority 
  until he can make his move and prove that he is not one 
  to be laughed at. Civilians have unwittingly come under 
  the commander’s employ, as he is cunning and willing to 
  accomplish his goals through indirect means.
  At some point, the port will have to bend to the 
  commander’s will. Should it fail to do so, it will succumb to 
  its own lawlessness and depravity, whether at the hands of 
  an Inquisitor, pirates, or the stations own factionalism. Such 
  an event may lead the citizens to look to Sans for salvation, 
  at which time he could realise his ambition, save them, and 
  put his competitors to shame—or so his fantasy plays out. 
  On more sober days, he accepts that the port’s condition will 
  likely sustain itself and so, with little hope, he waits.
  CAPTAIN KARSUS HAR OF THE VENTAN 
  IRON HOUNDS
  For the right price a man can buy many things in Port Wander, 
  goods and information, inﬂuence and station, damnation, or 
  even grace. Unsurprisingly, might is among the many immaterial 
  products available. For Captain Har of the Ventan Iron Hounds, 
  military might is more than just a concept, it’s his stock and 
  trade. Stationed in his cell-like abode in the grimy tunnels of 
  the Port, Captain Har sells the services of thousands of eager, 
  violent men every day. A hard-bitten man of middling years, 
  Captain Har is clearly no stranger to violence, his scarred ﬂesh 
  a testament to his experience, his manifold augmetics evidence 
  of his dedication to a life of soldiery. 
  Har spent several years serving as a marine ofﬁcer aboard 
  the Telum Argentus, a Rogue Trader vessel of little renown. 
  During a particularly bloody battle Har’s boarding party was 
  left stranded aboard a hulked enemy ship as the Telum ﬂed 
  from the remaining opposition. Pressed into service aboard 
  an enemy vessel, Har and his men made poor conscripts and 
  eventually absconded during a period of shore leave. Seeking 
  refuge and knowing little beyond warfare, Har joined the ranks 
  of the Iron Hounds. Working on his own terms, Har has served 
  the Hounds diligently for nearly six decades, becoming their 
  liaison in Port Wander only in the last three years. 
  Those whose names grace the bottom of his contracts are 
  as varied as they come, from Naval Ofﬁcers in need of extra 
  bodies for a coming conﬂict, to Rogue Traders engaged more 
  in violence than subterfuge. In the interest of his business, 
  Captain Har keeps a watchful eye on Port Wander and the 
  surrounding void, always listening for whispers that might 
  give him an edge in future negotiations. It is for this reason that 
  Har is known throughout the Port as a source of information 
  as well as military muscle. Though Har hires his men out for 
  violent work of all kinds, one thing is always made clear to a 
  buyer: the Hounds are soldiers for hire, not would-be crew; 
  when a conﬂict is over, the buyer is left to his own and the 
  Hounds return home. 
  CAPTAIN MORTHUS WHITEHOLD
  Exploration in the Expanse is never without risk. Most 
  who travel there are desperate or vain enough to wager all 
  against the faint hope that they will one day return with 
  enlightenment, fortune, or glory. A great many perish in the 
  Expanse, and those who do return rarely do so unscathed. 
  So it is with Morthus Whitehold. Once a Rogue Trader of 
  considerable renown, Captain Whitehold has since declined 
  into a mad prison of his own paranoid making. 
  It has been nearly three decades since the captain of the 
  Emperor’s March has set foot off Port Wander even to enter 
  his own ship, a tremendous vessel that dwarfs the naval light 
  cruisers which often rendezvous with the Port. In years long 
  since past Captain Whitehold and his Trader ﬂeet plied the 
  Maw, practically a force of nature in the Expanse, and a 
  legend to the would-be explorers trapped in the mundanity 
  of Port life by fate and circumstance. It was during one such 
  adventure, to an unknown region of the Expanse, previously 
  untouched by human inﬂuence, that the famous captain was 
  brought low. Morthus himself never speaks of the event and 
  his loyal crew refuse inquiry, but it is said in low whispers 
  throughout the Port that the majority of the Rogue Trader’s 
  ﬂeet was battered to hulks and the captain himself was cursed 
  by a being of baleful power. Fleeing with little more than 
  his life, Captain Whitehold lead his remaining ships back 
  to Port Wander for repairs. Upon arrival Morthus ﬂed his 
  ship and took quarters on the station, as though he 
  fears the March. To this day the Emperor’s March 
  remains anchored to a docking station just off-
  Port, it’s crew resigned to disuse and neglect. 
  To the people of Port Wander, Morthus 
  
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  VIII: Port Wander
  has become as constant as the thrum of the atmosphere recyclers. 
  The distraught Rogue Trader often stalks the decks of the Port, 
  a lunatic light in his guarded eyes, keeping a suspicious watch 
  on those who pass by, his once-gaudy clothing now a tattered 
  reminder of his famous past. He is met with open disdain by 
  those too brazen to understand the depth of his misfortune, 
  and somber condolence by those who fear his fate. While he is 
  usually too withdrawn to approach directly, he occasionally has 
  periods of total lucidity, sometimes lasting days at a time. During 
  these times he temporarily returns to his former grandeur and 
  gregariousness before eventually lapsing back into a paranoid 
  delirium. For obvious reasons, curious or inquisitive Explorers 
  seeking the once-great captain’s knowledge and experience 
  are advised to approach him during these rare moments, as his 
  advice can sometimes mean the difference between success and 
  disaster for an adventurous void-farer. 
  CONSTRUCTOR ACHOLUS
  Servitors are a necessity on a station like Port Wander, 
  their presence overlooked by most. Through the constant, 
  unﬂagging labour of a mindless horde of thousands Port 
  Wander is kept operational. Overseeing these labourers is 
  Constructor Acholus, the master architect of Port Wander. 
  Acholus was installed on the Port nearly two centuries ago 
  by the Priesthood of Mars, to serve Magos Toronos by both 
  managing the servitors and organising the slow, but constant 
  expansion of the station. A rigidly orthodox servant of the 
  Machine God, Constructor Acholus attends his duties with 
  the pragmatic efﬁciency so prized by his cult, a swarm of 
  servo-skulls continually darting to and fro about him, relaying 
  messages to his servitor charges throughout the station. 
  As his servants carry out their ceaseless labours, practically 
  unseen by the Port’s inhabitants, they watch and record, 
  and utilising his superhuman ability to process information, 
  Acholus takes note of what they see. The majority of this 
  information is mere trivium, useful only for predicting 
  possible future expansions. However it was through this 
  host of mindless agents that the Constructor became aware 
  of troubling rumours, that his superior, Magos Toronos, may 
  be engaged in uncovering proscribed tech artifacts. Now the 
  Constructor ﬁnds himself burdened by a crisis of loyalty. 
  While the orthodox Martian priest bristles at the possibility of 
  Toronos’ profanity, his pragmatic sense of duty requires more 
  than just rumours to level an accusation of tech-heresy against 
  a Magos of such accomplishment. In order to illuminate his 
  suspicions with facts, Constructor Acholus has instructed his 
  countless charges to keep a passing watch on Toronos and 
  those visitors to the Port she deals with personally. 
  MAGOS TORONOS
  The various machines and technological systems that ensure 
  Port Wander’s continued functionality rely on the Adeptus 
  Mechanicus and its local master, the great Magos Toronos. 
  Mysterious and driven, Toronos facilitates more than 
  is reasonable for an individual, yet does so with 
  ﬁnesse and striking efﬁciency. Her strides, 
  long and deliberate; her form, bulbous, 
  amalgamated machine and ﬂesh; the last sign of her gender, 
  a feminine pronoun—few could mistake her as she makes her 
  way about the Halls of the Mechanicus or the many other 
  administrative centres on port. Given the weight of Toronos’ 
  daily business it would be surprising were she to accomplish 
  anything beyond the Adeptus Mechanicus’ demands.
  This has not stopped a few jealous others from levying 
  accusations in the port’s darker corners, claiming the Magos 
  uses her power and resources to smuggle in artefacts both 
  strange and dangerous to sate a debauched hunger for 
  technology. Those who suggest this have little evidence to 
  support their claims and would be hard-pressed to come up 
  with more. Though, as history shows, lack of evidence rarely 
  prevents the fabrication of falsehoods to sully the names of 
  the powerful. If Toronos knows of these rumours, she pays 
  them no mind and none have yet dared ask her directly.
  Regardless, her followers strongly outnumber her detractors 
  and she exercises a position of undeniable strength among Port 
  Wander’s power brokers. Moreover, a lower citizen or visitor to 
  the port may approach the Magos for her expertise or a prayer 
  to the Omnissiah and they will undoubtedly receive what they 
  ask for, increasing her popularity in turn. Such occasions are 
  brief but always valued by the fortunate soul.
  MARSHAL DHORIN
  Port Wander is a troublesome place for those in authority. It 
  provides a great deal of power and inﬂuence, positioned as 
  it is on the one safe path to the Koronus Expanse. However, 
  this location makes it a perfect stepping off point for those 
  recalcitrant elements of Imperial society wishing to make 
  their escape into unpatrolled space. It was the latter that ﬁrst 
  drew the vigilant Marshal Dhorin to the Port. As a Judge 
  of the Adeptus Arbites, Dhorin was responsible for tracking 
  down and apprehending fugitives of the Imperial Law, 
  criminals responsible for heinous crimes beyond the scope of 
  planetary enforcers. 
  One such criminal, Chiros Artaemos, whose crimes 
  included over a dozen murders of Imperial ofﬁcers and 
  ofﬁcials through three systems, had eluded Dhorin for three 
  years. In the ﬁnal weeks of the man hunt, Dhorin tracked 
  Artaemos to Port Wander before he escaped further into 
  the Expanse. While on station, the Arbites Judge was foiled 
  time and again by what he perceived as the mismanagement 
  of the Arbitrators assigned to the port. After a wearisome 
  investigation and a desperate confrontation Dhorin cornered 
  and eventually executed the assassin. His duty done, the 
  Arbites agent turned his attention to the Proctors managing 
  the station’s precinct. In a ruthless move he had the leading 
  arbitrators demoted and reassigned throughout the system, 
  and assumed control of the precinct himself. 
  Despite his intentions, the station has improved very little 
  since Dhorin’s seizure, and he has since realised that it was 
  not the failure of the previous Proctors which lead to the 
  Port’s lawlessness, but the station’s very purpose and position. 
  The grim Marshal therefore does what he can to mitigate the 
  danger to the citizens of Port Wander, and works diligently to 
  stem the ﬂow of illegal goods, censured artefacts, and fugitive 
  trafﬁc through the station. 
  
  245
  VIII: Port Wander
  Very recently, rumours of the arrival of an Inquisitorial 
  agent has set the inexorable man on edge. He suspects that 
  his mistreatment of the former precinct officers followed 
  by his inability to purge the Port of danger and vice has 
  earned him the attention of an acolyte of the Inquisition. 
  This has done nothing to improve his demeanour 
  and, if anything, has exacerbated his prejudice against 
  incompetence. Visitor to the Port are quick to notice 
  that Marshal Dhorin himself has taken to the decks of 
  the station in an effort to make the Arbites presence more 
  visible. Those with ill intent are warned, Port Wander is no 
  place for the enemies of man. 
  OMIDAEUS AND ISSHAAK
  In a time long passed, Omidaeus would stroll about the 
  Astropathic Choir Sanctum to greet visiting sanctioned psykers 
  and welcome those in need of communications services. Few 
  remember those days and no one understands how or why 
  they came to an end. Today, only his trusted servant Isshaak 
  may enter the antiquated, dust-covered chamber that once 
  served as his private quarters, a refuge Omidaeus refuses to 
  leave. On the rare occasion Isshaak forgets the door, some 
  have claimed to glimpse movement, the occasional ﬁnger, or 
  even a hand from behind a cascade of cable and wire that 
  descends from one of the chamber’s walls like constrictive 
  vines and serpents. Attempts made to communicate with 
  Omidaeus telepathically have been described sonorously 
  as metal against glass—no thought, no sign eligible for 
  interpretation. Any open speculation regarding the condition 
  of Omidaeus leads to violent outrage on the part of Isshaak 
  who sees it as an affront to the master’s wishes.
  The possessive and servile underling Isshaak holds audience 
  with Omidaeus daily and dispenses his master’s 
  commands throughout the Sanctum. Despised by the rest of 
  the Choir, Isshaak guards his privilege with haughty disdain 
  and eccentric displays including donning his master’s garb, 
  performing self ﬂagellatory exercises in recompense for the 
  Choir’s supposed descent into sin, and ﬂaunting his possession 
  of the Sanctum’s master key. When he feels the need to leave 
  his master’s side, the short, ﬂeshy creature presses ﬂat against 
  the Sanctum’s long, dark walls for fear of contact with those he 
  suspects plot against him. Regrettably, any who seek the master 
  of the Astropathic Choir Sanctum will have to communicate 
  with the ﬁrst among his servants instead.
  A word of wisdom for potential visitors: three years 
  ago, suspicious members of the Choir accused Isshaak of 
  imprisoning Omidaeus for his own gain and attempted to 
  mete out justice on Omidaeus’ behalf. In a ﬁt of terror, the 
  slave ﬂed to his master’s refuge followed by the mob. Isshaak, 
  the only being to leave the room alive, continued the business 
  of the Sanctum as though nothing had happened. None of his 
  accusers were ever seen again. The wake of this event forged a 
  kind of peace only possible in the shadow of insanity, an eerie 
  peace that lingers there still. Isshaak’s countenance signiﬁes 
  weakness but in madness he ﬁnds strength, a fact one would 
  be wise to remember.
  TORVAN THE FALLEN
  Years ago, Torvan lost control of his ship on his ﬁrst voyage 
  through the Koronus Expanse. The unfortunate event led to 
  an arduous ordeal on a desert covered death world shrouded 
  in a cloak of near-eternal night. Through cold and hunger he 
  endured, making his way back to the nomadic ﬂeet, Aleene, from 
  which his life journey began. But the ﬂeet deemed him cursed, 
  and a danger to all his house, 
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  246
  VIII: Port Wander
  banishing him and casting him off into the void. Dark years of 
  exile followed, and he scraped out an existence by trading his 
  services to ships of ill repute for meagre reward, until he settled 
  upon Port Wander to sell his knowledge as a cautionary tale to 
  the various Rogue Traders that pass through the port’s halls.
  At many of Port Wander’s places of rest may be heard whispers 
  about a grounded navigator, consumed by quiet madness, 
  hoping to peddle his experiences to young and foolhardy 
  explorers of the void. Black robes billow about his gaunt ﬁgure 
  as he makes his promenade about the Gilt Processionals or the 
  Solstice Imperialis. He’s been known to issue cryptic words 
  of warning to those of haughty baring or ostentatious garb, 
  though these morsels are often passed off as the ramblings of an 
  addled fool who ventured once too often through the warp. His 
  visage indicates unknown years of experience—a mechanical 
  lower jaw, wandering left eye, and a single scar carved into pale, 
  taut ﬂesh for every story he has to sell.
  Torvan’s travels include uncompleted adventures, uncovered 
  but unsolved mysteries, and blunders potentially in need of 
  remedy, making him valuable for any crew in need of work—
  though only the most desperate crew would rely on him. He 
  refuses to navigate another ship, but will give valuable advice 
  on the subject as long as a reasonable amount of gelt comes 
  his way. Those who request his advice should use caution: the 
  man is said to have doomed more expeditions than he has 
  successfully plotted.
  ORDO XENOS INQUISITOR LINETTA RES
  Ten years ago a destructive artefact of unknown origin appeared 
  on a death world among the Halo Stars. Ordo Xenos Inquisitor 
  Linetta Res discovered a cult unwittingly activating the artefact 
  as a beacon—what kind of beacon and what it might have 
  summoned remains unknown. She ordered the entire world 
  destroyed in hopes that the beacon had not yet attracted any 
  unwanted attention, and in reward found herself on missions 
  of increasing difﬁculty across the Calixis Sector, working to 
  uncover the smuggling of xenos technology.
  Her presence on Port Wander remained a secret until recently, 
  when Commander Larius Sans received a disturbing report that a 
  Rogue Trader was taken by the Inquisition while working for an 
  anonymous tech priest. The identity of the heretical priest has yet 
  to be revealed and Res, enervated by her ﬁrst catch, continues the 
  investigation with renewed vigour. Rogue Traders have incentive 
  to choose jobs carefully given the Inquisition’s presence on the 
  station and depending on their activities—past and present—
  may ﬁnd themselves under her scrutiny.
  Res examines every scene and character she meets with 
  eidetic precision, ready to analyse even those she believes have 
  no part in heretical activities. She words every statement with 
  the utmost care, taking time to tactically deploy information 
  like a series of traps to rein in her prey. She makes victims 
  of even those truly guilty of crimes against mankind and the 
  Emperor, for the slowness with which she speaks disarms 
  her opponents, leading them unwittingly to their own 
  demise. For those rare few able to fool her or prove 
  themselves uncorrupted, she trades in information 
  making, her an invaluable source as long as 
  something useful comes her way in return.
  RHAELEE MAHVORN III, 
  FOREMISTRESS OF S/914 R IX
  The void surrounding Port Wander is lousy with asteroid-bound 
  mines, palaces, fuelling stations, and repair yards. Given the sheer 
  number of these facilities, the authorities of the Port have long 
  since lost track of all of them. In the absence of direct Imperial 
  oversight, many have become small kingdoms unto themselves, 
  governed by dynastic lords and elder councils. On S/914 R IX, 
  an asteroid-turned-repair yard, the Mahvorn dynasty has directed 
  the labour for over a millennium. To the Mahvorns, leadership 
  has never been a privileged position of luxury and decadence, 
  but a seat from which to ensure a job well done and a labour 
  force well rewarded. While the inhabitants of other installations 
  toil under the harsh watch of would-be Imperial courtiers, the 
  people of R IX have worked for one of their own. 
  The Mahvorn dynasty was never a noble line, but rather 
  a family of labourers who were artiﬁcially raised above their 
  peers by the administrators of Port Wander. Early in the 40th 
  millennium, while Port Wander was ﬁrst being established, 
  many of the surrounding asteroids were settled to provide 
  materials and facilities for the construction of the Port. During 
  this period R IX was managed by a naval ofﬁcer and his small 
  staff. Shortly after the completion of the Port, the ofﬁcer was 
  killed in a shuttle mishap and the administration of R IX was 
  temporarily transferred to Vindalv Mahvorn, the foreman of the 
  construction yards. In the intervening centuries the bureaucrats 
  of the Port lost track of the relatively minor installation and no 
  new administrator was sent to replace the erstwhile overseer. 
  It has been over nine centuries since then and a Mahvorn 
  has ruled ever since. The current steward is Foremistress 
  Rhaelee Mahvorn III, a woman of indeterminate age and ﬁerce 
  
  247
  VIII: Port Wander
  bearing. Often mingling with the workers on the repair yards, 
  a visitor to R IX would be hard-pressed to pick the steward 
  out from a crowd. Her clothing is as worn and grease-stained 
  as that of her subjects, her ﬂesh as scarred and calloused from 
  years on the yards. Indeed her most noticeable feature, her 
  bionic arm replacement, is the result of an industrial accident 
  from years past. 
  Despite her proletarian appearance, Rhaelee takes her 
  administrative duties very seriously. She runs the ship yards 
  of R IX with a practised hand resulting in a reputation 
  for efﬁciency and quality. While R IX is a relatively small 
  installation, only numbering roughly ﬁfty-thousand souls, 
  it is known to be one of the best facilities in the Rubycon 
  system, having even been contracted by they Imperial ﬂeet 
  itself in times of need. In negotiations the steward is cordial 
  and charming, but always keeps a shrewd eye on her contracts. 
  Foremistress Mahvorn is well aware of her people’s reputation 
  and rarely lets the prospective client get the better of her. A 
  Rogue Trader with a crippled vessel and the coin to spend 
  would do well to seek out R IX and its capable steward.
  THRAN FINN
  Eventually, every Rogue Trader who survives the many 
  dangers within the warp or among the stars will have 
  to face an encounter with a pirate ﬂeet or one of its 
  representatives. The fortunate ones fulﬁl this informal 
  obligation through a meeting with Thran Finn, who can 
  be found wasting time among Port Wander’s admittedly-
  few idle citizens of meagre means. Thran wants for little, 
  however, preferring the company of the station’s most 
  indolent rogues as a matter of taste and vanity only. His 
  pay, so the long running joke goes, comes from an unnamed 
  pirate ﬂeet that stationed him on Port Wander as a pair of 
  eyes and ears. Though probably true, his innocuous smile 
  and laid-back attitude relieve the curious of any concern 
  about his associations and the more serious accusers are 
  paid in laughs all around.
  Rumour-trading and word of ships and cargo at 
  dock will hold his attention for a time, and though his 
  rumours are as cheap as the hat on his head, he dispenses 
  the occasional gem. When one has nothing to go on, he 
  seeks out Thran Finn. If he leaves with nothing else, he 
  will at least have had a laugh. For reliable informants 
  willing to take the time and effort to temper a long-lasting 
  relationship, Thran will gladly return the favour. Such a 
  rapport is rare, however, given that the longer one works 
  with Thran, the more likely it is that misfortune will befall 
  him...though Thran makes sure to keep his own mechanical 
  hands as clean of violence as possible, preferring to leave 
  the dirty work up to others. 
  HONOURABLE REPRESENTATIVE 
  PULTARCH NORN
  Port Wander hosts the Honourable Representative Pultarch 
  Norn, representing House Krin, the pre-eminent supplier 
  of loans, bonds of credit and surety of funds across the 
  Calixis Sector. As the envoy of the most powerful ﬁnanciers 
  in the sector, he is one of the most inﬂuential individuals 
  in residence, and his power carries far beyond the conﬁnes 
  of the station. Though he is not a blood member of House 
  Krin, he is one of their most trusted and senior servants, 
  and has power to broker terms on vast sums of Throne Gelt. 
  Gaunt and angular, he favours heavy black and gold robes 
  with ﬁngers sheathed in rings of authority and rank. He is 
  spoken of by many as the “Gilded Crow,” though he is never 
  addressed as such to his face. He is rarely seen outside of 
  his rooms in the Chambers of Gold where he meets with 
  those who have procured the proper type of introduction. 
  The sole concern of this trusted servant is a good return 
  on an investment or loan, and if that return is not met, his 
  second concern is that a debt be paid in full. Should matters 
  proceed beyond that, there are many employees who can 
  deal with the necessary collections and deliver sharp lessons 
  in correct payment practices. 
  
  248
  VIII: Port Wander
  The Law on the 
  Port
  A
  s an Imperial Naval installation, law enforcement 
  nominally falls under the jurisdiction of the station’s 
  Naval Provost authorities and the Navy branch of the 
  Commissariat. Normally this would be sufﬁcient to ensure law 
  and order. However, the majority of Port Wander’s population 
  is not Navy personnel, which creates problems. 
  Under the terms of the Grand Alignment, the Imperial Navy 
  ofﬁcially handles the enforcement of Imperial Law on Port 
  Wander, though the Provost and Commissariat retain a solid 
  presence on the station. However, their activities are directed 
  towards ensuring Naval personnel obey station and shipboard 
  conduct regulations, or at least keep civilian disruptions to a 
  minimum. Violators are dealt with harshly, keeping the stockyards 
  busy across all watches. Civilians found guilty in Naval courts 
  often ﬁnd themselves sent directly to the pressment centres, 
  where they are ofﬂoaded onto the next warship. That said, Naval 
  enforcement does not often concern itself with civilian matters, 
  unless it directly effects the Navy’s operations. 
  By default, much of the civilian law enforcement falls to the 
  small Arbitrator presence on the station. The Adeptus Arbites 
  occupies a precarious and thankless position in the authority 
  structure of Port Wander. Technically, they have jurisdiction over 
  Port Wander’s civilian population, while the Navy is responsible 
  for the Naval population. However, the two groups are extensively 
  intermixed, and tidy separation is impossible. Jurisdictional 
  conﬂicts are extremely common, and although the Arbites have 
  (admittedly shaky) authority even over the Navy—in practice the 
  Navy has the strength to make that authority meaningless. 
  The inﬁghting is only exacerbated by both organisations’ 
  attitudes. Though the Navy is happy to ignore the civilian 
  population for the most part, they do not hesitate to exert their 
  authority whenever that population becomes embroiled in Navy 
  affairs. Even a simple brawl between civilians and Navy ratings 
  can result in the Provost or Commissariat stepping in. This angers 
  Marshal Dhorin (see page 244) and the Arbites, who see such 
  actions as a deliberate undercutting of Arbites responsibilities. 
  Ironically, the factional inﬁghting between the two 
  organisations only heightens the criminal activity aboard the 
  station. Neither organisation has enough power to police Port 
  Wander, but if the two were able to truly unite their efforts, they 
  could do a creditable job. As it is, the current state of affairs only 
  beneﬁts the criminal underclass. As it is, the Arbites spend most 
  of their days at their precinct, self-sufﬁcient and able to withstand 
  even the most determined of attacks. Much of their activity is 
  undertaken by informers or undercover ofﬁcers—it is rare for 
  uniformed Arbitrators to leave the precinct except in large and well-
  armed parties. Recently, however, the Arbites has been making 
  renewed forays into the station’s decks and conducting more 
  suppression and enforcement raids. This has only served to 
  increase tensions between them and the Navy. 
  There are plenty of other organisations on the 
  station that have at least a nominal interest 
  in law and enforcement. Naval Intelligence 
  has a presence that watches for threats to the Battleﬂeet, should 
  they be pirates, xenos warships, or even corruption by the 
  Ruinous Powers. There is also an Inquisition presence aboard 
  the station of uncertain size—the only known Inquisitor is 
  Linetta Res, although it would be unwise to assume she is the 
  only agent of the Holy Ordos on Port Wander. 
  Finally, many of the merchant houses and Rogue Traders 
  employ their own law enforcement to protect their interests 
  aboard Port Wander, meaning much of the interior is protected 
  by mercenary bands and hired thugs. Both the Navy and 
  the Arbites detest these paid enforcers, but so long as an 
  organisation doesn’t grow too powerful or overstep its bounds, 
  they are willing to accept them as part of the status quo. 
  CRIME IN THE RUBY’S LIGHT
  Port Wander supports a thriving underclass of criminal 
  activity. This ranges from pirate raiders that drift in the outer 
  cometary clouds, to smugglers, thieves, brokers and murders 
  that infect the station itself. 
  Smuggling is a common crime; most captains cannot 
  resist an opportunity to supplement their income by hauling 
  some additional, illegal cargo. Smuggling is so common that 
  many intersystem ships or transport shuttles contain hidden 
  stowage spaces for that very purpose. Many of the shuttle 
  clans are known for making a tidy proﬁt as go-betweens 
  for larger vessels returning from the Halo Stars and brokers 
  aboard the station. There are also larger smuggling networks, 
  with Warp-capable vessels, intersystem ships, and even hidden 
  asteroid bases. The infamous Cold Trade of xenos artefacts 
  runs through Port Wander, and it is not the only smuggling 
  venture in the Rubycon system. The Calixis Battleﬂeet would 
  have to station at least a quarter of its starships at Port Wander 
  to even put a dent in the smuggling, something the Navy has 
  little interest in doing.
  Pirates also infest the system, attracted to the rich bounties 
  being harvested from the Expanse and the heavily-laden vessels 
  supplying the system. A common tactic is to attack transports 
  as they translate into real space or lure them with false distress 
  calls. Many merchant vessels approaching the system operate 
  in ﬂeets in an attempt to stave them off, but with little success. 
  Xenos raiders are also a threat, though major attacks have been 
  rare in recent decades. Be they human or alien, pirates are 
  ruthless and generally leave no survivors. Captured ships are 
  either stripped for parts, reﬁtted and re-crewed as prize vessels, 
  or left to drift and die without power. 
  
  249
  VIII: Port Wander
  The Planets of 
  Rubycon II 
  The Rubycon II system resides beyond the far edges of the 
  Drusus Marches, rimward at the very limits of the Calixis 
  sector. While nearby Rubycon I is a dim, white-dwarf star, 
  alone and slowly radiating away its energy into the void, 
  Rubycon II or Rubycon Majoris is a huge red supergiant with 
  a small cluster of planets surrounding it. The star is nearly 
  a thousand times larger than Blessed Sol and burns a deep 
  crimson colour; many who dwell under its light refer to it 
  as The Ruby or simply Ruby. The Rogue Trader who ﬁrst 
  ofﬁcially charted the system, Vivaldi Jontur, regarded it as 
  inconsequential and moved on after a cursory inspection 
  found nothing of interest. With no signs of alien life 
  to exploit or mineral riches to mine, there was little 
  in the dead system to warrant further expense. It 
  would remain deserted until Port Wander was 
  established, centuries later. 
  REQUIESCANT IN PACE
  Approximately every 17 years, Big Brother and Little Brother approach conjunction, forming a line from Rubycon II along 
  both planets and Port Wander itself. During this time, the Rubycon II asteroid belt is relatively quiescent, the competing 
  gravity wells forming a temporary Lagrange point of stability. When this happens, salvagers, adventurers, pirates, and 
  madmen scramble to make the most of the window of opportunity, ﬂying into the ﬁeld in search of wealth and glory. 
  The prize they seek is the wreck of the Terra In Excelsis, a Hazeroth-class vessel lost decades before for reasons 
  unknown. After her arrival in the Rubycon II system, inbound to Port Wander, she simply went dead, responding to 
  neither vox nor astropathic communication, then drifted inexorably into the asteroid belt. Asteroid miners and other brave 
  souls occasionally report seeing the shattered hulk of the ship, holed by asteroid strikes, appearing and disappearing 
  again into the ever-moving chaos of the belt. Some claim that she seems to be mocking them, rising from above the plane 
  of the ecliptic for just a moment, then sinking again out of sight. 
  Her last veriﬁed port of call was the Sunerisle colony, discovered in 743.M41, and from which her captain, Omar ben 
  Judahra, was said to have recovered a relic with worth beyond reckoning. Here, sadly, the tale becomes confused and 
  accounts differ. One version holds that Sunerisle was the last resting place of a lost Primarch, and that the Terra In Excelsis 
  holds his corpse within its cavernous halls. Others tell of a xenos relic of unbelievable power. Still more believe that a 
  map pinpointing the location of a Standard Construction Template has been stored in the ship’s archive. 
  In any case, every Rubycon Conjunction, swarms of small vessels ply the belt in search of the missing ship. While drunken 
  voidfarers are prone to tall tales of the “ghost ship of Rubycon,” none claim to have docked with the vessel and survived. 
  The sole exception, to those in the know, are the traders and renegades of the Beast House. Each Conjunction they 
  dispatch a small vessel to the belt, carrying a squad of hardened killers, the best-trained and best-equipped mercenaries 
  money can buy. Each Conjunction, this vessel returns, most of the mercenaries on board dead, but its hold ﬁlled with a 
  cargo so dangerous and so valuable Inquisitors have been murdered to keep it safe. 
  The drifting hulk of the Terra In Excelsis is aswarm with Genestealers, xenos abominations so virulent and deadly that a 
  single specimen, left unchecked, can topple an Imperial world. Any Rogue Trader who would brave the asteroid belt during 
  Conjunction in search of the treasure of the Terra in Excelsis risks more than his life and his ship…he risks his very soul. 
  Sunerisle Strain Genestealer Proﬁle
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  ()
  ()
  (12)
  65
  —
  60
  54
  62
  35
  48
  48
  ––
  Movement: 4/8/12/24   
   
  Wounds: 16
  Skills: Awareness (Int) +10, Climb (S) +10, Concealment (Ag) +10, Dodge (Ag) +10, Silent Move (Ag) +10.
  Talents: Ambidextrous, Crushing Blow, Fearless, Genestealer’s Kiss†, Hard Target, Leap Up, Lightning Attack, Lighting 
  Reﬂexes, Resistance (Cold, Poisons), Step Aside, Swift Attack.
  Traits: Dark Sight, From Beyond, Fear 2 (Frightening), Improved Natural Weapons†† (Claws), Multiple Arms, Natural 
  Armour (5) All, Unnatural Agility (x2), Unnatural Speed
  †Genestealer’s Kiss: Genestealers possess ovipositors in their maws that implants victims with alien DNA, seeding the 
  target’s body with a parasite that will grow and form a hybrid creature. Over time, a group of hybrids eventually breed 
  purstrain genestealers, inﬁltrating societies from within. Immediate effects are: if bitten by a genestealer (which can only 
  happen if the target is helpless or incapacitated), the target must pass a Challenging (+0) Toughness Test. If he fails, 
  he becomes a host for the alien DNA, and cares for the implanted hybrid as if it was his own child until it emerges. The 
  DNA taint can only be removed by a Very Hard (–30) Medicae Test and use of advanced medicae facilities.
  ††Improved Natural Weapons: Improved Natural Weapons are Natural Weapons that are not Primitive. 
  Armour: None (all 5). 
  Weapons: Claws (1d10+8 R; Pen 7; Tearing)  
  Gear: None
  
  250
  VIII: Port Wander
  The most notable features of the system are the two large 
  gas giants orbiting slowly far away from the star. They were 
  easily detected by Jontur’s two sons, who were travelling with 
  their father to learn from his travels. He named the planets 
  in their honour, the nearest to the star becoming Carlon 
  and the farther Thamos. Both planets are mostly hydrogen 
  and helium, but Thamos has a larger percentage of ice, in 
  the form of water, ammonia, and methane. Neither has any 
  moons and only a smattering of attendant asteroids in stable 
  co-orbital positions, as if a strong wind had swept away most 
  of the normal formations which surround such planets. Vast 
  scoopships mine both planets for their gases, selling them at 
  the port for processing into fuel and organic base matter. 
  Far closer to Rubycon II is a single small, rocky, and tide-
  locked planet, scorched clean of any atmosphere or life. It is 
  barely discernible through the red giant’s glare, brown and 
  slag streaked, and was only discovered when the system was 
  carefully mapped, years after Jontur’s visit. Dubbed Rustrock, 
  it contains many valuable ores such as iron and adamantium, 
  and today the dark side of the world is covered with mining 
  facilities and reﬁneries, sheltered from the star’s heat. A 
  steady stream of cargo ships carries the puriﬁed extracts to 
  the station’s foundries and shipyards. 
  Farther beyond Thamos in highly elliptical orbits are three 
  small planets of frozen gas and ice. Kaiki, Apeli, and Skiri slowly 
  travel along orbital paths that take hundreds of years. These 
  orbits carry them far beyond Ruby’s light and into the system’s 
  Ort Cloud. This makes them difﬁcult to reach, though several 
  expeditions have been mounted to chart and explore Kaiki and 
  Apeli. Cursory examinations revealed nothing of interest, yet 
  legends and myths abound in the port about buried treasures 
  and secret xenos cities below the planets’ icy exteriors.
  The furthest planet, Skiri, has been more thoroughly explored 
  by the Priesthood of the Adeptus Mechanicus. For unknown 
  reasons, the tech-priests decided to establish a research facility 
  there: Altar-Templum-Calixis-Est-3, which keeps a constant gaze 
  on the Maw to detect signs of instability. Through that dark portal 
  it communes with its younger brother station at Footfall, Altar-
  Templum-Calixis-Ext-17, and only their tech-priest masters are 
  privy to the secrets they share. Non-Mechanicus ships that stray 
  too close to the dark and icy world are warned to stand clear, and 
  several ships have vanished after disregarding the warnings. 
  RUBY’S BELT
  The Ruby Brothers so dominate the system that it was not 
  until construction of Port Wander began that cartographers 
  discovered the asteroid belt that lies between them. Theories 
  vary amongst the Scintillan Geologis Scholarium if these 
  represent another planet torn to shreds by the intense gravity 
  of the two Brothers, or are simply debris left from the origins 
  of the Rubycon system. The ﬁeld is relatively dense, ﬁlled with 
  objects ranging from small grains to huge rocks thousands 
  of kilometers across. The myriad orbital paths are in a 
  constant ﬂux due to the competing attractions of the 
  two gas giants, making navigation hazardous. Once 
  Port Wander became more than just another naval 
  station and the ﬂood of merchants, civilians, 
  and entrepreneurs arrived in the system 
  though, the ﬁeld transformed from a navigational hazard to 
  a civilisation of its own. Commonly called “Ruby’s Belt” or 
  simply “the Rocks,” it is the home to many thousands who 
  exploit its resources and hide in its dark shadows. 
  While Port Wander was largely constructed from prefabricated 
  hull sections, a station of its size does need a regular supply of raw 
  materials for upkeep and repairs, especially given the constant 
  if unconventional growth it sees. The nearby asteroid ﬁeld is 
  instrumental in feeding these expansions. Although it is not as 
  rich in metallic ores as the dense inner planet of Rustrock it has 
  a wider variety of lighter minerals, including the materials used 
  in plasteel and ceramite. These void miners make up the bulk of 
  the regular population in the ﬁeld, with several family operations 
  dating back many generations. Their operations move from rock 
  to rock, and whoever sets up an extraction facility ﬁrst becomes 
  the “owner” unless a more heavily armed group wishes to dispute 
  the claim. Usually, there are enough asteroids that little ﬁghting 
  occurs. However, should word get out of an especially pure or 
  valuable strike then outright combat breaks out, with dozens of 
  factions vying for control. For this reason most mining groups 
  possess heavy armaments as well as mining equipment. 
  Miners are not the only armed parties in Ruby’s Belt. The 
  dense and unforgiving nature of the orbiting rocks makes this 
  area ideal for those wishing to avoid detection from Imperial 
  agencies. Smugglers maintain hidden bases throughout sections 
  of the ﬁeld, where they can stash their contraband goods and 
  ready their nimble craft for secretive rendezvous. Raiders, 
  pirates, and criminal cartels also maintain stations away from the 
  sensors of the Navy patrol ships, and woe to any miner who 
  should discover one by accident. Some are even more secretive; 
  tap room tales speak of nameless rocks home to escaped slaves 
  
  251
  VIII: Port Wander
  or foul mutants who have stolen away from Port Wander or 
  passing vessels. Other stories whisper of xenos cults who ﬁnd 
  the seclusion perfect for their blasphemous schemes, or even 
  followers of the Ruinous Powers who are rumoured to thrive 
  despite periodic Inquisitorial purges. Then there are the legends 
  of the Ghost Rock, taken to be a common asteroid but on closer 
  observation revealed to be an artiﬁcial construct. Those who tell 
  the tale speak of rockcrete mountains bristling with weaponry, 
  and escapes due more to luck than skill. It is never found in the 
  same place twice, and most dismiss it as a fearful tale. 
  The Belt is also host to more hospitable places. There are 
  several major repair yards, nominally to service mining vessels—
  though many are willing to do discrete shipwork on the side. 
  A few have an underground reputation for discretely working 
  on xenos mechanisms as well, if the Thrones are golden. Other 
  larger rocks have been transformed into opulent manses for the 
  nobles who have chosen to live in the system, where they can be 
  close to the rich excitement of the Expanse (but not too close). 
  Complete with enclosures of actual grasses and even trees, they 
  represent wealth beyond imagining. There are also the farming 
  asteroids, hollowed out and pumped with atmosphere to grow 
  fungus, algaes, and other primitive organics to feed the port’s 
  teeming multitudes. 
  While most of the congregational shrines for travelling 
  pilgrims are located near Port Wander, several asteroids have 
  been converted over to permanent dwellings for those who 
  have returned from the Maw but cannot imagine returning 
  to Calixis, such is their spiritual transformation. Here they 
  exist in a monastic setting, interacting little with the rest of 
  the system except to barter their meagre products for fresh 
  organic slurry and water, enough to maintain their simple 
  livelihoods. They are rarely disturbed by anyone, as even 
  most system pirates recognise their worthlessness as targets. 
  Even with these motes of civilisation, the area is akin to 
  wandering into a deep and dark forest; there are dangers 
  both obvious and subtle for the unwary traveller. Navigating 
  without being struck by an errant rock is problem enough, but 
  navigating the twisting feuds, rivalries, and hunting grounds 
  that ﬁll “the rocks” can be lethal.
  WHAT LIES BEYOND
  Beyond the planets are vast ﬁelds of comets and other debris, 
  forming a cloud ranging far into the void. The comets are 
  of particular interest, as these fetch a premium price on the 
  station, and scores work these dim regions because of them. 
  Most are void miners who have chosen to switch from rock 
  to ice, trading more dependable ﬁnds for higher risks and the 
  chance of higher proﬁts. While most live somewhat ordinary 
  lives, mining and transporting their frozen hauls back into the 
  warmer depths of the system for sale, others spend their entire 
  lives on their icy homes. These are the true Cloudminers and 
  they hold sway over this dominion. Many will never leave the 
  clouds, though others visit the port for trade negotiations or 
  to barter their ice and other discoveries for their needs. 
  Their ﬁnds are often remarkable, and the clouds are home 
  to many a wrecked vessel. Some are the obvious remains of 
  disastrous warp attempts or pirate attacks, while others could 
  be millennia-old space hulks or even xenos vessels beneath 
  the accumulated impact scores and encrusted soot. The 
  Cloudminers also mine these ﬁnds, and what they uncover 
  has lead to furious bidding wars and outright armed conﬂict. 
  For there are others in the clouds. Pirates and raiders of all 
  types lie in wait to attack unwary traders returning from the 
  Expanse, hiding amidst the ice to patiently stalk their prey. 
  Smuggler networks also ply the area, ready to pick up those 
  items not permissible even on Port Wander and escort them 
  to eager buyers. At the cloud fringes lie the standard system 
  beacons established by the Imperial Navy to aid in navigation 
  for approaching and departing vessels, and the ﬂickering 
  astropathic boost-relays to aid warp-communications.
  Beyond the clouds are the endless depths of the void. These 
  deep oceans only are disturbed by passing vessels hurrying 
  into the system or towards their warp jump location. Rubycon 
  II is far removed from other systems, and no Imperial ships 
  would think to brave the centuries of passage to the closest 
  stars via real space. 
  USING PORT WANDER IN DARK HERESY
  Although INTO THE STORM is a ROGUE TRADER supplement, there is no reason why an enterprising GM cannot use 
  it to enhance other Warhammer 40K Roleplay lines as well. Speciﬁcally, this chapter provides a facinating locale for 
  adventures in DARK HERESY. On Port Wander, the Inquisition is but one of many factions competing for control, and 
  ﬂashing the Rosette is almost never the best approach. Between the Navy, the Adeptus Mechanicus priests who want the 
  station as their own research facility, the merchant guilds and their monetary concerns, and the Rogue Traders who walk 
  the decks, Acolytes require more subtlety than ﬁrepower to achieve their goals. Getting caught in one of the many power 
  struggles, or worse yet identiﬁed as being on the side of any of the various opposing factions, is a constant danger. Clean 
  solutions are usually not feasible here, and often the best solution will be the one that simply causes the least harm. 
  Perhaps their most difﬁcult assignment will be dealing with Rogue Traders and their crews, powerful individuals 
  who seldom take kindly to Imperial minions interfering in their activities. Their Inquisitor could direct them to the 
  Port to investigate new heretical discoveries in the Expanse that a trader is attempting to distribute, for example, and 
  the Acolytes may have a difﬁcult time standing between a trader and his proﬁt. The Acolytes may even use the port as 
  a base of operations to scrutinise traders suspected of untoward xenos dealings or monitor news about the formation of 
  breakaway empires in the Expanse. At the station, though, Acolytes must always be on their guard—they will have no 
  allies here, and all too many groups that would be delighted by their “accidental” deaths.
  
  252
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  VIII: Port Wander
  THE MAW AND THE FLEET
  Beyond the Rubycon II system, the Koronus Passage looms 
  wide, ready to swallow the Rogue Trader ships that brave its 
  depths. The Maw is so vast it is more a region of space than a 
  opening in the warp storms along the Drusus Marches—but 
  the Maw can also swell closed when the warp storms rage, 
  shrinking to the narrowest passage. 
  Though the boundaries of the Calixis Sector end at the 
  entrance to the Maw, there are certain Imperial organizations 
  that venture beyond those bounds. Chief amongst them is 
  Battleﬂeet Calixis of the Imperial Navy who maintains a 
  watch of warships at Port Wander, the entrance to the Maw, 
  and some say, within the Expanse beyond. This squadron, 
  under command of Fleet-Captain Nathaniel Horne, is on 
  extended detached duty from the rest of Battleﬂeet Calixis.
  Though the squadron—Passage Watch 27 Est—is not 
  large, especially compared to Battleﬂeet Calixis as a whole, it is 
  comprised of several cruisers, light cruisers, and battlecruisers, 
  supported by multiple destroyer and frigate escorts. These ships 
  have some of the most combat experience in Battleﬂeet Calixis, 
  as they are almost constantly in conﬂict with raiders, pirates, 
  and the occasional xenos vessel that come through the Maw 
  to plunder the Calixis Sector. Passage Watch 27 Est is hard-
  pressed but vigilant, and on occasion has sent its distinctive 
  crimson-prowed vessels on counter-actions and reprisals 
  into the Expanse. This has led the ships’ crews to refer to 
  themselves—only half-jokingly—as “Battleﬂeet Koronus.” 
  ZONE 15
  Within the last century, Passage Watch 27 Est has placed a 
  blockade on one of the rare becalmed sections of the Maw. 
  Once dubbed the Fifth Station of Passage, this barren and 
  unremarkable star system is now known as Zone 15.
  Navy frigates constantly patrol the edges of the system, and 
  unauthorized vessels are challenged ﬁrst with terse warnings, 
  then lance ﬁre. However, Zone 15 sees a large inﬂux of ship 
  trafﬁc. Convoys of mass conveyors and unwieldy transports 
  put into Port Wander for fuel and supplies, though neither 
  the crews nor passengers (if any) are allowed to disembark. 
  These convoys vanish into the Koronus Passage, and those 
  who traverse the Maw regularly claim their destination is 
  Zone 15. When the convoys eventually return, their holds 
  are empty and their hulls often show the scars of combat.
  On occasion (and with increasing regularity in recent 
  decades), Rogue Trader vessels have been given leave to pass 
  into Zone 15. These vessels return months or years later, if at 
  all, although most of their captains remain tight-lipped, some 
  speak of an ancient relic, a “gate” that leads somewhere...else. If 
  these captains know where this “Jericho Reach” lies, they do not 
  speak of it. However, with increasing numbers of ships entering 
  Zone 15, it is only a matter of time before the truth is revealed. 
  PORT WANDER ADVENTURE SEEDS
  Most Rogue Traders visit Port Wander when they ﬁrst set out 
  for the Koronus Expanse, and many return for repairs and 
  refurbishment. For many, this may be the only actual contact 
  with the Imperium they have for years, and the closest thing 
  to civilisation they see on a regular basis. Compared to the 
  outright anarchy of the Expanse, the station is a structured 
  environment where Imperial Law prevails—for the most part. 
  While the dangers here are usually more subtle than in the 
  Expanse, there are still adventures and proﬁts to be made at 
  the port. Below are only a few suggestions to keep players 
  active between their voyages through the Maw: 
  • Rumours are rife that a priceless xenos artefact discovered 
  in the Maw is coming to the port for auction, but has since 
  been lost (or stolen). Meanwhile a series of brutal murders 
  are occurring throughout the port, aimed mostly at dealers 
  specialising in the outré and slightly illegal. While the 
  Explorers’ ship is in dock they are approached by someone 
  trying to sell the item. Do the Explorers report the incidents 
  or try to buy (or steal) it, headless of the risks involved? 
  • A group of pirates is systematically attacking fuel supply 
  ships on the way to the port. This risks crippling the 
  station’s ability to provide fuel to the ships in dock. Both 
  the Navy and the Adeptus Arbites contact the Explorers 
  and offer to commission them against the raiders, with full 
  writ to capture and repossess anything of value they ﬁnd 
  in the course of stopping their attacks. Certainly a valuable 
  operation, but who or what is really behind these attacks? 
  What do they stand to gain by shutting down the port? 
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  253
  253
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  VIII: Port Wander
   
  Index
  A
  Acquisition ........................................................................ 38, 34
  !"##!Ship and Warrant Path
  Acquisitionist ........................................................................... 72 
   See Alternate Career Ranks
  Additional Starship Components .......................................  156
   Archeotech Components....................................................  161
   Essential Components ........................................................  156
   Supplemental Components ................................................  158
  Agent of the Throne ............................................................... 70
  Alien Biology .......................................................................... 24
  Alternate Career Ranks .......................................................  129
  A Product of Upbringing ....................................................  199
  Armour ..................................................................................  193
  Augmenticist  ........................................................................... 74
  !"##!Alternate Career Ranks
  B
  Background Endeavours .....................................................  210
  Battleﬂeet ................................................................................. 12
  !"##!$%&' New Home Worlds
  Battleﬂeet Calixis ........................................................ 241, 235
  Battleﬂeet Koronus ..............................................................  252
  Binary Cortex .......................................................................  106
  Bionics ...................................................................................  141
  Birthright ................................................................................. 17
  C
  Calixian Privateer .................................................................... 76
  !"##!Alternate Career Ranks
  Child of Dynasty .................................................................... 14
  !"##!New Home Worlds
  Contacts ................................................................................... 19
  Cruisers .................................................................................  153
  D
  Darkness ................................................................................... 23
   "## Trials and Travails
  Devotion .................................................................................. 25
   "##!Motivation
  Disgraced ................................................................................. 31
   "##!Lineage
  Driving and Flying ..............................................................  171
  Drusian Adherent ................................................................... 78.
  "##!Alternate Career Ranks
  E
  Elite Advances ......................................................................  102
  Example Rogue Trader Vessels ...........................................  165
  Expanded Acquisition Rules
   Attracting Unwanted Attention.........................................  222
   Cost is no Object ................................................................  223
   Inﬂuence, Reputation, and Location.................................  224
   Multiple Tests ......................................................................  221
  F
  Fear 
   ...................................................................................... 27
  !"##!Motivation
  Flight Marshal ......................................................................... 80
  !"##!Alternate Career Ranks
  Footfallen ................................................................................. 10
  !"##!New Home Worlds
  Force Fields ...........................................................................  130
  Fortress World ......................................................................... 34
  !"## New Home Worlds
  Fortune & Fate ........................................................................ 37
  Frigates ..................................................................................  152
  Frontier World ........................................................................... 9
  !"##!New Home Worlds
  G
  Gear 
   Clothing ...............................................................................  133
   Drugs and Consumables ....................................................  133
   Tools   ..................................................................................  134
  Genestealers ..........................................................................  249
  Genetor..................................................................................... 82
   "##!Alternate Career Ranks
  Gland Warrior ......................................................................... 84
  "##!Alternate Career Ranks
  H
  High Speed Chases ..............................................................  173
  I
  In Service to the Throne ........................................................ 19
  K
  Knowledge ............................................................................... 47
  !"##!Motivation
  Kroot   
   Characteristics ........................................................................ 49
   Kindreds .................................................................................. 50
   Talents ..................................................................................... 49
   Traits   ................................................................................... 146
  Kroot Armoury .....................................................................  146
  Kroot Gear ............................................................................... 52
  Kroot Mercenary ..................................................................... 86
  Kroot Shaper. .......................................................................... 86
   "##!Alternate Career Ranks
  L
  Legend of the Expanse ........................................................  152
   "##!Alternate Career Ranks
  Light Cruisers .......................................................................... 16
  Lineage .............................................................................. 29, 16
  M
  Melee Weapons
   Chain Weapons ...................................................................  126
   Exotic Melee Weapons .......................................................  124
   Force Weapons ....................................................................  121
   Power Weapons ...................................................................  122
   Primitive Weapons ..............................................................  208
  
  254
  254
  VIII: Port Wander
  Shock Weapons ....................................................................... 25
  N
  Navigator Powers .................................................................  189
  Navis Scion .............................................................................. 90
   "##!Alternate Career Ranks
  New Home Worlds ................................................................... 8
  New Horizons ......................................................................... 22
  O
  Of Extensive Means ................................................................ 31
  Origin Path ......................................................................... 8, 17
  Ork Armoury
   Armour .................................................................................  145
   Grenades ..............................................................................  143
   Gunz   ................................................................................... 142
   Kustom Bitz .........................................................................  144
   Melee Weapons ...................................................................  144
  Ork Freebooter ........................................................................ 66
  Ork Kommando ...................................................................... 92
  !"##!Alternate Career Ranks
  Ork Mekboy ............................................................................ 94
  !"##!Alternate Career Ranks
  Orks 
   Gretchin, Snotlings, and Squigs ........................................... 64
   Ork Origins ............................................................................ 61
   Ork Skills and Talents ........................................................... 63
   Ork Traits and Abilities......................................................... 60
   Physiology .............................................................................. 58
   Psychology ............................................................................. 59
  P
  Penal World ............................................................................. 13
   "##!New Home Worlds
  Port Wander
   Overview .............................................................................  234
   Defences ...............................................................................  240
   Law and Crime ....................................................................  248
   Locations ..............................................................................  237
   Notable Persons ..................................................................  242
   Ruling Factions ...................................................................  241
  R
  Raiders ..................................................................................  152
  Ranged Weapons
   Archeotech Ranged Weapons ............................................  118
   Bolt Weapons ......................................................................  112
   Exotic Ranged Weapons ....................................................  117
   Flame Weapons ...................................................................  114
   Grenades and Launcher Munitions ...................................  116
   Las Weapons ........................................................................  110
   Launchers .............................................................................  115
   Melta Weapons ....................................................................  114
   Plasma Weapons .................................................................  114
   Primitive Weapons ..............................................................  114
   Solid Projectile Weapons ...................................................  111
   Xenos Ranged Weapons ....................................................  119
  Rubycon II ............................................................................  249
  S
  Sample Vehicles ....................................................................  180
  Sanction .................................................................................... 34
  Sanctioned Xenos ................................................................  107
  Ship Roles .............................................................................  224
  Ship Upgrades ......................................................................... 46
  Social Interaction Challenges .............................................  204
  Speak Not Unto The Alien .................................................  148
  Starship Background Packages ...........................................  150
  T
  Thamos ..................................................................................  250
  The Exotic and the Alien ....................................................  138
  The Maw ...............................................................................  252
  Theosophamy .......................................................................  197
  Torchbearer .............................................................................. 98
   "##!Alternate Career Ranks
  Transports ................................................................................ 16
  Transubstantial Initiate ........................................................... 96
   "##!Alternate Career Ranks
  U
  Unnatural Origin..................................................................... 18
  Unusual Ammo .....................................................................  128
  V
  Vehicle Combat
   Aerial Combat .....................................................................  174
   Aerial Combat Attacks .......................................................  176
   Crashes .................................................................................  179
   Critical Hits .........................................................................  178
   Firing Vehicle Weapons .....................................................  177
   Ground Vehicle Attacks .....................................................  172
   Movement ............................................................................  172
   Repairing .............................................................................  178
  Vehicles
   Characteristics .....................................................................  171
   Classiﬁcations ......................................................................  170
  W
  Warrant Age ...................................................................... 34, 33
  Warrant Renown .............................................................. 34, 44
  Weapon Upgrades ................................................................  127
  X
  Xenographer .........................................................................  100
  !"##!Alternate Career Ranks
  Xenos Characters .................................................................... 46
  
  Many a foolhardy Rogue Trader has 
  passed through the Maw, never to be seen 
  again. Avoid their fate! Equip yourselves 
  with the tools and abilities any worthy 
  Rogue Trader needs to survive!
  A host of new character options allow for increased 
  personalization with the new expanded Origin Path 
  and Alternate Career Ranks. Plus, play a character from 
  beyond the Imperium with two all-new xenos Careers, 
  the Ork Freebooter and Kroot Mercenary. 
  Vehicle rules add a new dimension to gameplay and 
  expand possibilities for adventure. Explore uncharted 
  worlds in a Rhino APC or dominate your foes from the 
  cockpit of a Fury starfighter.
  Gain access to an extensive new armoury of weapons, 
  armour, and gear wrested from alien races or rediscovered 
  from humanity’s dark past, or augment yourself with new 
  psychic powers for Astropaths and Navigators.
  These pages contain everything needed to 
  build and equip a unique Rogue Trader 
  and his crew. 
  Suitable for players of all levels. 
  A copy of the Rogue TRadeR Core Rulebook
  is needed to use this supplement. 
  ARM YOURSELVES FOR ADVENTURE AND PROFIT!
  www.FantasyFlightgames.com
  ™
  ™
  780MAY10
  ™
  Into the Storm                             RT04
  ISBN: 978-1-58994-726-9
  9 781589 947269
  54995
  
SOURCE: textdata/thevault/Warhammer/40k/Game books/Rogue Trader/Rulebooks/Rogue Trader - Into The Storm - The Explorers Handbook.pdf