TEXT: ® ®
  ®
  ®
  PROFIT AND PLUNDER
  IN THE LAWLESS EXPANSE
  ®
  ®
  PROFIT AND PLUNDER
  IN THE LAWLESS EXPANSE
  
  ROLEPLAYING IN THE GRIM 
  DARKNESS OF THE 41ST MILLENNIUM
  
  2
  Credits
  Credits
  Credits
  Lead Developers
  Sam Stewart and Ross Watson
  Written and Developed By
  Nathan Dowdell, John Dunn, Tim Flanders, Tim Huckelbery, 
  Jason Marker, and Rex Vogen
  Editing and Proofreading
  Daniel Lovat Clark, Graham Davey, Richard Nicholson, and 
  Mark Pollard
  Graphic Design
  Peter Wocken
  Cover Art
  Matt Bradbury
  Interior Art
  A. L. Ashbaugh, John Blanche, Matt Bradbury, Alberto 
  Bontempi, Victor P. Corbella, Mauro Dal Bo, Wayne 
  England, Zach Graves, David Griffith, Ilich Henriquez, 
  Jason Juta, Ameen Naksewee, Mark W. Smith
  Art Direction
  Andy Christensen
  Managing Art Director
  Andrew Navaro
  Production Management
  Eric Knight
  Licensing and Development Coordinator
  Deb Beck
  Executive Game Designer
  Corey Konieczka
  Executive Game Producer
  Michael Hurley
  Publisher
  Christian T. Petersen
  Games Workshop
  Licensing Managers
  John French and Owen Rees
  Head of Licensing
  Jon Gillard
  Head of Intellectual Property
  Alan Merrett
  Head of Licensing, Legal, and Strategic 
  Projects
  Andy Jones
  Special Thanks
   Playtest Coordinator Ron DeValk. “Furnace of Destiny” Ryan 
  Powell with Max Hardenbrook. “Damon’s Greatest Deamons” Tony 
  Stratynski with Kevin Doelling, Kyle Douglas, Jake Grayson, and 
  Damon Wilson. “The Librarians” Pim Mauve with Keesjan Kleef, 
  Jan-Cees Voogd, Joris Voogd, and Gerlof Woudstra. “Veterans of a 
  Psychic War” Benn Williams with Chris Lancaster, John Ross, Aric 
  Wieder, Rebecca Williams, and Eric Young. “Unrepentant” Lachlan 
  “Raith” Conley with Jordan Dixon, Mark McLaughlin, and Brad 
  Twaddell. “You Bid Babies?!?” Jordan “MILLANDSON” Millward 
  with Keri Harthoorn, Kyle Harthoorn, Kieren Smith, and Julia Smith.
  FANTASY
  FLIGHT
  GAMES
  Fantasy Flight Games
  1975 West County Road B2
  Roseville, MN 55113
  USA
  Copyright © Game Workshop Limited 2011. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Rogue Trader, 
  Hostile Acquisitions, 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 2000-2011, 
  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: 978-1-58994-800-6   Product Code: RT10     Print ID: 1163NOV11
  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
  TM
  
  3
  Contents
  Contents
  Contents
  Contents
  Chapter I: Crimes Against Humanity
  Imperial Crimes .......................................................................7
  Sector and Planetary Crimes .................................................9
  Ecclesiarchical Crimes ......................................................... 11
  Common Punishments in the Calixis Sector .................... 13
  Example Planets in the Calixis Sector ............................... 14
  Law and Order in the Koronus Expanse ........................... 18
  The Rogue Trader, The Warrant, and The Law ............... 21
  Smuggling ............................................................................. 22
  Piracy ..................................................................................... 22
  Pirates of the Koronus Expanse ......................................... 24
  A Criminal Legacy ............................................................... 25
  The Birth of a Legend ......................................................... 25
  Chapter II: Playing the Rogue
  Alternate Career Ranks ....................................................... 30
  Career Progression ............................................................... 31
  Arch-Heretek ........................................................................ 32
  Cold Trade Broker ............................................................... 34
  Drusian Charlatan ................................................................ 36
  House Operative ................................................................... 38
  Manhunter ............................................................................ 40
  Reaver .................................................................................... 42
  Swashbuckler ........................................................................ 44
  Secessionist ........................................................................... 46
  Ranged Weapons .................................................................. 48
  Melee Weapons .................................................................... 54
  Weapon Upgrades ................................................................ 57
  Unusual Ammunition ........................................................... 60
  Armour .................................................................................. 61
  Armour Upgrades ................................................................. 63
  Gear and Tools ..................................................................... 64
  Drugs, Poisons and Consumables ...................................... 66
  Cybernetics and Implants ................................................... 68
  Ship Upgrades ...................................................................... 69
  Chapter III: Opposition and Adversaries
  Local Defence and Security Forces .................................... 80
  The Thical Wardens ............................................................. 81
  Shield VII .............................................................................. 81
  The Adeptus Arbites ............................................................ 82
  Justice in the void ................................................................. 82
  Intervention .......................................................................... 84
  Precedent ............................................................................... 84
  The Adeptus Mechanicus .................................................... 85
  The Will of the Machine God ............................................ 85
  Omnissiah’s Vigil ................................................................. 88
  Administratum ...................................................................... 88
  Quaestors, Auditors and Ordinates .................................... 89
  Imperial Navy ....................................................................... 90
  Patrol “Retaliator” ................................................................ 90
  Vengeful Martyr ................................................................... 92
  Nameless Saint...................................................................... 93
  The Inquisition ..................................................................... 94
  Criminal Misadventures....................................................... 95
  Running a Criminal Adventure .......................................... 96
  Criminal Endeavours .........................................................102
  Wanted Criminals and Acquisition ..................................108
  Chapter IV: The Nemesis Path
  Creating a Nemesis ............................................................110
  Nemesis Path Choices .......................................................113
  Origins ................................................................................113
  Motivations .........................................................................115
  Devices and Downfalls ......................................................116
  Stakes ...................................................................................119
  Archetypes ...........................................................................120
  Chapter V: Riches of the Expanse
  The Cold Trade ..................................................................130
  Principal Trading Centres .................................................131
  Those who Control the Trade ..........................................132
  Perils of the Cold Trade ....................................................135
  The Rewards .......................................................................137
  Treasures of the Expanse ...................................................137
  The Silver Ship ...................................................................138
  True Fragments of Winterscale’s Journal .........................139
  The Bloodforged Blades ...................................................139
  The Brass Prism..................................................................140
  The Quills of Kangak ........................................................141
  Astrarium Koronus .............................................................142
  The Ataxis ...........................................................................143
  The Barrows .......................................................................144
  
  4
  Introduction
  Introduction
  Introduction
  Introduction
  R
  ogue Traders commonly operate beyond Imperial 
  authority, their Warrants of Trade ensuring that they 
  are mostly above questions of law whilst beyond the 
  borders of the Imperium. However, for many Rogue Traders, 
  it is not enough to simply explore the unknown reaches of the 
  galaxy; there are some amongst these privateering merchant 
  princes who feel compelled to push the limits of the Lex 
  Imperialis, operating as smugglers, pirates, mercenaries and 
  worse under the very noses of Imperial authorities.
  Hostile Acquisitions is a guide to operating as such a Rogue 
  Trader who skirts the edges of the law, acting as a criminal 
  in order to gain greater wealth and power. The guidelines 
  presented in this tome provide players and Game Masters 
  alike with information on criminal activities, antagonists, and 
  adventures that take place on the wrong side of the law.
  WHAT’S IN THIS bOOK?
  This sourcebook is divided into distinct chapters, each focusing 
  on a crime, criminals, and the activities of Rogue Traders that 
  go beyond Imperial law. Each section provides key insights into 
  particular aspects of crime in the Calixis Sector and the Koronus 
  Expanse, the elements within the Imperium who attempt to 
  curb the excesses of crime lords, and the rewards of those 
  miscreants able to enjoy their ill-gotten gains. Player characters 
  are presented with a wealth of new options, including new 
  Advanced Careers, weapons, and ship components to better 
  achieve their underworld ambitions.
  Throughout the book are letters from Nathin Tsanthos, a 
  visionary, an elitist, and a consummate scoundrel. Although 
  Tsanthos started life on the parochial Agri-world of Spectoris, 
  he arranged passage off-planet, and was soon participating 
  in a far more cultured and civilised life. Tsanthos’s obsession 
  is knowledge, searching for hidden lore and forgotten facts. 
  To obtain that knowledge, he covets wealth and power, and 
  now happily plays the grand game of a freelance operative for 
  powerful Rogue Trader dynasties.
  Chapter I: CrImes agaInst 
  humanIty
  This chapter contains information on the nature of crime 
  in the Imperium, describing the edicts enforced by the Lex 
  Imperialis and its effects on notorious outlaws and Rogue 
  Traders alike.
  Chapter II: playIng the rogue
  For those Rogue Traders who prefer to tread a more lawless 
  path, this Chapter presents numerous player character options, 
  new Advanced Careers, and special gear. 
  Chapter III: opposItIon and 
  adversarIes
  From the shadowy forces of the Inquisition to the stern 
  authority of the Adeptus Arbites, this Chapter details many 
  of the forces that attempt to stamp out any criminal activity 
  in the Koronus Expanse and Calixis Sector. However, Rogue 
  Traders are not only slippery and inventive, they possess the 
  wealth and power to achieve any ambition, even those that 
  skirt the edge of Imperial law. Thus, this Chapter also presents 
  rules on how to successfully run a Criminal Endeavour.
  Chapter Iv: the nemesIs path
  Rogue Traders face many challenges on the path to attain their 
  ambition—this Chapter details a method for a GM to create 
  an archenemy for a Rogue Trader Dynasty. Brutes, heretics, 
  and criminal masterminds are but a few of the opponents that 
  stand in the way of becoming a legend of the Expanse.
  Chapter v: rIChes of the expanse
  The Koronus Expanse contains wonders and treasures beyond the 
  imagination of most Imperial citizens. Rogue Traders, however, 
  can imagine quite a bit! This Chapter presents a number of the 
  more unusual (and valuable!) prizes that Rogue Traders compete 
  to discover and exploit within the Koronus Expanse.
  4
  To Nathin Tsanthos,
  I greatly appreciate your efforts on my regard, sir. When I was first told you were one of the best 
  resources on...questionable enterprise in the Sector and the Expanse beyond, I must admit I was 
  skeptical. Your operation against Travix Malgor convinced me otherwise. After the Inquisition’s 
  investigations, the Viscount has completely withdrawn his claims on my interests in the Rubycon 
  II system. I can only assume that the discovery of Kroot talisman-artefacts in the Viscount’s 
  hive-spire had something to do with the sudden scrutiny by the Holo Orods? In any case, you are 
  a true gentleman, and you may expect the token of my appreciation shortly.
  Horris MacIntyre, merchant factor for the Skaelen-Har Hegemony
  
  ImperIal CrImes
  •
  seCtor and 
  planetary 
  CrImes
  •
  eCClesIarChICal 
  CrImes
  •
  law and order 
  In the Koronus 
  expanse
  •
  smugglIng
  •
  pIraCy
  •
  a CrImInal 
  legaCy
  
  6
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  Chapter I:  
  Crimes 
  Against 
  Humanity
  No servant of the God-Emperor dies unavenged, and no enemy of 
  His escapes unpunished.
   –The Promise of the Pax Imperialis, Marshal Orrik Von 
  Darnus, 883.M40
  T
  he laws of the Imperium of Man are as numerous and 
  varied as the planets of which it is composed. Indeed, 
  while the Lex Imperialis is codified in the massive and 
  byzantine Book of Judgement (itself actually countless ever-growing 
  volumes as Imperial law constantly refines and develops), the 
  Imperium is far too great for each of its worlds to be held under 
  a single code. Instead each segmentum, each system, each world 
  has its own set of laws and punishments dealing with the specific 
  minutia of that particular locale, while the Lex Imperialis oversees 
  the Imperium as a whole. 
  This chapter discusses a number of issues related to law 
  within the Calixis Sector and the Koronus Expanse, including 
  how laws are enforced, how criminals are punished, and how 
  the laws and their enforcers relate not only to the common man 
  within both regions but also to Rogue Traders and members 
  of the Adeptus Terra at work within their boundaries. The 
  chapter also outlines how the Lex Imperialis is interpreted and 
  utilized within the Calixis Sector. Finally, the chapter deals 
  with Rogue Traders and how they relate to Imperial Law in 
  their day to day operations, including what constitutes crime 
  for a Rogue Trader, common criminal enterprises pursued by 
  Rogue Traders in the Calixis Sector and Koronus Expanse, 
  and how a Rogue Trader goes about building and maintaining 
  a criminal legacy.
  The Lex ImperIaLIs and 
  The Book of JudgemenT
  The Lex Imperialis is written down in the Book of Judgement, 
  kept by the Adeptus Arbites. The Book of Judgement has been 
  painstakingly collated over millennia and embodying every 
  decree ever passed by the High Lords of Terra. In fact, the 
  Book of Judgement has long-since grown beyond the confines of 
  a single tome, no matter how large, and comprises countless 
  records, books, and decrees. The oldest are scribed in human 
  parchment, written in unknown languages by long-forgotten 
  functionaries. However, every day new volumes of parchment, 
  data-records, and encoded holoscript are added to the Book 
  of Judgement, and interred in the Hall of Judgement on Holy 
  Terra. Shelves of tomes rise hundreds of metres above canyons 
  of marble and iron, covered with a spiderweb of gantries and 
  the ant-like figures of scribes and servitors as they search for 
  specific precedents amongst the debris of judgement. 
  As a sector ruled by the Imperium, the Calixis Sector follows 
  the precepts of the Lex Imperialis and the Book of Judgement. Over 
  the centuries, of course, the interpretation of the Lex Imperialis 
  the loCatIons In thIs BooK
  This book is somewhat unique amongst the Rogue 
  Trader line, as many of the locations listed here are in the 
  Calixis Sector, instead of the Koronus Expanse. This is 
  because this is a book on crime, especially as it pertains 
  to Rogue Traders. Within the Koronus Expanse, beyond 
  the boundaries of the Imperium, Rogue Traders are not 
  bound by the laws of the Imperium or its many planets. 
  Piracy, smuggling, trading in proscribed xenos artefacts, 
  all are within a Rogue Trader’s grasp, as long as they 
  have the might to back it, and so long as they remain 
  within the Koronus Expanse. 
  However, many Rogue Traders must return to the 
  Calixis Sector to turn any ill-gotten gains into profit. 
  Once they return, they are again subject to Imperial 
  Law and may be prosecuted by the Imperium. In 
  the case of piracy, Rogue Traders may even choose 
  to conduct their piracy amongst the rich shipping in 
  the Calixis Sector, only to flee back into the Koronus 
  Expanse to escape justice. For this reason, this book 
  discusses law, punishment, and enforcement within the 
  Calixis Sector as well as the Koronus Expanse. 
  
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  by various Sector Lords and Judges became more and more 
  bloated and unwieldy from numerous additions, amendments, 
  exceptions, and clauses, the remnants of interpreting Imperial 
  law to the needs of specific locales. There exists a veritable 
  army of thousands of clerks, litigants, and barristers toiling 
  away on Scintilla just to interpret its ever evolving decrees and 
  dicta. Indeed, the most astute Rogue Traders, trade houses, and 
  merchant interests keep their own teams of legal scholars in their 
  employ, both to keep them abreast of the current state of law 
  in the Sector as well as to give them protection and guidance 
  should they become embroiled in legal proceedings. The Rogue 
  Trader Joquin Saul has sent one of his cargo vessels to Scintilla 
  once a decade to obtain the most up to date records of the Lex 
  Imperialis as interpreted by Sector law. 
  The laws of the Calixis Sector can be broadly broken 
  into three categories. The first is referred to in this book as 
  Imperial Law, the laws concerned with matters that affect 
  the Imperium as a whole. The second is referred to as Sector 
  Law, concerned with more mundane crimes and punishments. 
  Although at the formation of the Calixis Sector, Lord 
  Militant Angevin decreed that the Lex Imperialis would be an 
  over arching template for all planets in the Calixis Sector, 
  practicality every world has its own variations, adapted to 
  its own needs. The third category is Ecclesiarchical Law, laid 
  down in myriad Ministorum documents and treatises as the 
  Ecclesiarchy established itself behind the Angevin Crusade, 
  and concerned with matters that affect the God-Emperor’s 
  Holy Church and the populace’s spiritual well-being. 
   Each category is further broken down into countless lists 
  of laws, their attendant punishments, how they are applied 
  throughout the Sector, and the ways in which prosecution of 
  all laws is to be carried out. Though these examples are only 
  a few variations amongst the many lenses through which 
  the Lex Imperialis is viewed, it does provide some general 
  guidelines and an overview for interpreting Imperial Law in 
  the Calixis Sector and Koronus Expanse. 
  ImperIaL CrImes
  “Does the robbery of your place of business affect the stability of this 
  entire planet? No? Then it appears you are guilty of wasting my time.”
  –Arbitrator Senioris Harriet Otto
  Some crimes are so heinous, blasphemous, or over-arching that 
  they can affect the stability of the Imperium as a whole. In 
  his tome The Promise of the Pax Imperialis, Marshal Orrik 
  Von Darnus wrote that such crimes could be referred to as 
  “Imperial Crimes” to adequately reflect their severity, and the 
  concept (having come from such an august personage as Von 
  Darnus) has persisted within the precinct-fortresses of the 
  Calixian Arbites. Such crimes are typically part of larger, far 
  reaching criminal conspiracies aimed at overthrowing planetary 
  governments or striking at members of the Adeptus Terra, the 
  Administratum, or any and all duly appointed officials of the 
  Imperial government. These are the crimes with which the 
  Adeptus Arbites often concern themselves with, leaving smaller 
  matters that don’t directly threaten the Imperium to planetary 
  authorities and local enforcers. In the history of the Calixis 
  Sector, these Imperial crimes are the ones Rogue Traders are 
  most often prosecuted for. This is not because Rogue Traders 
  are somehow less likely to commit “minor” crimes, but simply 
  because their political clout (or raw military power) is often 
  enough to make prosecuting these crimes pointless and 
  possibly dangerous. While the tomes of the Adeptus Arbites 
  list a veritable infinite number of crimes against the Imperium, 
  there are a few that stand out as particularly heinous in the eyes 
  of the Arbites operating within the Calixis Sector. These crimes 
  threaten the stability of the Imperium’s hold on the Sector, or 
  undermine the strength of the Imperial Adeptus Terra. Since 
  the Calixis Sector is a frontier sector, relatively isolated from 
  the wider Imperium, the local Arbites are constantly watching 
  for any attempt to break away from Imperial rule. Any crimes 
  that may lead to such horrifying treason are thusly quickly and 
  ruthlessly stamped out. 
  defraudIng, InterferIng wIth, or 
  assaultIng the adeptus terra
  Actively defrauding an official or branch of the Adeptus Terra 
  entails engaging in a systematic, ongoing course of conduct with 
  intent to deprive that official or branch of its rightful gelt or 
  property. This could be as small as an attempt to defraud and 
  separate a single foolish Administratum official of his savings, or 
  as large as selling a planetary government a fleet of nonexistent 
  interplanetary voidships. Whatever the case, and the types of 
  schemes are as varied and numerous as the men and women who 
  perpetrate them, the Adeptus Arbites takes a dim view of preying 
  on the branches of the Adeptus Terra or planetary governments 
  for ill-gotten gains. They also tend to take exception to those 
  who would do those officials harm by physical means. 
  Von Darnus saw any actions against a member of the 
  Adeptus Terra as a more subtle form of sedition. Though the 
  fate of one Adeptus official was inconsequential, he wrote that 
  each member of the Adeptus Terra was a symbol of Imperial 
  the lex ImperIalIs and the 
  CalIxIs seCtor
  The codified Lex Imperialis is a labyrinth of laws 
  and ordinances that govern the Imperium’s scattered 
  worlds. Imperial Law is, for the most part, brutal and 
  unyielding, yet understanding every nuance of its 
  breadth and scope is an impossible task. In addition, 
  the Lex Imperialis can be interpreted with a myriad 
  minute differences across the galaxy, as many as the 
  myriad different cultures in the Imperium. More 
  importantly, the Lex Imperialis does not deal with the 
  laws of specific planets. Instead, it deals with the rule 
  of the Imperium—in other words the Imperial Tithe 
  and the workings of the Imperium as a whole. 
  Within the Calixis Sector, the Adeptus Arbites and 
  other Imperial Agents tend towards a fairly “average” 
  interpretation of the Lex Imperialis, if such an 
  interpretation can be said to exist. Of course, even then 
  each Judge and Arbitrator has their own interpretation 
  of the finer points of Imperial Law, and each one’s view 
  of the Lex Imperialis is different.
  
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  rule and authority, and a blow against them was actually a blow 
  against those institutions. His answer was that such actions 
  should be matched by maximum force, an appealing message 
  for many more martially-minded Arbitrators (including the 
  current Lord Marshal). 
  sedItIon agaInst the ImperIum
  Von Darnus defined sedition as the act of fomenting insurrection, 
  violent or otherwise, against the Imperium and any duly appointed 
  officials appointed by the Administratum such as planetary or 
  sector governors. Seditionists often use subversive means to act 
  against the rightful governance, such as protests, 
  strikes, and spreading discord through writings, 
  pamphlets, broadcasts, and other media. There 
  are many forms of sedition, and the term is 
  largely used in the Calixis Sector as a catch 
  all by the Arbites for a number of high crimes 
  and misdemeanours. Most Arbitrators claim that 
  sedition is something that is known when it 
  is seen, and the strictures of their Book of 
  Judgement gives them plenty of leeway in 
  which to interpret what activities do and 
  do not fall into this category.
  Sedition is seen as a particularly heinous 
  crime by many officials of the Adeptus Terra, 
  not just the Arbites, but as noted previously, 
  Von Darnus held it in particularly strong 
  revulsion, seeing it as a blow to the very 
  integrity of the Imperium. Interestingly 
  enough, although few Rogue Traders in the 
  Expanse have ever read Von Darnus’s books, 
  a surprisingly large number share his views. 
  Many regard spreading discord against the 
  Imperium as against their sacred Warrant—
  or at least against the best interests of their 
  own bottom line.
  treason
  A treasonous act, Von Darnus wrote, is 
  one that actively betrays the God-Emperor, 
  members of His most holy Adeptus, and any and 
  all duly appointed officials thereof. He saw it as 
  the malign growth resulting from the seed of 
  sedition. Acts of treason include taking up arms 
  against Imperial forces, actively taking part in or 
  causing the overthrow of an Imperially sanctioned 
  planetary government, giving aid and comfort to vile 
  xenos, and numerous other crimes that strike directly 
  at the governing and military bodies of the Imperium. 
  Treason, unlike sedition, nearly always entails direct action, 
  although that action may not always be overt. Because 
  of this, Lord Marshal Goreman encourages the Calixian 
  Arbites to act quickly and decisively against treasonous 
  acts, crushing them utterly and brutally before they can 
  grow to a point where the Arbites do not have the 
  power to contain them. 
  Interestingly 
  enough, 
  more 
  Rogue Traders operating 
  out of the Koronus Expanse have been accused of treason than 
  sedition. Though many of their charters allow activities that 
  might be considered treasonous (such as dealing with xenos 
  races), there are plenty of zealous Imperial agents who have 
  attempted to hold them accountable nonetheless. One notable 
  instance was when the Rogue Trader Vorix Malcord was arrested 
  in Port Wander for treason, because his grandfather had traded 
  shipments of corpse-starch with the Stryxis. (His subsequent 
  escape has become known as the “Garbage Scow War” to the port’s 
  inhabitants, and is an object lesson to the station’s Arbites on just 
  how difficult it is to confine 
  a Rogue Trader). 
  officials appointed by the Administratum such as planetary or 
  sector governors. Seditionists often use subversive means to act 
  against the rightful governance, such as protests, 
  strikes, and spreading discord through writings, 
  pamphlets, broadcasts, and other media. There 
  are many forms of sedition, and the term is 
  largely used in the Calixis Sector as a catch 
  all by the Arbites for a number of high crimes 
  and misdemeanours. Most Arbitrators claim that 
  sedition is something that is known when it 
  Book of 
   gives them plenty of leeway in 
  which to interpret what activities do and 
  Sedition is seen as a particularly heinous 
  crime by many officials of the Adeptus Terra, 
  not just the Arbites, but as noted previously, 
  Von Darnus held it in particularly strong 
  revulsion, seeing it as a blow to the very 
  integrity of the Imperium. Interestingly 
  enough, although few Rogue Traders in the 
  Expanse have ever read Von Darnus’s books, 
  a surprisingly large number share his views. 
  Many regard spreading discord against the 
  Imperium as against their sacred Warrant—
  or at least against the best interests of their 
  A treasonous act, Von Darnus wrote, is 
  one that actively betrays the God-Emperor, 
  members of His most holy Adeptus, and any and 
  all duly appointed officials thereof. He saw it as 
  the malign growth resulting from the seed of 
  sedition. Acts of treason include taking up arms 
  against Imperial forces, actively taking part in or 
  causing the overthrow of an Imperially sanctioned 
  planetary government, giving aid and comfort to vile 
  xenos, and numerous other crimes that strike directly 
  at the governing and military bodies of the Imperium. 
  Treason, unlike sedition, nearly always entails direct action, 
  although that action may not always be overt. Because 
  of this, Lord Marshal Goreman encourages the Calixian 
  Arbites to act quickly and decisively against treasonous 
  acts, crushing them utterly and brutally before they can 
  grow to a point where the Arbites do not have the 
  Interestingly 
  enough, 
  more 
  Rogue Traders operating 
  inhabitants, and is an object lesson to the station’s Arbites on just 
  how difficult it is to confine 
  a Rogue Trader). 
  
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  Humanity
  Humanity
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  seCTor and  
  pLaneTary CrImes
  “The punishment of criminals should be of use, for when a man is 
  hanged he is good for nothing. On the other hand, even a hanged man 
  is useful as an example.” 
  –Attributed to St. Drusus
  Whilst Rogue Traders often operate outside of or above the 
  law, it is first best to describe these laws before going into detail 
  about how they are circumvented by the holders of a Warrant 
  of Trade. Von Darnus referred to “Sector or planetary crimes” 
  as “those perpetrated by Imperial citizens within the Calixis 
  sector against other citizens and any non-governmental or non-
  religious institution.” Though the noted Marshal spent very 
  little of his time writing about these crimes (preferring to focus 
  his work on the high crimes of great import in the Sector), this 
  definition is broadly accurate—there are a great many crimes 
  that do not affect the workings of Imperial government or 
  the Ecclesiarchy. Von Darnus did not consider these crimes as 
  worthy of the Arbites’ attention, because though they might 
  affect the lives of individuals, they could never affect the 
  stability or security of the Imperium as a whole.
  These “minor” crimes might encompass everything from 
  common misdemeanours like petty theft, assault, vandalism, and 
  trespassing to serious felonious infractions like arson and murder. 
  Planetary crimes are typically the purview of each world’s 
  planetary law enforcement agents. Though often known by the 
  ubiquitous title of “enforcer,” many planets have their own name 
  for their local law enforcement. Scintilla, for example, refers its 
  enforcers as the Magistratum, and other planets in the sector have 
  followed its lead. (Of course, this may even vary from city to city 
  on a single world, much less from planet to planet). 
  A comprehensive list of criminal offences from each world 
  within the Calixis Sector would be nearly impossible to record. 
  Indeed, the numerous worlds and cultures within the Sector are 
  so varied that the legality of an act can change between levels 
  within a hive, let alone across whole systems or regions of 
  space. In fact, nearly every world’s laws are wildly different. An 
  intelligent Rogue Trader would be advised to keep a working 
  knowledge of any of the laws on worlds he might visit, lest he 
  run afoul of a crime he knew nothing about.
  Even on Scintilla, the Sector capital, there is variance in law 
  and the interpretation of those laws between hives and indeed 
  even between different sections within each hive. Therefore, 
  an exhaustive list of laws and punishments on Scintilla, with 
  all of their ordinances and clauses and sub-clauses, would take 
  entire data vaults. 
  Despite all this, there are certain activities that many human 
  civilisations generally frown on. Some of these crimes are 
  listed here, although it should be noted that what constitutes 
  a burglary, for example, may vary greatly for world to world, 
  and the punishment for murder may be very different on 
  Scintilla compared to Footfall.
  In all cases, the varied natures of worlds within the Imperium 
  make absolute definitions of what constitutes these crimes 
  meaningless. Likewise, trying to define a set punishment for these 
  crimes is also impossible. Instead, several examples are provided. 
  Burglary and theft
  At its simplest, burglary is the act of forcing entry into a 
  building or vehicle for the purposes of committing a crime, 
  and theft is when one individual takes something that does 
  not belong to them. While this crime is typically theft, 
  oftentimes burglaries are committed for other reasons such as 
  sabotage or to cover up another crime. There are a number 
  of variables concerning the reasons for and the manner 
  in which the crime is committed, that dictate the 
  relative severity of the punishment. 
  For example, if one of Scintilla’s citizens 
  commits burglary against another, the 
  orrIK Von darnus and the promIse of the pax ImperIalIs
  A very senior Judge of the Calixis Sector a millennia ago, Orrik Von Darnus turned to intellectual pursuits late in his 
  career, devoting nearly a century to research and analysis of the Pax Imperialis and how it is implemented in the Calixis 
  Sector. Though he wrote many books and treatises, his seminal work was The Promise of the Pax Imperialis, a volume so 
  large that a printed copy requires two cargo-hauler servitors to move. Later scholars argue whether Von Darnus wrote 
  The Promise in an attempt to simplify the application of Imperial Law in the Calixis Sector, or simply because the old 
  man derived far too much pleasure worrying away at thorny issues of legal precedent.
  Von Darnus’s primary arguments focused on the idea that the Calixian Arbites’ attentions should focus on crimes of 
  sedition, treason, and actions that undermined the Adeptus Terra, while leaving most “lesser” crimes to a planet’s local 
  enforcers. He went on to say that as isolated as the Sector was from the rest of the Imperium, such crimes posed the 
  greatest threat to Imperial rule, and should be prosecuted aggressively. 
  Even now, a thousand years later, many senior Calixian Arbitrators regard Von Darnus’s writings as something of 
  an authority on the implementation of Imperial Law. Currently, the Lord Marshal of the Great Calixian Precinct Luthir 
  Goreman’s opinions cemented the high regard with which many Calixian Arbites hold Von Darnus’s works. The Lord 
  Marshal has a habit of quoting The Promise of the Pax Imperialis when pronouncing rulings, and is said to keep a 
  near-complete collection of Von Darnus’s books in his personal offices. Some of the Judges in the Calixis Sector wryly 
  comment that Goreman is such a fan of Von Darnus because he finds it easier to refer to a single set of books than to 
  spend weeks researching the original volumes those books were based on. It is certainly true that the Lord Marshal 
  would rather be dealing decisively with malcontents than researching in a librarium, though those same Judges never 
  make a point of mentioning this to his face.
  
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  punishment can include fines, the pillory, or imprisonment 
  (and often subsequent recruitment into a voidship’s crew or 
  Penal legion). However, if one is foolish enough to rob one 
  of the hive nobility, a traditional punishment is being turned 
  into a servitor and delivered to the wronged party, so that 
  the burglar’s remaining life can be used “apologising” for the 
  crime. Meanwhile, amongst the clans that live in the day-side 
  deserts of tidally locked Barsapine, theft or burglary of minor 
  items is often ignored, and indeed considered something of a 
  sport. However, should someone steal water or other means 
  of survival, the penalty is a swift death and harvesting the 
  water in one’s body to pay the aggrieved party.
   If the burglary is heinous enough, perhaps the theft of 
  Imperial secrets or the fixtures and trappings of a cathedral, 
  the Imperial Adeptus may become involved. This usually 
  means the stakes, and the penalties, rise considerably.
  destruCtIon of property
  Destruction of property could refer to as any number of 
  crimes, such as vandalism and arson. Even more than theft, 
  the definitions of these crimes vary wildly depending on the 
  planet one is on.
  For example, amongst the scrap-nomad armies of 
  Iocanthos, vandalism is a fact of life, and usually resolved 
  with brawls or the occasional stabbing. However, many hives 
  regard vandalism (especially when it targets systems vital 
  to keeping their artificial worlds alive) as abominable, and 
  arson as little better than mass murder. These locations are 
  likely to treat such crimes accordingly, punishing them with a 
  horrifying, tortuous death.
  Most Rogue Traders are above persecution for crimes of 
  this type. In extreme cases a small, trifling fine may be levied, 
  but nothing that would greatly affect the Rogue Trader’s 
  bottom line. Of course, this does depend on how serious 
  the world the Rogue Trader is on views the crimes. Stories 
  are still told of an unnamed Rogue Trader who breached 
  Gunmetal City’s 3rd Tier Slag-gates to cause a distraction 
  during delicate contract negotiations with the hive’s elite. It is 
  said that after thousands of deaths from the white-hot metal 
  flows, the entire hive rose up as one to capture the Rogue 
  Trader and his entourage, and the foolish souls were executed 
  by being slowly lowered into the magma pits. 
  murder
  Murder can often carry some of the harshest punishments 
  levied by the planetary magistratum, though like so much 
  within the Imperium, the penalty for murder is often relative. 
  On the feudal mining world of Sepheris Secundus, for 
  example, the murder of a serf by another serf may result in a 
  cursory investigation if the noble is interested in discovering 
  who destroyed his property—while the killing of a serf by 
  a noble is not a crime at all. Should a serf actually kill a 
  noble, the punishment is a terrible and protracted death, 
  while the murder of one noble by another typically 
  becomes a hotbed of political intrigue and infighting 
  during which very little investigating or ‘justice’ 
  takes place. Likewise, on many hive worlds, 
  murders are taken more or less seriously 
  depending on the wealth and political power of the victim 
  (and possibly the murderer).
  Within the typically draconian penal codes of many 
  worlds, the circumstances surrounding a murder, such as 
  intent, pre-meditation, or other extenuating circumstances, 
  are rarely taken into account. Instead, it is enough to know 
  that a life has been taken, and the guilty parties will be 
  punished accordingly. A citizen found guilty of committing 
  murder usually, at the very least, receives a sentence of 
  imprisonment, typically one of many years performing hard 
  labour on a penal world. More often, however, murderers are 
  executed. The method of execution could range from being 
  sealed permanently into a cage and gibbeted, incineration, 
  void expulsion, or a simple and expedient boltgun round. 
  Those found guilty of murdering planetary or Imperial 
  officials are often killed quickly, publicly, and gruesomely, as 
  to make an example of the guilty party. 
  In contrast, Rogue Traders can often get away with 
  murdering someone unimportant with barely a slap on the 
  wrist or stern reprimand on many worlds. Their status as 
  peers of the Imperium affords them a great deal of protection, 
  unless their victim is one of similar authority.
  fraud
  Perpetrating a fraud, an intentional deception made either 
  for personal gain or to discredit another citizen, business, 
  or institution, is one of the most common and most varied 
  crimes in the Calixis Sector. Fraud covers a wide range of 
  crimes from simple bait and switch practitioners in bazaars 
  and trade-floors that relieve the unwary of a pocketful of gelt, 
  to the bankrupting of business concerns and the bleeding 
  dry of lending houses by professional con men. Other crimes 
  like counterfeiting, forgery, embezzlement, fixed games of 
  chance, false advertising and many other schemes that rely on 
  the gullibility and good nature of others also fall under the 
  auspices of fraud. Fraud is prosecuted with varying degrees of 
  zeal throughout the Sector, again depending on the location 
  and the target. A fortune-spinner or charm seller in the 
  the penal legIons
  The Imperium does not believe in waste, and an oft-held 
  view is that even its dregs can serve. This means that 
  those arrested for crimes often find their stay in a prison 
  curtailed, their sentence transformed into altogether more 
  foreboding service. Sometimes this is as a press-ganged 
  indentured worker aboard a starship of the Imperial Navy, 
  chartist captain, or Rogue Trader. Other times, they serve 
  as fodder in one of the Imperium’s vast penal legions. 
  Equipped with only basic weaponry—a knife, 
  lasgun, and flak armour if they are lucky—penal 
  legionaries also have explosive collars clamped 
  around their necks, an immediate and terminal source 
  of discipline should they disobey orders. They’re 
  mustered into squads and platoons under the command 
  of custodians and hurled into battle. Their sentence is 
  almost always until death, and unsurprisingly, their 
  sentence is often very short. 
  
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  Humanity
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  depths of Hive Sibellus will likely be ignored by the local 
  Magistratum, if they’re even noticed in the first place. However, 
  the masterminds behind the infamous Torasis Counterfeit, 
  which divested the DeVayne Incorporation of some millions 
  of Thrones, were pursued throughout the Calixis Sector. 
  ImpersonatIng a planetary or 
  ImperIal offICIal
  The current Lord Marshal of the Calixian Great Precinct, 
  Luthir Goreman, is particularly concerned with the possibility 
  that criminals may impersonate local Imperial officials—the 
  act of portraying oneself as a member of the Adeptus Terra, 
  the Imperial armed forces, any planetary government, or 
  any duly appointed officers sanctioned by the previously 
  mentioned institutions, for the purposes of personal gain. 
  This is part of the reason that he recently decreed that the 
  various precincts in the Calixian Arbites can adopt minor 
  modifications to their uniforms (making it more difficult for 
  criminals to craft convincing fakes.
  However, even without these provisions, impersonations are 
  an incredibly risky crime, perpetrated by only the most brazen 
  or desperate criminals. Officials typically impersonated are law 
  enforcement officers, low and mid-level functionaries of the 
  Adeptus Terra, members of the Imperial armed forces, customs 
  inspectors, and any other official where the chance for wealth, 
  power, or criminal opportunity by impersonation outweighs the 
  extremely harsh penalties for being caught. The punishments 
  for impersonating a planetary official vary according to the kind 
  of official impersonated and the type and severity of crimes 
  committed during that time, and might range from flogging, 
  gibbeting, sent to a penal world or penal legion, or the ubiquitous 
  execution. Impersonating an Imperial official is much more likely 
  to carry a death sentence, and it is also likely to be very public (it 
  is also more likely to draw the attention of the Adeptus Arbites, 
  depending on the planet where this takes place).
  eCCLesIarChICaL 
  CrImes
  “The Heretic and Blasphemer can offer no excuse for their crimes.”
  –Cardinal Beneficta
  The various branches of the Adeptus Terra have often been 
  competitive and territorial, and this can often translate into 
  fights over jurisdiction. For example, local offices of the 
  Ecclesiarchy may often spar (often verbally, but sometimes 
  physically) with their Arbites counterparts over what crimes 
  may fall under who’s purview. Such offences can cover a 
  number of offences, both Imperial and local, that directly 
  affect the Ecclesiarchy and any and all duly appointed 
  representatives thereof operating in the Calixis Sector. 
  The Cardinal Cal Sutai Arran—known to most of the 
  worthies of the Calixis Sector as the Venerable Cal—has long 
  strove to increase the strength and power of the Ministorum 
  in the Malfian Sub-sector. He sees it as nothing less than 
  his divinely ordained duty, and though his incredibly 
  aged body may be failing, his fierce intellect and fiery zeal 
  remain undiminished. One means by which the Venerable 
  Cal wishes to increase the strength of the Ecclesiarchy is 
  by increasing its secular authority in matters of justice and 
  judgement, and he encourages cadres of priests and Adepta 
  Sororitas to prosecute any crimes they see as against the 
  Ecclesiarchy, even if that link is tenuous. Ironically, the 
  Venerable Cal is mainly concerned with the advancement of 
  his own faction of the Calixian Ecclesiarchy—the Periphery 
  Church. However, its ongoing rivalry with the central 
  Tarsine Synod (the most powerful Ecclesiarchical faction 
  in the Sector) means the Synod has taken similar steps to 
  remain competitive with their rivals. 
  The entire situation can be compounded by the fact that 
  whether or not a crime should fall under the purview of the 
  Arbites or the Ecclesiarchy (or any number of other members 
  of the Adeptus Terra, for that matter) can often be argued 
  either way. Indeed, a crime with little or no obvious religious 
  significance may be declared an Ecclesiarchical crime via the 
  use of some loophole or other legal chicanery as a means for 
  the Ecclesiarchy to assert political power, or simply to make 
  an example of the accused. In the Calixis Sector, the Venerable 
  Cal, and now in response Arch-Cardinal Ignatio, have long 
  maintained that Ecclesiarchical crimes are under its sole 
  purview (as have other prominent members of the Calixian 
  Ecclesiarchy in the past). However, due to the aforementioned 
  nebulous nature of some crimes defined as ‘Ecclesiarchical’, 
  Cal or Ignatio’s agents may well find themselves in conflict 
  with other heads of the Adeptus Terra, such as Lord Marshal 
  Goreman or Lord Inquisitor Caiden, over jurisdiction in cases. 
  In other situations, these disparate organizations may work 
  hand-in-hand, especially certain branches of the Inquisition 
  who traditionally have close ties to the Ecclesiarchy. 
  Nonetheless, those tasked with rooting out blasphemy 
  and heresy are some of the most zealous and dedicated 
  servants of the God-Emperor.
  eCClesIarChICal CrImes  
  and enforCement
  Often, the charge of Heresy is difficult to prove—
  either guilt or innocence—so those responsible for 
  prosecuting it (whether members of the Arbites, local 
  enforcers, the Ecclesiarchy, or even the Inquisiton) may 
  take a “I know it when I see it” approach. Thus, accusing 
  someone of heresy results in arrests based entirely on 
  the perceptions of the authorities. Unless the suspect is 
  high-placed or well-connected—such as many Rogue 
  Traders—a suspect accused of heresy faces a difficult 
  series of questions and investigations. Unless a suspect 
  has the influence, means, or evidence to defend himself, 
  it is very likely that he will be executed—a common 
  maxim in the Imperium is that it is better that a thousand 
  innocents die than for one heretic to go free.
  It is important to note that the majority of Arbitrators 
  and Enforcers in the Calixis Sector and Koronus Expanse 
  do not differentiate between Ecclesiarchical Crimes, 
  lumping them all under the broad heading of ‘heresy’.
  
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  Blasphemy
  The Calixian Adeptus Ministorum is not a united front, no 
  matter how it may appear to outsiders. In fact, it is riven 
  by multiple factions and disrupted by constant political 
  manoeuvring by the various synods and individual Cardinals. 
  This means the definition of crimes such as blasphemy can 
  vary wildly from synod to synod (or even world to world) 
  depending on the whims of the various faction leaders. On 
  many worlds, this can make even the faintest hint of disrespect 
  toward the Adeptus Ministorum both a sin and a punishable 
  crime. However, many local Confessors and Hierarchs 
  recognise that there are differing levels of blasphemy, and the 
  severity of their punishments can vary greatly. It is important 
  to note that various churches and branches of the Ecclesiarchy 
  maintain their own definitions of blasphemy, which vary 
  wildly based on tradition, local planetary cultures, or even 
  the whims of an important Ministorum official.
  heresy
  In general, heresy is defined as the rejection of the orthodoxy 
  and authority of the Imperial Cult and the substitution of 
  unsanctioned beliefs for those deemed proper by the Ecclesiarchy. 
  There are many different heresies, but as Saint Drusus is said to 
  have written, they generally fall into two broad categories: 
  heresies of thought and heresies of deed.
  Heresies of thought include such acts as denying 
  the divinity of the God-Emperor and his saints 
  or holding beliefs that are anathema to the 
  Imperial Cult. These are the hardest heresies to detect as they can 
  be easily concealed, although a thorough enough interrogation 
  can usually uncover even the most deeply concealed beliefs. 
  Heresy of thought also covers possession of proscribed 
  information including teachings, technology, history, and 
  philosophies not sanctioned by the Ecclesiarchy, and anything 
  that undermines the teachings of the Ecclesiarchy or has the 
  potential of turning away from His holy light. Heresies of deed 
  are more easily detected, and include acts such as destruction of 
  Church property, harming Ecclesiarchy officials, disseminating 
  the aforementioned proscribed information, protecting or 
  supporting cults, and worshipping Chaos.
  It is interesting to note that while the broad definition of 
  heresy leaves much room for interpretation and therefore gives 
  priests and Inquisitors incredible latitude in persecuting heretics, 
  it also leaves them in a quite untenable situation in regards to 
  two respected and essential branches of the Adeptus Terra: The 
  Adeptus Mechanicus and many chapters of the Adeptus Astartes. 
  Each of these institutions is, by the letter of the Ecclesiarchy’s 
  strictest interpretations, guilty of heresy, the Space Marines in 
  denying the divinity of the God-Emperor (at least in the case 
  of most of the Chapters) and the Mechanicus Cult in following 
  an orthodoxy separate to that of the Ecclesiarchy (although 
  even in that case, certain interpretations of the Cult Mechanicus 
  hold the Omnissiah and God-Emperor as two facets of the 
  same being). The mental and doctrinal gymnastics required 
  to reconcile these facts with the Imperium’s reliance on both 
  institutions and to prevent irreparable harm to the Adeptus 
  Terra can, at times, be truly monumental.
  
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  Humanity
  Humanity
  Humanity
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  Common punIshmenTs 
  In The CaLIxIs seCTor
  There are countless penal codes in the Calixis Sector, far too 
  many to detail in one place. It is not just the Calixian Arbites, 
  the Lord Sector, Ecclesiarchy, the Mechanicus, the local 
  planetary governments, and the Administratum who maintain 
  their own penal codes. Rather, the countless precincts of 
  the Arbites, the various Synods of the Ecclesiarchy, each 
  Forge world of the Mechanicus, individual hives and cities 
  on various planets, and the branches of the Administratum 
  on each Calixian world, all maintain their own penal codes. 
  Some are very similar to each other, while others are wildly 
  different, depending on the location, the local populace, local 
  history, and a host of other factors. 
  Just as there are countless penal codes, there are countless 
  punishments laid down to enforce them. However, several 
  decades ago, the offices of Lord Sector Marius Hax released 
  a list of the Sector Governor’s favoured punishments, and 
  disseminated them via astropathic relay to most worlds in the 
  Sector. Whether this was simply the Lord Sector’s hubris at 
  work, or a test to see how closely the Sector’s worlds adhere to 
  guidelines from the capitol remain to be seen. However, many 
  worlds have made a point to integrate these punishments into 
  their penal codes—at least for now.
  Execution: 
  •	
  The execution of a criminal may range from a 
  brutal and lengthy torture such as drawing and quartering 
  in a public square, to a las-blast behind the courthouse. 
  Execution is popular amongst many Calixian worlds and 
  amongst the Arbites as well, as it requires few resources 
  to enact and tends to prohibit repeat offenders. 
  Flogging: 
  •	
  Many Calixian worlds reserve a public 
  whipping 
  for 
  relatively 
  petty 
  crimes, 
  forgoing 
  imprisonment in favour for quicker justice. The manner of 
  the flogging and the implements used vary so completely 
  even amongst different precincts in the same hive that 
  describing them would be pointless. However, it can 
  be noted that devices such as neural whips can greatly 
  elevate the already considerable pain from a flogging, 
  and even turn the punishment 
  into an impromptu execution. Floggings are often done 
  publicly, to reinforce the consequences of lawbreaking to 
  the citizenry. Arbitrators and enforcers (specifically the 
  Magistratum of Hax’s home hive of Sibellus) have been 
  known to forgo flogging in favour of an immediate and 
  savage beating, when dealing with truly petty crimes—
  instant enforcement of Imperial law. 
  Gibbeting: 
  •	
  Convicts are confined in a cage which is 
  then displayed in public places suspended from chains. 
  This punishment is often akin to a death sentence, as 
  the confined are left hanging until they die of starvation, 
  thirst, or exposure. In rare cases, a sentence of gibbeting 
  is handed down as a temporary punishment. It is said 
  that the Venerable Cal is a particular fan of gibbeting, as 
  it “lets the unrepentant consider their sins in detail.”
  Imprisonment: 
  •	
  One point Hax made in his 
  dissemination was that he preferred other punishments 
  to imprisonment. Maintaining prisons is expensive, both 
  in gelt and the services of guards and wardens. Many 
  worlds prefer an immediate flogging or execution to save 
  time and resources. Other worlds turn their prisoners 
  into an indentured workforce, and in the Calixis Sector 
  several sub-sectors (including the Malfian-Sub) establish 
  prison worlds where convicts run entire manufactorums 
  to feed the Imperial war machine. Some opportunistic 
  Imperial governors even sell their prisoners to passing 
  voidships as low-decks crew.
  Pillory: 
  •	
  Public humiliation at its most basic, the pillory 
  is a specially devised framework erected in a public 
  space with holes for securing the head and hands of a 
  convict. Typically mounted on a post and shorter than 
  an average man, the pillory causes both humiliation and 
  pain as it forces the convict into an awkward crouching 
  position. While not a lethal punishment in and of itself, 
  exposure and the abuse of spectators and passers-by 
  have the possibly of wounding, maiming, or even killing 
  someone so displayed. There are countless variations of 
  the pillory as well, one of the most notable being Port 
  Wander’s void pillory. This punishment is particularly 
  hated amongst the denizens of that station, and thus is 
  particularly effective as a deterrent. 
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  whipping 
  for 
  relatively 
  petty 
  crimes, 
  forgoing 
  imprisonment in favour for quicker justice. The manner of 
  the flogging and the implements used vary so completely 
  even amongst different precincts in the same hive that 
  describing them would be pointless. However, it can 
  be noted that devices such as neural whips can greatly 
  elevate the already considerable pain from a flogging, 
  and even turn the punishment 
  have the possibly of wounding, maiming, or even killing 
  someone so displayed. There are countless variations of 
  the pillory as well, one of the most notable being Port 
  Wander’s void pillory. This punishment is particularly 
  hated amongst the denizens of that station, and thus is 
  particularly effective as a deterrent. 
  To Chartist Captain Hanna Van Ryne
  Of all the organisations to cross, my least favourite would be the Ecclesiarchy. The 
  Imperial Navy, the Arbites, they will certainly pursue you if you give them half a reason, 
  and distressingly their idea of punishment seems dreadfully narrow minded. I am constantly 
  astounded when an Arbitrator does not advocate death for the most minor infractions. 
  However, the Ecclesiarchy, those zealots take a certain glee in their executions. I may 
  end up slain for my sins, but I would prefer my death not occur with such...enthusiasm. 
  –Nathin Thsantos.
  
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  Transportation:
  •	
   As mentioned previously, many worlds 
  prefer packing a convict off to one of the many penal 
  worlds within the Calixis Sector. These worlds include 
  Sheol XVII, Maleziel, and Kommitzar, where convicts 
  toil away in fields and foundries until they drop, are 
  conscripted into penal battalions for the Imperial Guard, 
  or are simply abandoned and left to fend for themselves. 
  Whatever the case, a sentence of transportation is as good 
  as a death sentence, because few, if any, survive for more 
  than a decade in their new and dangerous homes.
  The 
  Pyre:
  •	
   Though technically another means 
  of execution, Hax made special mention of this 
  punishment—placing the malefactor amongst piles of 
  blessed cordwood, wrapping them in oil-soaked prayer-
  scrolls, and setting them ablaze in a public gathering 
  place. A particular favourite of some zealous hard-liners 
  in the Calixian Ecclesiarchy, it is thought Hax included 
  this punishment as a means of appeasing them. 
  Example 
  Planets in the 
  Calixis Sector
  T
  he following are some example planets within the 
  Calixis Sector that Rogue Traders may conduct 
  dealings on, especially if they are looking to conduct 
  business of a questionable nature.
  maCCaBeus QuIntus
  Maccabeus Quintus is perhaps the holiest place in the entirety 
  of the Calixis Sector. It was here many centuries ago during 
  Angevin’s Crusade that St. Drusus was struck down by an 
  unholy assassin and then, by the power of the God-Emperor, 
  was raised up again and ascended to his sainthood. Ruled 
  solely by the Ecclesiarchy and bound under Ecclesiarchical 
  law, those who grow up in the achingly beautiful shrine cities 
  or among the vast cold and glittering salt flats are perhaps the 
  most pious of the God-Emperor’s subjects in the sector. Piety 
  aside, this is still a world inhabited by man, and like anywhere 
  else is full of his small failings of faith and duty. 
  As much as the ruling priesthood and noble houses would 
  like to deny it, crime in all of its ugly forms exists and, in 
  some darker places, even thrives here in the shadow of St. 
  Drusus. The Lex Imperialis is given lip service here, for the 
  majority of Maccabeus Quintus’ penal codes come directly 
  from Calixis Ecclesiarchical law and holy scripture. Order is 
  kept by different branches of the Adepta Sororitas, including 
  elements of the Orders Militant. The holy sisters fill the roles on 
  Maccabeus Quintus that the Adeptus Arbites and Magistratum 
  fill on other worlds. They serve as police, judge, jury, and 
  executioner, and stay busy enforcing the many Ecclesiarchical 
  laws and strictures. Aside from the usual theft and corruption 
  found on any world, vice crimes are the most common and 
  most harshly prosecuted crimes among Maccabeans. As befits 
  those raised on such a holy world, Maccabeans are expected 
  to live an ascetic life of penance, prayer, and sacrifice. While 
  most do, at least on the surface, a thriving black market has 
  arisen catering to all manner of sinful pleasures from music, 
  gambling, idolatry, and the distribution of non-ecclesiastical 
  literature to darker and more perverse pursuits. 
  Thanks to the total domination of the Ecclesiarchy 
  in all parts of Maccabean life, nearly all crime and its 
  punishment falls under the Ecclesiarchy’s purview. Indeed, 
  criminals are referred to as “sinners,” convicts as “penitents,” 
  and punishments have a decidedly religious bent to them. 
  Flogging, gibbeting, pillory, other forms of public shaming, 
  and Church directed penance are typical punishments found 
  on this shrine world. Cleansing fire is also heavily used by 
  the Ecclesiarchical authorities, with branding and burning at 
  the stake being extremely common, especially in the more 
  heinous cases of heresy and blasphemy.
  malfI
  A hotbed of corruption and home to countless striving, 
  scheming, and incendiary agents provocateur, the densely 
  populated hive world of Malfi is a constant thorn in the side 
  the penanCe shIps of the eCClesIarChy
  Wandering at large throughout the Calixis Sector and the Koronus Expanse, these lavishly appointed warships are the result of a 
  rare collaboration between the Imperial Navy and the Ecclesiarchy. Each one is the ultimate expression of the shipwright’s craft, 
  with fresh and sweet scented air, lovely trappings, pleasing, soothing sounds piped over the shipboard vox, kilometres of stained 
  glass and workstations made of precious stones and rare alloys. Crewed and captained by condemned and penitent Imperial 
  Navy officers, voidmen, and the occasional Rogue Trader, penance ships cruise as system patrol craft, protecting Imperial (and 
  specifically Ministorum) assets in places where the Navy cannot commit the time or resources to do so themselves. 
  While surrounded by staggering opulence, the penitents are able to enjoy it only from afar. Beneath each supple uniform a 
  penitent wears a harsh, chafing garment, a body glove made of materials that abrade the skin and cause constant pain whenever 
  the penitent moves. They wear filter plugs in their noses so that they may not smell the sweetness in the air, sound-deadening 
  earplugs to keep out the soothing sounds of the vox, and thick gloves that allow them to go about their duties while keeping 
  them from touching the pleasant surfaces of their workstations. Each ship is permanently sealed, with the only escape being 
  death or the fulfilment of the penance. To enforce this, the outer decks are patrolled and defended by savage servitors called 
  arco-flagellants, each a penitent in their own right. While the majority of those suffering this privation do so voluntarily, taking 
  up by the penitent’s garb as a way to repent for their transgressions before they go to their God-Emperor, more than one Naval 
  Officer or Rogue Trader has found themselves locked away in a penance ship against their will.
  
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  Humanity
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  of the governing bodies on Scintilla. Long at odds with the 
  sector capital, the powers that be on Malfi believe that they 
  alone should be the seat of all governance and law in the 
  sector, and for centuries have attempted, both covertly and 
  overtly, to usurp leadership from Scintilla. Malfian society 
  is constantly in motion, a chaotic mix of warring sects, 
  conniving nobles, duplicitous merchants and mendacious 
  government officials. 
  The near constant corruption, malfeasance, and nepotism 
  in both governmental and private circles has led to a legal 
  code that, while essentially the same as that of Scintilla, is 
  nearly unrecognisable as such under countless layers of 
  bureaucratic wrangling and legal loopholes. In a practical 
  sense, very little is illegal on Malfi, despite being home not 
  only to a district office of the Calixian Conclave but also 
  a major seat of the Administratum. For almost every crime 
  there are dozens of exceptions and dispensations that allow 
  all but the most foolish or poorly represented citizen total 
  amnesty. The Malfian Magistratum is perhaps the most deeply 
  corrupt organisation of its type anywhere in the sector, and 
  its enforcers are legendary for their bald-faced graft and their 
  ability to ignore even the most heinous of crimes for the right 
  amount of thrones. The taint of corruption has infected even 
  the usually steady and clear-headed members of the Adeptus 
  Arbites, and there is a deep schism in the Malfian precincts 
  between those Arbitrators striving to enforce true Imperial 
  law, and those who have succumbed fully to “Malfian 
  business as usual.”
  This free wheeling lawlessness breeds not only a 
  robust criminal underworld—robust enough that 
  the most successful criminals can operate in the 
  open and enjoy lives every bit as grand as 
  powerful nobles or merchants—but also some 
  of the shrewdest and most agile legal minds 
  in the sector. Indeed, Malfian litigants 
  and barristers are 
  in high demand 
  throughout 
  the 
  more 
  civilised 
  regions of the sector, and are 
  masters of technicality, corruption of 
  evidence, and tainting of witnesses.
  port wander
  Standing sentry at the gates of the Maw, 
  Port Wander is the last outpost of Imperial 
  law and order on the far rimward side of 
  the Calixis Sector. As it is nominally under 
  the jurisdiction of the Imperial Navy, law 
  enforcement aboard Port Wander is, on paper 
  at least, the purview of the Naval Provost and the 
  naval arm of the Commissariat. Unfortunately, 
  the majority population aboard is civilian and 
  not bound to the rules and regulations of the navy, 
  which causes no end of difficulty for those trying to 
  enforce the law. Due to this state of affairs, the Navy 
  tends to ignore civilian matters except where they 
  directly affect the Navy and the 
  administration of the port, 
  such as crimes perpetrated against naval personnel and materiel. 
  Instead, they focus their attention on making sure that all Naval 
  personnel aboard obey Naval regulations and follow Naval 
  law and largely leave the civilians to fend for themselves. This 
  leaves a vacuum that the Adeptus Arbites have stepped into, 
  deploying a small precinct of Arbitrators to the station. 
  The ensuing situation leaves both forces in an undesirable 
  position. The Arbites, who are typically concerned with 
  crimes of a grander scale than those found aboard Port 
  Wander, are not particularly well equipped for the sort of low-
  level policing Port Wander requires. Since there are too few 
  Arbitrators in the port to police it fully, other interests such 
  as merchant houses and gelt brokers hire their own private 
  security, giving the Arbites another potential threat they must 
  watch. Most days the Arbitrators remain in their fortified 
  precinct houses, deploying undercover officers and informers 
  to enforce the law and waging constant jurisdictional battles 
  with the Naval Provost. 
  The Sector’s senior Arbitrators feel that the station should be 
  under their jurisdiction, while the Navy has no interest in seeing 
  that happen (and holds the practical power at Port Wander 
  to ensure it doesn’t). This constant acrimonious infighting 
  leaves little time for actual policing, and crime flourishes in 
  this atmosphere. Sadly, if the two Imperial agencies put aside 
  their petty differences and actually pooled their resources they 
  could likely enforce the station competently. Thanks to 
  the general lawlessness and gridlock caused by the 
  feuding agencies, the aforementioned private security 
  organisations and mercenary bands do brisk business 
  on the station. Being hired men instead of 
  public servants, these heavily armed and 
  typically well-trained security agents 
  zealously protect the interests of their 
  employers but pay attention to little 
  else, especially unfortunate incidents 
  that involve their employers’ rivals. 
  Despite this awkward mish-mash of 
  squabbling officials, mercenary security 
  forces, and roving packs of armsmen 
  from Rogue Trader and Free Captain ships 
  who tend to keep the peace in the civilian 
  docks, Port Wander is generally a safe and 
  lawful place. The laws, when actually applied, 
  are a strange mix of laws from the Imperial 
  Navy and the Arbites, with a healthy dose 
  of obfuscation and legal loopholes generated 
  by nearly every Rogue Trader dynasty and 
  merchant house with a controlling interest in 
  the station. Much of the crime aboard Port 
  Wander is property crime, theft, vandalism, and 
  the like, with a constant stream of kidnapping, 
  public drunkenness, brawling, and murder. 
  There is also a large underground economy 
  based on the trade of stolen goods, proscribed 
  artefacts, and other ill-gotten gains from the 
  constant stream of pirates and smugglers that 
  put in to refit and give their men liberty. 
  Arbites, and there is a deep schism in the Malfian precincts 
  between those Arbitrators striving to enforce true Imperial 
  law, and those who have succumbed fully to “Malfian 
  business as usual.”
  This free wheeling lawlessness breeds not only a 
  robust criminal underworld—robust enough that 
  the most successful criminals can operate in the 
  open and enjoy lives every bit as grand as 
  powerful nobles or merchants—but also some 
  of the shrewdest and most agile legal minds 
  in the sector. Indeed, Malfian litigants 
  and barristers are 
  in high demand 
  throughout 
  the 
  more 
  civilised 
  regions of the sector, and are 
  masters of technicality, corruption of 
  evidence, and tainting of witnesses.
  ander
  Standing sentry at the gates of the Maw, 
  Port Wander is the last outpost of Imperial 
  law and order on the far rimward side of 
  the Calixis Sector. As it is nominally under 
  the jurisdiction of the Imperial Navy, law 
  enforcement aboard Port Wander is, on paper 
  at least, the purview of the Naval Provost and the 
  naval arm of the Commissariat. Unfortunately, 
  the majority population aboard is civilian and 
  not bound to the rules and regulations of the navy, 
  which causes no end of difficulty for those trying to 
  enforce the law. Due to this state of affairs, the Navy 
  tends to ignore civilian matters except where they 
  directly affect the Navy and the 
  administration of the port, 
  their petty differences and actually pooled their resources they 
  could likely enforce the station competently. Thanks to 
  the general lawlessness and gridlock caused by the 
  feuding agencies, the aforementioned private security 
  organisations and mercenary bands do brisk business 
  on the station. Being hired men instead of 
  public servants, these heavily armed and 
  typically well-trained security agents 
  zealously protect the interests of their 
  employers but pay attention to little 
  else, especially unfortunate incidents 
  that involve their employers’ rivals. 
  Despite this awkward mish-mash of 
  squabbling officials, mercenary security 
  forces, and roving packs of armsmen 
  from Rogue Trader and Free Captain ships 
  who tend to keep the peace in the civilian 
  docks, Port Wander is generally a safe and 
  lawful place. The laws, when actually applied, 
  are a strange mix of laws from the Imperial 
  Navy and the Arbites, with a healthy dose 
  of obfuscation and legal loopholes generated 
  by nearly every Rogue Trader dynasty and 
  merchant house with a controlling interest in 
  the station. Much of the crime aboard Port 
  Wander is property crime, theft, vandalism, and 
  the like, with a constant stream of kidnapping, 
  public drunkenness, brawling, and murder. 
  There is also a large underground economy 
  based on the trade of stolen goods, proscribed 
  artefacts, and other ill-gotten gains from the 
  constant stream of pirates and smugglers that 
  put in to refit and give their men liberty. 
  
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  Punishments tend to follow more Naval traditions, with a 
  particular emphasis on flogging, imprisonment, and summary 
  executions. One particularly unique punishment meted out 
  on Port Wander is ‘spacing’, or execution by being blown out 
  of an airlock without a voidsuit. Spacing is typically reserved 
  for heinous crimes against Naval materiel or personnel, or 
  sabotage of or damage to any of the numerous infrastructural 
  systems aboard the great station. Another exceedingly brutal 
  punishment on Port Wander is being “flogged ‘round the fleet.” 
  Typically handed down to naval personnel, but not unknown 
  amongst civilian and Rogue Trader fleets, a sentence of being 
  flogged ‘round the fleet involves a sentence of hundreds of 
  lashes. The convicted is lashed to a whipping frame, bundled 
  into a shuttle with a priest, a chirurgeon, and someone to 
  administer the punishment like a boatswain’s mate or a Naval 
  Commissar, and flown to each of the ships in the fleet currently 
  in port. At each ship, the convicted is debarked and, as the 
  ship’s officers and a large portion of her men are assembled to 
  witness punishment, he is administered a number of his lashes 
  while the priest recites the convict’s crimes and prays over him. 
  This continues at each ship until the convicted receives all his 
  lashings—with the chirurgeon stepping in only to keep him 
  alive so that he may endure his complete punishment. In fact, it 
  not uncommon for the convicted to die despite the chirurgeon’s 
  best efforts. Being flogged ‘round the fleet is, again, more 
  punitive than rehabilitative and is designed to make a public 
  example out of the convicted more than anything. It is also, in 
  many cases, a death sentence.
  sCIntIlla
  Scintilla, the glittering gem of the Golgenna Reach, is the 
  capital world of the Calixis Sector. A world of plasteel and 
  rockrete and shimmering glass, of towering spires and sprawling 
  megalopolises, and home to teeming billions of Imperial citizens. 
  Two massive hives, Hive Sibellus and Hive Tarsus, dominate the 
  landscape, jockeying for political and economic dominance as 
  offspring communities like Gunmetal City and Ambulon scrabble 
  for crumbs at their feet. In this crucible of humanity, commerce, 
  and piety is formed a perfect environment for graft, corruption, 
  and wholesale lawlessness that is only contained with varying 
  degrees of success by the Magistratum, the planetary police 
  force, and the Adeptus Arbites.
  Within Scintilla’s hives and in the streets of her smaller 
  cities, it is power and wealth, as opposed to merit or 
  citizenship, that ensures the protection of the law. Indeed, 
  especially in Hive Sibellus and Tarsus, there seems to be two 
  separate penal codes in effect here, one for the privileged and 
  connected, and one for everyone else. 
  Those who live in the loftiest and most luxurious spires 
  such as nobles, military officers, powerful merchant brokers, 
  industrial magnates, government officials, and the like, enjoy 
  a nearly crime- and inconvenience-free existence thanks to 
  the constant presence of the Magistratum. Professional and 
  attentive, these law officers work tirelessly to keep the 
  residential and commercial zones within the high spires 
  free of crime and undesirables. They respond to 
  even the smallest disturbance in scant minutes, in 
  force, and they excel at dealing with situations 
  as quickly and discreetly as possible. 
  The noble citizens of the highest spires also enjoy a fair 
  amount of leeway from the law thanks to their wealth and 
  influence. Small, petty crimes that would get a middle hiver 
  flogged, pilloried or imprisoned are waved away with a laugh 
  and an excuse of “youthful fun” or “a simple mistake.” Even 
  those charged with serious crimes like murder are often given 
  incredibly light sentences, if their cases ever come to trial at all. 
  The lower classes who live in the middle hives must make 
  do with poorly equipped and poorly trained Magistratum 
  officers. They operate from understaffed Arbites precinct 
  houses and are typically out-gunned by all but the most 
  desperate and destitute of the thriving criminal underworld 
  that exists there. Magistratum officers operating in the middle 
  hives cannot possibly hope to contain all of the crime that 
  happens in their precincts, so they concentrate on the most 
  violent and heinous crimes, ignoring the petty and nonviolent 
  crimes and leaving the citizens to fend for themselves. The 
  lowest levels and the underhives have been completely 
  abandoned by the Magistratum, who are content to allow the 
  gangs and underhivers to kill each other, only taking notice 
  when violence or criminal activity bubbles up into the middle 
  hive or they affect industry or the stability of the hive.
  The Adeptus Arbites also maintains strong presences on 
  the Scintillan hives, though they tend to focus on larger 
  crimes such as sedition, cult activity, and interference with the 
  Imperial Tithe. They also utilise their paramilitary strength 
  in suppressing civil unrest and the largest riots—it’s unlikely 
  for Scintilla’s citizenry to encounter an Arbitrator except on 
  the wrong side of a suppression shield. The Magistratum 
  cordially detests the Arbites, while the Arbites, when they 
  deign to interfere with the Magistratum at all, treat them with 
  aloof indifference. 
  The laws of Scintilla vary between the four hives on the 
  world. Hive Sibellus and Hive Tarsus’s laws favour the nobility 
  by both design and tradition, although crimes such as murder, 
  theft, and destruction of property are held as technically illegal 
  for everyone. Gunmetal City and Ambulon’s laws are slightly 
  more egalitarian—Gunmetalicans have a greater respect 
  for individual merit, and Ambulon is too small (relatively 
  speaking) to develop a stratified society on the same level 
  as the larger societies. Many of the hives do have some laws 
  and punishments unique to themselves. Duelling is legal on 
  Scintilla, and popular among the nobles and those who live 
  in the upper levels of the middle hives. There is also a strong 
  tradition of and legal precedent for trial by combat within 
  the hives and cities. Trials by combat entail regimented and 
  rule-bound combat between the accused and their accusers. 
  The outcome of the fight, which is usually uncertain despite 
  the ancient rituals involved, determines who is right and who 
  is wrong. Often these fights will have conditions specific 
  to their crimes. For example, a trial by combat for murder 
  is almost always to the death, while some crimes may have 
  restrictions on what weapons can be used or under what 
  conditions victory may be claimed. For example, the duels 
  in Hive Sibellus traditionally use melee weapons, preferably 
  light blades such as swords and (in the low hive) knives. 
  Meanwhile, duels in Gunmetal City almost always use solid 
  projectile pistol weapons, and it’s considered the height of 
  stupidity to show up at one’s duel carrying only a blade. 
  
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  Humanity
  Humanity
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  The Laws of the Imperial Navy
  The laws and guidelines of the Imperial Navy are every bit as byzantine and convoluted as 
  those governing the rest of the Imperium. The Imperial Navy is a hard service, it requires 
  hard work and demands hard discipline aboard its ships and in its ports. While to the 
  outsider the navy appears mindless and its ships space-going hells full of casual brutality 
  accompanied by the constant song of the lash, nothing could be further from the truth. While 
  severe discipline and savage punishment are indeed hallmarks of the service, the behaviour 
  of officers and voidmen in the Calixis Sector is carefully and rigidly controlled by the 
  laws laid down by Battlefleet Calixis in their own set of laws, known from the lowest rating 
  to highest ranking Admiral in Battlefleet Calixis as the Articles of War.
  These articles, countless rules, clauses, and sub-clauses that fill entire data vaults at 
  the Admiralty Spire on Scintilla, set rules governing everything from grooming standards to 
  the right and proper punishments for high treason. While most of these articles are arcane, 
  little understood, and rarely enforced, there are a few that every voidman and Imperial 
  officer knows by heart and lives in constant fear of contravening.
  Article 1: All commanders, captains, and officers in or belonging to any of His Divine 
  Majesty’s ships or vessels of war shall cause the public worship of the Almighty God-
  Emperor according to the liturgy of the Ecclesiarchy established by law. This worship is to 
  be solemnly, orderly, and reverently performed in their respective ships, and they shall 
  take care that prayers and preaching, by the chaplains in holy orders of the respective 
  ships, be performed diligently and that any and all holy days be observed according to 
  Ecclesiarchical law.
  Article 9: All flag officers, and all persons in or belonging to His Divine Majesty’s ships 
  or vessels of war, being guilty of profane oaths, cursings, execrations, drunkenness, 
  uncleanness, or other scandalous actions, in derogation of the God-Emperor’s honour, and 
  corruption of good manners, shall incur such punishment as a court martial shall think fit 
  to impose, and as the nature and degree of their offence shall deserve.
  Article 26: Every flag officer, captain, and commander in the fleet who, upon signal or order 
  to fight, or sight of any ship or ships which it may be his duty to engage, shall not make 
  the necessary preparations for fight, and shall not in his own person, and according to his 
  place, encourage the inferior officers and men to fight courageously, shall suffer death. If 
  any person in the fleet shall treacherously or cowardly yield or cry for quarter, every 
  person so offending shall suffer death.
  Article 27: Every person in the fleet who shall not duly observe the orders of the admiral, 
  flag officer, or other superior officer for assailing, joining battle with, or making defence 
  against any enemy, or shall not obey the orders of his superior officer as aforesaid in the 
  time of action to the best of his power shall suffer death.
  Article 28: Every person in the fleet who through cowardice, negligence, or disaffection 
  shall in time of action withdraw, refuse to engage, or shall not do his utmost to take or 
  destroy every ship which it is his duty to engage shall suffer death.
  Article 55: No person in or belonging to the fleet shall sleep upon his watch, negligently 
  perform the duty imposed on him, or forsake his station upon pain of death or such other 
  punishment as a court martial shall think fit to impose or as the circumstances of the case 
  shall require.
  Article 140: Every person in or belonging to the fleet who shall desert or entice others 
  so to do shall suffer death. If any commanding officer of any of His Divine Majesty’s ships 
  or vessels of war shall discover a deserter, and shall not with all convenient speed give 
  notice to the captain of the ship or vessel to which such deserter belongs and/or to his 
  own superior officer, he shall suffer death.
  Article 327: Every person in or belonging to the fleet who shall be guilty of mutiny, 
  desertion, or disobedience to any lawful command aboard any of His Divine Majesty’s ships 
  or his dominions on shore, shall suffer death.
  Article 440: If any person in the fleet shall conceal any blasphemous or heretical practice 
  or design they shall suffer death. If any person in or belonging to the fleet shall conceal 
  any blasphemous or heretical words spoken by any, or any words to the prejudice of His 
  Divine Majesty, the Administratum, or the Ecclesiarchy and does not forthwith reveal the 
  same to the commanding officer, he shall suffer death. Any person in or belonging to the fleet 
  witnessing any mutiny or sedition who does not use his utmost endeavours to suppress the 
  same shall suffer death.
  Article 687: All other crimes not capital committed by any person or persons in the 
  fleet, which are not mentioned in these articles, or for which no punishment is hereby 
  directed to be inflicted, shall suffer either death or punishment per their commanding 
  officer’s discretion.
  
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  It is common for the nobility (especially those in Hive 
  Sibellus) to commission professional champions to fight their 
  duels for them, rather than participating themselves. Needless 
  to say, good champions demand a premium, and can typically 
  set their own prices and conditions for work. However, this 
  habit can backfire, as the noble’s rivals may (rightly) accuse 
  the noble who employs champions of cowardice. Should his 
  reputation suffer to the point of bringing shame on his house, 
  he may find himself forced into the arena. 
  In the matter of unique laws, both hives and the ancient, 
  wandering city of Ambulon, have strict laws prohibiting the 
  tampering with or causing damage to the massive internal 
  infrastructure and life support systems found within. Minor 
  offences like vandalism typically result in flogging, gibbeting, 
  imprisonment, or exile. More heinous crimes that threaten 
  the hive itself and its inhabitants are swiftly and harshly dealt 
  with. For example, tampering with a hive’s air exchangers 
  carries a sentence of death by suffocation, and those found 
  guilty of tampering with the hive’s water supply are drowned. 
  On Ambulon, the ultimate punishment is reserved for those 
  who attempt to damage the ancient machines that move the 
  city. The authorities secure the malefactors—and many times 
  their immediate family as well—to thick chains and lowered 
  from the walking city until they are being dragged along the 
  ground for weeks. As the city moves extremely slowly, these 
  unfortunates suffer a long and protracted demise. 
  Law and order In The 
  koronus expanse
  “There is very little here that the average Imperial citizen would 
  recognise as law. There are some small outposts of civilisation, if 
  you can call them that, but on the whole the Expanse is generally a 
  chaotic void where the only actual law is ‘might makes right’.”
  –Trade Admiral Jonquin Saul
  Unlike in the Calixis Sector, where Imperial Law is given at 
  least a modicum of lip service in even the most benighted of 
  systems, an organised code of laws on the scale of the Lex 
  Imperialis is totally unheard of in the Koronus Expanse. Despite 
  long centuries of exploration, missionary work, crusade, and 
  exploitation at the hands of Rogue Traders, free captains, and, 
  to a lesser degree, elements of the Adeptus Terra, very little of 
  the Expanse has been charted, and even less has been brought 
  under the yoke of Imperial Law. Lacking a unifying event like 
  the Angevin Crusade, the Koronus Expanse is a largely lawless 
  confusion with the occasional fiefdom carved out by Rogue 
  Traders and countless heathen worlds of men, each with their 
  own laws and codes of conduct. That being said, there are a 
  few points of light in all of this anarchical darkness. These are 
  places where law, such as it is, takes precedence over the typical 
  chaos and contumaciousness found throughout the Expanse.
  footfall
  Situated just rimward of The Maw, transfixed in the 
  hellish glare of the star Furibundus, Footfall is 
  typically the first stop for those entering the 
  Koronus Expanse and the last stop for 
  those leaving. Footfall is a massive, sprawling void port of 
  gigantic stone asteroids bound together by ornate bridges, 
  flexible tunnels, and chains the size of voidships, all centred 
  around a macrostatue of the most holy God-Emperor dozens 
  of kilometres high. This statue, placed by Footfall’s founder, 
  the Rogue Trader Parsimus Derwin, looks out sadly over a 
  morass of vice, degradation, perversion, sedition, mutation, 
  and heresy. There is no central law on Footfall, at least not 
  one that would be recognised in any civilised areas. Instead, 
  the numerous criminal and piratical factions that run this 
  wretched place have drawn up a series of laws and codes of 
  conduct creating a neutral zone wherein visitors and residents 
  are free to engage in their various business pursuits without 
  the interference of the Imperium. 
  This Derwin’s Compact, as the laws of Footfall are known, 
  serve one purpose as stated in the preamble of their charter: 
  “Fomenting and fostering an environment upon this station 
  and its surrounding areas that is agreeable to the pursuit of any 
  and all business practices for the purposes of bringing profit 
  to the ruling parties thereof.” In this freewheeling, anything 
  goes environment there is very little that is considered 
  illegal. Criminal gangs like Footfall’s Black Brotherhood 
  and the Kasballica Mission, organisations that would surely 
  be hunted with extreme prejudice by the Adeptus Arbites 
  on any civilised world in the Calixis Sector, operate openly 
  next to ‘respected’ shipwrights, merchants, and gelt brokers. 
  Trafficking in narcotics, humans, xenos artefacts, proscribed 
  knowledge, and many other types of contraband that carry 
  a death sentence elsewhere is commonplace here. Even the 
  most respected Rogue Traders and free captains dabble in 
  these dangerous pursuits to greater or lesser degree. 
  Since the entire sprawling edifice is carved into different 
  areas of influence under control of one or another of the 
  numerous ruling factions, order, such as it is, is kept by 
  roving gangs of household enforcers and hired thugs. For the 
  uninitiated, navigating the complex and ever shifting net of 
  allegiances, tithes, bribes, and obeisance required to survive 
  daily life on Footfall can be quite daunting, and those that are 
  foolish and inattentive can lose more than their purse here. 
  Technically, Footfall is ‘ruled’ by the Liege of Footfall, 
  currently an easily bribed individual completely lacking in 
  ambition named Tanthus Moross. Moross has remained in his 
  role longer than most, due mainly to the fact that he has 
  no desires to control Footfall. Instead, he is perfectly willing 
  to play the figurehead, in exchange for plentiful bribes. 
  However, there is an older law, held almost sacrosanct by the 
  powers of Footfall. Whenever a Rogue Trader visits Footfall, 
  he rules the station. Should several visit at once, the most 
  senior Rogue Trader (a nebulous definition, to be sure) rules 
  the station. While Rogue Traders seldom show any interest in 
  actually ruling there, this position of authority (enforced by 
  the raw power of their starship and plentiful armsmen) usually 
  ensures no fool disrupts Footfall’s carefully balanced society 
  by messing with them. The Liege foolish enough to ignore 
  this takes his life in his hands. In 500.M41 the Liege Tarn 
  Marvolus united an alliance of criminals, witches, and narco-
  tribesmen, and ruled Footfall with an iron fist. However, when 
  Marvolus demanded the Rogue Trader Cassilus pay tribute to 
  dock, she ensured the four quarters of his body were found 
  
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  Humanity
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  at the four furthest points of Footfall. Likewise, however, a 
  Rogue Trader who goes too far in upsetting the status quo 
  may well find themselves opposed—not only by the powers 
  of Footfall, but also their fellow Rogue Traders.
  As stated before, there is little that is considered illegal by 
  the ruling powers on Footfall. There is, however, one cardinal 
  sin here, the act of which brooks no quarter from the locals, 
  and that is the act of hindering business.
  Kept deliberately vague to allow incredible flexibility in its 
  prosecution, hindering business can be anything from snooping 
  about or investigating criminal activity to pressing too many 
  voidmen from the shipyards to murdering a high-level crime 
  boss. Anyone accused of hindering business is permanently 
  banished from Footfall and the entire Furibundus system. Those 
  foolish enough to return and who are caught are rarely heard 
  from again, their corpses often turning up mutilated in the 
  Boneyard, Footfall’s midden. There are, however, fates worse 
  than a quick execution in one of the abandoned warehouses 
  on Footfall, and rumours abound of ‘obstructionists’, as those 
  convicted of hindering business are called, being sold to Chaos 
  Reavers as slaves for their vast pirate fleets or handed over to 
  covens of accursed witches for their amusement. 
  Of course, the more powerful the Rogue Trader involved, 
  the more he can get away with. No merchant factor or Liege 
  would be foolish enough to try and banish an individual 
  such as Calligos Winterscale, for example. More information 
  regarding Footfall and its various factions can be found in 
  Rogue TRadeR Core Rulebook pages 342-343, and in the 
  Rogue Trader supplement LuRe of The expanse pages 8-12.
  the BreaKIng yards at sr-651
  In the rimward reaches of the Cinerus Maleficum, within bolter-
  shot of the Orks of the ‘Undred-’Undred Teef, in an abandoned 
  system full of shipwrecks and killing gravity tides lie the Breaking 
  Yards of SR-651. Built much like Footfall but on a much larger 
  scale, the Breaking Yards are a series of massive asteroids and the 
  remains of planets tethered together and given over entirely to 
  the salvaging, breaking, and refitting of voidships. Owned and 
  operated by a cartel of pirates, Rogue Traders, and, if rumours 
  are to be believed, certain high-ranking members of the Adeptus 
  Terra from the Calixis Sector, the Breaking Yards are a hellish 
  industrial prison where some of the poorest and most desperate 
  people of the Expanse toil away for endless hours in patched 
  vacsuits, tearing voidships apart piece by piece with inadequate 
  tools and bare hands. Life is incredibly cheap here. The mortality 
  rate is staggeringly high and most labourers are sick or dying due 
  to radiation poisoning and contact with the dizzying array of 
  hazardous materials used in building space-going vessel. Despite 
  these desperate and dehumanizing conditions, the Breaking 
  Yards have become one of the premier independent shipyards in 
  the rimward regions of the Expanse.
  Much like Footfall, there is little in the way of law and 
  order in the Breaking Yards save the rule of “might makes 
  right.” Management, which consists of labour overseers and 
  the clerks and factors of the various investors, run the Yards 
  with an iron hand. Those who have the misfortune of living 
  and working in the yards have few rights, and toil endlessly 
  until they are killed or die a slow death from poisoning or 
  mutation. In the few public spaces in the yards, those places 
  set aside for commerce and the leisure and entertainment of 
  customers and their crews, the law operates much like it does on 
  Footfall. Laws are more ‘regulations’, codes of conduct tacitly 
  agreed upon by all parties to better facilitate the business of 
  running a lucrative private shipyard. Contravention of any of 
  these clearly stated regulations results in the offending person 
  or persons being banished permanently from the Breaking 
  Yards, which the yards back up with their orbital batteries.
  These regulations are typically enforced internally by the 
  pirates, Rogue Traders, and free captains who put in to do 
  business with the Yards, by essentially telling their crews what the 
  rules are and having them police themselves while ashore. While 
  this approach does work on the whole, largely because crewmen 
  know that breaking the rules means having their ship and 
  captain blacklisted from the yards, lawlessness does occasionally 
  interfere with business in the Breaking Yards. In these cases, there 
  are gangs of heavily armed thugs employed by the managing 
  interests given carte blanche to enforce the regulations in any 
  way they see fit. Typically they do so by rounding up all the 
  offenders and pitching them out of an airlock or some other 
  means of summary execution. More information on the Breaking 
  Yards at SR-651 can be found in the Rogue TRadeR supplement 
  edge of The abyss pages 32-34.
  wIntersCale’s realm
  Winterscale’s Realm, a collection of dangerous and 
  fabulously rich systems charted centuries ago by the Rogue 
  Trader Sebastian Winterscale, lies in the galactic north of 
  the Expanse, spinward of The Cauldron and bordered on 
  its coreward edge by the tempestuous Screaming Vortex. 
  Crowded with Rogue Traders, pirates, free captains, and 
  opportunists of every description, the entire region is carved 
  up into fiefdoms controlled by a number of powerful Rogue 
  Traders including Aspyce Chorda, Jonquin Saul, and Calligos 
  Winterscale, descendant of Sebastian Winterscale himself. 
  However, though Winterscale’s Realm is known as the most 
  thoroughly-explored region of the Expanse, ‘explored’ is a 
  subjective term. For every colonised and settled world, 
  there are dozens of empty, lost systems.
  There are precious few civilised worlds 
  in Winterscale’s Realm, and certainly no 
  sprawling, densely populated hives or 
  gm sKull: lex ImperIalIs
  When running a game where the laws of the 
  Calixis Sector and the Koronus Expanse are heavily 
  concerned, the Game Master should remember that the 
  laws of the Imperium are extremely varied and that 
  those presented here are neither a definitive nor iron-
  clad list of rules and their interpretations by location. 
  Game Masters should feel free to use the above laws as 
  rough guidelines as to what is considered crime and 
  how laws are enforced generally within the Imperium. 
  For their own personal campaigns, Game Masters are 
  encouraged to flesh out their own laws and codes of 
  conduct for the important locales in their games as 
  they see fit and as it fits in with their campaign.
  
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  powerful enclaves of the Adeptus Terra. Instead, most planets 
  are uninhabited worlds, rich in natural resources, or dead 
  worlds, deserted long ago by their original inhabitants, that 
  are slowly being stripped bare by the Rogue Traders who 
  spend their thrones and lives exploiting the region and 
  squabbling with their rivals over territory and trade routes. 
  Each Rogue Trader or pirate, and often the distinction is 
  quite obscured indeed, runs their domain as they see fit. Many 
  are little more than loosely controlled anarchy, while others are 
  strict autocracies, oligarchies, or plutocracies. The laws of each 
  region are laid down and enforced by, and reflect the personality 
  of, the Rogue Trader who currently rules them. For example, 
  those territories administered by Jonquin Saul, a particularly 
  learned and pious Rogue Trader, tend to follow precepts based 
  on a merging of certain Scintillan laws and autocratic control, 
  with a strong emphasis on piety and loyalty to the God Emperor. 
  However, Calligos Winterscale, who controls a large portion of 
  the discovered worlds in Winterscale’s Realm, runs his fiefdoms 
  in a feudal fashion, appointing strong leaders and supervisors 
  who are subservient only to him. Whatever the case, whether 
  strictly regulated or a whirling chaos bordering on base heresy, 
  there is no unifying code of laws within Winterscale’s realm, 
  and those new to the region are wise to proceed with in-depth 
  preparedness and extreme caution.
  damarIs
  Damaris is a rarity in the Koronus Expanse, a long established 
  Imperial colony world with a legal code very similar to those 
  found in civilised hive worlds within the Calixis Sector. 
  Situated in the trailing-coreward portion of the Cauldron 
  region and lit by the baleful light of the Cauldron itself, 
  Damaris is ruled by an entrenched hereditary plutocracy 
  that has held the reins of power since its founding in the 
  earliest days of the 41st Millennium. The plutocracy’s claim 
  to Imperial protection as an official colony is, while true at 
  its heart, tenuous at best. While the planet was founded as an 
  Imperial colony, shares Imperial culture, and considers itself 
  under Imperial control and protection, they are not formally 
  recognised as an official part of the Imperium by the powers 
  that be in the Calixis Sector. 
  Damaris is not a hive world as such, but it is a densely 
  populated planet that is home to over three billion souls. It 
  has a thriving industrial and commercially based economy, 
  a relatively strong planetary and orbital defence force that 
  contains a handful of powerful and well piloted inter-system 
  ships and an armoured space station-come-orbital defence 
  facility carved out of a moon. In addition, its thriving 
  economy and claimed Imperial ties means it often plays host 
  to allied Rogue Trader vessels and warships from the Imperial 
  Navy. Damaris also hosts a small Mechanicus forge run by an 
  extremely ancient and acerbic Tech-Priest, Haydron Shard.
  As a nominal Imperial world, Damaris’ code of laws 
  is based heavily on those found within Imperial space. 
  Although founded largely in the image of the Calixis 
  Sector’s capital world Scintilla, as the centuries passed, 
  Damaris came more and more to resemble that 
  hive of duplicity and double-speak Malfi. With 
  a complex and top-heavy legal code and 
  a government rife with corruption and 
  internecine conflicts, the politics and laws of Damaris are 
  quite dangerous to newcomers. There is little unique about 
  crime and punishment on Damaris, save for the fact that due 
  to the strong Ecclesiarchy presence, the Ministorum officials 
  may insist on prosecuting certain crimes personally. More 
  information on Damaris can be found in the Rogue Trader 
  supplement The fRozen Reaches.
  naduesh
  The strange and desolate frontier world of Naduesh lies in 
  the rimward section of the Heathen Stars region, close to the 
  border with Winterscale’s Realm. It is a barren world of dry, 
  orange plains and vast, crumbling, abandoned mega-cities 
  under shattered domes over three kilometres high. The native 
  population, the much debased descendants of the original 
  builders of the blasted and empty cities, are simple nomadic 
  tribesmen who follow wandering herds of herbivores and scratch 
  out a subsistence living amongst the bones of their forefathers. 
  While the people themselves are primitive and benighted, 
  they are no strangers to the Expanse at large and those who 
  puBlIC relatIons
  Many of the Rogue Traders who have made their name 
  in the Koronus Expanse have developed something of 
  a strained relationship with the Adeptus Arbites and 
  the numerous planetary law enforcement agencies with 
  which they deal on a regular basis. Often, Rogue Traders 
  see local Magistratum or enforcers as organisations of 
  small consequence, concerned only with petty crimes 
  and thus beneath their notice or contempt. Members of 
  the Adeptus Arbites, however, are often seen as useful 
  tools, inconvenient obstacles, or on rare occasions full-
  blown enemies, depending on the situation. After all, 
  they spend years or decades in the Koronus Expanse 
  beyond the light of the Imperium, where the only law 
  is their own. To return to the constraints of Imperial 
  society can strain habits formed after long periods of 
  complete independence.
  On the other hand, the planetary enforcers the 
  Rogue Traders deal with when they return to the 
  Calixis Sector seldom have any authority over a Rogue 
  Trader. Even if they possess the physical power to arrest 
  a Rogue Trader, such an action would likely result in 
  a political firestorm that could destroy their careers or 
  even lives. This rankles officers, especially when forced 
  to turn an eye to some ‘minor indiscretion’, that might 
  see a common citizen put to death. The Arbites who 
  police the Sector, on the other hand, do technically 
  possess the power to prosecute Rogue Traders for 
  particularly heinous crimes, though it is never easy. 
  When pursuing a Rogue Trader in connection with 
  some suitably egregious crime, an Arbitrator may jump 
  at the chance to bring someone who sees themselves 
  as “above the law” to justice. In this case, they pursue 
  with incredible zeal and take particular pains to close 
  any legal loopholes through which their quarry could 
  escape their duly adjudicated punishment.
  
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  Humanity
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  dwell there. For generations, Rogue Traders, Free Captains, 
  and pirates of every stripe have used Naduesh as a layover, a 
  place to water, re-provision, and dig for treasures among the 
  ruins. There is also a brisk trade between the visitors and native 
  tribesmen based on exchanging modern war materiel, medical 
  supplies and other trinkets for slaves and beasts. 
  Law, as it is known in the Calixis Sector or indeed on many 
  of the civilised worlds in the Expanse, is unknown on Naduesh. 
  Instead, each nomadic tribe is sovereign with codes of conduct 
  unique to each. There is little commonality between Naduesh’s 
  warring tribes. Some hold honour and sacrifice above all other 
  virtues, while others are known to consist largely of thieves 
  and honourless rogues. If there is one unifying law among the 
  disparate tribes, it is the unspoken one that prevents them from 
  scavenging among the ruins of their mega-cities. The people of 
  Naduesh seem strangely incurious about the ruins, and much 
  of their way of life and many precepts of their heathen religion 
  seem fabricated solely to prevent the memory of their ancestors 
  from rising to the surface. What causes this is anyone‘s guess, 
  but the natives give no warning and raise no outcry when 
  offworlders traipse around their ruins save perhaps for arched 
  eyebrows and pursed lips showing disapproval.
  In their dealings with offworlders, Nadueshi are typically 
  straightforward and forgiving. They show little interest in 
  visitors save for their trade goods and trinkets. Visitors are free 
  to do as they please, as long as they leave the natives unmolested 
  and disturb neither their herds nor their religious ceremonies. 
  Indeed, there are few laws for an offworlder to break here, as 
  the Nadueshi seem to consider visitors as children, unable to 
  understand the laws of the land and rarely guilty of breaking 
  them save through innocent ignorance. The only serious crimes 
  for which offworlders are punished are typically murder, 
  harming herd animals or disrupting religious services or holy 
  sites. For more information on Naduesh, please see the Rogue 
  Trader supplement edge of The abyss page 30–32.
  The Rogue 
  Trader, The 
  Warrant, and 
  The Law
  “I’m sorry, Senior Arbitrator, you must have me confused with 
  someone else. I’m no petty criminal, I’m a legitimate businessman 
  with legitimate business interests, and if you doubt me, I have a 
  certain document to show you.”
  –Rogue Trader and suspected smuggler Havelock Blackheel
  T
  o the average Imperial citizen, a Rogue Trader is a near 
  mythical creature blessed with unlimited resources and 
  granted enough extralegal rights and privileges as to 
  make him effectively above Imperial law. While it’s true that 
  Rogue Traders tend to be granted more leeway due to their 
  relative wealth and influence, they are still bound by Imperial 
  law, while in the bounds of the Imperium. That caveat is 
  key. Even exceedingly powerful Rogue Traders like Aspyce 
  Chorda or Calligos Winterscale are expected to show proper 
  deference to the God-Emperor’s laws. Within the Imperium’s 
  borders, Rogue Traders are often treated as one would a 
  planetary governor—immensely powerful but subservient 
  to the will of the Adeptus Terra. However, beyond those 
  borders, Rogue Traders are bound only by the limits of 
  their Warrant and their own ambitions. 
  That being said, even within the Imperium 
  there are very few of what most consider minor 
  or petty crimes a Rogue Trader would be 
  
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  prosecuted for. Few planetary officials, no matter how foolish 
  or ill-advised they may be, consider pursuing charges against 
  a man as powerful as a Rogue Trader for something as simple 
  as receiving stolen goods or assaulting someone in public. 
  Indeed, even more serious crimes like murder are often 
  brushed aside by the authorities by the simple act of blaming 
  the victim (he had it coming), unless the victim is especially 
  powerful or influential. This is less due to concrete rules and 
  regulations built into the Warrant, and more because of the 
  Rogue Trader’s power and the quasi-feudal nature of many 
  parts of Imperial society. Most Rogue Traders possess the 
  wealth, power, and sometimes military strength that mean 
  lesser laws simply do not apply.
  While they are largely immune to prosecution for smaller 
  crimes, a Rogue Trader cannot act with total impunity. As 
  befits their statures as wealthy, powerful, larger than life 
  figures who do business on a galactic scale, a Rogue Trader is 
  only held accountable for the most spectacular, far reaching, 
  and devastating crimes. However, even the most powerful 
  Rogue Trader should remember that some crimes are so 
  awful, so terrible, that no amount of money or influence can 
  forgive them. Whether a crime fits this category depends on 
  two factors. The first is the location it is committed in, as what 
  is illegal and legal can vary completely from one location to 
  the next. The other factor is how powerful the Rogue Trader 
  is, for the more powerful the Rogue Trader, the more severe 
  the crime he can commit and escape justice. Thus, it is up 
  to the GM to determine when a Rogue Trader’s sins cross 
  the threshold into something unforgiven. However, when 
  making this judgement, the GM should be encouraged to 
  think on the proper scale—crimes that affect the stability of 
  planets or even Imperial interests on a Sector-wide scale or 
  larger, not petty theft. 
  smuggLIng
  “I believe you’ll find my bills of lading in order, Provost Marshall. 
  What’s that? Contraband? Oh, surely not. As you can see, my cargo 
  here is all above board…”
  –Rogue Trader Havelock Blackheel
  Smuggling, at its most basic, is the transportation of goods or 
  persons into or out of a restricted area for illicit purposes. True 
  enough, but in practice, there are as many reasons to become 
  a smuggler as there are goods to smuggle. From the simple 
  act of avoiding import taxes on luxury items like amasec or 
  comet-mined mineral water to providing proscribed Imperial 
  Guard materiel to anti-government rebels on some backwater 
  planet in the Expanse, every act of smuggling carries with it 
  its own risks and rewards. 
  The rewards are simple to quantify, primarily large 
  monetary payoffs for a typically very small investment. 
  For some there are also more intangible benefits like the 
  adrenaline rush brought on by nearly being caught or the 
  sense of complacent superiority at walking through yet 
  another customs inspection with a dozen kilotonnes 
  of contraband hidden away in the dark corners 
  of one’s cargo holds. However, the risks are 
  enormous. Being caught with contraband 
  aboard can have disastrous results for a smuggler ranging 
  from astronomical fines, to the impounding of the guilty 
  party’s ship, to execution.
  As with most things regarding the law and the 
  contravention thereof in the Imperium of Man, there are 
  those things that are illegal and those that are illegal, and 
  often times the distinction is very fine indeed. Depending on 
  where an Explorer is operating, anything could be considered 
  contraband. Many of these things are only proscribed on 
  certain worlds: intoxicants, narcotics, or slaves for example. 
  Meanwhile other contraband such as xenos artefacts or 
  heretical writings and technology, are illegal (and extremely 
  so) nearly everywhere in Imperial space. Ignorance of the law 
  is no defence against breaking it, especially when the law 
  is that of the God-Emperor, and it is up to the trader to be 
  aware at all times of what is and is not contraband in the areas 
  in which he operates. It is also prudent to know the best ways 
  in which to evade import inspections in the event that he is 
  caught unawares with such contraband in his hold.
  Rogue Traders are naturally suited for work as a smuggler. 
  With their far-flung fleets of tradeships, their exhaustive 
  knowledge of shipping lanes, their Warrant, and their near 
  bottomless source of operating capital, it’s easy enough 
  to buy a cargo of contraband at a low price and run it past 
  Imperial Customs for an astronomical sum. For a Rogue Trader 
  however, there is little reward in small-time smuggling between 
  worlds, and their Warrants put them largely out of reach of 
  any local authorities who might wish to prosecute them for 
  it. Instead, many Rogue Traders take on smuggling jobs with 
  much higher risk and attendant rewards than an average intra-
  system blockade runner. As befits someone of their skill and 
  commercial and military prowess, Rogue Traders who take 
  part in smuggling deal in items so dangerous to mankind as 
  to be proscribed by direct decree of Imperial law—xenos 
  artefacts, archeotech, and heretical teachings and ideas. Getting 
  caught with a hold full of Eldar shuriken weapons or the mad 
  rantings of Chaos prophets can spell certain death for Rogue 
  Traders of lesser station, and even those as powerful as Calligos 
  Winterscale would have an extremely hard time explaining 
  themselves to the Imperial authorities. Due to this predilection 
  toward dabbling in the smuggling of exotic and heretical items, 
  Rogue Traders with reputations as known smugglers tend to 
  have the eyes of the Holy Ordos and the Adeptus Arbites upon 
  them at all times—a situation that most Rogue Traders find 
  very uncomfortable indeed.
  pIraCy
  Any and all criminal acts of violence, detention, or depredation 
  committed for private ends by the officers, crew, or passengers of a 
  private ship that are directed against another ship, or against persons 
  or property on board a ship, shall be punishable by death.
  –Article MMMDCCCLXX of the Lex Imperialis 30,987th 
  printing, Segmentum Obscuras Volume, Calixis Edition
  Like smuggling, piracy seems to be a natural fit for a Rogue 
  Trader with a criminal turn of mind, and for many of the same 
  reasons. They have the resources, the ships, the knowledge, 
  and the contacts, and it is but a small leap from waging war 
  
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  Humanity
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  on the Imperium’s enemies as a private citizen at the behest 
  of the Adeptus Terra to preying upon ships belonging to 
  the Imperium at one’s own volition. While piracy is rarely 
  a career that is chosen—most adopt piracy through want, 
  circumstance, or desperation—there are those that seek out 
  a life of travelling in wolfpacks and preying on the weak and 
  ill-prepared. Many Rogue Traders have turned to piracy over 
  the years, and they tend to be some of the most vicious and 
  efficient pirates to sail the void.
  The Calixis Sector and the neighbouring Koronus Expanse 
  seem to lend themselves very well to piracy. They are vast, 
  spacious, and, in the case of the Koronus Expanse, largely 
  unexplored and uncharted. This makes it child’s play for a 
  prospective pirate fleet to set up a base of operations in some 
  far-off corner of a sub-sector and begin their operations. 
  Also, both regions are target rich environments, with enough 
  undefended shipping lanes, unwary merchants, and unprotected 
  star systems to keep a good sized pirate fleet in thrones for 
  generations. Battlefleet Calixis, already stretched thin by the 
  day to day work of patrolling the vast Sector, is ill-prepared to 
  deal with full scale pirate infestations. They have been known 
  to contract this work out to mercenaries and Rogue Traders, 
  and many small and less influential star systems are left to fend 
  for themselves. These and numerous other factors make the 
  rewards inherent in successful piracy seem to far outweigh the 
  risks, and the risks are astonishingly high.
  The penalty for those found guilty of piracy is nearly 
  always death, and invariably a very public and very gruesome 
  execution. For free captains, Chaos reavers, and other civilians 
  who turned to a life of piracy it typically ends there, with them 
  and their crews executed and their ships sold to recoup losses. 
  Rogue Traders are a special case, and their punishments are 
  enough to give even the most dedicated pirate pause. Along 
  with the public spectacle of their execution, which often 
  entails the parading around of their remains well after the 
  fact, a number of things happen in quick succession. Their 
  assets can be seized by the Imperium, their Warrant may be 
  revoked along with all its protections, their family could be 
  hunted down and put to the flame, and finally their very 
  name might be stricken from the Imperial record. It is as if 
  the Rogue Trader and his entire dynasty never existed, a fate 
  that many consider worse than death itself.
  That being said, there are almost always those Rogue 
  Traders powerful enough to escape even that gruesome fate. 
  When dealing with those whose vast wealth and political 
  influence protects them from direct reprisal, the Imperial 
  Adeptus have been known to think creatively. For example, 
  when the infamous Pirate Lord Havax the Cruel began 
  terrorising convoys along the Drusus Marches in 440.M40, his 
  powerful friends in the Lucid Court prevented the Navy from 
  hunting him down. Instead, Admiral Halifax Stophes colluded 
  with the Ordo Hereticus Inquisitor Medina. Medina used her 
  influence to grant a new Warrant of Trade to a newly-minted 
  First Lieutenant named Calaphas Zanatov, while Strophes 
  arranged for him to ‘obtain’ an ancient Turbulent-class frigate. 
  The young Rogue Trader vanished into the Expanse. 
  Thirty-four years later, Havax the Cruel’s battlecruiser was 
  ambushed off 41 Pry by the fleet of War Trader Zanatov. 
  the CrImInal reputatIon
  Criminal reputations allow Explorers to use their criminal exploits to their advantage to further their aims. Although 
  Rogue Traders are some of the most famous (or infamous) individuals to gain criminal reputations, any Explorer can 
  possess one. As criminal reputations are possessed by individuals, not groups, the benefits for possessing them stack (if 
  there are multiple Explorers with the Gentlemen Rogue reputation working on the same Endeavour, both Explorers’ 
  reputations provide bonuses). 
  Reputations are nebulous affairs, and earning them is equally nebulous, left up to good roleplaying more than rules. 
  Therefore, there are no concrete requirements for earning reputations. However, in each reputation, there are several 
  suggestions as to potential requirements GMs may insist their Explorers possess before they can earn it. GMs are 
  encouraged to be flexible in this, but at the same time, should have at least three requirements the Explorer must meet. 
  This way, earning a reputation requires a bit of effort on the player’s part and eventually earning it is all the sweeter 
  when it happens. 
  No matter what other requirements a GM settles on, however, to gain a criminal reputation an Explorer must first 
  commit a crime bold enough or violent enough to attract attention. This should likely entail the successful completion 
  of a Lesser Criminal Endeavour designed jointly by both the player and the GM. The criminal endeavour is typically 
  some heist or scheme or daring smuggling run that will net the players both profit factor and a reputation as a scofflaw. 
  At this point, once the criminal endeavour has been completed, the Explorer has one rank of criminal reputation. For 
  every additional Greater Criminal Endeavour successfully completed, the player can either choose the regular rewards 
  granted by the endeavour or an additional level of criminal reputation, to a maximum level of 4. (If multiple players with 
  an applicable criminal reputation complete a Greater Criminal Endeavour, they must all decide to choose the regular 
  Endeavour rewards, or all gain one additional level of criminal reputation). Additional reputation ranks expand the area 
  in which the Explorer is known as a criminal. While criminals typically centre their operations in one system or sub-
  sector and grow their reputation from there, more nomadic criminals may have differing reputations in far-flung parts 
  of a sector. For example, Havelock Blackheel has made a name for himself as a smuggler and blockade runner, and has 
  a criminal reputation of rank three in both Winterscale’s Realm and the Ragged Worlds. This means that he is well 
  known as a smuggler in those sub-sectors, but largely unknown throughout the rest of the Koronus Expanse. For more 
  information on criminal reputations and their areas of influence, see Table 1–1: The Criminal Reputation.
  
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  After a vicious, three-day battle, Zanatov attained victory and 
  secured the Pirate Lord’s corpse to his flagship’s power ram. 
  Strophes offered Zanatov a captaincy in the fleet, but Calaphas 
  refused, keeping his Warrant and vanishing somewhere within 
  the Maw. Though he was never seen again, his heirs would 
  return to the Calixis Sector.
  pIraTes of The  
  koronus expanse
  “They name me pirate, as if that alone would define my place in this 
  wretched assemblage of stars. I call myself honest, with an unveiled 
  soul and unbeholden to vacant emperors or vile gods. Here I will 
  live and die on my own terms, and take what I want from whoever I 
  choose. My only allegiance is to my crew and theirs only to me.”
  –Piotr Kruz, Captain of The Burnished Talon (Posted gelt-
  reward 1.2m)
  The line between Rogue Trader and Pirate is a thin one, 
  sometimes only as thick as the parchment a Warrant of Trade 
  is printed on. What would be considered acts of treachery, 
  theft, and open warfare can be permitted freely when 
  conducted by a properly charted Rogue Trader, 
  acting officially on the behalf of the Imperium. 
  Thinner still is the line between a pirate and 
  privateer, for the latter’s Letter of Marque is only as powerful 
  as the patron who issued it. In the more civilised space of 
  the Calixis Sector, piracy is for the most part clear-cut and 
  easily defined, with the might of the Imperial Navy acting to 
  hound and eradicate such criminal actions across the region. 
  Augmenting the Navy are private fleets chartered by merchant 
  houses, trading corporations, or the nobility, all eager to stamp 
  out such drains on their profits. 
  In the Koronus Expanse, however, piracy is often simply 
  viewed by many as another livelihood, no better or worse than 
  numerous others. For if there is no law, how can such actions be 
  viewed as criminal? In the Expanse, it is the agreements between 
  trading partners that defines ‘lawful’ and ‘criminal’, where 
  violently reneging on an agreed deal (or acting without one 
  at all) determines if actions are viewed as cause for retribution. 
  Here where there is no rule of law, all that remains are words 
  of honour and debt obligations. And the pirate heeds these 
  when only it suits him, sailing the void under whatever codes 
  he pleases or none at all. In a region without constraints, he is 
  perhaps the most free but at the same time the most vilified. He 
  will have no allies, no comrades, no partners—only victims and 
  pursuers, both crying for his head on a pike. 
  Very few pirates begin as such, for the sheer expenses 
  required in outfitting a voidship are tremendous and thus most 
  pirate ships and crews began fully legitimate. Almost all pirates 
  previously operated as merchant guards or artefact excavators, 
  Rogue Traders or privateers, and other (somewhat) legitimate 
  professions. It can be a slow drift, moving from simple smuggling 
  or dealing in counterfeit goods, looting the remains of a raided 
  outpost, to cheating on small deals or petty heists, to outright 
  theft and raiding. For some it may be more of an abrupt shift, 
  perhaps with their Letter revoked or their Warrant destroyed, 
  and thereby forcing them into illegitimacy. Indeed, it is not 
  unheard of given the vagaries of warp travel and Astropathic 
  communications for a previously renowned Trader to find 
  himself suddenly under attack based on proclamations issued 
  years ago in the Calixis Sector. At some point though, what was 
  once a rightful operation becomes criminal and they become 
  branded pirate—surely one of the worst curses for those who 
  ply the void. Where once the master and crew worked under 
  the guidelines of Warrant or Rosette, of Scripture or Gelt-
  Debt, of Proclamation or Blood-Oath, they now live only for 
  themselves and the riches they can loot. 
  Like any criminal activity, piracy and pirates comes 
  in a myriad of forms. Some view their deeds as virtuous 
  reprisals for past wrongs or retribution for previous dealings, 
  attempting to paint themselves as the righteous, their actions 
  justified. Most are more realistic and know themselves to be 
  criminals and little more. It is a life of constant wariness and 
  threats, of broken deals and deadly double crosses, where no 
  harbour is safe and every stranger suspect, but the rewards 
  are equally high. 
  Such a lifestyle changes those who ply it. Some devolve 
  into feral rage, seeking worlds to despoil and blood to spill, 
  and presenting a visage as brutal and soulless as the void 
  they travel through. Others also see the same uncaring void 
  but rebuke it with a carefree countenance, laughing with 
  contempt at such a petty view and ready to greet their fate 
  with style and panache. 
  pros and Cons
  A criminal reputation can be both a boon and a curse to an 
  Explorer. While developing and expanding a reputation 
  makes it easier to complete criminal endeavours and 
  make money while doing so, a reputation also tends to 
  draw negative attention from planetary and Imperial 
  authorities as a criminal’s notoriety increases. As a 
  Rogue Trader’s criminal reputation grows, he comes 
  under more and more scrutiny from the Adeptus 
  Arbites, local Magistratum, and even, God-Emperor 
  forbid, agents of the Holy Ordos. In game terms, this 
  can affect a Rogue Trader in a number of ways that are 
  largely left up to the discretion of the Game Master. 
  That being said, here are some helpful guidelines to 
  assist the GM in figuring out just how much trouble 
  his players have gotten themselves into. 
  Explorers with a criminal reputation of rank one are 
  usually dabblers in crime and have only just attracted 
  the attention of the local planetary enforcers. An easy 
  enough situation to deal with for someone as powerful 
  as a Rogue Trader or his associates. Those with a 
  reputation of rank two are more experienced and well 
  known. At this stage they are facing extreme scrutiny 
  from the local enforcers, and the Adeptus Arbites are 
  starting to take an interest in their comings and goings. 
  At rank three they have attracted the full-blown attention 
  of the Adeptus Arbites, as well as any other Imperial 
  organisation that the Game Master feels is appropriate, 
  and are most likely, by rank four, being run to ground 
  by some very dangerous enemies indeed.
  
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  Humanity
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  operatIons wIthIn the expanse
  Many of the Rogue Traders who turn pirate within the 
  Expanse do not fall utterly, or attempt to maintain a thin 
  venire of respectability. For example, a Rogue Trader who 
  first dabbles in piracy may prey on vessels within the Koronus 
  Expanse, where Imperial Law does not apply and might all 
  too often makes right. They may raid the vessels of their richer 
  rivals, such as the nephium tenders of Calligos Winterscale or 
  the sprint traders of Joquin Saul. These individuals may raid 
  vessels then flee to the safety of the Calixis Sector, where they 
  become honest and law-abiding individuals once more. 
  Many of the ships that ply the void-lanes of the Koronus 
  Expanse expect that they must defend themselves, however. 
  They often run heavily armed and armoured, and the would-
  be pirate may find himself tempted by fatter fare. If greed or 
  desperation grows, they may turn to the richer targets within 
  the Calixis Sector. Once they begin preying on ships within 
  Imperial space, however, it is likely only a matter of time before 
  they are branded pirate and hunted by the Imperial Navy. At this 
  point, a Rogue Trader may well switch operations, relocating 
  permanently to the lawless Expanse and only making brief 
  forays into the Calixis Sector to track down new prey.
  Some Rogue Traders may become so notorious that even 
  their peers wish them dead or captured. Hunted and hounded 
  from both the Calixis Sector and the more established regions 
  of the Koronus Expanse, these desperate individuals find 
  themselves on the ragged edges of the void. Should a Rogue 
  Trader allow himself to fall this far, it is only a short distance 
  to becoming a wolfpack reaver. These cold-hearted individuals 
  think nothing of plundering any vessel that crosses their path, 
  and gleefully murder for sport as well as profit. 
  the pIrates of InIQuIty
  The lost and blighted moon of Iniquity is home to some of 
  the most extreme examples of pirates in the Koronus Expanse, 
  Chaos Reavers. These damned individuals do not just prey upon 
  their fellows for profit, they have sold their very souls to dark 
  and twisted powers to further their own sick ambitions. Even 
  amongst the pirates and rogues of the Koronus Expanse, Chaos 
  Reavers are held in a mixture of contempt and cold fear. Iniquity’s 
  Reavers (and other such individuals, such as the thrice-damned 
  Ember Nostromo and the hated Saynay Clan) embody all the 
  worst aspects of a reaver, coupled with a willingness to enter 
  into dark pacts with Daemonic powers. Any Rogue Trader who 
  counts himself amongst their ranks has fallen from his position 
  and now truly may be counted as one of the damned. His rank 
  and authority would likely no longer be recognized amongst the 
  Imperium, and he may well be worth a large reward.
  A Criminal 
  Legacy
  “Never forget, my Lords, that it is the God-Emperor who giveth, and 
  it is Jermyn Lafitte who taketh away.”
  –Jermyn Lafitte upon capturing the tradeship Venture
  I
  t takes very little effort on the part of a Rogue Trader or 
  his crew to gain a reputation for criminal activity. Indeed, 
  many Imperial citizens assume Rogue Traders and their 
  associates are already three parts criminal, and they’d be 
  shocked to learn many Rogue Traders are not heavily invested 
  in a number of criminal enterprises. The Rogue Trader’s 
  general reputation as a high-living, rakish, piratical scoundrel 
  well above Imperial law is well deserved—although for every 
  rakish, piratical scoundrel among them there are an equal 
  number who are honest, pious, and forthright. There are 
  Rogue Traders however who play to the stereotype, whether 
  to suit some fancy or because they actually are dangerous and 
  rapacious thugs who find a bad reputation useful.
  Building and maintaining a criminal legacy requires that an 
  Explorer lay the proper foundations of a criminal reputation, and 
  that he then works to grow and maintain that reputation so that 
  his name is known throughout the Expanse or the Calixis Sector, 
  or both, and so that his name and reputation inspire awe (or 
  fear) and invite comment well after he’s gone to his place at the 
  God-Emperor’s side. Below are some rules and guidelines that 
  allow players and Game Masters alike to foster truly spectacular 
  criminal reputations and long-lasting legacies. It is important to 
  note that while Rogue Traders can easily assume these reputations 
  and legacies, they are not limited to Rogue Traders alone. Other 
  Explorers can just as readily forge a criminal reputation for 
  themselves, even when their compatriots are completely honest. 
  The BIrTh of a Legend
  All it takes to cement a reputation as a criminal mastermind is 
  one high-visibility crime and a handful of witnesses. Be it the 
  daring theft of a ship from the dockyards at Port Wander or 
  running a Naval blockade to deliver contraband to a planet, 
  word of a Explorer’s criminal exploits tends to travel fast in 
  the upper echelons of Imperial society. Once it is known that 
  a Rogue Trader is “amenable to perilous ventures,” a polite 
  way of saying that they are not above criminal endeavours, 
  most set out to forge a reputation for themselves that proceeds 
  them in all that they do.
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  the gentleman rogue
  Suave and sophisticated, the Gentleman Rogue travels in the 
  very loftiest segments of Imperial society, and chooses his 
  prey from among the nobles and high-ranking officials from 
  both planetary governments and the Adeptus Terra who reside 
  there. Gentleman Rogues tend to be urbane and fashionable 
  in both dress and company, and spend the majority of their 
  time ashore attending social events and cultivating their vast 
  networks of contacts. It is here, among the spires and salons 
  of the upper classes of the Calixis Sector, as opposed to in a 
  boardroom or on the bridge of a voidship, that the Gentleman 
  Rogue commits his crimes and collects his ill-gotten gains. 
  Some are nobles themselves, their experience with nobility 
  allowing them keener insights into the mind and habits of 
  their victims. Others are cunning impersonators who can 
  assume a mantle of genteel nobility as easily as another man 
  might put on a coat. 
  The crimes perpetrated by Gentleman Rogues are 
  typically quieter and more cerebral than those of, say, 
  the Savage or the Mountebank. They tend toward such 
  activities as dealing in illicit substances or other proscribed 
  items craved by the noble classes, fraud, and other mostly 
  bloodless and, some would argue, victimless crimes. Others 
  may not conduct criminal enterprises themselves, but instead 
  operate at a remove as brokers or middle men, putting 
  their noble and government acquaintances in contact with 
  men and women who can ‘get things done’ for them and 
  extracting a hefty finder’s fee. That being said, while they 
  couch their crimes in a constant flow of smooth talk and 
  urbanity, Gentleman Rogues are still hardened criminals 
  and many are every bit as ruthless and dangerous as the 
  most savage underhiver, especially when they feel that their 
  persons or their livelihoods are under threat. Indeed, the last 
  thing many who have crossed a Gentleman Rogue have seen 
  is the smiling face of their rival as he greets them with one 
  hand and slides a knife into their belly with the other.
  To gain a reputation as a Gentleman Rogue, a GM can decide 
  an Explorer must possess any of the following requirements. 
  He must either be Noble Born, as described in Chapter 1: 
  Character Creation of the Rogue TRadeR Core Rulebook, 
  pages 23–24, a Scion of Dynasty (alternate home world 
  from Into the Storm) or otherwise possess the Peer 
  (Nobility) Talent. This requirement is particularly 
  important, as a good part of the Gentleman 
  Rogue’s reputation requires him to interact 
  with nobility. Other prerequisites could include a Fellowship 
  of 40, the Peer (Underworld) and Good Reputation (Nobility 
  or Underworld) talents, and training in Blather, Charm, 
  Deceive, and Scrutiny. No matter what the other prerequisites 
  are, the Explorer must also complete a criminal endeavour 
  worth at least 1,000 achievement points that involves 
  perpetrating a crime against someone in that Explorer’s peer 
  group (most likely a fellow Rogue Trader or member of the 
  Imperial nobility). The details of the criminal endeavour and 
  what exactly needs done to cement the Gentleman Rogue’s 
  reputation is solely at the discretion of the Game Master. 
  A reputation as a Gentleman Rogue grants an Explorer 
  an additional 50 Achievement Points per level of reputation 
  toward the completion of any criminal endeavour related 
  to their reputation. What this entails exactly is again left to 
  the discretion of the Game Master, although it should likely 
  involve the types of crimes described in their entry.
  the legItImate BusInessman
  Some Rogue Traders who have taken up a life of crime 
  never actually commit crimes themselves. Instead they 
  head vast criminal empires and are protected behind layers 
  of front companies, tax shelters, and extremely shrewd 
  and canny barristers. These Legitimate Businessmen will 
  typically have one or two legitimate mercantile or military 
  business interests, such as importing rare cooking oils to 
  Scintilla for use by the nobility. However, they make their 
  actual fortunes and their criminal reputations commanding 
  a network of thieves, enforcers, con-men, narco traffickers, 
  and other unsavoury criminal types who do the heavy lifting 
  for them and run the day-to-day operations of their criminal 
  operations. Crimes perpetrated by Legitimate Businessmen 
  tend to be vast in scope and long-running, producing 
  perhaps lower profits than those pursued by Gentleman 
  Rogues or Mountebanks, but doing so for decades or 
  centuries, providing the Legitimate Businessman with a 
  constant stream of ill-gotten revenue. Smuggling, gambling, 
  counterfeiting, forgery, and fraud are crimes typically 
  committed by these business-savvy criminals.
  Legitimate Businessmen rarely get their hands dirty 
  with the criminal pursuits of their empires. Instead, they 
  are content to play the general, living a very public life as a 
  model citizen while issuing orders to their underlings who 
  then carry out all manner of crimes, great and small, in their 
  name. This allows them a level of protection and plausible 
  
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  Humanity
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  deniability when it comes to dealing with the Adeptus Arbites 
  or local law enforcement officials. In fact, in those rare cases 
  when a Legitimate Businessman is brought up on charges and 
  found guilty, it is rarely for his criminal enterprises. Instead, 
  the charges are something only tangentially related such as 
  not paying their tithe to the Ecclesiarchy or some sort of 
  blasphemy or heresy, often the only charges the authorities 
  can get to stick.
  To gain a reputation as a Legitimate Businessman, 
  a GM can decide an Explorer must possess any of the 
  following requirements. An Explorer could be required 
  to have a Fellowship of 30, the Air of Authority and Peer 
  (Underworld) talents, and the Barter, Commerce and Trade 
  (Armourer, Chymist, Explorator, Shipwright, or Trader) skills 
  trained. No matter the other prerequisites, the Explorer must 
  then complete a criminal endeavour worth at least 1,000 
  Achievement Points that involves hiding a serious crime 
  behind the façade of a legitimate business concern. The 
  details of the criminal endeavour and what exactly needs 
  done to cement the Legitimate Businessman’s reputation is 
  solely at the discretion of the Game Master. 
  A reputation as a Legitimate Businessman grants an 
  Explorer an additional 150 Achievement Points per level of 
  reputation per level of reputation toward the completion of 
  any criminal or trade endeavour related to their reputation or 
  trade. What this entails exactly is again left to the discretion 
  of the Game Master although it should likely involve the 
  types of crimes described in their entry.
  the merCenary
  Not all criminals are smooth talking grifters like 
  Mountebanks or steely, hard-eyed Legitimate Businessmen. 
  Sadly, the majority are vicious cutthroats and ruthless thugs 
  who would knife their own mother for a few thrones in 
  their purse. This proves true even among the lofty and 
  powerful Rogue Traders of the Koronus Expanse. For every 
  forthright, pious Rogue Trader like Jonquin Saul who 
  makes his living honestly and hews close to the laws of 
  the God-Emperor, there is someone like Aspyce Chorda, a 
  brutal and violent individual to whom life is cheap and who 
  will cross any boundary or betray any trust to further their 
  financial interests. Mercenaries are not to be trifled with, 
  they are dangerous men and women with all the power of 
  a Warrant of Trade behind them to help justify and excuse 
  their avaricious or murderous ways.
  No type of criminal activity is beneath a Mercenary, 
  especially when there is profit to be made. Everything from 
  extortion and murder for hire to blatant piracy are all in a 
  day’s work for these hardened criminals. They care little for 
  the trappings of nobility and less for the laws of the Imperium 
  and the Calixis Sector, save when they serve to further their 
  aims. What matters most to them is coin, hard currency, and 
  their ship and their sword arm are always for sale to the 
  highest bidder, whether they be sector lord or pirate lord.
  To gain a reputation as a Mercenary, the Explorer must 
  possess any of the following requirements. An Explorer 
  could be required to have the Disturbing Voice, Die Hard, 
  and Peer (Underworld) talents, and the Command, Deceive, 
  Intimidate, and Interrogate Skills. Alternatively, the Explorer 
  must possess the Hand of War option from the Origin Path. 
  No matter the other prerequisites, the Explorer must complete 
  a criminal endeavour worth at least 1,000 achievement 
  points that involves being paid to perform a particularly 
  public and brutal crime. The details of the criminal 
  endeavour and what exactly needs done to 
  cement the Mercenary’s reputation is solely at 
  the discretion of the Game Master. 
  the trader penItent
  There are times when simple secular punishment 
  for crimes committed by a Rogue Trader is either 
  inappropriate or simply not enough to make up for 
  his transgressions. Perhaps a crime is not quite serious 
  enough to warrant death but still requires a very public 
  and very serious penalty. Perhaps it is a crime committed 
  solely against the Ecclesiarchy or one of its duly appointed 
  representatives, or perhaps the Rogue Trader himself 
  specifically requests an Ecclesiarchy levied punishment 
  to better atone for his sins. Whatever the case may be, 
  in situations like these the Ecclesiarchy in the Calixis 
  Sector has the option of assigning a convicted Rogue 
  Trader a Penitent’s Odyssey.
  A Penitent’s Odyssey compels a Rogue Trader so 
  punished to carry out some manner of difficult task 
  at the behest of the Ecclesiarchy in exchange for the 
  absolution of their sins. This penance can take any 
  form, from years of indenture hauling missionaries 
  around the expanse to waging a full blown campaign 
  of war. All of this, of course, is at the Rogue Trader’s 
  expense. When performing a Penitent’s Odyssey, the 
  Rogue Trader is expected to do so to the best of his 
  abilities, using all the resources at his disposal as the 
  God-Emperor demands it. Completion of a Penitent’s 
  Odyssey may take decades or even centuries, and the 
  outcome may very well be the beggaring of the Rogue 
  Trader’s house and an ignoble, penurious death. These 
  concerns are seen as trifling to the Ecclesiarchy, and 
  to those Rogue Traders who undertake a Penitent’s 
  Odyssey voluntarily, for no price can be put on one’s 
  immortal soul or the forgiveness of sins and a second 
  chance of a place in the God-Emperor’s grace.
  In game terms, a Penitent’s Odyssey should be designed 
  as any other endeavour. The lesser and greater endeavours 
  found in the Rogue TRadeR Core Rulebook on pages 276-
  278 are perfectly suited to such an adventure. If the GM 
  and players have access to the Rogue TRadeR supplements 
  InTo The sToRm and baTTLefLeeT KoRonus, they can 
  use the meta endeavours and warfare endeavours found 
  within to further customize their gaming experience. 
  When designing a crusade that is voluntarily entered into 
  by the Explorers, the Players should be involved in every 
  step of the endeavour creation process. Any Penitent’s 
  Odyssey handed down as judgement against the will 
  of the players is solely the purview of the Game Master, 
  and he should feel free to make the odyssey as simple or 
  complex as he sees fit and as it pertains to his campaign.
  
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  A reputation as a Mercenary grants an Explorer an 
  additional 50 Achievement Points per level of reputation 
  toward the completion of any criminal or military endeavour 
  related to their reputation or trade. What this entails exactly 
  is again left to the discretion of the Game Master although 
  it should likely involve the types of operations described in 
  their entry. For example, a military endeavour waged in one’s 
  own volition would probably not apply, but being paid to 
  wage a war for someone else would. 
  the mounteBanK
  A smooth-talking confidence man and all around rogue, the 
  Mountebank survives on his quick wit and silver tongue. 
  The key to a Mountebank’s success is his ability to get even 
  the most suspicious and wary Imperial citizens to trust him 
  implicitly. To this end he makes a study of man the way a priest 
  of the Ecclesiarchy would dedicate his life to understanding 
  the scriptures. The ability to read a victim, to size them up 
  and know in an instant exactly what they want and how far 
  they’ll go to get it is a dangerous ability indeed. Even more 
  so when that is backed up with a fleet of powerful voidships 
  and a Warrant of Trade signed by a High Lord of Terra, both 
  resources that lend gravity and respectability to even the most 
  transparent of rogues. 
  It is said that a talented confidence man can sell lasguns 
  to the Departmento Munitorum and get a good price for 
  them. While this is obviously hyperbole, it is true that 
  Mountebanks are known for their fast talking and ability 
  to get more with a smile and a believable lie than other 
  criminals get at the barrel of a gun. All manner of fraud 
  and confidence trickery are the Mountebank’s purview, 
  from the bilking of rich nobles for their house fortunes 
  to the selling of entire fleets of imaginary voidships to 
  credulous planetary officials. Rarely do they resort to 
  physical violence, preferring to strategically withdraw and 
  attempt their scheme from another direction rather than 
  direct physical altercations. 
  To gain a reputation as a Mountebank, the Explorer 
  must possess any of the following requirements. An 
  Explorer could be required to have a Fellowship of 45, the 
  Foresight and Peer (Underworld) talents, and the Blather, 
  Charm, Deceive, and Scrutiny Skills. Regardless of the other 
  prerequisites, the Explorer must then complete a criminal 
  endeavour worth at least 1,000 achievement points that 
  involves perpetrating a confidence crime that results in 
  the gain of at least two points of Profit Factor. The 
  details of the criminal endeavour and what exactly 
  needs to be done to cement the Mountebank’s 
  reputation is solely at the discretion of the 
  Game Master. 
  A reputation as a Mountebank grants an Explorer an 
  additional 75 Achievement Points per level of reputation 
  toward the completion of any criminal endeavour involving 
  fraud or confidence crime. 
  maInTaInIng 
  appearanCes
  “Cort Fortunis? I thought you were dead!”
  –Baldr Heinriksson, fence
  Once a Rogue Trader has cemented his criminal reputation, 
  he must then take pains to grow and maintain it. Throughout 
  the course of play, a Game Master should require his players to 
  engage in large and small endeavours to maintain their criminal 
  reputation. This doesn’t necessarily entail increasing the criminal 
  reputation as discussed earlier, this is simple maintenance to 
  ensure that the Explorer’s name stays on everyone’s lips and 
  their reputation as a criminal mastermind is upheld. 
  How the Explorers go about maintaining their reputation 
  is up to them and the Game Master, but should entail activities 
  like committing crimes that reinforce the criminal reputation 
  (more cons for a Mountebank for example or an expensive 
  and finely outfitted voidship stolen by a Gentleman Rogue), 
  or meeting new contacts and maintaining old ones with 
  regular interactions. Sometimes a criminal may even commit 
  crimes with no obvious or immediate reward simply to ensure 
  that their reputation stays safe. 
  Those Explorers who do not keep up steady maintenance 
  of their criminal reputations, either through sloth, 
  inattention, or disregard, find that their cache within the 
  criminal underworld slowly diminishes over time. This 
  can cause any number of complications and threaten an 
  Explorer’s criminal endeavours in a myriad of ways, from 
  contacts drying up and disappearing or losing revenue 
  streams to stronger or more aggressive criminals moving in 
  to the Explorer’s turf and taking over his interests. The exact 
  results of letting a criminal reputation go fallow are up to 
  the Game Master, but should happen gradually and always 
  be reversible if the Explorer is willing to dedicate the time 
  and energy to remedying the situation.
  Table 1–1: The Criminal Reputation
  Rank
  Area of Influence
  1
  World
  2
  System
  3
  Sub-Sector
  4
  Sector
  and energy to remedying the situation.
  
  AlternAte 
  CAreer rAnks
  •
  tools of the 
  trAde
  •
  rAnged And 
  Melee weApons
  •
  ArMour
  •
  geAr, drugs, 
  ConsuMAbles, 
  And IMplAnts
  •
  VoIdshIp 
  upgrAdes And 
  CoMponents
  
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  Chapter II: 
  Playing the 
  Rogue
  “Give me an honest pirate any day, rather than a Rogue Trader.”
  –Commander Hok Vol’dosit, Imperial Navy.
  A
  lthough a Rogue Trader may be more rogue than 
  trader, some of those who possess a Warrant may be 
  little better than common criminals with uncommon 
  influence and wealth. This chapter helps players develop and 
  play those characters.
  AlternAte CAreer rAnks
  It is common for an Explorer to wish to diverge from what 
  might seem a preordained pathway in his career into different 
  areas, especially for those in the Expanse looking to venture 
  into less legitimate operations. Alternate Career Ranks offer 
  such a divergence, allowing differing branches to a character’s 
  basic career path. These may be the result of introduction to 
  new lifestyles or civilisations, exposure to obscure training or 
  artefacts, or simply the desire to become even more uniquely 
  specialised in a profession. Note these Alternate Ranks do not 
  fundamentally change a character’s nature; if a character is a 
  Seneschal then his path should stay focused on investigation 
  and information. Rather, they signify a character’s fate moving 
  along a side-path, learning new abilities and gaining new 
  experiences along the way. 
  Alternate Careers can let an Explorer differentiate and 
  personalise his character, especially in situations where several 
  players have chosen the same career. Based on the new 
  directions a player may wish a character to follow, he may find 
  his character evolving into paths not originally envisioned. 
  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. The new paths below 
  highlight just a few of the possible new directions Explorers 
  might wish to take should they yearn to delve deeper into 
  the criminal and illicit lifestyles described in this tome. Each 
  promises a character new and exciting ways to operate in the 
  Expanse, albeit with many involving large groups of those 
  conned, victimised, looted, or otherwise afflicted individuals 
  in heavily armed pursuit should they be less than successful at 
  their new career. However, excitement should never be in short 
  supply for an Explorer, no matter what his career. 
  tAkIng An AlternAte rAnk
  Alternate Ranks often look appealing at initial glance, and 
  not just because they represent something different from 
  the normal career path. With access to new abilities, 
  Skills, and Talents, the Explorer’s character 
  becomes distinctive and ideally better aids his 
  fellow Explorers in their Endeavours. 
  
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  Most if not all of the Alternate Ranks include one or more 
  prerequisite Talents, Skills, or characteristic levels a character 
  must obtain before taking the Alternate Rank, and all of these 
  must be fulfilled before taking the Rank. Each Alternate Rank 
  also has a minimum rank level at which it can be taken. A 
  character must have reached at least that level in his career 
  as a condition to take the Rank. Finally and perhaps most 
  importantly, it is very possible some Alternate Ranks may 
  complicate or even disrupt the GM’s crafted plotlines and 
  planned campaign ideas. If this is the case, it is possible the 
  player and the GM may be able to negotiate a compromise 
  between the exact Alternate Career desired and the overall 
  narrative plans for the group’s campaign. In all cases, the 
  bottom line is that a player must always gain the GM’s 
  permission first before adopting this new Career. 
  If a character meets all the necessary requirements, then 
  he is ready to embark on the desired Alternate Career Rank. 
  Each of these new Ranks operates by ‘swapping in’ for the 
  Rank a character would have otherwise taken at any point. The 
  new Advance Scheme is exchanged for the normal one in the 
  character’s Career path, and from this point forwards he has 
  access to these Advances and may spend Experience Points on 
  them as the character would normally. A player will very likely 
  have access to new Skills or Talents that make this Career unique. 
  Note that some Ranks indicate a special ability or even a new 
  Trait that is a fixed part of a character’s new Career. These should 
  be applied immediately as per any special rules indicated. 
  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 a character to pay more Experience Points for them. 
  However, at some point in the future characters will have the 
  opportunity to purchase Skills and Talents that they miss (see 
  the Elite Advances from Missed Career Ranks sidebar). 
  exAMple
  The character of Arch-Militant Lethe Barbarro desires to become more 
  than another gunhand as there are already several excellent shots aboard 
  his ship, and decides to become a Swashbuckler. He has the necessary 
  prerequisites, especially having participated in recent raids of a decidedly 
  criminal as well as bloody nature, and, with the GM’s permission, at 
  Rank 2 changes to the Swashbuckler Advances Table. Barbarro is still 
  an Arch-Militant, but now he hones his skills with the blade more so than 
  ranged weapons, specialising in melee combat as well as his vocabulary 
  and finesse with words. His new flair and fighting skills are certainly 
  welcome, but it also means he misses out on developing his command 
  expertise or the broader skills of conducting warfare; opportunities that 
  would be offered to him if he had stayed on his original path. Should he 
  wish to obtain these Advances when he moves to Arch-Militant Rank 4, 
  he 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. Characters may 
  find in later levels, however, that the divergence they took for 
  their Alternate Rank has left them lacking certain Skills, ones 
  perhaps needed as prerequisites for some newly desired Advances. 
  To gain them they must now obtain them as Elite Advances. 
  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 GM’s 
  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. 
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  character has accumulated and spent enough xp. Characters may 
  find in later levels, however, that the divergence they took for 
  their Alternate Rank has left them lacking certain Skills, ones 
  perhaps needed as prerequisites for some newly desired Advances. 
  To gain them they must now obtain them as Elite Advances. 
  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. 
  To Rogue Trader Sarvus Trask,
  Pirates? Simply part of the price of operating here, you know. One simply tries 
  to avoid them as best one can. I have found it most unprofitable to argue the point 
  and keep a very visible cargo hold filled with easily replaced baubles, and hope there 
  are no exhaustive searches to be made. Most are fellow businessmen, albeit of a 
  more ruthless sort, and rarely wish to do grievous harm lest they lose their source 
  of income. Think of it as a more aggressive form of taxation, old friend. 
  –Nathin Tsanthos
  
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  Arch-Heretek
  “Those fools and their talk of spirits and rites; technology is cause and 
  consequence, mechanism and effect, and should not be so restrained and 
  mishandled as those red-robed simpletons would believe.”
  –Rephenesti Korvane, Heretek
  P
  irates and criminals travelling the stars often struggle 
  to maintain the high technology of their ships, lacking 
  the necessary expert personnel to perform the rites of 
  maintenance and appease recalcitrant machine spirits. While 
  some can secure compacts of labour with true Tech-Priests—
  this is far from the only option.
  Within the Koronus Expanse there exist those who defy 
  the dictates and traditions of the 
  Adeptus Mechanicus, choosing to 
  experiment with technology and try 
  to understand how it works without 
  the sanction of the Cult Mechanicus. 
  Condemned as techno-heretics, or 
  hereteks, these individuals are hunted 
  for their blasphemous acts, and shown 
  no mercy should they be caught. Many of 
  these individuals flock together for mutual 
  protection and the benefits of their illicit 
  studies. Such groups often find that the 
  employ of pirates and smugglers grants 
  them the freedom and mobility they 
  need to survive, and the opportunity to 
  work with advanced machinery beyond 
  the gaze of the Mechanicus.
  Over the years, certain hereteks have arisen 
  in the Koronus Expanse accompanied by tales of 
  infamous actions. Whether former members of the 
  Disciples of Thule or agents of the Lathes, their sinister 
  reputations have generated a collective moniker amongst 
  the low-born populaces from Footfall to Damaris. Now 
  in the Expanse a fallen Tech-Priest of sufficient 
  skill and infamy is likely to be labelled an 
  Arch-Heretek by the populace. Though 
  there are no set criteria for what makes 
  an Arch-Heretek, they are often a match 
  for true Tech-Priests and Explorators in 
  terms of their understanding and proficiency 
  with machines. The greatest of them were 
  once Tech-Priests, now turned from the worship 
  of the Omnissiah. Arch-Hereteks are highly valued 
  by voidfaring criminals, both for their expertise in all 
  things technical and their unique abilities.
  beCoMIng An ArCh-heretek
  The Adeptus Mechanicus jealously guard the 
  knowledge they possess, and brutally enforce their 
  monopoly on technological lore. It is easy enough, 
  then, to become a heretek—simply defying 
  their authority over matters technological 
  and scientific is sufficient.
  Becoming an Arch-Heretek, however, is more challenging. 
  To survive long enough to gain true skill with, and mastery 
  over, technology takes considerable cunning. To become an 
  equal to the Martian Priesthood takes greater knowledge still, 
  sufficient to supplement flesh with advanced machinery. 
  Required Career: Any except Kroot, Orks, Navigators, 
  Astropaths, or Missionaries (note, this allows non-Explorators to 
  take these advances, or Explorators to use this career to purchase 
  advances at a premium that will be available more cheaply later).
  Alternate Rank: Rank 2 or Higher (7,000 xp)
  Other Requirements: The Explorer must have the Tech-
  Use skill, and have experimented with technology without 
  the sanction of the Adeptus Mechanicus. Alternatively, the 
  Explorer must be a Tech-Priest who has defied the laws and 
  strictures of the Cult Mechanicus.
  Special: Arch-Hereteks automatically receive the Talent 
  Enemy (Mechanicus).
  Within the Koronus Expanse there exist those who defy 
  to understand how it works without 
  the sanction of the Cult Mechanicus. 
  Condemned as techno-heretics, or 
  hereteks, these individuals are hunted 
  for their blasphemous acts, and shown 
  no mercy should they be caught. Many of 
  these individuals flock together for mutual 
  protection and the benefits of their illicit 
  studies. Such groups often find that the 
  employ of pirates and smugglers grants 
  them the freedom and mobility they 
  need to survive, and the opportunity to 
  work with advanced machinery beyond 
  Over the years, certain hereteks have arisen 
  in the Koronus Expanse accompanied by tales of 
  infamous actions. Whether former members of the 
  Disciples of Thule or agents of the Lathes, their sinister 
  reputations have generated a collective moniker amongst 
  the low-born populaces from Footfall to Damaris. Now 
  in the Expanse a fallen Tech-Priest of sufficient 
  skill and infamy is likely to be labelled an 
  Arch-Heretek by the populace. Though 
  there are no set criteria for what makes 
  an Arch-Heretek, they are often a match 
  for true Tech-Priests and Explorators in 
  terms of their understanding and proficiency 
  with machines. The greatest of them were 
  once Tech-Priests, now turned from the worship 
  of the Omnissiah. Arch-Hereteks are highly valued 
  by voidfaring criminals, both for their expertise in all 
  things technical and their unique abilities.
  heretek
  The Adeptus Mechanicus jealously guard the 
  knowledge they possess, and brutally enforce their 
  monopoly on technological lore. It is easy enough, 
  then, to become a heretek—simply defying 
  their authority over matters technological 
  Special: Arch-Hereteks automatically receive the Talent 
  Enemy (Mechanicus).
  
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  ApostAte MeChAnIC (tAlent)
  Prerequisites: Tech-Use +10
  The Explorer modifies himself with arcane technology and 
  now wields techno-arcane powers normally the preserve of the 
  Priesthood of Mars. For the purpose of fulfilling prerequisites, 
  the Explorer counts as possessing the Mechanicus Implants 
  Trait. He does not gain any of the normal effects of the Trait, 
  and he may not necessarily have the same implants, but rather 
  equivalent devices of his own devising.
  subVersIVe progrAMMIng (tAlent)
  Prerequisites: Mechanicus Implants
  The Explorer has devised a binary argot that confuses and 
  subverts the programming of servitors and other machine-
  creatures, allowing him to direct their actions. As a Half 
  Action, the Explorer may attempt to command a creature with 
  the Machine Trait and an Intelligence of 20 or less. Make an 
  Opposed Challenging (+0) Tech-Use vs. Willpower Test. If 
  he succeeds, the creature must follow the Explorer’s commands 
  for the following Round. The Explorer may continue to maintain 
  control by spending a Half Action in subsequent Rounds. If he 
  chooses to do this, he must make another opposed Test after four 
  Rounds to maintain the link. The commands must be simple and 
  achievable in one round. Some examples include “Flee,” “Fall,” 
  and “Attack the closest target.”
  luMInen deseCrAtIon (tAlent)
  Prerequisites: Mechanicus Implants
  The Explorer’s implants generate a violent techsorcism 
  pulse, allowing him to disable technology in his presence. 
  A single gesture and most sophisticated devices simply cease 
  to function. A successful Challenging (+0) Ballistic Skill 
  Test allows him to direct the energy against a single target 
  within 10 metres. This is a ranged attack and can be Dodged 
  but not blocked by Fields or other protective devices. If the 
  target is carrying any electrical devices—including energy 
  weapons and bionic systems—then they cease to operate for 
  1d5 rounds, as if their power had run out. If the target is a 
  vehicle, then it immediately suffers a Critical Hit as if the user 
  had scored Righteous Fury, subtracting one to the Critical Hit 
  result (a result of zero results in no Critical Hit).
  VIle IntrusIon (tAlent)
  Prerequisites: Electrograft Use, Mechanicus Implants
  The Explorer is skilled at gaining access to the knowledge of 
  the most sophisticated machine spirits, assailing them with 
  scrap-code and malicious spirits of his own creation, until 
  they break under the strain. The Explorer gains a +20 bonus 
  on all Tech-Use and Security Tests made to gain unauthorised 
  access to an electronic system such as a Cogitator or an 
  electronic lock, so long as the character can connect directly 
  to it using his implants.
  Table 2—1: Arch-Heretek Advances
  Advance
  Cost
  Type
  Prerequisites
  Logic
  100
  Skill
  Common Lore (Tech)
  200
  Skill
  Common Lore (Tech) +10
  200
  Skill
  Common Lore (Tech)
  Forbidden Lore (Archeotech)
  200
  Skill
  Forbidden Lore (Warp)
  200
  Skill
  Forbidden Lore (Xenos)
  200
  Skill
  Secret Tongue (Tech)
  200
  Skill
  Secret Tongue (Tech) +10
  200
  Skill
  Secret Tongue (Tech)
  Security
  200
  Skill
  Security +10
  300
  Skill
  Security
  Trade (Technomat)
  300
  Skill
  Tech-Use +10
  400
  Skill
  Tech-Use
  Forbidden Lore (Archeotech) +10
  500
  Skill
  Forbidden Lore (Archeotech)
  Forbidden Lore (Warp) +10
  500
  Skill
  Forbidden Lore (Warp)
  Forbidden Lore (Xenos)+10
  500
  Skill
  Forbidden Lore (Xenos)
  Binary Chatter
  200
  Talent
  Feedback Screech
  300
  Talent
  Mechanicus Implants
  Logis Implant
  400
  Talent
  Electrical Succour
  500
  Talent
  Mechanicus Implants
  Ferric Lure
  500
  Talent
  Mechanicus Implants
  Luminen Charge
  500
  Talent
  Mechanicus Implants
  Luminen Shock
  500
  Talent
  Mechanicus Implants
  Subversive Programming
  500
  Talent
  Binary Chatter, Mechanicus Implants
  Vile Intrusion
  500
  Talent
  Electrograft Use, Mechanicus Implants
  Luminen Desecration
  750
  Talent
  Mechanicus Implants, Luminen Charge, Luminen Shock
  The Flesh is Weak 1
  750
  Talent
  Mechanicus Implants
  The Flesh is Weak 2
  900
  Talent
  Mechanicus Implants, The Flesh is Weak 1
  Apostate Mechanic
  1000
  Talent
  Tech-Use +10
  
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  Cold Trade 
  Broker
  What is this, you ask? How might one wield such an instrument? 
  What alien intelligence could conceive such a device? I will answer 
  these questions and more, once we have handled my compensation... “
  –Rayner Hackert, Cold Trade smuggler
  T
  here are many riches to be had on the frontiers of 
  Imperial space. Vestiges of archeotech from ages 
  past, holy relics from the crusades of mankind’s 
  expansion and the artefacts of those beings who have 
  lived among stars far longer than humanity. All these 
  and more lie dormant, waiting for those who would 
  seek them out. While there is profit to be made 
  in trading all of these goods, it is the xenos 
  artefacts that has enthralled thousands 
  throughout the Koronus Expanse. The 
  Cold Trade, as the black market 
  trade of proscribed alien artefacts is 
  known in the Expanse, is a thriving 
  industry 
  among 
  the 
  frontier 
  outposts beyond the Maw. 
  The men and women who broker 
  this trade are a vicious syndicate of 
  criminals who know full well that their 
  actions put them at odds with both the Ordo 
  Xenos branch of the dreaded Inquisition 
  and the xenos civilisations from whom 
  they reap their merchandise. In order to 
  avoid the full force of one threat or the 
  other, most brokers favour a particular 
  method. Some gather the relics of xenos 
  civilisations long since collapsed under 
  the weight of years, plundering the ruins 
  of a vanished people and without reprisal 
  from their long-dead guardians. Others, 
  flaunting Imperial sanctions to an even 
  greater extent than the majority of their type, 
  interact directly with the xenos and trade for 
  their goods, make alliances with them, and 
  on rare occasions become accepted amongst 
  them as much as any member of humanity 
  can be. It is this sort of Cold Trade agent, 
  keenly aware of their heresy, who draws the 
  greatest attention from the Ordo Xenos. Still 
  others take a more violent role in procuring 
  their wares, actively seeking out alien 
  victims, that they might strip their corpses 
  of all valuable goods. 
  Cold Trade brokers are by no means simply pirates who 
  ply the stars in search of xenostech. They are sophisticated 
  criminals, ruthless in the extreme, and hardened by years of 
  interaction with dangerous alien species. Given that their chosen 
  enterprise requires them to traverse the stars, making contacts 
  on the disparate worlds of the Expanse, all the while evading 
  Imperial authority, brokers are often cunning tricksters, willing 
  to use guile as often as outright violence. Complemented 
  by the fact that brokers of the Cold Trade never truly work 
  alone, that each agent of a syndicate has the illicit backing of 
  a vast network of smugglers, fences, thugs and killers, Cold 
  Traders are no force to be trifled with. 
  Xenos artefacts are by no means the only wares 
  smuggled throughout the Expanse. Given the size 
  and population of the frontier, and the wide 
  degree of variation of the laws from system to 
  system, to say nothing of individual planets, 
  the list of goods that are outlawed in 
  the whole of the Expanse is limitless. 
  Millions of ordinary smugglers 
  work throughout the Expanse and 
  the neighbouring Calixis Sector, 
  making their living supplying 
  planetary populations with mundane 
  luxuries forbidden on account of 
  esoteric variations of the Imperial 
  creed. While these black market 
  runners work in opposition to the law 
  of whatever system, planet or station 
  they service, their actions do not lead 
  them into conflict with the more 
  dreadful powers of the Imperium, 
  nor do they find themselves on the 
  wrong side of alien civilisation. 
  As such, these smugglers, while a 
  dangerous lot in their own right, are 
  by no means the hardened, ruthless 
  criminals of the Cold Trade. 
  beCoMIng A Cold 
  trAde broker
  It doesn’t take much to get 
  caught up in the Cold Trade. There 
  is a great deal of profit to be made 
  by those willing to risk the wrath 
  of the alien or the Inquisitor, or 
  indeed both. Becoming one 
  of the thousands of souls who 
  stray from the proscriptions 
  against dealing with the vile 
  alien is rarely a conscious 
  choice, at least at first. Many 
  Cold Traders begin their days 
  as explorers or mercenaries 
  –Rayner Hackert, Cold Trade smuggler
  here are many riches to be had on the frontiers of 
  Imperial space. Vestiges of archeotech from ages 
  past, holy relics from the crusades of mankind’s 
  expansion and the artefacts of those beings who have 
  lived among stars far longer than humanity. All these 
  and more lie dormant, waiting for those who would 
  seek them out. While there is profit to be made 
  in trading all of these goods, it is the xenos 
  artefacts that has enthralled thousands 
  throughout the Koronus Expanse. The 
  Cold Trade, as the black market 
  trade of proscribed alien artefacts is 
  known in the Expanse, is a thriving 
  industry 
  among 
  the 
  frontier 
  The men and women who broker 
  this trade are a vicious syndicate of 
  criminals who know full well that their 
  actions put them at odds with both the Ordo 
  Xenos branch of the dreaded Inquisition 
  and the xenos civilisations from whom 
  they reap their merchandise. In order to 
  avoid the full force of one threat or the 
  other, most brokers favour a particular 
  method. Some gather the relics of xenos 
  civilisations long since collapsed under 
  the weight of years, plundering the ruins 
  of a vanished people and without reprisal 
  from their long-dead guardians. Others, 
  flaunting Imperial sanctions to an even 
  greater extent than the majority of their type, 
  interact directly with the xenos and trade for 
  their goods, make alliances with them, and 
  on rare occasions become accepted amongst 
  them as much as any member of humanity 
  can be. It is this sort of Cold Trade agent, 
  keenly aware of their heresy, who draws the 
  greatest attention from the Ordo Xenos. Still 
  others take a more violent role in procuring 
  their wares, actively seeking out alien 
  victims, that they might strip their corpses 
  alone, that each agent of a syndicate has the illicit backing of 
  a vast network of smugglers, fences, thugs and killers, Cold 
  Traders are no force to be trifled with. 
  Xenos artefacts are by no means the only wares 
  smuggled throughout the Expanse. Given the size 
  and population of the frontier, and the wide 
  degree of variation of the laws from system to 
  system, to say nothing of individual planets, 
  the list of goods that are outlawed in 
  the whole of the Expanse is limitless. 
  Millions of ordinary smugglers 
  work throughout the Expanse and 
  the neighbouring Calixis Sector, 
  making their living supplying 
  planetary populations with mundane 
  luxuries forbidden on account of 
  esoteric variations of the Imperial 
  creed. While these black market 
  runners work in opposition to the law 
  of whatever system, planet or station 
  they service, their actions do not lead 
  them into conflict with the more 
  dreadful powers of the Imperium, 
  nor do they find themselves on the 
  wrong side of alien civilisation. 
  As such, these smugglers, while a 
  dangerous lot in their own right, are 
  by no means the hardened, ruthless 
  criminals of the Cold Trade. 
  beCoMI
  trA
  rA
  r
  It doesn’t take much to get 
  caught up in the Cold Trade. There 
  is a great deal of profit to be made 
  by those willing to risk the wrath 
  of the alien or the Inquisitor, or 
  indeed both. Becoming one 
  of the thousands of souls who 
  stray from the proscriptions 
  against dealing with the vile 
  alien is rarely a conscious 
  choice, at least at first. Many 
  Cold Traders begin their days 
  as explorers or mercenaries 
  
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  and find themselves in the possession of xenos artefacts. There 
  are those who, having no personal use for such an object, 
  would simply seek to dispose of it as quickly as possible. It is 
  this sort of simpleton who is most often crushed by Imperial 
  authority or the agents of the Inquisition. Those with more 
  subtlety and cunning, perhaps with previous connections in the 
  black market trade, eventually make contact with those who 
  know the true value of the objects in question. These more 
  experienced brokers also know the value of capable agents, 
  and through whatever means necessary will try to procure their 
  permanent services. Those few who actively seek the life of a 
  Cold Trade broker are a cold and merciless bunch, better suited 
  to life amongst criminals and aliens than among the upright 
  citizens of the Imperium. 
  Required Careers: Any
  Alternate Rank: 2 or Higher (7,000xp)
  Requirements: One of the following Skills: (Barter, 
  Commerce, or Forbidden Lore (Xenos) ). 
  Other Requirements: The Explorer must have actively 
  participated in the trade of proscribed alien artefacts before 
  taking this career. 
  Benefits: The Explorer gains the Cold Trader Trait. 
  Special: Cold Trade brokers automatically receive the 
  Talent Enemy (Inquisition).
  Cold trAder (trAIt)
  The Cold Trade has many paths and each Broker must choose 
  his own way in the trade. Some Brokers choose to deal with 
  the xenos that populate the Expanse. These Brokers are often 
  accepted amongst their xenos peers as welcome outsiders or 
  even bonded brothers. This, of course, often leads the staunch 
  members of the Inquisition to suspect, rightfully, that the Broker 
  has allied himself to one of the myriad forces arrayed against the 
  Imperium. Other Brokers actually work against the aliens whose 
  artefacts they peddle. These men and women either raid the 
  living civilisations or delve into the deserted ruins of the xenos of 
  their particular interest. These members of the Cold Trade avoid 
  much of the suspicion that comes from dealing directly with the 
  xenos threat, but earn an enemy the equal of the Inquisition. 
  When an Explorer acquires this Trait, he must choose 
  one of two paths, to either deal directly with the xenos or to 
  pillage their culture. If he chooses to deal with the xenos of 
  his trade, he gains the Peer (Xenos) talent applicable to the 
  xenos species he deals with. Unfortunately for the Explorer, 
  if he chooses this path, his actions draw the gaze of the Ordo 
  Xenos and he gains the Enemy (Inquisition) talent.
  If the Explorer chooses the path of the pillager, they gain 
  the Enemy (Xenos) talent associated with their chosen alien 
  prey. Brokers of this sort often find themselves involved 
  in violence with their prey and as a result tend to live 
  much more martial lives. If the Explorer chooses 
  this path, he receives the Hatred talent applicable 
  to his particular xenos.
  Table 2—2: Cold Trade Broker Advances
  Advance
  Advance
  Cost
  Cost
  Type
  Type
  Prerequisites
  Prerequisites
  Barter
  200
  Skill
  Barter +10
  200
  Skill
  Barter
  Blather
  200
  Skill
  Blather +10
  200
  Skill
  Blather
  Blather +20
  200
  Skill
  Blather +10
  Commerce
  200
  Skill
  Commerce +10
  200
  Skill
  Commerce
  Deceive 
  200
  Skill
  Deceive +10
  200
  Skill
  Deceive
  Evaluate
  200
  Skill
  Evaluate +10
  200
  Skill
  Evaluate
  Forbidden Lore (Xenos)
  200
  Skill
  Forbidden Lore (Xenos) +10
  200
  Skill
  Forbidden Lore (Xenos)
  Speak Language (Eldar)
  200
  Skill
  Speak Language (Ork)
  200
  Skill
  Speak Language (Trader’s Cant)
  200
  Skill
  Exotic Weapon Training (Choose One) x2
  200
  Talent
  Jaded
  200
  Talent
  Paranoia
  200
  Talent
  Peer (Underworld)
  200
  Talent
  Resistance (Psychic Techniques)
  200
  Talent
  Unremarkable
  200
  Talent
  Concealed Cavity
  500
  Talent
  Hard Bargain
  500
  Talent
  Strong Mind
  500
  Talent
  WP 30, Resistance (Psychic Techniques)
  
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  Drusian 
  Charlatan
  “We wretched souls here on the frontier of the Imperium are all but 
  lost as we face unspeakable horrors, unfathomable temptations, and 
  threats to our very humanity. It is only by the merciful vigilance of 
  Saint Drusus that we are brought safely through the storm.” 
  –‘Sister’ Styliane, relic peddler in Footfall
  I
  n the Expanse, there are those who would use the faith 
  of their fellow man to earn their way. These individuals 
  do not do so in return for the spiritual health of their 
  charges, as true members of the Ecclesiarchy do, but rather 
  they are frauds, cheats, and swindlers. These Charlatans make 
  their living selling false relics of the revered Saint Drusus as 
  talismans against the darkness, cures for mortal illness, and 
  charms to ward off misfortune. The people of the Expanse and 
  the neighbouring Calixis Sector are as devout as 
  any in the Imperium of Man and those who are 
  willing to abuse this devotion for their own ends 
  can make a good deal of profit. Indeed, the 
  common man of the Expanse is far more devout 
  than he is discerning or learned and millennia 
  of constant missionaries’ sermons has made the 
  populace prone to believe those who claim some 
  level of Ecclesiarchical authority. 
  As a frontier of Imperial expansion, the Koronus 
  Expanse is subject to all manner of threats, and life 
  beyond the Maw is fraught with terror. The threat 
  of xenos attack, the depredations of Chaos, and the 
  very environment itself can all prey on the minds and 
  souls of the weak-willed. It is from these horrors that the 
  Drusian Charlatan offers succour. With only a brief exchange 
  of words, a Charlatan can gather what it is that his mark fears 
  most and provide to him, for a modest fee of course, the 
  object sure to ward off that particular evil. These relics are 
  never the genuine article, as might be expected, but it is the 
  art of the Charlatan to convince his victim otherwise. 
  There are those who might consider the actions of 
  a Drusian Charlatan petty in comparison to “grander” 
  crimes such as the Cold Trade or piracy. Those individuals 
  underestimate the importance of the Ecclesiarchy in the 
  everyday lives of most humans in the Expanse. Beyond the 
  bounds of the Maw, faith is often one of the few ties humanity 
  has to the Imperium, and Charlatans prey directly on those ties. 
  In addition, the skills learned selling trinkets and talismans can 
  evolve into much larger cons and vast riches.
  Charlatans of the Expanse pay particularly close attention 
  to the unparalleled devotion Calixians have towards their 
  patron General-Saint. A figure as universally well known and 
  as accessible as Drusus makes him an easy tool in a Charlatan’s 
  scheme. Within the Calixis Sector and the Koronus Expanse, 
  reverence of Saint Drusus is so prevalent and the battlegrounds of 
  the Angevin Crusade are so ubiquitous that it is not hard for the 
  common man to believe that the scorched chunk of plasteel he 
  is offered is a chip from the armour of Saint Drusus himself 
  or that the jaw-bone he just bought once belonged to the Saint’s 
  personal servo-skull. As the footsteps of Saint Drusus are scattered 
  throughout the Calixis Sector and the Expanse, it is the rare 
  system that doesn’t already claim some notable connection to the 
  Saint. This makes the collection of relics a particularly easy one 
  for Drusian Charlatans, as any bit of battlefield wreckage, mortal 
  remains of men, archaic prayer sheets, or the like can easily be 
  made to appear connected with Saint Drusus, from his time in 
  whatever system, or on whatever station or planet the Charlatan 
  happens to be working. 
  Given the abuses of Ecclesiarchs throughout the Imperium’s 
  millennia-spanning history, learned men are often wary of 
  the sort of people willing to 
  pervert faith for their own 
  ends. Charlatans often 
  receive a great deal 
  of suspicion from 
  n the Expanse, there are those who would use the faith 
  of their fellow man to earn their way. These individuals 
  do not do so in return for the spiritual health of their 
  charges, as true members of the Ecclesiarchy do, but rather 
  they are frauds, cheats, and swindlers. These Charlatans make 
  their living selling false relics of the revered Saint Drusus as 
  talismans against the darkness, cures for mortal illness, and 
  charms to ward off misfortune. The people of the Expanse and 
  the neighbouring Calixis Sector are as devout as 
  any in the Imperium of Man and those who are 
  willing to abuse this devotion for their own ends 
  can make a good deal of profit. Indeed, the 
  common man of the Expanse is far more devout 
  than he is discerning or learned and millennia 
  of constant missionaries’ sermons has made the 
  populace prone to believe those who claim some 
  As a frontier of Imperial expansion, the Koronus 
  Expanse is subject to all manner of threats, and life 
  beyond the Maw is fraught with terror. The threat 
  of xenos attack, the depredations of Chaos, and the 
  very environment itself can all prey on the minds and 
  souls of the weak-willed. It is from these horrors that the 
  Drusian Charlatan offers succour. With only a brief exchange 
  of words, a Charlatan can gather what it is that his mark fears 
  most and provide to him, for a modest fee of course, the 
  object sure to ward off that particular evil. These relics are 
  never the genuine article, as might be expected, but it is the 
  art of the Charlatan to convince his victim otherwise. 
  There are those who might consider the actions of 
  a Drusian Charlatan petty in comparison to “grander” 
  crimes such as the Cold Trade or piracy. Those individuals 
  underestimate the importance of the Ecclesiarchy in the 
  everyday lives of most humans in the Expanse. Beyond the 
  bounds of the Maw, faith is often one of the few ties humanity 
  has to the Imperium, and Charlatans prey directly on those ties. 
  In addition, the skills learned selling trinkets and talismans can 
  evolve into much larger cons and vast riches.
  Charlatans of the Expanse pay particularly close attention 
  to the unparalleled devotion Calixians have towards their 
  patron General-Saint. A figure as universally well known and 
  as accessible as Drusus makes him an easy tool in a Charlatan’s 
  scheme. Within the Calixis Sector and the Koronus Expanse, 
  reverence of Saint Drusus is so prevalent and the battlegrounds of 
  the Angevin Crusade are so ubiquitous that it is not hard for the 
  common man to believe that the scorched chunk of plasteel he 
  is offered is a chip from the armour of Saint Drusus himself 
  the sort of people willing to 
  pervert faith for their own 
  ends. Charlatans often 
  receive a great deal 
  of suspicion from 
  
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  these sorts, who are apt to see their base manipulations as the 
  first steps towards greater heresy. Likewise, lawkeepers, most 
  often planetary enforcers in the Expanse, keep a watchful eye 
  on the activities of Charlatan peddlers, though their authority 
  usually restricts their prosecutions to legal infractions. This is 
  not to say, however, that enforcers are not perfectly willing to 
  hand the fraudsters over to the agents of the Ecclesiarchy. 
  Charlatans are clearly not the only type of con artist in 
  the Expanse. Traditional swindlers, working their frauds, 
  wander throughout the Expanse, cheating backwater frontier 
  citizens and savvy politicos alike. These secular frauds often 
  implement schemes that rely on more profitable methods than 
  selling false relics or cures, though their arts rarely endanger 
  the souls of their marks. A charismatic double-crossing 
  mercenary, a fast-talking kidnapper in the guise of a chartist 
  pilot, or a psyker using his sight to proclaim false visions, 
  each of these utilise the same sort of strategies and schemes 
  for their profit as the Drusian Charlatan. 
  beCoMIng A drusIAn ChArlAtAn
  One decides to become a Charlatan of Drusus the moment 
  he decides that his own profit is worth abusing the common 
  folk of their faith, and not before. Perhaps the Charlatan-to-
  be never had much use for faith in the first place or perhaps 
  he was a former man of the cloth embittered by long years 
  of calamity and misfortune in the Expanse. Regardless, at the 
  moment they become a Charlatan, the Explorer has stepped 
  out of the light of the Emperor and must forever guard his 
  actions against the paranoid eye of the Ecclesiarchy, for fear 
  of their righteous persecution. They work beyond the sight of 
  the Ecclesiarchy and their actions are counter to that illustrious 
  organisation, turning them into bitter cynics seeking to bilk the 
  faithful, honest citizens of the Imperium for their own ends. 
  Required Career: Any except Explorator, Kroot, or Ork
  Alternate Rank: 1 or Higher (5,000 xp)
  Other Requirements: One of the following Skills 
  (Barter, Blather, Charm, Commerce, or Scrutiny) or the 
  Enemy (Ecclesiarchy) or Rival (Ecclesiarchy) Talent. The 
  Explorer must have a Fellowship of 35. To become a Drusian 
  Charlatan, the Explorer must have profited directly from the 
  sale of false relics, prayers, cures, or other miracle workings. 
  Special: Drusian Charlatans automatically receive the 
  Talent Enemy (Ecclesiarchy) if they do not already have it.
  Cold reAdIng (tAlent)
  Requirements: Blather +10, Scrutiny +10. 
  Utilising a combination of fast-talking and body language 
  interpretation, the Charlatan can quickly assess attentive crowds 
  and potential customers. Preying on the fears and superstitions 
  of the populace, the Charlatan draws his crowds into unwittingly 
  telling him exactly what it is they believe will save them from the 
  horrors of everyday life in the Expanse. 
  Prior to making a Commerce, Barter, or Charm Test, the 
  Charlatan may make a Blather Test opposed by the target’s 
  Willpower or Scrutiny. If the Blather Test is a success, the Charlatan 
  has hooked the target into giving up some vital information and 
  the Charlatan may then make a Challenging (+0) Scrutiny Test 
  to assess the importance of the information gained. If successful, 
  the Charlatan gains a +5 bonus to his next Commerce, Barter, 
  or Charm Test against the target for each point of Perception 
  Bonus. He has ascertained information about the target, which 
  will aid him in his pitch, negotiations, or diplomacy. 
  Table 2—3: Drusian Charlatan Advances
  Advance
  Cost
  Type
  Prerequisites
  Barter
  200
  Skill
  Barter +10
  200
  Skill
  Barter
  Blather
  200
  Skill
  Blather +10
  200
  Skill
  Blather
  Charm 
  200
  Skill
  Charm +10
  200
  Skill
  Charm
  Commerce
  200
  Skill
  Common Lore (Ecclesiarchy)
  200
  Skill
  Common Lore (Imperial Creed)
  200
  Skill
  Deceive
  200
  Skill
  Disguise
  200
  Skill
  Evaluate
  200
  Skill
  Performer (Preacher)
  200
  Skill
  Scholastic Lore (Ecclesiarchy)
  200
  Skill
  Secret Tongue (Ecclesiarchy)
  200
  Skill
  Sleight of Hand
  200
  Skill
  Scrutiny
  300
  Skill
  Deceive +10
  400
  Skill
  Deceive
  Scrutiny +10
  400
  Skill
  Scrutiny
  Cold Reading
  500
  Talent
  Master Orator
  600
  Talent
  Fel 30
  Polyglot
  600
  Talent
  Int 40, Fel 30
  Hard Bargain
  750
  Talent
  
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  House Operative
  “To my Lord Captain I am a trusted adviser. To my lord’s crew I 
  am his mouthpiece. To our interests in the Expanse I am his trusted 
  proxy. To his dynasty, however, I am his invisible watcher, his silent 
  chronicler, and if it is their wish, his executioner.” 
  –Argyrus Asidenus the Silentiary of House Garidas
  F
  or men and women who wield power as great as that of 
  a Rogue Trader, secrets can be far greater weapons than 
  macrocannon batteries or virus bombs. A properly leaked 
  confidence can undermine an Imperial Governor’s authority, 
  devastate a Battlefleet, or indeed topple an entire system. Whether 
  these sorts of secrets are used against a Rogue Trader or on his 
  own behalf is a matter of great concern for the 
  lords of most warrant-holding dynasties. Despite 
  this concern, even aboard their own ships, there 
  are those who make their way by playing the 
  great game of secrets, sabotage, manipulation 
  and blackmail. By necessity a great many 
  groups employ experts in these matters. As 
  immense political forces in their own right, 
  Rogue Trader dynasties, the houses of the 
  Navis Nobilite, the Imperial nobility and 
  many others play this game as well as any 
  other, save perhaps the dread Inquisition. 
  Rogue Traders utilise the skills of 
  their operatives to many purposes. 
  Their knowledge of surveillance and 
  ciphers helps maintain a watchful 
  eye on the teaming multitudes 
  aboard the Rogue Trader’s 
  ship, ensuring that no mutiny 
  or heresy festers within 
  its mighty hull. Their 
  familiarity with various 
  methods of inquiry 
  and interrogation 
  makes 
  them 
  ideal 
  agents 
  for collecting 
  information 
  from 
  those 
  who 
  would 
  thwart 
  the 
  designs 
  of 
  the 
  Rogue Trader. Truly, 
  their training is an 
  essential foundation to 
  any efforts of counter-
  espionage employed by 
  a savvy Lord Captain. 
  Operatives are regularly 
  trained 
  in 
  reliable 
  techniques 
  to 
  endure the ministrations of torturers and interrogators and 
  can be counted on to keep one’s secrets as surely as they 
  gather those of their master’s enemies. 
  Rogue Traders of noteworthy power and majesty may utilise 
  a single operative as a spy-master, commanding the actions 
  and services of many lesser agents throughout their ship, fleet, 
  or system-spanning holdings. These masters of intrigue act as 
  great spiders, sitting at the centre of intricate webs of informants, 
  undercover agents, and turncoats, all acting towards 
  a single purpose. Spy-masters of this sort 
  are dangerous individuals, always 
  planning ten moves ahead 
  in their subtle game. 
   The greatest threats to 
  the secrets of a Rogue Trader 
  often lay aboard his own ship, 
  and may even number among 
  his closest advisers. Millennia of 
  infighting and intrigue amongst 
  themselves have made many 
  of the Navigator houses both 
  paranoid and arrogant in the 
  extreme. Though the whole of the 
  Imperium of Man is reliant on their 
  gifts for survival, their mistrust of 
  their fellow man is legendary and 
  they guard their secrets jealously. 
  As such, they rely heavily on 
  espionage and subterfuge in 
  their regular dealings. It is for 
  this reason that Houses of the 
  Navis Nobilite often train some 
  operatives they employ to keep 
  a close eye on their employers, 
  ferreting out their weaknesses and 
  their sins as possible leverage for 
  future contracts. 
  Indeed, even a Rogue Trader’s own 
  dynastic house may employ an agent in the 
  retinue of the hereditary holder of their Warrant 
  of Trade, to ensure that he acts according to the 
  will of the dynasty rather than his own whims. 
  These operatives are often the most insidious, as they 
  pose as a trusted comrade or conspirator, all the while 
  worming their way into the trust of the Rogue Trader in 
  order to gain access to those things the warrant-holder 
  keeps closest. These double-agents may even be called 
  upon to incite sedition amongst the crew in order to 
  destabilise a Rogue Trader who is acting against the will 
  of the dynasty, or if need be, to cut the throat of the 
  wayward inheritor himself. Operatives such as this run 
  a razor’s edge, balancing the duties they owe to their 
  Lord Captain with those they owe to their familial 
  house, ever watchful that they not tip their hand. 
   Even the hallowed Ecclesiarchy and the 
  Adeptus Mechanicus have been known to 
  employ methods such as these. Many 
  of the agents of the Imperial 
  cult are usually zealous 
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  –Argyrus Asidenus the Silentiary of House Garidas
  or men and women who wield power as great as that of 
  a Rogue Trader, secrets can be far greater weapons than 
  macrocannon batteries or virus bombs. A properly leaked 
  confidence can undermine an Imperial Governor’s authority, 
  devastate a Battlefleet, or indeed topple an entire system. Whether 
  these sorts of secrets are used against a Rogue Trader or on his 
  own behalf is a matter of great concern for the 
  lords of most warrant-holding dynasties. Despite 
  this concern, even aboard their own ships, there 
  are those who make their way by playing the 
  great game of secrets, sabotage, manipulation 
  and blackmail. By necessity a great many 
  and blackmail. By necessity a great many 
  groups employ experts in these matters. As 
  immense political forces in their own right, 
  Rogue Trader dynasties, the houses of the 
  Navis Nobilite, the Imperial nobility and 
  many others play this game as well as any 
  other, save perhaps the dread Inquisition. 
  Rogue Traders utilise the skills of 
  their operatives to many purposes. 
  Their knowledge of surveillance and 
  ciphers helps maintain a watchful 
  eye on the teaming multitudes 
  aboard the Rogue Trader’s 
  ship, ensuring that no mutiny 
  or heresy festers within 
  its mighty hull. Their 
  familiarity with various 
  methods of inquiry 
  and interrogation 
  makes 
  them 
  ideal 
  agents 
  for collecting 
  information 
  from 
  those 
  who 
  would 
  thwart 
  the 
  designs 
  of 
  the 
  Rogue Trader. Truly, 
  their training is an 
  essential foundation to 
  any efforts of counter-
  espionage employed by 
  a savvy Lord Captain. 
  Operatives are regularly 
  trained 
  in 
  reliable 
  techniques 
  to 
  undercover agents, and turncoats, all acting towards 
  a single purpose. Spy-masters of this sort 
  are dangerous individuals, always 
  planning ten moves ahead 
  in their subtle game. 
   The greatest threats to 
  the secrets of a Rogue Trader 
  often lay aboard his own ship, 
  and may even number among 
  his closest advisers. Millennia of 
  infighting and intrigue amongst 
  themselves have made many 
  of the Navigator houses both 
  paranoid and arrogant in the 
  extreme. Though the whole of the 
  Imperium of Man is reliant on their 
  gifts for survival, their mistrust of 
  their fellow man is legendary and 
  they guard their secrets jealously. 
  As such, they rely heavily on 
  espionage and subterfuge in 
  their regular dealings. It is for 
  this reason that Houses of the 
  Navis Nobilite often train some 
  operatives they employ to keep 
  a close eye on their employers, 
  ferreting out their weaknesses and 
  their sins as possible leverage for 
  future contracts. 
  Indeed, even a Rogue Trader’s own 
  dynastic house may employ an agent in the 
  retinue of the hereditary holder of their Warrant 
  of Trade, to ensure that he acts according to the 
  will of the dynasty rather than his own whims. 
  These operatives are often the most insidious, as they 
  pose as a trusted comrade or conspirator, all the while 
  worming their way into the trust of the Rogue Trader in 
  order to gain access to those things the warrant-holder 
  keeps closest. These double-agents may even be called 
  upon to incite sedition amongst the crew in order to 
  destabilise a Rogue Trader who is acting against the will 
  of the dynasty, or if need be, to cut the throat of the 
  wayward inheritor himself. Operatives such as this run 
  a razor’s edge, balancing the duties they owe to their 
  Lord Captain with those they owe to their familial 
  house, ever watchful that they not tip their hand. 
   Even the hallowed Ecclesiarchy and the 
  Adeptus Mechanicus have been known to 
  employ methods such as these. Many 
  of the agents of the Imperial 
  cult are usually zealous 
  cult are usually zealous 
  
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  champions of orthodoxy, using their schemes and their wiles to 
  smoke out those who foment heresy amongst the ranks of the 
  crew or even the officers under the command of their Rogue 
  Trader. On the other hand, many agents of the Priesthood of Mars 
  are more concerned with protecting their secrets than discovering 
  the intrigues of others (unless they may yield the knowledge of 
  forgotten tech-systems). Their order’s knowledge is its most prized 
  possession and as such their efforts are often spent constructing 
  vast maze-works of ciphers and misinformation around the 
  mysteries of their cult aboard their Lord Captain’s vessel. 
  beCoMIng A house operAtIVe
  Even among the swarming billions of the Imperial populace, 
  there are relatively few men and women with the sinister 
  cunning or the scheming disposition to make useful House 
  Operatives. Despite this, there is no lack of those who would 
  aspire to such a position as spy-master aboard a Rogue Trader 
  vessel. The names of these deluded individuals are recorded 
  in few texts and remembered in no chronicles. Those who do 
  possess the skills necessary to deal in secrets and deception are 
  rarely eager to live such a life and are either chosen for such 
  a profession by a powerful spy-master or were predestined 
  to hold the position before they were even born. As even the 
  awesome technology of the Adeptus Mechanicus cannot guard 
  one against death forever, reliable operatives and spy-masters 
  seek out those who possess the art and cunning to fill their 
  position and personally train these new recruits to take their 
  place upon their own death. It is the dynasties of the Rogue 
  Traders and the Navis Nobilite that most often raise their 
  operatives from birth. These individuals are likely to spend 
  their entire lives in the service of their house, giving their 
  childhoods over to education in methods of interrogation, 
  subterfuge, ciphers and surveillance. 
  Required Career: Any except Rogue Trader, Kroot, and Ork. 
  Alternate Rank: 4 or Higher (13,000 xp)
  Other Requirements: The Explorer must have a Fellowship 
  of 30, and an Intelligence or Willpower of 40. In order to enter 
  into this career, the Explorer must already work directly for a 
  political body, either an Imperial Noble house, a Rogue Trader 
  Dynasty, a Navigator house or a similar entity. 
  operAtIVe CondItIonIng (tAlent)
  The Explorer gains the benefits of the Chem-geld and 
  Orthoproxy talents (mental conditioning replacing the surgery 
  these would normally require). In addition to being resistant 
  to seduction and interrogation, House Operatives are often 
  trained to use a captor’s inquiries against him. The Explorer 
  may utilise an interrogator’s questions and techniques to garner 
  detailed information about the nature, aims, and motivations 
  of the interrogator himself and those he works for. If the 
  Explorer is subjected to interrogation, and wins the opposed 
  Interrogation versus Willpower Test, he may immediately make 
  a Challenging (+0) Scrutiny Test. On a success and for every 
  additional degree of success, he can learn one detail about his 
  captors (what he can and cannot learn is ultimately up the GM, 
  but it should be something valuable). 
  Table 2—5: House Operative Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness
  200
  Skill
  Awareness +10
  200
  Skill
  Awareness
  Ciphers (Nobilite Encoding)
  200
  Skill
  Ciphers (Rogue Trader)
  200
  Skill
  Common Lore (Navis Nobilite)
  200
  Skill
  Common Lore (Rogue Trader)
  200
  Skill
  Deceive
  200
  Skill
  Inquiry
  200
  Skill
  Interrogation
  200
  Skill
  Interrogation +10
  200
  Skill
  Interrogation
  Literacy
  200
  Skill
  Scrutiny
  200
  Skill
  Secret Tongue (Navis Nobilite)
  200
  Skill
  Security
  200
  Skill
  Shadowing
  200
  Skill
  Deceive +10
  300
  Skill
  Deceive
  Inquiry +10
  300
  Skill
  Inquiry
  Scrutiny +10
  Scrutiny +10
  300
  300
  Skill
  Skill
  Scrutiny
  Scrutiny
  Security +10
  300
  Skill
  Security
  Shadowing +10
  300
  Skill
  Shadowing
  Deceive +20
  500
  Skill
  Deceive +10
  Foresight
  500
  Talent
  Int 30
  Mimic
  500
  Talent
  Total Recall
  500
  Talent
  Int 30
  Unremarkable
  500
  Talent
  Operative Conditioning
  750
  Talent
  WP 30
  
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  Manhunter
  “No world beyond His reach; no foe beyond His wrath.”
  –Motto of the Officio Assassinorum
  H
  uman life is a resource to be used and expended as 
  required by those with power—this is a truism both 
  within and without the Imperium, dogma for the 
  powerful to live by. The deaths of many have been required 
  for all manner of reasons, ranging from the necessary sacrifices 
  of war or the dangers of grand industry, to examples made to 
  deter others from thoughts of rebellion. But it is not merely 
  a man’s fate to die. Lives of labour and toil, or of penitent 
  suffering, are valuable things for anybody in power.
  While those who kill or dominate other men are not 
  uncommon, there are those amongst this ubiquitous breed 
  who have turned this calling into an art form, hunting other 
  humans without remorse or doubt.
  Amongst those who might lay claim to the moniker of 
  Manhunter, assassins are rightly feared, whatever the tools of 
  their grim trade. Most dreaded of all are those who slay for the 
  Emperor alone, the living embodiments of His wrath, but their 
  dire attentions are reserved for only a select few of particular 
  notoriety, whose lives and deaths influence the Imperium 
  in some grand manner. Others still are renowned for their 
  lethal grace, their chosen aliases whispered by those with 
  much to lose and those who would employ their services. 
  On Footfall alone there are several hundred killers for 
  hire, yet only a handful whose skills and reputations are 
  worthy of abject dread.
  Bounty hunters and others who take their 
  prey alive are perhaps regarded with somewhat 
  less terror, but the skills they possess are no 
  less worthy of fearful respect, in spite of a 
  less glorious reputation. Dozens, even 
  hundreds, of bounty hunters buy passage 
  to frontier worlds and across the Expanse 
  in search of those who are wanted by 
  governments and organisations both 
  legitimate and illicit. To those who are 
  so pursued, the snares and traps of these 
  Manhunters are no less terrifying than a 
  sniper’s bullet or murderer’s blade.
  beCoMIng A MAnhunter
  As already noted, anybody can hunt other humans to kill or 
  capture them, but it takes particular dedication to become a true 
  Manhunter. The process is not automatic, and there is no easy 
  way to distinguish a skilled amateur from a true professional; 
  rather, it is a path that one travels down, gaining ever greater 
  proficiency with every hunt, successful or not.
  The first step upon this path is the capture or murder 
  of another human being, performed solely for personal 
  benefit. This is not merely the simple violence of 
  a battlefield, but a calculated act, planned in 
  considerable detail and performed without 
  remorse, mercy or hesitation.
  Required Career: Any
  Alternate Rank: Rank 1 or Higher (5,000 xp)
  Other Requirements: The Explorer must have murdered 
  or imprisoned another human being for personal or financial 
  gain (this will require GM agreement if the Explorer wishes 
  to take this Alternate Career at Rank 1). 
  within and without the Imperium, dogma for the 
  powerful to live by. The deaths of many have been required 
  for all manner of reasons, ranging from the necessary sacrifices 
  of war or the dangers of grand industry, to examples made to 
  deter others from thoughts of rebellion. But it is not merely 
  a man’s fate to die. Lives of labour and toil, or of penitent 
  suffering, are valuable things for anybody in power.
  While those who kill or dominate other men are not 
  uncommon, there are those amongst this ubiquitous breed 
  who have turned this calling into an art form, hunting other 
  Amongst those who might lay claim to the moniker of 
  Manhunter, assassins are rightly feared, whatever the tools of 
  their grim trade. Most dreaded of all are those who slay for the 
  Emperor alone, the living embodiments of His wrath, but their 
  dire attentions are reserved for only a select few of particular 
  notoriety, whose lives and deaths influence the Imperium 
  in some grand manner. Others still are renowned for their 
  lethal grace, their chosen aliases whispered by those with 
  much to lose and those who would employ their services. 
  On Footfall alone there are several hundred killers for 
  hire, yet only a handful whose skills and reputations are 
  Bounty hunters and others who take their 
  prey alive are perhaps regarded with somewhat 
  less terror, but the skills they possess are no 
  less worthy of fearful respect, in spite of a 
  less glorious reputation. Dozens, even 
  hundreds, of bounty hunters buy passage 
  to frontier worlds and across the Expanse 
  in search of those who are wanted by 
  governments and organisations both 
  legitimate and illicit. To those who are 
  so pursued, the snares and traps of these 
  Manhunters are no less terrifying than a 
  nhunter
  As already noted, anybody can hunt other humans to kill or 
  capture them, but it takes particular dedication to become a true 
  Manhunter. The process is not automatic, and there is no easy 
  way to distinguish a skilled amateur from a true professional; 
  rather, it is a path that one travels down, gaining ever greater 
  proficiency with every hunt, successful or not.
  The first step upon this path is the capture or murder 
  of another human being, performed solely for personal 
  benefit. This is not merely the simple violence of 
  a battlefield, but a calculated act, planned in 
  considerable detail and performed without 
  remorse, mercy or hesitation.
  
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  kIller’s eye (tAlent)
  Prerequisites: Perception 35 and either Sure Strike or 
  Deadeye Shot
  The Explorer can find the weaknesses of his prey with only a 
  few moments of observation. When he makes a Called Shot 
  attack and scores a number of Degrees of Success on the attack 
  roll equal to or greater than the target’s Agility Bonus, he 
  immediately inflicts a 1d5 critical damage result on the target 
  in addition to any normal damage. Roll on the appropriate 
  Critical Hit table for the damage type and location struck. 
  Any modifiers to critical damage from Talents or other sources 
  apply as normal. However, the Critical Damage inflicted from 
  this ability does not stack with actual Critical Hits.
  tAke theM AlIVe (tAlent)
  Prerequisites: Perception 35 and either Sure Strike or 
  Deadeye Shot
  The Explorer is well versed in laying his enemies low without 
  killing them, able to incapacitate his targets and limit the 
  damage he inflicts to them. When the Explorer makes a Called 
  Shot attack against an enemy, he may choose to reduce the 
  damage he inflicts after reduction by the target’s Armour or 
  Toughness Bonus by a number equal to his Perception Bonus, 
  and inflict a level of Fatigue for each point of damage reduced 
  in this way. In addition, the Explorer’s familiarity with non-
  lethal weaponry means that enemies do not gain the usual 
  bonuses from armour to resist the stunning effect of Shocking 
  weapons, and suffer a –10 penalty to avoid or escape any 
  attack with the Snare quality.
  feArful reputAtIon (trAIt)
  The Manhunter advances contains a single entry which cannot 
  actually be purchased under normal circumstances—this 
  advance grants the characters the Fear 1 Trait, and requires 
  Skills and Talents which are not available through this advance 
  scheme. This is entirely deliberate. For a character to gain 
  such a terrifying reputation requires he be well-known and 
  feared, and this is something that cannot be obtained solely 
  through the expenditure of experience points. Even then, it 
  should not be easily obtainable.
  Meeting the prerequisites for this advance should be 
  something obtained through play, an accomplishment for the 
  character, worked towards over time. It takes both a grand 
  reputation and a considerable degree of personal presence to 
  be able to make your enemies flee before you; they must know 
  without doubt that the enemy they face is someone to be 
  feared…and such a feat is not easily accomplished.
  Table 2—6: Manhunter Advances
  Advance
  Cost
  Type
  Prerequisites
  Awareness
  100
  Skill
  Inquiry
  100
  Skill
  Awareness +10
  200
  Skill
  Awareness
  Concealment
  200
  Skill
  Dodge
  200
  Skill
  Inquiry +10
  200
  Skill
  Inquiry
  Shadowing
  200
  Skill
  Silent Move
  200
  Skill
  Concealment +10
  300
  Skill
  Concealment
  Disguise
  300
  Skill
  Dodge +10
  300
  Skill
  Dodge
  Shadowing +10
  300
  Skill
  Shadowing
  Silent Move +10
  300
  Skill
  Silent Move
  Disarm
  200
  Talent
  Ag 30
  Takedown
  200
  Talent
  Bloodtracker
  500
  Talent
  Crack Shot
  500
  Talent
  BS 40
  Crippling Strike
  500
  Talent
  WS 50
  Deadeye Shot
  500
  Talent
  BS 30
  Exotic Weapon Training (Choose One) (x3)
  500
  Talent
  Killer’s Eye
  500
  Talent
  Per 35, Sure Strike or Deadeye Shot
  Lightning Reflexes
  500
  Talent
  Peer (Underworld)
  500
  Talent
  Precise Blow
  500
  Talent
  WS 40, Sure Strike
  Sharpshooter
  500
  Talent
  BS 40, Deadeye Shot
  Sure Strike
  500
  Talent
  WS 30
  Take Them Alive
  750
  Talent
  Per 35, Sure Strike or Deadeye Shot
  Fearful Reputation
  1500
  Trait
  Good Reputation (Underworld), Intimidate +20
  
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  Reaver
  “Your prayers mean nothing, your god means nothing, your lives 
  mean nothing. You are dead.”
  –Last known vox transmission to Our Blessed Salvation, 
  recovered from bridge recorder in the wreckage.
  T
  he Koronus Expanse is known for its lawlessness; brutality 
  and danger are ways of life for many. There are those who 
  stalk the stars with levels of bloody violence unmatched 
  except by the Ruinous Powers. These are Reavers, pirates who 
  know only prey and loot, victims to be attacked and goods to 
  be pillaged. They are a force likened unto a storm of blood and 
  death, heralded by deadly salvoes of macrobatteries and assault 
  boats filled with near-bestial savages bent on bloody conquest. 
  Worse still, such actions attract mutant dregs, xenos scum, and 
  other terrible denizens to their ships, making them even 
  more horrific in combat. 
  Reaver pirates represent some of the worst depths 
  to which humanity can descend. These are men who 
  have spent too long in the lawless Expanse, unfettered 
  from moral constraints or civilised behaviour. They 
  have seen too many battles, shed too much blood, lost 
  too much faith, and watched too many comrades fall to 
  the unforgiving fates. Most were already thieves or pirates, 
  and either through abrupt shock or with passing time they 
  realised the only way to survive is to become as harsh and 
  merciless as the space around them. There was already 
  no law, and now there is not even crime—only 
  wants, needs, and blood spilled if they are not met. 
  Their raids are vicious and complete, leaving few if 
  any survivors, and anything that can be looted is 
  stripped away bare. Any taken alive are sold as slaves 
  or pressed into crew-dregs if they are lucky, and any 
  pillaged goods not kept as trophies are exchanged for 
  supplies or ammunition. 
  There is no long term planning, for planning is 
  meaningless. There are no schemes other than the 
  simple ambush or devastating raid. There is only 
  animal cunning and needs to be met that drive 
  attack after attack. As they indulge in degradations, 
  they sink ever lower, for there is no bottom in the 
  Koronus Expanse and little separates them from feral 
  savages in behaviour. In the Expanse, the light is always 
  dim, and it is very easy to descend into true darkness. 
  spIlled blood And ruIned lIVes
  To become a Reaver is to fall nearly as low as possible. 
  Such men could easily be feral natives or destitute colonists 
  except in their eyes, eyes that betray their now dead souls. The 
  transformation from mere pirate to Reaver may be unnoticed 
  by others around the Explorer, witnessing only an increased 
  careless ferocity in combat and lack of civility at other 
  times. More and more primal desires become the 
  only concern, and such niceties as grooming 
  or morals simply pointless wastes of time. 
  Regardless of any previous hesitations, they 
  become easily willing to kill if asked (or even if not asked). This 
  does not mean they are lost forever, but even the most intensive 
  of spiritual care will take much time with small chance of 
  success. Properly used, however, a Reaver is a powerful addition 
  in battles, and a crew of Reavers can become a deadly rival to 
  even the most puissant of Rogue Trader fleets. 
  Required Career: Any human
  Alternate Rank: Rank 2 or Higher (7,000 xp). The 
  Explorer may reduce the requirement to Rank 1 if he has the 
  Criminal, Darkness, or Dark Voyage option from his Origin 
  Path, if the GM agrees. In this case the Explorer must take an 
  additional 14+1d10 Insanity Points in addition to any earned 
  from his Origin Path, and must work the other requirements 
  listed into his back story.
  know only prey and loot, victims to be attacked and goods to 
  be pillaged. They are a force likened unto a storm of blood and 
  death, heralded by deadly salvoes of macrobatteries and assault 
  boats filled with near-bestial savages bent on bloody conquest. 
  Worse still, such actions attract mutant dregs, xenos scum, and 
  other terrible denizens to their ships, making them even 
  Reaver pirates represent some of the worst depths 
  to which humanity can descend. These are men who 
  have spent too long in the lawless Expanse, unfettered 
  from moral constraints or civilised behaviour. They 
  have seen too many battles, shed too much blood, lost 
  too much faith, and watched too many comrades fall to 
  the unforgiving fates. Most were already thieves or pirates, 
  and either through abrupt shock or with passing time they 
  realised the only way to survive is to become as harsh and 
  merciless as the space around them. There was already 
  no law, and now there is not even crime—only 
  wants, needs, and blood spilled if they are not met. 
  Their raids are vicious and complete, leaving few if 
  any survivors, and anything that can be looted is 
  stripped away bare. Any taken alive are sold as slaves 
  or pressed into crew-dregs if they are lucky, and any 
  pillaged goods not kept as trophies are exchanged for 
  There is no long term planning, for planning is 
  meaningless. There are no schemes other than the 
  simple ambush or devastating raid. There is only 
  animal cunning and needs to be met that drive 
  attack after attack. As they indulge in degradations, 
  they sink ever lower, for there is no bottom in the 
  Koronus Expanse and little separates them from feral 
  savages in behaviour. In the Expanse, the light is always 
  dim, and it is very easy to descend into true darkness. 
  lIVes
  IVes
  IV
  To become a Reaver is to fall nearly as low as possible. 
  Such men could easily be feral natives or destitute colonists 
  except in their eyes, eyes that betray their now dead souls. The 
  transformation from mere pirate to Reaver may be unnoticed 
  by others around the Explorer, witnessing only an increased 
  careless ferocity in combat and lack of civility at other 
  times. More and more primal desires become the 
  only concern, and such niceties as grooming 
  or morals simply pointless wastes of time. 
  Regardless of any previous hesitations, they 
  listed into his back story.
  
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  Other Requirements: An Explorer must have already 
  engaged in at least one capture and looting of another ship, 
  have killed one opponent in cold blood, and have at least 15 
  Insanity Points. 
  Traits: Reavers gain 1d10+5 Insanity Points and receive 
  the Talents Enemy (Rogue Traders, Nobility, Imperial Navy) 
  as well. 
  Special: While it may seem impossible to disguise the 
  change to Reaver amongst fellow Explorers, if this is desired 
  then effort should be made in conjunction with the GM to 
  make this transition without alerting the other crew. Ideally, 
  it will be several sessions until others notice telltale clues and 
  decide what actions they take concerning their fellow Explorer. 
  Unless of course the entire crew has gone Reaver…
  Cold soul (tAlent)
  Prerequisites: Insanity (20+ Points)
  The Explorer has become disconnected from normal human 
  emotions or feelings as his sense of humanity drains away. He 
  is nearly immune to any human emotions, is incapable of mercy 
  or compassion, and has no regard for appeals for either. He is 
  humanity stripped bare of what makes mankind more than an 
  animal, still a reasoning being but with a soul that has diminished 
  to a bare spark of light. This Talent grants a +30 bonus when 
  opposing any Fellowship or Interrogation Test, and suffer –20 
  to any Fellowship based Tests they make, due to their unnerving 
  countenance. The Explorer removes any current Mental Disorders 
  and also never rolls on the Mental Trauma table—such feelings 
  are beyond him now—but must pay double normal Experience 
  Points when attempting to remove Insanity Points. Should a 
  player’s Insanity Points drop below 10, then he may remove this 
  Talent at the GM’s discretion. 
  Table 2—7: Reaver Advances
  Advance
  Cost
  Type
  Prerequisites
  Forbidden Lore (Mutants)
  200
  Skill
  Forbidden Lore (Pirates)
  200
  Skill
  Intimidate
  200
  Skill
  Secret Tongue (Pirates)
  200
  Skill
  Intimidate +10
  300
  Skill
  Intimidate 
  Melee Weapon Training (Primitive)
  100
  Talent
  Pistol Weapons Training (Primitive)
  100
  Talent
  Disturbing Voice
  200
  Talent
  Frenzy
  200
  Talent
  Jaded
  200
  Talent
  WP 30
  Peer (Pirates)
  200
  Talent
  Melee Weapon Training (Universal)
  300
  Talent
  Pistol Weapons Training (Universal)
  300
  Talent
  Blind Fighting
  300
  Talent
  Per 30
  Cold Soul
  300
  Talent
  Insanity 20+
  Chem Geld
  300
  Talent
  Dark Soul
  300
  Talent
  Die Hard
  300
  Talent
  WP 40
  Paranoia
  400
  Talent
  Crippling Strike
  500
  Talent
  WS 50
  Hatred (all)
  1000
  Talent
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  decide what actions they take concerning their fellow Explorer. 
  Unless of course the entire crew has gone Reaver…
  and also never rolls on the Mental Trauma table—such feelings 
  are beyond him now—but must pay double normal Experience 
  Points when attempting to remove Insanity Points. Should a 
  player’s Insanity Points drop below 10, then he may remove this 
  Talent at the GM’s discretion. 
  To Rogue Trader Sarvus Trask, 
  Ah. You hadn’t mentioned the pirates in questions were those savages. I know 
  this works against your nature, but flight is often the wisest course of action when 
  dealing with these particular reavers—they will not care if you surrender or not; one 
  may as well beg to the void itself for mercy. You are indeed most fortunate they 
  suffered a drive failure or you might not have been able to send me this letter.
  –Nathin Tsanthos
  
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  Swashbuckler
  “Kill you? Why would I want to do that, given how well you dressed 
  for my arrival?”
  –Pollox de Navarro, Master at Arms, The Black Hawke 
  I
  t is in many ways easy to be a pirate; it is after all simply a 
  matter of taking goods and not paying for them, without 
  any official backing or authorisation. To be successful 
  at it is a more difficult proposition by far, for it takes 
  careful planning, reliable information networks, 
  a trustworthy crew, and fences willing to deal 
  with stolen goods. To do all this with élan, 
  however, is the mark of the true master, the 
  pirate’s pirate—the Swashbuckler. 
  It is perhaps an elaborate performance to 
  behave with such abandon and panache in 
  the face of the horrors of the 
  Expanse and the dangers of this 
  profession. It could also be a 
  mild form of insanity, designed 
  to allow an Explorer to cope 
  with the assorted nightmares of 
  the 41st Millennium. Either way, 
  such a display is as effective as 
  the base brutality of most pirates; 
  often more so depending on the 
  status of those targeted. Charm 
  and style may win the day 
  where cruelty and roughness 
  cannot, and a victory with 
  less bloodshed is all the 
  sweeter. This is not to say the 
  Swashbuckler cannot fight, 
  for this pirate must have steel 
  ready underneath the velvet 
  of his wit. Reputation is all and 
  he must be ready to back up words 
  with deeds, at least when there are 
  witnesses. But a Swashbuckler will 
  rarely kill except when needs drive, and 
  would consider his behaviour as genteel 
  as a nobleman’s unless provoked. To meet 
  every challenge with confidence and a 
  cocksure smile, to best each foe with wit 
  as sharp as the blade, raid the riches of the 
  Expanse with a personal code of honour 
  greater than most he faces, to do all these 
  and more is to bring to the Koronus Expanse, 
  if not a sense of civilisation, perhaps a sense 
  of style. And what could be more 
  glorious than that? 
  dAshIng And reCkless
  Such an act (or is it true behaviour, or truer insanity?) is not 
  without risk. The Expanse has little patience with fools, and a 
  Swashbuckler would indeed appear such to many. Few would 
  even appreciate such a charming rogue, and fellow pirates 
  would happily see such a rival removed. And no amount of 
  charisma can turn aside a heavy flamer… A Swashbuckler 
  will also reap side benefits though, such as a wider net of 
  contacts and more reliable agents to support him. Many 
  planets and stations may not officially welcome him, but 
  rather turn a blind auspex to his arrival and departure. Only 
  the most puritanical of establishments would refuse 
  him, and for many he is a favoured customer for whom 
  they may even risk the wrath of the Magistratum. By 
  not descending into blood and brutality, it also allows 
  for ‘redemption’ and work as a licensed Privateer or 
  even a Warrant in desperate times. 
  But for a Swashbuckler, the act is its own 
  reward. To live by such a code, as impractical 
  as others may view it, and face the 
  void with eyes awash, a justifiably 
  arrogant smile, and a sword ready 
  to out-duel any rival—what 
  could be a finer way to live? 
  Required Career: Any.
  Alternate Rank: Rank 3 or 
  higher (10,000 xp)
  Other Requirements: Must 
  have a Fellowship of at least 35. An 
  Explorer must have already engaged in at 
  least one capture and looting of another 
  ship, and performed one memorable or 
  chivalrous act that proves detrimental to his 
  interests (sparing a defeated foe who fought 
  well, warning an enemy ship before opening 
  fire on them, or spending one’s turn during 
  a duel making witty comments to the 
  spectators rather than fighting).
  Special: 
  Swashbucklers 
  automatically receive the Talent 
  Enemy (Imperial Navy).
  at it is a more difficult proposition by far, for it takes 
  careful planning, reliable information networks, 
  a trustworthy crew, and fences willing to deal 
  with stolen goods. To do all this with élan, 
  however, is the mark of the true master, the 
  pirate’s pirate—the Swashbuckler. 
  It is perhaps an elaborate performance to 
  behave with such abandon and panache in 
  the face of the horrors of the 
  Expanse and the dangers of this 
  profession. It could also be a 
  mild form of insanity, designed 
  to allow an Explorer to cope 
  with the assorted nightmares of 
  the 41st Millennium. Either way, 
  such a display is as effective as 
  the base brutality of most pirates; 
  often more so depending on the 
  status of those targeted. Charm 
  and style may win the day 
  and style may win the day 
  where cruelty and roughness 
  cannot, and a victory with 
  less bloodshed is all the 
  sweeter. This is not to say the 
  Swashbuckler cannot fight, 
  for this pirate must have steel 
  ready underneath the velvet 
  of his wit. Reputation is all and 
  he must be ready to back up words 
  with deeds, at least when there are 
  witnesses. But a Swashbuckler will 
  rarely kill except when needs drive, and 
  would consider his behaviour as genteel 
  as a nobleman’s unless provoked. To meet 
  every challenge with confidence and a 
  cocksure smile, to best each foe with wit 
  as sharp as the blade, raid the riches of the 
  Expanse with a personal code of honour 
  greater than most he faces, to do all these 
  and more is to bring to the Koronus Expanse, 
  if not a sense of civilisation, perhaps a sense 
  of style. And what could be more 
  rather turn a blind auspex to his arrival and departure. Only 
  the most puritanical of establishments would refuse 
  him, and for many he is a favoured customer for whom 
  they may even risk the wrath of the Magistratum. By 
  not descending into blood and brutality, it also allows 
  for ‘redemption’ and work as a licensed Privateer or 
  even a Warrant in desperate times. 
  But for a Swashbuckler, the act is its own 
  reward. To live by such a code, as impractical 
  as others may view it, and face the 
  void with eyes awash, a justifiably 
  arrogant smile, and a sword ready 
  to out-duel any rival—what 
  could be a finer way to live? 
  Required Career:
  Alternate Rank:
  higher (10,000 xp)
  Other Requirements:
  have a Fellowship of at least 35. An 
  Explorer must have already engaged in at 
  Explorer must have already engaged in at 
  least one capture and looting of another 
  ship, and performed one memorable or 
  chivalrous act that proves detrimental to his 
  interests (sparing a defeated foe who fought 
  well, warning an enemy ship before opening 
  fire on them, or spending one’s turn during 
  a duel making witty comments to the 
  spectators rather than fighting).
  Special: 
  automatically receive the Talent 
  Enemy (Imperial Navy).
  
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  CoMbAt flAIr (tAlent)
  Prerequisites: Blademaster, Charm (+10), WS 40
  The Explorer’s skills in melee are without parallel, but 
  more importantly he fights with a stylish jaunty confidence 
  guaranteed to impress even his foes. Fast on your feet and 
  faster with witty repartee, if your blade does not pierce 
  their flesh then your barbed banter will surely pierce their 
  composure. This Talent allows the Explorer to make an 
  opposed Challenging (+0) Charm versus Willpower 
  Test as a Half Action against any foes in close combat each 
  combat round. Should he win, his he imposes a –10 penalty 
  to his foes’ Weapon Skill, increasing by 5 for every degree 
  of success. This penalty applies for one full Round. Multiple 
  Explorers may use this Talent with a cumulative effect. At the 
  GM’s discretion, opponents with the Bestial, Daemonic, From 
  Beyond, or Machine Trait are immune to this Talent.
  Table 2—8: Swashbuckler Advances
  Advance
  Cost
  Type
  Prerequisites
  Barter
  200
  Skill
  Carouse
  200
  Skill
  Charm
  200
  Skill
  Commerce
  200
  Skill
  Dodge
  200
  Skill
  Forbidden Lore (Pirates)
  200
  Skill
  Gamble
  200
  Skill
  Secret Tongue (Pirates) 
  200
  Skill
  Charm +10
  300
  Skill
  Charm
  Command
  300
  Skill
  Dodge +10
  400
  Skill
  Dodge
  Charm +20
  600
  Skill
  Charm +10
  Decadence
  200
  Talent
  T 30
  Good Reputation (Pirates)
  200
  Talent
  Melee Weapon Training (Primitive, Universal)
  200
  Talent
  Peer (Pirates)
  200
  Talent
  Fel 30
  Pistol Weapons Training (Primitive, Universal)
  200
  Talent
  Blademaster
  300
  Talent
  WS 30, Melee Weapon Training (Any)
  Combat Sense
  300
  Talent
  Per 40
  Master Orator
  300
  Talent
  Fel 30
  Combat Flair
  600
  Talent
  Blademaster, Charm (+10), WS 40
  Iron Discipline
  750
  Talent
  WP 30, Command
  Wall of Steel
  750
  Talent
  Ag 35
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  Prerequisites:
  Prerequisites: Blademaster, Charm (+10), WS 40
  The Explorer’s skills in melee are without parallel, but 
  The Explorer’s skills in melee are without parallel, but 
  more importantly he fights with a stylish jaunty confidence 
  more importantly he fights with a stylish jaunty confidence 
  guaranteed to impress even his foes. Fast on your feet and 
  guaranteed to impress even his foes. Fast on your feet and 
  faster with witty repartee, if your blade does not pierce 
  faster with witty repartee, if your blade does not pierce 
  their flesh then your barbed banter will surely pierce their 
  their flesh then your barbed banter will surely pierce their 
  composure. This Talent allows the Explorer to make an 
  composure. This Talent allows the Explorer to make an 
  combat round. Should he win, his he imposes a –10 penalty 
  to his foes’ Weapon Skill, increasing by 5 for every degree 
  of success. This penalty applies for one full Round. Multiple 
  Explorers may use this Talent with a cumulative effect. At the 
  GM’s discretion, opponents with the Bestial, Daemonic, From 
  Beyond, or Machine Trait are immune to this Talent.
  To Rogue Trader Sarvus Trask,
  As a matter of fact, I did encounter the so-called Dread Captain of the 
  Foundling Worlds recently, as I was travelling back from investigating the lost 
  colony of Rain as a passenger on the Stygos Valiant. I assure you, Lord-Captain 
  Elsbeth Castellia proved to be quite enjoyable company, even as she boarded our 
  vessel and fought two dozen armsmen in single combat. I have seen few spectacles of 
  martial prowess more impressive. In addition, after taking the Valiant’s cargo, she 
  was more than willing to leave us with enough foodstuffs to make it to Footfall, as 
  well as a personal memento of the encounter. I still have the Egarian Puzzle-box 
  on my desk, though I have yet to unlock the secrets of its contents. 
  –Nathin Tsanthos
  
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  Secessionist
  “Each and every year, the majority of our produce goes to those who 
  rule in the name of distant Terra, a world which may as well be a 
  myth for all we know. The Emperor is a falsehood used to dupe the 
  ignorant and feebleminded into servitude. No more! No more shall 
  we struggle beneath the yoke of this false Imperium!”
  –Grygor Tsavo, executed for treason, 791.M41
  P
  erhaps the greatest crime a man can commit, seceding 
  from the Imperium is a crime on a planetary scale, 
  beyond the scope of almost any man except Rogue 
  Traders and Planetary Governors. To take a world from the 
  Imperium is cause for armies and fleets to muster, and 
  for war to be declared.
  In spite of the consequences, more than a 
  few Rogue Traders have claimed worlds, or even 
  entire empires, and presumed to rule over them 
  without giving appropriate tribute to the Imperium. 
  The arrogance of such an act, to believe himself 
  beyond the reach of an empire 
  of a million worlds, is 
  astounding, but hardly 
  beyond the mind of one 
  who already speaks with 
  the voice of the Emperor.
  Beyond 
  greed 
  and 
  arrogance, there are several 
  reasons someone may choose 
  to forsake the Imperium. Some 
  men believe themselves to be 
  doing the Emperor’s work, and 
  that the Imperium is dangerously 
  flawed and no longer serving 
  the best interests of the Master 
  of Mankind. Men who hold such 
  beliefs are dangerous indeed, for 
  their faith gives them the strength to 
  endure the retaliation of the Imperium, 
  and the passion of their convictions often 
  draws in many disillusioned priests and 
  their congregations.
  Those who forsake the Emperor as 
  well as the Imperium are no less dangerous. 
  While they may often lack the support of common 
  people, worlds that denounce the Emperor’s rule 
  entirely often become havens for criminals of other 
  kinds, rallying pirates and smugglers to their side 
  and becoming centres of illicit activity.
  In either case, the Calixian authorities 
  brand those that rebel against the Emperor’s 
  rule “secessionists,” rather than “radical,” 
  “visionary,” “ideological rebel,” or a host 
  of other appropriate titles. Often, it is 
  because they are uninterested in the reasons for the crime, 
  simply concerned with the act itself. 
  In either case, or for other reasons besides, a world that 
  secedes tends to enjoy its freedom for only a short time, for 
  the retribution of the Imperium upon those who rebel is swift 
  and terrible, with thousands made an example of, so that 
  others think twice about making the same mistake. In spite 
  of such brutal reprisals, some will always endeavour to free 
  themselves from the Emperor’s rule, believing themselves to 
  be beyond the wrath of His legions.
  beCoMIng A seCessIonIst
  To secede from the Imperium takes considerable resources—the 
  resources to dominate a world, in fact—and is not a crime for any 
  but the most powerful of individuals. Rogue Traders have 
  the means to do this simply through their calling—
  one of the duties of a Rogue Trader is to conquer 
  worlds in the name of the Imperium, and it is 
  thus a simple matter to claim those worlds 
  in their own name, rather than that of 
  Him on Terra. Worlds beyond 
  the edge of the Imperium 
  are often difficult for 
  the Imperium to act 
  against, but far from 
  impossible.
  To take a world 
  from the Imperium 
  is a far more difficult 
  matter, 
  requiring 
  power over that world 
  enough to displace the 
  Imperial authorities that 
  represent the Emperor’s rule 
  and the might to stand 
  against the retaliation of 
  the Imperium.
  In either case, it is not 
  something done lightly, 
  nor is it an easy task to 
  perform.
  Required Career: Any
  Alternate Rank: Rank 1 or 
  Higher (5,000 xp)
  Other 
  Requirements: 
  The Explorer must have led 
  the population of a region, 
  voidstation, starship, or world 
  from the rule of the Imperium 
  (if taken at Rank 1, this requires 
  GM discretion to fulfil this 
  requirement).
  Special: By taking this 
  alternate rank, you have 
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  Pbeyond the scope of almost any man except Rogue 
  Traders and Planetary Governors. To take a world from the 
  Imperium is cause for armies and fleets to muster, and 
  for war to be declared.
  In spite of the consequences, more than a 
  few Rogue Traders have claimed worlds, or even 
  entire empires, and presumed to rule over them 
  without giving appropriate tribute to the Imperium. 
  The arrogance of such an act, to believe himself 
  beyond the reach of an empire 
  of a million worlds, is 
  astounding, but hardly 
  beyond the mind of one 
  who already speaks with 
  the voice of the Emperor.
  Beyond 
  greed 
  and 
  arrogance, there are several 
  reasons someone may choose 
  to forsake the Imperium. Some 
  men believe themselves to be 
  doing the Emperor’s work, and 
  that the Imperium is dangerously 
  flawed and no longer serving 
  the best interests of the Master 
  of Mankind. Men who hold such 
  beliefs are dangerous indeed, for 
  their faith gives them the strength to 
  endure the retaliation of the Imperium, 
  and the passion of their convictions often 
  draws in many disillusioned priests and 
  their congregations.
  Those who forsake the Emperor as 
  well as the Imperium are no less dangerous. 
  While they may often lack the support of common 
  people, worlds that denounce the Emperor’s rule 
  entirely often become havens for criminals of other 
  kinds, rallying pirates and smugglers to their side 
  and becoming centres of illicit activity.
  In either case, the Calixian authorities 
  brand those that rebel against the Emperor’s 
  rule “secessionists,” rather than “radical,” 
  “visionary,” “ideological rebel,” or a host 
  of other appropriate titles. Often, it is 
  To secede from the Imperium takes considerable resources—the 
  resources to dominate a world, in fact—and is not a crime for any 
  but the most powerful of individuals. Rogue Traders have 
  the means to do this simply through their calling—
  one of the duties of a Rogue Trader is to conquer 
  worlds in the name of the Imperium, and it is 
  thus a simple matter to claim those worlds 
  in their own name, rather than that of 
  Him on Terra. Worlds beyond 
  the edge of the Imperium 
  are often difficult for 
  the Imperium to act 
  against, but far from 
  impossible.
  To take a world 
  from the Imperium 
  is a far more difficult 
  matter, 
  requiring 
  power over that world 
  enough to displace the 
  Imperial authorities that 
  represent the Emperor’s rule 
  and the might to stand 
  against the retaliation of 
  the Imperium.
  In either case, it is not 
  something done lightly, 
  nor is it an easy task to 
  perform.
  Required Career: Any
  Alternate Rank: Rank 1 or 
  Higher (5,000 xp)
  Other 
  Requirements:
  The Explorer must have led 
  the population of a region, 
  voidstation, starship, or world 
  from the rule of the Imperium 
  (if taken at Rank 1, this requires 
  GM discretion to fulfil this 
  requirement).
  Special: By taking this 
  alternate rank, you have 
  
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  betrayed the Imperium as a whole, and gain the Enemy 
  (Adepta Sororitas, Adeptus Arbites, Adeptus Astartes, Adeptus 
  Mechanicus, Administratum, Astropaths, Ecclesiarchy, Imperial 
  Guard, Imperial Navy, and Inquisition) Talents.
  seCeded worlds And IMperIAl 
  orgAnIsAtIons
  The Secessionist advance scheme contains several talents that 
  refer to groups not listed in the core rulebook. These are 
  explained below:
  peer (seCeded worlds) And good 
  reputAtIon (seCeded worlds) (tAlent)
  These talents apply specifically to the world or worlds that the 
  Explorer has led from the rule of the Imperium; Secessionist 
  leaders are often loved by their people.
  hAtred (IMperIAl orgAnIsAtIons) 
  (tAlent)
  In this instance, Imperial Organisations is a catch-all term for 
  the following groups: the Adepta Sororitas, Adeptus Arbites, 
  Adeptus Astartes, Adeptus Mechanicus, Administratum, 
  Astropaths, Ecclesiarchy, Imperial Guard, Imperial Navy, 
  Inquisition and Navigators. Each time you select the Hatred 
  (Imperial Organisations) advance, select one of the above listed 
  organisations—this is the organisation subject to your hatred.
  grAnd orAtory (tAlent)
  Prerequisites: Charm +10, Command +10, Master Orator
  The Explorer’s words inspire loyalty and dissent in equal 
  measure, and can influence hundreds of individuals at once. 
  His Fellowship Tests and Fellowship-based Skill Tests affect 
  100 times the normal number of targets.
  JudgeMent In deAth
  Those who secede from the Imperium face only death, 
  for their judgement can come only from the Emperor 
  and no other. Because of the severity of the crime, 
  Secessionists receive the attentions of one of the 
  Emperor’s weapons seldom wielded in other situations: 
  the Officio Assassinorum.
   Consisting of several orders, or temples, of near-
  peerless sanctioned killers, the Officio Assassinorum is 
  amongst the deadliest weapons the Imperium possesses, 
  brought to bear only rarely and by the order of the High 
  Lords of Terra, with each temple practising a different 
  method of death-bringing. In the history of the Calixis 
  Sector, only seven Rogue Traders are known to have 
  earned the dubious distinction of dying to the blade of 
  a Temple Assassin, and all but two of them had chosen 
  to renounce the Imperium and forge their own empires. 
  The other two were Bastalus Irem, whose death was 
  decreed by the Inquisition, and Ceronna Raom, who 
  rallied hundreds of pirates to his cause in 960.M40 
  and led them in a two-year string of raids across the 
  Malfian Sub-sector. Of course, there are enough other 
  Rogue Traders who have vanished under “mysterious 
  circumstances” that this total may well not be complete.
  Table 2—9: Secessionist Advances
  Advance
  Cost
  Type
  Prerequisites
  Deceive
  100
  Skill
  Intimidate
  100
  Skill
  Charm
  200
  Skill
  Charm +10
  200
  Skill
  Charm
  Command
  200
  Skill
  Command
  Commerce
  200
  Skill
  Commerce +10
  200
  Skill
  Commerce
  Forbidden Lore (Heresy)
  200
  Skill
  Scholastic Lore (Bureaucracy)
  200
  Skill
  Scholastic Lore (Imperial Creed)
  200
  Skill
  Scholastic Lore (Philosophy)
  200
  Skill
  Command +10
  400
  Skill
  Command
  Forbidden Lore (Heresy) +10
  400
  Skill
  Forbidden Lore (Heresy)
  Intimidate +10
  400
  Skill
  Intimidate
  Charm +20
  500
  Skill
  Charm +10
  Hatred (Imperial Organisation) x3
  200
  Talent
  Peer (Seceded Worlds)
  200
  Talent
  Fellowship 30
  Good Reputation (Seceded World)
  500
  Talent
  Fellowship 50, Peer
  Inspire Wrath
  500
  Talent
  Fellowship 30
  Iron Discipline
  500
  Talent
  Willpower 30, Command
  Master Orator
  500
  Talent
  Fellowship 30
  Into the Jaws of Hell
  750
  Talent
  Iron Discipline
  Grand Oratory
  1000
  Talent
  Charm +10, Command +10, Master Orator
  
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  Tools of the 
  Trade
  “Always be watchful of pirates and other ne’er-do-wells; seldom, if 
  ever, are they unarmed, and even one who appears at your mercy 
  may still have a trick or six left. A micro-stubber, sneak-knife, tox-
  mister, or something more malicious still may lurk hidden about their 
  person.”
  –Chief Petty Officer Vincholo, addressing a new group of 
  Armsmen aboard the Vengeful Martyr
  T
  he tools of the criminal are many and varied, and 
  depending on the nature of the crime, are as likely to 
  be brutal tools of intimidation as subtle implements 
  that can be easily concealed, and are as often as illegal as the 
  acts they are employed to commit. Xenos devices, archeotech, 
  and unsanctioned modifications are commonplace amongst 
  those who already flaunt the law, for they have little more to 
  fear from the authorities that already hunt them.
  Ranged 
  Weapons
  “This? Not much to look at, I know, but you’ll find little better for 
  ripping open a man’s voidsuit and spacing his shredded corpse.”
  –‘Two-tonne’ Kreghan, Footfall arms dealer
  T
  he following ranged weapons tend towards the illicit 
  or the outright illegal in Imperial space, although such 
  qualifiers mean little to the average Rogue Trader. 
  Nevertheless, many sport modifications or technologies 
  frowned on or forbidden by the Adeptus Mechanicus.
  lAs WeAPons
  Ubiquitous 
  within 
  the 
  Imperium, 
  las-weaponry 
  is 
  unsurprisingly common amongst criminals due to its ease of 
  repair and resupply. Most las-weapons are blessed with docile 
  or eager spirits, willing to tolerate fairly clumsy or uncaring 
  treatment and still function adequately, making them ideal for 
  even mediocre illegal munitionsmiths to customise. 
  ‘retrIbutIon’ long-lAs
  The first ‘Retribution’ Long-las was reportedly a modified 
  Guard issue long-las, constructed by a Brontian Long-
  knife sniper. Angry over the destruction of his regiment 
  in bloody frontal assaults during the fifth battle of Koldon 
  Gap, he deserted and proceeded to kill four of his former 
  senior officers and five commissars before his position 
  was annihilated by a retaliatory mortar strike. In the 
  subsequent centuries, similar weapons have been 
  constructed by various artisans in the Calixis 
  Sector and Koronus Expanse.
  The Retribution is a stripped down long-las, sacrificing 
  some of the weapon’s reliability and clip size. In exchange, the 
  Retribution has a much shorter barrel (for easy concealment) 
  and can be broken into half a dozen pieces that can easily 
  be concealed within a specially designed pack. In addition, 
  the weapon is rigged to fire in a non-visible light spectrum, 
  decreasing penetration slightly but ensuring the Retribution’s 
  discharge is unnoticeable. 
  Acquiring a Retribution includes a pack or case the long-
  las can be concealed in. Breaking down or assembling the 
  weapon takes roughly 30 seconds for a practised individual 
  (anyone with Basic Weapon Training (Las) is assumed to be 
  practised). In addition, there is almost no flash or sound from 
  the las-burst—any attempts to detect the Retribution firing 
  via sight or hearing suffer a –30 penalty. 
  shotlAs
  An illegal modification of a standard lasgun popular amongst 
  the techwrights and armour-mongers of Footfall, the ‘shotlas’ 
  is rigged to discharge more energy per shot, at the cost of beam 
  coherence, with shots swiftly losing power and becoming 
  ineffective at longer ranges. The weapon deals +3 damage at 
  point-blank range, but its maximum range is only twice the 
  listed range, rather than four times (as is normally the case).
  stutter-lAs
  Another common illegal modification, stutter-las pistols trade 
  accuracy and reliability for rate of fire, charging quickly to 
  unleash a hail of lasblasts. Though seldom as potent as the 
  discharges of most las-weapons, the spray of light and heat is 
  effective at close quarters.
  solid ProjeCtile 
  WeAPons
  Simple to manufacture with few complex components, solid 
  projectile weapons are abundantly common amongst criminals. 
  Given their ease of production, a wide variety of such weapons 
  exist, covering the full range from cheap and unreliable, to 
  precision devices capable of striking down a target from great 
  distances. One of their largest drawbacks is perhaps weight and 
  bulk, with the most potent projectile weapons requiring heavy 
  ammunition and heavy construction to be effective.
  Auto-CArbIne (ZAyth)
  Auto-carbines are a fairly common version of solid projectile 
  weapons, utilised by those who prefer a more easily concealable 
  weapon than the bulky autoguns. Shorter barrels, removed 
  stocks, and pistol grips make these weapons concealable 
  listed range, rather than four times (as is normally the case).
  
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  under storm coats or flak cloaks, and easily used in confined 
  spaces. However, most auto-carbines are less accurate and 
  shorter ranged than their larger cousins.
  In the Expanse, a surprisingly large number of auto-carbines 
  are produced on Zayth, where projectile weaponry is one of 
  the only remaining industries. Zayth-pattern auto-carbines 
  are given to landship inhabitants for boarding defence. 
  The Zayth-pattern auto-carbine has an integrated pistol 
  grip, allowing it to be fired one-handed without penalty (range 
  modifiers are already included in the weapon). In addition, when 
  concealed under bulky clothing or cloaks, the compact size 
  imposes a –10 penalty on any Perception-based tests to notice it. 
   Auto-stubber (wrAth)
  Sometimes found in Battlefleet Calixis arms lockers as an 
  alternative to shotguns, the so-called Wrath-pattern stubbers 
  utilise a similar fragmenting round to the more common 
  Naval Pistols. This increases stopping power, while reducing 
  the chance of dangerous ricochets or damage to important 
  components when repelling a boarding action. The weapon 
  may use any kind of special ammunition normally available 
  to an autogun, but if any special ammo is used, the weapon’s 
  attacks lose the Tearing quality.
  boArdIng gun (lAthe)
  Essentially a large-bore, triple-barrelled shotgun, the weight 
  and hitting power of Lathe-pattern boarding guns has 
  made them infamous across the Calixis Sector and Koronus 
  Expanse. Loaded with heavier, more powerful shells than most 
  shotguns, the weapon has punishing recoil that, combined 
  with its weight, makes it impractical for any but the strongest 
  men to wield. Unless the wielder has a Strength Bonus of 4 
  or higher, the boarding gun imposes a –20 penalty to hit. 
  However, its sheer weight and solid construction mean that 
  it can be used as a two-handed melee weapon in close 
  combat with the following profile (Melee; 1d10 I; 
  Pen 0; Unwieldy)
  A Lathe-pattern boarding gun may use any 
  special shotgun ammunition.
  Table 2—10: Ranged Weapons
  Las Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Wt.
  Availability
  Retribution
  Basic
  90m
  S–/–
  1d10+3 E 0
  10
  Full
  Accurate
  4
  Very Rare
  Shotlas
  Basic
  20m
  S/3/– 1d10+4 E 1
  40
  2 Full
  4
  Scarce
  Stutter-las
  Pistol
  35m
  S/–/5 1d10+2 E 0
  25
  Full
  Inaccurate
  2
  Average
  Solid Projectile Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Wt.
  Availability
  Auto-carbine
  Basic
  35m
  –/–/5 1d10+3 I
  0
  20
  Full
  Inaccurate
  3
  Scarce
  Auto-Stubber
  Basic
  60m
  S/3/– 1d10+4 I
  0
  20
  2 Full
  Inaccurate, Tearing, 
  Unreliable
  4
  Scarce
  Boarding Gun
  Basic
  30m
  S/3/– 1d10+5 I
  1
  3
  2 Full
  Inaccurate, Reliable, 
  Scatter
  6
  Scarce
  Harpoon Gun
  Basic
  60m
  S/–/– 1d10+4 R 2
  1
  Full
  Snare, Tearing
  5
  Rare
  Razorhail Gun
  Basic
  35m
  S/–/– 1d10+2 R 1
  1
  Full
  Scatter, Tearing
  5
  Average
  Shotgun 
  (Persecutor)
  Basic
  35m
  S/3/– 1d10+4 I
  0
  20
  Full
  Reliable, Scatter
  6
  Rare
  Bolt Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Wt.
  Availability
  Bolt Carbine 
  (Ceres)
  Basic
  90m
  S/2/– 1d10+5 X 4
  12
  2 Full
  Reliable, Tearing
  5
  Very Rare
  Bolt Pistol 
  (Footfall)
  Pistol
  25m
  S/2/– 1d10+4 X 2
  6
  Full
  Tearing, Unreliable
  4.5
  Scarce
  Boltgun 
  (Footfall)
  Basic
  80m
  S/3/– 1d10+4 X 2
  18
  Full
  Tearing, Unreliable
  8
  Rare
  Boltgun 
  (Archeotech)
  Basic
  120m
  S/3/– 1d10+9 X 4
  30
  Full
  Reliable, Tearing
  10
  Near Unique
  Melta Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Wt.
  Availability
  Melta Cutter
  Basic
  5m
  S/–/– 3d10+8 E 13
  5
  2 Full
  Inaccurate, Scatter
  8
  Rare
  Flame Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip
  Rld
  Special
  Wt.
  Availability
  Flameburst
  Basic
  40m
  S/–/– 1d10+4 E 2
  6
  2 Full
  Flame, Recharge
  7
  Rare
  
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  hArpoon gun
  A significantly larger and heavier version of the void speargun 
  (InTo The SToRm, page 112), these weapons violently propel 
  long, heavy, barbed spears that can easily puncture most 
  voidsuits and leave deep wounds in their wearers.
  Harpoon guns may not use any special ammunition.
  rAZorhAIl gun
  Cobbled together from scrap and spare parts, these weapons 
  spew hails of jagged, razor-sharp blades which tear and lacerate 
  anything in their path. While not particularly powerful, the 
  spread of blades are ideal for tearing open voidsuits and 
  leaving ragged gashes that are difficult to quickly repair. 
  Most versions are easy enough to manufacture, but are easily 
  foiled by armour, though some examples exist that utilise 
  mono-edged blades to better tear through protective suits. As 
  this weapon is designed to be used with a specific type of 
  ammunition, it may not use any unusual ammo.
  Razorhail guns may not use any special ammunition.
  perseCutor CoMbAt shotgun
  Favoured by Arbitrators sent to space-born postings such 
  as voidstations within the Calixis Sector, particularly those 
  expecting close quarters combat, the Persecutor Combat 
  Shotgun is a solid, reliable weapon, designed to withstand the 
  rigours of battle. To better support the needs of an Arbitrator 
  in combat, there is a retractable shock-prod mounted beneath 
  the muzzle, allowing some of the utility of a shock maul 
  without needing to stow the shotgun.
  A Persecution-pattern Combat Shotgun may be used as 
  a Shock Staff in close combat. Persecutor-pattern Combat 
  Shotguns may use any special shotgun ammunition.
  Bolt WeAPons
  Bolt weapons have long had a legendary reputation amongst 
  the peoples of the Imperium, echoing back to the ancient 
  days of the Great Crusade. For this reason, alongside the 
  loud and brutal effects of the weapon, Bolt weapons 
  are highly prized and imitations of this holy design 
  command a hefty price, in spite of their less-
  than-glorious reputation.
  bolt CArbIne (Ceres)
  Relatively uncommon weapons (the design was said to have 
  been rescued from a space hulk and pressed into production 
  specifically for the long ago Angevin Crusade), Bolt Carbines are 
  typically easier to wield than full-size Boltguns, due to lighter, 
  simpler construction and a lower rate of fire. Without the multi-
  round burst ability common to many patterns of Bolter, a Bolt 
  Carbine is incapable of the wholesale slaughter that characterise 
  volleys of bolter fire. However, their simpler design means that 
  they misfire less frequently and are much easier to maintain.
  Bolt carbines may use any special bolter ammunition
  bolt weApons (footfAll)
  The moniker ‘Footfall-pattern’ is applied mockingly at 
  best, said only with a straight face by arms dealers in the 
  Expanse trying to fleece their customers with a false air 
  of legitimacy. Comparatively crude and inefficient, these 
  counterfeit weapons fail regularly due to insufficiently strict 
  manufacturing tolerances, but the inconveniences of owning 
  such a weapon are outweighed by their lethality, for those 
  who cannot obtain a true bolter.
  Footfall-pattern bolt weapons may not be used with any 
  special ammunition.
  relIC-boltgun
  Within the Calixis Sector, there may only be a handful of 
  these extraordinarily rare and ancient devices. Bulky beyond 
  the means of most men to wield, these weapons may once 
  have been wielded by the Emperor’s warriors during the 
  earliest days of the Imperium, and bear the eagle’s claw and 
  thunderbolt symbols common to that distant age. More than 
  merely fine examples of ancient Bolters, these weapons are holy 
  relics, imbued with a tiny fragment of the Emperor’s wrath. 
  Consequently all damage dealt by an Archeotech Boltgun is 
  Holy and will deal greater damage to daemons and similar 
  warp entities, though any character with any Malignancies 
  suffers a –10 penalty to Ballistic Skill when attempting to use 
  this weapon.
  The scarcity and historical significance of these weapons 
  make them extremely sought-after, prized as relics of a more 
  glorious age by the Ecclesiarchy and the Adeptus Mechanicus 
  both. Any who bear such a device are likely to attract a great 
  suIt breAChes And repAIr
  When fighting in the void or another inhospitable environment, the risk of suit breach is something that worries all but 
  the most deranged voidfarers, and if left unchecked can fell a man as surely as a bullet or blade. 
  Any clothing or armour which provides an enclosed environment—such as voidsuits, but also certain patterns of 
  carapace armour and power armour—is at risk from a breach during combat. Any Explorer that takes damage equal to 
  double or more of their voidsuit or sealed armour’s AP also suffers from a suit breach. A breached suit no longer counts 
  as environmentally sealed. In a vacuum, this is treated as a gradually-worsening environment.
  ‘Soft’ voidsuits—void suits that provide no armour—are more vulnerable to some weapons than others. Weaponry 
  that tears or blasts can more effectively breach such suits, and thus against attacks dealing Rending or Explosive damage, 
  any hit against a character wearing a soft voidsuit, not only those that cause damage, has a 40 percent chance of causing 
  a suit breach. Any hit that causes damage automatically causes a suit breach.
  A breached suit can be quickly repaired in the field using suit patches, armour cement or similar equipment—taking 
  a full action. However, suits require more extensive repair to seal properly in the long-term.
  Relatively uncommon weapons (the design was said to have 
  been rescued from a space hulk and pressed into production 
  been rescued from a space hulk and pressed into production 
  specifically for the long ago Angevin Crusade), Bolt Carbines are 
  typically easier to wield than full-size Boltguns, due to lighter, 
  simpler construction and a lower rate of fire. Without the multi-
  When fighting in the void or another inhospitable environment, the risk of suit breach is something that worries all but 
  Any clothing or armour which provides an enclosed environment—such as voidsuits, but also certain patterns of 
  carapace armour and power armour—is at risk from a breach during combat. Any Explorer that takes damage equal to 
  double or more of their voidsuit or sealed armour’s AP also suffers from a suit breach. A breached suit no longer counts 
  ‘Soft’ voidsuits—void suits that provide no armour—are more vulnerable to some weapons than others. Weaponry 
  that tears or blasts can more effectively breach such suits, and thus against attacks dealing Rending or Explosive damage, 
  any hit against a character wearing a soft voidsuit, not only those that cause damage, has a 40 percent chance of causing 
  A breached suit can be quickly repaired in the field using suit patches, armour cement or similar equipment—taking 
  
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  deal of unpleasant 
  attention, their very ownership often deemed a minor 
  heresy by ambitious Cardinals and Magi.
  Utilising powerful shells akin to those employed by the 
  Adeptus Astartes, these bolters are extremely bulky, requiring 
  a Strength Bonus of 6 to wield or they count as Heavy 
  weapons, and expensive to maintain, requiring frequent 
  Upkeep tests in order to remain supplied with ammunition.
  An archeotech bolter may be used with any special 
  bolter ammunition, but acquisition tests to obtain special 
  bolter ammunition compatible with this weapon suffers an 
  additional –10 penalty.
  MeltA WeAPons
  Often favoured for the ability to cut through bulkheads and 
  hatches, melta weaponry is commonly used in boarding actions.
  MeltA Cutter
  Shorter-ranged but more potent than most melta weapons, this 
  is more a tool than a weapon, designed to overcome obstacles 
  rather than slay enemies. Using it as a weapon imposes a –20 
  penalty on Ballistic Skill Tests. 
  A melta cutter may use any meltagun ammunition.
  FlAMe WeAPons
  For both their usefulness at close quarters and the horrific 
  effects they have on living targets, flamers are favoured by 
  many pirates and renegades. Few weapons are as deadly to 
  the tightly-packed enemies that may fill a starship’s corridors, 
  or as quick to destroy the morale of those left behind.
  flAMer (flAMeburst)
  Created by heretek munitionsmiths in the Breaking Yards, this 
  pattern of flamer has become widespread amongst those who 
  cannot or will not deal with legitimate sources of technology. 
  The fuel is run through a crude but effective compressor 
  before reaching the nozzle, generating brief gouts of flaming 
  promethium that reach further than those projected from 
  conventional flamers. However, the compressor pump does 
  not work quickly, causing a seconds-long delay between 
  shots. Even so, it’s popular amongst the constant fighting that 
  takes place in the Breaking Yards. 
  A flameburst flamer fires in a metre-wide jet, rather than a 
  30 degree arc. 
  A flameburst flamer may use any special flamer ammunition.
  grenAdes And Missiles
  Except where noted otherwise, all the grenades in this section can 
  either be thrown by hand or launched from a grenade launcher.
  MICro
  A wonder of ages past, and still produced in tiny quantities 
  in certain remote corners of the Calixis Sector, microgrenades 
  are tiny, marble-like devices that detonate almost as fiercely 
  as full-size grenades. They are normally stored in a tube-like 
  container that dispenses and primes a handful of grenades 
  simultaneously, allowing them to be thrown immediately.
  A number of microgrenades may be thrown at once, in a 
  manner similar to firing a gun on semi-auto mode. When rolling 
  to hit—with the normal bonus for firing on semi-automatic—
  the number of successful hits caused by the weapon (determined 
  by your degrees of success as normal) is the number of grenades 
  that successfully hit their target. Any grenades thrown that do 
  not hit in this manner scatter as normal, but all the grenades 
  detonate whether they hit or not.
  Each dispenser contains 12 microgrenades, and the listed 
  weight is for a single dispenser. 
  rAd
  Wrought by ancient and arcane technologies, rad grenades 
  produce intense pulses of lingering, deadly radiation. While 
  somewhat erratic, few things can protect fully against these 
  grenades’ emissions, making them a powerful weapon against 
  any foe. The effects of a rad grenade are invisible and 
  insidious, and cannot be detected without an auspex or 
  similar equipment.
  The tiny radioactive particles housed within 
  this grenade create a cloud of dense radiation 
  with such a miniscule duration that only 
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  deal of unpleasant 
  deal of unpleasant 
  attention, their very ownership often deemed a minor 
  heresy by ambitious Cardinals and Magi.
  Utilising powerful shells akin to those employed by the 
  Adeptus Astartes, these bolters are extremely bulky, requiring 
  not work quickly, causing a seconds-long delay between 
  not work quickly, causing a seconds-long delay between 
  shots. Even so, it’s popular amongst the constant fighting that 
  takes place in the Breaking Yards. 
  A flameburst flamer fires in a metre-wide jet, rather than a 
  30 degree arc. 
  A flameburst flamer may use any special flamer ammunition.
  Vyme
  I would warn you about trafficking too openly in relic-tec
  associates have made the mistake of trying to smuggle archeotech beneath the olfactory sensors of 
  the Mechanicus and paid a high price for their hubris.
  By all means, continue—few things are quite as lucrative as the archeotech trade, after all, and 
  that is why I directed you towards our mutual acquaintance and the ruins on Naduesh—but I 
  urge a more circumspect attitude. I would hate to hear that you’ve been reduced to so much 
  servitor-flesh because the cogboys took offence.
  –Nathin Tsanthos
  
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  those in the initial blast radius are affected. It is powerful 
  enough, however, to leave those affected severely weakened 
  and vomiting blood for hours. 
  In addition to the damage dealt by the blast of radiation, a 
  victim hit by it must pass a Hard (–20) Toughness Test or 
  suffer 2d10 Toughness damage.
  sCAre
  Containing fast-acting psychotropic toxins that induce 
  intense feelings of dread and paranoia, scare grenades are 
  prized by pirates and raiders seeking to terrify their prey 
  into submission. Anyone within 10 metres of a detonating 
  scare grenade must succeed on a Difficult (–10) Toughness 
  Test or be overcome with feelings of terror, as if they had 
  failed a Fear test, with each Degree of Failure adding +10 
  to the roll on Table 10–4: The Shock Table on page 294 
  of the Rogue TRadeR Core Rulebook. As scare toxins are 
  absorbed through the skin, those in sealed or self-contained 
  environments or armour suits (void suits, carapace armour 
  with rebreathers, or sealed power armour) are immune to the 
  effects. As a poisonous weapon that produces a fear effect, 
  Talents, Traits or equipment that provide bonuses against 
  poison or fear provide their normal benefits.
  stryxIs AetherflAre
  The bizarre warp technology of the Stryxis produces many 
  wondrous and terrible things, devices that slay without wounding 
  and burn the soul rather than the flesh. One of the deadliest of 
  these horrific weapons has been dubbed the Aetherflare, which 
  unleashes bursts of luminous energy that coils like mist. Few 
  survive exposure to these weapons, leaving behind corpses that 
  display no signs of what claimed their lives.
  The blast of an Aetherflare ignores Armour, Toughness, 
  cover and psychic defences, searing the souls of those caught 
  within it. However, the effect does not damage non-living 
  items, machines or any creature with the Daemonic Trait or the 
  Machine Trait (5+). In addition, the Aetherflare’s effects are 
  blocked by contact with hexagrammic wards, untouchables or a 
  similar psychic blank or ward (such as a starship’s Gellar field).
  Aetherflares may only be thrown by hand—they may not 
  be loaded into launchers.
  web
  Essentially just a highly-compressed canister of 
  Webber adhesive and a detonator, web grenades 
  and missiles swiftly ensnare targets in a sticky, 
  rapidly-thickening mass of constricting filaments. 
  exotiC rAnged WeAPons
  The galaxy is full of hostile species, each with their own 
  means and methods of bringing death to their enemies. 
  Beyond the reach of the Emperor’s laws, these weapons find 
  their way into the hands of species other than their creators. 
  While some species may disdain the weapons of others—as 
  the Eldar are wont to do—many weapons change hands in 
  the Expanse, and a criminal looking in the right places can 
  find all manner of deadly devices far beyond the capabilities 
  or understanding of the Adeptus Mechanicus.
  egArIAn shArdCAster
  The labyrinthine worlds of the Egarian Domain hold many 
  secrets and many prizes for those willing to search for them. 
  Strange crystalline weaponry has been brought back from 
  these dead worlds on more than one occasion, all wrought 
  from the same bizarre crystalline material. It remains unknown 
  whether Shardcasters are examples of forgotten Egarian 
  technology, or merely use the same geode-crystals as a source 
  of ammunition, the weapons themselves constructed by some 
  other species—possibly even humans.
  Spitting razor-sharp crystals that splinter and shatter upon 
  impact, driving deep into flesh and armour, Shardcasters 
  seem to contain far more ammunition than their size might 
  suggest, as if the fragments collectively massed far more than 
  the larger crystal they originated from.
  eldAr fIrepIke
  These potent weapons pre-date the Imperium, having been 
  created by Eldar artisans. Operating similarly to most melta 
  weapons, firepikes project a lance of intense heat and radiation 
  over a considerable distance, capable of melting flesh and steel, 
  carving through the toughest armour with deadly precision.
  Rare even amongst the arsenals of the Eldar, they are most 
  often borne by the mightiest champions of their kind, relic 
  weapons beyond contemporary means to reproduce.
  Table 2—11: Grenades and Missiles
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Special
  Wt.
  Availability
  Aetherflare
  Thrown
  SBx3
  S/–/–
  1d10+6 E
  0
  Blast (4)
  1
  Near-Unique
  Microgrenade (Frag)
  Thrown
  SBx3
  S/4/–
  2d10 X
  0
  Blast (2)
  0.5
  Extremely Rare
  Microgrenade (Krak)
  Thrown
  SBx3
  S/4/–
  2d10+2 X
  5
  –
  0.5
  Extremely Rare
  Rad
  Thrown
  SBx3
  S/–/–
  1d10 E
  0
  Blast (10)
  1
  Extremely Rare
  Scare
  Thrown
  SBx3
  S/–/–
  –
  –
  –
  1
  Scarce
  Web
  Thrown
  SBx3
  S/–/–
  –
  –
  Blast (4), Snare
  1
  Scarce
  Web Missile
  –
  –
  –
  –
  –
  Blast (6), Snare
  2
  Rare
  The blast of an Aetherflare ignores Armour, Toughness, 
  Machine Trait (5+). In addition, the Aetherflare’s effects are 
  
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  eldAr fusIon gun
  Similar to meltaguns in effect and purpose, the fusion guns used by 
  the Eldar are far more accurate and efficient, utilising technologies 
  far more advanced than those of the Adeptus Mechanicus. In the 
  hands of a skilled warrior, a fusion gun can sear through the weak 
  points of an armoured vehicle, disabling or destroying it with 
  almost surgical precision and contemptuous ease.
  eldAr hAwk’s tAlon
  Capable of unleashing a withering torrent of powerful las-
  blasts, Hawk’s Talons are ancient and powerful precursors to 
  the lasblasters used by a variety of Eldar warriors. Reserved 
  for the deadliest combatants, these weapons are incredibly 
  rare, and the Eldar will show no mercy to those they find 
  bearing the relics of their kind.
  Many Hawk’s Talons mount a small powered blade in the 
  stock or beneath the barrels, allowing the wielder to strike 
  down his foes as easily in melee as he can at range.
  eldAr shurIken CAnnon
  To the Shuriken Catapult as the Heavy Bolter is to the Boltgun, 
  Shuriken Cannons are a common support weapon amongst Eldar 
  forces, variously carried by an Eldar warrior, mounted on a floating 
  gun carriage or fitted to a vehicle. Extremely light for their size, 
  Shuriken Cannons are capable of unleashing a deadly torrent of 
  blades at speeds sufficient to dismember or decapitate men or to 
  pierce the armoured hides of all but the toughest vehicles.
  Because of the Eldar mastery of anti-grav technology, 
  some Shuriken Cannons are fitted with systems equivalent to 
  the suspensors occasionally used on Imperial heavy weaponry. 
  Weapons so upgraded are Extremely Rare, and count their 
  operators as having the Auto-stabilised Trait—they are 
  always considered to be braced and the weapon may be fired 
  on semi- or full-auto as a Half Action.
  This weapon may use any specialist shuriken ammunition.
  eldAr spInneret rIfle
  A rare and strange weapon, as lethal as it is bizarre, the Spinneret 
  Rifle shoots a single monofilament wire over a considerable 
  distance until it pierces a target, at which point it coils tightly 
  within flesh and armour, causing considerable internal injury 
  before recoiling swiftly to re-enter the weapon.
  The weapon’s unique method of slaughter requires extreme 
  precision, making it difficult to use but utterly devastating in 
  the right hands. A well-placed shot can shred a man’s heart 
  or brain with startling efficiency, leaving nothing but ruined 
  flesh behind the tiniest of punctures.
  dArk eldAr shredder
  Similar to the Deathspinner, but significantly smaller, the 
  Shredder fires clusters of barbed monofilament wire that 
  rapidly unfurl to envelop groups of enemies and eviscerate 
  them. Their compact construction allows them to be wielded 
  in one hand without the normal penalty.
  dArk eldAr splInter CAnnon
  Surprisingly light given their size, Splinter Cannons are potent 
  support weapons capable of unleashing lethal hails of toxic, razor-
  sharp crystalline barbs that tear through flesh and light armour. 
  While their light weight comes partially from their alien 
  construction, there is other trickery at work, manipulating 
  gravity to make these weapons easier to wield on the move. 
  Table 2—12: Exotic Ranged Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen
  Clip Rld
  Special
  kg
  Availability
  Shardcaster
  Basic
  40m
  S/3/–
  1d10+4 R
  4
  60
  6 Full
  Scatter, Tearing
  5
  Very Rare
  Firepike
  Basic
  60m
  S/–/–
  2d10+10 E 13
  20
  4 Full
  Reliable
  6
  Unique
  Fusion Gun
  Basic
  20m
  S/–/–
  2d10+6 E
  13
  10
  2 Full
  Reliable
  3
  Near Unique
  Hawk’s Talon
  Basic
  100m
  S/3/10 2d10+2 E
  4
  60
  Full
  Reliable
  4
  Unique
  Hawk’s Talon 
  (Melee)
  Melee
  –
  –
  1d10+3 E
  7
  –
  –
  Power Field, 
  Unbalanced
  –
  –
  Shredder
  Basic
  60m
  S/–/–
  3d10+5 R
  2
  12
  2 Full
  Reliable, Blast (4), 
  Tearing
  2
  Near Unique
  Shuriken 
  Cannon
  Heavy
  110m
  –/–/6
  2d10+6 R
  3
  200
  3 Full
  Reliable
  25
  Extremely Rare
  Spinneret Rifle
  Basic
  60m
  S/–/–
  1d10+1 R
  10
  1
  Half
  Accurate, Tearing
  4
  Unique
  Splinter Cannon Heavy
  110m
  –/–/10 1d10+5 R
  4
  300
  3 Full
  Toxic
  10
  Near Unique
  Terrorfex
  Basic
  40m
  S/–/–
  –
  –
  1
  Full
  –
  2
  Near Unique
  Foul Sceptre
  Basic
  70m
  S/–/–
  2d10+5 E
  10
  –
  –
  Recharge, Shocking, 
  Toxic
  4
  Near Unique
  Kustom Blasta
  Basic
  90m
  S/–/–
  2d10+8 E
  8
  7
  4 Full
  Inaccurate, Overheats, 
  Unreliable, Unstable
  15
  Very Rare
  Ripper Ray
  Pistol
  20m
  S/–/–
  1d10+6 X
  4
  15
  Full
  Reliable, Tearing
  1
  Rare
  Lightburner
  Basic
  80m
  S/–/–
  1d10+4 E
  2
  6
  Full
  Overheats
  6
  Rare
  
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  When firing a Splinter Cannon, the operator counts as having 
  the Auto-stabilised Trait—he always counts as braced and 
  may fire the weapon on full-automatic as a Half Action.
  dArk eldAr terrorfex
  A strange and esoteric Eldar device, a Terrorfex launches 
  spheres of the material known to the Eldar as wraithbone, 
  which have been psychically impregnated with torment, 
  anguish and dread. When launched, these emotions spill out, 
  afflicting the minds of those nearby. Dark Eldar raiders use 
  these weapons to inflict pain and fear upon their victims, and 
  for this reason, they are highly prized by all those who prey 
  upon the weak or defenceless.
  Anyone within 5 metres of a Terrorfex shot must 
  immediately make a Test against Fear (2). The source of the 
  fear is considered the origin point of the shot (though the 
  GM is welcome to be creative for certain fear results).
  foul sCeptre
  Bizarre constructions of obsidian-like stone and an unknown 
  metal that glistens with an oily sheen, so-called Foul Sceptres 
  seem to languish in perpetual shade, even when held in 
  direct sunlight, as if they exude gloom. While initially 
  thought to be little more than unsettling xenos objects d’art, 
  it was subsequently discovered—though by whom remains 
  unknown—that some were weapons of quite terrible power, 
  directing lances of inky blackness towards foes at a mental 
  command. Certain xenographers and other savants of alien 
  lore note that these weapons bear a resemblance to relic-
  trophies kept by those who fought against the feared Yu’Vath 
  in the long-ago Angevin Crusade. 
  Rumours abound of ones possessing greater powers still, able 
  to crush the will of others, ward off any attack or allow reality 
  to be bent to the wielder’s whim, but if any have been found, 
  nothing definite has been heard of them. All that is certain is 
  that many of those who possess these powerful artefacts swiftly 
  become obsessed with finding more like them, searching out 
  worlds that appear on no chart to find things that man has never 
  laid eyes on before. Any character who gains a mental disorder or 
  malignancy (see pages 296-300 in the Rogue TRadeR rulebook) 
  while in possession of a Foul Sceptre becomes increasingly prone 
  to obsessing about the artefact and others like it, and may, at 
  the GM’s discretion, gain visions of alien worlds covered in 
  monolithic ruins, far beyond the reach of the Imperium. Foul 
  Sceptres draw their power from some unknown source, and don’t 
  appear to require reloading, nor do they run out of ammunition.
  ork kustoM blAstA
  Every Kustom Blasta is a unique creation built along broadly 
  similar lines. Typically a form of unstable energy weapon, 
  kustom blastas are normally only carried by Ork Mekboys, 
  as few other beings are foolhardly enough to wield such 
  erratic and perilous devices.
  Every Kustom Blasta must include a single upgrade 
  as standard, which may be chosen from the list later 
  in this chapter. A further selection of upgrades for 
  Ork weapons can be found on pages 144 and 
  145 of InTo The SToRm.
  slAugth rIpper rAy
  These gruesome looking weapons appear to be made of 
  brass, bone and grey gristle, in the rough shape of a pistol. 
  Tiny, tooth-like barbs sit within the grip to dig into the 
  wielder’s hand, binding weapon to wielder. Crafted by 
  the mysterious Slaugth, a species of beings who appear 
  as vaguely-humanoid colonies of maggots and who lurk 
  within the dark corners of the Calixis Sector, Ripper Rays 
  are unpleasant to behold and more unpleasant to witness the 
  effects of. Producing a sound disturbingly like the clatter of 
  bone on metal, Ripper Rays project a beam of vile energy 
  that causes the victim’s bodies to twist, contort and rebel, 
  resulting in severe internal injuries as tissues rupture from 
  within, bursting violently.
  As utterly inhuman as Slaugth technology appears—always 
  melding flesh and steel in some hideous manner—it is not 
  uncommon to find it in the hands of humans, for the Slaugth 
  seem eager to trade for slaves and information. The Inquisition is 
  always interested in finding and questioning those who have had 
  dealings with these maggot-men, and the first indication of one 
  who has met the Slaugth is possession of their technology.
  stryxIs lIghtburner
  While not as refined as the laser technology of the Eldar, nor 
  as practical and ubiquitous as that of humans, the Stryxis make 
  considerable use of laser weaponry of archaic and artfully 
  crafted design. The Lightburner one of the more esoteric 
  examples of Stryxis las-weaponry, a type of sharpshooter 
  weapon projecting a long, continuous beam of energy that 
  burns deeper and deeper into the enemy the longer the 
  energies remain focussed on them.
  Every consecutive turn after the first that a wielder fires a 
  Lightburner at the same target and hits, the weapon deals an 
  additional +2 Damage and gains an additional +2 Penetration, 
  to a maximum of +10 to each value. This represents the wielder 
  holding the beam on the target. If the wielder ever misses the 
  target or  loses line of sight to the target, the additional damage 
  is lost and the wielder must start over.
  Melee Weapons
  “The roar of a shotgun, the crack of a laspistol… these things are 
  merely an accompaniment to the true battle. To face a foe blade-to-
  blade, to look him in the eye in the moments where victory and defeat 
  are determined…that is what battle really is.”
  –Teodor Vankray, Captain of the Spiteful
  F
  rom the close quarters conflict of a boarding action, the 
  lethal encounters of an assassin, to the last-ditch blade-
  fights of the desperate, many battles come down to 
  swirling melee in spite of the firepower that most combatants 
  can bring to bear.
  
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  The possibility of close combat is such that few criminals are 
  ever found without at least a simple blade, and many prefer to 
  carry something more deadly, even if only as a means to intimidate 
  others or serve as a symbol of their standing. The artefact-weapons 
  of alien species are particularly valued, for those who can bear 
  such exotic weaponry are clearly powerful or well-connected.
  ChAin WeAPons
  Pirates in particular favour the brutal power of chain weapons, 
  using their tell-tale sound and fearsome reputation to intimidate 
  victims. Those who will not be cowed by a chainsword’s 
  appearance are instead subjected to the weapon’s savage effects.
  hydrAphur-pAttern ChAInsword
  Sometimes called a chain-cutlass, these short-bladed, curved 
  chainswords are favoured by armsmen crew chiefs for their 
  brutality. Their shorter length makes them easier to wield 
  in the close confines of a starship corridor, while their more 
  compact design conceals two parallel rows of teeth, allowing 
  it to deal greater damage than its size might otherwise suggest, 
  at the cost of poorly-distributed balance.
  eldAr ChAInsword
  A seldom-seen weapon, Eldar chainswords bear only a 
  superficial resemblance to the roaring, heavy blades of humans 
  or Orks. Almost silent, they produce little more than a sibilant 
  whisper as they tear through flesh and bone. Swiftly-cycling 
  rows of mono-edged teeth cause considerable damage to any 
  creature in their path.
  exotiC Melee WeAPons
  Out beyond the Imperium, the strange and the exotic are 
  viewed as signs that an individual is well-travelled and 
  has seen much beyond the normal understanding of men. 
  Whether or not this is seen as a good thing depends on 
  the individual, however, but nonetheless, it is a symbol of 
  broadened horizons and grand ambition to bear weapons 
  from outside the reach of the Imperium.
  eldAr bItIng blAde
  Reminiscent of the massive eviscerators used by zealots within 
  the Imperium, Biting Blades are long-bladed, two-handed 
  chainswords. However, where eviscerators are heavy, noisy 
  machines, Biting Blades are slender and quiet, but no less deadly 
  for their relatively light weight. Wielded properly, the razor-
  sharp teeth can tear through flesh and bone with horrific speed, 
  and a skilled warrior can cleave a man in two without difficulty.
  For every two degrees of success scored when rolling to hit 
  with a Biting Blade, the weapons’ deals 2 additional damage.
  eldAr MIrrorswords
  Exquisitely balanced for dual-wielding, Mirrorswords are 
  extremely lightweight power swords, capable of gliding through 
  all but the toughest armour with ease. Wielded only by the most 
  nimble amongst a species renowned for their grace and speed, 
  these blades become a deadly wall of glittering steel. 
  When wielded as a pair by a character with an Agility bonus of 
  5 or more, Mirrorswords reduce any penalties for dual wielding 
  melee weapons by 10, to a maximum of +0. Their balance 
  and design make them ideal for defence as well as attack, 
  adding an additional +10 bonus to parry, for a total of 
  +20, so long as these swords are wielded as a pair.
  An Acquisition test to obtain Mirrorswords 
  is always for a matched pair.
  Table 2—13: Melee Weapons
  Chain Weapons
  Name
  Class
  Range
  Damage
  Pen
  Special
  Wt.
  Availability
  Chainsword 
  (Hydraphur)
  Melee
  –
  1d10+3 R
  2
  Tearing
  9
  Scarce
  Chainsword (Eldar)
  Melee
  –
  1d10+4 R
  3
  Balanced, Tearing
  3
  Near Unique
  Exotic Weapons
  Name
  Class
  Range
  Damage
  Pen
  Special
  Wt.
  Availability
  Eldar Biting Blade
  Melee
  –
  1d10+6 R
  2
  Tearing, Unbalanced
  7
  Unique
  Eldar Mirrorswords
  Melee
  –
  1d10+5 E
  8
  Balanced, Power Field
  2
  Unique
  Dark Eldar 
  Scissorhand
  Melee
  –
  3d5 R
  2
  Tearing,
  0.5
  Near Unique
  Nadueshi Twinblade
  Melee
  –
  1d10+6 R
  0
  Balanced, Tearing
  5
  Rare
  Stryxis Aetherlash
  Melee
  3m
  2d5 R
  0
  Flexible
  1
  Near Unique
  Stryxis Curseblade
  Melee
  –
  1d10–1 R
  2
  Balanced
  2
  Extremely Rare
  Zaythan Warblade
  Melee
  –
  2d10+6 E
  6
  Power Field, Tearing, 
  Unbalanced
  9
  Very Rare
  Shock Weapons
  Name
  Class
  Range
  Damage
  Pen
  Special
  Wt.
  Availability
  Stunsphere
  Thrown
  SBx3m
  1d10 I
  0
  Shocking
  0.2
  Rare
  Shock Net
  Thrown
  5m
  –
  –
  Shocking, Snare
  1
  Average
  
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  dArk eldAr sCIssorhAnd
   Resembling a pair of surgical shears, Scissorhands are most 
  commonly wielded by the Haemonculi sometimes encountered 
  alongside Dark Eldar raiders during their attacks. Each talon 
  is impregnated with a variety of potent venoms and toxins, all 
  of them capable of inflicting terrible, debilitating pain. The 
  slightest cut from any of these blades is sufficient to deliver 
  an agonising dose of poison, and thus the number of blades 
  allows a deft wielder to incapacitate a victim quickly.
  The toxins delivered by Scissorhands are carefully 
  engineered to overwhelm a creature of any species with pain 
  and delirium, rather than kill. Anyone taking damage from 
  a Scissorhand, after reductions for Toughness and Armour, 
  must make a Toughness Test with a –5 penalty for every 
  point of damage inflicted. Success indicates that there is no 
  further effect from the weapon. Failure causes the victim to be 
  stunned for one round, and suffer a level of Fatigue for every 
  degree of failure.
  nAdueshI twInblAde
  Long, slender blades constructed from unknown, lightweight 
  alloys, the outer casing of these non-STC swords conceals 
  a pair of chains mounting serrated blades far finer than the 
  hooked teeth of an Imperial chain weapon. Running in 
  opposite directions, these razor-sharp blades slice and tear 
  anything caught between them. Though less effective against 
  armour, Twinblades cut more swiftly and cleanly through flesh 
  and bone. Although they are found on Naduesh, they are far 
  beyond the local population’s ability to produce, apparently 
  relics of Naduesh’s bygone and far more advanced ages. 
  stryxIs AetherlAsh
  Crafted from the same warp-based technology used in many 
  Stryxis weapons, an Aetherlash appears as nothing more 
  than a short handle of blue-grey metal, grown rather than 
  manufactured. When activated, however, a metres-long stream 
  of flickering, iridescent mist lashes out, striking like a whip 
  yet passing through any matter it touches. Where it strikes the 
  living, they recoil as if wounded, yet no mark is left behind. 
  However, this stream of mist-like energy is quite fragile when 
  pitted against psychic barriers and blanks, shutting down 
  for days when coming into contact with them. Why this 
  happens is a matter of much speculation.
  This whip will not damage non–living items and 
  machines, or any creature with the Daemonic 
  Trait or the Machine Trait (5+). The blade is 
  unaffected by the armour of the target or its Toughness, though 
  the Strength bonus of the wielder is not added into the damage 
  as it is with other melee weapons. Should the blade come into 
  contact with hexagrammic wards, untouchables, or similar 
  psychic barriers (such as a ship’s Gellar Field), then the blade 
  will flicker and dissipate, remaining inactive for 1d10 days.
  stryxIs CurseblAde
  Seemingly grown from a dark blue-grey metal, these strangely-
  curved blades are only slightly longer than a man’s forearm, 
  and seem to hum with a distant, atonal noise. Designed to 
  be clutched in the slender talons of a Stryxis, they do not 
  sit easily in human hands, never resting comfortably as if 
  rebelling from the foreign grip.
  So-called ‘Curseblades’ have a vile reputation, entwined with 
  the unsettling reputation of the Stryxis themselves. Those who 
  are wounded by these blades are believed to suffer a wound to 
  the soul as well as to the body, sapping the will to fight and 
  leaving a scarred and fractured mind. How much of this is truth 
  and how much is fearful speculation remains unknown.
  Anyone wounded by a Curseblade must pass a Challenging 
  (+0) Willpower Test or suffer a level of Fatigue, and gain 
  1d5 Insanity Points for every degree of failure.
  ZAythAn wArblAde
  Large and deadly chainblades, these two-handed swords are 
  wreathed with a flickering power field that significantly increases 
  their effectiveness. Favoured by the greatest clan warriors of the 
  city-engines of Zayth, these weapons are relics of a lost age, and 
  bear a resemblance to a number of advanced chainblades from 
  the very earliest days of the Imperium, fuelling theories amongst 
  Explorators of the ‘synchronism of the holy mechanism’ and 
  ‘convergent design’. This weapon requires two hands to wield. 
  shoCk WeAPons
  It is not always preferable to slay one’s victims; just as often 
  it is useful to capture them alive or merely to spare them, that 
  their testimony may spread fear and discord. Shock weapons, 
  discharging pulses of disruptive energy that render living 
  beings insensible, are perfect for this purpose.
  stunsphere
  Designed to be thrown, these dense metal spheres are the 
  size of a human fist, and contain a shock generator designed 
  to discharge at the moment of impact. These devices are of 
  unknown origin, their appearance in the hands of weapons 
  traders across the Expanse and within the Calixis Sector a mystery 
  to all. No obvious maker’s marks adorn their surface, nor is there 
  any obvious way to access their internal components—only a 
  featureless metal shell that remains unblemished and unmarred 
  by any outside force, and seems to generate a charge from no 
  obvious power source. Stranger still, these spheres seem capable 
  of discerning the difference between contact with a wielder and 
  contact with a target, refusing to discharge until thrown.
  Stunspheres are reusable, taking only a few moments to 
  recharge after use. Actually reusing them requires collecting 
  the thrown spheres, however.
  
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  This weapon’s Shocking Quality takes effect even if it does 
  not deal damage. If the target fails his Toughness Test, he is 
  stunned for one Round, plus one Round for every Degree he 
  fails the Toughness Test by. 
  shoCknet
  A fairly basic shock weapon, a Shocknet consists of thin, 
  flexible metal wires woven together and fitted with a shock 
  generator. Designed to discharge a few seconds after being 
  triggered, a shocknet can be thrown over a target, ensnaring 
  and subduing it quickly. Shocknets are favoured by hunters of 
  all kinds for their simplicity and ease of use.
  This weapon’s Shocking Quality takes effect even if it does 
  not deal damage. If the target fails his Toughness Test, he is 
  stunned for one Round, plus one Round for every Degree he 
  fails the Toughness Test by.
  WeAPon UPgrAdes
  Illicit munitionsmiths within and beyond the Imperium 
  produce all manner of customised and altered weaponry, 
  creating unsanctioned devices of all kinds.
  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.
  CounterfeIt xenos weApon
  The work of aliens is looked upon by some with envy, 
  rather than the scorn the Imperium would prefer. Because 
  of the scarcity of alien weapons, those who regard them 
  with greed must often satisfy themselves with copies of 
  human manufacture, inferior to the exotic and blasphemous 
  technologies that make the originals so deadly.
  The more scarce and sophisticated a weapon, the more 
  lacking the counterfeit version will be. All counterfeit xenos 
  weapons have one or more of the penalties listed below, 
  dependent on their normal availability rating. Very Rare 
  weapons suffer one penalty, Extremely Rare weapons suffer 
  two penalties, Near Unique weapons suffer three penalties, 
  and Unique weapons suffer four penalties.
  The penalties may be chosen from the following list. No 
  penalty may be taken if it would impose no actual drawback, 
  subject to GM’s discretion, or if it confers a quality the 
  weapon already possesses: Half the weapon’s Semi-auto or 
  Full-auto rating, –2 damage, –4 Penetration, –50% range, 
  the Unreliable quality, the Unstable quality (if the weapon 
  deals Explosive or Energy damage), the Recharge quality (if 
  the weapon deals Energy damage), the Overheats quality (if 
  the weapon deals Energy damage), or lose a single beneficial 
  quality the weapon possesses.
  The Availability of the resultant counterfeit weapon is one-
  step easier than the weapon’s normal Availability—so a Very 
  Rare weapon would become Rare with this modification. 
  Counterfeit Xenos Weapons require the same Exotic Weapon 
  Training as the original weapon.
  Upgrades: Any Xenos weapon of Very Rare, Extremely 
  Rare, Near Unique or Unique availability.
  loyAlty spIrIt
  The gun’s spirit rebels against those who attempt to wield 
  it, save for its one true owner. Arcane nomen-augurs use a 
  variety of means to discern the wielder’s identity, allowing 
  the spirit to choose whether or not it will operate for the 
  current wielder. While many legitimate examples of weapons 
  with loyalty spirits exist, numerous crude versions adorn the 
  weapons of pirate-lords and similarly paranoid men, and 
  alien species such as the Eldar are known to employ similar 
  technologies on some of their weapons.
  The simplest of these devices are controlled by a vox 
  receiver or dermiprint, using the wielder’s voice commands 
  or the shapes on the skin of their hand to identify them. More 
  advanced versions sample the wielder’s genes to determine 
  his identity, or even commune with the spirits of the wielder’s 
  powered armour to glean this information. The rarest and 
  most advanced use methods that defy easy explanation, the 
  result of technologies long lost to the Imperium. They simply 
  know when their master wields them. 
  Whatever the method, the end result is the same—the weapon 
  will not function in the hands of any but the weapon’s owner. 
  Bypassing them requires a Difficult (–10) Tech Use Test or 
  Hard (–20) Security Test, with the tests gaining an additional 
  –10 penalty for each additional Availability Level beyond Scarce 
  (vox), so dermiprint Loyalty Spirits would impose an additional 
  –10, while genelock Loyalty Spirits would impose an additional 
  –20. Arcane loyalty spirits cannot be bypassed. 
  Upgrades: Any non-Primitive ranged weapon. This 
  upgrade can only be applied to a Xenos weapon by characters 
  from the species that made the weapon.
  MAgleV IMpeller
  Thanks to technologies no longer commonplace on such 
  small devices, these projectile weapons are not reliant on the 
  chemical reactions that normally propel bullets and shells, 
  instead using powerful magnetic fields to hurl projectiles 
  at great speed. The Adeptus Mechanicus Magos of 
  the Lathes are scornful of those who attempt to 
  create such weapons without the guidance 
  Table 2—14: Weapon Upgrades
  Name
  Wt.
  Availability
  Counterfeit Xenos Weapon
  +0
  Special
  Loyalty Spirit (Vox)
  +0
  Scarce
  Loyalty Spirit (Dermprint)
  +0
  Rare
  Loyalty Spirit (Genelock)
  +0
  Extremely Rare
  Loyalty Spirit (Arcane)
  +0
  Unique
  Maglev Impeller
  +2
  Very Rare
  Micro
  +1/4
  Extremely Rare
  Mono-sight
  +1
  Scarce
  Pistol Grip
  +.5
  Scarce
  Pyre-lance Nozzle
  +0.5
  Rare
  Rangefinder
  +1.5
  Rare
  Stabiliser Harness
  +6
  Scarce
  Starflare Vents
  +0.5
  Very Rare
  Whisper-bolt Discharger
  +0.5
  Rare
  
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  of STC designs, condemning these artificers as hereteks and 
  confiscating the devices they create. However, certain agents of 
  the Disciples of Thule eagerly seek out these items, uncaring 
  that their actions contradict their nominal superiors. 
  This upgrade increases the range of the weapon by +10 
  metres, and adds +1 to the weapon’s damage. However, due 
  to the weapon’s power consumption, it requires a charge pack 
  that must be frequently replaced, adding an additional Full 
  Action to the weapon’s reload time.
  Upgrades: Any Solid Projectile weapon.
  MICro
  Extremely small examples of conventional weaponry, these 
  devices are beyond the skills of all but the most talented 
  artisan to create, be they sanctioned or heretical. Allowing 
  a pistol-sized weapon to unleash firepower equivalent to a 
  rifle, such technology is desired by warriors in either side 
  of the law.
  This upgrade reduces the range and weight of the weapon 
  to one-quarter its normal value, but also reduces the damage 
  by 2. In addition, a Basic-class weapon with this upgrade 
  becomes a Pistol-class weapon instead, and weapons with 
  this upgrade instead impose a –30 penalty on all relevant 
  tests to find them if concealed. However, the reduced size of 
  the ammunition used makes it far more difficult to obtain, 
  increasing the Rarity of the ammunition by two steps (Rare 
  would become Extremely Rare, for example).
  Upgrades: Any Pistol or Basic Las, Solid Projectile, Flame, 
  Bolt or Plasma weapon.
  Mono-sIght
  A mono-sight consists of an augmetic monocle connected by 
  a thick cable to a pict-thief attached in place of a weapon’s 
  sight. This device allows a warrior to fire his weapon without 
  exposing himself to enemy fire, using the pict-thief to aim 
  from the weapon’s perspective.
  A character using a mono-sight may aim and fire at a 
  target that he cannot directly see with his own eyes by using 
  the pict-thief. It requires at least a half action Aim in order 
  to benefit from this sight.
  Upgrades: Any Basic-class Las, Solid Projectile, 
  Bolt, Primitive or Plasma weapon. A mono-
  sight counts as a sight and a gun can only 
  have one sight.
  pIstol grIp
  A fairly ubiquitous upgrade, this simply modifies a weapon 
  to add an extra (or ‘pistol’) grip to a Basic ranged weapon. 
  This allows the weapon to be wielded in one hand without 
  suffering the usual –20 penalty. However, when wielding a 
  Basic weapon with a pistol grip one-handed, the weapon’s 
  range is halved. Note that the weapon can still be wielded 
  two-handed without the penalty. 
  The GM has final say as to what weapons can benefit from 
  a pistol grip. However, certain Basic weapons that are either 
  particularly heavy (such as melta weapons and plasma weapons) 
  or particularly unwieldy (such as a long-las or sniper rifle) are 
  not able to be wielded one-handed even with a pistol grip, 
  though they certainly may have one for aesthetic purposes. 
  pyre-lAnCe noZZle
  An adaptation to the nozzle of the weapon, this upgrade focuses 
  and contains the blast of heat more tightly, allowing it to affect 
  targets much farther away. However, the process is inefficient, 
  requiring much more fuel to generate the same effect.
  The weapon gains +10 metres range, but halves its clip size.
  Upgrades: Any Melta weapon.
  rAngefInder
  The sophisticated targeting cogitator built into this advanced 
  telescopic sight can swiftly determine the distance to a target 
  and assist the wielder’s aim accordingly, allowing him to hit 
  targets much farther away than would normally be possible. 
  A weapon using a rangefinder ignores the normal penalties 
  for long and extreme range, and may fire at targets up to five 
  times the weapon’s listed range away, counting targets at such 
  distances as being at Extreme Range. This requires that the 
  shooter spends a Full Action to Aim.
  Upgrades: Any Basic-class Las, Solid Projectile, Bolt, 
  Primitive or Plasma weapon. A Rangefinder counts as a sight 
  and a gun can only have one sight.
  stAbIlIser hArness
  This powered, articulated metal arm extends from a bulky 
  and awkward harness, supporting a weapon’s weight and 
  spreading it across the wielder’s body. The harness is difficult 
  to move around in, and difficult to remove. Often used as 
  a cheap alternative to the extremely rare suspensors, they 
  allow warriors to wield heavy weaponry with some degree of 
  mobility, and prevent them from being easily disarmed.
  When using a weapon affixed to a stabiliser harness, 
  the operator counts as having the Bulging Biceps talent, 
  regardless of whether they meet the prerequisite, and cannot 
  be disarmed. However, the operator also suffers a –10 penalty 
  on all movement-related tests while the harness is worn.
  Upgrades: Any Heavy weapon.
  stArflAre Vents
  These dangerous modifications alter the muzzles of plasma 
  weapons, lessening the magnetic containment that allows 
  coherent bolts of plasma to form. Instead, these weapons project 
  short, intense jets of superheated, ionised gas, operating in a 
  Bolt or Plasma weapon.
  
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  manner more akin to a flamer, albeit one capable of melting 
  through most armour. Many Tech-Priests would refuse to even 
  consider making such modifications to such hallowed weaponry, 
  but a cadre of reclaimators and minor hereteks operating among 
  ships plying the Cold Trade from the Egarian Dominion are 
  more willing. They have even sold the schematics to other tech-
  wights willing to work on the far side of the law.
  The weapon’s range is reduced to one quarter of its normal 
  value, and its Rate of Fire is changed to S/–/– if it wasn’t 
  already. Its weapon clip is also halved, as the new modifications 
  burn through ammunition at a much greater rate. However, 
  the weapon gains the Flame quality. This upgrade is a 
  permanent, and illegal, modification—the weapon 
  cannot later be changed back to fire normally, and 
  its use may attract unwelcome attention.
  Upgrades: Any Plasma weapon.
  kustoM JobZ
  Ork Mekboyz are nothing if not imaginative, capable of creating all manner of strange devices and bizarre modifications. 
  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). At 
  the GM’s discretion human weapons may be given Ork upgrades. However, this represents the Orks salvaging human 
  weapons and “orkifying” them. GMs would be best advised to re-stat any salvaged weapon to the most appropriate Ork 
  weapon. (If a GM has Into the Storm, he can use the Ork Armoury to help with this). 
  blAstA
  The weapon no longer fires bullets, but rather blasts of incandescent energy that sear through armour. The weapon’s Pen becomes 
  1d10, rolled for each hit the weapon inflicts, and the damage type becomes Energy, but it gains the Overheats Quality.
  Upgrades: Any ranged weapon that deals Impact damage.
  ekstrA bArrulZ
  An additional barrel or two allows the weapon to fire much faster, to the joy of its owner. The weapon gains the Storm 
  quality and the Innacurate Quality. If it already has the Inaccurate Quality, it imposes a –5 penalty to all attack rolls 
  made with the weapon. 
  Upgrades: Any ranged weapon capable of full–auto fire.
  ekstrA rIppy
  Chains of razor-sharp teeth line the weapon, attached to a smoke-belching motor. The weapon increases its damage by 
  1 and gains the Tearing Quality. If it already has the Tearing Quality, increase the damage by 3 instead. However, the 
  weapon becomes Unwieldy. If it is already Unwieldy, it imposes a –5 penalty to all attack rolls made with the weapon.
  Upgrades: Any melee weapon.
  ekstrA kAbooM
  Explosive ammunition makes for bigger wounds on the enemy and louder noises when the gun fires. The weapon’s damage type 
  becomes Explosive and it gains the Tearing Quality. 
  Upgrades: Any ranged weapon.
  More dAkkA
  A clanking assortment of chains, gears and pistons increase the weapon’s rate of fire, granting an additional degree of 
  success on all Ballistic Skill Tests when the weapon is fired on semi-automatic or fully-automatic. However, the weapon 
  uses twice the usual amount of ammunition when firing. (So a weapon with a Full Auto RoF of 6 would use 12 rounds 
  of ammo, but could only score six hits. 
  Upgrades: Any ranged weapon capable of semi-automatic or fully-automatic fire.
  skAttA kAnnon
  Rather than conventional bullets, the weapon fires piles of jagged shrapnel that tear and lacerate. The weapon’s range is 
  halved, and the damage type becomes Rending. In addition, it gains the Scatter quality.
  Upgrades: Any ranged weapon that deals Impact damage.
  ZAppy gubbInZ
  A strange contraption beyond the understanding of most Orks, this weapon is fitted with whirling, sparking protrusions 
  that crackle with green lightning. These devices discharge as the wielder attacks, burning through armour and scorching 
  flesh. A melee weapon with this upgrade gains the Power Field quality and increases its damage and Penetration by 2. 
  A ranged weapon with this upgrade adds 1d10 to its damage value and changes its damage type to Energy, but gains 
  the Overheats and Unstable Qualities.
  Upgrades: Any weapon.
  
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   whIsper-bolt dIsChArger
  As many Imperial Guardsmen are quick to attest, one of the 
  greatest difficulties of using las-weapons is their visibility. 
  Where projectile weapons can have their report dampened 
  with relative ease, the distinctive luminescence and familiar 
  crack of a lasgun are not so easily concealed. The mercenary 
  Whisper-bolt weapons require a replacement for the emitters 
  in the barrel, discharging las-blasts that are all but invisible 
  and which create a far less noticeable sound.
  Perception-based Tests to notice shots made from a las 
  weapon with this upgrade suffer an additional –20 penalty, and 
  can only be attempted at half the normal distance. However, 
  the necessary changes mean that the discharges are less intense 
  and less deadly, reducing the weapon’s damage by 1.
  Upgrades: Any Pistol- or Basic-class Las weapon.
  UnUsUAl AMMUnition
  Many weapons are prized for their versatility, being usable 
  with a wide variety of variant ammunition for a myriad of 
  different purposes.
  These are some additional types of unusual ammunition 
  found in the Koronus Expanse and Calixis Sector. Each type 
  of unusual ammo can only be used with the listed weapons.
  bolt shells, ModIfIed
  Decried by the Adeptus Mechanicus, numerous illicit 
  munitionsmiths in the bowels of hive worlds and starships and 
  the lawless fringes of the Imperium have long been adapting bolt 
  ammunition so that it can be fired from shotguns. Unreliable, they 
  are nonetheless popular due to the extra range and firepower.
  Effect: A shotgun loaded with bolt ammunition deals 
  1d10+5 Explosive damage with a Pen of 4 and the Tearing 
  quality. In addition, it increases the shotgun’s range by +30 
  metres. However, the modified shells are unpredictable at best, 
  and a shotgun loaded with bolt shells gains the Unreliable 
  quality, or if normally Reliable, it loses that quality. The 
  weapon also loses the Scatter Quality.
  Used With: Shotguns (all types).
  fleChette shells
  Rather than the conventional payload of dense metal shot, 
  these shotgun shells instead contain bundles of fin-stabilised 
  mono-edged darts. Far more aerodynamic than normal 
  shot, these darts are more effective at longer ranges, and 
  more capable of piercing light armour than conventional 
  shotgun shells. Some examples of these shells contain toxin-
  impregnated darts, for additional lethality.
  Effect: A shotgun loaded with flechette shells increases its 
  range by 10%, and gains a Penetration of 2. Toxic flechette 
  shells also gain the Toxic quality.
  Used With: Shotguns (all types).
  fyCelIne-tIpped rounds
  Difficult to manufacture, these bullets contain a small 
  quantity of Fyceline, an explosive commonly used by the 
  Imperial Guard, and are designed to detonate upon impact 
  with a target. On smaller weapons, the tiny quantities have 
  only a minor effect, but on the largest weapons, the increased 
  lethality is particularly noticeable.
  Effect: The weapon’s damage type is changed to 
  Explosive, and the weapon gains a damage bonus determined 
  by its Class. Pistol-class weapons gain no bonus, Basic-
  class weapons increase their damage by 1, and Heavy-class 
  weapons increase their damage by 3.
  Used With: Autoguns, autopistols, hand cannons, heavy 
  stubbers, naval pistols, stub automatics and stub revolvers.
  gAs rounds
  Replacing the conventional payload with a small capsule 
  of compressed gas, these shells are designed to replicate 
  the effects of larger gas grenades, allowing shotgun users 
  to deploy debilitating or obscuring clouds of vapour at 
  a distance without the need for a grenade launcher. The 
  resultant clouds are smaller, as the shells can only contain a 
  small quantity of gas.
  Effect: Instead of dealing normal damage, the shell’s effects 
  are identical to those of Blind, Hallucinogen, Bloodfire, Choke, 
  Stunner, Toxin or Scare grenades, though they only affect 
  the target hit. Rules for Bloodfire, Choke, Stunner and Toxin 
  grenades can be found in InTo The SToRm. Gas Rounds have the 
  same Availability as the grenades whose effects they replicate.
  Used With: Shotguns (all kinds).
  MICro-blAst needles
  An exceedingly rare creation, these tiny needles contain 
  miniature explosive charges, which detonate a split second after 
  they embed themselves in the target’s flesh. Some assassins prefer 
  the explosive impact of these needles to the toxic payload of 
  conventional needles, particularly against more resilient targets 
  that may not be as easily felled by envenomed darts.
  Effect: When loaded with micro-blast needles, a 
  Dartcaster, Needle Pistol, or Needle Rifle loses the Toxic 
  quality, but increases its damage by 4, changes the damage 
  type to Explosive, and gains the Tearing quality.
  Used With: Dartcasters, Needle Pistols and Needle Rifles.
  InCendIAry rounds
  These rounds are tipped with tiny quantities of hot-burning 
  material that ignites as they fly towards the target. The heat can 
  cause serious burns on a target, igniting flammable materials.
  Table 2—15: Unusual Ammunition
  Name
  Availability
  Bolt Shells
  Rare
  Flechette Shells
  Rare
  Flechette Shells (Toxic)
  Very Rare
  Fyceline-tipped Rounds
  Very Rare
  Gas Rounds
  Special
  Micro-blast Needles
  Extremely Rare
  Incendiary Rounds
  Rare
  Shrieker Ammunition
  Unique
  Solid Slugs
  Common
  Stun Shells
  Scarce
  Toxin-saturated Promethium
  Rare
  
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  Effect: When loaded with incendiary rounds, the weapon’s 
  damage type changes to Energy.
  Used With: Stub revolvers, stub automatics, hand cannons, 
  autopistols, and autoguns.
  shrIeker AMMunItIon
  These barbed crystalline discs are hollow and filled with 
  a virulent genetic toxin that turns a victim’s biochemistry 
  against itself explosively. The ammunition gets its name 
  from the harrowing noise the discs produce as air is dragged 
  into the poison reservoir to replace the toxin as it floods into 
  the target’s body. The toxin subverts the victim’s genetics, 
  defiling tissues and causing organs to fail spectacularly. 
  The resultant damage often causes the victim to detonate, 
  spraying tainted blood and viscera everywhere—something 
  quite distressing for his allies.
  Effect: The shot is considered to have the Toxic quality, 
  with the following change: if the Toughness Test is failed, the 
  weapon deals 3d10 Explosive damage. When using Shrieker 
  Ammunition, all RoFs of the weapon (except single shot) are 
  halved (so RoF –/–/6 would become –/–/3)
  Used With: Shuriken Cannons.
  solId slugs
  Perhaps the most common alternate form of shotgun 
  ammunition, a solid slug is literally just a solid lump of dense 
  metal. While not quite as devastating at extremely close 
  ranges, the slugs pack a considerable punch and are more 
  effective at longer ranges than the normal cloud of shot.
  Effect: Shotguns loaded with solid slugs lose the Scatter 
  quality, and increase Damage by 1 and Pen by 2. 
  Used With: Shotguns (all kinds).
  stun shells
   Used by some enforcers, Arbitrators, bounty hunters and 
  game hunters to subdue targets rather than kill them, these 
  shells contain a small, single-use shock generator connected 
  to a collection of sharp metal prongs. The shell discharges 
  into an enemy struck, expending its entire charge in one go.
  Effect: Shotguns loaded with stun shells lose the Scatter 
  quality, but gain the Shocking quality.
  Used With: Shotguns (all kinds).
  toxIn-sAturAted proMethIuM
  Dangerous toxic chemicals are mixed with weapons-grade 
  promethium, intended to burn off and produce noxious 
  fumes when a weapon filled with such fuel fires. These fumes 
  are often as deadly as the flames themselves. Flamers loaded 
  with this fuel are frequently used to scour the lower decks 
  of starships of the vermin that often come to infest them, 
  but they are commonly turned against enemies by ruthless 
  armsmen and pirates.
  Effect: Flame weapons loaded with this fuel gain the 
  Toxic quality.
  Used With: All Flame weapons.
  Armour
  “‘Faith shall ward the righteous from harm’, the preachers say… I’d 
  sooner trust my life to something more real.”
  –Arnau Caigin, known atheist agitator, executed for 
  blasphemy in 814.M41
  C
  riminals lead dangerous lives. The Imperium is entirely 
  willing to employ lethal force when apprehending or 
  punishing criminals, and the force that the Imperium—
  and other parties who object to a criminal’s actions—can 
  bring to bear is considerable indeed.
  It is preferable, then, to engage in illicit acts with some 
  sort of protection, whether the armoured skin of a voidsuit, 
  a concealed layer of mesh woven into elaborate clothing, or 
  something else entirely. It is a brave or foolish man who faces 
  the wrath of the law unarmoured.
  AugMetIC engIne-plAte
  This armour is primarily used to protect against the hostile 
  environments and physical hazards of a starship’s enginarium, 
  though more martially minded Tech-Priests serving aboard 
  the Navy patrol vessels in the Koronus Expanse have been 
  known to repurpose suits to serve in combat. While hardly 
  designed for agility, engine-plate is extremely resilient, being 
  composed of heavy ceramite-bonded plasteel plating over 
  thick layers of vulcanised rubber and flak-weave.
  Augmetic engine-plate is environmentally sealed and proof 
  against vacuum, toxic or corrosive environments, underwater 
  and most other atmospheric conditions, keeping the wearer alive 
  through a large, reliable rebreather system that lasts for a little over 
  eight hours before the air tanks require refilling. These suits also 
  contain an internal micro-vox, mag-boots and a photo-visor. 
  The bulk and rigid construction of the suit is a hindrance 
  to movement, imposing a –10 penalty to the wearer’s Agility 
  for all purposes, and a further –10 penalty on all tests reliant 
  on fine manipulation using the gauntlets. However, the thick, 
  heat-resistant layers of the suit means the wearer is immune 
  to Flame weapons, counts as AP 10 against other Energy 
  weapons, and gains a +30 to any tests made to resist adverse 
  environmental conditions such as extreme heat or cold. 
  footfAll-pAttern VoIdsuIt
  As with many other items dubbed ‘Footfall-pattern’, these 
  voidsuits are not truly a singular design, but rather are each 
  unique items created to broadly similar specifications, the product 
  of various unsanctioned artificers and heretic manufactories on 
  worlds, stations and vessels within the Koronus Expanse.
  Unlike many such illicit creations, Footfall-pattern voidsuits 
  are of remarkably high quality, the explorers and colonists of the 
  Expanse being extremely familiar with the dangers of the void, 
  and thus less-than-willing to risk themselves with creations 
  of uncertain protective value. Less cumbersome than the 
  widely-used Selenite-pattern, it provides somewhat less 
  protection from hazards, but is more comfortable to 
  wear for long periods of time, such that many 
  voidmen wear the main body of the suit as 
  
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  normal work overalls, adding the helm, gauntlets and boots 
  only when they need to work in vacuum.
  When fully sealed, the suit’s rebreather tanks provide 
  enough air for four hours, after which time they must 
  be replaced, which can be done as a Full Action without 
  compromising the suit’s seals and without removing the suit. 
  An integral micro-bead vox, mag-boots, lamp pack, and clip 
  harness are also included in most common versions.
  Mesh-weAVe ClothIng
  Favoured by the wealthy and paranoid, as well as any others 
  who must keep up a particular appearance without leaving 
  themselves completely vulnerable, mesh-woven clothing is 
  extremely expensive and difficult to obtain. There are perhaps 
  only a dozen individuals in the entire Calixis Sector, and maybe 
  only two in the Koronus Expanse, whose skills allow them 
  to craft clothing which is both protective and sophisticated. 
  However, the armour is virtually undetectable by conventional 
  methods, the mesh layers so perfectly concealed that they 
  escape the notice of all but the most vigilant of observers.
  The finest and most extravagant of mesh-woven clothes are 
  believed to incorporate elements of mesh armour salvaged from 
  the bodies of Eldar warriors, the armour being extraordinarily 
  lightweight and almost as fine as silk, and thus easily added to fine 
  clothing without looking particularly out of place. Such items, as 
  well as being extremely expensive and difficult to acquire, are 
  deemed heretical for their inclusion of xenos craftsmanship.
  pressure CArApACe
  Designed for the rigours of ship-to-ship combat, a pressure 
  carapace is armour first and a voidsuit second. Constructed from 
  lightweight ceramite plating over a thin, multilayered, sealed 
  undersuit, pressure carapace is not really designed to protect 
  from the hazards of the void long-term, instead serving more 
  as an incidental safeguard against accidental exposure. Adeptus 
  Arbites boarding parties, such as those serving as part of the 
  Calixis Sector’s Precinct Astra, tend to employ suits of pressure 
  carapace during their raids upon illegal shipping, though they 
  are far from the only organisation to use this type of armour.
  Given their intended use, suits of pressure carapace are 
  somewhat resistant to the normal tears and punctures that are 
  a hazard in vacuum combat. Against any attack that would 
  normally cause a suit puncture, roll 1d10—on a 6+, the suit’s 
  construction holds up and no puncture is caused.
  Higher-quality versions of the armour contain an 
  exotic fluid layer that swiftly welds shut any breaches 
  in the suit. A Good or Best craftsmanship suit of 
  pressure carapace cannot suffer from breaches 
  or punctures.
  xenos ChItIn ArMour
  Extremely rare and utterly blasphemous, this carefully-wrought 
  armour is composed of pieces of the chitinous exoskeleton 
  of Tyranid creatures. Given the scarcity of Tyranids within 
  the Calixis Sector and Koronus Expanse, obtaining the 
  materials is difficult, but the resilience of their carapace, and 
  the chance to own something so rare and distinctive is often 
  incentive enough for well-connected pirates and ne’er-do-
  wells. Recently, however, this jet-black or dark blue armour 
  has shown up more often, reportedly smuggled from distant 
  locations by several Rogue Traders with ties to the Imperial 
  Navy. The Inquisition is quite eager to find these individuals, 
  and learn the source of these sales. 
  Tyranid chitin is roughly as protective as flak or light carapace 
  armour. Owning a suit of xenos chitin armour is considered to 
  be a heresy, and consequently will attract unfavourable attention 
  from the Inquisition, Adeptus Arbites, Ecclesiarchy and others 
  besides. In the Calixis Sector, the Inquisition may take special, 
  and likely fatal, interest in those who wear such armour. 
  Table 2—16: Armour
  Name
  Locations Covered
  AP
  Wt.
  Availability
  Augmetic Engine-Plate
  All
  7
  20
  Rare
  Mesh-Weave Clothing
  Arms, Body, Legs
  3
  1
  Extremely Rare
  Pressure Carapace
  All
  6
  16
  Very Rare
  Voidsuit (Footfall)
  All
  2
  10
  Scarce
  Xenos Chitin Armour
  Body
  5
  3
  Near-Unique
  
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  ArMoUr UPgrAdes
  Illicit munitionsmiths within and beyond the Imperium 
  produce all manner of customised and altered weaponry, 
  creating unsanctioned devices of all kinds.
  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. The number of upgrades armour can 
  receive is up to the GM, however in general most pieces of 
  Armour cannot be equipped with more than three upgrades. 
  AdVAnCed MAterIAls
   Plasteel, adamantium, armourplas, synth-leather and other 
  sophisticated materials are used for all sorts of purposes 
  within the Imperium, and are typically far more resilient than 
  their archaic equivalents. Archaic styles of armour are seldom 
  effective against advanced weapons, and rarely used in any 
  case, but many of those who hail from primitive cultures 
  favour the styles of wargear they are accustomed to. Wrought 
  from plasteel and armourplas instead of bronze, iron and 
  steel, a suit of chain or plate can be a quite effective defence, 
  often the equal of more modern armours.
  However, archaic armour created using modern materials is 
  rare and expensive, often more so than most modern armour, 
  making it an extravagant luxury rather than something practical.
  Effect: Armour with this upgrade is no longer Primitive
  Upgrades: Any Primitive armour.
  ConCeAled weApon
  Hidden within vambraces, pauldrons or other easily-accessible 
  locations, a small back-up weapon is valuable for all manner 
  of criminals, giving them a last-ditch tool to use against their 
  enemies when all else has failed. Pirates, assassins, and bounty 
  hunters in particular are renowned for their tendency to be 
  festooned with weapons, overt and concealed alike, to serve 
  them in almost any situation. Some examples of this upgrade 
  are simply well concealed compartments hiding an otherwise 
  normal weapon. Others are more ingenious still, working the 
  mechanism into the structure of the armour, as retractable blades 
  or cunningly hidden pistols linked to inconspicuous triggers.
  Effect: Select a single compact pistol, any micro-weapon, 
  or a melee weapon the size of a knife. The weapon is hidden 
  within the construction of the armour, either secreted away 
  within a compartment or built completely into the armour. 
  Enemies attempting to locate the weapon suffer a –30 penalty 
  on all tests to do so. The availability of this upgrade is one-
  step more difficult than the availability of the weapon being 
  concealed, or Rare, whichever is worse.
  Upgrades: Any suit of armour that covers all locations, 
  any Carapace Armour, any Power Armour.
  defleCtIVe ConstruCtIon
  The shape of this armour is oddly angular, not conforming to 
  the natural shapes of the wearer. Whether made of hard plates 
  wrought into unusual shapes, or semi-flexible material stretched 
  over a customised framework, this armour deflects blades and 
  blasts through the odd angles and curves of its design.
  Effect: This upgrade grants a suit of armour 2 additional 
  armour points against any attack with the Explosive or 
  Rending damage types.
  Upgrades: Any non-primitive armour.
  IMpACt gel Cells
  Durable cells of impact-dispersing gel are concealed within the 
  structure of the armour, spreading the shock of impact more 
  evenly, reducing its influence upon the armour’s wearer. The 
  cells are tough enough to remain intact amidst the pressures 
  they are subjected to, preventing the gel from leaking out or 
  being exposed to the atmosphere.
  Effect: This upgrade grants a suit of armour 2 additional 
  armour points against any attack with the Impact damage type.
  Upgrades: Any non-primitive armour.
  lAthe-wrought
  The astronomical and gravitational alignment of the Lathe 
  worlds creates the conditions for the production of metal 
  alloys of rare and singular properties. Lathe armour is strong 
  and light, flexible enough to withstand the most powerful 
  blows, and even resistant to intense heat or the crackling 
  edge of a power weapon. The cost and rarity of such armour 
  is beyond the means of most individuals, with maybe only 
  half a dozen suits of Lathe-wrought armour constructed in a 
  decade, each created under commission for a specific wearer.
  Effect: A suit of Lathe-wrought armour weighs half the 
  normal amount and increases the AP by 1, as each suit of Lathe-
  wrought armour is inherently of Best Craftsmanship. In addition, 
  the Pen value of any attack made against a character wearing 
  a suit of Lathe-wrought armour is halved, rounding up. The 
  improved AP from this upgrade does not count for purposes of 
  armour penalties to Silent Move and Concealment Tests.
  Upgrades: Any Carapace or Power Armour.
  luMen-herAldry
  The surface of the armour is covered in shifting, dynamic 
  patterns of luminescent colour, creating shapes and 
  images that flow as the wearer moves and fights. Beloved 
  by the ostentatious and those who seek to leave a strong 
  impression, lumen-heraldry depicts animated murals of 
  grand or terrifying imagery.
  Effect: The imagery on the armour grants the wearer 
  a +10 bonus to Intimidate and Command Tests, but also 
  imposes a –30 penalty on Concealment Tests, as the luminous 
  shapes make it difficult to hide. The heraldry contains a 
  power source, which must be recharged after 5 days of use (if 
  the armour already has a power source, it can be connected to 
  that instead with no noticeable drawback). 
  Upgrades: Any armour.
  nIghtshroud lAyer
  Crafted in a similar way to Night Cloaks (see page 140 
  in the Rogue TRadeR rulebook), this armour’s surface 
  absorbs almost all ambient light, while the undersuit 
  contains almost all the wearer’s body heat. When 
  the armour is completely sealed, the user can 
  disappear into the dark, hidden even from 
  
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  thermal imaging. Attempts have been made to combine this 
  technology with power armour, but the immense amounts of 
  heat the armour generates swiftly renders the suit impossible 
  to wear if it cannot be released.
  Effect: Armour with this upgrade grants the user a +30 
  bonus to Concealment Tests when in the dark, even when there 
  is no applicable terrain. The heat contained within the armour 
  means that it swiftly becomes unbearable to wear, forcing the 
  wearer to pass a Challenging (+0) Toughness Test or suffer 
  a level of fatigue for every hour of heavy exertion.
  Upgrades: Any suit of armour that covers all locations, 
  with the exception of Power Armour.
  power AssIsted
  The armour’s weight is carried by a complex array of supports 
  and servos, which boost the wearer’s strength and allow him 
  to carry weightier loads. Similar to power armour to an extent, 
  this upgrade is significantly less advanced, and normally 
  added to a suit of armour for some utilitarian purpose, such as 
  heightening the strength of labourers wearing engine-plate.
  Effect: Armour with this upgrade adds +10 to the 
  wearer’s Strength characteristic, and the weight of the armour 
  does not count for calculating the wearer’s normal carrying 
  limit. However, the armour requires a power supply, normally 
  carried in a backpack. A standard civilian power supply lasts 
  for 1d5 hours before it needs to be replaced or recharged.
  Upgrades: Any non-primitive suit of armour that covers 
  all locations, with the exception of Power Armour.
  refleC CoAtIng
  Made immediately obvious by the silvery sheen of the coating, 
  reflec is used to disrupt and disperse attacks from las-weaponry. 
  Effect: Armour with this upgrade increases its AP by 2 
  against all Las-weapons.
  Upgrades: Any armour.
  serVo-MAnIpulAtors
  Many of the most cumbersome suits of armour are 
  a hindrance to fine dexterity, the bulky gauntlets 
  hindering the ability to perform precise tasks. 
  While this is seldom a concern for most 
  warriors, those who wear armour for reasons other than 
  combat must often make a compromise between protection 
  and dexterity, or make use of additional tools to compensate 
  for the difficulties.
  Such tools are commonly known as servo-manipulators, 
  consisting of an array of probes, micro-claws, magno-clamps 
  and tool connectors on omnidirectional articulated arms, 
  operated by a control unit that tracks the user’s eye movements 
  and facial muscles, and responds to vox commands.
  Effect: A set of servo-manipulators remove any penalty to 
  fine manipulation caused by armour.
  Upgrades: Any armour which imposes a penalty to agility 
  tests or tests to fine manipulation.
  tool Mount
  Many voidmen and pirates make use of an array of tools, 
  and to save space and give easier access, many of those tools 
  end up mounted on voidsuits, engine-plate and other suits of 
  armour. For convenience, the tools are normally mounted on 
  retractable frames, allowing them to be locked forward when 
  in use and pulled back when not needed.
  Effect: A tool mount allows any small tool, or any compact 
  or micro ranged weapon, to be fitted onto the outside of the 
  armour. The tool or weapon must be acquired separately.
  Upgrades: Any armour.
  Gear and 
  Tools
  “There is no danger in this galaxy one cannot be adequately prepared for.”
  –Torchbearer Volin Trel, slain in 774.M41
  O
  nly the pettiest of crimes can be done with wits and 
  bare hands…more complicated crimes require more 
  preparation, tools, and accessories.
  AethersCrye goggles
   Using the forbidden artifice of Stryxis-tech adapted for 
  human use, the lenses of aetherscrye goggles do not show the 
  light of reality, but rather the hellish illumination of the warp, 
  filtered by arcane devices within the housing of the lens so 
  that this light does little harm to those who look upon it.
  Aetherscrye goggles can be used to look upon the warp 
  and see the souls within the observer’s vicinity, allowing them 
  to be targeted even when conventional means of location 
  might otherwise fail. A character using aetherscrye goggles 
  suffers no penalties for darkness, smoke or other mundane 
  obstructions, and can perceive living creatures and warp 
  entities through solid objects. In addition, a character can 
  attempt Psyniscience Tests as if it was an untrained basic skill, 
  or gains a +10 bonus to any Psyniscience Tests if they are 
  trained in the skill. However, any character who rolls a double 
  (33, 44, 55, etc) on any test made to spot someone through 
  the lens gains an Insanity Point from the foul radiance of 
  the Immaterium. If the wearer views a creature with the 
  Table 2—17: Armour Upgrades
  Name
  Wt.
  Availability
  Advanced Materials
  +0
  Very Rare
  Concealed Weapon
  + Weight of 
  Weapon
  Special
  Deflective Construction +1
  Scarce
  Impact Gel Cells
  +0.5
  Rare
  Lathe-wrought
  X 1/2
  Near-Unique
  Lumen-heraldry
  +0
  Scarce
  Nightshroud Layer
  +2
  Scarce
  Power Assisted
  +15
  Very Rare
  Reflec Coating
  +0
  Rare
  Servo-manipulators
  +1
  Rare
  Tool Mount
  +0.1
  Common
  
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  Daemonic Trait, however, he sees some measure of their true, 
  terrifying form, and automatically gains 1d10 Insanity and 
  1d5 Corruption Points (this penalty only applies the first time 
  he sees a particular creature). 
  This item can only be obtained at Good Craftsmanship, as 
  each must be hand-built and is a work of art. 
  beAst CAges
  An invaluable tool for anyone who seeks to capture the great 
  beasts and xenos monstrosities that exist on worlds across the 
  Imperium, the most common cages are simple constructions 
  of sturdy metal bars. More advanced versions tend to be fitted 
  with potent shock generators or be reinforced with adamantium 
  plating. The finest examples lack bars altogether, instead using 
  stasis fields to contain dangerous creatures. These cages come in a 
  variety of sizes, sufficient to contain many different creatures.
  Poor Craftsmanship cages, while suffering no mechanical 
  defects, may break open at inopportune times due to shoddy 
  construction. Good Craftsmanship cages are fitted with shock 
  generators and adamantium bars, while the Best Craftsmanship 
  versions use stasis fields to contain the creatures, freezing 
  them in time and making them invulnerable to harm until the 
  field is deactivated. 
  eldAr grAV-plAtforM
  Commonly used by the Guardian forces of the mysterious 
  Craftworld Eldar to carry heavy weaponry, grav-platforms seem 
  to require no obvious power source in order to maintain their 
  perpetual lift, and are quite capable of supporting considerable 
  weights without suffering any particular detriment.
   While most commonly fitted with Eldar heavy weapons, a 
  few Rogue Traders have “obtained” them during interactions 
  with this xenos race. Two of Calligos Winterscale’s more 
  militant captains have made a point of retrofitting these 
  devices to mount obviously superior human weaponry. In 
  any case, a heavy weapon mounted on a grav-platform always 
  counts as braced, even if the platform moves.
  Eldar grav-platforms are directed from a simple and 
  intuitive control box, allowing them to be moved around fairly 
  swiftly—a grav-platform can move 6m as a single half action, 
  taking no effort on the part of the operator. If an Eldar heavy 
  weapon is mounted on the platform, it can also be operated 
  from the control box, but the necessary customisation to 
  allow non-Eldar devices to work on the platform prevents 
  this function in any other situation.
  Eldar grav-platforms are average-sized targets with 15 AP. 
  Any damage suffered by the grav-platform disables it, rendering 
  it immobile. There are no mechanical benefits for different 
  Craftsmanship levels in regard to this item. However, the better 
  the Craftsmanship, the less it has been used and worn in the 
  time since the grav-platform belonged to the Eldar. 
  elsewAys ChArts
   Proscribed in the Koronus Expanse due to ancient compacts 
  and treaties with the first Rogue Traders to open the Maw, 
  elseways charts are folios full of ancient maps and warp-lore 
  that allow a Navigator to plot a course without the aid of 
  the Astronomicon, moving along hidden routes unknown 
  to most. These dark and concealed routes are regarded with 
  dread and foreboding by those who have heard of them, but a 
  few are willing to brave such perilous paths in order to elude 
  the authorities or reach some great prize more swiftly.
   When navigating the warp, the Navigator may use a set 
  of elseways charts. If he does this, he may skip the normal 
  requirement to locate the Astronomicon, so long as he passes a 
  Difficult (–10) Forbidden Lore (Warp) Test. Success on this 
  test means that a hidden route has been successfully located, 
  adding +15 to any Navigation (Warp) Tests for this voyage for 
  every degree of success. Failure means that the Navigator must 
  search for the Astronomicon as normal. However, if elseways 
  charts are used, the dangers along the route are more difficult to 
  perceive, making it riskier to travel along. Each of the rolls for 
  warp encounters during the voyage suffers a –20 penalty.
  Poor craftsmanship elseways charts require a Hard 
  (–20) Forbidden Lore (Warp) Test to use. For good 
  craftsmanship charts, this test becomes Challenging 
  (+0), while the test becomes Ordinary (+10) if 
  the charts are best craftsmanship.
  Table 2—18: Gear and Tools
  Name
  Wt.
  Availability
  Aetherscrye Goggles
  1
  Near Unique
  Beast Cage (Average)
  50
  Common
  Beast Cage (Hulking)
  100
  Scarce
  Beast Cage (Enormous)
  200
  Rare
  Beast Cage (Massive)
  400
  Rare
  Eldar Grav-platform
  20
  Unique
  Elseways Charts
  1
  Extremely Rare
  Occlusive Vault
  15
  Near-Unique
  Prognosticator
  150
  Extremely Rare
  Voidbait (Augur)
  40
  Rare
  Voidbait (Warp)
  75
  Extremely Rare
  
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  oCClusIVe VAult
  Used by certain Cold Traders to secretly transport small 
  quantities of material, occlusive vaults are created from 
  advanced and arcane technology and are extraordinarily 
  rare. Normally taking the form of a large heavily-armoured 
  chest, an occlusive vault conceals its true contents behind 
  sophisticated holo-blinds and force barriers, projecting the 
  appearance of false contents, controlled by a micro-cogitator. 
  While not entirely flawless, the false imagery projected by an 
  occlusive vault is good enough to deter most searches.
  Any character searching for items concealed within an 
  occlusive vault suffers a –40 penalty on the Search Test. Best 
  Craftsmanship versions impose a –50 penalty, while Poor 
  Craftsmanship versions only impose a –30 penalty. 
  prognostICAtor
   The services of Navigators are not easily or cheaply secured, 
  and many pirate vessels plying the warp beyond the Koronus 
  Passage cannot obtain such rare and valuable individuals to 
  guide their ships through the warp. While most warp-capable 
  vessels are able to make short hops through the Immaterium, 
  covering four or five light-years at a time along stable routes, 
  some pirates and smugglers desire the means to travel farther 
  and along the more dangerous routes to better elude those 
  who hunt them. A prognosticator is a forbidden device 
  using minor examples of blasphemous maletek to more 
  accurately map and predict the tides and flows of the warp 
  than conventional cogitators can, though not as precisely 
  as a Navigator. Nobody knows for certain where they were 
  created, although some suspect hereteks on Iniquity. Others 
  whisper stories about a forgotten civilisation based on sorcery 
  that exists within the heart of the Great Warp Storms of the 
  Halo Margins, but few give this nonsense any credence. 
  A character using a prognosticator can attempt 
  Psyniscience and Navigation (Warp) Tests untrained in 
  regards to navigating the warp, and may attempt to do so 
  as if a Navigator, but they must pass a Challenging (+0) 
  Willpower Test or gain 1d5 Insanity Points from brief 
  glimpses of the Immaterium. Characters who already possess 
  those skills gain no additional benefit.
  VoIdbAIt
  A common tactic of pirates is the use of a lure to entrap prey, 
  conveying the false appearance of something desirable or of 
  interest to the prey. Voidbait is a collective term for these 
  lures, a range of devices that project false signals discernible 
  by unsuspecting vessels. Fraudulent distress hymns, augur 
  readings and even astropathic messages—though the latter 
  requires particularly exotic and blasphemous technology—are 
  all common tricks, easily replicated using the right systems 
  and a suitably cunning heretek.
  A voidbait device can be set given an hour of work and 
  a Hard (–20) Tech-Use Test, to send out a false signal 
  of the Explorer’s choosing. This can be detected by 
  starship augur systems up to 5 VUs away. It takes a 
  Scrutiny Test, with a –10 penalty for every degree 
  of success on the Tech-Use Test, to determine 
  that the signal is false.
  More advanced versions (Good and Best Craftsmanship), 
  crafted using blasphemous technology and scraps of the brains 
  and blood of psykers, can send weak psychic signals, discernible 
  by astropaths and Navigators from nearby star systems. The 
  Tech-Use Test to craft the signal with these devices is Arduous 
  (–40), and takes 1d5+1 hours, and it can be detected using a 
  Psyniscience Test up to ten light years away. The test to determine 
  whether or not the signal is a fake remains the same.
  drUgs, Poisons And 
  ConsUMABles
  This covers a wide variety of consumable substances, from 
  illicit narcotics and powerful combat stimulants to dangerous 
  poisons. Such cargos are comparatively easy to smuggle, due to 
  the high prices they can fetch for relatively small quantities.
  Some of these drugs may not have beneficial properties, 
  and are intended primarily as items for smugglers and other 
  criminals to traffic in. Others may be useful when applied to 
  one’s enemies, perhaps secretly. 
  bArrAge (drug)
  A particularly nasty combat drug favoured by the mercenary 
  slavers of the Korath Combine (although not so popular 
  amongst their indentured soldiers), Barrage has extremely 
  nasty side-effects. It bombards the user’s metabolism with 
  chemicals that enhance muscle strength, pain tolerance and 
  sensory acuity, bolstering them considerably. However, the 
  strain these chemicals place upon the body damages the same 
  functions it enhances with each use.
  A single dose of Barrage grants the user the Unnatural 
  Perception (x2), Unnatural Strength (x2) and Unnatural 
  Toughness (x2) talents for 1d5 rounds. However, each round the 
  user is under the effects of the drug, the user permanently loses 
  1 point from each of Strength, Toughness and Perception.
  burnsCour rAIn (poIson)
  Almost everything on the death world of Burnscour is inimical 
  to non-native life, and even the water is highly caustic and filled 
  with toxic spores, yet purity augurs and tox-wands struggle to 
  locate these lethal impurities. Carefully stored and contained, it 
  can be used as a debilitating and potent poison.
  A creature exposed to Burnscour Rain must pass a Difficult 
  (–10) Toughness Test or immediately suffer 1d5 Strength and 
  Toughness damage (roll separately for each), and an additional 
  1d5 Strength and Toughness damage for every Degree of Failure 
  on the test. However, so dangerous is this poison that it takes 
  a Difficult (–10) Chem-Use Test to successfully apply it to 
  a weapon, load it into a dispenser or otherwise handle a dose. 
  Failure means that the character has been exposed to the poison 
  and must test to resist its effects as noted above.
  geIst (drug)
  A psycho-reactive compound derived from ghostfire pollen 
  harvested on Iocanthos and combined with a pre-existing 
  psycho-active drug known as Spook, Geist is known for its 
  ability to boost the powers of psykers. Geist is extraordinarily 
  dangerous when used on non-psykers, who lack the necessary 
  
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  mental discipline to control the sudden surge in power. 
  In psykers, the increase in power the drug induces can be 
  unpredictable, but valuable. Such stimulants, often blended with 
  tiny amounts of slaught, and human blood, have been used 
  by notorious witches and sorcerers in the Koronus Expanse, 
  making the Calixian Ordos ever more eager to outlaw them.
  In any character without a Psy Rating, use of Geist causes 
  an immediate Psychic Phenomena result. In characters 
  with a Psy Rating, a dose of Geist grants the character two 
  additional points of Psy Rating for 1d5+1 minutes. However, 
  the character may not use powers Fettered while under the 
  influence of the drug, and adds +10 to all rolls on the Psychic 
  Phenomena table, in addition to any other modifiers.
  glIMMer
  A particularly unusual narcotic, Glimmer is a mildly toxic 
  substance which seems to have no other discernible effects 
  when injected, inhaled or ingested. However, when light is 
  filtered through a small quantity of this orange-red fluid, it 
  induces a state of extreme relaxation and apparent intoxication 
  upon any who are exposed to the light. The chemical dries 
  up after a few moments of exposure to bright light, but the 
  resultant luminescence lingers for far longer.
  Most users are known to share the drug, setting up 
  mirrored rooms and loading glass filters filled with the fluid 
  into the front of glow-lamps. The diffuse ruddy glow of these 
  rooms leaves its occupants in a dreamlike state for around an 
  hour after initial exposure.
  Addicts often go a step further, applying the substance as 
  eye-drops and taking in the filtered light directly, experiencing 
  the effects far more swiftly and more strongly. Those who 
  use in this way soon become blind, as the substance damages 
  their eyes beyond repair.
  Using Glimmer imposes a –1d10 penalty to Perception and 
  Willpower for about an hour, and users must make a Challenging 
  (+0) Toughness Test or become unconscious (fall asleep). 
  Nobody is entirely certain of where Glimmer comes from; it 
  simply appeared on the black markets on several worlds about 
  five years ago, proving to be particularly popular amongst the 
  light-obsessed nobles of Scintilla. Rumours persist that vast 
  lakes of the substance exist on a world deep in the Koronus 
  Expanse, under the faint light of an old and dying star. Of 
  similar concern is the fact that the drug seems to have no 
  discernible effects on any creatures except humans.
  hAZe (drug)
  Though this drug is not as common as Obscura, Haze dealers 
  nonetheless become extremely prosperous within the Calixis 
  Sector’s many hive worlds, and other locations where crime 
  is rife. Normally inhaled or ingested, Haze can produce an 
  addictive delirium that lasts for hours.
  A single dose of Haze causes 1d5 Intelligence, Perception and 
  Willpower damage, rolled separately for each. After regaining 
  all the lost characteristic points, the character becomes irritable 
  and sensitive to bright lights and loud noises for 1d5 hours.
  sIlVer AnAtheMA (poIson)
  A rare example of a machine-poison, Silver Anathema’s 
  discovery quickly resulted in it being banned by the 
  Mechanicus leaders of every Forge world in the Calixis Sector, 
  The method by which it functions is a secret known only to 
  very few within the Cult of the Machine, but what can be 
  determined from rumour and hearsay is that it somehow reacts 
  with the victim’s body, leaving metallic thorns protruding 
  from their body where it has done its deadly work.
  A creature exposed to silver anathema must pass a Hard (–20) 
  Toughness Test or suffer 3d10 wounds, with no reduction 
  for Toughness Bonus or Armour, as the poison reacts and tears 
  through the creature’s tissues with sharp metallic growths.
  spInebArk sAp (poIson)
  Another deadly substance from Burnscour, the sap of the 
  Spinebark tree is an extremely potent neurotoxin. The Spinebark 
  tree, from which this sap exudes, proceeds to grow over and 
  consume the paralysed, still-living victim.
  A contact poison, Spinebark Sap must be handled extremely 
  carefully: it takes a Difficult (–10) Chem-Use Test to 
  successfully apply it to a weapon, load it into a dispenser or 
  otherwise handle a dose of Spinebark Sap. Failure means that the 
  character has been exposed to the poison and must test to resist 
  its effects. A creature exposed to Spinebark Sap must pass a Hard 
  (–20) Toughness Test or suffer 1d10 Strength damage, plus an 
  additional 1d10 Strength damage for every degree of failure.
  tox-MIster
  A tiny device that vaguely resembles a hypo-spray unit, tox-
  misters convert liquid poisons into sprays of mist that quickly 
  disperse and evaporate, making them effective tools for 
  delivering a poison swiftly at close range and leaving little 
  evidence behind. The small size and portability of the device 
  makes it a valuable tool for assassins, and a useful last-ditch 
  weapon for pirates and other ruthless criminals.
  A tox-mister contains a tiny replaceable reservoir that can 
  be filled with any liquid; these reservoirs are sealed and easily 
  interchangeable, allowing a would-be poisoner to switch quickly 
  between payloads. A tox-mister can only deliver a poison up to a 
  metre away, creating a tiny cloud of droplets that hang in the air 
  momentarily. A tox-mister can be used to administer poisons 
  even in close combat, requiring a Weapon Skill Test as 
  normal for any attack performed at such a short range, 
  though the spray from a tox-mister cannot be parried, 
  only dodged. A creature caught within the spray 
  must then test to resist the poison used.
  Table 2—19: Drugs, Poisons, 
  and Consumables
  Name
  Wt.
  Availability
  Barrage
  –
  Rare
  Burnscour Rain
  –
  Very Rare
  Geist
  –
  Very Rare
  Glimmer
  –
  Rare
  Haze
  –
  Rare
  Silver Anathema
  –
  Near Unique
  Spinebark Sap
  –
  Extremely Rare
  Tox-Mister
  0.1
  Scarce
  
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  Cybernetics 
  and Implants
  “The weaknesses of flesh are to be despised. Disease and age and 
  injury all afflict the reviled tissues that make up the supposedly ‘pure’ 
  human form, while steel and plastic and silicon endure. The flesh-
  mind is plagued by doubt and confusion and cluttered with needless 
  trivialities, instincts and emotions, while the machine-mind knows 
  only the purity of absolute logic. Which, then, is to be aspired to? 
  Flesh is fit only to be used and discarded, only the machine is eternal.”
  –The Heretek-Magos Umbra Malygris ‘the Damned’
  B
  ionic and augmetic devices are used in all walks of life 
  within and beyond the Imperium, and criminals are no 
  exception to this. A variety of implanted tools are found 
  as frequently amongst those on the wrong side of the law as those 
  in the right, and a selection of these are covered in this section.
   ÆtherIC wAVe-spArs
  Grafted to the spine and affixed by thick cables to heavy 
  metal vambraces, these metre-long poles are designed to 
  conduct psychic energy, allowing a psyker to channel more 
  greedily and aggressively, bleeding away some of the excess 
  power. Implants of this sort have been extensively tested 
  by the Calixian Adeptus Astra Telepathica, but it has been 
  found that the power and utility they provide is dangerously 
  unstable, and they are now banned by the decree of none 
  other than Lord Inquisitor Caiden.
  When a character with this implant Pushes a psychic 
  power, he may add a +1 bonus to his total Psy Rating. Poor 
  ætheric wave-spars also add a further +10 to all rolls on the 
  Psychic Phenomena table. Good-craftsmanship ætheric wave-
  spars instead reduce all rolls on the Psychic Phenomena table 
  by –10, calculated after all other modifiers.
  thIef’s lIght
  A simple skinplant, a thief ’s light is a simple luminescent 
  panel housed in the palm of the hand, almost invisible until 
  activated. When switched on, usually through squeezing the 
  hand shut for a few moments, the panel glows with a soft 
  light, enough to illuminate objects within a few centimetres 
  clearly enough to perform intricate tasks without producing 
  large amounts of light which would give the user’s presence 
  away. The light is powered by the user’s own body heat, and 
  the design is extremely simple and reliable.
  serVo-lIMbs
  Crude bionic limbs fitted with heavy industrial tools are 
  common in the depths of hive cities, forced upon heavy 
  bond-labourers and other unfortunates for whom normal 
  tools are insufficient. These tools are often repurposed into 
  crude weapons and used in brutal pit-fights.
  A servo-limb is a bionic arm with no hand, and 
  consequently cannot be used for fine manipulation or any 
  task that requires holding an object with that hand (or, for 
  that matter, both hands). The heavy tool—most commonly 
  a buzz-saw, pneumo-hammer, rock-drill, a set of mono-
  shears, a chainsaw or other dangerous object—is in all cases 
  a melee weapon dealing 1d10+4 damage (damage type is 
  Rending or Impact, as appropriate for the tool, chosen at the 
  time of implantation), with a Pen of 2 and the Tearing and 
  Unbalanced Qualities.
  weApon brACIng
  An articulated, powered network of cables, hydraulic support 
  struts and locking mechanisms are built up the recipient’s 
  arm, beneath the skin and connecting between both muscle 
  and bone all the way up to the shoulder and upper back. 
  All the way along, but concentrated mostly on the forearms 
  and hands, are magnetic clamps that push up beneath or even 
  through the skin, and can affix to specially-altered weapons. 
  The reinforcement spreads the weight of the gun along the 
  arm and absorbs the shock of firing. The system requires no 
  external power source—it runs off of the heat generated by 
  the recipient’s own body—and can accommodate almost 
  any rifle-sized weapon, though ones rebuilt to better fit the 
  Table 2—20: Cybernetics and Implants
  Name
  Availability
  Ætheric Wave-spars
  Very Rare
  Thief ’s Light
  Scarce
  Servo-limb
  Scarce
  Weapon Bracing
  Rare
  Interkeratic Implants
  Scarce
  Twitch-mask
  Very Rare
  
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  bracing (clamping the weapon to the forearm, and relocating 
  the gun’s grip and trigger farther forward) can take better 
  advantage of the structure.
  A character fitted with weapon bracing can spend a full 
  action connecting a pistol or basic weapon to the external 
  mounts. An affixed weapon can be used in one hand without 
  any penalty that might normally apply, and gains a +20 
  bonus on all Weapon Skill Tests to resist being disarmed.
  InterkerAtIC IMplAnts
  These implants consist of additional layers built into the 
  cornea of the recipient, whether gene-altered organic matter 
  just beneath the surface, or advanced photo-augur technology 
  implanted over the surface of the eye. Regardless of the source, 
  the implant enhances the vision of the recipient, allowing 
  him to see in ways he would otherwise be unable to. Small 
  and simple to implant, interkeratic implants tend not to be 
  as obvious in appearance as true bionic eyes, and thus tend 
  to be favoured by those who would prefer not to have their 
  appearance marred by obvious augmetics.
  Characters with interkeratic implants gain the Dark Sight 
  Trait and are immune to the effects of photon flash grenades.
  twItCh-MAsk
  A complex network of micro-servos and subskin synth-flesh 
  dispensers, twitch-masks allow the user to adjust his facial 
  features at will, altering shape and texture in a matter of 
  moments. Rare and difficult to implant, they are nonetheless 
  favoured by confidence tricksters and any others for whom 
  being recognised is a liability.
  A character with a twitch-mask gains a +10 bonus on all 
  Disguise Tests. Poor craftsmanship versions are painful and slow 
  to use, causing a level of fatigue every time the character changes 
  his appearance. Good quality versions incorporate pigment 
  glands and vox-manipulators, allowing for more thorough 
  changes, instead granting a +20 bonus on all Disguise Tests.
  Ship Upgrades
  “That, sir? Just a hold full of grox manure, 10,000 tonnes worth. 
  Nothing to see in there.”
  –Sorbax the Sly, Master of the Venture
  T
  hese starship Components complement the listings from 
  Rogue Trader pages 199–208. These Components are 
  appropriate for starship construction as normal for use 
  by either NPCs or Explorers.
  essentiAl CoMPonents
  Every Imperial starship requires one of each essential Component. 
  These are examples of a few less common variants that have 
  functional changes from the designs seen more often.
  plAsMA drIVes
  Plasma drives provide power to the ship and propulsion to 
  travel in the void and the Immaterium.
  segrazian “Viperdrive” Pirate engine
  A blatant copy of the Mezoan theta-7 drive, created by the 
  lawless tech-guilds of Segrazia in the Skardian Reaches near 
  the on the outer reaches of the Calixis Sector, this design 
  trades on the reputation of the fast Viper class scout sloop. 
  The engine is popular with reavers who value pure speed 
  for extended stern chases and the evasion of naval patrols. 
  Certain Rogue Traders have also (perhaps unwisely) fitted 
  these temperamental drives to their frigates.
  Oversized Engines: Increase the Ship’s speed by +2 and 
  Manoeuvrability by +5
  Fragile Engines: Any hits to the finely-balanced plasma 
  drives are likely to incapacitate the entire ship. If an Engines 
  Crippled result is rolled on the Critical Hits table (page 222, 
  Rogue Trader) always treat the engines as wrecked, as if an 
  8-10 had subsequently been rolled.
  wArp engInes
  Warp drives grant a vessel the power to enter warp space. 
  Without them, a vessel cannot hope to complete an interstellar 
  trip within the crew’s lifetime.
  Albanov 1 Warp engine
  For some vessels, a safe journey is far more important than 
  a timely one. The risks of warp travel are astronomical, and 
  anything that can offset those risks can be of tremendous 
  value because Ships and their cargo are phenomenally 
  expensive assets. Conversely, just supplying a ship is a costly 
  undertaking. The longer the journey, the greater the profit 
  margin must be in order to offset the costs in maintenance, 
  supplies, and crew.
  Ride the Shallows: Double the base travel time for a 
  journey through the Immaterium. It may be further modified 
  by the results of the Navigation (Warp) Test.
  Steady as She Goes: Add a +20 bonus, cumulative with 
  any applicable bonus for Assessing Warp Conditions, to any 
  tests made on Table 7–4: Warp Travel Encounters (see Rogue 
  Trader page 186).
  Quiet Entrance: When leaving the warp, the vessel 
  has ample time to accurately position itself. Any tests the 
  Navigator makes to fix the exit point gain a +10 bonus.
  klenova Class M Warp engine
  This variant on the warp engine was designed for vessels 
  following well established routes through the Immaterium 
  between relatively nearby systems, and for three centuries 
  the Kormisoshi Shipyards installed a small number of the 
  engines in select starships. The design intent was for these 
  ships to travel without a Navigator. The Navis Nobilite 
  has lodged many formal complaints against the use of 
  these designs, but due to their limitations, and the speed 
  of Imperial bureaucracy, they remain in (very rare) use. 
  Adopting one of these warp engines is sure to bring the 
  wrath of the Navis Nobilite upon a Rogue Trader. 
  These vessels can only ride the currents of the 
  warp to follow a calculated jump (see the Rogue 
  TRadeR Core Rulebook page 183). Multiple 
  redundant cogitation systems aid in finding 
  
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  safe passage. However, the systems required for a Navigator 
  to interface with the Warp Engine are not present. 
  Mysteries of the Warp: No warp assessment is possible, 
  so the dangers of the Immaterium are increased. When using 
  this system, the vessel must make a daily test on Table 7-4: 
  Warp Travel Encounters (see Rogue Trader page 185).
  Static System: The Klenova Warp Engine is not 
  compatible with a Navigator’s Powers or any Components or 
  other systems that modify warp travel.
  geller fIelds
  The Geller Field provides a vessel with its only barrier from 
  the dangers of the Warp. 
  Mezoa geller Void integrant
  In an effort to decrease the number of devices that needed 
  regular maintenance and repair, the adepts of the Mezoa 
  forge world deduced a mechanism to combine the Geller Field 
  with the void shield system. The results of the modification 
  remain controversial. Several of the vessels initially used for 
  testing purposes have not successfully completed their tests. 
  Nonetheless, the system has been implemented on a number 
  of vessels used for shorter range transits.
  Poorly Tuned: Because the system serves double duty, 
  it is less effective as a Geller Field. The vessel suffers a +5 
  penalty to all rolls on the Warp Travel Encounters Table.
  Dependent Systems: If the vessel’s void shield is damaged 
  by a Critical Hit, the Geller Field is damaged as well. 
  shIp’s brIdge
  The vessel’s commander and officers issue their commands 
  to keep the vessel active from this Component.
  smuggler’s Bridge
  This bridge is designed to appear like that of 
  any normal, lubberly handled commerce 
  vessel’s, while at the same time containing advanced 
  sensors, hidden compartments and complex cryptographic 
  realspace communication voxers designed to converse with 
  a multitude of disreputable crime syndicates and other 
  nefarious organisations.
  Shady Business: When working towards a Criminal 
  objective, the Explorers earn an additional 50 Achievement 
  points towards completing that objective.
  lIfe sustAIners
  Life sustainers provide the ship with breathable atmosphere 
  and recycle the crew’s wastewater.
  euphoric life sustainer
   The Euphoric is designed to keep the crew content and the 
  ship functional in even the direst of circumstances. By adding 
  a steady stream of intoxicating chemicals into the vessel’s air 
  and water, the ship’s officers can avoid the threat of mutiny 
  Table 2—21: Essential Components
  Essential Components
  Appropriate Hull Types
  Power
  Space
  SP
  Plasma Drives
  Segrazian “Viperdrive” Pirate Engine
  Raider, Frigate
  45 generated
  16
  +2
  Warp Engines
  Albanov 1 Warp Engine
  Transports, Raiders, Frigates
  10
  11
  +1
  Klenova class M Warp Engine
  Transports, Raiders, Frigates
  10
  10
  –
  Geller Fields
  Mezoa Geller Void Integrant
  Transports, Raiders
  0
  0
  –
  Ship’s Bridge
  Smuggler’s Bridge
  Transports
  1
  1
  –
  Life Sustainers
  Euphoric Life Sustainer
  Transports, Raiders, Frigates
  4
  2
  +1
  Euphoric Life Sustainer
  Light Cruisers, Cruisers
  5
  3
  +1
  Crew Quarters
  Slave Quarters
  Transports, Raiders, Frigates
  1
  1
  –
  Slave Quarters
  Light Cruisers, Cruisers
  1
  2
  –
  Augur Arrays
  W–240 Passive Detection Arrays
  All Ships
  3
  0
  +1
  
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  and might even resist boarding efforts. The biggest risk 
  may be that the crew is so tranquil that tasks might not be 
  accomplished properly. These intoxicating chemicals may be 
  activated or deactivated at will.
  Soothing Balm: While the euphoric functions are 
  activated, increase Morale by 10, but the ship’s Crew Rating 
  drops by one level (e.g. 30 to 20).
  Withdrawal: If the euphoric functions are deactivated, 
  the crew requires a day to sober up. Until this time has passed, 
  decrease Morale by 10.
  Lay Down and Rest: If a vessel running the euphoric 
  functions is the victim of a Hit and Run action, the attacker 
  suffers a –10 penalty to his Command Test, unless the 
  boarders are equipped with air filtration systems.
  Crew QuArters
  Every crewman needs basic living space. 
  slave Quarters
  For some vessels, there are far more valuable resources than the 
  crew. For some officers, it is more important their quarters be 
  extravagant than that the crew’s be liveable. For either philosophy, 
  these squalid and treacherous facilities provide almost enough 
  space for the crew to sleep when they are not on duty.
  Dangerously Cramped: A vessel using these quarters 
  decreases Morale permanently by 5.
  Augur ArrAys
  These detection systems enable the vessel to be aware of the 
  void that encompasses it.
  W-240 Passive detection Arrays
  This network of arrays is dependent upon a series of carefully 
  placed and finely tuned receiving antennae and sensors 
  distributed the entire length of the vessel. The increased 
  variety of sensors enables the system to depend upon ambient 
  signals to resolve data rather than broadcasting its own 
  scanning signals.
  External: This Component does not require hull space. 
  Although it is external, it can only be destroyed or damaged 
  by a Critical Hit.
  No Broadcasting: When on silent running (Rogue 
  Trader, page 218) this vessel may perform any Detection 
  actions without penalty. 
  suppleMentAl CoMponents
  These Components are not required for a vessel to function, 
  but may be necessary for it to perform a specific duty. For 
  information on selecting these, see Rogue Trader page 202.
  MACrobAtterIes
  Row upon row of these massive artillery pieces fire 
  simultaneously to overwhelm a target’s defences.
  grapple Cannon
  Said to have originally been used by the infamous pirate 
  Vorak the Bloody (but quickly adopted by any number 
  of Rogues plying the voidlanes in the Calixis Sector and 
  Koronus Expanse) Grapple Cannons are highly-modified 
  macrocannons that fire magnetised harpoons and hooks 
  attached to foot-thick chain-cables to drag the vessel closer 
  in order to effect a boarding action. The strains placed upon 
  the chain-cables are so great that only the smallest vessels 
  can effectively use these devices, but nevertheless the sight of 
  hundreds of void-armoured pirates rappelling down a chain-
  cable in order to cut their way into the hull of a helpless, 
  tethered transport is enough to chill the blood of even the 
  hardiest spacefarer. These weapons are rare, but as they allow 
  attackers to effect a boarding action in relative safety, they are 
  occasionally used by large pirate squadrons, who can afford 
  to forgo the firepower of one of their ships in order to rapidly 
  subdue a crew and gain a precious starship and its cargo. 
  Harpoon Cannons: Although these weapons take up a 
  Weapon Capacity Slot, they do not deal damage and do not 
  have regular weapon profiles. 
  Chained together: When effecting a boarding 
  action, a ship equipped with Grapple Cannon may make 
  a Difficult (–10) Ballistic Skill Test rather than a Hard 
  (–20) Pilot (Spacecraft)+Manoeuvrability test to begin 
  the action. Furthermore, as the ships are effectively tied 
  together, the victim must make an Arduous (-40) Pilot 
  (Spacecraft)+Manoeuvrability Test in order to escape 
  rather than the normal Hard (-20) test. The ship equipped 
  with Grapple cannon may elect to simply cut its cables and 
  escape at any time from a boarding action. 
  CArgo And pAssenger 
  CoMpArtMents
  These Components are designed to adapt a vessel for 
  transportation purposes.
  evacuation Bay
  When smuggling goods, it can be essential to be able to get rid 
  of those goods in a hurry. Sometimes, there’s an unexpected 
  Imperial entanglement. Other times, that entanglement is 
  something even less savoury. In any case, there are times 
  where it is far wiser to have an empty cargo bay than one 
  filled with expensive, but inconvenient, goods. This bay is 
  ready for those times. 
  Stowed and Secured: When working towards a Trade 
  objective, the players earn an additional 75 Achievement 
  Points towards completing that objective.
  Quick Exit: As a free action, a member of the bridge 
  crew may open the cargo hatches to forcibly eject all of the 
  cargo into the void and initiate an immediate cleansing of 
  the hold.
  AugMents And enhAnCeMents
  These Components modify a vessel’s existing functions.
  Variable Figurehead
  Imperial ships are often partly identified by the 
  figurehead mounted on their bows. In an effort 
  to obfuscate a vessel’s identity, this Component 
  
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  is capable of reconfiguration to assume a different form. When 
  installed, the Variable Figurehead has up to five different design 
  patterns, which are commonly all variations on an Imperial 
  Eagle. Modifying these patterns or creating additional ones 
  requires an extensive refitting, as the process of reconfiguring 
  its form is purely mechanical. 
  External: This Component does not require hull space. 
  Although it is external, it can only be destroyed or damaged 
  by a Critical Hit.
  AddItIonAl fACIlItIes
  A sweeping range of Components that grant new functions to a 
  vessel. These Components may only be selected once per vessel.
  Auto temple
  The Auto Temple is a fully staffed temple of the Imperial Creed 
  mounted within the vessel. In addition to tending to the needs of 
  the crew, the Auto Temple may be dropped to a planet’s surface 
  from orbit. This enables the staunch missionaries to directly tend 
  to the needs of the unwashed heathens with the full resources of 
  an Imperial Church. When a vessel needs to leave orbit, the Auto 
  Temple may be disassembled and returned to the craft by a work 
  crew and lifters. This process takes two to three days.
  Tend the Flock: The constant support of the Temple’s 
  Priests increases Morale by 2.
  Convert the Heretic: When working towards a Creed 
  objective, the players earn an additional 150 Achievement 
  Points towards completing that objective.
  laboratorium
  Ancient cogitators, arrays of auspex systems, and volume upon 
  volume of documentation supply an Adept with the tools 
  and information necessary to capably analyse a recovered 
  technological artefact. These tools also work for those not of 
  the Mechanicum who are bold enough to use them. Such use 
  would be heretical, but might enable a novice to puzzle 
  out a device without catastrophic effects.
  Research Facility: This Component grants a 
  +20 bonus to all tests to identify, analyse, and 
  repair artefacts of ancient or xenos origin, or 
  to any tests to craft single items (such as a single weapon 
  or piece of armour). This could include Scholastic Lore, 
  Forbidden Lore, Tech-Use, and Trade Tests (as well as others 
  at the GM’s discretion). 
  Pharmacia
  If provided with raw organic materials, this Component can 
  synthesize any drug for which it has a known pattern. Drugs 
  manufactured in this plant may be intended for medicinal 
  or recreational purposes. The Component is capable of 
  synthesizing enough of any substance to provide an adequate 
  dosage for the vessel’s crew each day. 
  Pattern Replication: The Explorers may use this 
  Component to synthesise drugs (what drugs they may 
  synthesize is at the GM’s discretion), requiring a Scholastic 
  Lore (Chymistry) Test with a difficulty equal to the 
  compound’s Availability.
  Drug Supply: This Component provides an additional 50 
  Achievement Points for Criminal or Trade Endeavours where 
  providing medical support or recreational pharmaceuticals 
  could assist in negotiations.
  sensorium 
  A Sensorium provides a pleasant refuge for any crew 
  members that can partake of its services. Within its chambers, 
  the voidfarers may select from a broad array of pleasures or 
  a combination to satisfy their wildest desires. The presence 
  of this Component on a vessel is often viewed by official 
  Imperial Bureaucracies as a sign of moral failing, which may 
  lead to legal difficulties.
  Appease the Masses: Increase Morale permanently by 2.
  Extremely Persuasive: The Explorers receive +10 to all 
  Charm and Commerce tests conducted on the vessel if the 
  subjects use the Sensorium.
  ArCheoteCh
  These Components come from long gone ages of man. Their 
  technology may be inscrutable. 
  Table 2—22: Supplemental Components
  Supplemental Components
  Appropriate Hull Types
  Power
  Space
  SP
  Macrobatteries
  Grapple Cannon
  Raiders
  2
  2
  1
  Cargo and Passenger Compartments
  Evacuation Bay †
  Raiders, Frigates, Light Cruisers, Cruisers
  2
  4
  1
  Augments and Enhancements
  Variable Figurehead †
  All Ships
  1
  0
  2
  Additional Facilities
  Auto Temple †
  All Ships
  1
  1
  –
  Laboratorium†
  All Ships
  2
  1
  3
  Pharmacia †
  All Ships
  1
  2
  2
  Sensorium †
  All Ships
  1
  1
  2
  †This Component may not be selected more than once per vessel.
  
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  emergency energy reserves
  The vessel is equipped with an extended energy storage 
  system, enabling it to function for an extended period of time, 
  even when critically damaged. The craftsmanship required 
  to construct these systems has been lost. Those few which 
  remain are reserved for those vessels which have garnered the 
  favour of the Adeptus Mechanicus.
  Blessing of the Omnissiah: When Crippled, the Captain 
  may choose to have either his Weapon Components or his 
  Speed unaffected by the usual penalties for crippled ships. 
  Volatile: If the Emergency Energy Reserves are damaged, 
  the Component has a 25% chance of exploding. In this event, 
  the Component is destroyed, the ship takes 1d5 damage to Hull 
  Integrity, and a Component of the GM’s choice is set on fire.
  graviton Flare
  Popular amongst some of the better equipped tramp trader 
  vessels in Winterscale’s Realm, this Component collects 
  ambient gravitons, which may be later launched into the void 
  around the vessel. When so ejected, the resulting gravimetric 
  field disturbance plays havoc with all augur arrays in the 
  region. These fluctuations can be used to grant a vessel the 
  advantage of a surprise attack or a stealthy escape.
  Convenient Flux: When triggered, all vessels in the 
  star system suffer a –30 to their Detection for 2 Strategic 
  Rounds.
  Extended Recovery: The Graviton Flare requires twenty-
  four hours to recharge between uses.
  External: This Component does not require hull space. 
  Although it is external, it can only be destroyed or damaged 
  by a Critical Hit.
  null Bay
   These forbidding chambers are lined with rare and exotic 
  psychically neutral materials. The gleaming black walls of 
  the cells in these holds are capable of containing all but 
  the most powerful psykers in relative safety, though Rogue 
  Traders should ask themselves why they would want a hold 
  full of psykers in the first place. Certain organisations have 
  uses for unsanctioned psykers, but the Ordo Hereticus takes 
  an aggressive interest in those who dabble in such a trade. 
  The unscrupulous Rogue Trader Horak Ilganus was drawn, 
  quartered, then placed in stasis at the moment of his death 
  (so he may live forever in agony) by a cabal of Inquisitors on 
  Fenksworld after he purchased just one of these bays. 
  Witch hold: This hold allows transport of up to 100 
  psykers in solitary containment cells. When secured in a cell, 
  all Focus Power Tests made to activate psychic abilities (or 
  any other tests involving warp powers such as a test to use 
  a Navigator’s warp eye) suffer a –60 penalty. When working 
  towards an appropriate Criminal Objective, the players earn 
  an additional 50 Achievement Points towards completing 
  that objective. 
  The Keening: Whenever this bay is in use, decrease 
  Morale by 3 as a result of the psychic residue of misery from 
  its prisoners.
  suspension Chambers
  Hated by crewmembers and medicae alike, these induced 
  sleep chambers allow a vessel to place a substantial portion of 
  its crew into suspended animation. This can be used to stretch 
  out the ship’s stores for an extended time. There are, however, 
  countless tales of voidfarers trapped in these chambers for 
  centuries after some tragedy befell their vessels. Unlike the 
  cryo-stasis tubes of the so-called “cold quarters,” induced 
  sleep chambers take much longer to activate and deactivate, 
  and are designed to be used with large masses of crew at a 
  time. Therefore, they are not useful for replenishing small 
  instances of crew loss. 
  Slumbering Crew: When active, the vessel’s Crew 
  Population is decreased by 50 and its Morale is decreased by 
  5. When the device is deactivated, Crew Population recovers 
  the full 50 points, but Morale does not recover. It takes a full 
  day’s work to awaken all the crew. 
  Stretch the Rations: When in use, a ship may double 
  the time it may remain in the void without suffering Crew 
  Population or Morale Loss.
  Witch Augur
  An accessory Component to the vessel’s augur array, the 
  Witch Augur grants the vessel the capacity to sense objects in 
  the warp nearby. Though its range is limited, the device can 
  offer an enormous strategic advantage.
  Plumb the Immaterium: A Navigator may use this device 
  to make a Challenging (+0) Awareness Test. If successful, 
  the Navigator can identify nearby vessels (or other large objects) 
  and estimate when and where they are likely to transition out 
  of the warp. For every degree of success, the Navigator can 
  sense objects within a range of about one hour’s travel.
  External: This Component does not require 
  hull space. Although it is external, it can only be 
  destroyed or damaged by a Critical Hit.
  Table 2—23: Archeotech Components
  Supplemental Components
  Appropriate Hull Types
  Power
  Space
  SP
  Emergency Energy Reserves†
  Transports, Raiders, Frigates
  2
  1
  2
  Emergency Energy Reserves†
  Light Cruisers, Cruisers
  3
  2
  2
  Graviton Flare
  Raiders, Frigates
  2
  0
  3
  Suspension Chambers
  Transports, Raiders, Frigates
  2
  1
  2
  Suspension Chambers
  Light Cruisers, Cruisers
  3
  2
  3
  Witch Augur†
  All Ships
  1
  0
  2
  †This Component may not be selected more than once per vessel.
  
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  xenos-teCh
  These components are the inscrutable technology of the foul 
  xenos races, repurposed to be used by human ships.
  Chameleon hull
  When returning to a system where a vessel is known, it may 
  be advantageous—or essential—for the vessel to be harder 
  to identify. This Component, one of a host of dubious 
  modifications that can be purchased from disreputable 
  stations such as Footfall, the Breaking Yards, and 41 Pry, 
  can aid with that issue. It’s said this technology may have 
  originated from the looting of an Eldar vessel wrecked 
  while attempting to capture slaves over the Koronus colony 
  world of Harvestlost. 
  A Difficult (–10) Tech-Use Test causes the vessel’s hull to 
  change colours. Additionally, the hull may be programmed 
  to include markings with its change. This enables the vessel 
  to also change any registry markings, names, or distinctive 
  patterns at the same time. Programming an additional pattern 
  into the Component is a Hard (–10) Tech-Use Test. 
  External: This Component does not require hull space. 
  Although it is external, it can only be destroyed or damaged 
  by a Critical Hit.
  dark Cannon
  These weapons fire off a mass of highly energized particles 
  that create a dense fog in the void around the target vessel. 
  It is unclear from where these particles are obtained—the 
  weapon requires no ammunition, just a source of power—
  or what long term effects they might have. These clouds of 
  fog disperse quickly as the target moves through the void. 
  Although some Inquisitors have made a life’s work out of 
  finding what alien race created these weapons, their creators 
  or how their technology works remains unknown. 
  Obscured Sites: If a vessel is struck by a Dark Cannon, all 
  weapons fired from the vessel suffer a –15 penalty to Ballistic 
  Skill Tests during the following Strategic Round. 
  energy drain Matrix
   This Component launches a shell that expands out into a webbing 
  of bio-organic materials. These materials are drawn to the target’s 
  engines, where they congeal into a mass that absorbs energy 
  away from the vessel. Once the mass has reached its capacity, the 
  webbing flakes away and falls off into the void. How the weapon 
  creates the bio-organic substance in the first place remains known, 
  as does the identity of its creators. Any attempts to open the 
  weapons for inspection results in a catastrophic detonation easily 
  big enough to destroy the ship they are on.
  Power Siphon: If a vessel is struck by an Energy Drain 
  Matrix attack, and the attack is not stopped by Void shields, 
  the vessel’s Speed or Manoeuvrability (target’s choice) is 
  reduced by 1 Speed or 5 Manoeuvrability per successful 
  attack. This reduction remains in effect for 2 Strategic 
  Rounds, after which the web becomes brittle and flakes 
  off the target vessel.
  Non-Lethal Weapon: This Component cannot 
  cause Critical Hits or reduce Hull Integrity.
  grav repulsors
   While many of the Adeptus Mechanicus still argue over 
  which xenos species created these uniformly black octahedral 
  structures, many a crew has harvested them from rogue worlds 
  far from any star in the Koronus Expanse and made them 
  an essential part of their ship’s defences. Once attached to a 
  hull and supplied with power, they generate repelling gravity 
  waves strong enough to stave off collisions with asteroids or 
  other objects in space. 
  Protection from the Elements: While activated, Grav 
  Repulsors push away anything coming close to the hull. 
  They have little effect against fast-moving objects like 
  macrobattery shells, but against asteroids, torpedoes, and 
  ramming ships they can lessen a blow. When installed, 
  the Explorers choose to allocate 1 to 3 Power to this 
  Component. Whenever the vessel would take damage from 
  asteroids or space debris, torpedoes, bomber attacks, or 
  being rammed, reduce the damage suffered by 1 point for 
  every point of Power allocated. (With torpedoes, this applies 
  to each torpedo individually. With all other damage sources, 
  this applies to the combined damage source). 
  External: This Component does not require hull space. 
  Although it is external, it can only be destroyed or Damaged 
  with a Critical Hit.
  Mimic engine
  This Component replaces the vessel’s plasma drive with an 
  artefact of deceitful xenos craftsmanship. By modifying its 
  resonant harmonics, the vessel changes the signals output by 
  its engines to resemble those of another Imperial or xenos 
  craft. An unnatural seeming node of bone-like structure is 
  mounted on the ship’s bridge, which connects directly to the 
  Mimic Engine. Though such a device is a clear sign of heresy, 
  the deception is of immense value to vessels that must travel 
  through xenos-infested systems. 
  Cloak of Deception: By concentrating on memories 
  of vessels previously encountered, the ship’s Navigator may 
  make a Hard (+10) Perception Test to modify the pattern 
  of mimicry as a free action. To all sensors, the vessel will 
  appear as the type chosen. The cloak is immediately pierced 
  once visual contact has been made.
  recovery Chambers
  These foul smelling and slime-filled Components must be 
  transferred intact from the hulks on which they are found. 
  They are typically found on several different designs of 
  alien derelicts, which have been spotted in the Expanse, 
  the Calixis Sector, and, it is rumoured, in far-off locales 
  as well. Little is understood of their technology, beyond 
  the necessary connections for power and ventilation. Any 
  Inquisitorial vessel would be greatly interested in studying 
  these chambers.
  For reasons that remain unclear, Recovery Chambers are 
  apparently capable of healing virtually any known sapient 
  life forms from virtually any injury. The injured person is 
  simply deposited into one of the many ooze-filled openings 
  within the Component. Then, the opening seals over, and the 
  healing process begins.
  
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  Miracle of Life: When in the Recovery Chamber, a 
  lightly-damaged patient automatically passes one Medicae 
  Extended Care Test each hour, instead of each day. A heavily 
  or critically-damaged patient automatically passes one each 
  day, instead of each week. 
  Fate’s Price: After healing, the character’s luck becomes 
  fickle for a time. During the next game session, any time the 
  character wishes to spend a Fate Point, roll a d10. On a 1 or 
  a 2, the point is spent but it has no effect.
  shadowfield
  A defence found upon some Eldar vessels, the Shadowfield 
  protects a vessel by concealing it within a cloud-like fog of 
  darkness and false shapes. Even if a vessel is able to identify the 
  presence of such a shielded starship, little information about its 
  Components or its precise location can be identified. Installing 
  this Component in an Imperial vessel is a clear sign of heresy. 
  Of course, the consequences of heresy may be much less severe 
  for some explorers than the threat of being identified. 
  Darkened Craft: This Component grants a +20 bonus to 
  the Silent Running Manoeuvre. Any Active Augury or Focused 
  Augury Extended Action attempted against the vessel suffers 
  a –20 penalty. 
  Rolling Fog: All ships firing at a ship with a functioning 
  Shadowfield suffer a –20 to their Ballistic Skill Tests. Any 
  Pilot Tests to perform Hit and Run attacks suffer a –30.
  Energetic Interference: A ship with a Shadowfield must 
  choose whether it is using its Void Shields or Shadowfield at 
  the beginning of combat.
  Warp disrupter
  By capturing a moment of perfect agony and then 
  broadcasting it into the warp after massive amplification, 
  this Component disrupts all psychic communications within 
  a region. Unfortunately, in order to capture that moment of 
  suffering, the psyker who broadcasts the signal must undergo 
  physical trauma.
  Transmit the Pain: When activating this device, a 
  psyker immediately takes 2d5 Damage to a body location 
  of his choosing reduced by Toughness but not Armour, 
  plus 1d5–1 levels of Fatigue. The psyker must then make 
  a Difficult (–10) Focus Power Test. All attempts at warp 
  communication within the star system suffer a –10 penalty 
  for each degree of success. 
  Warp gate Map
  This xenos artefact may be connected to the vessel’s augur 
  arrays to generate a broad spectrum map of the galaxy 
  and the region surrounding the vessel. Indicators on the 
  map show various warp gates that enable the vessel to 
  make rapid transitions between regions of physical space. 
  Unfortunately, portions of the map remain indecipherable. 
  Further, many of the gates connect to different exit gates 
  at different times. So, while a vessel may use the map to 
  quickly exit a system, they may not emerge in the system 
  they intended to reach.
  Transverse the Gate: When the vessel approaches a gate, 
  a Navigator must first make a Challenging (+0) Navigate 
  (Warp) Test to precisely identify the physical location of 
  the gate. Once it has been identified, the Navigator may 
  make a Hard (–20) Navigate (Warp) Test to transverse 
  the gate. On a success, the vessel reached its intended 
  navigation. On a failure, the vessel went somewhere else. At 
  the Game Master’s discretion, additional degrees of failure 
  may increase the distance off course and hostile nature of 
  their destination. (Also, at the Game Master’s discretion, 
  many star systems may not have warp gates at all. The GM 
  can determine whether a particular location in space has 
  a warp gate according to the needs of the plot, or he may 
  simply roll 1d10. On an 7 or better, there is a warp gate 
  within 2d10 days travel of the ship.) 
  xenos librarium
  A collection of Xenos writings and common artefacts has 
  been compiled aboard the vessel. The very presence of these 
  objects constitutes a heretical offence to all but the most 
  curious and compassionate members of the Inquisition.
  Alien Tomes: Any Forbidden Lore Tests that the 
  gamemaster deems applicable receive a +10 bonus 
  when made aboard this vessel. 
  Table 2—24: Xenos-tech Components
  Xenos-tech Components
  Appropriate Hull Types
  Power
  Space
  SP
  Chameleon Hull †
  All Ships
  1
  0
  2
  Dark Cannon
  All Ships
  3
  2
  3
  Energy Drain Matrix
  All Ships
  3
  1
  2
  Grav Repulsors
  All Ships
  1–3
  0
  3
  Mimic Engine
  Transports
  40 Generated
  12
  3
  Mimic Engine
  Raiders, Frigates
  45 Generated
  10
  3
  Mimic Engine
  Light Cruisers
  60 Generated
  12
  3
  Mimic Engine
  Cruisers
  75 Generated
  14
  3
  Recovery Chambers
  All Ships
  3
  1
  3
  Shadowfield
  All Ships
  8
  4
  4
  Warp Disruptor
  All Ships
  3
  0
  2
  Warp Gate Map
  All Ships
  2
  1
  5
  Xenos Librarium
  All Ships
  1
  1
  3
  
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  Upgrades
  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 Craftsmanship 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 Craftsmanship 
  of the upgrade. 
  Unless specified otherwise, a ship upgrade may only be 
  purchased once for a particular ship.
  Arrester engines
  This ancient piece of engineering adds a series of baffles 
  around the engines. These baffles may redirect the vessel’s 
  forward thrust in a uniform fashion that effectively counteracts 
  its forward momentum. Ships modified in this fashion may 
  slow their speed much more abruptly than those without this 
  modification. 
  This upgrade comes into play when the vessel takes 
  an Adjust Speed, Adjust Speed & Bearing, or an Evasive 
  Manoeuvre action. Any time the vessel decelerates during 
  one of these actions, the helmsman gains a +10 bonus to the 
  Pilot test. However, these manifolds require careful upkeep. 
  If the Pilot test is failed by three or more degrees, the baffles 
  have become damaged. The vessel loses 1 Speed until repairs 
  are made.
  A Poor Craftsmanship Arrester Engine is more 
  prone to failure. These versions are damaged on 
  a test failed by two or more degrees. A Good 
  Craftsmanship variant adds +15 to the Pilot 
  test. Best Craftsmanship versions add +15 to the Pilot test and 
  are only damaged on a test failed by four or more degrees.
  distributed Cargo hold
  The vessel’s cargo storage has been redesigned with smuggling 
  as its highest priority. Installing this upgrade requires that 
  the vessel already be equipped with a Component that 
  offers cargo storage. The space for that component is then 
  redistributed throughout other locations on the vessel, 
  while other Components are expanded to accommodate the 
  additional function of concealing contraband. 
  The primary benefit of this upgrade is that it makes 
  contraband harder to detect or to pirate. If the vessel is the 
  subject of Focused Augury, the cargo is only identified with 
  Four Degrees of Success. Further, even if it is identified, 
  the Component may not be targeted by a Critical Hit. This 
  offers an additional 50 Achievement points for any Criminal 
  Endeavour. However, the ubiquitous hidden compartments 
  create far more cramped living conditions for the crew. Further, 
  these compartments often obstruct access to panels used for 
  maintenance and repairs. As a consequence, the vessel reduces 
  Morale by 2 and suffers a –10 penalty to any repair attempts.
  A Poor Craftsmanship Distributed Cargo Hold places the 
  compartments in even more awkward places. This increases 
  the repair penalty to –15. A Good Craftsmanship version 
  reduces the repair penalty to –5. Best Craftsmanship versions 
  also increase the Achievement bonus to 75.
  disciplinarium
  This vessel’s captain believes that the living in the light of 
  the God-Emperor demands order and vigilance above all 
  else. The crew is expected to maintain the highest standards 
  and the most conscientious of work-ethics at all times. For 
  those instances where failure occurs, the iron fist of corporal 
  punishment solves all problems. The disciplinarium upgrade 
  exists to address these needs. Disciplinary chambers are 
  distributed throughout the ship. While they may be held in 
  reserve as a constant reminder, at times, they may see extensive 
  use that could solve problems permanently.
  The disciplinarium allows a ship’s captain to sacrifice Crew 
  Population to increase Morale. The ship may reduce Crew 
  Population by 1 to increase Morale by 2. This action may be 
  taken up to once per day.
  There are no Poor Craftsmanship Disciplinariums—rough 
  workmanship tends to be even more intimidating. Good 
  Craftsmanship variants add display units around the vessel to 
  showcase examples of the tools in action. This adds +5 to all 
  Command tests performed on the vessel. Best Craftsmanship 
  versions also raise the Morale by 3 for every 1 points of Crew 
  Population reduction.
  Table 2—25: Xenos-tech Weapons
  Xenos-tech 
  Components
  Appropriate Hull 
  Types
  Power
  Space
  SP
  Strength
  Damage
  Crit 
  Rating
  Range
  Macrobatteries
  Dark Cannon
  All ships
  3
  2
  3
  3
  1d10+1
  6
  6
  Energy Drain Matrix
  All Ships
  3
  1
  2
  4
  –
  –
  4
  
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  Mimic drive
  There are many times when a vessel might wish to cloak its 
  appearance. This upgrade provides an opportunity to hide 
  in plain sight. Rather than attempting to offer excessive 
  concealment, the upgrade enhances the engine’s output so 
  that it appears as a much larger vessel, typically either a cruiser 
  or light cruiser when observed by detection systems. In the 
  hands of an expert, this signal may actually be manipulated 
  sufficiently to replicate the drive signature of a specific vessel.
  The mimic drive is only available to transports, raiders, 
  and frigates. To activate the system, a member of the 
  bridge crew must make an Opposed Routine (+20) 
  Tech-Use Test versus any opponents’ Challenging (+0) 
  Detection+Scrutiny Test. Attempts to replicate the 
  signature of a specific vehicle incur a –20 to the test. Of 
  course, the deception is only effective at sensor range. Visual 
  inspection will clearly identify the vessel.
  Poor Craftsmanship examples of this upgrade may not 
  attempt to replicate the drive signature of a specific vessel. 
  Good Craftsmanship versions provide +10 to the skill test. 
  Best Craftsmanship examples provide the same bonus but 
  also have the drive signatures of two specific vessels pre-
  programmed so that they may be replicated without penalty.
  overload shield Capacitors
  The Void Shields on a vessel with this upgrade are equipped 
  with an extensive network of rapidly charging capacitors 
  and a redundant set of shield projectors. This combination 
  enables the void shields to rapidly cycle, even after an 
  overload. These ancient systems are generally reserved for 
  the most vital of military vessels. 
  Overload Shield Capacitors enable a vessel to reactivate 
  its void shields at full strength immediately after they are 
  overloaded by a salvo. This permits the shields to effectively 
  overload more than one time within a single strategic 
  turn. This reactivation occurs automatically; no actions 
  are required. The upgrade does have a limited capacity. 
  This reactivation may only be performed once per combat 
  encounter (or once per 24 hours).
  If the Overload Shield Capacitors are of Poor 
  Craftsmanship, when reactivated, their Strength is reduced by 
  1. Good Craftsmanship examples provide additional reserve 
  power for the void shields and may be reactivated three times 
  per combat. Best Craftsmanship overload shield capacitors 
  may only be reactivated once daily, but also increase the void 
  shield’s Strength by 1.
  resolution Arena
  Some ships’ commanders prefer to allow the crew to settle 
  their own disputes. Among these, some believe that those 
  settlements can provide worthwhile entertainment and even 
  a valuable lesson to other crew members. This upgrade 
  provides a public venue to settle violent disagreements in 
  front of their comrades in the crew. The public display can 
  also provide a keen insight into the nature of those involved 
  in the conflict.
  The steady public bloodsport, along with its tacit approval, 
  leaves the crewmembers knowing that justice can be dispatched 
  quickly. This assurance in concert with the entertainment 
  provides a degree of loyalty to their officers. The direct benefit 
  of this is to permanently increase Morale by 3.
  For those vessels equipped with a Poor Craftsmanship 
  Resolution Arena, the crew senses that this is a lower priority 
  aboard ship. These permanently increase Morale by 2 instead. 
  Good Craftsmanship versions may also be useful to provide 
  entertainment for clients during trading, providing a +10 
  bonus to all Commerce tests made with trading partners 
  aboard the vessel. Best Craftsmanship versions provide the 
  same bonus, but also permanently increase Morale by 5.
  secondary reactors
  A vessel equipped with Secondary Reactors uses the additional 
  power from augmented plasma reactors to rapidly increase 
  its speed for a limited amount of time. These modifications 
  are most popular among those vessels that need to escape 
  from them. Agents of the Mechanicum are always reluctant 
  to make these modifications, as the machine spirits of the 
  engines equipped with them are so often in pain. This upgrade 
  invariably dictates a substantial increase in the amount of time 
  that the vessel must spend at repair docks.
  When upgraded with Secondary Reactors, a vessel may 
  activate the system to increase its Speed by 2 for a single turn. 
  This activation requires a Difficult (–10) Tech-Use Test. 
  Even if the test is passed, the vessel’s Speed is reduced by 
  1 during the turn following the speed increase. If the Tech 
  Use Test is failed, the ship does not gain the +2 Speed, but 
  
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  immediately suffers the –1 Speed penalty instead. If the test is 
  failed by three or more degrees, the vessel’s Speed is reduced 
  by half until the engines are repaired, requiring an Emergency 
  Repairs Extended Action. The Secondary Reactors may not 
  be used again until these repairs have been made.
  Secondary Reactors reduces the ship’s space by 1 for 
  raiders and frigates, 2 for transports, 3 for light cruisers 
  and cruisers, and 4 for any larger vessels. 
  Secondary Reactors of Poor Craftsmanship impose a –10 
  penalty to the Tech-Use test. Good Craftsmanship Secondary 
  Reactors extend the Speed increase to 2 Strategic Turns. 
  The rare examples of Best Craftsmanship versions gain the 
  bonuses for Good Craftsmanship, and increase the Speed by 
  3 instead of 2. 
  superior damage Control
  This vessel has been redesigned to deal with the inherent 
  dangers of void combat. The hull has coated with a sacred 
  unguent that can seal gashes that might otherwise lead to 
  depressurization. Whenever possible, the vessel’s interiors were 
  constructed of flame retardant materials. The crew are equipped 
  with a far more extensive supply of replacement parts and tools 
  than the standard requirements for Imperial vessels. 
  If a Component on this vessel is depressurized, the Crew 
  Population suffers only 1d5 damage. Firefighting attempts 
  on the vessel are a Challenging (+0) Command Test. If 
  performing isolated extended repairs, crew members receive 
  +10 to their Tech-Use Tests.
  Poor Craftsmanship Superior Damage Control Systems 
  do not exist; these are normal damage control systems. Good 
  Craftsmanship examples of this upgrade also reduce the 
  damage to Crew Population in the event of a fire to 1d5–1. 
  Best Craftsmanship versions automatically seal and vent a 
  burning Component to space when it is consumed by fire, so 
  that the fire cannot spread to any additional Components.
  targeting Matrix
  The Targeting Matrix adds an additional system of 
  autocogitators and extended range augurs into the vessel’s 
  weapon systems. These systems dynamically calculate 
  targeting solutions that compensate for the relative speeds of 
  both the target and the firing vessel. In addition, they may 
  identify weak points in an enemy’s defences and identify 
  decoys so that they are not targeted.
  This upgrade provides a +5 to Ballistic Skill Tests when firing 
  all Macrocannons and Lances on the equipped vessel. These 
  systems are not compatible with other types of weapons. 
  Poor Craftsmanship examples of this upgrade are not 
  capable of integrating with all of the ship’s weapons. Rather, 
  they can only modify a single Macrocannon or Lance, chosen 
  when the upgrade is installed. Good and Best Craftsmanship 
  versions do not grant any additional bonuses. 
  Table 2—26: Upgrades
  Upgrade
  Rarity
  Arrester Engines
  Rare
  Distributed Cargo Hold
  Rare
  Disciplinarium
  Scarce
  Mimic Drive
  Very Rare
  Overload Shield Capacitors
  Extremely Rare
  Resolution Arena
  Scarce
  Secondary Reactors
  Rare
  Superior Damage Control
  Very Rare
  Targeting Matrix
  Extremely Rare
  
  LocaL Defence 
  anD Security 
  forceS
  •
  the arbiteS
  •
  the MechanicuS
  •
  the iMperiaL 
  navy
  •
  the inquiSition
  •
  running a 
  criMinaL 
  enDeavour
  
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  Chapter III: 
  Opposition 
  and 
  Adversaries
  “An honest life is no life at all, all duty and servitude and struggling 
  to survive at the feet of someone born to better. A dishonest life is the 
  way to live—no preacher expects a thief to tithe, and the authorities 
  have no claim on moneys stolen. Of course, you need a quick wit to 
  survive…few are happy to find themselves a few thrones lighter, and 
  the Magistratum don’t take too kindly to thieves.”
  –‘Fingers’ Deru, Scintillan pick-pocket
  T
  he criminal life is one in which enemies are numerous 
  and vigilant. Law in the Imperium—however much it 
  may vary from world to world—is a cruel and brutal 
  thing, intended as much to demonstrate the indisputable 
  power of those that rule as to ensure order and justice. When 
  embarking upon illegal endeavours, Rogue Traders and their 
  crews must be wary of the watchful gaze and swift retaliation 
  of many groups, from local authorities beholden to an Imperial 
  Commander, to the fleets of the Adeptus Mechanicus, Adeptus 
  Arbites, and Imperial Navy, to the exacting scrutiny of the 
  Administratum and Inquisition.
  Whether confronting or eluding these forces of law and 
  order, some contact with them is inevitable, and any would-
  be criminal must be ready to talk or fight his way out of 
  such encounters.
  Local Defence 
  and Security 
  Forces
  “Her Royal Highness will be interested to know why you felt it was 
  acceptable to ‘obtain’ some of her ore without permission…”
  –Captain Titus Movern, Sepheris Secundus Royal Scourges
  A
  s varied as the worlds from which they hail, local 
  security forces, commonly known as enforcers 
  (although different planets may invent their own 
  names—Scintilla refers to their enforcers as the Magistratum 
  for example), are often the first and most common form of 
  law enforcement a criminal is likely to face.
  Normally raised and maintained at the behest of the 
  Imperial Commander and other wealthy individuals on a 
  given world, the low-born citizen’s perception of enforcers 
  as corrupt and pointlessly violent is often more than a little 
  true, and on many worlds there can be found enforcers who 
  are without scruples or eager to inflict pain. However, while 
  this unflattering stereotype isn’t entirely a work of fiction, it 
  also isn’t universally true, and as many honest, diligent, and 
  idealistic enforcers exist as dishonest, lazy or brutal ones.
  For criminals of all kinds, the trick is working out which ones 
  are which. For criminals, informants and accomplices within 
  local security forces are invaluable, normally at some cost to 
  pay off these unscrupulous enforcers. The more significant the 
  crime, the higher-placed the corrupt enforcer needs to be, and 
  the higher the cost to secure those illicit services.
  The reach of these local forces extends further than merely 
  officers on the streets. Alongside planetary defence forces 
  stationed to protect a world from invasion, many worlds 
  stationed to protect a world from invasion, many worlds 
  80
  80
  80
  80
  For the attention of Lord Enforcer-General Raith, Thical Wardens
  My friend,
  May I express my deepest thanks, and those of my honoured associate, for 
  your assistance regarding the ‘dispute’ I found myself embroiled within during my 
  recent visit to your world. Our cargo was of particular value and sensitivity and 
  it would not have done to see it mishandled by the port authorities, nor would it 
  have been acceptable to see our voyage delayed unnecessarily.
  I hope that my associate’s gift, enclosed within this package, is well-received. 
  Certainly, his gratitude is considerable and the resultant windfall from the sale of 
  our cargo was greater than anticipated. I also hope that, should we meet again, 
  my associate’s generosity be fondly remembered.
  —Nathin Tsanthos
  
  81
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  Adversaries
  Adversaries
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  extend the reach of their security forces across the entire 
  star system, using sub-light craft to patrol around moons, 
  asteroids and uninhabited planets. Such vessels, though tiny 
  and lightly-armed compared to true warships, are normally 
  the first line of defence against pirates and smugglers.
  The Thical Wardens
  A hive world near the rimward edge of the Drusus Marches, 
  and about six days by warp from Port Wander, Thical is the 
  closest hive world to the Maw and thus frequently ends up as 
  a destination for smugglers moving goods from the Koronus 
  Expanse. Thical itself is a world of extremely strict laws and 
  customs, laid down when the world’s cities were first founded, 
  nearly two and a half thousand years ago. This makes it a 
  difficult place to smuggle to, but its relative proximity to the 
  edge of the Imperium makes it too valuable a prospect to 
  ignore, in spite of these obstacles. More than a few smugglers 
  have taken goods to and from Thical simply because of the 
  challenge…but most of those who underestimate its defences 
  seldom live to make the mistake again.
  Thical’s defence forces, known collectively as Wardens, 
  are numerous and encompass both local law enforcement and 
  the world’s Planetary Defence Force, essentially meaning that 
  Thical is constantly under martial law, and has been since the 
  end of the Angevin Crusade. Thical’s Wardens are well-armed, 
  well-trained and exist to uphold a legal code of considerable 
  complexity. Several dozen Warden Commanders oversee the 
  operations of hundreds of Warden companies, which include 
  the world’s defence fleet.
  shield Vii
  Hull: Frigate
  Class: Bastion-class Defence Monitor
  Dimensions: 1.4 km long, 0.6 km abeam and fins approx.
  Mass: 7 megatonnes approx.
  Crew: 20,000 crew, approx.
  Accel: 3.1 gravities max sustainable acceleration
  Designed for system defence, monitors are slow and cumbersome, but well-armed and extremely resilient. The Bastion-class 
  is one specific design of a type of ship that exists all across the Imperium, favoured within the Calixis Sector for its reliability 
  and relative ease of repair. Dozens of Bastion-class defence monitors exist in the system fleets of hundreds of worlds across 
  the Calixis Sector, and ones crewed by Imperial Navy personnel help guard major ports and facilities such as Port Wrath, Port 
  Wander, Scintilla, Sepheris Secundus and Iocanthus.
  The Shield VII is, as its name suggests, the seventh ship of Shield squadron, itself one of three squadrons of system ships 
  of various kinds that exist to patrol and defend the Thical system. The vessel itself is fairly unremarkable—like most system 
  ships, it isn’t equipped with a warp drive, and thus it has never been outside of its system, and it conforms exactly to the same 
  standard design that all ships of its class follow (the design is similar to other patterns of defence monitors found across the 
  Sector, however local manufacture leads to minor deviations).
  Speed: 2  
   
   
   
  Manoeuvrability: –10 
   
   
  Detection: +20 
  Void Shields: 2  
   
   
  Armour: 22 
   
   
   
  Hull Integrity: 58
  Morale: 98 
   
   
   
  Crew Population: 100 
   
   
  Crew: Competent (30)
  Turret Rating: 2  
   
   
  Weapon Capacity: Dorsal 2, Prow 1
  essential components
  Jovian Pattern Class 2 Drive, Multiple Void Shield Array, Mark 1.r Life Sustainer, Pressed Crew Quarters, Combat Bridge, Mark 
  100 Augur Array
  supplemental components
  2 Dorsal Mezoa Pattern Macrocannon Batteries (Macrobattery, Strength 4, Damage 1d10+4, Crit Rating 5, Range 5)
  Prow Titanforge Lance Weapon (Lance, Strength 1, Damage 1d10+4, Crit Rating 3, Range 6)
  Armour Plating: The Shield VII, as with all of Shield squadron, uses the space normally reserved for a warp drive to pack large 
  amounts of extra armour. This bonus is already included in the ship’s profile. 
  Munitorium: To make up for a lack of manoeuvrability, this ship packs an enhanced weapon load out. This bonus is already 
  included in the weapon profile.
  special rules and Modifier summary
  These modifiers apply to the Shield VII, taking Components into account. 
  Repair Tests made aboard the ship gain a +10.
  •	
  
  82
  82
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  The Adeptus 
  Arbites
  “You have been accused, in the Emperor’s Name, of the crime 
  of Piracy. You have the right to confess to your crime and seek 
  absolution for your sins. Pleas for leniency will not be heard.”
  –Master Chastener Grigor Cardainn
  E
  nforcing the Emperor’s laws across the Imperium, the 
  Adeptus Arbites are feared by all those who would 
  commit a crime against the Emperor’s servants. The 
  Lex Imperialis deals with all laws covering the Imperium as a 
  whole, and any crime that affects the running of the Imperium 
  is the concern of the Adeptus Arbites.
   While traditionally the Arbites restrict their operations to the 
  worlds of the Imperium, leaving interstellar matters to the Imperial 
  Navy, the Adeptus Arbites presence on the very edges of the 
  Calixis Sector finds that any interactions with Rogue Traders 
  can put them at a severe disadvantage—namely that the 
  Rogue Trader often has a simple but effective 
  means of escape in the form of his 
  voidship. Most of the Arbites Precincts 
  in the Calixis Sector must make due 
  by working with the Imperial Navy 
  to apprehend these malefactors. 
  However, Battlefleet Calixis often 
  proves disinterested in dealing with 
  “minor enforcement matters.” Thus, 
  along the Halo Periphery, Judge Ciro 
  Envedine and Marshal Dhorin of 
  Port Wander collaborate to take their 
  enforcement of justice to the stars. 
  JusTice in 
  The Void
  The Intervention and the Precedent are 
  unique within the Calixis Sector; two 
  voidships staffed and controlled by the 
  normally planetbound Adeptus Arbites. Each is 
  far more than a mere patrol vessel or retrofitted 
  transport; they are both potent warships in 
  their own right. Their very existence raises 
  howls of objection from the Battlefleet Calixis 
  headquarters in Port Wrath, however thus 
  far Lord Marshal Goreman has deflected the 
  Admirals’ complaints through a combination 
  of bureaucratic manoeuvring and disregard. 
  It is said that Goreman privately enjoys 
  ruffling the feathers of the Battlefleet’s 
  commanders, and has even gone so far as 
  to refer to the ships as the “Precinct 
  Astra” in his communiqués. 
  This Precinct Astra is the brainchild of Judge Ciro Envedine, 
  an ambitious and politically astute agent of the Calixian Arbites. 
  Some years ago, Lord Marshal Goreman tasked Envedine with 
  prosecuting the habitual lawbreaking of several Rogue Trader 
  Houses around the Calixian entrance to the Koronus Passage. 
  Envedine took to his task with enthusiasm, but soon found 
  that his power was sorely limited. Though he had the authority 
  of the Imperium of Man on his side, the power of his foes 
  was much more tangible. In several cases he attempted arrests 
  only to watch his quarry flee the system in their voidship, and 
  on one occasion several companies of a Rogue Trader’s house 
  guard forced him and his men into full scale warfare.
  Envedine quickly found himself faced with a stark choice. He 
  could admit these foes were beyond his capabilities, or he could 
  drastically escalate the confrontations. The Judge chose the latter. 
  He journeyed to Port Gavinus in the Golgenna Reach, where a 
  minor Rogue Trader had recently salvaged a small space hulk. 
  Amongst the vessels pried from the space hulk’s embrace were 
  two warships of ancient human make, a fast and well-armoured 
  cruiser and an equally fast and armoured frigate. Envedine 
  saw them as perfect for his needs, and made to purchase 
  both. The Rogue Trader, unaware or uncaring that the 
  Judge would use these ships to prosecute his fellows, 
  proved amicable to the deal, and the Calixian 
  Arbites suddenly acquired two warships. 
  Dubbing the ships the Castigator-
  class patrol cruiser Intervention, and the 
  Sanction-class rapid response frigate 
  Precedent, Envedine proceeded to hunt 
  down his targets. In five years, he 
  had brought renegade members of three 
  Rogue Trader houses to justice, and even 
  destroyed one dynasty entirely. 
  Due to his success, Goreman backed 
  Envedine in his continued 
  prosecution of spacebound 
  criminals. Now he leads 
  his voidships in patrols 
  along the border worlds 
  of the Drusus Marches. 
  Envedine keeps in close 
  contact with Marshal 
  Dhorin on Port Wander, 
  as well as the Arbites on 
  Thical and other worlds 
  with close trade links to 
  the Koronus Passage. 
  Given its location 
  on the fringes of 
  worlds of the Imperium, leaving interstellar matters to the Imperial 
  Navy, the Adeptus Arbites presence on the very edges of the 
  Calixis Sector finds that any interactions with Rogue Traders 
  can put them at a severe disadvantage—namely that the 
  Rogue Trader often has a simple but effective 
  means of escape in the form of his 
  voidship. Most of the Arbites Precincts 
  in the Calixis Sector must make due 
  by working with the Imperial Navy 
  to apprehend these malefactors. 
  However, Battlefleet Calixis often 
  proves disinterested in dealing with 
  “minor enforcement matters.” Thus, 
  along the Halo Periphery, Judge Ciro 
  Envedine and Marshal Dhorin of 
  Envedine and Marshal Dhorin of 
  Port Wander collaborate to take their 
  enforcement of justice to the stars. 
  ice in 
  oid
   and the Precedent are 
  Precedent are 
  Precedent
  unique within the Calixis Sector; two 
  voidships staffed and controlled by the 
  normally planetbound Adeptus Arbites. Each is 
  far more than a mere patrol vessel or retrofitted 
  transport; they are both potent warships in 
  their own right. Their very existence raises 
  howls of objection from the Battlefleet Calixis 
  headquarters in Port Wrath, however thus 
  far Lord Marshal Goreman has deflected the 
  Admirals’ complaints through a combination 
  of bureaucratic manoeuvring and disregard. 
  It is said that Goreman privately enjoys 
  ruffling the feathers of the Battlefleet’s 
  commanders, and has even gone so far as 
  to refer to the ships as the “Precinct 
  Astra” in his communiqués. 
  two warships of ancient human make, a fast and well-armoured 
  cruiser and an equally fast and armoured frigate. Envedine 
  saw them as perfect for his needs, and made to purchase 
  both. The Rogue Trader, unaware or uncaring that the 
  Judge would use these ships to prosecute his fellows, 
  proved amicable to the deal, and the Calixian 
  Arbites suddenly acquired two warships. 
  Dubbing the ships the Castigator-
  class patrol cruiser Intervention
  Sanction-class rapid response frigate 
  Precedent, Envedine proceeded to hunt 
  Precedent, Envedine proceeded to hunt 
  Precedent
  down his targets. In five years, he 
  had brought renegade members of three 
  Rogue Trader houses to justice, and even 
  destroyed one dynasty entirely. 
  Due to his success, Goreman backed 
  Envedine in his continued 
  prosecution of spacebound 
  criminals. Now he leads 
  his voidships in patrols 
  along the border worlds 
  of the Drusus Marches. 
  Envedine keeps in close 
  contact with Marshal 
  Dhorin on Port Wander, 
  as well as the Arbites on 
  Thical and other worlds 
  with close trade links to 
  the Koronus Passage. 
  Given its location 
  on the fringes of 
  
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  the Imperium, and the flow of criminal activity in both directions 
  through the Maw, Envedine maintains close contacts with the 
  Arbites on Port Wander, and has even been known to occasionally 
  send undercover detectives into the Koronus Expanse to gather 
  intelligence on the various criminal organisations and the flow 
  of contraband into the Calixis Sector. On a handful of occasions, 
  he has even collaborated with the Inquisition to pursue fugitives 
  into the Expanse openly, granting them reach beyond the normal 
  limits of their jurisdiction and reminding those who would befoul 
  the Imperium that none are beyond the Emperor’s Law.
  Lacking a major voidfaring tradition of their own, the 
  Arbitrators running the ships are constantly hard-pressed 
  to keep them in working order. Battlefleet Calixis has no 
  interest in aiding the Calixian Arbites in what they see as 
  encroachment on their territory, thus the Arbites must be 
  resourceful in the repair and re-provisioning of their vessels. 
  The number of trained Arbitrators aboard the vessels is only 
  enough for security and boarding details, and the majority of 
  the crew is recruited by other means. It’s not uncommon for a 
  voidman arrested by the “Precinct Astra” for minor crimes to 
  serve his sentence aboard the Intervention or the Precedent.
  arbitrator priMuS naxanDer DurantiS
  “All crime is a slight against the Emperor’s divine plan, and 
  consequently an act of heresy. All heretical acts are in breach of the 
  Emperor’s holy law, and are thus crimes.”
  –Arbitrator Prime Naxander Durantis.
  A man with nearly two decades of experience serving with 
  Judge Envedine, Arbitrator Primus Durantis is the commander 
  of the Intervention. Now in his late fifties (and with limited access 
  to rejuvinat drugs), Durantis views his rank with a mixture of 
  honour and resentment, eager to bring justice to the stars but 
  also struggling with the fact that he can no longer so readily 
  lead his men in combat as he did earlier in his career.
  Unwilling to let all his old duties fall away in place of newer 
  ones, Durantis still interrogates many suspects personally, his 
  scarred visage serving to intimidate the weaker-willed of his 
  captives. He is a shrewd interrogator, having learned a great 
  deal working alongside many skilled chasteners over the 
  years, and his eye for detail is sharper than ever.
  naxander durantis
  Ws
  Bs
  s
  T
  ag
  int Per WP Fel
  41
  53
  38
  42
  35
  44
  52
  48
  43
  Movement: 3/6/9/18 
   
   
  Wounds: 20
  Total Armour: (Arms 3, Body 3, Legs 3) 
  Total TB: 4
  Skills: Awareness (Per) +10, Ciphers (Adeptus Arbites) (Int) 
  +20, Command (Fel) +20, Common Lore (Adeptus Arbites) 
  (Int) +20, Deceive (Fel), Dodge (Ag), Inquiry (Fel) +20, 
  Interrogation (WP) +20, Intimidating (S) +10, Literacy (Int) 
  +10, Logic (Int), Scholastic Lore (Judgement) (Int) +10, 
  Scrutiny (Per) +20, Secret Tongue (Administratum) (Int), 
  Speak Language (High Gothic) (Int), Speak Language (Low 
  Gothic) (Int), Tech-Use (Int), Trade (Voidfarer) (Ag) +10.
  Talents: Basic Weapon Training (Universal), Combat Sense, 
  Die Hard, Hatred (Criminals, Pirates), Iron Discipline, Iron Jaw, 
  Jaded, Melee Weapon Training (Universal), Mighty Shot, Pistol 
  Training (Universal), Quick Draw, Rapid Reload, Takedown.
  Armour: Mesh-weave uniform (Arms 3, Body 3, Legs 3).
  Weapons: Hand Cannon (35m; S/–/–; 1d10+6 I; Pen 2; Clip 
  5; Rld 5), Power Maul (High Setting: 1d10+8 E; Pen 4; Power 
  Field, Shocking or Low Setting: 1d10+4 E; Pen 2; Shocking).
  Gear: Micro-bead, void suit, bionic arm, good-craftsmanship 
  bionic eye, good-craftsmanship bionic ear.
  arbitrator
  The Arbitrators who serve aboard the Intervention or the 
  Precedent have had to pick up additional skills in their 
  shipboard service. In the course of their duties, they have 
  become well-versed in the matters of ship-to-ship combat, 
  subduing enemy crewmen, and swiftly searching for hidden 
  contraband. Clad in pressure-sealed carapace armour and 
  armed in the traditional manner of an arbitrator—with 
  shotgun, suppression shield, and power maul—the Arbitrators 
  are a fearsome prospect for the crew of many illegal ships.
  arbitrator
  Ws
  Bs
  s
  T
  ag
  int Per WP Fel
  43
  43
  40
  40
  40
  35
  39
  33
  30
  Movement: 4/8/12/24 
   
   
  Wounds: 11
  Total Armour: (All 6) 
  Total TB: 4
  Skills: Acrobatics (Ag), Awareness (Per), Common Lore 
  (Adeptus Arbites) (Int), Interrogation (WP) +10, Scholastic 
  Lore (Judgement) (Int) +10, Search (Per) +10, Scrutiny (Per), 
  Speak Language (Low Gothic) (Int), Tech-Use (Int).
  Talents: Basic Weapon Training (Bolt, SP), Disarm, Melee 
  Weapon Training (Shock, Primitive), Pistol Training (Bolt, 
  Launcher, SP), Takedown.
  Armour: Pressurised Carapace Armour (All 6).
  Weapons: Persecutor-pattern Combat Shotgun (35m; S/3/–; 
  1d10+4 I; Pen 0; Clip 20; Rld Full; Scatter), Power Maul 
  (High Setting—1d10+9 E; Pen 4; Power Field, Shocking or 
  Low Setting—1d10+5 E; Pen 2; Shocking).
  Gear: Micro-bead, photo-visor, 2 combat shotgun magazines, 
  combat shotgun magazine of executioner shells, manacles, 
  auspex, suppression shield†.
  †Suppression Shield: Common equipment for the Adeptus 
  Arbites, Suppression shields are massive ceramite slabs used 
  both for defence and for striking. They count as a one handed 
  melee weapon with the following profile—including the 
  Arbitrator’s Strength bonus (1d10+3 E; Pen 0; Defensive, 
  Recharge, Shocking). The shield has the Recharge Quality, 
  since the shock-plate built into the centre takes a while to 
  recharge. On rounds during which the shield is recharging, 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. It also includes a 
  light source and a weapon lock clip, allowing the user to fire 
  a shotgun one-handed without penalty.
  
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  inTerVenTion
  Hull: Light Cruiser
  Class: Castigator-class patrol cruiser
  Dimensions: 4.2km long, 0.6km abeam at fins
  Mass: 20 megatonnes, approx.
  Crew: 44,000 crew, approx.
  Accel: 4.3 gravities max sustainable acceleration
  Pried from the grasp of a space hulk, this ship is a relic of an earlier time. No other examples of her class have ever been found in Calixian 
  records, though she is obviously Imperial in manufacture. Dubbed a “Castigator” patrol cruiser, the Intervention is as much a void-faring 
  precinct as a combat vessel. Containing thousands of Arbitrators, Judges, Chasteners, Detectives and Verispex Agents, the vessel serves as 
  a mobile base of operations to hunt down void-based malefactors—of which a Rogue Trader can be the most dangerous example.
  A significant portion of its internal space is given over to an extensive library containing centuries’ worth of law and precedent from 
  across the Imperium, and to an array of interrogation vaults, courtrooms and incarcery chambers, giving the arbitrators on board all 
  the tools they require to enforce the Lex Imperialis. The rest of the space is given over to macrocannons and a bombardment cannon, 
  allowing the Intervention to combat illegal shipping and bring the Emperor’s Wrath down upon worlds that shy from His dominion.
  Speed: 7  
   
   
   
  Manoeuvrability: +15 
   
   
  Detection: +20 
  Void Shields: 1  
   
   
  Armour: 19 (23 Front) 
   
   
  Hull Integrity: 60
  Morale: 100 
   
   
   
  Crew Population: 100 
   
   
  Crew Rating: (40) Crack
  Turret Rating: 2  
   
   
  Weapon Capacity: Prow 1, Port 1, Starboard 1
  essential components
  Jovian Pattern ‘Warcruiser’ Drive, Strelov 2 Warp Drive, Gellar Field, Single Void Shield, Command Bridge, Vitae Pattern Life 
  Sustainer, Voidmen Quarters, Mark 201.b Augur Array
  supplemental components
  Port Mezoa-pattern Macrocannon Battery (Macrobattery, Strength 4, Damage 1d10+3, Crit Rating 6, Range 6)
  Starboard Mezoa-pattern Macrocannon Battery (Macrobattery, Strength 4, Damage 1d10+3, Crit Rating 6, Range 6)
  Prow Stygies-pattern Bombardment Cannon (Macrobattery, Strength 4, Damage 1d10+6, Crit Range 2, Range 4) 
  Destructive: If this weapon generates a critical hit, add 1 to the result rolled. 
  Barracks: An armed contingent of Arbitrators adds +20 to Command Tests involving boarding and Hit and Run Actions.
  Librarium Vault: A massive collection of law and precedent, this has no applicable in-game effect for this vessel.
  Incarcery and Courtrooms (Each time a vessel with this component successfully reduces the Crew Rating of the Explorers’ ship through 
  a boarding action or Hit-and-Run attack, the players lose 10 Achievement Points as their crewmen are captured and interrogated.)
  special rule and Modifier summary
  These modifiers apply to the Intervention, taking Components into account. 
  Command Tests made on the bridge gain +5, and Ballistic Skill Tests made to fire shipboard weapons gain +5. If suffering 
  •	
  a critical hit, the Bridge becomes unpowered on a d10 roll of 3 or higher.
  To be just, our law must be cruel: 
  •	
  When conducting boarding and Hit and Run Actions, the Intervention deals 1d5 
  additional Morale damage. 
  PrecedenT
  Hull: Frigate
  Class: Scourge-class frigate
  Dimensions: 1.6 km long, 0.4 km abeam and fins approx.
  Mass: 6 megatonnes approx.
  Crew: 28,000 crew, approx.
  Accel: 5 gravities max sustainable acceleration
  Swift enough to keep pace with smaller, lighter raiders, and nimble through the Immaterium, the Precedent is the other vessel 
  purchased by Judge Envedine. The Precedent is another archaic ship class of unknown origin, but has proved herself solid and 
  dependable and thus is held in good regard by her crew.
  Though less well-equipped to serve as a centre of law enforcement than the larger Intervention, it is still sufficient to deal with 
  most of the day-to-day policing required of a precinct, and the ship’s speed allows her to more easily and more effectively reach 
  the worlds along her patrol route, sending for assistance if the situation proves too difficult to resolve alone.
  Speed: 9  
   
   
   
  Manoeuvrability: +16 
   
   
  Detection: +15 
  Void Shields: 1  
   
   
  Armour: 18 
   
   
   
  Hull Integrity: 33
  Morale: 98 
   
   
   
  Crew Population: 100 
   
   
  Crew Rating: (50) Veteran
  Turret Rating: 1  
   
   
  Weapon Capacity: Dorsal 2
  Pried from the grasp of a space hulk, this ship is a relic of an earlier time. No other examples of her class have ever been found in Calixian 
  
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  essential components
  Jovian Pattern Class 2 Drive, Markov 1 Warp Engine, Gellar Field, Single Void Shield Array, Vitae Pattern Life Sustainer, Pressed 
  Crew Quarters, Command Bridge, Mark 201.b Augur Array
  supplemental components
  2x Dorsal Sunsear Laser Battery (Macrobattery, Strength 4, Damage 1d10+2, Crit Rating 4, Range 9)
  Barracks: An armed contingent of Arbitrators adds +20 to Command Tests involving boarding and Hit and Run Actions.
  Librarium Vault: A massive collection of law and precedent, this has no applicable in-game effect for this vessel.
  Incarcery and Courtrooms (Each time a vessel with this component successfully reduces the Crew Rating of the Explorers’ ship through 
  a boarding action or Hit-and-Run attack, the players lose 10 Achievement Points as their crewmen are captured and interrogated.)
  complications and special rules
  These modifiers apply to the Precedent, taking Components into account. 
  Reduce the base travel time of any journey through the warp by 1d5 weeks.
  •	
  Command Tests made on the bridge gain +5, and Ballistic Skill Tests made to fire shipboard weapons gain +5. If suffering 
  •	
  a critical hit, the Bridge becomes unpowered on a d10 roll of 3 or higher.
   The Adeptus 
  Mechanicus
  “Sin, crime, and heresy are malfunctions within the mechanism 
  of civilisation, the evidence of some faulty cog within the grand 
  machine of society. A repair necessitates the removal of these errant 
  components, either to forge them anew in some useful form, or so that 
  they may be eliminated as imperfections.”
  –Excerpt from chapter XIII of Observations upon the Ordered 
  Function of Empire
  T
  he Cult of the Machine is almost a law unto itself, 
  bound by its own dictates and guarded by its own 
  warriors. In all places and at all times are the workings 
  of blessed machinery the concern of the Adeptus Mechanicus, 
  and though they cannot punish every petty act of heresy 
  against the machine, that does not prevent their brutal acts 
  against those they do catch. 
   The Adeptus Mechanicus and its magos have long 
  pursued knowledge and understanding of arcane science 
  and holy technology, and enforced their control of 
  these things as they see fit. Through the vigilance of its 
  priesthood, augmetic warriors, lay-technicians and other 
  vassals, do they observe the masses of humanity, seeking 
  knowledge and all who abuse it. When they find the former, 
  it is claimed as swiftly and expediently as possible. When 
  they find the latter, the guilty are thoroughly interrogated to 
  determine the extent of their ill-gotten knowledge (for even 
  those who blaspheme against the Omnissiah may have some 
  insights of value), and then condemned to annihilation or 
  to live as servitors.
  As ordained and initiated members of the Priesthood of 
  Mars, the secrets of the machine are theirs to know, and thus 
  it is their divine right to determine how that knowledge 
  is to be used. Those further up the hierarchy have greater 
  knowledge and greater authority, and greater forces at their 
  command with which to enforce their will.
  The Will oF The 
  Machine God
  Because no being but the Machine God can know and 
  comprehend all things, every Tech-Priest inevitably 
  specialises in a narrower field of understanding. Some, a 
  rare few, choose to devote their minds to the study of the 
  Machine God’s will rather than the knowledge it embodies, 
  removing themselves from the Quest for Knowledge in order 
  to preserve it from the heathen masses of mankind. These 
  individuals, sometimes known as the Magos Juris amongst 
  their colleagues of the Calixian Forge worlds, relentlessly 
  pursue those who would commit tech-heresy or steal the 
  secrets of the Adeptus Mechanicus.
  These Magos hunt down those who would employ 
  unsanctioned technology or operate technology without 
  the blessing and oversight of the Adeptus Mechanicus, even 
  taking Mechanicus voidships into the depths of the Koronus 
  Expanse to hunt down their foes.
  Worse still are those who smuggle technology, attempting 
  to keep it from its rightful guardians. The fate of such 
  men, when they are caught, is a grim one, condemned to 
  spend a far-expanded lifetime toiling without mind or 
  will as a servitor aboard the ship of the Magos that 
  judged them, their minds obliterated and their 
  bodies repurposed to serve the Machine God 
  that they blasphemed against.
  
  86
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  MagoS JuriS KonStantyn aMboLic
  “It is rare indeed to find a kindred spirit, a man whose devotion to all 
  that is right and proper knows no limit nor restraint. Too many of 
  those who maintain the purity of the Imperium quail at the prospect 
  of the necessary acts involved. It is gladdening to see that some still 
  remain who will not hesitate to spill the blood of the innocent so that 
  the guilty may be justly punished.”
  –Witch Hunter Calan Rykehuss, Ordo Hereticus
  Scarcely little more than scraps of flesh sustained by arcane 
  machinery, Konstantyn Ambolic long ago suffered near-fatal 
  injuries after a confrontation with a cell from the heretek 
  organisation known as the Logicians. Rebuilt thanks to the 
  skill of his colleagues, Ambolic’s resurrection resulted in 
  his being shorn of all emotion save for a fierce loathing for 
  hereteks. Soon after, he took up the mantle of Magos Juris, 
  and began to methodically hunt every heretek known to the 
  Adeptus Mechanicus leadership within the Calixis Sector.
  In the four centuries since the beginning of his crusade, 
  Ambolic has been responsible for capturing hundreds of 
  hereteks, leaving a trail of destruction in his wake. Ambolic 
  has little consideration for the lives of either his servants or 
  the teeming masses of humanity, and will do whatever he 
  deems necessary to accomplish his goals, an attitude that 
  has won him allies amongst the most hard-line of Magi 
  and several extremely ruthless Inquisitors.
  Ambolic is almost entirely without emotion, his scorn 
  for criminals aside, and fears nothing. His cybernetic 
  body is extremely resilient and fitted with additional 
  armour plating to reinforce it further, allowing him to 
  shrug off all but the most potent of attacks without 
  difficulty. His appearance is carefully engineered 
  to intimidate, and the sight of bullets and lasbolts 
  pattering ineffectually from his metal skin only adds 
  to the dread he inspires amongst those he chooses to 
  confront personally.
  Magos Juris Konstantyn ambolic
  Ws
  Bs
  s
  T
  ag
  int Per WP Fel
  (12)
  44
  49
  64
  58
  21
  64
  41
  48
  11
  Movement: 2/4/6/12 
   
   
  Wounds: 18
  Total Armour: (All 14) 
  Total TB: 5
  Skills: Chem-Use (Int), Command (Fel) +10, Common Lore 
  (Adeptus Arbites) (Int), Common Lore (Adeptus Mechanicus) 
  (Int) +20, Common Lore (Imperium) (Int), Common Lore 
  (Tech) (Int) +20, Forbidden Lore (Adeptus Mechanicus) (Int) 
  +10, Forbidden Lore (Archeotech) (Int) +10, Forbidden Lore 
  (Heresy) (Int), Forbidden Lore (Pirates) (Int), Interrogation (WP) 
  +10, Intimidate (S) +10, Literacy (Int) +10, Logic (Int) +20, 
  Scholastic Lore (Cryptology) (Int), Scholastic Lore (Judgement) 
  (Int) +20, Secret Tongue (Tech) (Int) +20, Speak Language 
  (Explorator Binary) (Int) +10, Speak Language (High Gothic) 
  (Int), Speak Language (Low Gothic) (Int) +10, Speak Language 
  (Techna-Lingua) (Int) +20, Tech-Use (Int) +20.
  Talents: Ambidextrous, Autosanguine, Basic Weapon 
  Training (Universal), Binary Chatter, Chem Geld, Die Hard, 
  Disturbing Voice, Electrical Succour, Electro Graft Use, Energy 
  Cache, Hatred (Criminals), Luminen Blast, Luminen Shock, 
  Machinator Array, Maglev Grace, Maglev Transcendence, 
  Mechadendrite Use (Weapon, Utility), Melee Weapon 
  Training (Universal), Pistol Training (Universal), Prosanguine, 
  Resistance (Cold, Fear, Poison), Rite of Awe, Rite of Fear, Rite 
  of Pure Thought, The Flesh is Weak 5, Total Recall.
  Armour: Best Craftsmanship Dragon Scale Armour (All 9).
  Traits: Mechanicus Implants.
  Weapons: Ryza-pattern Plasma Pistol (30m; S/2/–; 1d10+6 
  E; Pen 6; Clip 10; Rld 3 Full; Overheat), Sollex-pattern 
  Omnissian Axe (2d10+10 E; Pen 6; Power Field, Unbalanced), 
  mechadendrite-mounted Hellpistol (35m; S/2/–; 1d10+4 
  E; Pen 7; Clip 30; Rld 2 Full), mechadendrite-mounted 
  chainsword (1d10+8 R; Pen 2; Balanced, Tearing).
  Gear: Full cybernetic resurrection, including two bionic 
  arms, two bionic legs, bionic respiratory system, good 
  craftsmanship cybernetic senses (all), good 
  craftsmanship cortex implant, ballistic 
  mechadendrite 
  with 
  hellpistol, manipulator 
  mechadendrite, optical 
  mechadendrite, utility 
  mechadendrite.
  hereteks. Soon after, he took up the mantle of Magos Juris, 
  and began to methodically hunt every heretek known to the 
  Adeptus Mechanicus leadership within the Calixis Sector.
  In the four centuries since the beginning of his crusade, 
  Ambolic has been responsible for capturing hundreds of 
  hereteks, leaving a trail of destruction in his wake. Ambolic 
  has little consideration for the lives of either his servants or 
  the teeming masses of humanity, and will do whatever he 
  deems necessary to accomplish his goals, an attitude that 
  has won him allies amongst the most hard-line of Magi 
  Ambolic is almost entirely without emotion, his scorn 
  for criminals aside, and fears nothing. His cybernetic 
  body is extremely resilient and fitted with additional 
  armour plating to reinforce it further, allowing him to 
  shrug off all but the most potent of attacks without 
  difficulty. His appearance is carefully engineered 
  to intimidate, and the sight of bullets and lasbolts 
  pattering ineffectually from his metal skin only adds 
  to the dread he inspires amongst those he chooses to 
  WP Fel
  48
  11
  Wounds: 18
  Total TB: 5
   Chem-Use (Int), Command (Fel) +10, Common Lore 
  (Adeptus Arbites) (Int), Common Lore (Adeptus Mechanicus) 
  (Int) +20, Common Lore (Imperium) (Int), Common Lore 
  (Tech) (Int) +20, Forbidden Lore (Adeptus Mechanicus) (Int) 
  +10, Forbidden Lore (Archeotech) (Int) +10, Forbidden Lore 
  (Heresy) (Int), Forbidden Lore (Pirates) (Int), Interrogation (WP) 
  +10, Intimidate (S) +10, Literacy (Int) +10, Logic (Int) +20, 
  Scholastic Lore (Cryptology) (Int), Scholastic Lore (Judgement) 
  (Int) +20, Secret Tongue (Tech) (Int) +20, Speak Language 
  (Explorator Binary) (Int) +10, Speak Language (High Gothic) 
  (Int), Speak Language (Low Gothic) (Int) +10, Speak Language 
   Ambidextrous, Autosanguine, Basic Weapon 
  Gear: Full cybernetic resurrection, including two bionic 
  arms, two bionic legs, bionic respiratory system, good 
  craftsmanship cybernetic senses (all), good 
  craftsmanship cortex implant, ballistic 
  mechadendrite 
  with 
  hellpistol, manipulator 
  mechadendrite, optical 
  mechadendrite, utility 
  mechadendrite.
  
  87
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  cLaSSiarii trooperS
  The Skitarii forces of the Adeptus Mechanicus take a variety 
  of forms. On warships and Explorator vessels operating within 
  the Koronus Expanse and the Calixis Sector, specially-created 
  armsmen-Skitarii are a necessity, serving as boarding parties, 
  security personnel and bodyguards where other forms of Skitarii 
  would be impractical. Within the Mechanicus territories of the 
  Calixis Sector, these warriors are known as Classiarii, a term of 
  obscure meaning within the ancient traditions of the Calixian 
  Mechanicus, believed to mean “mariners.”
  Nigh-impervious to vacuum, fitted with thick, implanted 
  armour, and equipped with an array of implanted weaponry, a 
  Classiarius trooper is literally built for ship-to-ship combat.
  classiarii Trooper
  Ws
  Bs
  s
  T
  ag
  int Per WP Fel
  42
  46
  51
  56
  35
  35
  38
  40
  12
  Movement: 3/6/9/18 
   
   
  Wounds: 15
  Total Armour: (Head 7, Body 9, Arms 8, Legs 8) Total TB: 5
  Skills: Awareness (Per), Common Lore (Adeptus Mechanicus) 
  (Int), Demolition (Int) +10, Dodge (Ag), Logic (Int), Medicae 
  (Int), Secret Tongue (Military) (Int), Secret Tongue (Tech) 
  (Int), Speak Language (Low Gothic) (Int), Speak Language 
  (Techna-linguis) (Int), Tech-Use (Int).
  Talents: Ambidextrous, Basic Weapon Training (Universal), Binary 
  Chatter, Double Team, Fearless, Hipshooting, Heavy Weapon 
  Training (Bolt, Las, SP), Independent Targeting, Logis Implant, 
  Melee Weapon Training (Universal), Pistol Training (Universal), 
  Rapid Reload, Sprint, Two-Weapon Wielder (Ballistic).
  Traits: Auto-stabilised, Dark Sight, Flyer 3 (null-gravity 
  only), Machine 3.
  Armour: Implanted Armour Plating (Head 4, Body 6, 
  Arms 5, Legs 5).
  Weapons: Best-Craftsmanship Shotcannon with Amputator 
  shells (40m; S/3/–; 2d10+6 I; Clip 24; Rld 2 Full; Scatter) 
  or MIU-linked Mezoa-pattern Flamer (20m; S/–/–; 1d10+4 
  E; Pen 2; Clip 6; Rld 2 Full; Flame) or MIU-linked Mezoa-
  pattern Meltagun (20m; S/–/–; 2d10+8 E; Pen 13; Clip 
  10; Rld 3 Full) or MIU-linked Compact Storm Bolter (45m; 
  S/2/4; 1d10+4 X; Pen 4; Clip 30; Rld Full; Storm, Tearing), 
  Chainsword (1d10+8 R; Pen 2; Balanced, Tearing).
  Gear: Backpack Ammo Supply (for Shotcannon or Storm 
  Bolter), Combi-tool, 2 meltabombs, augur array, good-
  craftsmanship bionic respiratory system, bionic heart, MIU 
  weapon interface, subskin armour, cranial armour, synthetic 
  muscle grafts, voidskin, vox implant.
  Chem-Injectors: As a Free Action once per Combat, each 
  Classiarii may activate its integral constant-drip chem-
  injectors and benefit from one of the two following drugs:
  Frenzon: 
  •	
  The Classiarii gains the Fearless and Frenzy 
  Talents for the remainder of the Combat.
  Hyper-Stimm: 
  •	
  The Classiarii ignores Fatigue, cannot be 
  Stunned, and ignores negative affects to Characteristics 
  from Damage and Critical Damage.
  Lathe-pattern MurDer Servitor
  Commonly used aboard starships to supplement boarding 
  parties and raiding forces, murder servitors are ghoulish, 
  skull-masked killing machines. The Lathe-pattern, developed 
  on and favoured by the augment-artisans of the Lathes, is a 
  hunched, predatory monster, driven by sadistic and aggressive 
  machine spirits. Mono-talons and viscerator-limbs allow them 
  to tear apart most living foes, while melta-cutters allow them 
  to burn through bulkheads and destroy equipment.
  Designed to intimidate as much as to kill, murder servitors 
  are consummate hunters, stalking their prey and moving with 
  inhuman speed. If not ordered otherwise, they spend hours 
  hunting any living creature not programmed into their spoor-
  targeters, undeterred by any obstruction and unhindered by 
  fear or humanity. Their nature is intended to inspire dread, 
  from their chrome skull-masks, to long, razor-sharp talons 
  and steel weapon-limbs, to the electronic howls and moans 
  of their vox-boosted throats.
  lathe-Pattern Murder servitor
  Ws
  Bs
  s
  T
  ag
  int Per WP Fel
  (8)
  (10)
  55
  22
  42
  50
  44
  20
  40
  40
  02
  Movement: 8/16/24/48  
   
  Wounds: 14
  Total Armour: (All 9) 
  Total TB: 5
  Skills: Acrobatics (Ag) +10, Awareness (Per) +10, Climb (S) 
  +20, Concealment (Ag) +10, Dodge (Ag) +10, Search (Per) 
  +10, Silent Move (Ag) +20, Tracking (Int) +20.
  Talents: Ambidextrous, Berserk Charge, Crippling Strike, 
  Crushing Blow, Frenzy, Lightning Reflexes, Melee Weapon 
  Training (Universal), Step Aside, Swift Attack, Two-Weapon 
  Wielder (Melee).
  Traits: Brutal Charge, Dark Sight, Flyer 6 (null-gravity 
  only), Improved Natural Weapons, Machine 3, Multiple Arms, 
  Natural Weapons, Unnatural Speed, Unnatural Strength (x2), 
  Unnatural Toughness (x2).
  Armour: Armour Plating (All 6).
  Weapons: Mono-talons (1d10+10 R; Pen 2), Viscerator-
  limb (1d10+14 R; Pen 2; Tearing, Unbalanced), Melta-cutter 
  array (5m; S/–/–; 3d10+8 E; Pen 13; Clip 10; Rld 3 Full; 
  Inaccurate, Scatter, Twin-Linked).
  Gear: Micro-bead, photo-visor.
  the LorDS Dragon
  There are many Explorator Tech-Priests who speculate 
  that the Magos Juris are, in fact, agents of a secret order 
  known as the Lords Dragon. This ancient and powerful 
  cabal is composed of specially-altered Archmagos said to 
  exist deep within the secret inner circles of Mechanicus 
  politics on the Lathes. Their task: to police the Mechanicus 
  from within. However, little evidence can be found that 
  proves the Lords Dragon exist at all, and that these Magos 
  Juris do not simply operate on their own. 
  
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  oMnissiah’s ViGil
  Hull: Cruiser
  Class: Unique Mechanicus research vessel
  Dimensions: 5.1 km long, 0.7 km abeam approx.
  Mass: 6.4 megatonnes approx.
  Crew: 19,000 approx.
  Accel: 4.6 gravities max sustainable acceleration
  The fleets of the Adeptus Mechanicus are often far more sophisticated than those of the Imperial Navy, utilising technologies 
  that are deemed too sacred for the masses of humanity to use. In many cases, archeotech systems are placed aboard starships 
  solely to test them, so that their effectiveness can be properly determined and studied. The Omnissiah’s Vigil is one such vessel, 
  fitted with ancient targeting systems and plasma reactors as part of one extensive research project.
  Assigned to the service of Magos Juris Ambolic, this swift and perceptive vessel is well-suited to pursuing heretek starships 
  from one side of the sector to the other, and crushing them in battle when the pursuit is over.
  Speed: 5  
   
   
   
  Manoeuvrability: +7 
   
   
  Detection: +20 
  Void Shields: 2  
   
   
  Armour: 20 (22 prow) 
   
   
  Hull Integrity: 74
  Morale: 100 
   
   
   
  Crew Population: 100 
   
   
  Crew Rating: (40) Crack
  Turret Rating: 1  
   
   
  Weapon Capacity: Port 2, Starboard 2, Dorsal 1
  essential components
  Modified Jovian Pattern Class 4 Drive, Strelov 2 Warp Engine, Multiple Void Shield Array, Vitae Pattern Life Sustainer
  Voidsmen Quarters, Exploration Bridge, Auto-stabilised Logis-targeter
  supplemental components
  2 Port and 2 Starboard Vx22 “Sunwrath” Lance Batteries (Lance, Strength 2, Damage 1d10+3, Crit Rating 3, Range 6)
  1 Dorsal Vx23 “Sunwrath” Extended Lance (Lance, Strength 1, Damage 1d10+3, Crit Rating 3, Range 10)
  Crew Reclamation Facility: Due to the largely servitor makeup of the Vigil’s crew, the bonuses for this Component are already 
  combined with those of the servitor crew. 
  Murder Servitors: The Vigil possesses a large stock of Lathe-pattern Murder Servitors, granting bonuses to Hit and Run 
  Actions (see below), and allowing the Vigil to choose any result between 1 and 6 for the Crit. 
  Barracks: These barracks are typically full of Classiarii, adding a bonus to boarding and Hit and Run actions (see below).
  Laboratorium Annexes: These extensive laboratories allow the Vigil to conduct extensive research into multiple topics. 
  complications and special rules
  These modifiers apply to the Vigil, taking Components into account. 
  Best Craftsmanship Servitor Crew:
  •	
   The Omnissiah’s Vigil is crewed almost entirely by servitors, overseen by Tech-Priests 
  and protected by phalanxes of Classiarii. It suffers a –10 penalty on Ballistic Skill and Command Tests (this is modified to –0 
  to Ballistic Skill Tests, +10 to Command Tests involving boarding actions, and +30 to Command Tests involving Hit and Run 
  Actions, due to other components). In addition, it halves all losses to Crew Population, and never suffers Morale loss.
  Accurate Weapons:
  •	
   The Sunwrath is an archeotech lance weapon with increased accuracy (taken into account in the 
  Servitor Crew section).
  This ship gains +5 to Detection when using Active Augury. 
  •	
  Administratum
  “To know one’s place is the greatest comfort, to excel within it is the 
  greatest solace, and a master’s contentment is the greatest reward.”
  –Codex Administratum Edition XXIIVC
  T
  he Administratum is the single largest part of the 
  Adeptus Terra, responsible for the assessment of 
  tithes, the distribution of resources, and essentially 
  every administrative function the Imperium could require. 
  Uncountable and ever changing quantities of offices, 
  departments and divisions deal with almost every facet of 
  maintaining a galaxy-spanning empire of a million worlds, 
  and every sector, world and citizen is subject to their 
  scrutiny and intervention.
  Within the Calixis Sector, the agents of the Administratum 
  are an innumerable and ever-present facet of interstellar 
  commerce and politics, with the largest concentrations found 
  on worlds with particularly high military presence, high tithe 
  requirements, or large-scale commerce. In particular, extensive 
  offices on Scintilla, housing hundreds of thousands of archivists, 
  ordinates and prefects, scrutinise sector-level operations with a 
  keen eye and unwavering adherence to ancient doctrine.
  Typically, the Administratum have little direct interaction in 
  regards to matters of law—within the Adeptus Terra, such matters 
  are the concern of the Adeptus Arbites. However, the attention to 
  detail that characterises much of the work of the Administratum 
  il
  Dimensions: 5.1 km long, 0.7 km abeam approx.
  Accel: 4.6 gravities max sustainable acceleration
  The fleets of the Adeptus Mechanicus are often far more sophisticated than those of the Imperial Navy, utilising technologies 
  that are deemed too sacred for the masses of humanity to use. In many cases, archeotech systems are placed aboard starships 
  This ship gains +5 to Detection when using Active Augury. 
  •	
  
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  Adversaries
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  often picks up on criminal acts where they would otherwise go 
  unnoticed, detecting pirates from reports of missing ships and 
  locating smugglers from incongruous audits and tithe manifests.
  In situations such as these, the Administratum tends to 
  hand matters over to another organisations so that appropriate 
  action can be taken. Even once others are involved, the 
  Administratum continues to observe, ensuring that everything 
  happens by the book and as efficiently as possible.
  QuaesTors, audiTors 
  and ordinaTes
  Unique to the Calixis Sector is the Divisio Auditae, which 
  oversees matters of significant interest to the Administratum 
  from incorrect tithes to the adjudication of Warrants of Trade. 
  The Divisio Auditae was established well over a century ago, 
  created as one of the first acts of the Lord Calixis Marius 
  Hax, and it reports directly to Hax himself and to superiors 
  in the Administratum.
  Known 
  more 
  commonly 
  (but 
  unofficially) 
  as 
  Quaestors, 
  these 
  Auditors are empowered to travel 
  the Sector and demand access to 
  all records of any government or 
  organisation they come across; only the 
  most powerful of individuals can deny 
  a Quaestor’s demands, though even these 
  few exceptions try Lord Hax’s patience. 
  Anything they discover that seems worthy 
  of attention is reported, to be acted upon by 
  other agents of Lord Hax or other Imperial 
  organisations as deemed appropriate.
  Placed in charge of the Divisio Auditus is 
  Prefect Salassar Aoghan Annovestes, a minor 
  functionary from Sepheris Secundus elevated 
  through the ranks of the Administratum. 
  Annovestes is an officious, overbearing man, 
  well-suited to the intrusive role that Lord 
  Hax has given him. For the last sixty years, 
  Annovestes has personally been the downfall 
  of hundreds of individuals and dozens of 
  minor organisations, including fifteen Rogue 
  Traders whose records demonstrated particular 
  laxity in their tributes to the Imperium.
  Under Annovestes’ command, the ranks of 
  the Divisio Auditae have swollen to include 
  over six thousand separate Quaestors. Each 
  possesses the freedom to move and investigate 
  whatever and wherever they see fit, much to 
  the consternation of the Inquisition, planetary 
  governors, and Rogue Traders who see such 
  freedom of remit for what is essentially a 
  bureaucrat as dangerous and intrusive into 
  matters better left in other hands. If the 
  Quaestors are aware of the objections raised 
  against their organisation, they seem not to 
  care, instead continuing to push Lord Hax’s 
  agenda as it coincides with the relentless 
  bureaucracy of the Administratum.
  Although Quaestors may seem a minor threat to a Rogue 
  Trader, in actuality, they can be quite dangerous. While 
  individually they may not be warriors of note or leaders 
  of men, each works with the backing of Lord Hax and the 
  Calixian Administratum. Theoretically they can freeze any 
  funds a Rogue Trader might possess within the Calixis Sector 
  and drive them to bankruptcy. While this is much more difficult 
  in practice, they can still make even the most powerful Rogue 
  Trader feel the sting of the Administratum’s displeasure. 
  orDinate-MaJore MorDechai LoriK
  “I would sooner submit to penitent excruciation than deal with the 
  Ordinate-Majore again.”
  –Rogue Trader Jonquin Saul
  Precise and pedantic to a fault, Ordinate-Majore 
  Mordechai Lorik is one of the Divisio Auditae’ senior 
  Quaestors. Universally disliked by almost everyone 
  he meets, Lorik seems to possess no empathy 
  for other people, caring only about the details 
  of his work, and in this regard he has been 
  extremely successful. Over the last forty 
  years, he has investigated the political and 
  financial landscape of Port Wander and the 
  systems nearby, personally uncovering the 
  evidence that led to the elimination of 
  five smuggling operations carrying xenos 
  technology through the Maw.
  Lorik’s operation now involves 
  dozens of lesser Quaestors, operating 
  in close communication as they move 
  from world to world. Lorik himself 
  seldom gets directly involved during the 
  early stages of an investigation, instead 
  choosing to direct matters from a private 
  office on Port Wander, analysing data gathered 
  by his subordinates and processed by a team 
  of lexmechanics and calculus logi. When he 
  does get involved directly, it is never a quick 
  matter. Lorik has had vessels impounded for 
  weeks while he and squads of commandeered 
  Adeptus Arbites search them from prow to 
  stern with exacting detail. 
  Lorik is particularly loathed by Rogue 
  Traders, who he dislikes in equal measure—
  individuals so unrestrained and impulsive 
  are anathema to him. Voyages into the 
  Expanse have been delayed by months 
  because of tedious inspections performed at 
  the command of Mordechai Lorik.
  Now an elderly man, Lorik is frail and feeble, 
  his body sustained only by expensive rejuvenat 
  treatments and augmetic replacements. He 
  has only a few years of life left, something 
  for which his enemies are grateful, 
  and hopeful that his inevitable 
  replacement is perhaps easier 
  to deal with.
  from incorrect tithes to the adjudication of Warrants of Trade. 
  The Divisio Auditae was established well over a century ago, 
  created as one of the first acts of the Lord Calixis Marius 
  Hax, and it reports directly to Hax himself and to superiors 
  Known 
  more 
  commonly 
  (but 
  unofficially) 
  as 
  Quaestors, 
  these 
  Auditors are empowered to travel 
  the Sector and demand access to 
  all records of any government or 
  organisation they come across; only the 
  most powerful of individuals can deny 
  a Quaestor’s demands, though even these 
  few exceptions try Lord Hax’s patience. 
  Anything they discover that seems worthy 
  of attention is reported, to be acted upon by 
  other agents of Lord Hax or other Imperial 
  organisations as deemed appropriate.
  Placed in charge of the Divisio Auditus is 
  Prefect Salassar Aoghan Annovestes, a minor 
  functionary from Sepheris Secundus elevated 
  through the ranks of the Administratum. 
  Annovestes is an officious, overbearing man, 
  well-suited to the intrusive role that Lord 
  Hax has given him. For the last sixty years, 
  Annovestes has personally been the downfall 
  of hundreds of individuals and dozens of 
  minor organisations, including fifteen Rogue 
  Traders whose records demonstrated particular 
  laxity in their tributes to the Imperium.
  Under Annovestes’ command, the ranks of 
  the Divisio Auditae have swollen to include 
  over six thousand separate Quaestors. Each 
  possesses the freedom to move and investigate 
  whatever and wherever they see fit, much to 
  the consternation of the Inquisition, planetary 
  governors, and Rogue Traders who see such 
  freedom of remit for what is essentially a 
  bureaucrat as dangerous and intrusive into 
  matters better left in other hands. If the 
  Quaestors are aware of the objections raised 
  against their organisation, they seem not to 
  care, instead continuing to push Lord Hax’s 
  care, instead continuing to push Lord Hax’s 
  agenda as it coincides with the relentless 
  bureaucracy of the Administratum.
  Precise and pedantic to a fault, Ordinate-Majore 
  Mordechai Lorik is one of the 
  Quaestors. Universally disliked by almost everyone 
  he meets, Lorik seems to possess no empathy 
  for other people, caring only about the details 
  of his work, and in this regard he has been 
  extremely successful. Over the last forty 
  years, he has investigated the political and 
  financial landscape of Port Wander and the 
  systems nearby, personally uncovering the 
  evidence that led to the elimination of 
  five smuggling operations carrying xenos 
  technology through the Maw.
  Lorik’s operation now involves 
  dozens of lesser Quaestors, operating 
  in close communication as they move 
  from world to world. Lorik himself 
  seldom gets directly involved during the 
  early stages of an investigation, instead 
  choosing to direct matters from a private 
  office on Port Wander, analysing data gathered 
  by his subordinates and processed by a team 
  of lexmechanics and calculus logi. When he 
  does get involved directly, it is never a quick 
  matter. Lorik has had vessels impounded for 
  weeks while he and squads of commandeered 
  Adeptus Arbites search them from prow to 
  stern with exacting detail. 
  Lorik is particularly loathed by Rogue 
  Traders, who he dislikes in equal measure—
  individuals so unrestrained and impulsive 
  are anathema to him. Voyages into the 
  Expanse have been delayed by months 
  because of tedious inspections performed at 
  the command of Mordechai Lorik.
  Now an elderly man, Lorik is frail and feeble, 
  his body sustained only by expensive rejuvenat 
  treatments and augmetic replacements. He 
  has only a few years of life left, something 
  for which his enemies are grateful, 
  and hopeful that his inevitable 
  replacement is perhaps easier 
  to deal with.
  
  90
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  Lorik’s profile can be used to represent him directly, or any 
  senior Quaestor. 
  ordinate-Majore Mordechai lorik
  Ws
  Bs
  s
  T
  ag
  int Per WP Fel
  28
  30
  26
  23
  22
  58
  53
  46
  28
  Movement: 3/6/9/18 
   
   
  Wounds: 9
  Total Armour: (All 0) 
  Total TB: 2
  Skills: Command (Fel), Commerce (Fel), Common Lore 
  (Adeptus Arbites) (Int) +10, Common Lore (Administratum, 
  Imperium, Navis Nobilite, Rogue Traders) (Int) +20, Evaluate 
  (Int) +10, Literacy (Int) +20, Logic (Int), Scholastic Lore 
  (Bureaucracy) (Int) +20, Scholastic Lore (Imperial Warrants) 
  (Int) +10, Scrutiny (Per) +20, Secret Tongue (Administratum) 
  (Int) +20, Speak Language (High Gothic, Low Gothic) (Int) 
  +20, Tech-Use (Int).
  Talents: Autosanguine, Chem Geld, Foresight, Infused 
  Knowledge, Light Sleeper, Orthoproxy, Paranoia, Pistol Training 
  (Las), Talented (Scholastic Lore [Bureaucracy]), Total Recall.
  Armour: None.
  Weapons: Compact laspistol (15m; S/–/–; 1d10+1 E; Clip 
  15; Rld Full; Reliable).
  Gear: Chrono, Ordinate’s robes, auto-quill, several data-
  slates, transcription servo-skull, bionic respiratory system, 
  bionic hips, bionic shoulder, scribe-tines.
  Frozen Assets: Lorik has the ability to freeze assets and limit 
  a target’s purchasing power. Once per week, Lorik may make a 
  Challenging (+0) Opposed Scholastic Lore (Bureaucracy) 
  Test versus a target’s Profit Factor. If he succeeds, he temporarily 
  reduces the target’s Profit Factor by 1 per Degree of Success. These 
  assets are not lost, and the target may recover Profit Factor if Lorik 
  (or another Quaestor) gives the order to lift the freeze. Otherwise, 
  the target recovers Profit Factor lost this way automatically, at a 
  rate of 1 per month (as he slowly regains access to his assets). 
  Imperial Navy
  “We are the first line of defence, mankind’s protection against the 
  endless tides of heretics, traitors, criminals, and aliens. While we 
  exist, while we remain vigilant, the Imperium remains safe. The lives 
  of uncounted trillions rest in our hands…”
  –Rear Admiral Zoila Kusch, Commander of Port Wrath, 
  addressing the 812.M41 class of cadets
  P
  atrols make up the majority of Imperial Navy operations 
  within any given sector. Most vessels will spend most 
  of their time patrolling, moving through the wilderness 
  space between inhabited star systems. Passing along commonly-
  travelled routes, quarantined zones and areas of suspected 
  hostile activity with varying frequency, most voidfaring 
  criminal activity is encountered by Navy patrols first.
  Many patrols are fairly light, consisting of 
  a squadron or two of destroyers or frigates, 
  performing cursory sweeps of dust clouds and 
  asteroid fields. Only in areas of known hostile activity are patrols 
  heavier—referred to as “fighting patrols,” consisting of as much 
  as a cruiser and several squadrons of escorts, often supported 
  by attack craft for more detailed investigations. Where patrols 
  cannot frequently reach, long-range augur stations and sentinel 
  satellites provide a measure of security against enemy forces, 
  giving system ships a degree of early warning about invading 
  fleets, marauding pirates and other void-borne menaces.
  Most patrols are only given a simple numeric designation, 
  but over the years, well-established patrols have gained 
  identities of their own, named for their bases or granted 
  honorifics for notable actions. The Stygian Vanguard, for 
  example, patrol the centre of the Hazeroth Abyss sub sector 
  from the Stygian system, while the Golgenna Third Extinctum, 
  have a long legacy dating back to the Angevin Crusade.
  PaTrol “reTaliaTor”
  Officially known as Patrol Group 686, Retaliator group operates 
  along the rimward edge of the Drusus Marches, along a route 
  that starts in orbit around Haddrack and ends at the starfort 
  stationed above 47 Kapella. The patrol serves an additional 
  purpose here—convoy vessels headed to and from 47 Kapella to 
  resupply and reinforce the forces fighting there are encouraged 
  to move under the protection of the patrol group.
  Commanded by Commodore Teodor Evard Naremmus, a 
  decorated officer hailing from a family on Sepheris Secundus 
  with a distinguished history of naval service, the patrol group 
  consists of seven vessels: a light cruiser and two squadrons 
  each of three frigates. The patrol is technically classified as a 
  minor battlegroup, due to the presence of two war worlds on 
  its route and its proximity to the Koronus Expanse, a region 
  known to harbour criminals and alien threats in abundance. 
  Given the variety of potential enemies that could appear in the 
  region, the crews of Retaliator group are all battle-hardened 
  veterans where such crewmen are available. The chances of 
  seeing action mean that the group is considered a choice 
  posting by many young officers, meaning that a good deal of 
  competition exists for postings aboard the group’s vessels.
  paSSage Watch 27-eSt
  Another Naval patrol of particular note to Rogue Traders 
  is Passage Watch 27-Est, better known to the Rogue 
  Traders of Port Wander and Footfall as “Battlefleet 
  Koronus.” A semi-detached and rather large Navy 
  squadron operating out of several different fleet bases in 
  and around the Koronus Passage, Battlefleet Koronus is 
  tasked with guarding the Calixis Sector from whatever 
  threats may originate in the Koronus Expanse. 
  A good portion of those duties do include patrolling 
  for smugglers and ner’do’wells. However, Battlefleet 
  Koronus’s activities often focus on all-out warfare beyond 
  the Maw and into the Koronus Expanse. Therefore, it is 
  only mentioned here as another Navy patrol that Rogue 
  Traders may encounter. Additional information on the 
  attitudes and operations of Passage Watch 27-Est can be 
  found in the sourcebook Battlefleet Koronus.
  
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  Retaliator group is so named because of its part in the Battle 
  of Port Wander in 422.M41, supporting the reinforcement 
  fleet that drove the Orks back into the Expanse. Their attack 
  against Da Wurldbreaka as they rushed to aid the Fist of Adamant is 
  regarded as a turning point in the battle, and the ships and their 
  crews were honoured greatly in the aftermath of the conflict.
  Their actions during that battle aside, Retaliator group have 
  been responsible for innumerable defensive actions against 
  pirate vessels, and have crushed several smugglers in the 
  centuries since. No major military actions have been required 
  of group 686 since that time, but regular minor actions have 
  kept the ships active and the crews sharp, and a variety of 
  looming threats from the other side of the Maw mean that 
  Retaliator group must be ready for what may come.
  coMMoDore teoDor nareMMuS 
  “A fine officer; one of the elite, and one of the best first officers a 
  captain could want. He’ll go far in the fleet, and may even find a 
  place amongst the sector admiralty. I foresee either a glorious 
  career or a glorious death for that man.”
  –Vice Admiral Jarrion Kast, Battlegroup Commander
  A fine figure of an officer, Naremmus is a powerfully-
  built man in his late sixties, appearing to be in his mid-
  thirties due to extensive rejuvenat treatments. A 
  decorated officer, Naremmus spent much of 
  his career serving in the Margin Crusade—a 
  period of which he refuses to speak—
  before being reassigned to Battlefleet 
  Calixis shortly after his promotion to 
  Lieutenant-Commander.
  His accumulated honours gave 
  him his choice of posting 
  upon his return to the 
  Calixis Sector, and 
  he soon found 
  himself serving 
  as 
  executive 
  officer to then-
  Commodore 
  Kast, who was 
  at the time the 
  commander 
  of 
  Patrol Group 686. 
  His career since that 
  time has been no less 
  successful, resulting 
  in 
  promotions 
  to 
  Commander, Captain, 
  and then Commodore 
  within the patrol group, 
  eventually ending up in 
  command of the group 
  after Commodore Kast was 
  promoted to the Admiralty.
  Naremmus’s career is regarded by many of his superiors 
  to be extremely promising, and the man is favourably 
  compared to many of the sector’s finest military heroes. 
  However, many regard him as a threat and as ruthless as 
  high society politics are, Naremmus’s career may be cut 
  short before it reaches its peak.
  commodore Teodor naremmus
  Ws
  Bs
  s
  T
  ag
  int Per WP Fel
  38
  36
  30
  30
  35
  42
  35
  43
  48
  Movement: 3/6/9/18 
   
   
  Wounds: 13
  Total Armour: (Arms 3, Body 3, Legs 3) 
  Total TB: 3
  Skills: Awareness (Per), Climb (S), Command (Fel) +20, 
  Common Lore (Imperium) (Int), Common Lore (Imperial 
  Navy) (Int) +10, Common Lore (War) (Int) +10, Forbidden 
  Lore (Pirates) (Int), Literacy (Int) +10, Navigation (Stellar) 
  (Int), Speak Language (High Gothic) (Int), Speak 
  Language (Low Gothic) (Int).
  Talents: Air of Authority, Basic Weapons Training (Las, 
  SP), Iron Discipline, Master & Commander, Melee 
  Weapon Training (Universal), Nerves of Steel, Peer 
  (Imperial Navy), Pistol Training (Universal).
  Armour: Flak reinforced uniform 
  (Arms 3, Body 3, Legs 3).
  Weapons: Naval Pistol (20m; S/3/–; 
  1d10+4 I; Clip 6; Rld Full; Tearing), 
  Power Sword (1d10+8 E; Pen 5; 
  Balanced, Power Field).
  Gear: 2 spare naval pistol clips, 
  personal vox, lord-captain’s baton, 
  respirator, Medallion Crimson.
  navy arMSMen
  To maintain discipline, and to 
  defend the ship in battle, Imperial 
  Navy vessels employ thousands 
  of armsmen. Clad in armoured 
  voidsuits and equipped with 
  heavy 
  shotguns, 
  Armsman 
  detachments are capable ship-to-
  ship combatants, and one of the 
  most common foes a pirate is likely 
  to face in single combat.
  Armsman detachments maintain 
  strong traditions, in a manner not 
  dissimilar to those formed amongst 
  Imperial Guard regiments. Vessels 
  will have several detachments, 
  each consisting of as many as fifty 
  men, and each of which having a 
  distinct identity, with a strong 
  professional rivalry between 
  oDore teo
  teo
  t
  Dor nareMMuS
  “A fine officer; one of the elite, and one of the best first officers a 
  captain could want. He’ll go far in the fleet, and may even find a 
  place amongst the sector admiralty. I foresee either a glorious 
  career or a glorious death for that man.”
  –Vice Admiral Jarrion Kast, Battlegroup Commander
  A fine figure of an officer, Naremmus is a powerfully-
  built man in his late sixties, appearing to be in his mid-
  thirties due to extensive rejuvenat treatments. A 
  decorated officer, Naremmus spent much of 
  his career serving in the Margin Crusade—a 
  period of which he refuses to speak—
  before being reassigned to Battlefleet 
  Calixis shortly after his promotion to 
  Lieutenant-Commander.
  His accumulated honours gave 
  him his choice of posting 
  upon his return to the 
  Calixis Sector, and 
  he soon found 
  himself serving 
  as 
  executive 
  officer to then-
  Commodore 
  Kast, who was 
  at the time the 
  commander 
  of 
  Patrol Group 686. 
  His career since that 
  time has been no less 
  successful, resulting 
  in 
  promotions 
  to 
  Commander, Captain, 
  and then Commodore 
  within the patrol group, 
  eventually ending up in 
  command of the group 
  after Commodore Kast was 
  promoted to the Admiralty.
  Skills: Awareness (Per), Climb (S), Command (Fel) +20, 
  Common Lore (Imperium) (Int), Common Lore (Imperial 
  Navy) (Int) +10, Common Lore (War) (Int) +10, Forbidden 
  Lore (Pirates) (Int), Literacy (Int) +10, Navigation (Stellar) 
  (Int), Speak Language (High Gothic) (Int), Speak 
  Language (Low Gothic) (Int).
  Talents: Air of Authority, Basic Weapons Training (Las, 
  SP), Iron Discipline, Master & Commander, Melee 
  Weapon Training (Universal), Nerves of Steel, Peer 
  (Imperial Navy), Pistol Training (Universal).
  Armour: Flak reinforced uniform 
  (Arms 3, Body 3, Legs 3).
  Weapons:
  1d10+4 I; Clip 6; Rld Full; Tearing), 
  Power Sword (1d10+8 E; Pen 5; 
  Balanced, Power Field).
  Gear: 2 spare naval pistol clips, 
  personal vox, lord-captain’s baton, 
  respirator, Medallion Crimson.
  navy
  To maintain discipline, and to 
  defend the ship in battle, Imperial 
  Navy vessels employ thousands 
  of armsmen. Clad in armoured 
  voidsuits and equipped with 
  heavy 
  shotguns, 
  Armsman 
  detachments are capable ship-to-
  ship combatants, and one of the 
  most common foes a pirate is likely 
  to face in single combat.
  Armsman detachments maintain 
  strong traditions, in a manner not 
  dissimilar to those formed amongst 
  Imperial Guard regiments. Vessels 
  will have several detachments, 
  each consisting of as many as fifty 
  men, and each of which having a 
  distinct identity, with a strong 
  professional rivalry between 
  
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  each detachment. The finest of armsman detachments 
  aboard a ship will often be led by the senior-most warrant 
  officers, creating a de facto hierarchy between detachments, 
  with more honoured detachments being granted the right 
  to board an enemy vessel or derelict ship first, led by (and 
  protecting) eager young officers as they lead the assault.
  “retaliator” detachment armsman
  Ws
  Bs
  s
  T
  ag
  int Per WP Fel
  38
  38
  35
  35
  35
  28
  35
  35
  20
  Movement: 3/6/9/18 
   
   
  Wounds: 12
  Total Armour: (All 6) 
  Total TB: 3
  Skills: Awareness (Per), Common Lore (Imperium) (Int), 
  Common Lore (Imperial Navy) (Int), Intimidate (S), Speak 
  Language (Low Gothic) (Int).
  Talents: Basic Weapon Training (SP), Melee Weapon 
  Training (Primitive), Nerves of Steel, Pistol Training (SP), 
  Rapid Reload.
  Armour: Pressure Carapace (Head 6, Body 6, Arms 6, Legs 6).
  Weapons: Auto-Shotgun (30m; S/3/–; 1d10+4 I; Clip 30; 
  Rld 3 Full; Scatter), Mono-cutlass (1d10+3 R; Pen 2).
  Gear: 2 spare auto-shotgun clips, 2 Stun Grenades, Demolition 
  Charge, micro-bead vox, good craftsmanship photo-visor.
  VenGeFul MarTyr
  Hull: Light Cruiser
  Class: Dauntless-class light cruiser
  Dimensions: 4.5km long, 0.5km abeam at fins
  Mass: 20 megatonnes, approx.
  Crew: 65,000 crew, approx.
  Accel: 4.3 gravities max sustainable acceleration
  The lead vessel of patrol group 686, the Vengeful Martyr is an ancient and revered vessel, one of the ships that served in the 
  Angevin Crusade and survived to form the core of Battlefleet Calixis. Broadly speaking, the Vengeful Martyr is somewhat more 
  capable than the average Dauntless-class cruiser, being slightly more resilient and significantly more manoeuvrable than most, 
  and fitted with a rare but potent drive to power its forward lance battery.
  The Vengeful Martyr has gained something of a reputation in its long history for being an eager warship, unwilling to hide 
  or retreat but always reliable and potent on the attack. A long line of commanding officers have found it challenging to rein in 
  the animal ferocity of the ship, but those who have succeeded have done great things with it.
  Speed: 7  
   
   
   
  Manoeuvrability: +23 
   
   
  Detection: +20 
  Void Shields: 1  
   
   
  Armour: 20 
   
   
   
  Hull Integrity: 60
  Morale: 99 
   
   
   
  Crew Population: 100 
   
   
  Crew Rating: (50) Veteran
  Turret Rating: 1  
   
   
  Weapon Capacity: Prow 1, Port 1, Starboard 1
  essential components
  Jovian Pattern Class 4.5 “Warcruiser” Drive, Strelov 2 Warp Drive, Gellar Field, Single Void Shield, Combat Bridge, Vitae 
  Pattern Life Sustainer, Pressed-Crew Quarters, Mark 100 Augur Array
  supplemental components
  1 Port and 1 Starboard Mars-pattern Macrocannon Broadside (Macrobattery, Strength 6, Damage 1d10+3, Crit 
  Rating 5, Range 6)
  Prow Voidsunder Lance Battery (Lance, Strength 3, Damage 1d10+4, Crit Range 3, Range 6) The Voidsunder 
  is particularly unwieldy, and may only fire in the Fore fire arc.
  Extended Supply Vaults: This allows the vessel to make long patrols throughout the Calixis Sector.
  MutineerS
  There’s no honour among thieves, but some crimes are 
  less forgivable than others. Aside from heresy, mutiny 
  may be the most unforgivable crime among voidfarers. 
  Adventures that chronicle a crew of mutineers can 
  make for an interesting twist on a Rogue Trader 
  campaign. The ship or fleet might be forced to continue 
  its journeys without the support of a Navigator or 
  any members of the Mechanicus. After all, the act of 
  betraying a Warrant holder would surely place them in 
  an incredibly awkward position with their own guild. 
  For a crew in this situation, there can be no safe 
  haven. They cannot go to the Imperium or to colonies 
  that remain loyal to their dynasty. Xenos will not trust 
  them simply because they are human. Even bands of 
  cutthroats might turn them over for a bounty.
  Alternatively, some members of the crew might 
  remain loyal to the Rogue Trader dynasty, even if 
  they turned against the vessel’s captain for the sake 
  of survival. This might create a campaign in which 
  betrayal and political intrigue became the central 
  focus. Explorers could be at odds with one another 
  even as they are forced to flee before the forces of the 
  Imperium and the dynasty that owned their vessel.
  Vengeful Martyr is an ancient and revered vessel, one of the ships that served in the 
  Vengeful Martyr is an ancient and revered vessel, one of the ships that served in the 
  Vengeful Martyr
  Vengeful Martyr is an ancient and revered vessel, one of the ships that served in the 
  Vengeful Martyr
  
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  Munitorium: The bonuses for this Component are already included in the weapon profiles.
  Armour Plating: The bonuses for this Component are already included in the ship profile.
  2x Augmented Retro-thrusters: The bonuses for this Component are already included in the ship profile. 
  Temple-Shrine to the God Emperor: The bonuses for this Component are already included in the ship profile.
  complications and special rules
  These modifiers apply to the Vengeful Martyr, taking Components into account. 
  Veteran of the Angevin Crusade:
  •	
   The Vengeful Martyr has served for a long time, in a great many battles, dating back to 
  the time of Saint Drusus. All Ballistic Skill Tests to fire the ship’s guns gain a +10 bonus, but the ship makes all attempts to 
  operate on Silent Running at a –40 penalty. In addition, the legacies and litanies inscribed upon the hull grant the ship and 
  its crew a +10 bonus on all Charm and Intimidate Tests against those who know of the ship and its reputation. 
  This vessel gains a +10 to Repair Tests.
  •	
  naMeless sainT
  Hull: Frigate
  Class: Firestorm-class frigate
  Dimensions: 1.8 km long, 0.3 km abeam and fins approx.
  Mass: 6 megatonnes approx.
  Crew: 25,000 crew, approx.
  Accel:4.4 gravities max sustainable acceleration
  Fairly new additions to Retaliator group, the Nameless Saint, Just Persecution and Reaver’s Dismay were constructed and commissioned 
  to replenish Vanguard squadron, a trio of Sword-class frigates that had formed part of the group since its creation. Having 
  served in the Angevin Crusade, the original Vanguard squadron was destroyed by Ork ram ships during the Battle for Port 
  Wander. Its replacements consisted of Firestorm-class frigates, a comparatively recent development, made in the centuries before 
  the Gothic War, and which didn’t exist during the founding of the Calixis Sector.
  The Firestorms of the replenished Vanguard squadron were the first ships of their kind to be introduced to Battlefleet Calixis, 
  and their successful use heralded the widespread introduction of this class to the sector fleet. Their effectiveness against raiders 
  and frigates makes them ideal for patrols and raids.
  Speed: 7  
   
   
   
  Manoeuvrability: +20 
   
   
  Detection: +15 
  Void Shields: 1  
   
   
  Armour: 18 (20 Prow) 
   
   
  Hull Integrity: 37
  Morale: 99 
   
   
   
  Crew Population: 100 
   
   
  Crew Rating: (40) Crack
  Turret Rating: 2  
   
   
  Weapon Capacity: Prow 1, Dorsal 1
  essential components
  Jovian Pattern Class 2 Drive, Strelov 1 Warp Engine, Gellar Field, Single Void Shield Array, Vitae Pattern Life Sustainer, Pressed 
  Crew Quarters, Command Bridge, Mark 100 Augur Array
  supplemental components
  Dorsal Sunsear Mark 1.5 Laser Battery (Macrobattery, Strength 3, Damage 1d10+2, Crit Rating 4, Range 6)
  Prow Titanforge Lance Weapon (Lance, Strength 1, Damage 1d10+4, Crit Rating 3, Range 6)
  Extended Supply Vaults: This allows the vessel to make long patrols throughout the Calixis Sector.
  Munitorium: The bonuses for this Component are already included in the weapon profiles.
  Temple-Shrine to the God Emperor: The bonuses for this Component are already included in the ship profile.
  Reinforced Prow: The armour bonuses are already included in the ship profile, this ship also deals 1d5 additional damage 
  when ramming.
  Reinforced Interior Bulkheads: The bonuses for this Component are already included in the ship profile.
  complications and special rules
  Imperial Navy Crew:
  •	
   The Nameless Martyr has a Crack (40) Crew.
  
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  The Inquisition
  “It is my observation that the greatest evils so often spring from petty 
  crimes. The thief can justify his crimes easily enough, and such minor self-
  delusion can easily grow to justify more significant misdeeds. Every lapse 
  in judgement or errant belief can be the gateway to far fouler things.”
  –Inquisitor Autemnides Fyder, Musings Upon The Blasphemies 
  of Human Folly
  T
  he Inquisition involves itself in all things deemed 
  necessary to combat threats to the Imperium. So 
  it should come as little surprise that a great many 
  Inquisitors take interest in criminal activities as well as the 
  graver menaces of alien, daemons, and heretics. Criminal 
  conspiracies can provide a way for more dangerous things 
  to enter or move about 
  the Imperium, from 
  the Cold Trade, to 
  smuggling 
  of heretics and illegal psykers between worlds, to black market 
  operations that supply seditious or rebellious groups with 
  the materiel they need to act. Frequently, many Inquisitors 
  use contacts and informants from the seedy underbelly of 
  the Imperium to gather information and items not available 
  through legitimate routes.
  Consequently, many Inquisitors of all Ordos maintain a 
  careful watch over criminal activities, though they may often 
  leave the matter of ending those activities to other organisations 
  (if they choose to act against them at all), informing the 
  Imperial Navy and Adeptus Arbites of smugglers, black 
  market traders, and pirates when it suits their designs. Some 
  Inquisitors, particularly those of a radical bent, are as likely to 
  maintain or subvert criminal organisations for 
  their own ends, gaining a new network of 
  contacts and scores of unwitting servants 
  to use as they see fit.
  The amount of alien, criminal, and 
  heretical activity that passes through and 
  around the Calixis end of the Koronus Passage is 
  of considerable interest to the Inquisition for many 
  reasons. The recent formation of the Koronus Cabal, a 
  group of eleven Inquisitors led by Kathryn Pendeira of the 
  Ordo Hereticus, has resulted in a great increase in Inquisitorial 
  operations along the rimward edge of the Calixis Sector, 
  posing a threat to criminal activities attempting to profit from 
  the Koronus Expanse.
  interrogator Deric oKtavian
  “Theron Medar, for the crimes of xenos contamination, you are 
  hereby condemned to death by the authority of the Inquisition. You 
  may seek absolution for your crimes, that you may face the Emperor 
  and be judged by Him. Should you refuse this opportunity, your soul 
  will burn as your body does. Choose now, and die.”
  –Interrogator Deric Oktavian
  The most senior Interrogator of Inquisitor Bahamet Xerces, 
  Oktavian has operated at his master’s behest on and near Port 
  Wander for the better part of twenty years, starting initially 
  as an Acolyte working undercover on Footfall. Over the years, 
  his network of contacts and resources around the Maw has 
  expanded, and with it, his influence within the Inquisition. 
  On the verge of full Inquisitorial status himself, Oktavian 
  already wields much of his master’s power by proxy, so trusted 
  is he to act correctly.
  In the last year, Oktavian has successfully managed to insert 
  operatives within Footfall’s Kasballica Mission, a feat that many 
  have tried and none have accomplished until now, granting him 
  an extraordinary amount of leverage and influence within the 
  Koronus Cabal, and the means to more closely track one of the 
  major sources of xenos artefacts into the Calixis Sector.
  Oktavian is ruthless and extremely political, a growing 
  hidden power within the Calixis Sector, who has demonstrated 
  considerable proficiency in commanding covert operations 
  and manipulating unwitting resources. Few who he seeks to 
  bring low ever see his face until they are dragged before him 
  in chains and condemned for their crimes.
  94
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  III: Opposition and 
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  III: Opposition and 
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  III: Opposition and 
  Tit should come as little surprise that a great many 
  Inquisitors take interest in criminal activities as well as the 
  graver menaces of alien, daemons, and heretics. Criminal 
  conspiracies can provide a way for more dangerous things 
  to enter or move about 
  the Imperium, from 
  the Cold Trade, to 
  smuggling 
  Inquisitors, particularly those of a radical bent, are as likely to 
  maintain or subvert criminal organisations for 
  their own ends, gaining a new network of 
  contacts and scores of unwitting servants 
  to use as they see fit.
  The amount of alien, criminal, and 
  heretical activity that passes through and 
  around the Calixis end of the Koronus Passage is 
  of considerable interest to the Inquisition for many 
  reasons. The recent formation of the Koronus Cabal, a 
  group of eleven Inquisitors led by Kathryn Pendeira of the 
  Ordo Hereticus, has resulted in a great increase in Inquisitorial 
  operations along the rimward edge of the Calixis Sector, 
  posing a threat to criminal activities attempting to profit from 
  the Koronus Expanse.
  interrogator D
  nterrogator D
  nterrogator
  “Theron Medar, for the crimes of xenos contamination, you are 
  hereby condemned to death by the authority of the Inquisition. You 
  may seek absolution for your crimes, that you may face the Emperor 
  and be judged by Him. Should you refuse this opportunity, your soul 
  will burn as your body does. Choose now, and die.”
  The most senior Interrogator of Inquisitor Bahamet Xerces, 
  Oktavian has operated at his master’s behest on and near Port 
  Wander for the better part of twenty years, starting initially 
  as an Acolyte working undercover on Footfall. Over the years, 
  his network of contacts and resources around the Maw has 
  expanded, and with it, his influence within the Inquisition. 
  On the verge of full Inquisitorial status himself, Oktavian 
  already wields much of his master’s power by proxy, so trusted 
  is he to act correctly.
  In the last year, Oktavian has successfully managed to insert 
  operatives within Footfall’s Kasballica Mission, a feat that many 
  have tried and none have accomplished until now, granting him 
  an extraordinary amount of leverage and influence within the 
  Koronus Cabal, and the means to more closely track one of the 
  major sources of xenos artefacts into the Calixis Sector.
  Oktavian is ruthless and extremely political, a growing 
  hidden power within the Calixis Sector, who has demonstrated 
  considerable proficiency in commanding covert operations 
  and manipulating unwitting resources. Few who he seeks to 
  bring low ever see his face until they are dragged before him 
  in chains and condemned for their crimes.
  
  95
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  interrogator deric oktavian
  Ws
  Bs
  s
  T
  ag
  int Per WP Fel
  44
  53
  46
  35
  49
  53
  46
  38
  60
  Movement: 4/8/12/24 
   
   
  Wounds: 16
  Total Armour: (Arms 4, Legs 4, Body 4) 
  Total TB: 3
  Skills: Acrobatics (Ag), Awareness (Per) +20, Blather (Fel) +10, 
  Charm (Fel) +20, Chem-use (Int) +10, Climb (St) +10, Command 
  (Fel) +20, Common Lore (Adeptus Arbites, Imperium, Koronus 
  Expanse, Rogue Trader, Underworld) (Int) +10, Concealment 
  (Ag) +10, Deceive (Fel) +20, Disguise (Fel) +20, Dodge (Ag) 
  +20, Drive (Ground Vehicles, Hover) (Ag) +20, Evaluate (Int) 
  +20, Forbidden Lore (Heresy, Mutants) +10, Gamble (Int) +20, 
  Inquiry (Fel) +20, Intimidate (S), Literacy (Int) +10, Pilot (All) 
  +20, Scholastic Lore (Imperial Warrants, Judgement, Occult), 
  Scrutiny (Per) +20, Search (Per) +10, Secret Tongue (Acolyte), 
  Security (Ag) +10, Shadowing (Ag) +10, Silent Move (Ag) +10, 
  Sleight of Hand (Ag) +20, Speak Language (Low Gothic) (Int) 
  +10, Survival (Int) +10, Swim (Ag), Tracking (Int).
  Talents: Ambidextrous, Basic Weapon Training (Universal), Crack 
  Shot, Deadeye Shot, Die Hard, Good Reputation (Inquisition, 
  Underworld), Hardy, Hip Shooting, Independent Targeting, 
  Jaded, Light Sleeper, Marksman, Melee Weapon Training 
  (Universal), Mighty Shot, Nerves of Steel, Peer (Adeptus Arbites, 
  Administratum, Imperial Navy, Inquisition, Underworld), Pistol 
  Training (Universal), Quick Draw, Rapid Reload, Sharpshooter, 
  Step Aside, Talented (Inquiry), True Grit, Unremarkable.
  Armour: Best Craftsmanship armoured bodyglove (Arms 4, 
  Body 4, Legs 4).
  Weapons: Custom-modified Zayth Enforcement Rifle (100m; 
  S/2/–; 1d10+6 X; Pen 3; Clip 12; Rld Full; Accurate, Reliable), 
  Power Sword (1d10+9 E; Pen 5; Balanced, Power Field).
  Gear: 2 spare bolt pistol clips, multi-key, micro-bead, badge 
  of office, many data-slates, vast network of contacts and 
  agents, Common-Craftsmanship bionic arm. 
  Criminal 
  Misadventures
  “Trouble me not with your judgements of right or wrong. I bear the 
  mark of the Emperor’s Will.”
  –Sarvus Trask, Rogue Trader
  B
  efore one can discuss criminal adventures, it is central 
  to the discussion to properly define a criminal act. 
  When a character holds a Warrant of Trade, that 
  definition becomes nebulous. It is certainly possible for a 
  Rogue Trader to commit crimes against the Imperium within 
  the boundaries of the Empire of Man. After all, there are 
  higher powers to which the dynasty holds responsibilities 
  and duties. If these responsibilities are not fulfilled then there 
  are clear consequences that must be faced.
  Once the Rogue Trader’s vessel ventures beyond the 
  Imperium’s borders, the vessel operates under the full 
  authority of its Warrant. As the very embodiment of Imperial 
  power, it is essentially impossible for a Rogue Trader to 
  commit crimes. Outside of the Imperium, a Rogue Trader 
  may undertake any actions he feels necessary to accomplish 
  the terms of his Warrant. Excepting a responsibility to the 
  Imperium, any other actions may be justified as consistent 
  with the Emperor’s Will.
  This sweeping authority has tremendous implications for 
  every campaign. In principle, only another Rogue Trader has 
  the authority to object to a Rogue Trader’s actions in the void 
  beyond the Imperium. Because of this, actions that are morally 
  ambiguous or even actively malicious may be undertaken 
  without fear of consequence. In a very legal sense, the Rogue 
  Trader is the voice of the God-Emperor. Short of vocally turning 
  Traitor, it’s nearly impossible for any of a Rogue Trader’s actions 
  to be criminal in the eyes of the Imperium. Almost any actions, 
  no matter how vile, taken against xenos, traitors, or mutants are 
  well within their purview, but a Rogue Trader may go much 
  further. Rogue Traders have been even known to take action 
  against human colonies or settlements—even Imperial-aligned 
  ones—on the flimsiest justifications, trusting in the power of 
  their Warrant to protect them. 
  That’s not to say that there may not be consequences for 
  their actions. The Imperium may be the most powerful political 
  entity in the galaxy, but a Rogue Trader often operates without 
  Imperial support. In these situations, local actions may have 
  local consequences. In some cases the beings in those locales 
  may have no means to deal with the actions of a Rogue 
  Trader backed by a fleet of powerful vessels. In other cases, 
  these cultures may have unexpected resources or contacts that 
  could threaten the power of even a well established dynasty. 
  Rogue Traders who are forced to limp back to Imperial space 
  in damaged ships—possibly with xenos in pursuit—may 
  soon find that their reputations and credibility have 
  been tarnished. Repeated incidents might result in 
  Imperial forces failing to come to their aid. Worse 
  yet, expensive repairs and failed expeditions can 
  have a dramatic effect on their bottom line.
  uSing fLaShbacKS
  An alternative cinematic way to run a criminal Endeavour 
  is to conduct the entire scenario as a series of flashback 
  scenes. Instead of starting by selecting a target, begin 
  in media res. Have the Explorers at the latter part of 
  the insertion or the beginning of the execution stage. 
  As they attempt to bypass security systems or secure 
  the target, pause that scene and play through an earlier 
  stage. The outcome of that flashback scene can then 
  be used to determine a difficulty in the present story. 
  Ideally, a sequence of these flashbacks could be used to 
  tell a story in an evocative and unusual fashion.
  These flashbacks might include contacting and bribing 
  a guard, copying a mechanical key, finding the map of 
  the building’s ductwork, or discovering the frequencies 
  used for standard border security scans. The give and take 
  between players and the Game Master can quickly evoke 
  new ideas and result in a surprising final plan.
  
  96
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  Running a 
  Criminal 
  Adventure
  “Anyone can be a thief. The art comes in doing it with such style that 
  people want you to be the one who robs them.”
  –Jeremiah Blitz, Rogue Trader
  P
  lotting out a criminal Endeavour requires looking 
  at the crime from every possible angle. The Game 
  Master needs to analyse the type of crime and the 
  steps involved in committing the crime, so that he or she is 
  prepared to deal with the schemes that the players devise. 
  An effective way to do this is to consider the types of crimes 
  implicit in the Endeavour, and then determine how each step 
  of each crime needs to proceed. The players, through their 
  Explorers, will later be performing the same activity, as they 
  prepare and commit criminal acts. 
  In order to establish a plan with the best chance of success, 
  it is crucial to first break down the individual stages of the 
  crime. A successful criminal knows these stages well, as do the 
  agents of the Magistratum and the Adeptus Arbites. The crime 
  can only be completed if each of the steps is successful. Each 
  offers its own challenge, and undoubtedly security specialists 
  become an obstacle in every one.
  When creating a criminal Endeavour, it may help to pick 
  one of these stages as a starting point, and then work out 
  from there. It’s not always easiest to start at the beginning. 
  Sometimes an intermediate scene can be just as good a point 
  to build off of as an introduction or a finale. 
  rogue traDer criMeS
  A Rogue Trader Dynasty is most likely to commit one of 
  four common types of crimes. These crimes may vary in scale, 
  but they are usually classified as smuggling, piracy, heists, or 
  stings. Sometimes these can be mixed and matched. A pirate’s 
  booty might need to be smuggled to a buyer. A sting could be 
  used to garner information about a building’s security. Heisted 
  goods might be pawned off on an unsuspecting merchant. 
  A smuggling Endeavour transports items across a border 
  illegally. This could be done to avoid a tariff, it might 
  be because the cargo is illegal, or it might be a matter of 
  discretion. The key to this crime is secrecy, and it is most 
  effective if few discover the crime was committed.
  Acts of piracy are typically performed against voidfaring 
  craft. Sometimes the target is a valuable cargo, but other times 
  it might be the vessel or the crew that are of greatest interest 
  to the pirate. The hallmark of piracy is the threat of imminent 
  violence and a sense of daring bravado.
  Heists most commonly target planet-bound goods, 
  though a heist of a space station or even a caravan 
  of vessels is possible. When performing a heist, the 
  key element is overcoming the target’s ample 
  defences without alerting the target. These 
  crimes stress stealth and subterfuge, while trying to avoid any 
  confrontation with security. Violence may be an option, but it 
  should not be the first choice.
  Stings depend upon capturing the target’s trust and 
  then betraying it. These crimes require great showmanship, 
  phenomenal bluffing, and quick thinking. When successful, 
  the target turns over his precious goods to the criminal with a 
  handshake and a smile. Often, the victim of a successful sting 
  may not realise he was victimised until weeks or even months 
  have passed.
  target acquiSition
  Before a crime can be committed, the criminal needs to find 
  a target. This is the quintessential first step to a successful 
  criminal Endeavour. The physical target is important, but 
  understanding its value is just as crucial. Further, just because 
  something is valuable does not mean that it can easily be 
  turned into capital. The target could be a priceless artefact, a 
  person of interest, a massive stockpile of raw materials, or a 
  long lost piece of research data. While the nature of the object 
  may affect the steps necessary to obtain it, the crime is not 
  worth pursuing if the target cannot be easily converted into 
  thrones or influence. 
  Aside from simple crimes of opportunity, an item is 
  seldom stolen because the thief specifically wants to possess 
  it. Rather, the thief knows a fence or an interested buyer 
  who can quickly move the artefact for him. For a Rogue 
  Trader, a patron might even hire the Explorers to obtain an 
  item by any means necessary. More often, though, a criminal 
  becomes aware of an opportunity, and pursues the crime, only 
  exploiting the goods once he has safely appropriated them.
  For a smuggling job, the first part of target selection is in 
  finding the good to carry across a border. The border might be 
  from one planet to another within a system, between systems 
  within Imperial space, across Imperial sector boundaries, or 
  even back into the Calixis Sector from the Koronus Expanse. 
  The key point for the transported goods is that they be illegal, 
  regulated, or heavily taxed at the target location. The types 
  of items that could fall into this category are nearly endless. 
  These might be commonly available items transported en 
  masse—immigrants, dangerous drugs, lethal weapons—or 
  rare and priceless items concealed by a relatively mundane 
  cargo—bizarre artefacts, xenos creatures, or tomes of forbidden 
  knowledge. These targets might be identified accidentally in 
  the course of exploration, or the Explorers might be tipped off 
  as a form of payment from a past adventure.
  Acts of piracy are all about knowing where and when a 
  target will be at its most vulnerable. For these crimes, the 
  target might be a valuable cargo, but it could also be the 
  vessel itself or even the vessel’s crew. Warp capable vessels 
  are phenomenally expensive objects that can command 
  astronomical prices. Trained crews are also a valuable resource 
  that requires time and expertise to assemble. In some cases, 
  an act of piracy might target all three. In any case, the crucial 
  point lies in identifying when the booty-laden vessel will 
  be most vulnerable to an attack. Sometimes the information 
  about the target might come from an insider who just wants 
  a cut of the profits. Other times, their vessel might just be in 
  the right place at the right time.
  
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  Heists are much like acts of piracy in that they begin by 
  identifying a valuable target. However, a heist is seldom a crime 
  of opportunity. The targeted goods are rarely in a position 
  that could be reasonably described as vulnerable. Instead, 
  the thieves must go to great lengths to create a weakness in 
  the existing security system. Heists also are more prone to 
  focus on unique items that might be far more portable. A 
  heist might target a work of art, a unique artefact, or a single 
  person. Cargo space is seldom at a premium when conducting 
  a heist, but the objects stolen are no less valuable just because 
  they are small. For heists, identifying the target may be an 
  adventure in itself, or it might be a tangent that follows up on 
  a lead from a previous story. Sometimes the target might be 
  prominently displayed in a museum or house of worship that 
  is simply too enticing to pass up.
  Stings are best characterised by their style instead of 
  their targets. Nonetheless, the crime cannot be successfully 
  committed unless there is something valuable to steal. 
  Consequently, target selection may proceed from either of 
  two directions. An experienced con artist might first select the 
  object to steal, the size and nature of which varies depending 
  entirely upon their needs and connections, then identify the 
  person to target. Alternatively, and more commonly, he might 
  instead first identify a wealthy mark, selecting the assets to 
  be stolen after finding the target. This latter approach focuses 
  more on the essence of the sting and may be a more appropriate 
  set up to stress this theme. However, it may leave the thieves 
  scrambling afterwards; in this instance, selling 
  the goods might be more challenging than obtaining them. 
  Often, the target of a sting could be a person whom the 
  Explorers have met in passing. Alternatively, the Explorers 
  might select their target as revenge for a past slight.
  In all cases, this stage of the scenario is about setting up the 
  hook. No matter how the crime plays out, the potential reward 
  is firmly in sight of the perpetrators from the very beginning. 
  Motives and methods need not be crucial elements at this stage. 
  reconnaiSSance
  Any asset worth stealing is going to be well defended. Before 
  the Explorers can establish a new division of wealth, they 
  must analyse those defences and discover a means to bypass 
  them. Sometimes, the bigger hammer approach is followed; 
  enough brute force can overcome nearly any defensive system. 
  Other times, a sacrificial lamb is the solution; security systems 
  are often designed to deter criminals, not to stop them. If 
  someone is willing to be a martyr for the cause, the defences 
  are often not up to the task. Different organisations may take 
  vastly different approaches to security. A talented criminal 
  keeps this in mind and chooses the approach that is most 
  appropriate to the measures taken.
  The greatest risk at this stage of the crime is in showing one’s 
  hand to the potential victim. If the target becomes aware of the 
  plans, he have the opportunity to respond. A trickle-down effect 
  can complicate every following stage of the crime. If 
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  instead first identify a wealthy mark, selecting the assets to 
  be stolen after finding the target. This latter approach focuses 
  more on the essence of the sting and may be a more appropriate 
  set up to stress this theme. However, it may leave the thieves 
  scrambling afterwards; in this instance, selling 
  hand to the potential victim. If the target becomes aware of the 
  plans, he have the opportunity to respond. A trickle-down effect 
  can complicate every following stage of the crime. If 
  My very dear friend, Lord-Captain Feckward,
  I am deeply honoured that you thought of me as someone who could assist you with your analysis 
  of the xenos artefact you’ve described. Based on the picts you included with your missive, I am 
  confident that your trust in my expertise is well placed. In fact, I can say with certainty that I 
  am intimately familiar with this particular specimen. Based upon several of the characters inscribed 
  upon it, in concert with the signs of wear, I believe that this specific artefact resided upon the shelf 
  in my den for several years. I had been studying it rather intently when it mysteriously vanished. 
  Of course, I’m sure the time of the disappearance was sheer coincidence. Perhaps you recall when 
  we last met for dinner at Footfall? In case you’ve forgotten, it was two years ago. Your ship 
  and officers came aboard and dined in my chambers. That night was the last time I laid eyes upon 
  the xenos cogitator.
  Perhaps this was an honest mistake. Mayhap one of your officers took the artefact, and later 
  presented it to you as a gift. There is certainly a chance that the artefact possessed an ability to 
  travel through the warp without my knowledge and just happened to manifest on your vessel. These 
  things do happen, after all.
  Regardless of the cause, my friend, I would appreciate your kindness in bringing the artefact to me 
  so that we can continue this discussion in a manner befitting true gentlemen. I would be more than 
  happy to impart upon you everything that you have earned.
  -Nathin Tsanthos
  
  98
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  things go horribly awry during reconnaissance, a veteran might 
  back off and choose a different target, perhaps saving this one 
  for a later time when things have cooled down. A novice, in 
  contrast, might choose to plough ahead, letting the chips fall 
  where they may. Alternatively, a patsy used as a disposable 
  distraction might work best, granting the canny thief a chance 
  to make a stealthy entrance and exit while security is dealing 
  with the distraction. In some cases, the Explorers might even 
  unwittingly be set up to take the fall in a criminal Endeavour.
  A smuggler needs to know how the border is defended and 
  if there are additional defences beyond the border. Perhaps the 
  security scans fail to penetrate living tissue. In that case, the 
  plan might conceal the goods inside of domesticated animals 
  or even within the bodies of the crew. Maybe the smuggled 
  goods are precious metals that could be cast into a cargo of 
  seemingly mundane objects painted to conceal their true 
  nature. To do this, the team would need to find a manufactory 
  capable of such craftsmanship. If the goods are alien artefacts, 
  perhaps the smuggler decides to forge a series of documents 
  to prove that these items are being transported under the 
  authority of the Inquisition. In this case, reconnaissance 
  requires finding a comparable document to modify.
  Reconnaissance for piracy may begin far afield from the 
  targeted vessel. If the mission requires attacking a specific ship 
  or class of ship, the Explorers might begin by tracking down 
  its schematics and maintenance records. The craft’s home port 
  or the archives of the organisation that owns the ship might 
  contain this information. Perhaps the mission targets the vessels 
  of a particular mercantile guild. In this case, reconnaissance 
  might require examining their communications or disaster 
  response protocols. Perhaps, rather than lying in wait, the 
  pirates could replicate these communications to draw a vessel 
  far off course and into a carefully baited trap. Alternatively, 
  pirates might identify a locale, particularly near a jump point, 
  that offers concealment while they lie in wait to spring a trap. 
  When preparing for a heist, this stage invariably involves 
  scouting out the location, preferably in person, and analysing 
  the specifications to go with the security system. At this 
  stage, it is important to consider all aspects of the security. 
  Physical security might include electronic surveillance, weapon 
  emplacements, locks, guard animals, alarms, traps, and barriers. 
  With the exception of abandoned archaeological finds, security 
  also includes personnel. Often, guards can be the weakest point 
  in the system. By using social engineering, the Explorers may 
  find out far more from the guardians than they could through 
  other types of research. Polite and seemingly innocent inquiries 
  may reveal additional details or even allow the Explorers to 
  bypass many or all of the physical security elements. 
  How the target was selected for a sting directly affects 
  the reconnaissance. If the target was chosen because the 
  criminals already had some juicy blackmail material, then this 
  stage might be straightforward. In this instance, they simply 
  need to make certain that the mark has the resources to pay 
  the blackmail costs and really is opposed to having the 
  information leaked. A victim with unusual morals or a 
  deceptive lifestyle would certainly make this crime 
  far more challenging. Alternatively, if the victim 
  was chosen because of known assets, then this 
  becomes a matter of finding the individual’s 
  weak point. Perhaps they have a gambling or social habit that 
  the Explorers could use to form a close bond. Maybe they 
  have an esoteric hobby that could lead to a sense of trust. 
  In either case, the cons need to carefully ask some pointed 
  questions without tipping off their mark. 
  This stage usually leads directly to intensive planning 
  sessions. Until the target’s defences have been thoroughly 
  examined, it is impossible to assemble a plan with an 
  acceptable level of risk. This may also be a key opportunity 
  to back out of a crime. Rarely have the Explorers committed 
  any acts that directly implicate them. 
  inSertion
  Getting into the site or making contact with the mark 
  can be the most delicate portion of any crime. A careful 
  insertion keys off of the information that was obtained 
  during the reconnaissance stage. This is the point at which 
  social engineering, detailed schematics, and talented acts of 
  deception begin to pay off. A smooth insertion stage can 
  often cause the rest of the crime to flow smoothly, leaving the 
  victim completely unaware of the crime.
  Conversely, some criminals may put little thought into this 
  stage. An insertion performed with engines roaring and auto-
  cannons blasting certainly has a charm all its own. The downside 
  to this approach is that it invariably means facing all of the target’s 
  defences. It may also allow the target to bring other resources 
  to bear, such as unexpected planetary defence forces, arbitrators, 
  or the manpower of an extended criminal syndicate. For many, 
  the DoubLe croSS
  It is a truism: There is no honour among thieves. 
  Any time the Explorers are working with another 
  criminal—gaining information, abetting a crime, or 
  hiring mercenaries—they may be betrayed. Hardened 
  criminals don’t become successful by following the 
  rules. They bite, scratch, and claw their way to the top 
  of the dung heap, using whatever resources are at their 
  disposal to shove others down and take whatever they 
  can get. Relationships aren’t built upon trust. They 
  are built upon fear, mutual greed, and a tiny bit of 
  respect. If a criminal gets an opportunity to betray a 
  compatriot for his own benefit, he will do so any time 
  the potential reward offsets the risk.
  Sometimes the Explorers may see it coming from 
  the very beginning. Other times, it could come as a 
  complete surprise. In any case, betrayal is a valuable tool 
  in a Game Master’s arsenal to keep the players on their 
  toes. Keep in mind, however, that a double cross can 
  leave a sour taste in a player’s mouth. For many people, 
  a roleplaying game is about seeing their characters 
  develop. A double cross can seem like an arbitrary way 
  of taking something away that their characters have 
  earned. When used dramatically and sparingly, it can be 
  a stunningly effective storytelling tool. When abused, 
  it can become frustrating, stale, and predictable. Save 
  this as a tool for only the rarest of occasions so that it 
  achieves the maximum impact and shock. 
  
  99
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  this means an unacceptable level of risk, making an incident-
  free insertion crucial. For others, the risk of violence and rush of 
  adrenaline are the biggest reasons to commit the crime.
  For any crime, the insertion may begin by infiltrating 
  into a position of trust with the target. The insider needs to 
  become intimately familiar with the target’s security measures, 
  especially if anything differs from what was determined in 
  the reconnaissance stage and used for planning. If the insider 
  can assume a position that allows him to disable portions of 
  the security or to enlarge a hole in the security net, that is 
  even better. Discrete communication also plays a key role at 
  this stage. Passing information about these systems to the rest 
  of the team can easily set off flags that blow his cover. 
  Of course, this insider also runs the greatest risk of being 
  identified. If he is fingered too early, the whole plan may have 
  to be scrapped and the job abandoned. Even if everything goes 
  off cleanly, the target may retain information on the insider 
  allowing this person to be tracked back to the rest of the team. 
  Infiltrators need to be careful about concealing their identities 
  as well as their activities. They also need to take care that 
  another team member does not decide to eliminate them as the 
  most obvious link between the victim and the thieves.
  When preparing to smuggle goods across a border, an insertion 
  may simply be the final preparations as the vessel queues up for 
  cargo inspections prior to admittance or landing. Alternatively, it 
  might begin when a member of the team infiltrates the planetary 
  defence forces to compromise their systems. If the smuggler is 
  focused on misdirection, it might even begin when the vessel 
  approaches the border trailing plumes of smoke and blaring a 
  distress signal. The key here is to draw the focus away from the 
  illicit cargo by any means possible.
  Pirates only rarely attempt to infiltrate crewmen onto a warp 
  capable vessel. With the threat of time dilation on warp journeys, 
  there are far too many chances for jobs that depend upon 
  timing to go horribly wrong. If an infiltration is conducted, it is 
  much more likely that a substellar transport would be targeted. 
  Otherwise, the insertion may be the harrowing flight in a 
  boarding torpedo from their vessel to the targeted craft.
  Heists are most often dependent upon setting up a person 
  on the inside of the security system. This might be someone 
  working as a security specialist, but it could also be a member 
  of the maintenance crew, someone in a human resources 
  division who assigns security access, or even a courier. The 
  key is bypassing as many layers of security as possible.
  For a sting, the insertion stage is about setting up the initial 
  contact with the mark. These crimes are entirely dependent 
  upon establishing trust between the criminal and the victim. 
  This stage is when that trust is first established. Even in cases 
  of blackmail, the victim will not pay if he thinks that the 
  blackmailer is likely to double cross him. This blind faith is 
  not easily achieved, but a smooth insertion can go a long way 
  to establishing the misplaced trust. 
  Typically, once this stage has begun, the crime has passed the 
  point of no return. It is too late to come back another day, dump 
  the cargo, or pretend that these actions were in the mark’s best 
  interest. Even if the criminals change their minds once this stage 
  has begun, it remains possible that they could end up facing legal 
  consequences or some form of revenge from their victim. Even a 
  clean escape after this could likely leave suspicions raised.
  execution
  The execution stage is when the actual crime takes place. 
  Ultimately, this step sets the tone for the crime along with 
  the consequences. The goods are obtained, money changes 
  hands, or the data is compromised. If legal actions occur later, 
  the thieves will most likely be in response to the actions the 
  criminals took at this stage. Brutal actions invariably carry more 
  severe consequences than well orchestrated acts of deception. Of 
  course, deception requires more guile, planning, and patience. 
  The central focus of the execution is often one of tension. 
  If things have gone too smoothly up to this point, then 
  they may be waiting for the other shoe to drop. Was a silent 
  alarm triggered? Are there unexpected guardians waiting just 
  outside the room? Has an unidentified surveillance system 
  caught them in the act? Is there a mechanical trap that might 
  activate the moment the goods are moved? None of these 
  questions can be answered at this stage. Those are threats to 
  face during the getaway. However, the fear of those dangers 
  should be at the forefront of their minds as they commit the 
  crimes. This sense of wariness ratchets up the tension, leaving 
  the thieves unable to focus on the task at hand.
  For a smuggling job, this step is all about crossing the 
  border. The suspense usually comes when guards inspect the 
  vessel. This might be done remotely but is far more dramatic 
  if armed guards carrying an auspex board the vessel to 
  complete the inspection. This can be as simple or complex as 
  is necessary. In some cases, it may also be extended—a system 
  that is particularly concerned about security might have 
  multiple inspections, with different inspectors and resources 
  at each stage. Different ports might have different levels of 
  security at each stage. Some planets within a sector might 
  even have complex security systems that are redundant with a 
  watch point near a sector border. Until all of the borders are 
  crossed, the execution stage is incomplete.
  During acts of piracy, the execution stage is about seizing 
  control of the target vessel. This could be through a shot fired 
  across the target’s bow and an intimidating vox message. As 
  that is seldom a dramatic encounter, it is more likely that the 
  execution stage involves a pitched space battle and dangerous 
  boarding actions. In either case, the execution stage comes 
  down to overcoming the target’s defences. Capturing the 
  goods and transporting them back to the pirate’s vessel might 
  fall under the getaway stage, particularly if the target vessel 
  was able to broadcast a plea for assistance. 
  Executing a heist can rapidly become quite complicated. 
  Even with an agent on the inside to help diffuse security, a 
  static location can have far more defences than targets of other 
  criminal actions. To overcome these, a heist plan may include 
  additional distractions, feints, double feints, and other acts of 
  treachery. Timing is everything, and excellent communications 
  are essential for maintaining split second timing. Keeping 
  these communications secure—even with a psyker—can be 
  challenging but essential.
  A sting generally has an extended build up prior to 
  the final transfer of funds or goods. When the mark 
  ultimately delivers the big payout, the cons must take 
  care to maintain the victim’s trust. The transaction 
  may be quite brief, though a suspicious 
  subject might not deliver exactly what the 
  
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  criminals are expecting. The important part of this gambit can 
  be discretely authenticating the goods without allowing the 
  marks to realise that his trust is not fully returned. 
  Keep in mind that the sense of tension cannot be maintained 
  indefinitely. These scenes are generally brief. The Explorers 
  have already made their entry and are now executing the crux 
  of their plan. This stage may simply feature a few key skill 
  rolls that determine the success or failure of the crime and 
  dictate how easy or challenging the following stages will be.
  getaWay
  Committing the crime is often the easiest step. Security can be 
  overcome with brute force or careful planning. A mark can be 
  persuaded to wait for the return on his investment. A border 
  agent can be bribed. Unfortunately, not every variable can 
  be controlled. Sometimes there is an unnoticed silent alarm. 
  Sometimes the mark decides to contact the planetary defence 
  forces to validate his new trusted friend. Sometimes the border 
  agent gets a sudden, inconvenient attack of conscience. If any 
  of these events happen, escaping safely with the goods intact 
  can become far more difficult than the plan anticipated.
  Every good plan needs to account for the getaway. A solid 
  plan should even have multiple escape routes for when, not if, 
  something goes awry. This stage is what separates a workable 
  plan from a truly masterful one. When the thieves are pursued 
  by the Magistratum, other criminal groups and an irate 
  Inquisitor, a truly masterful plan allows them to escape from 
  all these forces with the goods and their skins intact, their 
  identities a safely kept secret. That is the worst case scenario, 
  but a successful criminal remains successful by always having 
  a plan to escape from the worst case scenario.
  A smuggler cannot call a job complete until the goods are 
  delivered and the payment has cleared. Sometimes, this may 
  require warehousing the goods—either on a planet’s surface 
  or in their ship’s hold—until their contact can accept delivery 
  and provide compensation. While waiting, the smuggler 
  needs to provide security for the goods and continue to 
  keep them out of sight of the authorities. It is certainly 
  possible that a criminal rival might stage a heist at this step. 
  After all, discrete security may not be effective security. 
  Alternatively, their contact might be missing or unable to 
  deliver the expected payment. Discretely attempting to sell 
  the goods to another party could be a significant challenge 
  for a smuggler that just wants his expected payout. This 
  might mean settling for a far smaller payment than needed 
  to cover expenses. Of course, a crew that has not been paid 
  might provide ample motive for a quick sale.
  Acts of piracy directly affect the Imperium’s bottom line. 
  Shipments that are misappropriated could result in a failed 
  colony, poorly equipped troops, or food riots in a crowded 
  hive. The Imperial Navy in the Calixis Sector takes a direct 
  approach to these issues. Vessels caught committing an 
  act of piracy against an Imperial vessel are destroyed with 
  all hands. Some xenos and system forces follow similar 
  protocols. As a result, pirates often attempt to target 
  vessels in isolated locations, complete their crimes 
  quickly, and use the warp to immediately travel 
  to a distant location. Some pirates may resort 
  to the extreme measure of eliminating all 
  witnesses. Others may forcibly pressgang the target’s crew 
  into service. The key is to maintain their good standing with 
  the Imperium, but to also recover as many of the goods as 
  possible. Seizing the target ship and crew saves time needed 
  to transfer cargo, but it also leaves the pirates holding an 
  easily identified asset—the stolen vessel. 
  If the victim became aware of a heist, then escaping with the 
  goods suddenly becomes much more challenging. A facility’s 
  security can sometimes be more effective at keeping an escaping 
  criminal contained than at keeping him from entering in the 
  first place. The victim may call in planetary defences forces or, 
  if appropriate, Arbitrators. If the target were a military facility, 
  the Imperial Guard could become involved. The severity of the 
  response will likely be proportionate to the value of the goods 
  stolen. However, some organisations stake their reputations 
  on their security. For example, if the heist involved freeing 
  a prisoner from an Inquisitor’s holding cell, the severity and 
  duration of pursuit could become extreme. In contrast, if the 
  star charts from a backwater outpost were stolen, the local 
  Magistratum might quickly give up the chase.
  Targets of a high-stakes sting are generally individuals or 
  organisations with a considerable amount of influence. They 
  may be involved in system government, successful entrepreneurs, 
  or accomplished criminals. The very assets that make them 
  worthwhile targets also make them dangerous targets. Until 
  the Explorers have completed the theft and left the mark’s 
  area of influence, they might still be targeted. For stings, it is 
  particularly important to keep in mind that the Administratum 
  may hold the goods in escrow. Often, these exchanges can be 
  
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  revoked. Unless the criminals have their goods in hand, the 
  victim might manage to prevent the transactions and recover 
  his possessions before they are irrevocably lost. This could lead 
  to an encounter with Imperial agents in which the thieves try 
  to convert a bearer’s bond into Throne Geld.
  Part of the excitement of a criminal Endeavour is dealing 
  with the opposition. If the crime goes too smoothly, the 
  pursuit that follows can be the crucial opportunity for added 
  tension. This is also an opportunity to bring the Magistratum, 
  Arbites, or even the Inquisition into the story. At this stage, 
  the Explorers have committed a criminal act. There are 
  consequences, and they strive to avoid them. Their attempts 
  to reach safety and maintain anonymity can become even 
  more challenging than anyone had feared.
  conSequenceS 
  Crimes are generally committed because it seems the easiest 
  or only way to obtain an asset. Often, that asset is financial in 
  nature, but it might be something that is best characterised by 
  its military, religious, or even social benefit. Consider that, for 
  all of these cases, the crime is not actually successful until the 
  criminals have the opportunity to use and enjoy the fruits of 
  their malfeasance. Recreational drugs might offer a brief high 
  for a thief, but a stolen cargo of vaccines could take months to 
  distribute to a needy population. Because of this variation, scale 
  and motive are far more critical for defining this stage of the 
  crime than is the nature by which the goods were obtained.
  If the items stolen were relatively small in scale, there may be 
  few long-term consequences. Most likely, the Explorers take the 
  artefact off of the planet where it was obtained, probably even 
  outside of the system from which it was stolen. Unless the item 
  is one with great sentimental value or an artefact that connotes 
  secular or religious power, there are few organisations that would 
  have the resources or the motivation to pursue something that 
  far. This is a significant threshold. Certainly, the criminals should 
  be wary if they return to the scene of the crime. However, the 
  galaxy is a very large place. Tracking someone through the warp 
  is not a task to be undertaken lightly.
  On the other hand, some crimes leave the victim desperate to 
  recover his lost goods. Other victims may simply have an insatiable 
  thirst for vengeance. Similarly, if the Explorers left a wake of dead 
  or maimed security guards in their wake, the families and friends 
  of those guards might thirst for revenge. It is these people that 
  the Explorers may need to worry about. If the victim has the 
  resources, he may be willing to go to great lengths to recover his 
  goods and punish those who have transgressed against him. Some 
  might hire bounty hunters or assassins, while others could lead an 
  angry fleet in pursuit. His recourse will be directly proportionate 
  to his means and his personality.
  A crime lord, a merchant guild leader, or a planetary 
  governor might be more concerned about the loss of face 
  than the actual object lost. The item stolen need not be of 
  particular value. The fact that someone dared to cross them 
  could, in contrast, result in a catastrophic loss of reputation. 
  Characters in such positions of power might invest many 
  times the value of the stolen goods for the sake of recovering 
  the criminals who have failed to show them the respect they 
  are due. The good news for the Explorers is that the attackers 
  will likely seek to recover them alive. The unfortunate news is 
  that if they are caught, it will likely result in an extended bout 
  of torture followed by a very public execution. 
  Of course, some victims have even more powerful resources 
  at their disposal. A character with ties to the Inquisition or the 
  Administratum might invoke the Imperial Navy to take action 
  against the Explorers. Worse yet, the Explorers might find that 
  their vessel can no longer safely dock at Imperial shipyards. 
  Resupplying could suddenly require trips to ports run by the 
  black market, renegades, or even xenos (see Wanted Criminals 
  and Acquisition on page 108).
  In some cases, the victim could seem to be a target with little 
  hope of recourse. A tribal leader on an isolated death world 
  might appear to have no means to seek revenge after his entire 
  culture was press ganged into slavery. If a religious artefact were 
  stolen from a remote colony, then the Explorers might think that 
  once they left the system they were free of reprisal. In either case, 
  however, the victim may have lost their innocence and suddenly 
  be willing to go to extreme measures. Perhaps the tribal leader 
  survived as a slave, earned his freedom, and eventually found 
  himself in command of a vessel. Maybe the colony’s priest 
  entered a pact with dark powers. Either of these possibilities 
  could lead to an unexpected plot twist for the Explorers.
  Consequences can add an exciting element of drama to an 
  adventure, especially if they don’t show up for an extended 
  period. A nearly forgotten opponent can make for an exciting 
  plot twist in a later scenario. If the Explorers have left a trail 
  of irate victims in their wake, it is even possible that some of 
  them could collaborate. Perhaps the reason things seem to be 
  going wrong for the Explorers is that some of these victims 
  have even been spreading word of their transgressions. 
  Mechanical consequences
  When applying consequences for a successful Criminal 
  Endeavour, it is recommended that the GM not reduce a group’s 
  Profit Factor. The reduction of Profit Factor counteracts the 
  Profit Factor gained, making the Endeavour useless. Instead, the 
  GM can make use of the Rival and Enemy Talents. For example, 
  if the Explorers plunder an Adeptus Mechanicus Explorator 
  vessel and steal valuable archeotech (but do not harm the vessel 
  or its inhabitants) the GM might give the Explorers the Rival 
  (Adeptus Mechanicus) Talent. If they bombarded a research 
  station from orbit, however, they may do enough harm to earn 
  the Enemy (Adeptus Mechanicus) Talent instead. 
  In awarding these Talents, the GM is encouraged to take the 
  circumstances of the Endeavour into account. If the Explorers 
  put a great deal of effort into concealing their identity, the GM 
  should consider not imposing any mechanical consequences 
  for their misdeeds. In fact, a particularly successful sting might 
  leave the victim completely in the dark as to his assailant, 
  and if the Explorers played their cards right, they may have 
  duped their victim into trusting them even after they robbed 
  him blind! In that case, the GM may even consider rewarding 
  them with a Peer or Good Reputation Talent—at least until 
  the victim finds out the truth.
  The GM can also invent variants of these Talents to fit 
  specific situations. For example giving a Seneschal who 
  dupes the noble house of Belasco and absconds with 
  a portion of their ancestral wealth the Enemy 
  (Nobility) Talent may be a bit drastic, as the 
  
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  Seneschal has not made an enemy of every noble everywhere. 
  Instead, the Seneschal could receive the Enemy (House Belasco) 
  Talent, representing their specific desire to see him pay. 
  These Talents can have a very real effect on a group’s Profit 
  Factor (see page 108), but this effect is mitigated because it only 
  applies when dealing with a specific group or organisation. 
  Criminal 
  Endeavours
  “The only thing worse than an honest magistrate is one who doesn’t 
  have the decency to stay bought.”
  –Krawkin Feckward, Rogue Trader
  T
  he world of a Rogue Trader is filled with people 
  and cultures that could only be described as morally 
  reprehensible. There are those who have come to power 
  by acts of betrayal, abuse of power, and murderous streaks that 
  approach the scale of genocide. All of these actions can be 
  within the scope of a Rogue Trader campaign focused on the 
  criminal aspects of the setting. However, they need not be.
  The motivations behind a character’s actions are every bit 
  as important as the actions themselves. The ends can justify 
  the means. A Rogue Trader might only see his Warrant as 
  a path to power and opportunity, regardless of the cost. 
  Another might place his duties to the Imperium higher and 
  commit comparable acts for the glory of the God-Emperor. 
  This change in motive can make the latter character far more 
  likeable than the former. 
  A character driven solely by vices runs the risk of 
  becoming a two-dimensional caricature. One who instead 
  pursues a grand Endeavour, but performs heinous acts, may 
  be portrayed as a sympathetic villain or even a roguish 
  hero. Balancing on this tightrope can make the difference 
  between a campaign that feels morally disturbing and one 
  that challenges the players to evaluate hard moral choices. 
  When fleshing out an Endeavour, it may be helpful to keep 
  these choices in mind. Reacting to a moral quandary can 
  bring whole new depth to game play. 
  The following examples are merely suggested hooks that 
  a Game Master might use to design criminal Endeavours. 
  Refer to the rogue trader Core Rulebook page 277 for 
  more information on designing Endeavours.
  lesser endeaVours
  All of these Endeavours are intended to be contained within 
  a single night’s play. These are particularly appropriate for 
  Explorers with little criminal experience. This might be one 
  of the first times when they choose to compromise their 
  morals. Alternatively, this could be a quick job to garner 
  resources that enable them to continue their work 
  on a larger project. In all cases, the tasks should 
  be well within the Explorers’ abilities and the 
  consequences should be relatively mild.
  Lho-DoWn ratS
  Lesser Endeavour +1 Profit Factor
  Barrington Cole is a mid-level adept in the Administratum, 
  who coordinates agricultural contracts for Hive Tarsus on 
  Scintilla. As part of his duties, he controls tariffs on all incoming 
  agricultural goods. Recently, he raised the tariff on lho-stick 
  shipments by ten percent. This has helped him conceal the 
  amount he has siphoned off into his own accounts, but he 
  needs more thrones to maintain his lifestyle. Cole contacts 
  the Explorers, asking them to smuggle in a cargo of lho-sticks 
  that he can transfer off the record books, allowing him to 
  pocket tariff charges that he passes on to his buyers.
  objective 1: negotiate the deal and  
  retrieve the cargo
  Themes: Trade
  The Explorers must negotiate terms with Cole, travel to Ntharis 
  to retrieve the cargo, and convince the locals to honour the 
  agreement that Cole made. The negotiations and travel should 
  be uneventful, but the Ntharians push hard for better terms, 
  which may cost the Explorers some of their profit. 
  objective 2: Bypass scintalla’s security
  Themes: Criminal
  This objective challenges the Explorers to bypass Scintilla’s 
  extensive security measures. As their cargo is moderately valuable 
  but not dangerous, the guards may be easily bribed, possibly 
  with samples from the cargo. Though the risks are low, things 
  could easily escalate into a dangerous situation. Discretion and 
  patience are crucial to successfully completing the objective.
  objective 3: seal the deal
  Themes: Trade
  The Explorers conclude the Endeavour by safely delivering 
  the cargo to Cole. During this stage, they may try to persuade 
  Cole to cover some of the additional expenses they incurred. 
  Cole might also attempt to renege on the deal, especially if 
  they were caught while crossing the border.
  fiSh in a barreL
  Lesser Endeavour +2 Profit Factor
  An established rival Rogue Trader has been consistently 
  using substellar vessels for resupply in the Lucin’s Breath 
  system. The vessels are lightly armed and poorly armoured. 
  Fortunately for the Explorers, they are also kept stocked with 
  munitions, foodstuffs, and repair parts by the Fel Dynasty. For 
  decades, these vessels have relied upon secrecy to keep them 
  safe, but their presence has been leaked.
  objective 1: Find the supply ships
  Themes: Exploration
  During a formal celebration, a rival inadvertently mentions 
  that he has made several stopovers in the Lucin’s Breath 
  system. Based on travel times, the Explorers realize that their 
  rival must be maintaining a resupply outpost in the system. 
  Searching the system reveals a mining habitat on a small 
  planetoid not far from the system’s edge.
  
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  objective 2: steal the cargo
  Themes: Criminal
  The mining facility is well defended (use a Wayfarer Station, 
  rogue trader Core Rulebook page 210). Three sub-
  stellar transports orbit the planetoid. Regular shuttles from 
  the mining facility reload the vessels with foodstuffs and 
  ore, while unloading equipment and supplies for the mines. 
  The Explorers may want to time their attack based upon the 
  vessels’ position in orbit and the status of their cargo bays.
  objective 3: sell the Goods
  Themes: Trade
  The Explorers may want to sell their goods at a high profile 
  location, especially if they wish to cause a loss of face for 
  their rival. This could intensify the rivalry or set up future 
  scenarios in which the rival seeks vengeance.
  favour for a frienD
  Lesser Endeavour +1 Profit Factor
  Inquisitor Arlenda Hule has uncovered a journal with 
  notes describing a xenos artefact and a troubling prophecy. 
  According to her research, the location is a temple on a small 
  moon in the Cinderhall system within the Accursed Demesne. 
  She attempts to commandeer the Explorer’s vessel to go 
  recover or destroy the artefact.
  objective 1: For the God-emperor
  Themes: Creed
  Inquisitor Hule contacts the Explorers just as they enter 
  orbit with a volatile cargo. She demands that they drop 
  everything to assist her on a mission crucial to the security of 
  the Imperium. There are no other warp capable ships in the 
  system at this time. She is very reluctant to give them the time 
  required to prepare for transit.
  objective 2: Find the Temple
  Themes: Exploration
  Travel through the warp to the Cinderhall system is 
  unexpectedly treacherous. The moon’s orbit does not match 
  up with Inquisitor Hule’s expectations. Initial scans reveal a 
  barren lifeless rock. Further studies identify a habitat with 
  signs of life deep beneath the moon’s surface.
  objective 3: Prevent the Prophecy
  Themes: Criminal
  Well concealed tunnels from the surface provide access 
  to the underground temple. Ancient, but functional, 
  automated defences secure it. Deep inside, the Explorers 
  find a temple filled with dozens of unknown xenos, 
  frozen in a state of suspended animation. Inquisitor Hule 
  demands that everything be destroyed, though there are 
  fascinating examples of xenos artefacts littered throughout 
  the complex, many of which could clearly be sold for a 
  considerable profit.
  big gaMe hunter
  Lesser Endeavour +2 Profit Factor
  While in port, the Explorers are approached by Baron Erasmus 
  Montego. The Baron introduces himself as an accomplished 
  big game hunter in search of a new expedition. He is followed 
  by servants, dresses affluently, and is seeking a vessel and 
  crew. Negotiating with the Baron quickly reveals that he has 
  far more money than sense.
  objective 1: The safari Begins
  Themes: Trade
  As the Explorers present the Baron with various locations and 
  beasts to target for the expedition, it becomes increasingly 
  obvious that he is out of his depth in the discussion. From 
  holding a weapon backwards, to underestimating travel time, 
  to misreading the scale on a drawing and deciding to go hunt 
  microbes. Baron Montego also reveals that he is the last scion of 
  his line, though he may choose to designate an heir at any time.
  objective 2: a Three hour cruise
  Themes: Criminal
  As the last minute departure preparations complete, the 
  Explorers discover that the Baron is in the process of 
  designating an heir to his fortune. The opportunity is presented 
  for their dynasty to receive that designation. Unfortunately, 
  the Explorers soon find the Baron insufferable. The man is an 
  endless stream of ignorant questions, repeated anecdotes, and 
  insulting opinions. The only redeeming quality the man has 
  is his seemingly bottomless wealth. 
  objective 3: The Windfall
  Themes: Criminal
  With the documents that designate their inheritance in place, 
  the Explorers may choose to dispose of the Baron and cash 
  in the will. The biggest caveat may be in making the Baron’s 
  death look accidental. It would, after all, be much easier to 
  confirm the inheritance if one or more of his loyal retainers 
  were present when the Explorer’s presented their new grant 
  of title to the local Magistratum.
  GreaTer endeaVours
  These crimes should be more complex and challenging. They 
  are intended to take two or three game sessions to complete 
  and may require that the Explorers have some specialised 
  skills that are focused on criminal activities. The payoffs 
  should be larger, but so are the potential consequences. Each 
  of the three objectives in a Greater Endeavour can easily be as 
  complex as the entire process of a Lesser Endeavour.
  paraDiSe iMpriSoneD
  Greater Endeavour +4 Profit Factor
  The Explorers win a xenos star chart in a game of chance. 
  The former owner staked it reluctantly, insisting that 
  it led to a paradisiacal planet. The natives he had 
  encountered there were peaceful and the world was 
  filled with boundless resources. Clearly, this is 
  an opportunity for untold plunder.
  
  104
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  objective 1: road to eden
  Themes: Exploration
  The Explorers realise that the star chart leads deep into the 
  Unbeholden Reaches. The journey through the warp should 
  push their skills to the limits, as they encounter a chaotic 
  pattern of instabilities en route. Their augur arrays soon reveal 
  extensive life signs on the second planet from the star. Closer 
  scans reveal extensive deposits of valuable minerals in the 
  upper layers of the planet’s crust. The planet has a breathable 
  atmosphere and acceptable gravity.
  The xenos identify themselves as the Cahlfey. They stand 
  150 centimetres in height and are trisymmetric. The Cahlfey are 
  a peaceful, but primitive race of hunter-gatherers. The Explorers 
  may easily exploit both of these aspects of the culture; either 
  enslaving them or compelling them to grant tribute. 
  objective 2: Tainted Goods
  Themes: Criminal
  The Explorers encounter members of the Cahlfey religious 
  caste. These shamans are capable psykers devoted to 
  Chaos. There are a limited number of them, but they pose 
  a meaningful threat and reveal that the planet has been 
  tainted. The Explorers may soon realise that they must fill 
  their cargo bays and escape the planet before the situation 
  worsens. As they return to the Imperium, they may discover 
  that some of their artefacts are marked and tainted by Chaos. 
  Smuggling these goods onto an Imperial world will present 
  an array of challenges.
  objective 3: discrete sales
  Themes: Criminal
  As humanity at large has not contacted this species, anything 
  that they acquired is virtually priceless. However, the artefacts 
  are also distinctive and the possibility exists for them to 
  be tracked back to the Explorers. Finding buyers who are 
  interested in the artefacts without alerting authorities may 
  be exceptionally challenging. At this stage, the Explorers 
  might even decide that anonymity is more important than 
  any potential profit.
  Lone Sheep
  Greater Endeavour +3 Profit Factor
  As the Explorers prepare to head out on an exploration 
  expedition, with empty cargo bays and ample supplies, they 
  encounter a badly damaged Stryxis vessel that emerges from 
  the warp. After quickly overcoming its meagre defences, they 
  may seize its cargo along with shipping schedules and vessel 
  information for its extended caravan. 
  objective 1: Bagging the Bird
  Themes: Criminal
  As they approach the system’s warp boundary, the Explorers 
  encounter what is initially identified as an Imperial Raider—
  Faith’s Bounty. Patchwork repairs and extensive battle damage 
  are immediately visible. Communications quickly identify it 
  as a craft that the Stryxis have salvaged. The ship’s captain 
  attempts to bargain for assistance. However, the ship is in no 
  position to defend itself.
  position to defend itself.
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  Mister Tocara, 
  I find myself a bit amused at your apparent inability to locate somebody to eliminate Baron 
  Scourge for you, after your little ‘dispute’ with him last year. Surely Scourge’s reputation is 
  not sufficiently terrible to dissuade all of the assassins in Footfall? Nevertheless; I have 
  put out feelers to several groups and to a small number of my own contacts. The initial results 
  are promising.
  I can only assume that you’re looking for the best to deal with such a wealthy and powerful 
  target. Consequently, I think I’ve narrowed it down to two possibilities:
  The blade-pastor Neherem Orsk is one of the deadliest assassins of the Astral Blades clan 
  on Footfall. The only complication involved is his faith; he only slays those ordained by his 
  superiors in the cult, as a result of omens and fate readings. It will take considerable funding 
  and leverage to be able to ‘ensure’ a favourable Tarot reading and make Scourge a target.
  Alternatively, Shanrek of the Whisperhawk Kindred is a strange, if potent option: nobody 
  knows much about this deadly Kroot, save that few creatures have ever managed to elude 
  her, and that she seems to use an unusually large amount of technology for a member of her 
  species—camouflage fields, plasma pistols, razorsnare launchers, and xenos blades are said to be 
  only a small part of the Kroot’s arsenal. Details of her payment remain largely unknown—
  it’s difficult to find those willing to admit to hiring her.
  Look to either of those, and you’ll find a being capable of eliminating your adversaries.
  –Nathin Tsanthos
  
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  objective 2: silk Passage
  Themes: Exploration
  Once defeated, the Stryxis captain again attempts to bargain 
  with the Explorers. This time it offers information in exchange 
  for freedom. The xenos presents the Explorers with a journal 
  of past travels and future schedules, explaining that this is the 
  travel plan for their extended caravan. If properly motivated, 
  it may even identify at which points the vessels should have 
  the most valuable cargo. The Explorers need to decipher the 
  charts, find passage to the locations, and may need to recruit 
  allies to assist in their confrontations with the Stryxis.
  objective 3: lonely caravan
  Themes: Criminal
  Stryxis vessels travel in caravans of poorly defended transports 
  and light cruiser-sized Xebecs. Following the charts, the 
  Explorers may choose to risk additional travel, targeting 
  isolated transports or working with an allied fleet to target 
  those accompanying Xebecs. In either case, the values of 
  the cargo vary substantially from ship to ship. How Stryxis 
  choose to value objects may not make sense to the Explorers, 
  and the cargoes should include xenos artefacts that require 
  time and expertise to decipher and sell. 
  If the Explorers continue these attacks, the Stryxis move to 
  counter the attacks surprisingly quickly. After a few attempts 
  on isolated vessels, the xenos cease following the travel 
  schedule and place Xebecs in unexpected locations. Keep in 
  mind that the Stryxis always attempt to bargain for a trade-
  focused settlement before any weapons are fired.
  bLooD Money
  Greater Endeavour +4 Profit Factor
  During a stopover on a pleasure planet, the Explorers 
  encounter a lone Imperial Guardsman. They inadvertently 
  save his life, and he decides that he owes them a substantial 
  debt. To pay this off, he reveals the shipment schedule of 
  payroll disbursements funds for the planet’s Imperial Guard 
  recruitment centre. 
  objective 1: navigating the hive
  Themes: Criminal
  The shipment schedule provides a starting point, but more 
  information is necessary. If the Explorers hope to acquire the 
  funds, they need to find out more about the security both 
  during the delivery and where the funds are stored. Discrete 
  inquiries, accompanied by bribes, reveal that a biweekly 
  shipment arrives at docks and is then shuttled by Chimera to 
  the facility. The security on base is more dangerous than the 
  lone armoured transport, but the constant influx of personnel 
  at the recovery facility means that there are weak points.
  objective 2: cracking the nut
  Themes: Military
  The Chimera is in constant vox communication with the 
  recruitment facility and the air field. If the Explorers cannot 
  overcome that challenge, reinforcements quickly arrive on the 
  scene, substantially upping the ante. Breaking into and exiting 
  from the recovery facility is quite a bit easier. However, there 
  are armed guardsmen, security servitors, and an advanced 
  locking system to overcome. The biggest challenge may be 
  disguising several pallets of thrones from the facility so that 
  they look like something else when they are removed.
  objective 3: Misdirection
  Themes: Criminal
  If the Explorers were in dire financial straits, their sudden 
  windfall after the heist could tip off Arbitrator attention. The 
  simplest solution might be to transfer the funds off-world 
  to have them laundered by underworld contacts elsewhere. 
  Of course, after a loss of this scale, the planetary governor is 
  forced to prohibit all off-world travel. If the Explorers leave 
  the planet in a hurry, this could attract attention. If they stick 
  around, attempting to conceal the funds during the course of 
  a full Imperial investigation offers its own set of challenges.
  roLLing the banK
  Greater Endeavour +3 Profit Factor
  A trading partner mentions, in passing, that a brokerage house 
  located on Port Wander is looking for vessels to sponsor on 
  expeditions. As his friend has heard it, they seem to have a 
  very large sum to invest, and are looking for investments with 
  an acceptable level of risk. As he’s dealt with the Explorers 
  before, he is willing to put in a good word for them, as long 
  as he gets a small cut of their take.
  objective 1: Getting to Know Queeg house
  Themes: Trade
  A quick inquiry reveals that Queeg House is a young finance 
  and brokerage firm. The head of the firm, Mikhail Queeg, is 
  a charismatic and trusting gentleman, who made a fortune 
  in other industries. He has attracted other investors and is 
  now looking for investment opportunities. He has become 
  enamoured with the notion of sponsoring an expedition into 
  the Koronus Maw in search of rare commodities. He has more 
  than ample funds for the cause but little knowledge of void 
  travel or exploration. If the Explorers appear knowledgeable, 
  they can quickly earn his trust.
  objective 2: Talking the Talk
  Themes: Criminal
  If the Explorers manage to earn Mikhail’s trust, garnering 
  his money may be all too easy. He inspects their vessel and 
  discusses their travel plans in detail. Ultimately, though, 
  a successful team of Explorers should be able to talk rings 
  around him. He is just not knowledgeable enough about 
  these matters to ask the right questions. Queeg is, however, 
  very familiar with personnel management. As he explores 
  their vessel, he often stops to speak with the voidfarers to 
  discuss their time in service on the vessel. This should create 
  some awkward situations as the voidmen offer explanations 
  that are not consistent with the professional and honest 
  businessmen that Explorers strive to portray. If issues of 
  smuggling or slaving come out, Mikhail may even 
  turn this information over to Imperial Authorities.
  
  106
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  objective 3: The other shoe
  Themes: Criminal
  After they obtain the funds from Queeg House, the Explorers 
  suddenly find that they may be caught actually trying to make 
  an honest living. As he hands the funds over, Mikhail mentions, 
  in an offhand fashion, that the funds are borrowed from the 
  Imperial Tithe of several of the Calixis Sector’s planets. If these 
  funds were to go missing, the governors of those planets, and 
  the Sector government, would be terribly upset. 
  Grand endeaVours
  These jobs require a significant amount of build up work to 
  successfully manage, with each objective requiring two or 
  more game sessions to complete. Lesser Endeavours might 
  even be interspersed between the different stages of a Grand 
  Endeavour. At times, these monumental tasks require the 
  assistance of other experts or the hard work of their crew 
  for extended periods. The potential rewards for success in a 
  Grand Criminal Endeavour are the sort that could truly make 
  a fortune. The consequences for failure, however, may be fates 
  worse than death.
  eStabLiSh an eLicit narcoticS traDe
  Grand Endeavour +6 Profit Factor
  Selling goods to addicts is easy. Selling goods to addicts 
  when one has a monopoly on the product is a swift path to a 
  vast fortune. The Explorers discover a sap with mild sedative 
  and hallucinogenic properties. If they take the time to refine, 
  import, and distribute it, their resources grow swiftly. Even if 
  they just establish a refining and smuggling business, using 
  an existing syndicate for distribution, they may discover that 
  their Profit Factor skyrockets.
  objective 1: Pandora’s Tree
  Themes: Exploration
  While exploring a system in the Koronus Expanse, the 
  Explorers discover a lost human colony. The colonials seem at 
  peace with the world, and strangely oblivious to threats. The 
  verdant planet contains few predators and abundant plant life. 
  The native religion is focused on nature worship, particularly 
  imbibing the sap of several species of tree. 
  If the Explorers sample it, they immediately discover that the 
  sap invokes a sense of complacency along with a steady stream 
  of pleasing visions. The experience is instantly addictive—both 
  physically and mentally. This may create complications for 
  those who test it. Fortunately, the substance is easily harvested 
  from the vast forests. Identifying a method to refine it into a 
  more stable and portable compound is time consuming but 
  eminently feasible. The only challenge is that saplings do not 
  grow under any controlled conditions or off world.
  objective 2: a sampling
  Themes: Criminal
  Initially, returning to Imperial worlds with the drugs is 
  easy. They are sufficiently different from any existing 
  pharmaceuticals that they do not set off alarms with 
  existing cargo scans. Those who sample the 
  goods immediately want more. This swiftly creates a distribution 
  problem, as their supplies dwindle rapidly and procuring more 
  requires an extended journey back through the Expanse. Sales 
  of the drugs quickly begin to spiral, which soon brings Imperial 
  attention with it. By the time a second shipment has returned, 
  agents of the local planetary authorities, possibly in conjunction 
  with the Adeptus Arbites, are looking for the drugs. The Ordos 
  Xenos might even be involved in the hunt if members of the 
  Administratum were exposed to the substance.
  At the same time, underworld syndicates are actively 
  competing for contracts to distribute the drugs. Some of them 
  are even willing to take extreme action to identify its ultimate 
  source. The Explorers are offered generous sums to simply 
  turn over the location of the drug’s origin along with the 
  refining process.
  objective 3: The crackdown
  Themes: Military
  As the drug’s popularity skyrockets, it begins to have greater 
  societal effects. Administrators are failing to perform their jobs, 
  riots take place, and security forces are either drugged out of their 
  minds or overwhelmed by crazed addicts. The Administratum 
  judges that the planetary government is inadequate to control 
  the situation and requisitions Imperial Guard forces to stabilise 
  the planet. With their entrance, the Inquisition’s attention is also 
  drawn to the matter, which leads to an official investigation. The 
  additional oversight makes smuggling far more challenging and 
  may lead back to the Explorers.
  As this occurs, supply problems begin to appear. The 
  massive demand for the drug has begun to deplete the planet’s 
  forests. When the trees start to die off, it creates a domino 
  effect. Each tree that dies causes dozens of others to go with 
  it. Natives who are suddenly deprived of their fix become 
  frantic, violent addicts. Not only has the demand increased, 
  but the available supply has begun to dwindle.
  Snuff out a rivaL
  Grand Endeavour +5 Profit Factor
  A rival Rogue Trader has finally pushed the Explorers past 
  their limits. Over time, he has double crossed them, identified 
  them to Imperial agents, used them as a fall guy for his own 
  schemes, disrupted their Endeavours, and even committed 
  acts of piracy against their ships. The time has come for 
  vengeance.
  objective 1: disruption
  Themes: Trade
  Their opponent is far too well secured for a simple assassination 
  to resolve the matter. Even if that were adequate revenge, it 
  would still leave his dynasty in a position to compete with 
  the Explorers. Instead, they are faced with the challenge of 
  beginning the Endeavour by reducing his working resources. 
  The rival will be engaged in many of the same trades as 
  the Explorers. Their best solution will be to find his trading 
  partners and underbid them. This requires careful negotiations 
  and cutthroat tactics. In the short term, it may even require 
  them to sacrifice their own Profit Factor in order to more 
  drastically reduce his.
  
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  objective 2: domination
  Themes: Criminal
  As their opponent’s resources lessen, his defences decrease as 
  well. Over time, he may be unable to repair his vessels or to 
  rearm their munitions. Crew quality may slip as lost voidfarers 
  are replaced by untrained pressgangs. The Explorers might 
  even accelerate this process by recruiting his workforce away.
  This becomes a prime opportunity for acts of piracy. In 
  many cases, they may simply destroy their rival’s resources 
  rather than attempt to secure them. After all, anything they 
  take may become evidence against them. At the same time, 
  it might be unthinkable for a Rogue Trader to destroy such 
  valuable assets rather than making them his own.
  objective 3: elimination
  Themes: Military
  As their rival’s resources dwindle, he becomes increasingly 
  desperate. There is no doubt that he will know the Explorers 
  are the ones responsible for his failing business. The question 
  soon becomes a matter of which side will take direct action 
  against the other first. This, invariably, leads to a military 
  conflict, which may become one of substantial scale.
  The fleets of both Warrant holders may soon be arrayed 
  against one another in a battle of epic proportions. Acts 
  of sabotage might cripple the munitions of either fleet. 
  Alternatively, a sophisticated confidence ploy might persuade 
  some vessels to turn Traitor, reversing their loyalties at an 
  opportune moment. 
  Unless other Imperial resources are threatened, it’s likely 
  that the Imperium will maintain a neutral stance regarding 
  the matter. Some might see this as an opportunity for 
  incrimination. If the Imperial Navy can be convinced that one 
  side is in the wrong, the comparatively small Rogue Trader 
  fleets become little more than a distraction.
  acquire a titan
  Grand Endeavour +6 Profit Factor
  There are some conflicts where the only solution is to obtain a 
  bigger gun. In matters of ground-based warfare, there are few 
  weapons larger than those employed by the Imperium’s Titan 
  Legions. This Endeavour offers the Rogue Trader a chance to 
  commandeer one of those massive war machines, along with 
  the crew to maintain and man it, thus ensuring a short road 
  to military dominance.
  objective 1: First contact
  Themes: Exploration
  While searching through the Accursed Demesne, the 
  Explorers come across an advanced xenos planet-bound 
  civilisation. Through the course of negotiations, they discover 
  that the xenos are, in fact, human mutants using technology 
  developed from lost STC patterns. When this comes to light, 
  things turn predictably hostile. 
  The Explorers soon encounter a far greater military 
  presence than they can overcome, though none of the forces 
  have the technology required for reaching orbit. At the same 
  time, the planet’s intact STC systems are a resource far too 
  valuable to pass up. In addition, the planet has substantial 
  mineral resources that are irresistible. The challenge becomes 
  a question of how to defeat the military might, without 
  damaging the STC.
  
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  objective 2: Titan’s capture
  Themes: Criminal
  When the Explorers return to Imperial worlds for repairs and 
  resupply, they discover that another ship docked for repairs 
  is, in fact, a Mechanicus ship with a Warlord Titan. The ship’s 
  captain has orders to deliver the Titan to the battlefront 
  immediately. As much as he lusts after the STC, he cannot risk 
  diverting the forces on his own authority. The Explorers lack 
  the official authority to compel him to act otherwise.
  This leaves only the options of a less legal approach. They 
  need to secure the Titan along with its crew and support staff. 
  They may be able to devise a method to procure its services 
  without having an evidence chain that points directly back 
  to them. For the mission to succeed, the Titan’s crew must 
  willingly cooperate with their efforts.
  objective 3: civilisation’s end
  Themes: Military
  The Endeavour will conclude after the Explorers successfully 
  cleanse the planet of its mutated inhabitants and seize control 
  of the STC for the glory of the Imperium—and their own 
  profit, of course. Even with the assistance of the Warlord Titan, 
  the battles will be hard fought. The mutants resist their attacks 
  with the fervour engendered by fighting for their very lives. 
  Upon victory, forces of the Adeptus Mechanicus will pay dearly 
  for access to the STC, perhaps even dearly enough to overlook 
  the fact that the Explorers ‘borrowed’ a Warlord Titan.
  WanTed criMinals and 
  acQuisiTion
  Profit factor is an extremely useful tool for measuring all of a Rogue 
  Trader dynasty’s assets in a universal fashion. Unfortunately, in a 
  criminal campaign, this broad fashion of measurement can lose 
  some of its applicability. If members of the dynasty are branded 
  as traitors and criminals, many of the dynasty’s resources could 
  become inaccessible. Even worse, the Rogue Trader might lose 
  access to many of their trading partners. 
  This loss of access could become the largest problem for 
  an extended criminal campaign. If the Explorers are unable to 
  negotiate with the Navis Nobilite, the Adeptus Mechanicus, 
  the Imperial Navy, or the Administratum they will find their 
  supply options incredibly restricted. Substitute supplies might 
  be procured from criminal organisations, lost colonies, traitors, 
  or even xenos. The larger problem becomes performing repairs 
  and obtaining replacement parts for their vessel, along with 
  specialised expendables like munitions and sacred unguents. 
  Without a steady supply of these, the Explorers may soon 
  discover that their great vessel is fast on the way to becoming 
  little more than a space hulk.
  Sometimes, it might be easiest to resolve the problems 
  created by criminal actions by performing more crimes. After 
  all, most of these goods can be stolen. At the same time, 
  if they lack the tools and skilled labour to install stolen 
  components, then their theft will have accomplished 
  little. Kidnapping tech-priests or Navigators might 
  provide a temporary fix, but this solution provides 
  a risky opportunity for sabotage. Sometimes, 
  the Explorers might obtain an entirely inappropriate item. The 
  ammunition might not fit, the blessed unguents might foul 
  the engine, or the tech-priest might turn out to be specialised 
  in maintaining fission cores instead of plasma engines.
  A straightforward way to deal with this is to impose temporary 
  benefits and penalties on a group’s Profit Factor when they are 
  dealing with certain groups. The best way to represent this is to 
  use the Rival, Peer, Good Reputation, and Enemy Talents. 
  As long as at least one member of the party has an applicable 
  Talent when interacting with a specific group or organisation, 
  the entire party receives the bonus or penalty from the Talent 
  applied to their Profit Factor when interacting with the group. 
  If multiple Explorers have applicable Talents, then all of the 
  bonuses are tallied up and applied to the group’s Profit Factor. 
  exaMpLe
  After a series of misadventures involving the Ecclesiarchy, Susan’s 
  players find themselves in the uncomfortable position of having to 
  negotiate with an Imperial Cardinal over access rights to a planet 
  controlled by members of the Missionaria Galaxia. Out of Susan’s 
  four players, one Explorer’s background earned him the Rival and 
  Enemy (Ecclesiarchy) Talents and two others earned the Rival 
  (Ecclesiarchy) Talent after being accused of dealing in fake religious 
  relics. Only the forth, the Missionary, is on the Ecclesiarchy’s good 
  side, and he has the Peer and Good Reputation (Ecclesiarchy) Talent 
  to show for it. Susan adds up the total modifiers, –10 for each of 
  the Rival Talents, –10 for the Enemy Talent, +10 for the Peer 
  Talent, and another +10 for the Good Reputation Talent. The total 
  combined modifiers are at a –20, which apply to the group’s Profit 
  Factor for any tests involving the Ecclesiarchy (whether Acquisition 
  or Influence). Even the Missionary suffers this penalty, demonstrating 
  the Ecclesiarchy’s displeasure at his choice of friends.
  Combining the modifiers of these Talents represents the group’s 
  reputation as a whole. While some members of the group may be 
  on good standing with a particular organisation, their association 
  with someone of bad standing may tarnish their reputation in that 
  organisation’s view. On the other hand, an Explorer who’s gotten 
  into trouble with an organisation may find how valuable it is to 
  have a sterling character reference from a fellow Explorer who has 
  a good reputation with that same organisation. 
  Of course, at the GM’s discretion, some groups may have 
  such an abysmal reputation with an organisation that any 
  attempts to deal with them may be doomed to failure. This 
  may be represented mechanically as well—if each Explorer 
  in a four person group has the same Enemy Talent, then 
  the subsequent –80 modifier may make any acquisitions or 
  influence attempts impossible. However, the GM may rule 
  that the organisation sees the Explorers as such bitter enemies 
  that even making the attempt is pointless. 
  On the other hand, the GM may allow groups who work 
  to conceal their identity to negate Rival or Enemy Talents for 
  accomplishing certain specific tasks or objectives. In this case, the 
  GM should remember to apply all the consequences of concealing 
  their identity. A group may not be able to bring their full Profit 
  Factor to bear if they are pretending to be someone else, and any 
  Good Reputation or Peer Talents wouldn’t be able to help them 
  either (as they too are tied into an individual identity). 
  
  Creating a 
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  Chapter IV: 
  The Nemesis 
  Path
  For what purpose were those years spent, Xanthis? Did I not tutor 
  you well in the ways of mankind, in our sacred duty? Why then 
  would you behave this way? So many lives, my Xanthis… So cruel a 
  tale shall I write of your memory.
  –From the addled mutterings of one Ankyra
  W
  hether plying the stars in search of rare treasures, 
  exploring the depths of the Koronus Expanse 
  to claim new territory, or charming a planetary 
  governor out of her world’s most coveted artefacts, a Rogue 
  Trader’s endeavours should never go without conflict. A 
  Nemesis provides a Rogue Trader game with a villain in 
  the form of an organisation or individual that has goals, 
  capabilities, and resources designed in tandem with the Rogue 
  Trader and his crew. The Nemesis Path is an optional tool for 
  GMs to design a living challenge for the Explorers.
  As diverse as the characters themselves, a Nemesis should 
  fill more than an antagonistic role. Depending on a group’s 
  collective style of play, a GM might develop a combat 
  ready Nemesis organisation with a fleet of technologically 
  advanced ships. On the other hand, the GM might find that 
  a cunning trade baroness with powerful political connections 
  and an Emperor’s Tarot card up her sleeve might be more to 
  the players’ liking. A Nemesis may serve as a mortal threat 
  to the Explorers or as a cunning competitor whose talents 
  the Explorers grudgingly respect. Regardless of what kind 
  of Nemesis the GM decides to put the crew up against, the 
  Nemesis Path is here to help him give his villains life and to 
  work them into meaningful relationships with the Explorers.
  The first step to making a believable villain is to know the 
  protagonists. The GM should review the Origin Path his players 
  filled out and note all intersections and story rich content. 
  Next, he should decide on one of three methods for filling 
  out the Nemesis Path: the GM Centred Method, the 
  Player Centred Method, or the Intersection Method. 
  Using the players’ character backgrounds to 
  guide his decisions, the GM should then fill 
  out the Nemesis Path. Finally, using the information gained 
  from the options he selected, he should flesh out the character, 
  background, and stats for his new Nemesis and consider how 
  best to utilise it for the benefit of his game.
  By no means is the Nemesis Path a required tool for a GM: it 
  simply provides a framework from which to build an interesting 
  and involved competitor or villain for the Explorers. Even if 
  the Nemesis Path does not get used for a particular game, the 
  structure and content it provides might prove useful for inventing 
  villainous individuals and organisations of your own.
  Creating a 
  Nemesis
  T
  he Nemesis Path charts a series of choices to help a GM 
  design the individual or organisation that best serves to 
  challenge his group of Explorers. As in the Origin Path, 
  each row represents a grouping of options that correspond to an 
  element of the Nemesis’ background and identity. Additionally, 
  each of these rows (and the options therein) relate to a row 
  from the Origin Path. From top to bottom, the options and 
  their corresponding rows on the Origin Path include:
  Origin: 
  •	
  Every Nemesis comes from somewhere, these 
  are potential sources of background story for a Nemesis’ 
  villainous behaviour. Origin is related to Birthright.
  Motivation:
  •	
   Motivations are factors that drive the Nemesis 
  towards his goals. Motivation is related to Lure of the Void.
  Devices and Downfalls:
  •	
   Devices are resources 
  from which the Nemesis may draw and downfalls are 
  weaknesses he attempts to hide. Devices and Downfalls 
  is related to Trails and Travails.
  Stakes:
  •	
   The qualities, goals, and values held by the 
  Explorers that the Nemesis threatens are the stakes. 
  Stakes is related to Motivation.
  Nemesis Archetype:
  •	
   These archetypes are exemplary 
  themes for a villain of the 41st Millennium. Archetype 
  is related to Career.
  The Nemesis Path gives the GM flexibility in character 
  design while offering structure to help organise his various 
  options. The GM Centred Method grants the greatest flexibility. 
  A GM should use this method when he already has an idea in 
  mind and wants to use the Nemesis Path to flesh it out and 
  give it depth. Similarly, an experienced GM might find in the 
  Chapter IV: 
  
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  GM Centred Method some elasticity, allowing him to make a 
  Nemesis with appropriate flavour but without feeling limited 
  in his options. The Player Centred Method provides more 
  structure and ample opportunity to tie the Nemesis in with the 
  Explorers where they have intersections on the Origin Path. The 
  GM should use this method when he needs ideas but doesn’t 
  want to be bogged down with options. The Player Centred 
  Method narrows the GM’s choices and helps to provide ideas 
  for making a Nemesis ideal for his particular game. Finally, 
  the Intersection Method combines the best features of both 
  the GM Centred and Player Centred Methods by utilising a 
  leading intersection from the players’ Origin Path and allowing 
  the GM to decide where to go from there.
  Select from the methods listed below: 
  the gm CentreD methOD
  This approach works nearly identically to the process for making 
  a character using the Origin Path. Starting with either the Origins 
  or the Nemesis Archetypes row (either the top or the bottom 
  of the chart), the GM selects an option that sounds interesting 
  or that fits an idea he already has for a Nemesis. From there, 
  he moves either down or up the chart (depending on where he 
  started) to the next row of selections. From the options available 
  in this row, the GM may select from the one directly below or 
  above the previous selection (depending on whether he started 
  with the Origins row or the Nemesis Archetypes row) and any 
  options adjacent to that one. For example, had he chosen the 
  Rival Intellect option on the Origins row, he could select from 
  the Vendetta, Heresy, or Glory options on the following one. The 
  GM should repeat this process until he has reached the other end 
  of the chart and made one selection from each row.
  When filling out the Nemesis Path, the GM should keep 
  track of the intersections his players made when making their 
  characters. The options on the Nemesis Path relate to options on 
  the Origin Path so that a GM can create a villainous character or 
  organisation the Explorers have a reason to worry about. Using the 
  GM Centred Method doesn’t require a GM to make any choices 
  based on Origin Path intersections, but doing so should help 
  build interesting ties between the Nemesis and the Explorers.
  Experienced GMs should feel free to allow themselves some 
  leeway when using this method. It may make sense to select 
  from non-adjacent options when they fit better with an idea 
  he has. As long as the GM can build an interesting, compelling 
  background for his Nemesis, that is all that counts.
  the player CentreD methOD
  The Player Centred Method follows the intersections the 
  players made when filling out the Origin Path. In the case 
  that the players did not have many intersections, the GM 
  Centred Method or the Intersection Method might prove 
  more effective. However, if, when the players filled out their 
  Origin Paths, they ended up making several similar choices, 
  the Player Centred Method can create a Nemesis who is 
  tailored to the background of the player characters.
  List each of the intersections the players made on the 
  Birthright, Lure of the Void, Trials and Travails, and Motivation 
  rows of the Origin Path. Find the corresponding options on a 
  copy of the Nemesis Path chart and mark each one with the 
  names of the Explorers involved. Each of the marked options 
  are now available options, even though they may not sit next 
  to each other on the chart. For example, if the players have 
  intersections at Scavenger and Stubjack on the Birthright row, 
  Hand of War on the Trials and Travails row, and Pride on the 
  Motivation row then Despot, Enemy in Arms, Warrior Without 
  Peer, and Freedom all become available on the Nemesis Path 
  chart. In rows where the players have no intersections, the GM 
  may have a ‘free pick’. Make sure to involve as many players 
  as possible when selecting between multiple options on the 
  Nemesis Path chart. The more players whose intersections 
  figure when developing the Nemesis, the more opportunities 
  the Nemesis has of involving all of the Explorers. Regardless of 
  what intersections may exist on the Career row of the Origin 
  Path, the Nemesis Archetypes row is a free pick.
  interseCtiOn methOD
  Select one intersection from the players’ Origin Path. Pick 
  the corresponding option on the Nemesis Path and continue 
  to make selections from other rows as though using the GM 
  Centred Method. Due to the fact that the starting point 
  ties the Nemesis to the Explorers, all subsequent selections 
  should tie back to that initial option in some way or connect 
  with a new intersection from the Origin Path. The Nemesis 
  Archetype row counts as a free pick while using this method 
  (the GM may choose any of the options provided, so that he 
  can pick the one that makes the most sense for his game).
  For example, after looking over his players’ Origin 
  Path charts and listening to the stories they came up with 
  to explain their intersections, Sam decides to pick Duty 
  Bound as a starting point. Three of his five players have 
  an intersection there and together they came up with an 
  interesting story he would like to run with for his game. Sam 
  then compares the Origin Path Chart with the Nemesis Path 
  chart and marks down Vendetta as the starting point for 
  his Nemesis character. Above Vendetta in the Origins 
  row, his available options are Enemy in Arms, Faith 
  Found Wanting, and Rival Intellect. He chooses 
  from one of those options and then starts 
  Using interseCtiOns frOm the 
  Origin path
  The methods provided in this chapter assume that 
  the players have already made their characters and 
  identified their intersections on the Origin Path. 
  Though one can make a Nemesis without knowing 
  what intersections exist in among the Explorers, the 
  Nemesis Path works best when making use of the 
  players’ choices. In situations where players have made 
  few intersections or designed character backgrounds 
  more compellingly as individuals rather than as a 
  group, use the Nemesis Path to simultaneously invent 
  a villain and complete intersections or a group story. 
  For the most part, players should take the lead when 
  coming up with their backgrounds but in case they 
  require a helping hand, the Nemesis Path is here.
  
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  Origins
  (Links to 
  Birthright)
  Despot
  BP: +5 PF +15
  Puritan
  BP: +7 PF +13
  Enemy in 
  Arms
  BP: +9 PF +11
  Faith Found 
  Wanting
  BP: +11 PF +9
  Rival 
  Intellect
  BP: +13 PF +7
  Reviled by 
  the Throne
  BP: +15 PF +5
  Motivations
  (Links to Lure 
  of the Void)
  Slaughter
  BP: +15 PF +5
  Greed
  BP: +5 PF +15
  Orthodoxy
  BP: +9 PF +11
  Vendetta
  BP: +11 PF +9
  Heresy
  BP: +13 PF +7
  Glory
  BP: +7 PF +13
  Devices and 
  Downfalls
  (Links to Trials 
  and Travails)
  Warrior 
  Without Peer 
  BP: +15 PF +5
  Wealthy 
  Scofflaw
  BP: +5 PF +15
  Paranoid 
  Savant
  BP: +11 PF +9
  Coddled by the 
  Machine God
  BP: +9 PF +11
  Dark Ally
  BP: +13 PF +7
  Scandalous 
  Socialite
  BP: +7 PF +13
  Stakes
  (Links to 
  Motivation)
  Archetype
  (Links to 
  Career)
  The Nemesis Path
  Permission granted to photocopy for personal use. © Games Workshop Ltd 2011. Origin Path sheet also available for download at www.FantasyFlightGames.com
  Wellbeing
  BP: +11 PF +9
  Profit
  BP: +15 PF +5
  Endeavours
  BP: +13 PF +7
  Reputation
  BP: +9 PF +11
  Freedom
  BP: +7 PF +13
  Influence
  BP: +5 PF +15
  Tragedy
  (This replaces any 
  other Stake)
  BP: +3d5 PF: +3d5
  Rogue 
  Psyker
  Brute
  Pirate Prince
  Heretek
  Apostate
  Inquisitor
  Politico
  Criminal 
  Mastermind
  
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  working his way down the chart through the Devices and 
  Downfalls, Stakes, and Nemesis Archetypes rows until he has 
  made all five selections and worked them into a background 
  story worthy of an epic villain.
  Nemesis CreatioN
  Although the primary point of the Nemesis Path is to create a 
  history, backstory, and motive for a Nemesis, it also provides 
  some mechanical guidelines for his creation as well. GMs should 
  remember, however, that these are guidelines, not hard and fast 
  rules. If a GM wants to stat out his own Nemesis, then he should 
  not feel constrained by the Nemesis creation section. 
  Each of the choices on the Nemesis Path has a certain number 
  of Build Points and Profit Factor that come with it. These are 
  designed to help GMs further customise and flesh out their 
  Nemesis, and their use is described in the following sections. 
  nemesis prOfile
  If GMs do not want to build their Nemesis entirely from 
  scratch, they can create one using the following method. 
  Once they have made all of their choices on the Nemesis 
  Path, they should first select an NPC profile that best fits their 
  Nemesis. This can be any NPC in the Rogue Trader Core 
  Rulebook or any Rogue Trader supplement, so long as it’s 
  appropriate to the Nemesis the GM is creating! For example, a 
  Free Trader Captain from page 371 of the Rogue Trader Core 
  Rulebook would be a good starting point for a Nemesis with 
  the Pirate Prince Archetype, but the Warp Predator from page 
  378 of the same book would not.
  This chapter also has Archetype base profiles on page 
  125 that can be used in this manner. These profiles have not 
  been modified. Any profile the GM selects, however, should 
  receive the Touched by the Fates Talent (see page 125), to 
  help represent its status as a Nemesis. 
  Once the GM has a profile chosen, he should proceed to 
  the Profit Factor and Build Points steps. 
  prOfit faCtOr
  One of the ways a Nemesis is the equal of a Rogue Trader is 
  that he has his own Profit Factor, which he can use in all the 
  same ways that a Rogue Trader can. This can be actual wealth 
  that he has accrued, or influence, favours, or other intangible 
  power he can bring to bear. 
  Once the GM makes all of the selections on the Nemesis 
  Path, he should tally up the Profit Factor (PF) awarded by each 
  selection (see the chart). The total is the Nemesis’s Profit Factor. 
  BUilD pOints
  Build Points are the counterpoint to Profit Factor, the 
  means by which a GM can increase his Nemesis’s stats and 
  characteristics and improve his overall profile. 
  Once a GM makes all of the selections on the Nemesis 
  Path, he should tally up the Build Points (BP) awarded by 
  each selection (see the chart). The total is the Nemesis’s Build 
  Points. The GM spends Build Points to improve the profile he’s 
  selected for his Nemesis, using the following guidelines.
  Spend 1 Build Point to improve any one 
  •	
  Characteristic by 1. This can be done multiple times. 
  Spend 5 Build Points to purchase one Skill, 
  •	
  Talent, or Trait for the Nemesis, or increase one 
  Skill to its next level (+10 or +20). This can be done 
  multiple times, but the GM must take prerequisites into 
  account when purchasing Talents. (Also, certain Traits 
  are drastically better than others in a mechanical sense, 
  and the GM should exercise good judgement about 
  what fits the Nemesis and what will challenge but not 
  overwhelm his players.)
  Spend 2 Build Points to purchase one item with an 
  •	
  Availability no higher than Extremely Rare. This 
  can be done multiple times.
  Spend 6 Build Points to purchase one item with 
  •	
  an Availability of Near Unique or Unique. This can 
  be done once.
  Once he has modified his Nemesis’s profile, he should 
  apply the special abilities that come with each Archetype. 
  starships anD OrganisatiOns
  The greater structure of a Nemesis’s organisation, or large 
  resources such as a starship, are generally left up to the GM’s 
  discretion. Nemesis types could vary so wildly (and could even 
  be Chaos Renegades or xenos races) that it is up to the GM 
  to tailor these additional resources to fit the Nemesis’s needs. 
  He should consider the Nemesis’s total Profit Factor when he 
  determines what additional resources a Nemesis has.
  Nemesis Path 
  Choices
  T
  he following are the various choices for the Nemesis 
  Path, listed in order. Note that the Profit Factor and Build 
  Points for each choice are only listed on the chart, but the 
  special ability from each Archetype is listed in the entry. 
  origiNs
  A Nemesis is a foe beyond others, an enemy whose 
  very existence is a millstone around the necks of the 
  Explorers. Their motivations and means make 
  them stand out as villains against whom the 
  alternative: the Open player 
  CentreD methOD
  Follow the rules for the Player Centred Method but add 
  as options those selections that sit adjacent to the ones 
  which correspond to intersections on the Origin Path. 
  Using the example from ‘The Player Centred Method’ 
  section, Puritan, Faith Found Wanting, Wealthy 
  Scofflaw, Reputation, and Influence all become options 
  in addition to those listed. The GM should be careful 
  to only to do this if the options fit well with the back 
  stories of the Explorers, of course.
  
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  Explorers seemed destined to wage conflict eternal. Indeed, 
  those skilled in reading the Emperor’s Tarot would likely say 
  that antagonists of this sort were destined by fate to be pitted 
  against the Explorers. 
  To make such a lasting mark on the Explorers, a Nemesis 
  should offend every one of their sensibilities. They likely acted 
  against the Explorers long before they ever actually came into 
  contact, simply by opposing those things and peoples that 
  the Explorers value most. In this way, truly remarkable villains 
  are the anathema to the Explorers’ very being. They may have 
  been present in the Explorer’s own history or simply be the 
  sort of adversary they faced in the past. 
  The Origin choice does not have mechanical modifiers for 
  the origin of the Nemesis. It provides the beginnings of a back 
  story for the Nemesis. However, this is left deliberately open, 
  so that each Origin may fit a wide variety of individuals. 
  DespOt
  The Imperium has no shortage of dictators, despots, and 
  tyrants. Indeed, many of these are sanctioned by the 
  Administratum and praised by Lords of Terra for the control 
  they keep over an unwieldy populace. This does little to 
  assuage the bile and resentment felt by those they oppress. 
  For Explorers who come from the lower echelons of Imperial 
  society, few make better villains than those who make their 
  way on the backs of the populace, crushing the people under 
  their heel. While such an Explorer now rubs shoulders with 
  some of the most powerful figures in the Expanse, there are 
  those who are unlikely to let him forget his station of birth. 
  pUritan
  To those who bask in the light of the Emperor’s glory, 
  those who question and those who seek understanding are 
  anathema. An Explorer who has vocalised his doubts has made 
  a powerful enemy in the Ecclesiarchy. Even minor dissidence 
  can be met with grievous threat from the more puritanical 
  members of the Imperial Cult. Freethinkers and radicals tread 
  a difficult path, fraught with spiritual zealots and fanatics. In 
  all likelihood, these sorts of adversaries were what drove the 
  Explorer into the Expanse in the first place. 
  enemy in arms
  Wars produce enemies, and the Imperium of Man is embroiled 
  in constant warfare. The continuous conflict that takes place 
  throughout the Imperium has bred countless enemies of 
  mankind. Violence is no unknown thing to villains of this sort, 
  and while respect can certainly exist amongst adversaries on the 
  battlefield, the bitterness of war has tainted the honour of many. 
  These hateful souls carry their battles with them and know little 
  besides the horrors of war. To them, each new foe is a reminder 
  of past battles and should be crushed as all the others. 
  faith fOUnD wanting
  There are those who have lived their entire lives beyond 
  the light of the Emperor’s grace and there are those 
  who walked from it, knowing full well the 
  consequences of their decision. For individuals 
  in either circumstance, their position beyond 
  redemption makes them persecuted, bitter souls, jealous or 
  disdainful of the relative comfort enjoyed by those protected 
  by the God-Emperor. Their hatred is focused with particular 
  intensity on those of great faith who preach to the masses of 
  mankind. To the faithless man, there are none more detested 
  than those who are sustained by their own piety. 
  rival intelleCt
  Those blessed with a genius of the mind are often similarly 
  blessed with a great deal of pride. Be it a stuffy academic, a 
  brilliant theologist, or a gifted orator, those who possess a 
  brilliant intellect are jealous of their gifts. They may welcome a 
  harmless rivalry, but this is as much to prove their superiority as 
  it is to appreciate a like-minded individual. In the unfortunate 
  event that a particularly corrupt soul accompanies a powerful 
  mental acuity, this sort of rivalry can become dangerous or 
  even deadly, as the darkness demands that competition face 
  not simply humiliation, but be snuffed out entirely. 
  revileD By the thrOne
  There are many ways to betray one’s own people. Selling one’s 
  gang out to a rival group of hive thugs is one. Trading the 
  secrets of one’s own noble house is another. These are fairly 
  minor betrayals in the grand scheme of things, and few in the 
  upper echelons of Imperial society would balk at so petty a 
  sacrifice for one’s own gain. To betray the entire race of man 
  is another thing entirely. To truck with daemons or peddle 
  secrets with the xenos races of the galaxy is a heresy unto itself. 
  
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  Those who are caught doing so are named ‘Excommunicate 
  Traitoris’ and cast out from the God-Emperor’s grace, if 
  they are not killed outright. Such villains have displayed a 
  willingness to endanger the whole of mankind for their own 
  ends, and are the vilest of malefactors. 
  motivatioNs
  For those capable of travelling across the Koronus Expanse, 
  the limits of ambition far exceed that of the common citizen. 
  The impetus behind ambitions that reach towards this limit is a 
  motivation of such force that it renders its subject unable to resist 
  it. An appetite for forbidden knowledge, a desire to have one’s 
  name emblazoned in hagiographical text, a morbid obsession 
  with death and the desire to reap it, these and more drive 
  men towards goals of mythic proportions. Even motivations 
  common to men of the simplest means have a place in grand 
  schemes of dominance and power, such as profit or a zealous 
  desire to see the work of the God-Emperor done.
  If origins explain how an organisation or villain got a start, 
  its motivation explains what fuels it and towards what ends. 
  Each option also includes suggestions for trademarks to add 
  to the appeal of this character or organisation. This trademark 
  is not required, but it provides an interesting personalization 
  that the GM can use to flesh out the Nemesis. 
  slaUghter
  Suffering and death are the destiny of the Imperium’s wretched 
  and with so many in need of these cleansing punishments, 
  a firm and able hand must rise to the occasion. It just so 
  happens that more than a small few actually enjoy taking on 
  this holy responsibility and as such, those of impure soul or 
  bloodline can count on danger around every corner. The need 
  to sow slaughter supersedes pleas for mercy, for the tainted, 
  dehumanised as they are by their own blood or insanity, are a 
  convenient and legitimate excuse to kill and maim.
  A more rare and sadistic pleasure in hunting the hunter 
  appears in those with the means and skills to sate it. In 
  every jungle, even the deadliest hunter has competition and 
  occasionally he finds himself in the unfortunate position of 
  prey. This slaughterer knows his prey’s mind and toys with its 
  resources in order to greater enjoy the hunt itself and savour 
  the kill more sweetly when finally he accomplishes the deed.
  Trademark:
  •	
   
  The 
  slaughterer 
  has 
  an 
  obvious 
  trademark—his kills. On the other hand, a pile of dead 
  bodies or incinerated remains hardly sets the villain apart 
  by marking his kills as distinct from another’s. However, 
  the removal of a specific body part, leaving gore that 
  could only come from a preferred and unique weapon, or 
  planting a signature scar or wound should leave a Rogue 
  Trader and crew in fear whenever they encounter it.
  greeD
  The taste of wealth or the memory of lacking it can drive a villain 
  to desperation, destroying lives in his wake. A man who values 
  the spoils more than the victory itself replaces his morality with 
  impersonal calculation in order to maximise the worth of his 
  coffers. For others, selfish gain is a value of the highest moral 
  order, perhaps forged from years of hardship and heartache living 
  in poverty among the toiling masses of an Imperial hive. Whatever 
  the cause of one’s gilded desires, the greedy compete with like-
  minded peers to secure profits at each other’s expense and threaten 
  that which is holy through their amoral calculations.
  The greedy organisation utilises the resources at its disposal 
  to secure even more, proceeding like a cancer and consuming 
  anything it determines might be a means for further growth. 
  The impersonality of an individual or organisation motivated 
  by greed is its most potent weapon; without care, men are 
  reduced to chattel, natural beauty to waste, and the sacred to 
  profit. Men such as these are as likely to sacrifice the future 
  of the Imperium as not, weighing the decision against the 
  wealth to be earned here in the present.
  Trademark:
  •	
   Since greed and possession go hand in 
  hand, a likely trademark for the greedy is a symbol of 
  ownership inscribed on every bit of property. Slaves 
  and beasts have branded hides to show where they 
  come from and inorganic possessions bare the identity 
  of their owner in symbolic form. A piratical individual 
  might leave a calling card in place of booty stolen as 
  an alternate trademark, something like a false show of 
  gratitude for the ‘gifts’ acquired.
  OrthODOxy
  The Koronus Expanse is certainly an ideal location for a thief 
  or swindler to make a killing; the Adeptus Arbites and the 
  Inquisition have a limited ability to police the area and so 
  criminals have opportunities to take root and thrive. Yet, for 
  mankind to survive the horrors that threaten the Imperium 
  from all fronts, a narrow view of right and truth must prevail. 
  Those that do not understand what danger lies in letting 
  one’s thoughts or actions stray too far need pruning by the 
  hand of a vengeful and just guide. The liberal use made of 
  a Warrant of Trade invites just such a person to re-establish 
  order and reconcile the freedoms a Rogue Trader enjoys with 
  his responsibilities to the God-Emperor.
  Some forms of orthodoxy escape the understanding of man, 
  for their origins lie outside it. Many xenos races have goals and 
  ethics that mankind defies with or without intention. An Eldar 
  adversary needs not explain himself when correcting the missteps 
  of his targeted Rogue Trader, he needs only to set things right.
  The human advocate of orthodox values searches the 
  Koronus Expanse for Rogue Traders in need of re-education 
  concerning their responsibilities to the Imperium. Affronts ripe 
  for correction include (but not exhaustively) piracy, smuggling, 
  associating with the enemies of man, and interfering with 
  the functions and rights of the Imperial Adepta. Whether 
  this bearer of orthodox principles hails from the Imperium’s 
  official channels, chooses to exact justice from a personal 
  desire to do so, or follows a form of orthodoxy alien to man, 
  those in his view had best take care to cover their tracks.
  Trademark:
  •	
   In the Koronus Expanse in particular, 
  an agent of orthodoxy needs to establish territory and 
  make known that where he watches, order shall be 
  maintained. His trademark is more abstract in some 
  ways but the territory is very real. Local officials 
  know who they can call on and vice mongers 
  have a name to fear. Though this agent 
  may not always be physically present, 
  
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  a panoptic quality invades all spaces where he has laid 
  his claim and perhaps some physical evidence marks 
  locations under his supervision as a stern reminder.
  venDetta
  Some experiences of life leave a man unable to let go. A 
  vendetta is an expression of such an experience, a need to 
  cleanse the heart from damage done or dispense vigilante 
  justice when the official channels fail to do anything at all. A 
  family ravaged by the actions of another, a man who has lost 
  a loved one, a mercenary betrayed and left to die, these and 
  more are potential sources of such enmity. No expense, not 
  even death, exceeds the intensity of this motivation and the 
  vendetta’s target had best respect the agency willing to make 
  these sacrifices. The end of each day sees him closer to his 
  goal unless his fanaticism is matched.
  The adventures natural to a Rogue Trader’s career must, 
  by necessity, lead him into conflict with others. Even if this 
  conflict was unintentional or circumstantial, the damage 
  done paves opportunities for enmity for years to come. 
  Tragedies or affronts, miniscule when compared to the scale 
  of his deeds, are sufficient for an individual consciousness 
  to construct a life of vengeance against a Rogue Trader. 
  The Rogue Trader himself may or may not remember what 
  action is the source of the vendetta and it may even be an 
  inheritance from generations past.
  Trademark:
  •	
   A man or organisation affected so deeply that 
  it seeks the death and ruin of another must leave its mark 
  indelibly on the psyche of its prey. The Rogue Trader in 
  question must learn to fear and agonise over the vengeful 
  party’s progress and deeds. After all, even if the ultimate goal 
  is to kill the Rogue Trader for his treachery, he must suffer 
  until that goal is accomplished. Victims left alive to warn 
  and torment the Rogue Trader make one sort of trademark, 
  but only occasionally before this tactic becomes redundant. 
  Otherwise, the vengeful individual might only hunt those 
  the Rogue Trader loves and relies upon.
  heresy
  The lure of the Dark Gods promises so much more for 
  the individual than the asceticism of the Imperium. The 
  transcendental ideals of human salvation seem intangible 
  compared to the visceral delight and terrible power imminent 
  to those willing to sacrifice that very humanity. No wonder 
  then that some risk destruction—or worse—at the hands of 
  the Inquisition or their own foul dealings. The rare few that 
  escape the status of lowly cult initiate and survive the early 
  trials of investiture stand to bring the curse of their impiety 
  to the rest in the form of Chaos invasion and planetary 
  destruction. In these dark times, when the fate of humanity 
  rests on the edge of a knife, the vile heretic must be halted.
  He desires power above all else and the quickest means 
  to procure it. Trafficking with the Dark Gods works faster 
  than wading through promotions in the Imperial Navy 
  or in the administration of an Imperial hive. More to 
  the point, one could hardly compare the purely 
  personal and ecstatic nature of this power with 
  the delight in holding a high rank or being 
  responsible for the production of millions of mechanical parts 
  for the Adeptus Mechanicus. To be sure, enjoyment of this 
  kind can only last so long. Nonetheless, service to his Dark 
  Powers has its own rewards.
  Trademark:
  •	
   Dark powers come to dark minds ripe with 
  insanity and corruption. Heretical individuals commit crimes 
  marked by madness, which shines through as compulsivity, 
  rituality, or histrionic displays of murder and rage. Bodies 
  ritually disembowelled in an unsanctified space or specially 
  selected and symbolic victims are some examples.
  glOry
  Birth, toil, death—this is the destiny of the masses of 
  Imperial citizens. Life offers scant opportunities, such as being 
  awarded a Warrant of Trade, that allow one to transcend the 
  drudgery the great majority of citizens experience. Whether 
  in possession of a Warrant or simply gifted with a will and 
  potential for something greater, a hero must work towards 
  establishing himself in the annals of Imperial history no 
  matter the cost to himself or others. Either fate or the God-
  Emperor has determined that he should accomplish his goals 
  and through thick and thin the divine shall aid him. In these 
  dark times, a hero the likes of which has not travelled the 
  Expanse since Saint Drusus must restore the faith of the 
  masses. Glory may not always come in the form of a service to 
  man, however. Perhaps he is an evil angel, punishing mankind 
  with a potency rivalling the Chaos Gods themselves.
  Regardless of whether the story of his greatness is 
  inscribed in the shadow of the fear and wonder he evokes 
  or in the blood of those he destroys along the way, his glory 
  must outshine every contemporary. Should any other name 
  become worthy of the historical record in his time, it must be 
  the name of his greatest rival, defeated as it refused to bow 
  to a greater destiny.
  Trademark:
  •	
   Every deed must be worthy of a story. A man 
  of historical importance has tales told of him wherever 
  he goes and sometimes he even amasses a following of 
  admirers in the wake of his greatness. His trademarks are 
  the tales he hopes become hagiography and the massive, 
  life-altering changes he makes to the fabric of human life 
  in the Expanse.
  DeviCes aND DowNfalls
  Like the rest of the vast reaches of the Imperium of Man, the 
  Koronus Expanse is teeming with billions of souls. Each of 
  these beings has the potential to threaten what an Explorer 
  holds dear. Those rare few whose names stand out from the 
  multitudes as true menaces to the ambitions of a Rogue Trader 
  and his crew possess something that makes them special, 
  something that makes them dangerous. Being reliant on such 
  unique strengths can often breed its own weaknesses and rare 
  is the villain who has not in some way determined his own 
  downfall. In many cases the devices employed by the Nemesis 
  are the result of the Explorers’ actions. They may have gained 
  their power directly from a misfortune of the Explorers or 
  through their actions. Alternatively, it is equally likely that 
  the strengths and weaknesses of their adversary might have 
  little to do with the actions of the Explorers. In this case, the 
  
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  abilities of the Nemesis are more likely to be directly opposed 
  to the strengths of the Explorers by dint of the fact that were 
  they not, they would not stand out above the sundry dangers 
  faced by the Explorers on a regular basis. 
  warriOr withOUt peer
  Throughout the myriad galaxies of the Imperium of Man, 
  battle is a singular constant. Wars rage on a planetary-, 
  system- and even sector-wide scale. Given the mandates of 
  their Warrants, Rogue Traders and their crews often find 
  themselves embroiled in these conflicts for single battles or 
  entire campaigns. Whether the Rogue Trader and his crew 
  ended up on the side of the victors or the vanquished in such 
  violent endeavours, it is almost certain that the other side has 
  remembered their actions. If the crew finds itself on the losing 
  side, they may now be on the run from a powerful martial 
  enemy. If they were indeed the victors, then their vanquished 
  foe no doubt has cause to wish vengeance upon them. 
  In either case, the strengths of such a Nemesis lie in the 
  realm of violence. Adversaries of this nature are unlikely to 
  be well supported by numbers or other strengths. A defeated 
  enemy would naturally be lacking any major aid, and could 
  be a small force or even a single individual seeking revenge. 
  A force that has previously bested the Explorers would likely 
  refrain from dedicating a great deal of resources to their 
  capture beyond a small, elite team of bounty hunters. 
  A mighty renegade fleet commander, whose fleet has 
  been decimated beneath him; a small crew of Eldar corsairs, 
  vowing honour-bound vengeance against the ship that made 
  the decisive blow to foil their mysterious objectives; a now-
  mad ally, left behind enemy lines as just another casualty of 
  war, who blames the Explorers for his nightmarish survival; 
  each of these is an example of the types of foes a Rogue 
  Trader might face as a result of their violent past. 
  wealthy sCOfflaw
  The Koronus Expanse is a wild and dangerous place, lawless 
  and brutal. Neither the Arbites nor the Imperial Navy have 
  outposts further into the Expanse than Port Wander, though 
  some speak of a small Naval base in Sector 15. With Imperial 
  law so scarce in the Expanse, it is up to the individual systems 
  to police their own. Needless to say, these stopgap measures 
  are hardly enough to make the Expanse safe for those Imperial 
  citizens who live on that harsh frontier. For those who came 
  to the Expanse to avoid the law, or simply took advantage of 
  its absence, the fringe of the Imperium that is the Koronus 
  Expanse is both a haven and a gold mine. 
  That being said, it is no simple thing for one to make 
  good his ill-gotten harvest in the Expanse. As the worlds of 
  the Expanse are largely frontier planets, their currencies are 
  rarely particularly valuable outside their own system. As such, 
  criminals in the Expanse must usually make the dangerous 
  journey back into Imperium space in the Calixis sector, or at 
  least to Port Wander, in order to sell off their spoils. In doing 
  so, they risk running afoul of the Imperial authorities. 
  Successful criminals in the Expanse have wealth the likes of 
  which is only rivalled by the Rogue Traders themselves. Their 
  near limitless resources and their callous disregard for the 
  lives of Imperial citizenry make them dangerous adversaries. 
  They can use their fortunes to buy and sell military, political 
  and technological strength. Under the right circumstances, 
  their prodigious stores can even be used to buy the favour of 
  the Dark Powers. 
  Those who would profit from this sort of labour run a 
  game that is very dangerous for several reasons. Besides the 
  obvious dangers involved in cheating, stealing, and extorting 
  entire planets out of their goods and wealth, there are risks 
  somewhat unique to the criminals of the Expanse. As it is a 
  largely lawless stretch of void, many outlaws may feel that 
  they are safe from reprisal in the Koronus Expanse, but the 
  lawlessness can work against them by unfettering those who 
  would otherwise be considered vigilantes, allowing them 
  to hunt down their prey, unchecked. The Arbites and the 
  Imperial Navy often commission powerful Explorers to bring 
  to justice those criminals who have drawn their eye. These 
  bounty hunters act with the full force of their entrusting 
  administration and are oftentimes given resources otherwise 
  out of their own reach. 
  A merchant prince funding a pirate fleet in order to trick his 
  beholden worlds deeper into his pocket; a cunning smuggler 
  whose participation in the Cold Trade has brought entire 
  worlds into danger from the xenos he steals from; wealth is 
  more than just a goal, it is a weapon all its own. 
  paranOiD savant
  In the Imperium of Man, knowledge has both the power to 
  save and condemn. In a frontier like the Koronus Expanse 
  ignorance is not only expected from the populace, but 
  encouraged, lest they be overwhelmed by the knowledge 
  of what horrors lie just outside their scope. There are those, 
  however, who make their way by knowing those things to 
  which others turn a blind eye. These individuals are possessed 
  of secrets long since buried by time or actively kept hidden 
  by those who fear their revelation. 
  As explorers and pioneers, let alone as courtiers and 
  politicos, Rogue Traders and their crews are some of the 
  most well informed souls in the Imperium. Indeed, their 
  knowledge of things obscure and forgotten is matched only 
  by those pertinent political and scandalous secrets they obtain 
  in their day-to-day dealings. This knowledge makes them 
  both dangerous and valuable. There are those who would 
  seek the secrets possessed by the Explorers themselves, that 
  they might contain some valuable morsel. Some would aim to 
  destroy or discredit the Rogue Trader and his people simply 
  to keep what they know out of the hands of anyone else. 
  There are even those who would target the Explorers to keep 
  their own recondite mysteries hidden. 
  Villains of this sort, who value highly the secrets of the 
  Expanse and its inhabitants, are often powerful information 
  brokers in their own rights, hoarding secrets around them 
  like so much wealth and finery. These individuals can make 
  terrifying enemies as their web of contacts, favours, and 
  blackmail targets gives them access to many threats 
  and means of attack. Fortunately for their victims, 
  at the centre of this web of intelligence is often 
  a paranoid malefactor distrustful of all those 
  around him. This paranoia and distrust 
  
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  is often the villain’s greatest failing, leading him to isolate 
  himself in order to hide his own dark secrets. 
  A master blackmailer preying on the Explorers’ past deeds 
  but reliant on his web of victims; a powerful sorcerer whose 
  warp gifts give him unerring glimpses of the future; a cunning 
  spy employed by a rival dynasty to ruin the credibility of the 
  Explorers; for each secret possessed by the Explorers, one lies 
  in wait to exploit it. 
  CODDleD By the maChine gOD
  Nearly all of the souls inhabiting the billion worlds of 
  the Imperium of Man are reliant on the blessings of the 
  Omnissiah in their daily lives. Indeed no small portion is 
  dependent on the Machine God for their very survival. It 
  is not an exaggeration to say that the very existence of the 
  galaxy-spanning Imperium is thanks, in part, to the efforts of 
  the Machine Cult and the being they revere. There are those, 
  however, who rely more heavily on the mysteries of that cult 
  than others. These individuals often possess great storehouses 
  of arcane technical lore, devices of all but forgotten origin, or 
  even proscribed alien artefacts. 
  Even in a place as tech-dependent as the Imperium, 
  technology has a way of warping those who make too 
  great a use of it. The Priests of Mars, for certain, cannot be 
  separated from their machines, as they have made them so 
  integral to their very existence that they are now one and the 
  same. Thankfully for the Priesthood, their own knowledge 
  and skills encourage and make possible this dependence. To 
  most others, outside that mysterious cult, the technology they 
  use on a daily basis is less well understood, even a complete 
  enigma. This does not keep members of Imperial society 
  from using it however, and some despots and tyrants use of 
  the artefacts and machinery at their disposal without fully 
  understanding the implications and dangers of their use. 
  These sorts of adversaries boast incredible mechanical 
  power, but may not fully understand it. They may not entirely 
  grasp its intricacies or its dangers. They may have become so 
  reliant on their technology that it is literally a lifeline, without 
  which the adversary would certainly perish. 
  The captain of a mighty vessel, outfitted with powerful 
  archeotech from a forgotten age; a mighty and orthodox 
  Tech Magos, hunting the Explorers for what his cult 
  considers unspeakable heresy; an insane Ork Mek, whose 
  terrifyingly enhanced underlings wreak havoc throughout 
  the system in search of bigger and better ‘gubbinz’ for their 
  master’s creations; the very tools necessary for mankind’s 
  existence in the Expanse are too often used by those who 
  would threaten its very survival. 
  Dark ally
  The Imperial Creed forbids tolerance of the xenos, the 
  mutant, and the daemon, and demands watchfulness for their 
  evil influence. Despite this, there are those amongst Imperial 
  society who crave power more than they fear of the dark 
  powers. These perverse individuals are a dangerous lot 
  for the rest of humanity, for through them their 
  dark allies gain access to the interior of Imperial 
  society. Conversely, there are those who 
  feel no love for their own kind and use the xenos and the 
  daemon as a means to an end, at the expense of their place 
  amongst humanity. These degenerate souls become pawns of 
  the monsters they serve and in so doing further the ends of 
  the enemies of man. 
  The perils of trucking with such proscribed powers is 
  obvious, be they xenos, warp-spawn or otherwise. The 
  warnings against such powers passed down through 
  Imperial tradition are not idle superstition. The forces of 
  Chaos truly wish for little else than the corruption of a soul 
  and few xenos hold humanity as more than a distraction at 
  best and an outright blight at worst. An adversary allied to 
  these detestable forces is likely to be a threat only so long 
  as their allies view them as useful, and thus are vulnerable 
  at the best of times. 
  To believe that being betrayed by the very dark powers 
  with which they have made their compact is the only weakness 
  of such an adversary is to ignore the very forces of humanity 
  whose duty it is to eradicate such traitors. The Inquisition itself 
  may be the greatest ally an Explorer has against such tainted 
  foes. An Inquisitor’s resources are many and his reach is long. 
  While the Inquisition’s presence is somewhat diminished in 
  the frontier of the Expanse, they are indeed present, and their 
  methods are matched only by their zeal. A Rogue Trader who 
  calls on the Inquisition for aid must beware his own safety, 
  however, for as it has been said, “innocence proves nothing.”
  A fallen astropath whose gifts have made him the living 
  vessel for a Chaos daemon; a disgraced Rogue Trader who has 
  thrown in his lot with the cruel Stryxis in an effort to reclaim 
  a place of power in the Expanse; a brutal mercenary backed 
  by a tribe of Kroot within whose ranks he’s earned a place 
  by his cunning and savagery; the man willing to befriend the 
  enemies of man has powerful allies indeed. 
  sCanDalOUs sOCialite
  For those who inhabit the highest echelons of Imperial society, 
  playing politics comes as naturally as hymns in praise of the 
  Emperor come to the lips of a pious priest. Indeed, such skills 
  are not acquired by choice, but rather as a necessary means of 
  survival in the treacherous courts of system lords and Rogue 
  Trader dynasties. Few things are beyond the scope of those 
  most adept at playing the intricate game of favours, obligations, 
  threats and coercion. With the right connections a powerful 
  politico can command entire battlefleets, feed or starve entire 
  systems, and all but ensure the condemnation or salvation of 
  any man he wishes. To face an adversary with such political 
  power is a fearsome task indeed, for it guarantees more than 
  just a single foe. Each and every soul who owes his trust to 
  such an adversary is a potential threat. 
  Rogue Traders themselves are often powerful political 
  forces in the sectors they traverse, and simply participating in 
  Imperial politics is a sure way of earning the attentions of a 
  rival. For every friend or ally an Explorer makes, an adversary 
  lies in the shadows of the aristocracy waiting for the chance 
  to lay the Explorer low. These political Nemeses use their 
  influence where more straightforward men and women would 
  employ a Boltgun. They pull the strands of their web of allies, 
  debtors, and vassals to accomplish their aims without ever 
  taking direct action. 
  
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  Rivals of this sort suffer from one great weakness, however. 
  Their power to manipulate the complex weave of their 
  political clout is often reliant on their own ability to remain 
  in the good graces of their peers. A politico who has lost his 
  social credibility, or been abandoned by his peers for fear of 
  being caught up in a scandal, is as powerful an adversary as a 
  new-spored grot. Nemeses whose power is derived from their 
  political standing, therefore, guard their positions jealously, 
  using whatever means necessary in order to protect their 
  good name and reputation. 
  A powerful system lord, jealous of the influence and favour of 
  the Explorers; a villain hiding amongst the vaunted ranks of the 
  Ecclesiarchy, despoiling the faith of his flock for his own dissolute 
  ends; in the vast Imperium, ambition alone can be dangerous. 
  stakes
  The Koronus Expanse houses many a vile being that may 
  threaten what void-explorers hold dear. Stories of carnage 
  with Murder-Servitors, Ork Freebooters, or Eldar Corsairs 
  are enough to induce feelings of dread at the risk of life and 
  limb such a vocation engenders—after all, survival is a desire 
  that nearly all who wander the dangerous reaches share. That 
  said, even the most brutish Arch-Militant has more depth 
  than simply an instinct to survive and thus holds values, 
  immaterial resources, and ambitions beyond those of profit 
  and wellbeing. His reputation and influence, not to speak 
  of his most foul secrets, may all serve as targets for those 
  villainous characters he goes up against. When reaching ever 
  deeper into the Koronus Expanse for his own benefit, only a 
  fool would expect to do so without risk and consequence.
  Even in so vast a space as the Imperium of Man, paths cross 
  and competing interests come into conflict. Undermining 
  the connections of a powerful noble can land one on a 
  Prison World for a lifetime as quickly as an encounter with 
  the Inquisition can ruin a reputation for the same term. No 
  Rogue Trader is safe to exercise the rights granted him by 
  his Warrant of Trade—or go beyond them for that matter—
  without putting something at risk in the venture.
  wellBeing
  A Rogue Trader need only look into the depths of the Materium 
  to remind himself of how uncertain the safety of his ship and 
  crew truly is. Not only might the void itself steal the breath 
  from his lungs and the heat from his body, but agents of deadly 
  powers wander there and would see him destroyed at their first 
  opportunity. Some dangers to life are as direct as a shot of plasma 
  to the head. Other situations call for conning an overly trusting 
  individual to lose himself in the unknown reaches of space, 
  impairing his warp drive, and subjecting his crew to starvation.
  A being or organisation with the gall to challenge a 
  Rogue Trader must arm itself to the hilt and either wield such 
  destructive tools with skill or choose an arsenal of which 
  the pure destructive power relieves the villain of the need 
  to properly aim. Some creatures come well equipped for this 
  task without relying on technological aid. Others may call 
  on tools either alien or long forgotten. Life in this late age 
  of Imperial decline hangs on a thread with the enemies of 
  humanity in every direction.
  prOfit
  A Warrant of Trade grants a Rogue Trader the right to claim 
  worlds for the Imperium and profit from the resources and 
  markets made available with such claims. Thus, though a 
  Warrant may be nigh impossible to obtain in and of itself, 
  it makes a Rogue Trader and his holdings prized targets. 
  Protecting these investments and discoveries requires 
  significant planning and risk. A competitor may need access 
  to some resources to interfere with the Rogue Trader’s 
  investments but the payoff certainly makes it worthwhile.
  Profit is the heart of many a Rogue Trader’s endeavours—
  not simply for sustenance but prosperity. Among those who 
  would meddle in his business, the vengeful and the greedy 
  stand to cause the most damage. An enemy with an eye for 
  vengeance destroys a Rogue Trader’s investments just to revel 
  in the suffering and frustration it causes. Reason poses no 
  threat to this desire for destruction and forces the Rogue 
  Trader to deal with the culprit directly. Greed, on the other 
  hand, is a more commonplace motivation for disrupting the 
  flow of profit. A weakly guarded prize practically begs to 
  change hands and the agent of greed obliges.
  enDeavOUrs
  Wherever man treads, trade negotiations, missions of discovery, 
  and ventures of resource procurement call on Rogue Traders to 
  make their name and a healthy sum of Throne Gelt. Much time 
  and work goes into developing relationships with potential 
  contractors and making those relationships grow mutually and 
  
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  beneficially. What’s more, work of a volume sufficient to meet 
  the Rogue Trader’s needs often comes in small supply, creating 
  significant competition for available contracts.
  Cut the Rogue Trader’s power off at its source—destroy 
  his potential endeavours, play his game only better, or, when 
  that is not possible, foil his plans as he enacts them. Nothing 
  hurts his potential for future ventures like failing to make 
  good on his end of a deal. Force him to find new territory or, 
  at the very least, make him work thrice as hard for it.
  repUtatiOn
  A plethora of resources rest on a Rogue Trader’s ability to earn 
  and maintain the confidence and approval of other powerful 
  entities. Without this fragile asset, he may find himself lost 
  without help, unable to acquire much needed supplies, or 
  even bereft of sources of exploitation with which to fund 
  his interests. Worse still, a ruined reputation could buy one 
  the enmity of planetary governors, commanding officers in 
  the Imperial Navy, or suspicious Inquisitors. It takes many 
  years of careful planning and personal sacrifice to build one’s 
  reputation, but just one misadventure to ruin it.
  freeDOm
  Perhaps the most frightening quality for a Rogue Trader to 
  lose is his freedom. A Warrant of Trade affords the right to 
  explore the frontiers of the galaxy and lay claim to worlds 
  forgotten and not yet discovered. In short, the Warrant of 
  Trade grants the highest degree of freedom any Imperial 
  citizen could possibly experience and just to serve at its 
  bearer’s whims is more than most could hope to do. To lose 
  this rare freedom, whether through imprisonment or some 
  other unimaginable disaster, is frightening indeed.
  Though a Warrant is a source of rights which guarantee 
  several freedoms, many agencies retain the power to slow 
  a Rogue Trader’s advancement and movement, such as the 
  Adeptus Arbites, a meddling station commander, or an 
  Inquisitor on an investigation. Another target is a Rogue 
  Trader’s vessel. Without it, he cannot complete the majority of 
  his most profitable endeavours. Finally, an Eldar that does not 
  destroy his defeated opponent, strange though that may seem, 
  has no qualms about imprisoning that opponent indefinitely. 
  Captivity is, in many ways, a worse fate than death.
  inflUenCe
  Natural charisma and a history of noteworthy deeds lead 
  a Rogue Trader to positions of both official and practical 
  command. To have the ability to call on favours from the 
  Imperial Navy, a grateful Inquisitor, or an indebted citizen—
  perhaps all at once—is something only a rare and resourceful 
  individual could realise. When one’s reputation stands firm, 
  another target is the men, women, and organisations he relies 
  on for aid in his endeavours. A naval officer might prove 
  difficult to eliminate, but disturbing his ability to offer 
  assistance or drawing his attention elsewhere both work 
  just as well. Other less well equipped individuals need 
  merely die or find themselves robbed of the ability 
  to apply their talents and resources in service to 
  their allied Rogue Trader.
  trageDy
  Unspeakable ghosts haunt the Imperium. Victims bury 
  unendurable memories behind layers of psychological defences 
  and look to the future to escape the past. However, just as history 
  tends to repeat itself, so too can a tragic past make its way into 
  one’s future. Destiny is unavoidable and, secretly, those who seek 
  to escape it know the truth. Sometimes, this destiny has an agent 
  and you are he. Bring the ghosts of the past to bear on those who 
  flee in terror and become a living memory that refuses to fade.
  The bringer of tragedy seeks to reinvent the past for those 
  who fear it most. A Rogue Trader haunted by some terrible 
  experience such as slaughtering his loved ones in a fit of rage 
  and madness, must store the horror of that time deep within 
  his subconscious mind. Above all else, he cannot stand to 
  remember his cruel past and would do anything to keep it 
  buried. A clever villain, aware of this history, might utilise 
  it somehow in order to cripple his foe. Through madness or 
  corruption, this villain has no qualms about driving his mark 
  insane, using the worst of the past as his most potent tool.
  arChetypes
  There are as many villains throughout the Imperium of Man as 
  there are heroes to fight them. Each adversary has his own way of 
  doing things, his own collection of practices, habits and customs. 
  These can be gathered together into general groups called 
  Archetypes. Each category is meant to represent a rather broad 
  description of the particular villainous style of the Nemesis whose 
  Path terminates in a given Archetype. Within each category are 
  three examples of Nemeses from the major threats to humanity: 
  mankind itself, the devotees of the dark powers, and the xenos 
  threat. These examples are merely ideas of what sorts of villains 
  are represented by each Archetype. For each Archetype, one of 
  the three examples is presented in detail. 
  the rOgUe psyker
  Possessing incredible psychic powers, Nemeses of this sort can 
  manipulate the minds of others, divine the secrets of the future, 
  or abandon all subtlety and lay waste to entire stretches of the 
  Void. While most psykers tend to be enigmatic and insidious, 
  some lack any such cleverness and are much more dangerous 
  for their raw power than their supernatural wiles. These sorts 
  of psykers are unlikely to be in full control of their abilities and 
  can be as destructive to their own as to the Explorers. 
  The Enemy Within: A psyker, unsanctioned by the 
  Imperium of Man; unable to control his powers, yet unwilling 
  to submit to the Black Ships. His powers make him an 
  open gateway to the malicious beings of the warp, yet he 
  continues to exist, unconsumed by them. Where he passes, 
  destruction follows. When confronted, his connection to the 
  warp manifests in horrific and devilish displays of power and 
  energy. In his flight from those who would contain him, he 
  passes through the Maw and into the Expanse, bringing with 
  him strange events and devastating occurrences. 
  The Enemy Without: An Eldar warlock whose visions 
  of the future have led him from his people. What part the 
  Explorers play in his prophecy is unknown, but surely he 
  means to see them dead before they take the stage. Leading a 
  small band of devoted followers, he confronts the Explorers, 
  
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  perhaps to destroy them, or perhaps simply to turn them from 
  whatever course they desire to take. As more events play out 
  in accordance with the doom foretold by his witch-sight, his 
  actions have become more desperate. 
  The Enemy Beyond: A cabal of powerful sorcerers dedicated 
  to the Chaos gods, hiding in the shadows of society, turning 
  the minds of righteous citizens against their fellows. Preying on 
  fringe worlds and far-flung stations, they have made sanctuaries 
  for themselves throughout the Expanse, and are using them to 
  enact some foul ritual in supplication to their dark gods. Fearing 
  discovery by far-travelled Explorers, they turn the populace of 
  their havens against the Rogue Trader and his vessel. 
  Special Ability: Whatever profile the GM selects to modify, 
  he should augment it by adding the Psy Rating 4 Talent (or +4 
  to existing Psy Rating) and a number of Psychic Powers equal 
  to twice his Willpower Bonus. The GM may select any psychic 
  powers as long as the profile meets any prerequisites. 
  the BrUte
  There is only violence and savagery, neither compassion, nor 
  mercy. An adversary of little subtlety and guile, this Archetype 
  represents an enemy whose methods and advantages lie in simple 
  destructive power, most often manifest in some sort of 
  martial power, either possessed personally 
  by the adversary or at his command. 
  This sort of villain may also represent 
  a group of violent individuals rather 
  than a single adversary. 
  The Enemy Within: An assassin 
  whose persistence is matched only 
  by his callousness. A cold and ruthless 
  hound employed throughout the Expanse 
  by those who would see their perceived 
  wrongs avenged. He asks no questions of 
  his employers, he simply locates those he’s 
  paid to find and 
  using 
  whatever 
  means 
  necessary 
  dispatches his prey. His 
  reputation for executing 
  his targets personally and 
  with cruel indifference makes 
  him a valuable operative for those 
  who would see their enemies suffer. 
  T h e 
  E n e my 
  Without: 
  A 
  brutal 
  and sadistic 
  W a r b o s s 
  of 
  ‘Undred-
  undred Teef, leading 
  his boyz to ever greater 
  acts of savagery and barbarity. 
  Leading his warfleet across the stars, 
  he leaves in his wake only smouldering 
  ruins and drifting hulks. Fuelled by his 
  enjoyment of a past encounter with the 
  Explorers on the field of battle, the 
  Warboss seeks them out to pit his mobs against them and prove 
  once and for all that his boyz are the best in the Expanse. 
  The Enemy Beyond: A blood-mad devotee of Khorne, 
  driven only by the lust for slaughter. Aided by warp-spawn 
  and other hellish servants of the Blood God, the butcher 
  travels from world to world carving a bloody swathe in 
  the stars. As his infamy grows, so too do his gifts from 
  the Lord of the Skull Throne, and unless he is stopped, 
  his ascendancy to Daemonhood is certain. As his path 
  draws ever closer to the destination of the Explorers, his 
  bloodthirsty rage turns his attention to acquiring their ship 
  as a vessel for his fury. 
  Special Ability: Whatever profile the GM selects to 
  modify, he should augment it by adding 5+1d5 Wounds. 
  the pirate prinCe
  Extravagance, ambition, and brutality are the hallmarks of 
  this sort of villain; using whatever means necessary, they seek 
  wealth, power and fame. It is not uncommon for this type of 
  adversary to control a large fleet of smaller pirate vessels, all 
  gathered together under the flag of their single charismatic 
  and violent leader. It is rare for villains of this sort to act 
  in the shadows, behind the scenes or out of sight. While 
  they may prey on the fringes of Imperial space, it is likely 
  that their reputation will spread, either from the sheer 
  savagery evident in what is left behind, or spoken 
  from the mouths of the survivors, left alive to 
  tell the villain’s tale. 
  The Enemy Within: A rival for 
  the Warrant of Trade possessed 
  by the Rogue Trader, with 
  as legitimate a claim to 
  the Warrant as the Explorer 
  himself. Seeking to wrest 
  control of the Warrant, he 
  stymies the Explorers at 
  every turn. His fleet has 
  agents in every port, 
  and he seems to know 
  the Explorers’ every move 
  before they make it. In every 
  endeavour, the rival appears to tip 
  the balance against the Explorers; 
  in every engagement, he turns the 
  tide against them. He refuses to 
  stop until one or the other side 
  has been annihilated and the 
  Warrant is rightfully his. 
  The Enemy Without: 
  A wicked fleet of Eldar 
  raiders 
  spreading 
  fear 
  and terror through the 
  Expanse. Their motives 
  are 
  unknown, 
  but 
  their methods are 
  whispered of by 
  void-farers 
  and 
  station-hands 
  alike. They 
  destructive power, most often manifest in some sort of 
  martial power, either possessed personally 
  by the adversary or at his command. 
  This sort of villain may also represent 
  a group of violent individuals rather 
  than a single adversary. 
  The Enemy Within: An assassin 
  whose persistence is matched only 
  by his callousness. A cold and ruthless 
  hound employed throughout the Expanse 
  by those who would see their perceived 
  wrongs avenged. He asks no questions of 
  his employers, he simply locates those he’s 
  paid to find and 
  using 
  whatever 
  means 
  necessary 
  dispatches his prey. His 
  reputation for executing 
  his targets personally and 
  his targets personally and 
  with cruel indifference makes 
  him a valuable operative for those 
  who would see their enemies suffer. 
  A 
  brutal 
  and sadistic 
  W a r b o s s 
  of 
  ‘Undred-
  undred Teef, leading 
  his boyz to ever greater 
  acts of savagery and barbarity. 
  Leading his warfleet across the stars, 
  he leaves in his wake only smouldering 
  ruins and drifting hulks. Fuelled by his 
  enjoyment of a past encounter with the 
  Explorers on the field of battle, the 
  in the shadows, behind the scenes or out of sight. While 
  they may prey on the fringes of Imperial space, it is likely 
  that their reputation will spread, either from the sheer 
  savagery evident in what is left behind, or spoken 
  from the mouths of the survivors, left alive to 
  tell the villain’s tale. 
  The Enemy Within:
  the Warrant of Trade possessed 
  by the Rogue Trader, with 
  as legitimate a claim to 
  the Warrant as the Explorer 
  himself. Seeking to wrest 
  control of the Warrant, he 
  stymies the Explorers at 
  the Explorers’ every move 
  before they make it. In every 
  endeavour, the rival appears to tip 
  the balance against the Explorers; 
  in every engagement, he turns the 
  tide against them. He refuses to 
  stop until one or the other side 
  has been annihilated and the 
  Warrant is rightfully his. 
  The Enemy Without:
  A wicked fleet of Eldar 
  raiders 
  spreading 
  fear 
  and terror through the 
  their methods are 
  whispered of by 
  void-farers 
  and 
  station-hands 
  alike. They 
  
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  lure their unfortunate prey into dangerous stellar phenomena 
  with feigned routs and retreats, only to strike when their 
  opponents are vulnerable, coping with the perilous conditions. 
  Few of their prey survive to tell the tale, but those that do 
  speak of the screams of horror and pain that could be heard 
  over the vox systems of their escaping vessels. 
  The Enemy Beyond: A band of vicious pirate reavers 
  dedicating their carnage to the Dark Powers, running the 
  trade lanes of the Expanse in search of an unholy artefact. As 
  they ravage the scattered caravans making their way through 
  the stars, the reavers prefer capture over slaughter, and collect 
  thousands of slaves aboard their attendant slave-ships. While 
  their base of operations is unknown, rumours have spread 
  that the piratical marauders sacrifice their prisoners on altars 
  dedicated to the Dark Gods, to appease their masters until 
  they can one day find the relic they seek. 
  Special Ability: The Nemesis gains a number of Ship 
  Points to build a starship equal to the number of Ship Points 
  the Explorers possessed to build their starting ship, +10 
  additional Ship Points. 
  the heretek
  Technology is the life-blood of the Imperium, and just as the 
  blood of the body can become corrupt and poisonous, so 
  too can the technology of man and xenos be used to the 
  detriment of mankind. Seeking possession 
  and knowledge of arcane technologies, 
  twisted daemon-engines, or xenostech 
  devices, adversaries of this sort pervert 
  the mysteries of the Machine God to 
  their own dark ends. Many have 
  fallen from grace because of their 
  obsession 
  with 
  proscribed 
  technologies 
  and 
  mad 
  experimentation. 
  The Enemy Within: 
  A 
  respected 
  Tech-
  Priest whose drive 
  for knowledge 
  has 
  turned 
  her from the 
  teachings and 
  proscriptions 
  of her order. 
  Seeking 
  to 
  make 
  use 
  of 
  fantastic technologies 
  from bygone races in 
  the Expanse, she has agents within 
  the Cold Trade ready to divert to 
  her treasuries whatever artefacts 
  she desires. Unwilling to relinquish 
  the resources of her order, however, 
  she continues to feign orthodoxy 
  and has as yet gone unnoticed. 
  Should 
  her 
  tech-heresy 
  be 
  uncovered 
  or 
  threatened, her response would be a swift silencing of those 
  involved, by whatever means are most logical. 
  The Enemy Without: Possessed of an incomprehensible 
  cunning and fuelled by Orkish enthusiasm, an Ork Mek whose 
  maddening inventions pervert the holy tech of the Machine 
  God. Having despoiled a Mechanicus vessel during a previous 
  raid, the Mek discovered the best ‘worky gubbinz’ imaginable. 
  While the spoils of the Mechanicus ship have provided for 
  innumerable Orky creations, they have long since run out and 
  now he and his ‘kustom boyz’ are plying the stars in search 
  of more gadgets and better ‘whatnotz’. Unfortunately for the 
  populace of the Expanse, the Mek has decided that ‘umie 
  technology makes for the best ‘konvershuns’ and has taken to 
  human space as the sole source for parts. 
  The Enemy Beyond: Captured and unwillingly corrupted 
  by a cabal dedicated to the Dark Gods, a Tech-Priest driven 
  mad and made host to a daemonic entity. Spiritually putrefied 
  far beyond the point of redemption, the deranged adept 
  now seeks an unholy tech-relic once borne by the daemon 
  within him. Melding daemon flesh and steel, he has created 
  a terrifying horde of servitor-beings enslaved to his will and 
  tireless in their search for his lost artefact. Aboard his daemon 
  vessel he plies the stars obsessively seeking 
  what was once his. 
  Special Ability: The Nemesis gains 
  a number of Near Unique or Unique 
  Archeotech or Xenostech Items 
  equal to their Intelligence Bonus.
  the apOstate
  If technology is the life-blood of the 
  Imperium, faith is its immortal soul. Since 
  the time of the Heresy, the Ecclesiarchy 
  has tended the soul of the Imperium and 
  protected it against the deprivations of 
  doubt, reason, and fear. There 
  are those, however, who 
  have used their position of 
  spiritual power to corrupt 
  the faith of their charges. The 
  Koronus Expanse is teeming 
  with those who came under the 
  scrutiny of the Ecclesiarchy, but 
  escaped its scourge. These 
  counterfeit clerics and 
  false 
  prophets 
  wield 
  their spurious authority 
  as a blade to strike down 
  the souls of good Imperial 
  citizens, living far from the 
  light of proper orthodoxy. 
  The Enemy Within: 
  A covetous cleric, whose 
  desire for possession and 
  wealth drove him from the 
  ranks of the Ecclesiarchy. 
  Now on the run, he has 
  retained his symbols of 
  office, his mitre, his 
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  Technology is the life-blood of the Imperium, and just as the 
  blood of the body can become corrupt and poisonous, so 
  too can the technology of man and xenos be used to the 
  detriment of mankind. Seeking possession 
  and knowledge of arcane technologies, 
  twisted daemon-engines, or xenostech 
  devices, adversaries of this sort pervert 
  the mysteries of the Machine God to 
  their own dark ends. Many have 
  fallen from grace because of their 
  obsession 
  with 
  proscribed 
  technologies 
  and 
  mad 
  experimentation. 
  The Enemy Within:
  A 
  respected 
  Tech-
  Priest whose drive 
  for knowledge 
  Seeking 
  to 
  make 
  use 
  of 
  fantastic technologies 
  from bygone races in 
  the Expanse, she has agents within 
  the Cold Trade ready to divert to 
  her treasuries whatever artefacts 
  she desires. Unwilling to relinquish 
  the resources of her order, however, 
  she continues to feign orthodoxy 
  and has as yet gone unnoticed. 
  Should 
  her 
  tech-heresy 
  be 
  uncovered 
  or 
  vessel he plies the stars obsessively seeking 
  what was once his. 
  Special Ability: 
  a number of Near Unique or Unique 
  Archeotech or Xenostech Items 
  equal to their Intelligence Bonus.
  the apO
  If technology is the life-blood of the 
  Imperium, faith is its immortal soul. Since 
  the time of the Heresy, the Ecclesiarchy 
  has tended the soul of the Imperium and 
  protected it against the deprivations of 
  doubt, reason, and fear. There 
  are those, however, who 
  have used their position of 
  spiritual power to corrupt 
  the faith of their charges. The 
  Koronus Expanse is teeming 
  with those who came under the 
  scrutiny of the Ecclesiarchy, but 
  escaped its scourge. These 
  counterfeit clerics and 
  false 
  prophets 
  wield 
  their spurious authority 
  as a blade to strike down 
  the souls of good Imperial 
  citizens, living far from the 
  light of proper orthodoxy. 
  The Enemy Within:
  A covetous cleric, whose 
  desire for possession and 
  wealth drove him from the 
  ranks of the Ecclesiarchy. 
  Now on the run, he has 
  retained his symbols of 
  office, his mitre, his 
  
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  tome, and his aspergillum. Using these tools, he has gathered 
  to himself a mass of followers, fervently devoted to their 
  charismatic confessor and willing to lay down their lives at 
  his word. Abusing their adoration to feed his avarice, the cleric 
  strips his disciples of their worldly possessions under the guise 
  of religious asceticism, only to have the items peddled for 
  profit. Turning the faith of the ignorant to his own ends, the 
  excommunicate priest only makes himself a larger target for 
  those of true faith in the God-Emperor. 
   The Enemy Without: Abandoned by his own people, and 
  betrayed by those to whom he swore his allegiance, a Kroot 
  warrior with no home and no hope of passing on his genetic 
  legacy. After years of service among the crew of a Rogue Trader 
  vessel, and long-since having been cut off from his Shaperate, 
  he has become apostate to his own people—a loyal mercenary 
  left to die among a boarding party, discarded on a crippled 
  enemy ship to avoid a conflict with an agent of the Ecclesiarchy. 
  With no home to return to and his loyalty betrayed, he stalks 
  his former companions through the stars, hungry for revenge. 
  The Enemy Beyond: An apostate cardinal of a back-
  water fringe world, whose faith in the God-Emperor has 
  been twisted by the whispers of the warp and who has turned 
  against the Ecclesiarchy in favour of his own indulgences 
  and conceit. Listening too closely to his own dark impulses, 
  he is a man whose faith in the Emperor of Man was once 
  strong, but now preaches the power of the Chaos Gods, that 
  he might draw their eye to himself and be blessed with their 
  dark gifts. His words go well heeded by his former flock, in 
  which he once inspired unfailing trust and fidelity. 
  Special Ability: The Nemesis gains a number of elite 
  enforcers, minions who are totally loyal and enact their 
  bidding. The GM should choose an appropriate NPC profile 
  to represent these individuals (in the same manner as the GM 
  chooses a profile for the Nemesis). He then augments the 
  profile with a number of Build Points equal to half the Build 
  Points he had to augment the Nemesis. Once he has created 
  the profile, the Nemesis gains a number of minions using this 
  profile equal to the Nemesis’s Fellowship Bonus.
  the inqUisitOr
  A domain as vast as the Imperium of Man can not help but 
  encounter enemies on several fronts, and will suffer these enemies 
  from within as well as without. For this reason it is necessary that 
  the Imperium employ the likes of the Inquisition. Their methods 
  are ruthless and their means are limitless. Those who draw the 
  eye of the Inquisition do so with their thoughts as much as their 
  actions. To face an Inquisitor is to face an enemy who does not 
  aim to simply kill his quarry, but instead to force their repentance 
  and contrition before sending them from this life. 
  The Enemy Within: An over-zealous agent of the 
  Inquisition, stamping out blasphemy and deviance wherever he 
  imagines its presence. Unable to see beyond the harsh teachings 
  of his own, paranoid order, he sees heresy at every turn. 
  Disregarding their warrant to interact with the xenos of the 
  Expanse on behalf of the Imperium itself, the Inquisitor stalks 
  the Explorers beyond the bounds of Imperial space to put an 
  end to their imagined unorthodoxy. To halt the spread of their 
  deviance, he silences forever those who have had contact with 
  the Explorers, so that they not become corrupt themselves. 
  The Enemy Without: A curious and cold-blooded Dark 
  Eldar raider, whose reputation is feared throughout the 
  Expanse, but of whom little is actually known. Darting from 
  one corner of the Expanse to the next, through his people’s 
  webway gates, the sadistic Eldar avoids all retribution 
  from the comrades of his victims. These victims, snatched 
  by the rapacious Eldar and his small fleet, are taken rather 
  than killed and subjected to the darkest horrors of pain, 
  torture, and experimentation. When their torments finally 
  cease, they are little more than mindless slaves to their new 
  master’s will. Whatever their former allegiance, their loyalty 
  and fidelity are both twisted as mind-altering poisons and 
  unspeakable physical torments break whatever will the 
  victim might once have had. 
  The Enemy Beyond: Acting on dark prophecies spewed 
  from the mouth of a daemonic oracle, a mutant, twisted by his 
  exposure to the darkness of the warp, seeks the corpse of his 
  once-mighty master. Possessing only a prognostic riddle, he 
  haunts the shadow of the Explorers, pursuing those whom his 
  daemonic soothsayer demands. Knowing only that the Explorers 
  must inevitably lead him to the corrupt cadaver he seeks, he 
  hounds their trail. He utilises dark sorceries to enter the Explorers’ 
  dreams, that he might glean whatever secrets he can with regard 
  to their destination. These foul magicks leave the minds of the 
  crew distraught and suffering from ominous nightmares. 
  Special Ability: When the Nemesis is operating within the 
  society he originates from (for example, an Imperial Inquisitor 
  from the Ordo Calixis operating within the Imperium, and 
  specifically the Calixis Sector), he counts his Profit Factor 
  as 50 percent higher than normal (Profit Factor 40 would 
  become Profit Factor 60). 
  the pOlitiCO
  Playing several groups against one another, acting through 
  intermediaries and agents, manipulating those around him to 
  his own ends, these are the trademarks of the Politico. Often 
  members of high society, these villains have spent years 
  amongst the backbiting and favouritism of the political elite. 
  Adversaries of this sort know full well that what one can do 
  is not so important as who one knows or what one can make 
  others do. Subtle and slippery in the extreme, these Nemeses 
  are masters of long-term planning, and often have several 
  contingencies prepared for every possible circumstance. 
  The Enemy Within: A spoiled and vain child of noble 
  lineage, destined by birth to command an entire star system. 
  Coming into power long before reaching his prime, he rules 
  his demesne as a bored simpleton, throwing entire planets 
  into starvation or destruction on a child’s whim. Protected 
  by Imperial politics, yet savvy to their traps and pitfalls, he 
  manipulates those around him with a practised hand, enjoying 
  full well, his guarded position. When his vanity is challenged by 
  the presumption of a proud Rogue Trader, his wrath is loosed 
  across his system as his tantrum tears entire planets apart. 
  The Enemy Without: His people scattered amongst the 
  stars, a Kroot Shaper seeking to unite the kindred under a 
  single cause. Desiring the genetic advancement of his 
  kind, he sends emissaries to the many warspheres 
  throughout the Koronus Expanse, that they 
  might create a single, overwhelming 
  
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  kindred. His vision has gained popularity amongst the first few 
  warspheres reached by his emissaries. Whispered of throughout 
  all the kindreds of the Expanse, this singular Shaper has stirred 
  his people to a possible crusade against mankind, and in so 
  doing has become a messiah amongst his own people. 
  The Enemy Beyond: A sinister servant of the Changer of 
  the Ways skulking in the shadows behind the throne of powerful 
  system lord. He corrupts the will of his liege using paranoia to 
  incite ever-greater acts of oppression and persecution against his 
  subjects. Meanwhile, in order that the entire system be thrown 
  into chaos, he stirs the planetary populace into rebellion against 
  their liege-lord. To ensure the greatest carnage possible when 
  the moment of revolution finally comes, the perverse agitator 
  has lured a swarm of Rak’gol marauders to the system with the 
  promise of easy victory. 
  Special Ability: When the Nemesis is operating within 
  the society he originates from (for example, a Planetary 
  Governor on the planet he controls), and the Explorers are 
  also operating within that society, the Explorers count their 
  Profit Factor as 50 percent lower (so a Profit Factor of 40 
  would count as Profit Factor 20 instead).
  the Criminal masterminD
  Using their connections and power in the underworld, villains 
  of this sort shape elaborate criminal enterprises for their own 
  personal gain. Most often these adversaries lead from the 
  shadows, where their safety is all but guaranteed by layers 
  of intermediaries, deputies and unwitting agents. The truly 
  terrifying criminal masterminds work so far behind the scenes 
  that their lowest lieutenants may not even know they exist. 
  Crossing a Nemesis of this sort has lasting consequences but 
  can be as simple as thwarting the efforts of a minor smuggling 
  operation. Few Explorers realise their folly until it is far too late 
  and the full force of a criminal empire is arrayed against them. 
   The Enemy Within: A disgraced planetary enforcer 
  commander seeking vindication against the Explorers for a 
  crime she failed to apprehend them for. Fallen from the grace 
  of the Emperor, she retains her underworld contacts and the 
  skills imparted to her by the enforcers she used to command. 
  She uses these connections and talents to corrupt all who 
  would aid the Explorers. She eventually aims to turn the entire 
  Expanse against them and bring the supposed crimes of the 
  Explorers to light so that she might earn her redemption. 
  The Enemy Without: A band of stryxis traders always 
  seeming to have that single thing which their customers want 
  the most. Preying on the weak-willed, they refuse payment or 
  goods in return for their wares, but instead ask favours and deeds. 
  Practically buying and selling the souls of those they deal with, 
  these xenos peddlers have built a web of debt and obligation 
  throughout the Expanse. What they seek is unknown, but 
  their methods have earned them a dark reputation for having 
  whatever it is one desires most earnestly; all they ask is that one 
  turn against his own kind and give himself over to the service of 
  those who provided his darkest desire. 
  The Enemy Beyond: A narcissistic hive-prince in the service 
  of Slaanesh using his influence to corrupt all levels of criminal 
  activity in the hive, to his dark master’s ends. Perverting the lowest 
  underhive scum to the highest noble, his agents lure their victims 
  to ever-greater acts of decadence and indecency, all the while 
  collecting tribute for their prince. Revelling in his own depravity, 
  but jealous of his master’s favour, he gathers to himself those 
  whose degraded souls who might draw his master’s gaze. Upon 
  these vile individuals he enacts unspeakable torments before 
  finally handing over their souls to the Lord of Dark Delights. 
  Special Ability: Instead of the usual number of Fate 
  Points from the Touched by the Fates Talent, the Nemesis 
  gains a number of Fate Points equal to his Willpower Bonus.
  fleshiNg out a Nemesis
  Following are examples of Nemesis profiles that can be 
  augmented by the GM using Build Points. None of the 
  Profiles have their Special Ability included; even though 
  each profile has an Archetype they are intended for, the 
  profiles could be used to fit other Archetypes as well. In 
  addition, each entry includes a description for how the 
  weapOn training talents
  To simplify these profiles, none of the NPCs in this 
  chapter are listed with any Weapon Training Talents. 
  Instead, assume they are able to use any weapon they 
  are equipped with, plus any additional weapons the 
  GM may feel is appropriate. 
  Explorers to light so that she might earn her redemption. 
  The Enemy Without:
  seeming to have that single thing which their customers want 
  the most. Preying on the weak-willed, they refuse payment or 
  goods in return for their wares, but instead ask favours and deeds. 
  Practically buying and selling the souls of those they deal with, 
  these xenos peddlers have built a web of debt and obligation 
  throughout the Expanse. What they seek is unknown, but 
  their methods have earned them a dark reputation for having 
  whatever it is one desires most earnestly; all they ask is that one 
  turn against his own kind and give himself over to the service of 
  those who provided his darkest desire. 
  The Enemy Beyond:
  of Slaanesh using his influence to corrupt all levels of criminal 
  activity in the hive, to his dark master’s ends. Perverting the lowest 
  underhive scum to the highest noble, his agents lure their victims 
  to ever-greater acts of decadence and indecency, all the while 
  collecting tribute for their prince. Revelling in his own depravity, 
  but jealous of his master’s favour, he gathers to himself those 
  whose degraded souls who might draw his master’s gaze. Upon 
  these vile individuals he enacts unspeakable torments before 
  finally handing over their souls to the Lord of Dark Delights. 
  Points from the Touched by the Fates Talent, the Nemesis 
  gains a number of Fate Points equal to his Willpower Bonus.
  f
  Following are examples of Nemesis profiles that can be 
  augmented by the GM using Build Points. None of the 
  Profiles have their Special Ability included; even though 
  each profile has an Archetype they are intended for, the 
  profiles could be used to fit other Archetypes as well. In 
  addition, each entry includes a description for how the 
  
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  profile could be constructed based on choices from the 
  Nemesis Path, to help provide a GM with guidance if he 
  wants to construct his own profiles.
  the rOgUe psyker
  This Rogue Psyker example is a cabal of cultists devoted 
  to the Dark Gods. Their Origin is Faith Found Wanting, 
  represented by skills such as Forbidden Lore, Ciphers 
  (Occult), and Secret Tongue (Cult) as well as the Dark Soul 
  talent. After Faith Found Wanting, Vendetta is selected and 
  filled out with the Tracking, Shadowing, and Silent Move 
  skills in addition to the Peer (Underworld) talent, all showing 
  the cabal’s desire to get revenge by successfully tracking 
  their mark and securing allies to assist them. Each cabalist 
  also carries a memento as a reminder of why it is that he 
  hunts the Rogue Trader and his crew. Following Vendetta is 
  the Paranoid Savant from Devices and Downfalls. 
  The Light Sleeper and Paranoia talents fit well alongside 
  some buffed up Investigation Skills such as Common Lore, 
  Forbidden Lore, and Logic. Also, Telepathy and Divination 
  are appropriate Psychic Disciplines due to their focus on 
  information gain and transmission. Reputation is selected 
  from the next row and thus their Fellowship is perhaps 
  higher than one would normally expect from a cabalist 
  and several Interaction based skills help them with social 
  manoeuvrability. Finally, the psykers need a few skills, talents, 
  powers, and equipment specifically appropriate to those who 
  traffic with the warp. 
  Dark Cabalist (rogue psyker) profile
  ws
  Bs
  s
  t
  ag
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  28
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  36
  28
  37
  45
  43
  Movement: 3/6/9/18  
   
   
  Wounds: 13
  Total Armour: (Body 3, Arms 2, Legs 2) 
  Total TB: 4
  Skills: Awareness (Per), Ciphers (Occult) (Int), Charm (Fel) 
  +10, Common Lore (Imperium, Koronus Expanse) (Int), 
  Command (Fel), Deceive (Fel) +10, Forbidden Lore (Cults, 
  Daemonology, Warp) (Int) +10, Invocation (WP), Logic (Int) 
  +10, Psyniscience (Per), Secret Tongue (Cult) (Int), Shadowing 
  (Ag) +10, Silent Move (Ag) +10, Speak Language (Low 
  Gothic) (Int), Tracking (Int), Trade (Seer) (Int).
  Talents: Dark Soul, Jaded, Light Sleeper, Paranoia, Peer 
  (Renegade, Underworld) Psy Rating 2.
  Traits: One Mutation.
  Disciplines: Telepathy, Divination.
  Psychic Techniques: Short Range Telepathy, Mind Probe.
  Armour: Reinforced void suit (Body 3, Arms 2, Legs 2).
  Weapons: Sacrificial blade (1d5+4 R; Primitive), stub automatic 
  (30m; S/3/–; 1d10+3 I; Pen 0; Clip 9; Reload Full).
  Gear: Tattered clothes, trinkets and fetishes, memento, ragged 
  reinforced void suit, respirator.
  the BrUte
  The Ork Warboss is a formidable villain using the column 
  of the Nemesis Path that starts with Despot and ends with 
  The Brute. His Despotic origins grant the Warboss skills 
  such as Command and Intimidate as well as talents like 
  Air of Authority. Motivated by Slaughter and threatening 
  the Explorer’s Wellbeing, he has the Frenzy, Battle Rage, 
  Crushing Blow, Furious Assault, and (several) Weapon 
  Training talents. 
  Many talents designed to make the Warboss seem 
  indomitable and fearsome such as Hardy, True Grit, and 
  Iron Jaw complete his status as a Warrior Without Peer. 
  Though mainly developed for his superior combat skills, 
  he has some social ability with regards to command and 
  intimidation and fun roleplaying bits like his trophies 
  and Ork Speak.
  ork warboss (the Brute) profile
  ws
  Bs
  s
  t
  ag
  int per wp fel
  (8)
  (10)
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  48
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  Movement: 3/6/9/18  
   
   
  Wounds: 18
  Total Armour:(Body 5, Head 4, Arms 2, Legs 2)  Total TB: 10
  Skills: Awareness (Per), Barter (Fel), Command (Fel), 
  Intimidate (S), Speak Language (Ork, Low Gothic) (Int).
  Talents: Air of Authority, Battle Rage, Common Lore (Ork), 
  Crushing Blow, Furious Assault, Hardy, Iron Jaw, True Grit.
  Traits: Brutal Charge, Resistance (Cold, Heat, Radiation), 
  Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2).
  Armour: Looted armour (Body 5, Head 4, Arms 2, Legs 2).
  Weapons: Choppa (1d10+12 R; Pen 2, Tearing), 1d5 
  Stikkbombz (24m; S/–/–; 2d10+5 X; Pen 2; Clip 1; Reload 
  –; Blast [1]), shoota (60m; S/3/10; 1d10+4 I; Pen 0; Clip 
  30; Reload Full; Inaccurate, Unreliable).
  Gear: 2d10 Ork teeth (‘Teef ’), shiny bitz, collected gore 
  and other trophies from his kills, 3 spare clips for the shoota, 
  respirator, crude hand vox.
  the pirate prinCe
  Cruel and disdainful towards humans, Eldar pirates make 
  perfect enemies for Rogue Traders. The Eldar Raiders 
  listed below start with Enemy in Arms, taking several 
  Weapon Training talents, Quick Draw, and Leap Up 
  to represent an agile and quick combat style. Next, 
  they are motivated by Greed and target a Rogue 
  Trader’s ability to make a profit—Motivation 
  and Stakes choices that go hand in hand. 
  tOUCheD By the fates (talent)
  Prerequisites: Non-player Characters only, must have 
  free will, may not be applied to Daemons or other non-
  living creatures.
  The NPC has a number of Fate Points equal to half 
  his Willpower Bonus (rounding up). He may use these 
  Fate Points in the exact same way as an Explorer, and 
  may even “burn” a Fate Point to survive death and 
  destruction. In addition, the rules for Righteous Fury 
  apply to this character.
  
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  The Barter, Commerce, Gamble, and Trade skills all make 
  sense when working towards these ends. Because they 
  are Wealthy Scofflaws as well, these trade and wealth 
  related skills are bulked up. Additionally, skills and talents 
  related to crime work well such as Deceive and Ciphers 
  (Underworld).
  eldar raider (the pirate prince) profile
  ws
  Bs
  s
  t
  ag
  int per wp fel
  (10)
  44
  44
  33
  35
  52
  39
  40
  43
  27
  Movement: 5/10/15/30   
  Wounds: 12
  Total Armour: (All 4) 
  Total TB: 3
  Skills: Acrobatics (Ag), Awareness (Per) +10, Barter (Fel), 
  Ciphers (Underworld) (Int) +10, Commerce (Fel) +10, 
  Deceive (Fel) +10, Dodge (Ag), Evaluate (Int) +10, Forbidden 
  Lore (The Black Library, Xenos, The Warp) (Int), Gamble (Int), 
  Navigation (Stellar) (Int), Pilot (Interface Craft, Jump Pack) 
  (Ag), Medicae (Int), Silent Move (Ag) +10, Speak Language 
  (Eldar, Low Gothic, Void Cant) (Int) +10, Trade (Int).
  Talents: Leap Up, Quick Draw, Resistance (Fear, Psychic 
  Techniques), Sprint.
  Traits: Unnatural Agility (x2).
  Armour: Xenos mesh void armour (All 4).
  Weapons: Shuriken catapult (60m; S/3/10; 1d10+4 R; 
  Pen 6; Clip 100; Reload 2 Full; Reliable), xenos-crafted 
  laspistol (30m; S/–/–; 1d10+2 E; Pen 0; Clip 30; Reload 
  Full; Reliable), xenos-crafted mono-sword (1d10+3 R; Pen 2; 
  Balanced), 2 plasma grenades, 4 blind grenades.
  Gear: 3 spare clips of shuriken catapult ammunition, waystone 
  gem, xenos-crafted medikit, xenos-crafted void-sealed armour 
  that grants full life support as well as long range encrypted 
  vox, auspex, and Dark Sight. Inbuilt void impellor units in 
  the armour grant Flyer 12 in null gravity.
  the heretek
  To represent the unsurpassed mind of the Rival Intellect 
  origin, the Magos has an increased Intelligence score, cortex 
  implants, and several Lore skills. Her heretical fascination 
  with proscribed alien technology is represented by her high 
  proficiency with Forbidden Lore (Xenos). Despite her heresy, 
  she remains a trusted and powerful servant of the Machine 
  God, and as such her equipment and her very body are of the 
  highest mechanical quality.
  secretive magos (the heretek) profile
  ws
  Bs
  s
  t
  ag
  int per wp fel
  35
  35
  33
  39
  30
  46
  35
  35
  20
  Movement: 3/6/9/18  
   
  Wounds: 22
  Total Armour: (All 4) 
  Total TB: 3
  Skills: Awareness (Per), Common Lore (Machine 
  Cult, Tech) (Int) +10, Drive (Hover Vehicle) 
  (Ag), Forbidden Lore (Archeotech, Adeptus 
  Mechanicus), Forbidden Lore (Xenos-tech) (Int) +20, 
  Logic (Int) +10, Pilot (Spacecraft) (Ag), Speak Language 
  (Explorator Binary, Low Gothic, Techna-lingua) (Int), Tech-
  Use (Int) +20.
  Talents: Infused Knowledge, Logis Implant, Rite of Awe, 
  Rite of Fear, The Flesh is Weak 2.
  Traits: Mechanicus Implants (see page 366 of the Rogue 
  TRadeR rulebook), Machine (2).
  Armour: Mechanicus armoured carapace (All 5).
  Weapons: Omnissian Axe (2d10+7 E; Pen 6; Powerfield, 
  Unbalanced), Hellpistol (35m; S/2/–; 1d10+4 E; Pen 7; 
  Clip 40; Reload 2 Full).
  Gear: 3 spare hellpistol clips, manipulator, optical, and utility 
  mechadendrites, bionic augur arrays, good-quality cortex 
  implants, sacred unguents, techpriests’s mantle. 
  the apOstate
  To represent a constant state of awareness regarding his own 
  place outside Imperial acceptance, the Nemesis has the Paranoia 
  talent. The Tracking +20 Skill represent the thirst for vengeance 
  possessed by those with the Vendetta motivation. To make him 
  a truly ferocious combatant, the Nemesis has the Blademaster 
  talent, and higher-than-average Weapon Skill and Ballistic Skill.
  Dispossessed kroot (the apostate) profile
  ws
  Bs
  s
  t
  ag
  int per wp fel
  (6)
  (8)
  48
  38
  35
  40
  44
  25
  44
  30
  18
  Movement: 4/8/16/32   
   
  Wounds: 23
  Total Armour: (Body 2) 
   
   
  Total TB: 4
  Skills: Acrobatics (Ag), Awareness (Per), Barter (Fel), Climb 
  (S) +10, Concealment (Ag) +20, Dodge (Ag) +10, Silent 
  Move (Ag) +20, Speak Language (Low Gothic, Kroot) (Int), 
  Tracking (Int) +20, Survival (Int) +20.
  Talents: Blademaster, Furious Attack, Leap Up, Lightning 
  Reflexes, Melee Weapon Training (Primitive), Paranoia, 
  Resistance (Fear), Sprint, Swift Attack. 
  Traits: Natural Weaponry (Beak), Unnatural Perception (x2), 
  Unnatural Strength (x2).
  Armour: Hide Armour (Body 2).
  Weapons: Kroot Rifle (110m; S/–/–; 1d10+5 E; Pen 1; 
  Clip 6; Reload 2 Full), beak (1d5+6 R; Primitive). 
  Gear: Cut meat, bandolier of 30 rifle charges, fetish pouch.
  the inqUisitOr
  The Orthodox Xenos Inquisitor sends xenostech smuggling 
  Rogue Traders to rot on the nearest prison world. Her 
  dedication to Puritan ideals gives her the Armour of Contempt, 
  Hatred (Criminals), Inspire Wrath, and Litany of Hate talents. 
  Her commitment to Orthodoxy in all things Imperial continues 
  this puritanical trend and is represented by the Duty Unto 
  Death talent. Various knowledge-based skills and the Foresight 
  and Paranoia talents follow from her being a Paranoid Savant. 
  Ultimately, her station as an Inquisitor and his good reputation 
  with planetary governments help him to revoke the Freedom 
  his Rogue Trader enemies take for granted.
  
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  ordo Xenos (the inquisitor) profile
  ws
  Bs
  s
  t
  ag
  int per wp fel
  35
  40
  35
  35
  35
  43
  31
  40
  38
  Movement: 3/6/9/18  
   
   
  Wounds: 15
  Total Armour: (All 5) 
   
   
  Total TB: 3
  Skills: Awareness (Per) +10, Charm (Fel), Common Lore 
  (Imperium, Koronus Expanse) +10, Evaluate (Int) +10, 
  Forbidden Lore (Archeotech, the Inquisition, Xenos) +10, 
  Inquiry (Fel) +10, Interrogation (WP), Intimidate (S), Literacy 
  (Int), Scholastic Lore (Judgement, Occult) (Int) +10, Scrutiny 
  (Per), Search (Per), Security (Ag), Shadowing (Ag), Speak 
  Language (Low Gothic) (Int), Tech-Use (Int), Tracking (Int).
  Talents: Ambidextrous, Armour of Contempt, Duty Unto 
  Death, Fearless, Foresight, Good Reputation (Government), 
  Hatred (Criminals), Inspire Wrath, Litany of Hate, Melee 
  Weapon Training (Universal), Paranoia, Peer (Academic, 
  Inquisition), Two Weapon Wielder (Ballistic).
  Armour: Enforcer light carapace armour (All 5).
  Weapons: Power sword (1d10+8 E; Pen 5; Power Field, 
  Balanced), Two Stripped Down Conversion Beamers (Pistol; 
  50m; S/–/–; 1d10+2 E; Pen 2; Clip 8; Rld 2 Full; At 
  between 10-30 metres range, the weapon deals 1d10+7 E 
  damage with a Pen 4; at 30-50 metres range, the weapon 
  deals 2d10+7 E damage with a Pen of 6; at longer ranges 
  the weapon deals 3d10+7 E damage with a Pen of 10 and 
  Blast [2])
  Gear: Auspex, auto-quill, chrono, 2 extra hellgun clips, data-
  slate, multikey, servo-skull, set of fine clothing.
  the pOlitiCO
  Both the Nemesis’ origins and motivations are hidden from 
  the world at large and as such are not represented by any 
  equipment or other readily visible means. They are however 
  present in the large number of Forbidden Lore skills. 
  Interactions with the Rak’Gol and the creatures of the warp 
  has made the adversary Jaded and resistant to fear. As a Politico 
  archetype, the villain has several social and manipulation 
  skills, and a high Fellowship attribute. 
  agitator of tzeentch (the politico) profile
  ws
  Bs
  s
  t
  ag
  int per wp fel
  31
  32
  33
  35
  38
  42
  41
  44
  42
  Movement: 3/6/9/18  
   
   
  Wounds: 18
  Total Armour: (All 5) 
   
   
  Total TB: 3
  Skills: Charm (Fel) +20, Ciphers (Underworld) (Int) +10, 
  Common Lore (Administratum, Koronus Expanse) (Int), 
  Deceive (Fel) +20, Forbidden Lore (Pirates, Xenos) (Int), 
  Forbidden Lore (Daemonology, Heresy, The Warp) (Int) 
  +10, Inquiry (Fel) +10, Interrogation (WP), Scholastic 
  Lore (Bureaucracy, Heraldry) (Int), Scrutiny (Per), 
  Speak Language (High Gothic, Low Gothic) 
  (Int). 
  Talents: Air of Authority, Jaded, Melee 
  Weapon Training (Universal), Peer (Nobility, 
  Administratum, Underworld), Pistol Weapon 
  Training (Universal), Resistance (Fear). 
  Armour: Mesh Combat Cloak (Arms, body, legs 4).
  Weapons: Laspistol (30m; S/–/–; 1d10+3 E; Clip 
  30; Reload Full; Reliable), Power Sword (1d10+8 E; 
  Pen 5; Power Field, Balanced).
  Gear: Seal of authority, Noble clothing, 2 spare 
  laspistol clips, tomes on the Dark Gods.
  Balanced), Two Stripped Down Conversion Beamers (Pistol; 
  50m; S/–/–; 1d10+2 E; Pen 2; Clip 8; Rld 2 Full; At 
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  Total Armour:
  Skills: Charm (Fel) +20, Ciphers (Underworld) (Int) +10, 
  Common Lore (Administratum, Koronus Expanse) (Int), 
  Deceive (Fel) +20, Forbidden Lore (Pirates, Xenos) (Int), 
  Forbidden Lore (Daemonology, Heresy, The Warp) (Int) 
  +10, Inquiry (Fel) +10, Interrogation (WP), Scholastic 
  Lore (Bureaucracy, Heraldry) (Int), Scrutiny (Per), 
  Administratum, Underworld), Pistol Weapon 
  Training (Universal), Resistance (Fear). 
  Armour:
  Weapons:
  30; Reload Full; Reliable), Power Sword (1d10+8 E; 
  Pen 5; Power Field, Balanced).
  Gear:
  laspistol clips, tomes on the Dark Gods.
  
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  the Criminal masterminD
  This Criminal Mastermind has fallen from his position as 
  a commander of an entire planet’s worth of Enforcers and 
  blends the best of his training with his new connections in 
  the criminal underworld. His harsh, justice-oriented origins 
  show through in his knowledge of the Imperium and habits 
  of asceticism. He has Common Lore (Adeptus Arbites, 
  Imperial Creed, Imperium, Koronus Expanse) in addition to 
  the Armour of Contempt and Orthoproxy talents. He desires 
  Glory above all else, having memorised Imperial legends and 
  tempered nerves of steel. He has Scholastic Lore (Legend) 
  and the Nerves of Steel and Last Man Standing talents. His 
  status as a Scandalous Socialite affords him several social 
  skills as well as the Peer (Nobility) and Decadence talents. 
  Finally, to interfere in his opposed Rogue Trader’s ability to 
  use Influence, he has friends in both high and low places 
  represented by his Peer (Adeptus Arbites, Underworld) talent 
  and buffed up social skills and Fellowship.
  renegade enforcer (Criminal mastermind) 
  ws
  Bs
  s
  t
  ag
  int per wp fel
  28
  33
  35
  36
  39
  45
  44
  40
  52
  Movement: 3/6/9/18  
   
   
  Wounds: 18
  Total Armour: (Arms 3, Body 3, Legs 3) 
  Total TB: 3
  Skills: Awareness (Per) +10, Carouse (T), Charm (Fel) +10, 
  Common Lore (Adeptus Arbites, Imperial Creed, Imperium, 
  Koronus Expanse, Underworld) (Int) +10, Concealment (Ag), 
  Deceive (Fel), Inquiry (Fel) +10, Interrogation (WP) +10, 
  Intimidate (S) +10, Literacy (Int), Scholastic Lore (Imperial 
  Warrants, Judgement, Legend) (Int), Search (Per) +10, Speak 
  Language (Low Gothic, High Gothic) (Int).
  Talents: Armour of Contempt, Decadence, Last Man 
  Standing, Nerves of Steel, Orthoproxy, Peer (Adeptus Arbites, 
  Nobility, Underworld).
  Armour: Xeno-mesh armour (Arms 3, Body 3, Legs 3).
  Weapons: Inferno pistol (10m; S/–/–; 2d10+8 E; Pen 13; 
  Clip 3; Reload Full), Boltgun (90m; S/2/4; 1d10+5 X; Pen 
  4; Clip 24; Reload Full; Tearing).
  Gear: Autoquill, dataslate, 2 clips for Boltgun and Inferno 
  pistol, set of fine clothing, void suit.
  pistol, set of fine clothing, void suit.
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  Everyone has his enemies, dear fellow. The individual who claims he’s 
  travelled the Expanse without making an enemy is either the reborn Saint 
  Drusus or a liar, and I’m far more likely to trust a liar. However, it 
  takes a particularly devoted foe to earn the title of nemesis. 
  My own personal nemesis is the Magos Horik Quinn, 
  dispatched from the Lathes to investigate the trade 
  of xenos artefacts into the Calixis Sector, the 
  so called Cold Trade. Ill fortune set him 
  on my trail, and try as I might, I have 
  never quite dealt with him to my satisfaction. 
  Kroot mercenary raids, Stryxis assassins, 
  even a particularly hungry Ambull has not 
  deflected him from my path, and in return he 
  has confounded my dealings and disrupted my 
  plans. All this, and I have never once set eyes 
  on this fellow. Truly, I would like to meet with 
  him face to face, and get a measure of the man...
  right before I slip a blade through his chest.
  –Nathin Tsanthos
  travelled the Expanse without making an enemy is either the reborn Saint 
  Everyone has his enemies, dear fellow. The individual who claims he’s 
  travelled the Expanse without making an enemy is either the reborn Saint 
  Everyone has his enemies, dear fellow. The individual who claims he’s 
  Drusus or a liar, and I’m far more likely to trust a liar. However, it 
  travelled the Expanse without making an enemy is either the reborn Saint 
  Drusus or a liar, and I’m far more likely to trust a liar. However, it 
  travelled the Expanse without making an enemy is either the reborn Saint 
  takes a particularly devoted foe to earn the title of nemesis. 
  Drusus or a liar, and I’m far more likely to trust a liar. However, it 
  takes a particularly devoted foe to earn the title of nemesis. 
  Drusus or a liar, and I’m far more likely to trust a liar. However, it 
  My own personal nemesis is the Magos Horik Quinn, 
  takes a particularly devoted foe to earn the title of nemesis. 
  My own personal nemesis is the Magos Horik Quinn, 
  takes a particularly devoted foe to earn the title of nemesis. 
  dispatched from the Lathes to investigate the trade 
  My own personal nemesis is the Magos Horik Quinn, 
  dispatched from the Lathes to investigate the trade 
  My own personal nemesis is the Magos Horik Quinn, 
  of xenos artefacts into the Calixis Sector, the 
  dispatched from the Lathes to investigate the trade 
  of xenos artefacts into the Calixis Sector, the 
  dispatched from the Lathes to investigate the trade 
  so called Cold Trade. Ill fortune set him 
  of xenos artefacts into the Calixis Sector, the 
  so called Cold Trade. Ill fortune set him 
  of xenos artefacts into the Calixis Sector, the 
  on my trail, and try as I might, I have 
  so called Cold Trade. Ill fortune set him 
  on my trail, and try as I might, I have 
  so called Cold Trade. Ill fortune set him 
  never quite dealt with him to my satisfaction. 
  on my trail, and try as I might, I have 
  never quite dealt with him to my satisfaction. 
  on my trail, and try as I might, I have 
  Kroot mercenary raids, Stryxis assassins, 
  never quite dealt with him to my satisfaction. 
  Kroot mercenary raids, Stryxis assassins, 
  never quite dealt with him to my satisfaction. 
  even a particularly hungry Ambull has not 
  Kroot mercenary raids, Stryxis assassins, 
  even a particularly hungry Ambull has not 
  Kroot mercenary raids, Stryxis assassins, 
  deflected him from my path, and in return he 
  even a particularly hungry Ambull has not 
  deflected him from my path, and in return he 
  even a particularly hungry Ambull has not 
  has confounded my dealings and disrupted my 
  deflected him from my path, and in return he 
  has confounded my dealings and disrupted my 
  deflected him from my path, and in return he 
  plans. All this, and I have never once set eyes 
  has confounded my dealings and disrupted my 
  plans. All this, and I have never once set eyes 
  has confounded my dealings and disrupted my 
  on this fellow. Truly, I would like to meet with 
  plans. All this, and I have never once set eyes 
  on this fellow. Truly, I would like to meet with 
  plans. All this, and I have never once set eyes 
  him face to face, and get a measure of the man...
  on this fellow. Truly, I would like to meet with 
  him face to face, and get a measure of the man...
  on this fellow. Truly, I would like to meet with 
  right before I slip a blade through his chest.
  him face to face, and get a measure of the man...
  right before I slip a blade through his chest.
  him face to face, and get a measure of the man...
  Nathin Tsanthos
  right before I slip a blade through his chest.
  Nathin Tsanthos
  right before I slip a blade through his chest.
  
  The Cold Trade
  •
  Perils of The 
  Cold Trade
  •
  rewards of The 
  Cold Trade
  •
  MyThiCal 
  Treasures of The 
  exPanse
  
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  Chapter V: 
  Riches of the 
  Expanse
  “Well of course there are easier ways to get rich. Just haul a cargo 
  ship across the Calixis Triangle for 30 years, you’ll be rich enough 
  at the end. Better to get rich faster so you can enjoy it earlier I always 
  say.”
  –Benmin Mornetti, Shipmaster of Drusus’s Fairwind
  M
  ore so than almost any of the other individuals 
  of power in the 41st Millennium, Rogue Traders 
  and their compatriots are a breed apart. They 
  are a unique sort, and each often furthers this singularity 
  either through purposeful design or simply through the 
  time spent away from the norms of staid Imperial society. 
  However, even these unique individuals’ character may 
  follow certain general themes. There are some Rogue 
  Traders who act in the name of the Emperor, seek 
  redemption for their sins in altruistic voyages, or act to 
  ease the suffering of mankind, but these are the exception. 
  To be a Rogue Trader is to seek out power, glory, and 
  wealth, and all three are available for the taking in the 
  Koronus Expanse. 
  These riches draw many Rogue Traders to the Expanse. Here, 
  away from the all-seeing eye of the Inquisition or other Imperial 
  watchdogs, fortunes can be made and dynasties established if 
  one is strong enough in body and spirit. The clearest but most 
  dangerous path is via the trade in xenos goods, but there are 
  also incredible treasures unique to Koronus to be found for 
  those who would dedicate themselves to the search. 
  The Cold Trade
  “Crime doesn’t pay? Actually it profits a man—or woman—quite a 
  lot should they loosen their petty morals…”
  – Rogue Trader Naaxine Kadth, Captain of Luxor Koronus 
  and Barterlady Prima of the Hecaton Cartel
  T
  he worthies in Port Wander are fond of saying that 
  when men first encountered the alien, their first reaction 
  was to kill it; the next was to see what profit might be 
  made from the remains. This defines many of the transactions 
  in the Expanse. Rogue Traders are among the few authorized 
  by the Imperium to have any dealings with the xenos other 
  than through the barrel of a boltgun, and these dealings, 
  whether from trade or clandestine archeological digs, are 
  the source of much profit and power. However, the essential 
  part of gathering said profit and power requires dealing with 
  sources and agencies in the Calixis Sector, where possession 
  of most if not all xenos goods is heretical and illegal. There 
  are Thrones to be made though, and enough buyers in the 
  sector desirous of these artefacts and baubles for amusement 
  or hidden needs they dare not reveal. 
  These goods can range from anything from weapons and 
  vehicles to simple textiles and foodstuffs, from dangerous 
  fuels and energy supplies to common building materials—if 
  something is of alien origin there is likely a market for it amongst 
  the jaded or degenerate wealthy of the Calixis Sector. Exotic 
  drugs and arcane technological wonders often fetch the highest 
  prices, though connoisseurs of alien art and music are always 
  ready to bid high. Radical Inquisitors and heretical Tech-Priests 
  are also steady customers, ready to study and utilize the devices 
  of mankind’s enemies against them, while the fighting arenas 
  and deathpits demand continual stocks of fresh beasts. 
  Explorers who can fulfil these desires become part of 
  the Cold Trade, the secretive exchange of alien wares for 
  Imperial gelt that goes on between Calixis and Koronus. It 
  is an underground economy of untold Thrones and a source 
  of riches in both regions, but also a source of untold miseries 
  and threats to the very existence of mankind. 
  Some Rogue Traders may be fully charted to conduct 
  dealings with any xenos they choose; others may only contact 
  them but not engage in trade. Others still have no warrant 
  whatsoever for any involvement at all. But where there are 
  Thrones to be made, there are ways to get around anything. 
  The Cold Trade has existed in the Calixis Sector in some form 
  or another long before the Sector’s official beginning, for there 
  have always been humans covetous of alien materials. With the 
  coming of the Inquisition came the strictures against dealing with 
  the xenos and their wares, lest the human soul be contaminated 
  by such unholy devices. As the rule of law became more and 
  
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  more firm across the Sector, the trade shrank, with only the most 
  prosaic and unassuming alien items still to be found (except in 
  the hands of elite collectors or radical Inquisitors). 
  It was the opening of the Maw that brought new life to the 
  Cold Trade, with a dazzling number of fresh opportunities 
  with each system discovered. It seemed each day new 
  artefacts were uncovered and new weapons unleashed to 
  fuel the grasping avarice of Calixian merchants. Dead worlds 
  divulged their secrets to skilful excavators, and new worlds 
  were willing (or made willing) to offer their goods for the 
  enrichment of Rogue Traders. These were the Open Years, 
  when Port Wander’s authority was only a step above lawless 
  Footfall. Anything could be trafficked with little care as to 
  who might be watching, with the Inquisition and planetary 
  enforcers overwhelmed by the deluge. Endless tonnes of truly 
  foreign goods moved openly through the Maw and into the 
  Sector, with little care for any dangers they might represent. 
  Iridescent weaves of soul rending colours, primordial artefacts 
  of untapped power, flowers with exquisite and poisonous 
  scents; all these and more made their way into the parlours of 
  many a noble house. 
  These were also the years of open warfare between many of the 
  larger trading fleets as they fought over trading establishments, 
  warp routes, system accesses, and the other foundations of 
  their prosperous livelihoods. Such conflicts ranged from subtle 
  assassinations to planetary bombardments. While vast fortunes 
  were still being made, the violence and unpredictably were 
  impacting more and more upon profits. During the worst of 
  the violence, Port Wander became barely more than a platform 
  for a series of deck battles and devious betrayals. Sources were 
  drying up, fearing retribution from rival Traders. Novices 
  without proper warrant or sufficient skills attempted to enter 
  the Trade and found armed resistance, or worse fell to xenos 
  fleets for which they were wholly unprepared. 
  Such a state of affairs could not continue if reliable profits 
  were to be had (and lives maintained long enough to enjoy 
  them). Just as the situation became untenable, Waaagh! 
  Gulgrog’s massive Freebooter fleet surrounded and besieged 
  Port Wander in 422.M41. Rogue Traders, including many 
  in the Cold Trade, abandoned the Port in droves, and it was 
  left up to the Adeptus Mechanicus and the Imperial Navy 
  to lift the siege. In the wake of Port Wander’s 
  near fall, the Sector Governor gave in to petitions from the 
  Imperial Adeptus and certain noble houses, returning the 
  station to the control of the Imperial Navy. Within several 
  decades, the Navy restored order with iron authority. 
  Interestingly, this actually had a stabilising effect on the 
  Cold Trade. Some of the most dangerous players in the trade 
  were caught and executed, and the remainder found they had 
  to take their conflicts underground to avoid attention. 
  As a result of Port Wander’s resurgent stability, the second 
  major event in the Cold Trade’s history followed. Five of 
  the most powerful remaining criminal consortiums and 
  illicit organisations in the Cold Trade gradually came to an 
  agreement. They began to work together, driving out the 
  irritants of lesser traders, and carving up the lucrative business 
  of xenos artefacts and goods. In time, they would be known 
  as the Quintet. 
  For many centuries this system has maintained xenos trading 
  to the betterment of all, but of late there are cracks in the 
  cartel-alliance. Forgotten rivals are gaining power, finding new 
  sources of alien goods and new warp routes. Calixian buyers are 
  attempting to pierce their near-monopoly and deal directly with 
  welcoming xenos merchants. Increasing Inquisitorial attention 
  has crushed long-standing trade agreements and killed others 
  as they were coming to fruition The Quintet themselves have 
  begun small raids on each other, testing for weakness. In such a 
  time, new Rogue Traders looking to enter the Cold Trade can 
  certainly smell new opportunity. 
  PrinciPal Trading 
  cenTres
  Trading always requires a local to conduct business. The 
  Cold Trade though exists in a dichotomous manner—openly 
  conducted in the lawless Expanse, but hidden from view 
  in the Calixis Sector where Imperial Law prevails. A good 
  Rogue Trader will match the needs of the deal and the dealers 
  with the appropriate locations where initial discussions will 
  take place or final goods to be transferred. Making the site 
  determination part of the initial negotiations is often the first 
  step in the deal, but a trader should take care, as the fastest 
  way for a deal to go sour shaped is to make mistakes before 
  it even starts. The locations indicated below are among the 
  most commonly used, which means 
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  Such a state of affairs could not continue if reliable profits 
  were to be had (and lives maintained long enough to enjoy 
  them). Just as the situation became untenable, Waaagh! 
  Gulgrog’s massive Freebooter fleet surrounded and besieged 
  Port Wander in 422.M41. Rogue Traders, including many 
  in the Cold Trade, abandoned the Port in droves, and it was 
  left up to the Adeptus Mechanicus and the Imperial Navy 
  to lift the siege. In the wake of Port Wander’s 
  take place or final goods to be transferred. Making the site 
  determination part of the initial negotiations is often the first 
  determination part of the initial negotiations is often the first 
  step in the deal, but a trader should take care, as the fastest 
  step in the deal, but a trader should take care, as the fastest 
  way for a deal to go sour shaped is to make mistakes before 
  way for a deal to go sour shaped is to make mistakes before 
  it even starts. The locations indicated below are among the 
  it even starts. The locations indicated below are among the 
  most commonly used, which means 
  most commonly used, which means 
  To the Rogue Trader Holvas Marceus,
  I found your missive most amusing. I have worked for many a year building my collection of 
  friends in the Expanse, and you wish me to simply share my list of useful acquaintances with 
  you as no more than a favour? I know you are new to the business, but you also seem quite 
  new to acting as a proper Rogue Trader as well. Information is what defines our power, and 
  sharing this power dilutes it or negates it outright. Would you also wish me to lend you several 
  torpedoes before we go to battle against each other? This is why I do not share my contacts.
  –Nathin Tsanthos
  
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  most Explorers are comfortable with them, but Inquisition 
  agents or Adeptus Arbites patrols are also alert and watchful.
  Port Wander itself is widely known as the place where 
  many transactions (illicit or otherwise) in the Expanse start 
  and end, either at the station itself or the many asteroid 
  facilities and satellite ships located in Rubycon II’s orbit. Hab 
  21 in particular has a reputation for closing many deals, and 
  that it is still in relatively solid shape reflects how peacefully 
  they were transacted. 
  Footfall is another main locale, that dark echo of the port 
  on the other side of the Maw. Here one can freely make deals 
  of almost any nature, though with heavily armed bodyguards 
  omnipresent. Most traders eschew violence except where 
  necessary, it being bad for future deals, but Footfall is Footfall 
  and some measure of bolter fire is to be expected. 
  Between these two are the Stations of Passage, locations 
  inside the Maw where skilful Navigators can drop out of the 
  warp in relative stability. The various planets, ruins, and debris 
  fields make for excellent spots for furtive dealings as they 
  are not often visited by inquisitive agencies or rival traders. 
  (However, the increased traffic, especially in heavy military 
  vessels, around one of the areas has lead some to move to less 
  trafficked regions.) 
  Many Explorers prefer to avoid subsequent meeting with 
  their contacts after the initial dealings are conducted, either as 
  the goods are too dangerous or trust has become threadbare. 
  Cold drops then become the preferred way to transfer items, 
  with both parties leaving their items for later pickup. Sharda, 
  near the Heathen Stars, is a favourite for its remote and empty 
  location, such that most warp routes do not even mention it. 
  The fractured world of Deadfall, on the warp-blasted outskirts 
  near the Maw’s trailward side, is covered with deep fissures that 
  muffle even the most penetrating auspex, making it perfect for 
  dropping caches of manufactured goods. The asteroid remains 
  of Zephyr floating on the edges of the Rifts is also a favourite, 
  though the hazards posed from the violently orbiting debris 
  offer other risks to be avoided. 
  The Calixis Sector itself has several cold drop sites, 
  especially on the outskirts of the Halo Stars where Imperial 
  Law grows tenuous. Some desire face-to-face dealings inside 
  the sector, even though there is a greater chance of discovery 
  both accidental or by design. Void stations are often preferred 
  especially for the ease of a quick exit when needed. 41 Pry 
  is one such place, a decrepit void-station around a gas giant 
  in the Golgenna Reach but outside common warp routes, and 
  a haven for the disreputable and illicit. Even more notorious 
  is Sabriel, one of the many forgotten outposts along the 
  Periphery which at times can make Footfall look like a 
  Ministorum Abby. 
  Lastly there is the Mist Fleet of the Koronus Expanse. A 
  motley collection of minor Rogue Traders and petty Chartist 
  Captains in ramshackle transports and raider vessels, they also 
  offer their ships as neutral locations (for a small fee) to others 
  with guarantee of safe passage and assured confidentiality 
  aboard the flotilla’s myriad ships. Their reputation is 
  solid as adamantium and the mobile nature of their 
  fleet ensures almost no chance of Inquisitorial or 
  Naval detection. 
  Those who conTrol 
  The Trade
  To be part of the Cold Trade is to deal with some of the most 
  powerful groups in the Expanse. Not the heated power of raw 
  military might, but more subtle power generated by enormous 
  wealth and networks of agents. These are organisations that 
  traffic with the alien on a regular basis, utilising mysterious 
  means and devices still hidden from the Imperium, that perhaps 
  even act on the behalf of mankind’s enemies. All are veiled in 
  motive and methods, and even the most detailed Ordo Xenos 
  dossiers  on these organizations often contain only aliases and 
  false information. However, although they are veiled in secrecy, 
  these organizations are well aware of the players in the Cold 
  Trade and events that may affect it. For an Explorer looking to 
  make their name and fortune in the Cold Trade, the question 
  is perhaps not how to operate without their notice, but instead 
  how to profit without their assistance. 
  The Quintet contains some of the most powerful groups in 
  the Cold Trade. They work jointly to ensure the smooth traffic of 
  illicit xenos goods for the profit of all, or at least themselves. First 
  among the Five is the Kasballica, with their well-known Mission 
  on Footfall. This crime syndicate has tendrils across Calixis 
  and deep into the Expanse. Though there are often internecine 
  conflicts between the primary Kasballica operations in the Drusus 
  Marches and the Kasballica Mission on Footfall over spheres of 
  influence and profit tithes, both sides realise that these can only 
  benefit their enemies and seek to keep such disputes minimised 
  or hidden from spying eyes. The Mission (often represented by 
  Vladaym Tocara, one of its senior negotiators) stands ready to 
  greet Rogue Traders new to the Expanse, and actively seeks 
  exclusive xenos artefact contracts, with Egarian crystalline relics 
  a particular speciality. Where negotiations fail, the Mission is also 
  ready with blackmail, threats, and worse to aid negotiations. The 
  self-styled Baron Armund Deveros leads the Kasballica interests 
  in the Quintet. He disguises a shrewd and calculating mind with 
  bluster and boasts. His goal is to ensure potential new challengers 
  are cut out of lucrative opportunities before they become a threat 
  to the Kasballica and its profits. 
  The Hecaton Cartel is also part of the Quintet, and as the 
  name suggests operates mostly to the extreme Rimward of the 
  Expanse. Led by Barterman Primus Gulten Farnham, the cartel 
  members trade on their name to suggest their association with 
  this most deadly and mysterious area of Koronus. Though 
  more localised than many of the other trading groups, they are 
  growing in power and strength through the audacity of their 
  deals. The Traders who operate under their sigil are renowned 
  for their extreme daring and the quality of the extraordinary 
  artefacts they recover. Little is spoken though of those who 
  never return from the Rifts, although the remaining captains 
  raise a toast in obsidian flasks in their name each year. 
  While they do not have a fixed base in the Expanse, the 
  Serrated Query are widely respected for the breadth of their 
  activities and operatives, as well as the extensive network of 
  spies feeding information to their controlling cells. If there are 
  illegal Thrones to be made, the Query are probably already 
  aware of it and demanding their slice of the action. They are 
  also known for the extreme loyalty and ruthlessness of their 
  agents, with their organisation acting more like a religious cult 
  
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  at times. There is quiet talk that this Quintet member might 
  be more than they seem, but so far these are only the casual 
  suspicions of a sort anyone in the Expanse might have. 
  The Archeo-exhumators of Hive Sibellus have forced a 
  place for themselves in the Quintet due to the power of their 
  backers, the nobility of Sibellus and other puissant hive-lords. 
  Well educated, well funded, and well supplied with both 
  manpower and weaponry, they range over both the Calixis 
  Sector and Koronus Expanse to uncover new treasures for their 
  collector-masters. While others may search for decades for a lost 
  civilisation, the Archeo-exhumators draw on vast data pools and 
  voyage logbooks to make needle-like raids, often reclaiming 
  artefacts before others are aware they have been found. They 
  each jealously guard their personal contacts and rarely act in 
  concert, the main reason they have not totally dominated the 
  trade. 
  The last current member of the Quintet is the most 
  overlooked one. The Mist Fleets are known for their skilled 
  negotiators, and became a part of the Five due to their valuable 
  services in that regard. Their flotilla operates secretly, with 
  highly encrypted astropathic announcements of their next 
  location sent to their clientele register. It is an open secret 
  that they have hundreds more smaller vessels roaming the 
  Expanse and pushing beyond its nebulous boundaries for 
  new acquisitions. Once found, the larger ships break from 
  the fleet to oversee excavations and protection, then return 
  to arrange transfer to buyers. Captain Marcel Kentolli of the 
  Maeander is one of the more well known trader-captains and 
  is frequently seen at Footfall to represent the Mist Fleets. 
  There are other organisations involved with the Cold Trade 
  that are not part of the Quintet. Some of these organisations 
  operate more as buyers than sellers. The Ordinati Xenologis is a 
  rogue cult of the Adeptus Mechanicus which has an overwhelming 
  commitment to the study of xenos artefacts. Magos Nadya 
  Kimura has sequestered herself and her courtiers in a secretive 
  station far in the clouds of Port Wander, where she deals with 
  Rogue Traders on specific missions into the Expanse on the 
  Ordinati’s behalf, often with their agents sent to accompany 
  them in their tasks. The Adeptus Mechanicus presence within 
  the Calixis Sector typically ignores this group, but remain ready 
  to act if their research or conclusions become too heretical. 
  Another prominent organisation is the Armaranthine 
  Syndicate. Though mostly known for routine smuggling 
  amidst their normal mercantile operations, it is gathering more 
  and more Inquisitorial attention due to the numerous xenos 
  items found among seized contraband goods. That some of 
  these artefacts defy identification is becoming very worrisome 
  to the Ordo Xenos, and those who have dealt with the 
  Syndicate are coming under increased scrutiny. Though they 
  have informally petitioned for association with the Quintet, 
  the other members remain uneasy. There are dark tales that 
  are only told when confidences are absolute, for those who 
  speak too freely are usually never heard from again. These 
  tell of horrific alien guises, massive biological constructs, and 
  insidious agendas far beyond mere profits. Needless to say, 
  the Quintet is not eager to allow them to join.
  In the middle of these group is the most improbable of 
  powers. She is the Lady Bellefonte, Marquessate of Albia Novis 
  and the invisible Vertess of Port Wander. The widow of Rogue 
  Trader Ricard Pomfroy, she is extraordinarily wealthy; her lavish 
  asteroid-estate near the Port hosts huge de rigueur galas for 
  those of proper breeding (or sufficient affluence). Here she sits 
  like a spider in the centre of the vast web of Cold Trade dealings 
  stretching across Calixis as well as through the Maw and deep 
  into the Expanse, gathering information from lowly dregs as 
  well as highborn nobility of xenos finds, artefact desires, double 
  crosses, and surreptitious dealings. This information is bartered 
  to the Quintet amongst others, with some special data put aside 
  for blackmail or extortion where necessary. What started as a 
  stimulating game to ease the boredom of her mourning period 
  has become her passion, and she controls a vast trove of xenos 
  knowledge and confidential information, and most find her too 
  useful to consider eliminating her. 
  As the Expanse is not under the direct dominion of the 
  Master of Mankind, the alien is allowed to roam without rightful 
  challenge. Xenos fleets move through the Koronus Expanse, such 
  as massive Kroot Warspheres or barbed Eldar Corsair raiders. Ork 
  vessels leave behind destroyed planets and drifting bloodstained 
  flotsam in their wake as they travel from war to war. Stryxis 
  traders establish dealings across the Expanse, ready to deal with 
  any who would dare. All these and more act as sources of xenos 
  goods for the Explorer canny or brave enough to deal with them. 
  Such direct contact can lead to superlative deals, but can also 
  lead to deadly battles should negotiations falter. 
  Surrounding and watching these are the agents 
  of the Inquisition, Adeptus Mechanicus, and 
  other Imperial agencies duty-bound to 
  protect mankind from the heresies of xenos 
  
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  contamination. The Ordo Xenos in particular is charged with 
  defence against the enemy from without, and views the Cold 
  Trade and those who conduct it appropriately. Though Rogue 
  Traders with the proper warrant are authorised for such trade, 
  the groups they deal with in the sector are almost certainly 
  not and thus fall under the Ordo’s authority (not that lack 
  of proper authority will stop an Inquisitor if the ends would 
  justify the means). Though the Expanse is technically not 
  under Imperial control, and Rogue Traders are approved for 
  such transactions, this does not mean that should their actions 
  become sufficiently dangerous in Inquisitorial or Mechanicus 
  eyes that they are immune from suitable consequences. 
  Operating inside the Cold Trade but also part of the 
  continued struggle against it, is the League of Black Crystal. 
  Lead by the Inquisitor Lady Odessa Morelle  and Interrogator 
  Marius Chaney, this small group of radical Ordo Xenos agents 
  has posed as a Cold Trade operation for several decades now 
  since their break with the Xeno Hybris (itself a Radical faction 
  of the Inquisition). Their identification is the shimmering 
  obsidian shard each wears, fragments of a larger xenos crystal 
  which will grow suddenly cold when near another shard. Here 
  they play both sides against the middle for what they hope is 
  the continued existence of mankind. Inside the business, they 
  can watch over who is working which deals, who is buying 
  from what alien races, which dead civilisations are being 
  exhumed, and other aspects of the Trade. For the most 
  part they act as any other trading group, only stepping 
  in when in their view there is specifically hazardous 
  merchandise that should not enter the Calixis 
  Sector. Some items they may buy themselves, 
  others they may seek to suppress or destroy (as well as those 
  who discovered or use them). They do not seek cooperation 
  with the alien, for their time in the Xeno Hybris has revealed to 
  them the true nature of their foe, but they also know that only 
  selective action will use their limited resources most efficiently. 
  There will always be a Cold Trade in their eyes—the best any 
  intelligent servant of the Emperor can do is work to limit it to 
  the benign and non-malignant, and ensure it does not lead to 
  catastrophic disaster for mankind. 
  enTering The cold Trade
  Assuming a Rogue Trader has the proper warrant (or is 
  willing to suffer any consequences if caught) as well as the 
  willingness to deal with the inhuman and arcane, he is ready 
  to enter the Cold Trade. Some perhaps have already been 
  doing this as a sideline along with the other goods they were 
  moving across the stars, picking up the odd item along with 
  their regular cargo or looking for specific weapons to outfit 
  their armsmen. However, to make this a major endeavour 
  requires additional effort. 
  Most need to establish themselves to others in the Trade, 
  especially in developing sources of information. Xenos 
  goods rarely fall into a cargo hold after all—an Explorer 
  will need to know where to look, who to talk to, who is 
  interested in buying and more. There are many information 
  brokers operating in the Expanse and also at Port Wander, 
  including the aforementioned Vertess (see page 133). This 
  information is available to anyone willing to pay however, 
  so it behoves a Rogue Trader to cultivate their own personal 
  network so as to maintain an edge over their rivals. Pirates 
  and crime-lords can become excellent sources of information 
  as well as sources of xenos goods, as long as no questions 
  are asked. Dealing in the Cold Trade is to a great degree all 
  about information management and control, more so than 
  normal trading deals. 
  As Explorers will be dealing with items of inhuman 
  origin, they will need to spend time investigating not only 
  the items but their hazard levels. Experienced Seneschals and 
  Xenographers are essential, and if they do not have sufficient 
  knowledge of the xenos goods in question then they will need 
  to do a great deal of research. They will also need to research 
  the nature of the market as well—what items are highly 
  desired and which ones have become commonplace amongst 
  the nobility. Xenos goods are a specialised, insular market in 
  the most part, but one that is very dynamic and constantly in 
  flux. Most Rogue Traders will allow their Seneschals to work 
  negotiations to arrange initial deals and set prices, either in 
  gelt or other trading goods, though if the deals are done in 
  person then the presence of a suitably attired Rogue Trader as 
  well as several well-armed Arch-Militants is often helpful. 
  There is always the source to consider as well. Will the items 
  be salvaged from a dead and hopefully peaceful world? Are 
  they second-hand from some other dealer or excavator? Will 
  they be directly traded from actual xenos beings such as the 
  Enoulians, who might posses their own unfathomable motives 
  and desires? Salvage from corpse worlds or off the dead from 
  battlefields is often more reliable than dealing with any possibly 
  treacherous human, despite the inherent risks of the unknown. 
  The CounTerfeiT Cold Trade
  One method some Explorers have arrived at to cut out 
  the business of research, developing leads and salvage 
  site, and other tiresome aspects of the Trade is to simply 
  create their own xenos goods. Many buyers will never 
  know the difference, and manufacturing oddly shaped 
  items that can be sold as alien artefacts is often easier 
  than finding the real thing. While simpler in many ways, 
  if a Trader is prepared to make a serious business of this 
  then some research must still be done, especially on the 
  buyer to indicate exactly how much they know about 
  what is being sold to them. The Trader (especially his 
  Explorator and Seneschal) must know enough about 
  the item to recreate a facsimile good enough to pass 
  inspection. Ork weapons would of course be much easier 
  to counterfeit than Eldar, but if the buyer is a dilettante 
  out to impress his equally ignorant peers and doesn’t 
  know the difference then it becomes even easier. 
  On the other hand, buyers who turn out to be 
  experts may possess the resources to seek vengeance, 
  and may hunt down a Trader that would dare cheat 
  them. Of course the fabled ‘of unknown origin’ xenos 
  items are the simplest and best to deal in, for they allow 
  almost any of the peculiar objects an Explorer might 
  find in the Expanse to be sold as a rare and valuable 
  artefact of a lost civilisation. 
  
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  Alternatively the quantities can be greater when dealing directly 
  with aliens, but usually the risks are exponentially greater as 
  well. Should a Rogue Trader make strong contacts with xenos 
  merchants though, such that while neither actually trust the 
  other but at least trust the deal, showers of gelt will be his 
  reward. These are the contacts and deals that most Explorers 
  search for, and should be guarded tightly. 
  The hazards of a trade must be evaluated as well—will the 
  items be harmful during transport? Xenos fighting beasts are 
  an obvious danger here, and many a ship has fallen to escaped 
  Genestealers or had crews ripped apart by rampaging Ambulls. 
  Also, will they draw undue attention to the ship from 
  agencies lawful or unlawful? Careful research not only into 
  the exact nature of the items but also their current status in 
  the eyes of Imperial agencies is well worth the extra time. 
  The Inquisition is always watching, or at least it is foolish to 
  assume otherwise. In the Koronus Expanse their grasp may 
  not be as strong as in the Calixis Sector, but Port Wander 
  can always be assumed to be covered with spies of all types 
  and even the mightiest Rogue Trader must always be mindful 
  their cargo and the possible dangers it might represent. 
  Lastly, attention must be paid to the buyers. Most of deals 
  will be with those either residing in the Calixis Sector or 
  representing agencies of the Sector, and for a Rogue Trader 
  operating mostly in the Expanse getting reliable information 
  on them could prove challenging. There is always a risk that 
  any deal can go bad at the conclusion, but an even greater 
  chance when dealing with such xenos merchandise. Again, 
  preliminary research is the key to a profitable exchange (unless 
  of course the Explorer is already planning on double-crossing 
  the buyers). It is also very useful to determine if the buyers 
  are secretly representing other groups, such as xenos cults 
  or worse. While this might not jeopardise the exchange, it 
  may alert the Explorers that other Imperial agencies may be 
  watching the deal, and would perhaps have no problems in 
  eliminating the source as well as the buyer. Knowing the buyer 
  is also paramount for cold drop transfers for obvious reasons. It 
  is important that one knows not only their trustworthiness but 
  also their attention to detail. Missing a drop site by even a few 
  metres might mean a pickup never occurs, which can only lead 
  to friction or conflict between the parties involved. 
  Perils of The cold Trade
  A Rogue Trader must always be on constant guard when 
  dealing with xenos goods. Even more so than most illicit 
  items, they are almost always instantly noticeable as inhuman 
  (and therefore illegal) in nature. Most Rogue Traders can 
  always assume there will be many individuals keeping tabs on 
  them, but once word gets out that a Rogue Trader also deals 
  in the alien market then other eyes will also be watching, eyes 
  backed with the awful might of the Imperium or the deadly 
  brutality of the lawless criminal. 
  The most constant danger is the most obvious one, the bane 
  of many a Trader—the Inquisition. Many Rogue Traders choose 
  to work in harmonious association with those who watch over 
  the Imperium, and many follow their precepts to a fault, all the 
  better to serve the Emperor. However, others realise that while 
  such a path might certainly be more spiritually cleansing, it is 
  not one that maximises profits. A Trader will often be 
  of course the Explorer is already planning on double-crossing 
  not one that maximises profits. A Trader will often be 
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  To The Rogue Trader Sarvus Trask,
  I greatly appreciate your efforts in 
  the aforementioned affair, and in 
  return I have heard you may be 
  interested in the procurement of 
  certain xenos artefacts. Although I 
  do not have access to the items you seek, 
  I do know someone who may. The Kroot Arnak 
  Kraox, one of that species’ “Shapers” has access 
  to certain Tau technologies, and may be willing to 
  enter into trade. In all confidence, my friend, I 
  recommend you turn to these xenos when you require 
  any items of alien origin—as mercenaries they have 
  access to those races you may not, and those I have 
  dealt with are nearly always amnemable to trade.
  –Nathin Tsanthos 
  To The Rogue Trader Sarvus Trask,
  do not have access to the items you seek, 
  I do know someone who may. The Kroot Arnak 
  do not have access to the items you seek, 
  I do know someone who may. The Kroot Arnak 
  do not have access to the items you seek, 
  Kraox, one of that species’ “Shapers” has access 
  I do know someone who may. The Kroot Arnak 
  Kraox, one of that species’ “Shapers” has access 
  I do know someone who may. The Kroot Arnak 
  to certain Tau technologies, and may be willing to 
  to certain Tau technologies, and may be willing to 
  Kraox, one of that species’ “Shapers” has access 
  to certain Tau technologies, and may be willing to 
  Kraox, one of that species’ “Shapers” has access 
  enter into trade. In all confidence, my friend, I 
  to certain Tau technologies, and may be willing to 
  enter into trade. In all confidence, my friend, I 
  to certain Tau technologies, and may be willing to 
  recommend you turn to these xenos when you require 
  enter into trade. In all confidence, my friend, I 
  recommend you turn to these xenos when you require 
  enter into trade. In all confidence, my friend, I 
  any items of alien origin—as mercenaries they have 
  recommend you turn to these xenos when you require 
  any items of alien origin—as mercenaries they have 
  recommend you turn to these xenos when you require 
  access to those races you may not, and those I have 
  any items of alien origin—as mercenaries they have 
  access to those races you may not, and those I have 
  any items of alien origin—as mercenaries they have 
  dealt with are nearly always amnemable to trade.
  access to those races you may not, and those I have 
  dealt with are nearly always amnemable to trade.
  access to those races you may not, and those I have 
  –Nathin Tsanthos 
  
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  at odds with the Inquisition, and rely on his Warrant to counter 
  the Rosette. This is not always successful, and often depends on 
  the relative influence of both parties involved. While operating 
  in the Koronus Expanse he often has little to fear overtly from 
  Inquisitors, unless they themselves choose to operate lawlessly 
  and use brute force. However, is not unknown for an Explorer 
  who has flaunted his associations with xenos breeds and their 
  wares to find his ship suffering catastrophic Geller Field failure 
  or to arrive out of the warp to face an armada of warships waiting 
  for him. The arm of the Inquisition can be quite long, and an 
  Inquisitor may be willing to resort to unorthodox methods to 
  bring a Rogue Trader to justice. Thus Traders often attempt to 
  stay on the good side of the Rosette, or at least watch for when 
  the eye is watching them. 
  Other Imperial agencies may also be watching, especially the 
  Adeptus Mechanicus and Adeptus Ministorum. The former is 
  always searching for archeotech, though it may take a certain 
  interest in the technologies of alien races as well. The Tech-
  Priest Magi desire to perform the examinations themselves, and 
  if needed destroy the tainted xenos items that would mock the 
  Machine God. The Ministorum is concerned for the spiritual 
  contamination such items might bring. They see little difference 
  between an alien flute and a xenos war machine, for the alien 
  is not human, it befouls the galaxy with its presence and its 
  creations, and nothing else needs be said. Inside the Calixis Sector 
  they often take action against buyers rather than Traders, though 
  exceptions have occurred often enough that a Rogue Trader 
  should be cautious in their presence. Both also operate in the 
  Expanse, the Cult Mechanicus sending myriad exploratory fleets 
  across the region in search of STC relics while the Ministorum 
  and the Missionaria Galaxia acts to spread the Emperor’s Holy 
  Word to lost tribes of humanity stranded in the Expanse from 
  ages long ago. Both are often ready to act directly against 
  Explorers who they deem dangerous or insufficiently loyal. 
  While the Inquisition might ensnare a Trader into service lest he 
  face the Emperor’s Wrath, these agencies often simply eliminate 
  such individuals and their vessels with far less tolerance. 
  The Imperial Navy is always a possible threat as well, 
  for they can match one of the Rogue Trader’s greatest 
  strengths—his voidship. Navy warships can often bring a 
  Rogue Trader otherwise outside the reach of the Imperium 
  to justice. Any opportunity to harass a trading fleet is 
  usually welcome even though the military technically has 
  little authority to do so in the Expanse. In Calixian space 
  however they have such authority, and take full advantage 
  to watch for any infraction in travel. Port Wander is 
  the greatest source of friction, for though the Navy 
  controls the Port, Rogue Traders exercise a great deal of 
  influence as well. The Adeptus Arbites also are constantly 
  scrutinising as well; as the last bastions of the Emperor’s 
  Law should a planet or station fall, they view all with 
  suspicion—especially those who traffic with the alien. The 
  Navy’s military might is enough to counter any Trader 
  who feels outside of Imperial control, but the Trader is 
  most vulnerable when grounded. Here the Arbites 
  and their superior tactical skills can end a career 
  should a Judge determine guilt, and even the 
  local Magistratum can confound a Trader’s 
  business with inopportune investigations. 
  Other threats are more subtle in nature than the broadside of a 
  destroyer or the executioner round of a shotgun. Mere continued 
  success will garner unwanted attention from covetous rivals. The 
  Quintet especially guards its revenue streams closely, and anyone 
  becoming more wealthy must mean less wealth for themselves. 
  This is especially true if a Trader garners a reputation for thieving 
  lucrative xenos contacts or engages in deceitful practices (deceitful 
  against fellow Traders of course—deceit against anyone else is 
  simply part of business). A good way to make many enemies in 
  Koronus is to prosper while others do not, and the Cold Trade is 
  either prosperous or deadly with little in between.
  The actual items being traded also can pose unknowing 
  hazards. Xenos items are often proscribed for excellent 
  reasons, for they were never meant to be used by humans. 
  Many can transfigure the human psyche or combine with 
  human body chemistry in horrific ways. A slab of xenos hull 
  might actually be a powerful explosive when combined with 
  breathable air, or a simple alien harp might be unknowingly 
  tuned to attract warp denizens. Worse still are those items 
  that defy investigation, for who can tell what dangers might 
  be hidden? The infamous objects known collectively as Halo 
  Artefacts are the prime example—highly desired, and highly 
  dangerous. While these types of artefacts might fetch the 
  highest prices, they are also the greatest risks and will attract 
  the greatest attention. They are often called Black Treasures, 
  and many a prudent Explorer has decided to let another take 
  their chances with such goods. 
  The other side of Black Treasures is false treasures, for a 
  Rogue Trader may be conned by clever counterfeiters as easily 
  as anyone else. Many make their livelihood supplying the 
  wealthy and ignorant of Calixis with fake xenos goods, and 
  some are daring enough to try to pass them on to a Trader. 
  These are often of the highest quality, enough to fool even 
  a learned Seneschal schooled in that race’s creations. Should 
  they be passed on to a buyer who then determines their true 
  pedigree, there will surely be disastrous results in both personal 
  embarrassment and financial penalties, both of which might 
  take many more missions to correct. Often though, if the 
  Trader and crew determine the counterfeit nature and believe 
  it is good enough, they may begin a valuable relationship 
  with the forger to the betterment of both. 
  The true owners of the items may also wish them back, 
  posing threats that are as unpredictable as they are deadly. 
  Xenos renegades often attempt to sell off whatever they 
  can, caring little that their home worlds might view this as 
  sacrilegious or illegal in their own xenos laws. Others may 
  be attempting to recover lost devices left behind in their 
  abandoned ships or cities. There is often no way to know 
  of such hazards until such xenos ships arrive demanding the 
  of such hazards until such xenos ships arrive demanding the 
  
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  return of their property. Here the Trader is in a dilemma, for 
  ascertaining if this is a genuine request or a clever ruse by 
  pirates is nearly impossible. Most of course choose the side of 
  rejection and potential violence, for who can trust the alien? 
  This can lead to problems in future xenos trading should the 
  request have turned out to be valid, and may lead to a nemesis 
  fleet stalking the Rogue Trader across the Expanse. Such are 
  the dangers of dealing with the xenos, however. 
  The more common danger is the one of possibly the 
  greatest threats to a Trader’s continued success, and that is loss 
  of reputation. Dealings in xenos items are always uncertain 
  and many go badly due to insufficient planning, Inquisitorial 
  attention, back-stabbing xenos sources, deal-breaking sellers, 
  unreliable buyers, and more. These are all cause for direct 
  hazards, but should a Trader overcome them he is then faced 
  with the damage to his reputation. Ships can be rebuilt and 
  wounds can be healed, but a tarnished image may take much 
  longer to regain its lustre. For a Rogue Trader, his name is 
  often all that stands between him and ruin, and should his 
  name dim due to rumours of mistakes and failings, then his 
  fortunes will surely follow. Contacts will instead choose to 
  deal with others, his negotiating bluffs will begin to be called 
  more and more often, and even the inhuman xenos will learn 
  of his lower standing and take their business elsewhere. Only 
  new successes and new trade items can begin to recoup his 
  fallen reputation in the Trade. 
  The rewards
  Given the many dangers inherent in the Cold Trade, there 
  must of course be extraordinary benefits to lure so many 
  into its practice. Like many areas outside the Imperium, 
  Koronus attracts Explorers eager to make their fortunes, and 
  xenos trading is perhaps the most direct manner this can 
  be done. It is dealing with the xenos in business trafficking 
  that defines why warranted Rogue Traders exist (as opposed 
  to dealing with them in armed conflict which defines most 
  other Imperial agencies).
  Of course, the most important to the novice Trader are 
  the financial ones. Lucrative monetary gains, trade goods to 
  be found nowhere else, riches that seemingly never end—
  all these and more may come to a successful practitioner 
  of the Cold Trade. These can allow for larger ships, better 
  weapons, additional personnel, and anything else needed to 
  continue to be successful, perhaps even to establish a dynasty 
  or settle a planet. There are also the personal gains such as 
  new contacts eager to work with the Trader, new partners 
  to help make future deals run even smoother, access to new 
  trading routes and warp pathways, and essential growth 
  in experience and knowledge of operating in the Expanse 
  and working with the xenos who dwell there. Lastly, and as 
  mentioned above, perhaps the most important, is reputation. 
  Mastering the Cold Trade comes with a valued status for a 
  Rogue Trader and his crew, establishing a tale of glory that 
  will ring throughout the Segmentum. Such a man will attract 
  social and political allies of the highest calibre throughout 
  the sector. Little will be beyond the reach of such a Rogue 
  Trader…so long as his luck holds out.
  Treasures of 
  the Expanse
  “We are as ready as we can be, and the Gazmati’s Third Eye shows a 
  calm route, or as calm as it will get. The Ship of Mirrors awaits my 
  gaze, and I will either return and buy this station or not at all.”
  –Final vox to Port Wander from the Perchanced Dream
  I
  f there is one thing a Rogue Trader enjoys more than a 
  successful deal, it is the spinning of a tall tale. For those 
  who spend their lives traversing the void, plundering the 
  wealth of uncharted systems, and gathering untold riches 
  have seen too many things of mystery and amazement for 
  them to discount even the most outlandish of stories. As befits 
  those who are primarily interested in seeking out new sources 
  of wealth, most of these concern the most fabled of riches, the 
  most lucrative of caches, the largest payoffs that would allow 
  even the most avaricious Explorer to retire to a lifestyle beyond 
  their dreams. The most outlandish tales typically involve the 
  most famous (or infamous) treasures in the Koronus Expanse, 
  treasures everyone has heard of, but nobody knows how to 
  find. This, of course, stops few from searching for them; the 
  Expanse has certainly yielded many of its hidden treasures 
  to those daring enough to pry them loose of the centuries, 
  but these and many yet still fully unclaimed are perhaps just 
  waiting for a singular Rogue Trader to arrive.
  Below are some of the most famous Treasures of the 
  Expanse, those that are the basis of yarns spun by countless 
  Explorers in countless bars from Wander to the Rifts, from 
  Dusk to Fenksworld. Each treasure’s tale shifts a little in 
  the telling, perhaps moving farther from the truth, perhaps 
  closer. Each tale may contain a kernel of fact behind the 
  embellishments added to make the story more interesting or 
  to deliberately disguise the more dangerous realities. For all 
  Explorers know there is only one thing more dangerous than 
  a lie, and that is the truth. 
  Each of these treasures also represents wealth beyond 
  desire if fully realized. Each could be the end result of 
  fortuitous happenstance from the Emperor’s benevolent gaze, 
  or could be the start of endless fruitless quests for a treasure 
  always just out of grasping hands. To be part of each, even 
  as a momentary owner or witness to their marvels, is also to 
  become the stuff of legends, and for many Traders that is 
  itself a worthy goal. 
  Although most of these treasures have mechanical 
  guidelines and benefits for the GM’s use, the GM should 
  always remember that these are intended to aid, not limit. 
  These treasures are left deliberately vague, so that GMs can 
  enhance or change them to fit their own campaigns and make 
  them as epic as they need to be. 
  
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  The silver shiP
  For those always in search of everlasting gelt and glory, the 
  Silver Ship shines as a beacon in the darkness of the void. 
  Expelled from the warp seemingly at random across the 
  Expanse, its clean lines and seamless hull stand out from the 
  typical encrusted space hulks ejected as flotsam across the stars. 
  Appearing without warning, often much closer to a system 
  than normal vessels would attempt, its arrival has thrown fleets 
  into panic with the possible threat of invasion. There is also no 
  pattern to its duration in real space, ranging from minutes to 
  several weeks when it emerged near Grace, setting off a mad 
  stampede of ships eager for salvage and conquest. And there is 
  of course no telling how long it stays when it surfaces in the 
  depths of the void between stars, far outside Imperial travel 
  lanes where no right-thinking captain would ever dare voyage. 
  Despite the best efforts of the Adeptus Mechanicus it always 
  descends back into the Warp after its stay in reality, taking with 
  it any ships luckless enough to have been docked or stationed 
  nearby, as they are caught in the warp vortex of its farewell. 
  Most who have sighted the vessel assume it to be of xenos 
  origins; only closer scans reveal worn lettering in ancient gothic 
  to indicate it is a creation of man. Unlike the proper voidships 
  of the Imperium, it is utterly smooth and lacking any of the 
  normal Imperial ornamentation or iconography. This alone 
  makes it a cause for great interest for the Adeptus Mechanicus, 
  with various factions wishing to entrap it into a stable realspace 
  anchorage for either study or destruction. Either it is of an age 
  best left undisturbed from before the true emergence of the 
  Machine God, or the result of lost human civilisations who 
  construct without the proper blessings of the Omnissiah to 
  their creations. Either are grounds for technological heresy 
  of the worst kinds or intensive study and possible worship, 
  depending on the Mechanicum faction in question. 
  Those who claim to have boarded her describe machineries 
  beyond the pale of the finest Imperial technologies. Gleaming 
  corridors stand illuminated by hidden sources, engines of 
  mirrored steel that purr like contented cats, holds dripping 
  with devices ancient yet clean and still humming with 
  power, riches beyond the dreams of avarice just waiting to 
  be plundered. The artefacts to be recovered here would keep 
  entire planets of Archaeo-technologists busy for decades in 
  study, or fulfil the desires of entire hives of lordly collectors 
  eager to display their wealth. 
  But also the horrors such as the corpses, freshly rotted or 
  desiccated from aeons of dry death, all scattered across the 
  decks—the remains of those who failed to temper their greed 
  against their wits and were trapped when the ship dipped 
  back into the Endless Seas. Some of these appear recent, some 
  are clearly xenos, and some perhaps even the original crew. 
  Even cadavers recovered from the Silver Ship can be worth 
  their weight in thrones, with eager Magi Biologis ready with 
  sharpened blades to examine the remains. 
  Not all are dead however. There may be remnants of 
  previous salvage expeditions still living, both xenos and 
  human, many driven insane through their unprotected 
  travels through the Empyrean. There are also those 
  enslaved by hideous lifeforms, bereft of will 
  and living only to serve their foul masters. 
  Zombie-like, they perhaps struggled against their awful fate 
  but now only stalk the decks with listless gaits and empty 
  minds acting only to obey. Worse still are their masters: 
  floating sacks of alien life, dangling tendrils caressing the 
  decks as they hover unnaturally in the still fresh air, their 
  thralls standing ready to defend them unto death. These are 
  the worst threats to be found, and the bane of any who would 
  attempt to pillage the ship of its many treasures. For to tarry 
  on the Silver Ship is to fall prey to those horrible dominating 
  mentalities and become one of the mindless crew, forever 
  serving their foul xenos masters in their unfathomable goals, 
  never to be seen again until the vessel reappears, ready to 
  entice the weak and greedy into her clutches.
  using The silver shiP
  The Silver Ship represents an unplanned opportunity for 
  a crew. It can appear with no warning, though it may be 
  possible for very skilled psykers to divine its emergence via 
  reading the Tarot or through other arcane devices. It could 
  also force a vessel to unexpectedly drop out of the warp 
  through disturbances it can cause in the Empyrean, with the 
  ship itself also emerging soon after. The ship itself is a lustrous 
  mystery, a legend of the Expanse that will be never be fully 
  explained or safely contained. Each time it emerges it will be 
  a different encounter, for who knows if even it is travelling in 
  a linear timeline through the warp? 
  A crew may simply fire on it as a reaction, viewing it as 
  one less possible danger in their path. The ship will simply 
  vanish back into the warp if so, as the massed destructive 
  energies puncture the already tenuous boundary layer keeping 
  it in realspace. Hopefully their vessel is not too close if this 
  happens—unplanned warp travel is quite eventful.
  Those brave enough to attempt to board should plan for 
  the worst. Entering any derelict vessel is fraught with dangers 
  aplenty, but can offer unique treasures to reward a bold but 
  prudent crew. Careful monitoring of auspex sensors can offer 
  hints as to when the ship is beginning to drift back into the 
  warp, as can sensitive psykers such as Navigators who are 
  attuned to the ways of the Endless Seas. Once aboard though, 
  haste is a virtue, and much care must be made to avoid the 
  hidden dangers aboard. Enslavers are perhaps the most deadly 
  foes they will face, and their flesh-portals will become active 
  soon after their thralls encounter the boarders. 
  The treasures though are certainly worth some risk. Even 
  carrying off mundane crates or corpses are tremendous prizes 
  given their origin. And actual cargo from the holds could be 
  antiquities dating back many thousands of years, possibly from 
  other sectors of the galaxy or of xenos origin. This can be a 
  rare opportunity to discover some of the priceless artefacts and 
  weapons normally only available for the fabulously successful 
  Rogue Trader crews, or it could be the beginning of a harrowing 
  and nightmarish adventure should their preparations and planning 
  prove insufficient against the Silver Ship and its denizens. 
  GMs wishing to populate the Silver Ship with treasures 
  should consider Archeotech items that are Extremely Rare or 
  rarer, fitting for a ship that may well have been built before 
  the Imperium even existed. However, the Silver Ship’s true 
  treasures are the secrets of technological knowledge stored 
  within, beyond the comprehension of any one Explorator. 
  
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  If a Rogue Trader was able to plunder even a fragment of 
  the ship’s logs or cogitator banks, the Mechanicus would pay 
  handsomely for such information (somewhere between 5 and 
  15 Profit Factor, depending on the quantity and quality of 
  the information involved). 
  True fragmenTs of 
  winTerscale’s Journal
  Those who travel though Winterscale’s Realm are used to 
  using the ancient scraps that claim to be remnants of the great 
  Sebastian’s fabled charts, for as poorly recorded as they are, 
  they are still the most assured guides to safe travel. Each is 
  priceless and invaluable for any Trader seeking to make his 
  fortune. Even more sought after though is the actual journal 
  Winterscale used to record his journeys, an object that so 
  far remains a wisp of historical fancy. The only reason it is 
  believed to actually exist are the pages that some claim to 
  come from this apocryphal tome, for these pages reveal secrets 
  of the Expanse that only a true explorer such as Winterscale 
  would have uncovered in the centuries long ago. 
  And such secrets they are! Each page seems unique (so far 
  as those who own one and have compared warily obscured 
  details with other owners), and each details priceless 
  remembrances such as forgotten warp routes, carefully hidden 
  caches of pillaged relics, precise dates and times of ore-rich 
  asteroid passages, and more. To own one of the pages is to 
  have tapped into the primordial secrets of the Expanse… 
  or to have been duped by a clever forgery that may spell 
  embarrassment at best or disastrous calamity at worst. Or of 
  course to attract the attention of those who feel only they 
  should be the rightful owners of such a treasure.
  using True fragMenTs
  Each of these pages (assuming it is actually true and not 
  one of the many forgeries) contains invaluable information. 
  It may lead the crew on a harrowing expedition to a 
  seemingly worthless planetoid, where clever rockcrete 
  craters hide stashes of purloined goods dating back to the 
  initial explorations of the Expanse. It could offer more 
  reliable and faster warp transits across the Realm, cutting 
  many valuable days in travel. A page might offer tantalising 
  hints at a dead civilisation that is yet to be plundered on a 
  forgotten world, or details on races yet discovered. It could 
  also be just the portion of an entry, leading the owners in 
  search of the other pages to complete the puzzle or perhaps 
  even work with the other owners in piecing together the 
  mystery. To own one of the pages is to embark on a new 
  level of opportunity in the Expanse, a double-edged blade 
  indeed but one worth owning. 
  At the very least, any True Fragment should provide the 
  Explorers with a +20 to +50 bonus to Navigation Tests 
  within Winterscale’s Realm (depending on the quantity of 
  information and number of pages in the Fragment). They could 
  even increase the Profit Factor awarded when completing 
  Endeavours within the region, as they help the Explorers 
  traverse it more easily through secret paths amongst the 
  stars. However, their true worth should be in revealing lost 
  and valuable locations within Winterscale’s Realm, as well as 
  secrets of Winterscale’s long and infamous dynasty that may 
  prove valuable on their own. 
  The Bloodforged 
  Blades
  It is mostly in the quiet times after the bottles have run low 
  that this tale is told, of the chest containing an even dozen of 
  the finest blades ever created, buried and lost centuries before 
  the recorded coming of Purity, Emperor bless her soul. The 
  story tells of a mighty warlord plundering a ruined world of 
  dead cities and collapsed glories, for though there was little 
  opposition there were spoils still to be had. Here he found 
  the shattered remnants of swords large enough to decapitate 
  a Titan, each made of metals that defied any attempt of 
  classification. The scale of these weapons impressed even such 
  as he, and he vowed to carry their power away with him. 
  His war machines managed to carve off a sliver by striking a 
  blade with concentrated turbo laser fire, a section miniscule in 
  comparison to the host metal but larger than his war-shuttle. 
  From this bounty he commissioned his tech-smiths to make 
  a set of blades for him and his finest warlord lieutenants. For 
  months on end they laboured, drawing on all their ancient 
  knowledge from the days before the collapse as well as new 
  ritualistic techniques of blood and sacrifice uncovered in 
  hidden machinery cathedrals and furtive cult-forges. Much of 
  the metal was ruined, reduced to brittle ceramics or frozen in 
  unnatural shapes, but when the warlord returned after a year 
  and a day, they were done. 
  The twelve appeared identical but when held, one would 
  be revealed as the ruling blade, the one to be carried by 
  the warlord himself. He learned of the dark genesis of the 
  weapons, and carried their birth rites into battle. Each newly 
  forged blade he reforged in the blood of his foes as his 
  armies tore apart the Expanse, growing in power with each 
  newly conquered planet, every time a thousand thousand 
  put to the sword. 
  Each reforging and blood quenching made the blades 
  more and more powerful until even the stars quaked at their 
  unsheathing. Only the combined might of all his foes could 
  cut short his conquest and his life, but these weapons could 
  never be destroyed. The gathered swords were sealed away 
  where none could possibly ever find them, but many an 
  explorer has traded away his wealth in search of them. To 
  possess the blades would mean one was ready to conquer the 
  Expanse, and possibly beyond. But many have been ‘buried 
  with the blades’ as the saying goes, their lives and fortunes 
  interred to history in endless questing, just as the blades 
  passed from history to legend.
  using The Bloodforged Blades
  Each of these weapons is unremarkable at first appearance, and 
  only a puissant psyker or techno-arcanist would detect the 
  concealed power each carries. To carry one is to invoke 
  unheard of martial prowess and battle rage, as well 
  as near certain obedience from those who would 
  otherwise stand opposed. This effect will be 
  
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  subtle at first, especially in the hands of a novice swordsman. 
  A lucky strike here, a surgical parry there, suggestions to those 
  around them suddenly heeded more often. The voice becomes a 
  whispered desire for more, a growling need to defy constraints, 
  with appetites becoming larger with each fight. In time, the 
  wielder challenges any above them, and gathers a vast army until 
  a new power is unleashed upon the region, ready to continue the 
  bloody work suspended so many dark millennia ago. 
  As more blades are gathered, so will their power increase. 
  They will also attract the attentions of many who have stood 
  as caretakers through the ages, and force the entire crew to 
  face deadly and implacable foes who would not hesitate to 
  destroy them all if it meant a blade would be sheathed again. 
  Like the blades themselves, these agents are also powerful and 
  wrapped in layers of history, carefully hiding their lineage 
  and even species. They will hound unto death any who would 
  wield one of the blades, even those ignorant of its true power. 
  Should the blades be allowed to gather, either by design or 
  accident, the Koronus Expanse would be ripped asunder with 
  ripples spreading throughout Sector and Segmentum. Woe to 
  any poor Explorers who should fall into such a fate, even if 
  acting as unknowing agents. 
  When using these items, the GM will have to provide his 
  players with weapon stats. It is recommended that he begin 
  with a Best Craftsmanship Sword with the Mono Upgrade 
  (Melee; 1d10+1 R; Pen 2; Balanced, +5 to Hit Rolls), that 
  is completely invulnerable to harm (such as from the effects 
  of a Power Field). As the wielder slays more and more foes 
  with the weapon, the GM can begin to increase the weapon’s 
  damage and penetration. As the number of kills passes into 
  the scores or even hundreds, he can add special Qualities such 
  as Tearing and have it grant additional bonuses to Weapon 
  Skill. However, the wielder can begin to suffer penalties 
  when he does not wield the blade, and accrue Insanity and 
  Corruption when he does not acquiesce to its “suggestions.” 
  The exact penalties and benefits are up the GM, but it should 
  be a weapon that is incredibly rewarding to use, incredibly 
  dangerous to discard, and constantly pushing the wielder on 
  an unknown path towards some final fate. 
  The Brass Prism
  All who serve under the wheeled skull in the service of 
  the Omnissiah dream binary dreams of the day they may 
  purge their fleshy carcasses of pathetic emotions and 
  undisciplined consciousness. Only when they are pure in 
  thought can they be pure in their devotion to the Machine 
  God. Many only achieve their goal after decades of linear 
  meditations, focusing their minds away from the distractions 
  of the flesh as they also substitute it with more worthy 
  mechanical replacements. Others undergo the Rite of Pure 
  Reason to achieve this perfect state of totally rational 
  thought. In the Expanse there is a device that allows this 
  blessed state of mind and more, and it is the goal of many 
  throughout the region. It is the Brass Prism, and it has 
  the wondrous ability to refract myriad thoughts into 
  a single beam of blindingly brilliant mentality, 
  faster than the finest of ancient cogitators or 
  chem-acellerated lexmechanics. 
  Those who have seen the Prism say it is in fact constructed 
  of dull golden materials, but closer inspection indicates it 
  is not one of the Seven Blessed Metals and is perhaps even 
  of xenos origin. The main chassis is large and bulky, with 
  heavy cables connected to a helm that adjusts to the size of 
  whoever dons it. There is no instrumentality—once worn, 
  it activates and moves its operator’s mind into a laser-like 
  awareness with unmatched cognitive velocities. For followers 
  of the Omnissiah, it is a state of holy rapture they are loath 
  to end as they experience a mode of thought beyond even 
  the rites of purity. Even those not part of the Machine Cult 
  may also partake of such a blessing, finding their neurons 
  superconductive and all emotional distractions removed. But 
  there are dangers in imbibing of such a powerful concoction. 
  Users strive to explore each tendril of knowledge to its 
  ultimate end, a task as impossible as trying to find the end of 
  a ray of starlight, and there are tales of users who even left 
  themselves to waste away unto death rather than disrupt their 
  blessed state. But for true devotees, this is a petty price for 
  such a holy experience. 
  using The Brass PrisM
  While it is unlikely, it is possible that a crew may be able to 
  barter a luckless owner for this priceless artefact, perhaps as 
  they are unaware of its true value or have become to realise 
  the price it invokes in use. More likely, it would be part of 
  a plundered vault or spoils of conquest. Here it would take 
  some study and research to determine its nature and worth, 
  for unless the Explorers are skilled in such lore they may not 
  immediately recognise the device. 
  The Prism can be invaluable in many tasks and adventures, 
  but also will draw much attention from agents of the Machine 
  God throughout the Expanse and beyond. The Inquisition 
  would also seek to examine it for possible xenos or Chaos 
  taint, as they would any who use it. There are other drawbacks 
  as well; those who use it for sustained periods of time find 
  themselves becoming distracted by even the most prosaic of 
  matters, and unable to focus for any length of time. Their 
  minds become dependent on the Prism and only time away 
  from it will allow them to regain their mental strength. As 
  the Prism has yet to be fully understood, it is possible that 
  the more obvious usages are but a side effect of its true, more 
  sinister purpose. 
  The exact effects of using the Brass Prism are ill-
  represented by granting mechanical benefits, though GMs 
  could award bonuses to any Intelligence-based Skills when 
  using the device. The true worth of the device should be 
  answering questions Characters would normally have no way 
  of finding out. Characters who use it should be able to ask 
  the GM questions of events in their game and receive answers 
  they normally could not comprehend, such as the true cause 
  of the Siren Star’s supernatural effects and how to harness 
  and replicate them at the wielder’s whims. 
  However using such a device should always come with 
  a price, as the user’s own intellect is warped and shaped by 
  the Brass Prism. Eventually, the device should throw the user 
  into irrevocable madness, or destroy their mind so utterly that 
  they die. 
  
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  The Quills of KangaK
  This mysterious artefact is a bundle of quills from the ruff of 
  Kroot Shaper Kangak. Some say these quills have medicinal 
  properties well beyond anything the Imperium could muster, 
  usable not only by the Kroot who guard them but by other 
  creatures as well. Stories tell of a painful ritual in which 
  dying Kroot have been healed of their wounds by tattooing 
  pigments deep within the flesh using these quills. Stylized 
  avian images, of what significance only those who work 
  the rituals know, adorn the skin of those warriors deemed 
  worthy of salvation from death.
  Beyond Shek—the Kroot warsphere floating somewhere 
  in the Accursed Demesne—few know of the Quills or their 
  miraculous properties. In the rare event that an Imperial 
  citizen should secure the services and confidence of a Kroot 
  mercenary, he would just as likely offer some cryptic words 
  on the subject as deny the Quills’ existence altogether. Seeing 
  the Quills used in a rare ritual outside of Shek is the surest 
  way to confirm their existence, but such an event is unlikely 
  as only the finest warriors of the Kroot receive a gift of the 
  Quills’ healing. Additionally, the Kroot are keenly aware of 
  the danger that knowledge of the Quills could bring should 
  it be widely spread. Therefore, they only use them sparingly 
  outside of the warsphere itself.
  KangaK’s ProMise
  Perhaps one of the most historically important Kroot in all of 
  the Koronus Expanse, Shaper Kangak led his people from the 
  brink of destruction through a revolution. The Kroot of Shek 
  persevered through test after test of strength and cunning, 
  with his guidance and leadership. When his health began 
  to fade, the elders convened, concerned as to whether they 
  would survive secluded in the Accursed Demesne or perish 
  without Shaper Kangak’s wisdom.
  They appealed for his advice and prophetic vision in 
  fear that his passing would mark their people’s decline 
  and eventual destruction. Kangak assured the beleaguered 
  elders that his death was not the end and as a symbol of his 
  confidence, he removed his ruff and presented it to them. He 
  explained that this gift would preserve the Kroot when their 
  courage faltered and remind them of their legacy as survivors. 
  He meant the painful removal and gift of these Quills as a 
  gesture of determination and commitment, qualities that he 
  believed were bound to the fate of his Kindred. His insistence 
  that the Quills themselves were not what maintained the 
  Kindred, rather the strength of their resolve, was lost on most 
  of the elders who desired something tangible on which to 
  trust the future. Upon announcing Kangak’s death, the elders 
  addressed their Kindred and promised to continue to lead 
  them in Kangak’s memory.
  Quills amongst the Kindred
  Since Kangak’s passing, the Kroot have protected the 
  Quills from outsiders by keeping most of them on Shek 
  and concealing them from the prying and greedy eyes of 
  humans who would defile their sacred purpose. The Kindred 
  hold the Quills as their most sacred fetish, invested with 
  the power of a great ancestor who guards the Kroot to this 
  day. They see losing possession of any one of the Quills as 
  symbolic of losing control of their culture and occasioning its 
  demise. Thus, the Quills represent at one and the same time 
  a phylactery of immortality and a vulnerability to be guarded 
  at any expense.
  On Shek, the Kroot gather in large ritual assemblies to 
  administer a Quill’s cure. They attend these events in massive 
  halls, spacious enough to accommodate several thousand 
  Kindred. A member of the Shaper Council leads the solemn 
  event, guiding the amassed Kindred and determining whether 
  the subject should receive the Quill’s benefits and continue to 
  perform heroic deeds or die so that the Kindred may consume 
  his body. Given the former, the Shaper inscribes a tattoo on 
  the healthy flesh, after which he ushers away the crowd and 
  allows the wounded to heal in peace. Otherwise, the Kindred 
  recount the individual’s bravest moments, gathering in 
  intensity with the completion of each story until the Kindred 
  descend on the warrior in a cannibalistic frenzy.
  using The Quills of KangaK
  Though explanations of how the Quills work remain vague 
  and of an esoteric, primal sort, their use requires little effort 
  given the fantastic nature of their effects. Kroot in possession 
  of a Quill can perform the necessary oblations to complete 
  a healing ritual by making a Hard (–20) Scholastic 
  Lore (Occult) Test. All other wielders of the Quills 
  need knowledge of Kroot spiritual beliefs as well 
  as a basic understanding of the ritual itself. 
  
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  Using a ritual, once these prerequisites are accomplished, 
  demands an Arduous (–40) Scholastic Lore (Occult) Test. 
  In either case, the ritual requires minimal supplies (appropriate 
  fetishes and ink among them), at least two hours of ritual 
  labour, and at least a few comrades willing to play minor roles 
  as witnesses and support.
  A wounded or dying Kroot that receives benefits from a 
  Quill’s rejuvenating effects heals at three times the normal 
  rate and adds a bonus Wound to all supernatural healing 
  effects until he has fully recovered. A human, Ork, or other 
  beneficiary heals at twice their normal rate and also receives 
  the bonus Wound from other healing effects until he has 
  fully recovered. Damage that would otherwise require bionic 
  replacements heals naturally, regenerating lost arms and 
  internal organs over a period of one to two weeks.
  The Quills have an affinity for the Kindred of Kangak 
  and the Kroot in general, deteriorating when used on other 
  beings. Once used on a non-Kroot, a Quill has 1d5–2 uses 
  left. If the result of the roll is 0 or less, the Quill becomes 
  useless immediately. The GM should make this roll and keep 
  it hidden from the players since this deterioration shows 
  no physical sign on the Quill itself. This makes each Quill 
  a valuable and finite resource, although the total number of 
  Quills is unknown (and left up to GMs to determine). 
  asTrarium Koronus
  Rumours tell of an ancient archeotech device long lost to the 
  Processional of the Damned. The Astrarium is an elaborate 
  navigational ship component with a detailed map of the 
  Koronus Expanse, recorded millennia ago by an unknown 
  interstellar cartographer. Perhaps as old as the Dark Age of 
  Man, star systems and planets unknown to the Imperium 
  today are charted here. Who originally crafted the device 
  and recorded the extensive information stored within it is 
  unknown and the events that have reshaped the Expanse 
  since the Astrarium’s last voyage are not yet recorded.
  The best knowledge available concerning the Astrarium 
  comes from the only man to have seen it firsthand. In addition 
  to holographic projections of planets, solar systems, and sites 
  of interest, he claimed that the Astrarium also utilised data-
  screens that displayed coordinates, information pertinent to 
  specific star systems, and routes through the Materium and 
  Immaterium alike. It also allows a competent user to modify 
  information stored on its systems and rivals even the most 
  sophisticated navigational systems available today.
  legends of The asTrariuM
  A voidfarer in a small craft, having lost his commanding 
  starship, wandered about the Processional of the Damned 
  in hopes of re-establishing communication with his parent 
  vessel. Resigned to death and not wanting to wait it out in 
  the confines of his Gun-cutter, the voidman chose to berth 
  his craft on one of the many hulls lost to the Processional. 
  Half mad with fear and desperation, he wandered the 
  desolate hull until he came to its ancient bridge. 
  There he found the Astrarium, undamaged and 
  still operational. Renewed by the discovery of 
  so wondrous a device and the prospect of 
  profiting from it, he made his way back to the Gun-cutter and 
  tried again to find his starship.
  Though rescued from what seemed to be certain death, 
  he never was able to relocate the hull that contained the 
  Astrarium. The risk to crew and vessel due to remaining in 
  the Processional and searching for the Astrarium, combined 
  with the failure to retrieve it resulted in the pilot’s death at 
  the hands of his shipmates. Since that time, rumours have 
  spread about its discovery and others have tried to unearth 
  it. However, the Processional of the Damned does not rid 
  itself of its treasure to the mere greedy. Amidst the ghosts 
  that haunt that place, the Astrarium Koronus awaits a patient, 
  clever, and resilient Rogue Trader to restore its mission to 
  chart the Expanse.
  The rumours since distributed of the Astrarium’s existence 
  have drawn the attention of the Divine Astrometricum. They 
  interfere with any voyages of discovery by private interests 
  working toward recovering the Astrarium, but may provide 
  worthwhile information if cornered or threatened. Rogue 
  Traders had best keep their wits about them as they pass 
  through the Processional of the Damned, even if they are there 
  on other business. The Divine Astrometricum is well aware 
  that its position in the Processional indicates what progress 
  they have made in finding the near priceless contraption and 
  merely sighting another ship is enough for them to enact 
  defensive protocols.
  Barring the competition, the deceased voidman’s story 
  suggests that should the Astrarium be found, one need only 
  pluck it from the dead hull and install it on a functional ship. 
  
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  Reports of Wrath’s Carrion or xenos agents deter no-one 
  from searching, although the Processional of the Damned 
  itself is enough to keep most people from rushing to their 
  deaths or worse to find it. However, recent reports of the 
  Astrometricum’s position suggest that the Astrarium is moving 
  deeper and deeper into the Processional, creeping ever nearer 
  to the baleful star at its centre. Perhaps the Astrometricum 
  follows a clue in error but if not, the danger inherent in 
  searching for the Astrarium is on the rise.
  using The asTrariuM
  Should some lucky Explorers stumble upon the Astrarium 
  Koronus and decide to make use of it, a skilled Tech-
  Priest proves invaluable. The ancient technology used in its 
  construction and long years floating amongst the rubble in 
  the Processional of the Damned have made the Astrarium’s 
  machine-spirit temperamental and demanding. An Arduous 
  (–40) Tech-Use Test suffices along with the burning 
  of incenses and enacting of humble supplications. When 
  pleased, the Astrarium provides a +20 bonus to all Common 
  Lore (Koronus Expanse), Navigation (Stellar), Navigation 
  (Warp), Pilot (Space Craft), and Scholastic Lore (Astromancy) 
  Tests. Additionally, when working toward an Exploration 
  endeavour, the Explorers earn an additional 100 Achievement 
  Points toward completing that objective. This relatively small 
  and efficient component takes up 1 Space and 1 Power.
  A canny operator knows to be wary of any information 
  gleaned from the Astrarium, however. Its cogitators account 
  for the movements of planetary and other astronomical 
  phenomenon recorded on its data-slates with stunning 
  accuracy. Knowledge lost to scholars of the Expanse today 
  lies within its data-bank’s grasp. However, events that have 
  occurred over the last several thousand years have rendered 
  some information obsolete and in serious need of correcting. 
  The GM should feel free to invent information that would 
  have been accurate several thousand years ago and feed it 
  to the Explorers in order to add a layer of complication or 
  excitement to their endeavours. Similarly, use the Astrarium 
  as a source of ancient knowledge to lead Explorers on new 
  adventures and to reward them with valuable information 
  (perhaps a little known warp route or the like).
  The aTaxis
  An Adeptus Mechanicus vessel on a secret mission was 
  hijacked by the devious Candris and his pirate crew not long 
  after unearthing a mighty artefact, a rod they refer to as the 
  Ataxis. Attempting to dodge the attention of others with 
  the means and desire to get their hands on the archeotech 
  wonders present on the missing ship, Mechanicus agents 
  attempted to track down the pirates secretly. They later 
  discovered that the hijacked vessel somehow ended up on the 
  surface of the desert planet, Dross. The Adeptus Mechanicus’s 
  activity aroused the suspicions of other voidfarers and now 
  knowledge of the Ataxis has leaked to more than one Rogue 
  Trader. Interested parties abound, especially psykers.
  Little is known about the Ataxis’s origins or uses, simply 
  that it acts as a catalyst for manifesting psychic powers while 
  limiting the attendant perils. It has a simple design and would 
  go unnoticed to one not sensitive to psychic phenomenon—a 
  one meter long iron rod encrusted in patterns with tiny, cubic 
  grains of an unidentified, rust-coloured metal. The patterns 
  have no discernible significance and anyone who tries to 
  study them for too long finds himself fatigued. Stranger still, 
  holding the rod for extended periods of time leaves lesions 
  on one’s hands.
  Perils of dross
  The Mechanicus cares more for its lost vessel than the 
  powerful curiosity stowed upon it, but fears that much of the 
  ship may not have survived. Candris could pilot any ship as 
  well as, if not better than, most voidmen, which leaves some 
  hope that he landed safely and has managed to keep it hidden 
  and safe on the planet’s surface. The more likely case is that 
  he died and the ship was strewn in pieces about the rocky 
  wastes, given that only one man, Nejo Skylax, has ever landed 
  on Dross and lived to tell of it.
  Navigating the storms around the planet, then landing 
  safely among the strange, mountainous stone structures 
  that cover the surface; and finally surviving the planet’s 
  inhabitants requires some planning, crack piloting skills, and 
  impressive negotiating. Even then, tracking Candris and the 
  missing ship with little to go on other than unpredictable 
  and irregular signals being transmitted by the ship may mean 
  that the venture is impossible. The Mechanicus may very well 
  negotiate with a willing Rogue Trader to part with the Ataxis 
  in exchange for the recovery of the archeotech components, 
  damaged or otherwise, from the missing ship. Without the 
  Mechanicus and the frequency of the craft’s signal, finding 
  the Ataxis may prove more difficult than it is worth.
  CoMPeTiTion
  Not only does the artefact attract the attention of Imperial 
  sanctioned psykers but also those simply interested in turning 
  a profit. The people of Dross may well have collected the 
  item and made it a part of their strange rituals to the Sky 
  Father. Equally likely, the disturbance caused by removing 
  the item from wherever the Mechanicus found it may have 
  awakened dark beings that covet it, such as renegade psykers 
  and sorcerers. Perhaps some otherworldly beings would 
  rather see it left out of the hands of man. Whatever the case, 
  enemies associated with the artefact’s past and competitors 
  for its future abound.
  It may have origins amongst the xenos races, the disciples 
  of Chaos, or a time when humanity knew more. Given these 
  mysterious circumstances, the Inquisition would like to see it 
  destroyed in order to prevent potential disaster resulting from 
  its use. Still, curious psykers desire to taste powers without 
  the perils that usually attend them but, of course, the first to 
  retrieve the Ataxis and successfully keep it hidden from the 
  Inquisition gets to set the price.
  using The aTaxis
  Without exercising restraint, a psyker risks the lives of 
  those around him with his arcane practices: anything 
  from the evocation of strange sensations to the 
  summoning of daemonic entities could come 
  
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  about. His allies fear him for the damage he might cause at 
  any moment. As of yet, no sacred technology or xenos relic 
  has mitigated this flaw in the psychic design, which is why 
  the Ataxis is so coveted.
  When in the hands of a competent psyker, the Ataxis 
  functions as an anchor in space and time. Although he still 
  draws on the Warp for the energy which fuels his techniques, 
  the psyker and the reality around him maintains a large degree 
  of stability. He may reach further and longer into the Warp 
  with a reduced risk of Psychic Phenomena and, consequently, 
  Perils of the Warp. When an Astropath or other Psyker makes 
  use of the Ataxis (by merely wielding it while performing the 
  Focus Power action) he suffers a reduced risk for rolls on the 
  Psychic Phenomena Table. When using an Unfettered Power 
  and rolling doubles, the psyker takes a –15 on the Psychic 
  Phenomena roll. When a psychic technique is pushed, apply 
  a +2 per +1 Psy Rating to the Psychic Phenomena roll (for a 
  maximum of +6 when a power is pushed to a +3 Psy Rating). 
  Finally, when sustaining multiple powers, the psyker need not 
  add +10 to his Psychic Phenomena rolls.
  The benefits of such a device do not come without a price 
  however. Those who have tried to investigate the Ataxis’ 
  inner workings have failed—it defiles all life that touches it 
  and resists any lingering gaze. Any Explorer who attempts 
  to study or investigate the nature of the item through 
  directly observing or scrutinising it automatically fails at the 
  endeavour. Any Skill Test made while observing the Ataxis 
  (such as a Scrutiny Test) automatically fails and results in the 
  Explorer gaining one level of Fatigue. Looking at it blurs 
  vision and causes exhaustion. Handling the Ataxis is nearly 
  as bad. Anyone can hold it for a short time but for no longer 
  than an hour without consequence and then, only if he does 
  not manifest any psychic powers. For every hour that he holds 
  the Ataxis, or for using any psychic technique while wielding 
  it, the Explorer must make a Hard (–20) Toughness Test 
  or gain one level of Fatigue. Levels of Fatigue gained in this 
  way may not be removed until the Ataxis is no longer in close 
  contact with the Explorer’s skin. Gloves cannot prevent this 
  effect and it seems to affect even those with prosthetics. At 
  minimum it must be placed in a pack or wrapped in several 
  layers of cloth to be transported any distance.
  The Barrows
  Countless vessels that traverse the Accursed Demesne are lost 
  each year, not simply destroyed in combat or accident but 
  simply vanishing somewhere between their origination and 
  their destination. Some are due to crews who would choose 
  to silently slip away from awaiting creditors or Inquisitors, 
  or other more reasonable explanations. The legends tell of 
  those ships that fall to the talons of the mightiest of void 
  predators, the awful fates that await their luckless crews, and 
  the final resting place where the ruined hulls go to spend 
  eternity between the stars. 
  Most who may stumble across this flotilla of metal 
  carcasses would assume it is some natural phenomena 
  of the void, that the coolly burning brown dwarf 
  star is somehow attracting them across the 
  region. Closer examination reveal the hulls 
  are marked with huge punctures, rending tears of ripped 
  adamantium and even wraithbone that no lance or torpedo 
  would create. The dead hulls circle their dim anchor in an 
  intimate dance in a multitude of planes; their unnatural orbital 
  plots are such that they will not intersect for millennia despite 
  such shallow ellipses, certainly well beyond what random 
  chance would allow. 
  Only those who chose discretion over treasure have reliably 
  reported of the true nature of the Barrows. Their tales of the 
  apocryphal kraken star-beasts appearing out of the void’s 
  darkness, dragging devastated vessels in their serpentine 
  clutches only to discard them into carefully selected orbits, 
  seems more that of a drunken tavern tale than reality. The 
  ancients of the Expanse only nod their graying beards in 
  agreement, having seen far more unbelievable in their long 
  years. 
  using The Barrows
  Finding the Barrows is perhaps a matter of luck, for good 
  or ill. The dying star that forms the centre of the collection 
  travels across the Demesne on a twisting path that wanders 
  about the region with no discernible pattern. It is unknown 
  if the entire assemblage might enter warp space at times, for 
  the movements would seem to indicate treks far greater than 
  normal stellar velocities would allow. Deep investigations of 
  prior sightings might give some clue as to approximate re-
  appearances however, as could tracking devices on recently 
  lost voidships. 
  Crews meeting with this graveyard would find a literal 
  treasure trove of ships to plunder, ranging from all races and 
  times – some perhaps even still with live crewmen to rescue 
  should they choose. New ship components could be salvaged, 
  new weapons brought on board to bolster the crew’s fighting 
  abilities. Some of the derelicts may not be as dead as wished 
  though. Battles could break out as the Emperor-forsaken 
  crewmen know they are fated to die in their devastated crafts 
  unless they can claim new ships of their own. 
  Xenographers and other wise scholars of void lore might 
  recognise other dangers though, and call for prudence 
  lest the monstrous caretakers return to their cold metallic 
  flocks. Far worse for a crew would be to fall prey to one 
  of the hideous beasts and be dragged unwillingly towards 
  the Barrows, for it would take extraordinary means, feats 
  of tremendous power, and surely the Emperor’s Blessing 
  to somehow repair their ship and escape their fate. Should 
  they do so though, their tales would ensure they would at 
  the least never buy a drink again.
  For the GM, the Barrows should provide the opportunity 
  to salvage ships or their components; the stranger and the 
  more valuable the better. However, the risks come from the 
  Void Kraken that inhabit the system and will likely try to 
  consume the ships completely. 
  
  There are vast fortunes to be seized in 
  the void by those Rogue Traders bold 
  enough to try. However, to grasp the 
  greatest wealth, they must be willing to  
  flaunt the Imperium’s laws and defy the 
  God-Emperor himself! 
   
  Study the laws of the Koronus Expanse and Calixis 
  Sector to see which laws a Rogue Trader can break, 
  and which ones may break him in turn. Research the 
  lucrative Cold Trade in alien artefacts. 
   
  Enhance your characters with a host of new Alternate 
  Career Ranks, including the daring Swashbuckler, the 
  calculating Cold Trade Broker, the bloodthirsty Reaver, 
  and the mysterious House Operative. 
   
  Arm your ship and crew with equipment designed to 
  facilitate criminal enterprise, equipping yourselves to 
  track down the famous Treasures of the Expanse.
  Construct the ultimate adversary to foil your players 
  with the new Nemesis Origin Path.
  LEARN THE DARK SECRETS OF SMUGGLING AND PIRACY!
  This book contains detailed 
  information on running a crime-
  focused game.
  Suitable for players of all levels. 
  A copy of the Rogue TRadeR Core Rulebook 
  is needed to use this supplement. 
  www.FantasyFlightgames.com
  TM
  Hostile Acquisitions                    RT10
  ISBN: 978-1-58994-800-6
  9 781589 948006
  53995
  1163NOV11
  There are vast fortunes to be seized in 
  the void by those Rogue Traders bold 
  enough to try. However, to grasp the 
  greatest wealth, they must be willing to  
  flaunt the Imperium’s laws and defy the 
  God-Emperor himself! 
   
  Study the laws of the Koronus Expanse and Calixis 
  Sector to see which laws a Rogue Trader can break, 
  and which ones may break him in turn. Research the 
  lucrative Cold Trade in alien artefacts. 
   
  Enhance your characters with a host of new Alternate 
  Career Ranks, including the daring Swashbuckler, the 
  calculating Cold Trade Broker, the bloodthirsty Reaver, 
  and the mysterious House Operative. 
   
  Arm your ship and crew with equipment designed to 
  facilitate criminal enterprise, equipping yourselves to 
  track down the famous Treasures of the Expanse.
  Construct the ultimate adversary to foil your players 
  with the new Nemesis Origin Path.
  LEARN THE DARK SECRETS OF SMUGGLING AND PIRACY!
  This book contains detailed 
  information on running a crime-
  focused game.
  Suitable for players of all levels. 
  A copy of the Rogue TRadeR Core Rulebook 
  is needed to use this supplement. 
  www.FantasyFlightgames.com
  TM
  9 781589 948006
  53995
  1163NOV11
  
SOURCE: textdata/thevault/Warhammer/40k/Game books/Rogue Trader/Rulebooks/Rogue Trader - Hostile Acquisitions.pdf