· 8 years ago · May 28, 2018, 08:26 PM
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2
3“No two worlds are the same, and yet they all seem to want me dead.â€
4–Jean Hawkwind, Rogue Trader
5World Generation starts with the defining of large
6stellar bodies and works its way down to the specifics
7of individual planets, following the steps below:
8
9STEP I: SYSTEM CREATION
10The first step, System Creation, is used for creating new star
11systems or other, similarly-sized regions of space. At this stage,
12the Game Master generates the following aspects of a System:
13SYSTEM FEATURES
14This section includes the System Features that set this System
15apart from the countless others in the shadowy void of the
16Koronus Expanse. These System Features, which range from
17the remains of dead empires to dark reputations, affect
18the specific contents of a System (see Table 1–1: System
19Features on page 8).
20STAR CREATION
21Once a the System Features have been defined, the Game Master
22determines the Star around which the System Elements orbit (see
23Table 1–2: Star Generation on page 13). The type of Star
24also defines the size of the Solar Zones: the Inner Cauldron, the
25Primary Biosphere, and the Outer Reaches (see page 13).
26SYSTEM ELEMENTS
27After creating the star and Solar Zones of a System, the next step is
28to populate these vast areas of space with the planets, phenomena,
29and other important astral objects. Using Table 1–3: System
30Elements, the Game Master puts a number of System Elements
31in each area as dictated by that particular Solar Zone (see page
3214). The specifics of System Elements such as Planets remain
33abstract at this stage, and are determined in Planet Creation.
34STEP II: PLANET CREATION
35Once the System has been created, the Game Master can continue
36on to detailing the individual Planets from System Creation:
37BODY
38To determine the material composition and physical
39characteristics of a Planet or Gas Giant, the Game Master rolls
40on Table 1–6: Body (see page 19). In addition to deciding
41the rough volume and mass of the Planet, the results of this
42stage can have effects on the Gravity, Orbital Features, and
43Atmosphere of the Planet or Gas Giant.
44GRAVITY
45The gravity that a Planet exerts upon the bodies around it has
46a profound impact on the features that a passing Rogue Trader
47might wish to exploit. The Game Master determines an object’s
48Gravity by rolling on Table 1–7: Gravity (see page 20).
49ORBITAL FEATURES
50Much as a Planet usually orbits a star, smaller objects often orbit
51Planets. The Game Master determines the nature of these Orbital
52Features, which consist of objects such as asteroids, rings, and
53moons, with Table 1–8: Orbital Features (see page 21).
54ATMOSPHERE
55The atmosphere (or lack thereof ) of a Planet does a great deal to
56determine its value—and the danger it poses—to an enterprising
57Rogue Trader. The Game Master determines the Atmosphere of a
58Planet, which has an impact on later features (see page 21).
59CLIMATE
60Even with an atmosphere, many Planets are too blisteringly
61hot or frigidly cold to support even the faintest traces of life.
62To determine the Climate of a Planet, the Game Master rolls
63on Table 1–11: Climate (see page 22).
64HABITABILITY
65Worlds capable of sustaining life might be fleetingly rare, but even
66within these Planets, there is an incredible diversity of features.
67Some worlds are harsh deserts, while others overflow with water
68and vegetation. The Game Master decides the Habitability of a
69Planet with Table 1–12: Habitability (see page 23).
70STEP III: ENVIRONMENTS
71Each individual Planet possesses countless features that
72distinguish it. These features are covered in the section below:
73TERRITORIES
74The Game Master determines the Territories on a Planet, the
75broad land masses and other major features of a Planet and any
76particular Territory Traits of these regions (see pages 24).
77RESOURCES
78This step determines any Resource Deposits that the location
79has to offer, and the Abundance of these resources (see page 27).
80Some resources can only be found on Planets; others might be
81uncovered anywhere from asteroids to ancient wrecks.
82LANDMARKS
83Once the GM has created a Territory, he generate the Landmarks
84that separate it from other, similar realms (see page 32).
85NATIVE SPECIES
86Countless species populate most environments capable of
87sustaining life. This section deals most valuable beasts—and the
88hungriest. If a Planet or other Environment is capable of sustaining
89life, the GM uses Table 1–24: Bestial Archetypes to determine
90the creatures that stalk its shadowy corners (see page 34).
91INHABITANTS
92Where life can thrive, or at least cling on, it sometimes
93develops into sentience. The GM uses Table 1–26:
94Inhabitants to see what species dwell—or once
95dwelt—in this Environment (see page 40).
968
97I: World Generator
98System
99Creation
100“The stars themselves once danced along with our song, moving to
101the tunes of our whim. That power is lost now, but sometimes we can
102still make them sway.â€
103–Farseer Baluithe
104The million worlds of the Imperium are spread across
105hundreds of thousands of star systems, each a lonely
106jewel, linked to its brethren in an intricate web across
107unfathomable distances. The maintenance and protection of
108this web is the duty of the Adeptus Terra and their agents, but
109its expansion is a task belonging to the great dynasties of the
110Rogue Traders. To fulfil this duty, they direct their attentions
111to those systems not yet known to the Imperium, assessing
112the resources there, and dispatching their agents to claim the
113best of these in the name of the Emperor of Mankind.
114Some solar systems are barely worthy of these attentions,
115holding no mineral wealth to mine or habitable worlds to colonise.
116Others seem to be nothing so much as vast treasure troves, ripe
117for the taking. Regardless of the initial impression, the most astute
118Rogue Traders thoroughly assess every system they pass through
119for any potential value or threat. Once a full catalogue of the
120system’s hazards, resources, worlds, and assorted miscellanea has
121been compiled, they move on to the next system, all the while
122iterating upon plans to make use of what they have found once
123they are able to bring the full resources of their dynasty to bear.
124Though the Koronus Expanse does not lack for lonely
125stars in the uncharted depths of the void, the majority of
126its stars and attendant systems share some measure of
127connection. Some systems are snared together by their mutual
128gravitation, and others orbit kindred stars birthed in the same
129massive upheaval. Even more physically distant systems can
130share a common resonance in the Immaterium, which eases
131navigation and travel between them. These linked systems are
132a boon to the Imperium’s expansion, whatever their nature.
133The Explorator fleets of the Adeptus Mechanicus often find
134that the common features of such regions aid their cataloguing
135immeasurably, and sometimes gain unique and valuable data
136from studying these phenomena. Rogue Traders, on the other
137hand, simply capitalise on the swifter, easier travel between
138the systems in such a set, ever aware of the age-old axiom on
139the conversion rate between time and Thrones.
140Within the territory controlled by the Imperium, such
141regions are usually the basis for designating subsectors, and
142provide the hearts of those subsectors that they do not make
143up entirely. Out in wilderness space regions like the Koronus
144Expanse, the nomenclature and designation is less standardised,
145where the boundaries are recognised at all. Rogue Trader
146vessels and Explorator Fleets are the most common source
147of new classifications, but each independent vessel or
148fleet is likely to have its own ideas on how to handle
149the matter. The great houses of the Navis Nobilite
150most likely have their own methodologies, but
151if so, they do not share them.
152The meticulously thorough examination of a passing
153Explorator fleet is generally capable of identifying and
154categorising these ties, but the doctrines used to do so have
155been the subject of a number of schisms within the Priesthood
156of Mars. The Disciples of Thule have shared very little of
157their methods or data with outsiders, but what few scraps
158of information they have bartered away indicate that they
159operate within stringent standards for this task. It is believed
160that they scorn a number of widely recognised designations,
161for “insufficiently conclusive†links.
162Rogue Traders tend to be even more fractious than the
163Adeptus Mechanicus, if such a thing is possible. Some who fancy
164themselves scholars establish elaborate methods of classification,
165factoring in all manner of irrelevant minutiae. Other Rogue
166Traders, of a more self-absorbed bent, consider the time it takes
167them to think of an appropriately vainglorious name for a newly
168discovered system to be more than effort enough. Despite this,
169the trade in tales and charts between the veteran captains who
170have plied the Maw for years has established a number of
171generally accepted rules. False information and fake maps are
172as rife as ever, but at least blatant misinformation and outright
173forgeries have become easier to spot.
174SYSTEM FEATURES
175The first step in defining a System is to generate the
176System Features that influence everything within it. Most
177Systems are defined by a single such phenomenon, but some
178particularly exotic territories house multiple interacting, or
179even conflicting, elements. A given System receives 1d5–2
180(to a minimum of 1) rolls on Table 1–1: System Features,
181re-rolling any duplicate results.
182Some features, such as Warp Turbulence and Ruined
183Empires, might logically extend beyond the bounds of a
184single System. The Game Master can choose to apply such
185System Features to any nearby Systems he later generates if it
186seems appropriate for the System Feature in question.
187BOUNTIFUL
188A System with this System Feature has been blessed with an
189abundance of rare and unusual materials. The formation of
190the nearby stars might have bled off an unusual amount of
191exotic materials, or the System could have become saturated
192with such resources as passing meteors and comets became
193Table 1–1: System Features
1941d10 Roll Key Feature Category
1951 Bountiful
1962 Gravity Tides
1973 Haven
1984 Ill-Omened
1995 Pirate Den
2006 Ruined Empire
2017 Starfarers
2028 Stellar Anomaly
2039 Warp Stasis
20410 Warp Turbulence
2059
206I: World Generator
207trapped in their gravity wells. However it came about, the area
208is now a veritable storehouse of mineral treasures, waiting to
209be tapped in the name of profit. Habitable worlds within such
210an area are highly prized as possible colony sites, although
211well-equipped Rogue Traders have been known to set up
212their mining operations on worlds that would not normally
213allow human settlement.
214When generating this System, the GM should apply one or
215more of the following effects:
216• Add one Asteroid Belt or Asteroid Cluster to any one
217Solar Zone.
218• When the Explorers approach an Asteroid Belt or Asteroid
219Cluster in this System, roll 1d10. On a result of 6 or
220higher, roll 1d5 additional times on Table 1–20: Mineral
221Resources (see page 29) for that Asteroid Belt or Cluster.
222• Roll one additional time on Table 1–20: Mineral
223Resources (see page 29) when generating Planets in
224this System, determining Abundance normally.
225• When the Explorers approach a Planet in this System,
226roll 1d10. On a result of 7 or higher, that Planet has one
227additional “Exotic Materials†Resource.
228GRAVITY TIDES
229In most systems, the pull of gravity is a constant and unchangeable
230fact of the universe, surer than the light of the stars in the sky.
231However, in some regions of space, the cataclysmic turmoil of
232certain fundamental forces causes gravitational fields to churn
233like a storm-wracked sea. Fierce gravity riptides have been
234known to tear apart the hulls of voidships too incautious to
235head the warnings of their augers, and some of the worst such
236anomalies become bleak legends among experienced helmsmen.
237Tales of the Invisible Reef and the Mouth of the Void are a staple
238of gossiping voidsmen in Port Wander. Some tides of gravity
239are gentler, and can be a boon to crews desperate for planetfall,
240swiftly bearing vessels along hidden currents in space. These
241streams are resources as treasured as the riptides are feared.
242When generating this System, the GM should apply one of
243the following effects:
244• Add 1d5 Gravity Riptides to the System. These additions
245can be placed in any Solar Zone.
246• The gravity wells surrounding Planets in this System
247churn like whirlpools, battering orbiting vessels with
248their fluctuations. Safely entering orbit with a voidship
249requires a Difficult (–10) Pilot (Space Craft) Test,
250causing the loss of 1 point of Hull Integrity for every
251two Degrees of Failure. Small craft can enter and exit
252the gravity well only after the pilot passes a Very Hard
253(–30) Pilot (Flyers) Test. Every full day spent in orbit
254requires an additional Pilot Test.
255• Travel between Planets within this System takes half
256the usual time.
257HAVEN
258If the tales of a typical voidship crew on shore leave were
259to be believed, it might be surmised that all unexplored
260territory in the galaxy fell into two simple categories. Of
261the nightmarish systems that suffer no intrusion, the tales
262are often closer to the mark than their tellers might realise.
263Though the undisturbed rings of idyllic paradise worlds
264orbiting soothingly stars tend to exist only in the tales of
265drunken voidsmen, the persistence of such hopes cannot be
266entirely attributed to optimism. After all, Particularly fortunate
267vessels sometimes pull into systems so brimming with
268habitable worlds as to defy conventional understanding.
269The crews which make such finds are not always as fortunate
270as they imagine, as the inhabitants of such worlds often take
271a dim view of the idea that their home belongs to a complete
272stranger by right of divine providence, and frequently have
273enough resources to make their displeasure known. Even
274finding such a voidfarer’s paradise in pristine condition can
275cause trouble, if word gets out to rival interests. The rarity
276of such finds makes theft or conquest an easier method of
277acquisition than discovery. Those captains who do manage to
278claim, hold, and exploit their find inevitably find their names
279working into the growing legends of the Expanse.
280When generating this System, the GM should apply one of
281the following effects:
282• Add one Planet to each Solar Zone.
283• Planets within the System’s Primary Biosphere receive
284+1 to the result of the roll on Table 1–9: Atmospheric
285Presence and +2 to the result of the roll on Table
2861–10: Atmospheric Composition (see page 21).
287• Planets in this System add +2 to the result
288of any roll they make on Table 1–12:
289Habitability (see page 23).
29010
291I: World Generator
292ILL-OMENED
293There are places throughout the galaxy that are blighted by
294unseen forces, undetectable by the finest sensors the Adeptus
295Mechanicus can construct, unknowable to the calculations
296of their best cogitators, and even imperceptible to the Warpattuned
297eyes of Navigators. For whatever reason, some
298regions are simply cursed. Places truly bearing the mark of a
299curse are exceedingly rare. Still, for every such unfathomable
300anomaly, there are hundreds of clusters hanging under a
301shroud of legend and circumstance just as capable of ruining
302the fortunes of an unprepared Rogue Trader.
303Some of the most famous parts of the Expanse are
304little better understood than the eternal gloom of the Far
305Corpse Stars. For generations, they have been the subject
306of dread rumour sparked by the smallest scrap of charnel
307truth. Whole crews have mutinied upon hearing they were
308to embark for the Noctis Cluster, the Crimson Labyrinth, or
309the Silver Vaults. Despite all this, there are still many who
310are mad enough to brave the light of these stars in hope of
311vast treasures, or to drown out their baleful influence with
312the Emperor’s light. Some such efforts have been launched
313simply by the ego of a successful captain, who could not
314tolerate the idea that such a place was barred to him.
315Apply the following to Systems with this System Feature:
316• Any ship entering the System for the first time loses 1d5
317Morale, unless one of the Explorers passes a Challenging
318(+0) Charm or Intimidate Test. If the nature and
319reputation of the System was known to the crew ahead
320of time, the Test difficulty and Morale loss for failure
321might be higher at the GM’s discretion.
322• All Morale loss suffered within this System is increased
323by 1, as the crew attribute whatever misfortune they
324suffer to the malevolent will of their surroundings. This
325does not apply to Morale lost for entering a System the
326first time (even the most fearful voidsman’s imagination
327can only concoct so many horrors!).
328• Any Fear Tests made within the System are made at an
329additional –10 penalty.
330In addition, if the GM deems the reputation of an IllOmened
331System to be true in some way, he can feel free to
332apply one or more of the following effects (or any suitably
333ghoulish alternatives):
334• When spending a Fate Point within this System, roll
3351d10. On a 9, it has no effect. If it was spent to alter a
336Test in some way, it counts as the only Fate Point that can
337be used for that Test as normal, even though it had no
338effect. Void Born Explorers recover still Fate Points lost
339in this manner (thanks to the result of 9) as normal.
340• All Willpower Tests made within this System are made
341at a –10 penalty.
342• Whenever an Explorer would gain Insanity Points
343while within this System, double the amount of
344Insanity Points he gains.
345• Attempting to use Psychic Techniques from the
346Divination Discipline to gain information about the
347System or anything within it requires the user to
348pass a Difficult (–10) Fear Test before he
349can attempt the Focus Power Test.
350PIRATE DEN
351A powerful pirate fleet is based within this area, possibly
352making use of its worlds for resources, or even slave labour.
353Most such fleets are comprised of base traitors and rogues of
354the sort that plague the shipping of more civilised regions.
355Some are exiles from some other civilisation deep in the
356Expanse, while others might be flotillas of Chaos reavers, Eldar
357Corsair armadas, or a ramshackle tide of Ork Freebooters.
358Whatever the nature of the threat, such raiders know the ins
359and outs of every part of the System, and generally fight
360tooth and nail to defend their territory and loot.
361By default, a Pirate Den consists of 1d5+4 Wolfpack
362Raiders (see page 209 in the ROGUE TRADER Core Rulebook)
363spread throughout the System, led by a more formidable
364flagship (usually a well-armed Frigate, but on occasion, an
365exceptionally powerful Raider, or even a Light Cruiser can be
366found in this role). When generating a Pirate Den, roll 1d10;
367on a roll of 5 or higher, it is based around a space station
368(such as the Wayfarer Station on page 210 of the ROGUE
369TRADER Core Rulebook). The hardened marauders of these
370fleets provide a Crew Quality of 40, and the veterans on board
371the flagship might have an even higher rating, or a number of
372highly-skilled officers to lead them in their raids.
373GMs with access to BATTLEFLEET KORONUS can choose to
374make use of the Ork, Eldar, Rak’Gol, or Chaos vessels for
375alternative fleets. A Pirate Den is never home to less than
376five ships, and rarely houses more than eight. The quality of
377xenos or heretic fleets is often more than most renegades can
378muster, generally featuring a wide variety of vessels, and often
379including at least one ship of Light Cruiser or even Cruiser
380size, which bears their flag.
381At the GM’s Discretion, a Pirate Den could even be home
382to the infamous Pirate Captain Jaltha Mettiere and his fleet (see
383page 128) or the dreaded Ork Kaptin Graffletz (see page 133).
384RUINED EMPIRE
385The remnants of ancient civilisations, both human and alien,
386are strewn across the Koronus Expanse. Entire dynasties have
387made their fortune off the plunder of the Egarian Dominion
388or the once-proud worlds of the Eldar. Others have been
389utterly ruined when they unearthed a Yu’vath relic from a
390catacomb better left undisturbed. The most coveted secrets
391of the Engine-Orders of Zayth are but shadows of the
392knowledge once held by the people of that world. And for
393every one of these examples of past glory, there are a dozen
394worlds housing the mouldering cities of a civilisation not yet
395known to the Imperium. Many of these once-proud empires
396bear the scars from their destruction in a long forgotten war,
397while others leave no apparent evidence as to their end.
398When generating this System, the GM should apply one of
399the following effects:
400• Add a Xenos Ruins Resource to 1d5–1 (to a minimum of
4011) of the Planets in this System. If there are not enough
402Planets in the System, make up the difference by adding
403the remaining ruins as Starship Graveyards or Derelict
404Stations to the System. Increase the Abundance of any
405Xenos Ruins by 1d10+5 (see page 31).
40611
407I: World Generator
408• Add an Archeotech Cache Resource to 1d5–1 (to a
409minimum of 1) of the Planets in this System. If there are
410not enough Planets in the System, make up the difference
411by adding the remaining ruins as Starship Graveyards or
412Derelict Stations to the System. Increase the Abundance of
413any Archeotech Caches by 1d10+5 (see page 28).
414STARFARERS
415Not all of the Expanse’s lost treasures are entombed behind
416long abandoned walls, or hidden behind a pall of ancient
417doom. Throughout a number of systems, thriving cultures
418expand beyond their native worlds and take to the stars,
419to claim resources rightfully belonging to the Imperium of
420Man. When such nascent empires belong to humanity, it is
421the duty of any Rogue Trader who encounters them to teach
422them the word and will of the Emperor. Those belonging
423to a xenos race are supposed to be stamped out before they
424can become a serious threat, although some Rogue Traders
425prefer to pass off that responsibility to any others they can
426find, and seek a more profitable venture.
427When generating this System, the GM should apply the
428following effects:
429• If the System contains less than four Planets after all System
430Elements have been generated, the GM should add additional
431Planets until the Region contains at least four Planets.
432• A common civilisation is spread across 1d5+3 System
433Features in this System. This might be either a nonImperial
434human nation or a race of previously unknown,
435sentient xenos. During the Planet Creation process for
436this System, all Planets with a native civilisation are
437automatically inhabited by the appropriate species at
438a Development level of Voidfarers, Colony, or Orbital
439Habitation, as appropriate. At least one Planet has a native
440population at the Voidfarers Development level. Any
441Habitable Planet not populated by the Starfarers generates
442Inhabitants normally. If there are not enough Planets in the
443System for each Starfarer colony to have its own Planet,
444multiple habitations can be placed on the same planets, or
445on Asteroids, in Starship Graveyards, or in other System
446Features as the Game Master sees fit.
447STELLAR ANOMALY
448Among the Imperial citizens privileged with the opportunity
449to consider matters beyond their own world, most are aware
450of some basic tenets about the way the void is made up. It
451is known to these erudite few that all planets orbit a star
452which is the centre of a vast system of other bodies, and that
453these systems are part of a larger galaxy, which is part of
454the manifest destiny of all Mankind. They know these simple
455truths because noble and trustworthy officials of the Imperium
456have told them so, well aware that spreading knowledge of
457the full complexity of reality would only cause trouble.
458Many star systems throughout the galaxy are
459themselves in orbit of a variety of bizarre phenomena,
460with little in common other than their incredible mass
461and gravity. Some orbital objects have long been familiar
462to Mankind, such as black holes and other artefacts of
463the life and death of stars. Others are known only by
464obscure classifications from the Dark Age of Technology,
465and many exist completely outside human understanding.
466Many of the most well-known and well-defined subSectors
467and star clusters are centred around a noteworthy
468celestial object. These objects frequently serve the same
469purpose on astromantic charts and the secret rutters
470of the Navigator Houses as terrestrial landmarks
471might serve on a surface map.
472COMBINING SYSTEM FEATURES
473In Systems with more than one Key Feature, some
474thought should be put into their interaction, and
475how it contributes towards defining the region. The
476wide range of possibilities gives a creative GM some
477significant opportunities to put his stamp on the
478creation process. A Region with the Pirate Haven and
479Starfarers System Features could be home to a deadly
480conflict, raging across its stars, or the pirates could
481just as easily be collaborating with the local powers
482in exchange for safe refuge. They could even be the
483expeditionary forces sent out by whatever fledgling
484power rules the area, licensed privateers sent into the
485stars, not unlike Rogue Traders. Whatever choice the
486GM makes in the generation of the Region helps further
487define its dynamics, and its role in the campaign.
48812
489I: World Generator
490When generating a System with a Stellar Anomaly, the
491GM should apply one of the following effects:
492• Reduce the number of Planets generated by 2, as the
493presence of a Stellar Anomaly tends to disrupt the
494formation of any bodies smaller than itself.
495In addition, all Systems with this Key Feature have the
496following effects:
497• Scholastic Lore (Astromancy) and Navigation (Stellar)
498Tests made to plot routes through the System, or to
499determine position within it, receive a +10 bonus.
500• The massive forces exerted by a Stellar Anomaly
501sometimes seems to stabilise local Warp routes, though
502many dismiss this as voidsmen’s superstition and no
503record exists of any Navigator’s comment on the matter.
504Ships travelling through the System only need to roll
505for Warp Travel Encounters for every seven full days of
506travel (or once, for a trip of under seven days). However,
507the same forces make the necessity of occasional drops
508into realspace for course adjustment into an additional
509hazard. On any result of doubles when rolling for a
510Warp Travel encounter, the vessel runs afoul of a hazard
511in realspace instead of applying the normally generated
512result. The effects of such hazards can be extrapolated
513from similar System Elements, such as Gravity Riptides,
514Radiation Bursts, or Solar Flares.
515WARP STASIS
516All voidsmen worth the name are familiar with the
517unpredictable and often deadly consequences of Warp
518travel, and can recite all manner of prayers and superstitious
519charms to protect them from the wrath of the churning
520currents. To some of the more weathered among them,
521however, the klaxons and sirens of a straining Geller
522Field are almost welcome, compared to the idea of being
523caught in one of the “shallow†regions of the Sea of Souls.
524Travels across such regions often leave a ship becalmed in
525a sluggish current, unable to drop to realspace for fear of
526exiting inside a star or black hole, and equally unable to
527make progress towards a system to refill the dwindling
528supplies and stores. There are few fates more horrifying
529than a life spent adrift in the depths of the Warp.
530When generating this System, the GM should apply one
531of the following effects:
532• Travel to and from the System is becalmed. Double the
533base travel time of any trip entering or leaving the area.
534The time required to send Astrotelepathic messages into
535or out of the System is likewise doubled. In addition,
536pushing a coherent message across its boundaries
537requires incredible focus; Astropaths suffer a –3
538penalty to their Psy Rating for the purposes of
539sending Astrotelepathic messages from this System.
540In Systems that are fully becalmed, the GM can choose to
541apply one or more of the following effects as well:
542• Focus Power and Psyniscience Tests within the System
543are made at a –10 penalty.
544• Psychic Techniques cannot be used at the Push level
545within the System.
546• When rolling on Table 6–2: Psychic Phenomena (see
547page 160 of the ROGUE TRADER Core Rulebook) within
548this System, roll twice and use the lower result.
549WARP TURBULENCE
550Many a Navigator has breathed a sigh of relief after braving and
551besting the Maw, only to choke on it as the roiling currents of
552the Expanse proper come into view. The untamed tides beyond
553the great Warp storms are less forgiving than many of the wellcharted
554routes of the Imperium, and among them are many
555shoals and reefs ready to rend asunder the intruding reality of
556any passing voidship. Unfortunately, a number of choice and
557valuable worlds lie within the boundaries of these hazards, and
558more than one Rogue Trader has lost his ship and his life seeking
559to claim them. These cautionary tales do little to warn away
560those emboldened by the rare example of legendary captains
561who have wrested riches out of the grasp of the Warp.
562All Systems with this Key Feature have the following effects:
563• Navigators suffer a –10 penalty to Navigation (Warp)
564Tests for Warp Jumps that begin or end in this System.
565In addition, the GM can apply one or more of the following:
566• Add +10 to all rolls for on Table 6–2: Psychic
567Phenomena (see page 160 of the ROGUE TRADER
568Core Rulebook) made within the System.
569• Whenever an Explorer would gain
570Corruption Points within the System,
571increase the amount gained by 1.
572• Add +1 to the Psy Rating of any Psychic
573Technique used at the Unfettered or Push levels.
574• One of the Planets in the System is
575engulfed in a permanent Warp storm, rendering
576it inaccessible to all but the most
577dedicated (and insane) of travellers.
578Navigation (Warp) Tests made within
579this System suffer a –20 penalty due
580to the difficulty of plotting courses
581around this hazard.
582unpredictable and often deadly consequences of Warp
583travel, and can recite all manner of prayers and superstitious
584charms to protect them from the wrath of the churning
585currents. To some of the more weathered among them,
586however, the klaxons and sirens of a straining Geller
587Field are almost welcome, compared to the idea of being
588caught in one of the “shallow†regions of the Sea of Souls.
589Travels across such regions often leave a ship becalmed in
590a sluggish current, unable to drop to realspace for fear of
591exiting inside a star or black hole, and equally unable to
592make progress towards a system to refill the dwindling
593supplies and stores. There are few fates more horrifying
594When generating this System, the GM should apply one
595Travel to and from the System is becalmed. Double the
596base travel time of any trip entering or leaving the area.
597The time required to send Astrotelepathic messages into
598or out of the System is likewise doubled. In addition,
599pushing a coherent message across its boundaries
600requires incredible focus; Astropaths suffer a –3
601penalty to their Psy Rating for the purposes of
602sending Astrotelepathic messages from this System.
603• Add +10 to all rolls for on Table 6–2: Psychic
604Phenomena (see page 160 of the
605Core Rulebook) made within the System.
606• Whenever an Explorer would gain
607Corruption Points within the System,
608increase the amount gained by 1.
609• Add +1 to the Psy Rating of any Psychic
610Technique used at the Unfettered or Push levels.
611• One of the Planets in the System is
612engulfed in a permanent Warp storm, rendering
613it inaccessible to all but the most
614dedicated (and insane) of travellers.
615Navigation (Warp) Tests made within
616this System suffer a –20 penalty due
617to the difficulty of plotting courses
618around this hazard.
61913
620I: World Generator
621STAR CREATION
622Nothing has as much influence upon a system as the star that
623it orbits. While two systems with kindred stars might differ in
624certain ways, having a different number of worlds or giving
625light and warmth to life of completely different kinds, they
626invariably share certain essential facets of their nature. The
627strength of the star at the heart of a given system influences
628every aspect of it, from the volume of space caught in its
629gravity well, to the percentage of that space which has the
630potential to contain a habitable planet.
631The Adeptus Mechanicus claim that the strength of a star
632is expressed through the colour of its light, with the mightiest
633stars radiating a brilliant azure glow, and the weakest yielding
634a dull red. Some exceptions to this classification exist, but
635gathering conclusive information on these aberrations is
636difficult in the extreme, as they seem to be as inconsistent
637with each other as they are with the more common stellar
638bodies. To determine the strength and colour of a System’s
639Star, roll on Table 1–2: Star Generation. This affects the
640System’s make-up through its Solar Zones, as a powerful star
641fills the System with its furious heat, while a dying ember’s
642light has receded from most of what it once warmed.
643THE SOLAR ZONES
644The degree to which a system’s star does or does not affect
645an area determines much about the objects and phenomena
646filling that region. This can be broken down in any number
647of ways, with the data-stacks of Administratum surveyors
648having hundreds of systems, comprised of varying numbers
649of categories. In game terms, the System is divided into three
650general areas, or Solar Zones. They are the Inner Cauldron,
651Primary Biosphere, and Outer Reaches.
652The Inner Cauldron is a hostile region, scourged by solar
653flares and arcs of radiation, and whatever worlds exist within it
654are harsh and punishing to life. Toxic atmospheres and incredible
655temperatures are common on Inner Cauldron Planets, as well
656as rich mineral deposits that spur on development, despite
657the hostile conditions. Still, only the richest and most wellconnected
658Rogue Traders can hope to acquire the necessities
659for a colony that can survive amidst such conditions.
660A System’s Primary Biosphere is usually the smallest Solar
661Zone, but it is also the most likely to be of interest and value.
662The Primary Biosphere is the region where the conditions
663necessary for a habitable world are most likely to arise. Some
664such worlds have been known to exist on the borders of the
665other Solar Zones, but these tend to be rare, and are almost
666never the equal of the worlds in the Primary Biosphere.
667Beyond the Primary Biosphere, and far distant from
668the Inner Cauldron, the cold Outer Reaches delineate the
669boundaries of the star’s influence. The pale stellar light that
670stretches here provides little warmth, but the lack of interfering
671Table 1–2: Star Generation
6721d10 Roll Star Type
6731 Mighty: The fierce light of this star dominates its system utterly. Its coloration is likely to be blue or blue-white. The
674Inner Cauldron is dominant, and the Primary Biosphere is weak.
6752–4 Vigorous: A steady illumination burns forth from the heart of this star. Its coloration is likely to be a pure white.
6765–7 Luminous: Though it is has been long aeons since this star has shone at its brightest, a constant glow nonetheless provides
677for the system. It is likely to be yellow or yellow-orange in colour. The Inner Cauldron is weak.
6788 Dull: The end of the star’s life advances inexorably, although it can still burn for millennia yet. Many stars of this type are of a
679vast size, seemingly incongruous with their wan light. Its coloration is likely a sullen red. The Outer Reaches are Dominant.
6809
681Anomalous: The star is an unnatural outlier, shedding a strange light that behaves in ways it should not. Its light can
682be of any colour, even one that is not typical for a star, from bilious green to barely-visible purple. The Game Master
683can choose to make one Solar Zone dominant or weak at his discretion.
68410
685Binary: The system is lit by not by a single star, but two or even more stars. Most binary systems are lit by stars of the same
686type, but some sets seem to be less well matched. Roll 1d10 to determine the nature of the set: On a 1–7, the stars are of
687the same type, while on an 8–10 they should be generated separately. Generate binary stars by rolling on this Table again,
688ignoring results of 9 or 10. Use the effect of the more powerful star to determine the size of Solar Zones, if there is variance.
68914
690I: World Generator
691radiation also allows for unimpeded long range scans of the
692System. The furthest border of a System’s Outer Reaches is
693often called the halo, comprised of assorted interstellar debris,
694tangled in the edge of the gravity well.
695Each Solar Zone has a variable number of System Elements
696within it, generated from Table 1–3: System Elements.
697The number of features generated depends on the size of
698the Solar Zone. A Solar Zone of typical size generates 1d5
699System Elements. However, the influence of the System’s
700Star, as determined on Table 1–2: Star Generation, affects
701the size of Solar Zones. When a Solar Zone is “Dominant,â€
702it generates 1d5+2 System Elements instead of the normal
703amount. “Weak†Solar Zones generate 1d5–2 (to a minimum
704of 1) System Elements instead of the normal amount. A Solar
705Zone always generates at least one System Element (although
706this System Element can be a “No Feature†result).
707SYSTEM ELEMENTS
708The following list details the most common features found
709within star systems, and their typical effects. Generally
710speaking, multiple instances of a single System Element
711simply mean that there are multiple different System Elements
712of that type in the area that the Explorers can seek to exploit
713or must attempt to negotiate. Solar Flares are an exception, as
714described in their entry (see page 17).
715ASTEROID BELT
716Some systems are wrapped in a vast ring of debris, formed
717from shattered or stillborn planets. Whatever bonds once held
718the circling fragments together have since yielded to outside
719forces, but the inescapable draw of the local star maintains the
720remaining cohesion. The encircling line of an Asteroid Belt
721can cause difficulties to ships seeking passage deeper into the
722system. Any direct route requires successful navigation of the
723ring, although it is possible to bypass an Asteroid Belt by
724leaving the orbital plane of the system. Such detours tend to
725be lengthy, often adding several full days of travel.
726Navigating an Asteroid Belt follows the rules for Asteroid
727Fields on pages 226–227 of the ROGUE TRADER Core
728Rulebook, although its diffusion across the System means
729that successfully passing through requires only an Easy (+20)
730Pilot (Space Craft)+Manoeuvrability Test. Asteroid Belts
731generate 1d5 Mineral Resources (see page 27).
732ASTEROID CLUSTER
733A full-bodied and cohesive Asteroid Cluster is usually formed
734from the remains of a planet or moon that has undergone some
735incredible cataclysm. The pieces are held together by what is left
736of the planetoid’s gravitational field, although spread out over a
737rather larger area of space. Pirates frequently use the obscuring
738screen of an Asteroid Cluster to their advantage, and valuable
739salvage can occasionally be found drifting amongst the rocks.
740Wise captains are aware that such salvage is usually derived from
741those same pirates, or from others who did not respect the dangers
742of an asteroid field, and attempt retrieval accordingly.
743Navigating an Asteroid Cluster follows the rules for Asteroid
744Fields on pages 226–227 of the ROGUE TRADER Core Rulebook.
745Smaller fields of asteroids are often formed by the collision of
746large bodies, or the degraded wreckage of truly ancient vessels,
747but these pockets are not considered System Elements. Asteroid
748Clusters generate 1d5 Mineral Resources (see page 27).
749DERELICT STATION
750The remains of orbital habitats, system defence stations, and deep
751space monitoring outposts can be found drifting through many
752systems. Even those that have never developed life of their own
753might house the relics of past explorers and would-be colonists.
754In systems with an active void-faring civilisation, such stations
755tend to be either relics of a surpassed level of technology, or
756a barely intact shell, abandoned to rising construction costs or
757disastrous systems failure. Whatever their origin, even the gutted
758remnants of a space station could contain valuable technology, or
759useful records on those who constructed it.
760Table 1–3: System Elements
761Inner Cauldron
7621d100 Roll System Element
76301–20 No Feature
76421–29 Asteroid Cluster
76530–41 Dust Cloud
76642–45 Gas Giant
76746–56 Gravity Riptide
76857–76 Planet
76977–88 Radiation Bursts
77089–100 Solar Flares
771Primary Biosphere
7721d100 Roll System Element
77301–20 No Feature
77421–30 Asteroid Belt
77531–41 Asteroid Cluster
77642–47 Derelict Station
77748–58 Dust Cloud
77859–64 Gravity Riptide
77965–93 Planet
78094–100 Starship Graveyard
781Outer Reaches
7821d100 Roll System Element
78301–20 No Feature
78421–29 Asteroid Belt
78530–40 Asteroid Cluster
78641–46 Derelict Station
78747–55 Dust Cloud
78856–73 Gas Giant
78974–80 Gravity Riptide
79081–93 Planet
79194–100 Starship Graveyard
79215
793I: World Generator
794If there is an active civilisation of the appropriate
795Development level in the System, then the Derelict Station
796most likely belongs to them. If the System is devoid of past or
797present life, roll on Table 1–4: Derelict Station Origins to
798determine its creators and original purpose and then generate
7991d5–1 (to a minimum of 0) Archeotech Cache or Xenos Ruins
800Resources aboard the station (see page 27). If the Station is
801fired upon in ship combat or suffers collateral damage from
802some other source, treat it as having 10 Armour, between
8034d10 points of Hull Integrity, and no other defences. For the
804purposes of any Endeavours to extract the Resources aboard a
805Derelict Station, it can be treated as a Derelict Vessel Encounter
806Site (see pages 59–60). At the Game Master’s discretion,
807the Explorers might be required to board the lonely station
808themselves to locate these resources, walking through the
809shadowy halls as voracious eyes gleam from the darkness.
810DUST CLOUD
811Clouds of gas, cosmic debris, and other minutiae drift through
812many systems. They originate in a variety of ways— some are
813the remains of an asteroid field, long since battered into the
814finest particles, and others contain the dissipating fury of an
815erupting solar flare, dwindling to near oblivion before being
816replenished by the next burst of plasma. These differences are
817rarely considered in depth by Rogue Traders, who have no
818use for them, except perhaps as concealment for their vessel.
819Dust Clouds follow the rules for Nebulae on page 227
820of the ROGUE TRADER Core Rulebook. Smaller dust clouds
821often form on a temporary basis, but these are not considered
822proper System Elements as generated by this System.
823GAS GIANT
824Though the Imperium primarily desires worlds that humans
825can survive on (or, failing that, walk on), the presence of a
826gas giant on the reports from a long range scan has excited
827the interest of many of a Rogue Trader with the thought of
828the moons that might be concealed by its bulk. While there
829is no guarantee that a gas giant has lesser worlds in its orbit,
830much less that they are of any value, there have been enough
831fortunes made by a tightly-packed cluster of useful moons
832to give these massive orbs a reputation for good luck. This
833association has been helped in no small part by the legendary
834craft constructed at the Jovian shipyards, and the many STCstandard
835ship components that bear their name.
836Gas Giants are generated with the aid of the Planet
837Creation (see page 19).
838GRAVITY RIPTIDE
839The signs that warn of these destructive vortices can be nearly
840impossible to spot until a voidship is nearly upon them,
841the augers registering the anomaly barely soon enough to
842scream a klaxon of warning. The customary sweep of a newly
843discovered system seldom, if ever, turns up these hazards from
844the distance at which it is made. More often, they remain
845undetected and unknown until a ship’s path crosses their
846influence. The fear of these unseen hazards plagues many
847veteran voidsmen, and any attempt to make use of a system in
848which they are present inevitably involves mapping them on
849the charts and rutters of the exploring fleet.
850Gravity Riptides follow the rules for Gravity Tides on page
851227 of the ROGUE TRADER Core Rulebook.
852Table 1–4: Derelict Station Origins
8531d00 Roll Station Type
85401–10 Egarian Void-maze: The station is a baffling construct of crystals with no readily apparent purpose or function, but
855built along similar geometrical principles as the dead cities of the Egarian Dominion.
85611–20 Eldar Orrery: The station is constructed of the smooth, bone-like material from which the Eldar make their ships, and is
857riddled with cloistered cells. Examination by a Navigator or psyker hints at a long-vanished power permeating the structure.
85821–25 Eldar Gate: This vast Eldar contraption resembles nothing so much as the frame of an enormous door, but only the
859empty void shows through it. No amount of searching yields a sign of its purpose or function.
86026–40
861Ork Rok: From the outside, this “station†appears to be nothing more than a lonely, out of the way asteroid. Despite
862its appearance, it has been thoroughly hollowed out, and filled with dubious Orky technology. Some of the technology
863might even have worked at one point.
86441–50
865STC Defence Station: The core of the station is based off a standard pattern derived from Standard Template
866Construct technology, like countless others throughout the Imperium. What remains of the banks of weapon batteries
867and torpedo bays indicates that it was once intended to safeguard a human colony from attack.
86851–65
869STC Monitor Station: The core of the station is based off a standard pattern derived from Standard Template
870Construct technology, like countless others throughout the Imperium. Despite its age, the hull still bristles with auger
871arrays and reception panels that indicate its former use as a communications or intelligence hub.
87266–76
873Stryxis Collection: Calling this accumulation of wreckage and junk a space station would insult an Ork Mek, much
874less a shipwright of the Adeptus Mechanicus. The only explanation for its accretion comes from the vox-beacon
875broadcasting some kind of territorial claim by the Stryxis.
87677–85
877Xenos Defence Station: The architecture of the station does not match any examples yet encountered, but it is
878clearly inhuman in origin. Though the technology that comprises it is strange, there is no mistaking the intended
879purpose of its decaying armaments.
88086–100
881Xenos Monitor Station: The architecture of the station does not match any examples yet encountered, but it is
882clearly inhuman in origin. Its purpose is hard to ascertain for sure, but some of the arcane devices that line its hull
883resemble vox hubs and other necessities for a deep space monitor station.
88416
885I: World Generator
886PLANET
887It is said that the Imperium is comprised of a million different
888worlds, across the galaxy. Though the precise number rises
889and falls with each righteous crusade launched, or warzone
890lost to the enemy, it is incontestable that the reach of Mankind
891spans the galaxy across untold dominions, united under the
892rule of the God-Emperor. There are some who would take
893this to mean that the ambitions of Rogue Traders are folly,
894for claiming lasting glory across such a wide dominion is
895impossible for a mortal man. Perhaps unsurprisingly, these
896melancholy types are rarely granted the rights of the Warrant
897of Trade, for such power belongs in the hands of those who see
898more clearly. Rogue Traders who understand the true nature of
899power rejoice with each new world they bring into the GodEmperor’s
900dominion, be it ever so small and benighted—for
901to raise the banner of empire over a million worlds, it is first
902necessary to raise that banner across each and every one.
903Planets are generated with the aid of the Planet Creation
904step of the World Generator, on page 19.
905RADIATION BURSTS
906The forces radiating out from the inner furnace of a star
907consist of far more than heat and illumination. The roiling
908fires of a star are far beyond the mightiest earthly blaze,
909and cast out through the system what some among the
910Adeptus Mechanicus call “the Light Invisible.†According to
911the doctrines of the Priesthood of Mars, visible light is but
912a small part of a spectrum of different energies. The auger
913arrays of voidships rely in large part on these forces, and are
914often overwhelmed by an excess of input when travelling
915close to particularly active stars. Though Rogue Traders are
916not generally inclined to the techno-theological theories that
917explain these matters, those who go through the harrowing
918experience of guiding a vessel blinded by bursts of stellar
919radiation often pay a great deal more respect and attention to
920the counsel of their Enginseers afterwards.
921Unlike most System Elements, Radiation Bursts do not
922represent an actual presence within the System. Instead, they
923exert an influence over the Solar Zone in which they are
924present (almost invariably the Inner Cauldron). The Detection
925bonus of any ship in the affected area is halved, as constant
926low-grade interference degrades any readings gathered. In
927addition, activity within an affected star can result in a surge
928of radiation throughout the Solar Zone. Such surges tend to
929be infrequent, spaced over periods of weeks, months, or more,
930but can occur as often as every 1d5 days after a sufficient
931build-up. Spotting the fluctuations that precede a radiation
932surge requires an Ordinary (+10) Scrutiny+Detection
933Test. Avoiding the effects requires leaving the affected Solar
934Zone, sheltering behind a nearby Planet or Gas Giant, or by
935temporarily insulating the ship’s augers with a Hard (–20)
936Tech–Use Test. Any ship caught unprotected within the area
937of effect suffers the effects of a Sensors Damaged critical result
938from page 222 of the ROGUE TRADER Core Rulebook, and
939additionally, cannot send or receive vox transmissions.
940This Damage cannot be repaired until at least
9411d5 hours after the surge, due to the lingering
942presence of these ravaging energies.
943A Solar Zone generated with multiple instances of
944Radiation Bursts further degrades the efficiency of augers
945within the affected area. The Detection bonus of affected
946ships is reduced by 5 per additional instance of the System
947Element after being halved.
948SOLAR FLARES
949Though a star provides light and structure to the surrounding
950system, it is a power best appreciated at a great distance. Seeking
951the treasures of the Inner Cauldron can make a cautious captain
952rich, but it can utterly destroy the greedy and reckless. Many stars
953seethe with volatile energies that erupt forth with little notice,
954and consume whatever is caught in their cataclysmic path.
955Unlike most System Elements, Solar Flares do not represent an
956actual presence within the System. Instead, they exert an influence
957over the Solar Zone in which they are present (almost invariably
958the Inner Cauldron). Each day a ship remains in this area, roll
9591d10; on a result of 10 or higher, the ship is caught in the effects
960of a Solar Flare, unless it can find shelter in a safe orbit behind
961a sheltering object. Treat the effects of a Solar Flare as inflicting
9621d5 hits from a Macrobattery with a Damage of 1d10+3. This
963Damage is stopped by Void Shields. Further, the effects of the flare
964are spread across such a vast area that it does not inflict Critical
965Hits like a weapon with a Crit Rating. Damage past the Armour
966of a Crippled ship still inflicts Critical Hits normally.
967A Solar Zone generated with multiple instances of Solar
968Flares is plagued with more frequent and widespread outbursts.
969For each instance of this System Element, add +1 to the 1d10
970roll for determining if there is a Solar Flare that day.
97117
972I: World Generator
973STARSHIP GRAVEYARD
974The remains of old naval engagements and lost expeditions
975can be found drifting through the systems that the longago
976admirals and explorers once in charge of these ruined
977flotillas had sought to claim. The remains of an invasion
978fleet pounded to scrap by the system’s defenders could circle
979the system’s rim, or a collection of scout ships might hover
980just beyond the orbit of a planet where they could have
981replenished their failing supplies. More often, determining
982the origin of the vessels involved is impossible, after centuries
983of degradation and the attention of passing scavengers have
984long since stripped away anything recognisable from their
985hulls. Still, taking time to search the wreckage of a Starship
986Graveyard proves profitable as often as not. Supplies such
987as fuel, spare plating, or conduits can be found intact with
988some frequency, and some hulks contain full cargo holds, or
989even intact Ship Components of great worth.
990A Starship Graveyard can consist of anywhere from three
991to twenty or more vessels, although most of them are far
992beyond any attempts at salvage. The origin of these ships
993is only rarely consistent with any star-faring inhabitation
994a System might have. A successful defence would allow
995them full salvage of any losses, and an intact civilisation
996usually means there have been no unsuccessful defences. To
997determine the make-up of the fleet (or fleets) involved, roll
998on Table 1–5: Starship Graveyard Origins.
999The nature of the race or races that produced the ships
1000is left to the GM’s discretion. Game Masters can use
1001the ships from pages 194–196 of ROGUE TRADER Core
1002Rulebook, which usually indicates a fleet of human (but
1003not necessarily Imperial) construction, or, if they have
1004access to volumes such as BATTLEFLEET KORONUS, they
1005can find sundry strange and deadly xenos ships there. A
1006Starship Graveyard contains 1d10+2 Archeotech Cache or
1007Xenos Ruins Resources, each of which has an Abundance
1008of 25+2d10 (see page 27). There might even be a mix
1009of Archeotech Cache and Xenos Ruins Resources, if this
1010stellar grave site is an ancient battlefield where multiple
1011species met in cataclysmic conflict.
1012Any individual vessel or conglomeration of ships can be
1013treated as a Derelict Vessel Encounter Site (see pages 59–60),
1014should the Explorers choose to board it.
1015Table 1–5: Starship Graveyard Origins
10161d100 Roll Fleet Composition
101701–15
1018Crushed Defence Force/Routed Invasion: The wreckage is all that remains of a defeated battlefleet. Whichever side
1019of the long-ago conflict that fielded these vessels was decisively defeated, with most or all of the hulks belonging to the
1020same force. The graveyard consists of 2d5 ships, of which most or all have been shattered beyond any value.
102116–20
1022Fleet Engagement: A massive conflict once raged here, as evidenced by the abundance of battle-scarred hulls
1023left behind by both sides. The graveyard consists of 1d10+6 hulks, and can also include vast fields of unexploded
1024mines, spent volleys of torpedoes, or the drifting wings of attack craft. Roughly half of the ships and materiel
1025expended came from each side. The fury of the conflict consumed much of value, but the sturdy construction of
1026warships means that at least a few of them might be worth salvaging.
102721–35
1028Lost Explorers: These ships were not lost to enemy action, but to overextended supply vaults, or the failure of
1029long suffering vital systems. The expedition is unlikely to include as many as even half a dozen ships, but few (if
1030any) of them have deteriorated enough to prohibit salvage efforts.
103136–65
1032Plundered Convoy: A lost shipping lane of some kind might have once crossed this system, as evidenced by
1033this gutted procession of transports and cargo vessels. Their holds have been long since emptied, but it is possible
1034their attackers might have missed something of value. There are 1d5+2 ships in the convoy, of which most or all
1035remain intact enough to allow boarding, but little else.
103666–90
1037Skirmish: Elements from two different battlefleets clashed here, with each leaving behind a handful of their complement.
1038The graveyard consists of 1d5+3 hulks. Roughly half of the ships came from each side. The fury of the conflict all ships
1039involved, but the sturdy construction of warships means that at least a few of them might be worth salvaging.
104091–100
1041Unknown Provenance: The bizarre assortment of different vessels drifting past defies easy explanation. It is
1042likely to bring to mind the eerie legends of the Processional of the Damned, where broken ships from across the
1043Expanse arrive like spectres in some strange afterlife. Whether associated with that haunted realm, or the result
1044of some more mundane confusion, the graveyard consists of the twisted wreckage of dozens of utterly ruined
1045ships of all kinds, as well as 1d5 hulks in varying degrees of integrity. None of the hulks share an origin.
104618
1047I: World Generator
1048OPERATING WITHIN A SYSTEM
1049Translation from Warp space always occurs within the Outer Reaches, as only the most catastrophic failures to exit at
1050a safe jump point get anywhere near the heart of the system. Such failures typically result in the crippling or outright
1051destruction of the unfortunate vessel. Entering a system too far beyond the intended jump point has similar effects to
1052being caught in a Gravity Riptide, with more extreme failures increasing the severity of the effect.
1053ASSESSING AND SURVEYING
1054Upon arrival in a new system, one of the first tasks any captain gives to his crew is a long range sweep of the system
1055with his vessel’s augers. This is not merely a matter of prudence or caution. Neglecting it means not only operating blind
1056to any potential dangers deeper in the system, but also lacking more than the faintest chance of locating the planets and
1057other resources of the system that prompted the ship’s journey in the first place. As such, it should be assumed that such
1058a scan is performed shortly after leaving the Warp, unless there is a reason not to do so.
1059Long range scans are more intensive than most such efforts, requiring the gathering and processing of enormous amounts
1060of input and data. They typically take 1d5 hours to complete, and any sudden course changes or collisions require the process
1061to begin again. As such, a sudden attack is among the circumstances that might prevent the scan from being carried out
1062immediately. Pirates and raiders often make use of their targets’ blindness to their surroundings in planning ambushes.
1063A completed long range scan automatically provides the following information: the System’s Star, the presence and identity
1064of any dominant or weak Solar Zones, the presence (but not details) of any active vox traffic in the System, and the presence
1065and location of Planets, Gas Giants, and similarly sized System Elements. A Challenging (+0) Scrutiny+Detection Test
1066can refine the results further, providing one of the following pieces of information per Degree of Success: the presence and
1067location of a single further System Element (selected at the GM’s discretion), the presence of life on one or more Planets within
1068the System, or the origin(s) of active vox traffic within the System. Further details can only be gained by close range sweeps
1069(such as the Active Augury Extended action) or directed scans (such as the Focused Augury Extended Action).
1070IN-SYSTEM TRAVEL
1071While voidships travel at almost unimaginable speeds even without entering the Warp, the vastness of space means that
1072crossing a system can take a considerable amount of time. A typical trip from the safe jump points at a System’s edge to
1073a world in the Primary Biosphere can take weeks. As a general rule, crossing the entirety of a Solar Zone in a straight
1074line from its outer rim to the inner edge takes a ship two weeks. The trip through a dominant Solar Zone might take up
1075to three weeks of travel, and even a weak Solar Zone rarely takes less than ten days to cross. System Elements are usually
1076spread out within a Solar Zone, so that it takes a minimum of two days to travel between them. All of this assumes that
1077the journey passes along a straight line through the system, but there is no guarantee that the orbit of a given System
1078Element places it along such a line, which could add days or weeks to the trip.
1079Though a swift ship can cut down on travel time somewhat, the sustained engine output and momentum of more
1080ponderous vessels often matches the advantage of smaller vessels over a long trip. Determining and modifying travel
1081times is done at the GM’s discretion.
108219
1083I: World Generator
1084Planet
1085Creation
1086“Countless worlds out there. All of them brilliant, shining things of
1087inestimable value. And all terrible in their own right. I’ve seen burning
1088storms rip across oceans of roiling pitch. I’ve seen a beast half the size
1089of a voidship swallow islands whole. I’ve seen whole jungles suspended
1090from the ceilings of caverns the size of a hive city. There is no end to
1091this galaxy’s grandeur or terror. It just goes on and on and on...â€
1092–Navigator Silvus Ergos of Saint Annara’s Embrace
1093An incredible diversity of worlds can be found
1094throughout the galaxy. They can differ in their
1095basic make-up, as between gas giants and the more
1096common orbs of stone and soil, as well as in their specifics,
1097such as the elements and materials that comprise them. From
1098the perspective of an enterprising Rogue Trader, the most
1099significant sorts of variation are not found in the various
1100strata buried beneath the planetary crust. Rather, it is in the
1101balance of gases in the atmosphere, the presence of water,
1102or even the activity of native life. The variables are endless,
1103and so each world is utterly unique.
1104The following rules can be used to generate Planets of all
1105sorts, including both normal, rocky Planets and Gas Giants. To
1106generate a normal Planet, generate its Body, Gravity, Orbital
1107Features, Atmosphere, Climate, Habitability, and Landmasses
1108from the relevant Tables, in the presented order. Initial results,
1109as well as certain effects from System generation, can affect this
1110process. Gas Giants are generated using the appropriate sections
1111of the relevant Tables, rolling for Body, Gravity, and Orbital
1112Features in order, but not generating any further details.
1113Most Planets have certain additional characteristics that
1114draw the interest of Rogue Traders, in addition to these factors
1115of their composition. The rules for generating these further
1116factors, such as Environments, Resources, Native Species, and
1117Inhabitants, can be found in Environments on page 24. Not all
1118Planets have all of these features, so consult the guidelines in
1119the appropriate section for how to apply them.
1120BODY
1121The Body of a Planet reflects both its mass and its surface area.
1122A more massive Planet usually has a strong gravitational field,
1123and the more massive, solid Planets often contain particularly
1124dense or concentrated mineral deposits. Larger Planets have the
1125room to support more diversity in any climate or ecosystem that
1126they develop. Where the size or mass of a Planet is unusual, its
1127effects are noted in the description. Roll on Table 1–6: Body
1128and consult the results for “Rocky Planets†or “Gas Giants,â€
1129depending on the particulars of the Planet being generated.
1130Table 1–6: Body
1131Rocky Planets
11321d10 Roll Body
11331
1134Low-Mass: The world is even lower in mass than its small size would suggest. It is likely comprised of light
1135materials, or it has large pockets of trapped gas making up much of its volume. Apply –7 to the result of any roll on
1136Table 1–7: Gravity. Generate Resources and Environments as if the world was Small. Mineral Resource deposits
1137cannot exceed Limited in abundance.
11382–3 Small: This world lacks the mass and size to support significant gravity or resources. Apply –5 to the result of any
1139roll on Table 1–7: Gravity.
11404
1141Small and Dense: The shrunken silhouette of this Planet belies the strength of its gravity well and the richness of
1142its crust. Generate Resources and Environments as if the world was Small. Add +10 to the result of any on Table
11431–19: Resource Abundance for any Mineral Resources.
11445–7 Large: Worlds of this size can range across a vast spectrum of possible types.
11458
1146Large and Dense: Though impressive in volume, the mass of this world is, in fact, compressed significantly. Add +5
1147to the result of any roll on Table 1–7: Gravity. Generate Resources and Environments as if the world was Large. Add
1148+10 to the result of any roll on Table 1–19: Resource Abundance for any Mineral Resources.
11499–10
1150Vast: Huge and voluminous, worlds of this type strain the upper edges of the possible size for a single world. Such
1151Planets tend to be of middling density, as they are already more massive than is common. Add +4 to the result of
1152any roll on Table 1–7: Gravity.
1153Gas Giants
11541d10 Roll Body
11551–2 Gas Dwarf: Although much smaller than the typical world of this sort, a Gas Dwarf is still considerably more massive than
1156most rocky Planets. Apply –5 to the result of any roll on Table 1–7: Gravity.
11573–8 Gas Giant: Typical gas giants are vastly more massive than almost any other world, and tend to have
1158correspondingly powerful gravitational effects.
11599–10
1160Massive Gas Giant: The largest gas giants can rival weaker stars in size and mass, with some of them having some
1161degree of kinship with such bodies. Add +3 to the result of any roll on Table 1–7: Gravity. In addition, any Massive
1162Gas Giant not in the Inner Cauldron has a chance of being one of these titans. When generating a Massive Gas Giant,
1163roll 1d10; on a result of 8 or higher, count the result of the roll made for it on Table 1–7: Gravity as a result of 10,
1164and its moons are generated as if they were one Solar Zone closer to their star. Otherwise, treat it normally.
116520
1166I: World Generator
1167Table 1–8: Orbital Features
1168Rocky Planets
11691d100 Roll Orbital Feature
117045 or lower No Features: No notable features are added to the Planet’s orbit.
117146–60
1172Large Asteroid: An asteroid of unusual size has been captured by the Planet’s gravity well, and now occupies a
1173stable orbit around it. It is just large enough to be noted by an orbital survey, but not enough to be seen from the
1174Planet’s surface without visual enhancement.
117561–90
1176Lesser Moon: An orbital body somewhere between an extremely large asteroid and a very small moon orbits the
1177Planet. It has its own extremely limited gravity well, allowing low-gravity travel across the surface, as described on
1178page 269 of the ROGUE TRADER Core Rulebook. When generating a Lesser Moon, roll 1d10; on a result of 6 or
1179higher, it houses sufficient mineral wealth to count as a Resource. Roll once on Table 1–20: Mineral Resources
1180and once on Table 1–19: Mineral Abundance, receiving a –5 penalty to the latter roll.
118191 or more
1182Moon: A true moon is generated as a Planet, using the rules for Planet Creation (see page 19). Under normal
1183circumstances, a moon cannot have a higher Planetary Body than the world around which it orbits. In addition, a
1184moon never generates its own Orbital Features.
1185Gas Giants
11861d100 Roll Orbital Feature
118701–20 No Features: No notable features are added to the Gas Giant’s orbit.
118821–35
1189Planetary Rings (Debris): A narrow band of asteroids or chunks of ice extends out around the Gas Giant. While the
1190limited spread means that avoiding the field requires a detour, a vessel with cause to pass directly through the ring must
1191make a Challenging (+0) Pilot (Space Craft)+Manoeuvrability Test as if passing through an Asteroid Field, as
1192described on pages 226–227 of the ROGUE TRADER Core Rulebook. Multiple instances of this Orbital Feature increase
1193the size of the rings. Tests to pass through safely suffer a –10 penalty for each additional instance of this Orbital Feature.
119436–50
1195Planetary Rings (Dust): A wide ring of fine particles encircles the gas giant. While the limited spread prevents
1196it from becoming a navigational hazard like a true dust cloud or nebula, any Tests using the ship’s auger arrays
1197on a target within, on, or directly through the ring are two steps more difficult. Multiple instances of this Orbital
1198Feature increase the size of the existing Planetary Rings instead of adding extra sets of Rings. Increase the penalty
1199to use augers through or within the Rings by an additional –5 for every two additional instances of this Feature.
120051–85
1201Lesser Moon: An orbital body somewhere between an extremely large asteroid and a very small moon orbits the
1202Planet. It has its own extremely limited gravity well, allowing low-gravity travel across the surface, as described on
1203page 269 of the ROGUE TRADER Core Rulebook. When generating a Lesser Moon, roll 1d10; on a result of 6 or
1204higher, it houses sufficient mineral wealth to count as a Resource. Roll once on Table 1–20: Mineral Resources
1205and determine its Abundance by rolling 5d10+5.
120686–00
1207Moon: A true moon is generated as a Planet, using the rules for Planet Creation (see page 19). Under normal
1208circumstances, a moon cannot have a higher Planetary Body than the world around which it orbits. In addition, a
1209moon never generates its own Orbital Features.
1210Table 1–7: Gravity
1211Rocky Planets
12121d10 Roll Gravity Orbital Features
12132 or lower
1214Low Gravity: Apply –10 to any roll on Table 1–8: Orbital Features. Apply –2 to any roll on
1215Table 1–9: Atmospheric Presence. It follows all the rules for Low Gravity Worlds (see page
1216269 of the ROGUE TRADER Core Rulebook).
12171d5–3 (Minimum 1)
12183–8 Normal Gravity: This Planet’s gravity is roughly Terran Standard. 1d5–2 (Minimum 1)
12199 or higher
1220High Gravity: Add +10 to any roll on Table 1–8: Orbital Features. Add +1 to the roll
1221on Table 1–9: Atmospheric Presence. This Planet follows all the rules for High Gravity
1222Worlds (see page 269 of the ROGUE TRADER Core Rulebook).
12231d5–1 (Minimum 1)
1224Gas Giants
12251d10 Roll Gravity
12262 or lower Weak: Though puny by the standards of gas giants, this gravity well is stronger than that
1227of almost any solid Planet. Add +10 to any roll on Table 1–8: Orbital Features. 1d10–5 (Minimum 1)
12283–6 Strong: This gas giant has the impressive gravity well common to such worlds. Add +15
1229to any roll on Table 1–8: Orbital Features. 1d10–3 (Minimum 1)
12307–9 Powerful: The influence of this gravity well extends well beyond the immediate presence of its
1231source, drawing in whatever passes by. Add +20 to any roll on Table 1–8: Orbital Features. 1d10+2
123210 Titanic: The effects of such a vast gravity well on the ordering of the System are second only to
1233its Star. Add +30 to any roll on Table 1–8: Orbital Features. 3d5+3
123421
1235I: World Generator
1236GRAVITY
1237The strength of a Planet’s gravitational field (commonly
1238called its gravity well) is heavily influenced by its mass. A
1239Planet with a strong gravity well often captures material
1240passing through the system, and more easily retains any
1241remnants from its formation. Planets with weak gravity wells
1242rarely manage to hold anything in their orbit, and might
1243even have difficulty maintaining an atmosphere. Gravity
1244also affects the ease of movement across a Planet’s surface,
1245and can even influence the nature of any life it develops.
1246To determine the Gravity of a Planet, roll on Table 1–7:
1247Gravity (see page 20) and consult the results for “Rocky Planetsâ€
1248or “Gas Giants,†depend on the particulars of the Planet.
1249ORBITAL FEATURES
1250Many worlds, especially those with strong gravity wells, are
1251orbited by natural features of some variety or another. This trait is
1252particularly pronounced in gas giants, which can be encircled by a
1253dozen or more moons, in extreme cases. However, not all Planets
1254or Gas Giants have such features, regardless of gravitational pull.
1255Depending on its Gravity, a Planet has a number of Orbital
1256Features (see the “Orbital Features†column on Table 1–7:
1257Gravity on page 20). Planets that are or once were inhabited
1258might have artificial constructions in their orbit, as well as natural
1259satellites. However, these do not count as Orbital Features, and
1260are not generated or treated as such. Multiple instances of the
1261same Orbital Feature only have an effect beyond there being
1262more than one of that Orbital Feature for the Explorers to
1263interact with except where specifically noted.
1264To determine the Orbital Features of a Planet or Gas Giant, roll
1265on Table 1–8: Orbital Features on page 20 a number of times
1266based on its Gravity (see Table 1–7: Gravity on page 20).
1267ATMOSPHERE
1268The presence of an atmosphere is an essential precondition to
1269many planetary phenomena, from weather to life. While most
1270Planets have at least some form of atmosphere, those which
1271include breathable gases in sufficient concentration to support
1272prolonged activity are not common. Such worlds are rare, but are
1273of tremendous value to efforts to expand the Imperium’s reach.
1274To determine what the Atmosphere of a Planet (or at the
1275GM’s discretion, other appropriately sized body, such as a
1276large Asteroid or abandoned vessels) is like, roll once on Table
12771–9: Atmospheric Presence (including any modifiers from
1278Table 1–7: Gravity, on page 20) and once on Table 1–10:
1279Atmospheric Composition.
1280Table 1–9: Atmospheric Presence
12811d10 Roll Atmosphere
12821 or lower
1283None: The Planet has no atmosphere, or it has one so thin as to be effectively nonexistent. Activity on the Planet
1284is treated as being in vacuum, as covered on pages 262–263 of the ROGUE TRADER Core Rulebook. Normally, this
1285means that there is no need to roll on Table 1–10: Atmospheric Composition.
12862–4
1287Thin: The Planet’s atmosphere is weak, but avoids the problems of an actual vacuum. Tests to avoid harm from a Toxic or
1288Corrosive atmosphere are made at a +10 bonus. However, the lack of air makes strenuous activity difficult. Any time an
1289Explorer relying on the outside air gains Fatigue, he gains the normal amount plus one additional level of Fatigue instead.
12905–9 Moderate: Atmospheres in this range produce no ill effects due to lack or overabundance of air, though they can
1291still be Toxic or Corrosive.
129210 or higher
1293Heavy: A thick blanket of air presses down on the Planet, coming just short of smothering those beneath it. This
1294oppressive weight imposes a –5 penalty on Strength or Toughness Tests, at the GM’s discretion. Tests to avoid harm
1295from a Toxic or Corrosive Atmosphere are made at a –10 penalty. If the atmosphere is breathable, the thickness
1296of the air makes it difficult to take in. A full hour of relying on such an atmosphere for air inflicts a single level of
1297Fatigue. This effect is not cumulative, no matter how long a character relies on the air. However, recovery from this
1298level of Fatigue cannot occur while relying on such an atmosphere.
1299Table 1–10: Atmospheric Composition
13001d10 Roll Atmosphere
13011
1302Deadly: An atmosphere of this sort is little more than a vast acid bath. Anyone not protected by a full environmental
1303seal suffers 1d5+1 Damage each Round that ignore Toughness Bonus and Armour. If the atmosphere is also Heavy, it
1304wears away at resistance, breaking into environmental seals after 1d10+2 hours.
13052
1306Corrosive: This atmosphere is both poisonous to breathe and deadly on any sort of contact. Anyone not protected by a full
1307environmental seal must make a Difficult (–10) Toughness Test each Round, or suffer 1d5 Damage that ignores Armour
1308and Toughness Bonus. Continued exposure results in suffocation, as per page 261 of the ROGUE TRADER Core Rulebook.
13093–5
1310Toxic: Poisonous gases and vapours fill the Planet’s atmosphere. Simply breathing the air requires a Challenging (+0)
1311Toughness Test each Round to avoid suffering 1 Damage that ignores Toughness Bonus and Armour. Additionally,
1312continued exposure results in suffocation, as per the rules on page 261 of the ROGUE TRADER Core Rulebook.
13136–7 Tainted: Though capable of sustaining human life, this atmosphere is not entirely safe, stained by trace elements of toxins.
1314Though it does not directly affect the Explorers, it might influence the viability or costs of long-term colonisation.
13158 or higher Pure: The atmosphere is entirely safe for humans and most other common life forms to breathe.
131622
1317I: World Generator
1318CLIMATE
1319Though many worlds exhibit a wide range of climates, there are
1320constraints on how much this can vary. The variation is most
1321severe on worlds without an atmosphere to modulate heat,
1322but the most basic limiter is the distance a world lies from the
1323star it orbits. There are no conditions known to the Magos of
1324the Adeptus Mechanicus or recorded in the data-stacks of the
1325Administratum that can support an ice world too close to the fires
1326of an active star, or trap its warmth on a world too far distant.
1327A Planet’s Climate is primarily determined by the Solar
1328Zone it is located within, as well as the presence or absence
1329of an atmosphere. Planets without an atmosphere do not roll
1330to generate a climate normally, but have it predetermined by
1331their Solar Zone. When in the Inner Cauldron, such Planets are
1332automatically Burning Worlds, and when in the Outer Reaches,
1333they are automatically Ice Worlds. Planets in the Primary
1334Biosphere that have no atmosphere can be either, depending on
1335their position within the Solar Zone. Planets with an atmosphere
1336roll on Table 1–11: Climate, but apply –6 to the result if it is in
1337the Inner Cauldron, or +6 if it is in the Outer Reaches.
1338HABITABILITY
1339For a world to be truly habitable to humanity requires the
1340conjunction of a wide variety of disparate elements. The
1341most basic, such as a breathable atmosphere and a bearable
1342temperature, result from immutable conditions, formed in the
1343genesis of the world. With access to off-world supplies, any
1344world so provided for can be colonised, and technologies
1345exist that allow expansion onto a world even without these
1346basic necessities. However, a world is not actually labelled as
1347“habitable†in the archives of the Administratum or the records
1348of the Explorator fleets without the presence of potable water.
1349The worlds that are seriously considered for colonisation
1350efforts also generally have some existing ecosystem of native
1351life, which can be used to provide or perpetuate a food supply.
1352Do not roll on Table 1–12: Habitability for Planets without
1353an atmosphere, or which rolled a result other than Tainted or
1354Pure for their atmosphere’s composition. Hot Worlds and Cold
1355Worlds apply –2 to their rolls on this Table. Burning Worlds and
1356Ice Worlds instead apply a –7 to the results, and can never have a
1357result higher on the Table than 3, regardless of any bonuses.
1358Table 1–11: Climate
13591d10 Roll Climate
13600 or lower Burning World: A fierce heat blankets the Planet in its entirety. The heat usually recedes at night, but it is likely still too
1361warm for comfort. The entire Planet is affected by extreme heat. Tests made to resist the heat are Very Hard (–30).
13621–3
1363Hot World: Most of this Planet is dangerously hot, but various regions can be found with more moderate
1364microclimates. Outside of these sheltered regions, the entire Planet is affected by extreme heat. Tests made to resist
1365the heat generally range from Challenging (+0) to Hard (–20). In some cases, the sheltered regions are also
1366afflicted by extreme heat, but of a less severe degree than the rest of the Planet.
13674–7
1368Temperate World: Temperate Planets are exclusively found in or near a system’s Primary Biosphere. They might
1369contain regions of either extreme heat or extreme cold, and in many cases, have some of both. The Tests made to
1370resist temperature extremes on these Planets rarely exceed Difficult (–10).
13718–10
1372Cold World: Most of this Planet is dangerously cold, but various regions can found with more moderate
1373microclimates. Outside of these sheltered regions, the entire Planet is affected by extreme cold. Tests made to resist
1374the heat generally range from Challenging (+0) to Hard (–20). In some cases, the sheltered regions are also
1375afflicted by extreme cold, but of a less severe degree than the rest of the Planet.
137611 or higher Ice World: The Planet is frozen, from pole to pole. The entire Planet is affected by extreme cold. Tests made to
1377resist the cold are Very Hard (–30).
137823
1379I: World Generator
1380At the GM’s discretion, a Planet that does not possess an
1381appropriate Atmosphere or Climate result can still roll on Table
13821–12: Habitability, applying all the modifiers the roll would
1383normally receive. If the result is Limited Ecosystem or Verdant,
1384the Planet’s native life is adapted to the hostile conditions.
1385These life forms cannot survive on normally habitable Planets,
1386and the Planet remains hazardous to non-native life.
1387LANDMASSES
1388While many worlds consist of a single, unbroken expanse of
1389rock, the presence of certain elements in the planetary makeup
1390can split its surface into a number of separate landmasses.
1391Planets with a large supply of liquid water are commonly
1392divided by seas of it, while other worlds are similarly
1393divided by oceans abundant local equivalents. On worlds
1394with particularly volatile tectonics, vast magma plains and
1395crisscrossing fault lines divide the stable regions.
1396All Planets have a chance of being divided into distinct
1397landmasses; when creating a Planet, roll 1d10. On a result of 8
1398or higher, it has multiple Landmasses. If the Planet also has large
1399supplies of liquid water, then it has multiple major Landmasses on
1400a result of 4 or higher instead. If the Planet has liquid water, but
1401lacks separated Landmasses, then the water might be locked in lakes
1402and rivers, or surrounding a single supercontinent. Planets with
1403separate Landmasses have 1d5 major continents or archipelagos,
1404and any number of small islands at the GM’s discretion. Each
1405Landmass usually contains several Territories, though it is possible
1406for a large Territory to stretch across Landmasses (see page 24).
1407Table 1–12: Habitability
14081d10 Roll Habitability
14091 or lower Inhospitable: There is no life or water to be found on this Planet.
14102–3
1411Trapped Water: There is water on this Planet, but it is in a form that requires processing before it can be used or
1412consumed. It might be frozen or have boiled away to vapour on Planets with extreme climates. Alternatively, the
1413water could be locked away in deep channels underground, or contaminated with other materials.
14144–5 Liquid Water: Liquid water is accessible on the Planet’s surface, but no native life has arisen to make use of it.
14156–7
1416Limited Ecosystem: The Planet has native life of a limited variety. It could be that this Planet’s species have not
1417advanced beyond basic proto-biology, or their spread across the Planet was restricted by local conditions. This
1418might also indicate a Planet on the decline, or recovering from a devastating natural disaster.
14198 or higher Verdant: The Planet has a thriving ecosystem. A variety of species can be found almost anywhere on the Planet.
1420 HANDLING EXTREME TEMPERATURES
1421The temperature ranges of many Planets consist of nothing but varying degrees of hostility from the elements, and even more
1422hospitable Planets can become hazardous to humans at certain extreme latitudes or stages of their orbit. Explorers who spend time
1423in these conditions without the proper preparations, or without access to a properly insulated shelter, can suffer adverse effects.
1424In game terms, the effects of extreme heat or cold are very similar, although a precaution that protects an Explorer from one
1425extreme might not affect the other, or could even make it worse. After each hour spent in extreme temperatures, an Explorer
1426must make a Toughness Test, with the difficulty of the Test varying depending on the severity of the temperature extreme,
1427from Ordinary (+10) for a temperate Planet’s summer, to Hellish (–60) for the hottest Planets of the Inner Cauldron. Failing
1428inflicts a single level of Fatigue, plus one additional level for each three Degrees of Failure past the first. For each level of Fatigue
1429that exceeds an Explorer’s Toughness Bonus, he instead suffers a Wound that ignores Toughness Bonus and Armour.
1430Armour can be modified to protect against the elements; these modifications are considered to be Very Rare, and grant
1431a +10 bonus to Toughness Tests to endure the elements or a +20 bonus if the armour is fully enclosed. Environmentally
1432sealed armour fully protects against both extreme heat and extreme cold.
1433Most of the prefabricated structures used as the basis for Imperial architecture fully protect against common
1434temperature extremes, and can mitigate the effects of more severe climates.
1435The Planet has a thriving ecosystem. A variety of species can be found almost anywhere on the Planet.
143624
1437I: World Generator
1438Environments
1439“Oh, great. Another jungle filled with hallucinogenic fungus and
1440Orks. Where’ll the Captain put us down next?â€
1441–Void-Master Yger Rothes
1442Planets can appear deceptively uniform from the bridge of
1443an orbiting voidship, dwarfed as they are by the vastness
1444of the surrounding expanse of the void. Upon descent
1445to the surface, such illusions are invariably quashed. What
1446seemed like faint details from on high resolve themselves into
1447high mountains and glittering seas, as impressive as any view
1448from space. Even the most jaded Rogue Traders can be awed by
1449the newly discovered features of an unexplored planet, and the
1450sights that have never before known the gaze of Mankind.
1451Not all the sights of a planet are breathtaking natural
1452wonders, and it is generally assumed that the majority of a
1453planet’s surface is taken up by terrain elements typical to the
1454planet’s defining traits. For many worlds, this means a barren,
1455stony plain, perhaps covered in frost or searing sands, as
1456appropriate to the climate. Habitable worlds generally have
1457more variation, but in general, it can be assumed that there are
1458tropical regions at the equator, and arctic areas near the poles,
1459and a variety of different biomes between these two extremes.
1460The more noteworthy or defining features of a Planet’s
1461Environments are divided into Territories, the major terrain
1462types, and Landmarks, specific, unique terrain features particular
1463to certain locations (see page 32).
1464TERRITORIES
1465The landscapes of undiscovered worlds can be rife with exotic
1466features, and even the seemingly familiar can hide bizarre
1467secrets. It is the privilege and the duty of a Rogue Trader to
1468set foot upon these worlds, to chart their hidden wilds, and
1469to bring them to heel, in the name of the Emperor. This task
1470inevitably leads Rogue Traders though lands undreamed of
1471within the boundaries of the Imperium, and through great
1472danger, to incredible reward.
1473These exotic lands are referred to as Territories, defined
1474in terms of their Base Terrain and certain Territory Traits.
1475They are most common on worlds with an active ecosystem
1476shaping the land, and many types of Territories can only be
1477found on such worlds. The number of Territories generated
1478for a given Planet is based on its Body and Habitability.
1479For each Planet, roll 1d5 and then consult the modifiers
1480on Table 1–13: Number of Territories to determine the
1481appropriate number of Territories By default, Planets without
1482a Habitability result of Limited Ecosystem or Verdant do not
1483generate Territories randomly, although they can include
1484one or more appropriately selected examples, at the GM’s
1485discretion. To generate specific Territories, roll on Table
14861–14: Base Terrain, and then roll 1d5–2 (to a minimum
1487of 1) times on the appropriate section of Table 1–15:
1488Territory Traits (see page 26), applying all results.
1489While Territories define the general areas that cover the surface
1490of a Planet, Encounter Sites (see page 58) are designed to give
1491the Game Master more information about the specific sites of
1492interest that define a Planet. Encounter Sites are usually found
1493within Territories, and so Game Masters might wish to apply the
1494important effects of Territory Traits to any Encounter Sites that
1495the Explorers choose to visit within a particular Territory.
1496Base Terrain
1497Every Territory is defined by its Base Terrain. Although all
1498Territories that share their Base Terrain have some degree of
1499commonality, this is only a starting point. Each type of Base
1500Terrain has a wide variety of possibilities to begin from.
1501Forest
1502A Forest is primarily defined by an abundance of large-scale
1503flora, although they are commonly home to a great many
1504additional species. Tropical forests and jungles, in particular, are
1505known for this kind of diversity. While a number of populations
1506within the Imperium would consider the presence of trees an
1507absolute necessity for a forest, this attitude stems primarily
1508from terraforming and colonisation efforts from the Dark Age
1509of Technology and the ancient times that preceded it. Planets
1510that develop on their own often have forests of tangled vines,
1511enormous mushrooms, fungal mounds, and even stranger things.
1512Mountain Range
1513The serried peaks of a Mountain Range are a presence as
1514impressive in their sum as any single towering peak. Though
1515they are not individually as large as Mountain Landmarks, the
1516individual elements of a mountain range are nonetheless quite
1517impressive, in most cases. Sometimes a range is found that
1518trades frost-capped peaks for volcanic fissures, making for a
1519Territory more perilous than most.
1520Mountain Ranges grant Explorers who can see them a +10
1521bonus to Navigate (Surface) Tests when they can be used as a
1522point of reference, in the same manner as Landmarks.
1523Table 1–13: Number of Territories
1524Planetary Details Territories
1525All Planets 1d5
1526Planetary Body: Small –2
1527Planetary Body: Large +0
1528Planetary Body: Vast +3
1529Habitability: Limited Ecosystem +0
1530Habitability: Verdant +2
1531Table 1–14: Base Terrain
15321d5 Roll Base Terrain
15331 Forest
15342 Mountain
15353 Plains
15364 Swamp
15375 Wasteland
153825
1539I: World Generator
1540Plains
1541The broad category of Plains applies to grasslands, savannahs,
1542scrublands, and stony plateaus, among stranger things. All such
1543Territories consist of an uninterrupted expanse of flattened
1544ground, but they have little else in common. Many are verdant
1545with native grasses and shrubs, while others harbour only a
1546few tenacious weeds. Variations in the soil, climate, and other
1547conditions can allow for anything from a barren expanse of
1548baked clay, to a lush grazing ground for the local fauna.
1549Swamp
1550In a galaxy where there might not be enough water to fill a
1551Grox trough in a whole system, the presence of marshes and
1552wetlands sometimes seems incredible. However, an abundance
1553of water can be nearly as deadly as its lack, with such areas
1554being a breeding ground for all manner of diseases and
1555toxins. A number of the more infamous worlds of the Calixis
1556Sector, including the death world of Woe, owe much of their
1557reputations to heavy coverage in swampland.
1558Wasteland
1559A Wasteland can be a frozen tundra or a scorching ocean of
1560sand dunes, or many other things in between. In all cases,
1561these lands are defined by being inimical to life. They
1562are not merely full of danger, as a Swamp or predatorhaunted
1563Forest might be, but are dangers in themselves.
1564Not even the native flora or fauna can easily live in a
1565Wasteland, where water is scarce,
1566and the very air can be cruel.
1567Wastelands are frequently found
1568in regions of extreme heat or cold. At
1569the GM’s discretion, a Wasteland
1570can have an additional instance
1571of the Extreme Temperature
1572Territory Trait, in addition
1573to whatever it generates
1574randomly.
1575Territory Traits
1576The most defining
1577features of a Territory are its
1578Territory Traits. Some can occur
1579in any type of Base Terrain, but
1580there are also Traits that are limited
1581to Territories of the appropriate
1582type. Most Territories only have a
1583single Trait, but some (truly bizarre)
1584landscapes have many. If a Territory has
1585more than one instance of the same Trait,
1586it multiplies any mechanical effects. If
1587the Trait’s effects are not cumulative in
1588a logical way, the GM should simply
1589re-roll, replace, or ignore any
1590duplicate results as he sees fit.
1591Boundary
1592Mountain Ranges with this Trait are natural divisors of the land
1593around them. They can bisect a continent, separate two Territories,
1594or even cross through and divide a single, larger Territory. They are
1595difficult to cross, and might even lack easy passage altogether.
1596Broken Ground
1597Unlike most Plains, this Territory has only the semblance of even
1598ground. Its apparently flat expanses are actually riven with small
1599fissures, which could be a relic of tectonic activity or simply
1600a side effect of local burrowing creatures. In certain extreme
1601cases, the ground is unstable or even prone to collapse. Crossing
1602such a Territory in a wheeled vehicle or on foot is likely to be
1603an exercise in disaster; double all travel times, and at the GM’s
1604discretion, the Explorers might run across a sinkhole (see Table
16052–10: Death Zone Dangers on page 61) at any time.
1606Desolate
1607This territory is harsh and unforgiving, even by the standards
1608of Wastelands. It is utterly devoid of respite within its borders,
1609lacking any oases, natural springs, or other potential sources of
1610relief. Survival Tests made in a Desolate Territory are made at an
1611additional –10 penalty, and Tests to find water automatically fail.
1612Exotic Nature
1613The flora that would comprise a more typical Forest is
1614replaced with something entirely more bizarre. Groves of
1615crystal, spires of chitin or bone, or even strangely
1616dormant mounds of oozing flesh might be this
1617Territory’s basis, instead. At the GM’s discretion,
1618passing through might require passing a Fear Test
1619against a Fear Rating of 0 (Disturbing).
1620Expansive
1621The boundaries of this Territory are
1622greatly extended beyond a typical
1623example of its type. While the
1624exact size of any Territory is up
1625to the GM’s discretion, a Territory
1626with this Trait is typically up to half
1627again or more the size of similar regions on
1628the Planet in question.
1629Extreme Temperature
1630Extreme heat or cold pervades this Territory. If
1631the Planet already has an inclination towards
1632one extreme, then this Trait imposes an
1633additional –10 penalty on Toughness Tests to
1634endure the elements. Otherwise, resisting
1635the extreme temperatures within the
1636Territory requires a Challenging
1637(+0) Toughness Test, using the
1638rules from Handling Extreme
1639Temperatures on page 23.
1640easily live in a
1641Wasteland, where water is scarce,
1642and the very air can be cruel.
1643Wastelands are frequently found
1644in regions of extreme heat or cold. At
1645the GM’s discretion, a Wasteland
1646can have an additional instance
1647of the Extreme Temperature
1648Territory Trait, in addition
1649to whatever it generates
1650raits
1651The most defining
1652features of a Territory are its
1653Territory Traits. Some can occur
1654in any type of Base Terrain, but
1655there are also Traits that are limited
1656to Territories of the appropriate
1657type. Most Territories only have a
1658single Trait, but some (truly bizarre)
1659landscapes have many. If a Territory has
1660more than one instance of the same Trait,
1661it multiplies any mechanical effects. If
1662the Trait’s effects are not cumulative in
1663a logical way, the GM should simply
1664re-roll, replace, or ignore any
1665duplicate results as he sees fit.
1666replaced with something entirely more bizarre. Groves of
1667crystal, spires of chitin or bone, or even strangely
1668dormant mounds of oozing flesh might be this
1669Territory’s basis, instead. At the GM’s discretion,
1670passing through might require passing a Fear Test
1671against a Fear Rating of 0 (Disturbing).
1672Expansive
1673The boundaries of this Territory are
1674greatly extended beyond a typical
1675example of its type. While the
1676exact size of any Territory is up
1677to the GM’s discretion, a Territory
1678with this Trait is typically up to half
1679again or more the size of similar regions on
1680the Planet in question.
1681Extreme Temperature
1682Extreme heat or cold pervades this Territory. If
1683the Planet already has an inclination towards
1684one extreme, then this Trait imposes an
1685additional –10 penalty on Toughness Tests to
1686endure the elements. Otherwise, resisting
1687the extreme temperatures within the
1688Territory requires a
1689(+0) Toughness Test
1690rules from
1691Temperatures
169226
1693I: World Generator
1694Alternately, a Territory can provide an extreme temperature
1695opposite the one common on the rest of the Planet, such as a
1696range of volcanoes on an ice world. In this case, Tests to resist
1697the Planet’s typical influence are made at a +10 bonus
1698while the Explorers are within in the affected area.
1699Fertile
1700The soil here is especially fecund, allowing the local flora
1701to thrive and grow particularly abundant and vigorous
1702here. Often times, unique strains of life pop up in such lush
1703environments to take advantage of the particularly nurturing
1704surroundings. Such areas can also make for useful agricultural
1705outposts.
1706Foothills
1707Most of the peaks in this Mountain Range are dwarfed by a
1708single larger example, towering above the rest. This lonely titan
1709is large enough to qualify as a Mountain Landmark. The bonuses
1710to Navigate (Surface) Tests from this effect supersede the normal
1711benefits from a Mountain Range, instead of adding to it.
1712Notable Species
1713One of the Planet’s more noteworthy native species is found
1714only in this Territory. Generate a new species for this purpose,
1715using the rules presented below. In some cases, this Trait can
1716indicate the presence of an unusual, local variation of a more
1717widespread species. Such examples tend to be dramatically
1718different from other specimens in colouration, temperament, or
1719physique, and might have special adaptations to better exploit
1720the Territory in which they live. These changes can be more
1721pronounced than regional variation might otherwise provide.
1722At the GM’s discretion, this species could be the source of
1723one of the Planet’s Organic Compound Resources.
1724Ruined
1725The bleak lands of this Territory are not the product of a natural
1726process, but the wounds wrought by outside forces. A scar of
1727fused glass from an orbital lance strike or the shattered shells of
1728an ancient barrage hint that this land was once worth something,
1729as a target, if nothing else. The worst Territories of this sort have
1730been wounded not by war, or punitive strikes, but by the spilled
1731energies of the Warp, and the footsteps of Daemons. A Ruined
1732Territory often requires a Fear Test to enter, with the difficulty
1733based on the nature of the cataclysm that created it. Whenever
1734an Explorer gains a Corruption Point within a Ruined Territory,
1735he gains one additional Corruption Point.
1736Stagnant
1737This Territory houses little in the way of life, and even less in
1738activity. If its waters flow at all, it is not easily noticed, and
1739the few creatures that live within are not easily found. It is
1740a silent, still place, ill-suited to vigorous activity. Travellers
1741become trapped in the mud, and even vehicles are fouled by
1742it. Travel times through a Stagnant Territory are doubled, and
1743Navigation (Surface) Tests are made at a –10 penalty.
1744Unique Compound
1745A strain of local flora that can only be found in this
1746Territory contains a substance of great value. The Planet has
1747an additional Organic Compound Resource, provided by
1748these plants. Its exact nature and Abundance are generated
1749normally (see Resources on page 27).
1750Table 1–15: Territory Traits
1751Forests
17521d100 Roll Territory Trait
175301–05 Exotic Nature
175406–25 Expansive
175526–40 Extreme Temperature
175641–65 Notable Species
175766–80 Unique Compound
175881–95 Unusual Location
175996–00 Roll again twice and apply both results
1760Mountain Ranges
17611d100 Roll Territory Trait
176201–25 Boundary
176326–50 Expansive
176451–65 Extreme Temperature
176566–75 Foothills
176676–85 Notable Species
176786–95 Unusual Location
176896–00 Roll again twice and apply both results
1769Plains
17701d100 Roll Territory Trait
177101–10 Broken Ground
177211–30 Expansive
177331–45 Extreme Temperature
177446–70 Fertile
177571–85 Notable Species
177686–95 Unusual Location
177796–00 Roll again twice and apply both results
1778Swamps
17791d100 Roll Territory Trait
178001–10 Expansive
178111–30 Extreme Temperature
178231–45 Notable Species
178346–65 Stagnant
178466–75 Unusual Location
178576–95 Virulent
178696–00 Roll again twice and apply both results
1787Wastelands
17881d100 Roll Territory Trait
178901–20 Desolate
179021–40 Expansive
179141–70 Extreme Temperature
179271–75 Notable Species
179376–80 Ruined
179481–95 Unusual Location
179596–00 Roll again twice and apply both results
179627
1797I: World Generator
1798Unusual Location
1799In most cases, Territories are located where local conditions
1800would be most likely to create the relevant base terrain. Forests
1801are rarely found in frozen polar regions, and even the most
1802experienced Explorers consider it unusual to find a Wasteland
1803surrounded by verdant fields. For some reason, these general
1804rules do not apply to this Territory, which exists where it is
1805does not belong, and perhaps should not be.
1806Virulent
1807The marshy pools here are not merely foul, but very nearly
1808cauldrons of plague. The adaptations this spurs in the local
1809wildlife make them just as bad, or worse. Simply spending a
1810day in this Territory requires a Challenging (+0) Toughness
1811Test to avoid suffering a Wound that ignores Toughness
1812Bonus and Armour. Drinking the water without thorough
1813treatment can inflict a variety of effects, from Toxic Damage,
1814to months-long fevers, or even Insanity. All Rending Damage
1815suffered within the Territory is treated as Toxic, due to the
1816risk of infection. For the same reason, Medicae Tests to treat
1817injuries suffered here are made at a –20 penalty.
1818RESOURCES
1819Every world claimed for the Imperium is a victory for Mankind,
1820bringing the total dominion of the God-Emperor’s realm one
1821step closer to its inevitable reality. While all but the most jaded
1822Rogue Traders can appreciate this, even the most pious of their
1823number usually prefer the victory to have some significance
1824beyond this moral statement. Dutiful Traders attempt to bring
1825strength into the fold with each world conquered, knowing
1826that claiming a world that drains the coffers of their dynasty
1827weakens the Imperium as it weakens their own works. Those
1828of a more pragmatic bent simply acknowledge that for all the
1829worth of spiritual purity, it is far preferable to have both spiritual
1830purity and a cargo hold filled with more tangible treasures.
1831Fortunately for those so concerned, most worlds have at
1832least some innately valuable resources. Even those that do not
1833can sometimes be of use to a Rogue Trader who knows how
1834to approach the situation. In most cases, the question is not
1835whether a world has something of value on it, but whether its
1836innate hazards are worth braving to claim the resources, and
1837whether they exist in sufficient amounts to make exploiting
1838them cost effective. For this reason, a world that can support
1839a colony without extensive imports of food, water, or
1840infrastructure is considered the ideal find. Investing in such
1841efforts can pay dividends far into the future, as the colony grows
1842into a self-sustaining hub for extracting resources, without the
1843maintenance costs of life support systems or supply shipments.
1844Where sufficiently rich worlds are considered, these
1845maintenance costs might not be an issue, or could even be
1846desirable, as a deterrent towards others setting up competing
1847operations. One of the darker tales told of the pioneering
1848Sebastian Winterscale claims that he set up mining operations
1849on a world so close to its sun that the entire installation would
1850melt within an hour of dawn. The story details how his ship
1851dropped prefabricated mining rigs full of workers onto the
1852planet as soon as night fell on a new deposit. Shortly before
1853Table 1–16: Resource Presence
1854Planetary Body Base Mineral Resources Additional Resources
1855Small 1d5–2 (to a minimum of 0) 1d5–3 (to a minimum of 0)
1856Large 1d5 1d5–2 (to a minimum of 0)
1857Vast 1d10 1d5–1 (to a minimum of 0)
1858Table 1–18: Resource Abundance
1859Abundance Resource Levels
186015 or lower Minimal: There are trace amounts of the resource in question, but not enough to sustain an ongoing extraction
1861operation such as a dedicated mining colony. Short-term operations are likely to have the best returns upon investment.
186216–40 Limited: A modest but worthwhile supply of the Resource is present, and a sustained operation could focus
1863on exploiting this resource alone for several years before needing to find other sources of income.
186441–65 Sustainable: Extensive reserves exist to ensure that the Resource remains a viable source of income for some time.
186566–85 Significant: The Resource is both rich and accessible, allowing for a wide variety of approaches in making use of it.
186686–98
1867Major: The Resource’s potential value is vast, both as an immediate commodity and as a long term reserve.
1868Unfortunately, significant investment is likely to be required to properly benefit from that potential, and there
1869is enough of a supply to encourage competition.
187099 or higher Plentiful: The reserves of this Resource are seem limitless. Though deposits of this value have been exhausted by
1871the Imperium before, it would take at least a decade to deplete this resource, barring the most aggressive efforts.
1872Table 1–17: Additional Resources
18731d10 Roll Resource Type
18741–2 Archeotech Cache
18753–6 Minerals
18767–8 Organic Compound (re-roll if the Planet
1877cannot support life)
18789–10 Xenos Ruins
187928
1880I: World Generator
1881the mining rig was exposed to the brutal sunrise, he filled a vast
1882fleet of cargo landers with the gathered ore, but there would
1883never be enough space on the shuttles to return his workforce.
1884Some have cursed him for his callousness, but others note the
1885success and power of his dynasty, and remember the brutal
1886costs that must be paid for the Imperium to prosper.
1887To determine the Resources on a given Planet, the Game Master
1888rolls for both Mineral Resources Additional Resources based on
1889the values in Table 1–16: Resource Presence (see page 27). The
1890specifics of any Additional Resources are generated by rolling on
1891Table 1–18: Additional Resources (see page 27). The extent
1892of a given Resource, referred to as its Abundance, is generated
1893on by rolling 1d100. If a Resource has a higher Abundance, it is
1894more plentiful. Abundance can be consumed by ventures to mine
1895the Resource, effectively converting it into Achievement Points
1896or Profit Factor for the Rogue Trader. Consult Table 1–19:
1897Resource Abundance for more details regarding what levels of
1898Abundance mean narratively (see page 27).
1899Endeavours, depending on their scope, decrease the Abundance
1900of a Resource (see Table 1–19: Resource Depletion). The
1901amount of Achievement Points or Profit Factor generated by a given
1902Objective or Endeavour should follow the rules for Endeavours
1903(see page 276 of the ROGUE TRADER Core Rulebook).
1904The Colonies that Explorers can build and develop (see
1905page 98) often take advantage of, harvest, and deplete any
1906local resources. For more on how the Explorers’ own Colonies
1907deplete natural resources, see Table 1–19: Resource
1908Depletion; for more details on what happens as a Colony
1909harvests and depletes the Resources around it, see page 104.
1910ARCHEOTECH CACHE
1911It is said that during the Dark Age of Technology, Mankind
1912spread to every corner of the galaxy, no matter how remote. The
1913lonely ruins dotting many worlds across the Expanse bear mute
1914testament to the vast reach of these ancient human civilisations, as
1915well as to the terrible fall that took them from those heights. Many
1916worlds which were once home to far-flung colonies bear some
1917remnant of their pre-Imperial technology base, often providing a
1918source for artefacts coveted by the Adeptus Mechanicus.
1919Most such worlds are entirely devoid of devices matching
1920the common conceptions of archeotech, having suffered
1921the same slow degradation of their Standard Template
1922Construct-based manufacturing as the Imperium, and
1923some show no evidence of STC-standard technology
1924at all. Nonetheless, even the most degraded ruin
1925is held as a treasure by the archeosavants of
1926Mars, who pay generously for data from such
1927sites, and even more generously to gain access to them. Very
1928occasionally, relatively intact examples of advanced technology
1929can be found mixed in with the crumbled remnants.
1930Archeotech Caches virtually never represent a single, giant pile
1931of miraculous treasures from the Dark Age of Technology; instead,
1932this Resource generally means that the world is seeded with these
1933treasures, just waiting for enterprising Explorer to discover them.
1934Archeotech Caches generate Abundance as normal (see pages
193526–27). Any time the Explorers encounter a specific manifestation
1936of a greater Archeotech Cache (a small number of items stowed
1937away, lost, or otherwise hidden from earlier scavengers), generate
19381d5+1 items (automatically selecting “Archeotech†on Table
19392–30: Origin on page 85) using the Treasure Generator (see
1940page 83). Each individual item they discover depletes the overall
1941Abundance of the Archeotech Cache by 2, while each Voidship
1942Component depletes it by 10.
1943If a Colony is set to harvesting an Archeotech Cache, it
1944depletes it as normal, presumably selling any discoveries to
1945generate Profit Factor. However, the Adeptus Mechanicus
1946often claims such discoveries as its own. If the Game Master
1947wishes, he can have Magos-Commodore Trannarch appear
1948with Exploratory Fleet KX557.V and demand that the Colony
1949give over its finds to the Adeptus Mechanicus (see page
1950125). In such case, the Explorers must handle the delicate
1951negotiations to find a compromise, lest the Exploratory Fleet
1952simply take what it sees as its lost property and depart,
1953leaving the Colony in ruins and the dynasty all
1954the poorer.
1955Table 1–19: Resource Depletion
1956Endeavour Size Abundance Reduction
1957Completing a Single Objective 1d5
1958Completing a Lesser Endeavour 1d10
1959Completing an Endeavour 3d10+5
1960Completing a Grand Endeavour 5d10+5
1961Small Colony’s Yearly Take 1d10+2
1962Large Colony’s Yearly Take 3d10+5
1963local resources. For more on how the Explorers’ own Colonies
1964Table 1–19: Resource
1965; for more details on what happens as a Colony
1966harvests and depletes the Resources around it, see page 104.
1967It is said that during the Dark Age of Technology, Mankind
1968spread to every corner of the galaxy, no matter how remote. The
1969lonely ruins dotting many worlds across the Expanse bear mute
1970testament to the vast reach of these ancient human civilisations, as
1971well as to the terrible fall that took them from those heights. Many
1972worlds which were once home to far-flung colonies bear some
1973remnant of their pre-Imperial technology base, often providing a
1974Most such worlds are entirely devoid of devices matching
1975the common conceptions of archeotech, having suffered
1976the same slow degradation of their Standard Template
1977Construct-based manufacturing as the Imperium, and
1978some show no evidence of STC-standard technology
1979at all. Nonetheless, even the most degraded ruin
1980is held as a treasure by the archeosavants of
1981Mars, who pay generously for data from such
1982simply take what it sees as its lost property and depart,
1983leaving the Colony in ruins and the dynasty all
1984the poorer.
1985Abundance Reduction
198629
1987I: World Generator
1988MINERALS
1989The galaxy has no shortage of planets rich in valuable minerals,
1990as such materials are often among the very building blocks of
1991a world’s existence. Technically speaking, such resources are
1992present and abundant on every world, but few worlds in the
1993Imperium have a need to import shale or low-grade tin, much less
1994have enough of a market for it to merit the attention of a Rogue
1995Trader dynasty. True mineral wealth exists in materials either too
1996rare to be commonly found, or too important for a surplus to
1997be accumulated. The most valuable deposits are those with both
1998utility and rarity, and worlds where they can be obtained have
1999been the cause of countless conflicts between rival dynasties.
2000The specifics of a mineral deposit can be determined by
2001rolling on Table 1–20: Mineral Resources. Though there
2002are no explicit mechanical differences in how the different
2003Resources are handled, players and GMs are encouraged to
2004take these details into account when designing Endeavours,
2005searching for buyers, or conducting negotiations. A Rogue
2006Trader who maintains only iron mines across his holdings might
2007be more vulnerable to certain kinds of misfortune than one with
2008diversified interests, but he should be able to use his control of
2009the market to wrest additional profits from his competitors.
2010Industrial Metals
2011Among the materials most highly valued throughout the
2012Imperium are a number of commonly occurring metals, such as
2013iron, copper, or lead. Of particular note is iron, supplies of which
2014manage to be both abundant and insufficient to demand in nearly
2015every sector’s tradehouses. The reason for this paradoxical value
2016can be found in the ever-grinding gears of the Imperial war
2017machine, which requires a vast supply of these metals for the
2018billions of weapons and vehicles it produces every day.
2019This insatiable need for raw materials has launched many
2020newly founded dynasties to prominence, and even the most
2021arrogant patriarch knows better than to scorn the profits brought
2022by such efforts. Although a hold full of industrial metals is
2023welcome in almost any port, canny Rogue Traders prefer to
2024establish supply contracts with agencies such as the Departmento
2025Munitorum, or with powerful forge worlds and shipyards. In
2026addition to keeping profits stable, such ties can be leveraged for
2027forms of support that could not otherwise be bought.
2028Ornamentals
2029Some minerals are not valued for any practical use, but for
2030their impressive beauty and lustre, or even simply for being
2031difficult to acquire. While manufactorums occasionally have
2032uses for such materials, the most common market for precious
2033metals, gemstones, and other ornamental minerals has always
2034been the Imperium’s nobility. The rarity and expense of gold,
2035crux-gems, and other ornamentals is used to make a statement
2036about the power and reach of their bearer. Such statements
2037have also been turned to nobler purposes than vanity by some
2038cardinals in the Ecclesiarchy, who seek to exalt the majesty of
2039the Him on Earth in fine marble temples, with gilded altars
2040and stained glass windows cut from the finest crystal.
2041Though only the least valuable and sought-after minerals of this
2042sort can be found with any regularity, the sheer variety of known
2043precious and semi-precious metals and stones makes prospecting
2044for something of this sort a simple task. Finding buyers with the
2045wealth and interest to make a given cargo worthwhile, however,
2046can sometimes be a more challenging task than acquiring it.
2047Radioactives
2048Demand for radioactive materials can be extremely limited, as
2049most technologies making use of their properties became obsolete
2050well before the Great Crusade. Infrastructure in the Imperium
2051being what it is, Rogue Traders can and do find worlds that
2052have not progressed beyond primitive nuclear furnaces, but such
2053societies are rarely able to offer the necessary compensation for
2054supplies. Instead, trade in radioactives is done almost exclusively
2055with obscure branches of the Adeptus Mechanicus, known for
2056particularly arcane or esoteric practices.
2057Given the sensitive nature of the Machine God’s mysteries,
2058locating such groups can be extremely difficult, and those
2059Rogue Traders who manage it very rarely have any idea of the
2060purposes to which their cargos are put. Given the incredible
2061prices a Magos might be willing to pay for a regular (but
2062discreet) supply run of even the most limited cargos, few
2063are inclined to ask. Those who do push the issue are usually
2064threatened with termination of the supply contract, or even
2065excommunication from the Omnissiah’s favour, but more
2066subtle negotiations are the rarely discussed source for the
2067majority of newly produced atomics.
2068Exotic Materials
2069The rarest of mineral resources do not make up a category
2070in themselves, so much as they define a specific lack of one.
2071Some such materials would be considered staples of Imperial
2072manufacturing but for their rarity. These include the hyperdense
2073ore from which adamantium is derived, or certain
2074elements used in the production and refinement of highgrade
2075ceramite and promethium. Others are little more than
2076the most extreme examples of ornamental materials, such
2077as a gem or crystal unique to the caverns of a single world.
2078Additionally, a wide variety of substances that simply defy
2079classification can be found throughout the Expanse, from
2080the cool, liquid gold recovered from pools on a world in the
2081Accursed Demense, to semi-material shimmercrystals, which
2082can only be touched by living flesh.
2083Whether a decadent curiosity, arcane mystery, or vital
2084resource, Exotic Material deposits are exceptionally precious
2085Resources. GMs should consider allowing an Exotic Material
2086Resource to be used as if it possessed an additional degree of
2087Abundance, especially if the Explorers are able to think
2088of a particularly ambitious use for the deposit.
2089Table 1–20: Mineral Resources
20901d10 Roll Resource Type
20911–4 Industrial Metal
20925–7 Ornamental
20938–9 Radioactive
209410 Exotic Material
209530
2096I: World Generator
2097ORGANIC COMPOUNDS
2098Unique opportunities can be found in harvesting the native
2099flora and fauna of a new world. Such creatures can often be
2100of value alive, used for study, bloodsport, labour, and other
2101purposes. For some species, their primary value is not found
2102in the complete specimen, but in a specific element of their
2103physiology or anatomy. The collection and processing of these
2104life forms can be of great value, although it sometimes requires
2105a more delicate approach than other sources of profit.
2106The specific nature of an Organic Compound can be
2107determined by rolling on Table 1–21: Organic Resources.
2108Some varieties have additional special rules, although the
2109primary function of these details is to assist the players and GM
2110in designing Endeavours, searching for buyers, or conducting
2111negotiations. It is generally assumed that the species that an
2112Organic Compound is derived from is not otherwise notable,
2113although the GM can link the Resource to a more significant
2114species, developed using the rules presented later in this chapter.
2115A Colony devoted to harvesting Organic Compounds depletes
2116the Resource’s Abundance in the usual fashion (see page 28).
2117However, if the Explorers wish, they can instead have the Colony
2118harvest conservatively, slowing the rate at which the resource
2119is depleted and giving it a chance to grow back, thus ensuring
2120greater long-term profitability. If they do so, reduce the Profit
2121Factor the Colony generates by –2 but reduce the amount that it
2122depletes this Resource every year by 1d10 (to a minimum of 0).
2123Curative
2124The restorative properties of certain species found in the
2125Expanse have made for a number of unlikely legends.
2126The application of herbs, fungi, and even the blood of
2127some creatures has saved the lives of numerous Explorers.
2128Relying on these treatments in a raw form is foolhardy,
2129as they often have a hidden cost, or only become viable
2130when the Curative is properly prepared in advance. Most
2131Rogue Traders prefer to sell such finds to those with the
2132knowledge to properly process them, such as the Magos
2133Biologis, the Orders Hospitaller, and exceptionally rich and
2134learned physicians in the service to noble houses.
2135Attempting to apply a Curative without taking the
2136proper steps to prepare it imposes a –40 penalty on
2137Medicae Tests. In such rushed cases, the effects of success
2138should be minor, (restoring 1d5 lost Wounds or removing
21391 Critical Damage), and might even inflict Corruption or
2140Insanity Points in addition to the beneficial effects. The
2141process necessary to prepare a Curative for proper
2142application is up the GM, but generally requires
2143facilities not easily found in the Expanse.
2144Exotic Compound
2145Life in the Expanse can exhibit many strange, and sometimes
2146unnatural properties. Such bizarre effects are not easily
2147understood, let alone categorised, but few Rogue Traders have
2148allowed such difficulties to impede their profits. Such curiosities
2149as bouquets of singing flowers, carved boxes of undying wood,
2150and exotic combat drugs, allowing incredible feats, have all
2151been found at the markets of Footfall and Port Wander.
2152Despite the successes, cautionary tales are also spread
2153of those whose ambition exceeded their wisdom. The
2154Rogue Trader Vivian DeMorza is said to have made a
2155philtre from local vegetation matching the effects of the
2156drug Polymorphine, which she intended to distribute to
2157her dynasty’s agents. If such a concoction existed, it might
2158have been a factor in her assassination, although all the
2159suspected parties in rival dynasties have strenuously denied
2160any knowledge or involvement. The truth of the matter was,
2161unfortunately, lost in the mysterious fire that spread across
2162her ship’s archives and holds, incinerating her records,
2163manifests, cargo, and even the securely stored Warrant of
2164Trade being sent to her successor.
2165Juvenat Compound
2166A number of procedures and drugs exist throughout the
2167Imperium to extend life and youth, collectively referred to as
2168juvenat treatments. While many require arcane techniques and
2169devices provided at great cost by the Adeptus Mechanicus, others
2170involve injections, ointments, and elixirs derived from various
2171species across the galaxy. Such treatments vary in effectiveness,
2172and are sometimes limited in application if the subject builds up a
2173tolerance for the drug, but there have always been those who are
2174willing to pay fortunes for even a single additional year of life.
2175Juvenat Compounds must be processed in an appropriate
2176facility before use, and are usually toxic or otherwise
2177dangerous in their raw form. Fortunately, only a basic analysis
2178is necessary to identify the potential in the majority of raw
2179Juvenat Compounds. Facilities specialising in creating the
2180treatments are rare, with only a handful operating in the
2181entirety of the Calixis Sector. Suppliers are always welcomed
2182at such facilities, as well as at the less legitimate examples that
2183occasionally arise to supply the black market.
2184Toxin
2185All manner of venoms and poisons are found with depressing
2186regularity across the Expanse, even in the rare environments
2187seemingly hospitable to human physiology. Although an apparent
2188adversity, this profusion of deadly toxins can be turned into a
2189valuable asset by Rogue Traders willing to deal in less savoury
2190markets. There are very few legitimate markets for poison, and
2191most are agencies which many Rogue Traders consider no less
2192hazardous than actual crime syndicates. Still, the profits that can
2193be made by selling a unique Toxin can be incredible, especially
2194while it remains unknown to those who could protect against it,
2195or develop antidotes. A tale that recently passed through Footfall’s
2196taverns claimed that an unknown Rogue Trader was given an
2197expensive Hive Primus estate on Scintilla in payment for a single
2198dose of poison unknown to the food-tasters, customs officials,
2199and physicians surrounding the intended target.
2200Table 1–21: Organic Resources
22011d10 Roll Resource Type
22021–2 Curative
22033–4 Juvenat Compound
22045–6 Toxin
22057–9 Vivid Accessory
220610 Exotic Compound
220731
2208I: World Generator
2209The source and nature of a given Toxin Resource is largely
2210left up to the GM, although it should not be more difficult to
2211find or extract than any other Resource of similar Abundance.
2212While a number of deadly venoms can be found by collecting
2213the venom sacs of elusive xenos beasts, a Toxin Resource is more
2214typically drawn from plant life, or creatures too slow to otherwise
2215deter predators. A character who is exposed to the effects of a
2216typical Toxin in its raw form must make a Challenging (+0)
2217Toughness Test or suffer 1d10 Wounds, ignoring Armour and
2218Toughness Bonus. The requirements for this exposure can vary,
2219although the most common vectors are injury or ingestion. Most
2220Toxins can be refined to increase the difficulty of the Toughness
2221Test or the amount of Damage the poison inflicts, and some
2222varieties are more or less dangerous in their base state.
2223Vivid Accessory
2224The nobles of the Calixis Sector and beyond are always
2225seeking new and exotic fashions with which to impress their
2226patrons and show up their rivals. In recent centuries, it has
2227become a common practice to incorporate elements from
2228exotic beasts of the Koronus Expanse into such outfits. Some
2229fashions involve working horn, bone, or ivory into jewellery,
2230while others focus on particularly striking pelts and furs. Some
2231of the most expensive dyes used by the clothiers serving the
2232Calixian elite bear the colours of exotic alien blooms.
2233For a Rogue Trader interested in supplying this market, starting
2234a new fashion can be as simple as spotting an unusually coloured
2235creature or blossom. Some specialists cater to more demanding
2236clients by only collecting specimens as perilous as they are
2237impressive, but most buyers are satisfied simply to feel that they
2238have the allure of the distant Expanse at their beck and call.
2239XENOS RUINS
2240The relics and remnants of long-forgotten alien races litter
2241the Koronus Expanse. The abundance of these dead cities and
2242nations across so many different worlds is the source of many
2243legends about the haunted or doomed nature of the Expanse.
2244Veteran Explorers are more familiar with such remains, but such
2245profusion can shake the faith of even the surest among them,
2246a reminder that perhaps these ancient civilisations thought
2247themselves capable of surviving the Expanse’s horrors as well.
2248Whatever the nature or ultimate fate of their one-time
2249inhabitants, such sites can be treasure troves. Agents of the Cold
2250Trade pay for even the most unlikely curios, if they bear signs of
2251alien manufacture. Entire structures or buildings have passed their
2252way through such channels, piece by piece. Though the majority
2253of ruins are unlikely to offer anything more exotic than statuary,
2254or whatever passed for art among the local culture, the vestiges
2255of more advanced races sometimes contain examples of unique
2256technologies and devices. Such artefacts are usually only found
2257in Xenos Ruins with an Abundance of Significant or higher, and
2258the apparent complexity of such devices increases with greater
2259Abundance. Determining the uses and proper activation of these
2260devices can be difficult, and often dangerous, so many Rogue
2261Traders prefer to leave any such attempts to the buyer. At the GM’s
2262discretion, these devices can be activated and perhaps used by the
2263Explorers with appropriate Tech-Use or Forbidden Lore (Xenos)
2264Tests, with effects and consequences of the GM’s choosing.
2265Most Xenos Ruins represent the last examples of a minor
2266civilisation, but the Expanse also contains sites once part of vast
2267empires. When generating a Xenos Ruin, roll on Table 1–22:
2268Xenos Ruins to determine which species constructed it. Explorers
2269can identify ruins with a Hard (–20) Trade (Archeology)
2270or a Challenging (+0) Forbidden Lore (Xenos) Test; if an
2271Explorer fails this Test, simply roll again on Table 1–22: Xenos
2272Ruins in secret and give the Explorer this (incorrect) result. Most
2273ruins are decrepit, and only a few treasures worth taking remain.
2274Yu’Vath ruins do not suffer such degradation, although interloping
2275Explorers often find their own durability put to the test.
2276Xenos Ruins can be harvested for Endeavours as normal.
2277However, Colonies that harvest from certain, particularly illomened
2278Xenos Ruins (most notably those of the Yu’Vath)
2279lose 1 Complacency and Order at the end of every 90-day
2280cycle in which they harvest this Resource (see pages
2281102–103). If either Colony Characteristic falls to
22820 or lower in this way, the Colony descends
2283into madness and slaughter.
2284Table 1–22: Xenos Ruins
22851d10 Roll Result
22861–4 The Ruins belonged to an undiscovered species
22875–6 Eldar Ruins
22887 Egarian Ruins
22898 Yu’Vath Ruins
22909 Ork Ruins
229110 Kroot Ruins
229232
2293I: World Generator
2294LANDMARKS
2295All worlds have unique Landmarks, shaped by local
2296conditions. The defining trait shared by all such features is a
2297titanic presence that dominates the local landscape, but they
2298can be found in an incredible variety of forms. A Landmark
2299can as easily be a whirlpool or reef within the ocean as a
2300mountain range stretching across the land, and could even be
2301a persistent weather pattern of particular strength.
2302Landmarks are defined as belonging to one of two categories.
2303General Landmarks can be found on any sort of Planet, and are
2304usually geological in origin. Exceptional Landmarks are formed
2305from conditions not present on every Planet, and can only be
2306found on Planets where those conditions reign. At the GM’s
2307discretion, a variant on some Exceptional Landmarks could be
2308found on a Planet that could not normally support it, provided
2309the variation is appropriate to the new context. Landmarks
2310exist within a Planet’s given Territories. Regardless of the
2311specific nature of a Landmark, it grants Explorers who can see
2312or otherwise locate it a +10 bonus to Navigate (Surface) Tests.
2313The number of Landmarks in a Territory are determined by
2314the Body of the Planet. A Small Planet has 1d5 Landmarks per
2315Territory, a Large Planet has 1d5+2 Landmarks per Territory, and
2316a Vast Planet has 1d5+3 Landmarks per Territory. For each one,
2317roll on Table 1–23: Landmarks, re-rolling results of Exceptional
2318Landmark if none are valid. The Landmarks listed here other than
2319Perpetual Storm are usually not present on Gas Giants.
2320Canyon (General)
2321Canyon Landmarks usually take the form of a vast trench,
2322carved into the soil or bedrock. Sometimes they represent a
2323network of smaller canyons, or retain the imprint of whatever
2324force shaped their course. The largest and deepest canyons
2325extend through the crust of a planet, so that their roots are
2326filled with seething magma. Major canyon networks are often
2327used to assist mining operations in the surrounding area by
2328providing easier access to buried minerals.
2329Cave Network (General)
2330Extensive ranges of tunnels and caves can be found beneath
2331the surface of many worlds. Systems of this sort that also
2332connect to the lands above can represent an unusual form
2333of Landmark. In some cases, a single cavern of immense
2334proportions can be a Landmark instead, but it is rare for a
2335natural cavern to remain stable at such a size.
2336Landmarks of this sort cannot normally be used as a
2337reference point for Navigation (Surface) Tests. At the GM’s
2338discretion, it might be possible for Explorers to follow their
2339course with a scanner or similar technology, and gain the
2340navigational benefits through the device.
2341Crater (General)
2342In most cases, a Crater Landmark represents the impact point
2343of an object originating beyond the planet, usually a meteor.
2344Some craters show signs of being formed from a longago
2345barrage by orbital weaponry, instead. This type of
2346Landmark can also represent a large depression in the
2347planet’s surface formed by a more local source,
2348such as a valley shaped by tectonic forces.
2349Glacier (Exceptional)
2350These Landmarks are often found on ice worlds, or near the
2351polar regions of worlds with an abundant supply of water.
2352These huge, frozen mountains are usually formed of ice,
2353although the range of substances that they could contain is
2354greatly expanded on the coldest worlds.
2355Glaciers are only found on Planets with a Climate result of
2356Ice World, or a Habitability result of Trapped Water or higher.
2357Inland Sea (Exceptional)
2358The lakes of some worlds are so big as to stretch the definition
2359of the word, demanding a more appropriate term to describe
2360their expansiveness. Such features are common on worlds
2361with an undivided landmass, although they can potentially be
2362found wherever there is a continent large enough to surround
2363one. Any sufficiently large, land-locked body of water can be
2364an Inland Sea Landmark.
2365Inland Seas are normally only be found on Planets with
2366a Habitability result of Liquid Water, Limited Ecosystem,
2367or Verdant. At the GM’s discretion, a frozen version can be
2368found on Planets with a Habitability result of Trapped Water.
2369The Landmark also represents phenomena like reservoirs of
2370fluid chemicals such as quicksilver, which can be found on a
2371Planet without any water.
2372Mountain (General)
2373Whether solitary or part of an extended range, Mountain
2374Landmarks are among the most impressive sights on any
2375world that features them. These towering peaks can extend to
2376twenty kilometres in height, or more. More than one Rogue
2377Trader has set the seat of their authority on a colonised world,
2378atop the highest mountain that could be found. Such fortresses
2379offer unparalleled protection from ground attack, as well as
2380making excellent locations for surface-based defence lasers and
2381similar weapons. The awe-inspiring view can prove a valuable
2382reminder of the Rogue Trader’s power to visitors, as well.
2383The vast size and rigid definition of Mountain Landmarks
2384makes them the ideal visual cue. Using Mountains to as reference
2385grants an additional +10 bonus to Navigate (Surface) Tests..
2386Perpetual Storm (Exceptional)
2387Unusual atmospheric conditions can result in persistent or
2388even wholly stable weather patterns in a limited area. The
2389affected region might constantly be overshadowed by banks
2390of thunderheads, riven by lightning, or simply blown about
2391in a constantly circulating wind. Such effects are usually
2392dangerous to anyone caught without shelter, although rare
2393benign cases have been discovered.
2394Table 1–23: Landmarks
23951d100 Roll Landmark
239601–20 Canyon
239721–35 Cave Network
239836–45 Crater
239946–65 Mountain
240066–75 Volcano
240176–00 Exceptional Landmark (select one)
240233
2403I: World Generator
2404Drive and Pilot Tests to pass through a Perpetual Storm
2405suffer a –20 penalty. Storms with harmful effects such as
2406electrical discharges or corrosive precipitation typically
2407inflict 1d10+3 Energy Damage for every half hour of
2408exposure, although examples exist that are either more or less
2409dangerous. Perpetual Storms are only found on Planets with
2410an Atmosphere result of Moderate or Heavy.
2411Reef (Exceptional)
2412Oceanic reefs are typically too limited in size or spread to
2413qualify as a Landmark, but some worlds house notable
2414exceptions. In some cases, these vast formations are created
2415by thousands of generations of native aquatic life, while
2416others represent eroded tracts of coastline, or even sunken
2417continents. Reefs are often spread out over a wider area than
2418other Landmarks, making up what they lack in height through
2419an impressive amount of coverage.
2420Reefs can only be found on Planets with a Habitability
2421result of Liquid Water, Limited Ecosystem, or Verdant. At
2422the GM’s discretion, the remnants of a Reef can be found
2423on a Planet without water, indicating the presence of ancient
2424oceans on a Planet where they no longer exist. The largest of
2425these extinct reefs provide an additional Navigation bonus, in
2426the same manner as a Mountain.
2427Volcano (General)
2428Volcanoes can take a wide variety of forms, varying in size
2429and shape based on the conditions that formed them. Those
2430with a sufficient presence to qualify as a Landmark are
2431generally huge fire-mountains, or occasionally an extensive
2432series of volcanic vents. In any form, they are as notable for
2433the haze of superheated air and occasional cloud of spewed
2434ash as for their size. Outright eruptions are rare, but utterly
2435catastrophic when they occur.
2436Treat an extinct volcano as a Mountain Landmark.
2437Whirlpool (Exceptional)
2438Certain tidal forces can create a vortex in the oceans of a
2439world that churns and seethes without end. They are usually
2440lethal to any efforts at nautical travel in its vicinity, but even
2441the land is not be wholly safe from its influence. Whirlpools
2442that lie near a shoreline sometimes exacerbate issues with
2443local tectonics, causing tremors or earthquakes, and eventually
2444tearing the entire coast apart.
2445Whirlpools can only be found on Planets with a Habitability
2446result of Liquid Water, Limited Ecosystem, or Verdant. In
2447addition, they are rarely found on Planets without at least
2448two Orbital Features influencing the tides.
244934
2450I: World Generator
2451NATIVE SPECIES
2452An incredible diversity of native species can be found on any
2453world supporting life. Even basic ecosystems hold a wide
2454array of roles and niches that are soon filled by the adapting
2455and evolving fauna. Such phenomena are of more interest
2456to a Magos Biologis than a Rogue Trader, as the origin and
2457nature of a creature matters less than its capabilities, where the
2458dynasty’s bottom line is concerned. It is typically only the most
2459exotic species that catch the jaded eyes of a Rogue Trader.
2460Though there are usually countless species across almost
2461any life-supporting Planet generated with the Planet Creation
2462step, only a handful are likely to matter in the normal course
2463of a game of ROGUE TRADER. Creatures that can directly affect
2464the fortunes of the Explorers, whether through inherent value,
2465or by posing a threat to their interests, are known as Notable
2466Species. In some cases, these life forms are the source of an
2467Organic Compound Resource, and are unlikely to have any
2468relevant game statistics beyond the substance harvested from
2469them. Such creatures are dealt with earlier in this Chapter.
2470Other life forms draw attention to themselves by extraordinary
2471natural capabilities, such as their viciousness or size.
2472Planets with a Habitability result of Limited Ecosystem
2473typically have very few such species. The GM can generate up
2474to six examples using the rules below, at his discretion. Planets
2475with a Habitability result of Verdant typically have at least a
2476few notable species, and often many such creatures. At the
2477minimum, a single creature should be generated from the rules
2478below, as an iconic example of the Planet’s life forms. If the
2479Explorers are likely to spend much time in the Planet’s wilds,
2480the GM should generate several additional creatures. A good
2481rule of thumb is to provide at least one unique beast that the
2482Explorers might encounter for each major leg in their journey.
2483If the GM has access to THE KORONUS BESTIARY, some or all
2484of the Planet’s notable species can be generated with the Xenos
2485Generator there in addition to the Tables in this section.
2486BESTIAL ARCHETYPES
2487Certain basic capabilities can be found in life developed on a
2488wide variety of worlds, with local variations and adaptations
2489subsumed into larger archetypes, eagerly sought after by beast
2490traders, and feared by settlers. Though the Gholthian Tigerdrake
2491and the Ulgashic Cavern Brute are native to worlds
2492on opposite ends of the Expanse, and radically different in
2493nearly every specific, they share the archetypal traits of
2494fierce and unrelenting predatory animals.
2495These shared qualities are represented in game
2496terms by a number of Bestial Archetypes. Each
2497is based off of a single capability that might
2498make a creature note-worthy to Explorers,
2499such as ferocity, size, or stealth. The Bestial Archetypes
2500are represented by a basic Profile, and presented alongside
2501a number of suggestions, referred to as Bestial Natures, to
2502make the species in question a more unique example of its
2503type. Additional changes can be made at the GM’s discretion,
2504including incorporating elements, or even Bestial Natures,
2505from more than one Bestial Archetype.
2506For each creature the GM needs to generate randomly, he
2507should roll once on Table 1–24: Bestial Archetypes, and
2508at least once on the relevant section of Table 1–25: Bestial
2509Natures. The details for each Bestial Nature can found within
2510the description of the relevant Bestial Archetype.
2511Table 1–25: Bestial Natures
2512Apex Predators
25131d10 Roll Bestial Nature
25141–2 Adapted
25153–4 Brute
25165–6 Cunning Stalker
25177 Killing Machine
25188 Living Arsenal
25199–10 Natural Prowess
2520Behemoths
25211d10 Roll Bestial Nature
25221–2 Beyond Challenge
25233 Impossible Grace
25244–5 Leviathan
25256–7 Megapredator
25268 Titanborn
25279–10 Unstoppable
2528Ptera-Beasts
25291d10 Roll Bestial Nature
25301 Aerial Impossibility
25312–3 Doom Diver
25324–5 Earth-Scorning
25336 Skyless Flight
25347–9 Swift Flyer
253510 Wyrdwing
2536Shadowed Stalkers
25371d10 Roll Bestial Nature
25381–2 Adapted
25393–4 Chameleonic
25405–6 Deadly Ambusher
25417 Lure
25428 Shadow-walking
25439–10 Vanisher
2544Venomous Terrors
25451d10 Roll Bestial Nature
25461 Deadly Touch
25472 Delirium Bringer
25483–4 Toxic Hunter
25495–6 Hidden Death
25507–8 Poisonous Presence
25519–10 Potent Toxins
2552Table 1–24: Bestial Archetypes
25531d5 Roll Bestial Archetype
25541 Apex Predator
25552 Behemoth
25563 Ptera-Beast
25574 Shadowed Stalker
25585 Venomous Terror
255935
2560I: World Generator
2561Apex Predator
2562A powerful or vicious species can rise to the peak of the local
2563food chain, dominating its entire habitat, or even spreading
2564across the planet. The qualities required to rise in this manner
2565usually vary from world to world. On less sparser planets, a
2566predator unchallenged across the whole of a continent might
2567barely rate the notice of desperate beast traders, while the
2568more competitive Death worlds might have countless different,
2569hyper-evolved killing machines for even the smallest changes
2570in climate and terrain. Even the less impressive cases can cause
2571serious problems to Rogue Traders setting up insufficiently
2572fortified operations on their worlds.
2573The GM should also apply one of the following Bestial Natures,
2574as determined by the roll on Table 1–25: Bestial Natures:
2575• Adapted: The creature hunts along a variety of different
2576strategies, and can overcome almost any kind of prey that
2577draws its attention. Choose one or more additional Talents
2578or Traits from among the options presented in the Profile.
2579• Brute: Raw physical power and might are the primary
2580weapons of this species. Increase the creature’s Size to
2581Hulking or Enormous. Increase Strength and Toughness
2582by up to 10 each. The creature gains between 3 and 6
2583additional Wounds. At the GM’s discretion, he can reduce
2584the Agility of such creatures by –15.
2585• Cunning Stalker: Members of this species use every
2586possible advantage in their hunts. The creature gains training
2587in the Concealment, Shadowing, and Silent Move Skills.
2588• Killing Machine: The threat posed by this species exceeds
2589even the fearsome capabilities of normal predators. The
2590creature can have one or more of the following Traits:
2591Unnatural Speed (x2), Unnatural Strength (x2), Unnatural
2592Toughness (x2). The dominance of such creatures grants
2593them the Fearless or Resistance (Fear) Talents, as well.
2594• Living Arsenal: Some physiological quirk provides this
2595species with capabilities rivalling the finest weapons and
2596armours from Imperial creation. The creature’s Natural
2597Weapons no longer count as Primitive, and they increase
2598their Penetration by +2. In addition, increase the Natural
2599Armour Trait of this creature to 8 if it is not already higher.
2600• Natural Prowess: The natural capabilities of this
2601species are particularly impressive. Increase the creature’s
2602Strength, Toughness and/or Agility by up to 15 each.
2603Apex Predator
2604WS BS S T Ag Int Per WP Fel
260558 — 48 45 48 19 49 41 09
2606Movement: 4/8/12/24 Wounds: 15
2607Armour: All 2 Total TB: 4
2608Skills: Awareness (Per), Tracking +10 (Int).
2609Talents: Crushing Blow or Frenzy or Swift Attack or Talented
2610(Tracking).
2611Traits: Bestial, Brutal Charge or Fear (1) or Toxic, Natural
2612Armour (2), Natural Weapons.
2613Weapons: Claws, fangs, horns, stingers, tentacles, or other
2614deadly adaptation (Melee; 1d10+4 I or R; Pen 0; Primitive)
2615Behemoth
2616Some worlds support populations of vast, lumbering
2617creatures, capable of rivalling or even dwarfing battle tanks
2618and shuttles with their bulk. These beasts are typically placid
2619and unaggressive, but supremely confident against smaller
2620threats. The incredible demands of supporting life at this scale
2621rarely allow for such species to be particularly numerous or
2622social, so they often roam alone across vast expanses. Their
2623territorial instincts do not usually extend to sentient life, such
2624as humans, but even the most staid and unresponsive of their
2625kind would likely take the arrival of a prefabricated base or
2626the passage of vehicles as an invasion of their domain.
2627The GM should also apply one of the following Bestial Natures,
2628as determined by the roll on Table 1–25: Bestial Natures:
2629• Beyond Challenge: The threats of lesser life forms
2630mean almost nothing to this species. They receive all of
2631the Talents listed in the Profile, instead of choosing one.
2632• Impossible Grace: The speed and agility of this species is far
2633beyond what could reasonably be expected of such creatures.
2634Increase the creature’s Agility Characteristic by 20.
2635• Leviathan: Even the most incredible and ponderously
2636large creature of the land can be dwarfed by the lurking
2637hulks in the aquatic depths of some worlds. Its Size
2638increases to Massive. Increase its Strength and Toughness
2639by 10, and their Wounds by 4d10. Its aquatic nature
2640means that it automatically passes Swim Tests and it move
2641as if its Agility Bonus was 1 higher while in the water
2642(this is in addition to their increased Movement from
2643Size). However, such creatures must pass an Arduous
2644(–40) Strength Test to move on land, and can only take
2645a Half Action each Turn under such circumstances. Some
2646of these species breathe water and suffocate in air, while
2647others have the ability to hold their breath for a number
2648of hours equal to half their Toughness Bonus.
2649• Megapredator: The power and bulk of the creature allow
2650this species to view all others as appropriate prey, an often
2651necessary consideration to meet the needs of its voracious
2652appetite. Increase the creature’s Weapon Skill by up to 20.
2653Its Natural Weapons no longer count as Primitive.
2654• Titanborn: The raw, muscular power of this species is
2655unrivalled. It gains Unnatural Strength (x2) and Unnatural
2656Toughness (x2) and its Size increases to Massive.
2657• Unstoppable: Trying to impede the passage of one of
2658these creatures is as futile as it is suicidal. The creature
2659gains +30 on any Weapon Skill Tests made to use its
2660trample attack, and can make such an attack at the
2661beginning of a Charge Action (instead of at the end) if
2662it begins its Turn in melee. In such cases, the attack is
2663applied to all enemies engaging it in melee, rolling to hit
2664and Damage separately for each foe. Enemies hit by this
2665attack are not granted the normal Standard Attack for
2666their opponent attempting to leave melee without using
2667the Disengage Action (enemies missed by the attack can
2668make their Standard Attack as normal).
266936
2670I: World Generator
2671Behemoth
2672WS BS S T Ag Int Per WP Fel
267340 — 70 65 28 14 26 37 12
2674Movement: 4/8/12/24 Wounds: 55
2675Armour: Durable hide (All 6) Total TB: 6
2676Skills: Awareness (Per).
2677Talents: Combat Master or Fearless or Hardy or Iron Jaw.
2678Traits: Bestial, Natural Armour (5), Natural Weapons,
2679Size (Enormous), Unnatural Strength (x2).
2680Weapons: Oversized claws, fangs, horns, or other natural
2681weapons (Melee; 1d10+7 I or R; Pen 0; Primitive), trample
2682(Melee; 2d10+7; Pen 2; Overbearing†).
2683†Overbearing: This attack can only be used on enemies
2684smaller than the Behemoth, as it represents the creature
2685attempting to squash its opponent underfoot. For each size
2686category by which the Behemoth exceeds its target, this
2687attack increases its Damage and Penetration by 1 (typically
2688providing a bonus of +3 to Damage and Penetration against
2689Explorers and other Average sized creatures). This Size-based
2690bonus is doubled when the Behemoth attempts to Trample
2691a foe as part of a Charge attack. It should be noted that this
2692attack never counts as having the Primitive quality, as even
2693the most advanced armours do very little to protect their
2694wearer from being crushed inside of them.
2695Ptera-Beast
2696Flying creatures of significant size are extremely rare, and
2697most exceptions to this rule rely on exploiting conditions
2698specific to the home world of their species. The requirements
2699for flight become increasingly harsh for creatures of great
2700size, and most species cannot harness the necessary power for
2701them. This tends to mean that those larger life forms which
2702do achieve flight are particularly memorable and impressive
2703sights. Many such species draw on resources beyond mere
2704muscle power and wingspan, including lighter-than-air gas
2705sacs, a feverish metabolism, able to generate thermal updrafts
2706from body heat, and even stranger tools.
2707The GM should also apply one of the following Bestial Natures,
2708as determined by the roll on Table 1–25: Bestial Natures:
2709• Aerial Impossibility: While a flyer approaching the size
2710of a grown man is impressive and even awe-inspiring,
2711this species sits on the boundary between ludicrous
2712and terrifying. Although it clearly flies, the vast size
2713and clearly evident mass lifted in the process indicates,
2714to rational observers, that it should not be able to do
2715so. Increase the creature’s Size to Enormous or Massive,
2716and increase its Strength and Toughness by between 15
2717and 25 each. The creature also gains between 8 and 14
2718Wounds. Species particularly inclined towards defying
2719the laws of aerodynamics sometimes have the Natural
2720Armour trait, gaining up to 5 APs on all locations.
2721• Doom Diver: The hunting tactics of this species revolve
2722around rapid assault from incredible heights. The creature
2723can attempt to Charge an enemy that is up to 50 metres
2724x Agility Bonus, as long as it is at least half that distance
2725above the target. When making such a diving Charge,
2726the creature gains the Berserk Charge Talent and the
2727Brutal Charge Trait. If it dives more than 100 metres,
2728the bonuses from the Berserk Charge Talent and Brutal
2729Charge Trait are doubled, providing a total of +30
2730Weapon Skill and +6 Damage for the Charge attack.
2731• Earth-Scorning: This species lacks the capacity to land
2732or effectively manoeuvre on the ground. The creature
2733can stay aloft indefinitely, and only ceases flying if it
2734loses the physical capacity to do so, instead of falling
2735whenever it cannot maintain the effort to sustain flight.
2736If forced to the ground, it is treated as having an Agility
2737Characteristic of 5, and can only take Half Actions until
2738it lifts off again.
2739• Skyless Flight: Among the rarest of the rare, this
2740species is capable of living in the void, and does not
2741need an atmosphere to fly. Planets are little more than
2742hunting grounds and nesting sites for such creatures. The
2743creature is immune to the effects of vacuum exposure and
2744suffocation, and doubles its flight speed outside of an
2745atmosphere.
2746• Swift Flyer: An impressive grace lends speed to the
2747creature’s every moment of flight. Increase the creature’s
2748Agility by 10, and increase its Flying Speed to 12.
2749• Wyrdwing: It is no natural capability, however exotic,
2750that grants this creature flight. Instead, the species has a
2751stable mutation, or natural Warp affinity that provides
2752this capability. This does not change the game mechanics
2753for its flight, although such creatures are often Aerial
2754Impossibilities or Earth-scorning as well. At the GM’s
2755discretion, the creature can be affected by attacks, devices,
2756psychic powers, or other effects as if it were a mutant or had
2757the Psyker Trait. In some cases, effects that nullify Psychic
2758Powers might be able to inhibit the creature’s flight.
2759Ptera-beast
2760WS BS S T Ag Int Per WP Fel
276145 — 40 35 35 16 48 35 10
2762Movement: 3/6/9/18 Wounds: 10
2763Armour: None Total TB: 3
2764Skills: Awareness (Per), Dodge (Ag).
2765Talents: Double Team or Lightning Reflexes or Step Aside.
2766Traits: Bestial, Flyer (6), Natural Weapons.
2767Weapons: Cruel talons, barbed tail, or vicious beak (Melee;
27681d10+4; Pen 0; Primitive)
276937
2770I: World Generator
2771Shadowed Stalker
2772The most dangerous xenos beasts are not always the largest or
2773most physically imposing. Many Rogue Traders have found
2774that clever or stealthy predators can ruin their operations in
2775ways that no frenzied rampage by mightier creatures could
2776manage. Some worlds seem to have an entire secondary
2777ecosystem hidden in the shadows of the first, where secret
2778predators and lurking scavengers can make entire herds of
2779prey animals simply vanish. Travellers throughout the Expanse
2780have learned (at great cost) not only to heed every shadow
2781and every rustle in the foliage, but also to expect surprise and
2782ambush, despite their vigilance.
2783The GM should also apply one of the following Bestial Natures,
2784as determined by the roll on Table 1–25: Bestial Natures:
2785• Adapted: The creature hunts along a variety of
2786different strategies, and can overcome almost any
2787kind of prey that draws its attention. Choose one or
2788more additional Talents or Traits from among the
2789options presented in the Profile.
2790• Chameleonic: A highly-evolved camouflage technique
2791hides the creature, even in full view. The creature never
2792receives environmental penalties to Concealment Tests,
2793even if it would not be normally possible to hide in its
2794current surroundings. In extreme cases, a species might
2795have the capability to attempt a Concealment Test while
2796actively observed, with only a Half Action, or under
2797other unusual circumstances.
2798• Deadly Ambusher: It is rare for a hunter of this species
2799to need more than a single, hidden strike to bring down
2800its prey. The creature automatically hits Surprised targets
2801with attacks, and can choose the Location that it hits.
2802Such victims only receive half the benefit of any relevant
2803armour (rounding down). The most deadly creatures of
2804this sort also treat their attacks against Surprised targets
2805as having the Tearing quality.
2806• Lure: While perfectly capable of stalking and hunting
2807its prey, the creature prefers to have its meals come of
2808their own accord. The creature gains the Mimic Talent,
2809and can apply it to a much wider range of sounds than
2810the Talent normally allows. The exact restrictions are
2811up to the GM, but most such creatures can typically
2812imitate a number of calls and cries from any species from
2813the surrounding area with ease. Creatures capable of
2814mimicking language can reproduce the sounds as if they
2815came from a native speaker (even a specific individual),
2816but the exact message must be one the creature has heard
2817before. While a simple beast is incapable of learning to
2818truly speak a language, no matter how much it hears, this
2819level of understanding is not required for it to recognise
2820the tones of a cry for help or other likely ploy, or to
2821perfectly replicate what it has heard.
2822• Shadow-Walking: The affinity of this species for
2823stealthy hunting has developed to a degree that is, quite
2824literally, unnatural. The creature gains the Phase Trait.
2825• Vanisher: This creature has some method of escaping
2826a fight that turns out to be unfavourable. It might spray
2827blinding musk, have an adaptive camouflage triggered by
2828pain and stress, or possess some other, even more bizarre
2829capability. Such creatures rarely continue to fight when
2830reduced below half their health, or when they take Damage
2831greater than their Toughness Bonus in a single attack,
2832activating their escape mechanism in such circumstances,
2833instead. This is typically a Free Action that can only be
2834taken on the creature’s Turn, although some might be
2835usable as Reactions if the GM sees fit. The exact mechanics
2836of the escape are up to the GM, although a common form
2837is to blind or become invisible to all targets within a certain
2838distance who fail to resist the effect. Certain rare creatures
2839can escape by teleporting short distances, although this is
2840often as dangerous to the creature attempting it as it would
2841be to remain in a fight with a superior foe.
2842Shadowed Stalker
2843WS BS S T Ag Int Per WP Fel
284453 — 41 37 48 17 43 36 10
2845Movement: 4/8/12/24 Wounds: 12
2846Armour: None Total TB: 3
2847Skills: Acrobatics (Ag) or Shadowing (Ag), Concealment
2848(Ag), Silent Move (Ag), Tracking (Int) +20.
2849Talents: Assassin Strike or Crushing Blow or Furious Assault
2850or Talent (Shadowing).
2851Traits: Bestial, Brutal Charge or Toxic, Natural Weapons
2852Weapons: Claws, fangs, tentacles, stingers, or other deadly
2853adaptation (Melee; 1d10+4; Pen 0; Primitive)
2854mimicking language can reproduce the sounds as if they
285538
2856I: World Generator
2857Venomous Terror
2858Some species manage to carve a secure place in their home
2859world’s ecosystem not through cunning or power, but
2860through adaptations that can trivialise any amount of greater
2861strength. While a survey of various death worlds turns up
2862a succession of predators perfectly adapted to killing each
2863other, each more deadly than the last, many life forms survive
2864harsh environments by remaining inedible, and therefore
2865uninvolved in such struggles. The poisons that serve to deter
2866predators are often harnessed towards hunting some other
2867sort of prey, but there are also many creatures that would
2868seem utterly inoffensive were it not for the horrible deaths of
2869any creature provoking them.
2870The GM should also apply one of the following Bestial Natures,
2871as determined by the roll on Table 1–25: Bestial Natures:
2872• Deadly Touch: The merest brush against the skin of this
2873creature is enough to deliver its venom. Attacks with the
2874creature’s Natural Weapons do not need to do Damage
2875past an Explorer’s Toughness Bonus to deliver their
2876poison, although they must still penetrate Armour. An
2877Explorer who exposes his bare skin to the creature must
2878make a Toughness Test as if struck from the creature’s
2879Toxic Natural Weapons. This effect cannot be combined
2880with the modifications from Poisonous Presence.
2881• Delirium Bringer: Those who survive the creature’s
2882poison are often afflicted with madness from its lingering
2883touch. Targets exposed to the creature’s Toxic effects
2884must make a further Challenging (+0) Toughness Test
2885to resist the poison’s secondary effects. Failure affects
2886the target as if he had succumbed to a Hallucinogen
2887Grenade (see pages 125–126 of the ROGUE TRADER
2888Core Rulebook), and inflicts 1 Insanity Point for every
2889two Degrees of Failure. At the GM’s discretion, a creature
2890with Potent Toxins applies that modifier to the difficulty
2891of the Test to resist this effect, as well.
2892• Toxic Hunter: The deadly poisons of this species
2893are simply one of its many deadly capabilities. The
2894creature uses the Characteristics and Wounds of an Apex
2895Predator, and increases its size to Average. At the GM’s
2896discretion, it might gain other benefits from the other
2897Archetype as well. This effect cannot be combined with
2898the modifications from Hidden Death.
2899• Hidden Death: The threat posed by the creature’s venom
2900is magnified by its unobtrusive presence. This species is
2901incredibly small, changing its Size to Miniscule. Reduce
2902the creature’s Strength and Toughness to 11, and reduce
2903its Wounds to 3. This effect cannot be combined with the
2904modifications from Envenomed Hunter.
2905• Poisonous Presence: It is not the attacks of this
2906creature that are deadly, but its mere presence. Deadly
2907fumes or vapours are emitted into the air around the
2908creature whenever it feels threatened, or, in the case of
2909some species, at all times. The creature’s Toxic Trait is
2910delivered by inhaling the air within 10 metres of it while
2911it is emitting these fumes. Protection against inhaled
2912toxins applies normally, and the creature’s Natural
2913Weapons no longer possess the Toxic Quality.
2914This effect cannot be combined with the
2915modifications from Deadly Touch.
2916• Potent Toxins: The venom inherent to this species is
2917an especially deadly one. Toughness Tests made to resist
2918the creature’s Toxic effects suffer a –20 Penalty, and
2919any Explorer who fails such a Toughness Test suffers
2920an additional 1 Damage (added to the usual 1d10 for
2921the Toxic Quality or Trait) per Degree of Failure. At the
2922GM’s discretion, some creatures with this ability might
2923deal Damage to Characteristics such as Agility, Strength,
2924or Toughness instead of to Wounds.
2925Venomous Terror
2926WS BS S T Ag Int Per WP Fel
292738 — 32 29 38 13 28 30 09
2928Movement: 2/4/6/12 Wounds: 6
2929Armour: None Total TB: 2
2930Skills: Awareness (Per).
2931Talents: Fearless or Unremarkable.
2932Traits: Bestial, Natural Weapons, Size (Scrawny), Toxic
2933Weapons: Envenomed bite or sting (Melee; 1d10+3; Pen 6;
2934Primitive, Toxic)
2935ENVIRONMENTAL ADAPTATIONS
2936The local conditions of a species’ native habitat exert a
2937tremendous and inevitable influence on its development.
2938Some of these changes are obvious, involving necessities
2939such as the capacity to breathe the local atmosphere or
2940contain warmth in a frozen tundra. Others such needs are
2941more subtle, and a single environmental factor might evoke
2942scores of different solutions across various species.
2943The accounts of Nathin’s Climb, a world so densely
2944forested that the man who discovered it never found its
2945surface, would be considered fantastic apocrypha, were it not
2946for the meticulous detail in which the unnamed Magos who
2947accompanied him recorded the variety of adaptations among
2948the local species. Differences in the omnipresent woodlands,
2949so subtle they could not be detected without specialised
2950equipment, were recorded to have produced hundreds of
2951unique variations of climbing claws, while some species relied
2952instead on gliding flaps or sticky pads to traverse the canopy.
2953This variety can serve two purposes in games of ROGUE
2954TRADER. The first is to provide exotic flavour for the local
2955species, and to distinguish one locale from another. GMs
2956interested in this approach should consider how the species
2957they have detailed adapt to the conditions they are found in,
2958including any potential interactions with each other, or with
2959other elements, less mechanically defined. Creatures within
2960the same Bestial Archetype might be differentiated by their
2961preferred diet or activity cycle, as much as any differences in
2962Characteristics or Traits. This kind of work can be extremely
2963difficult, but the added verisimilitude and detail can greatly
2964enrich the presentation of a new world.
2965The second effect of environmental adaptation is to provide
2966a species with any additional mechanical effects it needs to
2967survive or prosper. Certain conditions can make it all but
2968impossible for a species to thrive unless it has properly adapted.
296939
2970I: World Generator
2971Creatures should always be optimised to function within their
2972particular habitat unless there has been a major environmental
2973upheaval in recent history, and should thus always have the
2974Resistance (Heat) and Resistance (Cold) Talents, in addition to
2975any other Talents or Skills that they would need (such as the
2976Swim Skill for a creature native to an ocean) to survive in the
2977environment for which they have evolved.
2978Regional Variants
2979The most successful and well-adapted species of a planet are
2980often able to expand beyond their initial habitat, and form
2981divergent strains across a variety of regions. Such variants
2982can be handled with adjustments to the basic Profile of the
2983most common variety, as more extreme changes usually merit
2984consideration as a separate species. While adapting a predator
2985originally native to temperate plains to a forest or an arid
2986savannah is appropriate, a variant that no longer hunts or
2987that can breathe underwater should be generated separately,
2988despite the common ancestor.
2989A common source for new strains is the move to a different
2990habitat, typically resulting in the loss of adaptations appropriate
2991to the original area, as they are replaced with newer capabilities.
2992Such changes can adjust Skill Mastery by up to two steps,
2993including removing or adding new Skills. A small number of
2994appropriate Talents can be added to (or removed from) the
2995basic Profile, as well. Some drastic cases can adjust the variant’s
2996temperature tolerance by a single step, or provide limited
2997adjustments to Characteristics such as Weapon Skill, Strength,
2998Toughness, or Agility. While regional variants are often visibly
2999larger or smaller than the common strain, such changes do not
3000usually merit altering their Size Trait.
3001INHABITANTS
3002Only a small fraction of life-bearing worlds ever produce
3003an intelligent xenos race at any point in their history.
3004Furthermore, the hostile nature of the galaxy often snuffs
3005out these emergent civilisations before they have a chance to
3006develop significantly. Internal strife, natural disaster, and the
3007attentions of more developed species ruin dozens of primitive
3008cultures for each race that progresses into a nascent empire.
3009At this point, some greater power usually notes the upstarts
3010as a potential threat and annihilates them utterly, a task often
3011undertaken by the more militant Rogue Traders.
3012Some species do survive and overcome these conditions,
3013despite the vigilance of the Imperium, the foresight of the
3014Eldar, and the naked aggression of the Orks. Between these
3015tentative expansions, the rise of less-developed species, and the
3016outposts and relics of the greater powers within the Expanse,
3017finding an indigenous population upon a newly discovered
3018world can be a surprisingly common phenomenon. In some
3019cases, it can present an inconvenient or even dangerous
3020obstacle to the exploitation of a planet when the inhabitants
3021object to a Rogue Trader establishing operations on the world
3022they call home. Despite the potential hurdles, a well-handled
3023population can prove a great asset to such efforts, especially
3024when the native civilisation is a long-lost human colony, or a
3025xenos race with something unique to offer in the Cold Trade.
3026When creating a Planet, if it is a habitable Planet with a
3027robust ecosystem, roll 1d10; on a result of 8 or higher, it is
3028home to a native sentient population. Planets that would not
3029normally be habitable for some reason, such as lack of an
3030atmosphere, only have a native sentient population on a result
3031of 10; such populations represent colonising efforts from
3032another place, or holdouts from a time predating the hostile
3033conditions, rather than a truly aboriginal populace. The
3034nature of the native civilisation can be generated by rolling on
3035Table 1–26: Inhabitants, and then on the relevant section
3036of Table 1–27: Inhabitant Development (see page 40).
3037Some results can only be found on properly habitable Planets,
3038usually indicating a low level of technological development,
3039insufficient to develop or maintain the life-support systems
3040necessary to survive on such an inhospitable Planet.
3041In the event that multiple Planets in a System have a
3042native population, the GM can ignore results that do not
3043seem possible to combine, or alter results to produce a more
3044cohesive setting. Some possibilities for unlikely situations
3045include the continued survival of a weak civilisation of any
3046kind in a System with Ork Voidfarers, or multiple independent
3047Colonies from different species. In the former case, the weaker
3048civilisation might be replaced with additional outposts of
3049the Ork conquerors, or even an Archeotech Cache or Xenos
3050Ruins Resource, representing the remnants of the fallen. The
3051latter example could be made more plausible by unifying the
3052Colonies, as part of a single race’s efforts.
3053GMs should be careful not to use this option excessively,
3054as strange situations can and do arise. The presence of
3055multiple Voidfarer civilisations could indicate an ongoing
3056war throughout the System, or even an uneasy alliance, either
3057of which could offer rich opportunities for newly arrived
3058Explorers. Similarly, even the highest levels of Development
3059presented here might be insufficient to deal with a population
3060of Eldar Exodites, if they are backed by the forces of a
3061Corsair fleet or craftworld through the local Webway Gates.
3062Guidelines on how each species is likely to react to an outside
3063presence can be found in their individual entries.
3064DEVELOPMENT
3065Classifying the technological and cultural progress of a newly
3066discovered civilisation can be a difficult and thankless task. Even
3067within the confines of Mankind’s lost colonies, innumerable
3068permutations and bizarre variants on the most seemingly inviolable
3069patterns can be found. Groups unable to work metal might have
3070developed advanced mathematics and a far-ranging network
3071of roads, travelled on stone wheels. Towering cities, emanating
3072powerful energies from their generator cores, could house a
3073population that treats their technology as a natural phenomenon
3074rather than something to be created or maintained. Attempting to
3075apply a system of categorization to xenos species is more difficult
3076by an order of magnitude, as the minds of xenos often develop on
3077entirely unique paths and approaches.
3078In most cases, a Rogue Trader judges a newly discovered
3079civilisation by the greatest technologies it possesses,
3080and leaves any further attempts to understand the
3081culture to an eventual study by the Adeptus
3082Ministorum or the Inquisition. This approach,
3083though lax by more academic standards,
308440
3085I: World Generator
3086makes assessing the potential profits from (and dangers of
3087interaction with) the natives a considerably easier task. Even
3088more studiously researched systems of designation are not
3089always reliable at making distinctions in the destructive
3090potential of local small arms, weaponry, and other factors
3091essential to the success of a dynasty’s endeavours.
3092The categories this kind of assessment produces are
3093referred to as the civilisation’s Development. Each level
3094of Development is defined by the limits of its technology,
3095rather than its capabilities. This approach allows for a rough
3096comparison between races using entirely different standards
3097of technological progress, which would not otherwise be
3098possible. It also offers GMs the possibility to add unique
3099elements of local flavour to a Planet’s inhabitants.
3100 Comparing levels of Development is typically inexact,
3101although a general progression can be summarised for
3102certain categories. Primitive Clans represent the lowest form
3103of technological progression, followed by Pre-Industrial
3104Development, Basic Industry, Advanced Industry, and
3105finally, Voidfarers, at the highest level. The Development
3106levels of Colony and Orbital Habitation represent unique
3107cases, that do not fit as easily into this pattern. The level
3108of Development possessed by a Planet’s inhabitants does
3109not necessarily correspond to any degree of cultural
3110sophistication, and many civilisations at higher levels of
3111Development could lag significantly behind their potential
3112in some areas of their technology base.
3113In some cases, the Development of a Planet can influence
3114the Abundance of the Planet’s Resources. Typically, this
3115only affects Mineral Resources, although it might reduce
3116other kinds of deposits, at the GM’s discretion. Reducing
3117the Abundance of a Minimal Resource requires an additional
3118step, but completely exhausts it. Planets without Resources
3119to exhaust are assumed to have used them up in reaching
3120their current Development status, and are often desperate
3121for further opportunities.
3122Advanced Industry
3123The defining limitation of a civilisation with Advanced Industry
3124is a lack of capacity for serious void travel. Elements of this
3125capacity are evident, including possession of advanced lifesupport
3126or power generation technologies. The upper limits of
3127this level of Development include civilisations in possession of
3128all the technologies necessary to manufacture system ships, but
3129that have never attempted to combine them appropriately.
3130The technologies and devices known to these civilisations
3131can include las or bolt weaponry, an abundance of submersible
3132and flying vehicles, and even plasma reactors and void shields.
3133Their knowledge of the void is extremely limited, and might
3134not include knowledge of anything beyond their own system.
3135Awareness of the Warp is typically limited as well, although
3136a population plagued with a high incidence of psykers could
3137have more understanding of such matters, as a necessary evil.
3138This level of Development requires heavy consumption of a
3139Planet’s Resources. Their industry reduce three of a Planet’s
3140Resources’ Abundance by 3d10+5
3141Table 1–26: Inhabitants
31421d10 Roll Species
31431 Eldar
31442–4 Humans
31455 Krootâ€
31466–7 Orksâ€
31478 Rak’Gol
31489–10 Xenos (Other)
3149†Re-roll this result on an uninhabitable Planet.
3150Table 1–27: Inhabitant Development
3151Eldar
31521d10 Roll Development
31531–3 Primitive Clans (Exodites)†â€
31544–8 Orbital Habitation
31559–10 Voidfarers
3156Humans
31571d10 Roll Development
31581–2 Advanced Industry
31593–4 Basic Industry†â€
31605 Colony
31616 Orbital Habitation
31627–8 Pre-Industrial†â€
31639 Primitive Clans†â€
316410 Voidfarers
3165Krootâ€
31661d10 Roll Development
31671–7 Primitive Clans
31688–10 Colony
3169Orksâ€
31701d10 Roll Development
31711–4 Advanced Industry
31725 Colony
31736–8 Primitive Clans
31749–10 Voidfarers
3175Rak’Gol
31761d10 Roll Development
31771–2 Colony
31783–4 Orbital
31795–10 Voidfarers
3180Xenos (Other)
31811d10 Roll Development
31821 Advanced Industry
31832–3 Basic Industry†â€
31844 Colony
31855 Orbital Habitation
31866–7 Pre-Industrial††â€
31878–9 Primitive Clans††â€
318810 Voidfarers
3189†These xenos races are only found on properly habitable Planets.
3190††Re-roll this result on an uninhabitable Planet.
3191†††Re-roll this result on an uninhabitable Planet. GMs with THE
3192KORONUS BESTIARY can use it to elaborate on this entry.
319341
3194I: World Generator
3195Basic Industry
3196The upper limits of this Development level are distinguished
3197from those of Advanced Industry largely by matters of focus. A
3198civilisation has transcended Basic Industry when its manufacturing
3199and production capabilities are theoretically able to provide for
3200the essential needs of the whole of its populace. Of course, few
3201civilisations actually meet the needs of all, instead allowing power
3202and resources to congregate around a few individuals.
3203Advanced manufacturing techniques often begin to emerge
3204at this level of development, including mass production lines,
3205and the synthesis of materials that cannot be found in nature.
3206Vox transmissions, advanced solid projectile arms and basic las
3207weaponry, and moderately advanced flyers, have each been known
3208to emerge at this stage. Some or all of the weapons and armour
3209produced by such a group likely have the Primitive Quality.
3210This level of Development requires significant consumption
3211of a Planet’s Resources. Their industry reduce five of a Planet’s
3212Resources’ Abundance by 2d10+5.
3213Colony
3214Civilisations of this sort are not defined in terms of technological
3215limits, as they are almost universally in possession of supplies
3216of highly advanced technology, possibly including powerful
3217generators, defence lasers, void shields, and even system ships.
3218However, this technology is never the product of the Colony
3219itself, and their industry is usually limited to maintenance of
3220the existing supplies, rather than any significant degree of
3221production and expansion. The defining limits of a Colony
3222are largely social, with a highly centralised populace, and ties
3223of dependence or allegiance to another world. Developing to
3224the point of self-sufficiency or independence transitions the
3225Colony to a different level of Development, at which point
3226they can typically be considered to possess Advanced Industry,
3227or be Voidfarers. See page 98 for rules for developing one’s
3228own Colonies in the Expanse.
3229Colonies are typically too recently established to have
3230significantly impacted a Planet’s Resources. Their starting
3231industry reduces all of the Planet’s Resources by 1d5.
3232Orbital Habitation
3233Similarly to Colony civilisations, Orbital Habitation is not
3234primarily defined by the technology of the populace, but by
3235their living conditions. Such populations do not dwell on the
3236surface of their planet, but in large stations, circling above it.
3237This is an especially common Development level for worlds
3238hostile to normal habitation, but various circumstances can
3239make the surface of a Planet unappealing or taboo to an
3240orbital populace, even if it is otherwise safe. In some cases,
3241the orbital stations simply lack the craft for re-entry.
3242Given the necessities of maintenance in the survival of
3243an orbital populace, the technical aptitude of such groups
3244tends to be both significant and widespread. The limits on
3245raw materials and production facilities imposed by their
3246circumstances do tend to limit the degree to which these skills
3247can be applied, however. In some cases, asteroid mining and
3248similar efforts can make an orbital population the equal of,
3249or even superior to their planetbound equivalents. If the local
3250civilisation is aware of potential threats from outside, their
3251habitats could have defensive capabilities, similar in scale
3252to the Wayfarer Station found on page 210 of the ROGUE
3253TRADER Core Rulebook, although the specific armaments
3254should be derived from their native technologies.
3255For obvious reasons, a Planet’s Resources are completely
3256unaffected by Orbital Habitation.
3257Pre-Industrial
3258The limits of Pre-Industrial Development are shaped
3259by the absence of significant manufacturing or mass
3260production efforts. Technologies that rely on this level of
3261infrastructure are almost unheard of in such civilisations. A
3262lack of standardisation frequently limits the proliferation or
3263acceptance of higher-end technologies at large.
3264Despite these limits, Pre-Industrial civilisations are often able
3265to produce black powder weapons, good-quality steel goods,
3266and other items reliant on the efforts of individual craftsmen
3267or trade guilds. All weapons and armour produced at this level
3268have the Primitive Quality. In some cases, these civilisations
3269place an exceptionally high value on master tradesmen, for
3270their unique position in their society’s infrastructure.
3271Pre-Industrial societies are usually too limited in scope to
3272have significantly impacted a Planet’s Resources, though
3273there are always exceptions. Their activity reduces up to
3274two Resources’ Abundance by 1d10+5.
327542
3276I: World Generator
3277Primitive Clans
3278Civilisations in this stage of development are commonly
3279newly emergent xenos races, although human colonies
3280that have lost vital technology knowledge can descend to
3281this level, in some cases. This is the level of Development
3282found on most of the Imperium’s feral worlds. It is defined
3283by a limited adoption or even complete lack of agricultural
3284techniques or permanent settlements. Large-scale industry is
3285all but unknown at this level of Development, and many basic
3286crafts, common to more advanced Development levels, should
3287likewise be absent. Any weapons and armour produced at this
3288level have the Primitive Quality.
3289Though they tend to have a lower impact than industrial
3290societies, Primitive Clans can still easily reshape an ecosystem
3291or even deplete key resources. Their activity reduces a single
3292Resource’s Abundance by 1d10+2.
3293Voidfarers
3294There is no limit to the technologies a civilisation of Voidfarers
3295can produce. Such civilisations are frequently involved in
3296efforts to expand beyond their home world, and are rarely
3297found without at least a handful of system ships devoted
3298to such efforts. If the local government has found evidence
3299of life beyond their world, they might have even built
3300defences or voidships as a precautionary measure. The GM
3301should apply common sense in developing the capabilities
3302of such civilisations, especially with potentially significant
3303technologies, such as Warp drives.
3304This level of Development requires massive consumption
3305of a Planet’s Resources. Their industry reduce five of a Planet’s
3306Resources’ Abundance by 4d10+5
3307SPECIES
3308A Rogue Trader’s potential courses of action in dealing with
3309an inhabited world are informed, above all else, by the nature
3310of the populace. Other factors, from the value of the planet’s
3311resources, to its accessibility from his dynasty’s holdings, must
3312all be considered with regard to this key element. Dealing with
3313worlds held by Orks, Eldar, or the Rak’Gol each require radically
3314different approaches, even if they are somehow the same in all
3315other respects. In most cases, the native presence spurs further
3316divergence in the nature of the planet, due to differences in
3317consumption, production, and other factors of the native society.
3318Eldar
3319While the ancient, star-spanning empire of the Eldar is said to have
3320held countless worlds at its height, that era has long since passed.
3321Since the fall of that ancient race, they have maintained few of
3322their former holdings. The majority of the Eldar population exists
3323on the tremendous vessels known as craftworlds, and set foot
3324on a planetary body only rarely. Some xenographers devoted to
3325the study of the Eldar believe that a large population could also
3326be found dwelling in their legendary webway, perhaps even
3327as a remnant of the original, vast empire. Rogue Traders
3328consider such speculation as irrelevant as it is unlikely,
3329as these supposed webway-dwellers show even
3330less inclination towards the upkeep of planetary
3331outposts than the craftworlders.
3332In most cases, an Eldar-held planet is the home of an
3333Exodite population, or a hub of operations for a corsair fleet.
3334In rare instances, the Eldar presence is limited to unmanned
3335sentry stations, to detect the approach of potential intruders.
3336Experienced Rogue Traders treat all such claims as equal in
3337their potential danger, as Eldar holdings are inevitably laced
3338with hidden webway gates, from which reinforcements tend
3339to pour out whenever it is least expected. Attempts to infringe
3340on territory known to belong to the Eldar are usually limited
3341to Rogue Traders with access to incredible firepower, a
3342cunning smash-and-grab plan, or a dangerously large ego.
3343The terraforming processes used by the ancient Eldar are
3344legendary, with even incomplete efforts being responsible for
3345many of the most wondrous paradise worlds known to the
3346Imperium. At the GM’s discretion, any given habitable world
3347held by the Eldar is the result of these processes. The world’s
3348Habitability becomes Verdant, if it was not at that level already.
3349Increase the Abundance of all Organic Compound Resources
3350by 2d10 (see page 30). These “Maiden Worlds†are highly
3351prized by their makers, and seizing one is likely to place the
3352Explorers under hostile scrutiny. When the Explorers launch
3353an Endeavour involving a Maiden World, roll 1d10; on a roll
3354of 7 or higher, it immediately triggers a Misfortune, as the
3355Eldar take retributive action. Given the prophetic abilities of
3356the Eldar Farseers, the Misfortune might occur well before
3357the Explorers even reach the Maiden World itself.
3358Primitive Clans (Exodites)
3359Eldar found maintaining a society on the surface of a planet
3360are almost universally part of the barbaric Exodite culture.
3361Certain proscribed texts describe their lifestyle as an act of
3362self-denial against the excess that brought low the empire of
3363their ancestors. Foolhardy war efforts have been launched by
3364those who thought the Eldar harmless without access to their
3365advanced weaponry, only to learn that the Exodites make some
3366exceptions to their prohibitions when threatened with war.
3367These worlds often maintain stockpiles of the potent
3368personal weaponry for which their race is feared, though
3369Exodite tribes replace the grav-tanks soaring through the
3370lines of their cousins with exotic cavaliers, riding xenos
3371beasts known only as “dragons.†When encroached upon by
3372hostile forces, the sudden transformation of the apparently
3373primitive nomads into an organised and ruthless army
3374makes it apparent that they struggle against the elements
3375and natural forces entirely by choice.
3376The Imperium’s limited understanding of Eldar politics
3377indicates that the Exodites are considered a separate nation
3378from their craftworld kin, which has invariably been backed
3379by assertions made during the limited instances of peaceful
3380contact with either faction. Many Lord-Generals, Rogue
3381Traders, and operatives of the Ordo Xenos have concluded
3382that this is a fiction, maintained by the envoys of the Eldar for
3383their advantage, after a seemingly successful operation against
3384Exodites was suddenly reversed by the arrival of an army sent
3385from the craftworlds. Careful observation of available data by
3386those with the clearance to obtain such things indicates that
3387the truth is neither wholly one thing nor the other, a situation
3388all too common when dealing with these enigmatic xenos.
338943
3390I: World Generator
3391Orbital Habitation
3392It is more common to find evidence of Eldar interests on
3393a world than it is to find an actual Eldar presence. Various
3394worlds throughout the Expanse are circled by small orbital
3395structures of Eldar make, and no readily apparent purpose.
3396A study of these worlds shows no obvious commonalities, as
3397the known examples range from paradise worlds to barelystable
3398volcanic rocks. The only linking factor is found once
3399another race attempts to make use of the planet for their own
3400interests, at which point these interests become the target of
3401all manner of Eldar attacks. In one example of particular note,
3402the grand fleet of War Trader Noemi Odette was reduced
3403from dozens of vessels to a single crippled frigate, by an
3404attack from massed Eldar dragonships.
3405Most such attacks are nowhere near as extreme as this
3406terrible display, and some dynasties have found that attacks
3407on their holdings simply cease after they prove able to
3408weather them. It could be that the limited resources of the
3409Eldar are withdrawn from such apparently futile efforts, or
3410that the planets vary in their importance to their keepers.
3411Rogue Traders willing to gamble on these theories have
3412made great profits, but just as many have been utterly
3413destroyed for their presumption.
3414Voidfarers
3415An active presence by the Eldar in holding a world is
3416extremely rare, and such efforts are almost exclusively in
3417the hands of Exodites. The armies of the craftworlds are too
3418thinly spread for any sort of permanent garrison, and the
3419elusive Rangers never stay in one place for long. The corsair
3420fleets maintain the few permanent settlements among the
3421voidfaring Eldar, if their secret havens can properly be called
3422settlements. Most of these bases are hidden in the depths of
3423nebulae, or even the distant reaches of interstellar space, but
3424they can occasionally be found brazenly orbiting a planet
3425that the corsairs consider their own.
3426Such bases are typically found where they provide some
3427manner of advantage to the corsairs in question. Many fleets
3428take care to protect significant ruins and artefacts on worlds
3429their kind once held, and find a permanent base useful in this
3430vigil. At other times, a world provides something of value to the
3431claimants, some useful resource, or intriguing beast. Thuirafel
3432the Joyful, Pirate Prince of the Laughing Ghost corsair fleet, is
3433said to have maintained a stranglehold over the priceless arccrystals
3434of Insuemnamon Primaris for no other reason than to
3435deny them to a Rogue Trader who had slighted him.
3436Planets held by Eldar Voidfarers are not subject to the
3437normal reduction in their Resources. The Resources typically
3438remain completely untouched, although, the GM’s discretion,
3439the Abundance of a single deposit might be reduced by 1d5.
3440This is most likely to occur with regards to deposits of Exotic
3441Materials, Exotic Compounds, or Vivid Accessories.
3442With Other Species
3443The Eldar do not suffer intrusion lightly. The mere presence
3444of a non-Eldar vessel exploring the areas they have claimed
3445as their own triggers swift and brutal retribution. In other
3446cases, the response is be more limited, or does not come at
3447all. The Eldar are a dying race, and their more temperate
3448commanders measure every encroachment’s threat against
3449the potential loss of life that could be incurred resisting it.
3450When circumstances are against them, the Eldar have been
3451known to entirely abandon claims to their worlds for a time,
3452trusting that the advantages granted to them by the webway
3453and their Farseers can allow them to reclaim what is theirs,
3454at a more opportune time.
3455In the scope of a typical ROGUE TRADER game, this allows
3456for a great deal of freedom in the GM’s representation of the
3457Eldar’s threat. The GM can reward Explorers adept in stacking
3458the deck in their favour with an easier claim to Planets wrested
3459from the Eldar, as the Farseers find striking at such a potent
3460foe inadvisable. Similarly, no GM should consider it necessary
3461to punish his players for a boldly executed Endeavour against
3462the Eldar, as their interests are far-ranging, and revenge can
3463easily wait a generation (or five).
3464Explorers who treat the claims and holdings of the Eldar
3465with sufficient respect (or at least a sufficiently wide berth)
3466are unlikely to incur the wrath of the ancient race. Such
3467deference is not a sure defence, and GMs should not be shy
3468to remind their players why the Eldar have a reputation for
3469being capricious and unpredictable. On the other hand, the
3470Eldar have a history of using other races as cat’s-paws and
3471tools where their own strength is insufficient, and such
3472Explorers might find themselves under consideration
3473as a potential asset. In some cases, the Eldar claim
3474to seek an alliances or pacts with the individuals
3475such as Rogue Traders, and are thus more
3476circumspect in their approach.
347744
3478I: World Generator
3479Humans
3480The remnants of colonisation efforts by the earliest human
3481voidfarers can be found throughout the whole of the
3482galaxy. Such lost civilisations are typically isolated and
3483regressive, with no awareness of their ancient heritage, or
3484of the glorious Imperium of Man to which they owe an
3485inherent fealty. Other worlds, in contrast, have held onto
3486more of their old glories, and have powerful technology
3487and active voidships with which they fiercely defend their
3488own. In either case, it is the sacred duty of a Rogue Trader
3489to bring these worlds into the Imperium’s fold, and to purge
3490any deviant elements of their populations that have grown
3491powerful in a society unaware of the threats of the mutant
3492and the psyker. This duty can sometimes condemn a world
3493to death, if the chaplains and missionaries in service to the
3494Rogue Trader find their beliefs irredeemably corrupt.
3495Basic Development
3496All human civilisations are descended from the same
3497technological basis. Those colonies not established during the
3498heights of the Dark Age of Technology and the spread of the
3499Standard Template Construct system are still descended from
3500further expansion by those that were. Although no worlds
3501have been known to maintain even a fraction of the technical
3502knowledge from this common foundation, it has created a
3503relatively stable basis for comparing the degree to which they
3504have fallen. Human civilisations can exist at any Development
3505level, and use the guidelines as presented.
3506It should be noted that even civilisations of Voidfarer
3507Development cannot equal the Imperium in the scope of
3508the technologies to which they have access. Even the most
3509advanced Imperial forge worlds are dependent on support
3510and expertise from other worlds, and it is this network of
3511infrastructure that provides the Imperium’s greatest assets. As
3512a general rule, a randomly generated Planet can never have
3513Navigators, sanctioned psykers, Titans, or voidships larger
3514than Cruiser class, and only rarely has Warp-capable vessels of
3515any kind. Of course, the GM can always make exceptions to
3516these restrictions if he considers it appropriate for the Planet
3517in question, but should be aware that such a Planet is likely
3518to draw attention from interested parties across the Koronus
3519Expanse, the Calixis Sector, and beyond.
3520Lost Technology
3521The overall structure of human civilisations on new worlds
3522usually follows certain basic patterns. Of course, the
3523combination of local conditions, the meandering course
3524of history, and simple random chance sometimes cause a
3525specific deviation from those patterns. For various reasons,
3526societies are sometimes found with a handful of technologies
3527remaining from their earlier days that far exceed their modern
3528capabilities to produce. Maintenance on these wonders is as
3529much a product of guesswork and luck as rote remembrance.
3530Human civilisations at the Basic Industry or Pre-Industrial
3531Development levels can, at the GM’s discretion, still
3532have some form of advanced technology integrated
3533into the fabric of their society. In most cases, a
3534single, narrow category of device remains,
3535such as a grav-rail network, a vox station
3536and a handful of receivers, used for propaganda displays, or
3537a small stash of lasguns, whose charge packs have not seen
3538a proper outlet in centuries. Sometimes one or two related
3539technologies have survived as well, although these are
3540typically in worse repair than the first.
3541There is no upper limit to the sophistication of technologies
3542that survive in this manner, although certain specific
3543categories of devices might prove impossible to maintain.
3544No landbound populace can maintain a functional voidship,
3545for example. Still, tales circulate the Expanse of the clubwielding
3546primitives who nearly brought down an orbiting
3547cruiser with a powerful defence laser, or of the Heretics of
3548the Voice found on Ghorven VI, who worshipped a powerful
3549vox-receiver, and believed centuries-old transmissions to be
3550the commandments of their god.
3551With Other Species
3552Without the blessed teachings of the Ecclesiarchy to guide
3553them, the worlds held by Mankind often fall into the thrall of
3554alien powers. While there is no level of folly at which it might
3555seem practical (or even possible) to seek peace with such
3556threats as an invading Ork Waaagh!, or the relentless savagery
3557of the Rak’Gol, many have made errors no less deadly to
3558the ultimate well-being of their populace. Entire worlds
3559have been found in the thrall of openly-paraded Genestealer
3560infestations, or paying tribute to Eldar raiders.
3561Such behaviour is neither common nor typical, and
3562is representative of a larger issue endemic to these lost
3563worlds. A civilisation raised beyond the God-Emperor’s
3564light frequently has difficulty understanding many of the
3565strictures so patently obvious to Imperial citizens. Worlds
3566that have had contact with seemingly benign xenos races
3567often underestimate the threat posed by their neighbours.
3568Even the blessed ignorance that comes with isolation can
3569be harmful, as the natives assume that xenos beings cannot
3570be any more foreign than the strangers from the stars, who
3571come to tell them of this “Imperium of Man.â€
3572Kroot
3573Though the Kroot seem to have been present in the Expanse for
3574longer than even the earliest Rogue Traders, they have colonised
3575few worlds throughout its stars. Most of the local Kroot populations
3576stay aboard the massive, voidfaring Warspheres that carry them
3577between systems, and it is rare for even a small warband to trade
3578this nomadic lifestyle for a planetbound life.
3579Sometimes a Warsphere passes a world with particularly
3580promising genetic diversity, which inspires one or more
3581Shapers to lead their Kindreds on expeditions to these worlds.
3582These groups maintain contact with their fellows as best as
3583they can, but give up their mobility in exchange for a chance
3584to pursue unique new genetic advantages for their people.
3585Colony
3586Kroot colonies tend to be impermanent, even given the
3587limited opportunities such efforts provide. The goal of these
3588settlements is not to put down roots or claim land, but to
3589hunt and consume one the local fauna until the Shapers in
3590charge of the colony have mastered their gifts. This is a task
3591that can last for generations, and a number of Kroot hunting
359245
3593I: World Generator
3594lodges throughout the Expanse have been in continuous use
3595for centuries. Nevertheless, the Kindred who hold the colony
3596consider their tenancy and claim to be temporary, and look
3597at the idea of permanently settling a world with contempt.
3598Some Rogue Traders have thought this attitude to mean that
3599the Kroot would not defend their holdings, only to find their
3600armies added to the colony’s diet.
3601The goal of any Kroot presence on a world is to gain
3602in strength, and they choose their prey carefully. The GM
3603should generate one or more native species with significant or
3604unusual capabilities, as the focus of the Shaper’s attention.
3605Primitive Clans
3606Not all Kroot settlements in the Expanse are the result of
3607planning or carefully selected hunts. Small groups of warriors,
3608hunters, and mercenaries from the larger Kindreds sometimes
3609become separated, and even large warbands can be stranded
3610when their Warsphere fails, or their employer abandons them
3611on a distant world. The ferocity and determination of these
3612stragglers can allow them to survive on almost any world,
3613but without the guidance of their Shapers, and the armouries
3614aboard their ships, the societies they form tend to resemble
3615nothing so much as feral hunting packs.
3616At the GMs discretion, a Kroot group that has been stranded in
3617this state for many generations might suffer penalties to Intelligence
3618and Fellowship, and even gain the Bestial Trait in extreme cases.
3619Most such penalties should be appropriately counterbalanced by
3620increased physical prowess, as the Kroot recklessly change their
3621nature beyond the bounds imposed by a Shaper.
3622If another Kindred finds them at this stage, they might
3623choose to hunt their fallen brethren to extinction or tame
3624them as beasts. They might even attempt to salvage some parts
3625of their genetic development in the hopes of using certain
3626new quirks without succumbing to the same fate. Some
3627xenographers theorise the Kroot Hound hunting beasts some
3628Kindreds employ were the product of such populations.
3629With Other Species
3630In general, Kroot populations tend to be isolationist. This
3631species’ mercenary dealings make them disinterested in gaining
3632enemies that might one day be potential employers, and their
3633hunting lodges consider adding to their race’s strength a duty
3634too important to interrupt for off-world concerns. Though they
3635defend themselves against hostile interests, they do little to extend
3636their sphere of influence, and treat any peaceful visitors from
3637other species with polite indifference before firmly encouraging
3638them to leave. Particularly successful or sophisticated colonies
3639might entertain envoys from Rogue Traders and their ilk more
3640enthusiastically, hoping to find a new crucible in which to test
3641themselves and improve the strength of their Kindred.
3642The exception to this relatively unbending rule is in their
3643attitude towards Orks. It is rare for Kroot to turn down any
3644opportunity to strike at their most reviled foes, or to partake of
3645the Greenskins’ strength. A visitor to a Kroot lodge could likely
3646hire many of the hunters who might be otherwise occupied if a
3647conflict with Orks is brewing.
3648Orks
3649Rogue Traders investigating worlds all over the Expanse have
3650had to deal with the encroachment of marauding Orks, to say
3651nothing of those worlds already in their brutal hands. The mere
3652presence of Orks in a nearby system would be enough of a threat
3653to make many Rogue Traders reconsider developing a newly
3654found planet, if it were not for the rarity of worlds outside the
3655range of the Greenskin threat. In most cases, it is safe to assume
3656that any nearby Orks probably do not have access to the ships
3657necessary to threaten a dynasty’s holdings, and a Rogue Trader
3658can take the absence of unruly Greenskin mobs crawling across
3659every world in the system as evidence of this fact.
3660In cases where an expedition is unfortunate enough to
3661come into an Ork-held system without prior warning, most
3662captains are inclined to promptly order their Navigators
3663to reverse the course that took them there. On occasion,
3664martially-minded or extremely bold captains have used their
3665sudden arrival to strike at the Ork presence. Such battles
3666rarely carry more reward than the satisfaction of vanquishing
3667a thoroughly unpleasant threat. Still, Explorers who are both
3668bold and fortunate might find that seizing the initiative in
3669this manner allows them to claim a valuable world before the
3670depredations of the infesting xenos stripped it bare.
3671Habitable Planets held by Orks rarely remain so in more
3672than the most technical sense. Territories held by Orks have
3673a chance of being reduced to a Wasteland, instead of their
3674normal type of Base Terrain. Former Mountain Ranges
3675continue to assist with Navigation (Surface) Tests, but
3676all such Territories generate Territory Traits based
3677on their new designation. Such Territories
3678likely show evidence of their former nature,
367946
3680I: World Generator
3681such as the dried-out or befouled beds of marshes, or swathes
3682of close-cut tree stumps. The Development of an Ork-held
3683Planet determines the chance of a Territory to be changed in
3684this manner, as described below.
3685Advanced Industry
3686A world claimed by a powerful Ork warband undergoes a
3687rapid and destructive scouring, as its resources are alternately
3688strip-mined for their value, or wantonly destroyed for the
3689amusement of a deranged warlord. If left unopposed, such a
3690warband can irrecoverably ruin a paradise world in under a
3691century. To encounter a world held in the thrall of the Orks’
3692savage “kultur†is to gaze upon a devastated wasteland, dotted
3693with a mix of ramshackle structures and shattered ruins, nearly
3694indistinguishable from the intact buildings. The one mercy of
3695such societies is the rarity of Ork Mekboyz who can build
3696voidships, and the lack of an attention span or organisational
3697structure to easily support such efforts when they do arise.
3698The wanton destruction and prodigious consumption
3699of what passes for Ork society places a tremendous drain
3700on the Resources of their Planets. Their Development
3701reduces all types of Resources, and tends to be especially
3702harsh on the sometimes delicate ecological balance
3703supporting Organic Compounds. They reduce the
3704Abundance of their Planet’s Resources by a minimum of
3705five steps, across all deposits. A thoroughly entrenched
3706and established population can reduce Resources
3707by as many as ten steps across all deposits, after first
3708reducing all Organic Compound Resources to a maximum
3709Abundance of Limited. If steps are not taken to reduce
3710or eliminate the Ork presence after it is encountered, the
3711GM should consider further reducing the initial Resource
3712Abundance, as time progresses in the game.
3713The treatment of Territories on Planets of this type is
3714appalling, and any that survive do so only because the Orks
3715have not yet developed an interest in them. When creating a
3716Territory on such a Planet, roll 1d10; on a result of 6 or higher,
3717the Territory has been reduced to Wasteland. Add a +1 to the
37181d10 roll if there is an active Ork population in the region. If
3719the GM determines that the Orks have further degraded the
3720Planet over the course of a game of ROGUE TRADER, he can
3721freely convert any surviving Territories to Wastelands as time
3722progresses in the game. Additionally, reduce the Abundance
3723of all Resources on a Planet so inhabited by 2d10+5.
3724It should be noted that while most Ork clans technically
3725have access to the level of technology to support living on
3726an uninhabitable Planet, such presences have never been
3727confirmed. This is partially due to the fact that few Mekboyz
3728would ever think of the idea, or bother attempting it, and
3729partially due to the tendency of the handful that do attempt
3730it to vent their comrades out the airlock for their amusement
3731shortly afterwards. The inevitable lack of continued
3732maintenance finishes off the few settlements that survive
3733this danger within a few months of the resident Mekboy
3734becoming distracted by a new project.
3735Colony
3736The concept of a true colony of Orks is widely considered a
3737fundamental impossibility, as the savages have no understanding
3738of concepts such as overpopulation, overconsumption, or
3739any sort of higher purpose. When viewed from another
3740perspective, it could also be said that Ork worlds consist of
3741nothing but colonies, as they have no known home world,
3742and indeed, no concept of “home.â€
3743From this perspective, there is no practical difference between
3744the settlements that spring up around a crashed Rokk or the
3745planetbound wreck of an overconfident Brute Ram Ship, and the
3746sprawling factory-complexes and fortresses of the greatest Ork
3747strongholds. The first of these inevitably becomes the second, if
3748left to its own devices for a sufficient length of time. This school
3749of thought has led even the most self-serving Rogue Traders to
3750launch punitive and costly assaults on developing Ork worlds,
3751for fear of what they will eventually become.
3752As a result of all this, Ork worlds with the Colony
3753Development level have certain unusual and dubious
3754distinctions. The first is that such worlds have almost never
3755been home to an Ork presence for any significant length of
3756time, with the Orks’ arrival probably having occurred in what
3757would be recent memory, if Greenskins kept track of such
3758things. If they did not arrive through some arcane means,
3759such as teleportation or ejection from a space hulk, then
3760the remains of their vessel are likely to be a noticeable local
3761fixture. Explorers who encounter and ignore an Ork Colony
3762could well return find it has progressed in Development to
3763Advanced Industry a scant few years or decades later.
3764The other distinction of Ork Colonies is their unique
3765capability to defile a pristine world. Though the colonies
3766of other races are typically longer-standing and older than
3767a newly-erected Ork settlement, they lack the Greenskins’
3768capacity for wastefulness and ruin. An Ork Colony reduces the
3769Abundance of 1d5 deposits of the GM’s choice by 2d10+5.
3770This degradation can affect any kind of Resource. In addition,
3771roll 1d10; on a result of 6 or higher, the Territory nearest the
3772Orks’ centre of activity has been reduced to a Wasteland, and
3773a result of 9 or higher, the three nearest Territories have been
3774ravaged in this way by the presence of the Orks.
3775Primitive Clans
3776The presence of planet-bound Orks on worlds throughout
3777the Expanse is a phenomenon that is not fully understood. In
3778Imperial space, they are typically found as a recurring menace
3779on worlds that have successfully repelled a Greenskin assault or
3780invasion force. Their presence is believed to be due to leftover
3781Ork genetic material or spores from the earlier incident, a taint
3782which has proven all but impossible to fully remove. Sometimes,
3783worlds infested in this manner are found in the Expanse, with
3784the local societies stamping out the clans as they emerge as
3785best they can. What truly baffles the understanding of Rogue
3786Traders and Magos Xenosbiologis alike, is the presence of these
3787feral clans on worlds that could never have repelled an actual
3788Ork attack. Savage Greenskins have been found roaming across
3789planets that show no signs of having ever housed another
3790sentient race. Careful examination of captured specimens
3791and their limited technology shows no more than the typical
3792deviations from Orky norms, further complicating the issue.
379347
3794The most common theory on the topic is that these Orks
3795are exiles or other outcasts, abandoned by their clans and
3796left behind as they travelled to new worlds. Detractors of the
3797theory scornfully suggest that its popularity derives from an
3798unwillingness to face unpleasant truths, and point out the lack
3799of corroborating evidence. Not only is the theory wishful
3800thinking, they say, but it flies in the face of actual observation
3801of Ork migrations. They point out that there is no recorded
3802instance of a known Ork stronghold weakening for any reason
3803but a direct attack, by rival Orks or by another race.
3804Still, if the popular theory seems unlikely, those put forth
3805by the opposition range from the similarly improbable to the
3806outright insane. The only rival school of thought to gain any
3807significant ground is based around observations by Magos
3808Severian, an Explorator in service to the Disciples of Thule.
3809Severian’s Postulate, as it is known, claims that Ork spores
3810can be found drifting through the void all across the galaxy,
3811and regularly fall upon almost every world. Most are burned
3812up in re-entry, and the remainder are rendered inert, due to
3813their isolation from further Ork presence. The examples in the
3814Expanse are often the result of spore clusters sufficiently dense
3815to survive planetfall in the numbers necessary to generate a
3816new Ork population. Those who have examined his arguments
3817and evidence have yet to find a flaw, but the implications are
3818disturbing enough that the Postulate does not spread far.
3819These Orks usually lack the technically-minded Mekboyz
3820that develop most Ork technology, but their primitive
3821Pigdok equivalents are still capable of exceeding the
3822commonly understood capabilities of their Development.
3823They sometimes have limited supplies of the more
3824common sorts of Ork weapons, including choppas and
3825sluggas. Some Pigdoks
3826have even mastered the
3827construction of crude
3828cybernetics, although they are as likely to apply them to
3829the quasi-tamed fighting beasts they keep as they are to an
3830actual Ork. These weapons and devices are primitive, even
3831by Ork standards, and their makers lack the skills to modify
3832them with a proper “kustom job.â€
3833The low-tech societies of Orks are the least destructive of
3834their kind, although this is, of course, saying very little. This
3835degradation can affect any kind of Resource. Their migrations
3836are unlikely to deplete the lands around them as most Ork
3837inhabitation does, so these Orks only convert a given Territory
3838to a Wasteland on a 1d10 result of 10 when the GM creates
3839the Territory. Feral Orks reduce the Abundance of 1d5–1 (to a
3840minimum of 1) deposits by 1d10+5.
3841Voidfarers
3842While stranded Orks may represent the lowest end of
3843their strange technology, voidfaring Orks and their bizarre
3844Mekboyz are capable of incredible feats of insane engineering.
3845Orks with access to voidships tend to fall into one of two
3846categories. Of the first, the active and rampaging war machine
3847known as the “Waaagh!,†the Expanse remains largely and
3848mercifully free. Unfortunately, it is riddled with the fleets of
3849the piratical Freebooterz who comprise the second category.
3850The strongest of such fleets often make use of a planetary base.
3851Their reasons for doing so vary tremendously, with recorded
3852examples ranging from constructing vast armies of bizarre
3853cybernetic constructs to one Kaptin’s
3854legendary attempt to
3855carve a moon in the
3856shape of his face.
385747
3858I: World Generator
3859The most common theory on the topic is that these Orks
3860are exiles or other outcasts, abandoned by their clans and
3861left behind as they travelled to new worlds. Detractors of the
3862theory scornfully suggest that its popularity derives from an
3863unwillingness to face unpleasant truths, and point out the lack
3864of corroborating evidence. Not only is the theory wishful
3865thinking, they say, but it flies in the face of actual observation
3866of Ork migrations. They point out that there is no recorded
3867instance of a known Ork stronghold weakening for any reason
3868but a direct attack, by rival Orks or by another race.
3869Still, if the popular theory seems unlikely, those put forth
3870by the opposition range from the similarly improbable to the
3871outright insane. The only rival school of thought to gain any
3872significant ground is based around observations by Magos
3873Severian, an Explorator in service to the Disciples of Thule.
3874Severian’s Postulate, as it is known, claims that Ork spores
3875can be found drifting through the void all across the galaxy,
3876and regularly fall upon almost every world. Most are burned
3877up in re-entry, and the remainder are rendered inert, due to
3878their isolation from further Ork presence. The examples in the
3879Expanse are often the result of spore clusters sufficiently dense
3880to survive planetfall in the numbers necessary to generate a
3881new Ork population. Those who have examined his arguments
3882cybernetics, although they are as likely to apply them to
3883the quasi-tamed fighting beasts they keep as they are to an
3884actual Ork. These weapons and devices are primitive, even
3885by Ork standards, and their makers lack the skills to modify
3886them with a proper “kustom job.â€
3887The low-tech societies of Orks are the least destructive of
3888their kind, although this is, of course, saying very little. This
3889degradation can affect any kind of Resource. Their migrations
3890are unlikely to deplete the lands around them as most Ork
3891inhabitation does, so these Orks only convert a given Territory
3892to a Wasteland on a 1d10 result of 10 when the GM creates
3893the Territory. Feral Orks reduce the Abundance of 1d5–1 (to a
3894minimum of 1) deposits by 1d10+5.
3895Voidfarers
3896While stranded Orks may represent the lowest end of
3897their strange technology, voidfaring Orks and their bizarre
3898Mekboyz are capable of incredible feats of insane engineering.
3899Orks with access to voidships tend to fall into one of two
3900categories. Of the first, the active and rampaging war machine
3901known as the “Waaagh!,†the Expanse remains largely and
3902mercifully free. Unfortunately, it is riddled with the fleets of
3903the piratical Freebooterz who comprise the second category.
3904I: World Generator
3905and evidence have yet to find a flaw, but the implications are
3906disturbing enough that the Postulate does not spread far.
3907These Orks usually lack the technically-minded Mekboyz
3908that develop most Ork technology, but their primitive
3909Pigdok equivalents are still capable of exceeding the
3910commonly understood capabilities of their Development.
3911They sometimes have limited supplies of the more
3912common sorts of Ork weapons, including choppas and
3913sluggas. Some Pigdoks
3914have even mastered the
3915construction of crude
3916The strongest of such fleets often make use of a planetary base.
3917Their reasons for doing so vary tremendously, with recorded
3918examples ranging from constructing vast armies of bizarre
3919cybernetic constructs to one Kaptin’s
3920legendary attempt to
3921carve a moon in the
3922shape of his face.
392348
3924I: World Generator
3925Although the firepower possessed by Freebooter Kaptins is
3926greater than that of any planetary warlord, the proliferation of
3927new targets opened up by void travel mean that these worlds are
3928often less devastated than might be expected from extensive Ork
3929habitation. Ork Voidfarers do not deplete their Planet’s Resources
3930any further than is typical for this level of Development, although
3931they consume all Resource types. The frequent urges of the Kaptins
3932to engage in acts such as carving insulting messages into a planet’s
3933crust with orbital weaponry does result in an astounding degree
3934of destruction in the local landscape, however. When creating a
3935Territory on a Planet held by Ork Voidfarers, roll 1d10; on a
3936result of 4 or higher, it has been depleted, and is a Wasteland
3937that automatically possesses the Ruined Territory Trait in addition
3938to any other results. Additionally, reduce the Abundance of all
3939Resources on a Planet so inhabited by 1d10+5.
3940With Other Species
3941Orks invariably come into conflict with any other species they
3942meet, although since this also true of any other Orks they meet,
3943this does not generally result in a significant change on their end
3944of the equation. Peace with Orks is quite literally impossible, as
3945the species has no ability to grasp the concept. The best that most
3946who encounter them can hope for is that the Orks are unable to
3947notice or attack them, due to a lack of ships or surface-to-orbit
3948ordnance. Such lucky cases often allow for the Orks’ numbers to
3949be thinned quickly, but the tenacity and resourcefulness of the
3950Greenskins often means a final clean-up must be done up close,
3951where they cannot simply wait out the attack in a bolthole.
3952In situations where it is impossible to surprise the Orks with a
3953sudden orbital bombardment, it might still be possible to redirect
3954their aggression. With sufficient inducement, most Freebooterz
3955are willing to put off attacking a Rogue Trader for the time being.
3956These efforts often involve outright bribery, though the Greenskins
3957rarely show interest in any payment other than armaments and
3958ammunition. Wiser Rogue Traders try to avoid paying off their
3959would-be attackers with anything that can be turned against them
3960when the Orks grow bored. Promises of more tempting targets
3961can work even better than a direct payoff, especially if the new
3962target promises both a good fight and valuable loot. Rumours
3963persist that certain Traders in the Expanse seek out Freebooterz,
3964to goad them into attacking their rivals’ interests. Such a strategy
3965would be foolhardy in the extreme, but only a select few Rogue
3966Traders are renowned for their caution.
3967Rak’Gol
3968The Rak’Gol are believed to originate within the Alenic Depths,
3969although stories conflict over whether this is the location of
3970their profane home world, or simply the route they have taken
3971from a more distant region. The few brave or insane souls
3972who venture into the Depths to search for an answer never
3973return, although pieces of them or their ships occasionally
3974show up amidst the trophies recovered from Rak’Gol vessels.
3975Most consider the idea of seeking the Rak’Gol home world
3976with anything less than a full battlegroup of warships, or an
3977Imperial crusade, to be the height of lunacy.
3978Matters have grown considerably more complicated
3979since reports started filtering into Port Wander of
3980the xenos marauders claiming worlds beyond
3981the boundaries of the Depths, for unknown
3982reasons. It is unknown when such encounters first began occurring,
3983as the rumours were not substantiated until the recent Battle of
3984Holtsfall, in 801.M41, was fought in orbit of such a stronghold.
3985The battle’s victor, Lord-Captain Patronius Holt, was forced to
3986destroy the xenos structures with an orbital bombardment in
3987order to claim the world for his dynasty, and the rubble left few
3988clues as to their original purpose.
3989Regardless of whether the Rak’Gol simply seek to
3990expand their holdings, as would be expected of a less
3991deranged species, or if they have some other unfathomable
3992goal in mind, certain common factors have been found
3993among all Rak’Gol habitations discovered to date. In most
3994cases, the bulk of the xenos actually dwelled in orbit and
3995reduced vast swathes of the planet to irradiated deserts
3996for no discernible reason. In some cases, the Rak’Gol
3997constructed their warrens and fortresses in the midst of
3998the poisonous expanse they had created, while on other
3999worlds, they avoided setting foot in any of these areas,
4000even when driven back by assaulting troops.
4001All Rak’Gol worlds are marked by special Territories known
4002as Rad-Zones, even those that normally lack Territories of any
4003kind. These Territories are considered to have the Desolate and
4004Virulent Traits, although the ill effects of the latter trait are due
4005to the high levels of radiation present, as opposed to toxins. The
4006number of Rad-Zones present on a Rak’Gol Planet depends on
4007its Development level. Rak’Gol Planets frequently house a fleet
4008presence as well, with even minor encampments being defended
4009by at least a single ship. Their more significant holdings often
4010have a major battlegroup patrolling the reaches of the System.
401149
4012Colony
4013Newly-established Rak’Gol holdings have been found across
4014much of the Expanse. They are most commonly encountered in
4015the area between the God-Emperor’s Scourge and the Phaineal
4016Echoes, a region of space already plagued with significant
4017activity by their kind. Interestingly, these encampments often
4018seem temporary, as if set up as part of a grander effort.
4019The matter is further clouded by claims of Rak’Gol
4020holdings far from any known activity by their fleets. There are
4021a handful of verified reports regarding such activity, as far afield
4022as Winterscale’s Realm and the Foundling Worlds. Rak’Gol
4023planets have yet to be found near striking distance of Footfall
4024and the Maw, but many fear it is only a matter of time.
4025As far as can be told, establishment of a Rak’Gol Colony
4026always precedes a devastating barrage of nuclear fire, to create
4027one of their infamous Rad-Zones. The Colony’s main warren
4028is often, but not always, established in or near the Rad-Zone,
4029but its purpose remains unclear to outside observation. When
4030creating this feature, roll 1d10; on a result of 8 or higher,
4031there is a second Rad-Zone seared onto the Planet.
4032Orbital Habitation
4033The Rak’Gol sometimes construct vast orbital stations, housing
4034a population similar to those found on their colonies. As far as
4035can be determined by the examination of reported encounters,
4036there is no comprehensible pattern determining which worlds
4037are occupied from the surface, and which from orbit. Issues of
4038atmosphere, potential foodstuffs, and resources, do not seem to play
4039into whatever alien priorities govern the decisions of the Rak’Gol
4040in this matter. A widely circulated but unverified tale even claims
4041that the xenos aboard an orbital station were once discovered in
4042the process of examining to their planet’s surface, only to turn the
4043station’s weaponry on the continent they occupied, reducing it to
4044rubble as soon as the observers were detected.
4045In all recorded encounters with Rak’Gol orbitals, their
4046stations were heavily armed and well-protected, with even
4047the most densely-populated habitats being the equivalent of
4048dedicated defence stations. They bristle with the infamous
4049Howler Cannons and Roarer Beams found on their warships,
4050although they usually lack torpedoes or launch bays. Imperial
4051strategists suggest that this could be due to the fact that the
4052xenos are known to construct variants designed exclusively
4053for raiding and slave-taking, rather than as actual weapons.
4054Though Rak’Gol in Orbital Habitation do not seem
4055to make significant use of the Planet they circle, they still
4056scar it with the Rad-Zones for which they are known. It
4057is believed that their stations are often constructed with a
4058weapon specifically designed for such work, although this
4059is impossible to verify, since no example has been captured
4060intact. These Planets typically have 1d5 Rad-Zones.
4061Voidfarers
4062Major Rak’Gol worlds beyond the Alenic Depths remain
4063scattered and rare for the time being, but each is a unique
4064horror, surrounded by a fleet devoted to no other goal than
4065annihilation. As long as a single such stronghold of foulness
4066and depravity exists, it remains too many for the Imperium’s
4067comfort, and their numbers are far greater than that. Where
4068these worlds are known, they are denoted on every chart,
4069rutter, and navigational primer as an area of extreme peril,
4070but unfortunately, many more remain undocumented. Those
4071systems which their ships can easily reach are often subjected
4072to the same treatment, as an additional precaution.
4073The surface of these planets is often reduced to nothing but
4074a radioactive wasteland, broken only by cyclopean monoliths
4075and hideous fortresses, with walls like enormous knives or
4076fangs thrust forth from the earth. Innumerable minor RadZones
4077mark the surface like a pox, and 2d5 larger examples
4078stand out like enormous scars. If doubles are rolled in the
4079generation of the larger Rad-Zones, then the number instead
4080represents those stretches of the surface not yet devastated
4081enough to be considered such a Territory, and the rest of the
4082Planet’s surface comprises a single enormous Rad-Zone.
4083Mercifully, the Rak’Gol have concentrated most of their
4084Planets at this Development level in or near the Alenic
4085Depths, and the majority of the remainder can be found in
4086the stretches of the Expanse known for Rak’Gol activity.
4087If a Rak’Gol Planet at this level of Development would be
4088found too far from the Alenic Depths or similar areas, the GM
4089should consider treating it as a Colony instead.
4090With Other Species
4091When the Rak’Gol come into contact with another species,
4092only one side ever survives. No exceptions to this rule have
4093been encountered anywhere in the Expanse, unless one counts
4094conflicts as yet unresolved. As such, a System determined to have
4095inhabitants on multiple Planets cannot have Rak’Gol Planets
4096alongside the holdings of other species. Instead, Rak’Gol Planets
4097are often found near Planets with Archeotech Cache or Xenos
4098Ruins Resources, but these are usually of limited Abundance
4099(1d10+5 or lower), given the extremely thorough destruction
4100that the Rak’Gol visit on their enemies. Where Rak’Gol Planets
4101at the Voidfarer Development level are concerned, the GM might
4102consider applying these guidelines to nearby Systems, as well.
4103Xenos (Other)
4104There are over a dozen known minor civilisations in the Expanse,
4105populated by a variety of unique xenos, and many more are sure to
4106be lurking on undiscovered worlds. The nature and scope of each
4107race’s holdings varies tremendously, from the scavenger tribes of
4108the Koeth Bone-Pickers, to the crystal cities orbiting worlds held
4109by the Dominion of Fhjor. A given civilisation is likely to belong
4110to a single Development level, with a handful of worlds varying
4111slightly from the norm in the case of fledgling empires.
4112Alien and Unknown
4113There are no standardised rules by which new xenos races
4114can be understood. Particularly zealous or militant Rogue
4115Traders might prefer to deal with all such civilisations
4116similarly, as the thunderous fire of macrobatteries remains
4117a language that transcends any cultural, or even biological,
4118distinctions. This approach is blunt, uncompromising,
4119and yields predictable results, which means it is greatly
4120favoured by Imperial traditionalists. Nevertheless, it
4121can sometimes prove useful to negotiate with xenos
4122powers, particularly those who can threaten an
4123isolated ship, or who possess resources too
4124valuable to risk ruining in conflict.
412549
4126I: World Generator
4127Colony
4128Newly-established Rak’Gol holdings have been found across
4129much of the Expanse. They are most commonly encountered in
4130the area between the God-Emperor’s Scourge and the Phaineal
4131Echoes, a region of space already plagued with significant
4132activity by their kind. Interestingly, these encampments often
4133seem temporary, as if set up as part of a grander effort.
4134The matter is further clouded by claims of Rak’Gol
4135holdings far from any known activity by their fleets. There are
4136a handful of verified reports regarding such activity, as far afield
4137as Winterscale’s Realm and the Foundling Worlds. Rak’Gol
4138planets have yet to be found near striking distance of Footfall
4139and the Maw, but many fear it is only a matter of time.
4140As far as can be told, establishment of a Rak’Gol Colony
4141always precedes a devastating barrage of nuclear fire, to create
4142one of their infamous Rad-Zones. The Colony’s main warren
4143is often, but not always, established in or near the Rad-Zone,
4144but its purpose remains unclear to outside observation. When
4145creating this feature, roll 1d10; on a result of 8 or higher,
4146there is a second Rad-Zone seared onto the Planet.
4147Orbital Habitation
4148The Rak’Gol sometimes construct vast orbital stations, housing
4149a population similar to those found on their colonies. As far as
4150can be determined by the examination of reported encounters,
4151there is no comprehensible pattern determining which worlds
4152are occupied from the surface, and which from orbit. Issues of
4153atmosphere, potential foodstuffs, and resources, do not seem to play
4154into whatever alien priorities govern the decisions of the Rak’Gol
4155in this matter. A widely circulated but unverified tale even claims
4156that the xenos aboard an orbital station were once discovered in
4157the process of examining to their planet’s surface, only to turn the
4158station’s weaponry on the continent they occupied, reducing it to
4159rubble as soon as the observers were detected.
4160In all recorded encounters with Rak’Gol orbitals, their
4161stations were heavily armed and well-protected, with even
4162the most densely-populated habitats being the equivalent of
4163dedicated defence stations. They bristle with the infamous
4164Howler Cannons and Roarer Beams found on their warships,
4165although they usually lack torpedoes or launch bays. Imperial
4166strategists suggest that this could be due to the fact that the
4167xenos are known to construct variants designed exclusively
4168for raiding and slave-taking, rather than as actual weapons.
4169Though Rak’Gol in Orbital Habitation do not seem
4170to make significant use of the Planet they circle, they still
4171scar it with the Rad-Zones for which they are known. It
4172is believed that their stations are often constructed with a
4173weapon specifically designed for such work, although this
4174is impossible to verify, since no example has been captured
4175intact. These Planets typically have 1d5 Rad-Zones.
4176Voidfarers
4177Major Rak’Gol worlds beyond the Alenic Depths remain
4178scattered and rare for the time being, but each is a unique
4179horror, surrounded by a fleet devoted to no other goal than
4180annihilation. As long as a single such stronghold of foulness
4181and depravity exists, it remains too many for the Imperium’s
4182comfort, and their numbers are far greater than that. Where
4183these worlds are known, they are denoted on every chart,
4184rutter, and navigational primer as an area of extreme peril,
4185but unfortunately, many more remain undocumented. Those
4186systems which their ships can easily reach are often subjected
4187to the same treatment, as an additional precaution.
4188The surface of these planets is often reduced to nothing but
4189a radioactive wasteland, broken only by cyclopean monoliths
4190and hideous fortresses, with walls like enormous knives or
4191fangs thrust forth from the earth. Innumerable minor RadZones
4192mark the surface like a pox, and 2d5 larger examples
4193stand out like enormous scars. If doubles are rolled in the
4194generation of the larger Rad-Zones, then the number instead
4195represents those stretches of the surface not yet devastated
4196enough to be considered such a Territory, and the rest of the
4197Planet’s surface comprises a single enormous Rad-Zone.
4198Mercifully, the Rak’Gol have concentrated most of their
4199Planets at this Development level in or near the Alenic
4200Depths, and the majority of the remainder can be found in
4201the stretches of the Expanse known for Rak’Gol activity.
4202If a Rak’Gol Planet at this level of Development would be
4203found too far from the Alenic Depths or similar areas, the GM
4204should consider treating it as a Colony instead.
4205With Other Species
4206When the Rak’Gol come into contact with another species,
4207only one side ever survives. No exceptions to this rule have
4208been encountered anywhere in the Expanse, unless one counts
4209conflicts as yet unresolved. As such, a System determined to have
4210inhabitants on multiple Planets cannot have Rak’Gol Planets
4211alongside the holdings of other species. Instead, Rak’Gol Planets
4212are often found near Planets with Archeotech Cache or Xenos
4213Ruins Resources, but these are usually of limited Abundance
4214(1d10+5 or lower), given the extremely thorough destruction
4215that the Rak’Gol visit on their enemies. Where Rak’Gol Planets
4216at the Voidfarer Development level are concerned, the GM might
4217consider applying these guidelines to nearby Systems, as well.
4218Xenos (Other)
4219There are over a dozen known minor civilisations in the Expanse,
4220populated by a variety of unique xenos, and many more are sure to
4221be lurking on undiscovered worlds. The nature and scope of each
4222race’s holdings varies tremendously, from the scavenger tribes of
4223the Koeth Bone-Pickers, to the crystal cities orbiting worlds held
4224by the Dominion of Fhjor. A given civilisation is likely to belong
4225to a single Development level, with a handful of worlds varying
4226slightly from the norm in the case of fledgling empires.
4227Alien and Unknown
4228There are no standardised rules by which new xenos races
4229can be understood. Particularly zealous or militant Rogue
4230Traders might prefer to deal with all such civilisations
4231similarly, as the thunderous fire of macrobatteries remains
4232a language that transcends any cultural, or even biological,
4233distinctions. This approach is blunt, uncompromising,
4234and yields predictable results, which means it is greatly
4235favoured by Imperial traditionalists. Nevertheless, it
4236can sometimes prove useful to negotiate with xenos
4237powers, particularly those who can threaten an
4238isolated ship, or who possess resources too
4239valuable to risk ruining in conflict.
424050
4241I: World Generator
4242Unfortunately, such negotiations are difficult in the extreme.
4243A handful of the more expansionistic cultures have some
4244knowledge of a language known to Imperial scholars, often
4245through contact with nomadic races like the Stryxis. Some
4246of these might be familiar with the common Low Gothic of
4247the Imperium, although such knowledge is rarely widespread
4248within a xenos culture. More commonly, exchanges are
4249conducted in tongues not native to any speaker present, or in a
4250broken pidgin, formed from half a dozen languages or more.
4251The story of Emil Vendigroth is held up as a cautionary
4252example of the dangers which this practice can present.
4253According to the records of his ship’s First Officer, Vendigroth
4254was negotiating safe passage with a xenos admiral, using the
4255Eldar tongue. The Rogue Trader agreed to what he believed to
4256be exceptionally favourable terms, only to find his counterpart
4257rejecting his payment out of hand. When they met again, in
4258an attempt to clear up the confusion, the shuttle holding both
4259their delegations was incinerated by a pulsar lance from a
4260passing Eldar corsair, who had intercepted their transmissions,
4261and considered the entire exchange an insult to his language
4262and culture. Vendigroth’s heir still avoids the region of space
4263where his predecessor fell, fearing he might be called to uphold
4264whatever bizarre bargain the xenos believe was struck.
4265In the event that there is no common language on either
4266side of the exchange, things can become considerably more
4267difficult. Some Rogue Traders make use of highly trained
4268lingua-savants or near-heretical cogitators to decipher
4269new languages more quickly, usually allowing
4270them to bridge this gap before tensions rise
4271too greatly. It is rumoured that the legendary Solomon Haarlock
4272trained himself to negotiate entirely in a series of easily understood
4273gestures, and thus bypassed many language barriers entirely.
4274With Other Species
4275The behaviours and common reactions of newly discovered
4276xenos races are little easier to classify and categorise than any
4277other aspect of their tremendous diversity. Aggression, fear, or
4278some combination of the two are all common responses to the
4279arrival of a Rogue Trader’s vessel in orbit above a primitive
4280culture, but they are far from universal. Furthermore, as the
4281power and knowledge of a xenos civilisation grows, it can
4282become harder and harder to predict. Even the most advanced
4283and powerful cultures have been known to react with fearful
4284awe when they learn of the scope and grandeur of the Imperium
4285represented by a Rogue Trader, while a lack of understanding
4286can lead to fearlessness in facing down an army many times
4287more powerful than the natives’ defence forces.
4288GMs developing a new xenos culture for use in their games
4289of ROGUE TRADER might find it useful to create a number of
4290basic beliefs and attitudes, central to their mindset. Considering
4291such details as dominant religions, previous off-world contact,
4292and the nature of their home world, can give a rough idea of
4293how the xenos would respond to the Explorers arriving, and
4294help inform how willing they are communicate or compromise
4295with outsiders. While it is possible to play this kind of situation
4296by ear, these preparations usually allow for greater feelings of
4297verisimilitude and consistency in the game, and can keep events
4298moving, when unanticipated events demand a reaction.
429950
4300Unfortunately, such negotiations are difficult in the extreme.
4301A handful of the more expansionistic cultures have some
4302knowledge of a language known to Imperial scholars, often
4303through contact with nomadic races like the Stryxis. Some
4304of these might be familiar with the common Low Gothic of
4305the Imperium, although such knowledge is rarely widespread
4306within a xenos culture. More commonly, exchanges are
4307conducted in tongues not native to any speaker present, or in a
4308broken pidgin, formed from half a dozen languages or more.
4309The story of Emil Vendigroth is held up as a cautionary
4310example of the dangers which this practice can present.
4311According to the records of his ship’s First Officer, Vendigroth
4312was negotiating safe passage with a xenos admiral, using the
4313Eldar tongue. The Rogue Trader agreed to what he believed to
4314be exceptionally favourable terms, only to find his counterpart
4315rejecting his payment out of hand. When they met again, in
4316an attempt to clear up the confusion, the shuttle holding both
4317their delegations was incinerated by a pulsar lance from a
4318passing Eldar corsair, who had intercepted their transmissions,
4319and considered the entire exchange an insult to his language
4320and culture. Vendigroth’s heir still avoids the region of space
4321where his predecessor fell, fearing he might be called to uphold
4322whatever bizarre bargain the xenos believe was struck.
4323In the event that there is no common language on either
4324side of the exchange, things can become considerably more
4325difficult. Some Rogue Traders make use of highly trained
4326lingua-savants or near-heretical cogitators to decipher
4327new languages more quickly, usually allowing
4328them to bridge this gap before tensions rise
4329too greatly. It is rumoured that the legendary Solomon Haarlock
4330trained himself to negotiate entirely in a series of easily understood
4331gestures, and thus bypassed many language barriers entirely.
4332With Other Species
4333The behaviours and common reactions of newly discovered
4334xenos races are little easier to classify and categorise than any
4335other aspect of their tremendous diversity. Aggression, fear, or
4336some combination of the two are all common responses to the
4337arrival of a Rogue Trader’s vessel in orbit above a primitive
4338culture, but they are far from universal. Furthermore, as the
4339power and knowledge of a xenos civilisation grows, it can
4340become harder and harder to predict. Even the most advanced
4341and powerful cultures have been known to react with fearful
4342awe when they learn of the scope and grandeur of the Imperium
4343represented by a Rogue Trader, while a lack of understanding
4344can lead to fearlessness in facing down an army many times
4345more powerful than the natives’ defence forces.
4346GMs developing a new xenos culture for use in their games
4347of ROGUE TRADER might find it useful to create a number of
4348basic beliefs and attitudes, central to their mindset. Considering
4349such details as dominant religions, previous off-world contact,
4350and the nature of their home world, can give a rough idea of
4351how the xenos would respond to the Explorers arriving, and
4352help inform how willing they are communicate or compromise
4353with outsiders. While it is possible to play this kind of situation
4354by ear, these preparations usually allow for greater feelings of
4355verisimilitude and consistency in the game, and can keep events
4356moving, when unanticipated events demand a reaction.
4357CREATING
4358PLANETARY
4359ENCOUNTERS
4360•
4361ENCOUNTER SITES
4362•
4363LOCAL
4364PHENOMENA
4365•
4366PLANETSIDE
4367COMPLICATIONS
4368•
4369TREASURE
4370GENERATOR
4371•
4372EXPLORER’S
4373EQUIPMENT
437452
4375Chapter II:
4376Planetside
4377Adventures
4378“We had no idea what to expect when we set foot on H6, or ‘Sixth
4379Hell’, as the ratings were calling it. It was only later, much later, that
4380we learnt that some things are best left alone, and some worlds were
4381never meant for the eyes of men.â€
4382–Gynar Halabas, Armsman aboard the Son of Drusus
4383The galaxy is a vast and dangerous place, far beyond
4384the mind of man to comprehend, and filled with both
4385terrors and wonders unimagined by even the most
4386adventurous or avaricious of explorers. Among the great
4387darkness of the void, both within the regions claimed by the
4388Imperium of Man and beyond, lie a million, million glittering
4389worlds, most untouched by the spread of humanity. Each of
4390these worlds is unique, host to its own individual collection
4391of dangers, pitfalls, and perils, but also often hiding ancient
4392treasures or natural bounties which can make an Explorer
4393rich beyond wildest dreams. It is the promise of this wealth
4394which draws a Rogue Trader to the void, wealth which he
4395can use to line his pockets in trade from the Imperium, or to
4396stake his claim and expand his own personal empire a little
4397further out into the dark.
4398Of course, few worlds are entirely uniform. Beyond the
4399Territories described in Chapter I: World Generator, most
4400planets are covered in unique and memorable sites. These are the
4401places that a Rogue Trader is most likely to visit personally, lured
4402in with the promise of treasures beyond compare. However, most
4403are not so easy to plunder, their wealth hidden or guarded by
4404terrifying wardens that exist to slay brazen interlopers. There,
4405bold Explorers can make their fortunes—if they are brave enough
4406to set foot on the surface, and cunning enough to survive.
4407Although some Rogue Traders might prefer to stay aboard their
4408voidships and reap profits from afar, the exploration of planetary
4409sites is central to the ROGUE TRADER experience, and the basis
4410for countless potential adventures. After all, underlings are useful,
4411but their skills—and loyalties—only extend so far. Sometimes,
4412the Explorers must take matters into their own hands. Unique
4413and memorable planetary adventures present a practically endless
4414supply of stories, limited only by the Game Master’s imagination
4415and the Explorers’ thirst to seek out the unknown. One session, the
4416Explorers might slog their way through a toxic jungle brimming
4417with Orks, while the next session, they might face down their
4418long-time rivals aboard an alien space station. Once they conquer
4419the challenges of a particular site, the Explorers can move on,
4420racing towards the endless horizons of profit and conquest.
4421The possibilities of an entire galaxy of worlds—and entire
4422worlds of unique possible locations—can be a bit daunting at
4423times. Chapter I: World Generator is designed to help inspire
4424Game Masters to create their own worlds, and this chapter is
4425intended to help Game Masters tell stories on those worlds.
4426 First, it supplies a number of Profit Motives, reasons that
4427Explorers might journey to a given place and then leave the
4428comfort of their voidship to explore it. Then, it provides a number
4429of Encounter Sites, archetypes a Game Master can use to
4430create memorable settings, from crashed vessels to lost tombs to
4431endless caverns. It also contains a collection of Complications
4432and hazards to challenge any group of Explorers. Finally, it
4433covers a Treasure Generator, with which a Game Master
4434can create unique rewards for his Explorers, and Explorer’s
4435Equipment, a number of items specifically designed to give
4436Explorers the edge in surviving the unknown.
443752
4438II: Planetside Adventures
4439Chapter II:
4440Planetside
4441Adventures
4442“We had no idea what to expect when we set foot on H6, or ‘Sixth
4443Hell’, as the ratings were calling it. It was only later, much later, that
4444we learnt that some things are best left alone, and some worlds were
4445never meant for the eyes of men.â€
4446–Gynar Halabas, Armsman aboard the Son of Drusus
4447The galaxy is a vast and dangerous place, far beyond
4448the mind of man to comprehend, and filled with both
4449terrors and wonders unimagined by even the most
4450adventurous or avaricious of explorers. Among the great
4451darkness of the void, both within the regions claimed by the
4452Imperium of Man and beyond, lie a million, million glittering
4453worlds, most untouched by the spread of humanity. Each of
4454these worlds is unique, host to its own individual collection
4455of dangers, pitfalls, and perils, but also often hiding ancient
4456treasures or natural bounties which can make an Explorer
4457rich beyond wildest dreams. It is the promise of this wealth
4458which draws a Rogue Trader to the void, wealth which he
4459Of course, few worlds are entirely uniform. Beyond the
4460Territories described in Chapter I: World Generator, most
4461planets are covered in unique and memorable sites. These are the
4462places that a Rogue Trader is most likely to visit personally, lured
4463in with the promise of treasures beyond compare. However, most
4464are not so easy to plunder, their wealth hidden or guarded by
4465terrifying wardens that exist to slay brazen interlopers. There,
4466bold Explorers can make their fortunes—if they are brave enough
4467to set foot on the surface, and cunning enough to survive.
4468Although some Rogue Traders might prefer to stay aboard their
4469voidships and reap profits from afar, the exploration of planetary
4470sites is central to the ROGUE TRADER experience, and the basis
4471for countless potential adventures. After all, underlings are useful,
4472but their skills—and loyalties—only extend so far. Sometimes,
4473the Explorers must take matters into their own hands. Unique
4474and memorable planetary adventures present a practically endless
4475supply of stories, limited only by the Game Master’s imagination
4476and the Explorers’ thirst to seek out the unknown. One session, the
4477Explorers might slog their way through a toxic jungle brimming
4478with Orks, while the next session, they might face down their
4479long-time rivals aboard an alien space station. Once they conquer
4480the challenges of a particular site, the Explorers can move on,
4481racing towards the endless horizons of profit and conquest.
4482The possibilities of an entire galaxy of worlds—and entire
4483worlds of unique possible locations—can be a bit daunting at
4484times. Chapter I: World Generator is designed to help inspire
4485which draws a Rogue Trader to the void, wealth which he Game Masters to create their own worlds, and this chapter is
4486can use to line his pockets in trade from the Imperium, or to
4487stake his claim and expand his own personal empire a little
4488further out into the dark.
4489intended to help Game Masters tell stories on those worlds.
4490 First, it supplies a number of Profit Motives, reasons that
4491Explorers might journey to a given place and then leave the
4492comfort of their voidship to explore it. Then, it provides a number
4493of Encounter Sites, archetypes a Game Master can use to
4494create memorable settings, from crashed vessels to lost tombs to
4495endless caverns. It also contains a collection of Complications
4496and hazards to challenge any group of Explorers. Finally, it
4497covers a Treasure Generator, with which a Game Master
4498can create unique rewards for his Explorers, and Explorer’s
4499Equipment, a number of items specifically designed to give
4500Explorers the edge in surviving the unknown.
450153
4502II: Planetside Adventures
4503Creating
4504Planetary
4505Encounters
4506“Is there anything as fine as the sight of a fresh world from the deck
4507of your ship? Besides the profit once it’s plundered, of course…â€
4508–Hadarak Fel, Rogue Trader of the Fel Dynasty
4509Rogue Traders are explorers by their very profession,
4510pushing back the veil of shadow that clings to the edges
4511of the Imperium in search of profit and glory. As part of
4512their adventures, the Explorers set foot on many worlds, from
4513those firmly in the control of the Imperium or cultivated by
4514xenos empires to those which have never felt the footsteps of
4515humanity or are hostile to all forms of life. They undertake these
4516daring ventures out of a desire for profit, the thrill of discovery,
4517or an unhealthy mixture of the two. When creating planetary
4518encounters, the GM should consider why the Explorers would
4519want to travel down to a world’s surface, risking themselves and
4520leaving the relative safety of their ship. The greatest treasures and
4521strongest motivations are irresistible to profit-hungry Explorers,
4522and also present a good reason why they should not merely send
4523their underlings to do their work for them. The Profit Motive
4524is one possible reason for the encounter. Profit Motives could
4525be anything from searching for a crashed vessel to recovering a
4526miraculous artefact for the Adeptus Mechanicus to seeking a holy
4527relic lost in an ancient tomb to merely plundering a vulnerable
4528world for the Explorers’ own personal enrichment. If the Game
4529Master already has a world in mind, then he can use it; otherwise,
4530he can use the World Generator in the first chapter to create the
4531world to house the object of the Profit Motive in question.
4532After finding a Profit Motive to draw the Explorers to a planet,
4533the Game Master determines the Encounter Site into which they
4534venture. The Game Master can generate this locale procedurally;
4535alternatively, the he can shape the environment to match the
4536motivation of the group, tailoring the world to fit in with his
4537agenda and that of the Explorers. Each Encounter Site comes with
4538a number of Dangers, such as the presence of Genestealers on a
4539crashed voidship or corrosive acid storms on a toxic death world.
4540Additional Dangers can arise in any environment.
4541To this end, every planetary encounter has four main parts:
4542Profit Motive, Encounter Sites, Dangers, and Complications.
4543Profit Motive: Profit Motive provides one potential reason
4544why the Explorers would undertake the monumental effort to
4545visit the planet. This includes what they are looking for, what
4546they hope to achieve, and how they might have to go about
4547completing their mission. It also includes a potential reward
4548that the Game Master can give to the Explorers if they do
4549choose to visit the world for these reasons. Ideas and concepts
4550for Profit Motive are detailed below (see page 54).
4551Encounter Site: A given world might have a seemingly
4552countless set of different biomes based on region, and these
4553different Environments allow Explorers to have radically
4554different experiences on the same planet. Thus, while some
4555parts of a planetary adventure are decided by the planet
4556(as designed by the GM, possibly with the help of the first
4557chapter’s World Generator), other aspects are based on
4558the Environment through which the Explorers must pass.
4559After all, traversing a dense jungle is very different from
4560trying to survive in the ruins of a forgotten city, and both
4561present their own dangers, opportunities, and adventure
4562hooks. Each kind of Environment presents both Dangers
4563that visitors must overcome to survive, and Rewards that
4564hardy and clever Explorers can reap.
4565Dangers: The galaxy is a treacherous place, and home to
4566countless pitfalls to threaten the Explorers. Some of these hazards,
4567such as the Dangers described in the Encounter Sites section,
4568are predictable based on location—most caverns are difficult to
4569navigate, and pose a danger to the unwary—but others could
4570occur anywhere, changing the dynamic of a planet-side adventure.
4571These unique Dangers, from stellar radiation to blistering storms
4572all help to make an Environment uniquely dangerous, above and
4573beyond the normal threats one expects to face there.
4574Complications: While one can prepare for environmental
4575Dangers, given sufficient foreknowledge of an Encounter
4576Site, the ability to survive unforeseen complications marks the
4577difference between successful Rogue Traders and the innumerable
4578unfortunates whose bones adorn uncharted worlds across the
4579Koronus Expanse, serving as silent warnings to any who would
4580follow in their ill-fated footsteps. Complications are deadly
4581tests of a Rogue Trader’s ingenuity and grit, and each
4582could easily—and rapidly—evolve into a full-blown
4583catastrophe that threatens not the Rogue Trader’s
4584life, but the profitability of his venture!
4585their underlings to do their work for them. The Profit Motive
4586is one possible reason for the encounter. Profit Motives could
4587be anything from searching for a crashed vessel to recovering a
4588miraculous artefact for the Adeptus Mechanicus to seeking a holy
4589relic lost in an ancient tomb to merely plundering a vulnerable
4590world for the Explorers’ own personal enrichment. If the Game
4591Master already has a world in mind, then he can use it; otherwise,
4592he can use the World Generator
4593world to house the object of the Profit Motive in question.
4594After finding a Profit Motive to draw the Explorers to a planet,
4595the Game Master determines the Encounter Site into which they
4596venture. The Game Master can generate this locale procedurally;
4597alternatively, the he can shape the environment to match the
4598motivation of the group, tailoring the world to fit in with his
4599agenda and that of the Explorers. Each Encounter Site comes with
4600a number of Dangers, such as the presence of Genestealers on a
4601crashed voidship or corrosive acid storms on a toxic death world.
4602Additional Dangers can arise in any environment.
4603To this end, every planetary encounter has four main parts:
4604Profit Motive, Encounter Sites, Dangers, and Complications.
4605Profit Motive: Profit Motive provides one potential reason
4606why the Explorers would undertake the monumental effort to
4607visit the planet. This includes what they are looking for, what
4608they hope to achieve, and how they might have to go about
4609completing their mission. It also includes a potential reward
4610that the Game Master can give to the Explorers if they do
4611choose to visit the world for these reasons. Ideas and concepts
4612for Profit Motive are detailed below (see page 54).
4613Encounter Site:
4614countless set of different biomes based on region, and these
4615different Environments allow Explorers to have radically
4616different experiences on the same planet. Thus, while some
4617parts of a planetary adventure are decided by the planet
461854
4619II: Planetside Adventures
4620PROFIT MOTIVE
4621The following are some concepts and adventure seeds that the
4622GM can use as the foundation of a planetary adventure. They
4623cover the most common reasons why Rogue Traders explore the
4624unknown and set foot on strange and hostile worlds, when most
4625God-Emperor-fearing Imperial citizens know well enough to
4626never stray beyond the sight of their own planet, if they are even
4627aware that such travel beyond their own world is possible.
4628SELECTING A PROFIT MOTIVE
4629There are a seemingly infinite number of reasons to venture
4630into the Koronus Expanse, and each person who sets sail
4631into the frozen void beyond the Emperor’s radiance does so
4632for his own reasons. The GM can choose from this section
4633or, if he wishes to generate this plot hook procedurally,
4634he can roll on Table 2–1: Calls to Adventure and then
4635on the resultant table within this section to determine the
4636particular lure that calls the Explorers to action.
4637Lost Treasures
4638The Expanse is filled with tales of lost vessels and ancient outposts,
4639and even a brief visit to the Halls of the Dead in Port Wander can
4640turn up dozens of so called “authentic†maps to worlds beyond
4641the maw, where some great saint or ill-fated expedition met its
4642end. While most of these stories are about as trustworthy as the
4643dock scum which spread them, there are always grains of truth
4644in the lies, and the Expanse has its fair share of actual wrecks and
4645hidden treasure. The GM can use the lure of wealth to draw the
4646Explorers to remote worlds or tempt them into braving dense
4647jungles or frozen caverns, all in the hope of finding a wondrous
4648rewards with which to make their fame and fortune.
4649Table 2–2: Lost Treasures
46501d10 Roll Encounter
46511–2
4652Lost Explorator: A famed Explorator vessel, The Oculus of Mars, led by a renowned Mechanicus Magos Apis Sempronius,
4653has been lost on a world somewhere on the edges of the Rifts of Hecaton. The Explorers are approached by a servant of
4654the missing Magos, Morgehnin Sland with clues to the ship’s location and a promise of salvage rights in exchange for his
4655master’s life. If the Rogue Trader and his crew can return the Magos or his vessel to the Adeptus Mechanicus, they earn the
4656Peer (Adeptus Mechanicus) Talent in addition to any Profit Factor they earn from this Endeavour.
46573–4
4658Cold Trade Ratlines: The markets of Footfall are suddenly inundated with trinkets and artefacts from the depths of
4659the Expanse, all of which seem strangely related in some way. An individual of substantial means from the Belerephos
4660Dynasty has asked the Explorers to track down the source of these items, and uncover the world from which they
4661come. If the Rogue Trader and his crew can bring the location of this hidden world back to this individual, he offers
4662them a single Xenotech Voidship Component that he can procure as reward for their efforts .
46635–7
4664Martyr’s Toil: Tales tell of an ancient crusade ship, The Martyr’s Toil, lost long ago while transporting much-needed
4665supplies to the Angevin Crusade—including certain, significant relics. The Explorers come across a map which seems
4666to indicate the final resting place of the Martyr’s Toil, though it lies deep in the Ork-held Undred-Undred Teef. If
4667the Rogue Trader and his crew can bring the vessel back to the Emperor’s light and return it to emissaries of the
4668Ecclesiarchy, they receive the Peer (Ecclesiarchy) Talent in addition to any Profit Factor they earn from this Endeavour.
46698–9
4670Winterscale’s Lost World: Descendants of the famed Rogue Trader Winterscale have discovered records laying
4671claim to a world which appears on no known chart, but is presumed to rest somewhere in Winterscale’s Realm.
4672They offer great rewards for the Explorers who can find this world—but so would elements from the Chorda
4673Dynasty, for its shadowy leader ever seeks to gain the advantage over the Winterscale Dynasty in the Koronus
4674Expanse. If the Explorers can bring a reliable map of the Warp routes to this world to either the Winterscale or
4675Chorda Dynasty, they gain the Peer and Good Reputation Talents for that Dynasty, but also receive the Rival
4676Talent for the Dynasty that they spurned, in addition to any Profit Factor they earn from this Endeavour.
467710
4678A Missing Dynasty: A sole survivor of a long-lost dynasty has washed up in Footfall, claiming rights to his
4679family’s fortunes and its worlds within the Expanse. He offers great favour if the Explorers can help him find the
4680world which has become the final resting place of his dynasty. If the Explorers can find this world, they find an
4681abandoned Colony that grants them 300 Achievement Points towards any Endeavour to found a Colony on that
4682site—provided they can wrest it from whatever scourge drove it to ruin in the first place (see page 98 for Colonies).
4683Table 2–1: Calls to Adventure
46841d10 Roll Encounter
46851–2 Table 2–2: Lost Treasures (see page 54)
46863–4 Table 2–3: Undiscovered Worlds
4687(see page 55)
46885–6 Table 2–4: Imperial Interests (see page 55)
46897–8 Table 2–5: Mapping the Void (see page 56)
46909 Table 2–6: Holy Pilgrimage (see page 57)
469110 Table 2–7: Ancient Glories (see page 57)
469255
4693II: Planetside Adventures
4694Undiscovered Worlds
4695Rogue Traders often make much of their profit from trading
4696in scarce resources, or by securing minerals, local goods,
4697or even slaves for worlds where such commodities are in
4698demand. For a Rogue Trader, a fresh, untouched world can
4699be an impressive prize, one which he can strip bare and sell to
4700Imperial worlds, or to resource starved outposts like Footfall.
4701Above and beyond the more “mundane†profits, such worlds
4702are notorious for housing lost or forbidden technology, from
4703archeotech miracles to the dreaded remnants of the Yu’Vath.
4704Imperial Interests
4705The Imperium is constantly expanding and contracting as it fights
4706its endless war for galactic dominance. As part of the ebb and
4707flow of this ceaseless conflict, the Explorers can make substantial
4708profits by aiding local Imperial forces or contracting themselves
4709to further their interests. This can range from scouting out worlds
4710for Imperial outposts to aiding battlefleets in their efforts to
4711scourge the Expanse clean of xenos influence. Imperial Interests
4712also includes the sacred task of restoring lost Imperial worlds to
4713the fold—regardless of whether or not the locals wish to return.
4714Table 2–3: Undiscovered Worlds
47151d10 Roll Encounter
47161–3
4717Heretic Gold: The Explorers hear of a planet in the Heathen Stars rich in natural resources but yet unclaimed
4718by the Imperium. If they can sway the population and convince its leaders of their divine right to rule, they can
4719plunder it at will. The Explorers gain an additional +25 Achievement Points towards their current Endeavour
4720whenever they fulfil a Creed Objective on this world.
47214–5
4722Dark Secrets of the Yu’Vath: There is a dark trade in Yu’vath artefacts, and the Explorers have discovered a world rich
4723in them. Unfortunately for the Explorers, the Yu’vath have left behind some nasty surprises for those who seek to scavenge
4724from the ruins of their empire. When generating artefacts from this site, the GM should choose “Alien Technologyâ€
4725on Table 2–30: Origin (see page 85) and “Peerless Elegance†on Table 2–32: Xenos Construction (see page 88).
4726Whenever an Explorer would gain Insanity Points during this venture, he gains the normal amount plus 1 instead.
47276–7
4728Bones of the Eldar: The Explorers have found a path to a world controlled and protected by the Eldar for
4729millennia. It is ripe for profit, and the plundering of its many ruins and remains, if the Explorers can slip past the vigil
4730of any hidden defenders or traps. When generating artefacts from this site, the GM should choose “Alien Technologyâ€
4731on Table 2–30: Origin (see page 85) and “Peerless Elegance†on Table 2–32: Xenos Construction (see page 88).
47328–9
4733A Jewel Amidst the Sand: A rare, unblemished world, filled with life and virgin resources, untouched by war, solar
4734catastrophe, or xenos hands. Such a planet is a great prize—if the Explorers can keep it a secret from others who are
4735equally interested in its untapped resources. Any Resource deposits on this world have an Abundance of 100–1d10.
473610
4737Off the Well-Tread Path: A previously undiscovered Warp route leads the Explorers to a system never before
4738visited by man. Every world is a potential chance for profit, but also could hold dangers and secrets of great
4739and terrible power. The Explorers gain an additional +25 Achievement Points towards their current Endeavour
4740whenever they complete an Exploration Objective on this world.
4741Table 2–4: Imperial Interest
47421d10 Roll Encounter
47431–3
4744The Green Menace: The Explorers are “invited†by an officer of Battlefleet Koronus to aid in clearing the Orks from a
4745world in Accursed Demesne. If they help rout the xenos, they earn rights to the spoils. The Explorers gain an additional
4746+25 Achievement Points towards their current Endeavour whenever they complete a Military Objective on this world.
47474–6
4748Marauders and Pirates: The Expanse is dotted with pirate bases, hidden in remote systems and on secluded
4749worlds. The Imperial Navy wants to contract the Explorers to investigate some of these sites, offering great rewards
4750as well as salvage rights should they find and destroy such a base. If the Explorers can wipe out these pirate bases,
4751they gain the Peer (Imperial Navy) Talent in addition to any Profit Factor they earn from this Endeavour.
47527–8
4753A Personal Errand: A member of the Battlefleet Koronus admiralty has a personal request which cannot be
4754executed by his subordinates. He wants the Explorers to discreetly look for a missing officer and suspected traitor,
4755who could be very embarrassing for their contact, should the Navy find him first. If the Explorers can track down
4756this traitor and bring him to the Imperial Navy to meet justice, they earn a favour from this Naval Officer in
4757addition to any Profit Factor this Endeavour rewards. This favour can be used a later date to negate a Misfortune or
4758help them overcome a similar problem, thanks to the Imperial Navy’s intervention (at the GM’s discretion).
47599–10
4760Echoes of Grandeur: Numerous worlds within the Expanse were once under Imperial control, and it is a constant
4761effort to reclaim them. The Explorers are tasked with finding a particular colony and returning it to the fold. This
4762world is has a Mining Colony of Size 3 with Productivity 10, Complacency 8, Order 8, and Piety 8, which the
4763Explorers might be able to conquer, with words or with swords (see pages 101–102 for Colony Characteristics).
476456
4765II: Planetside Adventures
4766Mapping the Void
4767Maps of the Koronus Expanse usually show only the mouth
4768of the Maw and the environs close to Footfall in any degree
4769of detail, before becoming more and more indistinct as they
4770spiral out toward the Rifts of Hecaton. Some charts may try
4771to add more details to the void, but for every world shown
4772there lurk dozens more hidden, undiscovered, or forgotten.
4773An extensive chart showing the location of such places is a
4774prize almost as priceless as the worlds themselves, and each
4775dynasty jealously guards its own maps of the places its Rogue
4776Traders have explored. For most, the only way to find a path
4777to an untouched region is to find the way themselves, and it
4778falls to brave and daring Explorers to blaze such a trail.
4779Holy Pilgrimage
4780Rogue Traders are not the only ones who have a vested interest
4781in forging lasting paths across the void, or in creating a secure
4782way to reach worlds both within the Expanse and beyond its
4783borders. The Ministorum lays down the paths of countless holy
4784pilgrimages within the Calixis Sector and the near regions of
4785the Expanse, growing wealthy on the passage of pilgrims and
4786the lines of travel to holy places and sacred worlds. Rogue
4787Traders might find themselves embroiled in such pilgrimages,
4788either through their own sense of religious faith and the desire
4789to honour the saints, or to exploit the faith of others, charging
4790exorbitant sums for the privilege of setting foot on places once
4791visited by Drusus, Angevin, or other such blessed individuals.
4792Ancient Glories
4793In the wake of the Imperium’s constant growth and decline,
4794whole sectors of space can be abandoned, cut off, or destroyed
4795by the tides of war and time. Examples of this exist within the
4796Expanse, the follies of past human attempts to settle the Halo
4797Stars or the more recent remnants of the ambition of Sector
4798Lords and Rogue Traders. Many of these locations only reside
4799for certain in Administratum archives or Ministorum directives,
4800exact positions and secrets long forgotten by even those who
4801ply the gulfs of space along the edges of the Calixis Sector.
4802With the right amount of Thrones or the promise of favour,
4803the Explorers might come across clues or maps to the location
4804of such places, and get the chance to plunder their wealth or
4805return them to the blessed fold of the Imperium.
4806Table 2–5: Mapping the Void
48071d10 Roll Encounter
48081–2
4809Across the Expanse: More than one Rogue Trader has tried to map a path from one end of the Expanse to the
4810other. The Explorers have learnt of an ancient star map carved into a ruined city, depicting such a route through the
4811Warp, that would let travellers bypass the dreaded Rifts of Hecaton—a secret that has eluded all Navigator Houses in
4812the Koronus Expanse, and one that they all very much wish to possess. The map is hidden in the wilds of a remote
4813world, though who, or what, made the map remains a mystery. If the Explorers can create a working transcription—
4814and translation—of this city-sized map, they receive the Peer (Navis Nobilite) Talent and are offered the services of
4815the best Navigators that the Houses of the Expanse can offer. However, they also risk becoming embroiled in the
4816constant and mercurial feuds of the Navis Nobilite merely by obtaining such knowledge.
48173–5
4818A Better Path: The worlds of the Maw remain a mystery to most, even though scores of ships brave the Warp storms each
4819cycle to reach the Expanse. An expedition is being formed to properly chart these worlds and even survey them for the
4820possibility of settlement, though saner minds consider these places best left alone. The Explorers gain an additional +50
4821Achievement Points towards Exploration Objectives during this Endeavour for each habitable world they chart.
48226–7
4823Untouched by Humanity: The Explorers have come across an ancient Administratum document detailing a world
4824on the edge of the Calyx Expanse marked for settlement, though it seems this ripe world was never claimed by the
4825Imperium. Such a prize is surely worth investigation, as is the reason it was abandoned. The Explorers gain an additional
4826+25 Achievement Points towards their current Endeavour whenever they complete a Trade Objective on this world.
48278–9
4828Gifts of the Machine God: There are regions of the Expanse of interest to the Adeptus Mechanicus which they lack
4829the resources to explore. The Explorers can fulfil such a task in exchange for the promise of reward and settlement
4830rights. However, something does not seem right about the mission, and the Mechanicum’s unwillingness to send their
4831own to this world raises further questions. If the Explorers can establish a Colony on this world in the name of the
4832Adeptus Mechanicus, they receive a single Archeotech Starship Component of their choice as payment.
483310
4834Safe Passage: The Explorers come across a salvation beacon from the surface of a remote moon, offering the location
4835of a world rich in abandoned xenos ruins in exchange for a rescue. When they investigate the ship, they find the crew
4836long-dead, but scavenge the coordinates to the lost world of xenos treasures. The Explorers gain an additional +25
4837Achievement Points towards their current Endeavour whenever they complete a Criminal Objective on this world.
483857
4839II: Planetside Adventures
4840Table 2–7: Ancient Glories
48411d10 Roll Encounter
48421–3
4843Colony of Man: The Explorers have been offered the chance to create a settlement on a world within the Expanse, as
4844a port of call for Imperial trade. Working closely with the Imperium has its price, and though the potential profit is high,
4845they must suffer meddling officials and secret Administratum agendas. They gain 200 Achievement Points towards the
4846Endeavour to found the Colony to reflect the Imperium’s support (see page 98 for Colonies). If the Explorers manage
4847to create the sort of upstanding outpost that matches the stringent and maddening standards of the Administratum, they
4848gain the Peer (Administratum) Talent in addition to any Profit Factor they earn from this Endeavour.
48494–5
4850Powder Keg: Among the Heathen Stars are planets settled by man long ago, cut off from the Imperium and
4851unaware of its existence. On one such world, the Explorers face the seeds of a Chaos cult. Such a taint sometimes
4852even calls for Exterminatus, the final judgement of the Emperor upon a world, but the world also contains a vastly
4853lucrative store of promethium, so far untapped by the heretics who inhabit it. If the Explorers can purge the world
4854of the heretics—without igniting the promethium reserves in the process, and blasting the world apart—they gain
4855exclusive access to a world with three Mineral Resources with an Abundance of 50+3d10 (see page 27).
48566–7
4857Descendants of the God-Emperor: A stable, advanced society cut off from the Imperium is a rare thing, though one
4858the Explorers have discovered. They must now decide whether to keep the world secret and try and draw profit from it,
4859or plunder what they can before the arrival of the Imperium’s more fanatical elements. The inhabitants worship the GodEmperor,
4860but their faith diverges in ways that some might see as heretical. The world counts as having an Agricultural
4861Colony with the following profile (Size 2, Productivity 5, Complacency 8, Order 8, Piety 4) (see pages 102–103 for
4862Colony Characteristics) which, if they are subtle, the Explorers might win to their service without firing a shot.
48638–9
4864A Failed Mission: During the early centuries of human exploration within the Expanse, countless ships were
4865lost. While surveying a lonely world, the Explorers come across such an ancient vessel, a vessel that, apart from
4866salvage, holds an archeotech component that enhances the powers of an Astropathic Choir. If the Explorers can
4867get this component into the hands of the Adeptus Astra Telepathica, they gain the Peer (Astropaths) Talent in
4868addition to any Profit Factor they earn from the Endeavour.
486910
4870Imperial Cache: Long ago, a renegade Imperial Guard general secreted away a vast number of war machines somewhere
4871in the Koronus Expanse, planning to use them for a coup. He was slain under highly mysterious circumstances, but his
4872cache was never found—until the Explorers uncover it on an uncharted world in the Expanse. If the Explorers can get
4873these vehicles back into the rightful hands of the Imperial Guard, either in the Spinward Front or the Jericho Reach, they
4874gain the Peer (Imperial Guard) Talent in addition to any Profit Factor they earn from the Endeavour.
4875Table 2–6: Holy Pilgrimage
48761d10 Roll Encounter
48771–3
4878Footsteps of Drusus: There are numerous worlds along the edges of the Expanse said to have once been graced
4879by Saint Drusus. The Explorers are offered substantial rewards by the Ministorum for mapping out such a world
4880and deeming it “safe†for pilgrims. The Explorers gain an additional +50 Achievement Points towards Creed
4881Objectives for each shrine they establish on worlds tread by Drusus during this Endeavour.
48824–6
4883Winterscale’s Resting Place: A descendant of the great Rogue Trader Winterscale is keen to recover the bones of one of
4884his glorious ancestors from a far flung world of the Expanse. The Explorers can lend aid, but this is more than a mission
4885to honour the dead. The descendant wants the remains for his own glory and status, and is willing to go to great lengths
4886to get them. If the Explorers can unearth the remains and return them to the descendent of Winterscale, they earn a token
4887of favour from this great Dynasty, which can either be exchanged for 1d5 Profit Factor, or assistance in overcoming a
4888Misfortune or other crisis (at the GM’s discretion), in addition to any other Profit Factor earned during this Endeavour.
48897–8
4890The Lost Crusade: The Margin Crusade was lost years ago in the wilds of the Expanse, though only a handful
4891know of its true fate. A powerful Scintillan noble widow wants the Explorers to find the Crusade, promising them
4892rights to her holdings in the Expanse. If they can discover the fleet’s fate amidst the cold stars of the Expanse, the
4893Explorers receive a Research Outpost Colony with the following profile (Size 3, Productivity 8, Complacency 8,
4894Order 3, Piety 7) (see pages 102–103 for Colony Characteristics).
48959–10
4896Broken Shrine: Failed missions of the Imperial Cult litter the Expanse. They rest in places where the Ministorum
4897has tried to impose the worship of the God-Emperor on worlds too harsh to tame. The Explorers have found such
4898a world and the remains of its keepers, near to madness and death. If the Explorers can return these lost souls to the
4899Ecclesiarchy, they receive a sacred relic of Saint Drusus, which the faithful value highly, and may even have truly
4900miraculous properties, in addition to any Profit Factor earned from the Endeavour.
490158
4902II: Planetside Adventures
4903Encounter Sites
4904“You haven’t known hell until you’ve landed on a death world, a
4905cursed ball of rock where everything and everyone you meet is trying
4906to kill you. I mean, Emperor’s teeth, last time we made planetfall I
4907had a servitor eaten by a rock! A damned rock!â€
4908—Viranous Pesk, Lighter Pilot, Den of Sorrows
4909There are billions of worlds in the galaxy, each one home to
4910its own unique horrors and hazards, but also a source of
4911potential profit and adventure for the Explorers. Further,
4912each world can house a vast set of highly varied environments,
4913biomes, and locations of import. While Chapter I: World
4914Generator focuses on creating vast regions, this section is instead
4915dedicated to creating the significant sites on a given planet,
4916asteroid, space hulk, or other sufficiently large body. These are
4917dramatic places—vast cavern complexes, lost alien cities,
4918forgotten vessels filled with terrors from beyond the
4919stars—at which the GM can set major scenes for the
4920Explorers. While a Profit Motive (see page 54) might
4921be what lures an Explorer into an Encounter Site, these
4922places have personalities all their own.
4923The archetypes for deadly and
4924imposing locales such as these
4925can be found on Table 2–8:
4926Encounter Sites (see below).
4927SETTING THE SCENE
4928Once the GM has determined the motive that inspires the
4929Explorers to take action (see Profit Motive on page 54) and
4930the world on which the expedition takes place (see Chapter
4931I: World Generator), he can determine the Encounter Site
4932where the planetside expedition takes place. The GM can use
4933any or all of the information from the iconic Encounter Sites
4934listed below to create memorable planetary encounters, or even
4935mix and match elements of different Encounter Sites. If the
4936GM wishes, he can also generate Encounter Site by rolling on
4937Table 2–8: Encounter Sites. The GM should also remember
4938to include any interesting or relevant elements of the world on
4939which the Encounter Site exists, as described in Chapter I:
4940World Generation. Integrating elements from both the Planet
4941and the Encounter Site can help to create memorable worlds and
4942locations, from the deadly to the beautiful to the bizarre.
4943GRAVE-WORLDS
4944AND GHOST SHIPS
4945Tireless millennia of war have left the galaxy littered with the ruins
4946of once great worlds and civilisation, and the hulks of ancient
4947vessels and cities. The Imperium alone has lost contact with
4948millions of its worlds since the Great Crusade, be they worlds lost
4949to Warp storms, celestial phenomena, or the aggression of alien
4950species. Some of these worlds are scattered across the Expanse,
4951waiting for explorers to rediscover them and plunder their lost
4952wealth. Such places are not without their dangers, though, and
4953often the cause of a ship’s demise or a world’s death is still present
4954to menace those who intrude on the domain of the dead.
4955Table 2–8: Encounter Sites
49561d10 Roll Encounter Site
49571
4958Derelict Vessel (see page 59): This Encounter Site is in fact a lost vessel. It could be a voidship that has crashed
4959onto the surface of a world, a Space Hulk temporarily in a planet’s orbit, or even a starship buried deep in an ocean
4960or beneath a mantle of molten rock.
49612 Death Zone (see page 61): This is a region upon a planet, moon, or other sufficiently large body that is utterly punishing
4962to interlopers, be it wracked by radiation storms, filled with toxic gasses, or otherwise inhospitable to human life.
49633 Lost Cities (see page 62): These are ancient population centres, long ago abandoned by their former inhabitants,
4964but perhaps still haunted by the shades of their makers.
49654 Warrens and Hollows (see page 64): These are vast complexes of alien design, some created by insect hives,
4966others by strange life forms incomparable to anything humans have encountered before.
49675 Xenoform Biome (see page 66): This Encounter Site has been utterly transformed by a single species, consumed
4968by a massive organism or shaped into strange and incomprehensible forms by an unknown species.
49696 Hidden Oases (see page 67): These areas are often undiscovered wellsprings amidst otherwise inhospitable regions of a
4970planet. While varying in appearance, each is filled with fresh water, edible plants, and other necessities for life.
49717 Caverns (see page 68): Mysterious and dark, these regions extend deep into the ground or far into huge mountains. Feral
4972troglodytes, lethal fungi, buried civilisations, and more may be found in the dimly lit crawlways under the rock.
49738 Jungles (see page 69): In these regions, thick masses of native flora dominate the land in a lush, verdant blanket.
4974Hidden amidst the green, however, are dangers aplenty, ranging from predatory animals to carnivorous plants.
49759
4976Chaos-Scarred Regions (see page 70): Here the land is blighted from the touch of the Chaos, either through
4977unrestrained psychic powers, invasion by the Ruinous Ones, man-made Warp ruptures, or other unnatural intrusions
4978from the Immaterium into reality.
497910
4980Ancient Warzones (see page 70): These are the remains of battles fought long ago, and blight the land with
4981devastation. Some areas are steeped with foul radiation, while others bubble with molten slag, but most are broken
4982stretches of rock and bones, littered with hulled tanks, shattered weapons, and other detritus of war.
4983asteroid, space hulk, or other sufficiently large body. These are
4984dramatic places—vast cavern complexes, lost alien cities,
4985forgotten vessels filled with terrors from beyond the
4986stars—at which the GM can set major scenes for the
4987Profit Motive (see page 54) might
4988be what lures an Explorer into an Encounter Site, these
4989places have personalities all their own.
4990The archetypes for deadly and
4991imposing locales such as these
4992 Table 2–8:
4993 (see below).
4994locations, from the deadly to the beautiful to the bizarre.
4995GRA
4996AND G
4997Tireless millennia of war have left the galaxy littered with the ruins
4998of once great worlds and civilisation, and the hulks of ancient
4999vessels and cities. The Imperium alone has lost contact with
5000millions of its worlds since the Great Crusade, be they worlds lost
5001to Warp storms, celestial phenomena, or the aggression of alien
5002species. Some of these worlds are scattered across the Expanse,
5003waiting for explorers to rediscover them and plunder their lost
5004wealth. Such places are not without their dangers, though, and
5005often the cause of a ship’s demise or a world’s death is still present
5006to menace those who intrude on the domain of the dead.
500759
5008II: Planetside Adventures
5009DERELICT VESSELS
5010The void is scattered with the remains of ill-starred travellers, their
5011vessels drifting in space or their broken hulls rusting in the depths
5012of alien wildernesses. These wrecks are extraordinarily valuable
5013finds, as there are usually components or parts to salvage. Crashed
5014vessels can still hold valuable cargos, rare and expensive goods
5015which never made it to their intended destination, but have lost
5016none of their potential profit. These could include fuel or raw
5017materials, rare minerals and precious metals, or finished goods in
5018the form of weapons and munitions. Explorers, pirates, and even
5019Rogue Traders can also be a source of crashed ships, lost when
5020trying to plunder wrecks themselves. Given the size and perils of
5021the Expanse, more of these treasure hunters vanish into the void
5022than return with brimming cargo holds. Most who do return do
5023so empty handed, with tales of brushes with disaster while trying
5024to recover the remains of a crashed vessel from a hostile world.
5025In addition to Imperial vessels, the Expanse is also home
5026to the remains of thousands of xenos wrecks, vessels from the
5027scores of alien empires which once plied the darkness beyond
5028the Maw. These kinds of wrecks bring their own dangers, as
5029the Explorers will often face not only the perils of the world
5030where the ship has come to rest and whatever creatures or
5031hazards might have taken up residence in the hulk, but also
5032the alien nature of the ship itself. The rewards of plundering a
5033xenos ship can be well worth the risks, and for a Rogue Trader
5034willing to deal in such forbidden goods, it presents a chance for
5035the Explorers to get their hands on exotic weapons, tech and
5036artefacts which they would otherwise never come across.
5037A crashed ship can be almost anything, from a downed
5038guncutter to the wreckage of an Emperor-class battleship spread
5039across a continent. Smaller vessels make for good encounters
5040within a larger adventure, such as the Explorers coming across the
5041remains of a shuttle in the depths of an alien jungle, the skeletons
5042of nearby crewmen and the remains of a broken vox telling a sorry
5043tale of their last days. Explorers in dire need of shelter (such as
5044from the acid rain or frozen storms of a hostile world) or supplies
5045would be grateful for the discovery of such a vessel. Equally, it
5046could be home to a hungry predator or an insane survivor, who
5047will turn on the Explorers as they explore the wreck.
5048Larger vessels are adventure settings in their own
5049right, especially if they are the remains of Warp capable
5050ships which once held tens of thousands of crew and were
5051kilometres long. These vessels might be largely intact,
5052depending on where they came to rest (such as the bottom
5053of an ocean or the heart of a swamp) or may be little more
5054than fragments (like the bridge of a cruiser rising out of the
5055sands of a desert, hundreds of kilometres from the rest of
5056the vessel). Over time, larger vessels will also become part
5057of the Encounter Site in which they crashed, local flora and
5058fauna making it their home, until it is possible for Explorers
5059to wander into the interior of a vessel without realising they
5060have left the forest, tundra, or jungle behind.
5061Deciding why a ship crashed is an important part of
5062figuring out what kinds of dangers and challenges the
5063Explorers must overcome to reach it and loot its
5064remains. There are a variety of reasons why a
5065ship might find its final resting place on some
506660
5067II: Planetside Adventures
5068remote world or system: it could have been damaged in battle
5069and forced down from orbit, suffered a mishap in the Warp and
5070struggled back to realspace only to crash, or fallen afoul of the
5071myriad of celestial phenomena found within the Expanse. Solar
5072storms, gravity wells, and debris fields could all have damaged
5073or grounded a ship which came too close to a volatile or hostile
5074world. Quite often a captain does not recognise the danger
5075before it is too late, whether it is a yet-unrecorded local effect
5076(like changing gravity patterns or rogue worlds) or some forgotten
5077xenos perils (such as ancient defence grids or alien sentinels like
5078those left behind by the Eldar, Yu’vath, or other ancient species).
5079Mutinous crews and insane captains can also cause a ship
5080to crash, deliberately plunging into a world’s atmosphere,
5081either as an act of rebellion against their lord or as a last,
5082desperate act against a seditious crew. Such vessels usually still
5083bear signs of their final, dark moments: barricades and battle
5084scars might remain where factions fought for control of the
5085bridge, engine room, and core cogitator. Survivors from such
5086wrecks often still cling to the memories of these rebellions,
5087and the descendants of a centuries old crash might still war
5088over the ancient wreck without knowing why.
5089DANGERS
5090Whenever the GM feels that the Explorers should encounter
5091a peril of some form while travelling through a Derelict Ship,
5092he should roll on Table 2–9: Derelict Ship Dangers.
5093DERELICT SHIP REWARDS
5094Prime Salvage: A relatively intact void ship is a great prize for
5095salvagers, with basic components, tempered metals, and machines
5096worth millions of Thrones. The real wealth of such a ship is to find
5097an intact plasma core, Warp engine, or weapon system, any one
5098of which would make the trouble of recovery more than worth
5099it. Generate 1d5–2 (to a minimum of 1) Voidship Components
5100using the Treasure Generator (see page 83).
5101Valuable Survivors: Crashed ships can contain important
5102survivors, such as Astropaths, Navigators, or notable captains,
5103either held in stasis or surviving in the ruins. Noble houses,
5104Imperial organisations, and even other Rogue Traders often
5105pay well for the return of such individuals. Any such notable
5106survivors returned to their factions are worth 15 Achievement
5107Points towards the Explorers’ current Endeavour.
5108Lost Cargo: In addition to what can be salvaged from the
5109wreck, ships frequently hold valuable cargo. At very least, a chartist
5110vessel or Warp trader might hold trade goods and minerals, or
5111machinery of substantial value. If the Explorers can recover this
5112cargo and find a port at which to sell it (while avoiding others
5113who claim ownership), they earn 1 Profit Factor.
5114Table 2–9: Derelict Vessel Dangers
51151d5 Roll Encounter
51161
5117Automated Defences: The interior of the derelict vessel is still outfitted with automated defences, which include
5118devastating heavy weapons emplacements. These emplacements fire on any intruders who stray within their range. They
5119have Ballistic Skill 30, 5 Armour Points, 15 Wounds, and are equipped with a Red-Dot Laser Sight (or appropriate xenos
5120equivalent) and one of the following, depending on the vessel: heavy bolter (Heavy; 120m; –/–/10; 2d10+2 X; Pen 5;
5121Clip 60; Reload Full; Tearing), shuriken cannon (Heavy; 120m; S/–/10; 1d10+7 R; Pen 6; Clip 60; Reload 2 Full), big
5122shoota (Basic; 80m; S/3/10; Pen 1; Clip 40; Reload Full; Inaccurate, Unreliable), or another appropriate Heavy Weapon.
51232
5124Vicious Residents: The ship was brought down by alien infestation or Daemonic taint, and this peril might remain, such as
5125Genestealer broods or Warp spawn hiding within its depths. Alternatively, the former occupants of the vessel might still reside
5126within, twisted by the influence of the Warp and generations of neglect. The party is assailed by one of the following: A pack
5127of Genestealers equal in number to the Explorers (plus a Broodlord, if the GM deems it appropriate) (see page 79), a group
5128of three terrifying Ebon Geists (see page 378 of the ROGUE TRADER Core Rulebook), or a cadre of twisted Mutant Outcasts
5129twice the number of the Explorers, led by a Mutant Abomination (see page 371 of the ROGUE TRADER Core Rulebook).
51303
5131Structural Decay: The combination of crashing into a world from space and the passage of time often means that the
5132ship itself is in a decaying state, making its twisted corridors unstable, power conduits volatile, and some areas simply
5133impassable, forcing long or dangerous detours. This portion of the vessel collapses when the Explorers enter it, dropping any
5134unfortunate who fails a Challenging (+0) Agility Test into the unseen depths. At the very least, this means that he suffers
5135an appropriate amount of Damage from falling (see page 261 of the ROGUE TRADER Core Rulebook).
51364
5137Ion Storm: The most obvious danger presented by a crashed ship is whatever brought it down in the first place. If
5138it is a recurring natural hazard, like atmospheric storms or null zones, then it may pose the same danger to the Rogue
5139Trader’s own vessel. This is represented by an electrical surge that deals 1d10+5 Energy Damage with the Shocking
5140Quality to any Explorer who is not sufficiently grounded at the time it sweeps through the ship’s hull.
51415
5142The World Inverted: There are countless systems on a void ship which can go awry, especially after decades or centuries
5143rotting in the wilds of an alien world. One of the greatest dangers is comes from warped gravity plates, which can throw
5144scavengers down corridors or into ceilings without warning. If an Explorer enters a zone under the effects of a damaged
5145gravity plate, he is thrown in whatever direction it is facing (suffering Damage from falling if appropriate), and then becomes
5146trapped by the crushing weight of the artificial gravity. Any Explorer trapped this way must make a Punishing (–50)
5147Strength Test to wrench himself free—or his comrades must find a way to free him, perhaps by deactivating the plate.
514861
5149II: Planetside Adventures
5150DEATH ZONES
5151Many worlds within the Expanse have never been able
5152to support life, be they cold spheres of rocks with thin
5153atmospheres or hostile stars that alternately freeze or burn
5154their surfaces clean of anything down to even the smallest of
5155bacteria. Others were once thriving biospheres, or even the
5156centres of vast planetary empires, now turned into endless
5157graveyards by some great horror or tragedy. However,
5158sometimes a catastrophe can afflict a single region of a planet
5159without even disrupting the other biomes of the world. Over
5160centuries and millennia, deserts can crawl across a continent
5161or magma can be thrust to the surface, the ash choking away
5162all life that it does not scour away in the eruptions. Other
5163times, a species might devour its way to extinction, greedily
5164consuming all of the natural resources in an area before
5165starving along with the ecosystem it has devastated. Though
5166these Encounter Sites are often dust-coated wastelands
5167inhospitable to humans, environmental catastrophe sometimes
5168pushes rare minerals or exotic compounds to the surface.
5169Of greatest interest and most potential profit are regions that
5170were once alive, but have perished as a result of some great
5171catastrophe or died a slow, strangling death. These can exist on
5172almost any world, from once thriving industrialised worlds, to
5173feral planets, or even Imperial outposts, lost to the numberless
5174dangers found within the Expanse. In the same manner as a
5175crashed vessel, a once-inhabited Death Zone presents a rotting
5176carcass for the Explorers to pick over, with empty city streets
5177and broken highways to navigate in search of wealth. These
5178abandoned regions can be found on even the mightiest of hive
5179worlds or forge worlds, amidst the continent-sized dumping
5180grounds or in the irradiated underhives where none dare tread.
5181If the region did, in fact, once support life, the GM should
5182decide how it met its end, what grand catastrophe annihilated
5183it, and if the danger posed by such an event still lingers to
5184threaten the Explorers. The most dangerous kind of Death
5185Zones is one for which there is no apparent evidence of what
5186destroyed it. The Explorers might find the wasted remains
5187of forests, empty cities, and abandoned orbital stations with
5188no sign of people or any signs of violence. This could be the
5189work of the Warp, the dark powers of Chaos scouring a world
5190of life in a single night of horror, and leaving little evidence
5191of its passing, or it could be the actions of xenos, interested
5192only in the living for their own obscure reasons. In both cases,
5193it is possible that the arrival of the Explorers might reawaken
5194such powers, stirred to action by the presence of life and fresh
5195souls for their dark masters.
5196DANGERS
5197Whenever the GM decides that the Explorers should
5198encounter a peril of some kind while travelling through
5199a Death Zone, he can roll or choose an option from
5200Table 2–10: Death Zone Dangers.
5201Table 2–10: Death Zone Dangers
52021d5 Roll Encounter
52031
5204Sinkhole: Created by the apocalyptic blasts of weapons or scouring storms and floods, sinkholes are a mundane, but
5205nonetheless terrible danger to Explorers who make their way into Death Zones. Explorers who enter the destabilised
5206area of a sinkhole must make a Routine (+20) Agility Test to escape the collapsing pit. At best, the unfortunates
5207who fail might find themselves in caverns beneath the Death Zone—at worst, they end up buried beneath soil and
5208rock, in desperate need of rescue from without.
52092
5210Lingering Curses: Void-farers are superstitious for good reason, and some worlds can be “cursed,†their sorry
5211histories a collection of one tragedy after another, leading to their eventual demise. These ill-fated places are usually
5212well known to travellers in the Expanse, and always come with tales of captains too foolish or greedy to heed the
5213curse and who met their end upon its surface. When the Explorers encounter an incontrovertible omen (a pool of
5214blood that slowly swirls with images of the viewer’s demise, a set of chained corpses that hang up towards the sky, a
5215great whispering stone wrought with glowing gems, or some other sign of the GM’s creation) they must all make a
5216Fear Test against a difficulty of Fear (1) Disturbing. This is considered a supernatural source of Fear.
52173
5218Insane Machines: Both alien machines and those wrought by the Adeptus Mechanicus can fail over the long march
5219of years, their complex functions becoming corrupted and twisted until they are a danger to all who cross their path.
5220The Explorers are assailed by a number of these constructs, which use the profile for a Battle Servitor (sees page
5221374–375 in the ROGUE TRADER Core Rulebook) equal to twice their number.
52224
5223Rad Storm: Whether the result of weapons or celestial forces, this region is plagued by radioactive storms and
5224distorted magnetic fields, making landing and exploration dangerous. In addition to the perils of trying to navigate
5225the atmosphere, risking power failure or sensor blindness, the Explorers will not be able to remain for long on the
5226world’s surface, the intense radiation eventually overcoming even the best defences. When a rad storm sweeps in,
5227each living thing in its path must make a Difficult (–10) Toughness Test or gain 1 level of Fatigue that cannot
5228be removed until it escapes such exposure for at least a 24 hour period. Any living creature that passes out due to
5229Fatigue acquired this way succumbs to radiation poisoning and perishes.
52305
5231Sandstorm: Death Zones are typically characterised by a layer of silt, ash, or caustic material that covers all surfaces
5232in the absence of life. When such a storm blows in, the Explorers all suffer 1d10+5 Rending Damage and are
5233Blinded, unless they can find proper shelter from the whipping gale. Further, this storm imposes a –30 penalty on all
5234Navigate (Surface) Tests the Explorers make while caught inside of it.
523562
5236II: Planetside Adventures
5237REWARDS
5238The Game Master can use any or all of the following rewards to
5239entice the Explorers to enter a Death Zone Encounter Site:
5240Rare Minerals: Even worlds with no indigenous life
5241or the ruins of ancient civilisations can yield great wealth
5242for a cunning Rogue Trader. Some worlds are home to
5243unique ores and minerals, like living crystals that can be
5244grown into any shape or obsidian-like stones that hold
5245a monofilament edge sharper than anything man can
5246create. The depths of gas giants and the atmospheres of
5247toxic worlds can also hold rare chemical compounds, such
5248as vapours that burn far faster and hotter than even the
5249purest promethium. Add an Mineral deposit (see page 29)
5250to this Encounter Site, or increase the Abundance of any
5251such deposits at or near this site by 1d10+5.
5252Ancient Plunder: A world which once held a civilisation
5253(Imperial or otherwise) is a treasure house of salvage for a
5254Rogue Trader. Great spires, vast cities and even scattered
5255outposts can all be stripped for both raw materials and hidden
5256treasures. Abandoned orbital installations and even decaying
5257shipyards are also possible finds, which can be dragged away
5258or carved up for plunder. Add an Archeotech Cache (see page
525928) to this Encounter Site, or increase the Abundance of any
5260such deposits at or near this site by 1d10+5.
5261New Colonies: If a ruin is sufficiently intact, or a
5262world not too hostile to life to possibly support the living
5263again, a Rogue Trader can use it as a basis for a Colony. By
5264transplanting a population, he can restore fallen factories
5265and crumbling cities to part of their former glory, and
5266accelerate the growth of a world tenfold. If a Rogue Trader
5267chooses to begin a Colony at such a site in the manner
5268described in Chapter III: Populating the Expanse (see
5269page 98), the Endeavour to found the Colony begins with
5270200 Achievement Points to reflect the Rogue Trader’s novel
5271use of the ancient infrastructure.
5272LOST CITIES
5273Among dead worlds and lost planets are the remains of
5274countless outposts and civilisations, testaments to the entropic
5275nature of the universe that wipes away nearly all traces of even
5276the greatest empires. Some of these lost cities are ruins, like
5277those found on worlds touched by catastrophe, while others are
5278remote outposts, the remains of much larger galactic kingdoms
5279and races, long since cut off from their distant home worlds.
5280Something nearly all lost cities have in common is their isolation
5281from the rest of the Expanse, being located in places where, for
5282one reason or another, they have prospered alone without the
5283support of other worlds. In many cases, the inhabitants of a
5284lost city will be unaware of the galaxy beyond their sky, seeing
5285only empty darkness and cold stars, without any thought to the
5286spectre of the Imperium that lays claim to them.
5287A lost city could have once been the heart of a powerful
5288planetary or even interplanetary realm, its inhabitants unaware
5289of the glories of their ancestors or of the inheritance they have
5290lost. This can happen if a space-faring empire falls prey to some
5291great disaster, like alien invasion or celestial catastrophe. Warp
5292storms can cut off a world from its neighbours and trigger such
5293a decline, leading to centuries of isolation and that reduce a once
5294thriving world to ruins prowled by primitive gangs, living off
5295the scraps and rubbish of their ancestors. Unlike a dead world,
5296lost cities usually still hold some degree of life, rather than being
5297scoured clean by tragedy. They are places where beasts or the
5298descendants of man cling to a world they no longer recognise,
5299locked into a grim downward spiral of devolution.
5300Lost cities can also be the result of deliberate human or alien
5301intervention, such as in the case of a greater empire keeping a
5302lesser one subservient to its desires. Among the heretic human
5303empires of the Expanse, it has been documented that some
5304human worlds are kept in a permanent primitive state after
5305being subdued by a greater force, stripped of their technology
5306and kept alive only as a source of labour or conscript soldiers
5307in a vile parody of the Imperium’s own system of planetary
530863
5309II: Planetside Adventures
5310tithes. It is suspected that alien races like the Dark Eldar also
5311“farm†such primitive worlds for slaves, descending from the
5312sky to take humans when they require new stock, and creating
5313a world living in terror of their dark sky gods. The Yu’vath
5314were another race to indulge in this practise of reducing a
5315conquered race to a primitive tribal state, and then exploiting
5316its human population for their own dark ends.
5317The most interesting lost cities a Rogue Trader can visit,
5318far more profitable than mere ruins or the debased remains of
5319human and alien civilisations, are those that choose to remain
5320lost for a reason. Among the Halo Stars are worlds and cities
5321whose inhabitants have chosen to live apart from the galaxy,
5322isolating themselves not because of the whims of the Warp or
5323the intervention of alien races, but by conscious choice.
5324DANGERS
5325Whenever the GM decides that the Explorers should encounter a
5326peril of some form while travelling through a Lost City, he can roll
5327or choose an option from Table 2–11: Lost City Dangers.
5328REWARDS
5329The Game Master can use any or all of the following rewards to
5330entice the Explorers to enter a Lost City Encounter Site:
5331Safe Harbour: A lost city can make a suitable safe port
5332for a Rogue Trader, especially if he alone knows its location
5333and understands its inhabitants (if any). Such a remote and
5334protected domain can become a place to hide goods, secure
5335prisoners, or simply to rest, many of the reasons such places
5336are also favoured by pirates as ideal bases. Any bases, large
5337caches, or other significant operations hidden here impose a
5338–30 penalty on relevant Tests to locate them from afar.
5339Secret Lore: The bones of a dead city or the ruins in which
5340its tribes survive can be a source of secret and useful lore for
5341the Explorers. Among the decaying structures and streets rests
5342lost tech, powerful lore, valuable star charts, or long-forgotten
5343weapons. Scattered throughout the city are 1d5+1 randomly
5344generated items from the Treasure Generator (see page 83).
5345Glory and Renown: There are numerous fabled cities
5346that glitter in the lore of the Calixis Sector and the Koronus
5347Expanse, places mentioned in the teachings of Saint Drusus,
5348the records of the Angevin Crusade, and even the whispered
5349tales of the Haarlock dynasty. Discovering such a fabled
5350city—and surviving to tell the tale—yields 50 Achievement
5351Points towards the Explorers current Endeavour as their legend
5352grows.
5353Table 2–11: Lost City Dangers
53541d5 Roll Encounter
53551
5356Hostile Inhabitants: Lost but not abandoned, this city still has guardians who wish to see intruders expunged at
5357all costs. The Explorers are ambushed by a cadre of defenders equal in number to their group. The specifics of these
5358defenders depend on who is currently inhabiting the city—they might be native Orks (see page 76), long-lost human
5359colonists (see page 376 of the ROGUE TRADER Core Rulebook), or some other enemy entirely, such as the Yu’Vath
5360horrors found in other volumes like THE KORONUS BESTIARY.
53612
5362Pitfall Trap: If a city was destroyed by war, or was hidden for a reason, it might be protected by traps and tricks
5363to foil attackers. A pitfall trap requires any Explorer who triggers it to make a Difficult (–10) Agility Test to avoid
5364falling in, or suffer a two metre fall followed by 1d10+4 Rending Damage with the Toxic Quality from spikes.
53653
5366Snare: Some traps are not meant to kill their targets, but instead to immobilise them for later interrogation (or
5367boiling). Whatever the case, any Explorer who triggers such a trap is struck with an attack that deals 1d5+2 Impact
5368Damage with the Primitive and Snare Qualities.
53694
5370Weapon Trap: One intimidating (if, perhaps, excessively complex) form of trap involves rigging blades to swing
5371out of the walls, or weapons to pelt intruders with projectiles. Any Explorer who enters the zone of such a trap is
5372immediately struck by 1d5 attacks that each deal 1d10+4 Rending or Impact Damage with the Primitive Quality. At
5373the GM’s discretion (when dealing with groups capable of building more deadly traps), these attacks gain the Toxic
5374Quality, lose the Primitive Quality, or both.
53755
5376Urban Decay: Some ancient ruins are better preserved than others, as evidenced by weathering, discolouration, and
5377ominous cracks in key support pillars. When the Explorers enter an area that has begun to fall apart in this manner,
5378they must make a Difficult (–10) Agility Test or become trapped in the collapsing room, suffering 1d10+6 Impact
5379Damage and becoming trapped within the debris. Freeing oneself requires an Ordinary (+10) Strength Test or
5380a Routine (+20) Contortionist Test, while freeing a trapped comrade requires a Challenging (+0) Logic or
5381Strength Test. If, however, any Explorer fails any of these Tests by three or more Degrees of Failure, the entire pile
5382shifts, and everyone trapped within suffers another 1d10+6 Impact Damage.
5383Whenever the GM decides that the Explorers should encounter a
5384peril of some form while travelling through a Lost City, he can roll
5385The Game Master can use any or all of the following rewards to
5386 A lost city can make a suitable safe port
5387for a Rogue Trader, especially if he alone knows its location
5388and understands its inhabitants (if any). Such a remote and
5389protected domain can become a place to hide goods, secure
5390prisoners, or simply to rest, many of the reasons such places
539164
5392ALIEN EMPIRES
5393AND XENOS RUINS
5394Despite its best efforts, humanity shares its galaxy with a
5395multitude of other races and life forms. Any world which
5396can support life is a nest of xenos plants and animals, shaped
5397by the nature of their biome and reared under alien stars
5398into forms both strange and terrifying. To a Rogue Trader,
5399many new worlds are menageries of such alien forms, filled
5400with creatures both unpredictable and dangerous. Even more
5401deadly than the presence of indigenous alien life is the
5402presence of xenos empires, of which the Koronus Expanse
5403has more than its share. The farther an Explorer travels into
5404the Expanse, the weaker the grasp of humanity becomes.
5405WARRENS AND HOLLOWS
5406Humans are not alone in cultivating planets for their own needs.
5407Even primitive alien species raise up cities or tunnel out warrens
5408for their growing kind. These artificial domains can be maddening
5409places for a human, the xenos architecture and incomprehensible
5410design both taking their toll. Such places are also built for the needs
5411of alien biology and ecosystems where the air, ground, and plant
5412life might all be toxic or hostile to human intrusion. This could be
5413because the alien settlement exists in a remote and
5414dangerous location, like the depths of a chemical
5415ocean or high in the willowy fronds of a microgravity
5416forest. Alternatively, the xenos
5417themselves might create a
5418substance in the creation of
5419their city; toxic secretions and
5420solid excreta that are used as
5421building materials.
5422Alien hives come in a number of forms, primarily those
5423created by sentient minds and those created by insect or
5424animal instincts. The latter are obviously more common,
5425and many worlds show the presence of creatures which have
5426reshaped their environment to their own needs. On a small
5427scale, this can mean mounds of vegetation or unnatural caves
5428where a beast or creature has made its home, a place where the
5429Explorers themselves seek shelter from the perils of a world
5430or, if they are in search of food or trophies, track down the
5431creature itself. On a larger scale, a colony of creatures could
5432create an entire warren of tunnels, level a whole section of
5433jungle for their nests, or even drain a swamp to create a vast,
5434muddy sinkhole for a home. These larger nests can become
5435quite a challenge for Explorers, as they can span kilometres
5436both above and below ground, and hide unexpected treasures
5437as well as more unpredictable dangers.
5438Hives created by sentient creatures are an altogether more
5439daunting prospect for the Explorer, as they demonstrate some
5440of the intelligence mankind puts into his own cities and
5441colonies. In a nest crafted by thinking minds, there is an alien
5442reasoning behind its design, and often it includes defences
5443and traps to confound or repel invaders. For Explorers,
5444discerning the difference between a hive or warren created
5445by a thinking mind and the instinctive burrowing of a xenos
5446beast can a challenge, and the truth might only become
5447apparent once they have ventured deep into its interior.
5448Sealing portals, mechanical devices and traps, as well as a
5449coordinated defensive response can all indicate
5450the presence of
5451something more
5452than mere feral
5453instinct behind
5454the creation of a
5455such a hive.
545664
5457II: Planetside Adventures
5458ALIEN EMPIRES
5459AND XENOS RUINS
5460Despite its best efforts, humanity shares its galaxy with a
5461multitude of other races and life forms. Any world which
5462can support life is a nest of xenos plants and animals, shaped
5463by the nature of their biome and reared under alien stars
5464into forms both strange and terrifying. To a Rogue Trader,
5465many new worlds are menageries of such alien forms, filled
5466with creatures both unpredictable and dangerous. Even more
5467deadly than the presence of indigenous alien life is the
5468presence of xenos empires, of which the Koronus Expanse
5469has more than its share. The farther an Explorer travels into
5470the Expanse, the weaker the grasp of humanity becomes.
5471WARRENS AND HOLLOWS
5472Humans are not alone in cultivating planets for their own needs.
5473Even primitive alien species raise up cities or tunnel out warrens
5474for their growing kind. These artificial domains can be maddening
5475places for a human, the xenos architecture and incomprehensible
5476design both taking their toll. Such places are also built for the needs
5477of alien biology and ecosystems where the air, ground, and plant
5478life might all be toxic or hostile to human intrusion. This could be
5479Alien hives come in a number of forms, primarily those
5480created by sentient minds and those created by insect or
5481animal instincts. The latter are obviously more common,
5482and many worlds show the presence of creatures which have
5483reshaped their environment to their own needs. On a small
5484scale, this can mean mounds of vegetation or unnatural caves
5485where a beast or creature has made its home, a place where the
5486Explorers themselves seek shelter from the perils of a world
5487or, if they are in search of food or trophies, track down the
5488creature itself. On a larger scale, a colony of creatures could
5489create an entire warren of tunnels, level a whole section of
5490jungle for their nests, or even drain a swamp to create a vast,
5491muddy sinkhole for a home. These larger nests can become
5492quite a challenge for Explorers, as they can span kilometres
5493both above and below ground, and hide unexpected treasures
5494as well as more unpredictable dangers.
5495Hives created by sentient creatures are an altogether more
5496daunting prospect for the Explorer, as they demonstrate some
5497of the intelligence mankind puts into his own cities and
5498colonies. In a nest crafted by thinking minds, there is an alien
5499reasoning behind its design, and often it includes defences
5500and traps to confound or repel invaders. For Explorers,
5501discerning the difference between a hive or warren created
5502II: Planetside Adventures
5503life might all be toxic or hostile to human intrusion. This could be
5504because the alien settlement exists in a remote and
5505dangerous location, like the depths of a chemical
5506ocean or high in the willowy fronds of a microgravity
5507forest. Alternatively, the xenos
5508themselves might create a
5509substance in the creation of
5510their city; toxic secretions and
5511solid excreta that are used as
5512building materials.
5513discerning the difference between a hive or warren created
5514by a thinking mind and the instinctive burrowing of a xenos
5515beast can a challenge, and the truth might only become
5516apparent once they have ventured deep into its interior.
5517Sealing portals, mechanical devices and traps, as well as a
5518coordinated defensive response can all indicate
5519the presence of
5520something more
5521than mere feral
5522instinct behind
5523the creation of a
5524such a hive.
552565
5526II: Planetside Adventures
5527DANGERS
5528Whenever the GM decides that the Explorers should encounter
5529a peril of some form while travelling through a Warren or
5530Hollow, he can roll or choose an option from Table 2–12:
5531Warrens and Hollows Dangers.
5532REWARDS
5533The Game Master can use any or all of these rewards to entice the
5534Explorers to enter a Warrens and Hollows Encounter Site:
5535Meat Locker: Wild and bestial xenos care only for
5536the meat and bones of their prey, and think little of the
5537worthless and inedible trinkets they might carry. Finding
5538the food stores of a hive, or its refuse heaps, can prove a
5539treasure trove for Explorers who are willing to dig through
5540the piles of corpses or get their hands dirty searching
5541mounds of alien excrement. Any time the Explorers discover
5542such a waste pile, the group may make a single Hard (–20)
5543Search Test; if they succeed, they discover one item from
5544the Treasure Generator (see page 83), plus one additional
5545item for every two Degrees of Success on the Test.
5546Purge and Cleanse: Wiping out a nest can
5547have its own rewards, such as the glory of the GodEmperor
5548satisfied by the destruction of another foul
5549xenos species staining a world intended for humans.
5550If there is a human colony or society already present
5551on the planet, the locals might also be grateful to have
5552such a threat gone. The Explorers receive 15 Achievement
5553Points towards their current Endeavour for purging such a
5554xenos taint, but only so long there is someone to compensate
5555them or an intrinsic value to their own venture in doing so.
5556Rare Specimens: Some xenos might be of value to the
5557Explorers because of their biological makeup, or because
5558they have a value to the right buyers. Of these “valuableâ€
5559alien specimens, the rarest and most coveted are always in the
5560deepest parts of their hives, protected by their lesser kin; if the
5561Explorers slay the creature in question and claim its remains,
5562they receive 10 Achievement Points towards their current
5563Endeavour; if they take it alive, however, they receive 20
5564Achievement Points towards their current Endeavour instead.
5565Table 2–12: Warrens and Hollows Dangers
55661d5 Roll Encounter
55671
5568Toxic Spores: The presence of xenos leaves its mark upon a place, the vile essence of their being spread out
5569among the caverns or tunnels in which they nest. This could be sticky excretion from their skin, shed hides or
5570shells, or even bile, vomited up and used as building material. Each Explorer who enters a zone filled with such
5571contaminants must make a Difficult (–10) Toughness Test or suffer 1d10+5 Toughness Damage that does not
5572begin to heal until he leaves the polluted region.
55732
5574Twisting Labyrinth: Alien creatures rarely build with human visitors in mind, and their instinctive architecture
5575is often counter-intuitive or downright maddening. When the Explorers enter such a zone, they must make a
5576Challenging (+0) Navigate (Surface) or a Hard (–20) Logic Test. If no Explorer succeeds, they become
5577woefully lost; in addition to wandering off course, they immediately wander into another Hazard from this Table.
55783
5579Natural Snare: Some xenos predators build elaborate traps by instinct, trapping their prey in organic nets, shallow
5580pits, grasping tendrils, or other fiendishly clever snares. Whatever the case, any Explorer who triggers such a trap is
5581struck with an attack that deals 1d5+2 Impact Damage with the Primitive and Snare Qualities. Additionally, predators
5582almost invariably monitor their traps, and it can only be a matter of time before one arrives to seek its meal...
55834
5584Digestion Pit: Some creatures digest their food outside of their bodies, spewing acidic slime on stockpiled
5585organic material to break it down before consuming it. The Explorers stumble across such a pit in the centre
5586of a tunnel, and must make a Challenging (+0) Agility Test to avoid falling in and suffering 1d5 Impact
5587Damage that ignores Armour and Toughness Bonus per Round, until they can escape. Note that due to
5588the smell, however, the Explorers receive a +20 bonus to any Awareness or other Exploration Skill Test to
5589notice or find the pit before stepping into it.
55905
5591Bio-electric Field: Some organisms innately generate energies that hinder communications and can even disrupt
5592the functioning of complex electronics. When they encounter such an organism, the Explorers lose long-range
5593electronic communications and, at the GM’s discretion, any of their complex electronics fail.
5594treasure trove for Explorers who are willing to dig through
5595the piles of corpses or get their hands dirty searching
5596mounds of alien excrement. Any time the Explorers discover
5597Hard (–20)
5598; if they succeed, they discover one item from
5599the Treasure Generator (see page 83), plus one additional
5600Wiping out a nest can
5601have its own rewards, such as the glory of the GodEmperor
5602satisfied by the destruction of another foul
5603xenos species staining a world intended for humans.
5604If there is a human colony or society already present
5605on the planet, the locals might also be grateful to have
5606DANGERS
5607Whenever the GM decides that the Explorers should encounter
5608a peril of some form while travelling through a Warren or
5609Hollow, he can roll or choose an option from
5610Warrens and Hollows Dangers
5611REWARDS
5612The Game Master can use any or all of these rewards to entice the
5613Explorers to enter a Warrens and Hollows Encounter Site:
5614Meat Locker:
5615the meat and bones of their prey, and think little of the
5616worthless and inedible trinkets they might carry. Finding
5617the food stores of a hive, or its refuse heaps, can prove a
5618treasure trove for Explorers who are willing to dig through
5619the piles of corpses or get their hands dirty searching
5620mounds of alien excrement. Any time the Explorers discover
5621such a waste pile, the group may make a single
5622Search Test
5623the Treasure Generator (see page 83), plus one additional
5624item for every two Degrees of Success on the Test.
5625Purge and Cleanse:
5626have its own rewards, such as the glory of the GodEmperor
5627satisfied by the destruction of another foul
5628xenos species staining a world intended for humans.
5629If there is a human colony or society already present
5630on the planet, the locals might also be grateful to have
5631such a threat gone. The Explorers receive 15 Achievement
563266
5633II: Planetside Adventures
5634XENOFORM BIOME
5635Humanity is far from the most dangerous creature in the galaxy,
5636though it might like to believe in its own superiority. It is also is
5637not the only species to dominate its environment so thoroughly
5638that the terrain becomes a reflection of its own nature. Many
5639alien creatures present little danger to a traveller, be they
5640innocuous insects, plants, or small animals, which are no match
5641for a cunning mind and a ready boltgun. Unfortunately for the
5642Explorer, hidden among the xenos jungles, forests, and oceans
5643of an alien world there lurk real dangers, things which can spell
5644death for a traveller should he cross their path. In some cases,
5645these things are obvious and terrifying; towering carnivorous
5646plants, or hulking sea-beasts which are all fangs, claws and
5647tentacles, clearly a foe to be wary of. However, in other cases,
5648the dangers of indigenous xenoforms are much harder to detect:
5649sometimes, the entire environment moves to the beat of a single
5650heart, or shifts to the thoughts of a single intelligence.
5651The environment itself can be a predator, and threaten
5652the Explorers as soon as they set foot on a world. Continent
5653spanning jungles (sharing a single root system and single mind),
5654sentient oceans, and living storms are all possible, hiding from
5655the Explorers in plain sight and often revealing their true
5656danger only when it is too late. Beyond those xenoforms
5657which the Explorers can see and destroy with a wellplaced
5658bolt-shell are the multitudes of invisible
5659predators a world can be host to; alien viruses
5660and xenos pathogens, potentially expelled by plants, living in
5661the local wildlife, or simply part of the world’s atmosphere.
5662These insidious threats can infect an Explorer’s crew, either
5663tearing through its ranks like a plague or lurking dormant for
5664weeks or months before making its presence known, long after
5665the Rogue Trader has left the world behind.
5666Xenoform Biomes can also be found on settled worlds, where
5667the presence of mankind (or another alien race) is seemingly well
5668established. When the Imperium settles a world, it will often purge
5669much of the local wildlife if it is not immediately useful or poses a
5670threat to humans. Such purges are often incomplete, however, and
5671a virus that controls an entire ecosystem, or a cavern complex that
5672is in fact a great beast, might never be noticed.
5673Dangers
5674Whenever the GM decides that the Explorers should
5675encounter a peril of some form while travelling through a
5676Xenoform Biome, he can roll or choose an option from Table
56772–13: Xenoform Biome Dangers.
5678REWARDS
5679The Game Master can use any or all of the following rewards to
5680entice the Explorers to enter a Xenoform Biome Encounter Site:
5681Cleared for Colonisation: Once any indigenous
5682alien menace has been dealt with, the Explorers can begin
5683harvesting the world for themselves. This is an important step
5684Table 2–13: Xenoform Biome Dangers
56851d5 Roll Encounter
56861
5687Hallucinogenic Spores: There are many ways in which xenoform regions repel intruders. One method is to
5688introduce airborne toxins or contaminants that react with the physiology of sentient creatures by causing terrifying
5689hallucinations. Each Explorer who enters a zone filled with such contaminants must make a Hard (–20) Toughness
5690Test or roll on Table 5–5: Hallucinogen Effects (see page 126 of the ROGUE TRADER Core Rulebook).
56912
5692Shifting Maze: Some alien creatures can dynamically bend their environment to their whim, moving organic or
5693even seemingly inorganic structures to and fro as they please within their dominion. When the Explorers traipse into
5694a place where a native organism is changing the terrain, they must make a Very Hard (–30) Navigate (Surface)
5695or Logic Test to make their way through the shifting environment. If no Explorer succeeds, they simply make no
5696progress, passing the same trees over and over again and wandering into one more Hazard from this chart before
5697they can attempt the Test again. If the Explorers realise that the environment is actively shifting around them, and
5698modify their methods to compensate, they gain a +20 bonus on these Tests.
56993
5700Oppressive Mind: Creatures capable of bending entire environments to their own ends are often intelligent—even
5701if only in a gestalt and instinctive sense—and possessed of a terrifying will to survive. If the Explorers stumble into
5702a particularly vital area, this desire manifests itself not only in pitfalls and defenders, but in a raw, mental force that
5703pushes all but the most iron-willed to their knees. When the Explorers enter such an area, they must make a Hard
5704(–20) Willpower Test. Any Explorers who fail suffer 1d10+5 Intelligence and Perception Damage, which they
5705remove immediately upon exiting the xenoform region.
57064
5707Acid Pool: Xenoform regions often create areas in which the life form that dominates the environment can digest its
5708food—either in large, secondary stomachs or pools filled with biting acid. The Explorers stumble across such a pit,
5709concealed beneath some form of cover, and must make a Hard (–20) Agility Test to avoid falling in and suffering 1d5
5710Impact Damage that ignores Armour and Toughness Bonus per Round until they can escape. Note that due to the smell, the
5711Explorers gain a +20 bonus to any Awareness or other Exploration Skill Tests to notice or find the pit before falling into it.
57125
5713Aggressive Antibodies: Xenoform regions often have aggressive guardians, creatures grown or repurposed to
5714destroy any invaders who brazenly enter their domain. When the Explorers enter a region guarded by these
5715creatures, the defenders launch their ambush. Most disturbingly of all, however, these creatures almost look as if
5716they might once have been human. There are as many of these creatures as there are Explorers, and they use the
5717profile for Mutant Abominations (see page 371–372 of the ROGUE TRADER Core Rulebook).
571867
5719II: Planetside Adventures
5720in the colonisation of a world, as it allows the Explorers to
5721take their potent weapons and unique skills elsewhere without
5722worrying about the colony’s immediate destruction.
5723Unnatural Interest: There are many parties within the
5724Imperium of Mankind that might take a worrisome but
5725also highly lucrative interest in a xenoform environment.
5726From a renegade Magos Biologis to certain members of
5727the Holy Ordos of the Inquisition, there are influential and
5728powerful individuals aplenty who might ask a group of
5729Explorers to enter such an environment, offering massive
5730rewards to offset the tremendous risk. Of course, only the
5731GM can say whether such individuals would actually tell
5732the Explorers of the sinister truth behind the place they
5733have been sent to investigate...
5734HIDDEN OASES
5735While most planets are littered with clearly hazardous
5736regions, ranging from explosive magma eruptions to
5737bellicose native xenos, many also have quiet areas, where
5738life not only thrives, but seemingly welcomes the weary
5739traveller. Veiled away through forbidding jagged cliffs or
5740obscuring smoke clouds, the appearance of an oasis often
5741mean the difference between a lethally failed mission and
5742continued profitable exploration.
5743The exact nature of an oasis varies from planet to
5744planet, and sometimes even within a single world. In desert
5745environments, an oasis might be a mere cluster of edible
5746green and a pool of clear water, fed through underground
5747aquifers. Death Worlds might instead have a haven of peaceful
5748quiet atop a sheer mountain peak, keeping the surrounding
5749bloodthirsty predators at bay. While each offers a different
5750appearance, each oasis generally has three basic offerings:
5751potable water, edible flora (and sometimes fauna), and an
5752overall restful setting. The latter especially can turn quickly
5753on the Explorers, however, for they are most certainly not
5754alone in seeking out such regions for relief.
5755DANGERS
5756Whenever the GM decides that the Explorers should
5757encounter a peril of some form while travelling through a
5758Hidden Oasis, he can roll or choose an option from Table
57592–14: Hidden Oasis Dangers.
5760HIDDEN OASIS REWARDS
5761The Game Master can use any or all of the following rewards to
5762entice the Explorers to enter a Hidden Oasis Encounter Site:
5763Profitable Resources: The oasis reveals new sources of
5764enticing plants, minerals, or other items that the Explorers
5765can trade. They can gather seeds, sink wells, strike veins
5766of rare metals, or in some other manner pillage the oasis
5767for their own profit.
5768Salvaged Valuables: Not all who visit the oasis leave, but
5769the remains and the equipment they leave behind are now
5770sources of profit for the Explorers who uncover them!
5771Trade Centre Establishment: The Explorers use the area
5772as a trading site. Other Rogue Traders or even xenos travellers
5773frequent the location to do business, with the Explorers taking
5774a healthy cut of the traffic for maintaining the centre.
5775Table 2–14: Hidden Oasis Dangers
57761d5 Roll Encounter
57771
5778Native Predators: A group of vicious predatory animals creep out of the surroundings; where they once only
5779wished to slake their thirst, they are now eager to slake their hunger! The Explorers face four of some sort of local
5780and particularly dangerous predator (see Native Species on page 34 for tools to create such beasts).
57812
5782Deadly Flora: The oasis is devoid of animal life, but not animal bones, as the plant life in this area is much more
5783dangerous! There could be plants with attacking branches, leaves that grip and hold, or maws that spew digestive
5784acids, all designed to make unwary predators (and Explorers) into prey. The Explorers must make a Difficult (–10)
5785Agility Test to avoid these attacks, or suffer 1d10 Rending Damage with the Tearing Quality. If they fail with two
5786or more Degrees of Failure, the attack also gains the Snare Quality.
57873
5788Natural Traps: The oasis’s peaceful appearance is only an illusion, for the area is festooned with all manner of
5789deadly hazards. Here the clear, inviting waters might be filled with harmful chemicals, the tempting fruits dripping
5790with poisons, or the cool breezes wafting with soporific gases, all ready to lay low any Explorer who mistakenly
5791trusts the calm surface the oasis presents. The Explorers must make a Hard (–20) Awareness Test to avoid these
5792dangers, or suffer 2d10 Energy Damage with the Toxic Quality.
57934
5794Hostile Xenos: The Explorers are not alone in wishing to enjoy the oasis! There might be Eldar Rangers lurking
5795in the foliage, seeking out relics of their lost glory, Stryxis traders examining the area for valuables, Orks lumbering
5796about in a destructive rampage, or any other host of potentially threatening aliens who would keep the Explorers
5797from properly enjoying the oasis. The Explorers face half their number of any one type of Xenos from the ROGUE
5798TRADER Core Rulebook (see pages 376–378).
57995
5800Renegade Psyker: The oasis is maintained and defended by a small group of rogue psykers who have escaped the
5801Black Ships. They now use this quiet area to practice their powers, but, when disturbed, are more than ready to deal
5802with any who might sell them out to the hated Imperium. The hermits are represented with one Warp Witch (see
5803page 374 of the ROGUE TRADER Core Rulebook) for every two Explorers.
580468
5805II: Planetside Adventures
5806CAVERNS
5807The planet’s surface is only the beginning for the Explorers,
5808for this area reveals dark holes in the barren rock, leading deep
5809underground. These tunnels could be located on the ground,
5810or along the sides of mountain ranges, or almost anywhere
5811else where the foundation is strong enough to support
5812such passageways. Though dimly lit at best, perhaps from
5813phosphorescent fungi or glowing crystals, the tunnels often
5814extend into vast caves far inside the rock, totally quiet aside
5815from isolated sound of water ceaselessly dripping into stagnant
5816ponds and other unpleasant noises not recognisable in the
5817blackness. Many caverns resist even auspex scans attempting
5818to reveal their secrets, and only dedicated exploration can
5819determine what lies at the end of their labyrinthine passages.
5820DANGERS
5821Whenever the GM decides that the Explorers should encounter a
5822peril of some form while travelling through a Cavern, he can roll
5823or choose an option from Table 2–15: Cavern Dangers.
5824CAVERNS REWARDS
5825The Game Master can use any or all of the following rewards to
5826entice the Explorers to enter a Cavern Encounter Site:
5827Profitable Resources: The caverns reveal huge pools of
5828the purest promethium ores, or open veins of other valuable
5829minerals, all ready for extraction.
5830Safe Havens: The caverns are stable, defensible, and
5831easy to access, with passages large enough for shuttles and
5832flyers. The Explorers can turn these into excellent bases for
5833future operations, or as caches for storing ill-gotten or illicit
5834goods away from inquisitive eyes. Any bases, large caches,
5835or other significant operations hidden here impose a –30
5836penalty on relevant Tests to locate them from afar.
5837Lost Relics: The Explorers uncover an interconnected
5838series of enormous caves, each hosting the remains of a xenos
5839city. Millions must have lived here many ages ago, but now
5840there is only dust and decay. Dedicated Explorers who are
5841willing to investigate these areas may find invaluable devices
5842and weaponry, enough to found a new lineage.
5843JUNGLES
5844These dense regions of intense foliage are common on many
5845planets, and usually indicate areas where plentiful water, rich
5846soil, and abundant sunlight combine to create ideal growing
5847conditions. This also often means there are many creatures
5848ready to feed on the plants and many predators ready to feed
5849on the plant-eaters. This cycle can become intense, with each
5850organism striving to stay alive and developing even more
5851powerful defensive and offensive weaponry to aid in the
5852struggle. Even the plants develop their own methods to deter
5853and hunt other organisms, and can become as dangerous as
5854the animals dwelling within the jungle’s violent depths.
5855Explorers travelling though such areas, often on hunting
5856expeditions or as a result of vehicular failure, can quickly find
5857themselves prey to the multitudes of life forms that surround
5858them on all sides. While not as intense as a proper Death
5859World setting, travellers can easily find themselves under
5860attack, should they not sufficiently prepare themselves.
5861Table 2–15: Cavern Dangers
58621d5 Roll Encounter
58631
5864Cave-in!: The tunnels groan ominously, and sand falls from the ceiling as the caverns begin to collapse. The
5865Explorers must make haste to escape or buttress their surroundings, lest they too become relics for others in the far
5866future to discover. The Explorers must make a Challenging (+0) Agility Test or become trapped under the rock,
5867and take 10 points of Impact Damage for each Degree of Failure.
58682
5869Dwellers Within: There are others under the ground, ready to defend or preserve the caverns from intruders. These
5870might be near-feral primitives, huge-eyed and pale from life in the dark, or advanced xenos still thriving in cities that
5871sank below the rock long ago, but no matter their level, the Explorers must defend themselves from those that resent any
5872disturbances. These natives use the rules for Mutant Outcasts (see pages 371–372 of the ROGUE TRADER Core Rulebook)
5873and should number three times the number of Explorers in all, with one in four of the Outcasts as Mutant Abominations.
58743
5875Natural Traps: The caverns are not naturally conducive to easy travel, and the Explorers must face acidic fungal growths
5876that eat away at armour, pools of radioactive liquids, frictionless surfaces where footing is impossible, fractal crystals that
5877slice flesh with ease, and more. The Explorers must make a Difficult (–10) Agility Test to avoid these attacks, or suffer
58782d10 Impact Damage. If they fail with two or more Degrees of Failure, the attack gains the Toxic Quality.
58794 Horrors from the Dark: The dark holds awful truths, including gruesome creatures from the void above. The Explorers
5880are assailed by a pack of Genestealers equal in number to their group, with a Broodlord if the GM sees fit (see page 79).
58815
5882Passages Without End: The tunnels seem to twist into arcane arrangements, and worse yet, each remains identical
5883despite attempts to mark them. Measurements reveal impossible angles and lengths, and the Explorers are hard-pressed
5884to escape the dark, dank depths before their lights (and probably their lives) are extinguished. The Explorers must make
5885a Hard (–20) Awareness Test or be lost for 1d5 hours, with each Degree of Failure adding an additional hour.
588669
5887II: Planetside Adventures
5888Dangers
5889Whenever the GM decides that the Explorers should encounter a
5890peril of some form while travelling through a Jungle, he can roll
5891or choose an option from Table 2–16: Jungle Dangers.
5892JUNGLE REWARDS
5893The Game Master can use any or all of the following rewards to
5894entice the Explorers to enter a Jungle Encounter Site:
5895Xenotech Cache: Deep in the jungle rests a large
5896collection of xenos gear, including weapons and devices
5897that no human can understand. These should fetch huge
5898prices from discerning patrons. Of course, it could also draw
5899the wrath of sundry others, from the Holy Ordos of the
5900Inquisition to the xenos in question themselves, but such
5901are the dangers of the Cold Trade. Such a cache should
5902generally consist of 1d5+3 items of Xenos Origin from the
5903Treasure Generator (see page 83).
5904New Species: The Explorers discover a new species of
5905plant or animal, be it distinctive and decorative, or perhaps a
5906source of valuable alchæmical medicines. Through controlling
5907access to the species, the Explorers can establish a very
5908profitable market. Add an Organic Compound Resource to
5909the area around this Encounter Site (see page 30).
5910Lost Colony: Deep within the emerald depths is a lost tribe
5911of humans, all that is left of some crashed voidship or forgotten
5912colony. Though far from properly civilised, returning them to the
5913Emperor’s grace can surely lead to profitable relations with the
5914Adeptus Ministorum and other Imperial agencies within the Calixis
5915Sector. If the Explorers decide to start their own Colony here with
5916the rules in Chapter III: Populating the Expanse (see page
591798), they gain 150 Achievement Points towards the Endeavour to
5918found the Colony thanks to the current population.
5919Table 2–16: Jungle Dangers
59201d5 Roll Encounter
59211
5922Apex Hunters: Jungles often host the most dangerous of creatures, those that have carved out a place amidst
5923dozens of other predators fighting to survive. Such animals (and even plants) are cunning, and can attack
5924without warning from out of the thick foliage. Each Explorer faces two native creatures (see Native Species on
5925page 34 for tools to create such beasts).
59262
5927Dangerous Terrain: While searching above for dangers in the trees, the Explorers may not notice the threats
5928below them. Dust pits, quickslyme, razor vines, and more are found along the ground, ready to befall those unwary
5929of such dangers. Each Explorer must take a Difficult (–10) Awareness Test, and if they fail, must take a Hard
5930(–20) Agility Test to avoid the terrain or take 2d5 Rending Damage.
59313
5932Xenos Tribes: Deep within the jungle are native gatherings of lost human or xenos, in such a wild state that it
5933is difficult to tell one from another. No matter their origin and the primitive level of their weapons, their natural
5934ferocity and knowledge of the local conditions can make them dangerous, even to the Explorers with their
5935advanced technology. These primitives use the rules for Bloodskinner Colonists (see page 370 of the ROGUE
5936TRADER Core Rulebook) and should number eight times the number of Explorers.
59374
5938Intense Weather: Jungles are often located in areas of rapidly changing weather, especially powerful rainstorms
5939that can drive even a proud Rogue Trader to his knees. Each Explorer must take a Challenging (+0) Toughness
5940Test or be battered down, taking 1d10 Impact Damage.
59415
5942Deadly Swarms: Even the smallest of creatures can be a threat, especially in the jungle. Vast torrents of insects
5943and tiny animals march across the ground or fly above it, devouring everything in their path. They can swarm
5944into unsealed armours, rip apart clothing, and take down foes many times larger than themselves, including the
5945Explorers. Each Explorer must pass a Difficult (–10) Toughness Test, or suffer 2d10 Rending Damage.
594670
5947II: Planetside Adventures
5948CHAOS-SCARRED REGIONS
5949These areas have known the foul blessings of the Warp, and are
5950forever more tainted and unnatural. They are blighted regions,
5951anathema to all true servants of the Emperor, but many a Rogue
5952Trader has been forced into them due to cruel fate or lured into
5953risking their very souls to search these places for cursed treasures.
5954Some are the result of Warp intrusions into the Materium,
5955but none can say if they are the result of random chance or the
5956unfathomable designs of the Chaos Gods. Others represent where
5957overreaching psykers allowed their powers to consume them, in
5958eruptions of scouring energies that blasted the land down to the
5959bedrock. A few planets host the remains of crashed voidships,
5960where Warp engines have exploded, leaving glowing regions
5961where the Immaterium seeps out like a bloody wound. Most
5962hazardous, though, are those areas where the Ruinous Powers
5963have launched invasions against mankind, or fought massive
5964battles against the Imperium. Here, little remains to indicate life
5965once existed, and Daemonic flesh pollutes the soil, along with the
5966remnants of Chaos war machines and weapons which only the
5967most foolhardy would seek out, despite the incredible profits they
5968would bring in the darker areas of the Calixis Sector.
5969Dangers
5970Whenever the GM decides that the Explorers should
5971encounter a peril of some form while travelling through a
5972Chaos-Scarred Region, he can roll or choose an option from
5973Table 2–17: Chaos-Scarred Region Dangers.
5974CHAOS-SCARRED REGION REWARDS
5975The Game Master can use any or all of the following rewards
5976to entice the Explorers to enter a Chaos-Scarred Region
5977Encounter Site:
5978Wonders of the Expanse: Warp energies have mutated
5979the local life into bizarre and unique forms. While
5980few would countenance such creatures on civilised
5981worlds, wealthy collectors and hive-nobles in
5982the Calixis Sector will pay handsomely for these curiosities, so
5983they can show them off and impress their peers at future galas.
5984For every such creature the Explorers can extract and sell, they
5985gain +15 Achievement Points towards their current Endeavour.
5986Potent Relics: Scattered around the scarred land are devices
5987and icons that are bizarrely constructed, and some even say
5988cursed. From time to time, each seems to writhe and twist
5989when held, or cast a pall over the mood of its owner. Generate
59901d10+1 items from the Treasure Generator (see page 83),
5991automatically selecting the “Cursed Treasure†result from
5992Table 2–30: Origin (see page 85). These items should be
5993scattered across the region, and always in the hands or dens
5994of hostile inhabitants, only to be claimed through conflict.
5995ANCIENT WARZONE
5996REGIONS
5997The one constant of the galaxy is endless war, and there
5998are few planets that do not have at least one region where
5999desperate armies once clashed over searing hatreds and
6000vicious betrayals long since forgotten. Massive craters pit
6001these areas, some so large that multiple other craters line their
6002interior. Bodies, weapons, tanks, and other instruments of
6003war are also plentiful, half-buried under shifting sands and
6004creeping foliage. Some might have been crucial conflicts that
6005turned the tide in a war, others only minor skirmishes that
6006only mattered to the dead, but by now, all are so ancient that
6007even the records of their details have turned to dust.
6008The sheer violence that marked some battles still mars the
6009area, though, leaving a more permanent record visible from orbit.
6010Where unspeakable weapons devastated enemy emplacements,
6011molten and irradiated metal has fused into the native rock to form
6012bubbling masses of liquid sludge. Titanic war machines, many
6013larger than cities, lie in ruins where they fell against engines even
6014more powerful than they. Not all is quiet, however, as for some,
6015the war never ended. They lie in wait, still prepared to repulse the
6016next attackers, or simply anyone venturing into their line of fire.
6017Table 2–17: Chaos-Scarred Region Dangers
60181d5 Roll Encounter
60191 Daemonic Incursions: Reality rips open as rifts into the Warp appear, releasing foul creatures onto the land. One
6020Ebon Geist (see page 378 of the ROGUE TRADER Core Rulebook) is unleashed for every three Explorers (rounding up).
60212
6022Corrupting Terrain: The very ground beneath the Explorers’ feet has become twisted and grotesque, and actively
6023pollutes their souls. The Explorers must make a Challenging (+0) Toughness Test or suffer one Corruption Point
6024for every Degree of Failure on the Test.
60253
6026Unnatural Gravities: The energies of the Warp ripple through the area, disrupting the planet’s natural gravity in
6027waves of coruscating force. At random intervals, gravity shifts between Low, High, Normal, and Zero Gravity (see
6028page 269 of the ROGUE TRADER Core Rulebook). Explorers must pass an Ordinary (+10) Agility Test when this
6029happens, or suffer 1d5 Impact Damage from the shift.
60304
6031Corrosive Air: The effects of Chaos infect the air, and each wheezing breath becomes painful, as the Explorers
6032cough up bloody phlegm. Explorers without sealed breathing support must take a Challenging (+0) Toughness
6033Test or take 1 point of Fatigue for each Degree of Failure on the Test.
60345
6035Mutant Attack: The area is infested with foul mutants, deviant humans fallen to the corruption of Chaos. These primitives
6036use the rules for Mutant Outcasts (see pages 371–372 of the ROGUE TRADER Core Rulebook) and should number three
6037times the number of Explorers in all, with one in four of the Outcasts as Mutant Abominations.
603871
6039II: Planetside Adventures
6040Dangers
6041Whenever the GM decides that the Explorers should
6042encounter a peril of some form while travelling through an
6043Ancient Warzone, he can roll or choose an option from Table
60442–18: Ancient Warzone Region Dangers.
6045ANCIENT WARZONE REWARDS
6046The Game Master can use any or all of the following to entice the
6047Explorers to enter an Ancient Warzone Encounter Site:
6048Weapons Cache: Amidst piles of corpses and bones, the
6049Explorers find mounds of weaponry and vehicles still in some
6050semblance of working order. All can make for excellent trade
6051items for the next would-be warlord ready to launch his
6052conquest in the Koronus Expanse, most of whom are too eager
6053for battle to carefully examine the goods. Generate a cache
6054of 1d10 items with the Treasure Generator (see page 83),
6055hidden amidst the ancient remnants of the endless battlefield,
6056automatically selecting “Ranged Weapon†or “Melee Weaponâ€
6057on Table 2–24: Treasure Type (see page 83).
6058Relics of Battle: The Explorers uncover valuable remains from
6059the battlefield, such as blessed sigils, the bones of warlords now
6060canonised as saints, and other remnants highly prized in a society
6061where war is the sacred charge of the chosen. Generate 1d10+5
6062items with the Treasure Generator (see page 83) that have
6063been scattered across this zone, automatically selecting “Gear and
6064Equipment†on Table 2–24: Treasure Type (see page 83).
6065Unknown Archeotech: Ancient Warzones mean ancient
6066weapons, and the Explorers chance upon a rare archeotech device
6067near a blasted mountain or kilometres-deep crater. Its age indicates
6068its value, though only the most brave or rash amongst them would
6069dare test the weapon except from a very long distance away.
6070Generate 1d5 items with the Treasure Generator (see page 83)
6071that have been scattered across this zone, automatically selecting
6072“Ancient Miracle†on Table 2–30: Origin (see page 85).
6073Table 2–18: Ancient Warzone Dangers
60741d5 Roll Encounter
60751
6076Active Defences: Though the battles are long over, the technology is still functional. Automated defences, which
6077include devastating heavy weapons emplacements, come to mechanical life as the Explorers enter the area. These
6078emplacements have 5 Armour Points, 15 Wounds, and are equipped with any one appropriate Heavy Weapon from
6079the Armoury chapter of the ROGUE TRADER Core Rulebook. They react and fire as per the rules for a Battle Servitor.
60802
6081Unexploded Munitions: Many of the explosives from the war rest silently, awaiting only a false step, rough
6082landing, or even a loud noise for activation. Explorers moving through an area must take a Difficult (–10)
6083Awareness Test (or, if they have the ability, a Routine (+20) Demolition Test) to notice and avoid these
6084dangers, or suffer 2d10 Explosive Damage.
60853
6086Warriors of the Long Watch: Though the war is long over, not all of the warriors have forgotten how to fight.
6087The Explorers face a contingent of soldiers, ready to kill anyone that could be an enemy. The contingent is made up
6088of two of the following for each Explorer: Battle Servitor, Renegade, Hired Gun, Mutant Abomination, Eldar Corsair,
6089Ork Freebooter, or Kroot Mercenary (see pages 370–378 of the ROGUE TRADER Core Rulebook for profiles).
60904
6091Radiation Slag: This area is permeated with hazardous energies where weapons of forbidden power were unleashed in
6092desperate battle, possibly annihilating both sides. Explorers must make a Challenging (+0) Awareness Test in order to
6093avoid these areas, or take 1d10 Energy Damage not reduced by Armour as they blunder through the wracking radiation.
60945
6095Tectonic Disruptions: The land itself is finally collapsing from the forces applied against it long ago. Volcanic
6096eruptions fire up through the ground, as if the ancient battles have been rejoined. Each Explorer must make a
6097Difficult (–10) Agility Test, or fall to the shaking ground amidst the molten rock, taking 1d10 Energy Damage.
609872
6099II: Planetside Adventures
6100Local
6101Phenomena
6102“The storm came out of nowhere, crashing down on us like an
6103Ogryn’s fist and smashing our camp to pieces in a matter of minutes.
6104I’ve seen my share of alien weather, and that was no mere storm; that
6105was a xenos world scrubbing itself clean of human filth.â€
6106–Janus Fyr, recounting his landing on Cyan III
6107Settlements, societies, and their populations are not the
6108only dangers which Explorers must contend with when
6109they travel down to the surface of a world. In addition
6110to their reason for making a landing and the encounters they
6111might have on the world, there is the planet itself, which
6112can also complicate their mission. Local Phenomena cover
6113natural perils like extreme weather, unusual atmospheres, or
6114celestial forces, which can significantly change the challenges
6115the Explorers must endure when traversing a world.
6116On top of the Encounter Site-specific Dangers described
6117earlier in this chapter, the GM can use the hazards detailed below
6118to further embellish encounters and scenarios depending on the
6119nature of the world. Each one includes guidelines for how it affects
6120the Explorers and their abilities. The GM can either generate these
6121randomly, by rolling on Table 2–19: Additional Dangers, or
6122the GM can assign perils based on the specifics of the worlds he
6123has created using the World Generator (see page 6).
6124These dangers are divided into three categories: Gravity and
6125Celestial Phenomena, Weather and Atmospheric Disturbances,
6126and Cursed Earth. Any of these can be applied to an entire world
6127or to a single Encounter Site on that Planet, as the GM sees fit.
6128Table 2–20: Weather and Atmospheric Disturbances
61291d5 Roll Hazard
61301
6131Temperature Extremes: Freezing or blistering temperatures help to define this Environment, making it inhospitable at
6132best, and extremely dangerous to unprepared Explorers at worst. The Explorers need to overcome the extreme temperatures
6133wherever they travel in this Environment. GMs can use the guidelines from Handing Extreme Temperatures (see page ).
61342
6135Rage of Storms: Perpetual tempests wrack this Environment, slashing the sky above with blasts of lightning, and driving
6136all aerial transport to the ground with howling winds and curtains of rain. Explorers suffer a –20 penalty to all Operator
6137and Exploration Skill Tests in this environment, and, at the GM’s discretion, aerial extraction might be unavailable at any
6138time. The Explorers do not suffer the penalties to Operator or Exploration Skill Tests while in sheltered areas.
61393
6140Atmospheric Rot: Something in the region’s atmosphere attacks the synthetic materials carried by the Explorers,
6141but has no effect on organic matter. For every day the Explorers spend in this Environment, reduce the Armour
6142Points of any inorganic armour they are wearing by 1 (on each location). After a day of exposure, all complex
6143technology begins to shut down intermittently, and all weapons gain the Unreliable Quality (or lose the Reliable
6144Quality if they had it). After a month, technology and weapons alike are rendered useless due to corrosion.
61454
6146Corruptive Rain: The rainfall in this area carries with it a strange poison, and the tang of mutation. Each day
6147(and each time they are caught in the open during one of the frequent rainstorms), each Explorer must make a
6148Challenging (+0) Toughness Test or gain 1 Corruption Point.
61495
6150Layered Cloud: The planet’s atmosphere is thin and cold, but layered with clouds of heavier, breathable air. Use
6151the guidelines from Table 1–9: Atmospheric Presence on page 21. However, the GM can change the type of
6152atmosphere depending on the Explorers’ locale, having heavier air down in canyons, breathable oceans, or even
6153roaming patches of air that nomadic people must follow or perish.
6154Table 2–19: Additional Dangers
61551d10 Roll Hazard
61561–3 Roll once on Table 2–22: Gravity and
6157Celestial Phenomena (see page 73)
61584–6 Roll once on Table 2–20: Weather and
6159Atmospheric Disturbances (see page 72)
61607–9 Roll once on Table 2–21: Cursed Earth
6161(see page 73)
616210 Roll twice again on this table and apply
6163both results.
616473
6165II: Planetside Adventures
6166Table 2–21: Cursed Earth
61671d5 Roll Hazard
61681
6169Toxic Jungle: The region is covered in toxic vegetation, the presence of which can be deadly if disturbed. This Encounter
6170Site is considered to have a Toxic Atmosphere (see page 21). If the GM prefers, this toxic element only becomes apparent if
6171the foliage is disturbed (cut, shot, or pushed aside), creating clouds around them which will poison Explorers. This can be
6172especially dangerous in fire-fights, where stray rounds cause the surrounding jungle to erupt into a toxic fog.
61732
6174Chemical Rivers and Lakes: The water or other primary liquid in this area contains a chemical or biological
6175composition that is anathema to the physiology of most species. Whenever one of the Explorers comes into contact
6176with the water in this region, he must make a Hard (–20) Toughness Test or suffer 1d10 Agility Damage that
6177does not begin to heal until he exits this Environment.
61783
6179Broken Ground: This region of the world is broken and cracked from constant tectonic motion. This means
6180that the landscape can change overnight, and that there are few direct paths across the surface—Explorers suffer
6181a –10 penalty to Navigate (Surface) Tests in this Environment. Further, sudden shifts can throw the Explorers off
6182balance—at the GM’s discretion, everything in the Environment must make an Ordinary (+10) Strength Test or
6183a Challenging (+0) Agility Test or be knocked to the ground.
61844
6185Volcanic Activity: The planet’s molten core burns close to its surface, creating scores of towering volcanos and
6186rivers of magma. This raises the temperature of the Encounter Site as compared to the Planet it is on, making a
6187Temperate Environment turn Hot, or a Hot Environment into a Burning one (see pages 22–23). In addition to
6188creating impassable regions where flaming rivers prevent land travel, there is also the danger of choking ash storms
6189and clouds of toxic gas. If the Explorers stumble into one of these, they must make a Hard (–20) Toughness Test
6190or suffer 1d10+5 Impact Damage with the Toxic Quality each Round until they escape it.
61915
6192Warp Touched: A place which exists too close to a Warp rift, or one where the fabric between the Materium and
6193Immaterium is thin, can become saturated in Warp energy. Though the world might have no outward signs of Warp
6194taint, the Explorers might feel uneasy without knowing why. Psykers can sense this phenomenon without a Test, and
6195it affects their powers, adding +2 to their Psy Rating but also adding +20 to any rolls they make on Table 6–2:
6196Psychic Phenomena or Table 6–3: Perils of the Warp (see page 160–161 of the ROGUE TRADER Core Rulebook).
6197Table 2–22: Gravity and Celestial Phenomena
61981d5 Roll Hazard
61991
6200Strange Gravity: Some Environments are subject to strange gravities caused by celestial forces, strange xenos
6201devices, or even interference from the Immaterium. This Environment, regardless of what the world around it is
6202like, is subject to the conditions of either Low Gravity, High Gravity, or Zero Gravity (see page 269 of the ROGUE
6203TRADER Core Rulebook).
62042
6205Endless Night: Tide-locked worlds (planets which perpetually face their star), those surrounded by dense, dark
6206atmospheres, or those shielded by other moons or planets can all exist in a state of perpetual night. Underground
6207Environments exist in a similar state by default, unless they have native flora or fauna or artificial devices that provide
6208light. Traversing these regions means doing so in pitch or near pitch darkness, along with all the problems that brings
6209(see page 247–248 of the ROGUE TRADER Core Rulebook). For humans, extended periods in darkness can also be
6210mentally taxing, and the GM can impose a –10 or greater penalty on Willpower or Fellowship Tests for those who
6211spend more than a week in darkness (this is especially appropriate for the Explorers’ followers, if they have any).
62123
6213Enduring Day: The light-side of a tide-locked world, worlds at an extreme axial tilt, or those exposed to binary or
6214trinary star clusters can all experience endless day. Some Environments are also permanently bathed in artificial or
6215natural light due to quirks of their existence. The constant presence of the sun can fatigue Explorers as they spend
6216days or weeks bathed in solar light. Fatigue recovery (see page 251 of ROGUE TRADER Core Rulebook) take twice as
6217long during extended periods on these worlds, unless the Explorers can find a place of blessed darkness to rest.
62184
6219Baleful Stars: Some stars are ill-omened, and their mere presence is enough to unnerve those who must pass beneath
6220their evil gaze. The sight of such a stellar omen, like the dark red eye of a vengeful god, always puts the crew on edge,
6221reducing a ship’s Morale by 10 and inflicting a –10 penalty on all Command Tests to control the crew so long as the
6222vessel sits under its dread gaze. Further, Explorers in such a location suffer a –10 penalty to all Willpower-based Tests.
62235
6224Irradiated: This place is scarred by low levels of radiation that bear down from the heavens, searing and twisting
6225what little life can survive it. At the end of each day in this Environment, each Explorer must make a Hard (–20)
6226Toughness Test or gain one level of Fatigue that cannot be removed until he leaves the Irradiated Environment. If
6227an Explorer passes out due to Fatigue accrued this way, he succumbs to radiation poisoning and perishes.
622874
6229II: Planetside Adventures
6230Planetside
6231Complications
6232“Whatever lurks in those jungles, my boltgun and flamer will make
6233short work of it.â€
6234–Last words of Arch-Militant Ren Zikali
6235Success or failure for a Rogue Trader often comes down
6236to meticulous planning and preparation to deal with
6237the hostile environments he must face. Still, even the
6238best laid plans can go awry, especially in the untamed reaches
6239of the Koronus Expanse. Unforeseen dangers lurk in the
6240primordial jungles, and grisly death hides amid the shadowy
6241ruins of lost civilisations, things that no amount of calculation
6242can prepare an Explorer to face. This section details several
6243possible complications that might befall Rogue Traders who
6244tread upon the uncharted worlds at the edge of the galaxy.
6245At any time the GM wishes to introduce a new danger,
6246above and beyond that of the environment that might already
6247threaten the success of a planetside mission, he can either
6248choose from the following options or roll on Table 2–23:
6249Planetside Complications (see page 75).
6250THE PASSING STORM
6251Beyond the reach of the Astronomican, the Warp is a truly
6252dark and terrifying place, where even the light of the Emperor
6253cannot penetrate. While terrible Warp storms rage in other
6254parts of the galaxy, the Koronus Expanse has a well-earned
6255reputation as the haunt of Daemons and other foul denizens of
6256the Warp. In particular, the mysterious, unexplored regions in
6257the vicinity of the dread Rifts of Hecaton are susceptible to all
6258manner of strange, unexplainable phenomena, and the weird
6259stuff of the Empyrean frequently bleeds into the universe.
6260From time to time, localised Warp storms intrude on the
6261Expanse, bringing all manner of nightmares into reality, at
6262least briefly. The utterly unpredictable nature of these events
6263is an ever-present danger for those courageous or foolish
6264enough to seek their fortune among the Halo Stars. The
6265Warp intrusions can materialise in ways ranging from strange
6266temperature fluctuations and unusual weather to full-fledged
6267Daemonic invasions, and everything in between.
6268Unsuspecting Explorers might find an otherwise uneventful
6269expedition to an alien world complicated by an unnatural
6270hail of black ice or plague toads, rapidly mutating flora and
6271fauna, or even the presence of ravening Daemons. The native
6272population might take the strangers’ presence as an ill omen,
6273and blame the Explorers for the nightmares visited on them.
6274Particularly unlucky Rogue Traders might find themselves
6275assaulted by vicious Warp predators, such as the Ebon Geist
6276(see page 378 of the ROGUE TRADER Core Rulebook).
627775
6278II: Planetside Adventures
6279Table 2–23: Planetside Complications
62801d10 Roll Hazard
62811
6282The Passing Storm: The Explorers enter a psychically charged area—the site of an ancient Chaos ritual,
6283the dark heart of a Yu’Vath tomb, or some other ill-omened place, where the skin between reality and the
6284madness of the Warp blisters and bursts. There, they are assailed by a group of 3–5 Ebon Geists (see page 378
6285of the ROGUE TRADER Core Rulebook). Even once they vanquish these creatures, questions likely linger in the
6286Explorers’ minds: what was the cause of this intrusion, and what might it portend?
62872
6288The Green Menace: Wandering through the Environment, the Explorers stumble upon a large crash site, at the
6289centre of which sits a massive stone, which appears to have been fitted with pipes, tubes, and tremendous engines.
6290The crash is surrounded by primitive fortifications and signs of a local population. It is inhabited by a number of
6291Stranded Orks equal to the number of Explorers, plus twice their number of Gretchin Headhunters and Huntin’
6292Squigs (see pages 76–77), though half of these xenos are currently away from the camp, hunting. Of course, even
6293if they purge this nest of xenos, one never finds a single Ork encampment.
62943
6295Marked for Death: Even as the Explorers encounter an Encounter Site Danger, they are ambushed by a group of
6296hired killers. There should be one Death Cult Assassin or Gunslinger (see pages 77–78) for every two Explorers
6297(rounding up). The mercenaries attempt to take advantage of the confusion created by the environmental hazard and
6298strike quickly, putting priority on a particular target above the others in some obvious fashion. They are dangerous
6299enough in their own right, but what these killers truly indicate—the ire of a powerful individual towards one of the
6300Explorers—might be an even greater danger to the success of this venture, to say nothing of the target’s life!
63014
6302Scoundrels!: The Explorers suddenly find themselves surrounded by a group of privateers. The group consists
6303of one Void Pirate Captain flanked by two Oathsworn Bodyguards, and backed by a number of Renegades
6304equal to the number of Explorers (see page 373–374 of the ROGUE TRADER Core Rulebook). The Explorers can
6305solve this predicament with bullets, bribes, or bluster, but even if they drive the pirates off or form a temporary
6306alliance with them, they now know that others are aware of their goal—and if these lowlife pirates knew of
6307their mission on this world, who else knows?
63085
6309Devouring Infection: The Explorers are ambushed by a pack of Genestealers equal in number to their group (see page
631079). If they survive the onslaught of the ravenous creatures, the encounter has surely burned a terrifying fact into their
6311minds: this place is infested by these horrifying xenos. And somewhere in the dark lurks a creature that dwarfs even the
6312Genestealers in obscene killing power and fiendish cunning—the Broodlord (see page 79).
63136
6314Hunter and Prey: The Explorers encounter Sanger Krin, a famed killer for hire who has chosen them to be his
6315next set of trophies (see page 80). Krin stalks them from a distance, taking shots of opportunity when he can,
6316and attempting to lure them into terrain hazards. Even if they can stay out of Krin’s sights or turn the tables on
6317the depraved killer, his presence is disturbing indeed, for it means that an enemy of the Explorers was willing to
6318pay his exorbitant fees to see their heads mounted on a wall.
63197
6320In Shadows Cast: When entering a darkened area, the Explorers stumble upon a mutant infestation. It first appears
6321as flickering shadows around the edges of their vision, but they soon encounter a pack of the vicious Mutant
6322Outcasts (see page 372 of the ROGUE TRADER Core Rulebook), equal in number to their group. The mutants attack
6323aggressively while they outnumber the Explorers, but once half of their number have been slain, they attempt to
6324retreat, vanishing into the shadows like smoke. These shadowy scavengers can be deadly in large numbers—and in
6325the dark, who can say how many of the loathsome creatures there really are?
63268
6327Tomb of the Ancients: Around a darkened bend or deep at the bottom of a pit, a dull, sickly light casts a sheen across
6328the ground the Explorers tread. Choose one of the traps in Pitfalls and Perils on page 81—the Explorers encounter this
6329trap as they intrude upon domains best left alone, upturning the stones above those who are best left sleeping. Even if the
6330Explorers survive the deadly trap and any others planted in this area, its very activation is a grave threat to them, and any
6331other unfortunates upon this world. In the dark, terrible things stir in their sleep, as the dream of aeons is disrupted...
63329
6333Silence Amongst the Stars: It can happen with an audible crackle or merely ominous silence, only noticed in a
6334time of need, but due to stellar interference, the Explorers’ communication devices fall silent for 1d5 hours, leaving
6335them stranded from the support normally offered by their mighty vessel (see page 81).
633610
6337Rak’Gol Scouts: Suddenly, as if from nowhere, the group is assailed by a group of Rak’Gol Marauders. There is
6338one Rak’Gol Carver (see page 82) for every two Explorers (rounding up), and the creatures fight savagely, attacking
6339the Explorers until either they or their targets are dead. Rak’Gol are known to seek the dread relics of the Yu’Vath.
6340If these advance scouts are here, more could be on the way. When will they arrive, and might the dark secrets that
6341they sought here be even more terrible than the Rak’Gol themselves?
634276
6343THE GREEN MENACE
6344Virtually no planet in the galaxy has been free of the
6345predations of the Orks, and the regions beyond the Maw are
6346no exception. From their strongholds on Krakskull, Snagruz,
6347Tusk, and the moons of Stompgit, Ork Freebooterz range
6348far and wide across the Expanse, and more than one Rogue
6349Trader has met his end after underestimating the power of
6350their kroozers. However, there are Greenskins aplenty to be
6351found on worlds besides those of the Undred-Undred Teef,
6352and few things can cause the blood to run cold like the sound
6353of hundreds of raging throats screaming Waaagh!
6354The presence of Orks on a planet can often go unnoticed,
6355until they make themselves known in a violent orgy of death
6356and destruction. Even a relatively small and primitive tribe
6357of Orks could spell disaster for an unprepared Rogue Trader
6358or Explorer. Tales abound of primitive Orks lurking in the
6359jungles and mountains of scores of worlds throughout the
6360Expanse, including wild accounts of whole tribes of pygmy
6361Orks—most likely wild Gretchin and Snotlings—that stalk
6362and kill any who dare intrude on their jungle dominion.
6363STRANDED ORK
6364Born in the wild, without other Orks to teach them proper
6365“Ork Kulturâ€, and with no access to advanced technology, these
6366Orks naturally band together into primitive warbands (which
6367essentially resemble more “advanced†Ork warbands, albeit
6368without their bizarrely functional technology). As ferocious
6369and violent as their “kultured†cousins, these Orks constantly
6370seek battle, and live for a good fight. Often accompanied by
6371packs of Gretchin and Huntin’ Squigs, Explorers would be
6372well advised not to underestimate these primitive brutes.
6373Stranded Orks frequently launch ambush attacks on
6374interlopers (such as Explorers). Despite their technological
6375disadvantage, they can be quite dangerous, backed by their
6376brute strength and the element of surprise.
6377Stranded Ork
6378WS BS S T Ag Int Per WP Fel
6379(8)
638036 18 48 46 30 20 33 25 22
6381Movement: 3/6/9/18 Wounds: 12
6382Armour: Hide Armour (Body 2) Total TB: 8
6383Skills: Intimidate (S), Speak Language (Ork) (Int), Survival (Int).
6384Talents: Basic Weapon Training (Primitive), Bulging Biceps,
6385Crushing Blow, Furious Assault, Hardy, Iron Jaw, Melee
6386Weapon Training (Primitive), True Grit.
6387Traits: Brutal Charge, Mob Rule†, Sturdy, Unnatural
6388Toughness (x2).
6389Weapons: Stone club (Melee; 2d10 I + 4; Pen 0; Primitive,
6390Unbalanced) or spear (Melee; 1d10+ 4 R; Pen 0; Primitive),
6391flint knife (Melee; 1d5 R+ 4; Pen 0; Primitive).
6392Gear: 1d10 Ork teeth (“Teef â€), charm (crudely carved bone
6393or stone), small juicy Squig (fer eatin’), gourd of fungus beer.
6394†Mob Rule: Orks grow in confidence and brutality in the
6395company of their own kind. For every additional Ork within
639610 metres, the Ork’s Willpower is increased by +10 to resist
6397the effects of Fear and Pinning.
6398Feral Ork Nob: Like other Orks, Feral Orks grow larger and
6399stronger with age and combat. For every ten Orks, there is one
6400Nob. Increase all of their Characteristics (except Agility) by 5
6401and he gains the Hulking Trait, and 10 additional Wounds.
6402Stranded Ork Boss: Lording over the other Orks will be a Boss,
6403the biggest, meanest Ork in the group. Increase all of the Boss’
6404Characteristics (except Agility) by 10 and he gains the Air of
6405Authority Talent, the Hulking Trait, and 15 additional Wounds.
6406GRETCHIN HEADHUNTER
6407More numerous than their larger cousins, Gretchin (or Grots)
6408are a sub-species of Greenskins. Smaller and weaker than Orks,
6409with bulbous heads, large ears and noses, and beady black eyes,
6410Gretchin normally serve their Ork masters with a mixture of fear
6411and spite. However, packs of Gretchin occasionally get free of
6412their larger cousins, forming tribes every bit as violent and cruel
6413as those of the Orks. Cunning and malicious, a band of Gretchin
6414Headhunters can be an unwelcome and deadly surprise.
641576
6416II: Planetside Adventures
6417THE GREEN MENACE
6418Virtually no planet in the galaxy has been free of the
6419predations of the Orks, and the regions beyond the Maw are
6420no exception. From their strongholds on Krakskull, Snagruz,
6421Tusk, and the moons of Stompgit, Ork Freebooterz range
6422far and wide across the Expanse, and more than one Rogue
6423Trader has met his end after underestimating the power of
6424their kroozers. However, there are Greenskins aplenty to be
6425found on worlds besides those of the Undred-Undred Teef,
6426and few things can cause the blood to run cold like the sound
6427of hundreds of raging throats screaming Waaagh!
6428The presence of Orks on a planet can often go unnoticed,
6429until they make themselves known in a violent orgy of death
6430and destruction. Even a relatively small and primitive tribe
6431of Orks could spell disaster for an unprepared Rogue Trader
6432or Explorer. Tales abound of primitive Orks lurking in the
6433jungles and mountains of scores of worlds throughout the
6434Expanse, including wild accounts of whole tribes of pygmy
6435Orks—most likely wild Gretchin and Snotlings—that stalk
6436and kill any who dare intrude on their jungle dominion.
6437STRANDED ORK
6438Born in the wild, without other Orks to teach them proper
6439“Ork Kulturâ€, and with no access to advanced technology, these
6440Orks naturally band together into primitive warbands (which
6441essentially resemble more “advanced†Ork warbands, albeit
6442without their bizarrely functional technology). As ferocious
6443and violent as their “kultured†cousins, these Orks constantly
6444seek battle, and live for a good fight. Often accompanied by
6445packs of Gretchin and Huntin’ Squigs, Explorers would be
6446well advised not to underestimate these primitive brutes.
6447Stranded Orks frequently launch ambush attacks on
6448interlopers (such as Explorers). Despite their technological
6449disadvantage, they can be quite dangerous, backed by their
6450brute strength and the element of surprise.
6451Stranded Ork
6452WS BS S T Ag Int Per WP Fel
6453(8)
645436 18 48 46 30 20 33 25 22
6455Movement: 3/6/9/18 Wounds: 12
6456Armour: Hide Armour (Body 2) Total TB: 8
6457Skills: Intimidate (S), Speak Language (Ork) (Int), Survival (Int).
6458Talents: Basic Weapon Training (Primitive), Bulging Biceps,
6459Crushing Blow, Furious Assault, Hardy, Iron Jaw, Melee
6460Weapon Training (Primitive), True Grit.
6461Traits: Brutal Charge, Mob Rule†, Sturdy, Unnatural
6462Toughness (x2).
6463Weapons: Stone club (Melee; 2d10 I + 4; Pen 0; Primitive,
6464Unbalanced) or spear (Melee; 1d10+ 4 R; Pen 0; Primitive),
6465flint knife (Melee; 1d5 R+ 4; Pen 0; Primitive).
6466Gear: 1d10 Ork teeth (“Teef â€), charm (crudely carved bone
6467or stone), small juicy Squig (fer eatin’), gourd of fungus beer.
6468†Mob Rule: Orks grow in confidence and brutality in the
6469company of their own kind. For every additional Ork within
647010 metres, the Ork’s Willpower is increased by +10 to resist
6471the effects of Fear and Pinning.
6472Feral Ork Nob: Like other Orks, Feral Orks grow larger and
6473stronger with age and combat. For every ten Orks, there is one
6474Nob. Increase all of their Characteristics (except Agility) by 5
6475and he gains the Hulking Trait, and 10 additional Wounds.
6476Stranded Ork Boss: Lording over the other Orks will be a Boss,
6477the biggest, meanest Ork in the group. Increase all of the Boss’
6478Characteristics (except Agility) by 10 and he gains the Air of
6479Authority Talent, the Hulking Trait, and 15 additional Wounds.
6480GRETCHIN HEADHUNTER
6481More numerous than their larger cousins, Gretchin (or Grots)
6482are a sub-species of Greenskins. Smaller and weaker than Orks,
6483with bulbous heads, large ears and noses, and beady black eyes,
6484Gretchin normally serve their Ork masters with a mixture of fear
6485and spite. However, packs of Gretchin occasionally get free of
6486their larger cousins, forming tribes every bit as violent and cruel
6487as those of the Orks. Cunning and malicious, a band of Gretchin
6488Headhunters can be an unwelcome and deadly surprise.
648977
6490II: Planetside Adventures
6491Gretchin Headhunter
6492WS BS S T Ag Int Per WP Fel
6493(8)
649418 35 18 19 38 33 38 22 24
6495Movement: 4/8/12/24 Wounds: 8
6496Armour: None Total TB: 4
6497Skills: Concealment (Ag), Dodge (Ag), Search (Int),
6498Shadowing (Ag), Speak Language (Ork) (Int), Silent Move
6499(Ag), Tracking (Int).
6500Talents: Basic Weapon Training (Primitive), Heightened
6501Senses (Hearing), Melee Weapon Training (Primitive).
6502Traits: Mob Rule†, Size (Scrawny), Unnatural Toughness (x2).
6503Weapons: Blowgun (Basic; 15m; S/–/–; 1d5 R; Pen 0; Clip
65041; Reload Full; Primitive, Toxic) or bow (Basic; 30m; S/–/–;
65051d10 R; Pen 0; Clip 1; Reload Half; Primitive, Reliable) or
6506sling (Basic; 15m; S/–/–; 1d10-2 I; Pen 0; Clip 1; Reload
6507Full; Primitive) or Squig-skull shield (Melee; 1d5+1 I; Pen
65080; Defensive, Primitive), sneaky rock knife (Melee; 1d5+1 R;
6509Pen 0; Primitive),.
6510Gear: 15 poison darts or 15 flint arrows, 1d5 ork teeth
6511(“Teef â€), pouch of rotting refuse.
6512†Mob Rule: Like Orks, Gretchin grow in confidence and
6513brutality in the company of their own kind. For every
6514additional Gretchin within 10 metres, the Grot’s Willpower
6515is increased by +10 to resist the effects of Fear and Pinning.
6516HUNTIN’ SQUIG
6517An Orkoid sub-species, Squigs are an integral part of the
6518Greenskin ecosystem. Ranging in size from a creature
6519no larger than a newborn kitten to monsters the size of a
6520megadon, there are hundreds of breeds of Squigs. They fulfil
6521a wide assortment of functions, from food and medicine, to
6522beasts of burden, to something akin to pets. Little more than
6523fanged, snarling mouths on legs, several types of Squigs are
6524well-known for their ill-tempers and vicious bites, and are
6525used as tracking and hunting animals.
6526Huntin’ Squig
6527WS BS S T Ag Int Per WP Fel
6528(4)
652935 — 33 24 33 10 30 28 ––
6530Movement: 3/6/9/18 Wounds: 10
6531Armour: None Total TB: 4
6532Skills: Awareness (Per) +10, Tracking (Int) +20.
6533Talents: Furious Assault, Hardy, Heightened Senses (Smell).
6534Traits: Bestial, Natural Weapons (Teeth), Unnatural
6535Toughness (x2).
6536Weapons: Bite (Melee; 1d10+5 R; Pen 0; Tearing)
6537MARKED FOR DEATH
6538Rogue Traders—especially successful ones—are likely to
6539make numerous enemies during the course of their careers,
6540some of whom are likely to hold grudges. In the 41st
6541Millennium, assassination is a familiar means of exacting
6542revenge or removing a potential business rival, and in the
6543wilds of the Koronus Expanse, the opportunities for an
6544assassin to strike are endless. The means of eliminating a
6545target are varied, and an old enemy with a score to settle
6546has a wide selection of potential assassins to contract, from
6547hired guns, mercenaries, and other assorted renegades and
6548lowlifes, to professional killers who have dedicated their
6549existences to the art of ending human lives.
6550Nowhere is a Rogue Trader more vulnerable than on
6551a strange planet or uncharted moon, separated from the
6552defensive cocoon of his or her ship. A skilful assassin is
6553patient, and will wait for the perfect opportunity, striking
6554while the victim is distracted, or already engaged battling
6555other foes. Once the target is eliminated, the assassin will
6556melt away into the shadows, the contract complete, possibly
6557leaving the victim’s companions mystified by the murder. If
6558captured or killed, however, an assassin or his belongings
6559could lead the intended target back to whoever hired the
6560assassin in the first place.
6561DEATH CULT ASSASSIN
6562Outside of those individuals trained in the Imperium’s secret
6563temples, few killers can match the skills and determination of
6564a death cult assassin. Trained to use blades with unparalleled
6565grace and efficiency, the blindly devoted cultists have made
6566an art form out of murder. Within the Calixis Sector and
6567the Expanse, the deadly assassins of the infamous Moritat
6568are undoubtedly the most renowned, though several other
6569dissolute death cults, such as the Red Chain, the Sons of
6570Dispater, and the Faceless Covenant, also thrive in the region,
6571and are willing to contract out their services.
6572Death Cult Assassin
6573WS BS S T Ag Int Per WP Fel
657466 28 36 40 48 33 42 38 27
6575Movement: 3/6/9/18 Wounds: 20
6576Armour: Bodyglove (All 3) Total TB: 4
6577Skills: Acrobatics (Ag), Awareness (Per), Climb (S), Dodge
6578(Ag), Secret Tongue (Moritat), Shadowing (Ag), Silent Move
6579(Ag) +20, Speak Language (Low Gothic) (Int), Survival (Int),
6580Tracking (Int) +10.
6581Talents: Ambidextrous, Assassin Strike, Blademaster, Catfall,
6582Crippling Strike, Dual Strike, Exotic Weapon Training (Blood
6583Blade), Fearless, Hard Target, Leap Up, Swift Attack, Melee
6584Weapon Training (Universal), Precise Blow, Step Aside, Sure
6585Strike, Two-Weapon Wielder, Wall of Steel.
6586Weapons: Power sword (Melee; 1d10+8 E; Pen 5; Balanced,
6587Power Field), blood blade†(Melee; 1d10+7 R; Pen 2; Balanced,
6588Tearing), mono stiletto (Melee; 1d5+3 R; Pen 2; Balanced).
6589Gear: 1 hallucinogen grenade, 1 photon flash grenade,
6590preysense goggles, grapnel, stummer, data-slate with
6591encrypted picts and information on intended target.
6592†Blood Blade: Blood blades are single-edged
6593mono-swords with micro-serrated edges,
6594favoured by the assassins of several
659578
6596II: Planetside Adventures
6597sanguinary death cults for their ability to be drawn at lightning
6598speed and tear ragged gashes with a single swipe. Whenever
6599the wielder of a blood blade scores three or more Degrees of
6600Success on a successful attack roll, he automatically inflicts
6601the Blood Loss effect upon his target (see page 260 of the
6602ROGUE TRADER Core Rulebook for Blood Loss).
6603HIRED GUNSLINGER
6604While nearly everyone on the frontier of the galaxy carries
6605a weapon of some sort, a few individuals naturally excel at
6606shooting, and have honed their ability to superhuman levels.
6607Whether drawing down on an opponent with a bolt pistol or
6608stubgun or lining up the crosshairs of a long-las, a gunslinger
6609rarely misses his target. In the Expanse, gunslingers hailing
6610from Gunmetal City on Scintilla in the Calixis Sector have a
6611reputation for being the most lethal and efficient killers, and
6612their services are always in demand.
6613Hired Gunslinger
6614WS BS S T Ag Int Per WP Fel
661527 59 30 35 45 30 50 32 29
6616Movement: 3/6/9/18 Wounds: 18
6617Armour: Flak duster (All 3) Total TB: 3
6618Skills: Awareness (Per) +10, Carouse (T), Dodge (Ag),
6619Scrutiny (Per), Shadowing (Ag), Sleight of Hand (Ag), Speak
6620Language (Low Gothic) (Int), Tracking (Int).
6621Talents: Ambidextrous, Basic Weapon Training (Universal),
6622Crack Shot, Deadeye Shot, Dual Shot, Gunslinger, Hip
6623Shooting, Independent Targeting, Lightning Reflexes,
6624Marksman, Nerves of Steel, Pistol Weapon Training (Universal),
6625Quick Draw, Rapid Reload, Two Weapon Wielder.
6626Weapons: Lucius-pattern hellpistol with red-dot laser sight
6627(35m; S/2/–; 1d10+4 E; Pen 7; Clip 40; Reload 2 Full),
6628Good Craftsmanship “Scalptaker†stub revolver with Expander
6629Rounds (Pistol; 30m; S/–/–; 1d10+5 I; Pen 1; Clip 6; Reload
66302 Full; Reliable, Customised), long-las (Basic; 150m; S/–/–;
66311d10+3 E; Pen 1; Clip 40; Reload Full; Accurate, Reliable)
6632or pump-action shotgun (Basic; 30m; S/–/–; 1d10+4 I; Pen
66330; Clip 8; Reload 2 Full; Scatter).
6634Gear: 2 blind grenades, 2 spare power packs, 12 spare
6635expander rounds, photo-visor, filtration plugs, charm (such
6636as a holed coin or expended slug), data-slate with encrypted
6637picts and information on intended target.
6638SCOUNDRELS!
6639For Rogue Traders transporting vast quantities of goods
6640and valuables across the galaxy, piracy is ever a threat.
6641A heavily-laden vessel might make a tempting target for
6642pirates, but less enterprising and more practical bands of
6643buccaneers might think twice before attacking a wellarmed
6644vessel, preferring to waylay their victims far
6645from the protection of their ship’s macrocannons
6646and lance batteries. From swashbuckling
6647adventurers to blood-thirty reavers,
6648Ork Freebooterz to Eldar corsairs and Dark
6649Eldar raiders, pirates are nearly as diverse as the stars
6650themselves. Relying on intimidation and fear to overawe
6651their quarry as much as force and violence, pirates are the
6652ultimate opportunists, ever in search of vulnerable prey
6653to relieve of their goods and valuables (and possibly their
6654lives or freedom, as well). Many an ill-fated expedition has
6655ended in disaster at the unexpected appearance of those
6656who live under the black flag.
6657Pirates come in all sizes and colours, but a good starting
6658point can be found in the Renegade and Void Pirate
6659Captain profiles on page 373 of the ROGUE TRADER Core
6660Rulebook; Eldar Corsair and Ork Freebooter profiles can
6661be found on pages 376-377 of the ROGUE TRADER Core
6662Rulebook. Explorers in the Expanse might also run afoul
6663of Captain Mettiere and his crew of swashbucklers, or
6664Kaptin Graffletz and his Freebooterz (see Chapter IV:
6665Factions and Foes). GMs with access to EDGE OF THE ABYSS
6666may wish to engineer an encounter with the Children of
6667Thorns or Crow Spirits Eldar raiders, or Chaos Reavers
6668such as the Saynay Clan or Damned Host. Particularly
6669unlucky Explorers might even come face-to-face with the
6670indomitable Kaptin Morgaash or Sendak Voltrasse, the
6671terrifying lieutenant of the Faceless Lord, Kerrad Vall.
6672DEVOURING INFECTION
6673Though the worlds of the Koronus Expanse have never
6674experienced the calamity of the Tyranid Hive Fleets, the uncharted
6675regions beyond the Maw are not entirely free of the taint of these
6676terrifying xenos. Hidden within drifting space hulks or in the dark
6677holds of Rogue Trader ships, the harbingers of the Hive Fleets,
6678known as Genestealers, have infected several worlds throughout
6679the Expanse. Rumours abound that a mining colony, established
6680somewhere in the Accursed Demesne by Calligos Winterscale,
6681had to be obliterated from orbit—along with thousands of
6682miners—when a Genestealer infestation was discovered.
6683Uncovering and destroying a Genestealer infestation on a
6684planet could become a Lesser or even a Greater Endeavour,
6685especially if an Inquisitor of the Ordo Xenos catches wind of the
6686Tyranid presence and enlists the aid of the Explorers. According
6687to tales told by voidfarers, there are even whole worlds where
6688the Genestealers and their progeny have enslaved the untainted
6689native population and worship their enthroned Broodlord as a
6690living god. However, discovering the presence of Genestealers is
6691more likely to come as a complete shock, perhaps even the last
6692surprise an unprepared Explorer might ever face.
6693GENESTEALER
6694A swift and powerful, four-armed predator with lightning
6695reflexes and razor-sharp claws able to slice through the thickest
6696armour, Genestealers are both scouts and shock troops of the
6697Tyranid Hive Fleets. Clever, adaptive survivors, Genestealers
6698are ferocious hand-to-hand fighters and possess a gestalt
6699brood telepathy that enables them to act independently of
6700the Tyranid Hive Mind. Lurking in the shadows, Genestealers
6701seek out new worlds to seed and infect, paving the way for the
6702eventual arrival of their Tyranid kin and springing into deadly
6703action to subvert their defences at the critical moment.
670479
6705II: Planetside Adventures
6706Genestealer
6707WS BS S T Ag Int Per WP Fel
6708(12)
670965 — 55 60 60 27 56 45 ––
6710Move: 12/24/36/72 Wounds: 16
6711Armour: Natural Armour (4 All) Total TB: 6
6712Skills: Awareness (Per), Climb (S), Concealment (Ag), Dodge
6713(Ag), Silent Move (Ag) +10, Swim (S).
6714Talents: Ambidextrous, Crushing Blow, Fearless, Genestealer’s
6715Kiss†, Hard Target, Leap Up, Lightning Attack, Lightning
6716Reflexes, Resistance (Psychic Powers, Cold, Poisons), Step
6717Aside, Swift Attack.
6718Traits: Dark Sight, Fear 2, From Beyond, Improved Natural
6719Weapons (Claws), Multiple Arms, Natural Armour 4 (All), Natural
6720Weapons (Claws), Unnatural Agility (x2), Unnatural Speed.
6721†Genestealer’s Kiss: A Genestealer possesses an ovipositor
6722within its maw that implants the alien’s DNA into its victim,
6723seeding the target’s body with a parasite that will grow into a
6724hybrid creature. Once a target has been bitten by a Genestealer,
6725he must succeed at a Challenging (+0) Toughness Test or
6726become the host for the Genestealer’s DNA. Once a victim
6727has become a host, the victim cares for the growing hybrid
6728as he would for his own child until the hybrid emerges in a
6729matter of months. A Very Hard (–30) Medicae Test can
6730remove the Genestealer’s taint, but doing so requires a week
6731of care in an advanced medicae facility.
6732Weapons: Claws (Melee; 1d10+7 R; Pen 7; Tearing)
6733BROODLORD
6734A towering mass of muscle, slashing claws, and chitinous
6735armour, the Broodlord stands at the apex of its Genestealer
6736brood. Stronger, smarter, and significantly more dangerous
6737than its lesser kin, the Broodlord leads its progeny into
6738battle with ruthless ingenuity and skill. As the nexus of the
6739brood’s psychic link, the Broodlord is the heart and mind of
6740a Genestealer infestation.
6741Broodlord
6742WS BS S T Ag Int Per WP Fel
6743(12)
674470 — 60 65 60 36 56 55 ––
6745Move: 12/24/36/72 Wounds: 32
6746Armour: Natural Armour (5 All) Total TB: 6
6747Skills: Awareness (Per), Climb (S), Concealment (Ag), Dodge
6748(Ag), Silent Move (Ag) +10, Swim (S).
6749Talents: Ambidextrous, Crushing Blow, Fearless, Genestealer’s
6750Kiss†, Hard Target, Hypnotic Gaze††, Leap Up, Lightning
6751Attack, Lightning Reflexes, Resistance (Psychic Powers, Cold,
6752Poisons), Step Aside, Swift Attack.
6753Traits: Dark Sight, Fear 2, From Beyond, Improved Natural
6754Weapons (Claws), Multiple Arms, Natural Armour (5), Natural
6755Weapons (Claws), Unnatural Agility (x2), Unnatural Speed.
6756†Genestealer’s Kiss: Like its lesser kin, a Broodlord’s bite
6757can infect its victims with the alien’s genetic material. Once
6758a target has been bitten by a Broodlord, he must succeed at a
6759Difficult (–10) Toughness Test or become the host for the
6760Broodlord’s DNA. After several (2d10+4) hours, the victim
6761becomes completely enthralled by the Broodlord, and obeys
6762its psychic commands without question. A Very Hard (–30)
6763Medicae Test can remove the Broodlord’s taint, but doing so
6764requires a week of care in an advanced medicae facility.
6765††Hypnotic Gaze: The Broodlord’s gaze can subvert its
6766prey’s willpower and consciousness, leaving the victim
6767enthralled and at its mercy. The Broodlord may use a Half
6768Action to attempt to hypnotise an opponent within 5
6769metres. The target must succeed at an Opposed Willpower
6770Test or stand helplessly, unable to perform any actions, for
67711d5+1 Turns; the victim will have only a vague recollection
6772of events during that time.
6773Weapons: Claws (Melee; 1d10+8 R; Pen 7; Tearing)
677480
6775II: Planetside Adventures
6776HUNTER AND PREY
6777Not all dangers on a death world come from its indigenous
6778flora and fauna. On at least one death world, Shadowkith,
6779Thornmaws, and Ripperfiends are not the most dangerous
6780predators to be found. Explorers hacking through the foetid
6781jungles and rain forests or trekking across the savannah of an
6782unexplored planet might find themselves unexpectedly in the
6783crosshairs of Sanger Krin. A degenerate scion of House Krin,
6784the enormously wealthy and powerful dynasty that dominates
6785trade through the Koronus Passage, Sanger abandoned the life
6786of a merchant to indulge in his one true passion: killing. He
6787now makes his living as a hired gun, known for his eccentric
6788habit of demanding the heads of his targets as part of his
6789contract, that he might mount them inside his lavish sloop,
6790where he keeps his vast collection of grisly trophies.
6791SANGER KRIN
6792A tall, moustachioed man with an aristocratic bearing, Sanger is
6793a superb tracker and incomparable marksman. Equipped with the
6794finest weapons and equipment money can buy, he usually hunts
6795alone, accompanied only by his faithful Falax-patter Grapplehawk
6796servitor, which he uses to help track his prey. Once he has been
6797hired to eliminate a target, Sanger pursues his quarry with singleminded
6798determination for days or weeks, until the job is finished.
6799If pressed, Sanger voxes his sloop for help, summoning his Oath
6800Sworn Bodyguard, and several Hired Guns (see pages 370–373
6801of the ROGUE TRADER Core Rulebook).
6802Sanger Krin
6803WS BS S T Ag Int Per WP Fel
680428 64 32 36 56 45 48 39 28
6805Movement: 5/10/15/30 Wounds: 20
6806Armour: Carapace, pith helm (All 4) Total TB: 3
6807Skills: Awareness (Per) +10, Command (Fel), Common Lore
6808(Koronus Expanse) (Int), Concealment (Ag), Literacy (Int),
6809Scholastic Lore (Beasts) (Int), Shadowing (Ag), Silent Move
6810(Ag) +10, Speak Language (High Gothic) (Int), Survival (Int),
6811Tracking (Int) +20.
6812Talents: Air of Authority, Basic Weapon Training (Universal),
6813Combat Sense, Crack Shot, Dark Soul, Marksman, Mighty
6814Shot, Peer (Nobility), Pistol Weapon Training (Universal),
6815Rapid Reaction, Sharpshooter.
6816Weapons: Best-Craftsmanship “Nomad†long-las with omniscope
6817(Basic; 150m; S/–/–; 1d10+4 E; Pen 1; Clip 40;
6818Reload 1 Full; Accurate), 2 Belasco duelling pistols (Pistol;
681945m; S/–/–; 1d10+5 E; Pen 4; 1 Full; Accurate), mono knife
6820(Melee; 1d5+3 R; Pen 2; Balanced).
6821Gear: Cameleoline cloak, 2 spare power packs, 2 hot-shot
6822charge packs, filtration plugs, multicompass, grapplehawk
6823(see page 375 of the ROGUE TRADER Core Rulebook).
6824TOMB OF THE ANCIENTS
6825On hundreds of planets across the Expanse, traces of lost and
6826forgotten civilisations can be found, the decaying remnants
6827of once-mighty xenos empires—the mazes of the Egarian
6828Dominion, the warren-cities of Lucin’s Breath, the black
6829citadels and hidden crypts of Illisk, the sculptured obsidian
6830palaces of Melbethe, and the spires and monoliths of the worlds
6831of the Serpent’s Cradle, to name but a few. The crumbling
6832remnants of the ancient Eldar empire, secret webway gates,
6833and the ruins of lost maiden worlds dot the forbidding region.
6834Likewise, the dark taint of the Yu’vath continues to pollute
6835the Far Corpse Stars and scores of other worlds, the rotting
6836carcass of their once-mighty, blasphemous empire.
6837Yet whispered rumours persist of the hidden remains of
6838another ancient civilisation, which once plied the stars of the
6839Koronus Expanse. Voidfarers tell tales of strange ruins, enormous
6840in scale, hoary with age, and yet seemingly impervious to the
6841passage of time. Few who enter the dark, subterranean passages
6842and grand processionals of these tomb-cities ever emerge to
6843tell of what they saw. Those who do return tell wild stories
6844of bizarre alien worlds, inconceivable techno-sorcery, glowing
6845emerald runes, and things skittering in the darkness.
6846Anyone foolish enough to enter the bleak, silent corridors of
6847these catacombs will feel an eerie sense of being watched. They
6848might catch a flicker of movement, see ghostly, wraith-like figures
6849drift through the shadows, or hear the scuttling of unseen feet.
6850Within the monumental labyrinth, they might find their way
6851forward blocked by an impenetrable wall of darkness, inscrutable
6852even to preysense goggles and photo-visors, as well as psychic
6853divination. In other places, psykers and navigators might be sent
6854into shock as their connection to the Warp is suddenly cut off,
6855possibly prompting a Mental Trauma Test, and causing them
6856extreme agitation (as well as rendering them nearly helpless) until
6857they leave the null area. Deeper in the tomb-city, Explorers will
6858find even stranger, potentially lethal traps and defences.
6859Should the insidious traps and defences of the tomb fail
6860to deter an Explorer from continuing to plumb the depths of
6861the ancient catacombs, he soon finds himself confronted by an
6862Eldar delegation led by Farseer Ela’Ashbel, the blind seer of
6863Craftworld Kaelor. Accompanied by her host, the Farseer urges
6864the Explorers to let the evil in the tomb slumber.
6865Though Ela’Ashbel is a very potent psyker, she eshews personal
6866combat in favour of manipulating things from behind the scenes
6867in this instance. The GM can represent her elite forces with the
6868Eldar Corsair profile on pages 370-71 of the ROGUE TRADER
6869Core Rulebook, adding +10 to all Characteristics and wielding
6870Good Craftsmanship shuriken catapults and power swords.
6871Any further attempts to explore the tomb or set up a colony
6872or Cold Trade prompts an almost overwhelming response
6873from the Eldar, who dispatch a fleet of Dragonship and
6874Wraithship cruisers to destroy or chase away any intruders.
6875Eldar vessels can be found in detail in BATTLEFLEET KORONUS
6876(pages 84-94) if the GM owns that volume; GMs without
6877access to BATTLEFLEET KORONUS can use the Dauntless-class
6878light cruisers and Sword-class frigates equipped with Ghost
6879Fields and Gravity Sails. Whatever terrors slumber within,
6880the Eldar do not want them disturbed.
688181
6882II: Planetside Adventures
6883SILENCE OF THE STARS
6884The source of heat and light in the cosmos, the fiery forges
6885in which the elements of the universe take form, stars are
6886shining beacons of life and hope in the cold, dark void.
6887Yet as vital as they are to life in the galaxy, stars can also be
6888inimical to it. Solar storms, coronal mass ejections, gammaray
6889bursts, and supernovae can all wreak unparalleled
6890devastation. While such events are rare occurrences, an illtimed
6891expedition to a distant system could potentially have
6892unfortunate consequences for a Rogue Trader.
6893A solar storm could severely impede communications
6894with ships in orbit, or even knock them out altogether
6895for a time (generally 1d5 hours), leaving Explorers on the
6896planet below alone and isolated, uncertain as to the cause
6897of the sudden disappearance of their vessel. Worse still, a
6898sudden gamma-ray burst from an old star, binary system, or
6899stellar anomaly could strike a ship in the system, not only
6900knocking out vox communication, but actually damaging
6901components of the ship itself, or even killing some of the
6902crew. Rogue Traders foolish enough to journey to a system
6903whose star is on the verge of going supernova had best pray
6904to Saint Drusus and the God-Emperor for divine protection,
6905as they are surely putting their lives and the lives of their
6906crews in peril of almost certain death.
6907PERILS AND PITFALLS
6908The ancient builders of the tomb-cities left innumerable traps and defences in place to guard their vast, subterranean realm.
6909NIGHTMARE GLOBE
6910Suspended in the air in the centre of a small amphitheatre is a silver sphere, engraved with glowing green sigils. As the Explorers
6911approach the sphere, their unease will grow. Anyone coming within 15m of the sphere is assaulted by nightmarish visions of
6912death and insanity. They must make a Fear Test against a Fear Rating 3 (Terrifying) or suffer Shock and gain 1d5 Insanity
6913Points. If moved, the sphere weighs next to nothing, and remains floating in the air wherever it is placed; if removed from the
6914tomb-city, it becomes inert and drops. The sphere has 5 Armour Points and 5 Wounds.
6915TEMPORAL SINK
6916The air shimmers briefly, and the Explorers feel light-headed. Soon thereafter, they receive a vox-hail from their ship. After some
6917confusion, they learn that they have been out of contact for some time, as 1d5 weeks have passed in the blink of an eye. Explorers
6918might run into several of these temporal sinks if they persist in the search, possibly months or years in the process.
6919LIGHTNING SPIRE
6920Scattered throughout the catacombs are strange black obelisks, inscribed with the indecipherable, glowing runes of the
6921xenos. These pylons flare to life when an intruder comes within range, unleashing deadly arcs of emerald lightning that strip
6922away flesh and metal with equal facility. The Lightning Spires have the following characteristics: BS 40, Wounds 15, Armour
69234, Lightning Arc (100m; S/–/–; 2d10 E; Pen 10; Shocking), as well as the Machine and Unnatural Senses (100m) Traits.
6924STASIS TRAP
6925The Explorers comes across a six armed men, frozen before a massive glowing emerald set into the top of the small pyramid.
6926Among them is a figure in magnificently-tailored clothing, and bearing weapons of the finest quality. Explorers can make
6927a Challenging (+0) Common Lore (Koronus Expanse) Test to recognise the man as Rafe Longinus, a famous Rogue
6928Trader who disappeared in the Expanse centuries ago. If any of the Explorers comes within 15m of the pyramid, the emerald
6929flashes brilliantly, and they must succeed at an Arduous (–40) Willpower Test or become frozen in the stasis field
6930surrounding the pyramid. The emerald can only be destroyed with a weapon of Penetration 5 or greater. Once shattered,
6931anyone trapped in the stasis field is freed. GMs can use the Void Pirate Captain profile on page 373 of the ROGUE TRADER
6932Core Rulebook as the basis for Rafe Longinus, and the Hired Gun profile on pages 370-71 for his men. If freed, Longinus
6933would likely reward the Explorers for their assistance, but keeping the reckless thrill-seeker out of the other traps in this
6934ancient sepulchre long enough to actually show his gratitude in wealth or treasure could be an adventure unto itself.
693582
6936II: Planetside Adventures
6937RAK’GOL SCOUTS
6938Striking from the blackest reaches of the Alenic Depths, the
6939violent and cruel Rak’Gol have become the byword for death
6940and terror in the Koronus Expanse. Horrific, eight-limbed
6941monstrosities, twisted and Warped, the Rak’Gol seem to exist
6942only for slaughter, descending on ships and isolated colonies
6943like a plague, and disappearing again into the cold depths of
6944the void. Though the underlying impetus for the Rak’Gol’s
6945seemingly random attacks remains a mystery, those who suffer
6946their predations rarely live to tell the tale.
6947Rak’Gol Carvers are a subset of this species that have recently
6948been seen spearheading their lightning assaults. These creatures
6949are slightly smaller than many of their compatriots, though they
6950still tower over humans, built for speed in lieu of raw power and
6951armed with savage melee weapons. Their presence is often a
6952precursor to the larger Marauders, Broodmasters, Abominations,
6953and occasionally, the dreaded Techno-Shamans.
6954Movement: 8/16/24/48 Wounds: 19
6955Armour: Implanted Plates (All 6) Total TB: 6
6956Skills: Awareness (Per), Climb (S), Concealment (Ag), Dodge
6957(Ag), Tracking +10 (Int).
6958Talents: Basic Weapon Training (SP), Hard Target, Melee
6959Weapon Training (Primitive, Universal), Pistol Weapon
6960Training (SP) True Grit, Sprint.
6961Traits: Fear (1), Hunting Frenzy†, Multiple Arms, Size
6962(Hulking), Quadruped, Sturdy, Unnatural Strength (x2),
6963Unnatural Toughness (x2).
6964†Hunting Frenzy: Rak’Gol go into a frenzied berserker rage
6965once combat begins. Treat this as the Frenzy Talent, except
6966that the Rak’Gol may use it immediately at the beginning of
6967combat, as a Free Action.
6968Weapons: Implanted chainblades (Melee; 1d10+12 R; Pen 6;
6969Tearing), razorstorm launcher (Pistol; 15m; S/3/–; 1d10+3
6970R; Pen 0; Clip 10; Reload Full; Tearing)
6971Gear: Good-Craftsmanship bionic respiratory system,
6972long-range implanted vox, photo-visor, suicide device
6973(automatically detonated to destroy the corpse upon death), 4
6974spare razorstorm launcher clips.
6975Rak’Gol Carver
6976WS BS S T Ag Int Per WP Fel
6977(8) (6)
697850 31 43 38 40 27 31 28 06
697983
6980II: Planetside Adventures
6981Treasure
6982Generator
6983“I have no need of new revenue streams. Gold and silver, I have
6984in plentiful store. The treasure I seek is a much more precious
6985commodity. What I seek, money alone cannot buy.â€
6986–Rogue Trader Cornelius van Hoorn
6987Besides the lure of adventure and fame, Rogue Traders
6988and Explorers journey into the uncharted reaches
6989of the Koronus Expanse in search of fortune and
6990treasures beyond reckoning. Though Halo Artefacts are the
6991most infamous objects smuggled from the corpse-stars and
6992lost worlds beyond the Maw, many other treasures still wait to
6993be discovered (or re-discovered) by Mankind. From weapons
6994and devices crafted tens of millennia ago, during the Dark
6995Age of Technology, to strange relics of long-dead xenos, to
6996obscure items whose origins are a mystery to even the most
6997knowledgeable technographer, the spoils of a thousand
6998worlds await the intrepid Explorer.
6999This section deals with some of the rare and strange
7000weapons and artefacts the Explorers might discover while
7001delving into the darkest regions of the Expanse. GMs can use
7002the following tables to create brand new weapons, armour,
7003and other items from scratch, or pick and choose elements to
7004create customised treasures for their campaigns.
7005TREASURE TYPE
7006When the Explorers encounter a cache of lost treasure, the
7007GM can use Table 2–24: Treasure Type to determine the
7008sort of items that the Explorers discover. Depending on the
7009situation, the GM might wish to select a category (such as if
7010the Explorers stumble into a weapons locker aboard a vessel
7011deep within a Space Hulk), roll a single category for all of the
7012items, or roll for each piece of treasure individually.
7013Table 2–24: Treasure Type
70141d10 Roll Result
70151–2 Melee Weapon: Roll on Table 2–25:
7016Melee Weapons (see page 84)
70173–4 Ranged Weapon: Roll on Table 2–26:
7018Ranged Weapons (see page 84)
70195–6 Armour: Roll on Table 2–27:
7020Armour (see page 84)
70217–8 Gear and Tools: Roll on Table 2–28:
7022Gear and Tools (see page 85)
70239–10 Ship Component: Roll on Table 2–29:
7024Ship Components (see page 85)
7025ALL THAT GLITTERS...
7026The galaxy is filled with boundless riches, weapons
7027and artefacts fashioned on a million different worlds,
7028across hundreds of millennia. In the wilds of the Halo
7029Stars, wonders beyond imagining wait to be discovered,
7030but not all treasures gleam with the same lustre. New
7031and unique rewards and loot can supply a satisfying
7032conclusion to a hard-fought battle or tough Endeavour.
7033GMs can use the Treasure Generator to quickly create
7034items with extraordinary qualities, but a bit of creativity
7035can add significantly to their allure. Giving an item a bit
7036of colour and history can bring it to life, and working it
7037organically into the narrative of an adventure can make
7038it a far more memorable and cherished prize. Finding a
7039xenos power sword or unknown plasma gun is fine, but
7040taking a glimmersteel demiklaive from the lifeless hands
7041of a defeated Crow Spirit corsair or pulling an ornate
7042plasma gun with a reaction chamber that pulsates with a
7043sickly green aura found in the sarcophagus of an ancient,
7044mummified warrior-king has more brio and appeal.
7045Likewise, GMs should not feel bound by the bonuses
7046and Qualities listed here. A Yu’Vath weapon might fire
7047Warp-impregnated crystal shards, a flamer possessed
7048by the spirit of a Plaguebearer of Nurgle might spew
7049disgusting, corrosive bile instead of flames, or the
7050relic-rifle of Saint Numeri IV might ignore the psychic
7051protections that heretics use to try to hide from their
7052due “redemption†in the eyes of the Emperor.
705384
7054II: Planetside Adventures
7055MELEE WEAPONS
7056Once the GM determines that a piece of treasure the Explorers
7057encounter in their travels is a melee weapons, he can use Table
70582–25: Melee Weapons to determine the general type of the
7059weapon, either by rolling or choosing an appropriate option.
7060RANGED WEAPONS
7061Once the GM determines that a piece of treasure the Explorers
7062have run across is, in fact, a ranged weapon, he can use Table
70632–26: Ranged Weapons to determine the general type of the
7064weapon, either by rolling or choosing an appropriate option.
7065ARMOUR
7066Once the GM determines that the Explorers have unearthed a
7067piece of armour, he can use Table 2–27: Armour to determine its
7068general function by rolling or choosing an appropriate option.
7069Table 2–25: Melee Weapons
70701d10 Roll Result
70711 Razorchain (Base Profile: Melee; 5m; 1d5+2 R; Pen 2; Balanced, Flexible; 2kg)
70722 Chainsword (Base Profile: Melee; 1d10+2 R; Pen 2; Balanced, Tearing; 6kg)
70733 Chain Axe (Base Profile: Melee; 1d10+4 R; Pen 2; Tearing; 13kg)
70744 Relic Shield (Base Profile: Melee; 1d5+2 I; Pen 0; Defensive; 3kg)
70755 Relic Glaive (Base Profile: Melee; 1d10+5 R; Pen 2; Balanced; 12kg)
70766 Relic Flail (Base Profile: Melee; 1d10+8 I; Pen 0; Unwieldy; 15kg)
70777 Charged Gauntlet (Base Profile: Melee; 1d10+4 E; Pen 2; Balanced, Unstable; 5kg)
70788 Power Blade (Base Profile: Melee; 1d10+5 E; Pen 5; Balanced, Power Field; 3kg)
70799 Power Axe (Base Profile: Melee; 1d10+7 E; Pen 7; Power Field, Unbalanced; 6kg)
708010 Crystalline Blade (Base Profile: Melee; 1d10+2 R; Pen 8; Balanced, Power Field; 3kg)
7081Table 2–26: Ranged Weapons
70821d10 Roll Result
70831 Relic Javelin (Base Profile: Thrown; 10m; S/–/–; 1d10 R; Pen 0; Clip –; Rld –; Accurate; .5kg)
70842–3 Pistol (Base Profile: Pistol; 30m; S/2/–; 1d10+4 I; Pen 2; Clip 5; Reload 2 Full; 3kg)
70854–5 Rifle (Base Profile: Basic; 90m; S/3/5; 1d10+5 I; Pen 4; Clip 20; Reload Full; 7kg)
70866 Flamer (Base Profile: Basic; 20m; S/–/–; 1d10+4 I; Pen 2; Clip 4; Reload 2 Full; Flame; 6kg)
70877 Thermal Cutter (Base Profile: Basic; 20m; S/–/–; 2d10+6 I; Pen 10; Clip 5; Reload 2 Full; 40kg).
70888 Heavy Rifle (Base Profile; Basic; 60m; S/4/8; 1d10+5; Pen 3; Clip 48; Reload 2 Full; 35kg).
70899 Hunter’s Rifle (Base Profile: Basic; 200m; S/–/–;1d10+2 I; Pen 4; Clip 5; Reload Full; Accurate; 5kg)
709010 Scattergun (Base Profile: Basic; 30m; S/2/–;1d10+5 I; Pen 2; Clip 12; Reload Full; Scatter; 5kg)
7091Table 2–27: Armour
70921d10 Roll Armour
70931–2 Reinforced Hauberk (Base Profile: Chest 4; 15kg)
70943 Reinforced Helm (Base Profile: Head 3; 9kg)
70954–5 Meshweave Cloak (Base Profile: Arms, Body, Legs 3; 6kg)
70966 Carapace Chestplate (Base Profile: Chest 6; 7kg)
70977 Carapace Helm (Base Profile: Head 4; 2kg)
70988 Assassin’s Bodyglove (Base Profile: All 3; 5kg)
70999 Light Power Armour (Base Profile: see pages 138–139 of the ROGUE TRADER Core Rulebook)
710010 Power Armour (Base Profile: see pages 138–139 of the ROGUE TRADER Core Rulebook)
7101Once the GM determines that a piece of treasure the Explorers
7102Table
7103 to determine the general type of the
7104weapon, either by rolling or choosing an appropriate option.
7105Once the GM determines that a piece of treasure the Explorers
7106Table
7107 to determine the general type of the
7108Once the GM determines that the Explorers have unearthed a
7109 to determine its
711085
7111II: Planetside Adventures
7112GEAR AND TOOLS
7113Once the GM determines that a piece of treasure the
7114Explorers encounter in their travels is a complex tool or piece
7115of personal equipment, he can use Table 2–29: Gear and
7116Tools to determine the function of the item, either by rolling
7117or choosing an appropriate option.
7118SHIP COMPONENTS
7119Once the GM determines the Explorers have found a
7120Component for a voidship, he can use Table 2–29: Ship
7121Components to decide what sort of Component it is, either
7122by rolling or choosing an appropriate option. The GM might
7123wish to keep in mind, however, that these Components are
7124utterly vast by the scale of the Explorers, and so they can
7125hardly haul such a find out of a cavern or the catacombs of a
7126dead empire without undertaking a major excavation project.
7127ORIGINS
7128Different species, or even different cultures, create similar
7129items in the same way. An Ork-wrought chainsword could be
7130a grinding, gnashing contraption designed to be as loud as
7131possible, kicking up clouds of smoke all the while; in contrast,
7132an elegant Eldar chainsword might run on a silent, elegant
7133system and slice through its targets with only a whisper. To
7134determine the origins of an artefact, the Game Master should
7135roll on Table 2–30: Origin and then consult the relevant
7136section to determine the next step in forging the item.
7137SKILLED CRAFTSMANSHIP
7138This artefact is well-wrought and finely honed, despite decades
7139or centuries of neglect. Instead of rolling on Table 2–34:
7140Craftsmanship (see page 92), this item is automatically of
7141Best Craftsmanship. The GM should also roll once on Table
71422–35: Quirks (see page 92) and apply the results.
7143Table 2–28: Gear and Tools
71441d10 Roll Gear or Tool
71451 Auspex/Scanner (Base Profile: See page 143 of the ROGUE TRADER Core Rulebook)
71462 Combi-tool (Base Profile: See page 144 of the ROGUE TRADER Core Rulebook)
71473 Cybernetic Attachment of the GM’s choice (Base Profiles: See page 147–152 of the ROGUE TRADER Core Rulebook)
71484 Multicompass (Base Profile: See page 146 of the ROGUE TRADER Core Rulebook)
71495 Multikey (Base Profile: See page 145 of the ROGUE TRADER Core Rulebook)
71506 Navis Prima (Base Profile: See page 146 of the ROGUE TRADER Core Rulebook)
71517 Preysense Goggles (Base Profile: See page 140 of the ROGUE TRADER Core Rulebook)
71528 Chameleoline Cloak (Base Profile: See page 139 of the ROGUE TRADER Core Rulebook)
71539 Jump Pack (Base Profile: See page 144 of the ROGUE TRADER Core Rulebook)
715410 Void Suit (Base Profile: See page 140 of the ROGUE TRADER Core Rulebook)
7155Table 2–29: Ship Components
71561d10 Roll Result
71571-2 Plasma Drive
71583 Warp Drive
71594 Gellar Field
71605 Void Shield
71616 Ship’s Bridge
71627 Augur Array
71638-9 Lance
716410 Macrocannon
7165Table 2–30: Artefact Origin
71661d10 Roll Result
71671–3 Finely Wrought: See Skilled
7168Craftsmanship on page 85.
71694–6 Ancient Miracle: See Archeotech on
7170page 86.
71717–8 Alien Technology: See Xenos Tech
7172on page 88.
71739–10 Cursed Artefact: See Twisted Omens
7174on page 90.
717586
7176II: Planetside Adventures
7177ARCHEOTECH
7178Products of the Dark Age of Technology, when Mankind’s
7179technology was at its zenith, these items are remarkable for
7180their craftsmanship, precision, and effectiveness. Archeotech
7181weapons and armour exceed even the finest craftsmanship of
7182the 41st Millennium.
7183When creating an item in this category, the GM should roll
7184once on Table 2–31: Miracles of the Dark Age. All items
7185from the Dark Age of Technology surpass modern standards—
7186the GM should also roll on Table 2–34: Craftsmanship
7187(see page 92), and increase the result of his roll by 3 (to a
7188maximum of 10). The GM should also roll twice on Table
71892–35: Quirks (see page 92). Unfortunately, because of their
7190venerable designs and the long-lost secrets used to create
7191them, repairing Archeotech treasures (should they become
7192damaged) requires the would-be tinkerer to succeed at a
7193Challenging (+0) Forbidden Lore (Archeotech) Test
7194before he can even make an attempt to repair it.
7195IMPOSING
7196While none can say why its creators ornamented this device
7197so noticeably, it makes an undeniable impression upon any
7198who see it, reminding them why the Dark Age of Technology
7199is so fabled and so feared.
7200Melee or Ranged Weapon: Jagged, spinning teeth,
7201glimmering edges, or pulsating red lines cut their way across
7202this weapon. It grants its wielder a +10 bonus on Intimidate
7203and Command Tests. If its user has the Fear Trait, it increases
7204the level of that Trait by 1.
7205Armour: This armour is utterly striking, wrought from
7206solid metal, adorned with beautiful and terrifying imagery,
7207or swathed by mysterious black wisps that conceal the
7208wearer’s features. Its wearer gains a +10 bonus on
7209Command and Intimidate Tests, and gains the Air of
7210Authority Talent while wearing it.
7211Gear or Tool: It is hard to overlook this device,
7212graven as it is with symbols of ancient power.
7213This device grants its owner a +20 bonus to all Opposed Tests
7214he makes while using it if his opponent can see it.
7215Ship Component: An ancient and overwhelming testament
7216to ages long past and knowledge long forgotten, this
7217Component grants the vessel’s commanders a +10 bonus
7218to all Intimidate and Command Tests made aboard a vessel
7219upon which it has been installed.
7220COMPACT
7221This device is unbelievably small, given its purpose, or can
7222be folded to fit in places one would not expect to look.
7223Though the techno-arcane rites used to miniaturize its internal
7224workings are long-lost, it remains as an impressive testament
7225to the miraculous knowledge of the Dark Age of Technology.
7226Melee or Ranged Weapon: Reduce the weapon’s weight
7227by half. Search Tests to find this weapon when it has been
7228concealed on a wearer suffer a –20 penalty.
7229Armour: This armour is extremely lightweight. Reduce its
7230weight by half. Awareness Tests to notice this armour on
7231its wearer suffer a –10 penalty (or a –20 penalty, if he is
7232wearing it beneath clothes or something else to conceal it).
7233Gear or Tool: This device has been miniaturized, but
7234nonetheless performs all of its functions as well as its larger
7235counterparts. Reduce its weight by half. Search Tests to find
7236this item when it has been concealed on its owner’s body
7237suffer a –30 penalty.
7238Ship Component: Its Space requirement is reduced by 4
7239(to a minimum of 1 if it is Internal or 0 if it is External).
7240STEADY
7241Though not as flashy as other archeotech treasures, this item is
7242built to function reliably in all conditions, through challenges and
7243tests that would push lesser creations well beyond their limits.
7244Melee Weapon: This weapon gains the Balanced Quality, so
7245long as it does not already have that Quality or the Unbalanced
7246or Unwieldy Qualities. If it does have any of those Qualities,
7247increase its Penetration by 3 instead.
7248Table 2–31: Miracles of the Dark Age
72491d10 Roll Result
72501–2 Imposing: This device is visibly wrought with long-forgotten heraldry and emblems of a past age, when the impossible
7251was made real, inspiring fearful awe in those who see it. See Imposing on page 86 for details on its function.
72523–4 Compact: This device is a miniaturized version of its usual counterparts, somehow without sacrificing
7253functionality. See Compact on page 86 for details on its function.
72545 Steady: Rugged and unfailingly dependable, this device functions perfectly even under sub-optimal conditions.
7255See Steady on page 86 for details on its function.
72566 Potent: This device is powerfully built, the arcane technologies within allowing it to perform above and beyond
7257modern equivalents. See Potent on page 87 for details on its function.
72587 Swirling Energy: This item is wreathed in a precisely-calibrated energy field, created with long-forgotten
7259techniques and secrets. See Swirling Energy on page 87 for details on its function.
72608 Incalculable Precision: The hand that shaped this relic was meticulous in a way that modern artisans cannot
7261hope to replicate. See Incalculable Precision on page 87 for details on its function.
72629 Indestructible: This item was shaped from an arcane material, whose composition defies analysis and any attempt
7263to damage it alike. See Indestructible on page 87 for details on its function.
726410 Multiple Blessings: Roll again twice on this table (re-rolling any further results of “Multiple Blessings†and
7265duplicate results), and apply both results to the item.
726687
7267II: Planetside Adventures
7268Ranged Weapon: This weapon gains the Accurate Quality,
7269so long as it does not already have that Quality or the Flame
7270or Scatter Qualities. If it does have any of those Qualities,
7271increase its Penetration by 2, and it gains the Reliable Quality.
7272Armour: This armour helps to keep its wearer in place,
7273supporting him by dynamically redistributing its weight as
7274necessary. It grants a +10 bonus to all Climb and Acrobatics
7275Tests that its wearer makes.
7276Gear or Tool: This device is steadfast and reliable, and its
7277users often come to depend upon it. Its user may re-roll one
7278failed Test that he makes with it per Game Session.
7279Ship Component: This Component is extremely reliable.
7280Tests made using this Component receive a +5 bonus.
7281Further, thanks to the crew’s faith in this Component, its
7282presence increases the ship’s Morale by 5.
7283POTENT
7284This device surges with the raw might available to its creators
7285during the Dark Age of Technology.
7286Melee or Ranged Weapon: This weapon is ruthlessly lethal,
7287coldly eviscerating one target after another in showers of gore.
7288Increase its Damage by 4. Additionally, attacks made using
7289this weapon inflict Righteous Fury on a roll of 9 or 10.
7290Armour: This armour is extraordinarily sturdy. Increase the
7291Armour Points that it grants by 4.
7292Gear or Tool: The workings of this device are difficult to
7293master. In the hands of an expert, though, its seemingly excessive
7294design can prove to be extremely useful. The device imposes a
7295–5 penalty on all Tests to use it, but if the user succeeds, he adds
7296an additional two Degrees of Success to the result.
7297Ship Component: This Component is unfailingly powerful,
7298and its grandeur strikes all who see it in action. If it is a
7299weapon, increase its Damage by 4. If it is a Plasma Drive,
7300increase the Power it generates by 10. Otherwise, it simply
7301works extremely well; it increases the vessel’s Morale by 3, to
7302reflect the crew’s awe of such an impressive Component.
7303SWIRLING ENERGY
7304A shroud of energy surrounds this object, shimmering,
7305glowing, or perhaps even flaring into existence before
7306vanishing periodically.
7307Melee or Ranged Weapon: This weapon is fed by internal
7308power cells that unleash a devastating blast when its attacks strike
7309home. Increase its Damage and Penetration by 2. Its Damage
7310Type changes to Energy, and it gains the Shocking Quality.
7311Armour: This armour is wreathed in an invisible protective
7312field that periodically springs to life to protect its wearer,
7313forcibly pushing aside projectiles or the swing of a sword.
7314The first time an attack successfully strikes the armour’s
7315wearer each Round, the attacker must re-roll his Weapon
7316Skill or Ballistic Skill Test with a –10 penalty.
7317Gear or Tool: This device makes use of a small internal
7318generator that vastly improves its functionality and longevity
7319in the field. It never needs to be recharged, and grants a +5
7320bonus on all Tests made using it. If it would not normally
7321require power, this generator makes it easier to use properly,
7322and helps to preserve and maintain the device.
7323Ship Component: If this Component would ever become
7324unpowered or stop generating Power, so long as it is not
7325destroyed in the process, it continues to do so for 1d10
7326minutes after it would normally shut down.
7327INCALCULABLE PRECISION
7328The manufacture of this device was so utterly precise that many
7329users find its exactness disconcerting until they grow used to the
7330greater level of meticulousness in craftsmanship that it displays.
7331Melee or Ranged Weapon: This weapon is exquisitely
7332weighted, to make it optimal for hurling flurries of phantom
7333blows before landing a killing stroke or delivering a precise
7334shot into a small target at great distance. This weapon grants
7335an additional two Degrees of Success when its wielder
7336succeeds at a Weapon Skill or Ballistic Skill Test while using
7337it. If it is a ranged weapon, double its Range.
7338Armour: This armour allows its wearer to move with utmost
7339freedom, sliding past those attacks that might penetrate it.
7340This armour grants its wearer a +10 bonus to Dodge Tests.
7341Increase the Armour Points that it provides by 1.
7342Gear or Tool: This device grants an additional +15 bonus
7343on all Tests made using it.
7344Ship Component: This Component is so finely honed that it
7345draws less power than it might otherwise, takes up a minimum
7346of space, and often makes maintenance unnecessary. Decrease
7347its Size and Power Requirements by 1 (to a minimum of 0). Its
7348presence increases the ship’s Morale by 1, as ratings occasionally
7349find their assigned toil far less onerous than expected.
7350INDESTRUCTIBLE
7351Carved from a material that defies explanation or analysis, forged
7352from a lost alloy, or otherwise created in a miraculous fashion, this
7353item is nearly impossible to damage by natural means.
7354Melee or Ranged Weapon: This weapon is made of an
7355adamantine, mysterious metal, cut from crystal, or warded
7356from within by an unseen and perpetually active field. It never
7357loses its edge, and never seems to suffer from the wear and tear
7358of use across countless battlefields. Increase its Damage and
7359Penetration by 2. If it is a Ranged Weapon, it never Jams. It
7360resists all attempts to damage or destroy it via natural means.
7361Armour: Forged by means unknown from a mysterious
7362material, even the sharpest of blades seem to slide off it
7363without piercing. Penetration does not affect any Armour
7364Points provided by this armour.
7365Gear or Tool: This device is virtually unbreakable, and even
7366its complex, moving parts never seem to need maintenance.
7367Though it can run out of power if it requires energy to function,
7368it never breaks, and cannot be rendered inoperable by external
7369effects (other than being shut down via normal procedures).
7370Ship Component: This Component is shielded by a vast
7371and powerful field that crackles to life whenever it would
7372be damaged. Unfortunately, this field draws a great deal
7373of power away from the Component itself. Whenever this
7374Component would suffer the effects of a Critical Hit,
7375it ignores those effects, but becomes unpowered
7376or otherwise non-functional for 1d5 Strategic
7377Rounds as the field overdraws the energy that it
7378normally uses (or the Power that it generates).
737988
7380II: Planetside Adventures
7381FROM ALIEN HANDS
7382Crafted by xenos hands (or claws, as the case may be),
7383alien technology is viewed with suspicion by most within
7384the Imperium. At the fringes of the galaxy, there is less
7385reticence to use the tools of xenos, though a Rogue Trader
7386would be wise not to flaunt any objects of alien origin he
7387may possess while in “civilised†company. The GM should
7388roll once on Table 2–32: Xenos Construction, once on
7389Table 2–34: Craftsmanship (see page 92), and once on
7390Table 2–35: Quirks (see page 92), and then apply all of the
7391results. Because of its alien origins, xenos technology requires
7392anyone who wishes to repair it (should it become damaged)
7393to succeed at a Challenging (+0) Forbidden Lore (Xenos)
7394Test before he can attempt to repair it.
7395RAMSHACKLE
7396Whatever hand wrought this device was a rough one indeed,
7397and the mind guiding it was even more jagged and deranged.
7398Erupting with spines and blades that serve no obvious purpose
7399besides creating a risk to the user, or fitted with shining
7400baubles that serve no purpose at all, this device is an obvious
7401testament to the madness of xenos.
7402Melee Weapon: This melee weapon is hefty, and designed
7403to crush, impale, or otherwise perform its task in some
7404equally unsubtle fashion. Increase its Damage by 4 and
7405double its weight. If it has the Balanced Quality, it loses it.
7406If it has the Power Field Quality, it loses it and gains the
7407Unstable Quality. If it already has the Unstable Quality, it
7408also gains the Shocking Quality. The GM should also roll
7409one additional time on Table 2–35: Quirks (see page 92)
7410for this weapon, and apply the result.
7411Ranged Weapon: This ranged weapon looks less like
7412a gun and more like a club with barrels mounted on it,
7413its blocky construction largely superfluous to its role as a
7414firearm. Increase its Damage by 2, double its weight, and
7415if its Damage Type is Impact, change it to Explosive. If it
7416has the Accurate Quality, it loses it. Otherwise, it gains the
7417Inaccurate and Unreliable Qualities. Strangely, however, in
7418the hands of an Ork, it loses the Unreliable Quality. The
7419GM should also roll one additional time on Table 2–35:
7420Quirks (see page 92) for this weapon, and apply the result.
7421Armour: This armour is incredibly bulky and festooned with
7422absurdly think armour plates, whirring motors, and smokebelching
7423engines. Double its weight, and increase all Armour
7424Points it provides by 3. If it is Power Armour or Light Power
7425Armour, it increases the wearer’s Strength Bonus by +2. It also
7426imposes a –30 penalty on all Agility-based Tests.
7427Gear or Tool: This device is ruggedly constructed—so
7428much so that it could be used as a blunt force weapon in a
7429pinch. Judging by the bloodstains, it has already been used
7430this way in the past. If used as an improvised weapon, this
7431piece of equipment has the following profile: (Melee; 1d10 I
7432or R; Pen 0; Unwieldy).
7433Ship Component: This Component is massive and powerinefficient,
7434constantly belching smoke (which may or may
7435not be toxic to human crewmen assigned to work on it).
7436Increase its Power and Space requirements by 2 (or its Space
7437requirement by 3, if it generates Power). However, thanks to
7438its sheer bulk, this Component ignores the first Critical that
7439would affect it each session. Finally, its obvious xenos origin
7440permanently decreases Morale aboard the ship by 1.
7441Table 2–32: Xenos Construction
74421d10 Roll Result
74431–2
7444Ramshackle: This device, simply put, should not function. Given its rough, slab-like construction and dented
7445exterior, whatever species built it clearly did so in an entirely unintuitive fashion, with extra parts that consume
7446power extraneously and savage blades strapped on for good measure, regardless of the device’s function. See
7447Ramshackle on page 88 for details on its function.
74483–4
7449Peerless Elegance: This device was not built, but grown, not forged with sweat and fire, but merely asked to become
7450the thing that it is now in a voice that it could not refuse. Shining gemstones and brilliant colours adorn it, revealing
7451its inhuman origin to all who see it. See Peerless Elegance on page 88 for details on its function.
74525–6
7453Innovative Design: Optimised for efficiency in a way that baffles and terrifies the disciples of the Machine God,
7454this device was crafted by some species that cares for progress above all else. See Innovative Design on page 89 for
7455details on its function.
74567–8
7457Remnant of the Endless: This device is a technological marvel beyond comprehension, its form cylindrical or
7458rectangular by turns, and wrought with translucent sections that glow with an unearthly radiance. See Remnant of
7459the Endless on page 89 for details on its function.
74609–10
7461Death-Dream’s Fragment: Organic, crystalline strands run across the surface of this device, marking it for some
7462sickening purpose in a plan beyond the reach of mortal minds, or even sanity itself. See Death-Dream’s Shard on
7463page 90 for details on its function.
7464baubles that serve no purpose at all, this device is an obvious
7465testament to the madness of xenos.
7466belching engines. Double its weight, and increase all Armour
7467Points it provides by 3. If it is Power Armour or Light Power
7468Armour, it increases the wearer’s Strength Bonus by +2. It also
7469imposes a –30 penalty on all Agility-based Tests.
7470Gear or Tool:
7471much so that it could be used as a blunt force weapon in a
7472pinch. Judging by the bloodstains, it has already been used
7473this way in the past. If used as an improvised weapon, this
7474piece of equipment has the following profile: (Melee; 1d10 I
7475or R; Pen 0; Unwieldy).
7476Ship Component:
7477inefficient, constantly belching smoke (which may or may
7478not be toxic to human crewmen assigned to work on it).
7479Increase its Power and Space requirements by 2 (or its Space
7480requirement by 3, if it generates Power). However, thanks to
7481its sheer bulk, this Component ignores the first Critical that
7482would affect it each session. Finally, its obvious xenos origin
7483permanently decreases Morale aboard the ship by 1.
748489
7485II: Planetside Adventures
7486PEERLESS ELEGANCE
7487The hand of xenos of some sort is evident in the design of
7488this device, for no human could have made such a thing.
7489The device exudes an undeniable grace, even if it is the
7490work of foul aliens.
7491Melee Weapon: This melee weapon is a work of art, all elegant
7492curves and killing edges, made to specifications so precise that
7493it could not possibly be of human design. Increase its Damage
7494and Penetration by 2, and reduce its weight by half. If it has the
7495Unwieldy Quality, it loses it and gains the Unbalanced Quality.
7496If it has the Unbalanced Quality, it loses it. Otherwise, it grants
7497a +5 bonus to Tests made to Parry with it (this is cumulative
7498with the bonus provided by the Balanced Quality).
7499Ranged Weapon: This ranged weapon’s graceful design
7500belies its killing power, and it spits forth monomolecular
7501razors, lashing microfilament wires, or searing bursts of
7502pinpoint energy that slay their targets without waste or
7503mercy. If its Damage Type is Impact, change it to Rending.
7504Increase its Damage by +2 and quadruple its Clip Size. It
7505gains the Reliable Quality.
7506Armour: This armour conforms perfectly to its wearer,
7507shifting imperceptibly to provide optimal protection without
7508hindering movement. Halve its weight and increase all
7509Armour Points it provides by 1. If it is Power Armour or
7510Light Power Armour, it provides no bonuses to Strength,
7511but also has no power requirements and does not inflict
7512penalties on Concealment and Silent Move Tests for
7513providing 7 or more Armour Points.
7514Gear or Tool: This device is solidly constructed, if lacking
7515in the adornment and flair that shows dedication and
7516mastery in Imperial manufacture. If it provides a bonus to
7517Skill Tests, increase that bonus by an additional +5.
7518Ship Component: This Component was clearly created
7519by a species of master starfarers, and is meant to perform
7520in the void, working in perfect harmony with the vessel
7521on which it is mounted. Reduce its Power Requirement
7522by 2 (to a minimum of 0) and the Space it needs by 1
7523(to a minimum of 0). If it generates Power, it generates
7524the normal amount. However, once per game session,
7525it can overcharge any weapon system that draws power
7526from it, increasing its Damage by 1d5 the next time it is
7527fired this Strategic Turn. Finally, its obvious xenos origin
7528permanently decreases Morale aboard the ship by 1.
7529INNOVATIVE DESIGN
7530Treasure in this category was obviously created to serve its
7531users as effectively as possible. It could be new or it could
7532be ancient, but the xenos who designed it were clearly
7533unrestrained by the protective rituals and traditions of the
7534Adeptus Mechanicus, and might well have delved into realms
7535not meant for mortal creators.
7536Melee Weapon: This weapon is elegant in design and
7537efficient in function, but is clearly meant as much for ceremony
7538as function. It is largely unremarkable, except for obviously
7539being of xenos manufacture. Reduce its weight by half and
7540its Damage by 1.
7541Ranged Weapon: This weapon is built for one purpose:
7542killing with greatest efficiency, without malice or relish.
7543Change its Damage Type to Energy, and increase its Damage
7544and Penetration by 3. It is automatically equipped with
7545an omni-scope (see page 134 of the ROGUE TRADER Core
7546Rulebook). Double its Range.
7547Armour: This Armour is practical and effective, granting
7548respectable protection without sacrificing freedom of
7549movement. Increase all Armour Points it provides by 1.
7550If it covers the Head location, it comes equipped with a
7551photo-visor (see page 140 of the ROGUE TRADER Core
7552Rulebook). If it is Power Armour or Light Power Armour, it
7553automatically comes equipped with a Jump Pack (see page
7554144 of the ROGUE TRADER Core Rulebook).
7555Gear or Tool: This device is elegantly constructed,
7556designed with both aesthetics and utility in mind. Reduce its
7557weight by half. If it provides a bonus to Skill Tests, increase
7558that bonus by an additional +5.
7559Ship Component: This component is highly modular, for
7560ease of replacement. In addition to taking up 1 less Space
7561than usual, it can be much more rapidly detached from the
7562vessel than other Components.
7563REMNANT OF THE ENDLESS
7564These items seem ageless, and despite unfathomable ages of
7565neglect, they function as if they had been well-maintained
7566the entire time. They are marked by a silver sheen and odd
7567luminescence that disturbs most who look upon them.
7568Melee Weapon: The weapon changes its Damage Type
7569to Energy, gains the Power Field Quality if it does not have
7570it, and increases its Penetration by 2. Further, if the attacker
7571scores three or more Degrees of Success on any Weapon Skill
7572Test to attack with this weapon, he ignores any Fields or
7573psychic protections shielding his target.
7574Ranged Weapon: The weapon changes its Damage Type
7575to Energy and it never runs out of ammunition, nor needs to
7576be reloaded (though it can still Jam). Further, if the attacker
7577successfully inflicts Righteous Fury with this weapon, that
7578attack also ignores all of the target’s Armour Points.
7579Armour: This Armour is infused with a crackling field
7580of verdant energy that flicks out menacingly to drive off
7581attackers. Whenever the wearer is hit with a Melee
7582Attack, the attacker must make a Challenging (+0)
7583Agility Test or suffer 1d5+2 Energy Damage
7584with the Shocking Quality.
7585from it, increasing its Damage by 1d5 the next time it is
7586fired this Strategic Turn. Finally, its obvious xenos origin
7587permanently decreases Morale aboard the ship by 1.
7588to Energy and it never runs out of ammunition, nor needs to
7589be reloaded (though it can still Jam). Further, if the attacker
7590successfully inflicts Righteous Fury with this weapon, that
7591attack also ignores all of the target’s Armour Points.
759290
7593II: Planetside Adventures
7594Gear or Tool: This device never runs out of power
7595(if it requires it) and never shorts out due to electrical
7596interference. If it does not require power to function, it is
7597extraordinarily resilient—it takes minimal effort to maintain,
7598and takes a great deal of effort to damage or destroy.
7599Ship Component: Eerily, this component has no Power
7600Requirements at all—it seems to generate its own energy
7601from the glowing green coils set within. If it is a Plasma
7602Drive (or rather, the inscrutable and sinister equivalent
7603device), it generates 5 additional Power. However, the
7604Component’s sickening glow permanently reduces Morale
7605aboard the vessel by 3.
7606DEATH-DREAM’S FRAGMENT:
7607This device is infused with a strange, crystalline material
7608that seems almost organic, and catches the light in eerie and
7609maddening ways. Regardless of its quality, one thing is clear:
7610no sane person would carry such a device, and those who do
7611have willingly taken the first steps on the road to madness.
7612Melee Weapon: Wrought of twisted stone and crystal,
7613this weapon is very alien indeed. Increase its Damage by
76142. Further, when wielded by a psyker, it increases his Psy
7615Rating by 2 when he uses powers at the Push Psychic
7616Strength (to a maximum of 10).
7617Ranged Weapon: Bulbous crystals and strange spines
7618protrude from this weapon, and a constant static charge
7619seems to cling to it. The weapon changes its Damage Type to
7620Energy, and it discharges sparks of crackling light that seem
7621to pursue their targets with the ferocity of hungry predators.
7622The weapon’s Clip Size remains the same, but it cannot
7623be reloaded as normal; instead, it seems to draw power by
7624sapping the sanity of its victims. Any creature Damaged by
7625the weapon must make a Challenging (+0) Willpower
7626Test or suffer 1d10 Willpower Damage. Every time it causes
7627Willpower Damage this way, the weapon’s Clip automatically
7628refills. If its Clip ever reaches 0, its wielder gains 1d10
7629Insanity Points, at which point its Clip automatically refills. If
7630the weapon does not have a Clip Size, due to being a Thrown
7631Weapon, or for any other reason, then this weapon causes
7632any creature harmed by it to make a Challenging (+0)
7633Willpower Test or gain 1d5 Insanity Points.
7634Armour: This armour has been wrought with lines of living
7635crystal that can rapidly expand to seal rents and the wounds
7636of the wearer alike. Whenever the wearer of this armour
7637suffers Critical Damage to a location it protects, he may
7638reduce that Damage by 1d5. If he does so, he gains that many
7639Insanity Points, as the armour grows into his body, forcibly
7640holding his collapsing form together and eroding away at his
7641sanity. As the armour fuses with his biology this way, more
7642and more, he might also find himself incapable of removing it.
7643Gear or Tool: This device is bizarre and inscrutable, made
7644for minds that now slumber beneath stars that have shifted
7645since they last lived. The user must make an Ordinary (+10)
7646Intelligence Test to use it. If he succeeds, he gains an
7647additional +10 bonus to any Tests to which it provides
7648bonuses. If he fails, however, he gains only its normal
7649bonuses, and also gains 1 Insanity Point as the
7650alien contraption stares back into his mind.
7651Ship Component: To install a thrumming crystal relic
7652wrought by accursed xenos upon one’s vessel is to invite
7653doom, even ignoring the prohibitions on such things set
7654forth in Imperial scripture and law. This Component is
7655miraculously never affected by Critical Hit effects that would
7656damage or disrupt it—instead, two other Components of
7657the GM’s choice suffer the effects that it ignores this way.
7658Additionally, its foreboding aura and the rumour-mongering
7659that it inspires in the crew permanently reduces Morale
7660aboard the vessel by 3.
7661TWISTED OMENS
7662The origin of these items is a matter of speculation.
7663Whether crafted by human or xenos artisans, these
7664treasures are undoubtedly of surpassing quality, but they
7665nonetheless all evoke some sort of dread, from obvious
7666signs of Warp taint, to strange, glowing xenos crystals that
7667are almost hypnotic, to dark whispers in the mind of the
7668wielder. The GM should roll once on Table 2–33: Mark
7669of the Curse, once on Table 2–34: Craftsmanship (see
7670page 92), and once on Table 2–35: Quirks (see page
767192), and then apply all of the results.
7672BLOODLUST
7673Melee or Ranged Weapon: Cursed, this weapon is bound to
7674chaos and death by its very fate—a fate any foolhardy enough
7675to carry it must eventually share. For it is a weapon, a tool of
7676destruction, and it does not discriminate between friends and
7677foes so long as there is blood for it to drink. Increase the
7678weapon’s Damage and Penetration by 4. It gains the Tearing
7679Quality if it does not already have it. However, whenever its
7680wielder draws it, he enters a Frenzy (see the Frenzy Talent
7681on pages 98–99 of the Rogue Trader Core Rulebook) as
7682a Free Action. This Frenzy does not end until he has slain a
7683living creature with the weapon, and slaked its thirst—for
7684now. If it is a Ranged Weapon, then the wielder ignores the
7685usual penalty to Ballistic Skill from being Frenzied, and may
7686choose to fire the weapon instead of moving towards a foe or
7687making an All-Out Attack Action while Frenzied.
7688Armour: This armour incites its wearer to new heights of
7689fury, granting him great power at a terrible cost. Whenever
7690the wearer attacks, he may dangerously overexert himself,
7691suffering 1d5 Damage, not reduced by Armour or Toughness
7692Bonus. If he does so, he increases the Damage dealt by that
7693attack by twice the amount of he inflicts on himself.
7694Gear or Tool: This device rapidly absorbs any blood shed
7695on it, greedily lapping it up. It grants a +10 bonus to all Tests
7696made using it, but only if its user regularly douses it in blood.
7697Ship Component: This ship component seems to work
7698better than it should, given its specifications, but is also
7699prone to housing terrible and gruesome accidents. If it is a
7700weapon, increase its Damage by 3. Its Power requirement
7701is reduced by 3 (to a minimum of 0), or, if it generates
7702Power, this number is increased by 3. However, every time
7703this cursed Component is affected by a Critical Hit, reduce
7704the ship’s Population by 1 and its Morale by 3, as mayhem
7705and panic ensue around it.
770691
7707II: Planetside Adventures
7708MINDKILLER
7709This device elicits nothing less than panic and terror in most
7710people who see it. Whether it is a weapon with an oddly
7711organic eye or maw protruding from it, or a vast, churning
7712voidship component that seems to patter with the footsteps
7713of all who have passed through it, it is utterly disconcerting.
7714Melee or Ranged Weapon: To stand before this weapon is
7715to stand before death, and few sentient creatures can do so
7716without quavering. Foes suffer a –5 penalty to their Initiative
7717if the weapon is visible when combat begins. Further, attempts
7718to Parry attacks made with this weapon suffer a –20 penalty.
7719Armour: This armour is terrifying, with symbols of doom
7720and dread carved upon it, and possessing a terrifying mien.
7721Every time its wearer kills a foe in combat, he gains the Fear
7722(1) Trait until the end of the encounter.
7723Gear or Tool: Fed by fear, this device tends to fail at times
7724of greatest need. Under normal circumstances, it grants a
7725+10 bonus to all Tests made using it. However, if its wielder
7726ever fails a time-sensitive Test using it, it ceases to function
7727entirely for 1d10 minutes.
7728Ship Component: An aura of dread surrounds this
7729Component. Its chilling presence permanently reduces
7730Morale by 3, but this effect is even more pronounced on
7731unwanted interlopers. Boarders suffer a –20 penalty to
7732their Command Tests aboard this vessel so long as this
7733Component remains functional.
7734ALLURING
7735All treasures are in some way desirable by their very
7736classification as “treasures,†but this device inflames the
7737avarice of all who see it. It is almost unnaturally beautiful,
7738and let any owner beware, for scoundrels in the Koronus
7739Expanse kill for far less.
7740Melee or Ranged Weapon: Wrought with glowing runes,
7741this weapon transfixes those in its path. Whether or not they
7742manage to avert their gaze, this distraction makes it much
7743harder to evade attacks. Attempts to Dodge and Parry attacks
7744made with this weapon suffer a –10 penalty.
7745Armour: This armour seems perfectly suited for its owner,
7746its sleek and aristocratic design giving the wearer a regal,
7747authoritative bearing. The wearer of this armour gains an
7748additional +10 bonus on all Interaction Skill Tests.
7749Gear or Tool: This piece of equipment is wrought with
7750gemstones, or crafted from some sort of exotic and beautiful
7751material, but people seem to desire it even more than this
7752might warrant. It counts as being of Best Quality, and, at the
7753GM’s discretion, Explorers may offer to trade items of far
7754greater value to own it.
7755Ship Component: This Component is surprisingly (some
7756might say disturbingly) pleasant. Whether because of its
7757elegant design, less noxious smells, or other possible qualities,
7758ratings tend to loiter there when possible. This Component
7759increases the vessel’s Morale by 3, but if it is ever removed,
7760lost, or replaced, its absence decreases Morale by 6.
7761ENTROPIC
7762This treasure answers the silent call of the universe to expend
7763without replenishing, to rust away. No matter how hard the
7764owner of this treasure works, it never seems to stay clean.
7765Melee or Ranged Weapon: This weapon grinds away at
7766anything it strikes, wearing down even the strongest armour
7767over time. Reduce its Damage and Penetration by 1, but every
7768time it strikes a target, reduce that target’s Armour Points on
7769the affected location by 1 until the armour can be repaired.
7770Armour: This armour is covered in an unusual patina of
7771dust, slime, or other corrosive material. While this has
7772no effect on its wearer, weapons that touch it begin to
7773degrade rapidly. Whenever a melee weapon strikes this
7774armour, that weapon’s Damage is reduced by 1 until
7775it can be repaired.
7776Gear or Tool: This device works better than
7777one might expect, but also seems to drain
7778away at the vitality of its owner. It provides
7779Table 2–33: Mark of the Curse
77801d10 Roll Result
77811–2 Bloodlust: This device is possessed of a dire thirst for carnage. See Bloodlust on page 93 for details on its function.
77823–4 Mindkiller: This device is shrouded in terror, thriving on the fear it elicits in those around it. See Mindkiller on
7783page 94 for details on its function.
77845–6 Alluring: Desired by all, this item has drawn countless Explorers to their deaths in search of it. See Alluring on
7785page 94 for details on its function.
77867–8 Entropic: This device incites ruin and despair where it passes. See Entropic on page 94 for details on its function.
77879–10 Deceitful: This item is not what it seems, and it maliciously hides its true nature beneath a mantle of deception.
7788See Deceitful on page 95 for details on its function.
7789Component remains functional.
779092
7791II: Planetside Adventures
7792a +10 bonus to Tests made using it, but if the user fails
7793a Test while using it, he must make a Challenging (+0)
7794Toughness Test. If he fails, he gains 1 level of Fatigue.
7795Ship Component: Rusted and leaking, this Component
7796ever seems to be in need of repair or additional energy.
7797Increase this Component’s Power requirement by 3. However,
7798whenever it would be affected by the results of a Critical Hit
7799result of 5 or lower, it ignores the effects of that result.
7800DECEITFUL
7801Seemingly possessed of a treacherous nature, this treasure is
7802created in a counter-intuitive and misleading way that causes
7803those who look upon it to draw false conclusions, often to
7804their own terrible detriment. Whether this trickery is based
7805in illusion, strange construction, or something else varies
7806based on the item, but it is always capricious and spiteful.
7807Melee or Ranged Weapon: Fabricated in such a way that
7808it lures observers to false conclusions about its nature, and
7809outfitted with hidden tines or micro-pistols, this weapon is
7810duplicitous to its core. Reduce its Damage by 2. However, if
7811it is a melee weapon, then it can also be used to make Ranged
7812Attacks with the following profile: (Pistol; 30m; S/–/–;
78131d10+4 I; Pen 4; Clip 1; Reload Full; Toxic). If it is a ranged
7814weapon, then it can also be used to make Melee Attacks with
7815the following profile: (Melee; 1d10+4 R; Pen 4; Toxic).
7816Armour: This armour conceals a deadly threat, in the
7817form of poisoned blades fiendishly disguised in the wrists,
7818legguards, or some other suitable location. It can always be
7819used to make a Melee Attack with the following profile:
7820(Melee; 1d10+4 R; Pen 4; Toxic). Further, thanks to its
7821disarming nature, this armour grants its wearer a +5 bonus
7822on Deceive Tests.
7823Gear or Tool: This device is not what it appears to be, and
7824it can easily be concealed or disguised as something more
7825innocuous. Observers must make a Hard (–20) Scrutiny
7826Test to determine its true purpose, and Search Tests to find
7827it hidden on its owner suffer a –20 Penalty.
7828Ship Component: This Component is not what it appears
7829to be, deceiving any onlookers. Roll again on Table 2–29:
7830Ship Components (see page 85) determine the true
7831nature of this Component. Viewers must pass a Hard (–20)
7832Scrutiny Test to determine this Component’s true function;
7833otherwise, they are taken in by the deception and believe
7834it to be the Component that it masquerades as. However,
7835due to internal confusion caused by this ruse, permanently
7836reduce Morale by 1 on any vessel into which it installed.
7837Table 2–35: Quirks
78381d10 Roll Quirk
78391
7840Surly: Past owners likely call this item “temperamental†(or things far less refined), if any are still alive to
7841describe it. If this item’s user rolls a 96 or higher on any Test while using it, the item ceases to function for
7842several moments (powering down, catching on a nearby object, or falling out of reach). The item’s owner gains
7843a +2 bonus to his Initiative so long as he possesses it, however, due to the paranoia the device incites in him.
78442 Cruel: This item’s legacy is written in blood, cutting a red swath across the galaxy at a prodigious rate. Once
7845per game session, the owner of this item may re-roll his Damage roll from a successful attack of any kind.
78463
7847Patient: Also sometimes called “sluggish,†this item is reliable and effective but slow to start. This item imposes
7848a –3 penalty on its owner’s Initiative for time lost, but whenever its owner succeeds on a Test using the item, he
7849adds one additional Degree of Success.
78504
7851Unpredictable: This item is notoriously capricious, and is said to favour its owner at some times and torment
7852him at others. When its owner succeeds on a Test using the item, he adds one additional Degree of Success, but
7853when he fails on a Test using it, he adds two additional Degrees of Failure.
78545
7855Resplendent: This item has a flair to it, completing tasks with an additional flourish. The owner of this item
7856gains a +5 bonus to Charm and Intimidate Tests while it is in his possession, but Search Tests to find this item
7857when it is concealed are made at a +30 bonus.
78586
7859Vanishing: This item is infuriatingly difficult to find, even when its owner only puts it out of sight for a
7860moment. Search Tests to find this item (including when it is concealed on a body) suffer a –10 penalty. If the
7861item is a voidship Component, Navigate Tests to find it aboard the vessel suffer a –10 penalty instead.
78627 Trusty: This item is widely known for its reliability. Once per game session, the owner of this item may gain a
7863+10 bonus to the next Test he makes with it (this is cumulative with any other bonuses it provides).
78648
7865Zealous: This object is without sentiment or mercy (it is, after all, an inanimate object), to its owner and his
7866enemies alike. Tests made with this item can never gain a total bonus from circumstantial effects greater than
7867+30, but can never suffer a total penalty from circumstantial effects greater than –30.
78689 Dogged: For better or for worse, this device seems near-impossible to lose. No matter the circumstances, it
7869always seems to find its way back into its owner’s hands eventually.
787010
7871Lucky: Whatever else it might be, this item is considered a talisman of good fortune. So long as he is in
7872contact with it (or the ship it is installed upon, for Components), the owner of this item counts as having one
7873additional Fate Point that he may spend but may not “burn.â€
7874Table 2–34: Craftsmanship
78751d10 Roll Craftsmanship
78761–2 Poor
78773–7 Common
78788–9 Good
787910 Best
788093
7881II: Planetside Adventures
7882Explorer’s
7883Equipment
7884“A fortune in priceless technology, and yet I would almost trade it all
7885for a grapnel, or a good length of rope.â€
7886–Scrawled on the walls of pit alongside the skeletal remains
7887of Rogue Trader Arcturas Irden
7888To be a Rogue Trader is to travel the paths that other,
7889more cowardly and saner individuals fear to tread. Be
7890it some foul xenos warren, dilapidated space hulk, or
7891nameless planet, countless light years away from the nearest
7892safe haven, the canny Rogue Trader and his crew can always
7893find a way to take it for all that it is worth, for profit and glory.
7894But for every Explorer making the long trip to port with a
7895hold full of priceless specimens and ancient technology, ten
7896more fade away into insignificance, caught within the teeth
7897of their own ambitions. The dangers facing them are nighinfinite,
7898and require the greatest care and preparation, should
7899these proud men and women of the Imperium ever hope to
7900overcome them and enjoy the spoils of their efforts.
7901GEAR
7902The equipment detailed here is meant
7903to augment the already considerable
7904resources available to Explorers looking
7905to plumb the harshest and most obscure
7906environments in the galaxy in relative
7907safety. But remember: all that glitters
7908may not be gold, and even the best
7909gear in the Imperium cannot save
7910an Explorer from greed.
7911DELPHIS MARK II
7912“PRENSIO†LIFTER
7913ARMOUR
7914Using a combination of additional
7915reinforcement, gyroscopic balancing
7916cogitators, and specialized arm and leg
7917supports, these heavily specialized
7918armoured suits can ensure that even
7919the most unwieldy cargo can be safely
7920transferred through the most dangerous
7921environments. Unsurprisingly, these
7922suits have found great popularity
7923among the more exploration-minded Rogue Traders, who
7924found its use in the otherwise extraordinarily time-consuming
7925and dangerous business of excavating and retrieving priceless
7926artefacts invaluable. With the proper auxiliary equipment, it
7927can also be used for tearing apart the bulkheads of ancient
7928wrecks floating in the void, speed-clearing vast swaths of
7929forest, or even assisting in rapid installation of key facilities in
7930an Imperial Colony.
7931In addition to the usual +20 to Strength granted by
7932Power Armour, the “Prensio†variant grants the wearer the
7933Unnatural Strength (x2) and Sturdy Traits. An Explorer
7934wearing Lifter Armour increases his size by one (so for
7935example, a human who is Average size would become
7936Hulking). However, these improvements come at a steep
7937price in mobility. The wearer suffers a –40 penalty on all
7938Tests based on Agility and a –20 penalty on all Tests based
7939on Weapon Skill and Ballistic Skill. Further, the wearer
7940cannot take the Run Action while in the armour.
7941The armour comes equipped with a built-in auspex,
7942chrono, vox, microbead, and rebreather, all contained within
7943the helmet. As long as the wearer keeps the helmet on, the
7944suit also counts as a sealed environment and a void suit. It has
7945also been modified for long-term heavy use, and the power
7946cells arrayed along its back can last for up to 24 hours of
7947continuous full operation before the wearer must recharge it, a
7948process that usually takes about a
7949day. Getting in and out of the
7950armour is an involved process,
7951requiring at least 30 minutes
7952(or 15 minutes with the
7953dedicated attention of
7954servitors or other aid).
7955Table 2–36: Expanded Armour
7956Armour Locations Covered AP Weight Availability
7957Delphis Mark II “Prensio†Lifter Armour All 9 155kg Extremely Rare
7958Resciscum Exploration Suit All 4 22kg Rare
7959The equipment detailed here is meant
7960to augment the already considerable
7961resources available to Explorers looking
7962to plumb the harshest and most obscure
7963environments in the galaxy in relative
7964safety. But remember: all that glitters
7965may not be gold, and even the best
7966gear in the Imperium cannot save
7967Using a combination of additional
7968reinforcement, gyroscopic balancing
7969cogitators, and specialized arm and leg
7970supports, these heavily specialized
7971armoured suits can ensure that even
7972the most unwieldy cargo can be safely
7973transferred through the most dangerous
7974environments. Unsurprisingly, these
7975suits have found great popularity
7976process that usually takes about a
7977day. Getting in and out of the
7978armour is an involved process,
7979requiring at least 30 minutes
7980(or 15 minutes with the
7981dedicated attention of
7982servitors or other aid).
798394
7984II: Planetside Adventures
7985RESCISCUM EXPLORATION SUIT
7986In exploring the furthest reaches of the Imperium and beyond, it
7987is often the case that standard, sealed exploration suits just aren’t
7988capable of providing the full range of protection and collection
7989required of them. That is why, for the truly enterprising (or truly
7990paranoid) Explorer, the venerable Resciscum Exploration Suit
7991offers the most intricate, durable environmental examination
7992and protection that money can buy.
7993Meant for especially dangerous environments, the Resciscum
7994has built-in fail-safes to stop all but the largest breaches. Incredibly
7995sensitive sampling instruments crafted through ancient and ritebound
7996techno-science allow the wearer to collect and analyse
7997any material with which the sensor portions of the suit come
7998into contact. Dedicated equipment located in the suit’s helmet
7999automatically stores the data-tracks that the suit records.
8000In addition to these features, these arcane suits includes a
8001built-in auspex, vox system, rebreather, and microbead. In
8002general, all of these systems can remain fully operational
8003for up a week of continuous use before a day of recharging
8004is required. In the case of a power failure, the suit puts
8005priority on the rebreather and sealing systems to keep
8006the wearer safe for as long as possible.
8007However, all of this extraordinary instrumentation
8008makes for a much heavier suit than the standard
8009sealed environment unit, and attempting combat is not
8010recommended. This inflicts a –10 penalty on all Climb,
8011Swim, Weapon Skill-, Ballistic Skill-, and Agility-based Tests.
8012MELTA-DRILL
8013An ancient and forgotten tool, rediscovered alongside the
8014Delphis Mark II “Prensio†Lifter Armour, the melta-drill
8015is a remarkably efficient, if cumbersome, excavation tool.
8016Its original design was pieced together from fragmented
8017archeotech descriptions of a an attempt to create a melta
8018melee weapon The result is a device capable of continuous,
8019short-ranged melta energy emissions, permanently
8020connected to a hefty, backpack-mounted fuel source.
8021This makes the melta-drill excellent for fast, reasonably
8022safe excavation into all but the hardest of materials.
8023Cogitators built into the handle allow for variations
8024in the dimensions of the emissions, from as small as 10cm
8025to as large as 1 metre in diameter. It can bore into all but
8026the hardest of materials, cutting through at a maximum
8027rate of 1 metre per second. It is safe enough (albeit a bit
8028warm) to move into such an opening after a single Round.
8029However, while quite useful for excavation, the sheer
8030size and weight of the melta-drill makes it difficult to use
8031for any great period of time and quite unwieldy in combat
8032situations. A melta-drill always requires both hands to use.
8033If its wielder has a Strength Bonus of 5 or lower (after any
8034modifications, such as for wearing Lifter Armour), he gains
80351 level of Fatigue for every minute of use.
8036When wielded in combat, a melta drill counts as a melee
8037weapon with the following profile; (Melee; 2d10+10 E; Pen
803813; Unwieldy). The melta-drill is not truly suited for melee
8039combat, however, and so it imposes a –20 penalty on
8040all Weapon Skill Tests to use it and cannot be used
8041as part of a Multiple Attacks Action.
8042PLANETARY CODEX
8043A somewhat dubious counterpart to the eternally soughtafter
8044charts used by Navigators, Planetary Codices are
8045archeotech data remnants, left over from the Dark Age of
8046Technology. While appearing unremarkable to the eyes of the
8047unenlightened, in the hands of one able to identify them, a
8048Planetary Codex is a priceless data storage device, capable
8049of providing a near limitless wealth of information about a
8050single, specific planet. Accessing this data, however, is an art
8051unto itself, and the Codices seem to have an almost malicious
8052tendency to mislead those unfit to delve into their secrets.
8053A successful Arduous (–40) Tech-Use Test can provide
8054access to this data, including (at the GM’s discretion): a full
8055planetary map, a list of common animal and plant species, a list
8056of valuable resources and their quantities, a description of
8057any Xenos activity on the planet and the location of said
8058activity, the planet’s historical use by the Imperium of
8059Man, and anything else the GM deems appropriate. If
8060the Tech-Use Test is failed, the GM should feel free
8061to leave out or even falsify some of the information
8062given by the Codex. Having the Forbidden Lore
8063(Archeotech) Skill reduces the difficulty of this Test
8064to Difficult (–10). Each Codex covers only a single
8065planet, and is about the size of a standard dataslate.
8066LIGHT-BRINGER TORCH
8067Imposing, ornate devices, Light-bringer Torches are
8068pieces of archeotech first rediscovered on the world
8069of Uth, deep within Winterscale’s Realm. Seen by the
8070missionary who stumbled upon them as a sure sign
8071of the Emperor’s blessing to delve into the unknown
8072depths carrying His light, the torches have since been
8073scattered across the Koronus Expanse. Many have been
8074lost among the deadly worlds of the Expanse, and sit
8075now amidst ancient ruins or in forgotten caves, waiting
8076to be reignited by the flames of piety.
8077A Light-bringer Torch provides a substantial amount
8078of illumination, burning the promethium that powers it
8079with an efficiency that alone clearly roots its creation in
8080the Dark Age of Technology. It can burn for months
8081without being refuelled, and is easily activated or
8082deactivated by their holder.
8083These torches are also an awe-inspiring sign,
8084especially when backed by fiery rhetoric. Holding one of
8085these torches while it is lit grants a +5 bonus to Intimidate
8086and Command Tests. Those who know their secrets can
8087also use these torches to bring down the fiery justice of the
8088Emperor; a Light-bringer Torch counts as an Exotic weapon
8089with the following profile: (Pistol; 6m; S/–/–; 1d10+6 E;
8090Pen 2; Flame; Clip 1; Reload 2 Full).
8091MEZOA-PATTERN LONG-DISTANCE
8092EXTENDABLE RETRACTION ROD
8093Amongst those who regularly wander into ancient ruins,
8094time-lost cities, and other barrows of terror, the commonly
8095held belief is that an Explorer would be hard pressed to find a
8096single piece of equipment more useful than the long distance
8097extendable retraction rod. An otherwise nondescript, hard,
8098into contact. Dedicated equipment located in the suit’s helmet
8099automatically stores the data-tracks that the suit records.
8100In addition to these features, these arcane suits includes a
8101built-in auspex, vox system, rebreather, and microbead. In
8102general, all of these systems can remain fully operational
8103for up a week of continuous use before a day of recharging
8104is required. In the case of a power failure, the suit puts
8105priority on the rebreather and sealing systems to keep
8106However, all of this extraordinary instrumentation
8107makes for a much heavier suit than the standard
8108sealed environment unit, and attempting combat is not
8109recommended. This inflicts a –10 penalty on all Climb,
8110Swim, Weapon Skill-, Ballistic Skill-, and Agility-based Tests.
8111An ancient and forgotten tool, rediscovered alongside the
8112Delphis Mark II “Prensio†Lifter Armour, the melta-drill
8113is a remarkably efficient, if cumbersome, excavation tool.
8114Its original design was pieced together from fragmented
8115archeotech descriptions of a an attempt to create a melta
8116melee weapon The result is a device capable of continuous,
8117short-ranged melta energy emissions, permanently
8118connected to a hefty, backpack-mounted fuel source.
8119This makes the melta-drill excellent for fast, reasonably
8120safe excavation into all but the hardest of materials.
8121Cogitators built into the handle allow for variations
8122in the dimensions of the emissions, from as small as 10cm
8123to as large as 1 metre in diameter. It can bore into all but
8124the hardest of materials, cutting through at a maximum
8125planetary map, a list of common animal and plant species, a list
8126of valuable resources and their quantities, a description of
8127any Xenos activity on the planet and the location of said
8128activity, the planet’s historical use by the Imperium of
8129Man, and anything else the GM deems appropriate. If
8130the Tech-Use Test is failed, the GM should feel free
8131to leave out or even falsify some of the information
8132given by the Codex. Having the Forbidden Lore
8133(Archeotech) Skill reduces the difficulty of this Test
8134to Difficult (–10). Each Codex covers only a single
8135planet, and is about the size of a standard dataslate.
8136LIGHT- Imposing, ornate devices, Light-bringer Torches are
8137pieces of archeotech first rediscovered on the world
8138of Uth, deep within Winterscale’s Realm. Seen by the
8139missionary who stumbled upon them as a sure sign
8140of the Emperor’s blessing to delve into the unknown
8141depths carrying His light, the torches have since been
8142scattered across the Koronus Expanse. Many have been
8143lost among the deadly worlds of the Expanse, and sit
8144now amidst ancient ruins or in forgotten caves, waiting
8145to be reignited by the flames of piety.
8146A Light-bringer Torch provides a substantial amount
8147of illumination, burning the promethium that powers it
8148with an efficiency that alone clearly roots its creation in
8149the Dark Age of Technology. It can burn for months
8150without being refuelled, and is easily activated or
8151deactivated by their holder.
8152These torches are also an awe-inspiring sign,
815395
8154II: Planetside Adventures
815530cm long metal rod with a handle, the extendable retraction
8156rod is capable of telescopically extending outwards up to a
8157total length of 4 metres at the press of an activation rune.
8158Given reliable anchor points, it has a maximum load capacity
8159of 150kg that it can bear without bending or other signs of
8160stress. To the clever Explorer, its uses are truly infinite.
8161Good and Best Craftsmanship versions increase the range
8162by 1 meter each, and increase the load limit to 175 and 200kg
8163respectively. In its retracted, 30cm form, it can be used as a
8164hefty club with the following profile: (Melee; 1d10 I; Pen 0).
8165PORTABLE GRAVITY
8166ADJUSTMENT PANELS
8167Using technology similar to the potent gravity generators
8168present on voidships throughout the Imperium, portable gravity
8169adjustment panels allow for limited control of the forces of
8170gravity within a chosen area. Their original purpose is unknown,
8171but they have been adapted to an extraordinary variety
8172of uses, including specimen entrapment, criminal
8173imprisonment, transportation
8174of sensitive substances,
8175and even combat. Though
8176their sheer weight limits
8177their usefulness in more delicate
8178or time-sensitive situations, the
8179sheer array of possibilities afforded by
8180devices make them popular for countless different
8181uses across the Koronus Expanse.
8182Each panel affects a 1 metre by 1 metre square of space
8183that extends 10 meters above the panel, and can be remotely
8184activated to manipulate gravity within the zone to anywhere
8185between 0.1 and 10x standard Terra gravity. A single remote
8186can be keyed to affect either a single panel, or up to ten panels
8187at the same time. Once activated, a panel requires one full
8188Round to activate, and creates an audible whining noise as it
8189measures and adjusts itself to the ambient gravity force.
8190TENVIS-PATTERN HYDROMOTION BOOTS
8191A marvel of lost techno-rites, hydromotion boots use
8192dedicated cogitator units and low-energy gravity manipulation
8193technology to allow for safe travel over liquid surfaces. When
8194worn, each (rather oversized) pair automatically adjusts to
8195comfortably fit virtually any size foot, and can support up to
8196250kg over liquid surfaces.
8197However, such motion is still subject to the waves and currents
8198acting on the liquid, and walking over even a stilled surface can
8199be dangerous. While walking on a liquid, any Explorer wishing to
8200move faster than a Full-Move action must make a Challenging
8201(+0) Agility Test, or be forced to reduce the movement to a
8202Full-Move. Failing this Test by more than two Degrees causes the
8203Explorer to fall, likely requiring some rather desperate flailing to
8204get back upright, and failure by more than four Degrees causes
8205the wearer to lose his balance so badly that he may find himself
8206inverted, his entire body submerged, with the bottoms of his
8207boots the only things touching the surface of the liquid he was
8208just recently walking across. In addition, these boots are rather
8209large and heavy while not on a liquid, and impose a –10 penalty
8210to all Silent Move and Shadowing Tests while worn.
8211Heat-, cold-, and chemical-resistant variants exist, but have an
8212Availability of Very Rare. Such pairs should be able to withstand
8213even the most extreme environments, even if the
8214Explorer sporting them cannot.
8215GRAPPLEWHIP
8216A tool popular amongst some of the (usually
8217short-lived) brand of Rogue Traders who
8218fancy themselves “adventurers,†a grapplewhip is
8219a reticulated length of metal that can rapidly extend
8220to latch on to a surface, or snatch an object when swung
8221like a groxwhip. Though these devices can be dangerous to
8222inexperienced users, lashing back and cutting gashes across an
8223unprepared wielder, they are still popular with certain contingents
8224in the Koronus Expanse.
8225To use a grapplewhip, an Explorer must make a Challenging
8226(+0) Weapon Skill Test. If he succeeds, the Explorer latches
8227the grapplewhip onto a protruding object within 5 metres. The
8228grapplewhip can then retract, albeit not as quickly as it can extend,
8229pulling the object to the person (or the person to the object).
8230A grapplewhip can also be used as an Exotic weapon
8231with the following profile: (Melee; 5m; 1d10+2 R; Pen
82320; Flexible, Snare). If a user without the appropriate
8233training to wield a grapplewhip attempts to lash out
8234at a target with an attack and misses, it snaps back,
8235striking him (instead of his intended target) in
8236a randomly determined location.
8237Table 2–37: Expanded Gear
8238Armour Weight Availability
8239Melta-drill 15kg Extremely Rare
8240Planetary Codex 4kg Rare
8241Light-bringer Torch 6kg Rare
8242Mezoa-pattern Long-Distance
8243Extendable Retraction Rod 5kg Scarce
8244Portable Gravity Adjustment Panels 50kg (or heavier) Average
8245Tenvis-pattern Hydromotion Boots 4kg Very Rare
8246Grapplewhip 3kg Rare
8247Exploration Mechadendrite 6kg Rare
8248Joint Reconfiguration Augmentations 2kg Very Rare
8249Synford-pattern Rapid Deployment Shelter 200kg (or heavier) Scarce
8250gravity within a chosen area. Their original purpose is unknown,
8251but they have been adapted to an extraordinary variety
8252of uses, including specimen entrapment, criminal
8253imprisonment, transportation
8254their sheer weight limits
8255their usefulness in more delicate
8256or time-sensitive situations, the
8257sheer array of possibilities afforded by
8258Availability of Very Rare. Such pairs should be able to withstand
8259even the most extreme environments, even if the
8260G
8261A tool popular amongst some of the (usually
8262short-lived) brand of Rogue Traders who
8263fancy themselves “adventurers,†a grapplewhip is
8264a reticulated length of metal that can rapidly extend
8265to latch on to a surface, or snatch an object when swung
826696
8267II: Planetside Adventures
8268EXPLORATION MECHADENDRITE
8269Built to meet the exacting standards of the Priesthood of Mars,
8270an exploration mechadendrite offers peerless investigation
8271and collection skills to the excavation-minded Explorator.
8272Specialized, extraordinarily delicate servo-arms and
8273collection pods all coordinate together to allow for perfect
8274observation, collection, measurement, and archiving of up to
8275ten separate samples. These samples are then fed through a
8276series of filters and processes all within specially built chambers,
8277allowing for full analysis of their properties and market worth.
8278In addition, as part of a backup system to flush out and sterilize
8279the sample chambers, each can be forcefully ejected from a
8280spout on the end of the arm if needed. This mechadendrite also
8281contains a built-in auspex, chrono, glow-lamp, and compass,
8282and specialized sensors spread throughout the limb.
8283In addition to the samples that it can store, this mechadendrite
8284grants its user a +5 bonus to Awareness and Search Tests, and
8285a +10 bonus to Chem-Use and Trade (Chymist) Tests. Further,
8286the user can, in a pinch, eject any samples it contains for a
8287Ranged Attack with the following profile: (Pistol; 5m; S/–/–;
82881d5+2 I; Pen 0 Clip 1; Reload 2 Full).
8289Depending on the sample, this
8290attack might also have the Toxic,
8291Snare, or Unstable Qualities, at
8292the GM’s discretion.
8293JOINT RECONFIGURATION AUGMENTICS
8294A particularly brave Explorer can choose to undergo a
8295painful and costly techno-surgical process to enhance the
8296range of motion his limbs are capable of achieving. This
8297set of microsurguries, performed only by a select set of
8298Malateks in the Koronus Expanse, increases the pliability
8299of all major joints within the subject’s body, allowing
8300the Explorer to manipulate and contort his body through
8301much smaller spaces. It also reworks the target’s major
8302joints to be completely reversible and able to rotate up
8303to 360 degrees. Besides being an amazing and rather
8304disgusting trick for a Rogue Trader to use at stuffy social
8305obligations, this enhancement can be very useful for one
8306who dares to explore the darkened and abandoned corners
8307of the Koronus Expanse.
8308An Explorer who undergoes this set of rather unpleasant
8309enhancements gains a +20 bonus to all Contortionist Tests.
8310Further, the Explorer reduces the time required for the
8311Squeeze Through Special Use of the Contortionist
8312Skill by half. Further, he gains a +5 bonus to
8313Dodge Tests, given his ability to move in
8314unpredictable and disturbing fashions.
8315However, this surgery is extraordinarily taxing on the
8316Explorer. When an Explorer undergoes the surgery to gain
8317this enhancement, he permanently loses 1d5 from his Strength
8318and Toughness Characteristics. The disturbing nature and lack
8319of obvious mechanical influence of this enhancement might
8320also be mistaken for a mutation by the general public, making
8321it inadvisable to show off too much.
8322SYNFORD-PATTERN RAPID
8323DEPLOYMENT SHELTER Though there are countless variants on the concept of the
8324portable structure scattered across the yawning width of the
8325Koronus Expanse, the Synford-pattern Rapid Deployment
8326Shelter is particularly renowned for its rugged durability. These
8327devices of rockrete and plasteel, which range in size from a
8328metre across to much larger constructions, allow unaugmented
8329humans to survive some of the worst weather, rad-storms, and
8330even small-scale bombardments that the Koronus Expanse can
8331throw at them. They are popular amongst Rogue Traders as
8332both short-term bases of operations in hostile environments
8333and as cramped housing for colonists on planets with regular
8334rad-storms or other predictable hazards.
8335The Synford-pattern Rapid Deployment Shelter, in its
8336compact form, appears to be a plank roughly a metre
8337thick and several metres long and wide. Once
8338activated, however, it begins to unfold, internal
8339servo-motors cranking it into a rough shape,
8340usually rectangular.
8341While the solid rockrete slabs provide a
8342good deal of the protection this device offers, it also
8343features a number of other, more potent defences.
8344Thrice-blessed rad-scrubbers built into the walls hiss and whir
8345in the secret cant of the Omnissiah, granting his august protection
8346from the most ravaging effects of wide-spread regional radiation
8347and cleansing this taint from those inside the shelter. The slabs
8348of rockrete are also veined by sacred technology that allows the
8349shelter to generate its own defensively charged zone for a few brief
8350moments at a time in response to the rage of storms or artillery.
8351Of course, the machine spirits that govern this protection are often
8352fickle, and respond best to the Priests of Mars themselves.
8353A Synford-pattern Rapid Deployment Shelter can go from
8354flattened to assembled in the span of a half-hour, if activated
8355and left to its own devices. Alternately, an Explorer can make
8356a Challenging (+0) Tech-Use Test to guide it through this
8357process, in which case the assembly time is reduced by five
8358minutes, plus five minutes per Degree of Success on the Test.
8359Once activated and assembled, the shelter provides a haven
8360against extremes of atmosphere, temperature, and radiation and
8361grants 15 APs of Cover against attacks made from outside to
8362anyone within its shielding walls. Once per encounter, an Explorer
8363inside can make a Challenging (+0) Tech-Use Test to increase
8364these APs of cover to 30 for 1d5 Rounds. It can operate for 1d10
8365months without power replenishment.
8366Ranged Attack with the following profile: (Pistol; 5m; S/–/–;
83671d5+2 I; Pen 0 Clip 1; Reload 2 Full).
8368Depending on the sample, this
8369attack might also have the Toxic,
8370Snare, or Unstable Qualities, at
8371the GM’s discretion.
8372throw at them. They are popular amongst Rogue Traders as
8373both short-term bases of operations in hostile environments
8374and as cramped housing for colonists on planets with regular
8375rad-storms or other predictable hazards.
8376The Synford-pattern Rapid Deployment Shelter, in its
8377compact form, appears to be a plank roughly a metre
8378thick and several metres long and wide. Once
8379activated, however, it begins to unfold, internal
8380servo-motors cranking it into a rough shape,
8381usually rectangular.
8382good deal of the protection this device offers, it also
8383features a number of other, more potent defences.
8384Thrice-blessed rad-scrubbers built into the walls hiss and whir
8385in the secret cant of the Omnissiah, granting his august protection
8386from the most ravaging effects of wide-spread regional radiation
8387and cleansing this taint from those inside the shelter. The slabs
8388of rockrete are also veined by sacred technology that allows the
8389shelter to generate its own defensively charged zone for a few brief
8390THE COLONIAL
8391ENDEAVOUR
8392•
8393COLONIAL
8394STRUCTURE
8395•
8396REPRESENTATIVES
8397•
8398COLONY
8399UPGRADES
8400•
8401CALAMITY AND
8402FORTUNE
8403•
8404OUTSOURCING
8405OBJECTIVES
840698
8407 the Expanse
8408III: Populating
8409Chapter III:
8410Populating
8411the Expanse
8412“It will be as a lantern in the night, a shining spire upon this world,
8413to bring His light to the darkest reaches of the Koronus Expanse.â€
8414–Excerpt from the founding document
8415of the St. Stephanus colony
8416The myriad worlds of the Koronus Expanse are a treasure
8417trove of undiscovered riches and unexploited resources.
8418With the relatively recent (by Imperial reckoning)
8419opening of the Koronus Passage, and the attending gold rush
8420mentality that comes with such a new frontier, countless hardy
8421men and women of the Calixis Sector have left their homes
8422and livelihoods to strike out on their own in the Expanse.
8423Their reasons for leaving hearth and home are as varied as
8424the colonists themselves. Groups of settlers band together to
8425homestead on lush, uninhabited planets, in hopes of a fresh
8426start, away from oppressive Ecclesiarchy or governmental
8427restraint. Others hire on as labourers, scribes, or to fulfil other
8428posts related to the many industrial, mining, agricultural,
8429and commercial concerns slowly expanding into the newly
8430charted Expanse. Still others travel into the darkness of the
8431Expanse to bring the God-Emperor’s light and teachings to
8432those benighted souls who have existed so long without His
8433guidance. Whatever their reasons, whether religious, social,
8434or otherwise, they flock to the Koronus Expanse, and many
8435succeed beyond even their backers’ wildest dreams.
8436There is incredible wealth to be made by establishing Colonies,
8437and this money-making potential has not gone unnoticed by the
8438Expanse’s many astute and canny Rogue Traders. Those with
8439the thrones and the wherewithal can expand their empires, gain
8440favour with different branches of the Adeptus Terra, and increase
8441their wealth, by claiming worlds and founding Colonies on them.
8442Founding Colonies is a double-edged blade, however, a fact which
8443many unwitting or unprepared Rogue Traders learn the hard way.
8444For every way in which a Colony can succeed, there are two in
8445which it may fall short. Crops can fail, plagues can sweep through
8446a population, and saboteurs can destroy infrastructure, to name
8447just a few potential dangers. These threats and countless others
8448await colonists in the wild and dangerous Koronus Expanse.
8449Negligent Rogue Traders entangled in colonisation can easily
8450see their fortunes diminished (or vanished altogether), their lives
8451endangered, or even their Warrant of Trade revoked, depending
8452on the circumstances. With great risk comes great reward, however,
8453a fact that most Rogue Traders know all too well. Despite the
8454inherent risks to their empires, many Rogue Traders cannot resist
8455the incredible potential of founding Colonies.
8456The following chapter outlines the rules necessary
8457for Explorers and Game Masters to design and found
8458Colonies in Rogue Trader. Primarily, the Colony creation
8459rules are designed to give Explorer a set of tools with
8460which to expand their holdings, and increase the wealth
8461of their Explorers. Working in tandem with the extant
8462Endeavour rules, the following rules give Explorers
8463further depth, and more options for detail and control
8464over their ROGUE TRADER games. Finally, these rules also
8465allow Game Masters to create existing Colonies for use in
8466their campaigns, as sites for adventures or vast financial
8467assets over which rival dynasties can contest.
8468COLONIES AND PROFIT FACTOR
8469Explorers and Game Masters should notice that founding
8470a Colony actually costs Profit Factor. This is due to the fact
8471that the foundation of a Colony in the Koronus Expanse is
8472an incredibly expensive and risky affair, whose outcome
8473is never guaranteed. When a Rogue Trader decides to
8474found a Colony, he wagers not only his fortune, but also
8475his reputation, and possibly his life, as well. Profit Factor
8476spent to found a Colony is permanently gone, and can
8477only be recovered through the Profit Factor that a Colony
8478produces. A wise and judicious Rogue Trader can see his
8479initial investment returned tenfold as his Colony grows
8480and his empire expands, but a careless or foolish Rogue
8481Trader can lose everything with a moment’s inattention.
8482Imperialism is a high-stakes game.
8483The costs of founding Colonies are randomly
8484generated, and can vary greatly. There are basic trends
8485that can be relied upon, however, such as an Industrial
8486Colony always being more expensive, due to the massive
8487amounts of initial infrastructure and investment needed
8488compared to a simple, agrarian, Ecclesiastical Colony.
8489If the Explorers are founding a Colony by Contract,
8490the amount of Profit Factor required for the Colony’s
8491founding is halved after the initial roll is made, but so is
8492the amount of Profit Factor produced by the Colony (its
8493Profit Factor Value) as founding a Colony for someone
8494else is typically easier, and less expensive than footing the
8495bill oneself, but the rewards are also less substantial. For
8496more information on founding a Colony by contract, see
8497the Colony by Contract section on page 100.
849899
8499III: Populating
8500the Expanse
8501Overview
8502“Colonies are financial ruin waiting to happen. Oh, sure, it seems
8503that it’s all going well one day, but then there are Orks rampaging
8504everywhere the next, slaughtering your colonists and your investment
8505with them. I’ll do you a favour and buy your stake from you now if
8506you want, and for a positively merciful price, too.â€
8507–Rogue Trader Raol Straud
8508F
8509rom creation to management to protection, Colonies are
8510costly ventures, and carry with them significant risks.
8511However, a Rogue Trader armed with sufficient cleverness,
8512patience, and ambition can turn a Colony into a vast and lasting
8513source of wealth, for himself and for his dynasty.
8514THE COLONIAL
8515ENDEAVOUR
8516The creation of a Colony follows the steps summarised below
8517(see The Colonial Endeavour on page 100 for the full
8518versions of these steps):
8519THE INITIAL INVESTMENT
8520The first step in gaining a Colony is most often funding its creation.
8521Sometimes a Rogue Trader might come into possession of an
8522older Colony, but usually if a Rogue Trader wishes to establish
8523a Colony, he must set himself—and his wealth—to work. No
8524matter what, starting a Colony is going to cost someone a great
8525deal of money. To begin founding a Colony, the Explorers must
8526permanently give up a certain amount of Profit Factor, depending
8527on the type of Colony they wish to found. This investment is not
8528simply lost, however—once established, the Colony counts as
8529part of the Rogue Trader’s overall Profit Factor (see The Initial
8530Investment on page 100 for more details).
8531COLONY BY CONTRACT
8532There are, of course, always other ways to fund the creation of a
8533Colony. Colonies by Contract allow the Explorers to treat with
8534various organisations from within the Imperium to convince them
8535to back the Colony. Of course, there is no such thing as a venture
8536without cost; monetary assistance always brings with it debts of
8537one kind or another (see Colony By Contract on page 100).
8538FOUNDATION
8539After paying for the necessary resources, the Explorers must
8540complete an Endeavour to turn raw materials, land, and settlers
8541into a bustling outpost. This step also includes a number of
8542narrative elements, such as drafting a charter for the Colony and
8543determining its stated purpose (see Foundation on page 100).
8544COLONIAL STRUCTURE
8545This portion of the chapter describes the mechanical structure
8546of Colonies, and helps both players and Game Masters to
8547understand the internal workings of these massive living
8548investments (see Colonial Structure on page 103 for more
8549specific details on the steps below):
8550COLONY CHARACTERISTICS
8551Colonies have a number of major Characteristics that define
8552qualities such as their Size, Complacency, Order, Productivity,
8553and Piety. These indicate the overall health and efficiency of
8554the Colony (see Colony Characteristics on page 103).
8555COLONY TYPES
8556This section outlines the types of Colony: Research Missions,
8557Mining and Industry Colonies, Agricultural Colonies, and
8558Ecclesiarchical Colonies. Different kinds of Colonies cost
8559different amounts of Profit Factor to found and have different
8560Characteristics and specialties (see Colony Types on page 105).
8561This section also includes details on how Colonies can
8562harvest the Resource deposits around them, either to accelerate
8563their own growth or to pay tribute to the Colony’s owner (see
8564the Harvesting Resources sidebar on page 104).
8565COLONIAL LEADERSHIP
8566A successful Colony must have a talented leader. This section
8567deals with the ways in which a Colony’s appointed leader,
8568which can either be an Explorer or a Representative (see
8569Representatives on page 107). Leaders affect both the Profit
8570Factor Value of a Colony and its ability to react to crises (see
8571Colonial Leadership on page 106).
8572REPRESENTATIVES
8573Although the Explorers can choose to run a Colony
8574themselves, few Explorers wish to bind themselves so
8575tightly to the responsibilities of rule. Representatives are
8576NPCs who can alleviate this, acting in the Explorers’ stead
8577in both managing Colonies and overseeing Endeavours and
8578defending their interests across the Koronus Expanse (see
8579page 107 for Representatives).
8580COLONY UPGRADES
8581Once a Colony has been established and its core Characteristics
8582defined, the Explorers have the opportunity to add both physical
8583and social infrastructure to keep it stable and productive (see
8584Colony Upgrades on page 112).
8585ESSENTIAL INFRASTRUCTURE
8586As a Colony grows, it becomes very difficult to support it
8587without specific systems in place, from water treatment and
8588distribution to power for its manufactorums. These systems
8589allow the Explorers keep their Colony orderly and efficient as
8590its size swells (see Essential Infrastructure on page 112).
8591SUPPORT UPGRADES
8592Beyond the necessities, there are a number of Upgrades
8593that the Explorers can put into place in their Colonies
8594to improve the life of its citizens—or their own lives,
8595depending on their predilections. These Upgrades
8596improve the Colony in various specific ways (see
8597Support Upgrades on page 113).
8598100
8599 the Expanse
8600III: Populating
8601The Colonial
8602Endeavour
8603“Welcome to the truth of our new world; a tiny seed, settled among
8604the vast stars. That seed is the glory of Him on Earth, and our task is
8605to nurture it into a mighty forest of truth.â€
8606–Jaxus Fabienne, governor of the colony of New Maccabeus
8607F
8608ounding and constructing a colony is quite a costly
8609proposition. It requires both good logistical planning
8610and deep pockets to do well, and while the potential
8611rewards are high, so too are the inherent risks.
8612THE INITIAL INVESTMENT
8613No matter how well a Rogue Trader manoeuvres, schemes, and
8614wheedles, even such an affluent individual cannot wave away the
8615cost of founding a Colony. In the end, the venture costs somebody
8616a great deal of money. Ideally, a Rogue Trader can find someone
8617else to foot the bill, but such individuals are not always readily
8618available. A Rogue Trader can campaign other dynasties or
8619Imperial organisations for financial support, but doing so always
8620has a cost, in favours owed and debts of allegiance. If the Game
8621Master wishes, he could treat such an effort as an Endeavour to
8622generate Profit Factor via garnering support—with the caveat
8623that powerful and influential individuals expect this Profit Factor
8624to be spent in good confidence, and on a Colony.
8625This is also the stage at which the Explorers choose which
8626kind of Colony they want to create—though their backers
8627might have some input (or insistence) on the matter. Founding
8628a Colony costs an amount of Profit Factor based on Table
86293–1: Colony Creation Costs, depending on the type of
8630Colony that the Explorers wish to create.
8631COLONY BY CONTRACT
8632Thanks to their vast resources, and the immense power
8633granted by their Warrants of Trade, not to mention the great
8634obligation to various branches of the Adeptus Terra built into
8635some Warrants, Rogue Trader houses are occasionally called
8636upon to assist others in the founding of their Colonies. This
8637assistance typically takes the form of handling all of the
8638logistical aspects of colonisation, while the backer, be they
8639the Adeptus Mechanicus, the Adeptus Arbites, or a powerful
8640Calixian mercantile concern, provides the majority of the
8641financial backing. A Colony founded by contract for a third
8642party costs the Explorers less, but also has a smaller payout
8643as the majority of the Profit Factor generated by the Colony
8644goes to the backer, with only a percentage going to the
8645Rogue Trader and his companions. Some Rogue Traders,
8646typically those with other, more substantial investments in
8647other fields, such as commerce or war, prefer this type
8648of colonisation, over the more time and resourceconsuming
8649job of founding a Colony with their
8650own money, and typically only do so to support
8651or enhance their other endeavours.
8652In game terms, a Colony founded by contract is founded largely
8653like any other Colony. While the work of drafting the colonial
8654charter and setting the Objectives of the Colonial Endeavour is
8655done by the backers, the heavy lifting of Mustering Resources
8656and Founding the Colony still falls to the Explorers. Colonies
8657founded by contract still cost the Rogue Trader a portion of his
8658Profit Factor, as he is required to put some of his own resources
8659at risk, to ensure that the Colony succeeds, but the Profit Factor
8660cost is reduced by half. Of course, with the reduced risks of a
8661Colony by contract come reduced rewards, and the Rogue
8662Trader only receives one quarter (rounded up) of the total Profit
8663Factor Value of the Colony. During the life of the Colony, the
8664Rogue Trader can attempt to renegotiate the terms of the profitsharing
8665arrangement with the backers, by entering into contract
8666negotiations with them. This requires, at the very least, a Hard
8667(–20) Commerce Test, and some good roleplaying. Success on
8668the Commerce Test grants the Rogue Trader an additional point
8669of the Profit Factor generated by the Colony, and an additional
8670point for every Degree of Success, up to a maximum of half of the
8671total Profit Factor Value of the Colony (rounded up).
8672Table 3–1: Colony Creation Costs
8673Colony Type Creation Cost
8674Research Mission 1d5+2 Profit Factor
8675Mining and Industry 1d5+5 Profit Factor
8676Ecclesiastical 1d5+3 Profit Factor
8677Agricultural 1d5+4 Profit Factor
8678101
8679III: Populating
8680the Expanse
8681At any time during the Colony’s life, the Rogue Trader may
8682decide to buy his way out of his contract, and divest himself
8683of any and all involvement in the Colony he was contracted to
8684develop. If he does so, he completely and permanently forfeits
8685the amount of Profit Factor he invested in the project at the
8686beginning. This reflects the Rogue Trader’s total losses over the
8687course of the contract, as well as the amount of thrones required
8688to terminate the contract, and separate with the backers on good
8689terms. Of course, the Rogue Trader could decide to terminate his
8690contract by plundering the Colony’s coffers, absconding with
8691the backer’s assets, and disappearing into the Expanse, with no
8692one the wiser. While he loses no Profit Factor this way, doing
8693so might complicate his life, and the lives of his companions, in
8694numerous ways, depending on who the backers were, and what
8695power they can bring to bear on the Explorers.
8696FOUNDATION
8697Once the Rogue Trader has gathered the necessary funds, the
8698process of founding a Colony is very similar to creating a Greater
8699Endeavour, as described in the ROGUE TRADER Core Rulebook.
8700A Colonial Endeavour is an Endeavour of a scale equal to a
8701Greater Endeavour, which requires the completion of a number
8702of Objectives laid out by the Game Master. Completion of these
8703Objectives grant the Explorers a number of Achievement Points
8704determined by the GM, and a total of 1,200 Achievement Points
8705is required for the completion of the Colonial Endeavour. Every
8706200 Achievement Points they earn beyond the required 1,200
8707allow the Explorers to increase one Colony Characteristic other
8708than Size by 1 (see Colony Characteristics on page 103).
8709First, the Explorers and Game Master work should
8710collaboratively to define the goals of their Colony, and draft
8711the Colony’s charter. Second, the Explorers muster their
8712resources, a phase which includes such things as paying
8713bribes and finding a suitable world for settlement. Finally,
8714when all the requisite writs and warrants are duly signed, and
8715the Colony ships are embarked with colonists, the Explorers
8716are ready go about the business of carving their own empire
8717out of the vast, wild space of the Koronus Expanse.
8718Explorers and Game Masters should use the following checklist
8719to create a quick outline for designing their Colony. This allows
8720them to ensure that everything that they need to accomplish gets
8721done, so that the Colony gets the start that it requires:
8722• Drafting the Charter
8723• Acquiring Resources
8724• Founding the Colony
8725DRAFTING THE CHARTER
8726A Colony’s charter is a legal document, typically issued either by
8727one of the branches of the Adeptus Terra, or by a powerful Rogue
8728Trader house, that grants the Colony its right to exist. At their
8729most basic, colonial charters define the relationship between the
8730Colony and the backers. It also states the mission of the Colony,
8731as well as defining the Colony’s governing body, and naming
8732the leader of the Colony, and all of its officers. It outlines the
8733responsibilities of all parties, sets goals for production and growth,
8734and grants the leaders of the Colony extraordinary powers, such
8735as the ability to annex land for the growth of the Colony, in the
8736name of the Imperium, or of the backing Rogue Trader house.
8737Drafting the charter should be a collaborative effort between
8738the Game Master and the Explorers. During the Drafting the
8739Charter stage, the Explorers decide upon what manner of
8740Colony they wish to found, and then spend the requisite number
8741A FERTILE AND PROSPEROUS LAND
8742Choosing the right planet for colonisation is just as
8743important to the success of the Colony as the nature of
8744the Colony and its leaders. Careful consideration and
8745extra care should be taken when choosing the location
8746of a Colony, to make sure that the planet is both suitable,
8747and able to sustain the Colony as it grows. As a reward for
8748good roleplaying, or to provide a suitable reward for an
8749inordinate number of Degrees of Success on an appropriate
8750Skill Test, the Game Master can grant a +1 bonus to any
8751one of the new Colony’s starting Characteristics, due to
8752the nature of the world it is founded upon. The discovery
8753of a rich vein of ore, for example, could grant a bonus
8754to Productivity, while the discovery of previous Imperial
8755habitation could improve Piety, or even the Colony’s Size.
8756OTHER PEOPLE’S MONEY
8757The history of the Koronus Expanse (at least as recorded
8758by the Imperium of Man) is littered with stories of colonial
8759adventures gone horribly awry. It is relatively quite
8760easy, in the grand scheme of things, for a Rogue Trader
8761to lose a Colony. Most often, a Colony is lost through
8762mismanagement, or some unforeseen disaster, such as
8763a plague or a xenos invasion. Occasionally, however, a
8764Colony is lost through more duplicitous means. By their
8765nature, Colonies exist on the periphery of a Rogue Trader’s
8766holdings, often on isolated worlds that are weeks, or even
8767months of Warp travel from their closest neighbour,
8768undefended Colonies tend to make easy pickings for
8769those looking to expand their holdings.
8770Taking another Rogue Trader’s Colony can be
8771achieved a number of ways, through negotiation,
8772blackmail and extortion, or simply by landing household
8773troops, deposing the sitting government, and seizing
8774all the colonial assets. The difficulty of taking someone
8775else’s property is left to the Game Master’s discretion, but
8776should always entail the design and execution of at least
8777a Lesser Endeavour. Before starting such an Endeavour,
8778the Game Master should quickly sketch out the basic
8779Characteristics of the Colony to be taken, including any
8780notable Support Upgrades, including Military Garrisons
8781or Arbites Precincts, which would provide any defensive
8782bonuses. The Game Master should also take into
8783account the fact that whomever owns the Colony being
8784repossessed would take great umbrage at their lands,
8785assets, and colonists being disturbed, and would take
8786action against the Explorers accordingly.
8787102
8788 the Expanse
8789III: Populating
8790of Profit Factor, to reflect the numerous investments in time,
8791money, manpower, and raw materials. Meanwhile, the Game
8792Master’s primary responsibility during this phase is designing the
8793framework of the Colonial Endeavour to be undertaken by the
8794Explorers as they found their Colony. To aid the Game Master in
8795this task, the Explorers should draw up a list of everything they
8796think that they need to make their Colony successful. Items such as
8797a suitable world for the Colony, the settlement’s hab-installations,
8798any terraforming or atmosphere generation equipment needed,
8799or contracts with branches of the Adeptus Terra. Once this is
8800done, the Game Master then creates the Objectives required for
8801the completion of the Colonial Endeavour, and the Explorers
8802move on to the next step toward their new Colony.
8803EXAMPLE
8804Katya Yefremova, sister of the famed Rogue Trader Lidiah Yefremova,
8805decides to found an Industrial Colony, to both court favour with the
8806Calixian branch of the Adeptus Mechanicus, and to take some of
8807the spotlight away from her older, more storied sister. She gathers her
8808officers together, and they lay out a plan for colonisation of a suitable
8809world, somewhere close to Footfall. They decide that their Objectives
8810for the Colonial Endeavour are the following: Surveying likely worlds
8811to see if they are suitable for colonisation, acquiring the appropriate
8812infrastructure and equipment to build their settlement, recruiting
8813colonists to run the Colony and the manufactorums, and currying
8814favour with the Priests of Mars at the Lathes to secure their support.
8815ACQUIRING SUPPLIES
8816Now that the Colony’s charter has been drafted and the
8817Explorers and Game Master have come to an agreement about
8818the goals and objectives of the Colonial Endeavour, it is time
8819to put the Explorers’ plans into action. The Objectives agreed
8820upon during the drafting of the Colonial Charter are now
8821pursued, and the majority of the action and roleplaying of the
8822Colonial Endeavour takes place during this phase. The majority
8823of the work is finding and organising the dizzying number of
8824items needed for such an endeavour, such as prefabricated hab
8825blocks, earth moving and construction equipment, servitors,
8826infrastructure material, and the like. As the materials are
8827gathered, the Rogue Trader has the option of looking either inhouse
8828or externally for elements he needs to make his Colony a
8829success. While a Rogue Trader can always trade on the Calixian
8830Market for what he needs, which requires him to simply make
8831his Acquisition Test, and either haul his new cargo himself, or
8832arrange to have it delivered, he can also reduce his initial outlay
8833by looking closer to home for the equipment that he needs.
8834The resources available to even a middling Rogue Trader
8835house can, and often do, beggar all but the most powerful
8836trade guilds in the Calixis Sector. Thanks to this, a Rogue
8837Trader can rummage through his family’s holdings to see
8838if he can uncover anything to aid him in his Colonial
8839Endeavour. What can and cannot be found is left to the
8840Game Master’s discretion, but a good rule of thumb to
8841follow is that equipment, ships, star charts, surveys
8842of varying quality, and functionaries can often
8843be had, but never the colonists themselves,
8844or any large pieces of infrastructure, like space stations or
8845manufactorums. To find requisite material among his assets,
8846a Rogue Trader makes a standard Acquisition Test, modified
8847by Scale, Craftsmanship, and Availability, as outlined on pages
8848271 to 276 of the ROGUE TRADER Core Rulebook. If the
8849Rogue Trader succeeds on this Acquisition Test, he reduces
8850the amount of Profit Factor required to found the Colony by
8851one point, and by an additional point of Profit Factor for each
8852additional Degree of Success, to a maximum of four points.
8853A Rogue Trader may only make this internal Acquisition Test
8854once during the course of a Colonial Endeavour.
8855A Rogue Trader’s officers can also be of assistance here, as they
8856are often nobles in their own right, and possessors of sizeable
8857fortunes and holdings. If the Game Master allows it, each of the
8858Explorers can make an Acquisition Test of equal difficulty to the
8859Rogue Trader’s, using the group’s Profit Factor. Every successful
8860Acquisition Test by one of the Rogue Trader’s officers grants a
8861+5 bonus to the Rogue Trader’s Acquisition Test.
8862FOUNDING THE COLONY
8863Once all the resources are mustered, and all of the Colonial
8864Objectives are met, all that remains is to deliver the colonists and
8865their habs and equipment to their new planet. Doing the actual,
8866physical work of assembling the habs and paving the roads of
8867the Colony is never done by the Rogue Trader or his officers,
8868for that kind of manual labour is peasants’ work. Supervising
8869the task, installing the colonial leadership structure and briefing
8870them on their responsibilities, and dealing with any last minute
8871emergencies, are all squarely in the Explorers’ wheelhouse. Here
8872again, any further encounters are left to the Game Master’s
8873discretion, but if the Explorers are short any of the Achievement
8874Points needed to successfully complete the Colonial Endeavour,
8875they could easily make up their deficit during this phase, with
8876some random encounters, or other last-minute troubleshooting.
8877From this point on, the Colony’s Profit Factor Value (see
8878Table 3–2: Colony Size) is added to the Explorers’ Profit Factor.
8879This reflects the income stream from the Colony, as well as the
8880value of the illiquid assets and the fame that the existence of the
8881Colony helps to spread. If the Explorers ever “burn†part or all of
8882the Profit Factor associated with the Colony, it represents them
8883selling off part or all of the outpost to free up assets for other
8884ventures. They lose the Profit Factor they “burnt†as normal, and
8885they also lose part or all of their stake in the Colony at large.
8886Table 3–2: Colony Size
8887Size Profit Factor Value Description
88880 0 Ghost Town
88891 1 Settlement
88902 2 Outpost
88913 3 Freehold
88924 4 Demesne
88935 6 Holding
88946 8 Dominion
88957 10 Territory
88968 12 City
88979 14 Metropolis
889810 18 Hive
8899103
8900III: Populating
8901the Expanse
8902Colonial
8903Structure
8904“The three most important things that determine the success or failure
8905of a colony are as follows: that it stands on the right spot, that it is
8906securely founded, and that it is successfully executed.â€
8907–Meriwether Fontaine, surveyor for House Machariel
8908Colonies are not static things, and they are ever shifting,
8909expanding, and contracting to the turns of the wheel
8910of fate. This section describes the Characteristics, the
8911Colony Types, and the Leadership that define the mechanics
8912underpinning Colonies in ROGUE TRADER.
8913COLONY