Rogue Trader Rules
Rogue Trader Rules
Rogue Trader Rules
Your character attempts to heal injuries or to Knowledge (Scholastic) Intellect Knowledge Page 32
diagnose a strange illness or disease in a living Leadership Presence Social Core Rulebook (page 56)
target. Medicae Intellect General Page 31
Your character performs a complex medical Melee Brawn Combat Core Rulebook (page 68)
procedure such as surgery or cybernetic Negotiation Presence Social Core Rulebook (page 56)
augmentation.
Operating Intellect General Core Rulebook (page 62)
Your characters wants to understand a poison, Perception Cunning General Core Rulebook (page 62)
drug, or similar substance to replicate the
Piloting Agility General Core Rulebook (page 62)
effects or determine a cure.
Psyniscience Willpower General Page 33
Your character researches a disease or poison. Streetwise Cunning General Core Rulebook (page 65)
While studying a disease or poison directly Survival Cunning General Core Rulebook (page 65)
might require Medicine, the act of researching Tech-Use Intellect General Page 32
requires a Knowledge check.
Telekinesis Intellect Psychic Page 34
Your character wants to repair a malfunctioning or This skill grants a depth of knowledge far beyond that of
damaged item. common information, requiring both experience and study to
Your character wants to coax the machine spirit of a obtain. Knowledge (Scholastic) overlaps with Knowledge
strange vessel’s warp drive to reignite. (Common) and Knowledge (Forbidden) in some areas, but it
Your character wishes to access secured records from a represents more in-depth, academic information.
locked cogitator.
Your character attempts to disrupt the machine spirits
of an enemy starship’s augurs to blind them. Your character tries to decrypt an encoded
transmission.
Your character wants to identify a mysterious toxin.
Your character wants to drive a vehicle. That would Your character tries to recall a specific point of Imperial
require Driving or Piloting. law.
Your character wishes to open a padlock. Skullduggery Your character needs to solve a complex mathematical
opens physical locks. equation.
Your character wishes to know something specific The new skills in this section takes the place of the magic skills
about daemons, xenos, or other heretical topics; this is presented in the GENESYS Core Rulebook. More about psychic
governed by Knowledge (Forbidden). powers and skills can be found on page 51.
Your character is attempting to recall information that
is more general, such as details of the Imperium’s
culture and practices. This is covered by the
Knowledge (Common) skill. Those with the Psyniscience skill sense the currents and eddies
Your character wishes to do something that would be of the warp. The Explorer can use the skill to detect the
trivial, such as read a letter or recall that the capital of presence or absence of daemons and the use of psychic powers.
the Imperium is Terra. Such things do not require a The skill also allows detection of psychic phenomena,
check. disturbances, voids, or other areas where the flow of the
Immaterium has been unsettled or disrupted.
Your character should not use this skill if… The art of reading the past, present, and future, named by some
Your character wants to recognize a symbol of the as the most common form of the psyker’s arts, but also the most
Imperium. Knowledge (Common) would be capricious and difficult to interpret.
appropriate.
Your character tries to bargain with a daemon for their
safety. Bargaining is typically done through social
Your character wants to see the near or distant future.
skills.
Your character wants to locate lost objects with a
Your character wishes to recall a specific section of the
psychic resonance attached to them.
Imperial Creed. Knowledge (Scholastic) would be best
to recount scripture. Your character wants to ease the mind to allow the body
sufficient rest to recover.
Your character wishes to read someone’s mind. The Your character wishes to create a livable environment
character should use Telepathy instead. in the vacuum of space. The character should use
Your character wants to attack a target directly. The Telekinesis instead.
character should use weapons or even Telekinesis. Your character wants to gaze into the near future to see
their plan in action. The character should use
Divination instead.
Your character wishes to persuade a character to listen
The art of turning thought into physical force, this discipline to their appeal. The character should use Charm or
allows a psyker to wield their mind as both a tool and deadly another appropriate social skill.
weapon.
Tier: 1
Activation: Active (Maneuver)
Tier: 1
Ranked: No
Activation: Active (Incidental)
The character may suffer a number of strain no greater than
Ranked: No
their ranks in Charm or Deception to distract an equal number
When your character makes a combat check, you may
of adversaries they are engaged with. The targets add h to
voluntarily increase the difficulty once to use this talent. If the
checks they make until the beginning of the character’s next
target suffers 1 or more wounds from the combat check, the
turn.
target suffers 2 strain each time they perform a maneuver until
the end of the encounter.
Tier: 1
Activation: Active (Incidental)
Tier: 1
Ranked: No
Activation: Passive
When falling, a character may spend a a a on an Athletics Ranked: Yes
or Coordination check to reduce the distance of the fall by one At the beginning of each game session, your character gains
range band. If this would reduce the fall distance below short thrones equal to their ranks in Dividends times 100. In addition,
range, the character lands safely on their feet without taking your character gains 100 thrones per rank of Dividends when
wounds or strain. they assist in the completion of any Endeavour that rewards at
least 1 Profit Factor.
How your character earns this money is up to you and
Tier: 1 your GM and could represent actual business investments, an
Activation: Active (Maneuver) inheritance, a legal or illegal side business, or even bribes or
Ranked: Yes blackmail money. Your GM can also decide that the current
Once per encounter, your character may use this talent to events of the adventure may make those funds temporarily
choose a number of adversaries within short range no greater unavailable.
than your character’s ranks in Challenge (a minion group
counts as a single adversary for this purpose). Until the
encounter ends or your character is incapacitated, these
Tier: 1
adversaries add jJ to combat checks targeting your character
Activation: Active (Incidental)
and jJ jJ to combat checks targeting other characters. Ranked: Yes
Choose a theme: Creed, Criminal, Exploration, Military, or
Trade. After your character makes an Objective check with
Tier: 1 your chosen theme, your character cancels a number of
Activation: Passive uncancelled h no greater than your character's ranks in Hard
Ranked: Yes Bargain.
When your character makes a successful Medicae check to
treat wounds and injuries, the target heals 1 additional wound
per rank of Chirurgeon.
1–2
TALENT RANKED SOURCE TALENT RANKED SOURCE
TIER 1 TIER 2
Blather No Page 36 Air of Authority Yes Page 40
Crippling Strike No Page 36 Coordinated Assault Yes Core Rulebook (page 75)
Desperate Recovery No Core Rulebook (page 73) Counteroffer No Core Rulebook (page 75)
Durable Yes Core Rulebook (page 73) Defensive Stance Yes Core Rulebook (page 75)
Grit Yes Core Rulebook (page 73) Heightened Awareness No Core Rulebook (page 76)
Iron Jaw Yes Page 38 Inspiring Rhetoric No Core Rulebook (page 76)
Jump Up No Core Rulebook (page 73) Inventor Yes Core Rulebook (page 76)
Knack for It Yes Core Rulebook (page 73) Iron Discipline No Page 41
Know Somebody Yes Core Rulebook (page 74) Lucky Strike No Core Rulebook (page 76)
Parry Yes Core Rulebook (page 74) Pinning Fire Yes Page 42
Proper Upbringing Yes Core Rulebook (page 74) Scathing Tirade No Core Rulebook (page 77)
Quick Draw No Core Rulebook (page 74) Side Step Yes Core Rulebook (page 77)
Quick Strike Yes Core Rulebook (page 74) Threaten Yes Page 42
Rapid Reaction Yes Core Rulebook (page 74) Untouchable Yes Page 42
Universal Weapon Training No Page 40 Dodge Yes Core Rulebook (page 78)
Eagle Eyes No Core Rulebook (page 78) Can't We Talk About This? Yes Core Rulebook (page 79)
Field Commander No Core Rulebook (page 78) Defensive Driving No Core Rulebook (page 80)
Full Throttle No Core Rulebook (page 78) Dramatic Entrance (Improved) No Page 45
Grenadier No Core Rulebook (page 78) How Convenient! No Core Rulebook (page 80)
Heroic Will No Core Rulebook (page 79) Inspiring Rhetoric (Supreme) No Core Rulebook (page 80)
Luminen Priest No Page 44 Scathing Tirade (Supreme) No Core Rulebook (page 81)
Scathing Tirade (Improved) No Core Rulebook (page 79) Dramatic Entrance (Supreme) No Page 47
Tier: 1
Activation: Active (Incidental) Tier: 1
Ranked: Yes Activation: Active (Action)
When you purchase this talent for your character, choose a Ranked: Yes
specific organization or group (see the Organizations sidebar On any turn in which your character is staggered, you may
on page 39). Your character adds s to Coercion and melee perform the Iron Jaw action (instead of normally being barred
from performing actions when staggered). Make a Daunting
combat checks they make and to resist Fear checks from their
(kKkKkKk)K Resilience check. If you succeed, your character is
chosen organization or group. Your character adds f to
no longer staggered. The difficulty of this check decreases by
Charm and Negotiation checks they make targeting their
chosen organization or group. one per additional rank of Iron Jaw, to a minimum of Easy (kK).
Tier: 1
Tier: 1
Activation: Passive
Activation: Passive
Ranked: Yes
Ranked: Yes
When your character makes a successful Tech-Use check to
Choose one personal item and increase its number of hard
repair system strain or hull trauma on a vehicle or starship, they
points by 1. This talent can only modify one item once, but can
repair 1 additional system strain or hull trauma per rank of
modify a number of items equal to your character’s ranks in
Resourceful Mechanic.
Technical Knock. If your character loses or changes a modified
piece of equipment, they may apply this talent to a new
personal item.
Tier: 1
Activation: Passive
Ranked: Yes
Each rank of Sound Constitution increases your character’s
wound threshold by 2.
Tier: 1 Tier: 2
Activation: Active (Incidental) Activation: Active (Incidental)
Ranked: No Ranked: No
Once per round, your character may suffer 2 strain to add Once per encounter, you may spend a Story Point while your
additional damage equal to their ranks in Coordination to one character is controlling a vehicle or starship to use this talent.
hit of a successful Brawl check. In addition, your character The vehicle or starship your character is controlling heals
requires one less a to activate the Knockdown quality when system strain equal to the character’s ranks in Driving, Piloting,
making Brawl combat checks. or Operating (choose the skill used to control the vehicle).
Tier: 1 Tier: 2
Activation: Passive Activation: Passive
Ranked: No Ranked: Yes
When you take this talent, your character gains one combat The character must have at least two cybernetics installed to
skill as a career skill. Once per session, your character may take this talent. Your character adds jJ per rank of Binary
remove one jJ when making a check with their chosen combat Chatter to any tasks they direct a servitor or servo-skull to
skill. perform. In addition, your character increases the Crew Morale
of any ship they serve on by 1 per rank of this talent (to a
maximum of 5).
Tier: 1
Activation: Passive
Ranked: No Tier: 2
When you take this talent, your character gains Knowledge Activation: Passive
(Forbidden) or Psyniscience as a career skill. In addition, when Ranked: No
using one of these skills to search for proscribed knowledge, Increase the difficulty of an opponent’s Charm or Negotiation
hunt psykers, or confront the creatures of the warp, your check targeting your character once. In addition, opponents
character may spend a a to heal 3 strain. who attempt to exploit this character’s Desire Motivation in
social encounters remove jJ jJ from their checks.
2
Tier: 2
Activation: Active (Action)
Tier: 2
Ranked: No
Activation: Passive
Once per session when on a populated world, your character
Ranked: Yes
may make an Average (kKk)K Streetwise check to use this
Your character reduces the number of a they must spend to
talent. If they succeed, they obtain one illegal, exotic, or alien
inflict a Critical Remark in a social encounter by their ranks in
item with a rarity no greater than twice the number of s
Air of Authority, to a minimum of a.
scored on the check, or they obtain an equivalent service from
a psyker, mutant, or smuggler.
If the check generates h or d, your character must pay
Tier: 2
the cost of the item or service within one week of obtaining it.
Activation: Active (Maneuver)
Ranked: No
Your character may use this talent to decrease the difficulty of
the next combined (Two-Weapon) combat check they make
during the same turn by one.
Tier: 2 Tier: 2
Activation: Active (Maneuver) Activation: Active (Incidental)
Ranked: No Ranked: No
Once per session, your character may use this talent to produce When your character makes a Knowledge skill check, they may
a previously undocumented—but essential—small tool from use this talent and spend all a generated by the check to add
some hidden storage space with a rarity no greater than 4. This an equal number of a to the results of the next skill check they
cannot be a weapon unless the weapon has the Limited Ammo make until the end of their next turn.
1 quality.
Tier: 2
Tier: 2 Activation: Passive
Activation: Passive Ranked: No
Ranked: No Other characters add h to social skill checks targeting your
The character must have at least one level of malignancy or
character.
insanity to take this talent. A character with this talent
decreases the difficulty of any Corruption check made by one.
If this would decrease the difficulty to Simple (–), ignore the
check instead. Tier: 2
Activation: Active (Maneuver)
Ranked: No
The character must have at least two cybernetics installed to
Tier: 2
take this talent. Once per session, this character may use this
Activation: Active (Maneuver)
talent to hover (see the Flying sidebar on page 100 of the
Ranked: No
GENESYS Core Rulebook) for a number of rounds (or minutes)
Your character may use this talent once per encounter. Until
equal to their Willpower. Alternatively, if a character with this
the end of the encounter or until they are incapacitated, your
talent falls from a short distance or higher, they may activate
character adds s a a to all Brawl and Melee combat this talent as an incidental to ignore the distance and land
checks they make. However, opponents add s to all combat safely, but may not sustain the effect.
checks targeting your character.
While frenzied, your character cannot make ranged
combat or Psychic skill checks, use psychic maneuvers, or the
Tier: 2
Parry talent. At the end of the encounter (or when they become
Activation: Passive
incapacitated), your character suffers 6 strain.
Ranked: Yes
With the GM’s permission, a character may take this talent to
gain a mutation. The character immediately gains one
Tier: 2 malignancy of the GM’s choice or increases an existing
Activation: Passive malignancy by one step. The player than chooses one mutation
Ranked: No from Table 5–5: Mutations, at the GM discretion. Each
Your character’s encumbrance threshold is 10 plus their additional time you purchase this talent for your character,
Brawn, instead of 5 plus their Brawn. Your character reduces select one additional mutation. Your character also upgrades
the Cumbersome rating of any weapon they carry by 1, to a the difficulty of all Corruption checks once.
minimum of 3. A character’s ranks in Mutant cannot exceed their Brawn
characteristic.
Tier: 2 Tier: 2
Activation: Active (Action) Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: Yes
Your character may use this talent to make an Average (kKk)K After an adversary within short range of your character
Coordination, Deception, or Skulduggery check. For each resolves a combat check that deals damage to one of your
s the check generates, one adversary of your choice within character’s allies, your character may suffer 3 strain to use this
short range becomes disoriented. Your character may spend a talent to inflict a number of strain on the adversary equal to
from the check to inflict 1 strain on an affected adversary and your character’s ranks in Coercion. The range of this talent
may spend t from the check to stagger a minion or rival increases by one band per rank of Threaten beyond the first.
within short range.
Tier: 2
Activation: Passive
Tier: 2
Ranked: Yes
Activation: Active (Maneuver)
With the GM’s permission, a character may take this talent to
Ranked: Yes
gain the Untouchable ability. An Untouchable is immune to
If your character does not make a combat check during their
effects caused by Psychic skill and Navigator power checks,
turn, they use this talent to target one character (or minion
special abilities used by creatures with the Daemon ability,
group) within long range. Until the start of your character's next
possession, sorcery, corruption from warp shock, and so forth.
turn, the target must spend two maneuvers to move. Your
Psychic effects, Psychic Phenomena, or Perils of the Warp
character may choose to affect one additional character for
simply fails to affect them.
each additional rank of Pinning Fire.
A character must spend a Story Point and make a
Your character must be holding a ranged weapon to use
this talent. The GM can rule that your character can’t use this Formidable (kKkKkKkKk)K check to manifest any powers related
talent if they do not have line of fire or range to the target. to the warp while engaged with an Untouchable. Additionally,
creatures subject to Warp Flux suffer twice as much strain from
failed checks while engaged with an Untouchable.
An Untouchable increases the difficulty of all social skill
Tier: 2
checks once when dealing with the average person and
Activation: Passive
increases the difficulty of social skill checks three times when
Ranked: No
dealing with psykers, Navigators, or warp entities.
If your character inflicts strain on an opponent using a social
skill while knowing that opponent’s Flaw or Fear motivation,
they inflict 3 additional strain.
Tier: 2
Activation: Active (Incidental)
Ranked: Yes
Tier: 2
Only psykers and Navigators may benefit from this talent.
Activation: Passive
Before making a Psychic skill or Navigator power check, your
Ranked: No
character may use this talent to add s equal to their ranks in
Only psykers may benefit from this talent. Choose one result on
Warp Conduit to the results. After the check is resolved, your
Table 1–17: Psychic Phenomena (other than result 75+ Perils
character suffers 2 strain for each rank your character has in
of the Warp). Whenever this character makes a roll for Psychic
Warp Conduit.
Phenomena with a result below 75+ (after including other
modifiers), the Explorer may ignore the rolled result and
substitute their chosen result instead.
Tier: 2 Tier: 3
Activation: Active (Incidental) Activation: Passive
Ranked: No Ranked: No
Once per game session, the character may spend a Story Point When you and an ally are both engaged in melee combat with
to reveal a contact who possesses information on a particular the same enemy, add a to all melee combat checks targeting
subject of their choice. that enemy. If your ally also has the Double Team talent, add
When the character does this, the character must explain a a instead.
how they know this contact and how the contact can shed light
on the matter in question. The contact should be available to
the PCs, but the GM decides what the contact’s expertise might
Tier: 3
cost.
Activation: Active (Incidental, Out of Turn)
Ranked: No
3 Once per session, your character may spend a Story Point to
use this talent to enter a scene or encounter they are not
currently participating in at an opportune time, no matter how
Tier: 3 unlikely their arrival. If the scene is a combat encounter or
Activation: Active (Incidental) otherwise uses Initiative order, your character adds a new PC
Ranked: No Initiative slot at the top of the Initiative order.
When your character inflicts a Critical Injury with a severity of
Average (kKk)K or higher, or incapacitates a target with their
attack, they may use this talent to inflict 3 strain on all Tier: 3
characters within short range of the target. Activation: Active (Incidental)
Ranked: No
When resolving a combined check to attack with two weapons
in melee or ranged combat, your character may suffer 3 strain
Tier: 3
to use this talent to hit with the secondary weapon (instead of
Activation: Active (Incidental)
Ranked: No spending a a).
Your character must have purchased the Binary Chatter talent
to benefit from this talent. When making a Tech-Use check to
invade a cogitator system, access a secured network, or break Tier: 3
a mechanical lock, before rolling, your character may use this Activation: Active (Maneuver)
talent to add s s h h to the results. In addition, the Ranked: No
character reduces the amount of time needed to complete tasks The character must have at least one cybernetic installed to
related to cogitators and electronic security by 25%. take this talent. Once per encounter, your character may use
this talent to un-jam a number of ranged weapons equal to their
ranks in Tech-Use within short range. In addition, a character
with this talent may summon any unsecured metal object with
Tier: 3
an encumbrance value of 0 or 1 within short range to their free
Activation: Active (Incidental)
hand.
Ranked: No
Before performing a combat check using a weapon with the
Auto-fire quality, your character may use this talent to use the
Auto-fire quality without increasing the difficulty of the Tier: 3
combat check. If they do so, each time they trigger an Activation: Active (Incidental, Out of Turn)
additional hit during the attack, they suffer 2 strain. Ranked: Yes
When an engaged ally would suffer a hit from any combat
check, you may have your character suffer 2 strain to suffer the
hit instead. Your character may use this talent a number of
times per session equal to their ranks in Guardian.
Tier: 3 Tier: 3
Activation: Passive Activation: Active (Maneuver)
Ranked: No Ranked: No
Medicae checks made to heal your character decrease the Your character must have purchased the Hatred talent to
difficulty once to a minimum of Easy (kK). In addition, when a benefit from this talent. Once per encounter, your character
character heals another character with this talent, t may be may suffer a number of strain no greater than their Presence to
spent to double the amount of strain the target recovers. target an equal number of allies. Allies may give up their free
maneuver during their next turn to add s s to their next
melee combat and Fear check. If at least half the adversaries in
the encounter match your character’s hated groups or
Tier: 3 organizations, allies also recover 3 strain.
Activation: Active (Incidental, Out of Turn)
This talent does not force the ally to give up their
Ranked: No
maneuver (it simply benefits them if they do so). In addition,
When your character is targeted by a social skill check, they
this fervent display of righteous rancor makes NPC allies more
may use this talent to spend h h h or d to reduce any
trusting towards your character in the future.
strain the check inflicts by a number equal to their ranks in
Charm. If they do so, the character who targeted them suffers
an amount of strain equal to the amount of strain reduced.
Tier: 3
Activation: Passive
Ranked: No
Tier: 3
The character must have at least two cybernetics installed to
Activation: Active (Action)
take this talent. Your character adds the Disorient 2 and Stun 3
Ranked: No
item qualities to their unarmed attacks. In addition, your
Once per encounter, you may spend a Story Point to active this
character may suffer 1 strain to make a combat check using the
talent. Choose any warp entity that can see and hear your
following weapon profile: (Ranged [Light]; Damage +3;
character (usually within medium range) and make an opposed
Critical 3; Range [Short]; Disorient 2, Stun 3).
Discipline versus Discipline check. If you succeed, the target
cannot engage your character for a number of rounds equal to Brawl and Ranged (Light) checks made with this talent
the number of uncancelled s and must spend its turn moving may use Willpower to hit and calculate damage. If your
away from your character if it begins any turn engaged. If the character generates a d while using this talent, they suffer 3
target was possessing an object or another person, it must strain in addition to the effects of the d. This talent may have
vacate immediately. other narrative effects, at your GM’s discretion.
You may spend t from this check to cause the target to
suffer a number of wounds equal to twice your character’s
Willpower, plus 1 per uncancelled s (these wounds are not Tier: 3
reduced for any reason). If the amount of wounds is equal to or Activation: Passive
greater than half the target’s wound threshold (rounded down) Ranked: No
then the warp entity is immediately destroyed instead. When making a ranged combat check targeting a character
engaged with one of your character’s allies, downgrade the
A character using this talent adds a number of jJ equal to
difficulty of the check once (thus negating the penalty for
their current level of malignancy to their Discipline check.
shooting at engaged targets).
Tier: 3
Activation: Active (Incidental)
Ranked: No
When your character makes a check to recover from strain at
the end of an encounter, they may make a Simple (–)
Resilience check instead of Discipline or Cool. They heal 1
strain per s and 1 wound per a when using this talent.
Tier: 3 Tier: 3
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: No
Your character must have purchased the Peer talent to benefit Once per session after your character makes a successful
from this talent. When making a social skill check to influence combat check against a target, you may spend a Story Point to
your chosen group or organization, your character may spend inflict a Critical Injury on the target without spending t or
t to automatically succeed. They still may spend any a. Your character may still inflict only one Critical Injury per
uncancelled s s and a a as described on page 51. hit, but they may spend additional a equal to the attack’s
Critical rating or t to increase the severity of the Critical
Injury as normal.
Tier: 3
Activation: Active (Maneuver)
Ranked: Yes
4
If your character does not make a combat check during their
turn, they use this talent to target one character (or minion
Tier: 4
group) within long range. That character must upgrade the
Activation: Active (Incidental)
difficulty of any ranged combat checks they make once until
Ranked: No
the end of your character’s next turn. Your character may
Whenever your character would gain a malignancy due to a
choose to affect one additional character for each additional
failed Corruption check, you may spend a Story Point to
rank of Suppressing Fire.
develop a mental trauma instead, or increase their current
Your character must be holding a ranged weapon to use mental trauma by one step. A character with this talent cannot
this talent. Your GM can also rule that your character can’t use reduce their mental trauma severity below Hard (kKkKkK).
this talent if they have no line of fire or range to the target.
Tier: 4
Tier: 3
Activation: Active (Action)
Activation: Active (Action)
Ranked: No
Ranked: No
Once per encounter, your character may make a Hard (kKkKkK)
Your character may use this talent to make an opposed Brawl
Deception check. If successful, one chosen character in the
versus Resilience check targeting one engaged opponent. If
encounter upgrades the difficulty of all social checks once, plus
the check succeeds, the target is knocked prone and is
immobilized until the end of your character’s next turn. If the one additional time for every a a spent, until the end of the
target is a minion or rival, your character can spend t to encounter.
incapacitate (but not kill) the target instead.
Tier: 4
Activation: Active (Incidental, Out of Turn)
Tier: 3
Ranked: No
Activation: Active (Incidental)
Your character must have purchased the Dramatic Entrance
Ranked: No
talent to benefit from this talent. When your character uses
Only psykers and Navigators may benefit from this talent.
Dramatic Entrance, they may choose to have all allies in the
While not using a psychic implement, your character increases
encounter heal 2 strain or to have all enemies in the encounter
the base damage of all Attack and Gaze powers they manifest
suffer 2 strain.
by 2. In addition, when manifesting a power while not using a
psychic implement, your character may suffer 1 strain to
decrease the difficulty of the check once.
Tier: 4 Tier: 4
Activation: Passive Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: No
Your character must have purchased the Iron Jaw talent to When your character is targeted by a Psychic skill check, you
benefit from this talent. Your character may use this talent to may spend one Story Point to use this talent before rolling. If
recover from being incapacitated due to exceeding their strain you do so, your character's opponent removes all jJ added to
threshold. On your next turn after being incapacitated, you may the check, and instead adds an equal number of f to the
make a Formidable (kKkKkKkKk)K Resilience check as an action results. A character with the Untouchable ability cannot benefit
(this action may be specifically performed even though you are from this talent.
normally barred from performing actions). If you succeed, your
character reduces their strain to one below their strain
threshold. The difficulty of this check decreases by one per
Tier: 4
rank of Iron Jaw, to a minimum of Easy (kK).
Activation: Active (Incidental)
Ranked: No
Only psykers and Navigators may benefit from this talent. Once
Tier: 4 per encounter, your character may spend a Story Point to
Activation: Active (Incidental) perform a psychic action as a maneuver. In addition, they may
Ranked: No use this talent to spend t to trigger up to three different
Once per round after resolving a successful melee combat qualities or psychic effects instead of one. These qualities or
check, your character may suffer 3 strain to make an additional effects must be ones that can be triggered by spending a or
melee attack as an incidental against the same target. Increase
the difficulty of the combat check once.
t.
5
Tier: 4
Activation: Active (Incidental)
Ranked: No Tier: 5
After your character inflicts a Critical Injury with a ranged Activation: Active (Action)
weapon and rolls the result, your character may suffer 2 strain Ranked: No
to use this talent. Then, you may select any Critical Injury of Your character must have purchased the Binary Chatter talent
the same severity to apply to the target instead. to benefit from this talent. Your character may use this talent to
make a Hard (kKkKkK) Tech-Use check. If they succeed, they
may select one servitor, vehicle, or piece of equipment
involved in the current encounter and dictate its actions until
Tier: 4 the start of your character’s next turn.
Activation: Active (Incidental, Out of Turn)
Alternatively, your character can select another character
Ranked: No
with cybernetic implants and manipulate them until the
Once per encounter, after another character makes a social skill
beginning of your character’s next turn. This must be approved
check, your character may use this talent to make an Average
by your GM but could include shutting off bionic eyes,
(kKk)K Vigilance check. If successful, you may add a number
directing the movements of cybernetic limbs, or causing an
of either s or a equal to your character’s ranks in Charm to
implant to fail to perform its duty.
the other character’s check. If your character fails, your
character suffers 3 strain. Your character may spend a a a on the check to
extend the effects for one additional round, or they may spend
t to extend the effects for the remainder of the encounter.
Tier: 5 Tier: 5
Activation: Active (Incidental, Out of Turn) Activation: Active (Incidental, Out of Turn)
Ranked: No Ranked: No
Your character must have purchased the Dramatic Entrance Once per session when a combat encounter against one or more
talent to benefit from this talent. When your character uses sentient beings is about to begin, your character may make a
Dramatic Entrance, they may immediately perform one action. Daunting (kKkKkKk)K Charm check. If successful, the combat
If this interrupts another character’s turn or activity, that encounter instead becomes a social encounter, with the PCs
character resumes their turn or activity after the action is attempting to convince their opposition to back down, come
resolved. around to their viewpoint, or accept a compromise. The GM is
the final arbiter of how the situation resolves without violence
(or how the combat encounter continues if the character’s
check is unsuccessful).
Tier: 5
Activation: Active (Action)
Ranked: No
Once per session, your character may use this talent to make a Tier: 5
Hard (kKkKkK) Discipline check. If they succeed, they reveal Activation: Active (Incidental, Out of Turn)
that whatever terrible circumstances they currently find Ranked: No
themselves in are all part of a brilliant plan that they established Once per round before an opponent makes a combat or social
at an earlier point. They then choose one non-nemesis skill check, you may spend a Story Point and suffer 2 strain to
adversary in the encounter and reveal them to be a close friend upgrade the difficulty of the opponent’s check once. Then, after
or ally who has positioned themselves to help your character at cancelling opposing symbols, the opponent doubles the
this exact moment. number of remaining f, h, and d.
The details of which character turns out to be an ally
depend on the type of encounter and your GM’s approval.
However, the ally could also have done their work beforehand,
such as loading a combat servitor with blank ammunition,
shutting down power to a security system, or planting a vox-
bug in an opponent’s vehicle.
xplorers in ROGUE TRADER GENESYS are men and Answering these questions will help add depth to your
women of great renown, with long histories behind character and provide meaningful ways to tie them into the
them and many potential future paths ahead. When story. Furthermore, these simple details will help you decide
creating your character, ask the following questions to help on your character’s lineage and how it applies towards the
develop that character’s story and the legacy they are trying to greater narrative of your game.
build.
Demeanour: What is your character like in their daily
life? Fiery and passionate or grounded and practical?
Are they a perpetual pessimist, or do they always Holders of an ancient Warrant of Trade, commanders of great
believe the best will happen? What is their instinctive starships, devoted servants of the church, and proud histories
response to threats, surprises, or pressure to perform? of martial prowess can all be found within the bloodlines of
powerful families. The continuation of great familial traditions
Leadership: Why is your character a leader aboard is itself an age-honoured tradition within the Imperium, with
their starship? Did the God-Emperor gaze upon them every generation inheriting the skills and prestige of its
with favour and move the workings of worlds or did predecessors and passing those on to the next.
your talents attract the attention of your betters, and
Such lineages are not necessarily limited to families. From
your fealty and service were made a part of the final
the temple-factories of the Adeptus Mechanicus and the cabals
arrangement?
of the Scholastica Psykana, to the drill-abbeys of the Schola
Koronus Expanse: What temptations lured your Progenium and the Military Academies at the great Segmentum
character to the Koronus Expanse? Is it a lust for Fortresses, educational fraternities provide a similar strength of
treasure and the life that can be bought, or is it your legacy. Each graduate is given the benefit of ancient wisdom
Emperor-given duty to aid the expansion of Imperial and lore with the chance to pass this legacy on to those who
frontiers? Is your character running from some secret succeed them. Some characters will have no lineage of note,
that will not follow beyond the reach of Imperial their paths forged alone with no proud ancestor to guide their
powers, or are they pursuing vengeance against one steps. Others may stand apart from their bloodlines, pursuing a
who has already fled to the Halo Stars? different path than that of their ancestors.
Sacrifice: How deep are the wounds your character is Whether a character’s lineage is noteworthy, infamous, or
willing to suffer on the path to wealth, fame, revenge, utterly obscure is up to the player and GM. Lineages add
or forbidden lore? How far will they go and how many complexity to the wider narrative of the game and the GM
of their dearly held beliefs will die along the way? Are should consider how to incorporate a character’s past history
they willing to strike deals with xenos and darker into the current events. Old debts, archrivals, lost family,
powers, or perhaps willing to trade crew and hidden sins, and more can be pooled from each Player
companions to attain an edge as victory nears? Character. It is up to the GM to decide when and where they
Ambition: What does your character desire? Renown will use any one character’s lineage, but it is recommend
to match the Imperial heroes of legend, or perhaps to getting everyone involved when the opportunity arises!
reclaim all the lost human souls of the Halo Stars?
Maybe your ambitions are less lofty, but no less
noble—to be acknowledged as a master of war by an
Imperial Lord-general, or to discover lost medicae-tech At character creation, select a lineage for your character by
that will erase your mutations. either rolling for or choosing an option in Table 1–3:
Lineages. Each option has a name and a short description.
Hatred: The burning flame of hatred is an Imperial
When selecting a lineage, simply write its name in the space
virtue: what hatreds sustain your character in dark days
provided on your character sheet, and work with your GM to
and drive them to acts of destruction or penitence? Is it
determine the specific details for your character. With the
to loathe the mutant or pirate? Perhaps it is the desire to
GM’s permission, a player may create their own lineage in the
see decadent nobles burn or low-deck scum suffer.
spirit of these options.
Maybe your character wishes to lay low the vile Ork or
treacherous Eldar?
1–3
d100 DESCRIPTION
A Dark Secret: Something foul lurks within your ancestry, something that would bring ruin upon your family were it ever to become
known to outsiders. You guard that secret with your life, for the disgrace of it would bring you and all your family low. Your power
01-08 now makes that all the harder, for your enemies are many and they eagerly seek the means to overcome you. Were they to learn of
your secret familial disgrace, little would be able to stop them extorting or blackmailing you for all you possess, or even simply
revealing it out of spite and malice.
Prominent Ancestry: Your formative years were spent in the presence of many tutors, learning the history of the Imperium and the
part your ancestors played in that history. Long hours of study, and longer ones of rote-learning and recitation, have given you a
09-16
significant insight into matters historical, and the habits of your youth stay with you even to this day—you retain a deep curiosity
about the events of ancient times.
Shameful Offspring: Burdened by expectations of glory and succession, you quickly sought the first escape you could find. While
your siblings worked hard to earn the prestige of the family name, you indulged your whims and desires in an effort to avoid those
17-25
responsibilities. Whether through cruel fate, inexplicable fortune or great calamity, however, you find yourself the only heir to the
line, and your forebears shudder to think of the damage you might do to the family name now that you are in charge.
Heir Apparent: Your fate was always this: to stand at the forefront of the next generation and carry the family tradition one step
further. For you, the weight of responsibility was the hardest, for you alone were required to bear the expectations of your entire
26-34
family. Now, however, you look back thankfully on those harsh formative years, for the constant pressure of your teachers and
predecessors gave you an advantage, which will allow you to thrive in the years ahead.
Outraged Scion: You stand apart from your predecessors and have made yourself an example of purity to spite their foul memory.
35-43 When the purges came and claimed your living relatives, you led the Inquisition to their door, glad to see them receive the punishment
they deserved. Now free to pursue your own legacy, you hope above all else that you can leave the taint of your lineage behind.
The Last Child: Your family is not merely disgraced—it is dead. You alone are the sole survivor of a once-proud lineage that fell
into disrepute and paid the ultimate price for it. Whether they made the wrong enemies, were on the wrong world at the wrong time,
44-52 or faced some other fate, they are gone and you are all that remains, the last heir and the only one who can ensure that your family
continues or, at the very least, dies with pride. You will need all your wits and cunning to ensure the survival of your clan, as your
once vast resources are now next to nothing.
A Powerful Legacy: A place in the politics of entire sectors of Imperial Space is the legacy you have found yourself with, and
thanks to your influence amongst men and women whose wills command worlds, you are eminently comfortable in such circles.
53-61
You are respected and feared for what you can do to those who earn your displeasure, and for the discretion with which you use that
power. Even when people have not heard of your family, so commanding and powerful is your presence that they will listen anyway.
Far-Reaching Contacts: You know people who know people, and the people you know are well placed indeed. For generations,
your family has had friends, relatives and acquaintances in every sector of Imperial society. This extensive network of contacts and
62-70
allies has allowed your family to become more powerful and influential than they might otherwise have been, and now that network
is yours to use. A casual name-drop here, an “I’m a friend of the Lord-Admiral” there, and eventually nothing is beyond your reach.
Witch-Knowledge: Your family has long held a fascination with the warp, the witch, and the daemon. The presence of the witch
amongst you has only fuelled that fascination, though you work hard to hide it from the Inquisition and others who would not
71-79
understand your labours. Your quest for knowledge has led you to deal with all manner of individuals who may know useful
information.
Vile Insight: Whether for good or ill, you have seen much that no human ever should. Esoteric and forbidden knowledge was your
constant companion through your early life, and your understanding of such subjects is something that would shock most people.
80-89
Whether you choose to turn that insight to greater things, or are tainted by it, is for the future to decide. For now, you possess great
knowledge, and it gives you a decisive edge.
The One to Redeem Them: Your family’s shame is an outrage you have struggled beneath your whole life. Perhaps inspired by
noble ancestors predating the fall from grace, or simply infuriated by the state of the family reputation and resources, you set forth
90-00 to bring your inheritance back from the brink and return your clan to the glory it knew long ago. With no others to challenge your
claim, you have taken control and pushed onwards to achieve something worthy of your ancestors, stopping at nothing to regain
their wealth and redeem their honour.
1–4
Your character’s lineage often guides their actions, providing a
ADDITIONAL BONUS COST
critical aspect of who they are and who they might become.
Select starting items with a rarity of 1 higher
The more impressive your character’s lineage is, the more they than your starting Profit Factor.
–1 Profit Factor
will be expected to accomplish great deeds. Though the task Select one starting item with a rarity of 9 or
–2 Profit Factor
ahead is daunting, your character’s linage provides resources less (including items with modifiers).
they can call upon. Select two additional starting items. –1 Profit Factor
To represent the mighty wealth and influence of a lineage, Gain 1,000 starting thrones and select one
–2 Profit Factor
we use Profit Factor. This value, more than anything else, is a additional starting item.
may determine that the Explorers’ Profit Factor must either be 70 Wealthy Rogue Trader
less or more than the set threshold in order for them to attempt 90 The Machenko Dynasty, Scion of a Great House
a certain task. For example, a planetary governor attempting to Legendary Rogue Trader, Lesser Navis Nobilite House,
100
smuggle goods across a sector may not be willing to meet with Potentate of the Navis Nobilite
the Explorers whose Profit Factor is more than 60, but a 120 Great Houses of the Calixis Sector, Lord Inquisitor
Quaestor may not heed the words of an Explorer whose Profit
150+ The Mightiest of Imperial Organizations and Rulers
Factor is less than 30. In both cases, it is a matter of how the
NPCs perceive the group's overall reputation.
At this stage, it is sufficient for players to know that the
more Profit Factor their characters have, the more their actions
Influence and reputation are just as important to a Rogue
will be known throughout the Imperium. This might be very
Trader as their starship and lucky side arm. Indeed, these are
good if your character desires attention and challenges from
large parts of what make up the group’s Profit Factor. Aside
other powerful groups, but bad if they wish to create false from the raw currency, investments and other such things, a
identities or go undercover.
Rogue Trader’s reputation and ability to leverage both money
and reputation into influence is what allows them to get ahead
in the cut throat world of pan-galactic commerce.
At the start of any structured social encounter where When operating outside of their usual territory, the GM
negotiations are on the table, a character may call for a may consider adding one or two jJ to an Explorers’ influence
competitive Average (kKk)K social skill check. The player check. This could reflect the fact that the Rogue Trader is a
compares their total Profit Factor against the adversary and newcomer on the galactic scene and word of their exploits
adds jJ to their skill check for every 20 Profit Factor they have hasn’t spread all that far, or that the part of space is so isolated
in excess of the adversary. Table 1–5: Profit and Power and backwards that the inhabitants continually ask the
provides some guidelines to determine the Profit Factor of Explorers for news of the wider Imperium.
other power groups and organizations.
If the Explorers succeed, the adversary reduces their strain
threshold by 1, plus 1 for each additional s s and a a
until the end of the encounter (thereby making them more
likely to compromise or capitulate as described on page 122 of
the GENESYS Core Rulebook). If they fail, the Explorer and all
allied participants reduce their strain threshold by 3 for the
remainder of the encounter instead. This effect ends
immediately if the encounter changes to a combat encounter.
Alternatively, a character may try to influence people or
lesser organizations to grant them a small favour like free
passage past a checkpoint or to overlook the pistol-shaped
bulge in their coat. When used in this manner, a successful
check provides the desired outcome. Failure usually involves a
stern rebuttal, but the GM should spend multiple h or d to
add consequences that are more interesting.
ithin the Imperium of Man, some people are born be no astropaths. The benefits of the soul binding are that it
different. Some fickle turn of fate or chance twist in allows the astropaths some safety while opening their minds to
the genome has seen them join the growing ranks of the warp’s currents in communications from afar, and sifting
psychic individuals within the human race. These psykers the truth from the psychic static and perilous lies whispered
labour under a blessing and a curse. They have the rare talent beyond. What the soul binding does on a fundamental level is
to draw power from the warp, the hidden dimension of Chaos combine the psyker’s own abilities with the merest fraction of
that lurks beneath the fabric of reality, and shape it into all those of the Emperor, which transforms and protects the
manner of strange and supernatural effects. Using such power, astropath in a way that makes the them unique among human
however, comes with a terrible risk. psykers.
Psykers are regarded in many different ways across the
Imperium’s countless worlds. On the more primitive planets,
they are thought of as shamans, witches, and sorcerers. More
Psykers that are strong enough to be trained to control their
sophisticated societies are usually aware of psychic abilities
abilities are all indoctrinated into service to the Imperium in
and refer to psykers by other titles such as “gifted” or “the
some way, according to the nature of their gifts and raw power.
touched.” However, in almost all cases, and on all worlds, they
Their survival was made possible by a stringent processes of
are feared for the darkness and chaos they can bring down on
selection, indoctrination, and training known as sanctioning.
those around them.
Sanctioning exists both to weed out the weak and the already
There are many that believe psykers represent a gross corrupted as well as to determine what shape the psyker’s
perversion of all that humanity is and a constant reminder of future will take in the Imperium’s grand design. Some will
the terrible powers of the warp. This idea seems to hold some serve the Administratum, others the vast forces of the Imperial
weight as the majority of psykers succumb to madness and military or as vassals to the Adeptus Astra Telepathica or even
ruin, often at the cost of countless other lives. Those that can be assigned to the households of powerful members of the
master psychic power, however, become a prized, if somewhat Imperial nobility. It is also not unheard of for certain agents of
dangerous, commodity to the Imperium. the Imperium to serve in a far less restricted fashion due to their
strength of will or training, most infamously, for those of
supreme iron will, the Holy Inquisition. The teachings of the
Scholastica Psykana can vary greatly however, both in their
There are many exceptional individuals in the 41st Millennium purpose and effect, and no image of the psyker in service to the
that utilize psychic powers. Some of these fill vital and revered Emperor should be considered definitive as the warp’s perils
roles in the Imperium, whilst others are reviled utterly. have undone many.
The great sweep of the Imperium of Man far outstrips the reach
of normal communications in size and breadth. Astropaths are
capable of broadcasting and receiving messages across the The Scholastica Psykana serves as the primary source
vastness of space. By their powers, the astropaths can do what of instruction for all psykers who exist as a lawful part
no others can; reach beyond the limits of time and space to of Imperial society. Those trained by the Scholastica
allow humanity to continue communicating between its Psykana are expected at all times to honour their
scattered domains in the vastness of interstellar space. The painfully learned lessons and be watchful in themselves.
Adeptus Astra Telepathica oversees the arduous task of Should a psyker detect any deviance or corruption of
recruiting and training astropaths in service to the Imperium, their soul, they are to end their life without hesitation.
and regulating their number in operations. This code of conduct is ingrained from the very first
Astropaths themselves are born with the psyker’s gift; lesson, and it does not cease even after the student has
taken by the Inquisitional Black Ships and selected—owing to left the Schola.
the nature of their gifts and other arcane criteria—to become
astropaths, by undergoing years of training and extensive
indoctrination culminating in a techno-arcane ritual initiation
called “soul binding” to the God Emperor. This process is what
makes an astropath what they are, and without it, there would
Across the breadth of the Imperium and indeed beyond it, there This hereditary line of abhumans serves the Emperor and the
are individuals whose psychic abilities, while present, have not Imperium by using their innate ability to visually perceive the
fully manifested. They may have seen some changes in their treacherous shoals and stormy courses of the warp, via a
personal fortune at a small level, been subject to strange psychic ‘warp eye’ which often itself manifests as a visible
premonitions, or indeed, been haunted by dark and mutation. They are not psykers in the standard sense, but rather
otherworldly influence. Unfortunately these latent psykers the inheritors of a specifically engineered ability whose true
walk a daily precipice whether they know it or not, as the warp nature is not fully understood, even by those who possess it.
and the hungering creatures that inhabit it will often be Their gifts allow them to peer into the same Immaterium beheld
attracted to feed upon these untrained souls or worse yet, to use by those gifted with psychic prowess but with singular purpose
them as a gateway to enter the physical world if they can. For and acuity, enabling them to actively navigate a ship through
this reason Imperial authorities and the Holy Ordos are always the warp itself with a skill unmatched by psyker or machine
on the lookout for these latent psykers. alike. Further information about
1–7
EFFECTS DIFFICULTY MOD
Blast: The attack gains the Blast quality with a rating equal to your character's ranks in Knowledge. +kK
Close Combat: May select a target engaged with your character. +kK
Deadly: The attack gains a Critical rating of 2. The attack also gains the Vicious quality with a rating equal to the character's
ranks in Knowledge. +kK
Fire (Telekinesis, Theosophamy): The attack gains the Burn quality with a rating equal to your character's ranks in Knowledge. +kK
Holy (Theosophamy Only): When dealing damage to a target with the Daemonic or Warp Flux ability, each s deals +2
damage, instead of +1.
+kK
Ice (Telekinesis, Telepathy): The attack gains the Ensnare quality with a rating equal to the character's ranks in Knowledge. +kK
Impact: The attack gains the Knockdown quality. The attack also gains the Disorient quality with a rating equal to the character's
ranks in Knowledge. +kK
Lightning (Telekinesis Only): The attack gains the Stun quality with a rating equal to the character's ranks in Knowledge. The
attack also gains the Auto-fire quality. (You must increase the difficulty by one to use the Auto-fire quality as normal.) +kK
Non-Lethal: Gain the Stun Damage quality. +kK
Range: Increase the range of the power by one range band. This may be added multiple times, increasing the range by one range
band each time. +kK
Destructive: The attack gains the Sunder quality. The attack also gains the Pierce quality with a rating equal to the character's
ranks in Knowledge. +kKkK
Empowered: The attack deals damage equal to twice the characteristic linked to the skill (instead of dealing damage equal to the
characteristic). If the attack has the Blast quality, it affects all characters within short range, instead of engaged. This effect cannot +kKkK
be added while using the fetter maneuver.
Compress (Telekinesis Only): A successful attack causes the target to begin suffocating for a number of rounds equal to the
character’s ranks in Knowledge. The target may make a Hard (kKkKk)K Resilience check at the start of their turn with a success +kKkK
ending this effect. The target adds a jJ for each round they struggle after the first to this check.
Psychic Scream (Telepathy Only): The attack disorients the target for a number of rounds equal to the character's ranks in
Knowledge and the target suffers strain equal to the character's ranks in Knowledge. a a may be spent to cause the target to +kKkK
be staggered until the end of their next turn.
1–8
EFFECTS DIFFICULTY MOD
Divine Succor (Theosophamy Only): The target increases their wound threshold by a value equal to the character's ranks in
Knowledge for the duration of the power. +kK
Haste: Targets affected by the power can always perform a second maneuver during their turn without spending strain (they may
still only perform two maneuvers a turn). +kK
Inspire (Telepathy, Theosophamy): Targets affected by this power decrease the difficulty of Fear checks once. +kK
Mental Calm (Telepathy Only): The target increases their strain threshold by a value equal to the character's ranks in Knowledge
for the duration of the power. +kK
Mind Over Matter (Telepathy Only): Targets affected by this power ignore up to jJ jJ on checks imposed by environmental
effects (such as extreme temperatures). They still suffer any physical effects, such as wounds or strain.
+kK
Range: Increase the range of the power by one range band. This may be added multiple times, increasing the range by one range
band each time. +kK
Seething Rage (Telepathy Only): Target adds damage equal to the character's ranks in Knowledge to Brawl combat checks, and
their Critical rating for Brawl combat checks becomes 3. +kK
Swift: Targets affected by this power ignore the effects of difficult terrain and cannot be immobilized. +kK
The Action Again (Divination Only): The target may reroll one kK from their dice pool. +kK
Additional Targets: The power affects one additional target within range of the power. In addition, after invoking this power, you
may spend a to affect one additional target within range (and may trigger this multiple times, spending a each time). +kKkK
Auto-Séance (Divination Only): When targets affected by this power make Psychic skill checks, they suffer half the required
strain and the character who is performing the auto-séance suffers the rest. The target adds +1 damage to all Attack powers while
under this effect. In addition, if the target of this effect rolls on Table 1–17: Psychic Phenomena or Table 1–18: Perils of the +kKkK
Warp, the character performing the auto-séance may resolve any of the effects on themself instead of the original invoker.
Parting the Threads (Divination Only): Targets of this power gain +1 ranged defense. In addition, add a number of jJ to all
Ranged combat checks equal to your character's ranks in Knowledge. This effect cannot be added while using the fetter maneuver. +kKkK
Superior Form: Targets of this power upgrade all skill checks once. +kKkKkK
Sanctuary (Theosophamy Only): Any adversary with the Daemonic or Warp Flux ability must succeed at a Hard (kKkKkK)
Discipline check in order to engage a target under this effect. In addition, any attacks made by warp-based entities deal half damage +kKkK
(rounding up) and lose the Breach or Pierce quality.
Other curses could be more dangerous, such as a hex that Of course, there are some truly terrible curses: blindness,
causes dangerous things to happen to the target for no reason disease, madness, or something more diabolic. These checks
(ladders breaking, tree branches falling on them, and the like). should almost always be opposed (either by the target’s
Not only should the difficulty of the power be higher—if it’s Discipline or Resilience, depending on whether the curse
not an opposed check, it should be at least Average (lLk)K and affects the mind or the body). You can use effects from page
possibly Hard (lLkKkK)—but the effects can be represented 115 of the GENESYS Core Rulebook on Table I.6–10: Critical
narratively. Injury Result or the Fear and Corruption rules (see page 209)
when figuring out what the curse does.
1–10
EFFECTS DIFFICULTY MOD
Distraction: The target of this power cannot downgrade their action into a maneuver. +kK
Enervate: If a target suffers strain for any reason, they suffer 1 additional strain. +kK
Misfortune (Divination only): After the target makes a check, you may change one jJ to a face displaying a f. +kK
Range: Increase the range of the power by one range band. This may be added multiple times, increasing the range by one range
band each time. +kK
Seal the Breach (Theosophamy Only): The target of this power cannot use psychic maneuvers. In addition, creatures with the
Demon ability suffer twice as much damage from Warp Flux and becomes disoriented for the duration of this effect. +kK
Additional Targets: The power affects one additional target within range of the power. In addition, after invoking this power, you
may spend a to affect one additional target within range (and may trigger this multiple times, spending a each time). +kKkK
Doom (Divination Only): After a target makes a check, you may change any one die in the pool not displaying a t or d to a +kKkK
different face. This effect cannot be added while using the fetter maneuver.
Hallucination: The afflicted target must make a roll on Table 2–2: Hallucinogenic Effects (see page 84) as an out-of-turn
incidental. +kKkK
Know Thy Place (Theosophamy Only): The target’s strain and wound thresholds are reduced by an amount equal to the
character’s ranks in Knowledge. This effect may not be combined with the additional target effect. +kKkK
Voice of the Emperor (Theosophamy Only): The target is staggered for the duration of the power. This affect may not be
combined with the additional targets effect. This effect cannot be added while using the fetter maneuver. +kKkKkK
1–11
EFFECTS DIFFICULTY MOD
Mend the Veil: Targets affected by the deny the witch maneuver cannot use the push maneuver. +kK
Range: Increase the range of the power by one range band. This may be added multiple times, increasing the range by one range
band each time. +kK
Additional Targets: The power affects one additional target within range of the power. In addition, after invoking this power, you
may spend a to affect one additional target within range (and may trigger this multiple times, spending a each time). +kKkK
Concentration: No Concentration: No
Discipline: Theosophamy Discipline: Telekinesis, Telepathy
The ability to nullify the Immaterium is a strange and wondrous The character can use a Psychic skill in place of a Medicae
art that only certain faithful psykers possess. The character check in order to remove damage or heal Critical Injuries.
selects one target within short range that is under the effects of When making the check, the character selects one target they
a psychic power, then makes a Theosophamy skill check. The are engaged with who is not incapacitated. The default
default difficulty for the check is Hard (lLkKkK). If the check difficulty of the check is Easy (lL). Upon success, the
is successful, the effects the target is under immediately end (if character heals 1 wound per uncancelled s s, and 1 strain
the psychic power affected multiple targets, the other targets per uncancelled a.
remain affected).
Before making the heal check, choose any number of
Before making the dispel check, choose any number of additional effects listed on Table 1–12: Heal Additional
additional effects listed on Table 1–11: Dispel Additional Effects. These effects are added to the check.
Effects. These effects are added to the check.
Heal in Narrative Encounters: When using healing
Dispel in Narrative Encounters: Dispelling should work powers, the additional affects listed in Table 1–12 should cover
the same in structured encounters and in narrative encounters, most of what you want to do in narrative time as well as
so use the structured rules if a character wants to dispel structured time.
something narratively
1–12
EFFECTS DIFFICULTY MOD
Additional Targets: The power affects one additional target within range of the power. In addition, after invoking this power, you
may spend a to affect one additional target within range (and may trigger this multiple times, spending a each time). +kK
Range: Increase the range of the power by one range band. This may be added multiple times, increasing the range by one range
band each time. +kK
Flesh Knit (Telekinesis Only): Select one Critical Injury the target is suffering. If the power is successful, the Critical Injury is
also healed. +kK
Improved Natural Healing: Double the rate at which a character heals wounds while resting or recovering. +kK
Soothe (Telepathy Only): Select one ongoing status effect the target is suffering. This status effect immediately ends +kK
Revive Incapacitated: Select any target that is incapacitated and return them to action. The target always returns suffering either
wounds equal to their wound threshold or strain equal to their strain threshold remaining, whichever caused the character to become +kKkK
incapacitated.
Embrace of Emptiness: Select a target who has died during this encounter. If the check is successful, the target is restored to life,
suffering wounds equal to their wound threshold. In addition, the target suffers the Gruesome Injury effect (see page 115 of the
GENESYS Core Rulebook) and develops a mental trauma or increases their current mental trauma by one step. If the check fails, the +kKkKkKkK
character's soul joins the God-Emperor of Mankind instead and no further attempt to resurrect the target may be taken.
Concentration: Yes Concentration: No
Discipline: Divination, Telepathy Discipline: Telepathy
This is manifesting psychic powers to create an illusion, or to The psyker can influence minds nearby, most often in the form
disguise a character’s appearance. The character makes a of stressing their psyche. Select a living target within engaged
Psychic skill check. The default difficulty for the check is Easy range of your character and make an Easy (lL) Telepathy
(lL). If the check is successful, the character creates an illusion check. If successful, the target suffers 1 strain, plus 1 additional
of a creature or object that is silhouette 1 or smaller. The strain per s s after the first. The GM may spend h h h
illusion appears within short range of the character.
or d from Telepathy checks to make a target aware that
Alternatively, the illusion changes the appearance of the caster
someone is in their head. Targets wise to telepathic tricks may
or one silhouette 1 (or smaller) target they are engaged with.
add jJ or even increase or upgrade the difficulty of Mind
The illusion cannot obscure the basic size and shape of the
target. powers altogether.
Illusions can generate light and sound, but they cannot Before making the mind check, choose any number of
cause harm or interact with their environment in any way. additional effects listed on Table 1–14: Mind Additional
Illusions can be animated and can move, as long as they remain Effects. These effects are added to the check.
within the range of the power. A keen observer can attempt to Mind in Narrative Encounters: When using mind
spot the false nature of the illusion by making an Average powers, the additional affects listed in Table 1–14 should cover
(kKk)K Vigilance check (or Average [kKk]K Perception check most of what you want to do in narrative time as well as
if the observer suspects that their senses may be fooled). structured time.
Success means the observer recognizes the object’s illusory
nature.
Before making the mask check, choose any number of A psyker must upgrade their Telepathy check once if their
additional effects listed on Table 1–13: Mask Additional target has any mental trauma or malignancy with a greater
Effects. These effects are added to the check. severity than they do. For example, a psyker with a mental
Mask in Narrative Encounters: When using masking trauma severity of Easy (kK) peering into the mind of a creature
powers, the additional affects listed in Table 1–13 should cover with a mental trauma severity of Hard (kKkKk)K would upgrade
most of what you want to do in narrative time as well as their Telepathy check once. A target with the Daemon ability
structured time. always upgrades the difficulty three times.
1–13
EFFECTS DIFFICULTY MOD
Blur (Telepathy Only): Until the power ends, add h to the results of combat checks targeting this character (this applies even if
the attacker realizes the effect is an illusion).
+kK
Additional Illusion: Manifest one additional illusion or disguises one additional character. In addition, after invoking this power,
you may spend a a to create another additional illusion or disguise another additional character (you may trigger this multiple +kK
times, spending a a each time).
Range: Increase the range of the power by one range band. This may be added multiple times, increasing the range by one range
band each time. +kK
Size: Increase the silhouette of the illusion created by 1 or disguise the appearance of a target 1 silhouette larger. This may be added
multiple times, increasing the silhouette of the illusion created or target disguised by 1 each time. +kK
Realism: Increase the difficulty of checks to determine that the illusion is fake by one. In addition, after manifesting this power,
you may spend a a to increase the difficulty of checks to determine that the illusion is fake by one (you may trigger this multiple +kK
times, spending a a each time). The illusion can also fool additional senses such as smell, taste, or touch.
Terror (Telepathy Only): When any character who does not know the illusion or disguise is fake sees it, they must make a Hard
(kKkKk)K Fear check. They suffer 2 strain per h and, if they fail, are unable to approach the illusion. +kKkK
Without a Trace (Telepathy Only): Targets of this power are immediately forgotten by creatures. Even attempting to dredge up
images or memories from machines merely shows a blur of something that almost was. +kKkK
Invisibility (Telepathy Only): If this power targets a character or object, it renders it invisible to mundane sight instead of changing
their appearance. +kKkKkK
1–14
EFFECTS DIFFICULTY MOD
Short Range Telepathy: Instead of the usual effect, the target and psyker add s to all Perception, Vigilance, and Initiative checks
they make while within short range of each other until the end of the encounter.
+kK
Delude: Instead of the usual effect, the psyker downgrades the difficulty of Charm, Leadership, and Negotiation checks once for a
number of rounds equal to their ranks in Knowledge. +kK
Range: Increase the range of the power by one range band. This may be added multiple times, increasing the range by one range
band each time. +kK
Additional Targets: The power affects one additional target within range. In addition, after invoking this power, you may spend
a to affect one additional target within range (and may trigger this multiple times, spending a each time).
+kKkK
Mind Probe: The psyker learns the target's name, severity of mental traumas, and any casual memories the target has made in the
last 12 hours. You may spend a a to delve further and discover secrets, true goals, Motivations, important contacts, or other +kKkK
such personal information at the GM’s discretion.
Dominate: If successful, during the target’s next turn, the psyker dictates what actions and maneuvers they perform. If you force
the target into a suicidal action, they make an Average (kKkK) Discipline or Resilience check as an out-of-turn incidental with a +kKkK
success allowing them to break free of your control.
Puppet Master: Select a living target when making this check. If successful, the psyker takes direct control of the target’s body
(leaving their own) and the host is suppressed. The psyker uses the target's Brawn, Agility, skills, and other features, but retains
their Cunning, Intellect, Willpower, and Presence and adds jJ to all checks made while controlling the host. If the psyker attempts
a suicidal action, the host makes an Average (kKkK) Discipline or Resilience check as an out-of-turn incidental with a success +kKkKkKkK
forcing the psyker out. The psyker must remain within long range of their original body or be forced to leave the host. When this
effect ends for any reason, the psyker suffers 1 strain per minute (or round) they inhabited the target.
Concentration: Yes
Discipline: Telekinesis
An Astropath may select a distance out to strategic
Use telekinesis to move physical objects, including oneself,
range and make an Easy (kK) Telepathy check. If they
with unseen forces. Select a target with a silhouette of 0 within
succeed, they send an encrypted telepathic message
short range (which may be yourself). The default difficulty is
containing approximately 10 seconds of dialogue to
Easy (lL). If successful, you may move the target one range
another astropath on the same planet, or to another
band in any direction per uncancelled s s. This may not be
relatively close planet. The Astropath may spend a a
used to move the target vertically.
to increase the length to 30 seconds and infuse the
Before making a move check, choose any number of message with moving images and sensory information.
additional effects listed on Table 1–15: Move Additional
Effects. These effects are added to the check. Capturing a psychic message requires an Easy (kK)
Telepathy or Psyniscience check. If the message is in
Move in Narrative Encounters: When using move
an unknown language, the difficulty of such a check
powers, the additional affects listed in Table 1–15 should cover
most of what you want to do in narrative time as well as should be Hard (kKkKk)K at the least. If particularly
structured time. malicious beings attempt to intercept a message not
intended for them, the GM should call for an opposed
Telepathy or Psyniscience versus Psyniscience check
instead.
1–15
EFFECTS DIFFICULTY MOD
Additional Targets: The power affects one additional target within range of the power. In addition, after invoking this power, you
may spend a to affect one additional target within range (and may trigger this multiple times, spending a each time). +kK
Levitate: The target of this power can hover as an incidental (see the Flying sidebar on page 100 of the GENESYS Core Rulebook). +kK
Range: Increase the range of the power by one range band. This may be added multiple times, increasing the range by one range
band each time. +kK
Size: Increase the silhouette your character may target. This may be added multiple times, increasing the silhouette once each time. +kK
Disarm: Target one object that is being carried or wielded by an opponent and cause it to fall within engaged ranged of the target.
In addition, you may spend a a to move the object one range band in any direction. t may be used to pull the item directly to +kK
your free hand or land at your feet if you do not have a free hand.
Forceful: If successful, you may move the target up to one range band per uncancelled s in any direction instead of the normal +kKkK
effect. This effect cannot be added while using the fetter maneuver.
Gravity Control: While your character maintains concentration on this power, they ignore environmental effects dealing with
gravity. In addition, a target under this effect can move across walls, ceilings, and other vertical surfaces at will. +kKkK
Gate: The psyker pictures a location that they have been to or seen that is on the same planet (or approximately as close) as them
and opens a gate in the Immaterium that connects their current location to the one they wish to visit. The rift is large enough for a
creature of silhouette 1 to travel through and the gate remains open for as long as the psyker concentrates. The Range and Size +kKkKkK
additional effects may be added to make the gate further or larger, respectively. This power is heavily taxing on the psyker and may
only be used once per session.
1–16
EFFECTS DIFFICULTY MOD
Foreshadow: Instead of asking a question, add s s to the results of any checks made to determine Initiative during the next
structured encounter the character participates in.
–
Additional Questions: Ask 1 additional question about events. In addition, you may spend aa to ask another additional
+kK
question about events (and may trigger this multiple times, spending a a each time).
Divining the Future: Ask a question about events that will unfold within the next month. If your character is the leader of the next
Objective check within this timeframe, they may add s to their check. +kK
Psycholocation: Learn the general location of one person or object with a silhouette of 1 or less within long range. Your character
must know what person or object they are looking for or have some passing familiarity to the target (seeing someone's image or
touching a lock while searching for the specific key that fits it). In addition, you may spend a a to learn the specific direction +kK
and how far the object or person is.
In Harm's Way: In addition to asking a question, the character foresees a possible doom for themselves in the next 24 hours. Once
before the end of the current session, when the character would otherwise be incapacitated or killed, you may spend a Story Point
to have them suffer wounds and strain until they reach (but do not exceed) their wound and strain thresholds instead. Their survival +kKkK
should be described narratively, taking into account that they “saw” their potential death coming.
Walking the Path: In addition to asking a question, once before the end of the current encounter, the psyker may add s to the
results of one of their checks, and add f to the results of a check targeting them. In addition, after the character manifests this
power, you may spend a a a to add s s to the results of one of their checks, and add f f to the results of a check
+kKkK
targeting them, instead of this effect’s normal benefits.
Concentration: No When a character fetters, count their ranks in any Psychic skill
Discipline: All as half (round up) until the end of the character’s turn. When
Utility powers cover all the minor things that psykers may do, using this maneuver, h and d cannot be spent to trigger rolls
such as warping their eyes to see in the dark, or making one’s on Table 1–17: Psychic Phenomena. This maneuver may not
voice boom over a roaring crowd. The warp is inherently be used with the push maneuver.
unreliable at the best of times and malicious at others; educated
psykers would never so casually call on their powers for simple
parlor tricks.
Utility powers do not have an equivalent action for When a character pushes, count their ranks in any Psychic skill
structured encounters, since the effects are almost entirely as one higher until the end of the character’s turn, to a
narrative in nature. A check to manifest a utility power should maximum of 7. The character must make a roll on Table 1–17:
always be Easy (lL). If that check seems too easy for what you Psychic Phenomena before the check is resolved (but after the
dice are rolled) and adds +5 to the Psychic Phenomena results
want to accomplish, then what you want to do is probably
equal to the number of times the push maneuver was used.
beyond the scope of utility!
04-05 Warp Echo: For a few seconds, all noises cause echoes, regardless of the surroundings.
06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell
Mind Warp: The psyker suffers as their own inherent phobias, suspicions, and hatreds surge to the surface of their mind in a wave of negative emotion.
09-11 The psyker gains a temporary mental trauma (see page 210 for more detail) for the remainder of the encounter.
12-14 Hoarfrost: The temperature plummets for an instant, and a thin coating of frost covers everything within medium range.
15-17 Aura of Taint: All animals within long range become spooked and agitated; Characters with Psyniscience can pinpoint the psyker as the cause.
18-20 Memory Worm: All people within line of sight of the psyker forget something trivial.
21-23 Spoilage: Food and drink go bad in a medium range of the psyker.
24-26 Haunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fires within medium range.
27-29 Veil of Darkness: Until the end of the next round, the area within short range is plunged into immediate darkness.
30-32 Distorted Reflections: Mirrors and other reflective surfaces within medium range distort or shatter.
33-35 Breath Leech: Everyone (including the psyker) within medium range becomes short of breath, losing their free maneuver during their next turn.
Daemonic Mask: For a fleeting moment, the psyker takes on a daemonic appearance. Engaged enemies must make an Easy (kK) Fear check as an
36-38 out-of-turn incidental. The psyker increases the difficulty of any Corruption checks once until the end of the session.
39-41 Unnatural Decay: All plant-life within short range of the psyker withers and dies.
Spectral Gale: Howling winds erupt around the psyker, requiring anyone within short range to succeed on an Easy (kK) Athletics or Coordination
42-44 check or be knocked prone.
Bloody Tears: Blood weeps from stone and wood within short range of the psyker. If there are any pictures or statues of people inside this area, they
45-47 appear to be crying blood.
The Earth Protests: The ground suddenly shakes, and everyone (including the psyker) within medium range must succeed on an Average (kKkK)
48-50 Athletics or Coordination check or be knocked prone.
Psy Discharge: Static electricity fills the air within short range causing hair to stand on end and unprotected electronics to short out, whilst the psyker
51-53 is illuminated by eldritch light out to short range.
Warp Ghosts: Ghostly apparitions fill the air within medium range around the psyker, flying about and howling in pain for a few brief moments.
54-56 Everyone in range (except the psyker) must make an upgraded Easy (lL) Fear check as an out-of-turn incidental.
Falling Upwards: Everything within short range of the psyker (including the psyker) rises into the air as gravity briefly cease. After a second or two,
57-59 everything crashes back to earth dealing 5 wounds and 5 strain. A character falling in this manner may make an Average (kKkK) Athletics or
Coordination check and reduce the damage by 1 for each s and strain by 1 for each a.
Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the
60-62 psyker) to succeed on an Average (kKkK) Resilience check or be deafened for 1d10 rounds.
The Furies: The psyker is assailed by unseen horrors. They are slammed to the ground and suffers 3 wounds (not reduce by soak unless psychically
63-65 warded) and make an Average (kKkK) Fear check as an out-of-turn incidental.
Shadow of the Warp: For a split second, the world changes in appearance, and everyone within extreme range has a mercifully brief glimpse of the
66-68 shadow of the warp. Everyone in the area (including the psyker) must make an upgraded Hard (lLkKkK) Fear check as an out-of-turn incidental.
Tech Scorn: The Machine spirits reject your unnatural ways. All un-warded tech devices within medium range malfunction momentarily, and all
69-71 ranged weapons jam, whilst characters with cybernetic implants must succeed on an Average (kKkK) Resilience check or suffer 2 strain per cybernetic
they have installed.
Warp Madness: A violent ripple of tainted discord causes all creatures within short ranges (with the exception of the Psyker) to become enraged. A
character effected by Warp Madness makes a Hard (kKkKkK) Corruption check as an out-of-turn incidental. Failure causes them to engage the nearest
72-74 adversary and attack with whatever Brawl or Melee weapons they may have until the end of the next round. After the encounter ends, anyone who
failed to resist Warp Madness suffers 6 strain before recovering strain as per usual at the end of an encounter.
Perils of the Warp: The Immaterium bleeds through and unleashes a maelstrom of energy. Immediately make another check on Table 1–18: Perils
75+ of the Warp as an out-of-turn incidental.
1–18
d100 EFFECT
The Gibbering: The psyker screams in pain as uncontrolled warp energies surge through their unprotected mind. Make an upgraded Average (lLk)K
01-05 Fear check as an out-of-turn incidental. Failure causes the usual effects of fear and the psyker is staggered until the end of their next turn.
Warp Burn: A violent burst of energy from the warp smashes into the psyker’s mind, sending them reeling. They suffer 4 wounds (not reduced by
06-09 soak) and are staggered until the end of their next turn.
Psychic Concussion: With a crack of energy, the psyker is staggered, immobilized, and knocked prone until the end of their next turn, and everyone
10-13 within short range must succeed at an Average (kKkK) Resilience check as an out-of-turn incidental or become staggered until the end of their next
turn.
Psy-Blast: There is an explosion the psyker is thrown into the air before falling back to the ground. The psyker resolves the fall as if from short range
14-18 and may make an Average (kKk)K Athletics or Coordination check and reduce the damage by 1 for each s and strain by 1 for each a.
Soul Sear: Warp power courses through the psyker’s body, scorching their soul. The psyker cannot make any psychic checks for the remainder of the
19-24 encounter (or one hour in narrative) and moves one Story Point from the PC's pool into the GM's pool.
Locked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic state. At the start of each of the
25-30 psyker's turns, they may make an Average (kKkK) Discipline check with a success freeing their mind and restoring their body.
Chronological Incontinence: Time twists around the psyker. They wink out of existence and reappear at the end of the next round (or 5 minutes in
31-38 narrative time). When they return, they must succeed at an upgraded Average (lLkK) Fear check and an upgraded Average (lLkK) Corruption
check as an out-of-turn incidental.
Psychic Mirror: The psyker’s power is turned back on them. Resolve the power’s effects as normal, but the power targets the psyker instead. If the
39-46 power is beneficial, it deals 7 wounds to the psyker (ignore soak unless the psyker is warded) with no additional effects instead.
Warp Whispers: The voices of daemons fill the air within medium range of the psyker, whispering terrible secrets and shocking truths. Everyone in
47-55 the area (including the psyker) must succeed at an upgraded Hard (lLkK) Corruption check as an out-of-turn incidental.
Vice Versa: The psyker and a random living being within medium range swap consciousness until the end of the encounter or 10 minutes in narrative
time. Each creature retains its Intellect, Cunning, Willpower, and Presence, but gain the new body's Brawn, Agility, abilities, skills, and any other
specifics the new host has. If either body is slain, this effect ends immediately.
56-58
If there are no creatures within range, the Psyker must succeed at a Hard (kKkKkK) Discipline check or become catatonic until the end of the encounter,
or 10 minutes in narrative time, while their mind wanders the warp. This journey causes a mental trauma or increase the severity of a mental trauma
by one step.
Dark Summoning: A warp creature rips into existence within short range of the psyker until the end of the encounter or until it is slain. It detests the
59-67 psyker, and trains its attacks on the fool that unwittingly summoned it.
Rending the Veil: The air vibrates with images of cackling daemons, and the kaleidoscopic taint of the warp is rendered visible. All sentient creatures
68-72 (including the psyker) within long range must succeed at an upgraded Hard (lLkKk)K Fear check as an out-of-turn incidental. This effect lasts until
the end of the next round.
Blood Rain: A psychic storm erupts, covering an area of medium range in which everyone must succeed at an Average (kKkK) Athletics or
73-78 Coordination check or be knocked prone. In addition to howling winds and the skies raining blood, any psychic powers used in the area automatically
invokes a Perils of the Warp roll.
Cataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within short range (including the psyker) suffers
79-82 8 wounds (ignoring soak unless it is warded), and all of the psyker’s clothing and gear is destroyed, leaving them naked and smoking on the ground.
The psyker may not use psychic powers for the remainder of the encounter.
Mass Possession: Daemons ravage the minds of every living thing within extreme range. Every character in the area must succeed at a Hard (kKkKkK)
83-86 Discipline check or become possessed. This possession, if successful, will last for the remainder of the encounter. Anyone possessed in this manner
automatically gains a malignancy or increases the severity of their malignancy by one step when this effect ends.
Reality Quake: Reality within short range of the psyker buckles and is sundered: solid objects alternately rot, burn, and freeze, and everyone and
87-90 everything in the area takes 10 wounds from the chaotic shifts. Warded objects and Untouchables take 5 damage instead.
Lost to the Warp: The psyker must succeed at a Formidable (kKkKkKkKk)K Discipline check or be dragged into the warp by a daemon for purposes
unknown. The psyker appears on an inhabited planet three weeks later with dim memories of horrific acts. The character gains malignancies up to a
91-99 severity of Average (kKkK) if they have none or increase the severity of a current malignancy by one step. The psyker may suffer other possible
complications from their actions while possessed, including a potential visit from the Inquisition. In the future, this character must add +10 to all Perils
of the Warp rolls due to their body serving as vessel for fell forces.
Destruction: The psyker is immediately and irrevocably destroyed. They are pulled screaming into the warp, never to be seen again or consumed
00 utterly by hellfire. If the psyker was using the push maneuver when this effect occurred, a daemon appears in their place and attacks the psyker's allies
before disappearing at the end of the encounter.
or centuries uncounted, Navigators have led mankind
between the stars. Theirs is the unique power to gaze
into the warp and guide humanity’s vessels across the
vastness of the galaxy. This power affords them a special place Navigators are not marked as psykers in the traditional
within the Imperium of Man, and over time, has won them sense within the Imperium, though they do have a
great prestige and wealth. The contemporary Navigator Houses connection with the warp and use its power to fuel their
of the Navis Nobilite have a scope of power and influence that abilities. For all game purposes, however, a Navigator
is breathtaking to behold, reaching from the farthest world to character is considered a psyker for weapons, powers,
the vaulted chambers of the High Lords of Terra themselves. It and creatures that have special effects on a character that
is into this position of power and privilege that a Navigator is is a psyker.
born, gifted with unique and strange powers by the blood of
their ancestors. Although they may be one among many within Navigators can never become psykers or gain Psychic
their brood, a Navigator knows that they stand far above the skills. They have their own mutation chart (Table 1–25:
common citizens of the Emperor’s domain. They also know Navigator Mutations), and should never roll on Table
that with training, dedication, and influence, they may rise 5–5: Mutations. Even if they gain mutations through
within the ranks of their House and perhaps even take the Corruption or for any other reason, they still roll for
mantle of Novator—lord and master of the family. Navigator Mutations.
1–20
EFFECTS DIFFICULTY MOD
Additional Targets: The power affects one additional target within range of the power. In addition, after manifesting this power,
you may spend a to affect one additional target within range (and may trigger this multiple times, spending a each time). +kK
Chronological Crisis: The power gains the Disorient quality with a rating equal to the character's ranks in Knowledge. +kK
Ebb and Flow: The target is staggered until the end of their next turn. Concentrating on this power does not increase the duration
of the staggered condition. +kK
Time Warp: Instead of causing the target to suffer 2 strain per move maneuver, the targets affected by this power loses their free
maneuver and this character gains a second maneuver during their turn without spending strain (they may still only perform two +kKkK
maneuvers a turn).
Warp Disruption: The target affected by this power cannot make Psychic skill checks and suffers 10 additional strain from the
Warp Flux ability. +kKkK
1–21
EFFECTS DIFFICULTY MOD
Abyssal Watcher: Instead of the usual effect, the Navigator determines if the target holds the taint of the warp (typically, any
creature with malignancies, the Daemon ability, are possessed, or who have ranks in Psychic skills). Psykers who have made dark +kK
pacts with the warp and daemons may be more resistant to this power.
Range: Increase the range of the power by one range band. This may be added multiple times, increasing the range by one range
band each time. +kK
Baleful Watcher: Instead of the usual effect, the Navigator learns about the target’s soak value and if the target has any ranks in
any Psychic skills (but not which Psychic skills the target has). The Navigator may spend a a to also learn the target’s current +kK
defense rating and invisible defenses like sustained psychic powers or force fields.
Additional Targets: The power affects one additional target within range of the power. In addition, after invoking this power, you
may spend a to affect one additional target within range (and may trigger this multiple times, spending a each time). +kKkK
Obliterate the Immaterial Wake: Instead of the usual effect, the Navigator selects one starship within extreme range. They
eliminate all warp engine trails in the warp and realspace, making it impossible to track their vessel using psychic powers or similar +kKkK
abilities. After using this power, the Navigator suffers a number of strain equal to twice the silhouette of the targeted starship.
Cloud in Narrative Encounters: By understanding and 1 damage per uncancelled s. This power has no set Critical
perceiving the currents of the warp, the Navigator can rating and has the Blast and Pierce item qualities with a number
manipulate the living presence within, hiding some while of ranks equal to the Navigator’s Willpower. The Blast item
revealing others. Outside of structured encounters, clouding quality automatically activates on a successful hit, but does not
could take any number of forms. Some could be mild, such as harm the Navigator (allies may still be harmed). This attack has
hiding light warp activity, while others might be used to hide no effect on nonliving targets, Untouchables, or creatures with
the trail of even massive starship warp engines. This power also the Daemon ability.
could be used to counter other very crafty beings capable of
Before using the Gaze Navigator power, choose any
manipulating the empyrean in a similar fashion.
number of additional effects listed on Table 1–22: Gaze
Additional Effects. These effects are added to the attack.
Gaze in Narrative Encounters: If a Navigator opens
Concentration: No their warp eye fully, anyone gazing into its depths will witness
Houses: Magisterial, Nomadic, Renegade, Shrouded
the mind-breaking unreality of the warp. This power typically
The Navigator must select one target within short range that consists of harming living beings who cannot resist the
can see their warp eye, and then makes a Discipline skill check. destructive forces of the Immaterium. Most uses of this power
The default difficulty of the check is Average (kKkK). The can be covered by the structured encounter rules.
Navigator’s gaze deals damage equal to their Willpower, plus
1–22
EFFECTS DIFFICULTY MOD
Strip the Husk: The attack gains the Knockdown quality. The Navigator may spend a a a or t to move the target up to one
range band away from your character.
+kK
Stupefy the Soul: Convert all damage this power would deal to a target into an equal amount of strain. The Navigator may spend
t to cause a target damaged by this power to make a Hard (kKkKkK) Fear check as an out-of-turn incidental.
+kK
Immolate the Soul: This power gains the Burn quality with a rating equal to your character's ranks in Knowledge. In addition, the
target suffers 4 wounds (not reduced by soak) per severity of malignancy they have. +kK
Empowered: This power deals damage equal to twice the Navigator’s Willpower (instead of dealing damage equal to their
Willpower). The Blast quality affects all characters within short range, instead of engaged. +kK
The Red Tide: The power gains the Sunder item quality and can now damage nonliving beings and inanimate objects. The
Navigator may spend t when using this power to instantly eliminate all minions and unimportant rivals within range. If they do +kKkK
so, they cannot use any other Navigator powers for the duration of the combat encounter.
1–23
EFFECTS DIFFICULTY MOD
Tides of Time and Space: Instead of the usual effect, the Navigator generates a temporary Story Point on a successful test. A
temporary Story Point works just like a normal Story Point but is removed from the pool when it is used, rather than being moved –
to the GM pool. This effect may only be used once per 24 standard hours.
Avoidance: The Navigator gains 1 defense, plus 1 additional defense for every uncancelled s s after the first. This effect lasts
a number of rounds equal to this character’s ranks in Knowledge.
+kK
Empowered: The Navigator may add a number of a to their next skill check equal to the number of uncancelled a generated. +kK
Inward View: The Navigator reduces any strain suffered from social skill checks by 1. This effect lasts a number of rounds equal
to this character’s ranks in Knowledge. +kK
Refresh: The Navigator may spend any number of uncancelled s from this check to recover an equal number of strain. They still
must end with at least one s to succeed on this check. This effect may only be used once per 24 standard hours. +kKkK
Seek the Path: When making combat skill checks, the Navigator may use their Willpower instead of Agility or Brawn. This effect
lasts a number of rounds equal to the number of uncancelled s generated, +kKkK
1–24
EFFECTS DIFFICULTY MOD
Empowered: The Navigator may spend a a to gain a deeper understanding of the nature of the object, such as what material
an asteroid is made of or what kind of crew a starship has.
+kK
Range: Increase the range of the power by one range band. This may be added multiple times, increasing the range by one range
band each time. +kK
Tracks in the Stars: The Navigator can detect and follow the warp trail of a starship that has travelled through realspace or the
warp in the last week without error. Increase the difficulty of this check once for each additional week the trail has aged to a +kK
maximum of Formidable (kKkKkKkKkK).
Stacking the Deck: Instead of the usual effect, the Navigator may target a vehicle or starship and make their check. For each
uncancelled s s, the Navigator may increase the target’s armour, defense, handling, and maximum speed by +1. This effect +kKkK
lasts for a number of rounds equal to the Navigator’s Willpower. This effect may only be used once per 24 standard hours.
The Course Untravelled: Instead of the usual effect, the Navigator sees through the web of time. If successful, the Navigator may
spend one move maneuver during their turn to change their position to any location within short range without ever seeming to
move. The area travelled to must have otherwise been accessible via walking, climbing, or swimming without obstruction. This +kKkK
effect lasts a number of rounds equal to the character’s ranks in Knowledge.
Warp-Hulled: Instead of the usual effect, the Navigator may target a vehicle or starship and make their check. Whenever the target
suffers a Critical Hit, the Navigator may negate the Critical Hit and suffer a Critical Injury with an equal severity instead. This +kKkK
effect lasts until the first Critical Hit or until the end of the encounter.
Concentration: No Being so closely linked with the warp, it is no surprise that
Houses: Nomadic, Shrouded Navigators have developed techniques to avoid its corrupting
The character makes an Astrocartography skill check to search influence on both themselves and those around them. If the
for objects within long range. The default difficulty of the character performs the pass unscathed maneuver, all
check is Easy (kK). The Navigator may search for something in Corruption checks the Navigator or allies within short range
particular or cast their awareness out into the void to learn a make decrease in difficulty once, to a minimum of Easy (kK).
general amount about the surrounding area. Information gained This effect lasts until the end of the character's next turn.
in this way is only what the Navigator could discover through
normal observation.
Before using the Travel Navigator power, choose any
number of additional effects listed on Table 1–24: Travel As sure as a star will dwindle and die, a Navigator will be
Additional Effects. These effects are added to the check. warped by their heritage over time. “The sins of blood,” as the
Travel in Narrative Encounters: The Navigator can old Imperial proverb goes, “will out.” As stable a mutation as
learn things about space in the immediate vicinity of their the Navigator gene is, it still gives rise to countless other
vessel. Narratively, the Navigator may make an Easy (kK) deformities of body and soul within its host. This, combined
with long term exposure to the warp, almost always ensures
Astrocartography check to search within 10,000 kilometres
that Navigators will be afflicted with some kind of physical
or increase the difficult once to search within 100,000
aberration. Simply being born into a Navigator family means
kilometres instead. This power may also be used to spot strange
that an individual will be mutated in some way.
anomalies in both the warp and realspace. In general, most uses
of Travel are straight forward, if not seemingly miraculous, and A Navigator’s resistance or susceptibility to mutation is
can allow the Navigator to avoid catastrophe like none other almost purely down to the psychical purity of their gene-stock.
during space travel. For this reason, Navigator characters suffer mutation more than
any other character—save for those that succumb to the lure of
the Dark Gods. As their power grows, they will typically
become more and more corrupted in body and mind by both the
These maneuvers are specific to Navigator characters. Like any debilitating nature of the warp and the ongoing effects of the
other maneuver, these effects do not require checks. Navigator gene-coding, which is both their curse and their
blessing.
Navigators are subject to the same rules for corruption as
any other mortal (described in Chapter V: The Dark
Navigator powers that can be sustained through concentration Frontier). Whenever a Navigator must make a Corruption
last until the end of the character’s next turn (as noted in their check to resist the malignant forces of the warp, they add one
description). However, if the character performs the
concentrate maneuver during that next turn, the power’s effects
h for every two Navigator powers granted by their Great
House. Whenever they would gain a mutation, regardless of
last until the end of the character’s following turn, instead. This
the source, they roll on Table 1–25: Navigator Mutations. If
can be sustained indefinitely by performing the concentrate
a Navigator would gain the same mutation twice, re-roll the
maneuver each turn.
results.
1–25
d100 MUTATION
Strangely Jointed Limbs: Your limbs have extra joints and articulate differently than normal humans. All Coordination and Athletics skill check
01-14 difficulties are reduced once.
15-29
Elongated Form: You are extremely tall and painfully thin. Permanently reduce your wound threshold by 2 and add jJ to all Brawn-based checks
your character makes. Re-roll this mutation if you already have the Withered, Bloated, or Diminutive Form mutation.
30-43 Pale and Hairless Flesh: Your skin is pale, marbled with veins and completely without hair.
44-53 Eyes as Dark as the Void: Your eyes are completely black and without iris; you gain the Dark Sight ability.
Withered Form: Your body is withered, your flesh hanging loosely from your bones. Permanently reduce your wound and strain threshold by 1 and
54-58 increase the difficulty of all Athletics and Coordination skill checks once. Re-roll this mutation if you already have the Elongated, Bloated, or
Diminutive Form mutation.
Bloated Form: Your body is grossly bloated and your limbs thick with flesh. Permanently increase your wound threshold by 4. Your character can no
59-63 longer make two move maneuvers in the same turn for any reason. Re-roll this mutation if you already have the Elongated, Withered, or Diminutive
Form mutation.
Diminutive Form: Your body is small, fragile, and high shelves have always been your bane. Permanently decrease your wound threshold by 2 and
64-68 add jJ jJ to all Brawn-based checks your character makes. In addition, reduce your silhouette by 1 to a minimum of 0. Re-roll this mutation if you
already have the Elongated, Withered, or Bloated Form mutation.
Membranous Growths: You have webbing between your fingers and toes as well as folds of skin that sag and catch in the breeze. Add jJ jJ to Charm
69-73
and Leadership skill checks.
Teeth as Sharp as Needles: Your teeth fill your mouth like a hundred tiny needles. Your unarmed attacks add +1 damage with Critical Rating 3 and
74-78 the Vicious 1 quality (so long as you are willing to bite your target). Your character adds jJ to Charm checks, but adds jJ to Coercion checks.
Strange Vitality: You possess a vitality and resilience that is at odds with your physical form; wounds bleed translucent fluid and close quickly, bones
79-83 knit together after being horrifically broken. You gain the Regeneration 1 ability.
Unnatural Presence: In your presence living things feel strange unpleasant sensations, a cloying touch to their skin, a keening whine in their ears, and
84-88 a metallic tang in their mouth. During social encounters, upgrade the difficulty of Charm, Leadership, and Negotiation skill checks once, but decrease
the difficulty of Coercion skill checks once.
Disturbing Grace: You move with a fluid, sinuous grace that is somewhat unpleasant and unnatural in its quality. You can perform a second maneuver
89-92 to move without suffering strain. You still cannot exceed the limitation of two maneuvers per turn.
93-96 Fingers like Talons: Your finger bones are have grown into hardened talons. Your unarmed attacks add +2 damage with Critical Rating 3.
Inhuman Visage: Your face is devoid of human features, your nose is nothing but a pair of slits, your ears are small holes, your eyes are unblinking.
97-00 When an adversary becomes engaged with this character, the adversary must make an Average (kKkK) Fear check. At the GM's discretion, some
adversaries may be immune based on the type of adversary or the ongoing circumstances.
he darkened era of the 41st Millennium can be the stuff This chapter outlines some of the many types of weapons,
of nightmares as hellish war, predatory xenos, armour, and gear existing in the Koronus Expanse and beyond,
insurrection, and conflict threaten mankind from all ranging from standard munitions to heretical and rare xenos-
sides. These and other threats can become even more fashioned devices. Here you will also find weapon and armour
dangerous for those who venture beyond the Imperium, as modifications, cybernetic implants, and rules for creating
explorers face not only the known terrors that prey upon the servitors and familiars.
Calixis Sector, but also a host of new threats unimagined save
for the ravings of deranged psykers and other madmen. The
better armed and equipped a crew, the better their chances of
survival in dread voids—and the better their Lord-Captain’s
prospects for profit.
Rogue Trader can be wealth incarnate, their coffers to still obtain the item albeit through trail rather than trusted
overflowing with coins, compacts, secrets, promises, commerce (see the sidebar Failure is Just the Beginning). If
and other tools of prosperity. Even many of those the item or service would be available, but beyond the
fallen from their powers, who may have lost their vessels and Explorer’s influence, a short objective may be created to handle
the respect of their peers, can often still vie with minor Imperial acquiring the goods or information. Items and services far from
nobility in terms of currency and influence. The ebb and flow the current destination might be entire Endeavours themselves,
of wealth is an essential part of what makes the Imperium tick, pushing the Rogue Trader and Explorer’s into greater dangers.
and Rogue Traders are responsible for a sizeable fraction of the Conversely, h may be spent to increase the cost for the
tides of coinage and compacts that wash across the Imperial item or add minor distortions to information. A large number
faithful in the border regions and sometimes deeper yet into the
of h could be used to cause the weapon to be an inferior
body of the Imperium.
version of what the Explorer’s might have expected or a
This section discusses the finer points of utilizing the counterfeit item entirely. Generating d may have the
fabulous wealth Rogue Traders are known for and should be
merchant use the Rogue Trader’s name to get themself a bigger
used in conjunction with the guidelines for Rarity (pages 82-
payout by providing information to adversaries—especially an
83 in the GENESYS Core Rulebook).
Explorer’s competitor! The GM may also spend d to give the
Explorers false payments or completely readjust the terms set
by the NPC to reap at a later junction.
Profit Factor is used to gain items and services without the need
to count petty coins. Typically, acquisitioning features a lot of
handshaking and contract signing and someone is bound to owe
another a favour or two by the end. The terms might be legal
within the ruling powers of the Imperium, but a Rogue Trader A currency consists of whatever objects are a common
understands legality ends where demand begins. unit of exchange in a given locale—government
coinage, ephemeral ledger-data, ammunition, gold
When a character wishes to use their Profit Factor to
nuggets, or shells picked from a beach. The currencies
acquisition something, first determine if they will use a
of mankind are as varied as the worlds of the galaxy,
Negotiation or Streetwise check. Next, determine the number
and are only measured in throne gelt (or simply
of kK in the pool by dividing the rarity of the item by 2 (rounded
“thrones”) when it comes time to collect the Imperial
up). For example, to acquisition a lasgun (rarity 3), the Tithe. The worth of thrones are secured against the
difficulty is Average (kKkK). Finally, add s to the check for massive riches generated by Imperial planetary tithes,
every 30 full points of Profit Factor the Explorers have. If and is locally issued in the form of coins.
successful, the item or service is obtained, but it may still
require some time until all agreements can be fulfilled—after A hundred different currencies are brought to Port
all, signing the parchment for 1,000 naval officers is simple, Wander by merchants and Rogue Traders—or even
but actually moving that many bodies requires considerable issued by those same worthies, for all great men wish to
logistics. see their face embossed on coins or parchment notes.
Upon war-torn Zayth, each hive-vehicle circulates its
The PCs and GM may spend symbols as usual to further
own coinage—often small stamped ingots of precious
impact an acquisition. Spending a on a successful check
metals hung upon loops of silver wire. The renegades of
could reduce the time required to obtain the goods or service. the deeper expanse are worse still—here the dark
It may even extend or increase the number or quality of goods corsairs favour hacksilver, tech, ammunition, and slaves
received. Generating t may earn significant benefits like as currency—or trapped souls and bottled vitality, if the
reputation and contracts with the merchant that the PCs may darkest stories are to be believed.
call upon to assure genuine products or reliable information. It
may also be used to have the merchant alert the Explorers at
opportune moments of special stock or choice bits of
information the merchant has come across.
Failing the check with a few a may let the Explorers
learn about similar goods in a distant region, or offer the chance
Durable and crafted for specific individuals, these items are fit
for great nobles and often incorporate superlative Imperial
A failed check to acquisition some item or service does technology. Armours are hardened and breathtakingly detail by
not need to mean that the item is completely out of reach the finest artisans. Those services found at this level are from
of the Explorers. The GM can work such events into the renowned masters in their field or the greatest band of warriors
plot—perhaps the item the PCs were trying to find has a world can offer.
just been acquired by a Nemesis and they must try to Armour: Increase the armour’s soak and defense by 1. Reduce
steal it back. Perhaps the Explorer received what they the armour’s encumbrance by 1, to a minimum of 3. Reduce
believed were genuine goods only to discover them the armour’s hard points by 1, to a minimum of 0.
flawed or fake and they must try to track down the Weapon: Increase the weapon’s base damage by +1 and gain
dodgy merchant to get the real merchandise. the Superior quality. Ranged weapons cannot jam by spending
The GM may allow the players to attempt to win the h or d. Melee and Brawl weapons reduce their Critical
item by means of an Endeavour, or insert an Objective rating by 1, to a minimum of 1. Reduce the weapon’s hard
into an ongoing Endeavour. The difficulty of this check points by 1, to a minimum of 0.
should be increased once. It is ultimately up to the GM Gear: Gain the Superior quality and reduce the gear’s
if the Explorers can turn such a failed attempt into encumbrance value by 1, to a minimum of 1.
potential success. Services: Provides assistance and expertise until the end of an
Endeavour or until their services are no longer needed by the
PCs. (Typically a determined nemesis or multiple powerful
rivals.)
Starship Component: Increase the total Crew Morale by 2.
Price: Cost x 10.
When calculating the rarity of an item, the Explorer uses the Rarity: +2.
highest available rarity of all possible upgrades or
modifications. For instance, a lasgun (rarity 3) with a
rangefinder (rarity 6) would require a Hard (kKkKk)K check.
All items listed across this chapter are consider to be of at least
Some modifications increase the rarity instead and are common quality. The items function as described and have a
denoted by a (+) next to the item’s rarity. When taking these basic level of aesthetics as to blend well with any professional.
modifications, you directly add the additional cost and rarity to Servants are skilled and responsible—at the very least; an
the final sum. Imperial noble would be prepared to accept them.
Price: No Change.
Rarity: No Change.
Not all goods and services are of the same quality. In the
vastness of the Imperium and myriad worlds beyond, the
quality of items and services can vary wildly. This can Such equipment is kept in superb shape and offers superior
especially be the case in a frontier area such as the Koronus performance and dependability. Armours are often decorated
Expanse where there are few established industrial centers. and conform to the wearer. Retainers are highly professional
Weapons and armour show immediate benefits from higher and conscientious of the outcome, possibly the best a city has
quality materials and forging techniques, but many other goods to offer or the elite of a local military force.
of higher quality are merely descriptive. Services are more Armour: Increase the armour’s soak by 1.
affected by craftsmanship, with higher qualities determining Weapon: Increase the weapon’s base damage by +1. Ranged
greater expertise, loyalty, and willingness to toil. weapons can only jam by spending d.
An item can only have one quality of craftsmanship Gear: Reduce the gear’s encumbrance value by 1, to a
determined when the item is acquisitioned. The quality of minimum of 1.
craftsmanship can never change after the item or service is Services: Provides assistance and expertise until the end of an
obtained. objective. (Typically a strong rival or modest nemesis.)
Starship Component: Increase the total Crew Morale by 1.
Price: Cost x 3.
Rarity: +1.
Such items are generally more prone to failure and breakage.
It is up to the GM as to when and how often the Explorers may
They appear ugly, only fit for lesser Imperial citizens or the
make checks to acquire goods with their Profit Factor alone. As
junk-heap. Similarly, those who offer services might be lazy
a rule, the GM should restrict acquisition to appropriate
and unskilled at their trade if of Poor Quality with little pride
junctures (such as visits to mercantile districts, time at port, and
in the outcome of their labour.
when dealing with local traders) and to downtime between play
Armour: Increase the armour’s encumbrance value by 2 and
such as at the start or end of a gaming session. For important
impose jJ on Athletics, Coordination, and Stealth checks that
or large acquisitions, the GM may also require the completion
the wearer makes. Poor Quality may impose jJ on other checks of a series of in game conditions such as finding a specific
at the GM’s discretion. seller or travelling to a certain locale where the items can be
Weapon: The weapon gains the Inferior quality. If the weapon procured.
has the Accurate quality, it reduces that quality’s rating by 1,
Acquisition is a tool for the GM to map the aspiration of
to a minimum of 0. h h h may be spent to damage this
the Explorers and measure their mercantile power, and it
weapon by one step (see page 89 of the GENESYS Core
should not become an obstacle every time an Explorer wants to
Rulebook).
find a new suit of flak armour. Explorers should be able to buy
Gear: Gain the Inferior quality.
personal weapons, armour, and gear as often as they like—
Services: Provides support with a single immediate service and
provided they have access to the goods they seek and the time
then leaves with their measly pay. (Typically a single minion
to acquire them.
or weak rival.)
Starship Component: Decrease the total Crew Morale by 1. If an Explorer fails a check to acquisition something they
Price: Cost x ½. want, then it is up to the GM to decide when they may make it
Rarity: –1. again—taking into account access to resources, merchants, and
markets. Typically, however, the Explorer should have to
spend time looking for new vendors or traders or possibly
travelling to a new location before attempting to acquire the
same kind of item. Similarly, if one Explorer in the group fails
to acquire an item, it makes sense that attempts by other
Many items that an Explorer owns are disposable, such
Explorers will also meet with failure—if an item is not
as special ammunition, drugs, and grenades. Once an
available, then it is not available.
Explorer has acquired such an item, they are considered
to have a steady supply of it and can take as much or as
little of it as they wish (restricted only by encumbrance
and common sense). They replenish any supplies upon
returning to their starship.
While adventuring away from their stockpile, the
Explorers can simply assume they have three reloads for
their weapons, three grenades they favour, three doses
of drugs they use, and so on. This reduces the overall
need for bookkeeping for both players and the GM.
Finally, the GM can choose to disrupt the flow of
disposable items, either to reflect events in the
Explorers’ locale or if they might be using too much of
a particular resource and thus depleting its supply.
he Imperium is vast, and amongst its billions of
inhabited worlds, there are countless forge worlds,
factories, craftsmen, artificers, and blacksmiths turning
out weapons and armour. It would be impossible to detail every So capricious is the whim of the 41st Millennium that
different make of weapon in the Imperium (or even just one many of the ranged weapons Explorers use will have an
hive city), so the weapons, armour, and equipment in this unfortunate tendency to malfunction, either through
chapter represent the most common designs and designations. extreme age, maltreatment of their machine spirit, or
Weapons are divided into several groups covering single- just plain poor design.
shot pistols to plasma cannons, and melee weapons ranging
When making a ranged combat check, h h h or d
from sharpened sticks to exquisitely crafted power swords.
You can, of course, create the makes and patterns for your may be spent to cause a jam after the weapon has fired,
weapons as you see fit; after all, having a Gorgon-pattern H-12 regardless if the hit is successful or not. A jammed
Widowmaker is far cooler than just an autopistol. weapon requires two preparation maneuvers before it
can be used again (one to clear the jam and one to reload
with ammunition). Ammunition is completely
consumed when a weapon jams and must be replenished
By far the most numerous type of firearm in the Imperium, at the Explorer’s convenience.
these weapons direct intensely focused energy in the form of
laser, plasma, sound, and more. The ubiquitous laser or “las”
weapon is the basic tool of the countless soldiers of the Digi-Melta: (Ranged [Light]; Damage 10; Critical 2;
Imperial Guard and even veteran voidsmen keep las weapons Range [Engage]; Breach 1, Vicious 1).
nearby for their known reliability. Easy to manufacture and
Digi-Plasma: (Ranged [Light]; Damage 7; Critical 2;
maintain, they are a staple amongst humanity and many xenos.
Range [Engage]; Burn 1, Pierce 3).
More potent, but much rarer, are plasma weapons.
A character may wear a maximum of three digital
Exploding with the power of a tiny, baleful sun, plasma
weapons per hand. Digital weapons do not jam and can only be
weapons are the chosen arms of many elite warriors within the
fired once per encounter as a maneuver. This weapon may be
Koronus Expanse. Their legendary lethality—to both their
fired while engaged with an adversary without providing the
targets and their users—helps to cement the reputation of many
adversary any benefits as described in the GENESYS Core
Rogue Traders who carry them. Similar in function to plasma
Rulebook on page 107.
are the devastating melta weapons. Though their range is much
shorter, the intense heat of highly pressurized gases allows
these handheld weapons to split open bulkheads and reduce
vehicles to molten slag. Almost as old as solid projectile weapons, flame weapons fire
a spray of promethium that ignites when fired, showering
targets in liquid fire. The flame gun or flamer is ideal for
flushing out enemies in cover and cleansing wide areas with
Digital weapons, or digi-weapons as they are commonly
purifying fire. The flame pistol, sometimes called a “hand
known, are miniaturized guns which are so advanced that they
flamer,” has a smaller form factor with reduced ammo capacity
can be worn on the finger like a ring, but pack the punch of a
and range. Despite these shortcomings, the spray of flame it
full-sized pistol. These strange weapons are created by the
produces is enough to deal with most enemies.
Jokaero, a xenos race that resembles brightly coloured apes
from Terra, and are highly prized by anyone who enjoys having
some firepower at hand when negotiations break down. A
digital weapons has one of the follow profiles: Heavy flamers are large and cumbersome, normally only used
on vehicles or teams of troopers. Like the basic flamer pattern,
Digi-Flame: (Ranged [Light]; Damage 7; Critical 3;
Locke Heavy Flamers use heavy tanks carried on a backpack
Range [Engage]; Blast 4, Burn 2).
(which also helps ensure they are not in the direct line of
Digi-Las: (Ranged [Light]; Damage 6; Critical 3; incoming shells). The twin nozzles produce huge gouts of fire,
Range [Engage]; Pierce 2). enough to purge the densest terrain of xenos taint.
Handheld melta weapon from humanity’s past, the inferno The largest type of melta typically reserved for use by the
pistol is almost impossible to recreate. Mere handfuls might Adeptus Astartes or mounted on a vehicle. These weapons
exist in any sector, each jealously guarded. carry more fuel and fire further than other models, but generate
much more heat that can serious injure users who aren’t well
insulated from the blast.
Laspistols offer a handy means of self-defense at short ranges, The GM may spend d generated from this weapon to
while the larger lasgun provides more stopping power over cause the wielder to suffer 5 wounds.
greater distances. These weapons can be found on almost every
world of the Imperium, where its robust design and
dependability make it a favoured weapon of both the
The largest portable plasma weapon is the plasma cannon or
Emperor’s faithful and many of their foes.
heavy plasma gun, which is also seen in service on some
Imperial war machines. This weapon has a much longer range
and ammunition supply, and its violent discharges, hurled like
miniature suns from the barrel, have a large impact area.
If this weapon jams, the user suffers 3 wounds and drops
A “hot-shot” weapon is a version of the lasgun and
the weapon. The weapon must cool down and cannot be picked
laspistol that includes a 10kg backpack power source for
up or used until the end of the next round.
extra penetration. High-ranking Imperial officers and
elite forces almost exclusively use these weapons.
A lasgun or laspistol with this modification gains the
Plasma pistols are a favourite weapon of Imperial officers, who
reduces its damage by 1, increases its encumbrance by
view it as a status symbol to be entrusted with such a valuable
1, price by +500, and rarity becomes 5. It gains the
and venerated weapon. The plasma gun is a squad-support
Pierce 2 item quality and cannot be reloaded during
weapon intended for use by battlefleet armsmen, which has
combat—the backpack power supply is .simply too
subsequently found extensive use in the private cadres of many
unwieldy to change without the proper rites of
Rogue Traders and with renegades and pirates wealthy or
maintenance.
fortunate enough to acquire them.
If this weapon jams, the user suffers 3 wounds and drops
the weapon. The weapon must cool down and cannot be picked
up or used until the end of the next round.
Favoured by snipers, the long-las is a specially modified
version of the lasgun constructed for added range and accuracy.
This added barrel length reduces overheating and increases
accuracy, but makes it unwieldy in close quarters. Commonly known as slug-throwers, these weapons are
exceedingly plentiful across the Imperium. Most alien races
have their own versions as well, for both technology and
manufacture are fairly simple. Citizens of all types commonly
Built for war, lascannons use huge power packs that provide carry one kind or another for their basic protection or
enough energy to punch holes in the thickest armour even at livelihood.
extreme ranges. Lascannons also require separate power packs,
which is why they are often crewed by two or more people.
A catchall term for a wide variety of high-caliber rifles Perhaps the most ancient of pistol designs, the stub revolver
produced by the thousands across the Calixis Sector, Grox guns carries fewer rounds than most pistols but is very reliable and
are so called for their ability to drop a Grox with a single shot. easy to operate. As shells can be inserted individually, it is
Often designed to be long-barrelled rifles suitable for hunting, relatively easy to load in specialized rounds when needed.
highly specialized versions exist for military use where These weapons can only jam or run out of ammo by
advanced materials and techniques create deadly weapons that
spending a d.
can hit targets over four kilometers away.
Flame Pistol Ranged (Light) 6 2 Short 2 1 1,400 6 Blast 4, Burn 2, Limited Ammo 2
Inferno Pistol Ranged (Light) 9 2 Short 2 1 4,050 7 Breach 1, Limited Ammo 2, Vicious 1
Man Portable
Gunnery 12 2 Extreme 7 3 3,250 6 Breach 1, Cumbersome 3
Lascannon
Meltagun Ranged (Heavy) 9 2 Short 4 2 2,700 6 Breach 1, Vicious 2
SOLID PROJECTILE
Auto-fire, Cumbersome 4, Pierce 3
Autocannon Gunnery 15 3 Extreme 7 4 3,500 7
Vicious 2
Autogun Ranged (Heavy) 8 3 Long 4 3 300 4 Auto-fire
Like the grenade launcher, missile launchers fire a variety of All grenades can be set to detonate on contact or set with
explosive rounds at long distances. A missile is fitted with a timer to detonate up to three rounds after being activated.
stabilization and guidance systems to aid in their accuracy, Setting the timer can be done as an incidental
which is excellent at long ranges. Most launchers, like the
Locke-pattern, are shoulder mounted tube-like weapons that
fire a single round at great accuracy, while the ancient Retobi By releasing a wide range of flora toxins, this grenade quickly
design holds a huge vertical clip of five rounds, but is much reduces most plant life to mulch. It can be used to deny the
more awkward to fire. enemy cover, carve easy paths for travel, and may be dropped
from bombardment attachments to create landing zones for
aircrafts.
Most sonic weapons require a huge weapons-support platform Anti-plant grenades effect an area within medium range.
in order to generate enough power to be effective. In the tight If this grenade is used against living flora-fauna, it deals 10
spaces on board ships, however, rifle-sized weapons can damage and gains the Blast 10 quality.
generate enough power to rupture eardrums and cause severe,
disorienting pain. The Screamer is used aboard some of the
warships of Battlefleet Calixis, and has gained a solid
Recovered from xenos crystalline maze-cities, these grenades
reputation for stopping attempted mutinies with little or no
are filled with compacted shards of diamantine glass. On
collateral damage to the ship.
detonation, the area is showered with cutting projectiles, which
can slide through most armour.
I Can Fly! The sky looks so big and inviting, the character flaps
Krak grenades and missiles use concentrated explosives to
their arms trying to imitate some avian. They might do nothing but punch holes in armoured targets such as vehicles or bunkers.
5 jump up and down on the spot. If they are standing above ground The powerful detonations do not produce a blast effect
level, they may throw themself off in a random direction, with the
however, making them impractical for use against most
usual consequences for falling.
infantry or other moving targets.
They’ve Got it In For Me...! The character is overcome with
paranoia, believing even their own comrades are out to get them.
6 On the character’s turn, they must move to a position of cover,
getting out of line of sight from any other characters. They remain Simply known by most as a, “flash” grenade, this device
hidden until the effect ends. detonates like a small star, blinding anyone nearby and
overloading most vision protection systems. Those caught
They Got Me! The character believes that the gas is toxic and
collapses to the floor as if dead; they become prone, Staggered, and without eye protection are usually left temporarily blinded and
7 Immobilized for the duration of this effect. Other characters who defenseless.
sees them “die” must pass an Easy (kK) Perception or Vigilance
Any character within short range of the blast, including
check; should they fail then they also believe the character is dead.
allies, is blinded until the end of the next round (upgrade the
I’ll Take You All On! The character is filled with a burning rage difficulty of all checks twice, and upgrade the difficulty of
8 and a desire for violence. The character must attack the closest Perception and Vigilance checks three times).
opponent.
I’m Only Little! The character believes they have shrunk to half
their normal size, and everything else is big and frightening now.
9 These use a deliberate plasma containment failure, causing a
This character must succeed on a Hard (kKkKkK) Fear check to
confront any adversary. blast of heat and light to burst forth like a miniature sun. They
are highly lethal against almost all targets.
The Worms! The character desperately tries to remove a massive
fanged worm they think is slowly winding its way up and around
10 their leg. The character attacks one of their own legs (choose
randomly) with whatever weapon is available. That attack hits
automatically and deals the weapon’s base damage.
2–3
NAME SKILL DAM CRIT RANGE ENCUM PRICE RARITY SPECIAL
Anti-Plant Range (Light) 1 5 Short 1 350 7 Blast 1, Limited Ammo 1
2–4 Lighting claws are among the most fearsome close combat
weapons available. Often wielded in pairs, these power gloves
d10 EFFECTS feature razor-sharp, adamantine blades sheathed in a power
1-4 The vortex collapses and vanishes. field, and are capable of impaling a man or slicing through most
5-7 The vortex remains unchanged. armour with contemptuous ease.
8 The vortex moves one range band towards the user. This weapon has the power weapon technology already
9 The vortex moves one range band away from the user. applied to its profile. Lightning claws may be used in one hand,
but are typically balanced in pairs. While using a pair of these
10 The vortex increases its radius from engaged to short.
weapons, they gain the Vicious 3 quality.
MELEE
Axe Melee +3 4 Engaged 2 1 250 2 Vicious 1
Said to light the faces of the faithful and leave the impure in Most melee weapons can also be found in larger and heavier
utter darkness, the brazier of holy fire is both a weapon and versions. Great weapons of this kind—such as huge axes, giant
symbol of divine authority. Large, heavy maces that can hammers, double-handed swords, and so on—are massive,
unleash jets of burning promethium fuel from their wickedly brutal weapons that can inflict serious damage with each blow.
spiked heads, these weapons are blessed and sanctified by All great weapons require two hands to wield.
cardinals of the Ministorum and granted to missionaries and
confessors-militant to aid them in bringing the light of the
Emperor into the darkest corners of the galaxy.
Found mostly in the ruins of several ancient dead worlds
This weapon may be used as either a Melee or Ranged
surrounding the Cauldron, the so-called Inertial Hammers have
(Light) weapon with the profiles listed on Table 2–5. In
very long haft, nearly shoulder high (leaving some to believe
addition, when used against targets with the Daemon ability,
the xenos race that created them were taller than normal
this weapon reduces its Critical rating to 1 and ignores the
humans). When swung, the head seems to gather inertial
Daemon ability's damage reduction.
energy exponentially, so the weapon seems lighter and swings
more easily the further it moves. On impact the inertia is
transformed into kinetic energy, allowing it to strike in a single
arc with enough concussive force to rupture a tank hull.
A character using this weapon may suffer 3 strain when
they move to engage a target. If they do, each uncancelled s
Shields are a useful protective device, either in conjunction
adds +2 damage (instead of the normal +1) during the next with armour or on their own. They can be made from a variety
attack made this turn. This weapon requires two hands to wield. of materials, ranging from improvised wooden or plastic sheets
to advanced metal or plasteel plates. Sizes range from light
bucklers to huge full-body shields as large as a man.
The knife is the ubiquitous back-up weapon for warriors all
across the Imperium, be they lowly hive scum or the elite
soldiers of a planetary governor. Some, such as the Catachan Common on feral and feudal worlds, spears can equally be
fighting knife, are designed for a specific purpose, whilst others found in the hands of hunters as well as warriors. Spears offer
are more generic in nature. defense in uniformed groups and typically have the benefit of
range over shorter melee weapons. Javelins, small spears
designed only to be thrown, are lighter in weight, though some
Long, slender blades constructed from unknown, lightweight have a heavy metal tip for greater penetration on contact.
alloys, the outer casing of these non-STC swords conceals a
pair of chains mounting serrated blades far finer than the
hooked teeth of an Imperial chain weapon. Running in opposite Longer basic weapons use a staff of wood or other material,
directions, these razor-sharp blades slice and tear anything with the longer reach useful for hitting an enemy before they
caught between them. Though less effective against armour, can strike. The staff is just that, and is a common sight
Twinblades cut more swiftly and cleanly through flesh and especially among pilgrims trekking throughout the galaxy to
bone. Although they are found on Naduesh, they are far beyond retrace the steps of the saints.
the local population’s ability to produce, apparently relics of
Naduesh’s bygone and far more advanced ages.
This weapon has the chain weapon technology already
Swords can range from short dagger-like models to longer,
applied to its profile. While powered, this weapon gains the
elaborate dueling blades. The nature of the blade (single- or
Pierce 2 and Vicious 2 qualities (already applied in the profile).
double-edged, curved or straight, flexible or stiff, cutting or
When your character uses the aim maneuver to target a specific
stabbing, and so on) varies with the intent of the sword and the
item carried by an opponent or a specific part of an opponent
taste of its user.
(see page 98 of the GENESYS Core Rulebook), this weapon
deals an additional +2 damage. Nadueshi twinblades come in
pairs and require two hands to wield.
Truncheons, or mauls, are small and easily concealable. These
short and heavy sticks are often made of dense wood or metal
and used by pressgangs to “sign up” new crewmen with a swift
For those who must face psykers without any psychic ability of
blow to the back of the head.
their own, a null rod is extremely useful. Writhing with
energies baneful to those who channel powers from the warp,
this strange device seems to disrupt the Immaterium itself. It
provides both a handy weapon to dispatch such beings and Whips have a long history in the galaxy and are often
provides a modicum of protections against psychic retaliation. associated with slavers, both human and xenos. Whips are
This weapon has the power weapon technology already often non-lethal and used as a means of punishment against
applied to its profile. A psyker increases the difficulty of all those who break the law. These flexible weapons may be made
Psychic skill checks while engaged with a null rod once. Any of advanced technologies or woven from beast hides.
Psychic skill check directed at a character carrying a null rod A whip can be used to make melee attacks against targets
adds jJ. If unpowered, this weapon uses the Maul profile. at short range. The difficulty for this attack is Average (kKk)K .
The wielder may spend a a to prevent an opponent from
using the Parry talent during this attack.
A potent weapon in the Witch Finder’s arsenal, the witch lance
Instead of listing every potential variation of sword or axe in
is a combination of the techno-arcane and the sacred. Also
the dark millennium, players may select an appropriate melee
known as a “power stake,” the witch lance is designed to
weapon (see Table 2–5: Brawl and Melee Weapons) and
destroy psykers utterly and without mercy. A meter-and-a-half
combine it with a unique weapon technology to create
long spear or stake of iron and adamantium, the weapon
markedly destructive tools.
contains a reservoir of promethium mixed with sacred oils and
rare anti-psy compounds. When the lance impales the victim’s Applying weapon technology decreases the weapon’s
body, this mixture is explosively vented in a blast of holy fire. hard points by 1 and increase its encumbrance by 1. The
weapon requires power to function and may be turned on or off
This weapon has the power weapon technology already
as an incidental. If the weapon loses power or becomes
applied to its profile. This weapon ignores the Daemon ability's
moderately damaged or worse (see page 89 of the GENESYS
damage reduction and reduces its Critical rating to 1 when used
Core Rulebook), the weapon loses all effects provided by its
against any creature that derives its power from the warp, like
weapon technology until repaired.
psykers and Navigators. This weapon cannot be used to attack
if it is unpowered. Each weapon can only have one type of technology, and
the type of technology can never change after creation or
acquisition.
he 41st Millennium is not only filled with dangerous Primitive armours provide a soak value of 2 against solid
enemies but also dangerous weapons, either of which projectiles and melee weapons without specialized
could easily maim or kill in a heartbeat. Nearly every technologies; they provide only 1 point of soak against all other
race in the galaxy has developed protective measures, ranging forms of damage.
from simple animal skins to highly sophisticated powered suits
and protective energy fields. When one routinely operates
beyond the fringes of the Imperium, this is even more essential,
Favoured by the wealthy and paranoid, as well as any others
for while opportunities await with each new voyage, so too do
who must keep up a particular appearance without leaving
grave dangers and unknown threats.
themselves completely vulnerable, mesh-woven clothing is
extremely expensive and difficult to obtain. The finest and
most extravagant of mesh-woven clothes are believed to
incorporate elements of mesh armour salvaged from the bodies
The citizens of the Imperium wear a staggering range of
of Eldar warriors.
clothing, jewelry, and other forms of adornment. All manner of
styles imaginable exist to illustrate the role or importance of Energy attacks targeting a character wearing mesh-weave
the individual. Explorers might wear bodygloves and rings, the adds h to the results of their combat checks.
best in noble finery, wigs, ship-suits, practical hive world
clothes, military uniforms and dress weapons, scholarly robes,
tattoos, or religious garb from any one of a thousand temples, This exotic material is fashionable in the pleasure zones of the
depending on taste, profession, and background. Drusus Marches—the more so for its great expense and rarity.
The raw fibres are imported from the Koronus Expanse and,
when woven into fabric, react ambient light, altering colours
Primitive clothing and armour is the norm on many feudal or and patterns in an ever-changing stylized display. Some claim
feral worlds, the lower levels of some hives, and many alien it also reacts to the wearer’s mental state, though opinions vary.
worlds. Protection at this level often consists of reinforced Either way shifting fabric clothing is surprisingly comfortable,
animal hides, plating, chainmail, or combinations of other stylish, and certain to make an impression.
materials. Shifting fabrics adds jJ to Charm checks and checks to
draw attention to oneself.
2–6
NAME DEFENSE SOAK ENCUMBRANCE HARD POINTS PRICE RARITY
CLOTHING
Primitive 0 +1 1 1 50 1
Mesh-Weave 1 +1 1 1 1,100 6
Voidsuit 0 +1 5 2 250 4
ARMOUR
Armoured Bodyglove 2 +0 1 0 350 5
Carapace 1 +2 4 3 800 5
FORCE FIELD
Archeotech Mirror Shield 3 – 1 – – 9
Displacer Field 2 – 1 – – 8
Refractor Field 3 – 1 – – 7
Rosarius 3 – 1 – – 7
Salvation Shield 4 – 1 – – 9
soled boots, and an emergency repair kit that allows the user to
fix any small leaks or tears as a maneuver. The voidsuit is
When working in harsh, extreme conditions, survival suits are
environmentally sealed, allowing the wearer to survive in a
a must. No matter whether it is too hot or too cold, the suit can
vacuum for up to four hours and the rebreather tanks can be
maintain proper body temperature via excellent insulation
changed without removing the suit.
capabilities. Using the differential between body temperature
and outside temperature to drive power cells, its reclamation Thanks to their many layers of protective shielding,
systems produce drinking water for the wearer. Most suits voidsuits tend to be bulky and reduce a wearer’s sense of their
come complete with a hood and goggles to protect the head and surroundings. An individual wearing a complete voidsuit adds
face. jJ to any Agility- or Perception-based checks they make.
A character wearing a survival suit removes jJ jJ from
any Survival or Resilience checks they make due to harsh
weather. They also reduce the rating of hazards related to that
Body armour in the Imperium ranges from the simple and
environment by 2, to a minimum of 0 (see Fire, Acid, and
flexible armoured bodygloves used by scouts and assassins, to
Corrosive Atmospheres on page 111 of the GENESYS Core
the massive adamantine and ceramite plates of power armour.
Rulebook).
beyond the Imperium produce all manner of unsanctioned Hexagrammic Wards 1,555 7
customization for the right price. Lathe-Wrought – 9
These attachments use the Item Attachments and Hard Lumen-Heraldry 700 5
Points rules found on page 206 of the GENESYS Core
Power Assisted 1,400 7
Rulebook. The attachments in this section replace the
Tool Mount 125 3
attachments found in that section.
Weapons and armour in ROGUE TRADER GENESYS list the
number of hard points in the various weapon and armour tables
(sometimes referred to as "HP"). You should use these values Explorers may find themselves in deep cave systems with
instead of using the general rule for determining an item's limited fresh oxygen, through toxic atmospheres not suitable
number of hard points found on page 206 of the GENESYS Core for human life, or even in the vacuum of space itself. Chance
Rulebook. favours those souls who prepare.
Use With: Any enclosed armour with a helmet.
Modifiers: While wearing this armor, your character may
ignore the effects of vacuum and other hazardous environments
The following attachments allow users to customize their for approximately one hour before needing a recharge.
armour to their own specifications. Hard Points Required: 1.
The catchall term for these upgrades is auto-senses, and can This armour has been consecrated for the unending war against
cover many forms of auditory and visual aids, both ranging rogue psykers and the foul entities of the warp. It possesses
outside the spectrum of normal eyes and ears. Communication wards and psy-null circuits integrated that provide the wearer
devices are often included in order to stay in touch with with some measure of protection from psychic assault.
teammates or connect to broadcasting arrays to give orders. Use With: Any armour that covers the entire body.
Use With: Any helmet that has a power supply. Modifiers: Increase the difficulty of Psychic skills and
Modifiers: When wearing this armor, your character may Navigator powers targeting anyone with hexagrammic wards
remove jJ jJ added to skill checks they make due to darkness, by one. In addition, this armour gains the Reinforced quality
smoke, or other environmental effects that obscure vision or against combat checks made by daemons, force weapons, or
sound. Includes a long-ranged, hardened microbead. from psychic and Navigator powers.
Hard Points Required: 1. Hard Points Required: 2.
A quick and easy upgrade for many weapons, allowing for Overcharge Pack 250 3
solid projectiles or energy to be focused down the barrel with Rangefinder 600 6
greater purpose. Red-Dot Laser Sight 500 5
Use With: Any Gunnery or Ranged weapon that does not fire
Runic Weapon – 7
self-propelled ammunition (such as bolters or grenade
launchers). Suspensors 1,325 8
Modifiers: The weapon’s range increases by one range band, Tox Dispenser 800 6
to a maximum of extreme range. The weapon gains the Twin-Linked 1,000 6
Cumbersome 2 quality, or increases its existing Cumbersome Weapon Sling 50 1
quality by 2.
Hard Points Required: 2.
A complex target-tracking cogitator in this device is activated Weapons created to focus the mysterious power that psykers
once the user has sighted the desired target. The Predictor then generate utilizing ill-understand sciences. Runic weapons
tracks the target, and when the trigger is pulled will chase the come in a variety of shapes and sizes, but all are marked by the
target with all the rounds in a clip in one long burst. owner in intimate ways that bind them through time and space.
Use With: This attachment may be used with any ranged Use With: Any melee weapon.
weapon that fires solid projectiles. Modifiers: This weapon counts as a psychic implement. When
Modifiers: This weapon gains the Guided 2 item quality. your character invokes a psychic power while wielding a runic
When your character makes a combat check with this weapon, weapon, add jJJ to the check and the first two Range effects do
your GM may spend h h to cause this weapon to run out of not increase the power’s difficulty. Attack powers manifested
ammo. This attachment cannot be combined with any bonus by your character increase their base damage by 5.
from another scope or sight. Hard Points Required: 1.
Hard Points Required: 1.
These bullets are design to shear away bone and flesh with
Ammunition is what makes a gun the first line of defense when micro-shrapnel payloads.
dealing with the hostile nature of the galaxy. In general, any When spent, the weapon gains the Vicious 3 quality, or
gun purchased or acquired is assumed to have a steady supply increases its existing Vicious quality to 2.
of standardized bullets, slugs, shells, fuel, or preferred Use With: Ranged (Heavy) and Ranged (Light) solid projectile
substance that an Explorer would not need to worry about the weapons.
exact amount. Furthermore, ammunition is typically carried by
the vast array of servants that Explorers keep and so tracking
encumbrance is not usually necessary.
These shells are designed to burst on penetration and spread
Not all munitions are created equal, however, and there
anti-coagulants into the wounds they make.
are many specialized or unusual choices beyond the standard
fare available to those with particular goals. Specialized When spent, targets who suffer wounds from this attack
ammunition is something to keep track of and consider when suffers 1 additional strain each time they use a maneuver or an
far away from an Explorer’s stockpile. Any ammunition listed action. The bleeding may be stanched with an Average (kKkK)
in this section is completely consumed at the end of any Medicae check in structured gameplay or the effect ends
encounter after being loaded into a weapon or if a firearm naturally after one hour of narrative gameplay. Sufficiently
jams or runs out of ammo. Specialized ammo has an mechanical creatures or warp entities may be immune to
associated cost, unless your Explorer sets up a particularly bleeding at the GM’s discretion.
good trade agreement. Specialized ammunition utilizes any Use With: Ranged (Heavy) and Ranged (Light) solid projectile
Limited Ammo quality the weapon’s profile has and its weapons except Grox Guns.
encumbrance is calculated the same as standard ammo.
2–9
These rounds are tipped with tiny quantities of hot-burning
ATTACHMENT PRICE RARITY material that ignites as they fly towards the target.
Airtorch Canister 500 7 When spent, the weapon gains the Burn 1 quality with
Amputators 500 6 damage equal to the weapon’s base damage.
Bleeders 225 5 Use With: Ranged (Heavy) and Ranged (Light) bolt and solid
Dumdums 200 5
projectile weapons.
Expanders 275 5
A long protective case of many quick-release compartments Using the forbidden artifice of Stryxis-tech adapted for human
and sockets for power packs designed to be slung over the back. use, the lenses of aetherscrye goggles do not show the light of
It is intended to protect the diverse wargear of a professional reality, but rather the hellish illumination of the warp, filtered
militant from the environment and pilfering hands. The case by arcane devices within the housing of the lens so that this
has a singular form factor that keeps the weight evenly light does little harm to those who look upon it.
distributed. The case is waterproof and keeps any weapons Remove penalties for darkness, smoke, or other mundane
inside safe from the elements. obstructions to vision while wearing this device. A character
An arms coffer can hold items whose encumbrance values may make a Hard (kKkKkK) Psyniscience check to look through
together total 12 or less. No single item placed in the coffer the Immaterium and see the souls of living creatures through
may have an encumbrance higher than 4. Opening an arms most solid objects (the GM may rule certain warded or reactive
coffer without a proper biometric signature requires a Hard solid objects are impossible to penetrate). If the user has
(kKkKk)K Skulduggery check. Psyniscience as a career skill, they decrease the difficulty of
this check once.
If an adversary with the Daemon ability is revealed when
A personal carrying device can take many forms, but is usually using this device, the user makes an immediate Hard (kKkKkK)
some kind of bag with attached straps for ease of carrying. Fear check the first time they see the horrific true form.
While wearing a backpack, your character increases their
encumbrance threshold by 5.
Cameleoline material is made up of mimic fibres that blend the
colouration of the wearer into their surroundings.
A standard for Imperial soldiers who often refer to them as tac- A character wearing this cloak gains jJ to all Stealth
vests. These vests are covered in snaps, loops, and hooks and checks they make. In addition, if a character does not use a
can be worn over flak armor or even carapace. maneuver to move or to ready or stow an item during combat,
While wearing a combat vest, your character increases treat all ranged combat checks against them as one range band
their encumbrance threshold by 3. further away. This item has an encumbrance of 0 while worn.
Used by certain Cold Traders to secretly transport small The chugging, hissing cogitator is about the size of a massive
quantities of material, occlusive vaults are created from ammo crate and able to run incredibly complex algorithms over
advanced and arcane technology and are extraordinarily rare. which only the red-robed adepts of Mars claim understanding
Normally taking the form of a large heavily-armoured chest, an or mastery. While Rogue Traders find these devices useful in
occlusive vault conceals its true contents behind sophisticated reading the secret encoded correspondence of their rivals,
holo-blinds and force barriers, projecting the appearance of Explorers in the Expanse have also found the cogitator
false contents, controlled by a micro-cogitator. While not invaluable in deciphering the writings and hieroglyphs of long-
entirely flawless, the false imagery projected by an occlusive dead xenos races.
vault is good enough to deter most searches. The user of a decryption cogitator adds jJ jJ when
An occlusive vault can store a number of items totaling 15 making Tech-Use, Knowledge (Forbidden), or Knowledge
encumbrance. Trying to determine the contents of an occlusive (Scholastic) skill checks to crack codes, ciphers, and other
vault requires a Daunting (kKkKkKk)K Perception check. strange and obfuscated texts.
2–10
Disguise kits range from basic makeup and prosthetic flesh
appliances to elaborate skin dyes, vocal augmenters, and even ITEM NAME ENCUM PRICE RARITY
false dermal layering to fool gene scanners. CARRYING AND STORAGE
When using this kit, your character decreases the Arms Coffer 5 800 4
difficulty of any Deception or other skill checks they make to Backpack +5 50 2
pass as another individual by 1, to a minimum of Easy (kK). All Combat Vest +3 150 3
other characters increase the difficulty of any Vigilance or
Occlusive Vault 15 1,650 7
other skill checks they make to see through the deception by 1.
CLANDESTINE
Aetherscrye Goggles 0 6,000 9
Stimm 0 25 2
A vox-caster is a simple communication device that can be Wideawake (Drug) 0 650 3
used to send signals over great distances, up to and including
ships in orbit from a planet’s surface. Certain unusual
circumstances (like chaff storms or localized interference) may
make using a vox-caster more difficult to operate.
This drug induces a state of near monomania, allowing the user
to totally focus their concentration on a single subject. This
drug should not be used lightly as there is no telling what the
This covers a wide variety of consumable substances, from mind might do when hyper focused on something that is not
those that simply provide sustenance, to others that have much the intended dilemma.
more interesting effects on an individual. The user of this drug must make an Average (kKk)K
Discipline check in order to focus. If they succeed, they
upgrade all Knowledge skills for the next two hours by one. If
they fail, they instead spend the next two hours studying
A popular alcoholic drink distilled from wine. It can range from
something more interesting, such as attractive crewmates or
lesser brews barely fit for firebombs, to well-aged brands
how many pleats are in the Rogue Trader’s outfit.
suitable for only the finest o the Emperor’s servants. Large
shipments of the stuff are good for trading as age just makes it
taste better and as a good bargaining chip to calm down a
potentially mutinous crew. This item can be bought and sold in A wholly unpleasant antidote to most drug effects and toxins
bulk by the tun and trades well. in the Imperium. De-tox immediately undoes positive and
negative effects of a substance and many addicts within the
Imperium recognize the smooth orange bottle it comes on.
Many would rather fight to the death than deal with the
miserable side effects of not being altered.
Upon administration, the target is cured of any ongoing
poisons and drugs. The target becomes immobilized until the
end of their next turn and suffers 3 strain as they vomit or bleed
from various orifices.
Each rolled paper tube contains a scented, mildly narcotic (and
addictive) plant-derived substance, which is then lit and the
When the same drug is used too often, especially in a resulting smoke inhaled through the tube. This item can be
short period, there is a chance for it to have no effect. bought in cartons and trades well across the Imperium.
This represents an Explorer’s body building an
Your character may spend a lho-stick at the end of any
immunity.
encounter to add jJ jJ to a check to recover strain.
If you use more than one dose of a drug within a 24 hour
period, your character must make an Average (kKkK)
Resilience or Discipline check (depending on whether
Prohibited and the subject of widespread crackdowns, obscura
you and your GM feel the drug is more physiologically
remains a widely used narcotic among Imperial subjects.
or psychologically active) and increase the difficulty of
Smugglers can make a good living importing and selling the
this check once per additional dose, to a maximum of
drug to all classes of civilians and military personnel.
Formidable (kKkKkKkKk)K . A failure results in the drug
After taking obscura, your character loses their free
having no effect and further doses do not affect your
maneuver on their turn for the next five rounds (or five minutes
character until they have had a full night’s rest.
of narrative time). In addition, your character adds h h to
For more threatening gameplay, the GM and players any checks they make during that time.
may decide that excessive drug use is a dangerous vice
for the soul. If your character becomes incapacitated
from excessive drug use, the GM may call for a
The ploin is a fruit grown in both the Calixis Sector and
Corruption check with the same difficulty as the check
Koronus Expanse. It is often brewed into a non-alcoholic
that caused your character to be incapacitated.
beverage that combats many common illnesses brought on by
the habitual poor diets inherent to extended space travel. When
cheaply fermented it produces a clear, strong drink commonly
known as “wobble”—as this is both what the fruit does when
set upright, as well as what most users do after imbibing.
A generic name for a variety of combat drugs most often used
within penal legion units. Once administered, the subject
becomes fearless and fanatical in combat.
A character using this drug gains the benefits and A highly prized brandy made from fermented ploin juice and
drawbacks of the Frenzy talent upon administration and crafted through careful distillation in used amasec barrels.
becomes immune to all sources of Fear. This effect lasts until Many traders make a small but tidy profit carrying barrels by
the end of the encounter. special request. This item can be bought in small barrels and
trades very well to those who understand the value of a good
spirit.
Auto-Ledger 1 450 5
An effective and cheap tool used to corral penal colonists and Beast Cages 25 3,500 6
other sorts who only understand discipline through violence, Bomb Collar 1 325 4
this collar typically comes with a remote control or trigger Combi-Tool 1 525 3
phrase for a commissar or other officer to do with as they see
Data-Slate 0 25 1
fit. The xenos slavers known as the Stryxis also employ these
collars and other such deviant technology affectionately Diagnostor 2 300 4
When detonated, this device instantly kills the wearer and Glow-Globe/Stablight 1 25 1
inflicts 6 wounds to all characters in engaged range. A bomb Grapnel 2 475 4
collar may be removed with a Hard (kKkKk)K Skullduggery or Grav Chute 5 700 5
Tech-Use check. The GM may spend h h h from a failed Jump Pack 5 1,900 6
attempt to remove the collar to cause it to detonate.
Lord-Captain's Baton 1 – 10
Magnoculars 1 275 4
Manacles 1 55 2
Commonly found in the hands of member of the Adeptus
Medi-Kit 2 200 3
Mechanicus, combi-tools are versatile, if somewhat bizarre,
mechanical devices. Mefonte's Orthodoxy 0 125 5
Skinplant 0 1,000 4
Data-slates are commonplace in the Imperium, the primary
means of storing and reading printed text and other media such
as video or audio recordings. Many contain a single media
recording or text, and can only play that single file. Others can
Proscribed in the Koronus Expanse due to ancient compacts
re-record new information, or transmit and receive data from
and treaties with the first Rogue Traders to open the Maw,
other devices.
elseways charts are folios full of ancient maps and warp-lore
that allow a Navigator to plot a course without the aid of the
Astronomican, moving along hidden routes unknown to most.
The diagnostor is a sophisticated medical device used among A Navigator may make a Knowledge (Forbidden) check
high ranking planetary officials and other powerful individuals. when rolling on Table 3–3: Warp Travel Difficulty instead
It can detect and diagnose almost every ailment known to the of Astrocartography. If successful, they may make the journey
Imperium, and can be incorporated into medical kits, servo- in the shortest possible time, as determined by the GM. Any
skulls, and other dedicated servitors. Rogue Traders who are course plotted using Elseways Charts downgrades the
often away from proper medical assistance feel that such difficulty of known warp hazards once.
devices are essential on their voyages.
Add s when making a Medicae or Perception check to
determine a human patient’s ailment.
requires Piloting to operate. The character may cross over
intervening obstacles and terrain with a series of short hops
A common source of light at night or in darkened areas, these
(landing at the end of each turn) or may be used to fly (see page
handy devices can illuminate an area a dozen or more meters
100 of the GENESYS Core Rulebook) for one round.
in diameter. A typical glow-globe or lamp pack lasts three
hours before it needs to be recharged or have its power cell
replaced.
A glow-globe or stablight provides lights out to medium Many officers of the Imperial Navy carry one of these short
rods as an insignia of rank and station. Most are highly
range and removes jJ from checks due to darkness.
engraved and ornamented with the heraldry of their ship and
fleet. Underlings refer to them dismissively as “Calixian
Crutches” or worse, seeing them only as another symbol of
A small launcher or gun that fires a hooked or magnetic their oppression. What most do not know—and only find out
grapnel, connected to the launcher with a thin but strong 100- too late—is that naval batons are often strongly reinforced and
meter wire. Once the grapnel attaches to the desired spot, such can easily shatter bones. Some even contain specialized micro-
as a rooftop, the user can manually climb the line or activate a cogitators or datavaults.
powered winch. In a pinch they can also be used as a crude—
and messy—projectile weapon.
To use the grapnel, your character must make a Ranged These advanced, high-quality magnoculars can do such things
(Light) skill check with a difficulty set by the range of the wall, as give range read-outs, detect heat sources, calculate target
building, or other structure your character is trying to hit (in the location positioning, and take pict-captures of a view for later
same manner as determining the difficulty of a ranged combat analysis.
check). Securing a piton requires a maneuver. The motorized
harness allows your character to ascend or descend without
making a check.
These are solid restraints often used by bounty hunters and
enforcers—and can also be found in the hands of more
nefarious individuals or used for darker purposes. Some
A smaller version of a jump pack, these rely on suspensor fields variants have a magnetic strip that seals together for individuals
to counter gravity to slow descent. Two small jets on either side that are more dangerous.
above the shoulders offer extra braking as well. Unlike a jump
pack it is designed to allow the user to land safely from a long As an action, an engaged target who is immobilized or
fall—such as combat drop from a transport—rather than leap incapacitated may be fitted with manacles. The target is then
immobilized until the manacles are removed. The bound
into the air. The grav chute allows for a safe, guided fall from
any height. The user can hover in place for up to a minute at a individual may attempt a Formidable (kKkKkKkKk)K Athletics
time if so desired. After an hour of use, the power supply must or Coordination check to break or slip from this restraint.
be replaced.
The grav chute allows for a safe, guided fall from any
height. The user can hover in place for up to a minute at a time This is vital bit of equipment for any medic. A typical medikit
or one turn in structured encounters (see the Flying sidebar on contains various cataplasm patches, counterseptics, and
page 100 of the GENESYS Core Rulebook). After an hour of synthetic skin applicators.
use, the power supply must be replaced. A medikit allows your character to heal wounds or Critical
Injuries without penalty. In addition, whenever your character
successfully makes a check to heal wounds, their target heals 1
Jump packs are large backpacks containing powerful turbofan additional wound and 1 additional strain.
or rocket engines. A user triggers a jump pack to lift high into
the air and then swoop down as part of their assault. Jump packs
are also useful in leaping over high obstacles and reaching A tome or data-slate containing a thrice-blessed collection of
rooftops in a single bound, but without training most users will catechisms, castigations, and psalms first assembled by Pius
seriously injure themselves in crashes. Though bulky, loud, and Mefonte in the 4th century M41. These are some of the best-
somewhat dangerous to use they are ideal for personal mobility known verses of the Calixian Ministorum, and the work
on the ground or even in the void. itself—ornamented, gilded, and set with flowing pennons of
A jump pack allows a person to function as a Silhouette 1, scripture—is a sign that the owner is holy and well versed in
Speed 2, Handling 0, System Strain Threshold 3 vehicle, and the God-Emperor’s teachings.
When exploring new worlds, a device of this ancient tech- A complete and often valuable kit for any air or ground
pattern is indispensable—but few have the means or influence transports. These all-in-one-survival kits have everything most
to acquire one. After a few seconds of analyzing planetary data, will need to survive in a wild setting just long enough for rescue
a multicompass can display directions, show topographical to come. Typical kits contain basics such as fishing gear and
maps, point out compass bearings, indicate altitude, and much animal snares, firestarter tabs, flares, compass and signal
more. Even the Mechanicus Calixis do not fully understand all mirror, water purification tabs, antibiotic and detox pills, insect
the capabilities of such a rare and hallowed device. repellent, sunscreen gel, flextent shelter, limited med kit,
After a multicompass provides its data, your character exposure cloth depending on the projected travel locations,
adds s a on all Survival or Streetwise checks made to multi-tool, disposable handgun, a booklet on survival tips,
navigate the region. prayer scrolls, vox hailer, combat blade, and more.
Having this kit reduces the difficulty of all Survival
checks once, assuming the kit was packed for the current
biome.
These are perhaps some of the most valuable items an Explorer
can possess, as they outline safe routes through the warp, or at
least as safe as warp travel can get. Some cover jump locations
and travel times known to many, but others can reveal Screamers are proximity alarms that detect motion or sound—
translation timetable plots known only to a few who guard their depending on the model—and alert their users to incoming
secrets with their lives. Even rarer are those maps presumed dangers by making a horrendous noise that can be heard up to
lost, describing jump passages thought forgotten or only known a kilometer in open areas.
as hearsay or legend. These are all items that can spur decades- A screamer has a radius out to medium range and anyone
long quests, either establishing new fortunes and houses or or anything crossing into this field must succeed on a Daunting
wrecking them utterly. These items are exceptionally rare and (kKkKkKk)K Stealth check. Once anything trips the screamer, it
can be the goals of lifelong pursuits to chase down even the will alarm until deactivated with a maneuver.
faintest rumour of such a map.
When making a check on Table 3–3: Warp Travel
Difficulty, the Navigator decreases the difficulty of the check
Even the most secure and reliable ship possesses emergency
once, to a minimum of Easy (kK). kits on most decks—though often decks can measure in the
kilometers. Most kits contain glow sticks, power cells, ration
packs, water containers, emergency vox, air bottles, anti-rad
Consisting of a mask or helmet, rebreathers contain their own tablets, and hull sealant spray. Almost everything one would
air supply and are designed to preserve the user in even the need to survive a minor hull breach or sudden loss of power
most toxic atmospheres. exist in this kit outside of a voidsuit, but any experienced
deckhand knows to keep one nearby.
While wearing a rebreather, the wearer does not need to
make a check to survive in toxic atmospheres or underwater— These emergency kits count as the right tool for the job
though any exposed body surfaces may still suffer damage. A whenever dealing with hull breaches, loss of atmosphere and
rebreather lasts for one hour before needing the air canister power, or other such shipboard setbacks.
replaced.
less may be installed on this character, with the GM’s approval. Psyber-Lure 1,450 5
The tool must be purchased separately. While installed, the Subskin Armour 2,200 7
piece of gear is innately powered by the character’s body heat Synthetic Muscle Grafts 1,300 6
and may be activated as an incidental. A character with an
Twitch-Mask 1,500 7
implanted tool decreases their strain threshold by 1.
Vitae Supplacement 1,500 6
MECHADENDRITES
A neural-linked data vault and pict-capture array, often
incorporating augmetic replacement of one or both eyes, that Combat Mechadendrite – 7
Anyone may communicate with a familiar with some A familiar may be naturally occurring, vat-grown, completely
effort. This requires the character to spend their mechanical constructs, or some combination of all these
action to allow the familiar to perform its own action methods. Regardless, most creatures that a Rogue Trader will
and maneuver. Characters may have talents and have fit into one of three categories: Crawlers, Flyers, and
abilities that modify this (like the Animal Companion Walkers.
talent or the Auto-Subjugation Routine ability).
Choose one body type from Table 2–13. This body type
While not under direct commands, the being still is the overall form of the familiar and dictates much of the
functions in a limited manner. These limits are up to you creature’s characteristics and abilities.
and the GM, but generally follow simple (and literal)
instructions. Combat servitors told to guard a room or
hallway or servo-skulls programmed to deliver written
This template encompasses serpents, xenopedes, the deadly
messages across a starship are common examples. The
acid slugs of Burnscour, and anything else that crawls or
rarest of these beings may disguise a shrewd intellect
slithers about as its main mode of locomotion.
beneath silken fur and wide naïve eyes.
The familiar allows comes with the Swift talent already in
its profile. Increase its Agility and Cunning by 1. Gain 2 ranged
defense. This creature has the following weapon profile:
(Brawl; Damage +1; Critical 5; Range [Engaged]; Pierce 1).
Pounce –10
Terrifying –10
Toxic –10 The creature is actually many creatures. Some swarms are
made up of a few creatures, but others may be composed of
thousands of extremely small creatures. Halve the damage
dealt to the character before applying soak, unless the weapon
These creatures do not need to breathe, eat, or drink, can causing the damage has the Blast or Burn quality (regardless of
survive in vacuum and underwater (but may not be able to whether the quality is activated).
swim due to their shape and mass), and are immune to poisons
and toxins, Fear checks, and mind-influencing psychic effects.
In addition, the familiar gains +1 soak and can only be “healed”
by using the Tech-Use skill. This creature gains one Tier 1 talent that it could feasibly
utilize. The GM may decide that certain talents are outside the
You may choose to spend an additional 5 XP when first
scope of certain familiars. This distinctive feature may be
taking this distinctive feature to increase the familiar’s soak by
purchased multiple times.
a total of +2 instead of +1.
Though planet-dwellers consider gravity a universal constant, A voidfarer who must traverse though a nebula must make
experienced voidsmen know that it can be a harsh and fickle a Hard (kKkKkK) Piloting or Operating check. If successful,
force. In systems with multiple stars or large gas giants, gravity the ship makes its way through the nebula quickly. If the check
can behave strangely—sometimes in seeming defiance to the fails, the time it takes the starship to reach its intended
laws of physics. The most feared phenomena are the destination is increased by 10% per f, to a maximum of 50%.
gravitational rip tides found near gas giants during the In addition, the maximum weapon range and passive sensor
conjunction of their larger moons, or at the midpoints of binary range for ships in a nebula are reduced to short range, and
star-systems. Most avoid them, but a skilled—or insane— active sensor sweeps increase in difficulty twice. A ship within
helmsman may try to use the flux to their advantage. a nebula automatically succeeds when taking the Silent
Running action without making a check.
he warp is anathema to the servants of the eternal It requires many hands to prepare to enter the warp; from
Emperor, who strive to protect Mankind from its soul- the crew securing the decks, to the Tech-Priests shoring up the
tearing influence. Yet the very existence of the Geller Field, to the Navigator preparing their mind and body
Imperium depends upon this swirling maelstrom of chaotic for the journey ahead. When the Rogue Trader gives the order
energy that boils beneath the surface of realspace. Travel across and the Navigator enacts their arcane rites, the trip into the
the unfathomable distances between Imperial worlds would nightmare realm of the Immaterium is just beginning.
normally be a practical impossibility. However, by entering the This section describes the many rituals necessary for warp
realm of the Immaterium, where time and space cease to exist travel and the perils that might lie within.
as meaningful concepts, vessels can potentially travel between
distant worlds in the blink of an eye.
3–2
The primary role of all Navigators is guiding ships into and out PASSAGE EXAMPLES
of the warp. The Navigator carefully studies the currents and
A short passage between two close systems by a well-
fluctuations of the warp as well as the distance and strength of 1 day
travelled stable warp route.
the Astronomican. Using this information, a Navigator tells the
captain to make course corrections and when it is wise to leave A journey between systems in the same sub-sector
5-10 days
using accurate information.
or enter the warp.
The actual Translation—as entering and exiting the warp A journey across the body of a full Imperial sector
30-60 days (such as Calixis) using accurate information and known
is known—from realspace to warp space or vice versa is warp routes.
relatively simple and does not require the skill of a Navigator.
Due to the necessary precautions of entering the Immaterium, 100+ days
A perilous journey across a Segmentum at best speed
avoiding only the worst known hazards.
such as shuttering all windows and portholes that can see
outside and waking the Geller Field, it is particularly difficult 1+ years An odyssey across the galaxy.
to steer a ship in the traditional manner while blinded in this
way. Luckily, the Navigator’s chambers can fully embrace
When a starship wishes to navigate the warp, a Navigator
looking out into the roiling chaos that is warp space without
makes an Astrocartography check with a difficulty based on the
shredding their bodies and souls and relay commands as
current whims of the Immaterium. Table 3–3: Warp Travel
necessary for a safer voyage.
Difficulty provides some ideas of how challenging the journey
Finally, travel through the warp is taxing for not only the is to interpret. The difficulty of the check is upgraded once if
crew, but also the ship herself. All starships suffer 2 system the route passes near any known warp phenomena.
strain after entering and exiting the warp.
If the check is successful, the Navigator learns the precise
time it takes the starship to reach its intended destination. Each
uncancelled s may be spent to reduce this passage time by
The duration of a voyage is measured in subjective time; time 10%, to a maximum of 50%. If the check fails, the Navigator
as experienced by the Navigator and the crew of the vessel in does not learn the length of the journey. The GM may spend
days and hours of “untroubled passage.” This calculation h h from a failed check to increase the dangers of warp
assumes that the vessel is following a favourable warp current hazards experienced during their passage.
and operating under good conditions. If all goes well the
voyage will pass in this time.
There is no perfect estimate for passage of time in the
It is the Navigator’s duty to ensure that the vessel arrives at its
warp, but some scholars have deduced that a single day in the
intended destination and as close to the intended time as
warp is approximately 12 days in realspace. The GM should,
possible. However, sometimes a captain may demand an
however, feel free to vary this ratio as they see fit and on the
emergency re-entry, perhaps because of a damaged or
most stable warp routes this should be less (even in one-to-one
destroyed Gellar Field, or to evade a particularly dangerous
parity in some places), and in turbulent areas potentially much
encounter. Doing this virtually guarantees that the ship is
worse. Table 3–2: Warp Travel Time presents a variety of
catapulted into reality far from the intended destination and
rough estimates for the GM and players to plan accordingly.
perhaps years, decades, or even centuries away from the
Once set by the GM, the duration of passage is used as the base
intended time.
value for all of the subsequent stages of travel.
Once the Navigator's destination has been reached, they
may guide their starship out without effort. However, if a
Navigator must exit the warp before reaching their destination,
they must make an Average (kKkK) Perception check. The ship
of a Navigator who fails this check suffers an amount of hull
When a vessel Translates into the warp, a Navigator must
gauge the strength of the Astronomican, to judge just how far trauma equal to five times the number of uncancelled f. The
and in what direction they are from Terra to plot a course. Once Navigator may spend a to reduce the total damage suffered
the Navigator has a point of reference, they must then use their by 1 per a spent. The GM may spend h to cause one
extraordinary perceptions to determine any turbulence, strange occupant of the ship to suffer a Critical Injury, and spend d to
phenomena, or storms lying in wait in the Empyrean that will cause the ship to suffer a Critical Hit and may do so multiple
affect the passage of the vessel as it travels. times.
3–3
The effect the warp has on the human minds is inconceivable
ROUTE DIFFICULTY EXAMPLES
and terrible all at once. Reality might erode before a person’s
The route is very well established or very eyes, ghostly shadows may move against the physics of
Stable Easy (kK) the Navigator has previously travelled
it many times. light, minutes might feel like unending days, and madness may
take hold of those too spiritless to resist.
The Navigator is using an established
warp route or corridor, or has detailed Hallucinations with a hazard intensity rating of 1 or 2
Travelled Average (kKkK) material (such as accurate starcharts or typically manifest as whispers and nightmares that reveal dark
a Navis Prima) for guidance.
secrets or infernal lies. A rating 3 or 4 hallucination may
Travel through “open warp” where no manifest ghostly figures who walk through solid matter or the
Surly Hard (kKkKkK) unusual phenomena or turbulence ship’s auspex could detect a warning of ethereal starships. A
occurs.
rating of 5 may cause an outbreak of terror, where crewmates
The passage attempted is unknown, or turn their weapons on each other in a bout of paranoid
where general conditions in the warp delusions.
Daunting
Lightless are known to be adverse (prone to
(kKkKkKkK) storms, pirate attacks, xenos raids, If a Navigator fails a Perception or Psyniscience check,
etc.)
the starship passes into the reality-altering miasma of the warp.
The ship suffers a loss of Crew Morale equal to two times the
hazard intensity rating of the hallucination. Each a a or t
may be spent to reduce the Crew Morale loss by 1, to a
Warp travel is seldom a routine and dull affair, and the minimum of 1. h may be spent to have the starship suffer 2
Navigator must maintain constant vigilance lest the vessel
hull trauma per h spent. d may be spent to cause a mutiny.
become lost or imperilled. This danger increases the longer the
vessel spends in the warp and the further it travels.
To reflect the perils of warp travel, the Navigator should
make a Perception check once for every five full days of The warp is only partially dangerous to mortals for its
travel within the warp. If a journey takes under five days to inhospitable environment. The true dangers lurk just on the
complete, the Navigator should make a Perception check periphery of a starship’s Geller Field. Warp entities, daemonic
sometime before the end of the voyage at the GM’s discretion. and otherwise, test the thin skin of normalcy for any cracks that
The difficulty of the check depends on the rating of the warp would let them slither through and feast upon the living within.
hazard, as described in Table 3–4: Warp Hazard Intensity. If Once aboard the vessel, these creatures set out to wreak havoc.
the check fails, the ship encounters a warp hazard of the GM’s Particularly insidious warp creatures can hide on a ship for
choice. h h may be spent to increase the hazard’s rating by years, masking their actions as bad luck and careless accidents.
1, and d may be spent to increase the hazard’s rating by 2. A warp incursion is one of the most harrowing events a
voidsmen can face and only a handful ever truly live long
What happens on a successful or failed check depends on
enough to know such a grim event. A rating 1 incursion usually
the specific hazard. The GM can use these events in
manifests as a malaise that seems to spread through the ship
conjunction with the current plot already present onboard the
quickly and without explanation. A rating of 2 or 3 is likely to
player’s starship, or simply to spice up sojourns in the
manifest as a swarm of vicious warp creatures bent on
Immaterium and remind the players that there is no such thing
wreaking havoc on the structures of the ship. Warp incursions
as completely safe travel in the Immaterium…
of 4 or 5 are the most dangerous as crewmembers (or important
officers) are possessed by daemonic beings or the full
3–4 manifestation of warp predators form to hunt every living soul
in sight.
RATING DIFFICULTY
Any available character must make a Knowledge
1 Easy (kK)
(Forbidden) or Psyniscience check with a rating equal to the
2 Average (kKkK) warp hazard intensity. If the check succeeds, the exact source
3 Hard (kKkKkK) of these problems is discovered and the Explorers can then
4 Daunting (kKkKkKkK) cleanse their ship through faith and fire. If the check fails, the
ship suffers Crew Morale losses equal to the hazard intensity.
5 Formidable (kKkKkKkKkK)
If the Geller Field is disable, double the number of lost Crew
Morale instead.
Until the problem is rectified or the vessel leaves the warp
early, the ship loses 2 Crew Morale each day. The GM may
spend d to possess an important NPC (or a PC) who must
carry out a secret mission to destroy the ship or achieve some
A navigation station is a highly sophisticated and ill-
other logical goal before it re-enters realspace and melts away.
understood console of ancient tech. The Navigator
Possessed PCs may attempt an opposed Discipline versus
directly interfaces with this arcane device via skulljacks
Discipline check to immediately rebuke and destroy the warp
and spinal plugs to meld their mind with the ship’s
entity.
machine spirit. This interface allows the Navigator to
relay instructions to the cogitators on the bridge with
mental commands to be converted by officers for
Warp storms are common occurrences and cause systems to navigation without directly looking into the warp.
frequently lose contact for years at a time. When the storm If a ship’s navigation station is ever damaged, the
passes, contact is re-established and little will have changed. Navigator must communicate orders directly to the
Sometimes storms last for decades, even centuries, and systems helm using whatever communication system is in place.
cut off for this long can stray far from Imperial authority and All characters upgrade the difficulty once when making
orthodoxy. Warp storms cause tumultuous psychic tidal waves Operating checks to control the ship while in the warp
within the Immaterium, blotting out the Navigator’s sense of and the Navigator increases the difficulty of
direction and drowning astropathic messages. Astrocartography and Perception checks once until they
A warp storm may exist near permanently within a known Translate back into realspace.
section of the warp or may suddenly, and violently, appear. A
hazard intensity rating of 1 or 2 is enough to damage void
shields and harass a starship’s Geller Field. Warp storms with
rating 3 or more may toss the starship light-years off course, It is only through the blessings of the Emperor and His
resulting in significant loss of time or even setting a starship blazing presence in the Immaterium that warp travel is
adrift with little hope of returning to port. made possible across the breadth of the Imperium.
Navigating a warp storm requires any available character Known as the Astronomican, a beacon lit by the
to make an Operating check with a rating equal to the warp Emperor’s will projected out from the Golden Throne
hazard intensity. If the check fails, the starship becomes and fuelled by the psychic choir of martyrdom, this
entangle in the warp storm. If the Geller Field is functional, the guiding star shines across the galaxy through the
starship suffers a minor collision (see page 222 of the GENESYS churning darkness of the warp. It provides both a point
Core Rulebook). If the Geller Field is disable, the minor of reference and a psychic lifeline to Navigators,
collision is upgraded to a major collision instead. a a a or allowing them to find their way in the nightmare
t may be spent to reduce the Critical Hit result by 10, to a confusion of the Immaterium.
minimum of 01. The GM may spend h to increase the passage
time by 1 day and may do so multiple times. d may be spent
to reduce the Crew Morale by 5 until the starship exits the warp.
n the 41st Millennium, a spacefaring vessel is rare and produced, and even two ships of the same class are rarely alike.
precious. Ships take decades, even centuries to build, if the A Lunar-class cruiser produced in the shipyards of Mars will
builders have the required skills and knowledge base in the be vastly different from another Lunar hailing from the docks
first place. It is rare to find a “new” starship—most are of Port Wrath.
hundreds or thousands of years old, and some date back to the
earliest days of the Imperium. Therefore, ships are never mass-
difficulty of the check is Average (kKkK). If successful, they
gain a number of thrones equal to their starship’s passenger
There are thousands of different types of starships in the rating. a a a or t may be spent to double the amount of
Imperium, from the vast warships of the Imperial fleet and thrones gained.
Mechanicus mass conveyors to tramp freighters and lean sprint
If warp travel would be involved to arrive at the targeted
traders. In addition, even two starships of the same “class” may
destination, the GM may consider increasing or even upgrading
be wildly different, based on the shipyards they were built in
the difficulty of the check once. Other suspected conveniences
and centuries of service and repair. A Rogue Trader could
or dangers may add jJ or jJ at the GM’s discretion.
possess any one of these myriad vessels, and upon doing so is
likely to customize it even more, to suit their needs.
A ship’s hull determines much about a ship. Primarily, the
hull dictates how much space is available for the ship’s Sight is of little use when dealing with the vast distances of the
components, but hulls also place limits on speed, void. Auspexes, grav-detectors, and auger arrays can spy the
maneuverability, ship integrity, and even amour. Although ship reflected light from a tumbling asteroid—or heat from an
hulls are almost always different in size or shape, they can be enemy vessel—thousands or even millions of kilometres away.
organized into several general types: battlecruisers, cruisers, All starships have sensors that give the crew a 360-degree view
grand cruisers, frigates, light cruisers, raiders, and transports. of its immediate surroundings.
As a reminder, all starships use planetary scale (see page Passive sensors operate at low power, and see everything
224 in the Core Rulebook) rather than personal scale. This around the ship up to its maximum listed range. Using sensors
includes their weapons. The only exceptions are when weapons in passive mode requires no skill check, as they are largely
have the Personal Scale item quality. automatic. They have no problem detecting a ship that is not
making an effort to hide (such as a ship with its engines
running, or one that has its own active sensors going). If, at the
GM’s discretion, another ship or object is making some effort
Starships in ROGUE TRADER GENESYS feature additional rules to go unnoticed, then the operator must make an opposed
in each profile. These rules allow a Rogue Trader to thoroughly Vigilance versus Stealth check.
customize his or her starship to gain the best advantage for any Active sensors can see one range band farther than their
situation. listed maximum range, but can only see in one of the ship's fire
arcs. Actively engaging a sensor in this way requires an Easy
(kK) Perception check modified by environmental effects.
Starships, and vehicles, follow the rules for attachments as Traditional sensors still function while in the Immaterium, but
discussed in the GENESYS Core Rulebook (page 206). The only limit both passive and active scans to medium range.
difference is that installing attachments or modifying a starship
is an expensive and slow task that requires immense shipyards
to complete (due to their greater size and complexity). Each starship has a set of flexible weapon capacity slots.
Note that ground and air vehicles are not explicitly Weapons mounted may be upgraded, removed, or replaced
detailed in this section, but using hard points with already given the right time and price. When a Weapon Component is
existing profiles from the GENESYS Core Rulebook or the installed in any Weapon Capacity Slot, it assumes the number
EXPANDED PLAYER’S GUIDE is a simple task. A vehicle with of the slot and all firing arcs.
silhouette 4 or less has a number of hard points equal to half its For example, a Battlecruiser installs a Mars-pattern
silhouette, rounded up. Macrocannon into a Weapon Capacity Slot of Fore 2 (Fire Arc
Forward, Port, and Starboard). The starship now has two
forward facing macrocannons that may also fire at the Port and
Whether ferrying pilgrims across the void to ancient holy sites Starboard sides. When selecting this weapon to attack with, the
or chauffeuring nobles between their luxury manse in a distant gunner chooses the firing arc and makes one check to fire all
sector, transporting passengers can provide a lucrative source salvos. However, if the gunner takes the blanket barrage or
of income and is an excellent method for gathering rumours. concentrated barrage actions (page 228 of the GENESYS Core
Rulebook), they may gain the benefit of the additional number
An Explorer may spend any time at port while restocking
associated with the Weapon Capacity Slot.
to offer transit to their next destination or one along the way.
Gathering passengers typically requires a Negotiation check,
but there might be reasons to call for Streetwise. The standard
Given their large crews and the fact that Lunar-class hulls
were never really designed to carry such heavy weaponry,
The battlecruiser concept arose because of the perceived Armageddons are surprisingly cramped and uncomfortable
failures of the older grand cruiser designs. These had been built vessels for their size, making them poorly suited for long-term
around advanced experimental drive systems, which ultimately exploration—but few Rogue Traders can argue with the raw
proved to be unacceptably prone to catastrophic malfunction firepower they bring to bear.
during warp transit. As a result of these issues, grand cruisers
came to be regarded by many as cursed ships. Furthermore,
during the internecine conflict of the Age of Apostasy, several
of the skills required to safely maintain the arcane technologies
of the grand cruisers were lost, rendering them hazardous.
Yet there was still a gap in the Imperial armoury for a
heavy cruiser, a vessel which straddled the gap between a Control Skill: Operating.
“classic” cruiser like the Lunar class and a full battleship. Sensor Range: Medium.
Numerous small task forces required a powerful flagship, yet Complement: 98,500 crew (14,700 officers and adepts).
the potent and precious battleships could not be spared for Consumables: Three standard months.
every such engagement. Encumbrance: 2,550, plus 3 shuttles and 9 interceptors.
Using the simpler technologies of the latter Imperial Passenger Rating: 100.
cruisers, and the power systems of battleships, the master tech- Cost/Rarity: 15,000,000 thrones/7.
masons of the Adeptus Mechanicus produced an elegant Customization Hard Points: 16.
hybrid, the battlecruiser, during the latter 36th Millennium. Weapon Capacity: Fore 4 (Fire Arc Forward, Port, and
Designed to provide the fleet with the long range punch of Starboard), Port 5, Starboard 5, Dorsal 2 (Fire Arc All).
battleship weaponry in a cruiser-sized hull, battlecruisers are
forged purely for heavy engagements between vast capital
vessels, and excel in this narrow specialty. They overpower
Massive 2: When making an attack targeting this starship, the
cruisers by virtue of their overcharged weaponry; very few
critical rating of any weapons used counts as 2 higher.
ships can out-shoot a battlecruiser.
Resilient: When this starship suffers a Critical Hit while your
Typically somewhat smaller and more lightly armoured
character is operating it, you may spend a Story Point to roll a
than their predecessors, the grand cruisers, battlecruisers are
second result and choose the result you prefer.
nevertheless more economical, safer and more reliable. What
they lack in heavy armour and exotic drive systems is more
than made up for in raw firepower. Jealously guarded by
battlefleet admirals, it is rare for these powerful ships to end up The Mars class was originally envisioned as an “all-rounder”
in the ragtag Rogue Trader fleets, but on occasion a particularly battlecruiser, capable of dealing with virtually any combat
influential or devious individual will intrigue his way into the scenario. The Mars has a diverse weapon load and features
command of a battlecruiser. unique hull modifications to take advantage of attack craft
squadrons. However, it fell afoul of changing military
philosophies within the Imperial Navy. The Martian shipyards
discontinued production of the warships more than two
The Armageddon class is a relatively recent innovation within
millennia ago, and since then few shipyards continue to build
the Imperial Navy. They are constructed from the hulks of
this battlecruiser in limited numbers.
ruined Lunar-class cruisers, up-gunned, upgraded and
recomissioned into battle anew. The Lunar class is ubiquitous However, the Mars remains popular amongst many in the
amongst all Segmentum fleets, and frequently involved in Imperium, particularly in the Calixis Sector. The warship is an
shattering conflicts, so the opportunity to construct these extremely versatile combatant, able to handle a wide variety of
battlecruisers arises often. Given their extensively redesigned combat situations. Several frontier battlefleets make extensive
power relays and enhanced weapon systems, they are more use of the Mars as a squadron command vessel. Despite their
demanding in terms of manpower and resources than the Lunar scarcity, these ships are in many ways the perfect Rogue Trader
class, and so are rarely constructed from scratch, but hard- vessel, offering withering firepower and extensive launch bays
pressed battlefleets are quick to utilize them where they are for any operation.
available.
Control Skill: Operating. Control Skill: Operating.
Sensor Range: Medium. Sensor Range: Medium.
Complement: 107,000 crew (16,000 officers and adepts). Complement: 100,000 crew (15,000 officers and adepts).
Consumables: Six standard months. Consumables: Six standard months.
Encumbrance Capacity: 3,000, plus 24 interceptors, 36 Encumbrance: 2,750, plus 5 shuttles and 12 interceptors.
escort fighters, and 4 shuttles. Passenger Rating: 250.
Passenger Rating: 300. Cost/Rarity: 19,000,000 thrones/8.
Cost/Rarity: 26,500,000 thrones/9. Customization Hard Points: 16.
Customization Hard Points: 14. Weapon Capacity: Fore 3 (Fire Arc Forward, Port, and
Weapon Capacity: Fore 5 (Fire Arc Forward, Port, and Starboard), Port 4, Starboard 4, Dorsal 3 (Fire Arc All).
Starboard), Dorsal 5 (Fire Arc All).
The Hazeroth class comprises a variety of raider vessels of Advanced Cogitator Linkage: Although the heretical
similar size and firepower. Many have been known to operate cogitator has long been removed, the linkage remains. When
from the infamous Hazeroth Abyss (hence the name), and are attacking a target of silhouette 4 or smaller, reduce the
popular with privateers. Most sacrifice cargo space and armour difficulty of the combat skill check by 1.
for improved engines and reinforced interior bulkheads,
allowing them to flee anything they cannot fight
A Nose for Trouble: Something about this ship quivers at the thought of battle, always probing the cosmos for a new victim. Increase the sensor range
1 of this ship by one band (to a maximum of Extreme), and reduce this ship’s Armour by 1, to a minimum of 0, due to its many battles. Occasionally,
the crew may find themselves in fights they might have preferred to avoid.
Blasphemous Tendencies: Some unidentifiable aspect of this vessel’s spirit resonates sympathetically with the Immaterium. Captains find this ship
2 swims through the warp more easily, as if it was more at home there. Decrease the difficulty of all Operating checks this vessel makes while in the
warp once. However, while aboard the ship, all crew add jJ to Discipline checks.
Martial Hubris: The ship has a glorious legacy of warfare and triumphant combats. It is always eager to fight, and unwilling to back down. The ship
3 adds jJ to combat checks, but reduces its handling twice to escape combat.
Rebellious: This vessel does not suffer authority willingly. At times is seems to take pleasure in interfering with the plans of its masters. Once per
4 session at an inopportune time for the players, the GM may spend a Story Point to have the ship suffer the Easy (kK) Component Hit Critical Hit
result. Once per session, whenever the ship suffers a Critical Hit (except by this effect), the players may spend a Story Point to negate the effect.
Stoic: The vessel behaves like a beast of burden, plodding but reliable. Due to its somewhat plodding behaviour, whenever the crew would gain Profit
5 Factor from an Endeavour, reduce the amount gained by 1. Once per encounter, the players may spend a Story Point to negate the effect of the Easy
(kK) Component Hit Critical Hit result.
Skittish: The ship fears battle, bucking against its masters when entering the fray. When in combat, reduce the ship’s Max Speed by 1. However, when
6 not in danger, it runs eagerly and fast. Reduce the travel time for any long distance realspace voyage by 1d5 weeks (to a minimum of 1).
Wrothful: The ship’s spirit constantly smoulders with anger. In battle, it explodes into a berserker fury. During combat, the ship gains +1 max speed
7 and +1 handling. Out of combat, the ship reduces its max speed by 1 and the range of its sensor by one range band.
Resolute: There is little in the universe that can stagger this vessel. No matter the foe, it will advance slowly but surely to meet it. The ship reduces its
8 max speed by 1, to a minimum of 1, but gains +5 hull trauma threshold. Additionally, decrease the difficulty of Tech-Use checks to repair this starship
by 1, to a minimum of Simple [–].
Adventurous: The vessel is eager to seek new horizons, to turn its bow from civilization and delve into the darkness of the unknown. When
9 participating in an Endeavour the ship increase the range of its sensors by one band and its handling by 2. When not participating in an Endeavour, the
ship reduces the range of its sensors by one band instead.
Ancient and Wise: This ship is of a bygone age, having survived many millennia of voyages and adventures. Its hull has weakened over the centuries,
10 but it anticipates the needs of its crew, and will move as one with a competent master. The ship reduces its hull trauma threshold by –5 and increases
its handling by 1, to a maximum of +4.
3–6
d10 DESCRIPTION
Reliquary of Mars: Somehow, this vessel has been outfitted with ancient archaeotech systems from mankind’s forgotten past. When constructing this
1 vessel, players must select 1 archeotech Component of their choice. Additionally, the tech priests of Mars regard the vessel as holy, or at least having
holy components. Some may petition to visit the vessel; others may want it for themselves.
Haunted: Some nameless horror haunts this vessel’s past, leaving voidsmen to whisper stories of ghosts wandering through the corridors and cabins.
Permanently reduce Crew Morale by 10. However, strange premonitions flicker on the auger arrays, increasing the range of the ship’s sensors by one
2 band. Additionally, all non-crewmembers suffer jJ on boarding action checks against the haunted vessel and on all checks they make while onboard
this ship. The presence of these spirits may cause many other issues, depending on their origins and how they came to haunt the vessel (something the
GM should determine).
Emissary of the Imperator: The vessel is a veritable monument to the power and grandeur of the God-Emperor’s might. Awe-inspiring and terrible,
it lacks subtlety. All Coercion checks made by characters from this vessel add jJ jJ when dealing with those who understand the might of the Emperor.
3 All other social skill checks add a jJ on similar groups. These bonuses and penalties only apply if the character is known to be from the vessel. In
addition, few will be able to see beyond the symbolism of the vessel—xenos see a threat, faithful Imperial citizens see a symbol of civilization (or
possibly chastisement), and heretics and rebels see a hated foe. Their reactions will be coloured accordingly.
Wolf in Sheep’s Clothing: Beneath this vessel’s unassuming exterior is a dangerous spacefaring predator. The captain selects three Components.
When scanned or subjected to anything but a thorough internal inspection, these components will either not register, or appear to be different
4 components of the same type. Thus, the ship might hide additional armour plating, or a small macrobattery may be much more powerful than it appears.
However, the ship's system strain threshold is reduced by 3 to maintain the systems creating the illusion. The ship may also have concealed smuggling
compartments, unseen passageways, hidden cogitation-override programming, or other secrets.
Turbulent Past: Over the years, this ship has been used to perform deeds dastardly to some and heroic to others. The GM selects a social group
(pirates, heretics, the Imperial Navy, the Inquisition, or inhabitants of an important locale like Footfall). All ship’s crew increase the difficulty to social
5 skill checks once when interacting with that group. The GM then selects a second group naturally opposed to the first. All ship’s crew decrease the
difficulty to social skill checks once when interacting with that group.
Death Cult: Amongst the low-decks indentured crew, strange perversions of the Imperial Creed have arisen, glorifying death to celebrate the Emperor.
6 Permanently reduce Crew Morale by 8, however, reduce all Crew Morale loss by 2, to a minimum of 0, due to the crew’s unwavering faith. Additionally,
ship officers and members of the Ministorum will have to deal warily with the cult and its leaders. Death cults do produce skilled assassins...
Wrested from a Space Hulk: The ship has been recovered from a space hulk and is very old (and thus of high quality), but those who know of its
7 origins whisper that it is cursed. Increases the ship’s armour and handling by 1. However, every time the crew loses Profit Factor during an Endeavour,
they lose an additional 1. The curse can have many other effects as well; many ill, but a truly skilled Rogue Trader can turn any situation to profit...
Temperamental Warp Engine: The ship suffers a flutter in its warp engines, an inconsistency that no amount of maintenance or supplication can
eliminate. The GM may spend d generated from Astrocartography checks when locating the Astronomican and charting the course, to add an
8 additional 1d5 weeks to the total journey. A Navigator may spend t generated during this same step to subtract 1d5 weeks from the total journey
(potentially causing the ship to arrive before it left!). d d may be spent to have the ship unexpectedly find itself somewhere other than its intended
destination when exiting the warp.
Finances in Arrears: The ship was purchased with borrowed funds. The money could have come from a criminal organization, influential noble, or
even a member of the Inquisition—but no matter the source, the debt must be repaid. The players must either spend a t generated during any part of
9 an Objective (without further effect) or reduce their Profit Factor by 1 to accomplish each Objective. However, the ship’s financier supports their
investment by providing aid and information. All crew can count their financier as a reliable contact. Additionally, their creditor may require the
Explorers to perform specific missions that they are in no position to refuse.
Xenophilous: Through dealings with some xenos race, this vessel has been outfitted with examples of their blasphemous technology. When
10 constructing this vessel, players must select 1 xeno-tech Component of their choice. In addition, the forces of the Ordo Xenos have an interest in the
vessel and those who control it.
There are two types of Components: essential components and
supplemental components. Essential components are what all
In the Imperium, Rogue Traders are given special
ships need in order to operate. These include the bridge, plasma
leeway due to their unique position. Many might inherit
drives, warp drive, life support, and the like. Supplemental
ancient vessels outfitted from the Dark Ages of mankind
components may be useful, but a ship can still operate without
or they may choose to flaunt their special status by
them. They include cargo bays, weapons, and passenger
acquiring and using xeno-tech.
quarters.
All starships use the hard points rules found in GENESYS Throughout this chapter, you will see Components with
Core Rulebook (page 206). Unless otherwise stated, all (A) or (X) next to the item’s name. This denotes that the
Components are added or removed with a Hard (kKkKk)K Tech- specific Component is Archeotech (A), technology long
lost from the Imperium, or Xeno-tech (X), alien
Use check after starship creation. This check requires
technology considered forbidden in the Imperium.
masterful starship factories typically controlled by forge
worlds or other large shipyards in order to carry out such A starship may only begin with archeotech or xeno-tech
modifications. Components if a Complication grants it. However, the
There are a few limitations to keep in mind. No matter the GM may make these Components available during
source, a starship’s minimum speed can never be less than 1 or gameplay. Explorers should never simply roll to find
greater than 6. In addition, a starship’s handling can never be hints of these unsanctioned technologies, but instead
less than –4 or greater than +4. When the Explorers wish to work towards explicitly hunting such Components
acquire new Components for their vessel, the GM and players through Endeavours.
should determine not only where to get the valuable parts, but
who to pay to have them installed. Mechanicus shipyards are
well versed in the sale and outfitting of starship components
and weapons, but discovering archeotech amongst a ship
graveyard is only half the work of actually finding capable The 41st Millennium offers a wide variety of
facilities for installation. technologies for a Rogue Trader, yet so much has been
forgotten. Components marked with (A) or (X) have
additional rules about their maintenance and repair…
When installing Weapon Components, they must be placed in Archeotech: Increase the difficulty of all Tech-Use
one of the starship’s Weapon Capacity Slots. A starship that skill checks once to repair or maintain archeotech.
has a Dorsal Weapon Capacity Slot may mount any eligible Xeno-tech: Upgrade the difficulty of all Tech-Use skill
weapon into that slot, but could not mount weapons that require checks once to repair or maintain xeno-tech.
Starboard or Port slots.
Note that certain Weapon Components may only be
installed in certain classes of ships, or in certain Weapon
Capacity Slots.
The lengthened focus apertures and quad lens-arrays give the
weapon extreme range, to the point that beam dispersion
becomes a problem. The technological demands of these
Lances are rare and potent weapons that fire incredibly high- weapons is intense, and only the older grand cruisers or the
powered beams of energy capable of burning through the hull most powerful warships possess the structural requirements to
of a warship, or cutting a smaller vessel in half. Unlike mount them.
macrobatteries, lances are often mounted on gigantic turrets Starship Hull: Battlecruiser, Grand Cruiser.
where multiple energy projectors focus to create a single, Weapon Capacity Slot: All.
titanic beam. Special Function: Once per turn, as a maneuver, the captain
may increase this weapon’s range to strategic, but loses the
Lances are large and cumbersome weapons and in
Breach quality during this turn.
respects to smaller vessels, can only be installed on ships
Hard Points Required: 3.
specifically designed to carry them. Starships of silhouette 5
or smaller may only install lance weapons in a Fore
Weapon Capacity Slot. If the ship does not have a Fore
Weapon Capacity Slot, it cannot install a lance.
The Star-flare Lance is a dangerous relic constructed at the
pinnacle of mankind’s technical prowess during the Dark Age
Planetary scale weapons deal massive damage to of Technology. The massive lance is driven by an ill-
individual targets and most hits would be enough to understood power source that keeps the beam focused on its
send even the toughest Rogue Trader to meet their target for a sustained period, raking across enemy ships.
maker. To represent the fearsome power of starship Starship Hull: All Cruiser variants.
weapons, any Critical Injury adds +50 to the result. Weapon Capacity Slot: All.
Special Function: None.
Planetary scale weapons that have the Blast item quality Hard Points Required: 3.
are particularly effective at decimating ground targets,
even if their explosive radius does not allow them to hit
multiple targets in space. Starship blast weapons hit
Narrowing the focus aperture on the STC Titanforge allowed
their primary target and every additional target within
the Lathes to boost range without unduly decreasing its power.
short range, instead of just every target engaged with the
Starship Hull: All.
original target.
Weapon Capacity Slot: All.
Special Function: None.
Hard Points Required: 3.
3–7
NAME DAM CRIT RANGE RARITY SPECIAL
LANCE
Godsbane Lance 6 2 Strategic 6 Breach 2, Slow-Firing 1, Vicious 5
MACROBATTERIES
Dark Cannon (X) 3 – Long 10 Breach 1, Superior
Stygies-Pattern Bombardment
7 1 Medium 7 Blast 6, Linked 4
Cannons
Stygies-Pattern Macrocannons 4 4 Long 6 Breach 1, Auto-fire
Said to have originally been used by the infamous pirate Vorak The most common macrobattery, these are reliable, hard-
the Bloody, the grapple cannon is a highly-modified hitting weapons firing kilo-tonne ordinance, mounted along the
macrocannon that fires magnetized harpoons and hooks vessel’s dorsal ridge or in broadside.
attached to foot-thick chain-cables to drag the vessel. The Starship Hull: All.
strains placed upon the chain-cables are so great that only the Weapon Capacity Slot: All.
smallest vessels can effectively use these devices. Special Function: None.
Starship Hull: Raider. Hard Points Required: 2.
Weapon Capacity Slot: All.
Special Function: When this weapon affects another starship
with the Tractor item quality, the captain may make a boarding The forge world of Mezoa has long advocated a modification
action with a Hard (kKkKk)K Leadership check instead of an of the standard Mars-pattern Macrocannons to increase damage
opposed check. A vessel using this weapon may disengaged at the cost of range and space.
from a boarding action as a maneuver. Starship Hull: All.
Hard Points Required: 1. Weapon Capacity Slot: All.
Special Function: None.
Hard Points Required: 2.
The Hecutor-pattern plasma battery is an ancient variant of
plasma macroweaponry that refocuses the power of the plasma
“blast,” concentrating it into a compressed photonic packet that These squat, oversized, and highly insulated macrocannon are
can be fired over extremely long distances. It is rare to see these designed specifically to fire shells tipped with powerful melta-
on any but the oldest vessels, meaning many are found on charges that detonate with furious heat.
heretic vessels lost to the forces of Chaos millennia ago. Starship Hull: All.
Starship Hull: All Cruiser variants. Weapon Capacity Slot: All.
Weapon Capacity Slot: All. Special Function: When causing a Critical Hit with this
Special Function: None. weapon, your character automatically inflicts the Fire! Critical
Hard Points Required: 2. Hit if the target is not already suffering from this Critical Hit.
Hard Points Required: 3.
3–7
NAME DAM CRIT RANGE RARITY SPECIAL
NOVA CANNONS
Mars-Pattern Nova Cannon 11 1 Strategic 7 Blast 10, Breach 6, Limited Ammo 3, Vicious 4
TORPEDO TUBES
Gryphonne-Pattern Torpedo Tubes 8 2 Extreme 5 Breach 2, Guided 3, Linked 2, Slow-Firing 1
A holdover from the ship’s Navy days, this bridge was laid out
and equipped with combat in mind.
This bridge is designed to command not just a single vessel,
Starship Hull: All.
but to oversee the glory of a fleet of vessels.
Component: Bridge.
Starship Hull: Battlecruisers, Grand Cruisers.
Modifiers: Reduce the difficulty to repair this starship by 1, to
Component: Bridge.
a minimum of Easy (kK). Modifiers: All other ally ships within medium range of this
Hard Points Required: 2. starship add jJ jJ jJ to Fear checks they make. Allies within
short range of this ship increase their handling by 1, to a
maximum of +4.
This bridge has a station equipped with cogitator-servitors and Hard Points Required: 2.
a hololithic projector, given over to quickly loading and
unloading cargo.
Starship Hull: Transports.
Component: Bridge.
Modifiers: Add s a to the results of any Criminal or Trade
objective checks that involve this starship.
Hard Points Required: 1.
This bridge is designed to appear like that of any normal, Harvested from rogue worlds far from any star in the Koronus
lubberly handled commerce vessel’s, while at the same time Expanse, these black octahedral structures provide potent
containing advanced sensors, hidden compartments and defense. Once attached to a hull and supplied with power, they
complex cryptographic realspace communication. generate repelling gravity waves strong enough to stave off
Starship Hull: Transports. collisions with asteroids or other objects in space.
Component: Bridge. Starship Hull: All.
Modifiers: This vessel can hide a number of goods with Component: Shields.
encumbrance equal to 10 times its silhouette. An adversary Modifiers: This ship reduces all hull trauma suffered from
increases the difficulty of checks made to find these hidden navigational hazards by 2 and reduces the Guidance quality of
compartment twice. attacks made against this ship by 1. In addition, if this ship
Hard Points Required: 1. would suffer a collision, such as being rammed by another ship,
it reduces all Critical Hit results by –10.
Hard Points Required: 2.
Compartmentalized Cargo Hold Cargo Hold 4 Only the richest shipmasters can afford to devote so much
Hold Landing Bay Landing Bay 3
space and resources to growing gardens aboard their vessel.
Starship Hull: All.
Luxury Passenger Quarters Cargo Hold 5
Component: None.
Null Bay (A) None 9 Modifiers: Double the total amount of consumables a vessel
Xenos Habitats Cargo Hold 5 can carry and increase the total Crew Morale by 1.
ADDITIONAL FACILITIES Hard Points Required: 2.
Arboretum None 5
Temple-Shrine to the God Emperor None 3 Ancient cogitators, arrays of auspex systems, and volume upon
Trophy Room None 5 volume of documentation supply an Adept with the tools and
XED1.11178E "Ubertas" Device (A) None 11 information necessary to capably analyze recovered
technological artefacts.
Starship Hull: All.
Component: None.
Dealing with xenos is dire heresy to the Imperium—not that a Modifiers: Remove jJ jJ on all Intellect-based checks to learn
Rogue Trader would let that stand in the way of profit. Quarters about, analyze, or repair archeotech and xeno-tech. In addition,
that can simulate the environments of alien worlds can further researching takes 50% less time. Imperial organizations may
facilitate relations. find this short of laboratory to be suspicious at best and
Starship Hull: All. heretical at worse.
Component: Cargo Hold. Hard Points Required: 2.
Modifiers: Reduce the difficulty of Charm and Negotiation
skill checks once when dealing with xenos passengers on this
vessel. In addition, add s a a when making Objective
checks involving non-hostile dealings with xenos races.
Decreases the total Crew Morale by 2 (rumours of xenos
onboard quickly spreads fear and distrust).
Hard Points Required: 1.
An ancient collection of writings and manuscripts has been A gigantic observation dome made of diamond panes and
collected aboard this vessel. armoured glass adorns this vessel’s spine, allowing an
Starship Hull: All. unrestricted view of the surrounding void.
Component: None. Starship Hull: All.
Modifiers: Once per scene or encounter, a character using this Component: Cargo Hold.
component may reroll a Knowledge skill check. In addition, Modifiers: Increase the total Crew Morale by 2. In addition,
reduce the time required to research a topic by 50%. The GM remove f h h when making Exploration objective checks.
may determine that some subjects are too enigmatic or profane Hard Points Required: 2.
to gain this benefit.
Hard Points Required: 1.
If provided with raw organic materials, this component can
synthesize any drug for which it has a known pattern. Drugs
This adventurous lifestyle can lead to injuries, novel diseases, manufactured in this plant may be intended for medicinal or
and the odd bionic surgery. A medicae deck offers the facilities recreational purposes. The component is capable of
and staff to address these possibilities with skill and poise. synthesizing enough of any substance to provide an adequate
Starship Hull: All. dosage for the vessel’s crew each day.
Component: None. Starship Hull: All.
Modifiers: Decrease the difficulty of all Medicae skill checks Component: None.
once while onboard. Decrease any combat-related Crew Modifiers: An Explorer can make a Knowledge (Scholastic)
Morale loss by 2, to a minimum of 1. A starship with this check to create a drug, poison, or similar concoction. The
component reduces its system strain threshold by 3. difficulty for this check is equal to half the rarity of the item,
Hard Points Required: 1. rounded up. Treat a successful check as if the Explorer
acquisitioned the item for the next 24 standard hours.
Hard Points Required: 2.
A Melodium provides uplifting tones designed to instil feelings
of duty and loyalty throughout the vessel, from the lowly
ratings and voidsmen to the officers. Little is understood of this technology, beyond the necessary
Starship Hull: All. connections for power and ventilation. The injured person is
Component: Comms. simply deposited into one of the many ooze-filled openings
Modifiers: Increase the total Crew Morale by 1. In addition, within the component. Then, the opening seals over, and the
remove h h when making Creed or Military objective healing process begins. This component is of great interest to
checks. the Inquisition.
Hard Points Required: 1. Starship Hull: All.
Component: None.
Modifiers: Any sapient life form submerged into the foul
Although all ships have a well-armoured room to store their smelling ooze is rapidly healed. The rate of recovery depends
munitions, this facility contains massive stockpiles of weapons, on the character's state of health. A wounded character recovers
from small arms to macro-cannon warheads. at a rate of 2 wounds per one standard hour. An incapacitated
Starship Hull: All. character recovers at a rate of 1 wound per four standard hours.
Component: Weapon System. One Critical Injury is automatically healed each full 24
Modifiers: All macrobatteries on this ship increase their base standard hours. At the beginning of the next session during
damage by +1. If a ship suffers a Hard (kKkKk)K Major System setup, any PC that used the Recovery Chambers moves a Story
Failure Critical Hit and the result affects this component, it Point to the GM’s pool.
explodes dealing 5 hull trauma times the silhouette of the Hard Points Required: 3.
starship.
Hard Points Required: 3.
Some ships’ commanders prefer to allow the crew to settle their
own disputes. Among these, some believe that those
settlements can provide worthwhile entertainment and even a The teleportarium is a marvellous relic of the Dark Age
valuable lesson to other crewmembers. of Technology, and any ship equipped with one is
Starship Hull: All. singularly blessed. Most players are likely to feel the
Component: None. same way—such a device provides their characters with
Modifiers: Increase the total Crew Morale by 2. Add jJ jJ to a true dues ex machina, allowing them to bypass the most
all Influence checks made while entertaining guests around the dangerous foes, escape from mortal danger in an instant,
resolution arena. or simply avoid boring shuttle trips to a planet’s surface.
Hard Points Required: 1.
The following guidelines are presented to assist GM’s in
the narrative uses of a teleportarium. For consistency,
spending a Story Point or two to perform otherwise
Another example of Eldar technology that xeno-tech
impossible feats allows the players some control while
researchers have re-appropriated from its previously unknown
not invalidating any challenges the GM might have in
purposes. Through some incomprehensible means, the device
store.
is almost prescient—aiding Navigators in avoiding the worst
storms of the Immaterium. Void Shields can provide a protective barrier against
Starship Hull: All. teleport attacks. If a starship’s void shields are
Component: Warp Drive. functional, they cannot be attacked by way of a
Modifiers: The Navigator of this ship adds s a a to all teleportarium.
Astrocartography, Operating, and Perception checks when When not in starship combat, the GM should limit
entering, traversing, or exiting the warp. The Navigator the teleportarium’s use to once per session—in other
Hard Points Required: 2. words, a single one-way trip, either to or from the
Player Character’s starship. This allows the
teleportarium to be extremely useful to the players,
It is a very lucky ship’s captain that has access to a collection but still forces them to be creative in its employment.
of starcharts, and even more so if those starcharts are actually If the Explorers obtain a device such as a teleport
accurate. Such starcharts are full of information about the homer, the GM should consider allowing them to
Koronus Expanse—stable warp routes, lost words, and safe break the above rule in certain situations (allowing
havens to replenish crew and supplies. multiple teleports).
Starship Hull: All.
Component: None.
Modifiers: Decrease the duration of passage through the warp
by 1d10 days, to a minimum of 1 day. In addition, double s The teleportarium may be used in any number of other ways as
and a when making Exploration or Trade objective checks. described in the sidebar Teleportarium’s and You.
Hard Points Required: 1. Hard Points Required: 2.
These relics from the Dark Age of Technology are highly A section of this ship has been set aside to offer prayer and
sought after, able to send individuals instantaneously through praises to the Master of Mankind.
the Immaterium to appear on a ship or planet many thousands Starship Hull: All.
of kilometers away. The teleportarium is a marvellous relic of Component: None.
the Dark Age of Technology, and any ship equipped with one Modifiers: Increase the total Crew Morale by 3. Once per
is singularly blessed. session, you may spend a Story Point to convert one Objective
Starship Hull: All. check into a Creed objective. The player should explain how
Component: Bridge. their prayers have lead them towards this holy task.
Modifiers: Once per round during structure space combat, Hard Points Required: 1.
when making the hit and run action, the character leading the
assault makes an Average (kKk)K Leadership check. If
successful, the target starship suffers the Component Hit
Critical Hit and 1 hull trauma per s after the first.
mounted to the front of a starship and blocks the placement of
Few Rogue Traders can resist cataloguing their any Fore Weapon Capacity Slot.
accomplishments. This is more than hubris—such trophies can Hard Points Required: 1.
awe competitors, or may hold secrets long lost.
Starship Hull: All.
Component: None. Multiple maneuvering thrusters draw immense power, but offer
Modifiers: Once per session, when using your Profit Factor to impressive performance nonetheless.
influence a target in your trophy room, you may spend a Story Starship Hull: All.
Point. If you do, the target downgrades their ability check once Component: Bridge.
(see Profit Factor as Influence on page 51). Modifiers: When using the brace for impact maneuver, this
Hard Points Required: 1. starship may count its silhouette as one higher (and suffer 1
additional system strain to do so).
Hard Points Required: 2.
It’s said this technology may have originated from the looting
Augments and Enhancements are the category of Components of an Eldar vessel wrecked while attempting to capture slaves
that boost a starship’s performance in and out of combat. over the Koronus colony world of Harvestlost. When returning
to a system where a vessel is known, it may be advantageous—
or essential—for the vessel to be harder to identify.
By adding layers and layers of additional adamantine plates, Starship Hull: All.
the starship gains significant protection at the cost of balanced Component: Bridge.
this vessel from harm. Modifiers: An Explorer may cause the ship to suffer 2 system
Starship Hull: All. strain to make an Average (kKk)K Tech-Use check. If
Component: None. successful, this starship changes all unique markings, paint,
Modifiers: Increase armour by 1 and decrease handling by 1. and identifiers on the vessel to appear as some other vessel
Hard Points Required: 2. entirely. The Explorers must make a Tech-Use check each time
a new pattern is created.
Hard Points Required: 2.
The trademark of cruisers and battleships of the Imperial Navy,
heavy sheets of adamantine 20 metres thick cover the bow of
this vessel.
Starship Hull: All.
Component: None.
Modifiers: When this vessel deliberately collides with another
starship (see page 222 of the GENESYS Core Rulebook), the
other ship suffers 15 damage to its hull trauma and adds +40 to
the Critical Hit result it suffers. This starship reduces the results
of the Critical Hit it suffers by –20. An armoured prow is
3–9 The vessel is equipped with a package of false auspex
NAME COMPONENT RARITY reflectors, thermal buoys, vox screamers, and other devices
AUGMENTS AND ENHANCEMENTS designed to keep an enemy vessel from accurately firing on it.
Armour Plating None 6
Starship Hull: All.
Component: Comms.
Armour Prow None 4
Modifiers: Once per encounter, an Explorer may make an
Augmented Retro-Thrusters Bridge 6
Easy (kK) Tech-Use Check to deploy a screamer against
Auxiliary Plasma Banks Propulsion 5 another starship. The screamer deploys at short range and is
Chameleon Hull (X) Bridge 9 active for a number of rounds equal to the number of
Cogitator Interlink (A) Bridge 10 uncancelled s generated on the check. While active, the target
Crew Improvements None 3 adds jJ jJ to all Gunnery, Operating, and Tech-Use checks
(while using augers or other sensor equipment). The screamer
Defensive Screamer Comms 5
is silhouette 1 and any damage destroys it. Torpedoes always
Empyrean Mantle None 6
attempt to resolve a combat check against a screamer
Energistic Conversion Matrix (A) Propulsion 9 regardless if a target is closer than the screamer.
Fire Suppression Systems Bridge 5 Hard Points Required: 1.
Gravity Sail (X) Bridge 10
stand at the top of a vast pyramid of men and women ranging Crack lLkKkK 1 5
from the educated and highly trained command staff aboard a Veteran lLlLkK 2 7
starship’s bridge, to the specialist crewmembers who know Elite lLlLlL 3 8
something of the vessel’s arcane inner workings, to the
armsmen who enforce discipline with the truncheon and protect
the vessel with shotcannon and sabre. At the very bottom of the
pyramid are the ratings, the dregs of society drafted aboard the
The morale and population of the starship’s crew is measured
ship. There are no shortages of accidents waiting to happen
as an abstract percentage. All ships’ begin at 100 percent and
aboard a starship, and that’s discounting the myriad dangers
this percentage is referred to as Crew Morale. Note that certain
lurking outside the hull.
Components can increase a ship’s Crew Morale level above
That is not to say, however, that every crewmember 100. This is acceptable, and should set the ship’s new
aboard a starship—save perhaps the captain—is doomed to a maximum level of Crew Morale. If damaged, a starship’s Crew
slow death through privation and servitude (possibly Morale can be restored back up to these maximums, but not
interrupted by a very quick death through combat or fatal above.
accident). Many crew, especially amongst those who are
The health and well-being of a starship’s crew is measured
skilled enough to make themselves vital to the ship’s smooth
in both bodies and spirit. Dreadful events like combat, loss of
operations, adapt to their life amongst the stars, and even
wealth, or warp travel will inevitably affect the crew morale.
thrive. These void-born learn to love the countless corridors
That being said, it is possible for many Imperial ships to
and passageways of a starship, from plasma drive to pointed
operate with smaller crews than their optimal crew
prow.
compliment.
Operating at significantly lower Crew Morale presents
challenges for both the captain and crew. Table 3–11: Crew
The Crew Rating is how skilled the many deckhands onboard Morale Thresholds provides basic penalties generally
act as a group and the general amount of resource needed to experienced at a given percentage. These penalties are
keep them operating. All starships begin with a crew that has a guidelines and should compound with any ongoing
Competent rating (rolls kKkKkK for all checks) included with the circumstances the ship might be suffering from.
initial starship hull. Table 3–10: Crew Rating details the types
of competencies one can expect from differently experienced
crew.
3–11
COMPONENT DESCRIPTION
100 Shipshape.
Make a Mutiny check against the crew. If the Crew Morale would fall to 75 during a structured encounter, perform the Mutiny check after
75
the structured encounter is resolved.
60 Add jJ to combat skill checks and the boarding the hit and run actions. The crew may still attempt to resist boarding actions as normal.
Make a Mutiny check against the crew. If the Crew Morale would fall to 50 during a structured encounter, perform the Mutiny check after
50
the structured encounter is resolved.
s an alternative to building a spacecraft, players can Eventually, the Rogue Trader Van Royyl met the
use the following quick-start vessels instead. This Measured Response in M41.692, boarding, capturing, and
allows players to quickly get into the action and for taking it as a prize, then selling it to recoup costs. Although its
the GM to simplify starship creation. This pre-constructed ship pirate days are over, there are still many who desire revenge
has a history in the Calixis Sector and Koronus Expanse, and against the ship, no matter who crews it. Some crew report that
are designed with a specific set of goals in mind. the ship’s auger arrays are unusually sensitive when searching
for other vessels, as though hundreds of years of piracy leave
the ship eager for its next victim.
pace combat is a terrifying experience. Massive expanded and revised slightly to reflect the might and
batteries of macro-weaponry fling shells and munitions, devastation of the 41st Millennium.
torpedoes the size of hab-blocks streak through the
void, and ships are consumed by fire or explode with the fury
of a nova. If a void shield fails or armour plating buckles, Combat with starships is, by necessity, more abstract due to
thousands of lives can be snuffed out in an instant. their complexity and the number of crewmembers involved.
Starship combat rules used in ROGUE TRADER GENESYS Like small vehicles in combat, starships can only perform one
are expanded versions of the vehicle rules found in the vehicle maneuver and one vehicle action (or two vehicle
GENESYS Core Rulebook. While you will find much of the maneuvers) during their turn, as directed by the captain.
fundamentals the same, the encounter rules have been
Along with the captain, each Explorer can use their
personal actions and maneuvers to operate weapons, sensors,
move about the ship, and generally engage in combat. This all
happens in the same round, and it is subject to Initiative order
If a component is depressurized, the air violently vents
just like personal combat. Something to remember concerning
over a number of rounds equal to the silhouette of the
vehicle combat with starships is that each vessel is likely to
starship. Characters within the venting storm treat it as
have tens of thousands of crewmembers and GMs should not
difficult terrain. Once all the air has vented, characters
track these NPCs during combat. Instead, only focus on those
are exposed to the vacuum of space (see pages 110-111
individuals (typically the PCs and key named NPCs) who are
GENESYS Core Rulebook).
doing things pertinent to the ongoing encounter, and feel free
to ignore the rest. Depressurization reduces Crew Morale by 1d5, but the
actual Component may still work (although the GM
may rule that the Component may not be used due to the
loss of its crew or from unforeseen damages too difficult
The vehicle combat rules on page 226 of the GENESYS Core to diagnose in a vacuum. A depressurized Component
Rulebook illustrate basic maneuvers and actions that all can be patched with most onboard materials, but only a
vehicles can utilize. Massive starships have a few more tools proper shipyard can permanently repair the damages.
for handling encounters in the 41st Millennium.
The following actions replace or modify options on Table
III.2–17: Additional Vehicle Actions on page 229 of the Core
Rulebook when using any starship in this chapter. Captain Only: No
Speed: 0
While engaged with another starship (including after causing a
Captain Only: No collision), the character may make a boarding action. While
Speed: Any two ships are involved in a boarding action, neither vessel can
The character makes an Average (kKkK) Tech-Use check to make maneuvers nor perform any actions to fire weapons. Both
commune with the starship’s machine spirit and aid it in its starships reduce speed to 0 and act at the end of the turn order
calculations. If successful, increase either the ship’s handling simultaneously.
by 1, to a maximum of +4, or the sensor range by one range The character performing the boarding action (or a
band until the end of the next turn. You may spend a a to nominated NPC officer) makes an opposed Leadership
have the effect last for one additional turn (and may activate versus Leadership check. Add jJ to the ship with the highest
this multiple times). current Crew Morale and lowest current hull trauma. The
winner reduces the opposing Crew Morale by 3 for each
uncancelled s or causes 1 hull trauma for each uncancelled
Captain Only: No s (attacker’s choice). At the end of this clash, the ship that
Speed: Any loses any Crew Morale makes a d100 roll and compares it to
The augur crews manage systems and auxiliary equipment to their current Crew Morale. If the result is equal to or lower than
constantly scan the immediate surroundings for hazards. Make their current Crew Morale, the crews continue to fight. If the
an Average (kKk)K Perception or Vigilance check. On a result is greater than their current Crew Morale, the losing ship
successful check, each uncancelled s downgrades the surrenders (NPCs) or the PCs try to flee as best they can.
difficulty of the captain’s next Operating check once. A starship involved in a boarding action can make a Hard
(kKkKk)K Operating check to disengage at the beginning of
their turn, but failure causes the struggling starship to add jJ to
Captain Only: No all Leadership checks until the end of its next turn.
Speed: Any
By rerouting power from unnecessary systems, the character is
able to increase the void shield’s output. Make a Hard (kKkKk)K
Tech-Use check. If successful, the starship suffers 1 system
strain and increases its defense by 1 until the beginning of the
character’s next turn. Each additional s increases the duration
by one round.
Captain Only: No
Speed: Any
The crew doesn’t always need to know exactly what is In some situations, a starship may prefer to flee from
happening outside their decks during an attack, only that they opponents, rather than stand and fight. Perhaps a
are the doing crucial work towards success. The character smuggler wishes to run a naval blockade, or a privateer
makes a Hard (kKkKkK) Charm or Deception check. If they is chasing a valuable prize. Perhaps a ship simply
succeed, restore 1 Crew Morale, plus 1 additional Crew Morale wishes to flee combat, and her captain is doubtful of
per s after the first. At the GM’s discretion, your character their chances of successfully disengaging under the
may not take this action if the ship is suffering from significant enemy’s guns. In such situations, players have the
loses or certain Critical Hit effects (like Fire!). options of using the rules for a stern chase—a flight and
pursuit between two ships that might last hours, or even
days.
Captain Only: No
Speed: Any
The character makes a Hard (kKkKk)K Tech-Use or Gunnery
check or an Average (kKk)K Vigilance check. If successful, any
attacks with the Guided quality upgrade in difficulty once, plus
one additional time for every additional s s until the start
of the character's next turn.
Critical Hit results on Components functionally disable, either To survive amongst the deep void, starships must be largely
temporarily or permanently, critical systems on a target vessel self-sufficient. Nowhere is this more apparent than in the case
and can lead to a number of complications. Table 3–12: of repairs and maintenance. Any true void-faring vessel has
Starship Components lists the possible components that bunkers full of fuel and storage holds with additional supplies
might be damaged. The effects of most of these Critical Hits and ship components.
stack, and a ship can suffer more than one Component Hit To perform extended repairs, a starship should locate a
Critical. suitable anchorage point away from dangers. For each week at
repairs, one Explorer directing the crew makes a Tech-Use
check with a difficulty determined by Table III.2–16: Damage
Control Difficulty (page 228 of the Core Rulebook). A
This section expands upon the Critical Hit table presented on successful check provides whichever benefit the Explorer is
page 230 of the GENESYS Core Rulebook. In ROGUE TRADER working towards (healing system strain or hull trauma) and all
GENESYS, the starships of humanity are filled with volatile unpowered or damaged (but not destroyed) components are
plasma engines, multiple tonnes of munitions, and the ill- become operational.
understood warp engine. It takes very little for something
For a more thorough repair job, the starship will need to
important to be hit and seemingly less for something to
find a shipyard or spaceport. An Explorer makes a Hard
explode.
(kKkKkK) Acquisition check. If successful, the starship recovers
When an attacker scores a Critical Hit on a starship, they
hull trauma and system strain equal to 5 times the number of
roll on Table 3–13: Starship Critical Hit Results and the
uncancelled s. to continue service. It takes approximately one
target suffers the listed effect.
day to repair 5 hull trauma, but this downtime may be adjusted
based on the level of technology and expertise at the shipyard
or spaceport.
3–12
COMPONENT DESCRIPTION
The starship cannot make maneuvers or actions. In addition, the ship continues on its course at its current speed, and cannot be stopped or its
Bridge
course changed.
The ship is hulled and one of the cargo holds is exposed to vacuum. Cargo may be damaged or lost, and anyone in the cargo hold takes
Cargo Hold
damage at the GM’s discretion.
Comms Communications are knocked offline and the ship can neither send nor receive any electronic signals or data.
The Geller Field flickers out and the ship is exposed to the dangers of the Immaterium (this component is only used while traversing the
Geller Field
warp).
One of the vessel's landing bays is knocked out of commission. The severity of the damage is up to the Game Master, and could result in a
Landing Bay temporary inability to launch or recover ships from this bay, to a failure of the docking bay shield with total decompression of the entire
compartment.
Warp Drive The warp drive is damaged, and the ship cannot transition into or out of the Immaterium.
Weapon System One weapon system of the attacker's choice is knocked offline.
3–13
d100 SEVERITY RESULT
01-09 Easy (kK) Mechanical Stress: The starship suffers 1 system strain.
Rattled: A small explosion or impact shocks the vessel. Reduce Crew Morale by 1 and the crewmembers closest to the hit
10-18 Easy (kK) become disoriented for one round.
19-27 Easy (kK) Losing Power to Shields: Decrease defense by 1 until the Critical Hit is repaired.
Knocked Off Course: A particularly strong blast or impact sends the ship careening off in a new direction. On their next turn,
28-36 Easy (kK) the captain cannot execute any maneuvers and must make an Operating check to regain control. The difficulty of this check
depends on the starship’s current speed.
Rocked: Add jJ jJ to all combat checks until the end of the next turn. Characters closest to the hit are immobilized until the
37-45 Easy (kK)
end of their next turn.
Component Hit: One component of the attacker's choice is knocked offline, and is rendered inoperable until the end of the
46-54 Easy (kK) following round. For a list of ship components see Table 3–12: Starship Components.
Power Fluctuations: The ship or vehicle is beset by random power surges and outages. The captain cannot voluntarily inflict
55-63 Average (kKkK) system strain on the ship (to gain an extra starship maneuver, for example), until this Critical Hit is repaired.
Navigation Damaged: The starship’s navigation is compromised and handling becomes –3 (unless already lower). The crew
64-72 Average (kKkK) loses the ability to actively search for adversaries, detect environmental dangers, locate incoming torpedoes, and other such
effects the GM deems appropriate for the situation.
Propulsion Damaged: The propulsion is compromised and the captain cannot perform the accelerate maneuver. The starship’s
73-81 Average (kKkK) current speed drops by one each round (minimum 0).
82-90 Hard (kKkKkK) Defenses Damaged: The ship’s defenses are compromised and defense becomes 0, until this Critical Hit is repaired.
91-99 Hard (kKkKkK) Engine Damaged: The ship’s maximum speed is reduced by 1, to a minimum of 1, until the Critical Hit is repaired.
Shield Overload: Decrease the ship’s defense to 0. This Critical Hit cannot be repaired until the end of the encounter, and the
100-108 Hard (kKkKkK) ship suffers 2 system strain.
Weapons Damaged: One of the vehicle’s weapons of the attacker’s choice is compromised. That weapon cannot be used until
109-117 Hard (kKkKkK) repaired.
Major System Failure: One component of the attacker's choice is heavily damaged, and is inoperable until the Critical Hit is
118-126 Hard (kKkKkK) repaired. For a list of ship components see Table 3–12: Starship Components..
Daunting Major Hull Breach: A well-placed blast tears a massive hole in the ship's hull and it begins to depressurize (see sidebar
127-133 Depressurization). The ship does not completely depressurize, but parts do (the specifics of which parts depressurize is up to
(kKkKkKkK) the GM). The starship compartment depressurizes in a number of rounds equal to the starship’s silhouette.
Daunting Destabilized: The ship’s structural integrity is seriously damaged. Reduce the ship’s hull trauma threshold and system strain
134-138
(kKkKkKkK) threshold to half their original values until repaired.
Daunting Fire!: Immediately reduce Crew Morale by 10. A fire can be put out with a Hard (kKkKkK) Cool or Athletics check (multiple
139-144
(kKkKkKkK) checks may be required at the GM’s discretion).
Daunting Breaking Up: The starship begins to come apart at its seams, disintegrating around the crew. At the end of the following round,
145-153 it is completely destroyed, and the surrounding environment is littered with debris. Anyone aboard the vehicle has one round to
(kKkKkKkK) get to an escape pod, bail out, or dive for the nearest hatch before they are lost.
Vapourized: Immediately reduce Crew Morale by 30. Any component that is already suffering from a Critical Hit is
permanently destroyed. The starship is completely destroy in a suitably dramatic fashion. If a Vapourized Critical Hit result
would cause a starship's warp engine to be destroy, the warp engine erupts into a seething black hole that draws everything
154+ –
within medium range into the Immaterium. Other starships and small crafts must make a Hard (kKkKk)K Operating or Piloting
check to escape or be pulled into the maelstrom. The GM and PCs should discuss what happens, as those on board are not
guaranteed survival.
he galaxy of the 41st Millennium is a strange and Skills (group only): Discipline, Negotiation, Knowledge
limitless place, filled with horrors and wonders in equal (Common), Vigilance.
measure. So too are the individuals, creatures and alien Talents: None.
races in it. Many and more of these can be encountered by Abilities: Heard It All Before (add jJ to social skill checks
explorers in the Koronus Expanse and beyond, from mortal targeting this character).
foes, powerful allies and human rivals to otherworldly beasts Equipment: Quills, ink bottles, parchments, worn data-slate.
and the most hideous terrors imaginable. The trick, of course,
is to know which one is which.
The following is a list of adversaries that you, the GM, can Many worlds on the frontier are dependent of a steady supply
use in your adventures. These adversaries are divided into of butchered meat, either from local livestock or hunted and
several groups, according to their affiliations and motives. culled from feral worlds by red-stained roving provender
Many profiles are simple without many uniquely defining vessels. Many are ferals themselves, others are inveterate
features due in part to the sheer scale and variety of what may wanderers—none has a wholesome reputation.
exist throughout the vast distances of space and in the darkest
corners of reality. As the GM, you should feel free to adapt
these profiles as you see fit to best work in your adventures.
Skills (group only): Athletics, Driving, Knowledge Skills: Charm 3, Deception 2, Discipline 3, Knowledge
(Common), Melee, Vigilance. (Common) 2, Negotiation 3, Ranged (Light) 3, Vigilance 3.
Talents: None. Talents: Adversary 1 (upgrade difficulty of all combat checks
Abilities: None. against this target once).
Equipment: Worn knife (Melee, Damage 3; Critical 4; Range Abilities: Commercia Warrant (whenever the free trader
[Engaged]), personal belongings. captain would suffer strain after making or opposing a
Negotiation check, they suffer 1 less, to a minimum of 0; when
inflicting strain as part of a Negotiation skill check, they inflict
1 additional strain).
Given the often crushing misery of life, it is no surprise that a
Equipment: Finely tuned hellpistol (Ranged [Light], Damage
little escape is desirable for the masses. Entertainment on most
6; Critical 3; Range [Short]; Accurate 1, Pierce 1), carapace-
human worlds has a tendency toward being simple, direct, and
lined naval coat (+2 soak), personal vox, seal of captaincy,
visceral. More civilized worlds might include plays, music, and
master security ship key.
dance, usually featuring great battles of legendary heroes or
depicting Imperial values.
Far worse than the abhuman dregs are those lost and damned
souls whose bodies bear the corrupting stigmata of Chaos and
who have embraced insanity and the favour of the Dark Gods.
For reasons few can guess at, the Orks employ their
large fang-like teeth as a form of currency, swapping
them with other Orks for equipment, food, drink and
slaves. As an Ork’s teeth, referred to as “Teef,” are shed
naturally on a regular basis (and may come out as a
result of the Ork’s frequent brawls anyway), few Orks Skills: Athletics 3, Brawl 4, Cool 4, Coercion 4, Discipline 2,
are ever lacking in funds for long, and larger Orks tend Knowledge (Forbidden) 3, Leadership 4, Ranged (Light) 4,
to be able to afford larger purchases by literally ripping Vigilance 3.
the Teef from smaller Orks. Teef degrade over time Talents: Adversary 2 (upgrade difficulty of all combat checks
after falling out or being forcibly removed, meaning that against this target twice), Durable 3 (reduce Critical Injury
hoarding them is seldom successful, keeping the results suffered by 30, to a minimum of 01).
crude—if oddly effective—Ork economy moving. Abilities: Silhouette 2, Waaagh! (the Kaptain may spend a
Story Point to let out his warcry. Until the end of the encounter,
after resolving a successful melee combat check, the Kaptain
and any other Orkz within earshot may suffer 3 strain to make
an additional melee attack as an incidental against the same
target. Increase the difficulty of the combat check by one if this
attack uses a second weapon or by two if the attack uses the mindless brutes. Those that operate the various gunnery and
same weapon). helm stations of their vessels show ingenuity and a grasp of
Equipment: Implanted power klaw (Brawl; Damage 7; spatial tactics that belies their primitive stature.
Critical 2; Range [Engaged]; Breach 1, Reinforced, Sunder,
Vicious 3), kustomized plasma pistol (Range [Light]; Damage
7; Critical 2; Range [Short]; Linked 2, Burn 1, Pierce 3; if this
weapon jams, the wielder suffers 5 wounds), ostentatious
clothes (+2 soak), bionik sight (removes jJ caused by smoke
or darkness), rebreather, bag full of teef.
Skills (group only): Athletics, Brawl, Gunnery, Resilience,
Vigilance.
The largest, toughest, and baddest Orks who haven’t yet risen Talents: Swift (a Rak’Gol does not spend additional
to command their own warbands are known as Nobz. They maneuvers to move through difficult terrain).
form the retinues of the Kaptin and help keep the Boyz in line Abilities: Bomb Collar (the character may detonate its bomb
on the battlefield. Nob Freebooterz must oversee many collar at the start of any turn, instantly killing itself and dealing
different activities throughout a starship and serve as the 8 damage with the Blast quality to all engaged characters),
Kaptin’s bridge crew to maintain order (insomuch as it is for Silhouette 2.
Ork society). They tend to gravitate to specific positions like Equipment: Implanted howler (Gunnery; Damage 12; Critical
‘Deck Masta’ or ‘Gun Nobz’ and maintain an Orkish battlefleet 3; Range [Long]; Auto-fire, Cumbersome 3, Pierce 1; the user
well-enough to cause significant damage to others. must always use the Auto-fire quality when making attacks
with this weapon), implanted mono-claws (Brawl; Damage 5;
Critical 2; Ranged [Engaged]; Pierce 1), subdermal armour
plating (+1 defense); cybernetic sensory enhancements (may
see thermal signatures and remove jJ jJ added to this
character’s checks due to darkness).
Skills: Coordination 3, Brawl 3, Psyniscience 4, Stealth 4, The Sand Tiger is a natural predator of the Vaporius deserts. It
Vigilance 1. is as long as a man is tall with a large tooth-ringed orifice for a
Talents: None. face, powerful digging claws, and fine hairs across its entire
Abilities: Attachment (may make an opposed Brawl versus body. These beasts are ambush predators create pitfalls and
wait to snare unaware prey. The creature’s skeleton is made
Brawl check to attach to a sentient engaged target. If the check
is successful, the character falls under the control of the entirely of translucent, rose-tinted crystal. The haunting beauty
Medusae. Removing a Medusae from a host requires a Hard and utter rarity of an intact Sand Tiger’s skeleton makes it an
exquisite and highly valued trophy.
[kKkKkK] Medicae check with success freeing the host, but
reducing their strain threshold by half for the next 24 standard
hours), Eye burst (while attached to a host, the Medusae may
make an opposed Psyniscience versus Discipline check
against any target within medium range. If it succeeds, the
target suffers 3 strain, plus 1 additional strain per s; a a
may be spent to stagger the target), Hoverer (may hover, as per
Flying sidebar page 100 of the GENESYS Core Rulebook), Skills: Athletics 2, Brawl 4, Stealth 4, Vigilance 2.
Silhouette 0. Talents: Adversary 1 (upgrade difficulty of all combat checks
Equipment: Tendrils (Brawl, Damage 2; Critical 5; Range against this target once).
[Engaged]; Pierce 6, Stun 3, Stun Damage). Abilities: Burrower (a Sand Tiger can dig into sand and does
not suffer penalties for moving through sand), From Below (a
Sand Tiger may make an opposed Athletics versus Athletics
or Coordination check when any character steps into its pit; if
Also known as sand pacers, Mukaali are large animals that
the Sand Tiger wins, the target is drawn down into the pit and
thrive in desert environments and are known on several worlds
suffers 6 wounds. The target becomes engaged with the Sand
as excellent modes of primitive transport. Uniformly hairless,
Tiger), Silhouette 2, Valuable (may make a Formidable
the bodies are covered with a dense skin and their eyes protrude
[kKkKkKkKkK] Survival check to retrieve a Crystal Skeleton
from the sides of the head to provide strong peripheral vision.
[rarity 10]; if care was taken to kill the Sand Tiger [such that
A Mukaali can bear a prodigious load with no break in stride,
impact, explosive, or other violently destructive methods were
easily capable of carrying not only a rider but also a full set of
not used], reduce the difficulty of this check twice).
packs as well.
Equipment: Burrowing claws (Brawl, Damage 6; Critical 3;
Range [Engaged]; Vicious 1), tooth-filled maw (Brawl;
Damage 5; Critical 2; Range [Engaged]; Pierce 3, Vicious 2),
coarse hide (+1 soak).
Each Nemesis has their own way of doing things, their own
collection of practices, habits, and customs. There are three
The GM may select a Nemesis in one of several ways. The primary types of Nemeses that make up the majority of threats
player may roll on Table 1–1: Archetypes. Similarly, they within the Koronus Expanse: humanity itself, the xenos
might instead choose a particular Nemesis from Table 1–1 that menace, and the devotees of the dark powers.
best fits that narrative. Finally, the GM may create their own The Enemy Within: Humans in all their guises
Nemesis that reflects concept of the game. covering psykers, assassins, rival Rogue Traders,
nobles, Navigators, and any number of institutions of
the Imperium. These are common Nemeses among
Rogue Traders and Explorers.
Like the Rogue Trader crew, a Nemesis controls a vast array of
The Enemy Without: Xenos including the Dark Eldar,
assets, including starships and people. A Nemesis has a Profit
Craftworld Eldar, the Kroot, the Orkz, the Stryxis, and
Factor and can utilize it in exactly the same way the Explorers
countless more unknown. A xenos Nemesis often has
can. However, a Nemesis does not necessarily have a
access to technologically advanced weaponry,
comparable Profit Factor to that of the Explorer’s and certain
starships, and gear and arcane knowledge beyond
options may make it so the PCs have a greater amount of
humanity’s darkest imagination.
resources to call upon or vice versa.
The Enemy Beyond: Sorcerers, worshipers of the
The numerical value from Table 1–1 determines the
Chaos Gods, daemons in their infinite forms, and
Nemesis’ Profit Factor. Just like Explorers, a Nemesis is most
corrupted mutants from the darkest corners of the
dangerous when wielding their influence, purchasing armies
galaxy. Rare and extremely dangerous, a Nemesis who
and weapons, or purely blocking others from doing the same.
worships the Chaos Gods and may travel freely through
If the player rolls on Table 1–1, they use the exact number the warp is a foe like none other.
from the percentile dice as the Profit Factor. If the player
When the Nemesis is operating within the society they
chooses or creates their Nemesis, they should use the highest
originate from (for example, an Imperial Inquisitor from the
number available for a similar Archetype instead. The GM may
Ordo Calixis operating within the Imperium, and specifically
also alter Profit Factor depending on the specific campaign
the Calixis Sector), they count their Profit Factor as 50%
they have in mind.
higher.
1–1
d100 DESCRIPTION
The Rogue Psyker: Possessing incredible psychic powers, Nemeses of this sort can manipulate the minds of others, divine the
secrets of the future, or abandon all subtlety and lay waste to entire stretches of the Void. While most psykers tend to be enigmatic
01-25 and insidious, some lack any such cleverness and are much more dangerous for their raw power than their supernatural wiles. These
sorts of psykers are unlikely to be in full control of their abilities and can be as destructive to their own as to the Explorers. (This
Nemesis counts its Profit Factor as +20 when events relate to daemons, sorcery, mutants, or other forms of Chaos).
The Brute: There is only violence and savagery, neither compassion, nor mercy. An adversary of little subtlety and guile, this
Archetype represents an enemy whose methods and advantages lie in simple destructive power, most often manifest in some sort of
26-35
martial power, either possessed personally by the adversary or at their command. This sort of villain may also represent a group of
violent individuals rather than a single adversary.
The Pirate Prince: Extravagance, ambition, and brutality are the hallmarks of this sort of villain; using whatever means necessary,
they seek wealth, power and fame. It is not uncommon for this type of adversary to control a large fleet of smaller pirate vessels, all
gathered under the flag of their single charismatic and violent leader. It is rare for villains of this sort to act in the shadows, behind
36-45
the scenes or out of sight. While they may prey on the fringes of Imperial space, it is likely that their reputation will spread, either
from the sheer savagery evident in what is left behind, or spoken from the mouths of the survivors, left alive to tell the villain’s tale.
(This Nemesis counts its Profit Factor as +20 for starship related construction, purchases, and maintenance).
The Heretek: Technology is the life-blood of the Imperium, and just as the blood of the body can become corrupt and poisonous,
so too can the technology of man and xenos be used to the detriment of humanity. Seeking possession and knowledge of arcane
46-55 technologies, twisted daemon-engines, or xenostech devices, adversaries of this sort pervert the mysteries of the Machine God to
their own dark ends. Many have fallen from grace because of their obsession with proscribed technologies and mad experimentation.
(This Nemesis counts its Profit Factor as +20 for anything related to Archeotech and Xenostech).
The Apostate: If technology is the life-blood of the Imperium, faith is its immortal soul. Since the time of the Heresy, the
Ecclesiarchy has tended the soul of the Imperium and protected it against the deprivations of doubt, reason, and fear. There are
those, however, who have used their position of spiritual power to corrupt the faith of their charges. The Koronus Expanse is teeming
56-66
with those who came under the scrutiny of the Ecclesiarchy, but escaped its scourge. These counterfeit clerics and false prophets
wield their spurious authority as a blade to strike down the souls of good Imperial citizens, living far from the light of proper
orthodoxy.
The Criminal Mastermind: Using their connections and power in the underworld, villains of this sort shape elaborate criminal
enterprises for their own personal gain. Most often, these adversaries lead from the shadows, where their safety is all but guaranteed
by layers of intermediaries, deputies, and unwitting agents. The truly terrifying criminal masterminds work so far behind the scenes
67-75
that their lowest lieutenants may not even know they exist. Crossing a Nemesis of this sort has lasting consequences but can be as
simple as thwarting the efforts of a minor smuggling operation. Few Explorers realize their folly until it is far too late and the full
force of a criminal empire is arrayed against them.
The Politico: Playing several groups against one another, acting through intermediaries and agents, manipulating those around their
own ends, these are the trademarks of the Politico. Often members of high society, these villains have spent years amongst the
backbiting and favouritism of the political elite. Adversaries of this sort know that what one can do is not as important as whom one
75-85
knows or what one can make others do. Subtle and slippery in the extreme, these Nemeses are masters of long-term planning, and
often have several contingencies prepared for every possible circumstance. (While operating in the society controlled by this
Nemesis, the Explorer’s count their Profit Factor as –20).
The Inquisitor: A domain as vast as the Imperium of Man cannot help but encounter enemies on several fronts, and will suffer
these enemies from within as well as without. For this reason, it is necessary that the Imperium employ the likes of the Inquisition.
86-94 Their methods are ruthless and their means are limitless. Those who draw the eye of the Inquisition do so with their thoughts as
much as their actions. To face an Inquisitor is to face an enemy who does not aim to simply kill their quarry, but instead to force
their repentance and contrition before sending them from this life.
You are destined to fight many battles and overcome impossible odds. Roll twice, ignoring duplicate results, and gain two separate
95-00
Nemeses (divide the total Profit Factor between the two Nemeses).
With the Archetype and Origin settled, the GM should add final A Nemesis may enter into the Explorer’s adventures in a
touches to bring the NPC to life. This NPC should be important multitude of ways. The frequency is typically up to the GM and
to the unfolding narrative, therefore, considering giving this how the story is developing. Important plot moments, ongoing
adversary specific ambitions and a personal style of speech and conflicts, and results from checks may all be adequate events
dress. It is also important to consider whom the Nemesis may for the GM to bring a Nemesis into play. The Nemesis can and
already know and what type of company the Nemesis keeps. should become a complication to overcome.
Each Nemesis should have Motivations, much like the When a character makes any check involving their Profit
PCs, as well as a true goal they wish to accomplish. The true Factor or any check towards the completion of an Endeavour,
goal may be something that the Explorers can work with, the GM may spend multiple h or d to involve the character’s
creating a brief truce from time to time in order get what they Nemesis. The Nemesis may increase the difficulty of the next
desire. It is also likely that the true goal is completely at odds Objective check once or even reduce the Explorer’s Profit
with the Explorers—such as wanting the total annihilation of Factor by 1 or 2, unless the Explorers take immediate action to
the Rogue Trader’s dynasty. counter the threat.
Nemesis characters should make such a lasting mark on Spending a Story Point to include a Nemesis works very
the Explorers as to offend every one of their sensibilities. well for situations where the Explorer’s are operating in a
Having trademark behaviours solidifies how vicious, deranged, similar location as their Nemesis. While the Nemesis might
or ingenious the Nemesis can be and what risks they might have an entirely different purpose for being there, they may
take. Good examples for trademark behaviours should clearly take the opportunity to hinder and harass the Explorer group
define how the Nemesis operates. A trademark of slaughter just because they can.
might appear in the particular way the victims are found. Such
trademarks include gore created by unique weapons or
signature scars or wounds left on the dead. Greedy characters
may brand their name into everything they own or leave a
calling card after having stolen something valuable. Glory
hounds might be easily recognized by the many stories, true or
false, that swirls around their name.
The last consideration for a Nemesis is what they are
willing to risk to impede the Explorers. Like the Explorers
themselves, the Nemesis desires something. However, no
amount of power or wealth guarantees that an individual or
organization may exercise their will without putting something
at risk. Profit, reputation, freedom, and well-being are just a
few assets at risk of forfeiture whenever one embarks on their
next journey. Both the Nemesis and Explorer may be able to
see eye to eye when the stakes are raised, or perhaps the tragedy
of one is good enough to jeopardize the other.
he PCs in ROGUE TRADER GENESYS are the crew of a This chapter provides assistance for the Game Master in
starship with the means and license to travel between presenting the grim darkness of the far future through the lens
Imperial worlds and beyond. This means that finding of immense wealth and freedom. The GM is the player’s guide
reasons for adventures will not be hard for the Game Master, to the universe, spinning the world around them to create
as simply sailing off into the void is very much an adventure in opportunities, obstacles, and memorable adventures. We begin
itself. Of course, the GM still needs to think about what kinds by explaining the Warrant of Trade and the PC’s dynasty, to
of things Rogue Traders are likely to get up to and plan insanity and corruption, and the various Endeavours that
adventures accordingly. Explorers might undertake.
The focus of most adventures will be on profit and the
acquisition of wealth, though equally they might also center on
exploration—usually with a mind to opening trades routes or
exploiting natives and the like. Within this framework of
exploration and trade (spiced up with a fair measure of conflict,
combat, and peril), there is a great deal of scope and styles of
play for the Game Master to explore.
Rogue Trader and their team are more than merely a the permission to go beyond the Imperium’s borders, but to
ship’s captain and crew; they are a grand legacy, deal with who or whatever might be out there with the full
which often stretches back hundreds or even authority of the Senatorum Imperialis, the High Lords. The
thousands of years. The first Rogue Traders were given Warrant also elevates the recipient to the highest of ranks to
mandates to ply the stars and expand the control and reach of which a servant may rise, granting them equivalent status with
the Emperor, and in exchange, they could harvest the wealth such men and women as Imperial Commanders, Inquisitors,
such freedom would bring. The Player Characters are the and Space Marine Chapter Masters. They are granted the power
descendants of these first Rogue Traders and the many that to deal with such peers of the Imperium as equals, and the
have come after. Warrant allowing them to call upon what aid they can
All of the PCs, not just the Rogue Trader, will be part of negotiate.
this dynasty. This legacy is important for the players to Furthermore, the Warrant of Trade grants enormous rights
remember, as they need to know that they are more than the to the recipient, allowing them to claim by conquest whatever
ordinary Imperial citizen is—rare individuals, chosen for worlds and privileges they may obtain in whatever manner they
greatness, who possess power to shape the very destiny of the wish. Many Rogue Traders use the Warrant to conquer or
Imperium itself. colonies newly discovered planets, taking up the role of
This is also an important distinction for the Game Master Imperial Commander and thus pushing outwards the
to bear in mind, as many of the people the players come into Imperium’s borders. Others use the Warrant to gain exclusive
contact with will be aware of their heritage. It can also be a trade rights with newly discovered cultures, earning for
source of pride for the players to know that they are a cut above themselves unimaginable riches and establishing the
the average citizen, gifted with special rights and blessed with foundation of powerful noble lines.
a favoured role in the Emperor’s grand designs. Part of this
status that all the players share also means that to a degree they
are all equally important. Though only one player controls the
The Warrant of Trade is the instrument by which a Rogue
Rogue Trader, all of the players’ characters are equally
Trader is granted their lofty position and the method by which
essential in playing a role in the destiny of his dynasty. To this
they exercises their considerable powers. Warrants are granted
end, the Games Master should spread the focus of adventures
on the highest of authorities, usually by the office of the High
and plots across the characters rather than focusing solely on
Lords of Terra themselves—and by extension, the Emperor.
the Rogue Trader.
The issuing of a Warrant is an occasion of great significance,
marked by extravagant pomp and ceremony, for it marks the
establishment of a new noble line that, should the recipient
By dint of the fact that the vast majority of space travel is prove successful, might conquer and rule entire regions of
tightly controlled by the Segmentum Fortresses, the Imperium space in the name of the Imperium, thus expanding Mankind’s
is able to impose a great degree of control over the movement domains.
of its subjects. The Imperium being spread out across such a Warrants are issued for many reasons. Some are granted
vast region of the galaxy, it lacks discrete borders and is in recognition of a great service done to the Imperium, while
defined more by the warp routes that connect individual others are created for entirely political ends. Rogue Trader
sectors. For the most part, however, humanity is fearful and Warrants are hereditary. Once one is issued, it will be passed
untrusting of the alien and non-Imperial cultures, taught from down from one generation to the next, at least for as long as
birth that Mankind is possessed of a manifest destiny to rule there are heirs extant to receive it. Many Rogue Trader lines
the stars, and that contact with outsiders brings at best moral die out and yet more are created to replace them, ensuring a
pollution, and at worst world-razing devastation. Contact with constant supply of individuals driven to expand the Imperium’s
proscribed cultures is therefore forbidden, by ancient decree, to holdings.
be undertaken only at the very highest levels as sanctioned by
the High Lords of Terra and their duly appointed servants.
Despite the general prohibition against dealings beyond One of the most common circumstances under which a Warrant
the Imperium, the High Lords of Terra long ago recognized the of Trade is offered is in recognition of military service to the
value of expanding the borders of Humanity’s domains. The Imperium. In a galaxy at war on a thousand different fronts,
Warrant of Trade issued to all Rogue Traders grants not only Lord Generals and High Admirals lead dozens of mighty
crusades to re-take entire regions lost to rebellion or alien
invasion. Such mighty leaders have under their command
millions of warriors and hundreds of warships, and over the
course of a crusade lasting decades they might claim dozens of
planets in the name of the Emperor. Those individuals who So that the sons and daughters of the oldest of Rogue
succeed will be honoured at the very highest levels, decorated Trader lines do not fall victim to a life of idol luxury and
with a multitude of medals, have victory parades, high days and thus weaken the bloodline, many such scions are
celebrations held in their name and even have whole planets ordered by their sires to ‘do their time,’ undertaking a
named after them. career in one of the one of the Imperium’s great
institutions until such time as they are judged worthy of
returning, or duty calls them back. Many serve in the
Just as some servants of the Imperium are granted the Warrant Imperial Navy, a career that affords them many of the
of Trade in genuine thanks and recognition for their services to skills they will one day need to command a Rogue
Mankind, others are granted the rank because the alternative Trader fleet. Others spend time in the general staff of
would be far worse. Throughout history, men and women the Imperial Guard, or in other divisions such as the
granted leadership over a crusade fleet have conquered in the Administratum. Such individuals are often reviled by
name of the Imperium, only to establish themselves as rulers of their peers who view them merely as treading water
the new realms. Sometimes these leaders have maintained at until their privileged birthright recalls them, yet many
least a semblance of fealty to the Imperium, with the Adeptus do indeed learn vital skills that will one day serve them
Terra accepting the new regime so long as tithes are paid and well.
other obligations met. Yet, on many other occasions, these
rulers have become so accustomed to absolute power that they
desire to hold onto it for all time, rejecting their Imperial the very highest of levels, or on calling in outstanding debts
masters and setting themselves up as total rulers of the regions and favours from every possible source.
they have fought so hard to conquer. Once the Warrant is granted to such a person, they will be
The only recourse in such a situation is yet another keen to use it to attain their every ambition. Some will desire
crusade to dislodge the pretender. Far better, then, to avoid the to carve small empires beyond the reach of the Imperium, while
situation entirely by keeping the conqueror distracted with yet others may want to establish the foundations of a mighty
more regions to conquer, leaving the administrators of the lineage, even if they themselves will not be around to see how
Adeptus Terra to complete the pacification in their absence. future generations prosper. It has often been noted that many
Many a Warrant of Trade has been granted in order that a Lord Rogue Traders are vain and egotistical, and that many more are
Militant might simply conquer region after region until they simply venal and megalomaniacal.
have expended their forces and are no longer a threat, real or
potential, to the Imperium.
Moving cargo from one planet to another in realspace on well-established routes, filing the correct paperwork with admins,
Easy (kK)
convincing the ministorum to aid in a fight against local heretics.
Moving cargo through short well-established warp routes, filing the correct paperwork for the Adeptus Mechanicus, altering existing
Average (kKkK)
trade routes, destroying a group of feral and leaderless Orkz, erecting a statue of a famous saint in an Imperial settlement.
Using established warp routes to move cargo over a month long journey, convincing your crew that the warp is safe, convincing a
Hard (kKkKkK) powerful Rogue Trader or merchant to make favourable deals with you, bringing the Emperor's light to a newly discovered feral
colony, defending a colony against invasive parasitic botany.
Moving cargo through ill-established warp routes, convincing high-ranking officials to loan their assistance, uprooting a Tau base,
Daunting (kKkKkKkK) convincing the Adeptus Mechanicus to spare melta weapons, removing a heretical cult from a major colony, establishing a trade
route for rare xeno-beast parts, convincing highly skilled and comfortable merchants and craftsman to join a new colony.
Discover a garden world (then hide it), eradicate a genestealer cult, restoring the Emperor's light to a daemon world, establishing a
Formidable (kKkKkKkKkK) new and stable warp route, , building a manufactorum without the Adeptus Mechanicus involved, convincing an Inquisitor with hard
evidence that you did not establish a xeno-beast trade for blood sport using tyranids.
h or d An ambitious Magos demands a new compact of tech-ritual and prayer, one much more favourable to Machine Cult coffers. Increase the rarity of
all items controlled by the Adeptus Mechanicus by 1 during this objective.
You lose something minor for the current objective such as a small squad of fighters, a strategic installation, or the favour of a minor liaison.
Ledgers are errant and thrones are lost. Is this a careless accident or hidden embezzlement? Decrease the current Profit Factor by 1 until the issue
is resolved. If the Endeavour is completed before the issue is resolved, the Profit Factor is permanently lost.
h h or
A corruption takes hold in one of the Rogue Trader’s interests. Cultists of the Dark Gods, a wayward Imperial Cult, or an unruly Crew Brotherhood
d act to sow toil and make trouble. Add jJ to any checks requiring the crew’s assistance until the objective is complete or the unruly element is set
back in line.
A new dictate of mercantile law has come to the Drusus Marches from Scintilla, and the upheaval that attends it is dire indeed. Many important
guilders are ruined or driven to other lines of commerce, and many compacts are now worthless. Decrease the final Profit Factor of this Endeavour
hh by 2.
h or d Lose something vital for your objective ahead due to poor research, unforeseen attacks, or simply bad luck. This could be the loss of an important
asset or an acquisition (like specialized ammunition or surveyor crews).
The vile Ork emerges to loot and destroy the Rogue Trader’s interests in the Koronus Expanse. Immediately decrease your current Profit Factor
by 3. Unless the brutes are pushed back, further destruction is bound to occur.
hh The Rogue Trader is rumoured to have died. Administratum adepts now move slowly and inexorably towards the legal annulment of their Warrant
hh of Trade.
or d An influential noble or powerful Imperial hierarch chooses to denigrate the Rogue Trader, and all the sycophants follow that lead. This disrespect
will spread from the top down into the broader Imperial class if not stopped. The Explorers count their Profit Factor as 20 less until the issue is
resolved.
The Rogue Trader receives an unexplained and unexpected visitation from highly ranked members of the Inquisition, an event guaranteed to harm
their prospects when word gets out.
dd During your current objective, you discover something truly dangerous that will cause you major reformulating for the next objective. This
reorganization increases the difficulty of the next objective once. If the next Objective check is already Formidable (kKkKkKkKkK), upgrade the
difficulty once instead. This new danger may change the theme of the objective such as a simple Exploration becoming a Military engagement.
Viewing the scene of a gruesome murder, or seeing minor unknown supernatural or psychic phenomena—strange
Disturbing (kKkK) lights, spectral voices, weeping statues, and other unnatural occurrences.
Meeting someone known to be dead, being buried alive, or encountering major supernatural phenomena—the skies
Frightening (kKkKkK) raining blood, paintings coming to life, or flesh bursting into flame.
Sudden, shocking, and inexplicable death (maggot swarms exploding out of a fellow Explorer), hideous moments of
Horrifying (kKkKkKkK) revelation (awakening covered in blood, surrounded by torn open bodies), the dead rising across a whole planet, or
other mind wrenching events.
Experiencing a full-scale daemonic incursion, discovering a personal failure is responsible for the wasted deaths of
Terrifying (kKkKkKkKkK) untold millions or an entire planet, staring unprotected into the warp itself.
Watching a sorcerous ritual be performed, studying a heretical tome, stumbling upon an altar to the Dark Gods, or
Soiling (kKkK) spending time in an area where the boundaries between reality and the warp are thin.
Encountering an astral spectre, succumbing to the persuasive preaching of a cult leader or Chaos Marine, or handling
Debasing (kKkKkK) a Chaos-touched artefact without protection.
Profane (kKkKkKkK) Using a Chaos-touched artefact for your own gain, participating in a sorcerous ritual, or desecrating a sacred artefact.
Damning (kKkKkKkKkK) Coming into contact with a Herald or Greater Daemon of Chaos, or being exposed to the warp unprotected.
11-15 Clawed/Fanged
opposing symbols, double the number of remaining h in the 26-29 Dangerous Hide
results. In addition, add jJ to Fear and Corruption checks. 30-35 Degenerate Mind
41-45 Grotesque
The mutant cares little for injury or harm. Decrease the 46 Hellspawn
mutant’s wound threshold by 2. Decrease the difficulty of
47-49 Hideous Strength
Medicae checks targeting this mutant and Resilience checks to
50-55 Hulking
recover from Critical Injuries once (to a minimum of Easy
[kK]). 56-60 Malformed Hands
61-63 Malleable
91 Ravaged Body
92 Shadow Kin
Saturated with the energies of the warp, the mutant is more than
partially daemonic now. This creature halves all wounds 93-96 Tough Hide
(rounding down) dealt to them before applying soak, except for 97 Venomous
damage inflicted by force weapons, psychic powers, holy 98 Vile Deformity
attacks, or creatures with the Daemon ability (page 184). It is
99 Winged
immune to Fear checks and psychic powers used to cloud,
control, or delude its mind and no longer gains mental traumas. 00 Wyrdling
(If it had mental traumas, they are removed from the creature’s
newly freed mind). In addition, at the start of any encounter
involving this mutant, all opponents must make a Hard The mutant grows in stature and body-mass. It increases its
(kKkKkK) Fear check as an out-of-turn incidental. Silhouette to 2 and increases its wound threshold and
encumbrance threshold by 2.
The mutant has regressed mentally. Decrease the mutant’s The mutant has only a tenuous grip on our reality and, though
Intelligence by 1 (to a minimum of 1). This mutant reduces the wasted and gaunt, it can slip partly into the warp at will. It
difficulty of all Fear checks once (to a minimum of Easy [kK]). reduces its wound threshold by 2 and gains the Incorporeal
This mutant cannot benefit from cybernetics that increase ability.
Intelligence. Incorporeal: Once per encounter, as a maneuver, the
creature may become incorporeal. They become
weightless and can move through most mundane types
The mutant’s spine and limbs are horribly twisted. The mutant of difficult and impassable terrain without penalty (but
may only make one move maneuver per turn and they add jJ cannot stop inside solid objects). Normal weapons
simply pass through its body. Creatures with the
to Coordination, Driving, and Piloting checks.
Daemon or Incorporeal ability, psychic powers, and
force or holy attacks may still injure an incorporeal
creature normally. An incorporeal creature cannot
The mutant has sprouted additional functioning limbs in the normally affect the mortal world, and thus cannot
shape of arms, tentacles, or a prehensile tail (or tails). This damage non-incorporeal opponents. Incorporeal
creature can perform a second maneuver during their turn creatures cannot pass through force fields or barriers,
without suffering strain or giving up their action, but they can such as hexagrammic wards or a starship’s Geller Field.
never perform more than two maneuvers during their turn.