Rogue Trader Rules

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elcome to ROGUE TRADER GENESYS, a roleplaying

game of exploration, risk, and savage might set in


the decaying far future of Warhammer 40,000. In This book is split into several chapters. Some chapters will be
ROGUE TRADER GENESYS, you can explore the universe of more important to the GM, while others will be more useful to
Warhammer 40,000 like never before. Vast fortunes await on the players. The following gives a brief idea of what you can
the edges of the galaxy, if you and your fellow Explorers can find in each chapter.
muster the courage to find and claim them. Renown and riches In Chapter I: Character Creation, we provide the rules
reward the bold, but the unwary find only anonymous deaths. you need to build a Player Character in conjunction with the
A Rogue Trader who can wrest profits from a dangerous GENESYS Core Rulebook. This section features new skills and
universe through luck, cunning, or sheer force of will enjoys talents to help build your future dynasty and details the
something few humans in the 41st Millennium even know—a illustrious Lineage each Explorer hails from and Profit Factor
life of adventure and true freedom. they control. The final section of this chapter goes over the
Such a course, however, is often fraught with peril. Foul mysterious psykers and elusive Navigators who use the warp
aliens, pernicious raiders, and even other Rogue Traders stand to fuel their strange and dangerous powers.
in your way on the path to greatness. Your wits, luck, skill, and In Chapter II: The Armoury, we cover a great variety of
courage will be tested to their utmost limits. To survive is to the types of items PCs can expect to see during their travels.
face even greater challenges—and to wield even greater power. This includes weapons, armour, gear, cybernetics, and a range
of mechanical and organic creatures longing to serve.
In Chapter III: Starships, we provide the GM and
players with everything they’ll need to create their own warp-
ROGUE TRADER GENESYS is a sourcebook for the GENESYS
capable starship. Arguably, the greatest asset of any Rogue
Core Rulebook. That means you will need a copy of the Core
Trader, a starship functions as a mobile palace to such
Rulebook as well as this book to play a game set in the 41st
influential characters. This section also describes what it takes
Millennium. You will also need some GENESYS Roleplaying
to travel in the warp, lead the tens of thousands of deckhands
Dice. You can pick up a pack of them from your local game
onboard, and how to keep morale high and curb dissent
store or at www.fantasyflightgames.com, or you can download
wherever it may arise.
the GENESYS Dice App onto your Android or iOS device.
In Chapter IV: Adversaries, we provide the GM with a
ROGUE TRADER GENESYS serves as a backdrop for stories
large number of Non-Player Character (NPC) profiles to help
you can tell using the GENESYS game. It is basically a more
populate games. This section also provides rules for the GM to
detailed version of the type of settings found in Part II of the
create power Nemesis NPCs that can compete, harass, and
Core Rulebook, so you’ll use the basic rules found in Part I of
rarely assist the Explorers.
the Core Rulebook combined with the rules presented here. The
rules in ROGUE TRADER GENESYS are designed to supersede In Chapter V: The Dark Frontier, we provide rules for
those in the Core Rulebook—so whenever there seem to be the Game Master to use to assist in creating adventures and
contradictions, use the rules in this book instead. campaigns through plotting Endeavours. This section also
provides rules for insanity and corruption of the human psyche.
GENESYS is the engine that runs your game. ROGUE
TRADER GENESYS fleshes that engine out into a game where
you take on the role of a Rogue Trader and their most trusted
counsellors—explorers empowered by an ancient Warrant of
Trade to seek out profit and plunder unexplored regions of
space.
or 10,000 years, the galaxy-spanning Imperium of As powerful as it is, the Imperium does not rule the entire
Mankind has been the bastion of the human race. With galaxy. Mankind’s worlds are spread thin across the 200 trillion
over a million worlds and a population running into stars that make up the galaxy. Within the Imperium’s vague
countless thousands of billions, it is the largest empire in the borders are rebellious enclaves of human worlds, domains
galaxy of the 41st Millennium. For a hundred long centuries ruled over by alien war leaders, or colonies of creatures too
the Imperium has endured, surviving disasters, heresies, and aloof or too basic to disturb Mankind or draw the attention of
invasions from alien races intent on the extinction of Humanity. the war fleets. The Imperium is embroiled in a constant state of
It has resisted all of this through its greatest strengths—the war, sometimes simply continuing its wars of expansion, other
immortal Beneficent Emperor of Mankind and His vast armies times fighting against foes who threaten the survival of the
and fleets. entire human race.
Though the Emperor is a shattered, withered creature, He
still watches over and guides humankind from the restorative
essences, elixirs, and billowing alchemical gases of the Golden
Throne of Terra. Through His immense psychic powers, the The galaxy is a colossal spiral, ninety-thousand light years
Emperor directs the Imperium’s warships through the across and fifteen-thousand light years thick, containing
nightmare realm of warp space. It is said that He foresees the hundreds of billions of stars. Only a fraction of those stars have
many possible futures of the human race, and steers humanity habitable planetary systems, and only a tiny fraction of these
so that it may overcome the many trials and challenges ahead. have been investigated by Humanity or any other spacefaring
race.
Without the Emperor, the Imperium would be unable to
move its armies and fleets to combat its enemies and enforce The initial human colonization of the galaxy lies in the
its rule. The Imperium would degenerate into a hundreds of distant past, lost, forgotten, and obscured by twenty thousand
small empires clamouring for power while aliens and other years of regression and rebuilding. Human worlds are scattered
monstrous creatures devoured and destroyed Mankind. throughout the galaxy, but their distribution is far from even.
The greatest concentration of human worlds is in the galactic
The Imperium itself is inconceivably vast, spanning many
west, centered on the cradle of Humanity itself: sacred Terra.
thousands of light years, and it would require months, even
On the fringes of the galaxy, human worlds are few and often
years, of travel to traverse it. More than a million worlds with
far apart.
more than a million different cultures make up humanity, and
the discovery of new star systems and new planets are forever Many human worlds benefit from mutual contact and a
expanding the Emperor’s domains, fuelling mankind’s eternal comparable level of technology. Others have regressed to a
hunger for more resources, more space. primitive and barbarous state because of long periods of
isolation. New human-populated worlds are being discovered
Even to systems close to Terra, the Emperor and the
all the time, and there remains an unknown number, which
Imperium He embodies are but names for distant, almost
have been isolated and forgotten for hundreds, if not thousands
supernatural forces, which are revered and praised from afar.
of years.
Many citizens labour their entire lives, enduring strife and
toiling hard to survive the adversity of life in the 41st Stellar empires can seldom be reckoned in terms of the
Millennium, without even being aware of the Imperium except spatial areas they occupy, but more often in terms of the star
as a children’s story. For others, the Imperium is very real, the systems under their control. The Imperium is the largest empire
iron fist of control tight around their necks, instilling the law in the galaxy, the million and more worlds that lie under its
and order Mankind must have to prevail. dominion spread throughout the entire galaxy. It extends to the
limits of the Astronomican, the psychic beacon cast by the
Harsh discipline and scant mercy are essential for survival
Emperor on Terra by which human vessels navigate. The
in these turbulent times. It is an age of great upheaval for
Imperium cannot hope to control all of the star systems within
Humanity. With every passing year, more and more people
this vast area, not even the majority of the inhabited systems
display powerful psychic talents. If these so-called ‘rogue
within its borders. The galaxy also contains many alien races
psykers’ are not controlled or purged, the erratic and awesome
ruling smaller empires of their own, as well as empires ruled
forces they can unwittingly unleash may destroy whole
by humans who (often foolishly) consider themselves apart
settlements, even worlds. Those with the necessary mental
from the rule of Terra.
strength and fortitude can be trained by the forces of the
Imperium to use their strange powers to benefit humanity.
Each planet is responsible for its own defense. Imperial
Commanders are obliged to build ground-based defenses,
The worlds claimed by the Imperium of Man are as diverse as spaceports, and what defense fleets they can. The number of
the galaxy itself. Generally, only those planets that can support weapons and ships in any individual system will vary,
humanity, or be terraformed so they become habitable, are depending on the enthusiasm of its governor as much as the
heavily settled, yet there are plenty of worlds where humans possible danger. In addition to ships under the control of the
cling to life against nigh-impossible odds. Such worlds are Imperial Commander, planets lying in vulnerable positions or
those with natural resources of great value to the Imperium, or having a history of trouble may also have an Imperial Navy
ones occupying a strategically vital location, perhaps near one base. Although Imperial Navy ships are independent of those
end of a warp portal. In many cases, a tiny settlement might of the Imperial Commander, both would be ready to meet an
have existed for millennia, long forgotten or isolated, its emergency. Imperial Navy ships may also be stationed in one
inhabitants clinging on to a brutal subsistence level of life. system so that they can patrol a number of nearby star systems.
For convenience, the Adeptus Terra classifies the worlds
of the Imperium into one or more broad types. In most cases
these classifications describe the use to which the planet is put
by the Imperium, while some describe the environment where There are at least as many ways of life in the Imperium as there
this defines type. The sprawling bureaucracy of the Adeptus are planets, and the most populous of worlds sport a staggering
Terra classifies and sub-classifies planets according to a nigh- number of subcultures, from those steeped in rarefied nobility
impenetrable system, often combining several features. Thus, to those in grinding poverty. On many worlds the two live
a planet might be classified as a Hive World, because it is cheek by jowl, while on others the upper echelons of society
defined by its vast cities and astronomical industrial output, but maintain wilful ignorance of those outside their pampered
its might also have as a secondary classification: Night World, existence. Each world has its own range of customs, traditions,
Ocean World, or even Death World. lineage, and heritage. Those who travel amongst the stars must
become accustomed to the many manifestations of Humanity’s
Hereditary rulers called Imperial Commanders or
limitless variation.
Planetary Governors govern the worlds of the Imperium. The
Imperial Commander holds their planet or system on behalf of On almost every civilized world of the Imperium, the
the Emperor. In return for this oath of loyalty and regular population speaks some version of Low Gothic, known also as
planetary tithes, they control the planet as their own. The Base Gothic or Common Tongue. This is the language in
Imperial Commander is free to administrate and defend the everyday usage by the vast bulk of the Imperium’s peoples, and
planet as deemed appropriate. Most worlds maintain fleets of is derived from the speech of their distant ancestors. Low
interplanetary spacecraft—ships built to operate within their Gothic can vary widely from world to world, and even a single
home system and in the vast majority of cases lacking the warp world may contain more than one accent or dialect. Although
engines needed for travel between stars. at first some versions of Low Gothic may appear
incomprehensible to an off-worlder, there will be many
Interplanetary spacecraft are common on all technically
rudimentary phases and words with which two individuals
advanced worlds. Even on primitive or feral worlds, the
from different worlds might communicate.
planet’s governor and their associated staff and warriors would
have access to spacecraft—the general population would While Low Gothic can, and has been, perverted and
remain either ignorant of or completely in awe of spacecraft changed by local usage to the extent that meaningful
and technology. conversation takes a long period of in-situ study, when dealing
with educated or travelled individuals, travellers may find it
The Imperial Commander of each system administers
beneficial to conduct exchanges in High Gothic. Also referred
interplanetary shipping. Some Imperial Commanders keep a
to a Principal Gothic, Archaic Gothic, and Prime Gothic, High
tight leash on space travel, while others are far more lax and
Gothic is the ancient and highly evolved language used in
allow the organization and maintenance of independent space
ceremonies, consultations, and other situations when absolute
fleets to serve the system. Similarly, while some Imperial
clarity and definition are required. High Gothic has remained
Commanders police their systems very thoroughly, others find
virtually constant and unchanged, its principles reinforced
it impossible or impractical to enforce controls on independent
through education and refinement, so that speakers from very
operatives. Some Imperial Commanders undoubtedly collude
different cultures and background can effectively communicate
with anarchic or piratical groups, trading off the control of
complex ideas.
planets or asteroids, mining or transport rights, or even defense
and policing concessions, in return for personal profit. These
commanders may maintain that this is the only way they can
control their worlds.
Since the colonization of space began, human populations have
been exposed to all manner of extreme environmental
The Imperium has nearly as many languages as it has conditions. Most long-established human worlds have
star systems, but for all this variety, most people can populations with distinctive physical traits, such as a dominant
speak or understand a variation of Low Gothic. It is also hair colour, body shape, or height. Extreme cases of physical
safe to assume that two Explorators can easily adaptation have produced mutant populations that are no longer
correspond in Explorator Binary, while any of the human. Some are so heinously corrupt in mind and soul that
adherents of the Adeptus Mechanicus would be able to the Inquisition considers them too dangerous to live, and
speak Techna-Lingua. Adepta of all institutions ruthlessly purge whole worlds for resettlement.
typically can converse through High Gothic, but many The position of mutants varies within the Imperium from
organizations employ internal terminology, such as the world to world. On many primitive worlds, they are slain as
rapid-fire interchange “language” among Rogue Trader soon as they are born. On more technically advanced worlds
referred to as Trader’s Cant. In most situations, no check they may be permitted to live, but rarely enjoy the rights of the
is required so long as those involved all speak a world’s other subjects. On many worlds they are segregated
common tongue. from the normal population, outlawed, or forbidden to live in
certain areas. They form a huge downtrodden portion of the
A character making a social skill check without
Imperium. Their dissatisfaction occasionally erupts as
knowing their target’s language adds jJ to the check.
rebellion, and revolts occasionally allow the mutants to take
The GM may allow a character to spend t from such
control of planets or even groups of planets for a short period.
a check to become conversant. Characters can also learn Usually however, retaliation is swift and merciless.
languages through gaining ranks in an appropriate
Mutation is widely regarded as a mark of deviance that
Knowledge skill or the GM may determine after enough
should be suppressed. However, some mutations are not
time has been spent with a group that the character no
apparent immediately, and in such cases, a mutant may rise to
longer suffers this penalty.
a position of social or military prominence. When this happens,
individuals may be powerful enough to maintain their position
despite a generally known or widely rumoured mutation.
Another language travellers will encounter is the Techna-
Abhumans are a special case for mutants. They differ from
Lingua of the Adeptus Mechanicus. Although rarely used
ordinary mutants in that they conform to a recognizable
outside of the order of Tech-Priests, elements of the Techna-
physical standard, breed true, and are no more prone than
Lingua may be found integrated into the Low Gothic of highly
normal humans are to further mutation. There are many
industrialized or technologically oriented cultures. Few outside
millions of these creatures living within the Imperium, and they
the Priesthood of Mars can fully comprehend Techna-Lingua,
are tolerated or exploited by the authorities very much like the
and it is a language replete with internal self-references and
rest of the population. It is rare for Abhumans to reach positions
allusions to knowledge that remains unknown to those outside
of power within the Imperium’s hierarchy, and many forms are
the Tech-Priests’ closed orders. The Magi of the Adeptus
subject to popular derision, fear, or prejudice. They are
Mechanicus have preserved this form of communication since
recruited into armies, fleets, and other services. In the
the founding of their institutions in the Dark Age of
institutions such as the Imperial Guard, they are often placed
Technology, and by lore, none should speak its forbidden
within distinct groups and segregated from other humans.
phrases who have not been sanctified by the Machine God.
o be part of a Rogue Trader’s crew is to stand on the attempt to survive and prosper in this life, and to survive is to
threshold of near-unlimited opportunity. Vast profits face even greater challenges—and to wield even greater power
wait for you and your fellow explorers to find and in overcoming them.
claim. Fame and fortune reward the bold, but the unwary will To get started on your journeys into the unknown, you
find only death, their deeds soon forgotten. need to create your Player Character (PC), often referred to as
Why do Rogue Traders brave the terrors of the void and your “Explorer” for the sake of convenience. Creating a Player
plunge into the unknown? The answer is simple: great risks can Character for your games is a simple process that many people
bring great rewards. A Rogue Trader and their crew are a find fun in itself. As you move through this chapter, you will
lasting symbol of success and wealth in the Imperium—and find the tools to construct an interesting persona with a history,
with good reason. They enjoy a level of personal freedom and Motivations, and clear idea about what the future will hold. Be
lifestyle of adventure that others can only dream of. aware, there may be unfamiliar terms, places, and concepts
Tasting the fruits of success is not without peril, however. within this chapter, but have no fear—all will be explained as
Foul aliens, pernicious raiders, and even other Rogue Traders you explore the rest of this rulebook and tread the path of the
will stand in your way on the path to greatness. Your wits, luck, Rogue Trader.
skill, and courage will be tested to their utmost limits as you
his book is a supplement for the GENESYS Core others might only know they want to have a cool cybernetic
Rulebook that lets you play roleplaying games set in the hand.
Warhammer 40,000 universe. More specifically, it lets More information on these, as well as a selection of
you play characters of extreme influence within the setting who sample backgrounds, can be found on page 10.
are far above the common Imperial citizen in terms of freedom
and finances.
In this chapter, we provide all of the rules and information
that combined with the character creation rules that start on Once you have an idea for a background, the next step is
page 32 of the GENESYS Core Rulebook, you’ll need to build a deciding on your character’s role. In ROGUE TRADER
character for this game. To build a character, you’ll follow the GENESYS, roles cover Imperial Commanders from the Rogue
steps outlined here (which mirror the steps found in the Trader captain of the ship and Void-Master of each deck, to the
GENESYS Core Rulebook), with additions to certain steps that prized Arch-militant and Missionary who protect the body and
better immerse your character in the setting. souls of humanity, to the probing and keen-minded Explorator
and Seneschal. Then there are the strange psykers and
abhumans known as Astropaths and Navigators, whom without
such dangerous beings the Imperium would be cut off from
ROGUE TRADER GENESYS uses the GENESYS core system as its warp travel and interstellar communication entirely.
basis for creating characters. This chapter presents an addition Your choice of role determines your character’s initial
to the GENESYS rules for character creation to allow you to characteristics as well as some starting skills. More information
create characters who are inhabitants of the 41st Millennium. about each can be found starting on page 12.
It includes a variety of Imperial Commanders who control
powerful resources and a warp-capable starship.
To start creating your character, we recommend first
coming up with a character concept. This gives you a good With a background concept and your character’s role still in
foundation for your character and can help guide you through mind, the next step is to choose your character’s center of
all the choices that follow. Having a passing understanding of development. Their career and skills are key to a character’s
the Warhammer 40,000 universe can be useful at this stage, but function in the group and to how they relate with the world
it is not essential. Your Game Master can be a great resource through the rules system.
not only for information on the setting but also for discussing A character’s home world provides a foundational base
character concepts. for where your character was born and what might be
Character creation can be broken down into seven steps, considered normal in their upbringing. It is possible your
each one rounding out a different aspect of your character. The character was born on a Hive World where conditions were
material in ROGUE TRADER GENESYS augments some of the brutal and living in cramped polluted environments was the
steps from the Core Rulebook. These sections are given special norm. Perhaps they came from an Agri-World where they spent
attention to facilitate creating your character to your liking. their days toiling in lush fields under calm skies. It is just as
likely that your character was born into the life of a scribe on a
Cardinal World where they only ever knew the societies of the
Imperium through vellum and ink. Perhaps war has been the
Life in the Imperium often follows a set course. From birth to only company you’ve ever kept, being born on a battlefield
death, most Imperial citizens follow an immovable path only to fight in the next and the one after that.
towards their fate. However, some rare few are able to rise The choices presented in ROGUE TRADER GENESYS
beyond their beginnings, however humble. This leads to the replace the options found in the Core Rulebook. Full
question of where did your character come from and where are information on careers and home worlds can be found starting
they going? The fact that your character now travels the stars on page 21.
along a Rogue Trader’s dynasty means they probably have
lived quite an interesting life. Backgrounds can be as complex
or simple as you like. Some players like to write an extensive
history for their character that charts their life thus far, while
Perhaps the most important aspect of your character is their
If you’re the GM, it can be useful for your group’s Motivation. This is going to help you figure out how your
characters to have existing relationships before play character responds to any given situation, how they deal with
begins. This gives them a reason to get together—and dangers and threats, and what drives them to succeed.
could give them shared goals and allegiances as well— In addition to your character’s Motivation, they also have
when they might otherwise be inclined to go their own the prestige and pedigree of a Lineage. Lineage choices are free
ways or work against each other’s plans (perhaps and open, not constrained by the other choices such as the
violently). character’s role or home world. Such lineages may be ancient
and draw upon contract created before the Emperor began His
These connections do not need to be deep or binding.
holy crusade. Others might be relatively new, with only a
Perhaps the characters participated in the same auction
handful of people holding the name and title of their fledging
(maybe even on opposing sides), escorted a planetary
house. Some lineages may just be starting due in part to
governor’s personal starship, or simply shared a round
becoming a member of a Rogue Trader’s dynasty.
of drinks and stories at a pub on Footfall. While you can
help firm up these ties after the characters are more fully Your character’s lineage will also bestow powerful
formed, it is worth it to put this idea in players’ minds resources for the group. Profit Factor represents this
at the start so that they can work their PCs’ connections combination of minted wealth, social reputation, influential
into their backstories. contacts, and more. Beyond personal power, Profit Factor also
maps the rise of the Explorers’ dynasty and over time will
allow them to acquire legions of elite warriors, sprawling solar
settlements, and even the favour of Imperial Adeptus.
How Motivations work and lists of Motivations to choose
from can be found starting on page 46 of the GENESYS Core
Rulebook. Information on Lineage and Profit Factor is
Your character’s role determines how many experience points discussed on page 48.
they have to spend. This step allows you to round out your
character by increasing characteristics and skills, and even
picking up a few talents before you start play. The character’s
home world further provides experience points that can only be
used to increase skills or purchase talents.
You should determine your character’s appearance and
Information on how to spend starting experience points personality. These are completely up to you (although there are
can be found beginning on page 44 of the GENESYS Core helpful guidelines on page 51 of the GENESYS Core Rulebook),
Rulebook. New skills and talents that you can spend these and they determine how the rest of the Explorers and others of
experience points on can be found starting on page 31 and 36, the Imperium see your character. Consider your character’s
respectively, as well as listings of the skills and talents from the name and appearance and if it holds the great prestige of a long
Core Rulebook that are used in this setting. lineage or if it is simple and brutal like its owner. Are they fiery
Now that your final character statistics are in place, you and passionate or a perpetual pessimist? Perhaps your character
can work out their derived attributes. These are wound is consumed by fashion trends of the Calixis sector or concerns
threshold, strain threshold, defense, and soak value. themselves with the latest battle reports of the Imperial Navy?
Information on how to determine these derived attributes and All these questions and more can help make your character feel
on how they function in the game can be found on page 45 of wholly within the universe, leaving lasting impressions on
the GENESYS Core Rulebook. other players as easily as they do NPCs.
We have updated rules for starting gear that replace the
rules found in the Core Rulebook. Your character gains a
number of personal items equal to the hundreds and tens digit
of the group’s starting Profit Factor (see Step V for more
details). It is advised that inexpensive items (rarity 2 or less)
not count towards the total allowance of starting items. In
addition, after you’ve finished choosing starting gear, roll
5d100. Add the combined value of the dice rolled to represents
“pocket money” that your character has on hand.
As always, the GM has the final say in which personal
items a player may select in this way—possibly limiting certain
weapons, armour, or gear based on their own setting for the
game or for the purposes of the plot.

Along with the Warrant of Trade, each group has access to a


warp-capable starship. The GM may create a starship for their
players to quickly get into the action. Alternately, the GM and
players may build a specific starship for their own adventures.
The GM and players should consider the type of activities and
narratives they wish to explore in the course of their game, and
how the Player Characters and Non-Player Characters will
interact with their starship throughout.
Regardless of how the starship is created, the Explorer
group should start with either a Frigate, Raider, or Transport
(described in Chapter III: Starships). If the Explorers wish to
jump into the action sooner, we provide the Measured
Response , a naval Raider captured from pirates, and Sabre, a
storied Frigate rescued by a wealthy Rogue Trader. If the
Explorers begin with a greater Profit Factor or an especially
ancient Warrant of Trade, it could be sensible to have a more
powerful vessel.
With these steps complete, your character is ready to
begin plying the Halo Stars to discover what the galaxy has in
store for them…

he Imperium is a vast, scattered realm, extending over


almost the entire galaxy, impinging itself upon the more
compact areas of alien settled space. The million or A great many Rogue Traders have served in the Imperial Navy.
more inhabited worlds the Imperium controls are but a tiny This is hardly surprising, as they are expected to command
fraction of the galactic whole. Suffice to say, no two Explorers entire armadas of spaceships, and few would wish to delegate
are exactly alike, but all are exceptional individuals with a such responsibility to a subordinate. Many would have been
drive and personal ambition that sets them far above the considered mavericks by their contemporaries in the Imperial
teeming ranks of humanity. They come from a wide range of Navy, for their methods and tactics might run contrary to the
backgrounds, but all appear feted, or cursed, by the title they doctrines of space combat taught at the Segmentum Fortresses.
bear. Many Rogue Traders who once served in the Imperial Navy
maintain a network of contacts across the sector in which they
served, and beyond. As such, they might be able to call upon
old friends, perhaps individuals they served beside as officer
cadets. Such contacts can provide all manner of aid when really
needed, from emergency supplies to help against pirate or alien
attack.
Rogue Traders from a Naval background often maintain wear the vestments of their former positions, such as the
the trappings of their former rank, ornamented with all manner monkish robes of the scribe or ornate dress, but keep the
of additional finery. Despite holding to this tradition, it is not colours dark and subdued, lending them a brooding, menacing
uncommon to see these same Rogue Traders sport tribal scars, aspect and hinting at the foolishness of crossing them. These
anarchic hive gang tattoos, or even death cult paraphernalia. Rogue Traders usually carry small, yet deadly weapons such as
The unmistakable naval cutlass adorns any Rogue Trader from digital-lasers or concealed power blades, and invariably some
a Naval background and usually sits alongside more bizarre form of personal force field that will protect from the attacks
weaponry that hint at one who has come into contact with many of an enemy in battle or a treacherous underling at court.
human and alien cultures, much to the disapproval of some
minds in the Imperium.

Rogue Traders from a merchant background are often the most


astute and successful, equally at home facing an opponent
The Imperial Guard is another institution from which Rogue across the negotiating table as on the field of battle—though
Traders may be drawn. Those who have risen above service in sometimes the two are the same. The armies and fleets they
a single regiment to lead the vast, diverse armies of the Imperial employ might be drawn from their own substantial holdings, or
Guard might be granted a Warrant to take their crusade beyond they might be able call upon a complex network of obligation,
the borders of the Imperium’s space and out into the great drawing upon mercenaries and trading partners from across a
unknown. Rogue Traders from such a background often amass broad spectrum of their trade.
huge ground forces and use their fleets to bring these to bear in Mercantile Explorers often dress in the manner of opulent
devastating planetary assaults. Should the ground forces suffer heads of state, bedecking themselves in fine jewelry, most of
high losses, the Rogue Trader will be forced to recruit from which is in fact some hidden weapon, force field, or sensor.
those worlds they have conquered and it is not uncommon to They surround themselves with individuals indentured to their
see alien mercenaries among the ranks of mankind fighting for service before birth, drawing on familial connections that
their own rewards. stretch back in time for many generations. Their vessels often
In appearance, these militant Rogue Traders vary hugely. take on the appearance of space-going palaces crammed with
Many wear the trappings of the regiment from which they were all manner of outrageous ostentation. Yet it is a foolish
originally drawn, which unlike the formalized uniforms of the opponent indeed who writes off such a Rogue Trader as a fop
Imperial Navy is often specific to the culture of the home or dilettante.
world. They may also wear elements of the uniforms of the
general staff, including long, elaborate coat, or peaked cap. As
with other types of Rogue Trader, these individuals carry all
manner of unusual weaponry. While the weapons carried by a While most Imperial Commanders occupy a hereditary seat of
Rogue Trader of a Navy background might be considered for power only relinquished and passed on in the event of their own
show, those carried by one from an Imperial Guard background death, there are those who do pass beyond even such a lofty
are generally more practical and far more devastating position and take to the stars as Rogue Traders. The most
weaponry. common cause for such a change in career is that the governor
has been replaced or deposed in some manner, yet remained of
use to the Adeptus Terra. These Rogue Traders may well be
motivated by the need to re-establish all that they may have
Through their long and varied careers, some officers of the lost. They are commonly highly charismatic, commanding the
Administratum might amass considerable personal power, loyalties of their dispossessed subjects. Their fleets are massive
holding sway over a small empire of divisions and departments conglomerations of whatever vessels escaped the destruction
with responsibilities across dozens of planetary systems. of their planet, accompanied by whatever assets the Imperium
Invariably, these men and women will be ruthless, calculating might assign to them.
individuals who have worked their way to the very top by any Such Rogue Traders vary enormously in appearance and
means possible, crushing their foes and thwarting endless personality, but they often come to embody the culture of their
assassination attempts to stay in power. An administrator given lost home world. Local modes of fashion are exaggerated far
command of a Rogue Trader fleet will be a politician first and beyond their original form, and dialects and customs are held
a leader second, though the most successful will combine both dearly lest they be forgotten forever.
roles or switch between the two with masterful skill.
In appearance, these machiavellian princelings often
prefer to remain comparatively inconspicuous. They might
between the old and new roles is the context—rather than
hunting out corruption and treachery within the populace of the
Although rare, there are recorded cases of an Inquisitor being Imperium, the Rogue Trader will be seeking such threats out
granted the Warrant of Trade and taking up the rank of Rogue amongst alien stars, and will no doubt prosecute this new duty
Trader. The most likely reason this might occur is as a result of with as much vigour as seen in their past.
political maneuvering within the Inquisition itself, perhaps It is not only fully appointed Inquisitors who may become
resulting in the outmaneuvered individual being offered the Rogue Traders, for their many and varied servants might end
Warrant as an alternative to a far less desirable outcome. up in such a position too. Those servants of lower rank would
Upon being granted the Warrant, the Inquisitor will consider themselves fortunate indeed to be made a Rogue
understand that they have no alternative but to accept. As it is Trader, for the alternatives are often too terrible to dwell upon
most often members of the alien-hunting Ordo Xenos who find should the true price for whatever deed has earned their
themselves being appointed as Rogue Traders, these elevation be exacted.
individuals will be well equipped for their new career.
Although no longer able to call on the nigh-limitless resources
of the Inquisition, the Rogue Trader will still wield
considerable powers and influence. The main difference

o become a Rogue Trader or join one’s trusted retinue


is to become one of a very select few in the Imperium—
those with the power to leave it behind. Rogue Traders
have the power to step beyond the oppressive laws and controls
ROGUE TRADER GENESYS is based on the idea that one
of the Imperium of Mankind, to pass beyond its boundaries into
player takes on the role of the Rogue Trader and the
the darkness that surrounds the flickering fires of civilization.
other players take on the roles of their most trusted
Your role represents your character’s abilities and counsellors, who have great power in their own right.
potential, your part amongst a Rogue Trader’s crew. It defines However, there will be times when either more than one
much of who you were before you signed on, as well as who player or none of the players wishes to be the Rogue
you will become once you venture beyond the Imperium’s Trader. These unique situations are not controversial to
boundaries. Each role comes with its own set of advantages and the powers of the Imperium, but may require
disadvantages that have both rules and roleplaying effects and adjudication from the GM.
determines much of how you are viewed by those you meet,
and by what means you will become wealthy, powerful, and In the first case where multiple players want to be
revered (or feared) as a legend in the 41st Millennium. Rogue Traders, some ideas may include that the players
have some familial bond—making them all part of the
No matter how you choose a role, you should consider
same dynasty. It is also possible that each Rogue Trader
how it would work with your character’s background. You may
is destitute, so they have pooled their resources together
want to discuss your chosen role with your GM as well, to
to form a stronger dynasty of “shareholders.”
ensure it will fit into their campaign plans and with the rest of
the group. Some of the most interesting groups and adventures, When no player wants to be the Rogue Trader, the GM
though, include a variety of roles. What initially seems like it should consider having a NPC take the mantle. The
could cause problems might instead give rise to a more NPC Rogue Trader may issue commands to be
enjoyable campaign, as different dogmas, religions, and walks interpreted by one of the players, or give them carte
of life (including xenos life) who are not known to work blanche to operate and generate profit as they see fit.
together make for memorable roleplaying moments.
beneath a gaudy uniform. None are ever unarmed, bearing,
even aboard their own vessels, minute digital weapons and
The bearer of a sacred Warrant that empowers them to journey other implements of destruction. However they outwardly
beyond the boundaries of the Imperium to trade, explore, and comport themselves, Rogue Traders must be supremely
make war in the God-Emperor’s name, a Rogue Trader is a confident in their own abilities, and able to walk away from
unique figure in the grim darkness of the Imperium. They may even the most desperate situation somehow having profited
be a newly entitled power on the rise or hail from a long lineage from their perilous adventure, even if that profit just be counted
of nobles and voidfarers, but all bear their titles with pride, purely by survival.
striking out into the unknown in search of fortune and glory. A
Rogue Trader can be many things but whether standing as
diplomat before a planetary ruler, cutting a shadowed deal in a
station undercity, bellowing orders amidst an armed host set
upon plunder, or striding the bridge of a mighty starship, they
remain one thing above all—free.
Often, Rogue Traders come from a dynasty of great  Wound Threshold: 10 + Brawn
leaders and visionary commanders, with a renowned (or darkly  Strain Threshold: 10 + Willpower
infamous) lineage stretching back millennia. Other times, they  Starting Experience: 100
are from younger, more dynamic families, often coming from
the ranks of the Adeptus Terra, the Imperial Navy, or the  Starting Skills: The Rogue Trader begins with one
Imperial Guard. Whatever their origins, all Rogue Traders are rank in Negotiation. They obtain this rank before
first and foremost masters of their own fates, and upon their spending experience points, and this skill may not be
shoulders can rest the success or failure not only of their increased higher than rank 2 during character creation.
endeavours and their bloodlines, but of countless future  Dynastic Trappings: A Rogue Trader begins the game
generations and, often, the fortunes of entire worlds. with a Lord-Captain’s Baton (see page 108).
A Rogue Trader invariably surrounds themself with a  Exceptional Leader: Once per session, the Rogue
coterie of allies and retainers. No Rogue Trader can undertake Trader may spend a Story Point to target allies within
a mission alone, for no man or woman can be master of every medium range that can see and hear them. Each ally
single aspect of trade, exploration, exploitation, and war. As a adds s to their next skill check and the Rogue Trader
result, all of the most successful Rogue Traders have the recovers 1 strain whenever an affected ally succeeds on
ingrained ability to recognize the value of others and their a skill check until the end of the encounter. This ability
motivations and, as a leader, are able to utilize every weapon may be used to target a single starship’s crew during
and ability in their human arsenal to their full potential. structured encounters.
Though they must rely on others for the most specialized
of skills (not to mention certain needful resources), it falls to
the Rogue Trader to know how and when to exercise their own
judgment and how to delegate where needed. They may not
steer the helm of their void-cruiser, nor fire and aim every
macrocannon in person, but the Rogue Trader selects and
commands those who do. Likewise, a Rogue Trader may know
little of the arcane rites of the augury and auspex, but it is
ultimately their decision whether or not to trust the word of the
Explorator who claims it safe to breathe the air of a newly
discovered world.
Rogue Traders must always look to their own abilities and
protection, regardless of the power of their allies, for there will
always be those envious of their power and station, and
countless rivals to their goals. As a result, most have a penchant
for the very finest personal weapons and equipment their
fortunes can acquire―for even friends can soon become
enemies when a world’s ransom is at stake. Some never leave
their bridge without donning an ancient and revered suit of
artifice -wrought power armour, while others secrete fiendishly
cunning personal force field generators of alien manufacture
The 41st Millennium is an age of total war, an age of bloodshed
and toil into which every human being, from the lowliest hive-
serf to the highest scion of nobility, is born. No life is
untouched by the incessant wars that plague the Imperium, and  Wound Threshold: 11 + Brawn
countless lives are shed each year to hold at bay the forces of
 Strain Threshold: 9 + Willpower
the traitor, the heretic, and the alien. From amongst the
uncounted ranks of warriors step those for whom a life of  Starting Experience: 90
bloodshed and war is not a death sentence, but rather a calling.  Starting Skills: The Arch-militant begins with one
Such men and women are sometimes called Arch-militants, for rank in Athletics and one rank in any combat skill. They
they have faced death over and over and have mastered every obtain these ranks before spending experience points,
terror the savage galaxy has to offer. and these skills may not be increased higher than rank
Myriad are the roots of the Arch-militant. Many have 2 during character creation.
served amongst the ranks of the Imperial Guard, and somehow  Weapon Master: Choose one of the following weapon
survived against all the odds battles and campaigns that have categories: energy, solid projectile, artillery, one-
claimed the lives of their entire regiments. Others have risen up handed melee, or two-handed melee. While using their
from the native stock of hellish death worlds or are the chosen weapon to make a check, the Arch-militant may
survivors of catastrophes too terrible to contemplate. For every suffer 2 strain to reduce the number of a needed to
last stand and total defeat, it always appears that one of a activate any of the weapon’s item quality by 1, to a
handful of warriors will somehow prevail. These are the men minimum of 1, until the end of the turn.
and women whose broken but still breathing bodies are
recovered from the rubble, who have dug themselves out from
beneath a mound of corpses to fight again, those few who the
war zone no matter how terrible fails to break but, instead, re-
forges into killers without peer. Invariably, they are reassigned
to other units, where their invaluable skills, or simply their
luck, it is hoped will serve their new compatriots. In time, such
individuals may attain the notice of higher commands and
become detached “special units” to undertake do or die
missions against the deadliest of foes, while others may “go
rogue” and disappear. Some even come to serve on the personal
staff of such worthies as Lord Militants or Inquisitors, and
occasionally, alongside influential Rogue Traders as their own
personal agents of destruction.
The Arch-militant is an expert in every form of combat. It
is no idle boast that there is no weapon they cannot kill with or
strip and reassemble in the field. Each has an unerring ability
to master even the most exotic of wargear with little or no
practice, and fears death little and pain less. But it is not just
expertise at arms that sees the Arch-militant succeed where
others fail; they are marked with an the inborn gift to sense
danger, to anticipate an enemy’s actions, and to overcome any
foe they might face as if it was meant to be so. An Arch-militant
worth the name can extricate their companions and themself
from even the most seemingly hopeless of situations by a
combination of cold professionalism, masterful skill at arms,
and sheer bloody-mindedness and luck. Out beyond the fringes
of Imperial space, men and women gifted with such abilities
are priceless, and very few Rogue Traders would set foot upon
an alien world without a heavily armed Arch-militant or two by
their side if possible.
without an Astropath Transcendent at their side, ready to
summon aid at a moment’s notice should disaster strike.
The Astropath Transcendent is a rare individual, indeed. They
are a psyker whose powers and very essence has been touched
by the light of the God-Emperor and who is able to form a
lifeline of communication across the limitless gulfs of space,
their soul armoured against the gnawing taint of the warp
beyond. The fate of the vast majority of psykers is to fuel the
insatiable fires of the Astronomican so that the Imperium might  Wound Threshold: 9 + Brawn
be held together for another day. Of those allowed to live, a
 Strain Threshold: 11 + Willpower
tiny fraction are judged strong enough to undergo tutorage and
go on to serve the Imperium in a staggering array of capacities,  Starting Experience: 85
from Inquisitor to Battle Psyker.  Starting Skills: The Astropath Transcendent begins
Those chosen to become Astropaths undergo the ritual of the game with Telepathy and Psyniscience as career
Soul Binding, in which the body and soul are scoured clean of skills. They also start with a single rank in both the
the taint of the warp by the searing purity of the Emperor’s Telepathy and Knowledge (Scholastic) skill during
beneficence. After months of fasting, prayer, and ritual character creation. They obtain these ranks before
preparation, the psykers are brought into the very depths of the spending experience points, and these skills may not be
Emperor’s Palace in processions of a hundred at a time, there increased above rank 2 during character creation.
to undergo a ritual that will kill them, drive them insane, or  Seeing Without Eyes: An Astropath Transcendent has
bind them for all eternity to the Emperor. So intense is the ritual been blinded by gazing upon the Emperor, but is
that the supplicants’ sensory organs are almost totally functionally treated as if they can see normally
overloaded—leaving them blinded by the experience—with (including seeing colours and being limited by solid
many suffering further nerve damage, incurring loss of smell, objects). However, an Astropath Transcendent is
touch, or hearing. immune to vision-based effects (like blinding or
It is a rare Astropath indeed who rises beyond these given smoke). This character does not gain benefits from
duties and responsibilities in the ranks of the psychic choirs. cybernetics that effect sight. Creatures that can obscure
Some of the most self-aware and strong-willed of their kind themselves against psychic powers or lack a warp
serve their vigils alongside Rogue Traders, casting their signature are effectively invisible.
thoughts out far beyond the realms of Man into the great voids  Soul-Bound to the Emperor: An Astropath
beyond the Emperor’s Domains. It takes a special type of Transcendent rolls an additional d10 when rolling on
Astropath to serve on the fringes of what is known, and such Table 1–18: Perils of the Warp and may discard any
Astropaths must be both hard-hearted and savvy individualists one d10 for a more favourable result. Entities with the
if they are to persevere. Though the experiences vary wildly Daemon ability upgrade the difficulty of all skill checks
from one Astropath to the next, many are driven slowly mad by once when targeting this character.
what they describe as cold, alien thoughts echoing in the black
gulfs of the galaxy, while others find themselves growing
increasingly alone the further out they travel. Those few that
can endure these rigours are granted the title of Astropath
Transcendent, and are both respected and a little feared by their
contemporaries
The duties of the Astropath Transcendent are a microcosm
of those performed by the more established and ordinary
psychic choirs of the Adeptus Astra Telepathica. Most Rogue
Trader fleets are accompanied by little more than a handful of
Astropaths, with perhaps only one being stationed on each
vessel, and so their position is one of grave responsibility. They
provide the only means of viable communication between
widely scattered vessels, not to mention across interstellar
distances, and as a consequence are highly valued members of
the Rogue Trader’s inner circle. Many Rogue Traders would
not even consider setting foot on the soil of a new world
arcane technical know-how quite beyond any other member of
the crew, and often, not a little firepower of their own.
Part adventurer, part warrior, part emissary of the Machine Cult
of Mars, Explorators are Tech-priests, bionically augmented
adepts of the Adeptus Mechanicus. Their function is to travel
into the depths of the unknown and unearth the ashes of the
past in order to acquire knowledge and secrets for the glory of
the Omnissiah. Something of a breed apart in the Cult
Mechanicus, they are seen as a necessary evil by some of their  Wound Threshold: 10 + Brawn
fellows and vital agents of the Machine God by others.  Strain Threshold: 8 + Willpower
Explorators undertake their Quest for Knowledge across the
 Starting Experience: 90
stars, seeking out undiscovered data and unrecorded
phenomena, forgotten archeotech hoards, and unknown life  Starting Skills: The Explorator begins with two ranks
forms. It is also the sacred function of these intrepid (or in Tech-Use. They obtain these ranks before spending
foolhardy) individuals to delve in the unexplored reaches of the experience points, and this skill may not be increased
galaxy. higher than rank 3 during character creation.
The lost achievements of Mankind’s Dark Age of  Omnissian: Your character begins with two
Technology soared far beyond anything that can be made cybernetics with a rarity of 5 or less (see page 111).
today. Only by re-learning ancient lore found scattered across You may spend 10 starting experience to increase the
the stars and painstakingly piecing it together can Man ever rarity of one of these cybernetics to 6 or you may spend
achieve such dizzying heights again. Attempts at improvisation 15 starting experience to increase the rarity of one of
or adaptation are viewed by most followers of the Omnissiah these cybernetics to 7. Your character does not need to
as the height of hubris. Imagining that one can set oneself make any checks to install these cybernetic, and they
above the knowledge of the Ancients without risking their do not decrease their strain threshold because of these
deadly sins and the dark fate that led to the horrors of the Age cybernetics (but will decrease their strain threshold as
of Strife is pure folly. normal if they get any future cybernetics).
Explorators themselves tend towards a greater  Logis Implants: Once per session, you may spend a
independence of mind and inquisitive thought than adherents Story Point as an incidental before making a skill check
of the Machine Cult in more sheltered roles, and they often to count your character’s ranks in the skill being used
have their own secret agendas and arts far beyond those of their as equal to their Intellect.
more pedestrian peers. Many tech-adepts, particularly of the
more junior and provincial variety, regard the Explorators as
dubious outsiders, prone to stray beyond the bounds of the
arcane dogma and rigidly adhered-to precepts laid down by the
inviolable teachings of the Machine Cult. In truth, Explorators
are on the frontline of perils few can understand. There more
than a few Explorators who, in their desire to uncover the
secrets of the universe, have fallen prey to some xenos dogma,
have become corrupted by warp-twisted engrammatic code, or
have simply been driven mad from knowing too much.
Yet, the risks are worth the rewards, and Explorators have
found many of the greatest prizes in the Quest for Knowledge,
and their role in many other affairs has been key to their success
and the Imperium’s survival. However, countless Explorators
have met with grisly deaths in the hostile galaxy they explore,
and on mercifully rare occasions, their ill-conceived prying has
unleashed cataclysmic horrors on Mankind.
When an Explorator accompanies a Rogue Trader, the
arrangement may have come about by some ancient debt the
Rogue Trader’s line owed the Cult Mechanicus, hard
bargaining, or even pure chance. Whatever the case, the
Explorator will be a valued member of the Rogue Trader’s
party, bringing with him a wealth of esoteric knowledge and
their most trusted counsellors, while others steel the souls of
their comrades in the face of the hideous things they encounter
Regardless of local idiosyncrasies of doctrine and the many and beyond the Emperor’s light when mere reason or firepower
varied forms of worship, the worlds of the Imperium are united fails.
in adoration of the God-Emperor of Mankind. The adepts of the
Ecclesiarchy foster, maintain, and impose faith across the
million and more worlds of the Imperium, but it is the division
known as the Missionarus Galaxia that takes the word of the
Imperial Truth to those benighted by ignorance of the one, true
faith of Mankind.
The Missionary is a singular manifestation of the  Wound Threshold: 10 + Brawn
Ecclesiarchy, a walking temple clothed in the trappings of their  Strain Threshold: 10 + Willpower
calling, part holy warrior, part politician, and when needs be,  Starting Experience: 100
judge, jury, and executioner. Missionaries are commonly
dispatched to serve alongside Rogue Traders, for travel so far  Starting Skills: The Missionary begins with one rank
beyond Imperial space presents uncounted opportunities to in Discipline. They obtain this rank before spending
contact, and convert, lost Human civilizations and bring back experience points, and this skill may not be increased
those who stray from the flock. However, only a rare few of the higher than rank 2 during character creation.
Ecclesiarchy’s officers are intellectually or doctrinally capable  Pure Faith: Once per session, a Missionary may spend
of undertaking this type of mission. a Story Point to add a number of s equal to their ranks
Missionaries must be prepared to witness forms of in Discipline and a number of a equal to their
worship that would drive a others of the faith to declare heresy. Willpower rating to the results of their next check. If
It is their task to examine the outlandish faiths practiced by the this check involves an entity with the Daemon ability,
ignorant souls they encounter and formulate a scheme to double the number of s and a from this effect
convert them to the Imperial Creed, mark a world as a target instead.
for further attention by their peers, or at worse, damn them to
destruction with a quill stroke. A common method for
conversion is to seek out parallels between the various deities
worshipped and Imperial Saints, while at the same time probing
for the subtle taint of the Ruinous Powers, be it open or cloaked
in lies. Using their prodigious skills of oratory and persuasion,
Missionaries might then preach perhaps that the angry moon a
lost group colonists worship is actually the Emperor and that
they are emissaries come to guide them to their just reward, or
that the slavering beast-god to which they offer their firstborn
will be slain by the Emperor’s holy foot soldiers when they
cease worshipping it and embrace the truth.
The true skill of Missionaries is to recognize when their
arts and methods are likely to prove fruitless and when
something far more sinister lies at the heart of the locals’ faith.
Through years of experience and natural talent, they can almost
smell the taint of Chaos or the subtle hand (or pseudopod) of
the alien at work. In such cases, they will not hesitate to counsel
a Rogue Trader that these lost brethren must be exterminated,
blasted from orbit for the good of all Mankind. It is a foolish
Rogue Trader who ignores such learned counsel, for
Missionaries are still agents of the Ministorum, a vast and
powerful organization that only a fool would willingly cross.
In addition to their task of converting the lost,
Missionaries often find themselves acting as spiritual
figureheads in the fleet they accompany, a task most relish for
the spiritual fulfilment and influence it affords them. Some act
as confessors to the Rogue Traders they attend and become
a vessel lose its Navigator beyond the fringes, any such vessel,
and all who serve aboard her, is surely lost.
Without the Navigator gene and those who bear it, there simply
would not be an Imperium of Man. At best, Humanity’s control
of the stars would be limited to those planets that could entirely
support themselves and a few scattered petty empires. Contact
with other worlds would be scant to non-existent, for travel
between all but the very closest of star systems would be too
ponderous, and too dangerous, to be practicable. Without a  Wound Threshold: 8 + Brawn
Navigator, a vessel is limited to warp jumps of only a few light  Strain Threshold: 10 + Willpower
years at a time, and exact calibration must be undertaken by
 Starting Experience: 85
massive banks of cogitators as even the smallest of errors will
have fatal consequences for the vessel and every soul aboard.  Starting Skills: The Navigator begins with two ranks
The Navigator is the scion of one of the great Navigator in Astrocartography. They obtain these ranks before
clans. These bloodlines are said by some to be older than the spending experience points, and this skill may not be
Imperium itself and by others to be a direct creation of the God- increased higher than rank 3 during character creation.
Emperor when he walked in mortal form. Over the millennia,  Navigator Lineage: The Navigator chooses one option
they have garnered great power and influence thanks to the from the Great Houses (see Navigator Powers on page
Imperium’s reliance on them, but at the same time are caged by 65) during character creation. In addition, Navigators
convention and tradition. A Navigator wants for nothing, yet in are immune to warp shock or Fear checks made to
reality is often a slave of their station. Thanks to the Warp Eye, witness the raw might of the Immaterium.
a Navigator is able to pierce the veil between the Materium and  Void Gaze: Navigator powers from the Gaze category
the Immaterium. The life of a Navigator is one of duty and will affect anyone, friend or foe, that looks into the
service to their clan, yet many would have it no other way, for Navigator’s third eye when this power is activated.
they are never truly more alive than when ensconced in their Gaze powers have no effect on unliving targets,
navigation sanctum, gazing into the insane, swirling depths of Untouchables, creatures with the Daemon ability, or
the Immaterium, pitting their will and their wits against the other entities spawned from the warp. Another
ravening storm of energy and thought that lurks behind all character may attempt to look away by suffering a
things others call real. number of strain equal to their Willpower as an out-of-
Each Navigator perceives the warp in an entirely turn incidental. If they do, the Navigator adds an equal
subjective manner as a reflection of their own unique nature. number of f to their Gaze Navigator power check.
Some perceive the dimension in terms of a journey through a Those who are unaware of the Navigator’s presence
storm-wracked forest, knowing that to stray from the path is to add f f instead without suffering strain.
surrender to the horrors that lurk within. For others, the warp
appears as a raging sea, or a desert engulfed in a sandstorm, or
a shifting city of night, or a million other potential forms. As
Navigators gain in experience and power, the abstraction fades,
and they are capable of observing the true warp through a
polarized state—their third eye filtering the horror.
But even for those so designed on a genetic level to endure
the warp’s horrors, there is still a price to pay. Navigators who
have served the longest may become wracked with bodily
failure, incipient madness, and possible mutation, and
ultimately they become virtual prisoners reliant on the life-
sustaining machinery of their sanctums. Conversely, those
newly come into their calling often revel in their rank and
wealth, affecting rakish mannerisms and caring little for the
petty concerns or trivial realities of life in the Imperium, each
knowing that such a life is for them a thing that must one day
pass. Regardless of whatever idiosyncrasies a Navigator might
bear, they are essential to the operation of a Rogue Trader
vessel and given great leeway by the Rogue Trader, for should
 Seeker of Lore: Once per session, the Seneschal may
spend a Story Point to use this ability. During each of
Master of ceremonies, master of coin and commerce, master of their turns, they learn (or remember) one important fact
logistics, master of emissaries, master of whispers, and spies: about a situation, person, creature, place, or object of
the Seneschal is the quietly spoken of individual in every their choice. The subject of the information must be
Trader House who is looked upon with trepidation by those either observable by the character or directly relevant
who fear they have earned their suspicion. to the situation. This effect last a number of rounds
Very few Rogue Traders are as competent as the equal to the Seneschal’s Cunning.
Seneschal is when it comes to the minutia of commerce. Most
leave the details of such matters to their Seneschal’s control,
trusting that, as the Arch-militant is ever watchful in battle, so
the Seneschal is attentive to every risk implicit in the equally
hazardous conflict of trade. The best Seneschal knows every
detail of trade that transpires within their area of responsibility,
often better than the scribes and factors employed and most
exude a palpable aura of menacing competency.
Many Seneschals maintain a tightly controlled network of
contacts and spies where possible, so that within hours of
arriving in a familiar port they have full knowledge of local
trading conditions and can advise their Rogue Trader
accordingly. Every detail that might affect business is of
interest to a Seneschal, from the amount of dowry offered in a
noble marriage to the going rate for a kilo of narco-blitz or to
the rumoured deaths and wars far removed from their current
sphere.
Furthermore, most Seneschals favour a hands-on
approach to their work, never fully trusting knowledge they
cannot confirm themselves. As a result, many are masters of
disguise and duplicity, able to blend into the background in
almost any situation. Donning the guise of the “grey man,” the
Seneschal lurks in the periphery as the great and the good
conduct their affairs, observing all that transpires whilst
remaining unnoticed. Sage counsellor, profit-monger, and spy,
the Seneschal is all these things and more.

 Wound Threshold: 10 + Brawn


 Strain Threshold: 10 + Willpower
 Starting Experience: 90
 Starting Skills: The Seneschal begins with one rank in
Knowledge (Scholastic) and Vigilance. They obtain
these ranks before spending experience points, and
these skills may not be increased higher than rank 2
during character creation.
A Void-master (or mistress) is a term used to describe one who
has risen to master one or more of the mysterious arts of the
running of a space-going vessel. They have generally served in
a myriad of stations, and have been exceptionally fortunate in  Wound Threshold: 10 + Brawn
that their skills have been recognized and they have been
 Strain Threshold: 9 + Willpower
allowed to progress through the ranks to the very top. A Void-
master knows every inch of their vessel, and even the cold  Starting Experience: 100
touch of the airless void presents little fear, for he has faced the  Bosun: The Void-master may train one rank in six of
terrors of space countless times and has lived to tell the tale. In their eight career skills (instead of the usual four). They
character and attitude, they are as varied as the ships on which obtain these ranks before spending experience points,
they have served. Some are dour and proper officers—the and these skills may not be increased higher than rank
products of the finest naval bloodlines, while others are born 2 during character creation.
traders and rakish rogues out of the Chartist ships. Others, still,  Master of the Deck: Once per session after the Void-
are by inclination smugglers, scavengers, and even pirates. No master makes a check using a career skill, they may
matter their origins, however, one thing unites them all—the
spend a Story Point to remove one kK from the pool
consummate skill in doing what they do best, and the high price
before resolving the check (effectively, they ignore the
and respect their services can earn them.
results from the kK).
The Imperium of Mankind is an interstellar empire
spanning much of the galaxy—its worlds, systems, and sectors
linked by countless warp routes and divided by unutterable
gulfs and savage storms of unreality beyond. Vast fleets of
military, mercantile, and exploratory spacecraft knit this great
realm together, and some of these ships are as large and densely
packed with human life as many terrestrial cities, but even
among those who spend their lives protected by steel- skinned
ships out in the cold darkness, Void-masters are a rare breed.
To become a Void-master, an individual must have risen above
those around him and have distinguished himself by particular
talent and ability. Regardless of background, a Void-master
must earn their title, for it marks a man or woman who can be
trusted to hold the lives of many in their capable hands.
The Void-master might be a helmsman, master gunner, or
the warden of the ship’s sensors, but whichever position he
holds, he controls the vessel’s systems as if they were an
extension of their own body and, in a crisis, the ship’s survival
depends on their skills. While the average subject of the
Imperium might be blissfully ignorant of or rampantly
superstitious about space travel and the people to undertake it,
those such as the Void-master quite often are equally puzzled
by those who confine themselves to the worlds below them.
Why, they ask, would any human being surrender himself to
the servility and imprisonment of a planet-bound life, when the
dark majesty of space awaits those with the courage to voyage
upon its endless tides?
xplorers of a Rogue Trader’s dynasty are made up of
diverse personalities with past experiences that have
helped them achieve their current status. Just keep in Though your Explorer may now travel to distant stars, that was
mind when you create your career, try to make sure that it has not always the. The type of world a character grew up on affects
a diverse spread of skills. This is less about game balance, and many of their facets, from physical abilities, skills, and
more because we want to make sure players don’t end up temperament to appearance and cultural values that might
feeling like their characters can only participate in one differ wildly from the typical dogma of the Imperium.
particular facet of the game. There are nine primary home worlds to choose from:
A character’s career is one of the most flexible elements Death Worlds, Footfall, Forge Worlds, Frontier Worlds, Noble
of character creation. Choose eight skills to be career skills Born, Hive Worlds, Imperial Worlds, Penal Worlds, and Void-
for your character and then choose four of these career Born. A player may select any home world and gain all the
skills and gain one rank in each of them. It may help to write benefits listed, or they may create a new home world option in
up a short description explaining what your career is about, so the spirit of what is listed here with the GM’s permission.
other players understand your character’s particular specialty.
This creates diverse teams that can succeed across an
assortment of challenges. More on career skills can be found
on page 40 of the GENESYS Core Rulebook. GENESYS‘s open character creation system allows you to give
your character any skills or talents. However, each home world
includes a sidebar with suggestions for talents that may be
particularly appropriate or useful.
At its heart, a career defines what your character does. To represent the experience from growing up on any home
However, careers are intentionally vague so that you have some world, Explorers gain 50 additional experience points to
additional flexibility in defining your character. spend on talents and skills. These experience points are not
For instance, an Arch-militant might be a solider at their included in the starting experience from the character’s role,
core with plenty of combat experience, but that does not make and so cannot be spent to increase characteristics.
them any less likely to be a renowned political speaker, shrewd
interrogator, or an underhive prizefighter. An Explorator
primarily concerns their life with their quest for knowledge, but
knowledge is just as likely to be found in a labyrinthine archive
on a Shrine World as it is to be forcefully wrenched from the
tombs of a long dead planet. A Missionary may have learned
negotiation and faith through cleansing labour on an Agri-
World or developed an incredible perception into the human
condition in the dangerous confines of a penal colony. All
Astropath Transcendents have gone through the same process
of soul-binding, yet they might be born into the highest levels
of nobility, on long-term exploration vessels, or come from
worlds ravaged by the forces of the Ruinous Powers. We highly
encourage you to use your imagination when creating a career
and make it a starting point when defining your character, not
a limiter.
Upon death worlds, the plants, beasts, and sometimes even the
environment itself takes aggressive and destructive forms
inimical to human life. Whilst exceptionally difficult to Here are a few suggestions for talents that may be
colonize, many death worlds possess valuable resources that especially appropriate for "typical" Death Worlder
require an outpost or other human presence upon the planet’s characters.
surface to harvest. Death Worlders often band together in
 Tier 1: Combat Master (page 40).
tribes, clans, gangs, or other social groups in order to survive.
An upbringing in such a harsh environment breeds very hardy  Tier 1: Desperate Recovery (Core Rulebook,
and resilient examples of the human race—those tested and page 73).
found wanting die young.
 Tier 1: Sound Constitution (page 43).
Death worlds, whilst not common within the Imperium,
can be found in every segmentum. From the depths of the  Tier 2: Heightened Awareness (Core Rulebook,
jungle hell of Catachan to the predator-filled deserts of Luther page 76).
McIntyre, death worlds have a well-earned reputation as some
 Tier 2: Side Step (Core Rulebook, page 77).
of the most dangerous planets in the galaxy. The inhabitants of
these worlds are determined, tenacious people, highly valued  Tier 3: Meditation (page 49).
for their strength and stamina, and are often drawn upon as
recruits for both the Imperial Guard and some Space Marine
Chapters. For most death worlds, their inhabitants are their
only exports.
Death world characters are those who have travelled off
world and have left behind the danger and ferocity of their
home. They are rugged, uncomplicated individuals for the most
part, often drawn to the bold lifestyle of the Arch-militant or
the Void-Master. Unfortunately, Death Worlders are
uncomfortable in the complex social situations common to
civilized worlds and rarely find themselves able to relax
amongst the decadence and intrigues of noble society. Death
Worlders are renowned for their resilience and exemplify the
concept of survival of the fittest.
Starting Abilities: Death Worlders gain the following
starting abilities:

 Survivalists: Begin the game with one rank in both


Survival and Resilience. You still may not train these
skills above rank 2 during character creation.
 Hardened: Death Worlders add jJ to Resilience
checks to resist toxins and poisons and to Fear checks
against living creatures.
 If It Bleeds…: After inflicting a Critical Injury or
Critical Remark against a character, Death Worlders
add s to combat and social checks targeting that same
character until the end of the encounter.
Footfallen are the proverbial trailblazers of the Koronus
Expanse and no one knows it better than they do. They tend to
be devious, cunning, and suspicious; they have learned to Here are a few suggestions for talents that may be
protect what advantages they have that can speed them along especially appropriate for "typical" Footfallen
the road to riches and glory, and they have a different moral characters.
outlook than their contemporaries across the border. Footfallen
 Tier 1: Clever Retort (Core Rulebook, page 73).
also associate with what Imperial citizens would consider to be
blasphemers—recidivists, xenos, mutants, and worse. Despite  Tier 1: Hard Bargain (page 42).
these generalities, however, if it’s one thing the Footfallen
 Tier 1: Know Somebody (Core Rulebook, page
know, it’s the Koronus Expanse!
74).
The Footfallen are often referred to as “the true children
of the Expanse.” These men and women, descended from the  Tier 2: Concealed Cavity (page 45).
settlers and Rogue Trader vassals who came to this region long
 Tier 2: Whispers (page 47).
ago, have spent the majority of their lives interacting with all
manner of denizens within the Koronus Expanse. Whatever  Tier 3: Suppressing Fire (page 49).
their birthplace, they all tend to have similar outlooks and
mannerisms, and are used to dealing with all manner of
individuals from religious fanatics, recidivists, spies, and
assassins to xenos, renegade psykers, Rogue Traders and their
crew, and even worshipers of the Ruinous Powers. These
worlds are giant melting pots of cultures and beliefs, and only
through them can one get useful information on the Koronus
Expanse.
You have spent your entire life living within the walls and
habitats that make up the settlement of Footfall, or another
human settlement within the Koronus Expanse. Wherever you
have grown up, you have learned that it’s not necessarily
survival of the fittest, but survival of the smartest. You are
cunning, devious, and perhaps a little deceitful. You may be
serving—or commanding—a Rogue Trader’s ship because of
your peerless knowledge of the Expanse and the dark secrets
that dwell within it. Or you may simply be along for the ride,
acting as a guide to the unexplored corners of the far void.
Starting Abilities: Footfallen gain the following starting
abilities:

 Sixth Sense: Begin the game with one rank in


Psyniscience. You still may not train this skill above
rank 2 during character creation.
 Port of Call: Footfallen characters do not add jJ when
dealing with strange, foreign, and broken languages
including those spoken by xenos.
 Contractual Charm: When making a Negotiation skill
check, Footfallen characters may use their Cunning
characteristic instead of Presence.
The domains of the Adeptus Mechanicus are many, from the
ceaseless industry of the iron realms of the forge worlds, to
labyrinthine orbitals and distant research outposts, to the Here are a few suggestions for talents that may be
nomadic and self-contained void caravans of the explorator especially appropriate for "typical" Forge World
fleets. They are an empire within an empire, distinct and yet characters.
interwoven with the fabric of the Imperium since its founding.
 Tier 1: Durable (Core Rulebook, page 73).
Their masters are as ancient, wise, mysterious, and cold as the
machineries they tend. Beyond the forge worlds, this Home  Tier 1: Grit (Core Rulebook, page 73).
world option also includes those born and raised on city-sized
 Tier 1: Technical Knock (page 44).
orbital stations, Mechanicus-administered colonies (often-
called demesnes), research outposts, and restless explorator  Tier 2: Binary Chatter (page 44).
fleets, for the rites, rituals, and beliefs of the Omnissiah also
govern those places. You have spent your entire life living  Tier 2: Inventor (Core Rulebook, page 76).
within the walls and habitats that make up the  Tier 3: Forgot to Count? (Core Rulebook, page
Forge worlds, such as the Lathe worlds of the Calixis 78).
Sector, are the beating iron heart of the Imperium and
sovereign domains of the Priesthood of Mars. They are given
over to the demands of vast macro-industries too vital or rare
to be entrusted to the petty domains of the Imperial Governors Starting Abilities: Forge Worlders gain the following
of hive worlds, and are eternally hungry for new resources to starting abilities:
consume. A forge world’s wheels never cease to turn: the  Accustomed to Machines: Begin the game with one
reactors blaze and foundries thunder unendingly for millennia, rank in Driving, Piloting, or Tech-Use. You still may
turning out refined materials and technologies to meet the not train this skill above rank 2 during character
Imperium’s needs. Forge worlds are far more than the sum of creation.
their continent-spanning manufactories, however. Each is
 Fit for Purpose: Begin play with one cybernetic with
blessed with a higher level of technological advancement than
a cost of 1,000 thrones or less (see page 111). The
the wider Imperium as a whole, and many arcane wonders are
character does not need to make any check to install this
commonplace in their baroque labyrinths of ferrocrete and
cybernetic, and they do not decrease their strain
steel. Forge worlds also house vast repositories of data and
threshold because of this cybernetic (but will decrease
obscure lore, with as much as a third of any given forge world’s
their strain threshold as normal if they get any future
entire infrastructure consisting of endless scriptoriums,
cybernetics).
mimetic vaults, info-tombs, and libraria, tended in perpetuity
by mindless drones and generations of archive adepts.  Rites of the Machine God: Forge Worlders recover 1
strain whenever they succeed at a Tech-Use check to
Forge worlds are not environments that reward, let alone
repair or appease machine spirits in addition to
tolerate, weakness in body or in mind. To have survived and
prospered enough to leave a Forge World’s rigid society, a spending a and t.
character must possess drive, ambition, and good fortune, or at
the very least be bloody-minded and ruthless enough to have
endured. You find yourself in a wider Imperial society that is
at once familiar and strangely alien, where fools either fear or
profane sacred technology and have no understanding of its
spiritual mysteries and purity of essence. Nor do they seem to
grasp that humanity can only prosper by the teachings of the
Omnissiah, that survival requires power, and power is
knowledge incarnate.
There are numerous frontier worlds scattered across the borders
of the Imperium, particularly within the Calixis Sector and
Koronus Expanse. A frontier world is more than simply a world Here are a few suggestions for talents that may be
or system that sits upon the edge of the map; it is far away from especially appropriate for "typical" Frontier World
centers of power, the protection of the military, and the characters.
influence of the Ecclesiarchy. Some planets are barely
 Tier 1: Forager (Core Rulebook, page 73).
habitable; others are hardly explored. These are rough-and-
tumble places with few luxuries and fewer defenses. Because  Tier 1: Grit (Core Rulebook, page 73).
of this, many are left open to the predations of xenos invaders
 Tier 1: Rapid Reaction (Core Rulebook, page
and pirates. Frontier worlds are also havens for those who are
74).
seeking to escape Imperial justice.
Frontier worlds can often barely be classified as  Tier 2: Haughty Demeanour (page 45).
“civilized.” The populace is rough and determined in equal
 Tier 2: Hulking (page 45).
measure, and many settlements on these worlds are
ramshackle, resembling primitive, run-down, dry, dusty spots  Tier 3: Hardy (page 48).
where life is harsh and unforgiving and justice comes from the
barrel of a gun (or at the end of a rope). Here, the population
must learn to survive on its own. There are no Adeptus Arbites
Precinct-fortresses to maintain law, no PDF to protect the
citizens from invasion, and no Fleet waiting in orbit to take
them to safety. The people are tough and hardworking, used to
living without the amenities that are taken for granted on other
worlds. They are also insular and prefer to handle matters on
their own, with little time for outsider interference.
You have a distrustful and gruff exterior—at least to those
you don’t know. Most people aren’t worth your time, but those
who are gain your respect and gratitude for life. The prejudice
of humans from other worlds confuses you; you’ve had
dealings with xenos and mutants before and suffered no ill
effects. You are also known for your toughness and tenacity
and you always try your utmost to finish what you start. When
you give your word, it’s as iron-clad as any written contract
and you will go to any lengths to honour it.
Starting Abilities: Frontier Worlders gain the following
starting abilities:

 Survival Instinct: Begin the game with one rank in


either Cool or Survival. You still may not train this skill
above rank 2 during character creation.
 Inured to the Alien: Frontier Worlders are immune to
Fear checks from societal xenos (Eldar, Kroot, Orks,
Tau, etc.) and human mutants.
 Tenacious Survivalist: When making a check to
determine Initiative, a Frontier Worlder may make a
Survival check instead of a Discipline or Cool check.
Hive worlds are home to countless teeming billions. The
population is so dense that frequently great swathes of the
surface of the world are covered with gargantuan cities Here are a few suggestions for talents that may be
stretching from horizon to horizon. Many hivers labour in especially appropriate for "typical" Hive World
thankless obscurity, operating huge manufactories that churn characters.
out endless streams of weapons, chemicals, or other vital
 Tier 1: Catfall (page 40).
goods. Others run with violent gangs in the dark of the
underhives, living by their wits and savagery in an endless  Tier 1: Hard Bargain (page 42).
struggle for survival.
 Tier 1: Knack for It (Core Rulebook, page 73).
Whilst many hive cities are strange and unique, products
of the vagaries of history and the nature of the planet they have  Tier 2: Counteroffer (Core Rulebook, page 75)
been founded on, the most common type is the so-called “solar
 Tier 2: Pinning Fire (page 46).
hive,” a vast, super-continental sprawls of cityscape and
manufactora which grows to dominate its host world. Beyond  Tier 3: Double Team (page 47).
the hive city, the worlds which host them are usually barren
and hostile, much of the surface commonly becoming
inhospitable, or sometimes even deadly to human life after
centuries of pollution and exploitation. Hive cities themselves
are astonishingly large—massive urban conglomerations set
with spires of adamantine and rockcrete whose roots sink deep
into the earth and that can grow to cover continents and soar
for kilometres into the sky. Each major hive houses billions of
Imperial citizens and is a nation in its own right, where noble
houses rule small empires, trading and sometimes fighting with
the rulers of rival hives.
Not all hivers are content to serve their world in the
traditional fashion, toiling until death. Some dream of better
lives, driven by a desire for wealth, freedom, power, or
adventure, or just the urge to escape terrible poverty. You are
one such hiver—a young adventurer, willing to chance all for
a taste of wealth, prestige, and power. Hivers are resourceful
and quick-witted, more likely to rely on tech-devices and fast-
talking than outright confrontation.
Starting Abilities: Hive Worlders gain the following
starting abilities:

 Vigilant: Begin the game with one rank in either


Streetwise or Vigilance. You still may not train this
skill above rank 2 during character creation.
 Caves of Steel: Hive Worlders do not treat dense
crowds or cramped urban environments as difficult
terrain.
 Wary: A Hive Worlder has a melee and ranged defense
of 1 (this defense does not stack with other sources).
A bewildering variety of worlds known to the Imperium.
Hailing from hyper-technological democratic societies to
grimy feudal populations, the inhabitants of countless worlds Here are a few suggestions for talents that may be
offer fealty and devotion to the God-Emperor of Mankind and especially appropriate for "typical" Imperial World
the Imperial Creed taught by His servants. The Imperium characters.
covers such an utterly vast area of the galaxy that it is
 Tier 1: Good Reputation (page 40).
impossible to conjure an image of a “typical” Imperial world
for no such thing exists. Agri-worlds, for instance, are little  Tier 1: Hatred (page 42).
more than vast farms, mining worlds produce ore and raw
 Tier 1: Unremarkable (Core Rulebook, page
minerals, and cardinal worlds are given over entirely to the
75).
priesthood of the Imperial Creed—the Ecclesiarchy—to
honour the Emperor’s name. Stranger still are the garden and  Tier 2: Probing Question (page 46)
pleasure worlds that serve as havens for Imperial nobles who
possess wealth beyond measure.  Tier 2: Scathing Tirade (Core Rulebook, page
77)
The closer a world lies to Holy Terra—the home planet of
mankind, far from the Calixis Sector—the more important,  Tier 3: Heroic Will (Core Rulebook, page 79).
advanced, and well-governed it is likely to be. Far-flung
planets on the fringes, on the other hand, are more likely to be
frontier worlds, left to their own devices for much of the time
and under the constant threat of physical or spiritual attack.  In His Name: When an Imperial Worlder performs the
Many worlds have a technological base to match that of Holy assist maneuver, the character may remove the jJ to
Terra, whilst many more have devolved into feudal backwaters add s h to the results instead.
with little more than black powder technology. Upon such
backwater planets, the Imperial Cult casts its influence through
superstition and is often seen through a lens of local legend and
folklore, demanding fealty to the immortal God-Emperor who,
for many citizens of the Imperium, may seem so distant as to
be little more than a myth or a vital supernatural guardian
holding the terrors of the night at bay.
To have broken away from the dogmatic constraints of
Imperial life, your character must either be of exceptional spirit
or have true potential. Perhaps you are an adventurer or soldier,
or a true believer beginning a long pilgrimage to prove your
faith; maybe you are a mercenary, brought in to defend a planet
during wartime. You have undoubtedly seen conflict, madness,
or perhaps even heresy, and now, for whatever reason, you are
embarking into unknown voids in the God-Emperor’s name.
Starting Abilities: Imperial Worlders gain the following
starting abilities:

 Student of the Creed: Begin the game with one rank


in both Knowledge (Common) and Knowledge
(Scholastic). You still may not train these skills above
rank 2 during character creation.
 Strong Willed: Your character removes jJ from Fear
and Corruption checks caused by heretics, daemons,
psykers, and other enemies that hide from the
Emperor’s light.
The high nobility of the Imperium are the enormously wealthy
and powerful elite, a breed apart from the common masses they
rule. Many noble houses span the stars in an intricate web of Here are a few suggestions for talents that may be
kinship, arranged marriages, and political alliances that ensure especially appropriate for "typical" Noble Born
power and influence will ever continue, even if the fortunes of characters.
a single world fail. The products of centuries—or even
 Tier 1: Blather (page 40).
millennia—of tech-assisted breeding and cultured refinement
these noble lineages hold the history of the Imperium itself in  Tier 1: Dividends (page 40).
their blood. They are the finest that humanity has to offer—or
 Tier 1: Know Somebody (Core Rulebook, page
so they would have you believe, at any rate. Connected,
74).
socially skilled, highly educated, and able to move in the high
circles of Imperial society, those of noble blood are frequently  Tier 2: Air of Authority (page 44).
as ruthless as they are charming and as dangerous as they are
well mannered, making them skilled and subtle members of a  Tier 2: Haughty Demeanour (page 45).
Rogue Trader’s retinue.  Tier 3: Dramatic Entrance (page 47).
From almost their first breath, those born to the high
nobility are schooled in the role they must play and how they
must play it. Their fine tutelage covers not only the details of
history, commerce, and politics, but also an education in the  Affluent: Noble Born begin the game with 1 additional
finer points of taste and etiquette. How to wear a mask of one’s starting Profit Factor.
own choosing, how to give an intended slight, how to curry and
mete favour, how to defend one’s honour, and how to comport
oneself are all lessons deeply ingrained. In some great families,
these arts have darker nuances yet—such as the correct use of
poison, a well-executed betrayal, and the employment of
assassins.
Connected, socially skilled, highly educated, and able to
move in the high circles of Imperial society, those of noble
blood are frequently as ruthless as they are charming and as
dangerous as they are well mannered, making them skilled and
subtle members of a Rogue Trader’s retinue.
You were born into wealth and privilege, educated by
tutors, and tempered by spiteful intrigues. You know how to
move in the high circles of Imperial society, you know how to
bend others to your will, and you have never been touched by
the harsh life endured by common citizens. You may be an
honourable and faithful soul, well aware of the duties your
station imposes on you, or a dissolute, apostate rakehell who
cares naught for the lowborn. Either way, the risk and the
power of a Rogue Trader’s dynasty beckon to you.
Starting Abilities: Noble Born gain the following starting
abilities:

 Legacy of Wealth: Begin the game with one rank in


any career skill. You still may not train this skill above
rank 2 during character creation.
 Etiquette: After making a Charm or Negotiation check
with important figures or high authority, this character
may suffer a number of strain no greater than their
Presence to cancel an equal number of h (these
symbols are removed before the results are tallied).
In the Imperium, crime is widespread enough that entire worlds
are given over to incarcerating the refuse of society. On these
Penal Worlds live the criminals of the Imperium, the guards Here are a few suggestions for talents that may be
that keep them there, and any luckless denizen unfortunate especially appropriate for "typical" Penal World
enough to have been born there. Here, criminals labour and toil characters.
at various menial tasks while serving out their sentences; and
 Tier 1: Challenge! (page 40).
only a few parole out. On some worlds, the worst criminals
(those whose crimes aren’t severe enough to warrant death)  Tier 1: Iron Jaw (page 43).
might be segregated from the rest, but this practice varies from
 Tier 1: Quick Draw (Core Rulebook, page 74).
world to world. Thus, murderers and rapists might mix with
petty thieves and conmen. From this melting pot comes a brutal  Tier 2: Lucky Strike (Core Rulebook, page 76)
society, where survival comes only when one forgets morality
and is willing to do whatever is necessary to make it to the next  Tier 2: Performer (page 46)
day.  Tier 3: Eagle Eyes (Core Rulebook, page 78).
Within the Calixis Sector, inmates sentenced to penal
worlds are marked with a barcode tattoo that is typically placed
on their neck, forehead, or other easily spotted area of the body.
 The Payoff: When rolling for Initiative, Penal
Here, many inmates die of disease, starvation, infection, the
environment, an escape attempt, an encounter with the brutal Worlders may spend t to ready a Ranged (Light) or
enforcer-guards, or one of a hundred other maladies. Inmates Ranged (Heavy) weapon and make a ranged combat
are sentenced far away from their home worlds and most never check as an out-of-turn incidental with the difficulty
see that world again. Inmates condemned to a penal world are upgraded once.
those found guilty of crimes that don’t warrant execution.
Some feel that those who are executed are the lucky ones, for
those who are sentenced to penal worlds are sent to hellish
places where death is slow in coming. The only denizens that
have any real freedoms whatsoever are the warden and their
guards.
You have been sentenced for crimes against the Imperium
of Man—or maybe your parents were, and you were just
unlucky enough to be born here. Every day was a struggle to
stay alive and stay one step ahead of the predators and guards
that stalked you through the dank pits and filthy shantytowns
of your home. You’ve learned to be resourceful and cunning,
but you are also considered a criminal—even if you didn’t start
out that way. As such, you are thought to be untrustworthy, and
perhaps it is even true. However, trying to survive has also
hardened you, and made you ruthless.
Starting Abilities: Penal Worlders gain the following
starting abilities:

 The Trade: Begin the game with one rank in


Skulduggery or Knowledge (Forbidden). You still may
not train this skill above rank 2 during character
creation.
 The Con: When targeted by a Coercion or Leadership
check, your character may oppose this check with
Deception and Cunning (instead of Discipline and
Willpower).
Not merely star travellers but the products of many generations
passed in the darkness between worlds, the void born are
relatively few among the teeming multitudes of humanity. Here are a few suggestions for talents that may be
They form a disparate and odd collection of misfits, strangers, especially appropriate for "typical" Void Born
and other ill-omened folk, perhaps birthed in the belly of a characters.
vessel that has spent centuries charting its course through the
 Tier 1: Grit (Core Rulebook, page 73).
stars or aboard an ancient orbital satellite. The void born are
often considered to be somehow touched by the taint of the  Tier 1: Jump Up (Core Rulebook, page 73).
warp, or at least associated with the many and unfathomable
 Tier 1: Technical Knock (page 44).
dangers of the outer darkness by the common well of the
Imperium. Most consider them bringers of bad fortune and ill  Tier 2: Best of the Best (page 44).
tidings, secretive, and untrustworthy.
 Tier 2: Dark Soul (page 45).
Those who live their lives on void-ships become inured to
some extent to the reality-altering process of warp travel, and  Tier 3: Full Throttle (Core Rulebook, page 78).
to living in low- or zero-gravity environments and never
knowing the feel of solid ground beneath their feet. Some
vessels never make berth, their crews instead raising
generations of families in the cold depths of space where Starting Abilities: Void Born gain the following starting
gravitational variance, radiation exposure, genetic distortion, abilities:
and warp anomalies slowly take their toll. What true effect  Shipwise: Begin the game with one rank in either
these taints have on individual void born humans is both Discipline or Coordination. You still may not train this
uncertain and varied, but there is quite evidently something skill above rank 2 during character creation.
strange about most of them. In many cases, their features are
 Charmed: When a Void Born uses a Story Point while
drawn and their skin pallid, and they may have minor
making a skill check and generates a t, you do not
deformities, or an oddness of speech, gait, or general
appearance that sets them apart from others. Some, although move the Story Point from the PC’s pool to the GM’s
outwardly normal, carry a strange air about them, a perceptible pool.
something “not quite right” about them that makes others  Void-accustomed: Void Born do not count low- or
uneasy. zero-gravity environments as difficult terrain and can
You have called the interior of a huge Imperial vessel or hold their breath for a number of rounds equal to twice
void-station your home all your life, but now you have been their Brawn characteristic.
thrust into the company of others—people completely unlike
your peers amongst the void born—and the culture shock
gnaws at you. You feel awkward in the company of those born
upon worlds, an outsider, distrusted and strange, in their eyes.
You come into your own when your expertise is required,
however, and what to others may be stark terrors are old
familiar enemies to you. Unlike the world born, you are not
blinded by ignorance when confronted by psychic phenomena,
warp anomalies, and the strange technology of void-ships, and
as such, your kind make the best Void-Masters and Astropaths.
As long as common dirt-dwellers stand in awe or fear of you,
they will cease trying to make you fit into their strange cultures
and will leave you to your own ways and your own secrets.
his section introduces new skills specific to the
41st Millennium. Table 1–1: Skills for ROGUE 1–1
TRADER GENESYS setting includes both these SKILL CHAR TYPE SOURCE
new skills and skills from the GENESYS Core Rulebook Astrocartography Intellect General Core Rulebook (page 57)
that are used in this setting.
Athletics Brawn General Core Rulebook (page 58)

Brawl Brawn Combat Core Rulebook (page 67)

Charm Presence Social Core Rulebook (page 54)


The following skills are general skills similar in Coercion Willpower Social Core Rulebook (page 55)
function to those found in the Core Rulebook, but that Cool Presence General Core Rulebook (page 59)
require clarification for use in ROGUE TRADER
Coordination Agility General Core Rulebook (page 59)
GENESYS.
Deception Cunning Social Core Rulebook (page 56)

Discipline Willpower General Core Rulebook (page 60)

Divination Cunning Psychic Page 33


The Medicae Skill helps diagnose and treat injuries by
Driving Agility General Core Rulebook (page 60)
suturing wounds, applying counterseptic, and use of
Gunnery Agility Combat Core Rulebook (page 69)
medical devices such as the Narthecium.
Knowledge (Common) Intellect Knowledge Page 32

Knowledge (Forbidden) Intellect Knowledge Page 33

 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

Ranged (Heavy) Agility Combat Core Rulebook (page 69)

Ranged (Light) Agility Combat Core Rulebook (page 68)


 Your character attempts to administer poison
Resilience Brawn General Core Rulebook (page 63)
through sleight of hand. The inherent
subterfuge in this activity makes that a Skulduggery Cunning General Core Rulebook (page 64)

Skulduggery check. Stealth Agility General Core Rulebook (page 64)

 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

Telepathy Willpower Psychic Page 34

Theosophamy Presence Psychic Page 34

Vigilance Willpower General Core Rulebook (page 65)


 Your character wishes to make a friendly servitor lift
something heavy. This would not require any check.

The difference in knowledge between a Missionary


raised on a feral world and a nobleman turned Imperial The new skills in this section take the place of the single
Naval officer is great indeed. Players are encouraged to Knowledge skill presented in the GENESYS Core Rulebook.
reflect upon their character’s background to fashion
what knowledge means for their PC. This knowledge
may be extensive, covering many topics at a
rudimentary depth, or may be the product of years The Knowledge (Common) skill allows the Explorer to recall
behind the cold masonry of a prestigious Schola general information, procedures, divisions, traditions, famed
Progenia. individuals, and superstitions of a particular world, group, or
It’s up to you and your GM to determine if your organization. This skill deals with basic information learned
character can make a Knowledge skill check to know from prolonged exposure to a culture or area.
information about a particular subject, based on your
character’s background. Generally, a character with 0 or
1 ranks in a Knowledge skill only knows basic
 Your character wants to know what the environment of
information. A character with 2 ranks or more might be
a specific planet is like.
an expert on their own organization’s rules, educated
about a broad range of subjects related to their work, or  Your character wishes to know the details of commonly
both. Additional ranks in any Knowledge skill may occurring crime in a given hive city.
mark your character as a true savant—someone to be  Your character needs to know the official process for
relied upon whenever uncertainty arises among their accessing specific records through the Adeptus
peers. Administratum.

 Your character wishes to know something about


Tech-Use allows the Explorer to use or repair complex daemons, xenos, or other heretical topics; this is
mechanical items, fathom the workings of unknown technical governed by Knowledge (Forbidden).
artefacts, control servitors, access data within secured  Your character wishes to know about academic
cogitators, or handle other complex tasks that require the subjects, such as cryptography or linguistics.
application of any other mechanical knowledge. Knowledge (Scholastic) would govern this.

 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.

This skill represent knowledge usually hidden, veiled, or


 Your character searches for thin spots in the veil
proscribed by an organization or society. Mere possession of
between the real world and the Immaterium.
this knowledge may cause difficulties for those not associated
with the group in question. Excessive knowledge of the hidden  Your character has a premonition or vague sense of
truths of powerful Navigator houses can be decidedly bad for dread about a person, place, or thing.
one’s health for those outside the Navis Nobilite.

 Your character wishes to read someone’s mind. The


 Your character wants to identify a strange xenos character should use Telepathy instead.
creature they have spotted.  Your character wants to follow physical footprints.
 Your character attempts to translate the alien script of a Perception and Survival govern following physical
xenos race. clues.
 Your character attempts to estimate the true potential of  Your character wishes to learn more about warp
a psyker or witch after observing their powers. creatures. Knowledge (Scholastic) and Knowledge
(Forbidden) cover knowledge of the warp.
 Your character tries to recall a specific piece of lore
about a major Chaos God.

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.

The psychic discipline of Theosophamy is a rare and esoteric


 Your character wants to pull objects to themself.
art that focuses on the manipulation of the warp and its
 Your character attempts to assault their enemies with interaction on the real universe. This discipline is concentrated
flame, ice, or lightning. more upon ritual and control instead of unleashing the raw
 Your character wishes to physically stitch impossible power of the warp, as it is primarily used to disrupt or seal
to reach wounds together. breaches in the barrier between the real world and the
empyrean.

 Your character wants to sheathe their weapons in His


righteous fury. The character should use Theosophamy  Your character wants to speak the words of the
instead. Emperor and cripple all those who would rebel against
the Imperium.
 Your character wants to conceal their appearance
through illusions. The character should use Divination  Your character wants to erect a holy barrier that keeps
or Telepathy for such trickery. the tainted creatures of the warp at bay.
 Your character wants to lay a curse on their enemy. The  Your character wants to perform an exorcism of
character should look to Divination for casting such someone with a will strong enough to survive.
misfortune around others.

 Your character wishes to search someone’s mind for


The art of mental communication, this power is possessed by corruption. The character should use Telepathy.
all astropaths to some degree and is the cornerstone of what  Your character wants to find breaches between the
they are. In addition, this discipline also encompasses the art of Immaterium and the Materium. The character should
influencing another’s mind. use Psyniscience instead.
 Your character wishes to known the best time to strike
to interrupt a sorcerer’s ritual. The character should use
Divination or Knowledge (Forbidden).
 Your character wants to read the thoughts of others.
 Your character wants to send a telepathic message
across the void of space.
 Your character wishes to soothe stressed or injured
allies.
The Imperium is a dauntingly vast place, and much of it Mounting or dismounting from a living mount requires a
remains uncharted and unknown. In addition to the quest for maneuver. Once mounted, a rider and steed should be treated
wealth in unknown places, a Rogue Trader might also accept a as one character in most situations (attacks target the rider, the
commission to chart new systems, open new warp routes, or steed does not act independently in structured encounters, and
even find lost ships. Knowledge is power and should be both act when a player chooses an initiative slot for their
leveraged well. mounted character).
A PC may make an Average (kKk)K Knowledge, A mounted character can perform a maneuver to direct
Negotiation, or Perception check, depending on what best fits their mount to move. The rider and mount immediately move
the situation. If this check is successful, the PC sees a way to as if the mount had performed two maneuvers to do so. In
use the revelation to their advantage, and the group upgrades certain situations, such as controlling a mount not trained for
the ability of checks related to that revelation until the end of combat in the midst of a large battle, your GM may instead
the session. If they fail, they misread the situation and upgrade require the character to make a Survival check as an action to
the difficulty of those checks instead. direct and control the mount.
Typically, a mounted character has an advantage in melee
against opponents on foot who have a silhouette lower than the
steed and may add jJ to Melee combat checks targeting them.
The continued growth of a dynasty hinges on perilous journeys, Opponents on foot with a silhouette less than that of the steed
deals with conniving xenos, interactions with powerful add jJ to Melee or Brawl attacks against mounted characters.
organizations of the Imperium, and constant vigilance of
Conversely, firing a ranged weapon from the back of a
controlled assets. It is no wonder then that such ambitious
rampaging grox is more difficult, and a mounted character
people as Rogue Traders and their Explorer crews have highly
should add jJ to checks that involve attacking at distance.
complicated schemes of their own.
Since a mount and rider are treated as one character, the
Once per encounter, a player may narrate their PC’s
only way to target the mount is by using the aim maneuver to
internal monologue to reveal to the GM and to the group what
target specific “parts” of an opponent. In certain circumstances,
their PC is currently thinking, what their plan of action is for
your GM may allow characters to attack a steed that has a
the remainder of the encounter, and what the reasoning behind
silhouette 2 or greater compared to any of its riders without
their actions is. If they do this, the PC heals up to 3 strain that
penalty.
they are suffering.
A character whose mount is slain or incapacitated is
knocked prone and suffers 3 strain. Depending on the situation
and the results of any related check, the character might suffer
In games of politicking, drama, double-crosses, and roguish additional damage or become trapped under the fallen mount.
intrigue, the players will probably know a lot more than their
characters about a situation. Why not take advantage of that?
If a PC believes a lie or takes harmful actions directly due
to the manipulations of others (in other words, if the player
knows the action is against their PC’s best interests), you may
remove one Story Point from the GM pool and add it to the
player pool.
his section introduces new talents specific to Rogue
Trader. These talents, along with talents from the Core
Tier: 1
Rulebook, listed in Table 1–2: Talents for ROGUE
Activation: Passive
TRADER GENESYS can be used in any setting the GM and
Ranked: No
players desire.
Your character adds jJ to their melee combat checks while
engaged with a single opponent (a minion group counts as
1 multiple opponents). Your character adds jJ to their melee
combat checks while engaged with three or more opponents.

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

Bought Info No Core Rulebook (page 72) Ambidextrous No Page 40

Catfall No Page 36 Best of the Best No Page 40

Challenge! Yes Page 36 Binary Chatter Yes Page 40

Chirurgeon Yes Page 36 Chem Geld No Page 40

Clever Retort No Core Rulebook (page 73) Cold Trader No Page 40

Combat Master No Page 36 Concealed Cavity No Page 41

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)

Dividends Yes Page 36 Dark Soul No Page 41

Durable Yes Core Rulebook (page 73) Defensive Stance Yes Core Rulebook (page 75)

Forager No Core Rulebook (page 73) Frenzy No Page 41

Grit Yes Core Rulebook (page 73) Heightened Awareness No Core Rulebook (page 76)

Hard Bargain Yes Page 36 Hulking No Page 41

Hatred Yes Page 38 Infused Knowledge No Page 41

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)

Let's Ride No Core Rulebook (page 74) Maglev Coils No Page 41

Luminen Charge No Page 39 Mutant Yes Page 41

One with Nature No Core Rulebook (page 74) Performer No Page 42

Parry Yes Core Rulebook (page 74) Pinning Fire Yes Page 42

Peer Yes Page 39 Probing Question No Page 42

Press the Issue No Page 39 Sanctioned No 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

Resourceful Mechanic Yes Page 39 Warp Conduit Yes Page 42

Second Wind Yes Core Rulebook (page 74) Whispers No Page 43

Sound Constitution Yes Page 39 TIER 3


Specialist Knowledge No Page 39 Animal Companion Yes Core Rulebook (page 77)

Swift No Core Rulebook (page 75) Assassin Strike No Page 43

Technical Knock Yes Page 39 Binary Chatter (Improved) No Page 43

Unarmed Warrior No Page 40 Bulging Biceps No Page 43

Universal Weapon Training No Page 40 Dodge Yes Core Rulebook (page 78)

Unremarkable No Core Rulebook (page 75) Double Team No Page 43

Witch Finder No Page 40 Dramatic Entrance No Page 43


1–2
TALENT RANKED SOURCE TALENT RANKED SOURCE
TIER 3 TIER 4
Dual Strike No Page 43 Armour of Contempt No Page 45

Eagle Eyes No Core Rulebook (page 78) Can't We Talk About This? Yes Core Rulebook (page 79)

Ferrous Blessing No Page 43 Defensive No Core Rulebook (page 80)

Field Commander No Core Rulebook (page 78) Defensive Driving No Core Rulebook (page 80)

Forgot to Count? No Core Rulebook (page 78) Discredit No Page 45

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)

Guardian Yes Page 43 Enduring No Core Rulebook (page 80)

Hardy No Page 44 Field Commander (Improved) No Core Rulebook (page 80)

Heroic Will No Core Rulebook (page 79) Inspiring Rhetoric (Supreme) No Core Rulebook (page 80)

Inspiring Rhetoric Iron Jaw (Improved) No Page 46


No Core Rulebook (page 78)
(Improved) Lightning Attack No Page 46

Laugh It Off No Page 44 Mighty Shot No Page 46

Litany of Detestation No Page 44 Overcharge No Core Rulebook (page 80)

Litany of Hate No Page 44 Quick-Witted No Page 46

Luminen Priest No Page 44 Scathing Tirade (Supreme) No Core Rulebook (page 81)

Marksman No Page 44 Strong Minded No Page 46

Meditation No Page 44 Warp Mastery No Page 46

Natural No Core Rulebook (page 79) TIER 5


Parry (Improved) No Core Rulebook (page 79) Binary Chatter (Supreme) No Page 46

Peer (Improved) No Page 45 Dedication No Core Rulebook (page 81)

Scathing Tirade (Improved) No Core Rulebook (page 79) Dramatic Entrance (Supreme) No Page 47

Suppressing Fire Yes Page 45 Foresight No Page 47

Takedown No Page 45 Indomitable No Core Rulebook (page 81)

Warp Affinity No Page 45 Let’s Talk This Over No Page 47

Wrath of the Righteous No Page 45 Master No Core Rulebook (page 81)

Overcharge (Improved) No Core Rulebook (page 81)

Ruinous Repartee No Core Rulebook (page 81)

The Emperor Protects 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).

Each time you purchase this talent, choose an additional


group that your character hates
Tier: 1
Activation: Active (Maneuver)
Ranked: No The following are just a small handful of examples for
The character must have at least two cybernetics installed to groups or organizations within the 41st Millennium.
take this talent. Your character may select one engaged Your GM is the best source for who, or what, may
unpowered device and suffer 2 strain, plus 1 additional strain appear in your game
per silhouette above 0. If they do, the device regains
Imperial Servants: Adeptus Administratum, Adeptus
functionality until the end of the encounter. Alternatively, your
Arbites, Adeptus Astra Telepathica, Adeptus
character may use this talent to siphon power from a device to
Mechanicus, the Inquisition (Ordo), Rogue Trader
recover a number of strain equal to the device’s silhouette.
(Dynasty), etc.
At the GM’s discretion, some devices may be either too
large or too alien to receive this blessing from the Omnissiah. Upbringing: Academics, Ecclesiarchy, Feral Worlders,
Hivers, Middle Class, Nobility, Schola Progenium,
Working Class, etc.

Tier: 1 Underworlds: Criminal Cartels (Specific), the Insane,


Activation: Passive Mutants, Pirates, Unsanctioned Psykers, etc.
Ranked: Yes Xenos: Aeldari (Craftworld), Drukhari (Kabal), the
Choose one group from the Organizations sidebar (or create a Kroot, the Stryxis, the Tau (Sept), etc.
new one with your GM’s permission). Your character adds a
per rank of Peer when making social skill checks targeting
members of your character’s chosen organization. If your
character is discovered acting in a manner antithetical to the
organization’s interests, though, your GM may instead add h Tier: 1
Activation: Active (Incidental)
or other penalties to such checks
Ranked: No
Your character may spend a a a from a Knowledge check
to decrease the difficulty of an ally’s skill check by one, to a
Tier: 1 minimum of Easy (kK). The ally’s check must take place during
Activation: Passive the same encounter that this talent is used to gain this benefit.
Ranked: No
When using this talent, you should explain how your
If their target is disoriented, staggered, or prone, your character
character’s knowledge helps their ally in the given task. The
may add jJ to social skill checks they make to inflict strain and
GM may rule that this talent may only benefit certain skill
to combat checks against the target.
checks depending on the type of Knowledge skill used.

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.

measure of the Explorers’ rising or falling fortunes. Profit


Factor does not represent any one thing, but rather is a
combination of all the aspects of wealth and power at the
Explorers’ command. This means that Profit Factor is all at During gameplay, the most common uses for Profit Factor are
once the amount of coins in their coffers, their standing in Acquisition and Influence. Acquisition allows the Explorers
Imperial society, and their complex web of loans, favours, and to use Profit Factor to gain equipment, resources, and rights.
debts. Influence turns Profit Factor into a means for the Explorers to
manipulate Imperial society, call in favours, and enforce
loyalty among their many followers. We cover influence in this
section and Acquisition in Chapter II: The Armoury.
A new Explorer group generally begins play with a moderate
Profit Factor will rise and fall during gameplay depending
amount of Profit Factor. The exact amount of starting Profit
on actions, and inactions, of the Rogue Trader and the Explorer
Factor can vary for each game depending on how powerful the
group. The most common events that affect Profit Factor are
GM wishes the PC to be. The average Profit Factor for a
undertaking and completing Endeavours. The GM may add
group of Explorers is 50. As always, these values can be
other awards or misfortunes as the narrative progresses. More
adjusted to be higher or lower to represent greater Warrants or
about creating and running Endeavours can be found in
waning dynasties.
Chapter V: The Dark Frontier.
The dynasty’s starting Profit Factor determines the rarity
Finally, Explorers will sometimes need a quick boost of
of personal items your character starts with. Generally, your
coinage to achieve some very short-term goal. During
character may begin the game with a number of personal
gameplay, Explorers can permanently reduce their Profit
weapons and items with a value equal to the hundreds and tens
Factor by 1 to gain 1,000 thrones. This is irreversible, but might
digit of their Profit Factor. For example, a starting Profit Factor
be worthwhile for extremely short-term gains. (Note that a
of 50 would allow each Explorer to choose 5 personal items.
single Profit Factor is undefined in its exact monetary value and
Profit Factor also determines the rarity of the Explorers' the players cannot convert 1,000 thrones into 1 Profit Factor.)
starting items. Your character may select personal items with a
value equal to the hundreds and tens digit of their Profit Factor.
A starting Profit Factor of 50 would allow the Explorers to
choose any personal item with a rarity of 5 or less.
Each player has the option to reduce the total starting Players may wish to take the same lineage for their
Profit Factor at character creation in exchange for mechanical characters and this presents an interesting moment to
benefits, as described in Table 1–4: Profit Factor Reductions. develop group dynamics. The players should carefully
(Note that all players gain the benefit from their choice before discuss their character’s mindset and backgrounds,
reducing the group’s total Profit Factor.) A player may only along with any other information they feel is useful for
ever select one option from Table 1–4 at character creation and the group. In this way, even characters from vastly
the total starting Profit Factor is reduced based on each player’s different home worlds or backgrounds might still be
choice. able to complement each other. If characters of similar
lineages have significantly different ways to achieve the
same goal, they should be open about their methods so
that everyone else can determine how best to work with,
or avoid the fallout of, such actions.
1–5
Profit Factor can be used as a threshold to measure the PROFIT
Explorer’s reputation and infamy as they achieve great deeds EXAMPLES
FACTOR
across the Koronus Expanse. Generally, as the Explorers 5 Hive Gang, Outcast Sect
increase their Profit Factor, their name and station will grow. 15 Manufactory Combine, Weak Hive Guild
Even a single point of Profit Factor proves activity, and other
Powerful Hive Guild, Impoverished Noble, Outcast Rogue
elements of the Imperium are sure to notice 30
Trader
Due to this, the GM has the option to set thresholds for the Greater Planetary Nobel, Lesser Inquisitor, Cartel of Free
50
group based on current Profit Factor. In these cases, the GM Traders

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

Outside of humanity’s multitudes, there are also alien races


who possess psykers of their own, although in often
Rogue Traders are afford a more relaxed view for most
staggeringly different forms and ranges of ability than their
Imperial laws, but the nature of warp travel makes the
human counterparts; from the brutish, thunderous force of the
prospect of sheltering untrained psykers risky at best.
Ork ‘Weirdboyz’ to the nightmarish psy-arcana of the
The Astropath Transcendent Role has already
mysterious fra’al. Of these, the ever-dwindling number of
undergone their training and soul binding, allowing
warlocks and farseers of the insidious Eldar are known to be
them protection and proficiency with their powers.
among the most subtle and powerful, but also caged by ritual
However, any Player Character could theoretically take
and fear lest they be consumed by their own race’s primordial
Psychic skills during character creation to allow them
sins. Their mastery of the psyker’s arts is measured by long and
access to the mysteries of the warp.
cautious centuries and most will never attain the brief, bright
In general, any character with psychic powers may be burning power of the humans they so scorn.
classified as sanctioned or unsanctioned. All astropaths
and PCs that gain Psychic skills at creation are
considered to be sanctioned. Any that develop Psychic
skills after creation are unsanctioned. Any PC that is The Black Ships of the Inquisition sweep up great tides of
unsanctioned should discuss such consequences with psykers as they ply their way across the Imperium. The vast
the GM and consider if they wish to submit to the majority of the psykers gathered in this way are found to be too
processions of the Black Ships to be tested or if they weak and pliant in soul to stand against the corruption of the
choose to be a renegade. The dangers are numerous for warp. They are passed to the care of the Adeptus Astronomica.
those trained in the warp arts, but this danger increases This august body helps the Emperor maintain the
ten-fold for those renegades that try to survive without Astronomican, the great psychic beacon of Terra. By burning
the guiding hand of the Astra Telepathica. the very stuff of their souls, the Astromonican’s martyrs power
the Emperor’s Golden Throne, sending astral light flaring
The exact nature and narrative effects of being a psyker through the warp. By providing a single fixed point, the
are up to the GM and player. Most people of the Astronomican forms a vital part of warp travel, allowing
Imperium are easily riled to hate and fear the witch and Navigators to effectively triangulate their position. Perhaps a
the mutant and using psychic powers openly might thousand such martyrs are sacrificed to the Emperor in this
cause unnecessary complications. At the very least, manner each day. Most consider this a small price to pay in
NPCs may gain an aversion to psyker Explorers or return for the protection and guidance offered by the Master of
increase the difficulty of social skill checks made Mankind.
against them.
1–6
In ROGUE TRADER GENESYS, a character may purchase ranks POWERS DIVINATION TELEKINESIS TELEPATHY THEOSOPHAMY
in a Psychic skill only if it is a career skill (as described in the
Different Disciplines, Different Approaches sidebar on page
ATTACK – ✓ ✓ ✓
212 of the GENESYS Core Rulebook). In other words, a AUGMENT ✓ – ✓ ✓
character cannot purchase any Psychic skill as a non-career BARRIER – ✓ – ✓
skill. Furthermore, if your character does not have at least one CURSE ✓ – – ✓
rank in a Psychic skill, they cannot attempt to manifest any
psychic power.
DISPEL – – – ✓

A psychic check is performed similarly to any other skill


HEAL – ✓ ✓ –
check. Unlike the magic rules in the GENESYS Core Rulebook, MASK ✓ – ✓ –
psychic checks should always be called for when manifesting MIND – – ✓ –
psychic powers, even if the use of power is trivial at best. MOVE – ✓ – –
Studious psykers are unlikely to use their powers frivolously
for each time a psyker draws upon their well of eldritch power,
PREDICT ✓ – – –
they threaten to tear a bleeding hole in reality—something UTILITY ✓ ✓ ✓ ✓
represented by the Psychic Phenomena and Perils of the Warp
effects described later in this section.
When your character manifests a psychic power that
requires a check (whether or not the check succeeds), they This section describes the myriad of psychic powers that may
suffer 2 strain after resolving the check. In addition, be called upon. Table 1–6: Psychic Disciplines shows which
upgrade the difficulty once whenever making a Psychic powers each Psychic skill can harness. An Explorer with ranks
skill check. This represents the inherently risky nature of trying in any Psychic skill may use the special actions and maneuvers
to control the warp, and means there is the danger of d on listed below.
every psychic check.

The names and titles given to psykers of varying power and


All psykers, no matter what type of powers they employ, also ability may change from place to place and by the bias of the
need to have a certain amount of knowledge concerning the observer, but one thing is a certainty—the greater the power,
warp and its whims. Because ROGUE TRADER GENESYS the rarer the individual, even among this singular subset of
utilizes multiple Knowledge skills, this rule needs additional humanity, and the greater the potential danger.
clarification. Any psychic power effect that refers to the In this section, we list the different types of psychic
psyker’s ranks in Knowledge uses Knowledge (Scholastic) to powers and describe how to use them. The widely agreed upon
represent their training and study with the character’s categories of psychic study includes Divination, Telekinesis,
respective mentor or collegiate group. Certain psykers who Telepathy, and Theosophamy.
learn to use their powers without the proper education and These are the abilities honed and trained in the great halls
sanctioning may rely on darker tutors. of the Scholastica Psykana and it is rare to see sanctioned
psykers break from these rigid lessons. This does not mean that
other schools of thought do not exist. Quite the contrary, many
different uses for the psyker’s gift may be found throughout the
A character cannot purchase Psyniscience as a non-career skill.
galaxy, yet the methodology behind such deviances to structure
However, this skill may be used to make skill checks by anyone
may often come at a price far greater than one’s own life.
with a psychic presence. Non-career skill checks of
Psyniscience should manifest as hairs stranding on end, chills
down one’s spine, or an uneasy feeling of dread or despair.
Trained forms of Psyniscience may appear no different from
seeing and hearing, but for the unnatural effects of the
Immaterium rather than realspace.
Concentration: No Concentration: Yes
Discipline: Telekinesis, Telepathy, Theosophamy Discipline: Divination, Telepathy, Theosophamy
When making a psychic attack, the character must select one This is using a psyker’s powers to enhance people or objects.
target at short range (but not engaged). The default difficulty A character selects one target they are engaged with (which can
of the check is Easy (lL). The attack deals damage equal to the be themself), then makes a Psychic skill check. The default
characteristic linked to the skill used to make the attack, plus 1 difficulty of the check is Average (lLk)K . If the check is
damage per uncancelled s. The attack has no set Critical successful, until the end of your character’s next turn, the target
rating, so you may only inflict a Critical Injury with a t. increases the ability of any skill checks they make by one (in
effect, this means they add kK to their checks). A character may
Before making an attack check, choose any number of
not be affected by more than one Augment power at the same
additional effects listed on Table 1–7: Attack Additional
time (so no stacking effects).
Effects. These effects are added to the attack.
Before making an augment check, choose any number of
Attacks in Narrative Encounters: If you need to make
additional effects listed on Table 1–8: Augment Additional
an attack outside of combat (by shooting a bolt of force to cause
Effects. These effects are added to the check.
a landslide to block a road, for example), players can still
follow the rules for the psychic attack action, and the GM can Augment in Narrative Encounters: Augment
decide on the minimum damage needed to trigger the desired manifestations enhance characters or objects. Consider such
result. effects as bringing out the best aspects of someone's natural
charm or improving a piece of gear or tool. This may provide a
number of benefits in social encounters or even create ways to
overcome dire situations. Augment is always invoked as if
being used in Structured Time.

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

Concentration: Yes Concentration: Yes


Discipline: Telekinesis, Theosophamy Discipline: Divination, Theosophamy
The character selects one target they are engaged with (which This action represents the combat use of curse powers. Your
can be themself), then makes a Psychic skill check. The default character selects one target within short range, and then makes
difficulty of the check is Easy (lL). If the check is successful, a Psychic skill check. The default difficulty of the check is
until the end of the character’s next turn, reduce the damage of Average (lLkK). If it is successful, until the end of the
all hits the target suffers by one, and further reduce it by one character’s next turn, the target decreases the ability of any skill
for every uncancelled s s beyond the first. checks they make by one (in effect, this means they remove
Before making a barrier check, choose any number of one kK from their checks).
additional effects listed on Table 1–9: Barrier Additional Before making the curse check, choose any number of
Effects. These effects are added to the check. additional effects listed on Table 1–10: Curse Additional
Barrier in Narrative Encounters: Barrier powers let the Effects. These effects are added to the check.
psyker protect themselves from adverse conditions of all types. Curse in Narrative Encounters: Outside of structured
Your character may create a bubble under the ocean so they can encounters, curses could take any number of forms. Some
travel underwater, a barrier that shields them from flames as could be annoying, such as someone sneezing uncontrollably
they walk through a burning building, or even a barrier that or feeling inexplicably lethargic. The effects could be
allows them to walk through the void of space unharmed by represented mechanically by adding a jJ or two to the target’s
cold or vacuum. When using a Barrier power in narrative checks. The check to inflict such a minor curse should either
situations like these, define what you want the barrier to do be opposed or Easy (lL) if the target is a minor character.
(protect a character from heat or cold, create a bubble of air,
deflect snow in an avalanche) and then make the check as
usual.
1–9
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
Add Defense: Each affected target gains ranged and melee defense equal to your ranks in Knowledge. +kKkK
Empowered: The barrier reduces damage equal to the number of uncancelled s instead of the normal effect. +kKkK
Redirection (Telekinesis Only): If an opponent uses a warp-based attack (such as a psyker or Navigator power or attacks made
with force weapons) against an affected target and generates h h h or d on the check, after the check is resolved, they suffer +kKkK
a hit dealing damage equal to the total damage of the attack.

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.

Before making a predict check, choose any number of


additional effects listed on Table 1–16: Predict Additional
Concentration: No Effects. These effects are added to the check.
Discipline: Divination
Predict in Narrative Encounters: When your character
The character makes a Divination skill check, then asks one
makes a prediction narratively, its difficulty usually depends
question about events that will unfold within the next 24 hours.
on how far into the future they want to look. If it’s within the
The default difficulty of the check is Average (lLkK). If the next day or so, then you can start with a difficulty of Average
check is successful, your GM must provide the character with (lLkK). Looking a month ahead may increase the difficulty to
a truthful answer, but that answer could be one that can be
Hard (lLkKk)K ; a year may be Daunting (lLkKkKk)K , and
interpreted multiple ways or is somewhat enigmatic. Whether
anything beyond that may be Formidable (lLkKkKkKkK). A
the check succeeds or fails, the character may not make another
predict check to ask about the same events for the remainder of significant number of h or d may make a prophecy
the session. especially inscrutable or vague.

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!

When a psyker reaches deeper into the warp to power their


These maneuvers are specific to characters who use psychic
abilities, there is always the chance of the empyrean bleeding
powers. Like any other maneuver, these effects do not require
into our reality, a factor that is invariably destructive and
checks.
damaging. Many possible effects have been noted including
dramatic temperature drops, ghostly voices, feelings of unease,
or the local vegetation dying all at once. In very rare instances,
Psychic powers that can be sustained through concentration last full-scale warp breaches with the direst of consequences can
until the end of the character’s next turn (as noted in their occur.
description). However, if the character performs the The GM may use Table III.2–4 on page 211 of the
concentrate maneuver during that next turn, the power’s effects GENESYS Core Rulebook for spending negative symbols from
last until the end of the character’s following turn, instead. This Psychic skills checks. In addition, whenever a check to
can be sustained indefinitely by performing the concentrate manifest a psychic power generates d or h h h, the GM
maneuver each turn. may trigger a roll on Table 1–17: Psychic Phenomena. GMs
should consider adding jJ and jJ based on environmental
factors such as areas where the veil between realities is thin or
dark and horrible rituals have been practiced. The effects of
When the character performs the deny the witch maneuver, all
Psychic Phenomena take place before the Psychic skill check
opponents within medium range upgrade the difficulty of
has been resolved.
checks to manifest psychic powers once, until the end of the
character’s next turn.
1–17
d100 EFFECT
Dark Foreboding: A faint breeze blows past the psyker and those near them, and everyone gets the feeling that somewhere in the galaxy, something
01-03 unfortunate just happened.

04-05 Warp Echo: For a few seconds, all noises cause echoes, regardless of the surroundings.

06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell

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.

Common to all Navigators is the ‘warp’ or ‘third eye’. It


The origins of the Navigators have long been lost to antiquity almost always manifests as a literal mutation they bear upon
like so much of the Imperium’s history, forgotten and buried their foreheads. This eye is what gives a Navigator the power
beneath the weight of millennia of strife and decay. Some to gaze into the warp and guide ships through its turbulent
scholars speculate, however, that this unique sub-species of currents and storms—more than a mere additional sensory
humans was the result of long forbidden genetic tampering. appendage, the third eye is the source of all a Navigator’s
Some say the hand of the Emperor was behind their creation in power and their link to the Immaterium. Through this eye, they
the early days of the Great Crusade, whilst other supposition can see directly into the warp, and when their power is honed,
claims that it was a spontaneous evolution triggered by pierce material barriers and disguises, even delve into the souls
humanity’s first steps across the void. Whatever the case, the of men. They can also use this eye to read the currents of the
‘Navigator Gene,’ as it is now known, has endured across warp and through this understanding subtly alter it, causing
thousands of years and without it, much like the astropath’s ripples that can be felt within the Materium of real space itself.
gift, the Imperium would not exist and certainly could not be
The warp eye is also the Navigators’ most obvious
maintained. This mutation has not endured through accident,
mutation but often not their only one. It marks them out as a
but through careful cultivation.
mutant and divergent from the greater masses of humanity, and
A Navigator is the result of focused selective breeding and whilst their position, wealth, and bearing serve to protect them
rigorous screening by their House at every stage of their from persecution (at least most of the time), Navigators are still
development. Even when they attain the rank of full Navigator feared and distrusted by many for their gifts, and not without
and leave the protection of their Household to take up the task cause. For this reason, Navigators tend to cloister themselves
to which their nature calls them, their family ties remain strong away from other people, seek the protection of bodyguards, and
and bind them tight, reminding them where their true duty lies. use hoods and cowls to hide their eye when in public.
Whilst the Navigator serves the single purpose of guiding
ships through the warp, and has evolved admirably for this task,
they are also capable of far greater control over the strange
power they wield and putting it to other uses. These strange and
little understood powers seem to result from a Navigator’s
unique affinity to the warp, another gift of their altered genetic
makeup. Little is known about how a Navigator’s warp affinity
works, or exactly how it is that many Navigators are able to not
only look into the warp, but also enact their will on it.
Few organizations within the Imperium hold as much power as Greatest in size and power are the Magisterial Houses. The
the Great Navigator Houses of the Navis Nobilite. Their roots of the original Navigator families, these Houses maintain
position of control over nearly all Imperial shipping places mighty palaces on Terra and their influence reaches to the very
them in a rare place of power, one that sits almost beyond the edges of the light of the Astronomican. The Magisterial Houses
reach of both the Administratum and even the Inquisition itself. maintain traditions and practices that have served them for
It is a position that the Great Houses have mercilessly exploited millennia. They are masters of the traditional Navigator crafts
down the millennia and used to gather vast wealth and and have more control over the malign mutations that afflict
influence to themselves. Though across the long span of years those with the gene. To be part of a Magisterial House is to
this power has risen and fallen, it has endured longer than know without question the purity of your blood and the ancient
almost all other Imperial edifices. The only aspect of the Great power and nobility of your family. Magisterial Houses with
Houses that matches their political endurance is their constant influence in the Koronus Expanse include the grand houses of
struggle with each other. Constantly struggling for position and Benetek and Vor’cle.
favour, the Houses use all manner of means to outdo their A Navigator character that belongs to a Magisterial House
rivals, sometimes even engaging in open warfare against one gains the following benefits:
another. Only the strict control of the House Novators and the  Warp Focus: Once per session, you may spend a Story
carefully maintained codes of the Navigators keep such Point when using a Navigator power skill check to
conflicts from spiraling out of control.
convert a a into t.
The Novator is a patriarch or matriarch that rules over a
 Initial Mutation: Magisterial House Navigators
Navigator House, the figurative—and often biological—father
choose a single mutation from Table 1–25: Navigator
or mother of the family. It is the role of the Novator to hold the
Mutations. This does not gain or increase the severity
family together and manage their fortunes, fostering contacts
of any existing malignancies the character might have.
and contracts to the House and jealously guarding those already
in its possession. Above the scores of Novators stands the
Paternova, head of all the Imperium’s Navigator Houses. From
his throne on ancient Terra, he guides the destiny of the Houses, Some of the Great Houses have forsaken ties of sector and
ensuring their place of power within the galaxy. system, relinquishing their terrestrial holdings. Instead, over
Whilst ostensibly the role of the Paternova, and by the centuries, these Navigator Houses have taken wholly to the
extension the Novators, is to manage the power of the Houses stars to become wanderers and gypsies, their lines preserved on
and protect their interests from the greed of the Administratum vast fleets of ships constantly on the move. To be part of a
or the ignorance of the Ecclesiarchy and Inquisition, they do in Nomadic House is to be born between the stars and spurn the
fact have a far more important role to play. This role is in the life of a dirt dweller. It is also this long-term exposure to both
cultivation and protection of the Navigator gene. Vital to the the void and the Immaterium that hones the skills of Navigators
survival of the Houses is the continuance of the birthing and from Nomadic Houses, giving them an understanding of space
training of skilled and potent Navigators. However, the and warp second to none. Some Nomadic Houses known to
competition between the families has also led to each travel the Koronus Expanse include Term’L, Xan’Tai, and
tampering with and altering the evolution of some of its Aleene.
children, in the hopes of creating more powerful and able A Navigator character that belongs to a Nomadic House
Navigators with which to defeat their rivals and win greater gains the following benefits:
contracts. Over many centuries, this altering of the Navigator
 A Taste for the Warp: Once per session, a Navigator
gene has created many lineages, giving rise to some strains of
the Navigator gene in which certain powers, abilities, and may spend a Story Point to add s s s to their next
mutations are more prevalent. Navigator power skill check.
 Initial Mutation: Nomadic House Navigators begin
with one random mutation from Table 1–25:
Navigator Mutations. This does not gain or increase
the severity of any existing malignancies the character
might have.
1–19
Shrouded houses have suffered great losses or shame within the POWERS MAGISTERIAL NOMADIC RENEGADE SHROUDED
more established dominions of the Imperium. They have opted
BIND ✓ – ✓ –
to move their powerbase completely to the edge of known
space, where they cling to the barest strands of their former CLOUD – – ✓ ✓
status and power. Though they may be rich in skill, knowledge GAZE ✓ ✓ ✓ ✓
or lore, something in the past of Shrouded Houses has blighted LORE ✓ ✓ ✓ –
them and reduced them to a state so far from their once exalted
TRAVEL – ✓ – ✓
position that they are sometimes cruelly called ‘beggar houses’
by their more successful counterparts. To be part of a Shrouded
House is to be part of a fallen line that is slowly rising again to A Navigator character that belongs to a Renegade House
stand defiant against those that once cast them down—or at gains the following benefits:
least, so you are told by your elders. Some of the more powerful  Corrupted Blood: The Navigator may suffer 1 wound
and influential include the Modar, Yeshar, and the Rey’a’Nor or 2 strain (player’s choice) to remove jJ from any of
triumvirate as well as the notorious Cedd house. their Navigator power checks they make until the end
A Navigator character that belongs to a Shrouded House of the turn.
gains the following benefits:  Initial Mutation: Renegade House Navigators begin
 Soul Piercing Gaze: Once per session, you may spend with two random mutation from Table 1–25:
a Story Point to select which targets are affected by Navigator Mutations and begin the game with an
your Navigator power skill check. Selected targets Easy (kK) Malignancy.
cannot gain benefits for attempting to look away or
from any mundane defense provided by armour or
cover.
 Initial Mutation: Shrouded House Navigators begin Navigators wield their power as an innate part of their own
with one random mutation from Table 1–25: being by a process wholly unknown to those outside of their
Navigator Mutations. This does not gain or increase very select group. Unlike psykers, a Navigator does not risk
the severity of any existing malignancies the character their soul or require time and arcane psychic foci to gather
might have. energy. Instead, they subtly alter the ebb and flow the warp
around them and their targets to cause dramatic, but specific,
effects to manifest.
A Navigator power check is performed similarly to any
Some of the Great Houses have completely forsaken the other skill check. Navigators do not upgrade the difficulty of
traditions and ancient practices of the Navigator families in their checks, do not suffer additional strain, and do not roll on
their quest for power, or may have been turned on by the rest the tables for Psychic Phenomena and Perils of the Warp.
of the Navis Nobilite, harrowed, and driven into exile.
Dabbling heavily in the genes of their children in order to
improve their lot, their tampering often leads to hideous
mutations and unconscionable monsters in their lineage, which All Navigators come from long lines of experts in controlling
in turn leads to rejection by the Paternova and a hunt to their third eye and have years of training from the earliest age
extinction by the Inquisition. In some cases, however, it has to utilize their gifts. Because ROGUE TRADER GENESYS
birthed new strains of the gene and given rise to families with utilizes multiple Knowledge skills, this rule needs additional
unique abilities and potent powers. To be a part of a Renegade clarification. Any Navigator power effect that refers to the
House is to have cast aside the sacred Navigator traditions as Navigator’s ranks in Knowledge uses Knowledge (Forbidden)
small minded and restrictive and instead embraced the glory to represent their upbringing with the character’s respective
and limitless potential of your ancestry—or so the houses Great House.
believe, to comfort themselves. It is whispered that the
Koronus Expanse is home to several Renegade Houses like the
secretive Gazmati and the infamous Nostromo.
This section presents an assortment of some of the most Concentration: Yes
common Navigator powers found in the Imperium. Table 1– Houses: Magisterial, Renegade
19: Navigator Powers shows which of the Great Houses The character selects one target within short range, and then
dabble in which specific Navigator powers. These are certainly makes a Coercion skill check. The default difficulty of the
not all of the powers that might be found; the Imperium is a check is Easy (kK). If the check is successful, until the end of
vast and strange place. the character’s next turn, the target suffers 2 strain whenever
they use a maneuver to move. In addition, if the target has
Psychic skills, the Daemon ability, or is a Navigator, the
character suffers 2 strain at the start of its turn.
A Navigator is a living window into the warp, a fact mercifully Before using the Bind Navigator power, choose any
mitigated by the effects of the Navigator Gene that allows them number of additional effects listed on Table 1–20: Bind
to perceive the warp’s mind-blasting truth in a unique way. No Additional Effects. These effects are added to the check.
two Navigators perceive the Immaterium the same way and so
Bind in Narrative Encounters: The unflinching eye of a
each is trained to cope with their very specific manifestation of
Navigator can lock a creature in place with a gaze that pierces
the Navigator Gene. These skills are practiced early and often
flesh and bone to see the immaterial essence of all things. This
and honed until the Navigator may reflexively call upon them.
power is most often employed by those working against the
In this section, we list the different forms the Great creatures of the warp, but might also be used to disrupt the
Houses typically summon in their daily routine. Imperial connection of the warp to the material plane itself. Binding
scholars have identified at least a handful of effects witnessed effects should work the same in structured encounters and in
by those select few who may remain near enough to study narrative encounters, so consider using structured rules when
including Bind, Cloud, Gaze, Lore, and Travel Navigator manifesting Bind powers.
powers.
Each Navigator power’s description indicates which
characteristic and skill is used to manifest the effects. Unless
otherwise noted, using a Navigator power is an action. In Concentration: Yes
starship combat, unless otherwise noted, a Navigator may use Houses: Renegade, Shrouded
one Navigator power per turn in structured vehicle combat (at This is using the Navigator’s power to influence the waves
the GM’s discretion, the Navigator may use more than one generated between the warp and realspace. The Navigator
selects one target they are engaged with (which can be
power if the powers do not affect the starship combat).
themself), then makes a Psyniscience skill check. The default
difficulty of the check is Easy (kK). If the check is successful,
until the end of the character’s next turn, opponents add f f
to the results of skill checks made to psychically detect or
search for this character.
Before using the Cloud Navigator power, choose any
number of additional effects listed on Table 1–21: Cloud
Additional Effects. These effects are added to the check.

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

Before using the Lore Navigator power, choose any


number of additional effects listed on Table 1–23: Lore
Concentration: No
Additional Effects. These effects are added to the check.
Houses: Magisterial, Nomadic, Renegade
The Navigator gleans information from the near future and Lore in Narrative Encounters: Lore powers lets the
makes a Knowledge (Forbidden) check. The default difficulty Navigator use their warp eye to filter small secrets from the
near future and choose to make slight adjustments to their
of the check is Average (kKkK). If successful, the Navigator
actions to avoid harm or manipulate the course of events. This
adds a number of s to their next skill check equal to the
can come in the form of closing fresh wounds, slightly
number of uncancelled s they generated. If they fail, the changing the direction of a foe’s attack, or divining the
Navigator is too frightened to look further and cannot use this composition of the material plane around themselves.
power again until they have a full night’s rest.

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.

Autocannons are large-caliber support guns that fire dense,


high-velocity solid shells designed to punch through armour.
The meltagun is the most common form of melta weapon and These heavy weapons see widespread service by the Imperial
is found in many Imperial forces. Most use a built-in fuel Guard, as well as by many planetary militias and renegade
canister like the Mars-pattern, but the Mezoa forge-world armies. Autocannons can also provide effective anti-infantry
version often sports a massive backpack of deadly fuel. support by using explosive shells to augment their lethality
against smaller targets.
These rapid-firing automatic weapons use common solid low- Needle pistols and rifles use a low-power laser beam to propel
caliber shells fed via standardized clips. Autopistols are easy to small slivers of crystalline coated in viral toxins. Enemies
conceal and offer a swift punch at short ranges. The autogun wounded by them are almost instantly paralyzed or dead within
has greater range and customizability. Reliable, rugged, and moments. As they are virtually silent and have no muzzle flash,
easily stocked with ammunition, they are a mainstay on many needle weapons are ideal for assassins. The only argument
a planet. against these exquisite weapons is that they are next to useless
against heavily armoured targets.
A living target that suffers wounds from a needle weapon
Even low-tech manufactories can produce these basic weapons must succeed on a Hard (kKkKkK) Resilience check as an out-
in great quantities, and their ability to hit several targets with a of-turn incidental or suffer 5 wounds (not reduced by soak) plus
single shot make shotguns appealing to those with little actual 1 strain per h. Each d made on this check may be used to
skill in shooting. Their relatively short range and low shot cause a Critical Injury or force a target to repeat the check at
velocity makes them appealing for shipboard use as well. the beginning of their next turn.

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.

Webbers or Strangler weapons are commonly used by a


A variant of the stub gun is the huge hand cannon, used mostly
multitude of planetary agencies assigned to uphold the
by enforcers or bounty hunters who aren’t picky on the state of
Emperor’s Law. As they are rarely lethal, these devices are also
their quarry. These weapons have strong recoil and require the
ideal for bounty hunters. These weapons fire masses of
user to brace before each shot.
filaments, which expand in the air to form a web of sticky, near-
unbreakable material. They work very well against a wide
variety of beings, and many Imperial organizations pay
Lighter than most other heavy weapons, the heavy stubber is handsomely for live specimens of many of the hostile aliens to
commonly hand-held, but a bipod mount can be employed for be found roaming the Expanse.
those seeking to avoid the jarring recoil. Heavy stubbers are The Ensnare quality of this weapon triggers automatically
popular amongst military forces and gangers alike, as they are on any target hit without spending a.
one of the more easily maintained heavy weapons available
with ammunition that is cheap and plentiful.
Anyone firing a heavy stubber must always use the Auto-
fire quality.
2–1
NAME SKILL DAM CRIT RANGE ENCUM HP PRICE RARITY SPECIAL
ENERGY
Digital Weapon Ranged (Light) – – Engaged – 0 – 8 –

Flame Gun Ranged (Heavy) 8 2 Short 4 2 1,000 5 Blast 8, Burn 3

Flame Pistol Ranged (Light) 6 2 Short 2 1 1,400 6 Blast 4, Burn 2, Limited Ammo 2

Blast 10, Burn 3, Cumbersome 4,


Heavy Flamer Gunnery 10 2 Medium 6 3 2,650 5
Prepare 1

Inferno Pistol Ranged (Light) 9 2 Short 2 1 4,050 7 Breach 1, Limited Ammo 2, Vicious 1

Lasgun Ranged (Heavy) 7 3 Long 4 2 250 3 Linked 2

Laspistol Ranged (Light) 6 4 Short 1 2 100 3 –

Long-las Ranged (Heavy) 9 3 Extreme 4 3 1,000 5 Accurate 1, Pierce 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

Breach 2, Blast 12, Cumbersome 4,


Multi-Melta Gunnery 15 1 Medium 8 3 5,200 7
Vicious 2
Blast 9, Burn 1, Cumbersome 4,
Plasma Cannon Gunnery 10 2 Extreme 8 4 8,750 7
Pierce 5, Slow-Firing 1

Plasma Gun Ranged (Heavy) 9 2 Long 4 2 2,100 7 Burn 1, Pierce 3

Plasma Pistol Ranged (Light) 7 2 Short 2 1 1,850 7 Burn 1, Pierce 3

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

Autopistol Ranged (Light) 5 4 Short 1 2 125 2 Auto-fire

Combat Shotgun Ranged (Heavy) 8 3 Short 4 3 525 3 Auto-fire, Blast 5, Vicious 2

Grox Gun Ranged (Heavy) 8 3 Long 3 4 700 3 Accurate 1

Hand Cannon Ranged (Light) 7 3 Medium 2 3 450 4 Prepare 1

Heavy Stubber Ranged (Heavy) 10 3 Long 5 4 1,225 4 Auto-fire, Cumbersome 3, Pierce 2

Needle Pistol Ranged (Light) 5 4 Medium 1 1 775 6 Accurate 2

Needle Rifle Ranged (Heavy) 5 4 Long 3 2 1,000 6 Accurate 2

Stub Revolver Ranged (Light) 6 3 Medium 2 2 400 2 –

Web Pistol Ranged (Light) 1 6 Short 2 1 550 6 Ensnare 3, Limited Ammo 1

Webber Ranged (Heavy) 1 6 Medium 4 2 675 6 Blast 1, Ensnare 3, Limited Ammo 1

Bolt weapons have long had a legendary reputation amongst


Weapons that launch exploding ammunition or fire a tempest
the peoples of the Imperium, echoing back to the ancient days
of bullets or other exotic materials fall into this category. From
of the Great Crusade. Bolt pistols are rare outside of elite
the iconic boltgun to wicked xenos firearms, these weapons put
Imperial forces, and possessing one is a sign of status and
an incredible amount of firepower at the individual’s fingertips.
power. However, the boltgun or bolter is seen much more often
Many are rare examples of technology carefully guarded and
throughout the galaxy. Care and maintenance is a matter of
maintained, showing status and wealth as much as expertise.
supreme importance to an owner of such a weapon, and many
have outlasted a long line of bearers.
2–1
NAME SKILL DAM CRIT RANGE ENCUM HP PRICE RARITY SPECIAL
ARTILLERY AND ORDNANCE
Bolt Gun Ranged (Heavy) 9 2 Long 4 3 850 5 Auto-fire, Knockdown, Vicious 2

Bolt Pistol Ranged (Light) 9 2 Short 2 2 600 5 Knockdown, Vicious 2

Crux Beam Gun Ranged (Heavy) 6 3 Medium 4 2 10,500 8 Auto-fire, Pierce 5

Breach 2, Ensnare 3, Slow-firing 1,


Graviton Gun Ranged (Heavy) 3 1 Short 5 1 13,000 8
Stun Damage
Breach 2, Ensnare 3, Slow-firing 1,
Graviton Pistol Ranged (Light) 3 1 Short 3 1 – 9
Stun Damage
Grenade Launcher
Gunnery 7 4 Long 5 3 1,800 5 Accurate 2, Blast 6, Limited Ammo 1
(Mezoa)
Grenade Launcher
Gunnery 7 4 Medium 5 3 1,400 5 Blast 6, Inaccurate 1, Limited Ammo 6
(Voss)
Auto-fire, Cumbersome 4, Knockdown,
Heavy Bolter Gunnery 16 2 Extreme 7 4 1,100 7
Vicious 2
Missile Launcher Breach 4, Cumbersome 3, Guided 4,
Gunnery 15 2 Extreme 6 3 4,000 5
(Locke) Limited Ammo 1, Vicious 5
Missile Launcher
Gunnery 15 2 Long 6 3 6,500 6 Breach 3, Cumbersome 3, Prepare 2
(Retobi)
Sonic Rifle Ranged (Heavy) 8 3 Medium 3 2 425 6 Blast 6, Concussive 1, Stun Damage

Xenos Flechette Breach 1, Blast 6, Slow-Firing 1, Vicious


Ranged (Heavy) 6 2 Short 3 2 – 7
Blaster 2

character may not take any other actions or maneuvers while


affected by this weapon. All targets effected by this weapon
These glossy black rifles emit a ray of crackling purple light,
count as impassable terrain and any creature engaging with the
which tears open solid mass. Had the Crux been able to develop
target is subjected to this effect.
these devices into macro weapons for naval combat, the later
history of the Angevin Crusade may have turned out quite At the GM’s discretion, graviton weapons may shatter
differently. Beam guns still occasionally appear for sale and brittle objects, collapse loose flooring, rupture containment
many were adapted in earlier centuries to use Imperial pattern vessels, damage small vehicles and machinery, and wreak any
lasgun clips (although they burn out the clips completely within other havoc deemed appropriate.
a few shots). Without fail, they are traded for vast sums.
After your character makes a combat check with this
weapon, your GM may spend h h to have it run out of Grenade launchers can fire a variety of grenade types but
ammo. generally at a shorter range than other basic weapons due to the
heavier nature of their payload. Unlike most weapons, they can
be fired in arcing shots designed to clear obstructions and strike
farther into an enemy formation as well as simply being fired
These weapons fire a stream of particles that disrupt the directly at foes.
localized gravimetric field around the target area, increasing
The frag grenade is used in the standard weapon’s profile.
the apparent mass of the enemy and slowing if not pinning
If you use a different kind of grenade, change the damage and
them outright to the ground. While the enemy is normally not
Critical ratings accordingly, and add the relevant qualities (but
greatly harmed, they are incapacitated until the effects wear
off. They are exceedingly rare relics from the Dark Age of do not change the weapons Limited Ammo or Prepare
Technology, and each is a sacred device jealously guarded by qualities).
the Adeptus Mechanicus.
A character affected by the Ensnare quality of this weapon
suffers strain equal to their soak value at the beginning of each
turn. A character may attempt to escape the effects of a graviton
by making a Daunting (kKkKkKkK) Athletics check. If they fail,
they suffer 1 strain, plus 1 additional strain for each h. The
Heavy bolters are a common heavy weapon in the armed forces
Grenades are exceptional devices that may be thrown by hand
of the Imperium. Used for anti-infantry and support rolls, they
or fired from a launcher. An Explorer attempts to have
can lay down impressive swathes of fire, able to slaughter
grenades for most occasions and the variety of effects in such
enemy troopers and destroy light vehicles with their explosive
a portable device has saved many a lone soul.
armour-piercing rounds. Each uses much larger versions of the
standard bolt shell with more propellant and greater range. Whenever a grenade or weapon that fires grenades “jams”
from the GM spending h h h, it is a dud and the grenade
Anyone firing a heavy bolter must always use the Auto-
fire quality. does not detonate. If the check fails and generates d, the
grenade detonates on the user instead, causing an automatic hit
and activating the Blast quality centered on the character.

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.

Flechette Blasters are terrifyingly effective xenos weapons of


uncertain origin that can be found in the Koronus Expanse in
Fragmentation or frag grenades and missiles are filled with
the hands of those with a taste for carnage. They fire bursts
shot, heavy wire, or metallic shards to create high velocity
containing millions of razor-sharp strands that tear flesh into a
shrapnel fragments when they explode, making them deadly
pulpy mass. Though short-ranged and slow to reload, the power
when used against infantry.
of this indiscriminate weapon to cause terror is prized by many.
You may spend one fewer a to trigger the Blast quality
when using this weapon (a if successful, or a a if the
These grenades induce a variety of short-lived psychological
attack fails).
states in targets affected by this device’s payload.
Any character hit by a hallucinogen grenade must make a
Hard (kKkKk)K Resilience check. If they fail, they make an
immediate roll on Table 2–2: Hallucinogenic Effects. The
effect lasts until the end of the character’s next turn. d may
be spent to extend the effect for one additional round.
2–2
Haywire Grenades use a violent EMP pulse to disrupt all
d10 EFFECTS electrically based devices nearby, including energy weapons,
Bugsbugsbugsbugs! The character drops to the floor, flailing and powered armour, force fields, bionics, and most vehicles. The
screaming as they tries to claw off imaginary insects devouring Adeptus Mechanicus considers the use of these devices as
1 their skin and flesh. The character becomes prone and Staggered heresy of the highest magnitude and violently hunts down
for the duration of this effect.
offenders.
My Hands...! The character believes their hands have turned into Any technology that requires power to operate that is hit
slimy tentacles, or perhaps the flesh has begun to strip off the bone by a haywire grenade immediately stops functioning. This
2 in bloody lumps. Regardless of the particulars, the character drops
effect usually lasts until the item can be properly repaired or
everything they are carrying and is Staggered and Immobilized for
the duration of this effect. recharged. A creature that is primarily mechanical (like
servitors or highly dedicated Tech-Priests) must make a Hard
They’re Coming Through the Walls! The character sees (kKkKkK) Resilience check as an out-of-turn incidental. If they
gruesome aliens bursting through the walls (or ceiling, floors, or
fail, they lose all special qualities of their cybernetics (such as
3 trees) and opens fire. The character must spend each turn firing at
a random piece of terrain within their line of sight. Subjects in the bonuses to characteristics and skills) and limbs become useless
way should move! in combat. This effect lasts until the creature can recharge with
natural rest or repair its bionics with a Hard (kKkKkK) Tech-Use
Nobody Can See Me! The character believes themself to be
invisible and wanders aimlessly, making faces at those around
check.
4 them. They waddle about in random directions each round, using
their free maneuver to move and nothing else.

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

Blast 7, Limited Ammo 1, Pierce 3,


Egerian Geode Range (Light) 7 3 Short 1 – 8
Vicious 4
Frag Range (Light) 7 4 Short 1 50 4 Blast 6, Limited Ammo 1

Hallucinogen Range (Light) 1 5 Short 1 600 6 Blast 1, Limited Ammo 1

Haywire Range (Light) 1 5 Short 1 – 9 Blast 1, Limited Ammo 1

Krak Range (Light) 8 2 Short 1 550 6 Breach 1, Limited Ammo 1

Photon Flash Range (Light) 1 5 Short 1 225 6 Blast 1, Limited Ammo 1

Plasma Range (Light) 8 3 Short 2 250 7 Blast 8, Burn 1, Limited Ammo 1

Psyk-Out Range (Light) 1 5 Short 1 – 8 Blast 1, Limited Ammo 1

Rad Range (Light) 4 5 Short 1 – 6 Blast 6, Limited Ammo 1, Pierce 2

Blast 8, Concussive 1, Disorient 3,


Stun Range (Light) 4 5 Short 1 75 5
Limited Ammo 1, Stun Damage

Virus Range (Light) 1 6 Short 1 – 8 Blast 1, Breach 1, Limited Ammo 1

Vortex Range (Light) 1 6 Short 1 – 9 Limited Ammo 1

Web Range (Light) 1 6 Short 1 250 5 Blast 1, Ensnare 3, Limited Ammo 1

standard week. If a character’s wound or strain threshold ever


drops to 0, they die.
Stun grenades use a combination of a loud explosion and a
flash of light to momentarily incapacitate targets before an
assault is launched. They are designed for non-lethal uses and
generally cause no lasting injury. Virus grenades house powerful biological toxins, which can
break down biological systems in moments before leaping to
neighbouring creatures to infect them. They can quickly kill
scores of people before mutating into a non-lethal strain or
Full of negative psychic energy, these grenades are incredibly
running out of victims near enough to be infected.
lethal to psykers and creatures of the warp, but are relatively
harmless against mundane targets. Any living character hit by this weapon becomes infected
and must make a Daunting (kKkKkKk)K Resilience check at the
When this weapon targets a character with ranks in any
Psychic skill, who is a Navigator, or is otherwise a product of end of their turn. If they fail, they suffer 3 wounds per f, plus
the Immaterium, this weapon’s damage increases to 9 and it 3 strain per h. Each d made on this check may be used to
gains the Breach 1 quality. In addition, when used against inflict a Critical Injury with a +50 modifier. The afflicted
targets with the Daemon ability, reduce the weapon’s Critical character makes a Resilience check at the end of each turn,
rating to 1 and ignore the Daemon ability's damage reduction. reducing the difficulty of the Resilience check once until they
succeed or become incapacitated.
Each time a living creature is damaged by this effect, the
Rad grenades expose those caught in their blast to a shower of next closest living creature makes a similar check at the end of
crippling radiation. Though the radioactive particles have a its turn. This effect passes on until any character succeeds at
half-life of mere milliseconds, allowing the thrower to charge their Resilience check for the first time. At the GM’s discretion,
into close combat without being exposed to the contamination, this biological virus may not affect any heavily mechanized
those struck by the initial blast quickly feel the debilitating creature or characters wearing completely sealed armour.
effects.
Any character who suffers damage from a rad grenade
immediately decreases their wound threshold and strain
threshold by 4. This radiation may be treated with a Hard
(kKkKk)K Medicae check. Otherwise, this effect persists for one
Rare and terrible weapons, vortex grenades contain These weapons are easy to find or make on just about every
mechanisms capable of creating small rifts between reality and world of the Imperium. Sometimes referred to as a cestus, this
the warp. A weighty sphere about the size of a man’s clenched weapon wraps around the fist and forearm to increase the
fist, a vortex grenade is too large and too delicate to be loaded striking power of the user. More advanced versions add
into a grenade launcher. Anyone or anything caught in the dangerous rotating blades or sheathe the glove in a power field
vortex created by the grenade is destroyed, dragged from the for a more devastating effect.
universe into the nightmarish Empyrean. The tear in reality
voraciously devours all matter and energy that it encounters.
Due to its inherently unpredictable nature the vortex might
A defensive weapon, powerblades are short, wide blades
remain in existence for some time or almost immediately
attached to the forearm and designed primarily for parrying.
collapse and disappear.
Often of xenos manufacture, their energy field allows them to
When a vortex grenade is used, it causes a tear in realspace parry almost any attack, but offers less in the way of offensive
to form where it detonates. Any character within engaged range capability. Some wielders pair them with compact pistol
must make an Average (kKkK) Athletics or Coordination weapons, while others wear a single powerblade while carrying
check as an out-of-turn incidental. Failure causes the target to a larger ranged weapon in both hands.
be sucked into the warp to experience almost certain death (or This weapon has the power weapon technology already
a variety of far worse fates). At the beginning of each round, applied to its profile. A forearm powerblade is mounted on the
roll on Table 2–4: Vortex Movement to see what happens to arm, and does not need to be held in a hand (allowing the
the gaping wound in realspace. wearer to carry something else in that hand or use a two-handed
So horrifying are the consequences of this weapon that the weapon). While unpowered, this weapon does not provide any
user makes a Corruption check with a difficulty equal to the of its benefits and cannot be used to make attacks. This weapon
number of non-daemonic creatures swallowed in this way at cannot deal damage to a target's strain threshold.
the end of the encounter.

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.

Essentially just a highly compressed canister of Webber


adhesive and a detonator, web grenades and missiles swiftly Despite the wide range of ways available to kill the enemy at a
ensnare targets in a sticky, rapidly thickening mass of distance, there is always a demand for weapons designed for
constricting filaments. close and personal combat. For some it is a matter of honour to
The Ensnare quality of this weapon triggers automatically look their foe in the eye, others simply another way to ensure
their safety in a dangerous galaxy.
on any target hit without spending a.

A sturdy axe makes for an important tool on millions of worlds


Weapons that augment the human hand are as old as violence for working in fields. It takes a particularly vicious mind to turn
itself. Due to the intimate distance required to throw a punch, such a thing on flesh, but it is not difficult to find examples of
brawl weapons find practical use in many boarding attacks such things across the Imperium.
across the Imperium. Petty officers who must keep order often
wear electrically charged gloves and the sight of a commissar
with a power fist raised high inspires the meek into action.
2–5
NAME SKILL DAM CRIT RANGE ENCUM HP PRICE RARITY SPECIAL
BRAWL
Battle Glove Brawl +1 4 Engaged 1 1 75 2 Disorient 3

Forearm Powerblade Brawl 2 2 Engaged 1 0 2,400 7 Breach 1, Defensive 1, Reinforced, Sunder

Lightning Claws Brawl 7 2 Engaged 2 0 – 8 Breach 1, Reinforced, Sunder, Unwieldy 3

MELEE
Axe Melee +3 4 Engaged 2 1 250 2 Vicious 1

Brazier of Holy Fire Melee +3 3 Engaged 3 1 1,300 6 Burn 2, Cumbersome 3

Brazier of Holy Fire Ranged


6 2 Short – – – – Blast 4, Burn 2, Cumbersome 3, Limited Ammo 1
(Ranged Profile) (Light)
Greataxe Melee +4 3 Engaged 4 2 725 4 Cumbersome 3, Pierce 2, Vicious 1

Concussive 1, Cumbersome 4, Inaccurate 1,


Greathammer Melee +5 3 Engaged 4 2 775 4
Knockdown
Greatsword Melee +4 2 Engaged 3 2 725 4 Defensive 1, Pierce 1, Unwieldy 3

Inertial Hammer Melee +4 3 Engaged 3 1 – 8 Unwieldy 3, Pierce 3

Knife Melee +1 3 Engaged 1 1 50 1 Accurate 1

Nadueshi Twinblade Melee +4 3 Engaged 2 0 3,000 6 Pierce 2, Vicious 2, Reinforced

Null Rod Melee 7 2 Engaged 1 1 – 9 Breach 1, Reinforced, Sunder

Defensive 1, Deflection 1, Inaccurate 1,


Shield Melee +1 5 Engaged 2 2 400 3
Knockdown

Spear Melee +3 3 Engaged 3 2 225 3 Accurate 1, Defensive 1

Staff Melee +2 4 Engaged 3 2 150 1 Defensive 1

Sword Melee +3 2 Engaged 1 1 225 3 Defensive 1

Truncheon Melee +3 4 Engaged 2 1 175 2 –

Whip Melee +1 4 Short 1 1 500 4 Ensnare 1, Unwieldy 3

Witch Lance Melee 7 2 Engaged 1 0 3,200 7 Breach 1, Inaccurate 2, Reinforced, Sunder

Breach 1, Reinforced, Sunder, Unwieldy 3,


Zaythan Warblade Melee 7 2 Engaged 5 0 5,500 7
Vicious 2

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.

Large and deadly chainblades, these two-handed swords are


wreathed with a flickering power field that significantly
increases their effectiveness. Favoured by the greatest clan The basic technology to produce these brutal war-devices is
warriors of the city-engines of Zayth, these weapons are relics common throughout the galaxy and popular with most races.
of a lost age, and bear a resemblance to a number of advanced They come in a variety of styles, but all feature fast moving
chainblades from the very earliest days of the Imperium, chains with serrated metallic teeth running across the weapon’s
fuelling theories amongst Explorators of the ‘synchronism of bladed edge. Those not cowed by the sound and appearance of
the holy mechanism’ and ‘convergent design’. chain weapons are instead subjected to its savage effects.
Modifiers: While powered, a chain weapon gains the Pierce 2
This weapon has the power and chain weapon technology
and Vicious 2 qualities, or increases an existing Pierce or
already applied to its profile. Increase the difficulty of Tech-
Vicious quality by 1.
Use checks made to repair this item once, to a maximum of
Price: Cost x 3.
Formidable (kKkKkKkKk)K . This massive weapon requires two
Rarity: 4.
hands to wield.

Power weapons project a disruptive energy field along the


blade or head of a weapon, allowing it to slice armour or strike
with explosive impact. Many of these weapons use subtle
mechanisms and appear mundane until activated, whereupon
crackles of revealing lightning arch across the weapon.
Modifiers: While powered, the weapon’s damage becomes 7,
its Critical rating becomes 2, and the weapon gains the Breach
1, Reinforced, and Sunder item qualities. If your character is
targeted by a melee combat check with a weapon that does not
have the Reinforce quality while this weapon is powered, you
may spend h h h or d to damage the attacker’s weapon
by two steps (see page 89 of the GENESYS Core Rulebook).
(Attacks made in this way count as energy for the purpose of
resistance or vulnerability to such effects.)
Price: Cost x 5.
Rarity: 6.
It is occasionally useful to capture one’s enemies alive or Force weapons are unique in that they are superb specimens of
merely to spare them so that their testimony may spread fear weaponry, but will only function properly when wielded by a
and discord. Shock weapons, discharging pulses of disruptive true psyker. When a psyker directs the energies of the warp
energy that render living beings insensible, are perfect for this through a force weapon, their strength is multiplied to
purpose. superhuman levels.
Modifiers: While powered, a shock weapon increases its Modifiers: Decrease Critical rating by 1, to a minimum of 1,
Critical rating by 1, and gains the Stun 4 and Stun Damage and gain the Reinforced quality. When a character with ranks
qualities. If t is spent to cause a Critical Injury while this in a Psychic skill uses this weapon, this weapon gains the
weapon is powered, you may inflict the Stunned Critical Injury Sunder quality and the Linked and Pierce qualities with a rating
without rolling instead. (Attacks made in this way count as equal to the character’s ranks in Knowledge (Scholastic). Your
energy for the purpose of resistance or vulnerability to such character may add the characteristic linked to their Psychic
effects.) skill in addition to their Brawn when calculating this weapon’s
Price: Cost x 2. base damage. (Attacks made in this way count as a psychic
Rarity: 5. power for the purpose of resistance or vulnerability to such
effects.)
Price: Cost x 10.
Rarity: 8.

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

Shifting Fabrics 1 +0 0 0 700 5

Survival Suit 0 +1 3 2 300 3

Voidsuit 0 +1 5 2 250 4

ARMOUR
Armoured Bodyglove 2 +0 1 0 350 5

Carapace 1 +2 4 3 800 5

Flak Armour 0 +2 2 3 500 4

Power Armour 1 +3 6 4 6,000 8

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).

Armoured bodygloves are a favourite of assassins, as they offer


The explorers and colonists of the Expanse being extremely
full body protection with little or no reduction in mobility. Each
familiar with the dangers of the void, and thus less-than-willing
bodysuit is normally tailored to the wearer, and can vary in
to risk themselves with creations of uncertain protective value,
effectiveness depending on the materials used. Many are
have crafted highly reliable voidsuits for everyday tasks. This
simply worn underneath normal clothing or robes to not reveal
pattern is more comfortable to wear for long periods of time,
their true nature.
such that many voidsmen wear the main body of the suit as
normal work overalls, adding the helm, gauntlets, and boots Anyone searching your character increases the difficulty
only when they need to work in vacuum. of Perception checks made to find this concealed armour once.

Voidsuits include the following: Impellor thrusters for


zero-G movement, a built-in stablight, micro-bead, magnetic-
immediately becomes 12 and the wearer loses all the benefits
of the sensor suite and the Brawn increase (including the
Carapace armour is generally a sign of status, and is mostly
additional soak from the higher Brawn). Getting into or out of
worn by Imperial officers and agents. Made from moulded
an unpowered suit takes five minutes without assistance, or
plates of armaplas, ceramite, or other strong materials, it can
roughly two minutes with assistance.
cover the entire body or just sections depending on the desired
level of protection. Some bodysuits have slots designed for
simple carapace plates to be inserted in, so that the overall suits
can be rapidly configured for as much or little protection as
Protective force fields have the benefit of being generally easy
desired. Damaged plates can be more easily replaced without
to conceal, as well as offering protection superior to all but the
requiring the purchase of an entire new suit. A carapace helmet
finest armoured systems. Each is a valuable tech-relic possibly
comes with a built-in microbead and rebreather.
centuries old, nearly impossible to recreate, and worth more
than mere coins could ever offer.
When inactive, a force field provides a defense of 0. It
The most common type of armour in the galaxy is flak armour may be activated as an out-of-turn incidental. Once activated,
as it is standard issue to the countless millions of Imperial it provides its listed defense and any worn armour gains the
Guardsmen. Many layers of ablative and impact absorbent Reinforced quality. A force field may be overloaded by
material go into making each suit; however, high impact spending t or a a a a from a successful attack against
weapons can generally punch through. Given that flak is
the wearer (the effects of the force field end after the attack). If
relatively lightweight, cheap to produce, and dependable in
a force field is ever overloaded, it becomes inactive and
most combat situations, many veterans keep using it even when
requires recharging for approximately one hour to restore its
offered better.
functions.
Any weapon triggering the Blast quality against someone
A character may only be affected by one force field at a
wearing flak armour reduces the ranks of the Blast quality by 2
time and only gains the effect of the strongest active force field.
(before applying soak).

Resembling a strange kind of ornamentation, archeotech mirror


Like the boltgun, power armour is symbolic of the Imperium.
shields consist of a large reflective surface surrounded by
It dates back to the original Crusades led by the Emperor to
elaborate wiring and tech-glyphs. They are normally worn on
reclaim the galaxy for humanity, and has evolved over the
the forearm, and when struck by energy weapons can absorb
millennia in a number of styles or marks. Suits are religiously
and redirect the force, reflecting it back onto the attacker.
maintained over the years as venerated objects, and some are
still worn millennia after their creation. This advanced armour If an opponent makes a successful energy attack against
consists of thick, ceramite plates and uses an integral power the wearer and generates h h or d on the check, after the
source to augment the user’s strength and mobility. These relics check is resolved, they suffer a hit dealing damage equal to the
can be seen on elite Rogue Traders, the Sisters of Battle, and total damage of the attack.
Inquisitors.
Each set of power armour comes with a detachable helmet
that includes ancillary systems such as vox-links, auto-senses, Unlike most force fields, which absorb and defect attacks,
and a rebreather with internal oxygen recyclers. When fully displacer fields work by moving the wearer out of harm’s way.
sealed, the wearer can survive underwater and in hard vacuum. The wearer can activate the field manually, but the device also
The armour is powered by a large backpack that lasts for somehow detects incoming attacks and automatically activates
approximately five hours and may be recharged or swapped for a miniature warp-jump engine. This flicks the wearer out of the
continual duty. Materium to avoid the attack, restoring them to the Materium
Wearing power armour increases the wearer’s Brawn by some distance away an instant later. Almost all examples of
1 (this bonus also increases the wearer’s soak, but it is not these devices are enshrined in forge world temples.
included in the soak increase in Table 2–6: Armour and When your character is hit by an attack, they may spend a
Clothing) and the wearer’s wound threshold by 4. The Story Point to negate any damage. The wearer instantly
advanced sensor suite removes jJ jJ from any Perception, vanishes and reappears somewhere within short range. The
Vigilance, or combat skill checks caused by darkness or smoke wearer will always emerge on solid footing and in a suitable
that your character makes. If the armour loses power or empty space. A character who uses this effect loses their free
otherwise ceases to function, its encumbrance value maneuver on their next turn.
Refractor field devices see service with highly ranked and Reportedly created by the mysterious Jokaero, although other
trusted Imperial agents of all kinds. No smaller than a pistol reports claim they are relics of human technology from the
ammunition clip, they disperse the energy of an attack Dark Age, these tiny devices resemble a button or small broach.
throughout the total area of the field effect. They are noticeable When activated by a coded series of touches, a button shield
when activated as they surround the user with a hazy glow of generates a silent, invisible field. The field is strong, on the
light, making them easily detectible in low lighting or at night. scale of a power field, but can only last a few minutes before
Many are fashioned in the shape of a gorget and worn around the charge dissipates.
the neck. A character may spend a a to cause this force field to
While active, a refractor field provides light out to short become unpowered.
range.

An almost universally recognized symbol of the authority of


the Adeptus Ministorum, the Rosarius is a potent icon borne by
the favoured agents of the Ecclesiarchy. Usually worn
prominently at the neck or waist on a chain, a simple cord, or a
string of prayer beads, the Rosarius garners the wearer
immediate respect and fear from those who live by the Imperial
Creed and strike terror into the hearts of those who defy it.
A Rosarius removes jJ jJ when interacting with followers
of the Imperial Creed whether through faith or fear.
eapons and armour throughout the Imperium are far
from standard. Even two guns made in the same 2–7
factory on the same planet might vary by the skilled ATTACHMENT PRICE RARITY
hands involved. Many weapons are equipped with attachments
Advanced Helmet Systems 675 5
to enhance their performance or give them additional
Deflective Construction 1,200 5
capabilities. Not all improvements are sanctioned by the
Priesthood of Mars, of course; illicit munitionsmiths within and Environmental Adaptation 650 5

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.

The shape of this armour is oddly angular, not conforming to


the natural shapes of the wearer. Whether made of hard plates
wrought into unusual shapes, or semi-flexible material
stretched over a customized framework, this armour deflects
blades and blasts through curves of its design.
Use With: Any advanced combat armour.
Modifiers: Increase the defense of this armour by 1.
Hard Points Required: 1.
The astronomical and gravitational alignment of the Lathe
While most weapons are deadly by definition, many can be
worlds creates the conditions for the production of metal alloys
improved in some way to make the harm they inflict even more
of rare and singular properties. Lathe armour is strong and
efficacious (or gratuitous).
light, flexible enough to withstand the most powerful blows,
and even resistant to intense heat or the crackling edge of a
power weapon.
Use With: Any combat armour may have this modification. Some weapons, such as swords and knives, are designed so that
Modifiers: The armor gains the Reinforced quality. The armor the weight of the hilt balances the weight of the blade, making
reduces its encumbrance by 1. the weapon easier to wield.
Hard Points Required: 3. Use With: Any one-handed weapon that uses the Melee skill.
Modifiers: The weapon gains the Accurate 1 item quality or
increases any existing Accurate quality by 1. (If the weapon
has the Inaccurate item quality, it reduces that quality’s rating
Beloved by the ostentatious and those who seek to leave a
by 1, to a minimum of 0, instead.)
strong impression, lumen-heraldry depicts animated murals of
Hard Points Required: 1.
grand or terrifying imagery.
Use With: Any rigid armour.
Modifiers: This display requires an incidental to activate.
While active, add s a to all Coercion and Leadership A bipod (a folding, two-legged stand) can be attached to the
checks, but adds f f to Stealth checks the wearer makes. The barrel of a firearm. The legs stabilize the firearm and take up
flashing portraits provide illumination up to short range around some of its weight.
the wearer. Use With: This attachment can be applied to any Ranged
Hard Points Required: 1. (Heavy) or Gunnery weapon.
Modifiers: If the user spends one preparation maneuver to
deploy the bipod, the weapon’s Cumbersome or Unwieldy
qualities are reduced by 2, to a minimum of 0, and the weapon’s
A complex system of support struts and servos help the wearer
encumbrance is reduced by 2, to a minimum of 0, while the
boost their strength. Similar to power armour to an extent, this
user fires from a crouched or prone position (or can brace the
upgrade is significantly less advanced, and normally added to
bipod against something solid).
a suit of armour for some utilitarian purpose.
Hard Points Required: 1.
Use With: Any rigid armour except power armour.
Modifiers: This adds a small power supply to armour that can
be activated with a maneuver. While activate, your character
increases their encumbrance threshold by 5, reduces the Combi-weapons are an offshoot of the linked weapons system.
Cumbersome quality rating of any held weapon by 2, and adds Whereas linked weapons are essentially two of the same
weapon mounted together, combi-weapons instead meld two
s to Brawn-based checks they make (except Resilience). The
different weapons. This offers the user more tactical flexibility
power supply lasts for five hours and increases the
in the field.
encumbrance of any armour by 2 while unpowered.
Use With: Any rifle-like Ranged (Heavy) weapons.
Hard Points Required: 2.
Modifiers: When installed, the user chooses one of the
following secondary weapons. The weapon can then fire using
the associated secondary profile:
A series of clips, loops, netting, or other such apparatuses for
mounting a useful tool to one’s body. A seasoned Explorer  Combi-Flamer: (Ranged [Heavy]; Damage 8; Critical 2;
knows that a tool within easy reach can be the difference Range [Short]; Blast 8, Burn 3, Limited Ammo 1).
between life and death.  Combi-Launcher: (Ranged [Heavy]; Damage 7; Critical
Use With: Any armour. This attachment may be purchased and 4; Range [Medium]; Blast 6, Limited Ammo 1).
applied multiple times to the same suit of armor, taking up 1  Combi-Melta: (Ranged [Heavy]; Damage 9; Critical 2;
hard point each time. Range [Short]; Breach 1, Limited Ammo 1, Vicious 2).
Modifiers: Your character may mount one weapon or piece of
equipment to their armor, allowing them to draw or ready that  Combi-Plasma: (Ranged [Heavy]; Damage 9; Critical 2;
item as an incidental while wearing the armor. The mounted Range [Medium]; Burn 1, Pierce 3).
item may not have an encumbrance value higher than 2.
Hard Points Required: 1.
The weapon gains the Cumbersome 2 quality, or increases
its existing Cumbersome quality by 1. The weapon also gains 2–8
the Unwieldy 2 quality, or increases its existing Unwieldy ATTACHMENT PRICE RARITY
quality by 1. Finally, increase the weapon’s encumbrance by 2.
Balanced Hilt 1,000 6
Hard Points Required: 2.
Bipod Mount 300 2

Combi-Flamer Weapon 800 5

Combi-Launcher Weapon 1,500 5


A grip for your weapon molded to your particular grip style. A
custom grip has the benefit of knowing exactly which weapon Combi-Melta Weapon 2,500 6
is yours on the off chance someone claims otherwise. Combi-Plasma Weapon 1,900 7
Use With: Any weapon held in a character’s hands. Custom Grip 400 3
Modifiers: The owner of this weapon removes h from all
Extended Barrel 775 4
combat checks. Any other user adds h h when using this
Fire Selector 500 5
weapon.
Loyalty Spirit 1,225 7
Hard Points Required: 1.
Mono 900 6

Motion Predictor 1,100 7

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.

Arcane nomen-augurs use a variety of means to discern the


Enterprising gunslingers have worked to develop a way to wielder’s identity, allowing the spirit to choose whether it will
carry more ammo in one gun and quickly switch to which is operate for the current wielder. While many legitimate
best for the job at hand. This enhancement greatly reduces the examples of weapons with loyalty spirits exist, numerous crude
time and effort to change ammo in the heat of battle. versions adorn the weapons of pirate-lords and similarly
Use With: Any ranged weapon that uses physical ammunition. paranoid men and aliens.
Modifiers: The weapon may be loaded with three types of Use With: Any technologically advanced ranged weapon that
ammunition. Before making a ranged combat check with this requires power to function.
weapon, the user declares which ammo they are firing. Modifiers: This weapon cannot be fired except by its
Additionally, this weapon ignores the first “jam” result that it designated user. A character may attempt to coerce the machine
suffers per encounter. spirit to operate for them by making a successful Daunting
Hard Points Required: 1. (kKkKkKkK) Tech-Use check. Your GM may spend h h h or
d from this check to destroy the weapon instead. Xenos
weapons increase the difficult of this check once.
Hard Points Required: 1.
Mono weapons may have specially fashioned blades with A marker that places a small dot on the target the user wishes
superfine edges that can easily cut through armour and never to hit. The dot can also be used to keep small children, pets,
lose their edge or pneumo-shock enhancers that greatly affect and feral humans entertained for some time.
the person under their armour. Use With: Any ranged weapon that can fire a single shot.
Use With: Any melee weapon. Modifiers: The weapon gains the Accurate 1 item quality or
Modifiers: The weapon gains the Pierce 2 quality, or increases increases its existing Accurate rating by 1 (if the weapon has
its existing Pierce quality by 1. The weapon decreases its the Inaccurate item quality, it reduces that quality’s rating by
Critical rating by 1, to a minimum of 1. A weapon with the 1, to a minimum of 0, instead). This effect is not active while
power or chain weapon technology may have this upgrade, but using the Auto-fire or Linked quality. This attachment cannot
it only functions while the weapon is unpowered. be combined with any bonus from another scope or sight.
Hard Points Required: 1. Hard Points Required: 1.

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 anti-grav plates and studs attach to a weapon, making the


This enhanced power pack for a las weapon increases the use of heavy or cumbersome devices much easier by offsetting
strength of its fire at the cost of rapidly draining its supply. some of their weight.
Use With: Any Ranged (Heavy) or Ranged (Light) las weapon. Use With: Any weapon with the Cumbersome or Unwieldy
Modifiers: The weapon increases its base damage by 2. The item quality.
GM may spend h h generated on combat checks made with Modifiers: The weapon’s Cumbersome and Unwieldy item
this weapon to cause the weapon to run out of ammo. qualities decrease by 1, to a minimum of 1, and its
Hard Points Required: 1. encumbrance value decreases by 3, to a minimum of 1.
Hard Points Required: 2.

The sophisticated targeting cogitator built into this advanced


telescopic sight can swiftly determine the distance to a target The custom of lining a blade with deadly toxins has been with
and assist the wielder’s aim accordingly, hitting targets much humanity since the dawn of recorded time. A series of micro-
farther away than would normally be possible. dispensers allow a wielder to coat their weapon with poisons
Use With: Any advanced Ranged (Heavy) or Gunnery by simply pushing a button.
weapon. Use With: Any sensible serrated or spiked melee weapon that
Modifiers: The user reduces the difficulty of ranged combat can deliver a toxin.
checks made with this weapon at long and extreme range by 2. Modifiers: Allows the user to store one dose of a poison, drug,
Additionally, the user may suffer 3 strain to cancel one d from anesthetic, or any other wicked substance the GM deems
combat checks made with this weapon. This attachment cannot suitable. As an incidental, the weapon’s wielder may unleash
be combined with any bonus from another scope or sight. the loaded substance through the weapon. Until the end of their
Hard Points Required: 3. next turn, whenever the wielder successfully hits a target with
the weapon (whether or not they deal damage), the target also
suffers the effects of being exposed to the substance.
Hard Points Required: 1.
A twin-linked weapon represents two identical weapons A strap made from synthetic materials or leather from a grox
connected together and linked to fire at the same time, often or another beast of burden. The ability to keep your weapon on
through one pull of the trigger or push of a button. your shoulder and out of the way of one’s hands is invaluable
Use With: Any identical Ranged (Light) or Ranged (Heavy) to many soldiers on the march.
weapon without the Auto-Fire, Blast, or Linked item quality. Use With: This attachment can be applied to any ranged
Modifiers: The weapon gains the Linked 2 and the weapons that require two hands to wield.
Cumbersome 2 quality, or increases its existing Cumbersome Modifiers: The weapon decreases its encumbrance by 2.
quality by 1. It also increases its encumbrance by 2. This Hard Points Required: 1.
combines both weapons into a single form and cannot use itself
to make combined (Two-Weapon) combat checks.
Hard Points Required: 1.

Rogue Trader can never fully know what they will


face in the course of exploration, and it is difficult to
Airtorch ammunition allows a melta weapon to burn even
enjoy your profits when dead. The Emperor favours
hotter in a barely-controlled reaction that can almost set the air
the prepared, and fortunately, influential Rogue Traders have
itself on fire.
access to a wide variety of equipment and devices to help
ensure they will enjoy their successes for many years to come. When spent, the weapon gains the Blast quality with a
rating equal to the weapon’s base damage. If a check generates
The equipment a Rogue Trader has access to is as varied
as the worlds in the Imperium, and can be used for any number h h h, the wielder of this weapon resolves a hit against
of tasks. This chapter ranges from the clothing an Explorer may themselves equal to the weapon’s base damage.
wear to gear they may need when stranded on a strange world. Use With: All melta weapons.

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

Hot-Shot Charge Pack 450 5


Designed to penetrate deep into targets so that even more
Incendiaries 300 5
heavily armoured foes may be brought down.
Man-Stoppers 300 5
When spent, the weapon gains the Pierce 3 quality, or
Tempest Bolts 1,200 8 increases any existing Pierce quality by 2.
Toxic Flechette Shells 475 6 Use With: Ranged (Heavy) and Ranged (Light) solid projectile
Toxin-Saturated Promethium 1,000 6 weapons.

A rare wonder created by the Machine Cults of Mars to silence


Designed to cause gaping wounds against unarmoured flesh,
creatures composed of more machinery than flesh. Tempest
Dumdums are excellent at putting down feral beasts, dangerous
bolts are dangerous, powerful, and jealously guarded by the
plants, and the occasional ganger.
Adeptus Mechanicus.
When spent, the weapon increases its damage by +2 when
When spent, the weapon gains the Stun 5 quality. If used
your character uses the aim maneuver to target a specific
against sufficiently mechanical creatures, the Stun quality
unarmoured part of an opponent (see page 98 of the GENESYS
activates automatically upon a successful hit.
Core Rulebook).
Use With: Ranged (Heavy) and Ranged (Light) bolt weapons.
Use With: Ranged (Heavy) and Ranged (Light) solid projectile
weapons.

Rather than the conventional payload of dense metal shot, these


shotgun shells instead contain bundles of fin-stabilized mono-
Vicious and outlawed on some worlds, these dense shells are
edged darts. These darts can also be filled with toxins at the
designed to shred open after impact, creating huge exit wounds.
cost of impact potential.
When spent, the weapon gains the Vicious 2 quality, or
The weapon gains the following profile while loaded with
increases any existing Vicious quality by 1. The weapon
this ammunition: (Ranged [Heavy]; Damage 4; Critical 3;
decreases its Crit rating by 2, to a minimum of 1.
Range [Medium]; Blast 4, Pierce 1; A living target that suffers
Use With: Ranged (Heavy) and Ranged (Light) solid projectile
wounds from this weapon must succeed on a Hard (kKkKk)K
weapons.
Resilience check as an out-of-turn incidental or suffer 5
wounds.
Use With: All shotgun-like weapons.
This is a powerful charge pack for a las weapon, favoured by
snipers in some Imperial Guard regiments. Each hot-shot
charge pack is good for only a single shot, but the stopping
Dangerous toxic chemicals are mixed with weapons-grade
power is ideal for high-value targets.
promethium, intended to burn off and produce noxious fumes.
When spent, the weapon gains the Pierce 5 and Limited
When spent, the weapon decreases its damage by 2. Any
Ammo 1 qualities.
character hit by this weapon or the Blast effect must make a
Use With: Laspistols, lasguns, and long-las weapons.
Hard (kKkKk)K Resilience check as an out-of-turn incidental. A
failure causes the character to suffer 5 wounds, plus 1 strain per
h. You may spend d to represent characters caught in the
toxic fumes of this weapon, forcing them to make the same
check at the start of their next turn.
Use With: All flame weapons.
From backpacks to concealed pockets and specially installed Only the pettiest of crimes can be done with wits and bare
hollowed limbs, an Explorer away from their base always has hands… more complicated crimes require greater preparation
a means of bringing along their favourite weapons and wines. and sophisticated tools.

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

Chameleoline Cloak 2 1,500 5


These small devices are used in the questioning and
interrogation of heretics, traitors, and other enemies of the Decryption Cogitator 20 – 6
Imperium, and are the tool of choice for eliciting confessions Disguise Kit 2 550 4
from witches and recidivists. Excruciator Kit 2 400 4
While brandishing an excruciator, the subject being Intrusion Spirit 1 300 5
interrogated adds jJ jJ to any Deception check they make. Multikey 0 825 5
While using an excruciator, the interrogator upgrades their
Photo-Visors/Photo-Contacts 0 525 5
Coercion check once.
Stummer 1 200 3

Venom Ring 0 500 6

These vicious spirits exist only to break and destroy COMMS


electronically locked devices. Due to their very nature, these Laud Hailer 1 450 3
spirits should not be unleashed on important data locked in Micro-Bead 0 125 2
sensitive cogitators unless the goal is for total corruption of the Vox Caster 2 550 5
machine in question. Without a doubt, the Adeptus Mechanicus
frowns upon those who would harbour these programs.
Intrusion spirits allow your character to attempt to open
any electronic lock or latch. In addition, when making a Tech- The reverse of a screamer, stummers generate sound waves to
Use or Skulduggery check to open an electronic lock or latch cancel out ambient sounds and noises made by moving
with this device, your character adds s s to the results. An personnel in a small area.
intrusion spirit is consumed in this process and the data-slate it A character wearing a number of stummers in excess of
was stored on becomes blank. their silhouette both increases the difficulty of Perception
checks to notice them and decreases the difficulty of Stealth
checks they make (to a minimum of Simple [–]) by the
difference between the two numbers. This device lasts for
As it can open most standard Imperial locks, the Multikey is
about 20 minutes until needing to be recharged.
not a standard item for most honest Imperial citizens. A
multikey counts as the right tool for the job when attempting to
open standard locks. Additionally, when making a
Skulduggery check to open a standard lock or latch, your A tool of assassins and dangerous nobility, the ring contains a
character adds a to the results. small reservoir compartment that discretely opens with the
right muscle movements of the finger bearing it.
When making a Skulduggery check to add a poison to
Advanced lenses designed to enhance the low-level light food or drink, your character adds a to the results.
available on even the darkest nights. Users can see in the dark
almost as well as in daylight with them. While wearing photo-
visors or photo-contacts, your character removes jJ jJ added
to their checks due to darkness, smoke, or other forms of
mundane concealment.
2–10
A variety of devices used to communicate or listen in. An ITEM NAME ENCUM PRICE RARITY
Explorer’s voice is just as much a weapon as their favourite
DRUGS AND CONSUMABLES
chainsword.
Amasec (Bottle) 1 100+ 2+

Amasec (Tun) (Drug) 40 4,000+ 6+

Attention Spanner (Drug) 0 300 5


Often incorporated into mono-tasked servo-skulls, servitor
drones, or other minor attendants, or mounted onto a vehicle, De-Tox 0 75 2
laud hailers loudly proclaim the greatness and divinity of the Frenzon (Drug) 0 150 5
Emperor of Mankind. A laud hailer allows an Explorer to Geist 0 500 7
project their voice out to long range.
Lho-Stick (Carton) (Drug) 1 75 1

Obscura (Drug) 0 150 4

Ploin Juice (Bottle) 1 50+ 1+


A micro-bead or comm-bead is a short-range communication
Ploin Juice (Tun) 40 2,000+ 5+
device worn in the ear, good for communication out to about
one kilometer. Bad weather, dense terrain, and intervening rock Raenka (Barrel) 5 1,150 6
or plasteel can greatly reduce this range, however. Recaf 0 5 1

Slaught (Drug) 0 100 5

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.

A psycho-reactive compound derived from ghostfire pollen


harvested on Iocanthos and combined with a pre-existing
psycho-active drug known as Spook, Geist is known for its A popular hot beverage, made from crushed and brewed leaves.
ability to boost the powers of psykers. Geist is extraordinarily The composition can vary from planet to planet, but most
dangerous when used on non-psykers, who lack the necessary blends incorporate some form of stimulant such as caffeine or
mental discipline to control the sudden surge in power. detoxified phalamoxine compounds.
If a user does not have a rank in any Psychic skill, they
immediately roll on the Psychic Phenomena table and gain no
other effect. A psyker who uses Geist upgrades all Psychic skill Also known as, “onslaught”, this drug heightens awareness and
checks they make once. While under this effect, a Psyker improves reaction time, literally speeding up the user but
cannot use the fetter maneuver and adds +5 to all Psychic causing fatigue and neural damage with prolonged use.
Phenomena rolls they make in addition to any other modifiers.
A user upgrades all Agility- and Cunning-based checks
once until the end of the encounter. The user suffers 6 strain
and adds jJ jJ to all Agility and Cunning-based checks at the
end of the encounter for the remainder of day.
Stimm is a powerful analgesic that works to mask pain and This device takes the form of small black tetrahedrons covered
drive fighters on when their bodies would otherwise give up. with what could be unfathomable runes of a vibrant green
Stimm works the same as a painkiller (see page 94 of the substance. When the top is twisted, a temporal warp envelopes
GENESYS Core Rulebook) with the following addition; a the device and user. The surrounding world takes on an
character adds h to all combat skill checks they make until the eldritch, emerald glow as outside motion slows to a crawl. It is
uncertain if this device is the work of ancient Terra or an
end of the encounter or scene. A character may still only benefit
unclean xenos.
from a maximum of 5 doses per 24 standard hours.
As an incidental, you character may activate this item to
gain one additional maneuver during their turn (allowing your
character to perform a maximum of three maneuvers per turn,
A simple drug made in numerous styles from many different
rather than two). The chronal energizer lasts for three rounds,
ingredients, Wideawake acts to ward off feelings of drowsiness
after which your character suffers 6 strain. This device
and keeps the user alert for many hours beyond their normal
somehow seems to recharge itself within an hour after use.
limit. The resulting collapse experienced by users is legendary.
The character receiving this drug immediately heals all
strain they are suffering. At the end of the encounter, instead of
Anti-grav flip-belts are used by the decadent Eldar of the so-
recovering from strain, the character suffers 10 strain. They
called Harlequin cult, in a sheer affront to the laws of physics.
may make an Average (kKkK) Resilience check to reduce the
They allow the user to partially negate the effects of gravity;
strain suffered by 1 per s or a a.
the impossibly acrobatic movements allowed by the belt along
with the wearer’s natural agility and skill make the taunting
xenos extremely difficult targets to hit despite their outlandish
costumes and coloration.
Marvels of the universe to some, damnable heresy to others.
Exotic items encompass every object that holds meaning to A user may activate or deactivate this belt as an incidental.
those of the daemon, the alien, and ancient man. Reduce the difficulty of all Coordination and Stealth checks
once while the flip-belt is active. In addition, the wearer does
not suffer any effects for difficult terrain or zero gravity while
in use. A flip-belt has an encumbrance of 0 while worn.
The dead world of Foulstone first produced these small angular
machines. Testing displayed their most obvious value—when
one end was depressed, the other would emit a beam of purest
midnight, deep enough to cloak any visible light and submerge A prognosticator is a forbidden device using minor examples
anyone within the area in an instant nightfall. That it only of blasphemous maletek to more accurately map and predict
blankets the wavelengths humans associate with vision is a the tides and flows of the warp than conventional cogitators
troubling matter for of the Ordo Xenos. can, though not as precisely as a Navigator. Nobody knows for
certain where they were created, although some suspect
As a maneuver, the wielder may choose a human target up hereteks on Iniquity. Others whisper stories about a forgotten
to medium range. The target and all targets within engaged
civilization based on sorcery that exists within the heart of the
range are plunged into darkness and count as blinded. Items
Great Warp Storms of the Halo Margins, but few give this
that allow people to see in the dark work as usual.
nonsense any credence.
Any starship with this item may attempt to navigate the
warp exactly as a Navigator would. The user increases the
These tiny, winged mechanical birds were originally thought difficulty of Astrocartography checks once, and must make an
of as simple baubles, remnants of one of the many extinct upgraded Average (lLkK) Fear check after plotting their
civilizations that dot the Unbeholden Reaches, their soothing course. Navigator houses are loathe to discover these machines
warbles fit for shipboard amusement in many a Rogue Trader’s exist and the Inquisition takes interest in anyone possessing
quarters to help pass the long days of travel. one.
While possessing a caged songbird, the character reduces
the warp hazard intensity of warp incursions and warp
hallucinations once. They will also warn the bearer if they are
within 10 metres of a daemon (certain daemons can disguise
their presence, and this ability is left to the GM’s discretion).
2–10
Warp jump, or teleportation, packs come under a variety of
ITEM NAME ENCUM PRICE RARITY names and in a multitude of shapes, but are usually worn as a
EXOTIC ITEMS backpack under heavy clothing or a cloak. No sane person
Blacklight Projector 2 – 9 would deliberately use one unless it was an emergency of the
direst sort, for these packs allow the user to make short jumps
Caged Songbird 1 4,500 7
(usually no more than several hundred meters) through the
Chronal Energizer 1 – 12
warp, unprotected by a Geller Field or other warding device.
Flip-Belt 1 – 8
A warp jump pack allows a person to teleport to any
Prognosticator 30 – 8 location they can see within long range, ignoring intervening
Stryxian Compact 0 – 10 terrain. Using this item usually requires a maneuver, but certain
Targeting Monocle 0 – 7 circumstances may require more active concentration. In those
cases, the jump pack is controlled with the Piloting skill and
Warp Jump Pack 6 – 10
has a system strain threshold of 4.
PSYCHIC IMPLEMENT
If the check fails, the character appears one range band
Devotional Icon 0 – 4
shorter or further than intended, at the GM’s discretion. The

Djesset Talisman 0 8
GM may spend h h h or d to have the character vanish
Liber Heresius 1 1,550 8 until the end of the next round (or five minutes in narrative
Psy-Focus 0 – 5 time). The character makes an upgraded Hard [lLkKkK]
The Emperor's Tarot 0 1,275 7 Corruption check when they return to realspace. This item has
an encumbrance of 3 while worn.

This elaborate document, written in alien characters upon


unidentifiable xenohide vellum, is a trade agreement signifying A psychic implement is a tool used by those strange beings who
the bearer as a (somewhat) trusted trading partner of the can tap into the unnatural energies of the Immaterium. The
nomadic Stryxis. Though each Compact is supposedly issued forms are too numerous to count, but the effects have a certain
only to specific humans who have earned the trust of the race, goal regardless of construction.
the Stryxis care little about the identity of the bearer, respecting A psyker may only benefit from one psychic implement
the terms of the Compact regardless of who presents it. at a time and must take at least one hour to attune themselves
A bearer of this compact gains jJ jJ on Negotiation to a different implement if they ever choose to change.
checks when making deals with the Stryxis.

Holy symbols of the Emperor, flowing scrolls of text from the


For a Rogue Trader, image is everything, both in terms of what book of St. Drusus, or even bone fragments from fanatical
it projects and what it conceals. This monocle does both—it priests all make for devotional icons amongst psykers of the
gives the impression of someone willing to wear a cumbersome Imperium.
affectation, while secretly providing a dazzling display of While your character uses an Augment, Barrier, or Heal
information to the user via translucent projections directly to power, adding the Additional Targets effect does not increase
the eye. Distances, wind velocity, infra-red detections, target the difficulty. In addition, when you use the Heal power, the
movement, and more are visible overlaying the normal visual cost to recover wounds is reduced once (requires s instead of
image. s s to recover wounds).
When purchasing this item, select from the following
enhancements: Motion Predictor, Rangefinder, or Red-Dot
Laser Sight. This item gains all the qualities of the chosen
Traditionally given to the aristocratic youth of Nazhdureyah at
enhancement. In addition, add jJ to any check to detect the the age of maturity, the Djesset is a talisman that was worn by
monocle is special. that world’s psychic nobility. Taking the form of a single
stylised eye, most often inlaid with precious rubies or
carnelian, the Djesset was the outward symbol of the
supremacy of psykers. The precise origins of the talisman are
unclear, but I seems to represent the all-seeing eye of their
Crimson God, through whom the ruling class of Nazhdureyah cards. For those gifted (or cursed) with psychic premonition,
claimed to derive their supernatural powers. Though a hated the divine auguries of these cards can literally change an
symbol of tyranny on Nazhdureyah, Djesset talismans are Explorer’s destiny.
occasionally seen elsewhere as objects of curiosity, and it is While being used as a psychic implement, your character
rumoured that the few surviving psykers of the ancient may convert a a a a into t. In addition, when your
Nazhdureyah nobility still wear the Djesset in secret.
character successfully invokes an Augment, Mask, or Predict
When your character uses a psychic power, the first Range psychic power, they recover 1 strain.
effect added to the power does not increase the difficulty. In
addition, the wearer may make Perception or Vigilance checks
using their ranks in Psyniscience instead.
This section includes all manner of devices that may prove
useful in an Explorer’s adventures.
Encompassing the wisdom of countless generations of Witch
Hunters and Inquisitors, this tome provides priceless insight
into the schemes and machinations of heretics, witches, These devices are used to detect energy emissions, motion, and
psykers, and sorcerers. Armed with the knowledge contained biological life signs. An auspex may be used to spot things not
in the pages of the Liber Heresius, those who seek to thwart the normally detectable to human senses alone, such as invisible
wicked are better prepared to expose and combat the devious gases, nearby bio-signs, or ambient radiation.
servants of the Great Enemy. Of course, even possessing Under normal conditions, a character using an auspex
profane knowledge of such matters can erode all but the automatically detects any moving creatures within medium
strongest of wills, and each glimpse of the terrible words range. If creatures within range are actively hidden, your
engraved upon these pages grinds upon the soul itself.
character adds jJ jJ to Vigilance or Perception checks to notice
When your character uses a Curse or Barrier power, them while using the auspex (instead of spotting them
adding the Enervate, Additional Targets, and first Range effect automatically). This device counts as the right tool for the job
to the power does not increase the difficulty. In addition, any to detect environmental anomalies, such as gases and radiation
d from a Psychic skill check may be spent to cause the user as determined by the GM.
to make a Hard (kKkKk)K Corruption check as an out-of-turn
incidental.
These scribing devices of arcane appearance allow the user to
copy text at an impressive rate with great accuracy. This device
Psykers often use devices to help them focus their powers. A features the ability to create copies of text or record speech as
psy-focus could be a sacred bone, carved wytch stave, blessed quickly as it may be spoken.
icon, or a chain of crystals. Regardless of what strange form it
takes, a psy-focus demonstrates the otherworldliness of its
owner.
A clacking, wheezing contraption of brass, steel, and wood, the
When your character makes or obtains a psy-focus, your auto-ledger can do the job of a hundred clerks. The calculus
GM determines one effect that the psy-focus lets your character logi, variable cogitators, and data recorders built into the auto-
add to any appropriate power without increasing the power’s ledger can greatly assist Rogue Traders and Seneschals in
difficulty. The effect should only increase the difficulty of a managing cargos and inventories, as well as the accountancy of
psychic power by one. Attack powers cast by your character the myriad business ventures and trade pacts.
increase their base damage by three.
Once per session, anyone with an auto-ledger may spend
a Story Point to negate any Profit Factor loss for the current
objective.
For ten thousand years the Emperor has sat atop the Golden
Throne, still and silent as a corpse. Despite His morbid rest, the
wise know that the Emperor communicates His divine will
An invaluable tool for anyone who seeks to capture the great
through omens, signs, and oracles, and in particular the
beasts and xenos monstrosities that exist on worlds across the
Emperor’s Tarot. While many are at least familiar with the
Imperium, the most common cages are simple constructions of
paper reproductions of the sacred images on the cards, few
sturdy metal bars. The finest examples lack bars altogether,
have ever held the psychoactive crystal wafers of the genuine
instead using stasis fields to contain dangerous creatures.
item. Fewer still are able to actually read the future using the
Counts as the right tool for the job whenever catching live
beasts or human bounties would further or complete Criminal, 2–9
Exploration, or Trade objectives. In addition, if your dealings ITEM NAME ENCUM PRICE RARITY
would involve a creature of silhouette 4 or greater, increase the
TOOLS
awarded Profit Factor by one. Beast cages can hold a number
Auspex 1 300 3
of creatures with a total silhouette of 25.
Auto Quill 0 100 2

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

referred to as obedience devices. Elseways Charts 1 – 10

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

This mechanism provides your character with the Multicompass 1 1,000 7


equipment needed to make a Tech-Use check without penalty. Navis Prima 0 – 7
In addition, if your character has at least 1 rank in the Tech-Use Rebreather 1 350 3
skill, they may add a to the results of Tech-Use checks made
Ryboth Travel Survival Kit 4 300 5
with a combi-tool.
Screamer 1 475 4

Shipboard Emergency Kit 2 200 3

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.

A more sophisticated version of the electoo—entire devices


can be built just under the skin using crystal technology
provided by the Machine Cult. Users can replicate electronic
ID systems, lamplights, chronos, and a host of other non-
mechanical items. Highly fashionable, they adorn the arms and
hands of many of the sector’s wealthiest and most stylish
individuals. High quality versions usually have more detailed
designs or contain complex device
ionic implants and cybernetic augmentation are a fact
of life in the Imperium. They are blessings of the
Bionic lungs and implanted respiratory systems mimic the
Machine God, enabling damaged or diseased parts of
action of human lungs and keep the body supplied with oxygen.
the body to be replaced, improving on the abilities and powers
This bionic provides a full life support system—thus if for any
of the human form and, in certain cases, extending life. There
reason the user’s own respiratory system fails, these bionic
is a price to be paid for such improvements, however, and that
lungs will keep their blood oxygenated—and the presence of
cost is measured not simply in flesh but it can be argued, in
this system may be unnoticeable if designed to be so.
humanity and even sanity.
A character with a bionic respiratory system increases
Each attribute, skill, or characteristic may only be
their ranks in Resilience by 1. They no longer need to breathe
increased by +1 due to cybernetics, no matter how many
and can hold their breath indefinitely (this allows the character
different cybernetics your character has that would otherwise
to avoid inhaled toxins). This system does not negate damage
increase that number. An Average (kKkK) Medicae check is
caused by dangerous environments or the vacuum of space. A
needed to install a cybernetic implant. They cannot be removed character with this system decreases their strain threshold by 1.
without surgery, requiring a second successful Average (kKk)K
Medicae check.

Sight, hearing, touch, and taste can be duplicated artificially,


and more esoteric senses may be added. Common systems,
Bionic replacement limbs are assumed to operate at the same while usually very obviously artificial and often oversized,
level of strength and dexterity as the body they are attached manage to more or less duplicate the approximate human range
to—rather than risk ripping themselves out of their host of senses adequately.
through overpressure—though their robust construction does  Cybernetic Hearing: Increase your character’s ranks
provide a measure of toughness to the owner that regular flesh in Vigilance by 1, and remove jJ caused by loud noises
cannot achieve. or sound-based attacks from any source. In addition,
cybernetic ears act as an internal micro-bead system.
 Cybernetic Sight: Increase your character’s ranks in
Common versions of these systems mirror the function of the Perception by 1 and removes jJ caused by smoke or
human arm and hand exactly, retaining strength, dexterity, and darkness. In addition, cybernetic eyes act as
sense of touch. Advanced versions increase fine manipulation. magnoculars and may display data-slate information.
A bionic arm increases your character’s Brawn or Agility  Cybernetic Smell and Taste: Increase your
rating—your choice when your character obtains the limb—by character’s ranks in Survival and Streetwise by 1. In
1. In addition, a bionic arm removes h from checks that addition, anyone making a Deception check against
require delicate manipulation (such as picking locks or your character adds jJ to their check if your character
meticulous surgery). If a character has one or more bionic can smell them.
arms, they decrease their strain threshold by 1.
For each cybernetic sense a character has, they decrease their
strain threshold by 1.

Common locomotion bionics must be fully integrated into the


spine and nervous system to function properly; basic models
accomplish this without any loss of function over the human Favoured by assassins and the extremely paranoid, an internal
norm. Advanced versions enhance movement capabilities and weapon allows an Explorer to always be armed and dangerous.
avoid minor hindrances organic legs experience. Internal blades are mounted inside the forearm and can spring
from a skin vent along the back of the hand. Ranged versions
This system increases your character’s Brawn or Agility
allow the entire hand to fold out to reveal a las pistol or
rating—your choice when your character obtains the limb—by
something more vicious. The standard internal weapon appears
1. In addition, locomotion systems remove h from checks
to be a regular bionic arm, but does not provide the usual
made to jump or leap. If a character has a bionic locomotion benefits of a bionic arm. The weapon may be deployed as an
system, they decrease their strain threshold by 1. incidental and it cannot be removed, dropped, or disarmed. Any
character with an internal weapon decreases their strain
threshold by 1.
 Blade: An internal blade has the following weapon
profile: (Melee; Damage +1; Critical 2; Range The replacement and repair of the human form with
[Engaged]; Pierce 2). This weapon profile may have machines is commonplace within the Imperium. Indeed,
melee weapon technology (see page 88). some groups amongst humanity, foremost the Adeptus
 Pistol: An internal pistol has the following weapon Mechanicus, encourage it. This section offers more
profile: (Ranged [Light]; Damage 6; Critical 3; Range powerful cybernetics that are crafted for greater
[Short]; Pierce 1). The pistol may be replaced with a efficiency, but the majority of cybernetics are simply to
plasma pistol weapon’s profile by increasing the rarity restore function to the common man lest the Imperium
by 1 instead. lose such a resource.
Any limb or organ listed here could be a replacement
for their missing organic body part. When replacing a
missing limb or organ in this way, reduce the items
What follows are some of the more widely used bionic and
rarity by 2 and half the listed price. The new cybernetic
cybernetic implants desired to improve or salvage the human
conveys no further benefit besides restoring the lost
body. Implants usually serve to grant a human some ability
function. A character still reduces their strain threshold
they did not already possess, or integrate external devices into
as usual.
the body.

Only a psyker may benefit from this cybernetic. Grafted to the


spine and affixed by thick cables to heavy metal vambraces, The paranoid (or prepared) are ever willing to replace crude
these meter-long poles are designed to conduct psychic energy, flesh with more durable, armoured materials. Superior models
allowing a psyker to channel more greedily and aggressively, can be triggered to pump more rapidly to increase physical
bleeding away some of the excess power. capacity, though this risks stroke or other catastrophe as the rest
Your character reduces any Psychic Phenomena result by of the circulatory system is put under pressure.
20, to a minimum of 01. A character with this implant decreases A character with a bionic heart may suffer 1 strain to add
their strain threshold by 1. s a to checks they make to determine Initiative or to resist
the effects of extreme cold or heat. A character with this
implant decreases their strain threshold by 1.
This catch-all category can include additional aural and scent
receptors, atmospheric pressure detectors, sonar imaging
systems, and more depending on the type of implant desired. Common cortex implants are used to restore paralyzed and
These can work in concert with existing bionics or even natural brain-damaged individuals to some semblance of normality.
senses. High quality versions of this implant are notably rare, even
When a character purchases augmented senses, they must among the followers of the Omnissiah. Such devices are
declare what it detects and whether it replaces natural organs coveted and often handed down from master to apprentice upon
or adds to them. At this time, it is also appropriate to clarify death.
where on the body the augmented sense is implanted. If the A character with a cortex implant increases their Intellect
implant is associated with a sense the user already possesses, by 1 and gains a mental trauma, or increases any existing
then it adds jJ jJ to their Perception checks using that sense. mental trauma once. A character with this implant decreases
Otherwise, it enables the user to make Perception checks using their strain threshold by 1.
the new sense. Each time a character gains a new augmented
sense, they decreases their strain threshold by 1.
2–11
This replaces the stomach and intestinal tract with a
mechanized digestive system, allowing the user to digest TYPE PRICE RARITY
almost any organic material and even many non-organic BIONIC LIMBS AND BODY PARTS
materials, so long as there are nutrients to be found. Bionic Arm 2,000 6
Increase your character’s ranks in Resilience by 1. A Bionic Locomotion 2,000 6
character with a cybernetic stomach ignores the effects of any Cybernetic Senses 600 5
ingested poisons. In addition, this character may survive by
Internal Weapon – 7
eating any organic matter, but this cybernetic does not mask the
flavours or textures of food nor does it protect against spines or IMPLANT SYSTEMS
other unpleasant sharp objects. A character with this implant Ætheric Wave-Spars 1,850 7
decreases their strain threshold by 1. Augmented Senses 500 5

Bionic Heart 1,250 6

Cortex Implants 2,400 7


Researchers with delicate scribe-tines, preachers with vox Gastric Bionics 600 5
enhancers, surveyors with true north geo-locators, and more Implanted Tool 250 5
exist throughout the Imperium. Many servants and their betters
Memorance Implant 900 6
install simple tools into their bodies to prove their dedication
to their craft. Mind Impulse Unit 1,100 6

Any sensible piece of gear with an encumbrance of 4 or Pain Ward 1,000 5

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

Volitor Implant 2,100 6

MECHADENDRITES
A neural-linked data vault and pict-capture array, often
incorporating augmetic replacement of one or both eyes, that Combat Mechadendrite – 7

records information of people or scenes viewed. It can then Exploration Mechadendrite – 7


later replay that information, or overlay the present view with Manipulator Mechadendrite – 7
additional data on people and objects viewed. Medicae Mechadendrite – 7
A character with a memorance implant may suffer 1 strain Optical Mechadendrite – 7
before making a Knowledge skill check to add s s to the
Utility Mechadendrite – 7
results. In addition, your character can automatically remember
trivial facts or pieces of information they encounter. A
character with a memorance implant decreases their strain Within the Imperium, vehicles, weapons, and many types
threshold by 1. of devices feature interfaces that can connect to a MIU. A
character with a MIU may spend a maneuver to commune with
an engaged machine that has an appropriate interface. Until the
character ends their communion as a maneuver, they upgrade
These devices, known as sense-links, allow the owner to all skill checks made to control or utilize the machine and to all
directly interface with a machine or technological device. Tech-Use checks to diagnose, understand, or repair the device
MIUs see widespread use among the Adeptus Mechanicus who
once, but they downgrade all other skill checks once.
regard them as objects of divine communion. A basic MIU
implant involves a single spinal or cortex connector, while In addition, an MIU gives the user the ability to
advanced variants include wrist connector probes—and experience the senses of any cyber familiar they own as if the
possibly mechadendrite connectors—in addition to the spinal character was present. A character with a MIU decreases their
plug. strain threshold by 1.
The pain ward implant redirects incapacitating levels of pain to
other regions of the brain, causing the sufferer to experience
that pain as colours, hallucinations, or tastes. Most complex devices in the Imperium are equipped
Once per encounter when your character suffers a Critical with data ports that allow those versed in the mysteries
Injury, they may activate the pain ward as an out-of-turn of technology to commune with the machine. Generally,
incidental. Until the end of the encounter, they ignore any all personal equipment and powered vehicles will have
penalties that Critical Injury would otherwise impose on skill these access ports, unless the GM rules otherwise. There
checks they make (at your GM’s discretion, this may not apply is no difference between the capabilities of devices
to penalties inflicted by certain Critical Injuries, such as without such interfaces, save for which cybernetics and
blindness or loss of a limb). At the end of the encounter, your item attachments may apply.
character no longer ignores those penalties and suffers the
effects of Critical Injuries. A character with a pain ward
decreases their strain threshold by 1.
Thin carapace plating is inserted under the skin in various
locations, giving the user added protection against damage.
When this implant is taken, your character chooses one familiar While not as impressive as most augmentations, and sometimes
with silhouette 0 they own and both characters are given the uncomfortable, subskin armour is very reliable.
implant (only one Medicae check is made as usual). This implant adds +1 soak to the user that stacks with
A properly installed psyber-lure decreases your other forms of soak from armour. A character with subskin
character’s strain threshold by 1, and increases the familiar’s armour decreases their strain threshold by 1.
wound threshold by 2 and Intellect and Willpower
characteristics by 1, to a maximum of 3. The master may
control the familiar from up to long range as an incidental
Vat-grown muscle tissue, hyper dense and augmented with flak
(instead of requiring an action). Due to the nature of the psyber-
weave, is implanted into existing muscle groups to increased
lure, anything that the familiar detects, its master also notices,
their strength. High-quality surgery to implant synthetic
and vice versa. This awareness may be imprecise, however,
muscle grafts typically add an attractive quality to one’s
depending on the circumstances and the familiar’s own senses.
physique, though it is simple enough to arrange this implant to
If this familiar is forced to make a Fear or Corruption be more menacing.
check, the master must make the same check and vice versa. A
When your character purchases this implant, they must
psyber creature is removed from play if it ever gains a mental
choose whether it improves their strength or coordination.
trauma or malignancy of Hard (kKkKkK) severity or greater. If a
Your character may only have one type of synthetic muscle
familiar with this implant dies or is removed from play, the craft in their body. A character with this implant decreases their
master must succeed on an Average (kKk)K Discipline check or strain threshold by 1.
be staggered until the end of their next turn and suffer 3 strain.
 Strength: Your character may suffer 1 strain before
If the master is killed, the familiar will continue to attack the
making an Athletics, Brawl, or Melee check to add s
opponent until either it or the enemy is destroyed.
to the results.
Finally, a character with the Untouchable ability may
never have this implant.  Coordination: Your character may suffer 1 strain
before making a Coordination, Ranged (Light), or
Ranged (Heavy) check to add s to the results.
A complex network of micro-servos and subskin synth-flesh
These highly sophisticated additional limbs known as
dispensers, twitch-masks allow the user to adjust their facial
mechadendrites are prized cybernetics. Mechadendrites are
features at will, altering shape and texture in a matter of
usually installed on the back or shoulders of a person’s body
moments. Rare and difficult to implant, they are nonetheless
and are bestowed to high-ranking followers of the Adeptus
favoured by confidence tricksters and any others for whom
Mechanicus—though skilled hereteks might risk the Machine
being recognized is a liability.
Cult’s wrath by implanting crude versions in anyone willing to
If your character has a twitch-mask, they may suffer 1 pay their price. A character may install a number of
strain before making a Charm, Coercion, or Deception check mechadendrites equal to their Brawn rating.
to add s to the results. A character with this implant decreases
their strain threshold by 1.

This solid, shoulder-mounted mechadendrite is designed for


self-defense. This two-meter limb is mounted with a sleek
This is simply an emergency life support system built into the weapon of Adeptus Mechanicus design, crafted to be as much
chest and wired into the spine, intended to sustain fragile flesh a piece of artwork as deadly machinery.
when it fails. It is sufficient backup to prevent death from both
A combat mechadendrite increases your character’s melee
grievous injuries and unexpected catastrophes.
defense by 1 and your character may use the Parry talent with
If your character has this holy implant, they may suffer 1 this cybernetic. If your character is targeted by a melee combat
strain before making a Resilience check to recover from check, you may spend h h h or d to cause the attacker to
Critical Injuries to add s to the results. Once per encounter suffer 3 wounds. A character with this mechadendrite
when your character becomes incapacitated due to exceeding decreases their strain threshold by 1.
their wound threshold, this implant automatically administers
one dose of Stimm to your character. A character with this
implant decreases their strain threshold by 1.
Built to meet the exacting standards of the Priesthood of Mars,
an exploration mechadendrite offers peerless investigation and
collection skills to the excavation-minded Explorator.
The subject has cranial surgery to work in neural receptors and
An exploration mechadendrite grants one additional free
artificial nerve routing, and can be “programmed” to follow
maneuver per turn, regardless of how many limbs are
specific instructions such as withholding information, ignoring
implanted. Your character still may not perform more than two
the impulse to flee, or simply guarding someone from dawn
maneuvers per turn. In addition, this mechadendrite may be
until dusk. If the subject attempts—or is forced—to counter
used to collect and analyze up to ten small samples of almost
this compulsion, their brain shuts down into
any substance, adding s s to the results of any check to
unconsciousness—or even death for some severe volitor
determine the substance’s properties and worth. A character
patterns. Many bodyguards receive this implantation in the
with this mechadendrite decreases their strain threshold by 1.
course of their employment.
A volitor implant increases a character’s Willpower by 1.
At your GM’s discretion, your character may suffer jJ to social
This highly flexible mechadendrite set with pict-capture and
skill checks for seeming a bit robotic. A character with this
sensor devices is designed to assist in inspection and detection.
implant decreases their strain threshold by 1.
This mechadendrite extends to a length of three meters, and can
reduce its width to pencil thickness.
A character with an optical mechadendrite increases their
ranks in Perception and Vigilance by 1 and removes jJ jJ due
to darkness out to medium range. They may examine any
object down to a microscopic level or view objects at long
distances, detect heat sources, give range read-outs, and record
still images for later analysis. A character with this
mechadendrite decreases their strain threshold by 1.
This two-meter long limb houses a variety of tools and This two-meter long, flexible limb is designed to provide
attachments designed to assist the user in the course of their medical and surgical assistance in the field. This
holy maintenance duties. mechadendrite is often mounted at the shoulder or sternum.
A utility mechadendrite allows your character to make A medicae mechadendrite allows your character to heal
Tech-Use checks without penalty. While using a utility wounds or Critical Injuries without penalty (including healing
mechadendrite to modify or repair technology (see page 89 in wounds and Critical Injuries on themself). While using a
the GENESYS Core Rulebook), your character reduces the medicae mechadendrite to heal a Critical Injury, your character
difficulty of the check by one. A character with this reduces the difficulty of the check by one. The mechadendrite
mechadendrite decreases their strain threshold by 1. houses six injector pistons, each of which may be filled with
one dose of a drug or poison. A character with this
mechadendrite decreases their strain threshold by 1.
Built of ceramite and steel, this powerful shoulder-mounted
mechadendrite is designed for heavy lifting and manipulation
of industrial machinery.
A manipulator mechadendrite doubles the user’s
encumbrance threshold when calculating lifting and carrying
excessive encumbrance (see page 85 in the GENESYS Core
Rulebook). As an incidental, a character can anchor themselves
to sturdy objects in their environment to ignore the effects of
difficult terrain that involves a pulling or pushing force such as
powerful gales, depressurization, rushing water, and other such
hazards. A character with this mechadendrite decreases their
strain threshold by 1.
rom the menial vat-grown labourer servitor to the
strange xeno-beasts that psykers keep as pet, the 41st
Cheap and effective for simple, repeatable labour, monotask
millennia is rife with servants and creatures to fulfill a
servitors make up the majority of servitors in the Imperium and
seemingly limitless role in the lives of its citizens. While most
are easily recognized by even the lowliest of humanity. As
of humanity keeps their distance to these beings, the more
implied, a monotask servitors is good for one task. Maintaining
eccentric Explorer may surround themselves with all manner
the roof of a hab block, loading and unloading crates from a
of servitors, servo-skulls, and familiars to serve as faithfully as
transport ship, providing housekeeping in a manufactorum, or
one pleases.
holding documents for orators to read aloud to the masses are
all potential uses for a monotask servitor.
On a Rogue Trader’s vessel, vox servitors may keep
A servitor is an automaton whose controlling components are timing in monosyllabic chants, scribe-servitors sort data for
organic and mostly human in origin. Some are grown in vats, archival in ancient cogitators, and provender-servitors cook
while others are formed from the aged bodies of honoured tech- edible gruel for the bulk of the crew. Monotask servitors can
priests or despised criminals whose punishment is to serve the be programmed for many simple, but necessary, tasks and the
Imperium in this fashion. The process of creating a servitor only upkeep necessary is routine maintenance, of which the
purges higher brain functions and psychic pattern of the Adeptus Mechanicus is always keen to provide for the right
subject, rendering them a blank slate for reprogramming. price.
The most common forms of servitor are mindless labour
drones, dedicated to a small selection of simple tasks, and fitted
with devices necessary to this toil. Some are not even mobile, The multitask servitor is a markedly superior model to most
being built into the machinery they control. Examples familiar and many Rogue Traders often have a few in their employ.
to voidfarers include bridge servitors, pilot servitors, and the Explorator Fleets of the Adeptus Mechanicus will often have
hulking monotask servitors that transport cargo pallets in entire starships piloted by servitor crews, each one conducting
Imperial docking transepts. More complex or specialized multiple calculations at their stations to ensure the highest level
servitors are less common, and have correspondingly higher of functionality to the vessel. Other multi-task servitors may be
rarity—where the Mechanicus Calixis agree to provide them at designed to be adept at highly specific tasks. Lingua-Vox
all. servitors are useful to diplomats and explorers, equipped with
an advanced linguistic cogitation engine that aids the Explorer
in translating and understanding unfamiliar tongues or
Referred to as hunter or murder servitors, these automatons are deciphering secret languages.
commonly used aboard starships to supplement boarding It is not often that a multitask servitor has a fully mobile
parties and raiding forces. Murder servitors are ghoulish, skull- body, nor is it usually necessary for the complex algorithms
masked killing machines. The Lathe-pattern, developed on and and calculus these beings perform. Servitor torsos may be
favoured by the augment-artisans of the Lathes, is a hunched, wired directly into a starship’s systems to provide near
predatory monster, driven by sadistic and aggressive machine instantaneous corrections and commands at the Rogue Trader’s
spirits. Mono-talons and viscerator-limbs allow them to tear will. Others might be little more than mounted heads with
apart most living foes, while melta-cutters allow them to burn highly tuned recognition routines, allowing a ship’s captain to
through bulkheads and destroy equipment. issue orders directly to a pleasantly attentive face and receive
Designed to intimidate as much as to kill, murder servitors immediate confirmation.
are consummate hunters, stalking their prey and moving with
inhuman speed. If not ordered otherwise, they spend hours
hunting any living creature not programmed into their spoor-
targeters, undeterred by any obstruction and unhindered by fear
or humanity. Their nature is intended to inspire dread, from
their chrome skull-masks, to their long, razor-sharp talons and
steel weapon-limbs, to the electronic howls and moans of their
vox-boosted throats.
2–12
ITEM NAME PRICE RARITY The Imperium makes use of domesticated animals for a variety
of purposes. Grox are harvested for their meat and used as
FAMILIAR
beasts of burden, whilst gene-enhanced mastiffs provide scent
Mechanical 1,000 5
hounds for aristocratic hunting parties and vox-implanted
Organic 500 3 avians are used as couriers. A number of creatures are sought
Psychic 2,000 6 after in more esoteric roles, and few are more iconic than the
SERVITOR psyber-eagle, which accompanies high-ranking individuals
such as Imperial Inquisitors.
Combat 1,300 6
Since what manner of creature a Rogue Trader might have
Monotask Labour 575 4
is too vast to name, it saves time to bundle all potential servile
Multitask Labour 1,000 6
creatures under this title. Familiars in ROGUE TRADER
Janus Simulacra 13,000 8 GENESYS are any creature, organic or constructed, the PC has
control over. Familiars may be wholly created from vat-grown
material, typically the biological cortex and nervous system of
a beast, and sculpted to any shape imaginable. Voidfarers
A human skull—often that of a favoured servant or lowly tech- would recognize mechanized familiars, such as cyber-pups, the
adept—that has been fitted with a rudimentary machine-spirit, unsettling cherubim, and the regal grapplehawk as readily as
support systems, and a suspensor device to allow it to float their own bunk.
through the air. They are small and highly maneuverable and
Natural familiars, or those creatures only lightly
they may be equipped to assist their master with functions as
augmented for service, also reside amongst the upper echelon
simple as providing a stab-light or as complex as defending
of the Rogue Trader’s ship. Felids and canids are common—
their very life.
usually with spying implants installed behind the eyes and
The typical servo-skull is designed as a monotask model ears—but, avians and all manner of reptilian beast may be kept.
and it is not unusual to see swarms around the higher-ranking Crewmembers have been known to keep vermin when time
members of the Cult Mechanicus. While multitask servo-skulls permits, but such ‘pets’ should always be checked for strange
do exist, they are often highly cherished and kept exclusively qualities or markings—especially if these overly friendly
by powerful Fabricators of the Lathe worlds. specimens seem to manifest during travel in warp space.

These human-form servitors are advanced indeed, often


containing only the barest minimum of living tissue. They skirt Many Imperial Adepta have in their service cyber-constructs,
the edge of the direst techno-heresy with their cogitator- devices that incorporate the instincts of animals. These so-
assisted cortex functions and seeming parody of human called Cyber-familiars are semi-intelligent machine versions or
responses. Playthings of the most fantastically wealthy, cybernetic adaptations of animals, typically canids and avians,
simulacra are often fashioned in the shape of gilded works of controlled by a master. A Mind Impulse Unit (see Chapter IV:
art—human-sized dolls come to life or seemingly animate The Armoury) can allow a greater degree of control over these
statuary. However, beneath their resplendent finery lives a types of familiars.
clockwork heart and hydraulic-fed piston limbs slaved to a
harvested living cortex and spliced-in nerve ganglia.
Despite the wonder and sophistication of these creations,
A psy-bonded, or psyber, familiar is a living creature bonded
only the most depraved or foolhardy would attempt the sin of
to its master by arcane technology. Interface circuitry in both
passing one as human or aping sentience too closely, for to do
familiar and master, colloquially known as a psyber-lure,
so would provoke the unbridled wrath of the Cult Mechanicus,
allows the creature to be directly and precisely controlled.
and entire worlds have burned for this transgression in the past.
Owing to the idiosyncrasies of the little understood technology,
usually only small, non-sapient creatures can become psy-
bonded.
2–13
TYPE XP ADJUSTMENT
Servitors, servo-skulls, and familiars are essentially Crawling Creature –10
creatures of routine. Left to their own devices, they are Flying Creature –15
content to perform whatever their programming or Walking Creature –5
nature dictates. Like a starship or prized boltgun, a
confident master is required to realize the true potential
of these simple beings.

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).

Familiars can be created based on many different templates,


from live creatures and patchwork bio-spawn to unthinking
machines. The EXPANDED PLAYER’S GUIDE (page 86-88) This template could be used to represent cherubim and psyber-
sourcebook offers a great variety of basic animal templates and eagles, but also as a base for more exotic things such as Ogryn
further examples are provided herein. With the GM’s servo-skulls, Vaporian glass hawks, or some flying xenos
permission, you may alter an existing creature or you may creature that may look like nothing previously imagined.
create a new familiar. The familiar can fly or hover (see the Flying sidebar on
All familiars begin with a value of 1 in all six page 100 of the GENESYS Core Rulebook). Increase its Agility
characteristics, a wound threshold of 3 + Brawn, and a by 2 and Cunning by 1. Gain 1 ranged and 1 melee defense.
silhouette of 0. A newly created familiar counts as a rival and This creature has the following weapon profile: (Brawl;
begins with 50 XP to be used during the creation process. Damage +2; Critical 3; Range [Engaged]; Vicious 1).
Options at each step include an XP adjustment, which factors
in all the rules and profile changes.
A familiar cannot begin play with 4 or greater in any Unusually large rodents, loyal canids, sinister golden
characteristic. If you generate a result that would give the monkeys—these are just the more mundane types of walking
creature a score of 4 or greater in any characteristic, discard the creature to be found throughout the Imperium of Mankind.
result instead. (Other creatures that may be tamed in the wilds The familiar increases its Brawn, Agility, and Cunning by
or created from particularly skilled sources within the galaxy 1. This creature has the following weapon profile: (Brawl;
do not have to fit this rule, only those created herein.) Damage +2; Critical 4; Range [Engaged]; Knockdown).
2–14
While a familiar may be most useful because of its unique traits DISPOSITION SKILLS
and visually distinct because of its physical features, it is
Aggressive Brawl 2, Coercion 2, Perception 2, and Survival 2.
undoubtably most memorable because of its temperament.
Cowardly Deception 2, Stealth 2, Survival 2, and Vigilance 2.
Temperament covers a familiar’s personality, quirks, and
general nature, and, for better or for worse, defines its Brawl 1, Cool 2, Discipline 1, Perception 2, and
Independent
Resilience 2.
relationship with its master.
Charm 1, Deception 1, Perception 2, Stealth 2, and
Inquisitive
Choose one temperament and gain all the associated Vigilance 2.
skills. Most bestial familiars will fit well with a preset from Deception 2, Perception 2, Streetwise 2, and
Intelligent
Table 2–14, but the GM should allow for more Agility and Survival 2.

Intellect-based skills when designing servitors and servo- Loyal


Athletics 1, Brawl 2, Charm 2, Perception 1, and
Vigilance 2.
skulls. The familiar’s disposition and skills may be
independently chosen at the GM’s discretion. Paranoid Brawl 2, Perception 2, Stealth 2, and Vigilance 2.

Stubborn Brawl 2, Cool 2, Perception 2, and Resilience 2.

Athletics 1, Brawl 2, Deception 1, Perception 2, and


Wanderer
Survival 2.
A Familiar’s distinctive features represent its noteworthy
physical characteristics, whether these mark it as one of its own
kind or cause it to stand out from others of its species. You may
buy any number of distinctions as you have experience to spare This creature is used to the sounds and sights of war and neither
from Table 2–15: Distinctive Features. lasgun fire nor burning bodies will stop its march forward.
These creatures are immune to Fear checks from life-threating
injury and the mundane sights and sounds of war. A riding
beast with this ability never requires a Driving check while in
This familiar has a natural ability to sneak up on prey due to combat.
either physical camouflage or specialized senses. When
attacking a target that has not yet acted during the current
encounter, this creature adds jJ jJ to its combat checks
This creature may be nocturnal, having evolved to hunt at
night. Possibly the creature has been outfitted for this purpose
instead. A creature with this ability sees normally even in areas
Not every entity is constrained by a rigid skeleton; some of total darkness, and never takes a penalty for fighting in areas
organisms possess a malleable shape, or are made of a host of of dim or no lighting.
smaller beings, and can alter their forms as desired or due to
changing environmental conditions. A creature with this ability
can increase or decrease its Silhouette by 1 as an incidental. An
A picture of perfection among its species. A fine specimen
amorphous creature usually lacks robust propulsion and may
might be naturally occurring, bred for its explicit superiority,
only make one move maneuver on its turn.
or genetically modified by a Magos Biologis for their own
designs. Increase the familiar’s Brawn or Cunning by 1 and its
Intellect or Presence by 1.
This creature functions on some programmed routine or may
be instructed by an authorized master. A creature with this
ability can operate independently, or can be controlled directly
This creature has dangerous natural weapons from razor claws,
by an operator via binary cant; if being controlled, the creature
to plasteel rending talons. Increase the damage of its natural
counts as having ranks in any skill equal to the controller’s
weapons by +1 and reduce its Critical rating by 1, to a
ranks in that skill.
minimum of 2.
You may choose to spend an additional 5 XP when first
taking this distinctive feature to add one item quality or
increase an existing item quality by 1 from the following list:
Burn 1, Ensnare 1, Pierce 1, Stun Damage, or Vicious 1
2–15
The familiar has a strong horizontal leap due to natural or
ABILITY XP ADJUSTMENT cybernetic musculature. Once per turn, this creature may use a
Ambush Predator –10 maneuver from short range to engage a target. A pouncing
Amorphous –15 creature ignores penalties from difficult terrain.
Auto-Subjugation Routine –5

Bred for War –5


The creature’s innate ability to heal is especially useful for
Dark Sight –5
survival. Specimens that allow for multiple vivisections
Fine Specimen –20
intrigue many xenobiologists throughout the Expanse.
Improved Natural Weapons –10
Each round, at the start of its turn, the creature recovers 2
Machine –10 wounds. In addition, this creature heals twice as much from
Mutant –10 natural rest. It loses this ability when slain.
Pack Fighter –10

Pounce –10

Regeneration –10 Increase one known skill by 1 rank or gain 1 rank in an


unknown skill that the creature could feasibly learn and utilize.
Skilled –5
This distinctive feature may be purchased multiple times,
Swarm –15
choosing a different skill each time.
Talented –5

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.

The familiar gains a random mutation from Table 5–5:


Mutations. You may spend an additional 10 XP when taking
This section is only a brief glimpse at some of the most
this distinctive feature to choose any mutation of 50 or less
common abilities witnessed within the Imperium.
instead of rolling.
However, the players and GM should feel free to create
new abilities to make specific familiars for their game.
Utilizing other GENESYS resources will help in this
This creature typically hunts in a group to bring down prey endeavour!
many times its own size. If this adversary makes a successful
combat check, the next ally making a combat check against the
same target during the same round adds a a to the results.
2–16
At the start of an encounter, all opponents must make an
Average (kKk)K Fear check as an out-of-turn incidental. If ABILITY XP ADJUSTMENT
there are multiple sources of fear in the encounter, the Attuned –20
opponents only make one Fear check against the most fearsome Boosted Foci –15
enemy. Empathic –20
You may choose to spend an additional 5 XP when first Lightning Rod –15
taking this distinctive feature to increase the difficulty of the
Psy-Capable –20
Fear check by one.
Psy-Detector –15

Psychic Reservoir –15

Sin Eater –15


A living target that suffers wounds from an attack by this
creature must succeed on a Hard (kKkKk)K Resilience check as Telepathic Relay –20

an out-of-turn incidental or suffer 4 wounds (not reduced by Warded –20


soak) plus 1 wound per f.

This familiar may be commanded from long range, instead of


The touch of the warp is present in an incalculable number of medium. When this familiar is engaged with its master and
creatures across the galaxy. The psyker’s gift appears as readily makes a check to heal strain at the end of an encounter, the
in fauna as it does in humanity. Sentient creatures with a familiar and master each heal 2 additional strain.
connection to the warp typically use the ebb and flow of
psychic energies by instinct rather than any specialized
training. While this familiar is within medium range of its master, any
Any familiar that gains a psychic feature also increases its Psychic Phenomena or Perils of the Warp generated by the
wound threshold by 2 and Intellect and Willpower master may be resolved against this familiar.
characteristic by 1, to a maximum of 3. Table 2–16: Psychic
Features provides some options for psychic familiars. Be
aware that a psychic familiar typically only has one psychic
distinction, but, with the GM’s permission, an exceptionally When a familiar gains this distinction, decide on two psychic
potent creature may have multiple. powers consisting of a particular psychic action and a specific
A familiar with a psychic distinction count as nexus point set of one or more effects (like Attack and Fire). The familiar
for psychic individuals. A psyker may activate Psychic skills uses its Willpower characteristic and Discipline skill to
with a range of engaged on their familiar instead of on manifest these exact combinations of actions and effects. In
themselves, regardless of distance. If both the familiar and the addition, the familiar downgrades the difficulty of using the
PC possess ranks in the same Psychic skill and are within chosen psychic powers once.
medium range of each other, the PC may use their powers
through their familiar, with the familiar being the origin point
of the psychic manifestation. The familiar is keen at sensing psychic disturbances throughout
realspace. This familiar gains 1 rank in the Psyniscience skill
and automatically detects psychic anomalies (like recent
Choose one type of Psychic skill. While this familiar is within psychic power usage and warp rifts) within medium range.
short range, it increases its master’s rank in the chosen skill How the familiar reacts to such detection is up to the GM.
once. If your character already has 5 ranks in the skill used, add
jJ jJ instead.
While the master is engaged with this familiar, this familiar
may take no actions or maneuvers. If it does, its master may
use the concentration maneuver as an incidental.
While this familiar is within short range of its master, add s
to all Psychic skill checks either the familiar or its master
makes.
While this familiar is within medium range of its master and This heavy duty Cyber-Mastiff is most often employed by the
the master would gain a malignancy from a failed Corruption Calixian Arbites. Capable of shrugging off most small arms fire
check, the familiar may gain the malignancy instead. and of bringing down even large groups of well-armed
opponents, the Bullpups tend to be used as a final weapon to
launch at the Arbites' foes, preventing a civil uprising from
While with medium range of this familiar, its master may add turning into a civil war.
s s to all Perception and Vigilance checks. As a maneuver,
the familiar and master may access each other’s senses to see,
hear, smell, or taste while within extreme range.

This familiar is immune from warp shock and Fear checks


caused by creatures with the Daemonic ability or from psychic Skills: Athletics 1, Brawl 3, Perception 2, Stealth 1,
effects, Psychic Phenomena, and Perils of the Warp. Any Vigilance 2.
character targeting this familiar or another character engaged Talents: Crippling Strike (When making a combat check,
with this familiar adds f f to their Psychic skill checks. increase the difficulty by 1 to use this talent. If the target suffers
1 or more wounds from the combat check, the target suffers 2
strain each time they perform a maneuver until the end of the
encounter), Sound Constitution 1 (gain 2 wounds).
Below are just a few examples of familiars found throughout Abilities: Improved Natural Weapons 2 (attacks add the
the Imperium. These typical specimens have been created Ensnare 1 item quality [already applied to profile]), Machine 2
following the guidelines above. (does not need to breathe, eat, or drink, can survive in vacuum
and underwater, is immune to poisons and toxins, Fear checks,
and mind-influencing psychic effects), Silhouette 0.
Equipment: Locking jaws (Brawl; Damage 5; Critical 3;
While many Cyber-Mastiffs have some tracking ability, the Range [Engaged]; Ensnare 1, Knockdown).
programming and routines implanted within the Bloodhounds
are trained by some of the finest handlers available in the
Calixis Sector. Used to translate airborne particles into
quantifiable data, the chemical "sniffers" make the Bloodhound
optimized for scent-based tracking roles.
There are few rules governing the manner of creatures
that a Rogue Trader in the Koronus Expanse might keep
aboard their vessel. As such, a wide variety of strange
and exotic familiars exist within the Koronus Expanse,
created as they are by hereteks, scavenged by
reclaimators, or purchased from non-Imperial and even
xenos sources.
Skills: Brawl 1, Perception 3, Streetwise 3, Survival 1,
Additionally, there are several little-understood but oft-
Vigilance 3
followed methods for creating a familiar, involving a
Talents: Knack for It 1 (Remove up to jJ jJ from Perception series of strange techno-rites. These can be applied to
checks), Swift (does not suffer penalties for moving through many different creatures, from the ravenous Squig to the
difficult terrain). elegant Gyrnix. Because of this, the practitioners of
Abilities: Machine 2 (does not need to breathe, eat, or drink, these strange arts usually only use small, non-sapient
can survive in vacuum and underwater, is immune to poisons creatures, but it is ultimately up to the GM to decide
and toxins, Fear checks, and mind-influencing psychic effects), which creatures are eligible to become familiars.
Silhouette 0.
Equipment: Locking jaws (Brawl; Damage 4; Critical 5;
Range [Engaged]; Knockdown).
The bio-constructs known as Cherubim are of uncertain origin, Discovered aboard an Explorator Fleet vessel, these palm-
but they are one of the few permitted examples of such bio- sized, dark coloured vermin seem to have an affinity for
sculpted homunculi allowed within the Imperium. They are gaining access to locked storage areas and eating all they find.
controlled by an augmented cortex and nervous system Despite causing significant damages to the Explorator Fleet’s
implanted with a set of programmed commands that allows stock of exotic flora and crew food stocks, some imaginative
them to perform some simple task such as copying text, trapsmiths saw a potential with these peculiar rodents.
fetching and carrying small items, or tirelessly singing the A key mouse can solve many rudimentary locks and
Emperor’s praises with augmetic vocal cords. puzzles in mere seconds and can be trained, albeit with a great
deal of persistence, to work its uncanny talents on command.
However, key mice are mischievous at best and rarely allow
even the faintest hint of food to remain safely nestled away for
long. To many, a key mouse is a particularly intelligent
example of the rodent species, but others believe the strange
presence of these creatures as something to be carefully
Skills: Brawl 1, Charm 1, Perception 2, Stealth 2, Tech-Use 2. observed, or completely incinerated.
Talents: None.
Abilities: Auto-Subjugation Routine (may operate
independently, or can be controlled directly; if being
controlled, the familiar counts as having ranks in any skill
equal to the controller’s ranks in that skill), Fine Specimen
(already applied to profile), Flyer (can fly; see the Flying
sidebar on page 100 of the GENESYS Core Rulebook), Machine Skills: Coordination 1, Discipline 3, Skullduggery 3, Stealth 2.
(does not need to breathe, eat, or drink, can survive in vacuum Talents: Swift (does not suffer penalties for moving through
and underwater, is immune to poisons and toxins, Fear checks, difficult terrain).
and mind-influencing effects), Silhouette 0. Abilities: Dark Sight (can see in the absence of light without
Equipment: Augmented fist (Brawl; Damage 3; Critical 3; penalty), Psy-Capable (Future Sight and Psycholocation),
Range [Engaged]; Vicious 1), religious paraphernalia. Silhouette 0.
Psychic Powers: A key mouse can make the following psychic
actions: They cannot alter these powers in any way.
Future Sight (the key mouse makes a Daunting
[kKkKkKkK] Discipline check. If successful, add s to the results
of one of its 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
targeting them).
Psycholocation (the key mouse makes a Hard [kKkKkK]
Discipline check. If successful, it learns the general location of
one person or object with a silhouette of 1 or less within long
range. It must know what person or object it is looking for or
have some passing familiarity to the target. In addition, you
may spend a a to learn the specific direction and how far
the object or person is).
Equipment: Sharp incisors (Brawl; Damage 2; Critical 5;
Range [Engaged]; Pierce 1).
Servo-skulls are human skulls that have been fitted with First collected for their metallic-coloured shells, these bulky,
rudimentary artificial intelligence, support systems, and an two centimeter long invertebrates were discovered to possess a
anti-grav motor to provide mobility. In many cases, just a low-grade psychic awareness that can sense the ebb and flow
simple rucksack for carrying excess treasure brings great value of the Immaterium. Eccentric psykers have found that letting
to any Explorer. the creatures swarm their arms, back, and neck increase the
Servo-skulls can have many unique features such as being effect even further and have dubbed the clumsy creatures that
equipped with a reasonable weapon with encumbrance 2 or less occasionally fall out of loose robes as ‘sleeve’ bugs.
or being outfitted with small tools of encumbrance 3 or less to
serve a specific duty. When creating a servo-skull familiar,
players should have a clear idea of what the specific familiar
will be doing (like delivering messages, sorting data, assisting
in ground or air navigation, or defending its master with
weaponry). This profile has 15 XP available for customization.
Skills: Brawl 3, Discipline 1, Psyniscience 3, Stealth 1,
Survival 2.
Talents: Swift (does not suffer penalties for moving through
difficult terrain).
Abilities: Swarm (halve damage dealt before applying soak,
unless the weapon causing the damage has the Blast or Burn
Skills: Coordination 2, Knowledge (Common) 1, Tech-Use 1, quality [regardless of whether the quality is activated]),
Perception 2, Stealth 2. Silhouette 0, Telepathic Relay (while within medium range of
Talents: None. this familiar, its master may add s s to all Perception and
Abilities: Auto-Subjugation Routine (may operate Vigilance checks. As a maneuver, the familiar and master may
independently, or can be controlled directly; if being access each other’s senses to see, hear, smell, or taste while
controlled, the familiar counts as having ranks in any skill within extreme range).
equal to the controller’s ranks in that skill), Flyer (can fly; see Equipment: Numbing pincers (Brawl; Damage 2; Critical 5;
the Flying sidebar on page 100 of the GENESYS Core Range [Engaged]; Pierce 1, Stun Damage; a living target that
Rulebook), Machine 2 (does not need to breathe, eat, or drink, suffers wounds from this weapon must make a Hard (kKkKkKk)K
can survive in vacuum and underwater, is immune to poisons Resilience check as an out-of-turn incidental or suffer 4 strain,
and toxins, Fear checks, and mind-influencing effects), plus 1 additional strain per f).
Silhouette 0.
Equipment: Manipulator arms (Brawl; Damage 3; Critical 3;
Range [Engaged]; Vicious 1).
or a Rogue Trader, nothing is more important or In ROGUE TRADER GENESYS, the Player Characters will
valuable than their starship. True, the Warrant of Trade be able to travel across the Imperium and further in their own
provides a Rogue Trader with authority, their resources starship. A starship can be prebuilt by the GM at the start of a
provide power, and their matchless ambition equips them with game or the players and GM may wish to build the starship
the drive to accomplish true greatness. However, without a together. Starships use the alternative vehicle rules found in the
starship, a Rogue Trader is no more powerful than a planetary GENESYS Core Rulebook (pages 220-231) with additional
governor or general in the Imperial Guard. guidelines presented in this chapter.
With it, though, they can travel beyond the bounds of the This section will guide the GM and players through the
Imperium, explore the unknown, and exploit it for profit. At a steps to making a completely unique starship that best fits the
starship’s helm, the Rogue Trader can smite their foes with the themes and adventures of your games.
fury of macrobattery fire and even invade entire planets. With
their starship, a Rogue Trader can wield more power than any
other single individual, save those in the highest strata of the
Imperium.
he void-faring vessels of the Imperium are far more
than simple vehicles. With the smallest more than a
kilometer in length, a void-ship bears a striking Space travel through the vast, empty void should be treated
resemblance to an Imperial hive in miniature, with a population abstractly. The distances between a planet and one of its moons
to match. There are the low-decks pressmen and servitors can be farther than a land-crawler can drive in a year—the
responsible for brute labour, the gunnery teams who operate distance between two planets (or two stars) can be orders of
the ship’s weaponry, and the armsmen who keep order amongst magnitude further. An Imperial starship can normally travel the
the crew. However, there are also galley-masters, artisans of all distance between a planet such as Holy Terra and its moon in
types, chirurgeons, and mech-wrights, for a void-ship must be little more than an hour, while that same starship could take
self-sufficient in all respects. two weeks to travel between the same planet and its star. In
general, it shouldn’t take much longer than that to get from one
Then there are those whose ties to the vessel are more...
location in a star system to another; however, faster starships
complicated. The adepts of the Mechanicus, keep the
should take less time.
enginarium as their stronghold, but roam throughout the vessel
to tend to its myriad devices. The priests of the Ministorum When a starship or other vehicle wishes to traverse
wander the vessel as well—to keep the souls of the crew free through the dark void of space, an Explorer must make an
from corruption. Finally, there are the Navigators, aloof within Astrocartography check with a difficulty based on the
their sanctum towers. Though they obey the orders of the ship’s frequency of travel between where they are and where they
captain, they are not their master. wish to go. Table 3–1: Realspace Travel Difficulty provides
guidelines for routes and how difficulty they may be to chart.
Over all this presides the Lord-Captain, sole master and
The difficulty of the check is upgraded once if the route passes
commander of their vessel. Small wonder that a Rogue Trader
near any known stellar hazards. If the check fails, the ship
sees their ship not as a collection of tech-systems, but a living,
encounters a stellar hazard of the GM’s choice.
breathing community of their sworn servants.
If the ship intentionally plots a route that takes it through
a stellar hazard, the ship encounters that hazard even if the
Astrocartography check is successful. Results of h or d can
Though the Imperium of Man claims that vast swaths of the still be spent to make the hazard worse.
galaxy are subservient to the Golden Throne of Terra, it would
be more accurate to describe mankind’s dominion as tiny
islands adrift in an enormous ocean. The space between stars is 3–1
so huge that any claim of control is laughable, and so the ROUTE DIFFICULTY EXAMPLES
majority of the Imperium remains safe, huddled around the
The character is using an established
fires of their stars. Explored Average (kKkK) route, or has detailed material (such
as accurate starcharts) for guidance.
However, it is through these uncharted depths that
humanity’s ships must travel. Even with the help of warp Travel through open space where no
drives—and the Immaterium is a fickle ally at best—travel Fragmented Hard (kKkKkK) unusual phenomena or turbulence is
known to occur.
between star systems can take as long as months, or even years.
Beyond the bounds of the Imperium, where the fires of The route attempted is unknown, or
civilization are even farther apart, the journeys could even take Daunting where general conditions are known
Uncharted
(kKkKkKkK) to be adverse (prone to pirate attacks,
decades. xenos raids, supernovas, etc.)
A voidfarer who encounters a gravity rift can attempt to
skim the edge of the rift’s event horizon, using its intense
Enemy vessels are only one hazard a starship may encounter in gravity to “shoot the rapids”—pushing their ship to even
its travels. Asteroid fields, gravity tides, ice rings, and nebulae greater speeds. The pilot must make an upgraded Daunting
are all potential threats to be avoided—or in some cases, (lLkKkKkK) Piloting or Operating check. If the check is
exploited. successful, the time it takes the starship to reach its intended
destination is reduced by 10% per s, to a maximum of 50%.
Otherwise, the helmsman can attempt to avoid the rift with a
The shattered remains of planets or the leftover debris from Hard (kKkKk)K Piloting or Operating check.
stellar nurseries, asteroid fields are vast expanses of drifting If either skill check fails, the starship suffers 10 hull
rock. Movement of a starship or other vehicle through an trauma and two Critical Hits. h h h h or d may be spent
asteroid field is typically routine for most experienced to have the ship pulled closer to the gravity tide, forcing the
voidfarers. helmsman to make another Piloting or Operating check with a
A character who attempts to traverse an asteroid field similar difficulty. If the check fails again, the ship suffers
must make an Average (kKk)K Piloting or Operating check. If another 10 hull trauma and must repeat the check until the ship
the check fails, the ship collides with an object the void shields escapes or is destroyed.
could not push away in time. The ship suffers a minor collision
(see page 222 of the GENESYS Core Rulebook). The character
may spend a a or t to reduce the Critical Hit result by 10, A nebula is a vast, dense cloud of gas and dust drifting in space.
to a minimum of 01. The GM may have the ship suffer 2 hull Some are interstellar nurseries, clouds of dust and hydrogen
trauma per h spent. d may be spent to cause a major illuminated by the hot stars forming within. Smaller so-called
collision instead. planetary nebulae, the remnants of novas, are spherical shells
of ionized gases that used to be the photospheres of red giant
stars and are now expanding away from a pulsar.

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).

Massive 2: When making an attack targeting this starship, the


Inherent Warship: This starship comes equipped with a hold critical rating of any weapons used counts as 2 higher.
landing bay filled with attack ships (the profile has already Resilient: When this starship suffers a Critical Hit while your
been adjusted for this component). When this ship takes the hit character is operating it, you may spend a Story Point to roll a
and run action, it decreases the difficulty of the Piloting check second result and choose the result you prefer.
once. This component cannot be removed or modified.
Massive 2: When making an attack targeting this starship, the
critical rating of any weapons used counts as 2 higher.
A cruiser is a warship through and through. These are the ships
Resilient: When this starship suffers a Critical Hit while your
of the line of Battlefleet Calixis, the heavy-hitters that fight
character is operating it, you may spend a Story Point to roll a
major naval engagements. These ships are rare—building one
second result and choose the result you prefer.
takes centuries if not longer, and requires knowledge and
technology from mankind’s golden age now only known to the
most powerful tech-Magos. However, each vessel—often fire
A successful early illustration of how workable the or more kilometres long—carries the firepower to burn planets.
battlecruiser concept can be, the Overlord is as fine an example They are designed to win wars, and the Imperial Navy guards
of a pure warship as can be found. Most Rogue Traders find them zealously.
the ship is poorly suited to anything other than combat, as its Cruisers carry large banks of weapons and are heavily
enormous weapons systems place a colossal strain upon the armoured. They have huge engines, but due to their size, their
plasma drive. Some Rogue Traders strip out the extensive speed and maneuvering is not spectacular. This is good for a
macrobatteries, freeing up space for other Components, but cruiser’s smaller opponents, since their only chance against
others regard this as a foolish and blinkered waste of some of these behemoths is to flee. Indeed, cruiser designers expect
the most elegantly designed and lethally effective weapons their craft will most often fight other cruisers, and will mount
systems in the galaxy. powerful weapons designed specifically to slay these ships.
Manufactured in the vast orbital shipyards of Cypra For a Rogue Trader, a cruiser is a vessel filled with both
Mundi (as well as at other shipyards in lesser numbers), the promise and peril. All the problems that come with a light
Overlord is a difficult vessel to construct, but faithful and fierce cruiser are multiplied ten-fold here. Often these vessels cannot
in its service to mankind. It does not waste space on massive be bought for any amount of money, and may only be procured
attack craft hangers or the temperamental nova cannon. through some truly worthy deed (or equally villainous scheme).
Instead, most designs use powerful long-range macrobatteries Even if a Rogue Trader manages to get his hands on a cruiser,
and lance turrets, backed by prow torpedo tubes. This simple, he will find a universe of enemies scheming to take it from him.
proven, and effective weaponry plays to the strengths of A cruiser is an invaluable treasure, after all. However, a Rogue
Imperial Navy tactics and Imperial technology. The design is Trader with the resources, cunning, and ruthlessness to get a
an ancient but successful one, and new examples of the class cruiser and keep it, it is an unrivalled power beholden to no one
are still commissioned every decade or so. but himself.
The Imperial Navy is by far the most important purchaser of
warships in the Imperium. The economies of entire sub sectors
are devoted to supporting the manufacture and supply of these In rare cases, the Explorers may wish to acquire a whole
mighty craft, principally in regions which serve the greater new starship. Because starships are extremely rare and
forge worlds such as Mars or Cypra Mundi. It is extremely rare powerful, only one warp-capable vessel may be
for private customers to have the resources to purchase a whole acquired at a time. In addition, no modifiers from
new cruiser outright. talents, Influence checks, or other sources may assist
with acquiring a starship.
The Ambition is representative of such a type of ship. A
handful of ships of this rare class have emerged intermittently It is important to note that building a brand-new starship
from the orbital Kormisoshi Dockyards of the Calixis Sector is an exacting task requiring many years (often decades)
over the past thousand years, each a phenomenally expensive and much toil. Normally, building new starships is
purchase. They are true cruisers, with the ability to pack as reserved to the Imperial Navy. Rogue Traders are far
much firepower as a Lunar or Tyrant class ship of the Imperial more likely to acquire a recomissioned Naval vessel or
Navy, though they have never been tested in combat against repair and refit a salvaged derelict
them—to anyone’s knowledge. Invariably incorporating the
most luxurious and opulent quarters, the Ambition class is a
briskly efficient craft that lacks some of the ultra-conservative
redundancies built into true naval vessels.
The Lunar class cruiser makes up the backbone of Battlefleet
Calixis. Its (relatively) uncomplicated design dates back to the
dawn of the Imperium, and it can be constructed at worlds
normally unable to build a ship of the line. Its variety of
weapons batteries, lances, and torpedoes make it both a
versatile combatant and dangerous foe. Most Rogue Traders
Control Skill: Operating. remove the torpedo tubes to add more cargo space instead
Sensor Range: Long.
Complement: 89,000 crew (14,000 officers and adepts).
Consumables: Six standard months.
Encumbrance: 300, plus 3 shuttles and 5 escort fighters.
Passenger Rating: 450.
Cost/Rarity: 30,000,000 thrones/9.
Customization Hard Points: 15. Control Skill: Operating.
Weapon Capacity: Fore 2 (Fire Arc Forward, Port, and Sensor Range: Medium.
Starboard), Port 3, Starboard 3. Complement: 95,000 crew (14,000 officers and adepts).
Consumables: Six standard months.
Encumbrance: 800, plus 2 shuttles.
Massive 1: When making an attack targeting this starship, the Passenger Rating: 250.
critical rating of any weapons used counts as 1 higher. Cost/Rarity: 9,050,000 thrones/7.
Customization Hard Points: 14.
Weapon Capacity: Fore 2 (Fire Arc Forward, Port, and
Starboard), Port 4, Starboard 4.

Starships and large freighters are extremely sizable, and


thus have a great deal of capability for carrying cargo. Massive 1: When making an attack targeting this starship, the
Due to this, the encumbrance capacities listed are critical rating of any weapons used counts as 1 higher.
simply the minimum capability the ship has for
transporting supplies and resources. Most of these ships
could carry far more if the need arose.
Frigates are a balance between all aspects of ship design;
speed, maneuverability, firepower, and defenses. A skilled
The Tyrant was developed at the end of the 38th millennium as Mechanicus shipwright can even increase their cargo capacity
a warship for the Imperial Navy. This design focused on the and supply stowage without greatly reducing any other aspects.
principles of superfired plasma weaponry at an affordable They are also relatively common ships, often with robust,
power usage. Early versions mixed short and long-ranged simple designs. Therefore, they are easily modified and
plasma macro weapons, in an effort to reduce total power draw maintained. There are countless stories in the Calixis Sector of
on the ship’s reactors. However, the firepower at long range crippled frigates lost in space, only to limp into port months
was unspectacular enough that the Navy began retrofitting later after their crews had affected emergency repairs.
Tyrants with longer ranged weaponry recovered from space
In all, this means frigates are some of the most desired
hulks or disabled renegade warships, in order to boost range
ships for enterprising Rogue Traders. A frigate provides a
without boosting power draw.
Rogue Trader with almost unlimited options. Trade,
The cruiser is popular amongst Rogue Traders who can exploration, conquest, piracy, all are possible with a properly
afford it, although they often replace the superfired plasma outfitted frigate and a captain of pluck and nerve at the helm.
weapons with less space and power intensive macrobatteries.

The Claymore is a typical corvette. Rugged, easily-repaired


and utilitarian, more than fifty of these stopgap vessels were
constructed during the Angevin Crusade to cover losses in the
Sword-class frigate squadrons, churned out by Adeptus
Mechanicus mobile shipyards and small civilian concerns
Control Skill: Operating.
orbiting stronghold worlds like Sinophia.
Sensor Range: Medium.
Complement: 90,000 crew (13,500 officers and adepts). Few of these ships currently serve in Battlefleet Calixis;
Consumables: Six standard months. they were rewarded for their bravery by almost immediately
Encumbrance: 600, plus 3 shuttles or drop ships. being relegated to reserve fleets or sold to opportunistic Rogue
Passenger Rating: 250. Traders. The latter appreciate them for what they are; cheap
Cost/Rarity: 12,050,000 thrones/8. compared to most warships, easily maintained and relatively
Customization Hard Points: 15. common.
Weapon Capacity: Fore 1 (Fire Arc Forward, Port, and
Starboard), Port 5, Starboard 5.

Massive 1: When making an attack targeting this starship, the


critical rating of any weapons used counts as 1 higher.
Control Skill: Operating.
Sensor Range: Medium.
Complement: 21,000 crew (3,200 officers and adepts).
In many ways, frigates are the pinnacle of the shipbuilder’s art. Consumables: Six standard months.
Lean, fast, and dangerous, frigates can outrun anything they Encumbrance: 200, plus 6 escort fighters and 2 shuttles.
can’t fight, and destroy anything they can catch. Frigates fill Passenger Rating: 400.
the ranks of Battlefleet Calixis, where they are prized Cost/Rarity: 3,000,000 thrones/5.
commands for the youngest and most aggressive naval Customization Hard Points: 12.
captains. While a frigate may not seem as prestigious as a Weapon Capacity: Dorsal 2 (Fire Arc All).
cruiser or battleship, their versatility means they are the Navy’s
ship of choice for all manner of actions. Frigates are tasked for
convoy escorts, patrols, anti-piracy operations, and even
Envoy: As a maneuver, a Claymore may suffer 2 system strain
attacks on rebel ships and stations. They routinely skirmish
to select an allied starship within short range. Upgrade the
with the frigates and raiders of seditionists, pirates, and even
difficulty of attacks targeting that ally starship once until the
hostile xenos races. Thus, a frigate captain is ‘in the mix’ much
captain’s next turn. The benefit is lost if the target ally starship
more often than cruisers carrying large banks of weapons and
moves outside of short range. This benefit can stack from
are heavily armoured. They have his counterparts aboard the
multiple frigates.
Battlefleet’s larger vessels.
The Falchion is considered a new class, having only been laid The Sword class have been a mainstay escort vessel for
down in 261.M41. Given the Imperial Navy’s deference Battlefleet Calixis ever since its founding. Every system aboard
towards the truly ancient ships in its arsenal, the class (given one of these frigates has been tried and tested in innumerable
its mere 550 years of service) is regarded as an untried and engagements. Its laser-based weapons and turrets are accurate
untested pretender to the throne of more established ships like and hard-hitting; its plasma drives are rugged and reliable in
the venerable Sword. As such, it has engendered some extreme conditions. Few task forces do not include at least a
undisguised and unfair hostility from the more hidebound and pair of Swords to guard the flanks of larger vessels or pursue
traditional sections of the Battlefleet Calixis officer class. smaller, faster raiders. More than a few Rogue Traders have
This is a pity, for the Falchion, like all Voss forge world noticed the stellar performance of these vessels and obtained
ships, is a thoroughly well-constructed and innovative design. one. With a few minor conversions to increase holds, Swords
It is more flexible than many frigates, having, unusually, the suit their needs quite well.
capacity to carry torpedoes. This has led to the class being used
in a more aggressive capacity than perhaps suits it, more
reactionary officers tending to treat it as an up-gunned heavy
destroyer. This ignores its abilities as an escort vessel for larger
craft, its original purpose.
Rogue Traders, being freethinking innovators, are less
likely to adopt the Navy’s unsympathetic approach to the new Control Skill: Operating.
class, and it is not surprising that some Falchions have already Sensor Range: Long.
been sighted within the Koronus Expanse. Complement: 26,000 crew (3,900 officers and adepts).
Consumables: Six standard months.
Encumbrance: 250, plus 4 interceptors and 4 shuttles.
Passenger Rating: 300.
Cost/Rarity: 3,500,000 thrones/5.
Customization Hard Points: 13.
Weapon Capacity: Dorsal 2 (Fire Arc All).
Control Skill: Operating.
Sensor Range: Medium.
Complement: 27,000 crew (4,000 officers and adepts). Envoy: As a maneuver, this frigate may suffer 2 system strain
Consumables: Six standard months. to select an allied starship within short range. Upgrade the
Encumbrance: 500, plus 2 shuttles or drop ships. difficulty of attacks targeting that ally starship once until the
Passenger Rating: 300. captain’s next turn. The benefit is lost if the target ally starship
Cost/Rarity: 5,100,000 thrones/6. moves outside of short range. This benefit can stack from
Customization Hard Points: 12. multiple frigates.
Weapon Capacity: Voss-pattern torpedo tube (Fire Arc
Forward; Gunnery; Damage 8; Critical 2; Ranged [Extreme];
Breach 2, Guided 3, Linked 1, Slow-Firing 1. When making an
attack with this weapon, spend an action to determine the dice
pool, but do not make the check. Then at the end of the round,
make the combat check as an out-of-turn incidental. If the
target is no longer in range or could not be hit by the attack for
some other reason, the check fails. When attacking a target of
silhouette 4 or smaller, increase the difficulty by 1. This
weapon may not be used against targets within short range.)
Dorsal 2 (Fire Arc All).

Torpedo Specialist: This starship is prebuilt with the a Voss-


pattern torpedo tube (the profile has already been adjusted for
this component). This weapon cannot be removed or modified.
Grand cruisers are vastly powerful and archaic warships,
remnants of a more technologically advanced era of Imperial
history. Only battleships carry heavier armour or wield more
firepower. These vessels were once the core of battlefleet
squadrons, tough warships designed for concerted broadside Control Skill: Operating.
actions and punishing void-duels. Sensor Range: Medium.
Now few in number, they are in many ways relics of a Complement: 141,000 crew (21,000 officers and adepts).
bygone age. Very few grand cruisers have been constructed in Consumables: Six standard months.
recent millennia, the entire concept having fallen out of favour Encumbrance: 4,600, plus 20 interceptors and 2 shuttles
in many battlefleets. Their revolutionary and highly Passenger Rating: 200.
sophisticated warp and realspace engine designs are now Cost/Rarity: 44,000,000 thrones/8.
poorly understood, leading to many well-publicized disasters Customization Hard Points: 17.
and warp calamities. Indeed, the fleets of the archenemy Weapon Capacity: Port 8, Starboard 8.
contain the reinvigorated hulks of many formerly proud
Imperial grand cruisers lost in the warp due to the gradual
dilution of the sacred knowledge needed to render these Massive 2: When making an attack targeting this starship, the
imposing ships safe. critical rating of any weapons used counts as 2 higher.
Regarded by many suspicious senior staff officers in the Resilient: When this starship suffers a Critical Hit while your
Imperial Navy as dangerous, temperamental, and constructed character is operating it, you may spend a Story Point to roll a
using dubious and possibly heretical technologies, the second result and choose the result you prefer.
surviving grand cruisers of the 41st Millennium are largely
relegated to the reserve fleets. These are motley collections of
outdated and mothballed antique warships, held cold and silent
in orbit around munitorium depot worlds, ready for one last call Spacefarers mutter that these ships are star-crossed, prone to
to arms. dragging entire crews with them into the warp at a moment’s
notice, there to leave them starving or bedevilled, until the ship
Although incredibly costly, complex, unpredictable and
re-emerges in the eye of terror, ready to serve the twisted lords
massively demanding in terms of maintenance and manpower,
of Chaos. A disturbingly large number of the Repulsives (their
grand cruisers have much to offer Rogue Traders. They are
original names long-lost to antiquity) have turned traitor or
vastly powerful ships, with continent-shattering firepower and
been captured into the arch-enemy’s service since the class
ironclad armour that enables them to sweep aside entire
became operational—so many that some have forgotten the
squadrons of lesser vessels. As such, these vast craft are
ships were originally constructed in the Emperor’s service.
surprisingly common among the wealthier rogue trader fleets,
especially given the willingness of cunning battlefleet lord This is a tragedy indeed for the Imperium, for these are
admirals to divest themselves of what they regard as expensive graceful and powerful spacecraft, with a radically different
and hazardous anachronisms. weapons fit from all other grand cruisers, fully realizing the
ancient doctrine of a fast and maneuverable heavy warship.
Their design cannot be duplicated, as the secrets of
constructing powerful enough plasma drives has since been
In many ways the archetypal grand cruiser, the Avenger class lost. Only a handful of these ship hulls remain uncorrupted, and
is a massively potent and brutally simple ship that mounts these are either mothballed, sealed, or guarded in the Reserve
colossal close-ranged macrobatteries in broadsides that run for Fleets of the various Segmentum Fortresses, or under the
kilometres along its flanks. While regarded as unusually command of certain Rogue Traders.
reliable and faithful for grand cruisers, the Avengers are now
amongst the rarest of their class.
The Avenger dates from an earlier period of fleet tactics,
when, squadrons of grand cruisers were employed as “line-
breakers.” These unforgiving tactics have taken their toll upon
the few surviving Avengers, and they all bear the scars of grim,
forgotten battles fought when the Imperium was young.
Control Skill: Operating.
Sensor Range: Medium.
Complement: 134,000 crew (20,100 officers and adepts).
Consumables: Six standard months.
Encumbrance: 4,500, plus 24 interceptors, 36 escort fighters,
and 12 troop barges. Light cruisers are the eyes and ears of the Battlefleet. Smaller
Passenger Rating: 100. and faster than true cruisers, light cruisers have the massive
Cost/Rarity: 60,201,000 thrones/9. fuel and supply reserves for deep void patrols. These may last
Customization Hard Points: 16. for years, even decades, and thus light cruiser commanders
Weapon Capacity: Fore 3 (Fire Arc Forward, Port, and must be independent-minded and self-reliant. Light cruisers are
Starboard), Port 5, Starboard 5, Dorsal 3 (Fire Arc All). also used as the flagships of small squadrons of frigates and
destroyers tasked with escorting convoys or hunting pirates.
A light cruiser’s design is usually balanced between
Cursed: The advanced experimental warp drive of the class combat and endurance. They have the advantage of being only
creates unusual harmonics that can cause difficulties for the slightly slower and less maneuverable than a frigate, while
Gellar Field. Add jJ to Astrocartography and Psyniscience mounting a capital ship’s armament. This is accomplished,
however, by giving the light cruiser substantially less armour
checks carried out by the ship’s Navigator during warp travel.
and reinforced interior bulkheads than a proper cruiser. In
Massive 2: When making an attack targeting this starship, the short, light cruisers are faster and more maneuverable than
critical rating of any weapons used counts as 2 higher. standard cruisers, but much more fragile.
Resilient: When this starship suffers a Critical Hit while your For a wealthy Rogue Trader, a light cruiser may seem
character is operating it, you may spend a Story Point to roll a attractive. However, there are several hurdles he will have to
second result and choose the result you prefer. overcome. Capital warships are substantially rarer in the
Calixis Sector, and are usually only found in the Imperial
Battlefleet and the advanced technologies and arcane
knowledge required to maintain such vessels is often only
found in naval yards and forge worlds. Finally, light cruisers
Most of the rules provided in this chapter treat the are built as warships, and converting them to other uses can be
actions performed aboard a ship in abstract terms. difficult.
However, if the GM wants, they can expand on these, If a Rogue Trader has the resources to overcome these
turning them into adventures in their own right. Perhaps issues, however, they’ll find a ship perfect for exploration or
the players have encountered a heavy cruiser, and have war, with few equals in Imperial space.
no conceivable way of destroying it. Instead of throwing
themselves at the mercy of their foes, they hatch a
daring plan to board the opposing ship with an ordinatus
shell with the intention of taking destroying the warp Light, scouting cruisers are the eyes and ears of Imperial fleets.
engines (an escaping in time to enjoy the victory). They carry enough fuel and supplies for patrols that last months
or even years, and enough firepower to dispatch any smaller
If the GM chooses to do this, however, they should have vessels foolish enough to close with them. The Dauntless is
a clear-cut goal defined, and the characters should popular because it combines the maneuverability of a frigate
understand how to accomplish it. It is also a good idea with a daunting forward lance armament.
to refrain from trying to have the characters fight large-
scale battles, or have the players slog through the entire
crew of an enemy ship (which, remember, numbers in
the thousands). To suppress a mutiny, for example, the
players could sneak through the ship’s lower bilge
decks and assassinate the mutineer leader, or fight their
way to the life sustainer controls and vent the rebelling
compartments into space. Perhaps they could even Control Skill: Operating.
establish communications with the mutineers and strike Sensor Range: Extreme.
a deal with them, though such capitulation should stick Complement: 65,000 crew (9,750 officers and adepts).
in the craw of any true captain... Consumables: Six standard months.
Encumbrance: 500, plus 3 shuttles or drop ships.
Passenger Rating: 250.
Cost/Rarity: 5,500,000 thrones/6.
Customization Hard Points: 14.
Weapon Capacity: Fore 2 (Fire Arc Forward, Port, and of Technology. The Lathe class monitor-cruiser is a perfect
Starboard), Port 2, Starboard 2. example of the ships the Explorators utilize in their fleets. The
design for the Lathe-class was uncovered in the deep data-
vaults of Het in the Lathe system during the Angevin Crusade,
Massive 1: When making an attack targeting this starship, the and in the centuries since the crusade ended, the Lathe
critical rating of any weapons used counts as 1 higher. shipyards have diligently constructed multiple ships.
The design differs from many light cruisers, with an
emphasis on long-ranged detection and endurance rather than
speed and maneuverability. Outfitted correctly, a Lathe class
A design from the famous Voss forge world, the Endeavour- can operate without refit and resupply for decades.
class light cruiser has a markedly different mission profile to
the Dauntless. Given its relatively slow speed and heavier
armour, the Endeavour is typically used as a stopgap ship of
the line, convoy flagship or battleship escort in gigantic set-
piece naval battles. Endeavour captains must be careful not to
bite off more than they can chew, for the ship lacks the
firepower of a true cruiser, yet often finds itself in
confrontations better suited to vessels of that type. Control Skill: Operating.
Sensor Range: Long.
Several Endeavours serve in Battlefleet Calixis, as there
Complement: 35,000 crew and 25,000 servitors.
is proportionately less need for true ships of the line; many
Consumables: Twelve standard months.
routine patrols in the Sector consist of an Endeavour
Encumbrance: 1,400, plus 2 shuttles and dozens of scouting
accompanied by a pair of frigates.
probes.
Passenger Rating: 100.
Cost/Rarity: 10,500,000 thrones/7.
Customization Hard Points: 14.
Weapon Capacity: Fore 2 (Fire Arc Forward, Port, and
Starboard), Port 2, Starboard 2, Dorsal 2 (Fire Arc All).

Control Skill: Operating.


Sensor Range: Long.
Massive 1: When making an attack targeting this starship, the
Complement: 67,000 crew (10,000 officers and adepts).
critical rating of any weapons used counts as 1 higher.
Consumables: Six standard months.
Encumbrance: 300, plus 5 shuttles or drop ships.
Passenger Rating: 250.
Cost/Rarity: 5,500,000 thrones/6.
Customization Hard Points: 13.
Weapon Capacity: Fore 1 (Fire Arc Forward, Port, and The Adeptus Mechanicus, being an entity that exists
Starboard), Port 3, Starboard 3. more alongside than as a part of the Imperium,
maintains its own armies and warships. These fight
alongside the Imperial Guard and Navy in times of war,
but as many Magos are quick to point out, they do so as
Massive 1: When making an attack targeting this starship, the
allies, not vassals.
critical rating of any weapons used counts as 1 higher.
The primary role of the Mechanicus fleets are
exploration, not combat, however. Explorator fleets
traverse the galaxy, looking for lost archeotech and
The Adeptus Mechanicus, being an entity that exists more ancient relics of the Dark Age of Technology. The cyber
alongside than as a part of the Imperium, maintains its own enhanced lifespan and excessive use of servitor ship
armies and warships. These fight alongside the Imperial Guard crews always Explorator Fleets to venture far into the
and Navy in times of war, but as many Magos are quick to point Koronus Expanse and a fleet may spend decades afield
out, they do so as allies, not vassals. before returning with priceless artefacts from
The primary role of the Mechanicus fleets are exploration, humanity’s Dark Age of Technology.
not combat, however. Explorator fleets traverse the galaxy,
looking for lost archeotech and ancient relics of the Dark Age
Consumables: Six standard months.
Encumbrance: 175.
Raiders are a broad class of hulls covering everything from Passenger Rating: 300.
privateers to the destroyers used in the Imperial Navy. Cost/Rarity: 1,575,000 thrones/5.
Typically, a “raider” denotes a vessel designed for speed and Customization Hard Points: 12.
combat. This makes them popular with the many pirates and Weapon Capacity: Fore 1 (Fire Arc Forward), Dorsal 2 (Fire
buccaneers who raid the space-lanes, preferring to strike lone Arc All).
vessels swiftly, then flee before they should be noticed by a
Navy patrol. The Imperial Navy also makes use of raiders
(referred to as destroyers), though they prefer to outfit them
Many of the deadly raider vessels utilized by the clan fleet
with heavy ship-crippling munitions such as torpedoes and
survived, sold to pirates and other rogues to ensure safe passage
send them out to hunt larger vessels. Destroyers’ superior speed
for the upper echelons of the renegade clan lords. The vessel
and maneuverability means they can close the range, launch,
designated a Shrike class is typical of the Meritech ships of the
and escape before the target can fire on them—most of the
period, and indeed formed the main strength of its bandit
time.
squadrons. A lithe, incredibly advanced vessel that utilized
Raiders are some of the fastest ships in the Calixis Sector heretical technologies unknown to the Adeptus Mechanicus,
and Koronus Expanse. Their speed and maneuverability is few Rogue Traders are able to maintain these ships at their
unmatched by other classes, and their firepower is often as original performance levels, given their bizarrely innovative
good as other vessels of comparable tonnage. To achieve this, heretek, but they remain dangerous fast raiders.
however, raiders sacrifice armour and other defenses, along
with cargo and stowage space. In essence, they are glass
cannons, able to throw out heavy fire, but unable to take it in
turn. Instead, they rely on evasive maneuvering and high speed
to stay out of the reach of the guns from heavier craft.
Heavy raiders are a subset of raiders with larger hulls
packed with more weapons. They also have more powerful
Control Skill: Operating.
engines, allowing a heavy raider to carry better armour. They
Sensor Range: Extreme.
may not be as nimble as their smaller cousins, but, given a
Complement: 15,000 crew (2,250 officers and adepts).
straight run, most captains find a heavy raider’s ‘legs’ are just
Consumables: Six standard months.
as long.
Encumbrance: 250.
A Rogue Trader must have a talented tactical mind - and Passenger Rating: 150.
a skilled pilot and crew - in order to make the most of a raider. Cost/Rarity: 1,800,000 thrones/6.
The ships are designed for piracy, devious deeds, and little else. Customization Hard Points: 12.
But if that is what a Rogue Trader sets his mind to, he’ll find Weapon Capacity: Fore 1 (Fire Arc Forward), Dorsal 2 (Fire
no vessel suits his needs better. 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

Control Skill: Operating.


Sensor Range: Medium.
Complement: 22,000 crew (3,300 officers and adepts).
worlds, and for many far-flung colonies, the regular passage of
a chartist captain or tramp freighter is their only
The Viper is the smallest warp-capable vessel used in communication with the larger Imperium.
Battlefleet Calixis. The Viper is a fast scout ship, with
Transports sacrifice speed, maneuverability, and armour
immensely powerful realspace engines. It is used for short-
in exchange for cargo space, and while they often have some
term spy missions aimed at specific hostile regions. There it
weapons, they are no match for a true combatant. Thus,
uses powerful auspex and augur scanners to collate as much
transports are often prime targets for pirates. A Rogue Trader
information as possible, before retreating to a safe warp jump
with a transport will have to rely on their wits and cunning to
point while usually pursued by enemy ships.
escape sticky situations. However, if they choose to focus on
Given its specialist role, the Viper is unsurprisingly mercantile pursuits to make their fortunes, they will find no
limited in many ways. It is a tiny ship, with very restricted better vessel.
space for additional Components. Furthermore, it is not heavily
armed, as extensive weapon batteries would draw vital power
from the sensor arrays and engines. They are rare vessels in the
sector and are not ideal vessels for Rogue Traders, given their The Carrack class is a recent attempt to recreate the ancient star
highly specialized nature. However, more enterprising and galleon concept. Certain Chartist captains place their faith in
wealthy dynasties will often employ a Viper as part of a larger solidly built, well-armed freighters, designed from the ground
fleet, leapfrogging ahead of the main force to rapidly establish up to be capable of carrying heavy loads while also tackling
the nature of each planetary system encountered. light raiders or other miscreants.
The Carrack class is a product of the shipyards that sit on
the adjoining edges of the Calixis and Ixianid Sectors, where
travellers must often stand alone against the foulest of terrors
that boil up from the depths of intergalactic space. Robust and
vigourous, these stout craft give the lie to the trite accusation
that Imperial shipbuilding is a dying art. Though the design is
Control Skill: Operating. less than 1,000 years old, these ships are as bold and strong as
Sensor Range: Strategic. any transport of their size in the history of the Imperium, and
Complement: 7,500 crew (1,100 officers and adepts). have driven off many ill-advised pirate raids.
Consumables: Six standard months.
Encumbrance: 100.
Passenger Rating: 550.
Cost/Rarity: 3,100,000 thrones/7.
Customization Hard Points: 10.
Weapon Capacity: Dorsal 1 (Fire Arc All).
Control Skill: Operating.
Sensor Range: Medium.
Reconnaissance: Once per session, a Viper’s captain may Complement: 19,500 crew (2,250 officers and adepts).
spend a Story Point to relay pertinent information about the Consumables: Six standard months.
current battlefield to allied starships within long range. While Encumbrance: 1,500.
the Viper remains in range, allied starships add a a to Passenger Rating: 400.
Initiative and Gunnery skill checks they make until the end of Cost/Rarity: 700,000 thrones/5.
the encounter. Customization Hard Points: 12.
Weapon Capacity: Dorsal 3 (Fire Arc All), Ventral 2 (Fire
Arc All).

Transports are easily the most common starships found in the


Imperium. Tasked with the often-thankless job of hauling Cargo Specialist: Reduce the difficulty of Negotiation checks
goods from one end of the galaxy to the other, transports are made to offer passage in this starship by 1. While working to
large, slow, and designed to carry as much cargo as possible complete a Trade or Criminal objective, a Carrack removes h
within their hulls. Nevertheless, these vessels are almost single-
handedly responsible for maintaining the integrity of h from the check.
humanity’s domain. Hive worlds, for example, would not long
survive without regular shipments of food and water from agri-
The gigantic Jericho pilgrim ships are converted refinery The Orions are something of a rarity amongst the Imperium’s
vessels. Their huge fuel tanks are rebuilt into hundreds of starships—a fast transport or star-clipper. Though they are
passenger compartments, and a single ship can hold many designed for cargo, their lean forms, raked bows, and powerful
thousands of the faithful. Accommodations vary; for those with drive tubes are less optimized for cargo hauling and more
the thrones, the trip can be relatively pleasant, but most must designed for travelling at speed.
make do with bilge-berths and corpse rations in the ship’s Orion-class starships are constructed to transport smaller,
cavernous cargo bays. A Jericho can also be repurposed to high-value cargoes that must reach their destination quickly or
carry cargo. through hostile territory. Rather than rely on armed escorts,
The ships themselves are large, slow, and unwieldy. Most Orions travel alone. They trust in their speed to see them clear
do sport some weapons to discourage pirates, though most of most predators, and count on their weapons to send off those
buccaneers might just look for richer targets. quick enough to keep up. Often they are successful, but Orions
do have one major drawback. The redundant internal bulkheads
and exterior armour that would normally be added to human
ships has been forgone in order to increase speed and cargo
capacity. As a result, a few stiff hits can easily cripple an Orion.

Control Skill: Operating.


Sensor Range: Short.
Complement: 20,000 crew (3,000 officers and adepts).
Consumables: Six standard months.
Encumbrance: 5,000, plus 1 pilgrim barge. Control Skill: Operating.
Passenger Rating: 550. Sensor Range: Medium.
Cost/Rarity: 500,000 thrones/4. Complement: 14,000 crew (2,100 officers and adepts).
Customization Hard Points: 13. Consumables: Six standard months.
Weapon Capacity: Fore 1 (Fire Arc Forward), Port 1, Encumbrance: 700.
Starboard 1. Passenger Rating: 600.
Cost/Rarity: 4,200,000 thrones/6.
Customization Hard Points: 13.
Cargo Specialist: Reduce the difficulty of Negotiation checks Weapon Capacity: Dorsal 1 (Fire Arc All), Ventral 1 (Fire
made to offer passage in this starship by 1. While working to Arc All).
complete a Trade or Creed objective, a Jericho removes h h
from the check.
Calibrated Plasma Drives: May not install Components that
increase the Orion’s Armour rating.
Cargo Specialist: Reduce the difficulty of Negotiation checks
made to offer passage in this starship by 1. While working to
complete a Trade or Exploration objective, an Orion removes
h h from the check.
All voidships have a story. Many are thousands of years old,
and some were laid down while the Emperor led humanity on
the Great Crusade. In that time they have watched the millennia Complications are designed to personalize a starship, as
of history come and go, seen the tides of war ebb and flow, well as make it something more than just a collection of
experienced hundreds of captains, thousands of crew. statistics on a sheet of paper. A good captain thinks of
their ship as something alive, and will love and hate it,
Due to this, a ship is more than a collection of tech-
cajole, threaten, and praise it in turn, just as they might
systems and armour plating. Any veteran voidsman knows a
any one of their ‘flesh and blood’ companions.
ship has its quirks and vagaries. Some vessels leap eagerly at
the first hint of battle, their drives burning hot and their auger As far as the ship’s ‘personality,’ options from Table 3–
arrays probing eagerly. Others falter at danger, their systems 5: Machine Spirit Oddities should be treated as broad
shorting and sputtering until the vessel turns tail and flee. Some guidelines. GMs shouldn’t feel limited to the benefits
ships are solid and dependable, their systems lasting long and drawbacks listed in the charts, and are free to come
beyond their date of operations. Others play tricks on their up with additional personalities that fit the ship’s
crew, phantom returns ghosting the auspex displays and character. If the GM wishes the player’s starship to have
strange sounds whisper on the internal vox. A good voidsman a specific ‘personality,’ they should feel free to select
knows the personality of their ship, and treats it like another from the options presented here, rather than having the
member of the crew. players roll. Additionally, Table 3–6: Past Histories
In game, these are represented by the ship’s complications include suggestions for plot hooks and situations the
in the form of Past Histories and Machine Spirit Oddities. players may find themselves in due to what has
These complications offer details about the ship’s construction happened to their starship before they came into
or salvage, and the issues that may arise from its past. While possession of it.
not “alive” or even self-aware, anyone who has been aboard a Of course, the ship is not sentient, and will not strike up
starship will swear that they have desires and fears, and conversations with players or send them messages
perform some tasks more willingly than others. telling them what to do. However, there should be some
The players or GM should roll once on Table 3–5: spark in its hull, a bit of something beyond a mere
Machine Spirit Oddities and Table 3–6: Past Histories to machine…
determine which complications the ship suffers from.
3–5
d10 DESCRIPTION

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.

A scaled down version of true lances, utilizing focused, high


power las beams to cut through a ship’s armoured plating. The Titanforge Lances are an STC standard for lance
Their relatively small size also allows them to be used in weaponry, found on naval warships throughout the Calixis
boarding actions, cutting open the outer adamantium hull to Sector. They are as destructive as they are reliable.
allow armsmen access to an opponent’s vitals. Starship Hull: All.
Starship Hull: Raider. Weapon Capacity Slot: All.
Weapon Capacity Slot: Dorsal. Special Function: None.
Special Function: While engaged with a stationary ship, your Hard Points Required: 2.
character may spend an action to activate the las-burner and cut
into the side of that ship, allowing characters to pass between
the two vessels without space suits or shuttles and without
worrying about locked hatches. Macrobatteries form the main armament of most ships, filling
Hard Points Required: 1. the broadsides of vessels with rank upon rank of gigantic
weapons. Each requires a crew of dozens, if not hundreds, to
operate. Their salvos are designed to blanket the space around
a target, hopefully catching it in a maelstrom of destruction.
This recent development from Mezoa remains highly
controversial. It substantially sacrifices range, but increases
damage potential by integrating an emitter into the lance
design. Some ship’s captains have complained that the reduced These weapons fire off a mass of highly energized particles that
range requires a change to ship’s tactics. create a dense fog in the void around the target vessel. It is
Starship Hull: All. unclear from where these particles are obtained—the weapon
Weapon Capacity Slot: All. requires no ammunition, just a source of power—or what long-
Special Function: None. term effects they might have.
Hard Points Required: 3. Starship Hull: All.
Weapon Capacity Slot: All.
Special Function: Any vessel damaged by this weapon
increases the difficulty of its next combat check by 1 until the
The Starbreaker is a recent attempt by lesser forge worlds to
end of its next turn.
copy the STC Titanforge. Unfortunately, they are less powerful
Hard Points Required: 1.
than the weapons they emulate.
Starship Hull: All.
Weapon Capacity Slot: All.
Special Function: None.
Hard Points Required: 2.
This macrocannon variant fires a “shell” of highly charged, This Component launches a shell that expands out into a
ionized deuterium atoms. These particles cause minimal webbing of bioorganic materials. These materials are drawn to
physical damage to their targets. Instead, they are intended to the target’s engines, where they congeal into a mass that
overload and shut down power transfer systems throughout the absorbs energy away from the vessel. Once the mass has
target vessels. These weapons are particularly useful for reached its capacity, the webbing flakes away and falls off into
vessels that need to capture their prey intact. the void. How the weapon creates the bioorganic substance in
Starship Hull: All. the first place remains unknown, as does the identity of its
Weapon Capacity Slot: All. creators. Any attempts to open the weapons for inspection
Special Function: When this weapon hits a vehicle, the vehicle results in a catastrophic detonation.
suffers 5 system strain. You may spend a to increase the Starship Hull: All.
system strain suffered by 1 and may do so multiple times. Weapon Capacity Slot: All.
Hard Points Required: 2. Special Function: When this weapon makes a successful
attack on another vehicle, that vehicle’s maximum speed or
handling is reduced by 1 (target’s choice). This effect lasts until
the end of the target’s next turn.
Hard Points Required: 1.

3–7
NAME DAM CRIT RANGE RARITY SPECIAL
LANCE
Godsbane Lance 6 2 Strategic 6 Breach 2, Slow-Firing 1, Vicious 5

Las-Burner 1 6 Short 3 Accurate 1, Breach 2

Mezoa-Pattern Hybrid Lance 7 2 Medium 5 Breach 2, Slow-Firing 1, Vicious 3

Starbreaker Lance 6 3 Medium 3 Breach 2, Slow-Firing 1, Vicious 1

Star-Flare Lance (A) 7 2 Long 8 Breach 3, Slow-Firing 1, Superior, Vicious 2

Sunhammer Lance 7 2 Extreme 5 Breach 2, Slow-Firing 1, Vicious 2

Titanforge Lance 6 3 Long 4 Breach 3, Slow-Firing 1, Vicious 1

MACROBATTERIES
Dark Cannon (X) 3 – Long 10 Breach 1, Superior

Disruption Macrocannons 0 4 Medium 5 –

Energy Drain Matrix (X) – – Short 10 –

Grapple Cannon – – Engaged 4 Tractor 4

Hecutor-Pattern Plasma Battery 5 2 Strategic 8 Burn 1, Limited Ammo 4, Vicious 1

Jovian Missile Battery 4 5 Long 5 Linked 3, Slow-Firing 1

Lathe Grav-Culverin Broadside 5 4 Long 7 Blast 4, Linked 3

Mars-Pattern Macrocannons 5 4 Long 3 Auto-fire

Mezoa-Pattern Macrocannons 6 3 Long 5 Auto-fire

Pyros Melta-Cannons 6 2 Medium 8 Breach 2, Burn 1

Shard Cannon Battery (X) 5 2 Long 10 Breach 4

Staravar Laser Macrobattery (A) 5 3 Strategic 9 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.

This unusual weapon system relies on medium-ranged missile


pods rather than more ‘conventional’ macro batteries. The pods The xenos race that created these weapons has long since
are mostly outside the hull and can fire all their missiles in one vanished from the galaxy. Many examples of their technology
immediate, devastating salvo, an advantage tempered by the remain, however. Designated ‘shard’ weaponry by xeno-tech
lengthy time it takes to reload them. scholars, their shipboard cannons do not seem to require power
Starship Hull: All. or even ammunition. Theories abound as to how they operate
Weapon Capacity Slot: All. but none has been proven as every attempt to disassemble these
Special Function: None. devices has resulted in catastrophic failure.
Hard Points Required: 2. Starship Hull: All.
Weapon Capacity Slot: All.
Special Function: If a ship suffers a Major System Failure
The strange orbital dance of the three planetoids that make up Critical Hit and it effects this weapon, the weapon immediately
the Lathe forge worlds has given the magi there a unique becomes destroyed and the starship suffers 15 hull trauma. This
insight into the ancient art of grav-weaponry. weapon never loses power for any reason.
Starship Hull: All Cruiser variants. Hard Points Required: 3.
Weapon Capacity Slot: Port, Starboard.
Special Function: Once per turn as a maneuver, the captain
may increase this weapon’s range to extreme. If they do,
decrease the Linked item quality by 2 until the end of the turn.
Hard Points Required: 2.
Humanity’s grasp of laser weapon technology was once much
Nova Cannons are a classification of exceptionally powerful
greater than even the greatest Magos of a Forge can replicate.
weaponry that can only be mounted upon the largest capital
However, such weapons can still be found scattered amongst
ships. While variation exists, a typical Nova Cannon consists
the vast reaches of the Imperium. Though a weapon such as the
of an array of potent gravimetric impellers designed to
Staravar does not do substantially more damage than other
accelerate a projectile to a fraction of the speed of light. While
laser macrobatteries, it uses substantially less power to do so.
a nova cannon is terrifying, both physically and psychological,
Starship Hull: All.
those few who favour the weapon understand that it is difficult
Weapon Capacity Slot: All.
to use, expensive to maintain, and often rendered useless at
Special Function: None.
close ranges.
Hard Points Required: 2.
Note that Nova Cannons have additional conditions for
their use. Before making a Gunnery skill check to fire a Nova
As the name suggests, these devastating weapons are designed Cannon, the starship must have a speed of 1 or 0. When the
to reduce planetary defenses to rubble and support military Blast item quality is triggered, all vehicles within medium
landings. Often the rumour that orbiting vessels carry them is range of the target are affected. When attacking a target that is
enough to force a quick surrender. not an immobile space station or planetary structure, increase
Starship Hull: All. the difficulty by 1. Finally, this weapon may not be used
Weapon Capacity Slot: Fore, Dorsal, Keel. against targets within medium range.
Special Function: This weapon may be used against a planet Sensor sweeps of vessels with a Nova Cannon
with a Hard (kKkKk)K Gunnery check to hit a relatively large automatically reveal the weapon, as it is just too large and
stable target, such as a hive or large settlement. In addition, power hungry to conceal. Nova Cannon shells are difficult to
decrease the difficulty of Military Objectives against a massive construct, let alone acquire, and each shell has a Price of 3500
stable structure (like a space station) by 1. thrones and rarity 7.
Hard Points Required: 2.

Though Nova Cannons are quite rare, even by standards of


This variant of the macrocannon is designed to fire heavier starship construction, the Mars pattern is the most common
ordnance than the Mars Pattern. These alternative shells construction template. These massive cannons fire an
contain an adamantium core that cuts through the heaviest enormous shell, accelerated to near relativistic velocities,
armour. which causes an explosion that detonates with more force than
Starship Hull: All. dozens of plasma warheads.
Weapon Capacity Slot: Any. Starship Hull: All Cruisers except Light Cruisers.
Special Function: None. Weapon Capacity Slot: Fore.
Hard Points Required: 2. Special Function: None.
Hard Points Required: 4.

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

Blast 10, Burn 1, Breach 6, Limited Ammo 3


Ryza-Pattern Nova Cannon 12 1 Strategic 8
Vicious 4

TORPEDO TUBES
Gryphonne-Pattern Torpedo Tubes 8 2 Extreme 5 Breach 2, Guided 3, Linked 2, Slow-Firing 1

Mars-Pattern Torpedo Tubes 8 2 Extreme 6 Breach 2, Guided 3, Linked 3, Slow-Firing 1

Voss-Pattern Torpedo Tubes 8 2 Extreme 5 Breach 2, Guided 3, Linked 1, Slow-Firing 1


This variant replaces the massive explosive shells with a highly
unstable plasma-based macro-bomb. With this additional
power comes additional questions of stability, as weaponizing The standard Imperial torpedo most widely used by the
such a huge quantity of plasma carries its own risks. Imperial Navy features a rudimentary guidance spirit
Starship Hull: All Cruisers except Light Cruisers. that seeks out enemy plasma drives or life signatures
Weapon Capacity Slot: Fore. before attempting to bury its explosive payload into the
Special Function: If a ship suffers a Major System Failure target. Below common torpedoes, but that are numerous
Critical Hit and the result effects this weapon, the loaded shell variations to fill every niche possible.
explodes, unleashing its payload with an automatic s against
its own vessel. This weapon then suffers a Weapon Damaged Boarding: More manned spacecraft than torpedo,
Critical Hit result. boarding torpedoes are less maneuverable and less
Hard Points Required: 4. armoured than assault boats. Boarding torpedoes are
unaffected by defenses against torpedoes, increase the
Guided item quality to 5, and deal damage directly to
Crew Morale. This torpedo has a Price of 1,000 and
Massive self-propelled ship-to-ship missiles known Rarity 6.
collectively as torpedoes are the fear of any good captain and
Plasma: These explosives are the standard armament
even brash pirates will attempt to avoid these terrifying
for Imperial torpedoes. Designed to blast through a
weapons. While expensive to maintain, these weapons possess spaceship’s armoured hull using their high speed, these
considerable destructive potential, and many captains use an torpedoes have a simple form and function. Thus, these
enemy’s tendency to avoid torpedoes to dominate a battle,
torpedoes are the staple of Imperial Navy warships. This
forcing enemies to move in particular directions.
torpedo has a of Price of 1,000 and rarity 5.
The torpedo tubes listed in this section have a standard
plasma torpedo profile. When making an attack with torpedo Melta: Mercifully rare and extremely brutal, melta
tubes, the character spends an action to determine the dice pool, torpedoes detonate a precisely organized series of melta
but does not make the check. Then at the end of the round, they charges upon impact with a target, burning through hull
make the combat check as an out-of-turn incidental. If the plating and consuming sections of the vessel. When
target is no longer within range or could not be hit by the attack inflicting a Critical Hit, this weapon may cause the Fire!
for some other reason, the check automatically fails. Critical Hit instead of rolling. This torpedo has a Price
of 5,000 and Rarity 8.
Torpedoes are dangerous weapons and the potential for
catastrophic failure is not unheard of. If a ship suffers a Major Short-Burn: These torpedoes are equipped with an
System Failure Critical Hit and the result effects a torpedo tube, engine that burns much hotter, but for a significantly
the loaded torpedoes explode and the ship suffers an automatic shorter length of time. The user makes the combat check
hit dealing the weapon’s base damage. All special qualities of immediately when firing this weapon and resolves all
a torpedo activate and the torpedo tube gains the Weapon the effects as usual. The torpedo reduces its range to
Damaged Critical Hit effect. long and may not be used against targets within short
range. This torpedo has a Price of 1,200 and Rarity 6.

The most common template used for destroyers, raiders, and


other smaller missile boats is the Gryphonne pattern. They are
almost always mounted as a fore weapon. Larger vessels are capable of supporting far more massive
Starship Hull: Any ship except for Transports. installations of torpedo tubes. In addition to a larger
Weapon Capacity Slot: Fore. ammunition capacity, these components are also capable of
Special Function: When attacking a target of silhouette 4 or firing large salvos of torpedoes.
smaller, increase the difficulty by 1. This weapon may not be Starship Hull: All Cruiser variants.
used against targets within short range Weapon Capacity Slot: Fore, Ventral.
Hard Points Required: 2. Special Function: When attacking a target of silhouette 4 or
smaller, increase the difficulty by 1. This weapon may not be
used against targets within short range
Hard Points Required: 3.
The Voss forge world is known for the “Voss Triumvirate”— A deep void augur array is, quite simply, some of the best
three different designs of light cruisers designed as heavy sensors created by the Adeptus Mechanicus, and are reserved
escorts for ships of the line and large convoys, as well as the for their own ships and Imperial Naval scout vessels.
smaller Falchion-class escort. Most Voss-pattern ships are Starship Hull: All.
armed with a pair of torpedo tubes to complement their other Component: Sensors.
weaponry. Modifiers: Increase passive sensor range by one band. Add s
Starship Hull: All. when making Exploration objective checks. A starship with
Weapon Capacity Slot: Fore. this component reduces its system strain threshold by 3.
Special Function: When attacking a target of silhouette 4 or Hard Points Required: 1.
smaller, increase the difficulty by 1. This weapon may not be
used against targets within short range
Hard Points Required: 1.
A modified version of the Imperial Navy’s standard sensor
array, with boosted wideband gain.
Starship Hull: All.
The hull of any starship in this chapter already has the bare Component: Sensors.
necessities of essential components installed. This section Modifiers: Increase handling by 1, to a maximum of +4. A
provides modifications for existing essential components. A starship with this component reduces its system strain threshold
ship may have one Component from each of the following by 3.
categories. Note that not all Components may be available for Hard Points Required: 1.
all starship hulls.

This system of sensors provides the vessel with a broad


spectrum of constant data of all events in the void beyond its
The starship’s eyes, allowing it to ‘see’ space far beyond the hull. This high output frequency does make any starship using
range of normal eyesight. this array more noticeable to those searching for potential
enemies or prey.
Starship Hull: All.
Component: Sensors.
More than simply an auger array, the Logis-targeter uses near- Modifiers: When scanning another vessel, a a may be
heretical cogitator circuitry from the Dark Age of Technology spent to learn about all prominent weaponry, the current hull
to ensure extremely accurate weaponry. trauma and system strain, and serial information to detect the
Starship Hull: All. scanned vessel from up to 100 kilometers away. Other ships
Component: Sensors. treat their passive sensor range as one range band further to
Modifiers: Decrease the difficulty of Gunnery combat checks detect this vessel. Any starship with this augur array reduces its
and Perception and Vigilance checks against other vessel at system strain threshold by 4.
long, extreme, and strategic range by 1. Hard Points Required: 1.
Hard Points Required: 1.

Optimized for the support of planetary invasions, these


scanners are designed to pinpoint the power sources of both
planetary and orbital installations, the better to rain fire upon
them.
Starship Hull: All.
Component: Sensors.
Modifiers: Add jJ jJ to Military object checks and all
Gunnery checks against a target that is an immobile station or
planetary structure.
Hard Points Required: 1.
3–8
Even the smallest transports require thousands of
NAME COMPONENT RARITY
crewmembers to operate. Many are menial labourers press-
ganged from the depths of hives, others are skilled voidsmen AUGUR ARRAYS
trained to operate a starship’s many systems. Regardless, they Auto-Stabilized Logis-Targeter (A) Sensor 9
all require a place to live, be it a mouldy bunk or well-appointed BG–15 Assault Scanners Sensor 5
cabin. Deep Void Auger Array Sensor 6

MK–201.b Auger Array Sensor 4

X–470 Ultimo Array Sensor 5


Most ratings bunk near their posts. However, some captains
insist upon their crew sleep near the core of the vessel, where CREW QUARTERS
they are more protected from the vulnerable decks. Bilge-Rat Quarters None 5
Starship Hull: All. Clan-kin Quarters None 4
Component: None.
Cold Quarters None 6
Modifiers: Decrease the total Crew Morale by 3. If this
Servitor Crew None 7
starship would lose Crew Morale, reduce the loss by 2, to a
minimum of 1. Slave Quarters None 2

Hard Points Required: 0. GELLER FIELDS


Belecane-pattern 90.r Geller Field 5

Emergency Field Geller Field 5


The ship’s crew is made up of a ‘kin-brotherhood’ of bonded
Warpsbane Hull Geller Field 6
voidsmen. Tenaciously loyal, they see their ship no differently
than a home world, and will die to defend it.
Starship Hull: All. Modifiers: This starship always counts Crew Morale as 100
Component: None. regardless of other modifiers from components or
Modifiers: Add jJ to all checks made by the crew. In addition, complications. Additionally, reduce all Crew Morale loss by
decrease any Crew Morale lost by 1, to a minimum of 1. half, rounded up. This starship adds jJ to all ship-based combat
Hard Points Required: 1. checks performed by this crew and the crew can no longer take
the boarding or hit and run actions. When attempting to “heal”
a servitor crew, the triage action now uses the Tech-Use skill
While the ship has regular quarters for its crew, it also has ranks instead of Medicae. Servitor crews may only be replenished on
of cryo-stasis tubes filling its deep chambers. Here the captain forge or hive worlds. At the GM’s discretion, certain benefits
stores ‘surplus’ crew... until they are needed. that a living crew would find pleasant may provide no benefit
Starship Hull: All. to servitors, but unpleasant realities should not bother servitors.
Component: None. Hard Points Required: 2.
Modifiers: Once per session, the ship's captain may spend a
Story Point to recover 10 Crew Morale. The newly added
‘sleeper’ crew adds jJ to all checks during the session this For some vessels, there are far more valuable resources than
component is activated. the crew. For some officers, it is more important their quarters
Hard Points Required: 2. be extravagant than that the crew’s be livable. Regardless of
philosophy, these facilities provide almost enough space for a
crew to sleep.
Starship Hull: All.
In some cases, a starship captain will choose to forego a crew
Component: None.
of flesh and blood. In their place, they will command a ship of
Modifiers: Decrease the total Crew Morale by 8. A ship with
servitors. Servitors are less skilled than a human crew, and
this component gains an additional 1 hard points.
unable to adapt to changing situations. However, having a crew
Hard Points Required: 0.
that is resistant to injury and will always follow orders can have
its advantages.
Starship Hull: All.
Component: None.
Though a void shield protects a starship in space, it is of no use Without the pumps, bellows, and filters of the life-sustainer,
against the nightmarish inhabitants of the warp. For that, a the air of a starship would soon be toxic fog, and the water,
warp-capable ship requires a Geller Field. This technology has undrinkable sludge. Life sustainers fill a vital role, providing a
existed since long before the Age of Strife, and functions by ship with clean air and water by purifying the ship’s
creating a bubble of normalcy in that realm of chaos, making atmosphere and recycle waste to produce clean water.
sure its creatures stay outside the hull.A starship’s Geller Field
creates a bubble of reality around the vessel when it traverses
the warp, protecting it from the dangers that lurk there. This life sustainer uses extensive conduits and purifiers to do a
thorough job of cleaning the air and water through methods lost
to the Mechanicus.
The 90.r was an experimental type of warp field that offered Starship Hull: All.
enhanced warp-handling capabilities, allowing the ship to slip Component: None
through the warp like a predatory razorfish. Unfortunately, it Modifiers: Increase total Crew Morale by 5. A starship with
was prone to an inexplicable “flicker” during prolonged use, this component reduces its system strain threshold by 3.
which would allow daemonic entities ingress to the vessel Hard Points Required: 1.
during warp transit, meaning it is rarely used.
Starship Hull: All.
Component: Geller Field. This sustainer augments the traditional water filters and air
Modifiers: While in the warp, increase this starships handling purifiers with thousands of individual emergency-oxygen tanks
by 2, to a maximum of +4. This starship increases the difficulty and void suits stored in pressure-sensitive lockers at regular
on Table 3–4: Warp Hazard Intensity once for every 20 intervals throughout the ship.
consecutive days of warp travel. Starship Hull: All.
Hard Points Required: 1. Component: None.
Modifiers: Increase total Crew Morale by 1 and decrease a
starship’s encumbrance by one-quarter. If this starship would
Some captains equip their Gellar field generators with lose Crew Morale due to dangerous atmospheres,
emergency cogitation circuits that activate the field depressurization, vacuum, or suffocation, reduce the loss by 4,
automatically upon detecting the warp. However, many scorn to a minimum of 0.
the idea because of the extra power draw, and others are Hard Points Required: 2.
distrustful of automated circuitry, such devices have saved
ships in the past.
Starship Hull: All. The Euphoric is designed to keep the crew content and the ship
Component: Geller Field. functional in even the direst of circumstances. By adding a
Modifiers: If this starship would enter the warp unexpectedly steady stream of intoxicating chemicals into the vessel’s air and
(due to an emergency jump or freak warpstorm), the Geller water, the ship’s officers can avoid the threat of mutiny and
Field immediately fires up and protects the ship. A starship might even resist boarding efforts.
suffers 5 system strain when this event takes place. Starship Hull: All.
Hard Points Required: 2. Component: None.
Modifiers: A captain can activate this component as a
maneuver. While active, recover 10 Crew Morale and decrease
The entire hull of the vessel is covered with silver, hand- the ability of all skill checks made by characters breathing the
inscribed hexagrammic wards. These reinforce a Geller Field air aboard this vessel (including invaders) by 1. When this
projected from a 50 meter statue of an Imperial Saint, located device is turned off, the Crew Morale decreases by 15 for a day
just fore of the bridge. as the crew recovers from withdrawals. Euphoric life sustainers
Starship Hull: All. do not affect heavily mechanical beings and unliving creatures.
Component: Geller Field. Hard Points Required: 2.
Modifiers: While navigating the warp, the Navigator need
only make a Perception check to avoid warp hazards every 10
full days of travel instead.
Hard Points Required: 2.
3–8 The Lathes have long advocated increasing the size and power
NAME COMPONENT RARITY of a drive in exchange for space. This plasma drive takes that
LIFE SUSTAINERS philosophy to an extreme.
Ancient Life Sustainer (A) None 10
Starship Hull: Frigates and Raiders.
Component: Propulsion.
Clemency-Pattern Life Sustainer None 6
Modifiers: Increase maximum speed by 1 and reduce system
Euphoric Life Sustainers None 5 strain threshold by 3.
PLASMA DRIVES Hard Points Required: 2.
Cypra-Pattern Drives (A) Propulsion 8

Jovian-Pattern Class 8 Drive Propulsion 4


The Theta-7 is a massively powerful and hugely space-
Lathe-Pattern 2 Drive Propulsion 5
intensive civilian plasma drive designed purely for speed.
Mezoa-Pattern Drive Propulsion 5
Constructed using potentially unsafe techniques, these drives
Modified Drive (A) Propulsion 10 deliberately cram semi-unstable plasma chambers into the exist
confines of smaller starships. The lawless tech-guilds of
Segrazian have stolen much of this design to sell to any pirate,
heretic, or unwise Rogue Trader in the Calixis Sector.
Gigantic edifices of almost incomprehensible technology, Starship Hull: All.
plasma drives take up immense amounts of space within a Component: Propulsion.
starship’s hull. Without one, a starship is little better than a Modifiers: Increase maximum speed by 1. If a ship suffers a
cold, drifting tomb. Plasma drives provide power to the ship Critical Hit that effects a component, the attacker must choose
and propulsion to travel in the void and the Immaterium. this plasma drive.
Hard Points Required: 2.

The Cypra-pattern drives use a series of additional baffles,


magnetic fields, and hyper-efficient coolants to reduce their The STC standard drive for this vessel is much older than
energy signature. anything seen before. The strange and exotic nature of the
Starship Hull: Transports, Raiders, Frigates. materials used in the drive’s containment domes allows for a
Component: Propulsion. hotter plasma ‘burn,’ while taking up less space. Mechanicus
Modifiers: This ship may move at speeds 0-2 while using the sources believe it is actually unknown archaeotech.
silent running action. In addition, anyone searching for this Starship Hull: All.
vessel with sensing equipment (like augers or radar) increases Component: Propulsion.
the difficulty of their checks by 1. Modifiers: Increase maximum speed by 1 and handling by 1.
Hard Points Required: 1. (Handling may only be increased to a maximum of +4.)
Hard Points Required: 0.

The “Class 8” drives produced by the Jovian shipyards are a


constructed from an incomplete STC discovered less than a
millennia ago. Although they burn cooler than other Jovian
drives, they are far more robust, able to absorb crippling
damage without performance loss.
Starship Hull: All.
Component: Propulsion.
Modifiers: Once per session, you may spend a Story Point to
negate a Critical Hit against this component.
Hard Points Required: 1.
From their command-pulpit, the captain directs the vessel and 3–8
the actions of its thousands of crew. Here also are the advanced NAME COMPONENT RARITY
cogitators that direct the ship’s targeting systems, sensors,
SHIP’S BRIDGE
communication relays, and other systems. The bridge is the
Armoured Bridge Bridge 5
starship’s brain, where the captain commands the vessel and
directs its every action. Bridge of Antiquity (A) Bridge 10

Combat Bridge Bridge 5

Commerce Bridge Bridge 5


The bridges of warships are often reinforced with additional Exploration Bridge Bridge 5
armour plating, to ensure the survival of their occupants.
Fleet Flag Bridge Bridge 6
Starship Hull: All Cruisers, Raiders, and Frigates.
Smuggler's Bridge Bridge 5
Component: Bridge.
Modifiers: Once per session, you may spend a Story Point VOID SHIELDS
after this vessel suffers a Critical Hit but before the result is Castellan Shield (A) Shields 10
rolled. Their opponent must roll two results, and you select Ghost Field (X) Shields 10
which applies to your character.
Grav Repulsors (X) Shields 9
Hard Points Required: 2.
Repulsor Shield Shields 5

Shadowfield (X) Shields 11

This bridge is interlaced with ancient cogitator circuitry and


hololithic technology, granting the captain and bridge crew
unparalleled control over their vessel
A bridge favoured by the Explorators of the Mechanicus, its
Starship Hull: All.
cogitation circuitry provides optimum interface with hololithic
Component: Bridge.
charts and auger arrays.
Modifiers: Increase this starships handling by 1, to a maximum
Starship Hull: All.
of +4. While onboard, add jJ jJ to all social skill checks made Component: Bridge.
by the Explorers when commanding the crew. Modifiers: Add s a to the results of any Exploration or
Hard Points Required: 2. Trade objective checks that involve this starship.
Hard Points Required: 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.

Void shields create barriers of energy around a starship. The


weaker versions on transports exist mainly to deflect celestial
These standard void shields have had their frequencies adjusted
debris, while a military vessel’s void shield is strong enough to
to better brush aside stellar debris and detritus. This simple
absorb incoming fire.
tuning of the machine spirits is a common modification
throughout the Imperium.
Starship Hull: All.
Some of the oldest Imperial vessels are blessed with Component: Shields.
“Castellan” class void shields. These shields are far superior to Modifiers: Increase the ship’s defense by 1. A starship with
current void shields, and their multiple banks of fail-safe circuit this component reduces its system strain threshold by 3.
breakers means they can remain up under far-greater stresses. Hard Points Required: 1.
Starship Hull: All.
Component: Shields.
Modifiers: Once per encounter when this starship is targeted
A defense found upon some Eldar vessels, the Shadowfield
by a combat check, you may spend a Story Point to activate this
protects a vessel by concealing it within a cloud-like fog of
shield before the dice pool is rolled. If you do so, the adversary
darkness and false shapes. Even if a vessel is able to identify
removes all jJ added to the check, and instead adds an equal
the presence of such a shielded starship, little information about
number of f to the results. its components or its precise location can be identified.
Hard Points Required: 2. Installing this Component in an Imperial vessel is a clear sign
of heresy. Of course, the consequences of heresy may be much
less severe for some explorers than identification.
A wondrous and terrible mechanism used on the ships of the Starship Hull: All.
enigmatic Eldar. To possess it is to invite damnation, but even Component: Shields.
crudely and imperfectly installed aboard a ship, the ghost Modifiers: The difficulty to actively search for this vessel
field’s powers create phantoms of its ship to confound enemy (whether with augurs or by the naked eye) is always Daunting
auger arrays. (kKkKkKkK) and passive sensors never detect this vessel. In
Starship Hull: All. addition, this vessel increases its defense by 1.
Component: Shields. Hard Points Required: 2.
Modifiers: Any adversary targeting this ship with a combat
check increases the difficulty once. If the combat check is
already Formidable (kKkKkKkKk)K , the attack simply fails.
Hard Points Required: 3.
3–8
The vast majority of starships are consigned to toil through
NAME COMPONENT RARITY
space at speeds much slower than light. They have the
unenviable choice of remaining trapped within a single star WARP DRIVES
system, or spending centuries travelling to even the closest Albanov 1 Warp Engine Warp Drive 5
suns. The warp drive rips a vessel from the material world and Klenova Class M Warp Engine Warp Drive 6
hurls it into the warp, allowing it to cross vast distances in a Miloslav H-616.b Warp Engine Warp Drive 6
heartbeat, but exposing it to the dangers of the Immaterium. If
Void Abacus (A) Warp Drive 9
a ship can survive here, it can reach destinations within weeks
or months instead of years—essential for a Rogue Trader.

The H-616.b warp engine sits on the border of such suspect


The risks of warp travel are astronomical, and anything that can designs, not quite heretical, but somehow tainted with the scent
offset those risks can be of tremendous value to ships and their of the profane. Capable of great speed during warp transits, the
cargo. Conversely, just supplying a ship is a costly undertaking. engine is notably less secure than later designs, more prone to
The longer the journey, the greater the profit margin must be in attract hostile warp entities, and generate dissonant warp
order to offset the costs in maintenance, supplies, and crew. currents capable of swamping the entire ship.
Starship Hull: Frigates, Raiders, Transports. Starship Hull: All.
Component: Warp Drive. Component: Warp Drive.
Modifiers: Reduce any warp hazard intensity and the difficulty Modifiers: Reduce the duration of all warp passages by half.
to exit the warp by 1, to a minimum of Easy (kK). A vessel with The Navigator of this vessel must make a Perception check to
this warp engine doubles the base travel time for a journey. find warp hazards every three days of full travel, instead of
Hard Points Required: 2. every five days.
Hard Points Required: 2.

This variant on the warp engine was designed for vessels


following well-established routes through the Immaterium When integrated into a ship’s auspex and propulsion systems,
with the sole intent being travel without a Navigator. The Navis these mechanisms can allow a ship to make accurate void
Nobilite has lodged many formal complaints against the use of jumps four or five times longer than normal without a
these designs, but due to their limitations, and the speed of Navigator’s aid. This allows many more types of ships to travel
Imperial bureaucracy, they remain in (very rare) use. safely, something the Navigator’s Guild cannot allow. While
Starship Hull: Frigates, Raiders, Transports. the Guild cannot directly outlaw their use, they can act to buy,
Component: Warp Drive. destroy, or sabotage any and all they can find.
Modifiers: This vessel does not have a navigation station for a Starship Hull: All.
Navigator to directly interface with and can only travel for a Component: Warp Drive.
maximum of 15 days at a time in the warp along routes with a Modifiers: Any Explorer may perform a warp jump with an
difficulty of Average (kKk)K or less as described in Table 3–3: Average (kKkK) Astrocartography check. The base passage
Difficulty of Passage. All characters associated with this ship duration must be 10 days or less
upgrade the difficulty of social skill checks when dealing with Hard Points Required: 2.
the Navis Nobilite once.
Hard Points Required: 2.
Landing Bays come in many varieties, but all are equipped with
Supplemental Components are not required for a starship to
dedicated launch ports for launching attack craft and magnetic
function, but are very useful to have around. Unless noted
guidance coils for steering them safely back on board after a
otherwise, ships may have multiples of the same type of
mission. The absence of an outer exposed landing bay is less
Supplemental Component—or even duplicates. Note that not
prone to damage or catastrophic depressurization.
all Components may be available for all starship hulls.
Component: Landing Bay.
Modifiers: Allows the starship to carry a number of smaller
vehicles (with a maximum silhouette of 2 smaller than the
Areas in the ship designed for cargo or passenger transport, carrier vehicle) in a converted auxiliary hanger. The maximum
presenting a captain with more ways to earn thrones. These capacity is calculated in all vehicles' combined silhouette.
Components may only be selected once per vessel. Silhouette 5 vehicles can carry a total silhouette of 5, silhouette
6 vehicles can carry a total silhouette of 20, and silhouette 7+
vehicles can carry a total silhouette of 60 (The GM's judgment
applies when determining what vehicles can and cannot fit in a
For a truly enterprising Rogue Trader, a war is just another
hanger bay). This component reduces the starship’s
business venture. These barracks allow them to attempt just
encumbrance by one-quarter.
that—by filling their ship with thousands of troops. Barracks
Hard Points Required: 3.
allow a starship to house better trained soldiers and officers.
Starship Hull: All.
Component: Cargo Hold.
Modifiers: Add s when making the boarding and hit and run Comfortable quarters for passengers earn thrones—and make
for jealous crew.
actions. Add a a when making Military objective checks
Starship Hull: All.
that benefit from mass troop deployment..
Component: Cargo Hold.
Hard Points Required: 2.
Modifiers: Decrease the total Crew Morale by 3. Gain an
additional 50 thrones per uncancelled s after the first when
negotiating for passengers. In addition, add jJ jJ to Objective
Though almost any ship has a brig, some vessels have facilities
checks that require the transport of highly valued passengers
that are more elaborate. The fear of being sent to specialized
such as nobles or Imperial commanders.
holding facilities does wonders for keeping the crew in line.
Hard Points Required: 2.
Starship Hull: All.
Component: Cargo Hold.
Modifiers: Increase the total Crew Morale by 1. Upgrade
Coercion, Deception, and Negotiation checks while These forbidding chambers are lined with rare and exotic
interrogating people in the brig. This component adds jJ to psychically neutral materials. The gleaming black walls of the
Objective checks when working to capture criminals, heretics, cells in these holds are capable of containing all but the most
or other high valued targets. powerful psykers in relative safety, though Rogue Traders
Hard Points Required: 1. should ask themselves why they would want a hold full of
psykers in the first place.
Starship Hull: All.
Component: None.
Cargo holds have been installed across the ship, spread out to
Modifiers: Your ship may hold up to 100 psykers for relatively
minimize their effect on the vessel’s handling.
safe transport. While inside a null bay, all warp-based skill
Starship Hull: Cruisers, Frigates, Light Cruisers, Raiders.
checks automatically fail. Decrease the total Crew Morale by 3
Component: Cargo Hold.
when a null bay has any number of psychic occupants. Add s
Modifiers: Increase the ship’s encumbrance threshold by one-
half. Once per session, you may spend a Story Point to convert s a to any Objective check that requires the removal,
one Objective check into a Trade objective. The player should retrieval, or shipment of psykers.
explain how their organization and logistic skills aid in this Hard Points Required: 2.
adjustment.
Hard Points Required: 2.
3–9
A sweeping range of Components that grant new functions to
NAME COMPONENT RARITY
a vessel. These Components may only be selected once per
CARGO AND PASSENGER HOLDS vessel.
Barracks Cargo Hold 5

Brig Cargo Hold 4

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

Astropathic Choir-Chambers Comms 4


Though all ships have a specific area set aside for the use of
Laboratorium None 6
their Astropathic Choir, some ships have vast chambers
Librarium Vault None 4 specifically designed to amplify astropathic signals and boost
Medicae Deck None 5 the power and effectiveness of the ship’s Astropath
Melodium Comms 3 Transcendent.
Starship Hull: All.
Munitorium Weapon System 6
Component: Comms.
Observation Dome Cargo Hold 5
Modifiers: An Astropath may send and receive psychic
Pharmacia None 6 messages as a maneuver (this requires no check). During
Recovery Chambers (X) None 10 structured combat, psykers using a choir-chamber add the first
Resolution Arena None 5
three Range effects to psychic powers without increasing the
difficulty.
Runecaster (X) Warp Drive 10
Hard Points Required: 2.
Starchart Collection None 8

Teleportarium (A) Bridge 11

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.

An extraordinarily complicated machine approximately the


size of a planetary shuttle, this unwieldy contraption is capable A ship’s drive can produce more power if equipped with extra
of causing any plant life within a focused area to grow at an banks of plasma generation and containment systems. Of
extraordinary rate, up to many hundreds of times faster than course, there is a danger associated with housing additional
standard growth. hab-block sized containers of plasma aboard a starship.
Starship Hull: All. Starship Hull: All.
Component: None. Component: Propulsion.
Modifiers: This vessel never runs out of food and permanently Modifiers: This component increases a starship’s system strain
increase Crew Morale by 5. In addition, decrease the difficulty threshold by 3 (This component may be purchased multiple
of all Medicae checks to find or stop the spread of disease times). If a ship suffers a Major System Failure Critical Hit and
among the crew once. This device is ancient and liable to attract the result affects this component, it explodes dealing 2 hull
attention from many factions within the Imperium. trauma times the silhouette of the starship.
Hard Points Required: 3. Hard Points Required: 1.

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

Oversized Weapon Mounts Weapon System 7


Most dirt-dwellers would find the idea of hiding something as
Reinforced Bulkheads None 5
large as a starship to be ridiculous. Of course, most dirt-
Tenebro-Maze None 5 dwellers have no idea just how utterly vast space is.
Turbo-Weapon Batteries Weapon System 7 Starship Hull: All.
Warp Gate Map (X) Sensor 10 Component: None.
Modifiers: Increase the difficulty to detect this vessel once
when using the silent running action. This modification reduces
the starship’s system strain threshold by 3.
By using an ancient Abominable Intelligence this cogitator Hard Points Required: 0.
amplifies the starship’s core cogitator and can enhance the
entire ship’s operations exponentially.
Starship Hull: All. Ancient technology from mankind’s dark past, the conversion
Component: Bridge. matrix allows raw power to be diverted directly into a ship’s
Modifiers: Treat this starship’s Crew rating as one experience drive tube when required, giving the ship an increase in thrust.
level higher. If the Crew rating is already Elite, add jJ jJ Starship Hull: All.
instead. Component: Propulsion.
Hard Points Required: 2. Modifiers: The captain may spend their action to nominate up
to three weapons and components at the start of their turn. Each
weapon and component becomes deactivated (losing all
Although some Rogue Traders see their crew merely as an benefits they provide) and the ship increases its current speed
expendable resource that is easily replenished, others prefer to by 1 per deactivate component, up to its maximum speed. This
take better care of their subordinates. The reasons for this range does not cause the starship to suffer system strain. A weapon
from the compassionate—the Rogue Trader genuinely cares or component deactivated in this manner becomes available
about their “charges,” to the pragmatic—a happier, better- once the captain ends this effect as an at the start of their turn.
trained crew performs their duties blissfully. Hard Points Required: 2
Starship Hull: All.
Component: None.
Modifiers: Increase the total Crew Morale by 4. At the
completion of any Endeavour, decrease the awarded Profit
Factor by 1. Crew respect and respond more favourably to
captains who offer improved living conditions and are
generous with their thrones.
Hard Points Required: 2.
The vessel is equipped with additional systems such as The interior of the ship is a maze of passageways, blind
specialized extinguisher gases all designed to combat flames compartments, and triple-sealed pressure-hatches. Enemy
and keep them from spreading. boarding parties become quickly lost and separated, while the
Starship Hull: All. defenders spring cunning ambushes from behind hololithic
Component: Bridge. bulkheads.
Modifiers: Once per encounter, automatically remove the Fire! Starship Hull: All.
Critical Hit result. The sight of overhead spouts and the smell Component: None.
of blessed oils increase the total Crew Morale by 1. Modifiers: When a Component is chosen to receive a Critical
Hard Points Required: 2. Hit, the ship’s captain chooses the Component instead. In
addition, adversaries performing the boarding or hit and run
actions against this starship upgrade the difficulty of their
Not ‘sails’ in the traditional sense, these devices are long, checks once.
blade-like fins extending from the prow of a ship. Imperial Hard Points Required: 2.
vessels are too bulky to rely on them for propulsion, but they
can aid in maneuvering, somehow ‘tapping into’ gravitational
fields and pulling starships along them. Turbo-weapons are not actually weapons, but a class of
Starship Hull: All. upgrades built into macrobatteries. Increased power, recoil
Component: Bridge. compensators, and even more potent propellants all can be used
Modifiers: Increase handling by 2, to a maximum of +4. to make shots fire further and more accurately.
Hard Points Required: 1. Starship Hull: All.
Component: Macrobattery Weapons.
Modifiers: Increase the range of a single macrobattery weapon
The star-yards of Mezoa are ever experimenting with larger component once, to a maximum of extreme range. In addition,
and more deadly weapons. Some ambitious adepts have a macrobattery with this enhancement gains the Accurate 1
dedicated greater parts of a starship’s hull to the task of bearing quality. This upgrade may be purchased multiple times, each
macrobatteries and lances made for larger vessels by removing time selecting a different macrobattery weapon component.
defenses and rerouting power systems. Hard Points Required: 1.
Starship Hull: Frigates, Light Cruisers, Raiders, Transports.
Component: Weapons.
Modifiers: The starship may mount Weapon Components with Indicators on the map show various warp gates that enable the
the Cruiser requirement. It reduces its system strain threshold vessel to make rapid transitions between regions of physical
by 4 and handling by 1. space. The gates seem to open and close at random intervals
Hard Points Required: 1. and it is not often that the desired exit gate will lead to the same
point in realspace twice.
Starship Hull: All.
Additional adamantine plates in key locations make this vessel Component: Sensors.
harder to destroy. Modifiers: To use this map, an Explorer makes an Average
Starship Hull: All. (kKkK) Knowledge (Forbidden) check. On a success, the map
Component: None. leads to a warp gate listed in the registry. If the gate is currently
Modifiers: Increase hull trauma threshold by 3 (this functional, a Navigator may use the gate by making an
component may be purchased multiple times). Average (kKkK) Astrocartography check. Success causes a
Hard Points Required: 1. near instant jump from one point in realspace to the next
covering a passage of up to 30 days of warp travel. A failure
causes a similar jump, but the vessel reemerges from a different
active gate (exactly where is up to the GM).
Hard Points Required: 1.
3–10
A Rogue Trader is master of their vessel, and their trusted Experience SKILL CHECK HP RARITY
retainers direct its workings with only slightly less authority. Incompetent kKkK +0 2
However, no matter how absolute their word, the Rogue Trader
and his fellow Explorers are only the tip of the iceberg. They
Competent kKkKkK +0 4

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.

80 Add jJ to all Leadership and Discipline checks involving the crew.

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.

40 The starship reduces its maximum speed and handling by 1.


Make a Mutiny check against the crew. If the Crew Morale would fall to 25 during a structured encounter, perform the Mutiny check after
25
the structured encounter is resolved.
The ship’s crew rises up like a single, enraged organism, killing anybody in authority they can catch. Unless every single crewmember is
0
put to the sword, they will take control of the ship and elect new officers from amongst their ranks.
Restoring a ship’s Morale is often surprisingly simple. The
low-decks dregs that make up the majority of a starship crew
are an easily satisfied lot, often content with life’s simple Travel through space is a dangerous affair even when
pleasures—or the promise of thrones in their pocket. The enemies aren’t fire on you. For the tone of ROGUE
Rogue Trader, or associates, may restore and replenish Crew TRADER GENESYS, starship combat is brutal and
Morale in a number of ways, but the most common are divided survival is not guaranteed. All attacks between starships
into active and narrative sequences. leads to loss of life or, at the very least, severely injured
crewmembers.

Whenever a starship takes damage to its hull trauma


threshold, it loses an equal number of Crew Morale.
If the starship is currently attempting to complete an
Endeavour, the captain, or other authority figure, can bribe the
crew with thrones (or the promise of thrones). At any point
during a shipboard journey, an Explorer can attempt to restore
Crew Morale by deducting 1 Profit Factor and making an Easy
There are times that look bleak for the Rogue Trader and their
(kK) Charm check. If the check is successful, restore 1 Crew
crew and the burden of being the figurehead weighs heavy
Morale per uncancelled s. a a may be spent to restore 1
upon them. When times are difficult or dangerous, or when
additional Crew Morale (and may trigger this multiple times). dissent boils over, it is very likely that sedition elements will
t may be spent to double the total amount of Crew Morale appear to take advantage of the turmoil. When the Rogue
restored. Trader (or some elected representative) must maintain order or
The Explorers may do this as many times as they wish, stamp down rebellion, they make an opposed Leadership
however the difficulty of this check increases once each time versus Discipline check against the crew. This is referred to as
(to a maximum of Formidable [kKkKkKkKk]K ). After all, thrones a Mutiny check in all cases.
are only so good to the dead. A Mutiny check should occur whenever the Crew Morale
is reduced to 75, 50, and 25. (Note that a Mutiny check is not
made when restoring or increasing Crew Morale to these
thresholds.) If the Explorers succeed on a Mutiny check, the
Sometimes, a good show of strength is enough to bolster the
ship loses 1 Crew Morale and the mutiny ends immediately. If
crews’ belief in their leaders. Once per session, an Explorer
the check fails, then some portion of the crew rebels against
may make a Hard (kKkKk)K Leadership check. If successful,
their masters. The GM should choose an NPC (or create one)
restore 2 Crew Morale per uncancelled s. a a a may be to be the mutineer’s voice and PCs should direct their efforts at
spent to add jJ jJ to any Fear checks the crew must make for this newly appointed leader. A mutiny should be treated as a
the remainder of the encounter. The Explorer may spend t to complex social encounter.
cause the crew to become highly loyal to them until the end of The following list provides some mechanical effects for
the session. success and failure. If multiple Mutiny checks happen within a
single encounter or scene, the GM and players should use a
and h to cancel out previous effects instead. Remember that
By allowing the crew time away from their duties, to breathe if the circumstances relate to the mutiny significantly change,
non-recycled air and stretch in sunshine, the Explorers can you’ll want to add jJ or jJ as appropriate.
readily restore morale and recruit new blood. A habitable
planet with no traces of human civilization requires three
weeks at orbital anchor to restore Crew Morale to its
maximum. If the planet (or asteroid settlement) is inhabited by
a human civilization, this process requires two weeks instead.
Explorers who are willing to spend some thrones may make an
Easy (kK) Acquisition check while on a planet with a human
civilization to restore Crew Morale to its maximum in one
week.
 Failure: The Explorers add jJ to all checks they make  Success: Decrease the Crew Morale by 1 and the
to direct the crew and the mutiny continues. This mutiny ends. The Explorers avoid any negative
penalty lasts until the mutiny ends. Multiple failures outcomes from the Mutiny check, except those effects
over an extended period may cause additional jJ or triggered by d.
even increase the difficulty entirely.  Advantage: The Explorers add jJ to any Mutiny
 Threat: The crew neglect their duties and the starship checks they make for any ongoing mutiny. Spending
suffers a number of strain equal to the number of h. multiple a may provide information or uncover
The GM may spend multiple h to reduce Crew Morale evidence about the mutineer’s desires.
as ringleaders are publically executed or lowly crew  Triumph: The Explorers put down the mutiny with a
members desert while planet side. minimal amount of force and effort. Multiple t may
 Despair: The Explorer’s reduce their current Profit be used to improve the crew’s overall attitude towards
Factor by 1 due to damages to the starship or expending their captain. This might come in the form of upgrading
greater resources to keep the mutiny under control. A the crew’s checks to perform their duties or increasing
d on a successful check might be used to end the their willingness to venture into dangerous regions.
mutiny by giving into the crew’s demands. The
Explorers should decide if they like this option as it sets
a dangerous precedent in future negotiations.
Generating multiple d on a failed Mutiny check may
be spent to cause the mutineers to succeed and force the
Rogue Trader and Explorers to flee the vessel to save
their own lives. Whether they can regain retake their
starship can lead to interesting Endeavours.

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.

The Measured Response is a heavily converted Cobra-class


destroyer. Laid down in Scintilla’s primary naval drydocks in
the year M40.980, it spent the next 250 years serving
uneventfully throughout the Calixis Sector until it was
decommissioned from Battlefleet Calixis and sold.
The buyer, a wealthy noble’s son, removed the ship’s
Control Skill: Operating.
torpedo tubes—replacing them with multiple plasma
Sensor Range: Extreme.
macrocannons—and used the torpedo stowage for cargo holds.
Complement: 15,500 crew (2,400 officers and adepts).
He christened the new ship the Measured Response and
Consumables: Six standard months.
departed for Port Wander and the Koronus Passage, but the
Encumbrance: 175, plus 2 Aquila landers.
ship was soon hijacked by a succession of ruthless pirate
Passenger Rating: 300.
captains.
Cost/Rarity: 3,750,000 thrones/6.
Customization Hard Points: 12 (10 in use).
Weapon Capacity: Ryza-pattern Plasma Battery (Fire Arc
Forward; Gunnery 5; Critical 2; Range [Extreme]; Burn 1,
Limited Ammo 3, Vicious 1).
2 Mars-pattern macrocannons (Fire Arc All; Gunnery 5;
Critical 4; Range [Long]; Auto-fire).

Control Skill: Operating.


Sensor Range: Long.
Complications: Turbulent Past (Imperial Navy) and A Nose Complement: 25,500 crew (3,800 officers and adepts).
for Trouble (already in profile). Consumables: Six standard months.
Supplemental Components: Augmented Retro-Thrusters Encumbrance: 350, plus 2 Aquila landers.
(when using the brace for impact maneuver, starship may count Passenger Rating: 450.
its silhouette as +1 and suffers 1 additional system strain), Cost/Rarity: 4,150,000 thrones/5.
Combat Bridge (reduce difficulty to repair this starship by 1, to Customization Hard Points: 12 (10 in use).
a minimum of Easy [kK]), Empyrean Mantle (increase the Weapon Capacity: Titanforge lance (Fire Arc Forward;
difficulty to detect this vessel once when using the silent Gunnery; Damage 6; Critical 3; Range [Long]; Breach 3, Slow-
running action), Jovian-Pattern Class 8 Drive (once per session, Firing 1, Vicious 1).
may spend a Story Point to negate a Critical Hit against this Sunsear laser battery (Fire Arc All; Damage 4; Critical 3;
component), Trophy Room (Once per session, may spend a Range [Long]; Accurate 1, Auto-fire).
Story Point to downgrade target’s ability check once when
using Profit Factor to influence).

Complications: Ancient and Wise and Reliquary of Mars


(already in profile).
The Sabre, a Firestorm-class frigate, was originally built and Supplemental Components: 2-layered Reinforced
commissioned far from the Calixis Sector, in the vast Gothic Bulkheads, Compartmentalized Cargo Hold (Once per session,
Sector fleet base of Port Maw. It was launched in M36 and may spend a Story Point to convert one Objective check into a
spent millennia serving on the Imperial Navy’s front lines Trade objective), Modified Drive.
against the forces of the Archenemy until the Chandor Envoy: As a maneuver, this frigate may suffer 2 system strain
Offensives. During the fourth day, the Sabre was hit by to select an allied starship within short range. Upgrade the
multiple broadsides and set ablaze. It was towed back to the difficulty of attacks targeting that ally starship once until the
docks, where it was intended to be broken up for scrap. captain’s next turn. The benefit is lost if the target ally starship
However, an unnamed Rogue Trader saw in the Sabre moves outside of short range. This benefit can stack from
examples of ancient technology from humanity’s past, multiple frigates.
exceedingly rare in the Imperium. He paid a princely sum to
refurbish the vessel, and, when completed, took his craft into
the depths of the Koronus Expanse. There, it is said, he was
well served by the ship he saved from the breaker’s yard.

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 To resolve a stern chase, the GM first should determine


Speed: Any how far away the two vehicles start from each other.
The character can direct the work of repair crews to patch up Once the GM has determined starting distance, the
damages and repair unpowered components. The character chased and the pursuer should make a competitive
may make an Athletics check to use the Damage Control action Operating check. The difficulty of the check depends on
(page 228 of the GENESYS Core Rulebook). If successful, the the circumstances of the chase. A pursuit through clear
character removes 1 point of hull trauma from the vehicle, plus space with no terrain could be a Simple (–) check.
1 additional point for each additional s s. This follows the Conversely, if the terrain is actually a factor, then the
limitations of the Damage Control action, and thus may only difficulty should be set using the Hazard and Difficult
be attempted once per encounter. Terrain sidebar found on page 227 of the GENESYS
Core Rulebook, which means captains will likely need
to balance their need for speed with the dangers of
running into possibly fatal obstacles.
Captain Only: No
Speed: Any Once both parties have made their check, compare total
The character scans an opposing vessel to determine what successes (as with every competitive check). If the
secrets the machine may hide. The character makes an Average pursuer wins, they closes the distance between
(kKkK) Perception check. If successful, the scan reveals the themselves and their prey by one range band. If the
target’s current hull trauma and system strain threshold and chased wins, they open the distance between by one
obvious weaponry. a a a may be used to determine the range band instead. In addition, if the winner is traveling
target’s defense and armour rating, and any concealed, but faster than the loser, they open or close the distance by
powered, weapons. t may be used to determine any an additional number of range bands equal to the
difference in relative speeds.
noteworthy components the starship might harbour.
It is up to the GM at what point the chase resolves, but
in general, it should end if the pursuer is able to close
Captain Only: No the gap so that they become engaged with their prey, or
Speed: Any if the chased is able to open the distance to beyond
Parley between two parties after a few exchanges of extreme range.
macrobattery salvos might make the situation better (or much The most important thing to remember in a chase is that
worse). The character contacts one enemy ship using their a great deal of the action is going to be narrative in
ship’s vox systems and may make social skill checks to nature. Skill checks can and will resolve the outcome of
accomplish certain goals. the chase, but the action during the chase is mostly
narrative, and therefore up to the GM and players to
describe.
Captain Only: No Captain Only: No
Speed: Any Speed: Any
Using a small squad of attack or boarding crafts, the character The character makes a Hard (kKkKkK) Discipline or
may select one starship within short range and make a Hard Leadership check. If they succeed, the next crewmember
(kKkKkK) Piloting check. If successful, the targeted starship firing a weapon on the ship adds jJ to their check (plus an
suffers a Component Hit Critical Hit and suffers 1 hull trauma additional crew member for every additional s s). The
per uncancelled s. character may also spend a a a to allow every hit from
shipboard weapons to inflict 1 system strain on their target as
well as regular damage until the beginning of the character’s
Captain Only: No next turn.
Speed: Any
The character selects a target within medium range and makes
an Average (kKkK) Tech-Use check. If successful, the target Captain Only: No
ship is unable to use vox-transmitters or other technologies to Speed: 0-1
communicate with other ships. Psychic communicators—such The character makes an Average (kKk)K Operating check. If
as an Astropath—are unaffected. successful, the ship vanishes from sensors and cannot be
located unless it fires weapons, broadcasts a signal, or performs
another activity that reasonably allows others to spot it.
Captain Only: No If a starship attempts to flee a combat encounter by
Speed: Any entering silent running, it must first be at long range or greater
The character selects a starship within long range and makes a from the adversary and then make an opposed Operating
Hard (kKkKkK) Perception check. If successful, add +10 to the versus Perception check. If successful, the starship may slip
next Critical Hit result for every s s generated. This effect away into the great void of space.
is negated if the target takes evasive maneuvers such as hiding
behind cover or flying within engaged range.
Captain Only: No
Silhouette: Any
Captain Only: No Speed: Any
Speed: Any A character may make this check after their starship suffered
The character selects a starship within medium range and any Crew Morale loss last time. The character may make a
makes a Hard (kKkKk)K Tech-Use or Telekinesis check. If Hard (kKkKkK) Medicae check. If successful, restore Crew
successful, the character compromises the defenses of the Morale by 1 for each uncancelled s and a a. Triage may
target vehicle for 1 round per s. t may be spent to only be used once per encounter and cannot restore more Crew
compromise 1 weapon of the character’s choice, and a a Morale then the ship suffered during the previous turn.
may be spent to inflict 1 system strain on the target vehicle.

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.

Propulsion The ship's maximum speed is reduced by 1.

Sensors The ship’s maximum sensor range is reduced by 1.

Shields The ship's defense is reduced by 1.

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.

Humanity has spread across the stars like a plague in uncounted


numbers. Many are born into toil and die knowing little else, Skills: Athletics 2, Cool 1, Medicae 1, Melee 1, Perception 3,
while others slaved to the Imperium’s labyrinthine bureaucracy Ranged (Heavy) 3, Survival 2.
spend years copying words from decaying parchment to fresh, Talents: Forager (remove up to jJ jJ from checks to find food,
never understanding a single word they write. Life beyond the water, or shelter; finding these items requires half the usual
Imperium’s borders is if anything more uncertain and time).
dangerous, with hardscrabble colonists eking out lives on the Abilities: None.
edge of starvation, threatened at all sides from strange creature, Equipment: Chainaxe (Melee, Damage 6; Critical 4; Range
rampaging xenos, and the laughter of thirsting gods. [Engaged]; Vicious 1; as an incidental, may power on the
The following represents a useful cross-section of weapon to add the Pierce 2 and Vicious 2 qualities to attack),
humanity as an Explorer in the Koronus expanse might well Crossbow (Ranged [Heavy]; Damage 7; Critical 2; Range
encounter it, although whether as enemy, ally, partner, or rival [Medium]; Pierce 2, Prepare 1), beast hides (+1 defense, +1
will depend purely on changing circumstances. soak), beast tooth necklace, lucky charms.

Pallid, slow to react, and focused on ceaselessly collecting data


to enter into their achieves, the adept is often seen crammed
shoulder to shoulder in sparsely decorated offices as they while Many creatures throughout this section cause horrible
the hours away for their masters. Their fingers stained in ink, outcomes such as suffering from Fear, parasitic
their backs hunched over parchment-strewn desks, adepts and attachment, forced transmogrification, and a variety of
scribes can be found in every dark niche of the Imperium and other unpleasantness. The GM may always call in
beyond it, tabulating data and recording the ending of lives as lowly, unnamed NPCs to suffer first.
thoughtlessly as they might the day’s precipitation. This adds tension for the players while giving them a
hint at what horrors might be lying in wait. It is also a
good source of roleplaying. A callous Explorer might
shrug off such a death as work-related hazards, while
another might attempt to save the NPC’s life (even if it
not probable or outright dangerous).
Many people across the Imperium dream of leaving their old The Imperium’s myriad worlds are connected in vast
lives in search of something more. Colonists may have many intertwining networks of commerce, with many planets unable
skills useful to establishing a new world in the fringes of the to sustain themselves without imports of food, technology, or
Koronus Expanse. Some might be attempting to establish a labour. It is this merchant navy that acts to move trade and tithe
legacy for themself on a new world, possibly with a new goods from one system to another, transporting untold
identity. Others are simply looking for the chance to create a quantities of essential freight across the stars. Free traders are
meager living in a simple dwelling they can call their own, even normally part of commercial fleets and travel where their
if it is very likely that they will be little more than property to masters’ decree, but some small operators continue to act
the Rogue Trader that delivers them. independently of the conglomerate.

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.

Hired guns of moderate skill and expendable nature can be


found across the Koronus Expanse. Some form the bulk of
planetary defense forces, and more the personal guards of
nobles and merchants. They can also be found as part of the
numerous mercenary groups or criminal gangs that abound,
and even serving as enforcers to maintain what passes as law
Skills: Brawl 1, Charm 3, Cool 2, Coordination 3,
and order on colony worlds.
Deception 2, Vigilance 3.
Talents: None.
Abilities: Captivating Performance (once per encounter, may
make an Average [kKkK] Charm or Coordination check; if the
check is successful, characters in the encounter remove 1 strain
per s and this character adds jJ to social skill checks they
make until the end of the encounter).
Equipment: Tightly packed roll of thrones (Brawl; Damage 3; Skills: Coercion 2, Deception 2, Melee 2, Negotiation 2,
Critical 6; Range [Engaged]; Disorient 2), other tools of the Perception 3, Ranged (Heavy) 3, Streetwise 2.
trade such as outlandish or revealing clothes, gewgaws, decks Talents: Quick Draw (once per round on this character’s turn,
of cards, or musical instruments. may draw or holster an easily accessible weapon or item as an
incidental).
Abilities: None.
Equipment: Lasgun (Ranged [Heavy]; Damage 8; Critical 3; Talents: Guardian (once per session, when an engaged ally
Range [Long]; Las Variable, Linked 2) or Voss-pattern would suffer a hit from any combat check, the oathsworn
shotgun (Ranged [Heavy]; Damage 8; Critical 3; Range bodyguard suffers the hit instead).
[Medium]; Blast 5, Prepare 1, Vicious 2), mono-knife (Melee; Abilities: Oath Bound (while within sight of their employer,
Damage 4; Critical 2; Range [Engaged]; Pierce 2), flak armour oathsworn bodyguards upgrade the ability of Discipline checks
(+2 soak; reduce ranks of Blast quality against this character to resist Fear or intimidation once).
by 2). Equipment: Hellgun with red-dot laser sight (Ranged
[Heavy]; Damage 8; Range [Long]; Accurate 1, Pierce 2),
Mezoa-pattern powerfist (Melee; Damage 6; Range [Engaged];
Breach 1, Knockdown, Reinforced, Sunder, Unwieldy 3), fitted
Just as the Navy itself binds together the Imperium, so do its
carapace armour (+1 defense, +2 soak), micro-bead, bodyguard
officer class bind and regulate the Navy. Proud, warlike, and
cognomen.
honourable, often descended from bloodlines that have served
for centuries, it is they who keep the ratings and the indentures
in line, uphold the traditions of service and loyalty and most
importantly hold the line against the darkness of the void The frontier, no less that the underbelly of the Imperium, is rife
beyond. with all manner of thugs, narco-dealers, gangers, degenerates,
and worse. Such scum prefer to prey on the weak and most live
by victimizing those even worse-off than themselves, but many
will take their chances against more dangerous targets if the
prospect of payoff is high enough.

Skills: Charm 1, Knowledge (Scholastic) 1, Leadership 3,


Melee 2, Negotiation 2, Perception 2, Ranged (Light).
Talents: Adversary 1 (upgrade difficulty of all combat checks
against this target once).
Abilities: Ship Enforcer (when assisting checks targeting a Skills (group only): Melee, Ranged (Light), Resilience,
starship’s crew, add s h to the result). Skulduggery, Streetwise, Survival.
Equipment: Naval pistol (Ranged [Light]; Damage 6; Range Talents: Unremarkable (other characters add jJ to any checks
[Short]; Vicious 1), naval cutlass (Melee; Damage 5; Range made to find or identify this character in a crowd).
[Engaged]; Stun 3, Stun Damage), flak coat and hat (+2 soak), Abilities: None.
officer’s seal, data-slate with ship schedule. Equipment: Stub revolver (Ranged [Light]; Damage 5;
Critical 4; Range [Short]), improvised shank (Melee, Damage
3; Critical 3; Range [Engaged]; Inferior 1; d or h h may
be spent to cause this weapon to break and become useless in
Depending on their contract, those who offer their services as
further rounds of combat), dirty clothing, 2 doses of obscura.
such bodyguards range in their role from simple escort duty, to
laying their life down for their employer, to acting as their
personal agents and ‘dealing’ with those who offended their
masters. Reputable bodyguards can become quite wealthy and Any large star vessel requires a crew in the hundreds if not
respected themselves, assuming they survive, and some thousands. It is dangerous and back-breaking work for the most
establish familial contracts, which last as long as their part, where life expectancy is low and slow death through
employer’s lineage does. radiation exposure and pressure-ague commonplace. However,
without their blood and sweat, travel between the stars would
not be possible.

Skills: Athletics 2, Brawl 2, Discipline 2, Ranged (Heavy) 2,


Resilience 1, Streetwise 3, Vigilance 1.
Skills (group only): Athletics, Discipline, Melee, Perception, or high power counts as a weapon with the power quality),
Ranged (Light), Resilience, Tech-Use. pressurized carapace armour (+1 defense, +2 soak), well-read
Talents: None. copy of Lex Imperials, manacles, empty pack of chewing tack.
Abilities: None.
Equipment: Gas-pistol (Ranged [Light]; Damage 6; Critical 6;
Range [Short]; Limited Ammo 1), torque-wrench (Melee;
Damage 5; Critical 3; Range [Engaged]; Disorient 2), The Skitarii forces of the Adeptus Mechanicus take a variety of
respirator, coveralls, voidsuit. forms. On warships and Explorator vessels operating within the
Koronus Expanse and the Calixis Sector, specially-created
armsmen-Skitarii are a necessity, serving as boarding parties,
security personnel and bodyguards where other forms of
Also known as the Priesthood of Earth, or more simply as the Skitarii would be impractical. Within the Mechanicus
Adeptus, the Adeptus Terra consists of many millions of territories of the Calixis Sector, these warriors are known as
dedicated servants and religious followers whose duty is to Classiarii, a term of obscure meaning within the ancient
interpret and enforce the Imperial will, as passed down by the traditions of the Calixian Mechanicus, believed to mean
High Lords. It is the Adeptus Terra that actually controls the “mariners.” Nigh-impervious to vacuum, fitted with thick,
Imperium, including its armies and fleet. The Adeptus Terra is implanted armour, and equipped with an array of implanted
divided into many departments and sub-departments, some of weaponry, a Classiarius trooper is literally built for ship-to-ship
which operate so secretly that their existence is unknown combat.
outside of their own membership.

Enforcing the Emperor’s laws across the Imperium, the


Adeptus Arbites are feared by all those who would commit a
crime against the Emperor’s servants. The Lex Imperialis deals
with all laws covering the Imperium as a whole, and any crime Skills (group only): Athletics, Coordination, Ranged (Heavy),
that affects the running of the Imperium is the concern of the Stealth, Tech-Use, Vigilance.
Adeptus Arbites. Most of the Arbites Precincts in the Calixis Talents: None.
Sector must make due by working with the Imperial Navy to Abilities: Dark Sight (can see in the absence of light without
apprehend these malefactors. However, Battlefleet Calixis penalty), Chem-Injectors (a Classiarii trooper ignores Fear
often proves disinterested in dealing with “minor enforcement checks and does not suffer strain from forced labour or
matters.” movement. As an incidental, until the end of the encounter,
may add s a a to all engaged combat checks, enemies add
s to all combat skill checks targeting a Classiarii trooper or
group; when this ability is used, suffer 6 strain at end of
encounter).
Equipment: MIU-linked Mezoa-pattern meltagun (Ranged
[Heavy]; Damage 10; Critical 2; Range [Short]; Accurate 1,
Breach 1, Limited Ammo 2, Vicious 2) or MIU-linked compact
Skills: Athletics 2, Coercion 2, Melee 2, Ranged (Heavy) 2,
storm bolter (Ranged [Heavy]; Damage 9; Critical 2; Range
Stealth 2, Vigilance 2.
[Medium]; Accurate 1, Auto-fire, Vicious 2), subdermal plates
Talents: None.
(+1 defense, + 1soak).
Abilities: Guilty Until Proven Innocent (after making a combat
skill check, may spend a a to add 3 damage to one hit of the
attack; after making an opposed social skill check, may spend
a a to inflict 3 strain on the target).
Equipment: Persecutor-pattern shotgun (Ranged [Heavy];
Damage 8; Critical 3; Range [Short]; as an incidental, may
choose to apply one of the following qualities before making
an attack: Blast 5, Knockdown, Stun Damage, Vicious 2),
Arbites truncheon (Melee; Damage 4; Critical 2; Range
[Short]; as an incidental, may switch between high or low
power; low power counts as a weapon with the shock quality
Outside of those individuals trained in the Imperium’s secret
temples, few killers can match the skills and determination of
a death cult assassin. Trained to use blades with unparalleled
Those who secede from the Imperium face only death,
grace and efficiency, the blindly devoted cultists have made an
for their judgment can come only from the Emperor and
art form out of murder. Within the Calixis Sector and the
no other. Because of the severity of the crime,
Expanse, the deadly assassins of the infamous Moritat are
Secessionists receive the attentions of one of the
undoubtedly the most renowned, though several other dissolute
Emperor’s weapons seldom wielded in other situations:
death cults, such as the Red Chain, the Sons of Dispater, and
the Officio Assassinorum.
the Faceless Covenant, also thrive in the region, and are willing
to contract out their services. Consisting of several orders, or temples, of near-
peerless sanctioned killers, the Officio Assassinorum is
amongst the deadliest weapons the Imperium possesses,
brought to bear only rarely and by the order of the High
Lords of Terra, with each temple practicing a different
method of death bringing. In the history of the Calixis
Sector, only seven Rogue Traders are known to have
earned the dubious distinction of dying to the blade of a
Skills: Athletics 4, Cool 4, Coordination 3, Discipline 3, Melee
Temple Assassin, and all but two of them had chosen to
5, Ranged (Light) 4, Stealth 3, Tech-Use 3 Vigilance 2.
renounce the Imperium and forge their own empires. Of
Talents: Adversary 1 (upgrade difficulty of all combat checks
course, enough other Rogue Traders have vanished
against this target once), Swift (does not spend additional
under “mysterious circumstances” that this total may
maneuvers to move through difficult terrain).
well not be complete.
Abilities: Swift Kill (when this character inflicts a Critical
Injury with a Melee combat check, spend a Story Point to inflict
the Bleeding Out Critical Injury instead of rolling a result). Talents: Adversary 1 (upgrade the difficulty of all combat
Equipment: Dual power swords (Melee, Damage 7; Critical 2; checks against this target once), Improved Inspiring Rhetoric
Range [Engaged]; Defensive 1, Breach 1, Linked 1,
(as an action, may make an Average [kKkK] Leadership check;
Reinforced, Sunder), hallucinogen grenade (Ranged [Light];
for each s, one ally within short range heals 1 strain; for each
Damage 1; Critical 5; Range [Short]; Blast 1, Limited Ammo
1), photon flash grenade (Ranged [Light]; Damage 1; Critical a, one ally benefiting from Inspiring Rhetoric heals 1
5; Range [Short]; Blast 1, Limited Ammo 1), blackout additional strain; all allies affected by Inspiring Rhetoric add
bodyglove (+2 defense), data-slate with encrypted picts and jJ to all skill checks for 3 rounds).
information on intended target. Abilities: For the Emperor! (may spend a maneuver to direct
one friendly minion group within medium range; that group
may immediately perform a free maneuver or add jJ to its next
check).
Just as the regiments of the Imperial Guard have commissars
Equipment: Imperial-issue bolt pistol (Ranged [Pistol];
appointed to them to ensure their unwavering loyalty to the
Damage 9; Critical 2; Range [Short]; Knockdown, Vicious 2;
Emperor, the ships of the Imperial Navy are host to fleet
can only jam by spending d), chainsword (Melee, Damage 7;
commissars. A fleet commissar works closely with the master
of arms to ensure a ship is kept battle-ready at all times and that Critical 3; Range [Engaged]; Defensive 1; as an incidental, may
the crew remains focused on their duty to the Emperor. It is power on the weapon to add the Pierce 2 and Vicious 2 qualities
usual to find at least one fleet commissar aboard a capital ship to attack), naval flak greatcoat (+2 soak), red sash and peaked
naval cap.
to watch the souls of the crew and captain alike.

The Inquisition involves itself in all things deemed necessary


to combat threats to the Imperium. Therefore, it should come
as little surprise that a great many Inquisitors take interest in
criminal activities as well as the graver menaces of alien,
daemons, and heretics. Frequently, many Inquisitors use
Skills: Charm 2, Coercion 2, Leadership 3, Melee 2,
contacts and informants from the seedy underbelly of the
Negotiation 2, Perception 1, Ranged (Light) 2.
Imperium to gather information and items not available
through legitimate routes. Rogue Traders might find Talents: Adversary 1 (upgrade difficulty of all combat checks
themselves indebted to an Inquisitor for an unexpected rescue against this target once), Ruinous Repartee (once per
or mercilessly hunted down for their heretical transgressions. encounter, use this talent to make an opposed Charm or
Coercion versus Discipline check targeting one character
within medium range; if successful, the target suffers 8 strain,
plus 1 strain per s; the Quaestor heals strain equal to the strain
inflicted).
Abilities: Frozen Assets (may target one character with Profit
Factor and spend a Story Point to make an Average [kKkK]
Skills: Cool 3, Deception 4, Discipline 3, Knowledge (All) 3, Negotiation check. That target temporarily reduces their Profit
Leadership 4, Melee 2, Perception 3, Ranged (Light) 1, Tech- Factor by 1 per each s and a a. This effect lasts for one
Use 2, Vigilance 3. week or until any Quaestor unfreezes the funds).
Talents: Adversary 2 (upgrade difficulty of all combat checks Equipment: Compact laspitol (Ranged [Light], Damage 6;
against this target twice) Critical 3; Range [Short]; Las Variable), fine clothing, badge
Abilities: The Emperor’s Blessing (opponents must succeed on of office, thick binder of pink slips.
a Hard [kKkKk]K Discipline check as an action before being
able to make combat checks targeting an Inquisitor; ignore this
ability if the Inquisitor attacks the opponent first), The The Cult of the Machine is almost a law unto itself, bound by
Emperor’s Sword (once per session, may spend a Story Point its own dictates and guarded by its own warriors. In all places
to count as having 3 ranks in any skill that they do not possess and at all times are the workings of blessed machinery the
until the end of the encounter). concern of the Adeptus Mechanicus, and though they cannot
Equipment: Archeotech power sword (Melee, Damage 8; punish every petty act of heresy against the machine, that does
Critical 2; Range [Engaged]; Breach 1, Defensive 1, not prevent their brutal acts against those they do catch.
Reinforced, Sunder, Superior), best quality plasma pistol Mankind can accomplish little of import within the Imperium,
(Ranged [Light]; Damage 7; Critical 2; Range [Short]; Burn 1, or indeed beyond it, without the aid of the Tech-Priests and
Pierce 3, Reinforced, Superior; cannot jam), light carapace (+2 other servants of the Adeptus Mechanicus.
soak), badge of office, fashionable hat.

Unique to the Calixis Sector is the Divisio Auditae, which


oversees matters of significant interest to the Administratum
from incorrect tithes to the adjudication of Warrants of Trade.
Known more commonly (but unofficially) as Quaestors, these Skills: Cool 3, Driving 3, Knowledge (Common) 3,
Auditors are empowered to travel the Sector and demand Knowledge (Scholastic) 3, Medicae 2, Tech-Use 2,
access to all records of any government or organization they Talents: Knack for It 2 (remove jJ jJ from any Knowledge
come across; only the most powerful of individuals can deny a
(Scholastic), Medicae, or Tech-Use check), Specialist
Quaestor’s demands. Each possesses the freedom to move and
Knowledge (may spend a a a from a Knowledge check to
investigate whatever and wherever they see fit, much to the
decrease the difficulty of a single ally’s skill check by one, to a
consternation of the Inquisition, planetary governors, and
minimum of Easy [kK]. The ally’s check must take place during
Rogue Traders who see such freedom of remit for what is
essentially a bureaucrat as dangerous and intrusive into matters the same encounter that this talent is used to gain this benefit).
better left in other hands. Abilities: Mechanicus Implants (can see in the absence of light
without penalty and never needs to make a check to interface
with cogitators or other technologically advanced items).
Equipment: Mars-pattern hellpistol (Ranged [Light]; Damage
6; Critical 3; Range [Short], Pierce 1), rust red robes (+1 soak),
combi-tool or medikit, servo-skull drone.

Skills: Charm 3, Coercion 3, Deception 3, Discipline 1,


Knowledge (Common) 4, Knowledge (Scholastic) 3,
Negotiation 2, Perception 2, Streetwise 2, Vigilance 2.
Those seduced by the false promises and honeyed lies of the
There are many that flee the Imperium and turn renegade, and
Ruinous Powers fall into many categories and hide behind
just as many reasons for doing so. Failed revolutionaries,
countless guises. These deluded fools have forfeited their
mutants, deserters, outlaws, heretics and worse all make their
immortal souls, and their lives are subject to the whims of their
way to the Expanse in the hopes of freedom from pursuit and
dark masters. Whether they believe it or not, they are slaves to
to do as they will. Many attempt to found their own societies
darkness and eternally damned.
on shadowed and undiscovered worlds, or lurk on the edge of
more established colonies, but an equal number are drawn to
raiding and piracy to survive. Those who delve into savagery
and feed their appalling appetites are the most feared of
renegades, hated by colonist, Rogue Traders, and fellow
outlaws alike.

Skills (group only): Athletics, Brawl, Coercion, Melee.


Talents: None.
While many Ravers are simply pirates who only have a passing
Abilities: For Chaos! (as an incidental, at the start of its turn a
knowledge of the Dark Gods, many work for powerful master
minion group of chaos worshippers engaged with an enemy
who are faithful to their false idols. For these damned
individuals, atrocities are a way of life, their leaders, and their may remove a member of its group as a casualty to add +6
gods encouraging even greater displays of depravity, violence, damage to the minion group's attack during that turn).
and excess. Within the Koronus Expanse, several major groups Equipment: Crude weapons (Melee; Damage 5; Critical 4;
Range [Engaged]), ragged leathers and chains (+1 soak), foul
of Reavers exist. Each of these gatherings operates with its own
symbols and heretical iconography.
distinct motives and few independent factions remain for long.

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.

Skills: Knowledge (Forbidden) 1, Melee 3, Operating 1,


Ranged [Heavy] 2, Resilience 2, Tech-Use 1, Vigilance 2.
Talents: Adversary 1 (upgrade the difficulty of combat checks
targeting this character once).
Abilities: Twist the Knife (while at least one opponent in an
encounter is suffering a Critical Injury, a Chaos Reaver Skills: Knowledge (Forbidden) 1, Melee 3, Resilience 3,
increases the base damage of their attacks by 2). Streetwise 1, Survival 2, Vigilance 3.
Equipment: Chainaxe (Melee, Damage 5; Critical 4; Range Talents: Mutant (roll 1d3 times on Table 5–5: Mutations).
[Engaged]; Vicious 1; as an incidental, may power on the Abilities: Terrifying (at the start of the encounter, all
weapon to add the Pierce 2 and Vicious 2 qualities to attack) or opponents must make a Hard [kKkKkK] Fear check as an out-
shockwhip (Melee, Damage 4; Critical 4; Range [Short]; of-turn incidental).
Ensnare 1, Unwieldy 3; as an incidental, may power on the Equipment: Brutal weapon (Melee; Damage 7; Critical 3;
weapon to add the Stun 3 and Stun Damage qualities to Range [Engaged]; Vicious 1), ramshackle armour (+1 defense,
attacks), autogun with man-stoppers (Ranged [Heavy]; +1 soak).
Damage 8; Critical 3; Range [Long]; Auto-fire, Pierce 3),
defaced Imperial flak armour (+2 soak; reduce ranks of Blast
quality against this character by 2).
On many worlds, particularly those who have been cut off from Those who work their ill intentions against the Imperium often
contact for centuries and even millennia, the human gene-pool attract others to their misbegotten causes. Most seditionist
has become irrevocably damaged by generations of exposure leaders operate through their networks, safely hidden away in
to pollutants and alien biospheres, and worst of all, to genetic their bunker while their pawns do their dirty work. A rare few
tampering and exposure to the reality distorting effects of the are powerful, and impetuous, enough to appear before their so-
warp. Mutants go by many names, such as twists or abhumans, called oppressors.
but all share the same fate of being harshly repressed and turned
into an utterly disposable workforce.

Skills: Charm 2, Coercion 2, Cool 4, Knowledge (Common) 2,


Streetwise 3, Vigilance 2.
Skills (group only): Melee, Ranged (Light), Resilience, Talents: Blather (suffer 2 strain to distract 2 adversaries they
Streetwise, Survival. are engaged with; targets add h to checks they make until the
Talents: Mutant (gain one mutation between 01-40 from Table beginning of the character’s next turn).
5–5: Mutations). Abilities: Rile Them Up (Once per encounter, may make an
Abilities: None. Average [kKk]K Charm check targeting a group of bystanders
Equipment: Stub revolver (Ranged [Light]; Damage 5; or other neutral NPCs at medium range; if the check is
Critical 4; Range [Short]), rags, tatters, and scraps of scavenged successful, one of the bystanders [plus one per additional s]
detritus.
becomes a Seditionist; these NPCs form a single minion group
and join the ongoing encounter. These NPCs may have been
regular people convinced by the leader, or they may have been
Seditionists often use subversive means to act against the secretly seditionists all along).
rightful governance, such as protests, strikes, and spreading Equipment: Laud hailer, poorly written pamphlets, suspicious
discord through writings, pamphlets, broadcasts, and other paraphernalia.
media. There are many forms of sedition, and the term is
largely used in the Calixis Sector as a catchall by the Arbites
for a number of high crimes and misdemeanours.
Sorcerers in the 41st Millennium are almost universally
shunned by the Imperium. Sorcery is considered a heresy of the
most dire sort by Imperial authorities, and the Inquisition,
Arbites, and other arms of the Adeptus Terra will not hesitate
to hunt down sorcerers and purge them with flame and bolter.
Apart from a rare few radical Inquisitors and misguided fools,
none within the Imperium tolerate the presence of a known
Skills (group only): Melee, Ranged (Light), Skulduggery, sorcerer.
Streetwise, Tech-Use, Vigilance.
Talents: None.
Abilities: Anti-Imperial Rhetoric (may always use Streetwise
to oppose when the target of a social skill check, and spend t
or a a a from social skill checks they make targeting a PC
to move one Story Point from the player pool to the GM pool).
Equipment: Autopistol (Ranged [Light]; Damage 5; Critical Skills: Coercion 2, Knowledge (Forbidden) 3, Knowledge
3; Range [Short]; Auto-fire), makeshift clubs (Melee; Damage (Scholastic) 3, Melee 2, Perception 2, Resilience 2,
5; Critical 4; Range [Engaged]; Disorient 2), dishevelled Vigilance 2.
clothing (+1 soak), heavily used combi-tools. Talents: Sorcery 2 (may invoke dedicated psychic powers as
described below with Intellect and Knowledge [Forbidden]).
Abilities: Proscribed Knowledge (if this character assists with
a Knowledge check, they add s h to the results).
Psychic Powers: A sorcerer may only use the following
psychic power actions and may never use psychic maneuvers:
Those that manage to survive the dark transfiguration of
Warp Fire (select one target at short or medium range for
awakening their powers are rare, and often insane, but no less
this power and make a Hard [lLkKkK] Knoweldge
sought after in certain quarters because of this. This is because
[Forbidden] check. If the check is successful, the attack
these Warp Witches possess among their psyker’s gifts some,
inflicts 8 damage, +1 damage per s).
albeit crude, ability to navigate the warp and whisper upon its
Invisible Force (select two targets at short range for this unseen winds, although never with anything approaching the
power and make a Hard [lLkKk]K Knoweldge [Forbidden] certainty and proficiency of a true Navigator or Astropath.
check. If successful, may move targets one range band in any Often, the powers they have to track the warp are conveyed not
direction [except vertically] per uncancelled s s. In by their own gifts, but by the daemons sitting invisibly on their
addition, after invoking this power, you may spend a to affect shoulders.
one additional target within range and may trigger this multiple
times, spending a each time).
Equipment: Serrated hand axe (Melee; Damage 4; Critical 2;
Range [Engaged]; Viscous 1), gore crusted robes (+1 soak),
proscribed texts, scrolls, and grimoire.

Skills: Deception 2, Knowledge (Forbidden) 2, Perception 2,


A pirate captain can be as cruel as vacuum or affect the manner Psyniscience 2, Resilience 1, Streetwise 1, Telepathy 3,
of a rakish noble or Rogue Trader depending on his nature and Vigilance 3.
crew, but they must be successful or risk their command to Talents: Forbidden Insight (may use ranks in Knowledge
mutiny. The most successful are more than the leaders of [Forbidden] when manifesting psychic powers).
cutthroats; they are savvy operators with extensive intelligence Abilities: Warp Bleed (this character may suffer 2 wounds to
gathering networks, knowledge of dark secrets uncovered in add s s h to their next Telepathy check, but adds +20 to
their voyages, and contacts on both sides of the law. all rolls made on Table 1–17: Psychic Phenomena until the
end of the encounter).
Psychic Powers: A warp witch can choose any psychic power
action allowed for the Telepathy skill, and may select
additional effects as normal. The powers used most often are:
Migraine (select one target at short or medium range for
this power and make a Hard [lLkKkK] Telepathy check. If the
Skills: Coercion 3, Cool 1, Knowledge (Common) 2, check is successful, the attack inflicts 6 damage, +1 damage
Knowledge (Forbidden) 2, Leadership 2, Melee 3, Ranged per s, with the Ensnare 2 quality).
(Light) 3, Streetwise 3, Vigilance 3. Heed My Voice (select one target within engaged range
Talents: Adversary 2 (upgrade difficulty of all combat checks and make a Hard [lLkKkK] Telepathy check. during the
against this target twice), Threaten 2 (after an adversary within target’s next turn, the warp witch dictates what actions and
medium range of your character resolves a combat check that maneuvers they perform. If you force the target into a suicidal
deals damage to this character’s allies, your character may action, they make an Average (kKkK) Discipline or Resilience
suffer 3 strain to inflict 3 strain on the adversary). check as an out of-turn incidental with a success allowing them
Abilities: Ominous Reputation (when an opponent targets this to break free of this control).
character with a check, the opponent suffers 1 strain). Blur (select one target of silhouette 1 or smaller within
Equipment: Shoddy bolt pistol (Ranged [Light], Damage 9; short range and make an Average [lLk]K Telepathy check. If
Critical 2; Range [Short]; Knockdown, Vicious 2) or Eldar successful, add h to the results of combat checks targeting this
shuriken pistol (Ranged [Light], Damage 6; Critical 3; Range character until this power ends).
[Short]; Linked 1, Pierce 1; must spend d to cause a jam), Equipment: Ritual keris (+2 damage to psychic attacks; when
chainsword (Melee, Damage 8; Critical 3; Range [Engaged]; used to manifest a power that inflicts 1 or more wounds, psyker
Accurate 1, Pierce 1 as an incidental, may power on the weapon heals 1 wound), ritual keris (Melee; Damage 3; Critical 3;
to add the Pierce 2 and Vicious 2 qualities to attack), motley Range [Engaged]; Accurate 1;), profane robes (+1 defense).
carapace coat (+2 soak), cybernetic eye (ignore darkness),
dubious star charts.
Few humans know much of the enigmatic ancient race known
There are many sentient races other than humanity abroad in
as the Eldar, save reports of haughty disdain, quixotic
the galaxy, both known and unknown. Beyond the borders of
temperament, powerful technology, and the unnatural and
the Imperium lurk many alien civilizations, or ‘xenos’ as
subtle cruelties of merciless raiders who strike like ghostly
mankind knows them. The following section offers a sampling
phantoms. Despite these conflicting reports, there are those
of the major xenos known to exist within the Koronus Expanse,
foolish and wealthy enough to take up the extortionately priced
each with their own capacity to travel the stars as both enemies
services of these so-called corsairs. The tales of mastery and
and perhaps allies to a Rogue Trader.
splendour in battle attributed to them are almost equaled by
those telling of their fickle loyalty, sudden betrayals, and
gleeful slaughtering grace, silken armour a-sheen with the
In recent experience within the Koronus Expanse, Autarchs blood of former allies.
have often served as the lead negotiators when Eldar consent
to address humans directly. In larger parties led by the vaunted
Eldar psychic leadership, these consummate warriors have
been seen acting as military advisors to a Farseer on the rare
occasions when these highest of Eldar leaders appear among
humans. When Eldar parties venture off on their own, often
seeming to pursue knowledge or artefacts of ancient
providence, an Autarch often leads these small teams on Skills: Cool 2, Deception 2, Knowledge (Forbidden) 2, Melee
particularly important missions. Sometimes an Autarch 4, Psyniscience 2, Ranged (Light) 2, Survival 1, Vigilance 3.
Talents: Eagle Eyes (once per encounter before making a
ventures forth on their own in search of information or
ranged combat check, the corsair may increase their weapon’s
historical data to further their military studies.
range by one range band [to a maximum of extreme range]; this
lasts for the duration of the combat check).
Abilities: Charismatic Menace (allies within short range add
s to checks they make; opponents within short range add h
to checks they make), Matchless Grace (gains an additional
free maneuver per turn, though still may not perform more than
two maneuvers per turn).
Skills: Athletics 2, Cool 4, Coordination 5, Discipline 2, Equipment: Shuriken pistol (Ranged [Light], Damage 6;
Knowledge (Forbidden) 3, Melee 5, Perception 2, Critical 3; Range [Short]; Linked 1, Pierce 1, Superior; must
Psyniscience 2, Ranged (Heavy) 3, Stealth 5, Vigilance 2. spend d to cause a jam), Eldar chainsword (Melee, Damage
Talents: Adversary 2 (upgrade difficulty of all combat checks 6; Critical 3; Range [Engaged]; Defensive 1, Superior; as an
against this target twice). incidental, may power on the weapon to add the Pierce 2 and
Abilities: Venerated Fighter (an Autarch does not increase the Vicious 2 qualities to attack), Eldar mesh voidsuit (+1 defense,
difficulty to make combined combat skill checks or when using +1 soak; sealed armour with oxygen supply), spirit stone.
the Auto-fire quality), Warrior of Khaine (after making a
successful combat skill check, may spend t to inflict an
additional hit on any number of other engaged opponents,
These Eldar psykers aid the Farseers in their duties, and often
dealing base damage +1 per s; after doing so the Autarch
accompanying Eldar warriors into battle to augment them with
suffers 3 strain for each additional opponent hit).
their psychic powers.
Equipment: Pair of Eldar power swords (Melee; Damage 7;
Critical 2; Range [Engaged]; Breach 1, Defensive 1,
Reinforced, Sunder, Superior), honed lasblaster (Range
[Heavy]; Damage 8; Critical 3; Range [Long]; Auto-fire,
Superior; cannot jam), aspect armour with force field (+1
defense, +2 soak; while powered, armour has Reinforced
quality; may be overloaded by spending t from successful
attacks against the wearer), combat helmet (incorporates a Skills: Cool 3, Deception 2, Knowledge (Forbidden) 3,
rebreather, photo-visor, and micro-bead), spirit stone. Knowledge (Scholastic) 3, Melee 2, Psyniscience 3, Ranged
(Light) 2, Telekinesis 3, Vigilance 3.
Talents: Psychic Mastery (once per encounter, may spend a
Story Point to perform a psychic action as a maneuver. In
addition, may spend t to trigger up to three different qualities
or psychic effects instead of one. These qualities or effects
must be ones that can be triggered by spending a or t). Rogue Traders often have a great deal of leeway in their
Abilities: Matchless Grace (gains an additional free maneuver dealings beyond the Imperium, and one of these is the
per turn, though still may not perform more than two opportunity to hire xenos mercenaries such as the Kroot.
maneuvers per turn). When hiring Kroot Mercenaries, the first step is to
Psychic Powers: An Eldar warlock can choose any psychic locate them. Kroot do not maintain offices or have
power action allowed for the Telekinesis skill, and may select representatives on human worlds. This usually requires
additional effects as normal. The powers used most often are: finding someone else who has worked with or hired
Destructor (select one target within medium range for Kroot in the past, but it might take some bartering for a
this power and make a Hard [lLkKk]K Telekinesis check. If the “good” Imperium citizen to give such information.
check is successful, the attack inflicts 8 damage, +1 damage Payment is relatively straightforward, although Kroot
per s, with Critical Rating 2 and the Auto-fire, Stun 3, and mercenaries in the Expanse tend to prefer barter to coin
Vicious 3 item qualities). they do have a concept of worth and value. Supplies and
Protect (select one target within engaged range and make provisions are often welcome, as are military arms and
a Hard [lLkKkK] Telekinesis check. If successful, until the end equipment. In return, the Kroot provide skilled light
of the character’s next turn, reduce the damage of all hits the infantry—highly proficient in tracking, wilderness
target suffers by one, and further reduce it by one for every combat, and guerilla warfare. Kroot do not generally
uncancelled s beyond the first). have problems with working with non-Kroot, though
Equipment: Shuriken pistol (Ranged [Light]; Damage 6; human soldiers and mercenaries may not feel the same.
Critical 3; Range [Short]; Linked 1, Pierce 1, Superior; must
The numbers and quality of the Kroot mercenaries that
spend d to cause a jam), witchblade (Melee, Damage 8; an Explorer can hire should be left up to the GM,
Critical 2; Range [Engaged]; Defensive 1, Pierce 3, although more than a few thousand is fairly uncommon.
Reinforced, Sunder, Superior; may spend a a or t to cause As mercenaries, most Kroot in the Expanse also require
the target to suffer 3 wounds that count as psychic damage), the terms and length of their employment to be
rune-encrusted armour (+1 defense, +1 soak), rune of the presented and negotiated before any contracts are
warlock (+4 damage to psychic Attacks; adding the Close signed. It is usually the Shapers who handle
Combat and Lightning effects does not increase difficulty), negotiations.
spirit stone.

Talents: Jump Up (once per round, may stand from a prone or


Encountered very rarely in the Koronus Expanse, the Kroot are seated position as an incidental), Swift (a Kroot does not spend
not indigenous to the local stars but nomadic wanderers from additional maneuvers to move through difficult terrain).
half a galaxy away. A carnivorous and highly adaptable Abilities: Devourer (once per encounter, if the Kroot is
species, an individual Kroot stands considerably taller than a engaged with a freshly killed living target, it may heal 4
human and possesses many features that betray their avian wounds; non-Kroot allies who witness this suffer 2 strain).
heritage. Despite their wiry frames, they sport considerable Equipment: Kroot rifle (Ranged [Heavy], Damage 8; Critical
speed and physical power, a beak mouth, and a crest of quills. 2; Range [Long]; Accurate 2; may be used as a Spear), beak
These powerful aliens also hold a fearsome reputation for (Brawl, Damage 4; Critical 3; Range [Engaged]; Vicious 1),
eating those they slay. primitive leathers (+1 soak), small spirit totem.

Skills: Athletics 2, Cool 2, Melee 2, Ranged (Heavy) 2,


Survival 3.
Shapers are leaders amongst the Kroot, often credited with The untold masses of greenskins found throughout the Expanse
ancient wisdom and shamanic powers of insight. They guide are simply known as Ork Boyz; these are the warriors of the
their Kindreds both through ritual and in the quest for Kaptins that populate the many voidships, warbands, and tribes
evolutionary variety. Many Kindreds of Kroot have ventured ready to unleash their destruction upon their enemies, which
into the Koronus Expanse, seeking new and different DNA to for Orks simply means everyone else. The average Ork Boy
add to their genetic code hopefully, to return in triumph to stands taller than a human (but, is typically hunched over), with
Pech, laden with trophies and wealth from a dozen distant thick slabs of muscle and coarse tough green skin.
worlds. As the Kroot came to the Expanse, so too did the
Shapers, and the wisdom of the elders has led to a number of
alliances between Kroot Kindreds and the Rogue Traders who
operate within the region.

Skills (group only): Coercion, Athletics, Brawl, Ranged


(Light), Resilience, Survival.
Talents: None.
Abilities: Green Tide (add jJ to all checks an Ork Boy makes
Skills: Charm 3, Discipline 2, Knowledge (Forbidden) 3, if part of a group of three or more minions).
Negotiation 3, Ranged (Heavy) 2, Vigilance 3. Equipment: Slugga’ (Ranged [Light]; Damage 6; Critical 4;
Talents: Adversary 1 (upgrade difficulty of all combat checks Range [Short]; Inaccurate 1, Linked 1, Pierce 1), choppa’
against this target once), Natural (once per session, may reroll (Melee; Damage 6; Critical 3; Ranged [Engaged]; Vicious 2),
one Discipline or Negotiation check). ragged leathers (+1 soak), fistful of teef.
Abilities: Expanse Experience (once per session as an out-of-
turn incidental, may spend a Story Point to allow one ally in
the encounter to reroll a failed check).
Equipment: Kroot rifle (Ranged [Heavy], Damage 8; Critical An Ork Warboss who not only leads a Warband of Orkz, but
2; Range [Long]; Accurate 2; may be used as a Spear), beak also runs his own ship is referred to as a Kaptain. A terror in
(Brawl, Damage 4; Critical 3; Range [Engaged]; Vicious 1), the void and the bane of merchant vessels, a Kaptain leads with
Gnarloc-hide leathers (+1 soak, +1 defense), fetish pouches. an iron fist and commands respect. These towering green
skinned brutes are usually covered in scars from hundreds of
hard fought battles and sport customized wargear that often
becomes legendary enough to cause humans to hunt these
dangerous foes down.

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: Cool 2, Melee 3, Ranged (Heavy) 2, Resilience 3,


Survival 2, Tech-Use 1, Vigilance 3. Rak’Gol Broodmasters act as lieutenants to the Abominations;
Talents: Adversary 1 (upgrade difficulty of all combat checks carrying out their will. It is their responsibility to lead the packs
against this target once), Iron Jaw 2 (when staggered, may of Marauders to slaughter and victory. These horrid xenos
make a Hard (kKkKkK) Resilience check. If they succeed, they organize packs into frenzied mobs, and work them into a wild
are no longer staggered). fury, foaming at the mouth in anticipation of the kill. They are
Abilities: ‘Ere We Go! (Nobz and Ork Boyz lead by Nobz that typically distinguished by the amount of bionics and
take damage reduce the Critical rating of their attacks by 1, to cybernetics their bodies support, and by the fact that they
a minimum of 1), Silhouette 2. inspire the loyalty of the other Rak’Gol.
Equipment: Snazzgun (Ranged [Heavy]; Damage 9; Critical
3; Range [Extreme]; Linked 2; may spend d to reduce any
damage this weapon deals by 4 (before applying soak) or t to
add the Pierce 5 quality to the current attack.), looted
chainsword (Melee, Damage 7; Critical 3; Range [Engaged];
Vicious 1; as an incidental, may power on the weapon to add
the Pierce 2 and Vicious 2 qualities to attack), looted armour Skills: Athletics 3, Discipline 1, Leadership 2, Melee 4,
(+2 soak), lucky totems and trinkets. Ranged (Light) 3, Resilience 2, Vigilance 3.
Talents: Adversary 1 (upgrade difficulty of all combat checks
against this target once), Swift (a Rak’Gol does not spend
Eight-limbed, twice as tall as a man, and as vicious as they are additional maneuvers to move through difficult terrain).
swift, Rak’Gol are xenos of death and destruction without Abilities: Vicious Charge (may make an Average [kKk]K
recourse. Marauders are the foot soldiers of the Rak’Gol. Most Leadership check as an action; for each s the check
of these wretched xenos are modified with at least one type of generates, one ally Rak’Gol may make a move maneuver while
cybernetic implant, though it is far more common for them to at short range to engage a target as an incidental), Silhouette 2.
have more. Many simply go for the direct kill, but they are not
Equipment: Razor gun (Ranged [Light]; Damage 6; Critical
3; Range [Short]; may spend t to cause the target to suffer
the At the Brink Critical Injury without rolling), implanted
immolator (Ranged [Light]; Damage 6; Critical 2; Range
[Short]; Blast 4, Burn 2, Limited Ammo 2), great chainaxe The Rak’Gol are savage and brutal xenos, who attack in
(Melee; Damage 8; Critical 3; Range [Engaged]; Cumbersome murderous hordes and strike using shock tactics. All
3, Pierce 2, Viscous 1), metal-flesh implants (+1 soak), attempts to either contain the creatures or communicate
cybernetic sensory enhancements (may see thermal signatures with them has failed. They have never shown the
and remove jJ jJ added to checks due to darkness). slightest interest in communicating with other species,
or interacting in any way save slaughtering all they
come across. However, the Rak’Gol seem to be
interested in the dark technologies of the long extinct
The Abominations are the rarest caste of Rak’Gol encountered
xenos race known as the Yu’Vath.
by the denizens of the Koronus Expanse, and appear to be the
leaders of their species. Each one’s appearance is unique and One of the most mysterious facets of Rak’Gol
heavily modified. Many of them possess the bionic and technology is the propensity for the Abominations to
cybernetic implants that are ubiquitous to the Rak’Gol—yet seek out and capture lost relics of the Yu’vath. These
they also have been modified by what appear to be implants wretches will go to any length to possess Yu’vath
and devices very similar to those of the Yu’vath. implants and constructs—going so far as to even
decorate their bodies with the silvered traceries and
symbols used by the decimated race of Chaos-
worshippers.

Their language is incomprehensible—consisting of


nothing more than screeches and rasps. No one knows
their point of origin, or even if they originated within
Skills: Athletics 4, Cool 2, Knowledge (Forbidden) 2, the Koronus Expanse. It is possible that they have a
Leadership 3, Melee 4, Ranged (Light) 4, Vigilance 3. home world (or clutch of several) where they issue from
Talents: Adversary 2 (upgrade difficulty of all combat checks and construct their warships. If this is true, the world
against this target twice). must be far beyond the explored bounds of the Expanse,
Abilities: Hunting Frenzy (after causing a target to suffer or hidden from prying eyes by some sort of phenomena.
wounds or strain, an abomination adds jJ jJ to all melee There appears to be no explanation as to why they attack
combat checks), Silhouette 2, Terrifying (at the start of the the ships or colonies of the Expanse, and it might very
encounter, all opponents must make an upgraded Hard well be an inscrutable aspect of their alien psychology.
[lLkKk]K Fear check as an out-of-turn incidental).
Equipment: Intimidator (Melee; Damage 10; Critical 4; Range
[Engaged]; Pierce 2, Slow-firing 1, Stun Damage), dual razor
guns (Ranged [Light]; Damage 6; Critical 3; Range [Short];
Linked 1; may spend t to cause the target to suffer the At the
Brink Critical Injury without rolling), cybernetic exoskeleton
(+2 soak); cybernetic enhancements (may see thermal
signatures and remove jJ jJ added to checks due to darkness;
does not need to breathe and can survive underwater; immune
to poisons and toxins), Yu’vath relic cells and Chaos
iconography.
Stryxis have a pugnacious face, with an upturned nose faintly
reminiscent of a Terran bulldog and four small, beady eyes.
Most Stryxis alternate between piracy and trade depending on
If players want to make a deal with the Stryxis, the GM
the circumstances, but are cautious enough to primarily deal in
should see this as an opportunity for some interesting
slave trading. The merchants of the Stryxis race are the ones
roleplaying. Obtaining an item or information from a
who are mainly encountered by Explorers of the Koronus
Stryxis is never a simple matter of paying a fee or rolling
Expanse. They are reviled and distrusted all across the Expanse
dice. The aliens enter any situation expecting to bargain
for their shady dealings and treacherous leanings.
and haggle, so the GM should feel willing to open the
negotiation with exorbitant demands and work
downwards.
As the same time, the Stryxis place different values on
items than humanity, and the GM should be creative in
their demands. Some suggestions are that the Stryxis
request something personal from the Explorers, such as
Skills: Cool 2, Deception 1, Knowledge (Forbidden) 3,
a token or memento. These are aliens, so they can do
Negotiation 3, Perception 2, Vigilance 2.
things that seem non-sensible to a human. Even if the
Talents: Natural (once per session, may reroll one Deception
players have a whole box of mementos on the ship
or Negotiation check).
they’ll trade, the Stryxis could still demand “only that
Abilities: Dark Sight (can see in the absence of light without
one.” The Stryxis may also request more disturbing
penalty), Most Honoured Biped (when this character inflicts
payments, such as a consignment of crewmembers from
strain using a social skill check, they inflict 2 additional strain).
the players’ own ship. This could have interesting moral
Equipment: Various trinkets and charms from other races,
complications for the players, and morale complications
smelly robes covered in baubles.
if the crew finds out that some of their mates are being
sold to aliens!

Bartering for services is also well within a Stryxis’


Those humans who have encountered a Stryxis raiding armada
desires. They might request an augury be performed by
have almost universally been the target of their cripple-and-
a psyker or even to transport some of their caravan to
loot tactics. These tactics are employed to great effect by the
another system. Most players are likely to know of the
underhanded Raid Masters within Stryxis society. Stryxis Raid
Stryxis’ unsavoury reputation, and a mysterious request
Masters are more combat-oriented Stryxis are exceptional in
is going to have them scrambling to figure out what the
ship-to-ship combat as well as savvy with long-range firearms
“catch” is.
and Aether weapons. Seldom, if ever, do they engage targets
that can put up a significant fight, however.

Equipment: Aether rifle (Ranged [Heavy]; Damage 4; Critical


1; Range [Medium]; Accurate 2, Breach 1; this weapon loses
the Breach quality against force fields and psychic barriers and
cannot harm non-living targets), Stryxis ghost-field (+2
defense, +1 soak; ignore the Breach and Pierce quality from
weapons and attacks unless the attack has the Blast or Flame
Skills: Cool 2, Deception 2, Knowledge (Forbidden) 3, quality or is generated from a Psychic skill).
Leadership 3, Operating 2, Perception 2, Vigilance 3.
Talents: Hatred 2 (may suffer up to 2 strain to add an equal
number of s to one combat check made against an engaged
Eldar or Rak’Gol adversary per turn. Your character adds h
h to Presence-based checks made against hated targets)
Abilities: Dark Sight (can see in the absence of light without
penalty), Void Tactician (add jJ jJ to boarding and hit and run
overseen by this character).
These constructs seem to be created for the sole purpose of
guarding the remains of the dead, or perhaps using the dead to
provide one last service to their ancient masters. Bone
Conquerors typically vary in size based upon their access to
available corpses. The largest confirmed sightings were in
Skills: Coordination 4, Ranged (Light) 3.
excess of six metres tall, while less well-preserved specimens
Talents: None.
are typically much smaller. The physical basis for a Bone
Abilities: Datavore (may devour all information from non-
Conqueror is a small artefact, typically less than fifty
living storage systems as an action; living targets that suffer
centimetres in length, appearing to be composed of a bone-like-
strain from a crystalwisp’s attack lose 1 hour of memories),
ceramic material.
Dark-Energy Construct (doesn’t need to eat, sleep, or breathe
and is unaffected by toxins and poisons, and fear; this creature
ignores the Concussive, Disorient, and Vicious qualities),
Hoverer (may hover, as per Flying sidebar page 100 of the
GENESYS Core Rulebook), Silhouette 2.
Equipment: Energy lashes (Ranged [Light]; Damage 3;
Critical 5; Range; [Short] Stun 5, Stun Damage).
Skills: Athletics 3, Brawl 3, Discipline 4, Psyniscience 4,
Resilience 4, Vigilance 2.
Talents: Adversary 2 (upgrade difficulty of all combat checks
Explorers unlucky enough to encounter them have reported one
against this target twice).
type of construct far more often than any other known Yu’Vath
Abilities: Dark-Energy Construct (doesn’t need to eat, sleep,
creation. Known as the Fossil Horror, it is a massive, tentacled
or breathe and is unaffected by toxins and poisons, and fear;
worm that has been observed far beneath planetary surfaces
this creature ignores the Concussive, Disorient, and Vicious
and even upon isolated asteroids. The creations are thought to
qualities), Silhouette 3, Swarm (halve the damage this swarm
be more than twenty metres in length and at least four in
takes before applying soak, unless the weapon has the Blast or
diameter, though very few reports indicate encounters where a
Burn quality [regardless of whether the quality is activated]),
specimen has been observed in its entirety. The only certain
Terrifying (at the start of the encounter, all opponents must
information about a Fossil Horror is that is can burrow into just
make a Hard [kKkKkK] Fear check as an out-of-turn incidental), about any location and is almost completely invisible to
Vile Regeneration (as an action, a bone conqueror may absorb technological sensors. For this reason, members of the Magos
a number of corpses within short range to heal 3 wounds for Biologis have offered great sums to capture a specimen alive
each corpse. The corpse is added to the bone warden and cannot (or as alive as such a creature can be).
be used again to heal).
Equipment: Claws and fists (Brawl; Damage 12; Critical 4;
Range [Short]; Blast 9; the difficulty for this check is always
Average [kKkK]), warp blast (Discipline; Damage 10; Critical
3; Range [Medium]; Pierce 3; counts as a psychic power for
purpose of resistance and weakness).

Skills: Brawl 3, Coordination 4, Stealth 4, Vigilance 2.


Talents: Swift (does not suffer penalties for moving through
The crystalwisp resembles a cluster of floating crystals difficult terrain).
interwoven with crackling energy. As the monstrosity moves, Abilities: Burrower (may move through solid ground as if it
it constantly extends additional tendrils of its unholy light were normal terrain, leaving a tunnel behind it), Dark-Energy
outwards from its crystalline structures. Whenever one of these Construct (doesn’t need to eat, sleep, or breathe and is
luminous tendrils comes into contact with an object storing unaffected by toxins and poisons, and fear; this creature ignores
information, the data is gradually erased through unknown the Concussive, Disorient, and Vicious qualities), Silhouette 3,
means. Distressingly, the storage container may be a cogitator Terrifying (at the start of the encounter, all opponents must
system, memory cortex vault, or a human’s brain. The damage make a Hard [kKkKk]K Fear check as an out-of-turn incidental).
to one’s memory from a crystalwisp assault may cause a person Equipment: Fossilized tentacle (Brawl; Damage 8; Critical 2;
to forget even critical life functions such as breathing or Range [Short]; Auto-fire, Ensnare 2).
swallowing, leading to a confusing and painful death in short
order.
More than two thousand years ago, during the time of
the Lord-Militant Angevin, the Expanse was home to an
ancient and alien evil known as the Yu’vath. Twisted Skills: Brawl 1, Coordination 4, Stealth 3
servants of the warp, they built an empire on a Talents: None.
foundation of dark sorcery, soul slavery, and daemon Abilities: Amorphous (as an incidental, a sandslime may
worship. For years, the Crusade fought a bloody war increase or decrease its silhouette by 1), Dark-Energy
against them, until Saint Drusus himself struck the final Construct (doesn’t need to eat, sleep, or breathe and is
blow and ended their domination over the Calyx unaffected by toxins and poisons, and fear; this creature ignores
Expanse. What was left of their worlds, artefacts were the Concussive, Disorient, and Vicious qualities),
destroyed, their locations purged from Imperial records, Inconspicuous (a sandslime appears indistinguishable from
and over time their existence was slowly forgotten. In ordinary sand; a character can make a Hard [kKkKkK]
spite of this, their wretched taint remains present within Perception or Vigilance check to identify this creature),
the Koronus Expanse. The technology of these ancient Sandslime Toxin (if a living target suffers a Critical Injury
creatures and the terrors that they spawned remain a results of 51 or higher from a sandslime’s pseudopods, make a
blight and a constant danger. Hard [kKkKkK] Resilience check at the end of the encounter; if
Scattered among the Yu’Vath ruins are artefacts that they fail, they begins to transform into a sandslime; they suffer
incorporate their unholy science. Almost all of these 2 wounds and must make the check again every five minutes
devices are constructed of a crystalline or ceramic until they succeed or they exceed their wound threshold, at
material that resembles natural or fossilized bone. These which point the target becomes a sandslime [if they are a PC,
devices often bear twisted and asymmetric symbols that they are effectively dead at this point]; this effect may also be
seem to distort and shift under most lighting conditions. ended with a successful Average [kKk]K Medicine check to
Virtually all of the surviving artefacts rely upon a amputate the affected limb), Silhouette 3.
constant connection to the unnatural realm as their Equipment: Pseudopods (Brawl; Damage 10; Critical 4;
primary source of power; some go a step further and Range; [Engaged] Pierce 2).
utilize this unholy association in their core function. For
this reason, all Yu’vath artefacts are considered
inherently anathema to the Adeptus Mechanicus, with Another construct of the Yu’vath, these deadly little creatures
more conservative members recommending that any are fashioned from bruised purple crystal and are about the size
examples of such technology be cast into the nearest star of a large dog. With twelve legs and a tiny central body, they
for safety. scuttle about with alarming speed. They also have a set of
needle-like mandibles that they can alternatively use to mend
broken crystal or plunge into an Explorer’s soft flesh…

Made of the same terrible Dark-Energy characteristic to all


Yu’Vath technology, a sandslime is an amorphous creature that
creeps along a surface in search of prey. It is unknown if the
creature is intelligent or cunning, but accounts claim that it
shows some hint of practiced hunting. The most notable threat
is the strange toxin this creature exudes. Those exposed to the Skills: Brawl 3, Coordination 2, Stealth 1
substance of a sandslime are virtually always transformed into Talents: None.
another of these creatures. Mere contact with the surface of one Abilities: Swarm (halve the damage dealt this swarm takes
of these foul creations can result in its victim creating more of before applying soak, unless the weapon has the Blast or Burn
the spawn. Treatment can stave off the effects, but amputation quality [regardless of whether the quality is activated]),
has proven the only effective method to ensure one’s existence. They’re All Over Me! (enemies who start their turn engaged
with the swarm lose their free maneuver).
Equipment: Monofilament mandibles (Brawl; Damage 3;
Critical 3; Range [Engaged]; Pierce 2).
A dimension parallel to the one inhabited by mortals, the warp
is a universe of psychic energy, where normal physical and
The shapes and blasphemous hungers that a daemon
temporal laws do not apply. Within the roiling madness, the
might exhibit are without number, and literally
Chaos Gods sit in their palaces and spawn fragments of their
thousands of different manifestations are recorded
desires known as daemons to worship them and carry out their
within the restricted archives of the Ordo Malleus.
unfathomable objectives. Of all the dangers Explorers must
However, all creatures of the warp share some similar
face in pursuit of their profession, daemons are perhaps the
traits. All beings in this section have the Daemon ability
most insidious. The naïve Explorer may believe their trusty
with the following effects:
sidearm is enough to end the miserable existence of such a
creature, only for it to reform and attack. The Explorer might  Inorganic: Daemons have no wound threshold,
even be arrogant enough to strike a “deal” with such creatures, do not need to breathe, eat, or drink; can survive
but daemons deal in the currency of souls alone and would in vacuum and underwater, and are immune to
gladly take a Rogue Trader’s as quickly as they would the poisons and toxins.
lowliest hive-worker.
 Warp Body: When a daemon suffers wounds for
As minions of the Chaos Gods, most daemons lack self- any reason, it suffers an equal amount of strain
will, at least as humanity understands it. Instead, they serve instead. This damage is halved before applying
only to spread the aims of their masters. Additionally, a soak, unless the attack is from a force weapon,
daemon is not truly alive; they are raw warp-stuff given form. psychic power, holy attack, or other creatures
In this way, a daemon cannot be killed, so much as driven from with the Daemon ability.
the mortal plane to reform in the warp and plot their revenge.
 Unchained Mind: Daemons are immune to Fear
and Corruption checks and psychic powers used
to cloud, control, or delude the mind or senses.
Immense slug-like monstrosities, Beasts of Nurgle crawl
across the ground on their bellies, weakly propelled by clawed  Creature of the Warp: Daemons do not upgrade
flippers, leaving a layer of stinking slime in their wake. Unlike the difficulty of Psychic skill checks and are not
most daemons, a Beast kills not with rending claws and ripping affected by results from Psychic Phenomena or
teeth, but with a strange form of kindness. Victims are Perils of the Warp that they or other characters
caressed, petted, and stroked with the daemon’s multiple generate (the effects are still resolved against
tentacles, while the long tongue delivers slobbery and slimy other beings as usual).
licks. In very short order, the victim is sickened, infected,
 Warp Flux: If a daemon ever ends its turn
dissolved, and then crushed, ground under the Beast’s vast
without causing a target to suffer wounds or strain
bulk.
or without causing a successful Fear or
Corruption check, the daemon suffers a number
of strain equal to its Willpower. If this would
cause it to exceed its strain threshold, the daemon
is destroyed and cast back into the warp.

Skills: Athletics 2, Brawl 3, Resilience 3.


Equipment: Playful tongue (Brawl, Damage 6; Critical 3;
Talents: Adversary 1 (upgrade difficulty of all combat checks
Range [Engaged]; Superior; A living target hit by this weapon
against this target once).
must make a Daunting (kKkKkKk)K Resilience check as an out-
Abilities: Daemon, Dark Sight (can see in the absence of light
of-turn incidental or suffer 5 wounds), spewing tentacles
without penalty), Ponderous (may only use one move
(Resilience; Damage 5; Critical 4; Range [Short]; Sunder; A
maneuver per turn, but ignores difficult terrain), Silhouette 2,
living target hit by this weapon must make a Daunting
Terrifying (at the start of the encounter, all opponents must
(kKkKkKk)K Resilience check as an out-of-turn incidental or
make an upgraded Hard [lLkKkK] Fear check as an out-of-
suffer 5 wounds), cloud of flies (+1 defense).
turn incidental).
Abilities: Daemon, Dark Sight (can see in the absence of light
without penalty), Soporific Musk (while this character is
Those who live in the underdecks of Footfall tell tales of
engaged with a target, its attacks ignore melee defense),
creatures that lurk in the dark corners at the edge of sight,
Terrifying (at the start of the encounter, all opponents must
things of mist, shadows, and far too many razor-edged blades.
make an upgraded Hard [lLkKkK] Fear check as an out-of-
These creatures prowl in the unlit places below humanity’s
turn incidental).
hives and stations, waiting and watching for some lone
Equipment: Vice-like claws (Brawl, Damage 3; Critical 1;
unfortunate. Their victim’s bodies are found days later, bled
Range [Engaged]; Breach 1, Linked 1, Superior; loses the
dry through a thousand cuts.
Breach quality against force fields and psychic barriers or
wards), warpsilk amour (+1 soak and defense).

This mindless warp predator is a thing blacker than the emptiest


void, a killing shadow, thin and writhing that can pass through
dark spaces as insubstantial as a nightmare fading into
Skills: Coordination 5, Melee 2, Psyniscience 2, Stealth 3,
forgetfulness. The geist murders with its chill talons leaving
Vigilance 3.
nothing but bodies consumed to desiccated husks, the
Talents: Adversary 1 (upgrade difficulty of all combat checks
screaming shadows of its victims cold-burned into the hull
against this target once).
where they perished.
Abilities: Daemon, Dark Sight (can see in the absence of light
without penalty), Insubstantial (while in shadows or darkness,
the Blade-Thing automatically passes Stealth checks and may
move two range bands per one maneuver), Terrifying (at the
start of the encounter, all opponents must make an upgraded
Average [lLkK] Fear check as an out-of-turn incidental).
Equipment: Far too many blades (Melee, Damage 7; Critical
3; Range [Engaged]; Breach 1, Linked 2, Superior; loses the Skills: Brawl 4, Psyniscience 2, Stealth 4, Vigilance 3.
Breach quality against force fields and psychic barriers or Talents: Adversary 1 (upgrade difficulty of all combat checks
wards). against this target once).
Abilities: Daemon, Dark Sight (can see in the absence of light
without penalty), Flyer (can fly; see page 100 of the GENESYS
Core Rulebook), Soul Taker (an Ebon Geist recovers 5 strain
Daemonettes serve Slaanesh, the Prince of Excess, as nimble
whenever it kills a target), Terrifying (at the start of the
warriors, deceitful courtesans, and enticing courtiers. They
encounter, all opponents must make an upgraded Average
possess an unnatural beauty that makes them loathsome to
[lLkK] Fear check as an out-of-turn incidental).
behold, but too alluring to avert one’s gaze. These lissome
Equipment: Icy claws (Brawl, Damage 6; Critical 3; Range
killers whisper sweet words into their victim’s ear while
[Engaged]; Breach 1, Superior, Vicious 1; loses the Breach
rending the still-beating heart from their chest.
quality against force fields and psychic barriers or wards).

Skills: Athletics 3, Brawl 4, Deception 3, Melee 4,


Vigilance 4.
Talents: Adversary 1 (upgrade difficulty of all combat checks
against this target once), Parry 2 (when a Daemonette suffers a
hit from a melee combat check, after damage is calculated [but
before soak is applied], it may take a Parry incidental. It suffers
3 strain and reduce the damage dealt by that hit by 4. This talent
may only be used once per hit).
Flesh Hounds are great wolf-like beasts that hunt down and Furies do not belong to the hosts of the four unholy powers that
destroy the enemies of the Blood God. Though vaguely canine dominate the warp. These unclaimed daemons are doomed to
in form, Flesh Hounds are more a horrific cross between dog endlessly wander the Immaterium in a state of endless,
and reptile. Covered with thick scales, Hounds mount large meaningless existence. Weaker than most other daemons,
horns and usually feature a series of spikes down the spine. which often enslave them for their own uses, they are nearly-
Frills grow from various locations, such as the back of the mindless manifestations of Chaos in its purest form. Somewhat
skull, on the throat, or the rear of the jaws. larger than a man, with a hunched posture, Furies are hideous
winged creatures with bestial, long-jawed faces and mouths
full of jutting teeth and fangs.

Skills: Brawl 3, Resilience 3, Streetwise 4, Survival 4,


Vigilance 2.
Talents: Adversary 2 (upgrade difficulty of all combat checks Skills: Brawl 4, Psyniscience 2, Resilience 2, Vigilance 3.
against this target twice), Swift (a Flesh Hound of Khorne does Talents: Adversary 1 (upgrade difficulty of all combat checks
not spend additional maneuvers to move through difficult against this target once).
terrain). Abilities: Daemon, Dark Sight (can see in the absence of light
Abilities: Blood for the Blood God (this character is not without penalty), Flyer (can fly; see page 100 of the GENESYS
effected by the results of Critical Injuries except for the Dead Core Rulebook), Silhouette 2, Terrifying (at the start of the
result [each Critical Injury still adds a cumulative +10 to encounter, all opponents must make an upgraded Average
subsequent Critical Injury results]), Collar of Khorne (Psychic [lLkK] Fear check as an out-of-turn incidental).
skills targeting this character increase in difficulty twice), Equipment: Claws and teeth (Brawl, Damage 6; Critical 3;
Daemon, Dark Sight (can see in the absence of light without Range [Engaged]; Breach 1, Superior, loses the Breach quality
penalty), Silhouette 2, Terrifying (at the start of the encounter, against force fields and psychic barriers or wards).
all opponents must make an upgraded Hard [lLkKkK] Fear
check as an out-of-turn incidental).
Equipment: Fangs and claws (Brawl, Damage 8; Critical 2;
Range [Engaged]; Breach 1, Superior, Vicious 2; loses the
Breach quality against force fields and psychic barriers or
wards).
Born of nameless horrors and inhuman hatred, an entity of this
magnitude is almost impossible to stop by mortal hands.
Many daemons are granted powerful boons from their Powerful beyond belief, this lord of darkness desires no more
patron god. In addition to the usual abilities of a Greater than to drag the screaming souls of its victims back to the
Daemon profile, the GM may add one of the following abyssal depths of the hell-void from which it came. Such
abilities below: horrifying entities are thankfully rare, but many voidsmen tell
tales of such creatures manifesting aboard a vessel. Such stories
 Warrior of Khorne: This character may spend
inevitably end with the “walking nightmare” departing, leaving
t on a successful melee check to inflict one hit a drifting charnel-tomb in its wake.
dealing 10 damage on all other characters within
short range. In addition, this character recovers 5
wounds whenever it kills a living creature. This
character can never use psychic powers.

 Blessing of Tzeentch: This character gains all


Psychic skills with 4 ranks in each and reduces
the difficulty of any Psychic skill check twice. In
Skills: Athletics 3, Cool 2, Deception 3, Discipline 3,
addition, this character gains Flyer (see page 100
Knowledge (All) 5, Melee 4, Psyniscience 4, Resilience 4,
of the GENESYS Core Rulebook) and may make
Vigilance 2.
Initiate checks using Psyniscience.
Talents: Adversary 2 (upgrade difficulty of all combat checks
 Child of Nurgle: This character ignores the against this target twice)
effects of the Vicious quality, unless from a Abilities: Daemon, Dark Sight (can see in the absence of light
psychic, holy, or force attack and increases its without penalty), Silhouette 4, Terrifying (at the start of the
strain threshold by 5. The character may only encounter, all opponents must make an upgraded Daunting
make one move maneuver per turn, but is not [lLkKkKkK] Fear check as an out-of-turn incidental).
effected by difficult terrain. In addition, non- Equipment: Warp weapon (Melee, Damage 13; Critical 3;
daemonic characters within short range of this Range [Engaged]; Breach 1, Superior, Vicious 4; loses the
character treat all weapons, armour, and gear as if Breach quality against force fields and psychic barriers or
it were moderately damaged (see page 89 of the wards), warp fire (Discipline; Damage 9; Critical 4; Range
GENESYS Core Rulebook). [Medium]; Blast 7, Burn 3, Pierce 3; counts as a psychic power
for purpose of resistance and weakness), unholy plate amour
 Consort of Slaanesh: While this character is
(+4 soak)
engaged with a target, its attacks ignore melee
defense. Whenever this character suffers strain,
all engaged non-daemon characters suffers half
that amount of strain (rounded down). In addition, Khymerae are terrifying creatures, literally born from a
this character gains an additional free maneuver person’s nightmares. They spawn in the warp, coalescing into
per turn, though it still may not perform more than existence like malignant cysts around the psychic energies, but
two maneuvers per turn do not form at the whim of the Chaos Gods nor do they appear
to be fragments of these powers. Those Khymerae encountered
in the Expanse usually have a huge, roughly feline form, best
likened to a skinned hunting cat. Each appears a slightly
different assemblage of skinless flesh, mighty jaws, grasping
talons, and powerful limbs.

Skills (group only): Athletics, Brawl, Ranged (Light),


Survival, Vigilance.
Talents: Adversary 1 (upgrade the difficulty of combat checks
targeting this character once).
Those who live in the underdecks of Footfall tell tales of
Abilities: Daemon, Drag (may spend a maneuver to pull an
creatures that lurk in the dark corners at the edge of sight,
immobilized foe within short range to engaged range), Phase
things of mist, shadows, and far too many razor-edged blades.
(can ignore terrain penalties and move through solid matter
These creatures prowl in the unlit places below humanity’s
[but cannot end its turn inside solid matter]), Silhouette 2,
hives and stations, waiting and watching for some lone
Terrifying (at the start of the encounter, all opponents must
unfortunate. Their victim’s bodies are found days later, bled
make an upgraded Average [lLkK] Fear check as an out-of-
dry through a thousand cuts.
turn incidental).
Equipment: Horrid maw (Brawl, Damage 5; Critical 3; Range
[Engaged]; Pierce 2), raptorial arms (Ranged [Light],
Damage 4; Critical 3; Range [Short]; Pierce 1, Ensnare 3).

Screamers are strangely shaped creatures, appearing more akin


Skills: Charm 3, Deception 3, Psyniscience 2,
to ocean life than any other mortal being. They swim through
Knowledge (All) 3, Telepathy 2, Vigilance 4.
the air on broad, fleshy wings and flattened bodies, and their
Talents: Air of Authority 2 (may inflict a Critical Remark by
long tails end in clusters of thick blades. Huge tusks bracket the
spending a a).
mouth, while short spikes run along the spine. They emit
constant series of piercing, shrieking cries, thus giving them Abilities: Daemon, Dark Sight (can see in the absence of light
their name. without penalty), Hoverer (may hover, as per Flying sidebar
page 100 of the GENESYS Core Rulebook), Silhouette 2,
Terrifying (at the start of the encounter, all opponents must
make an upgraded Hard [lLkKk]K Fear check as an out-of-
turn incidental), Warp Affinity (reduce the difficulty of all
Psychic skill checks once).
Psychic Powers: The Veiled Deceit can choose any psychic
power action allowed for the Telepathy skill, and may select
Skills: Brawl 2, Coordination 4, Discipline 3, Psyniscience 4, additional effects as normal. The powers used most often are:
Vigilance 2. Mass Delusion (select two targets within short range and
Talents: Adversary 1 (upgrade difficulty of all combat checks make a Hard [kKkKk]K Telepathy check. If successful,
against this target once). downgrade the difficulty of Charm and Deception checks
Abilities: Daemon, Flyer (can fly; see page 100 of the
against the targets once for the next 3 rounds. a may be spent
GENESYS Core Rulebook), Terrifying (at the start of the
to select one additional target in range [multiple uses]).
encounter, all opponents must make an upgraded Average
Stolen Memories (select one target within short range and
[lLkKkK] Fear check as an out-of-turn incidental), Warp Sight
make a Hard [kKkKkK] Telepathy check. If successful, the
(can see in the absence of light without penalty and can detect
target suffers 1 strain, plus 1 strain per additional s s. The
souls through mundane materials).
target forgets everything about the Veiled Deceit and all
Equipment: Warp jaws (Brawl, Damage 5; Critical 3; Range
interactions within the encounter or the last hour).
[Engaged]; Breach 1, Superior; loses the Breach quality against
Hallucination (select one target of within short range and
force fields and psychic barriers or wards), psychic bolts
(Discipline; Damage 7; Critical 3; Ranged [Medium]; Pierce 2, make a Daunting [kKkKkKkK] Telepathy check. If successful,
Knockdown; counts as a psychic power for purpose of the target suffers 1 strain, plus 1 strain per additional s s.
resistance and weakness). The afflicted target then makes a roll on Table 2–2:
Hallucinogenic Effects (page 84) as an out-of-turn incidental.
Equipment: None.
Talents: Swift (a Gyrinx does not spend additional maneuvers
to move through difficult terrain).
Every planet across the Imperium offers its own range of flora Abilities: Dark Sight (can see in total darkness), Mental
and fauna peculiar to that habitat, along with those breeds Alacrity (a character that befriends a Gyrinx may communicate
previously imported by design or accident. As humanity with simple images and emotions up to 1 kilometer away.
spreads its dominion across a planet, these life forms often While engaged with a Gyrinx, add s to Intellect-based and
become beaten down into more manageable forms, the better Initiative checks), Psychic Conduit (counts as a psy-focus;
to serve their new masters. The Koronus Expanse, however, psykers may receive physical sensory information through a
knows no masters. Gyrinx), Silhouette 0.
Equipment: Claws and fangs (Brawl; Damage 2; Critical 4;
Range [Engaged]; Knockdown).
The body of a Clawed Fiend is an amalgamation of the most
predatory aspects of nature. Its size is tremendous and it can
move that bulk of muscle and claw at almost preternatural Known as the Burnscour Wyrm, most of these snake-like
speeds. The arms are long and muscular, giving it a tremendous creatures are at least ten metres in length, although tales relate
reach. It also sports a long corded tail of bone and sinew, of ones much longer including the truly monstrous specimen
ending with a deadly spike of bone. This creature, no matter Rogue Trader Augustus Killian encountered. Each recorded
where it is, rapidly rises to the position of an alpha predator. specimen is massive in size and covered with protective scales
that are proof against the caustic rains, which seem to pour
nonstop across Burnscour. These creatures prefer to ambush
their prey, raising out of the water in one huge motion before
falling mouth-first onto their meal.

Skills: Athletics 3, Brawl 3, Survival 4, Vigilance 3.


Talents: Adversary 1 (upgrade the difficulty of combat checks
targeting this character once), Swift (this character does not
spend additional maneuvers to move through difficult terrain).
Abilities: Bestial Fury (if a clawed fiend suffers any wounds, Skills: Athletics 3, Brawl 3, Stealth 3, Survival 2, Vigilance 3.
its Brawl attacks gain the Linked 2 quality until it is Talents: Adversary 2 (upgrade difficulty of all combat checks
incapacitated or killed), Silhouette 2. against this target twice).
Equipment: Brutal claws (Brawl, Damage 7; Critical 3; Range Abilities: Amphibious (can breathe underwater with- out
[Engaged]; Pierce 3, Vicious 1), tail spike (Brawl, Damage 6; penalty and never suffers movement penalties for traveling
Critical 3; Range [Short]; the difficulty for this check is always through water), Silhouette 3, Swallow (may make an opposed
Average [kKk]K ), battle-scarred hide (+2 soak). Brawl versus Brawl check to swallow an engaged target. If
the check is successful, swallowed characters are immobilized
and suffer 6 damage at the start of each round but can escape if
the Bane is killed or by making a successful Hard [kKkKkK]
This creature resembles a large feline, with very thick and
Athletics check).
fluffy ginger or orange fur and bright blue eyes. They can grow
Equipment: Massive jaws (Brawl; Damage 6; Critical 2;
to as much as a meter in length. Gyrinx are not intelligent as
Range [Engaged]; Vicious 2), constricting coils (Brawl;
such, but they have an astounding ability to empathize with
Damage 10; Critical 3; Range [Engaged]; Ensnare 4, Stun 4),
other creatures, forming a mental bond with their owner, which
acid-resistant scales (+3 soak).
appears to be the beast’s goal.

Skills: Athletics 3, Perception 2, Psyniscience 2, Stealth 2,


Vigilance 2.
20, Pacifist (this creature always attempts to flee if it is harmed
and only attempts to defend itself if cornered), Silhouette 3.
A Medusae’s main body is no more than a bag of flesh, not
Equipment: Padded hooves (Brawl; Damage 6; Critical 4;
much larger than a human head, which hovers with an eerie
Range [Engaged]; Inaccurate 2, Knockdown), mottled hide (+1
stillness in the air. The Medusae’s unique neural structure
soak), riding tack.
allows the foul xenos to insert itself into the mind of its host
and take over the host’s body, all the while allowing the host to
remember and feel everything.
A Mukaali can carry a number of beings with a combined
silhouette equal to its own. If there are riders, then subtract
the total value of their silhouettes from the creature’s
encumbrance capacity.

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).

Skills (group only): Perception, Resilience.


Talents: None.
Abilities: Desert Dweller (this creature never makes Resilience
checks in desert-like environments), Encumbrance Capacity
Skills: Athletics 3, Brawl 4, Stealth 2, Vigilance 5.
Talents: Adversary 1 (upgrade difficulty of all combat checks
An alpha predator of Burnscour, a Terrorax has a bulky
against this target once), Takedown (may make an opposed
reptilian body protected with heavy chitin plating, six long
Brawl versus Resilience check against one engaged opponent;
spider-like legs, and two huge pincer claws mounted at the
success causes the target to be knocked prone and immobilized
front of the body. Witnesses have reported these claws able to
until the end of the character’s next turn).
cut off the limbs of Ogryn warriors and rip apart suits of heavy
Abilities: Terrifying (at the start of the encounter, all
power armour. This quiet and patient hunter stalkers the foliage
opponents must make an Average [kKkK] Fear check as an out-
and canopies of its forest home. It prefers to make lightning
of-turn incidental), Unnatural Senses (can sense targets from
fast strikes designed to cripple the prey, but if needed can fight
strategic range and through most terrain or obstacles [like being
on the ground against a determined foe. If the victim puts up
above or below ground or inside a shelter]).
too much of a fight, the Terrorax often temporarily retreats into
Equipment: Burrowing claws (Brawl, Damage 6; Critical 3;
the trees and makes ready for another attack. It will usually
Range [Engaged]; Vicious 1), tooth-filled maw (Brawl;
disappear into a safe space atop the trees to digest its meal in
Damage 5; Critical 2; Range [Engaged]; Pierce 3, Vicious 2),
peace, but remains on guard and ready to fight any and all who
thick hide (+1 defense, +2 soak).
might dare disturb it.

A behemoth of the void and a curious and terrifying thing to


encounter, the void kraken is truly the stuff of legends. Some
examples have been measured at over two kilometers in length
with tentacles trailing further into the void than the body. These
creatures look like large asteroids or a craggy moon when at
Skills: Brawl 3, Stealth 4, Resilience 3, Survival 2,
rest (or in ambush for prey) and are almost certainly some form
Vigilance 3.
of silicon-based creature, without blood, true bone, or fluid to
Talents: Adversary 2 (upgrade difficulty of all combat checks
keep them alive. void kraken feed off minerals found in rock,
against this target twice).
which explains their interest in ships. The hulls of most void-
Abilities: Arboreal (treats foliage as clear terrain and never
worthy vessels present a kraken with a concentrated collection
makes Athletics checks to climb or move along trees), Multiple
of metals, ores, and silicates for it to feed on, a tempting and
Limbs (gains an additional free maneuver per turn, though still
tasty morsel for the beast.
may not perform more than two maneuvers per turn),
Silhouette 3. Void krakens are monsters of truly gargantuan
Equipment: Crushing claws (Brawl; Damage 10; Critical 2; proportions, some growing to the size of small escorts with
Range [Engaged]; Linked 1, Vicious 4), talon legs (Brawl; tentacles that can stretch for kilometres trailing through the
Damage 8; Critical 3; Range [Engaged]; Linked 2, Pierce 4), void. As such, a void kraken is more akin to a space ship than
chitinous plating (+2 soak, Reinforced). it is to a more mundane planetary creature, and is largely
immune to all but the most potent of weapons.

The Ur-Ghul appears to be an omnivorous humanoid with pack


tendencies. The xenos’ skin is incredibly resistant to damage,
almost as hard as iron, and its hands and feet carry wicked
claws. The creature’s face is remarkable in its alienness. Above
the thin mouth sits a series of cavernous sense pits that extend
far into the skull creating large sensory regions that are capable Control Skill: Coordination.
of detecting heat and vibration. These creatures may track pray Sensor Range: Long.
for kilometers and easily cover long distances with their bestial Compliment: 1 Void Kraken.
looping gait. Weapon Capacity: Tentacles (Fire Arc All; Brawl; Damage
3; Critical 3; Range [Medium]; Ensnare 3, Guided 3; the
difficulty for this check is always Average [kKkK]).
Adamantine Beak (Fire Arc Forward; Brawl; Damage 5;
Critical 2; Range [Engaged]; Breach 3, Vicious 3).
The Armengardes have a matriarchal tradition, with the
oldest female child inheriting the Warrant upon the death of her
mother. As the first daughter; Aoife grew up on Scintilla with
May spend a maneuver to pull an immobilized foe within short the knowledge that she would one day become a Rogue Trader.
range to engaged range. If at the start of the void kraken’s turn However, Aoife resented her studies and the confines of
an entangled target is at engaged range, the void kraken nobility, instead enjoying her time exploring her home world
automatically deals 5 hull trauma as it begins to feast on the of Scintilla for all it was worth. Aoife has shown little interest
vessel. A starship can free itself with a successful Hard in developing trade routes or the long-term exploitation of
(kKkKkK) Operating check or by dealing 5 or more hull trauma newly discovered worlds. Instead, she has built her fortunes on
to the void kraken. the twin pillars of smuggling and exploration, selling valuable
locations so that she may continue exploring unhindered by
long-term operations.
The void kraken counts as having a rating of 3 in all
characteristics. It also has ranks in the following skills: Cool 1,
Coordination 4, Brawl 4, and Vigilance 4. It does not have a
strain threshold, but it may perform additional maneuvers (the
void kraken suffers 2 system strain when it does so). If the void
kraken exceeds its system strain threshold or the hull trauma,
then the void kraken is incapacitated. Finally, void krakens are
notoriously hard to detect in their natural environment. A Profit Factor: 50.
starship must make a Daunting (kKkKkKkK) Perception check Skills: Athletics 2, Charm 4, Deception 4, Knowledge (All) 3,
with its sensors while within medium range to detect a void Leadership 3, Melee 5, Negotiation 3, Ranged (Light) 4,
kraken. Anything beyond medium range automatically fails. Resilience 4, Streetwise 5, Tech-Use 3.
Talents: Adversary 2 (upgrade difficulty of all combat checks
Massive 1: When making an attack targeting this starship, the
against this target twice), Parry 2 (When Aoife suffers a hit
critical rating of any weapons used counts as 1 higher.
from a melee combat check, after damage is calculated [but
before soak is applied], she may take a Parry incidental. She
suffers 3 strain and reduce the damage dealt by that hit by 4.
This talent may only be used once per hit and while wielding a
The Koronus Expanse is a dangerous place filled with wonders
Melee weapon), Improved Parry (when Aoife suffers a hit from
and glory beyond imagination. Rumours abound throughout
a melee combat check and uses Parry to reduce the damage
smoke-filled bars and drunken bunkers of what might exist and
from that hit, after the attack is resolved, she may spend h h
of those with the will to seek it. These tales breed a certain type
of living legend, one who seeks the impossible and returns with h or d from the attacker’s check to use this talent. Then,
the proof in hand. The names of mortals might pass into legend Aoife automatically hits the attacker once with a Melee weapon
for their incredible deeds and services or they might be she is wielding. The hit deals the weapon’s base damage, plus
whispered in dens of disrepute for their accursed crimes. any damage from applicable talents or abilities. Aoife can’t use
Legends also speak of things out in the Expanse beyond the this talent if the original attack incapacitates her).
realm of humanity. Aliens that control vast empires, the great Abilities: Inspired by Loyalty (once per session as an out-of-
bands of pirate fleets, or the debased lords of the Ruinous turn incidental, may spend a Story Point to allow one ally in
Powers are just a few of the sorted accounts one might hear of, the encounter to reroll a failed check).
but pray to Him on Terra they never learn the truth. Equipment: The Mourning’s Edge (Melee, Damage 7; Critical
2; Range [Engaged]; Accurate 1, Defensive 1, Breach 1,
Reinforced, Sunder), hand flamer (Ranged [Light]; Damage 6;
Critical 2; Range [Short]; Blast 4, Burn 2, Limited Ammo 2),
The Armengarde Dynasty’s Warrant predates the founding of concealed xenos mesh (+1 defense, +1 soak; add h to energy
the Calixis Sector, and history shows the Armengarde Dynasty attacks targeting Aoife), exquisitely crafted bionic arm
were amongst the flood of Rogue Traders when the Koronus (removes h from checks that require delicate manipulation),
Passage was opened. Tradition and heritage, for the
multicompass, drawing tools.
Armengardes, was something to be prized and embraced—
until Aoife inherited the Warrant. Her actions as a Rogue
Trader would likely have shocked her ancestors. However, she
is also the first Armengarde since the Crusade to become truly
renowned.
Reinforced; shield overloads by spend a a from a successful
attack).
The Winterscale legacy began with Sebastian Winterscale, the
cunning and able youngest son of a minor noble house in the
Ixaniad Sector, neighbour to the Calixis Sector. Through early
exploration of the newly opened Koronus Expanse, Sebastian Born with the rare Pariah Gene, Culexus Assassins are Null-
conquered and triumphed over both man and xenos to build his Entities, Untouchables, creatures that lack a presence in the
incredible dynasty. Centuries later, Calligos Winterscale is the warp, and are therefore considered soulless. Culexus Assassins
latest of his dynasty to inherit the now famous Warrant of are ruthless in their pursuit of psykers. Patient and masterful
Trade. In the years since Sebastian died, the power of the hunters, they track their prey through the galaxy and strike only
Winterscale’s has only expanded, and Calligos Winterscale has when the time is right. They kill not with bolter or blade, but
proven unwilling to rest on his family’s laurels. with negative psychic energy and raw warp stuff that boils the
Stories of his words, deeds, and fiery temper are told in blood and flays the skin of psykers just as easily as
taverns from Footfall to Naduesh. Calligos is said to have the conventional weapons.
singular gift of treating scum and hardened killers as friends or
equals, while still demanding complete and instant obedience.
He has also been rumoured to gamble in the fighting pits and
gambling halls of seedy locations, some going so far as to
speculate that he perhaps grew up a common pit-fighter. One
fact that is known is that above all else, Winterscale respects
strength of will. He has no interest in those who concede or beg
Skills: Athletics 4, Brawl 5, Cool 4, Coordination 3, Melee 5,
mercy; they are simply tools to be used, exhausted, and
Ranged (Light) 4, Stealth 5, Tech-Use 3, Vigilance 3.
disposed of.
Talents: Adversary 3 (upgrade difficulty of all combat checks
against this target three times), Untouchable 4 (immune to
effects caused by Psychic skill checks, Warp Phenomena,
Perils of the Warp, and special abilities used by creatures with
the Daemon ability. Detection by means of Psyniscience
simply fail. While engaged with this character, decrease the
ranks of all Psychic skill by 4 and double the amount of strain
Profit Factor: 101. suffered from Warp Flux. Increase the difficulty of all social
Skills: Athletics 3, Brawl 4, Coercion 3, Gunnery 4, skill checks made against average humans once, or three times
Knowledge (Common) 2, Knowledge (Scholastic) 2, against psychic beings).
Leadership 4, Negotiation 3, Melee 5, Resilience 4. Abilities: Etherium (as a maneuver, may become incorporeal
Talents: Adversary 2 (upgrade difficulty of all combat checks to move over or through terrain, force fields, and psychic
against this target twice), Air of Authority 2 (may inflict a barriers without penalty. Anyone searching for this character
Critical Remark by spending the number of a a), Improved while it is hiding inside of an object increases the difficulty of
their check twice and this creature automatically passes any
Iron Jaw 2 (if staggered, may make an Average [kKkK]
Stealth checks it is required to make. Normal weapons and
Resilience to no remove this condition. On their next turn after
psychic powers simply pass through its body. May make
having become incapacitated due to exceeding strain threshold,
attacks with its Animus Speculum while incorporeal),
may make a Hard [kKkKkK] Resilience check. If they succeed,
Terrifying (at the start of the encounter, all opponents must
decrease their strain to one less than their strain threshold.
make a Hard [kKkKk]K Fear check as an out-of-turn incidental).
Abilities: Lead By Example (once per round, when
Equipment: Animus speculum (Ranged [Light], Damage 7;
Winterscale kills an opponent, all allies and friendly NPCs who
Critical 1; Range [Medium]; Accurate 3, Breach 1, Linked 1,
witness the event add +2 damage to all combat checks until the
may only target psychic beings and warp entities, counts as a
end of their next turn), The Man… The Legend (may spend a
holy attack), psyk-out grenade (Ranged [Light]; Damage 1;
Story Point to add t to any skill check).
Critical 5; Range [Short]; Blast 1, Limited Ammo 1), synskin
Equipment: Breaker (Melee, Damage 7; Critical 2; Range
bodyglove (+1 defense, +1 soak), data-slate with target profile.
[Engaged]; Breach 1, Reinforced, Sunder, Superior, Vicious 1),
Voss-pattern grenade launcher (Gunnery; Damage 8; Critical
2; Range [Medium]; Breach 1, Inaccurate 1, Limited Ammo 6),
enforcer armour with salvation shield (+4 defense, +2 soak;
The bearers of a Warrant of Trade older than Port Wander, the The Pirate Prince, known by the moniker, “The Stormchaser”
House of Saul has been pursuing business interests in the is a legend spoken of fearfully amongst many of the crews that
Koronus Expanse since the earliest years of the 41st ply the Koronus Expanse, the vicious xenos pirate lord whose
Millennium. The current head is the dashing, charismatic fleet emerges to strike vessels caught within the storms and
Rogue Trader Jonquin Saul, who holds the ostentatious and tides of the warp, attacking when their prey cannot escape, and
self-ascribed title of Trade-Admiral. After years of guiding his leaving survivors enough only to whisper his name.
family’s vast commercial empire through both fortune and Hailing from Craftworld Kaelor, Caeluthin is cunning, but
famine. His shrewd business acumen and preternatural abilities easily bored, and prone to variegated and ever-changing
at deal- making and negotiating have not only increased his moods. Overall, he sees humanity as worthless creatures,
fortunes, but have done the same for numerous allies and useless to his plans and an amusing distraction at best. This
business partners throughout the Expanse. viewpoint clashes with Farseer Ela’Ashbel and her council, and
The Trade-Admiral himself is a broad-shouldered and is cause for contention when the two sides work together.
handsome man in late middle age. An affable, good-natured
man with a vaguely roguish cast to him, he is always ready with
a witticism or a compliment for a handsome young woman.
Saul cherishes wit and cleverness, both in himself and others,
and has a full, round laugh that comes easily and has a
shockingly infectious nature. He is also a deeply spiritual man,
a pious and fervent follower of the God-Emperor given to daily Skills: Coercion 4, Discipline 3, Knowledge (All) 2,
prayer and spirited theological conversation. Leadership 3, Perception 4, Psyniscience 2, Melee 5,
Negotiation 2, Ranged (Light) 4, Streetwise 2, Vigilance 4.
Talents: Adversary 2 (upgrade difficulty of all combat checks
against this target twice), Ambidextrous (may perform a
maneuver to reduce the difficulty of the next combined check
to attack with two weapons during their turn by one), Threaten
2 (after an adversary within medium range of your character
Profit Factor: 93. resolves a combat check that deals damage to one of your allies,
Skills: Charm 4, Discipline 3, Knowledge (Forbidden) 4, your character may suffer 3 strain to use this talent to inflict 4
Knowledge (Scholastic) 3, Leadership 3, Melee 2, Negotiation strain on the adversary).
4, Ranged (Light) 3, Streetwise 2, Tech-Use 2, Vigilance 4. Abilities: Matchless Grace (gains an additional free maneuver
Talents: Adversary 1 (upgrade difficulty of all combat checks per turn, though still may not perform more than two
against this target once), Good Reputation 3 (when making any maneuvers per turn), Unnatural Agility (once per turn, may
social skill check against members of the Ecclesiarchy, spend a Story Point to move to any location within short range
Government, or Nobility, your character adds a a a), Peer as an incidental, including locations that are vertically distant
or have no easy access route).
(When making an Influence check with a group or organization
Equipment: Eldar power sword (Melee, Damage 7; Critical 2;
you have the Good Reputation talent for, upgrade your
Range [Engaged]; Breach 1, Reinforced, Sunder, Superior),
character’s skill check once).
custom shuriken pistol (Ranged [Light], Damage 7; Critical 3;
Abilities: Mercantile Genius (If Saul is in a star system, all
Rogue Traders in that system [including the Explorers] count Range [Medium]; Linked 1, Pierce 1, Superior; does not jam),
void armour with force field (+3 defense, +1 soak; while
their Profit Factor as halved [rounding down] for the purposes
powered, has Reinforced quality; may be overloaded by
of making acquisition and influence. If they choose to make
spending t from successful attacks against the wearer),
deals directly with Saul, they add jJ jJ to their acquisition and
combat helmet (incorporates a rebreather, photo-visor, and
influence checks instead).
micro-bead), spirit stone.
Equipment: Pristine archeotech laspistol (Ranged [Light];
Damage 6; Critical 2; Range [Medium]; Accurate 2, Las
Variable, Superior; this weapon never jams), finely decorated
enforcer armour (+1 defense, +2 soak), auto quill, aged aquila
charm.
Sorcerer’s Tribute (select one target within short range
and make an opposed Telepathy versus Resilience check. If
T’Zar is a Horror, a daemon formed of pure Chaos and blessed
successful, the target suffers a temporary malignancy afflicting
of Tzeentch. It is a being consumed by an obsessive passion for
its mind and soul. a a may be spent to increase the effects
ciphers, mysteries, and the control of information. Where
of these malignancies).
Tzeentch’s other servants are blatant, T’Zar is subtle. It learns
Equipment: Shifting fabrics (+2 defense, +2 soak,
what drives men to turn away from their God-Emperor,
Reinforced), scrolls of pertinent information, ancient tomes of
exploits the weaknesses of mind and spirit inherent in mortals,
invaluable lore.
and uses this to devastating effect. The creature keeps a web of
informers and spies that keep it constantly fed with
information, secrets, and outrageous lies that allow it to do its
work corrupting man. It especially preys on middle-rank The Luminary is a Daemonnette of Slaanesh of immeasurable
apparatchiks of the Adeptus Terra, of them the Adeptus subtlety, a creature that turns the tiniest of cracks in the quiet
Mechanicus and Adeptus Administratum are its favourite. facade of piety amongst the nobility into blaring catastrophes
When it appears to humans, an act that it dearly loves, it that the Imperium cannot ignore. It takes the form of a
appears as an aged, friendly academic come to the individual passionate, charismatic figure and gathers around itself a cult
under the pretense of offering help with research. of heretics, blasphemers, and idle hedonists. Unlike many
agents of the Prince of Excess, the Luminary lures followers to
its side with temptations that seem modest at first, encouraging
followers to transgress societal rules in the name of unlocking
a “secret potential” in themselves.
For decades, The Luminary has crisscrossed the Sector,
planting the seeds of corruption in the form of splinter cults.
Skills: Charm 4, Deception 4, Divination 3, Knowledge (All) These organizations tend to pop up on worlds suffering long-
5, Medicae 3, Psyniscience 4, Skulduggery 3, Telepathy 3, lasting cultural ennui and spread like wild fire through a
Vigilance 5, populace desperate for release.
Talents: Adversary 1 (upgrade difficulty of all combat checks
against this target once).
Abilities: Blessing of Change (whenever another character
uses a Story Point, they suffer 4 strain and are disoriented until
the end of their next turn), Daemon (page 184), Dark Sight (can
see in the dark), Tainted Knowledge (when providing
assistance to characters who are making a Knowledge skill, Skills: Brawl 4, Charm 4, Deception 4, Knowledge (All) 3,
Skulduggery, or Streetwise check, this character instead adds Leadership 4, Psyniscience 2, Skulduggery 3, Telepathy 4,
s s h h to the results of the check). Vigilance 5.
Psychic Powers: T’Zar the Broker can choose any psychic Talents: Adversary 2 (upgrade difficulty of all combat checks
power action allowed for the Divination and Telepathy skills, against this target twice), Ruinous Repartee (once per
and may select additional effects as normal. The powers used encounter, use this talent to make an opposed Charm or
most often are: versus Discipline check targeting one character within
Fires of Revelation (select one target within medium medium range; if successful, the target suffers 10 strain, plus 1
range for this power and make a Hard [kKkKkK] Divination strain per s; The Luminary heals strain equal to the strain
check. If the check is successful, the daemon alters some aspect inflicted).
of the target’s belief system. a a a may be spent to ensure Abilities: Blessing of Excess (whenever another character
the subject does not realize that the change in beliefs has targets the Luminary with a social or combat skill check, they
occurred. This effect lasts until the afflicted character puts suffer 2 strain), Daemon (page 184), Dark Sight (can see in the
sufficient distance between themselves and T’Zar the Broker. absence of light without penalty).
This effect may only ever be used once on any target). Psychic Powers: The Luminary can choose any psychic power
Mind Warp (select one target at short or medium range action allowed for the Telepathy skills, and may select
for this power and make a Hard [kKkKk]K Telepathy check. If additional effects as normal. The powers used most often are:
the check is successful, the attack inflicts 8 damage, +1 damage Call to Ecstasy (select one target within medium range
per s, with the Blast 5 and Ensnare 3 quality, the Blast quality and make a Hard [kKkKkK] Telepathy check. If the check is
effects targets out to short range). successful, the target is stirred to righteous singing and dancing
as loudly as possible. The target suffers 3 strain for each round
they are forced into this euphoria. This effect lasts until the end
of the target’s next turn, but a a may be spent to increase
the duration by one round.).
Siren’s Whisper (select one target within medium range
and make an opposed Telepathy versus Discipline check. If
successful, the target becomes staggered and immobilized for
the next two rounds. The Luminary may spend t to cause the
target to obey their orders for the next two rounds instead. If
the target is forced into a suicidal action, they make an Average
(kKk)K Discipline or Resilience check as an out-of-turn
incidental with a success allowing them to break free of this
control. Allies may also provide assistance to help a target to
come to their senses).
Equipment: Pincer claw (Brawl; Damage 5; Critical 2; Range
[Engaged]; Breach 1, Superior, Vicious 2; loses the Breach
quality against force fields and psychic barriers or wards).
Fancy clothing (+2 defense, +2 soak, Reinforced), suspiciously
uplifting texts and self-improvement guides.
The following rules are for the GM to create a unique and Since a Nemesis may come from anywhere in the galaxy and
intriguing Nemesis NPC for their games. This provides the could be any species, the specifics of what they’ll need to
Explorers with a villain in the form of an organization or operate rests in the narrative of the game. For instance, an Ork
individual that has goals, capabilities, and resources designed Warboss might have a primary flagship and an uncountable
in tandem with the Player Characters. numbers of Ork Boyz to throw at the Explorers, but only he and
As diverse as the characters themselves, a Nemesis should a select few of his fellow Nobz have gear and expertise to rival
fill more than an antagonistic role. These NPCs may range the Explorers. On the other hand, an Inquisitor may have an
from combat-ready organizations with a fleet of impressive starship with many competent Throne Agents that
technologically advanced starships to a cunning trade baroness can bring deadly force upon the Explorers or even infiltrate
with powerful political connections. A Nemesis may serve as a their starship and sow discord through the ranks. The illusive
mortal threat to the Explorers or as a calculating competitor Eldar might appear as a loose band of raiding pirates that seem
whose talents the Explorers grudgingly respect. The first step to dog the Explorers in seemingly random attacks, only to
to making a believable villain is to know the Player Character. discover that a powerful Farseer is behind the raids to subtlety
Using the Explorer’s background to guide their decisions, the guide the Explorers to some unknown fate.
players will follow steps to help them establish a worthy
opponent.

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.

Along with the warrant to act outside of the Imperium’s laws,


the Warrant of Trade often comes with a great many trappings
To have risen to a position of influence and power within the attached to it. While many Rogue Traders have significant
labyrinthine structures of the Imperium’s bureaucracy, an resources of their own to call upon, they are often given
individual must, by the force of their own personality, be command over an entire fleet and ground forces to aid them in
exceptionally driven. Just to be noticed amongst the teeming their mission beyond the fringes.
billions of the Imperium, one must be willing to promote
A newly appointed Rogue Trader may be given a flagship,
oneself with ruthless efficiency. The types of people that attain
often a cruiser, if they do not already own a starship. The
lofty stations might be noble and self-sacrificing, but it is just
appointment of a Rogue Trader is an event of great importance,
as likely they are ignoble and self-serving. For those of rank, a
and the authorities would not (or not often) wish a new
multitude of ways exists to attain every conceivable personal
recipient of the Warrant to fall to pirate attack the instant he or
ambition, and for some the Warrant of Trade is that ultimate
she sets out. The Imperium expects great things of its Rogue
goal.
Traders and will make every effort to ensure that they are
Just why a highly placed official would desire the Warrant equipped for the dangerous mission they will face.
of Trade will depend on their own particular, sometimes
Alongside a flagship, frigates and other escorts, as well as
flawed, personality, and the manner in which they attain it will
a multitude of cargo vessels, tenders, processing vessels, and
depend on their circumstance, or on situations they can
many more auxiliaries, may accompany a Rogue Trader. If the
engineer. More than likely, it will involve prodigious bribes at
Rogue Trader is not already versed in the skills needed to
command a fleet and has not appointed a servant who is, then The Rogue Trader will be tasked with undertaking the
the authorities will find one qualified to handle the day-to-day equivalent of a state visit, complete with all the regal pomp and
running of the flotilla. Most Rogue Traders are the sort of circumstance of a visiting noble. Dress uniforms and badges of
people who want to take total, personal command of their office will be flaunted, retinues and honour guards deployed,
fleets, and will soon learn the skills needed to do so. Those who bands assembled, and flags waved. This is all for show, of
do not tend not to live very long in the perilous regions beyond course, and is intended to remind the world’s leadership in a
the fringes. very real fashion that the Imperium still exists, and has not
Other significant assets gifted to a Rogue Trader may forgotten about them or the tithes they owe. The Rogue Trader
include ground troops. Entire Imperial Guard regiments may will be expected to attend state banquets and high-level talks,
be seconded to them, along with all the auxiliary units needed acting in essence as a diplomat, even an ambassador of the
to maintain them and advisors to aide in their use and Imperium. The Imperial Commander of most backwater
deployment. Though such gifts are considered temporary planets will be sufficiently cowed by such a display,
attachments, in reality it is likely to prove permanent. In particularly with a small fleet of warships in geo-synchronous
addition to military forces, a Rogue Trader may be provided orbit over the seat of power.
with a vast army of bureaucrats, administrators, clerks, artisans, Some Imperial Governors do not welcome the Rogue
and advisors. These are intended to serve the needs of Trader’s visit however, either showing overt resistance or
administrating any worlds conquered in the course of the fleet’s displaying obvious reluctance to comply. In such cases, the
travels. Rogue Trader is required to launch a punitive strike to
Entire populations of colonists and volunteers may encourage the recalcitrant world’s cooperation.
accompany Rogue Trader fleets; intent on settle newly
discovered worlds so that the Imperium’s borders are expanded
from one generation to the next. In some cases, the Rogue In cases where a flag-waving mission has proved unsuccessful,
Trader will install relatives or trusted followers as a new ruling or a world has openly rejected the rule of the Imperium, the
class, ensuring the new colony owes fealty to them, as well as Rogue Trader will have no option but to use force. Few newly
to the Imperium. appointed Rogue Traders want to squander their resources on
the first bush war they encounter, so a hard-hitting show of
force is often used to demonstrate the futility of further
resistance. A lance strike from orbit often proves the Rogue
Of course, the powers and trappings of a Warrant of Trade do
Trader means business, particularly if aimed at key
not come without a cost. A Rogue Trader fleet might be a
infrastructure or against a location particularly valued by the
significant military force, and the Warrant will often come with
Imperial Commander, like a palace or resort.
a number of conditions attached to it. In fact, it would be a sure
sign that an individual is being virtually exiled if no conditions In the unlikely event that this initial show of force does not
were attached, the authorities clearly hoping the recipient will prove sufficient, then a more protracted campaign may be
get themselves killed somewhere beyond their concern. required. No Rogue Trader wishes to become embroiled in
such a war, but sometimes it simply cannot be avoided. If the
Conditions attached to a Warrant may take many forms,
Rogue Trader’s remit extends to actually dethroning the
but invariably involve some form of military service or
governor in question, then many will proceed to such a course
intervention. The most common types of such conditions are
as soon as possible. This usually ends the matter in short order,
discussed below.
a more compliant replacement being selected according to
whatever political system put the last Imperial Governor into
power.
A common condition under which a Warrant is granted is that
a particular world be ‘visited’ by the Rogue Trader and his
fleet. The world may have been isolated for some time, or, for
Settlement of new worlds in the name of the God Emperor of
whatever reason, simply not visited by any authority of the
Mankind may be a condition placed on a Warrant of Trade. A
Imperium in a generation. Perhaps the tithes have been short or
report of a habitable world, once found and catalogued, will be
slow to be rendered, and the Imperium’s bureaucracy has
dispatched, along with whatever data can be gathered on it by
finally decided to investigate matters. If such a world is distant
preliminary investigation by an Explorator team. The
and other, more pressing concerns have diverted attention, then
Imperium’s bureaucracy being as it is, the report may progress
a newly appointed Rogue Trader might very well be required
through the data-mills of the Administratum for many years,
to make a brief layover at the troublesome world.
even centuries, before finally crossing the desk of a clerk
tasked with dispatching settlement missions to such worlds to unexplored region, which, although incomplete, suggests the
claim them in the name of Humanity. presence of some natural resource or otherwise desirable asset
In the span of time between an exploration being logged that might be of strategic value to an entire Segmentum. A
and a settlement mission being dispatched, any number of fates long-lost archival record might suggest that a region is
might have befallen the planet. It is not unknown for a Rogue populated by isolated human worlds or a space-faring alien
Trader to arrive in orbit over such a world only to find it culture. Perhaps something far more sinister lurks in the black
uninhabitable or, in fact, incorrectly categorized. Some spaces on the map—alien tomb worlds pre-dating the evolution
particularly callous individuals insist the colonists carry out of Man, esoteric stellar phenomena that challenge the
their mission regardless, landing the prefabricated colony units understanding of the most learned of Tech-Priests, or planet-
wherever they can, or else. Very few colonies established under sized super-weapons placed as silent sentinels by long-extinct
such circumstances last more than a year, while a very small civilizations. All of these things might trigger a Rogue Trader
minority may somehow survive against all the odds, alone in mission to investigate matters, often accompanied by senior
the darkness out beyond the fringes. members of the Adeptus Mechanicus or members of the Ordo
Xenos of the Inquisition.

Every year, unrecorded numbers of the Imperium’s worlds fall


to rebellion, alien invasion, or natural disaster. A common It may seem at first glance that some newly appointed Rogue
condition of the granting of a Warrant is that such worlds be Traders might be tempted to simply sail away into the great
brought back into the fold by the application of overt military unknown without undertaking any of their obligations to the
power. Such missions are never what could be described as Imperium. A great number of contingencies often proves this
diplomatic, unless a transmission demanding immediate foolish notion wrong.
surrender can be counted as an ambassadorial communiqué. The most common method of ensuring a Rogue Trader
Intelligence on such lost worlds might be incomplete or complies with the conditions of their Warrant is to ensure there
compromised, based on accounts long out of date or are very powerful representatives of the Imperium on hand to
deliberately covered up. The Rogue Trader will be operating remind them of their obligations. Administratum prefects,
on the level of a Lord Militant leading a crusade, and for such agents of the Inquisition, or even battle-brothers of the Adeptus
missions additional military forces might be requisitioned. In Arstates may be stationed alongside the Explorers to remind
some cases, the Space Marines of the Adeptus Astartes might both the enemies of humanity and the Rogue Trader themselves
accompany the fleet until their holy work is considered of the Imperium’s might. Sometimes the Rogue Trader’s
complete. compliance might be guaranteed by more subtle means, such
The degree of the Rogue Trader’s involvement over the as the promise of further powers or the granting of additional
course of such a crusade will depend very much on their own assets at various stages in a voyage. If a Rogue Trader has to
background. An individual of a militant disposition may make a number of diversions and fulfil a number of tasks before
closely oversee the deployment of the fleet’s military forces, even reaching the fringes, then they may be reliant on the
while a particularly belligerent one may actually take a hand in Imperium to replenish their forces before leaving Imperial
the fighting. Those of a more bureaucratic nature are more space.
likely to delegate such matters to their military advisors. There There might also be more insidious contingencies put in
are those Rogue Traders for whom the entire crusade will place. Members of a ship’s crew could be agents of the
represent a massive inconvenience, and will seek to extricate Imperium, and it is not unknown for actual assassins to be
themselves and their ships from the mission as soon as emplaced aboard a Rogue Trader’s flagship as insurance
diplomatically possible. against non-compliance or betrayal.

Exploration is the essential mission of all Rogue Traders, yet


occasionally they will be tasked with exploring a particular
region at the behest of the Imperium’s authorities. There are a
lot of reasons such a situation might come about, and many
Rogue Traders will be particularly resentful, as it may be
Specified that they themselves will not receive the exploitation
rights they normally enjoy over the regions they explore.
This onerous duty might be the result of the Imperium
being in possession of fragmentary knowledge of an
OGUE TRADER GENESYS provides a rich game only linked by dangerous warp routes, and visitors are forced
experience where players use creative thinking, to take huge detours to reach them. A Rogue Trader who can
tactics, strategy, teamwork, and imagination to open up a shorter or safer path to such places can make a great
overcome a huge breadth of challenges. Life aboard a Rogue deal of profit, claiming a cut of all who would use his route.
Trader ship can be very lucrative, but it is seldom easy. In addition to the quest for wealth in unknown places, a
Innumerable dangers, from untimely mechanical failures and Rogue Trader might also accept a commission to chart new
bloodthirsty aliens to treacherous warp storms and the systems, open new warp routes, or even find lost ships. It has
corrupting taint of Chaos, await those daring enough to explore even been known for the Adeptus Mechanicus Explorator fleets
the cold, uncharted regions of deep space. to employ Rogue Traders from time to time, usually to draw
upon their local knowledge.

There are a number of themes that lend themselves to games in


the 41st Millennium, and focus on the different kinds of One of the most exciting aspects of ROGUE TRADER GENESYS
adventures the Game Master might like to run. None of these is that it allows the players to become truly awesome
themes is exclusive, of course, and they can be mixed and individuals with power and influence that can span whole
matched as required by the unfolding narrative. sectors of space. Even though they may start with dominion
only over their own vessel, an empty hold, and perhaps a
questionable legacy, they can rise to greatness though the
actions they take. Typically, this will mean seeking out
The core of most ROGUE TRADER GENESYS adventures is the
sponsorship, joining guilds, and currying the favour of
concept of trade. At its simplest, this is taking a cargo of
powerful Imperial official. It will also mean amassing truly vast
something from one place to another and selling it at a profit,
sums of wealth with which to acquire mercenaries, ships, and
usually to buy a new cargo and then take it on to a new
even the control of whole worlds.
destination to repeat the process. Scenarios centered on trade
offer lots of possibilities for adventure, as the Rogue Trader For this kind of game to work, however, the players really
and his crew must brave the perils of the void as they make epic have to be into it. While such a vast kind of game does mean a
journeys across the length and breadth of the galaxy. Some lot more work for the GM, it is really the players and the
worlds may be hard to get too located in parts of space plagued ambitions of their characters that will drive it. Of course, when
with pirates, xenos, or worse. It is also a safe bet that if a place players are keen to rise above simple trading, exploration, and
is hard to get to, then the price of transporting goods there will conquest, it can lead to some truly memorable and rewarding
be satisfyingly high. Trade-focused adventures also have the games.
advantage of providing an easy motivation for the group. No
need to try to sell them on the righteousness of their cause when
simple greed will suffice. Some Rogue Traders are less subtle about their quest for
Going hand in hand with trading is the practice of wealth, and rather than creating trading relations with newly
smuggling. With so many worlds and local laws within the discovered worlds or transporting goods, they would rather
Imperium, there is a veritable plethora of places smugglers can prey on Imperial and planetary shipping or launch full- blown
make a huge fortune. Smuggling can also be a good planetary assaults. Piracy and conquest are risky and expensive
springboard into darker plots and perils, as many forbidden undertakings at best, and they are seldom a path to true wealth
goods are taboo for a reason… and power.
While these themes can make for fun and exciting games,
as the PCs blast and loot their way across the void, alone they
The Imperium is a dauntingly vast place, and much of it do not truly encompass the scope or power that is a Rogue
remains uncharted and unknown. Worlds can be lost for Trader’s birthright. That is not to say, however, that they
millennia, only to be rediscovered and brought back into the cannot be adequately incorporated into all the other kinds of
fold of the Emperor’s light. Likewise, forgotten resources can themes—after all, what is the life of a Rogue Trader without a
lay untapped and hidden within the very boundaries of the little danger.
Imperium. For the bold souls who can find such things, vast
riches and glory can be theirs for the taking. Many worlds are
It is one of the tasks of the Game Master to bring this universe
to life for his players and offer them the chance to realize the
dreams and ambitions of their characters. Part of achieving this, While much of the background for this setting is
and adding the spark of life to their games, is in understanding focused on the Expanse and its wild frontiers, there
what makes the 41st Millennium its own unique setting. remains many opportunities for exploration and
adventure within the Calixis Sector itself. Like much of
the Imperium, the Calixis Sector is home to vast
stretches of uncharted void, and places like the Adranti
Rogue Traders exist for a single purpose: the accumulation of
Nebula and the Hazeroth Abyss offer exciting and
wealth and power. Given license by the Administratum of Holy
interesting locales for adventures. The presence of the
Terra itself, they can travel freely and seek profit both within
Tyrant Star can also provide a catalyst for investigation,
and beyond the borders of the Imperium. This gives them
as Rogue Traders risk life and sanity to pick over the
incredible power within Imperial society as they stand both
dead worlds it leaves in its wake.
above and beyond the teeming masses of humanity that live and
die bound by class and duty. To be a Rogue Trader is to covet
power and constantly seek to increase wealth and influence.
When the endless dark of the universe is yours to explore and
exploit, there can be no ambition too great.
There is a good reason that most citizens of the Imperium look
up at the night sky with fear, trying not to dwell on just what
horrors lurk between the stars or gaze hungrily down upon
The Imperium is an ancient empire that has endured for them from the nightmare of the warp. Those who travel the
thousands of years against an uncaring and capricious universe. Imperium know too well that while humanity may claim to be
It is filled with mysticism, fear, and superstition and survives the masters of the galaxy, with dominion over worlds
by keeping its eyes firmly averted from the shadows that circle uncounted, theirs is but a feeble flickering light surrounded by
in the void. Even for a Rogue Trader, who treads the stars an infinity of blackness. Rogue Traders know that the void
astride an ancient starship, both technology and the void are holds many perils; beyond the deadly cold of vacuum and the
shrouded in mystery. The Rogue Trader relies on the enigmatic hard radiation of stars are things that no man was ever meant
and esoteric apparatus of the Adeptus Mechanicus, stagnant to see.
technology that is barely understood but has served man for
centuries uncounted. Likewise, few charts exist that show even
a fraction of the Imperium and its worlds. Those who navigate
In the 41st Millennium, the business of waging war is just like
its boundaries must brave almost as many perils as those who
that of any other, and Rogue Traders step on to the field of
travel beyond it, and even travel along well-established warp
battle just as easily as they step into a governor’s palace or the
routes is not without danger. Such is the nature of the Rogue
grand staterooms of voidships. It is the strong arm and the
Trader’s life.
implicit threat of violence that lend weight to a person’s words
in the Imperium. Indeed, in a place as lawless and forsaken as
the Koronus Expanse, a Rogue Trader’s martial prowess is
As part of a Rogue Trader’s quest for lucrative trade routes, often the only measure by which others judge them. The Rogue
new markets, and exotic goods, they also become prolific Trader has the ability to raise an army and a fleet of ships to
explorers. This makes them a unique breed within the carry it, and the legal, moral, and ethical backing of the
Imperium, a society built on the censure of knowledge and the Administratum that allows them to use these powers as they
restriction of travel. It takes a brave soul indeed to leave his see fit. This makes Rogue Traders unique among other Free
home world and take the perilous journey between the stars, Captains, for their use of war is often seen as necessary for the
and it take a braver soul still to voyage into the unknown. Such longevity of the Imperium and carefully deliberated towards
is the vast scope of the galaxy that entire empires of xenos, the correct outcome. Wars have been fought throughout the
never-before-seen celestial phenomena, and lost human worlds aeons for any number of reasons, and in the grim darkness of
have all been found either hidden within the folds of the the 41st Millennium, this is especially true. Whether for
Imperium or clinging to its edges. These are the prizes that conquest, faith, or simple business, there are any number of
await a Rogue Trader and his crew as they travel to parts of the reasons to pursue war.
void that no other Imperial citizen will ever see. It is said that
the expanse of space is large enough to contain anything the
human mind can conceive—and plenty of things it cannot.
n ROGUE TRADER GENESYS, the Player Characters take on
the role of interstellar traders, adventurers, and explorers,
pushing back the boundaries of the dark frontier and All Endeavours are placed into three broad rankings: Lesser,
claiming the wealth of whole worlds. Theirs is a destiny far Greater, and Grand. This serves as a guide for both the GM and
removed from the common citizens of the Imperium which will players as to how difficult the Endeavour may be to complete
take them across the stars and grant them wealth and power on and how much it should increase their Profit Factor.
an unprecedented scale. Capturing this grandeur can be  Lesser: These Endeavours should only last a session or
challenging for the Game Master, as can bringing to life the two and should be relatively simple to complete.
layers of servants, holdings, and obligations that the Explorers Scouting a relatively harmless world, short distant
inherit as part of their dynasty. In addition, unlike many cargo runs, minor planetary aid, and even gearing up
roleplaying games, the Player Characters are not lone for Greater Endeavours are all good goals. Lesser
adventurers or even servants of a greater power out solely for Endeavours should increase Profit Factor by 1 or 2
personal gain. They are part of something much greater— points.
beginning play as already part of a powerful stellar trading  Greater: These Endeavours are proportionally more
family and in command of a near priceless void-ship. difficult and will require at least a few sessions to
Endeavours are a process intended to help aid the GM and complete. Purging a system of xenos influence,
players in bringing this world of solar cartels and void-faring charting a new warp route, establishing a new colony,
traders to life and to allow the PCs to undertake truly establishing a Cold Trade from known planets, and
impressive feats worthy of their status as Rogue Traders. Core gearing up towards a Grand Endeavour should be
to the concept of the Explorers’ wealth is their Profit Factor considered for this scale. Grand Endeavours should
that charts the power, influence, and raw wealth of their increase Profit Factor by 3 or 4 points.
dynasty.  Grand: The most challenging of Endeavours and
An Endeavour is an undertaking intended to increase this always have numerous parts and obstacles to overcome.
wealth, geared toward a particular aspect of the Rogue Trader’s Restoring a Calixis noble house to glory, settling an
mission—be it exploration, trade, or conflict. While an entire star system, and creating new trade routes
Endeavour can become an adventure in itself, it can also exist between very long or unstable warp routes are just some
in the background with the PCs offering limited input while of the many highly profitable, but extremely dangerous,
pursuing other things. Endeavours the Explorers can undertake. Grand
Endeavours should increase Profit Factor by 5 points or
more.

The best way to think of an Endeavour is as a business venture


by the Explorers—an investment of time, resources, and
sometimes direct influence all intended to turn a profit. Endeavours can be broken down into individual parts called
Endeavours can come about in two ways: either as a result of objectives. Each objective is a waypoint or minor goal within
the plans of the Explorers or as a set scenario created by the the greater undertaking, each of which must be overcome by
GM. In both cases, all Endeavours, no matter the scale, share the Explorers before the Endeavour is complete. Typically, the
common steps from start to finish. players should have at least one objective to complete per Profit
Factor they could gain—though this is just a guide and the GM
can either increase or decrease this number to suit their
purposes.
All Endeavours have essential components that the Explorers
At the start of a new objective, an Explorer is nominated
must have before they can begin. Some of these will need to be
to lead the objective and make a relevant skill check that
acquired using their Profit Factor. The requirements for an
represents preparing information, gathering resources, and
Endeavour can be pretty much anything the GM deems vital to
enacting their plans. This is referred to as an Objective check
its completion. For instance, if the Explorers were undertaking
in all cases. Table 5–1: Objective Guidelines gives some
an Endeavour to transport cargo from one system to another,
ideas for assigning a difficulty, but GMs and players should
they would require two things: a cargo and a warp-capable
feel free to alter these examples to best suit their game.
ship.
5–1
DIFFICULTY EXAMPLES
Moving cargo from one point on a planet to another in good weather, talking to your own crew and admins, mobilizing your own
Simple (–) infantry, convincing someone of lower Profit Factor to sell you goods (these options count as an automatic success without making
a check).

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.

There is no set skill used for all Endeavours and it is


encouraged to utilize a character’s skills in creative ways. For
instance, a Military objective might require rousing troops with Themes act as a guide for the GM and players as to the nature
a Leadership check against a dangerous group of heretics or it of the Objective and the kinds of resources the Explorers will
could require a Knowledge (Scholastic) check focusing on need to accomplish the objective. The Theme also assists in
warfare against an Ork invasion. Negotiations might be an deciding the most appropriate skill checks to use for any given
obvious way to attempt a Trade objective, but it is just as likely objective.
that Tech-Use might offer valuable insight into exactly what is  Creed: Focused on spreading the faith of the
being traded. The nature of the Endeavour, who the character Ministorum, erecting a massive idol for a feral tribe’s
is, and what they want should all factor in to how they worship, or serving the interests of a radical sect.
accomplish their goals.  Criminal: Associated with underworld contacts, such
A successful Objective check means that the Explorers as pirates, underhive scum, corrupt officials, and
have prepared adequately and have benefits expected of the smugglers.
skill used. They may spend a and t to gain further  Exploration: These themes deal with the uncharted
information or relative benefits towards the Endeavour. reaches of the galaxy such as discovering a new warp
Furthermore, a a a or t from successful Objective route, plotting the location of bizarre celestial
checks may be spent to increase the awarded Profit Factor by 1 phenomena, or recording the passage through a
point. particularly dangerous asteroid field.
A failure on an Objective check indicates that the  Military: Have to do with combat, confrontation,
Explorers have underprepared or prepared for a different set of defense, or any involvement of an organized military
circumstances than what they will encounter. While this failure force such as the Imperial Guard or Navy.
is largely narrative and possible to overcome with ingenuity
 Trade: Relies upon economics like supply and
and tenacity, the GM may spend h or d to introduce
demand, providing services or goods that no one else
additional misfortunes into the game. Table 5–2: Spending can or will, or convincing polar region natives to
h, and d on Objectives provides some examples of purchase cryo-vaults.
potential misfortunes that PCs may encounter during any given
objective.
5–2 h d
COST EXAMPLES
Administratum tithe clerks flock for an assessment, empowered by their superiors to bleed the Rogue Trader a little more in the name of the God-
Emperor. Remove all jJ when dealing with any Imperial Adepts during this objective.

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.

Regardless of how the GM chooses to run an Endeavour,


they should remember that it is a tool intended to help capture
There are two ways for the GM to run an Endeavour: either in the scale and grandeur of what it means to be a Rogue Trader
the foreground as a full-blown adventure or in the background and deal in the fates of worlds. It should not supplant the GM’s
as part of the workings of the Explorers’ dynasty with NPCs own plots or the PCs’ own style of play. For this reason, each
handling most of the legwork and heavy lifting. Endeavours group should decide amongst themselves how they want to use
run in the foreground are much like any other kind of adventure Endeavours.
with the Explorers directly involved in the action and making
decisions as challenges arise to thwart them. These kinds of
Endeavours can, therefore, be treated as adventures and
centered on the PCs. An Endeavour is considered completed when the Explorers
By contrast, Endeavours run in the background occur have resolved each of the Endeavour’s goals as set by each
during downtime—either at the start or end of a play session or objective and any complications that might have arisen in the
between the actions of the Explorers’ own adventures. These course of their journey. It is possible that the Explorers will fail
kinds of undertakings are run by NPCs, allies, and the faceless to complete an objective within an Endeavour for one reason
legions of the PCs’ dynasty, with only a small degree of or another—perhaps a colony they were meant to save is
direction from the players themselves. Generally, Endeavours destroyed or a shipment of rare cargo is lost to the warp.
run by subordinates will always be more problematic. They In these cases, the GM can allow the Explorers to still
should also take longer and be less profitable than those that complete the overall Endeavour by decreasing the awarded
the Explorers take a hand in personally—after all, if you want Profit Factor by half the Objective check (rounded up). For
a job done right… example, failing a Hard (kKkKk)K Objective check would
decrease the total Profit Factor gained by 2. This represents the
Explorers shifting their efforts and adapting to the situation—
exploiting new avenues of profit or changing their direction of
attack.
At the end of an Endeavour, it is possible that the
Explorers have created useful advantages during their journey.
There may be crucial moments or marvelous artefacts
discovered during any objective that holds greater significance
for the Explorers—or at least enough to be sold at a high price.
It is up to the GM to determine what these finds may be,
if any, and if such things can be leveraged directly towards
increasing Profit Factor or if the discovery itself requires
further research before it can be packaged and sold. Other
skills, items, and talents may add even greater rewards to the
final Profit Factor gained, allowing Explorer groups with
diverse backgrounds to grow an enduring multifaceted dynasty.

he 41st Millennium is a dark and terrible place where


mankind’s billions inhabit a universe filled with
unnumbered horrors and countless dangers. Murderous Rogue Traders and their Explorers are men and women are
aliens stalk the cold stars, rebellion and treachery fester within greater resolve than the majority of humanity. A boarding party
the shadow of the Imperium’s decaying might, and nightmarish of dishevelled human pirates is obviously dangerous, but not
forces eternally claw at the very fabric of reality from beyond, necessarily something a Rogue Trader would truly fear.
seeking both to feast and to corrupt. A Rogue Trader and their However, if the same boarding party were made of warp
allies must deal with all of these perils as they voyage across monstrosities or hideous xenos creatures, then it would be
the void in their quest for fortune and glory. much more likely to call for a fear check.
The section reflects these many threats to the mind and The GM is free to determine the frequency and difficulty
soul, and how the Player Characters interact with them. They of Fear checks. Table 5–3: Fear Guidelines provides
are separated into two distinct categories: insanity and examples of what may cause a Fear check and the usual
corruption difficulty for a character who has never experienced the event
before. Typically, a Fear check is made once per encounter
against the greatest source of fear and would only be made
again if circumstances change significantly or a much greater
Fear comes into effect when the characters are confronted with source of fear enters into the scene.
scenes of atrocity or horror, or when they are called on to battle
against terrifying aliens, insane perversions of science, and
nightmarish entities from the warp. When an Explorer must dig
deep within their psyche to maintain control, they must make a
Discipline check to resist faltering. This check is referred to as
a Fear check in all cases.
5–3
STATE OF FEAR DIFFICULTY EXAMPLES
Having a weapon drawn on you during an interrogation, realizing you’re caught in the middle of heavy traffic in a
Startling (kK) Hive roadway, or being alone in a long-abandoned ruin at night. (These circumstances may sometimes not even elicit
a check).

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.

scene, but might persist when combined with multiple


h. Generating d on a failed Fear check may have dire
Fear is personal and part of the narrative in the 41st consequences on an Explorer’s psyche as detailed in the
Millennium. The GM may interpret dice results from Fear Insanity and Mental Traumas section below.
checks to reflect the changing situations the Explorers
experience. Certain creatures or talents that cause Fear checks
may provide specific effects for failure.
Depending on the results of the Fear check, an Explorer  Success: The characters avoids any negative outcomes
may experience other effects that have long-term consequences from the Fear check, except those triggered by d.
on the character’s life. The following list provides some  Advantage: Any allied characters forced to make a
mechanical effects for success and failure. If multiple Fear Fear check from the same source add jJ to their check.
checks happen within a single encounter or scene, the GM and
Spending multiple a grants jJ to one additional player
players should use a and h to cancel out previous effects
after the first.
instead. Remember that if the circumstances relate to the
character’s Fear motivation, you’ll want to add the appropriate  Triumph: The character automatically passes any Fear
penalties to the check. checks from similar sources for the encounter or scene
and removes previous penalties from Fear checks.
Multiple t may be used to increase the character’s
abilities once until the source of fear has been
 Failure: The characters adds jJ to all checks they make destroyed.
until the end of the encounter. This penalty lasts while
the character remains near the object of their Fear
(simply leaving and coming back again doesn’t stop
this!). Player Characters in ROGUE TRADER GENESYS face things in
their travels that the masses of humanity will forever remain
 Threat: The character suffers a number of strain equal
unaware of: spending prolonged periods in the warp, visiting
to the number of h. The GM may spend multiple h ancient and terrible worlds, and dealing with treacherous aliens
to immobilize or even stagger the Explorer for the first are just a few of these. Such are the stresses and horrors of these
turn. Explorers with a tendency for violence might tasks that the slow slide into insanity is a constant threat.
instead suffer multiple strain to gain jJ for their first
In game terms, h h h h h or d on a failed Fear
turn as they meet their fears head-on. Conversely,
check can cause the character to develop a mental trauma. The
Explorers with a predilection for survival might flee the
severity of a character’s mental trauma always starts at Easy
source of fear instead.
(kK), and increases to the next severity level each time a new
 Despair: The character is overwhelmed by their fears trauma is gained. If a character ever increases the severity of a
and increase the difficulty of all checks once. This
mental trauma beyond Formidable (kKkKkKkKkK), they are
effect usually lasts until the end of the encounter or
driven insane and removed from play.
For more threating gameplay, becoming incapacitated due
to suffering excess strain may also result in a mental trauma, at
the GM’s discretion. This should only happen when the source
of the strain is particularly stressful, such as the mind-altering
effects of psychic phenomena or giving into the demands of The more insane a character becomes the less horrific
daemonic beings. things seem. After all, what are the horrors of the world
compared to those seen whenever closing one’s eyes?
If any event would cause your character to make a Fear
Mental traumas reflect the permanent, long-term effects on a check and they have a mental trauma that is greater in
character’s mind of exposure to things horrific and unnatural. severity than the difficulty of the source of fear, your
The variety of unpleasant and unwholesome disorders that character simply ignores the check. In this way,
might afflict a character is potentially limitless. The GM should Explorers who have dealt with trauma in the past may
feel free to invent their own to suit individual characters and be able to act “normally” when confronted by
the horrors they undergo. something less terrible in contrast.
A mental trauma may be triggered by spending h and
d, from important narrative moments, or from failed Fear
checks. Mental traumas are separated into four broad Delusions: The character suffers from a particular false belief
categories: compulsions, delusions, obsessions, and phobias. that they must act on as if it were the truth, despite their better
The exact nature is up the GM and player to work out and judgment or evidence to the contrary. Delusions typical make
should be thematically relevant to the nature of what caused the a character dismiss stealthy or cautious approaches. A
mental trauma. character with a delusion increases the difficulty of Intellect-
and Presence-based checks once while their delusion is
The initial severity of a mental trauma typically adds
occurring.
minor penalties to the specific circumstance, but these penalties
should increase with severity. A character may suffer from  Invulnerable: The character believes that they will
multiple mental traumas over the course of gameplay at the never be severely injured, through either luck or divine
GM’s discretion. The following list provides some examples providence.
for each mental trauma…  Righteousness: The character believes their choices
are right and justified, no matter the cost.
Compulsions: The character cannot easily control their
 Walking Dead: The character believes they have died
behaviours and often must engage in these seemingly random
and are a walking corpse.
or destructive habits to relieve their stress. A character must
make a Discipline or Cool check with a difficulty equal to their
Obsessions: The character suffers from frequent unwanted
current severity of mental trauma when in contact with an
intrusive thoughts, images, or urges that cause intensely
object of their compulsion. Failure causes them to suffer 2
distressing feelings and disgust. A character with an obsession
strain and give into their temptations.
increases the difficulty of Willpower- and Cunning-based
 Kleptomania: The characters steals small objects checks once while their obsession is occurring.
whenever they can. Often, the character attaches no
 Visions and Voices: The character sees things that are
value to such objects.
not there and hears things that others do not. Suffers
 Self-Mortification: The character must scourge and with severe forms of this obsession may be completely
whip their flesh regularly or after certain triggering immersed within their visions and have trouble
events (like killing or forgetting to pray) to purge the untangling reality from perception.
sins of their actions.
 Blasphemies: The character fears committing
 Cleanliness: The character must repetitively wash their blasphemes and staggers there words to not insult their
hands or bodies and the mere thought of being dirty or article of worship. Likewise, the character fears the
without running water is frightening. utterance of the names, numbers, or obligations of the
 Hoarding: The character cannot let go of any Chaos gods.
possession no matter how trivial. Hoarding may be
specific to a type of object or might be anything the
character owns in general.
It costs ten times the highest level of severity in experience
points to reduce a character’s mental trauma by one step. Each
Seeing terrible things usually pressures the mortal mind, reduction must be purchased sequentially. For example, a
but nothing puts such strain on the psyche as intensely mental trauma with a severity of Hard (kKkKk)K would require
as witnessing the manifested form of the denizens in the 20 XP to reduce by one step to Average (kKk)K . It would then
warp. cost another 10 XP to reduce the mental trauma to Easy (kK).
A character may never reduce their mental trauma below a
If a character ever fails a Fear check against a creature
severity of Easy (kK) and so can never be completely sane once
with the Daemon ability and would cause them to gain
a mental trauma, they also gain a malignancy. Certain their mind has witnessed the horrors of the galaxy.
characters, like Navigators and Untouchables, are The GM should determine that a character must spend
immune to warp shock. some mandatory amount of time away from their hardships in
order to receive these benefits, typically several weeks
depending on the severity of the mental trauma. Time spent
away in prayer, fasting, long-term palliative care, or
 Superstitions: The character holds some extreme
contemplative mediation are just a few examples of how a
concern about unlucky numbers, colours, objects,
character may spend time recovering their senses.
people, places, etc. This might also appear as the need
to have things in precise order or arranged in ways the
character deems “correct.”
The most insidious threat facing humanity, and indeed the very
Phobias: The character has a deep dislike and fear for a survival of the Imperium, is the corrupting taint of Chaos.
particular thing or circumstance. A phobic character must add Encounters with daemons, dark rituals, and even the
jJ to interact with their phobia. Enforced or gratuitous knowledge that such things are possible are all paths to
exposure to the phobia may incur additional Fear checks. corruption. When an Explorer must steel their will against the
 Entomophobia: Scuttling things with many legs are invisible hand of the Dark Gods, the scourge of pollution, or
the character’s waking nightmare: faceless, the profane text of madmen, they must make a Resilience check
numberless, and endlessly hungry. to resist succumbing to the vile persuasions. This check is
referred to as a Corruption check in all cases.
 Hypochondria: The character is terrified of illness or
medical conditions that could befall them. Witness to
the galaxy’s many ailments often leaves lasting
memories. Rogue Traders and their followers are men and women of
 Necrophobia: The character has a fear and loathing of destiny and purpose—exactly the sort of people that the
corpses and the dead. This might be fear for their own Ruinous Powers seek to slowly corrupt. The simple temptation
mortality or due to the fact that corpses don’t always to gain more wealth or power is not necessarily worthy of
stay dead. causing corruption. However, gaining wealth or power at the
 Zoophobia: Some animal has caused your character cost of sacrificing living beings to the beasts of the warp or
fear, be it native to humanity or xenos in origin. The partaking in profane rituals certainly stain the soul.
type of animal should be specified when developing Much like Fear checks, the GM is free to determine just
zoophobia (such as canids, felids, squamatids, avians, what causes corruption and how difficult it might be to resist.
etc.) Table 5–4: Corruption Guidelines provides examples of
what may cause Corruption checks and the usual difficulty
expected. Typically, a Corruption check is made once per
encounter against the greatest source of corrupting influence
and should only be made again if circumstances change
significantly or a much greater source of vileness enters into
the scene.
Corruption poses a significant problem to humans of the  Success: The characters avoids any negative outcomes
Imperium. Just the slightest hint of mutation, no matter how from the Corruption check, except those effects
tame, may be grounds for imprisonment and execution. triggered by d.
Particularly terrible and vile creatures may have special talents
 Advantage: Any allied characters forced to make a
or abilities that cause corruption, and those who rely on the
Corruption check from the same source add jJ to their
warp for their powers are just as likely to spread corruption.
check. Spending multiple a grants jJ to one additional
Much like fear, a Corruption check may lead to a variety
player after the first.
of narrative and mechanical results. Corruption targets the
physical body, causing mysterious illness, unnatural fatigue,  Triumph: The character automatically passes any
and damning mutations. The following list provides some Corruption checks from similar sources for the
mechanical effects for success and failure. If multiple encounter or scene and removes previous penalties
Corruption checks happen within a single encounter or scene, from Corruption checks. Multiple t may be used to
the GM and players should use a and h to cancel out cause the source of Corruption to suffer a number of
previous effects instead. Remember that if the circumstances strain equal to the character’s Willpower.
relate to the character’s Flaw motivation, you’ll want to add the
appropriate penalties to the check.

The numerous fonts of corruption can inflict hideous


transformations on material, body, and mind, far beyond
 Failure: The characters adds jJ to all checks they make anything found in a sane universe. To most, corruption is a
until the end of the encounter. This penalty lasts until doom to be avoided at all costs. However, some, once they find
the end of the encounter. themselves walking the path to damnation, will seek to
embrace the darkness.
 Threat: The character suffers a number of strain equal
Mechanically, the GM may spend h h h h h or d
to the number of h. The GM may spend multiple h
on a failed Corruption check to cause the character to develop
to temporarily reduce a character’s strain or wound
a malignancy. The severity of a character’s malignancy always
threshold by 1 or 2 until the end of the session or
activate one malignancy the character suffers from. starts at Easy (kK), and increases to the next severity each time
a new malignancy is gained. The GM may choose to roll on
 Despair: The character is dazed by malignant energies
Table 5–5: Mutations whenever the severity of a malignancy
and decreases the ability of their own checks once. This
becomes Hard (kKkKkK) or greater instead of gaining a new
effect typically lasts until the end of the encounter or
malignancy. If a character ever increases the severity of a
scene, but might persist if combined with multiple h.
malignancy beyond Formidable (kKkKkKkKk)K , they fall to
Generating d on a failed Corruption check may have
Chaos and are removed from play.
dire consequences on an Explorer’s soul as detailed in
the Malignancies and Mutation section below. For more threatening gameplay, becoming incapacitated
as a result of suffering excess strain may also result in a
malignancy at the GM’s discretion. This should only happen
when the source of the strain is particularly vile, such as warp
shock caused by daemons or pushing oneself past the breaking
point to perform dark deeds.
A character who falls to Chaos is removed from play,
but, it may not be the last time the character is ever seen
again. A corrupted Explorer makes for an interesting
nemesis who knows much about their former allies.
If the players and GM agree, the removed character may
become a NPC and added into the list of nemeses that
work against the dynasty. Careful consideration should
be given to this choice and if even one PC is against the
idea, the character should be completely retired.
5–4
STATE OF FEAR DIFFICULTY EXAMPLES
Eavesdropping on the sermon of a Chaos cultist, moving through an area where sorcerous rituals were recently
Tainting (kK) performed, viewing symbols of the Chaos Gods, or encountering a mutant.

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.

Body: The character suffers from shakes and traumas, their


body wastes away, and fatigue plagues them regardless of how
These metaphysical and psychosomatic scars of the body and restful they sleep. Add jJ to any recovery checks (made by
soul reflect outward causing the character some type of strife themselves or others) to heal wounds, strain, or Critical Injuries
or ailment that does not have any feasible cause. The GM and to Initiative checks this character makes while their
should feel free to invent their own malignancies to suit malignancy is active.
individual characters
 Palsy: The character suffers from numerous minor tics,
A malignancy may be triggered by spending h and d, shakes, and tremors with no medical cause.
from important narrative moments, or from failed Corruption
 Wasted Frame: No amount of sustenance can seem to
checks. Malignancies are separated into three broad categories:
slake this character and they grow pallor and corpse-
mind, body, and soul. The exact nature is up the GM and player
like.
to work out and should be thematically relevant to the nature
of what caused the malignancy.  Poor Health: The character suffers from seemingly
endless petty illnesses or phantom pains. Wounds never
Once active, the effect of a malignancy lasts until the
seem to heal fully and they bruise easily.
character has a full night’s rest. The initial severity of a
malignancy typically adds minor penalties to the specific  Witch-Marks: The character develops some minor
circumstance, but these penalties should increase with severity. physical deformity or easily concealable mutation. It is
A character may suffer from multiple malignancies over the small, but perhaps enough to consign them to the stake.
course of gameplay at the GM’s discretion. The following list Hide it well!
provides some examples for each category of malignancy…
Soul: The character’s soul begins to rot and reflects rage,
Mind: The character suffers from corrupted thoughts of some nihilistic thoughts, blinding hatred, and unspeakable cravings.
kind. They may develop ticks in their speech, the inability to Add h to all Willpower- and Presence-based checks this
retain information, or inhuman obsessions. Remove a from character makes while their malignancy is active.
all Intellect- and Cunning-based checks this character makes  Ill Fortuned: The character is preternaturally
while their malignancy is active (symbols are removed before unfortunate and rightfully reviled by those who thrive
the results are tallied). on luck.
 Fell Fascination: The character is obsessed by a  Irrational Nausea: The character feels sick at the sight
sinister or malign focus, such as collecting finger-bone or sound of some otherwise innocuous thing such as
trophies, ritual scarification, carrying out meaningless prayer books and holy items, bare flesh, human
vivisections, or other bizarre habits. laughter, fresh food, falling rain, etc.
 Morbidity: The character finds it hard to concentrate  Strange Addiction: The character is addicted to some
as their mind is filled with macabre visions and bizarre and unnatural substance, such as eating rose
tortured, gloom-filled trains of thought. petals, drinking blood, the taste of widows’ tears, etc.
 Night Terrors: The character is plagued by daemonic This addiction is freakish enough to cause serious
visions while they sleep. The lack of sleep makes suspicion if discovered.
forming memories difficult and headaches common.
Humans, beasts, and many other things acquire mutations in a
variety of ways, but the most common cause is through
physical corruption. Irradiated and polluted environments,
hazardous chemicals, illicit drugs, daemonic possession, and
more can cause mutation, and there are few safeguards against
The rules for Insanity and Corruption presented here are
this change once it takes root.
for use with Player Characters; Rogue Traders and their
followers are men and women of destiny and purpose— Whenever a mutation occurs, roll on Table 5–5:
exactly the sort of people that the Ruinous Powers seek Mutations to discover what type of mutation has taken hold,
to slowly corrupt. For most, the touch of Chaos brings re-rolling duplicate results. The GM may also choose a specific
summary destruction, madness, mutation, and death. mutation that makes the most sense narratively or even create
entirely new mutations to reflect the story and each Explorer’s
NPCs that are unimportant, like minions and unnamed particular misdeeds.
rivals, should be swiftly removed from play if they ever
suffer from a mental trauma, malignancy, or mutation.
These unimportant NPCs are unlikely to be of major
consequence to the PCs and tracking additional The mutant has become a weird hybrid of man and animal (or
information can become tedious for the GM. However, reptile, insect, or some other beast). This mutation provides a
important rivals and many nemesis NPCs could be melee and ranged defense of 1 and the mutant reduces its strain
retained for use by or against the PCs. The GM should threshold by 1.
carefully consider the ramifications of keeping such
NPCs around and decide when and how the character’s
specific brand of madness should appear. The mutant is physically powerful, with deformed masses of
slab-like muscle. Increase its Brawn characteristic by 1, to a
maximum of 5, and decrease its Agility by 1, to a minimum of
1. This mutant cannot benefit from cybernetics that increase
Brawn or Agility.
Corruption is destructive to the mind, body, and soul and is
impossible to scrub away with even the surest efforts. The best
anyone in the 41st Millennium can hope for is a chance to stave
off loathsome thoughts and vile cravings for another day. The mutant gains fangs, claws, or some other natural weapon.
Surgery, regular prayer, and many other forms of penance are It may choose to attack with the following weapon profile:
simply not enough to cure the degradation of the soul. (Brawl; Damage +2; Critical 3; Range [Engaged]; Vicious 1).

The GM may allow greater feats of heroism in the face of


those who corrupt others to soothe the Explorer’s soul. If the
Explorer works particularly well to remove the worshipers of The mutant may vomit burning bile, flesh-eating grubs, or
Chaos, banish very powerful daemons, utilize holy relics, and some other horrific substance instead of attacking normally. It
other such events that show true belief and veneration of the may choose to attack with the following weapon profile:
God-Emperor, they may be allowed to reduce the current (Resilience; Damage 7; Critical 2; Range [Short]; Burn 1,
severity of malignancy they suffer. The potential reward for Slow-Firing 1).
curing a character’s sins may be a complete endeavour in itself.
A character may never reduce their malignancy below a
severity of Easy (kK) and so can never be completely absolved Beneath the mutant’s skin, a blasphemous transformation has
of their sins. Mutations are never removed regardless of heroic taken place exchanging living organs for writhing creatures and
deeds, surgical intervention, or augmetic replacements. blood for maggot-ridden ichor. When this mutant suffers a
Critical Injury or has an opened wound, all character’s within
short range suffer 2 strain.
The mutant is covered with needle-like spines, bony thorns,
5–5
toothed skin, or otherwise dangerous protrusions. You may d100 RESULT
spend h h from melee combat checks targeting it to have 01-05 Aberration
that opponent suffer 3 wounds. 06-10 Brute

11-15 Clawed/Fanged

16-20 Corrosive Bile


The mutant’s mind is warped and inhuman. When making
Knowledge skill, Charm, or Deception checks, after cancelling 21-25 Corrupted Flesh

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

36-40 Feels No Pain

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

64-69 Mental Regressive

The mutant is either badly deformed, scarred, or bestial, 70-72 Misshaped


marking them as accursed and impure. Add jJ jJ to Charm and 73-77 Multi-Limbed
Leadership checks, but add jJ to Coercion checks. This effect 78-81 Necrophage
does not apply when dealing with other mutants or corrupted
82-86 Nightmarish
individuals.
87-90 Nightstrider

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 might not appear to be particularly muscular or


even strong, but warp energy courses through its form. Before The mutant’s hands fuse into slab-like appendages. Add jJ to
making a Brawn-based skill check, the mutant can suffer 1 melee and ranged combat checks and to all other checks that
strain to count as having 1 additional rank in the skill (to a require fine manipulation. Increase the damage of this mutant’s
maximum of 6). This mutant cannot benefit from cybernetics unarmed attacks by +1 and its unarmed attacks gain the
that increase Brawn. Disorient 3 item quality.
The mutant possesses a sickeningly liquid flexibility and is able The mutant’s body has been entirely remade by the warp. Roll
to distend and flatten its body. Add jJ to Athletics and 1d5 times on Table 5–5: Mutations. Such mutations,
Coordination checks and this mutant may move through spaces regardless of their nature, still show the obvious touch of
as small as one-quarter of its natural size without penalty. Chaos.

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.

The mutant is covered in dense skin, thick scar tissue, bony


The mutant heals rapidly and unnaturally well, but must sustain plates, or something worse. It gains +1 soak. This mutant
itself on copious quantities of raw meat each day. The mutant cannot benefit from cybernetics that increase soak.
recovers 1 wound per round, or once per hour, and heals twice
as many wounds from natural rest. This ability is disabled if it
cannot satiates its vast hunger or when slain.
The mutant can generate a dangerous or painful toxin through
its skin. It may choose to attack with the following weapon
profile: (Brawl; Damage +1; Critical 3; Range [Engaged]; A
So twisted and horrific is the mutant’s appearance it can cause living target that suffers wounds from this weapon must
enemies to flee in terror. At the start of an encounter, all succeed on a Hard (kKkKk)K Resilience check as an out-of-turn
opponents must make a Hard (kKkKkK) Fear check as an out- incidental or suffer 3 wounds).
of-turn incidental. If they fail and the opponent is a minion
group or unnamed rival, they must attempt to flee the
encounter.
The mutant is marked by some terrible deformity that shows
the touch of the warp and should not exist in a rational universe.
There is no end to the dire forms this might take such as
The mutant gains keen eyesight, allowing it to see clearly in writhing tentacles in place of arms, skinless glistening flesh, re-
areas of low lighting. A creature with this mutation sees arranged facial features, or thousands of restless eyes studding
normally even in areas of total darkness. However, increase the the body, to name but a few.
difficulty of all checks while in areas of bright light, unless the
mutant shields their eyes and skin.

The mutant’s body has warped to accommodate a pair of


leathery or feathery wings. This creature gains the ability to fly
(see page 100 of the GENESYS Core Rulebook),
This mutant has manifested psychic powers. Roll 1d10 to
determine the Psychic skill: 1-6 for Telekinesis, 7-9 for
Telepathy, or 10 for Divination. The mutant gains 1 rank in the
Psychic skill and this skill is now a career skill. If the mutant
already has a Psychic skill, reroll this mutation instead

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