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Rogue Trader - Battlefleet, , MB. Rogue Trader - Core Rulebook (updated with errata).pdf, Warhammer 40K 2nd Edition Rulebook. Warhammer 40k [Codex] Orks - 'Ere We Go Rogue Trader Era. WarHammer 40K [Codex] 2nd Ed - Imperial Guard. Yet you are not just any individual—you are an Explorer on a Rogue Trader ship In ROGUE TRADER, you will assume the roles of a privateering merchant.

Rogue Trader Pdf

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ROGUE TRADER 1. Rogue Trader: Core Rulebook: Rogue Trader: Game. Warhammer 40, Roleplay expands into new territory with Rogue Trader, Achievement Point Tracker, Character Sheet, pdf, Rogue Trader Core Rulebook (Watermarked PDF) [RPG Item Version Link]. Original Electronic Format. [What Links Here].

Perfect examples are the Koronus Expanse, a region of unexplored space within the Halo Stars, and the settlement of Footfall that serves as a gateway to the greater Expanse beyond. In the Koronus Expanse, the few waystations and habitations established by humans have become hubs for exploration.

They also serve as critical connections that link the scattered human settlements and enterprises in the greater Koronus Expanse beyond. There are many such outposts, but the most famous is the void-station of Footfall, which has in turn given those who live in such places their name—the Footfallen. Footfallen are the proverbial trail-blazers of this region and no one knows it better than they.

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They tend to be devious, cunning, and suspicious; they have learned to protect what advantages they have that can speed them along the road to riches and glory, and they have a different moral outlook than their contemporaries across the border. Footfallen also associate with what Imperial citizens would consider to be blasphemers—recidivists, xenos, mutants, and worse.

Whatever their birthplace, they all tend to have similar outlooks and mannerisms, and are used to dealing with all manner of inidivduals: religious fanatics, cultists, recidivists, spies, assassins, narco-tribesmen, nomads, fugitives from Imperial justice, merchants, xenos, renegade psykers, Rogue Traders and their crew, and even worshipers of the Ruinous Powers. These worlds are giant melting pots of cultures and beliefs, and only through them can one get useful information on the Koronus Expanse.

Recently, there is something else that sets the Footfallen apart, even from other denizens of the Expanse who have grown up in the same circumstances. Over the last few decades, a disturbing trend has emerged amongst some of those born in the Expanse. Footfallen Characters You have spent your entire life living within the walls and habitats that make up the settlement of Footfall, or another human settlement within the Koronus Expanse.

You are cunning, devious, and perhaps a little deceitful. You have learned to embrace these traits, however, because this is how you survived—relying on your wits and charm rather than the hollow protection of a gun. Youhavespentyourentirelifesocialisingwithboththebottom rungs and upper tiers of society, building a web of contacts that may extend across the entire Expanse.

You consider yourself to be a peerless dealer in secrets and information, and perhaps that is how you made it out of the cesspit that was your home. Or you may simply be along for the ride, acting as a guide to the unexplored corners of the far void. Web of Contacts: As they learn to survive, Footfallen generate a web of contacts that can extend throughout the Koronus Expanse.

Port of Call: Because many of the settlements Footfallen call home have numerous factions, and even species, they tend to pick up the different types of postures and body languages of thousands of travellers that cross their paths. As such, all Footfallen characters begin with the Polyglot Talent. Sixth Sense: Though they cannot explain it, the true Footfallen have a strange attunement to the Expanse that borders on the supernatural. All Footfallen characters gain Psyniscience as a Trained Skill, although they do not count as psykers.

However, they are of an interest to the Inquisition, and begin the game with the Rival Inquisition Talent. Starting Wounds: Footfallen characters double their starting Toughness Bonus and add 1d5 to the result to determine their starting Wounds.

On a roll of 1—4, he begins with 2 Fate Points; on a roll of 5—7, he begins with 3 Fate Points; on a roll of 8—10, he begins with 4 Fate Points. You are part of that defence, keeping the evil outside the gates from breaking through. To contain the greatest threats, whole worlds have been established to act as bastions. Called fortress worlds, the entire populace is immersed in warfare; they constantly train for the day they may be called upon to defend the Imperium, and they take their duty very seriously.

Fortress worlds are established as bulwarks against the enemy. Perhaps the best-known fortress world is the planet of Cadia—a world standing at the end of the Cadian Gate against the forces of the Eye of Terror.

They are established to act as military strongholds, staging points, and physical deterrents. Linked together, they are able to form blockades used to interdict the enemy and prevent them from spreading out into the Imperium. Life on a fortress world is steeped in military discipline and doctrine. From the moment the citizens wake until they go to sleep they train and operate as a military unit.

All citizens of fortress worlds prepare for the day they are called upon to push back the darkness that sits beyond their crenelated walls.

Cities are giant fortresses studded with artillery weapons, and industry is focused almost exclusively on manufacturing machines of war.

You know the basics of combatandmilitarytactics. Youaredisciplined,honourable,loyal, and have the highest regard for integrity. You grew up in a fortress-city; your neighbours all served to keep the mighty bulwark of your world standing against the enemy.

In any case you know your knowledge and skills in warfare are put to good use. Hated Enemy: Growing up in the shadow of the enemy affects those who live on a fortress world.

They are taught to hate and kill their enemy on sight without hesitation. Fortress world characters begin with the Hatred Talent the group chosen is the enemy that the fortress world has been established against. Fortress world characters gain the Nerves of Steel Talent. On a roll of 1 —9, he begins with 3 Fate Points; on a roll of 10, he begins with 4 Fate Points. You are descended from a long and noble line of naval families and warship clans.

They have their own culture, and descend from a long and noble line of naval families and ship clans that can trace their lineage back millennia. It is with great distinction that these members serve the Golden Throne, persecuting renegades and pirates in the name of God-Emperor of Mankind.

Crews live together on ship, eat together, and face the enemies of the Imperium together.

Since they are trained from birth, they have knowledge of shipboard life that surpasses many of the most knowledgeable void-born. As they mature, they progress on to more complicated pursuits such as learning ship-based weaponry, spatial navigation, and basic naval tactics. They almost universally respect duty, loyalty, and integrity, and show great strength of character. Conversely, they despise those who show weakness, deceit, and those who are generally lazy and inconsistent.

Compared to the Void Born of Chartist and trade vessels, they have a larger physical build, the result of living in more normal gravity conditions than that of their counterparts.. Nothing stirs your blood more than sailing the void or facing pirate ships with gun batteries locked. The void is where you truly feel alive.

What Makes a Rogue Trader?

Ship-Bound Fighter: Living and training on a spacecraft is vastly different than living and training on the ground. On a 1—6, he begins with 3 Fate Points; on a 7—10, he begins with 4 Fate Points. Inmates—or just plain unlucky inhabitants—scrape by on worlds that barely support indigenous life, let alone tide of humanity dumped upon it. Not that it matters, as everyone from your world is considered to be a devious, lying criminal and the planet seen as sprawling den of thieves. On these Penal Worlds live the criminals of the Imperium, the guards that keep them there, and any luckless denizen unfortunate enough to have been born there.

Penal worlds are, very often, barely-habitable planets. Here, the criminals labour and toil at various menial tasks while serving out their sentences; and only a few parole out. Thus, murderers and rapists might mix with petty thieves and con-men. From this melting pot comes a brutal society, where survival comes only when one forgets morality and is willing to do whatever is necessary to make it to the next day.

These worlds are a dichotomy; on one hand they are used to dump undesirables upon, and on the other they make excellent places for a Rogue Trader to round up expendable crew. Within the Calixis Sector, inmates sentenced to penal worlds are marked with a barcode tattoo that is typically placed on their neck, forehead, or other easily-spotted area of the body.

Here, many inmates die of disease, starvation, infection, the environment, an escape attempt, an encounter with the brutal enforcer-guards, or one of a hundred other maladies. Inmates are sentenced far away from their home worlds and most never see that world again.

Some feel that those who are executed are the lucky ones, for those who are sentenced to penal worlds are sent to hellish places where death is slow in coming. The only denizens that have any real freedoms whatsoever are the warden and his guards.

The warden and his guards often brutalise the inmate population, adding to their considerable misery and mortality. The populace tends to be hardened, ruthless, shifty, and untrustworthy. However, they can also be resourceful and possess a low cunning.

Warhammer 40K Rogue Trader - Rulebook

They are haunted individuals who are witness to the kind of atrocity most will never see. Penal World Characters You have been sentenced for crimes against the Imperium of Man—or maybe your parents were, and you were just unlucky enough to be born here. 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. Syndicate: Due to their time spent among criminals the Explorer knows who to look for on worlds that have a thriving criminal underclass. As such, they gain the Peer Underworld Talent.

Criminal: Those that spend any amount of time on a penal world gain a skewed outlook when it comes to the morality of the Imperium, and have a less than savory reputation amongst Imperial authorities. Nightmares: Being brutalised by the prison world enforcers leaves its mark on the psyche of those who survive their time on a penal world.

Underground Resources: Characters from penal worlds know many people of ill repute. As such, they can often acquire items much more readily than those working through legitimate channels. As the heir-apparent to a Rogue Trader family dynasty you have been given every advantage so that one day you might ascend the throne of leadership.

You consider yourself to be clever and witty, but also sly, and you are very cautious as one fatal mistake can lead to a sibling or relative assuming the family fortunes—your legacy nothing more than your own rotting corpse. As the Imperium is structured as a feudal society, it stands to reason that within it exist many types of noble houses, including planetary rulers, military lords, and the Rogue Traders.

As time goes on and the family continues to grow, it develops into a Rogue Trader Dynasty—able to command scores of craft and countless troops. This legacy spans the Imperium and beyond. To ensure that this legacy continues, the lords and ladies of the dynasty designate an heir-apparent in whatever fashion is deemed appropriate by their customs. However, this is not the case in Rogue Trader families, where all are expected to work and prove themselves.

It is oftentimes that these noble scions end up plotting and scheming for ways to manoeuvre into a position where the family leader has little choice but to name them heir. Life as a Child of Dynasty The children of the Rogue Trader clans are instructed in all manner of subjects mundane and esoteric. They are assigned the best tutors and mentors the clan can afford, and by the time the child enters adolescence, they are capable enough to be sent out into the wider galaxy typically with bodyguard entourage in tow.

They have been afforded every advantage, as the future of their dynasty rests upon their shoulders. Some are lazy, shiftless souls who do nothing more than squander the family fortunes and pass their days in decadence and perversion.

They are then given a stipend and sent to learn about the unforgiving galaxy. If along the way they make gains for the family, so much the better.

Some return upon their majority to assume the title they have been ordained for; others are never seen or heard from again.

Oftentimes, a rival family member covets the throne at the expense of all else. These miserable sods plot and scheme the downfall of their siblings and relatives. Thus, many heirs especially from the larger dynasties are taught to be wary and look out for such plots. Many surround themselves with capable allies and protectors, but in the end survival often comes down to their own wits and instincts.

Many learn not only the intricacies of political longevity, but martial arts and other forms of combat as well. This is by far the best means to ensure they live long enough to return home and assume the privileges and rank that they have been groomed all their lives for.

Your dynasty may be thousands of years old, or perhaps your parents were awarded their own Warrant and your dynasty is considered to be an upstart..

You are the chosen son or daughter of a powerful Rogue Trader. However, it is just as likely that you saw the Warrant passed on to one of your siblings, and you are either expected to support them in their Endeavours, or plunge into the unknown to make your fortune and earn glory for your family with your own resourcefulness.

How you do this is up to you and whatever abilities you may possess, and you may even go so far as to sign on with a different Rogue Trader to grasp the opportunities you seek. You have been gifted with immense rank and privilege, and the immense responsibilities to go with them. Trained in command and the intricacies of commerce, you are ambitious and perhaps even a bit devious.

However, duplicity is the trademark of a child of your dynasty, and you know your trade well. Unseen Enemy: This character has an enemy who covets their position, their wealth, or their ship. The GM determines this foe and is free to reveal this enemy at any given time. The character gains the Enemy Talent; the group is this unseen foe.

Starting Wounds: The Child of Dynasty doubles his starting Toughness Bonus and adds 1d5 to the result to determine their starting number of Wounds. On a 1—3, begins with 2 Fate Points; on a 4—7, he begins with 3 Fate Points; on an 8 — 10, he begins with 4 Fate Points.

As mentioned earlier, when choosing one of these new selections, players should note that they have three choices. The player selects the option he wishes for his character and applies the effects. Because of the depth and power these new choices provide, each selection costs a listed number of experience points. Note that once a character has been created, the player cannot go back and later purchase these options—this must be done during character creation.

The player may also choose to forgo the additional training in that Skill, and instead decrease the cost of that alternate Origin Path choice by 50 experience points. Spend it well. For most, the life a person is born to will be the only one he ever knows. For some, however, this life is merely the beginning.

When choosing one of the new entries, pick a single option from amongst those presented for that Birthright, and pay the listed amount of xp. You and your family did whatever it took to survive in this regime by living out on the fringes of society.

Each day was a struggle, but somehow, against all odds, they found a way so you could go on and realise the destiny the God-Emperor had entrusted in you. Perhaps you come from a long line of hereteks, steeped in the dark arts of tech-reclamation; salvaging whatever scraps you could get your hands on in order to turn them into something a bit more useful, ever-fearful of discovery by the Adeptus Mechanicus. Or, your family might have travelled from place to place as traders, miners, or some other nomadic profession, never settling in one area for very long, but teaching you how to get by in nearly any environment and climate.

Many worlds in the Calixis Sector and Koronus Expanse have legitimate and underground blood sport arenas where death is dealt out to the delight of screaming crowds and jaded nobility.

Select one of the following options: Survivalist There are those who, for whatever reason, move about from place to place, never staying in one spot for very long. Some are miners or merchants who go about plying their trade or wares. Every effort has been made to match the most appropriate new options to their proper places in the Origin Path—for example, Knowledge is a new Motivation highly appropriate for Explorator characters, and as such is placed above Explorators on the Origin Path—but some concessions had to be made to the limited space available, and some options which may be desirable or appropriate may not be accessible to certain character archetypes if using the Origin Path strictly.

Whatever background your family has, this is the life you were born into. Your life is that of a nomadic wanderer, with little permanence. But you do have skills and honed instincts that keep you alive in the most hostile of climates. However, you have also witnessed many horrors of this galaxy through you travels as there are places in this universe that man was not meant to go. The nightmares still haunt you to this day. Additionally, gain the Survival Int skill as a trained Basic skill.

Hereteks are versed in the dark arts of technology, and typically gained their knowledge outside the Priesthood of Mars. Some of them are nothing more than scavengers who dwell in the dregs of society. Others are more dangerous, supplying the underworld and black markets with prohibited technology, drugs, chems, and even weaponry. A few tales whispered in the dark shadows tell of those hereteks who have crossed over into greater tech-heresy and delve into things best not spoken of.

Like any subculture within the Imperium, hereteks are often drawn to those of like mind and those that can survive on the fringes of society. The Adeptus Mechanicus does make it a point to hunt down and eliminate hereteks. Thriving amid the lower castes of society, gladiatorial combat is a staple of many Imperial cultures.

You have been training and honing your body since birth, and you have been champion more than once. You have studied at the feet of great pugilists and sword-masters. But your abilities have not gone unnoticed and you know soon enough you will again feel the rush and clarity of mind that can only come from mortal combat.

There are many in the Imperium whose existence is not kind; indeed, there are few for whom the Imperium is anything other than a distant and uncaring master. For some, however, existence is something to be suffered and endured.

Those who endure their bleak existence are hardened by it, made resolute by an unrelenting desire to leave their 19 I:AdvancedOrigins past behind. In either case, it is said in hushed tones that these men and women may be something less than human.

Such places are toxic to human life, yet humans may still exist there, the dregs of society forced into the most inhospitable places imaginable.

You stand at the threshold of unlimited opportunity. Stake your claim. Official Website. Shedding Light. The Soul Reaver.

Warhammer 40K Rogue Trader - Rulebook

Warpstorm 1: The Frozen Reaches. Warpstorm 2: Citadel of Skulls. Warpstorm 3: Fallen Suns. Edge of the Abyss. Stars of Inequity. The Koronus Bestiary.

Game Master's Kit. Rogue Trader Core Rulebook. Living Errata v1. Dark Frontier. Forsaken Bounty. Epoch Koronus.Penal World Characters You have been sentenced for crimes against the Imperium of Man—or maybe your parents were, and you were just unlucky enough to be born here.

Select one of the following options: Bounty Hunter Fugitives can be found all throughout Imperial society. He often cries when recounting the effect his misconduct has had on his friends. On the Monday before the arrest came, he gathered the three other traders on the desk for a crisis meeting at the All Bar One across from the UBS office. They are also insular and prefer to handle matters on their own, with little time for outsider interference.