Ek 0.28-1
Ek 0.28-1
Ek 0.28-1
his section introduces the character creation and making a xenos PC, you follow the steps provided in each of
advancement options specific to the Warhammer those sections.
40,000 universe. Character creation follows similar These characters still invest experience points to increase
steps in ROGUE TRADER GENESYS with a few alterations. characteristics, skills, and talents, and gain Motivations,
Xenos characters do not select a Role or Home World from the determine a Lineage and Profit Factor, and choose gear as any
ROGUE TRADER GENESYS sourcebook. Instead each xenos other PC.
Player Character has a specific option listed in their entry (the
Kroot have Kindreds and Life Paths, for example). When
Culture & Society: The Kroot remain a primitive culture in
many ways. They favour harnesses worked from animal hides
The Kroot homeworld of Pech lies within the Ultima and often adorn themselves with bones, handcrafted amulets,
Segmentum, not far from the Tau Empire. On this world, and circlets. Kroot culture reflects the savage environment of
massive evergreen forests of the hardy jagga tree cover most of their origin—they are fierce and ruthless warriors with few
the prime continent. The other regions of Pech that are not scruples, but they possess many noble qualities as well. Kroot
covered by forest are mainly inhospitable ranges of rock cliffs are courageous, tenacious, and often proud. They are well-
and jagged mountains. It is from Pech’s deep forests that the known for honouring any agreement to the letter. Kroot are
Kroot originated, and there, they live within arboreal colonies often confused by advanced technology, but they learn quickly
in family groups known as Kindreds, led by wise and ancient and have adapted to many improvements made to gear that they
Kroot called Shapers. Most make their homes, nestled amongst are already familiar with, such as the enhanced ammunition and
the higher branches of the trees, from animal hides and the Kroot rifles adapted to fire that ammunition, both provided
regurgitated dead wood pulp. The presence of the Kroot in the by the Tau.
Koronus Expanse is an intriguing mystery. It is rumoured that The most infamous habit of the Kroot is their preference
a number of Kroot Warspheres entered the Expanse via a for eating the flesh of the dead. Even in the midst of combat,
previously unknown warp gate—a gate that somehow links the Kroot will often ritually devour the corpses of those they have
Expanse to the vastly distant Eastern Fringe. killed, and there is almost nothing beyond their tastes. Kroot
form Kindreds controlled by a lead figure who dictates what
Appearance & Physiology: A tall avian-like race, averaging the group eats in order to properly grow and evolve towards a
two metres in height, and their lanky frames have a deceptively specific goal. Among the Kroot, a Kindred represents a
fragile appearance. In reality, Kroot musculature is composed combination of clan and tribe—a group of warriors serving the
of dense fiber spindles that are extremely efficient and same Shaper (or Shaper council). They are brethren, fiercely
powerful. This structure possesses a higher power to mass ratio loyal to each other and trained in the same beliefs and traditions
than humans, and rapid muscle contractions create a whiplash since birth
effect—meaning that a Kroot can deliver a rapid series of
powerful blows. Kroot can hop from tree to tree with great Alien Medical Attention: Kroot physiology is completely
speed, and on the ground they move with a hopping, bounding unlike that of any human. Increase the difficulty of any
gait that eats up distance. Kroot are clearly evolved from avian Medicae check made to treat a Kroot once. Typically, human-
stock, possessing a light but strong bone structure, a quill-like made drugs have little to no effect upon a Kroot, although
“ruff,” and a beak. poisons and toxins have their normal effect. The GM should
While the Kroot do possess two sexes, there are no real decide if a particular drug should affect a Kroot, and to what
cultural differences between a male and a female Kroot. extent.
Physically, female Kroot are very difficult to distinguish from Bionics are completely unknown amongst the Kroot, and
the males, and most observers find it nearly impossible to tell their unusual musculature and bone structure make bionic
which is which. The Kroot’s unusual senses mean that the limbs nearly impossible to correctly install on a Kroot’s body.
sexes are mostly distinct in ways unnoticeable to a human, and The GM may allow a Kroot to acquire certain bionics or
by the same token, most humans appear just as sexless to the cybernetic implants at their discretion, but such things should
Kroot! be considered unnatural to the Kroot, both physically and
The Kroot digestive system is a marvel of efficiency, culturally. The GM should consider very carefully before
capable of breaking down almost any organic material into a allowing a Kroot character to gain any bionic or cybernetic
form of energy stored in specialized organs called nymunes implants.
scattered throughout their bodies. By far, the strangest quirk of
Kroot digestion is their ability to extract potentially useful Alien Psychological Attention: The Kroot mind is very
strands of their food’s DNA. Much of the double-helix different to that of a human and the effect of corruption and
structure of the Kroot’s own DNA is somehow “blank,” used insanity reveal themselves in very different ways that might not
to separate those areas that do contain useful genetic be wholly understood to mankind. Kroot gain corruption and
information. The Kroot have inherited a unique mutation that insanity in much the same way a human PC would (see page
gives them the ability to incorporate useful DNA codes into 212 in ROGUE TRADER GENESYS), but the signs and symptoms
their own genetic structure. With guidance from the Shapers, are something to behold.
successive generations of Kroot may exhibit special qualities
of those gene-codes.
The Kroot express corruption and malignancy through
savagery and the need to hunt. A deeply corrupted Kroot may
abandon firearms in favour of tearing enemies to shreds and Kroot mercenaries hold no prejudices against any particular
devouring them immediately or taking swift and aggressive race, and care only that they are well paid for their services.
actions towards anything that shows even a hint of provocation. Like all Kroot, the mercenaries can interpret sensory
Kroot PCs still gain malignancy, but do not roll for any information very quickly, and their senses are all finely tuned,
negative effect and Kroot never gain mutations. linked through a series of ganglia that run the length of their
Kroot possess a measurable level of sanity and suffer crests. The vast wealth and resources of a Rogue Trader are a
insanity and mental trauma as usual. A GM should consider perfect fit for the Kroot Mercenary’s approach, and more than
what mental traumas may develop in Kroot PCs. Compulsions a few Rogue Traders who operate in the Koronus Expanse are
to steal or eat food solely caught by the Kroot’s own claws known to employ Kroot amongst their armsmen.
make sense, but developing a fear of the dead or visions of lost Starting Skills: The Kroot Mercenary begins with one
comrades would not cross the minds of these proud warriors. rank in Athletics and Survival. You still may not train
these skills above rank 2 during character creation.
Arms and Armour: The Kroot are rather primitive in their
Eaters of the Dead: Once per session, a Kroot
ways despite their adaptability to space travel and advanced
Mercenary may eat the sufficiently fresh corpse of a
weaponry. They disdain heavy armour and their strange
living creature to increase its wound and strain
musculature makes wearing most human clothing and armour
thresholds by 3 until the end of the session. For the next
impossible. Kroot are loathe to wear heavy armours (any
24 standard hours, any time this character would heal
armour that provides +2 soak or greater) and add jJ to all
wounds or recover strain, they heal 1 additional wound
Brawn- (except Resilience) and Agility-based checks while or strain.
wearing such.
Strain Threshold: 9 + Willpower Starting Skills: The Kroot Shaper begins with one rank
in Discipline and Survival. You still may not train these
Starting Experience: 80
skills above rank 2 during character creation.
Beak: Kroot have a powerful bird-like beak and may
You Are Strong…: Once per session, a Kroot Shaper
choose to attack with the following weapon profile:
may eat the sufficiently fresh corpse of a living creature
(Brawl; Damage +1; Critical 3; Range [Engaged];
to increase any characteristic by one. Other Kroot may
Basic; Vicious 1).
spend a Story Point when activating Eaters of the Dead
Special Abilities: Each type of Kroot has its own to gain this effect while lead by a Kroot Shaper instead
special abilities, listed in the corresponding entry. of the usual effect. This effect lasts for the next 24
standard hours.
Savagery: When making a melee attack, the Kroot can
choose to add jJ to the check to add +2 to the damage
Among the Kroot, a Kindred represents a combination of clan dealt by one hit of that attack.
and tribe, a group of warriors serving the same Shaper (or
Shaper council). They are brethren, fiercely loyal to each other
and trained in the same beliefs and traditions since birth.
Certain Kindred of Kroot have fed upon the most poisonous
After choosing your character’s kindred, select eight skills
creatures they could hunt. The resulting generations of Kroot
to be career skills (except for Psychic skills) for your character
are nearly impervious to all forms of poison and are capable of
and gain a rank in any four of these chosen skills before
secreting a highly corrosive acid that burns the exposed flesh
spending XP. Keep in mind that a good set of career skills
of their enemies.
typically features a variety of general, social, knowledge, and
combat skills to help your character feel unique among your Iron Stomach: Begin with one rank in Resilience. You
group. still may not train this skill above rank 2 during
character creation. In addition, this character is immune
to toxins and poisons.
This Kroot was born into a Kindred that has selected prey Vile Maw: This Kroot’s Beak weapon gains the Stun 3
possessing great courage. Many such Kindreds have feasted item quality. In addition, this character’s Beak weapon
upon the apex predators of a dozen worlds, passing on the gifts counts as being made of advanced materials.
of increased bravery, excellent hand-eye coordination, and
coolness under fire.
Stalwart Predator: Begin with one rank in Cool. You The predecessors of these Kroot habitually preyed upon
still may not train this skill above rank 2 during chameleonic reptiles and other such creatures that blend into
character creation. their surroundings. The resulting Kindred are incredibly
Momentum: When making a melee attack, the Kroot stealthy, and their skin ripples with colours and patterns that
deals additional damage equal to the number of range make them nearly invisible when they wish to hide.
bands it moved during the current round. Shadow Lurker: Begin with one rank in Stealth. You
still may not train this skill above rank 3 during
character creation.
Upon entering the Koronus Expanse, the Kroot soon Shadow Step: When your character makes a Stealth
encountered the devious alien merchants known as the Stryxis. check, they may spend all a generated by the check to
They were delicious. Shapers who have directed their Kindred add an equal number of a to the results of the next
to feed upon Stryxis notice a proclivity for cunning and combat check they make during the current encounter.
deviousness in later generations of Kroot.
Keen Mind: Begin with one rank in Deception or
Negotiation. You still may not train this skill above
rank 2 during character creation. The life of a Kroot is typically simple in comparison to a
human. They hunt and consume to shape their tribe, grow the
Golden Thrones: When assisting an ally with an
tribe through prosperous hunts and trade, and follow the words
acquisition or influence check, this character may add
of their Shaper into evolutionary lines of success. Kroot do not
s h instead of jJ to the check. take illustrious titles or lead great wars throughout the stars in
the name of their own. Thusly, Kroot fall into either the role of
a supporter of the tribe as a mercenary or the director of the
The Kroot have battled against Orks for centuries, and it was tribe as a Shaper.
during a major battle on their homeworld of Pech that the Kroot A life path has helped your character grow and prosper
and Tau first formed an alliance. The Shapers have learned to somehow. Your character begins the game with 50 starting
strengthen their Kindred by devouring Ork flesh. Doing so XP that can only be used to purchase talents or skills at
produces a startling resilience in a Kroot’s frame. character creation. These experience points are not included
Brutish: Increase this Kroot’s wound threshold by 2 in the starting experience from the character’s species, and so
and increase the damage of unarmed attacks (including cannot be spent to increase characteristics.
the Kroot’s Beak weapon) by +1.
Kroot have access to many of the same talents that any
other Explorer would have from the ROGUE TRADER GENESYS 1–1
sourcebook. The flavour should be changed in favour of a TALENT RANKED SOURCE
Kroot as they do not worship the God-Emperor, but could still
TIER 1
display a fury no less than mankind. This section adds
Mercenary No Page 9
additional talents specifically for Kroot Player Characters to
utilize. Primitive Warrior No Page 9
TIER 2
Tier: 1 TIER 3
Activation: Passive Blood of the Stalker No Page 9
Ranked: No Kauyon, the Patient Hunter No Page 10
The Kroot may reroll failed Fear checks while within medium
Kroot Leap (Improved) No Page 10
range of its employer. In addition, when healing strain after an
TIER 4
encounter involving its employer, the Kroot may spend a a
to heal 3 strain. Hyperactive Nymune Organ No Page 10
Tier: 1
Activation: Passive Tier: 2
Ranked: No Activation: Passive
The first time during an encounter that your character draws a Ranked: No
Melee weapon, increase the weapon's damage by 2 for the Only a Kroot Shaper may benefit from this talent. Divination
remainder of the turn. In addition, when using an improvised and Psyniscience are now career skills for your character. You
weapon (see GENESYS Core Rulebook page 109), the GM may can only invoke one power using the Divination skill per
only spend d to cause the weapon to break. encounter. A character with this talent does not upgrade the
difficulty of Psychic skill checks when manifesting a power
2 and may only use the concentration psychic maneuver.
3
Tier: 2
Activation: Active (Incidental)
Ranked: Yes Tier: 3
After your character makes a skill check to acquisition, they Activation: Active (Action)
may suffer 1 strain to use this talent. The character cancels one Ranked: No
h for every 20 Profit Factor the group has. Your character Only a Kroot Shaper may benefit from this talent. The Kroot
may use this talent a number of times per session equal to their Shaper may spend a Story Point and about thirty minutes to
ranks in Power from Profit. anoint itself and a number of Kroot equal to its Willpower
characteristic. All character’s affected by this talent add a a
to successful Coordination, Perception, Stealth, and Vigilance
skill checks . This effect lasts until the end of the encounter or
Tier: 2
scene this talent was used.
Activation: Active (Action)
Ranked: No The Kroot Shaper may apply this to non-Kroot allies, but
Once per round, the Kroot may suffer 1 strain to jump to any the ally must succeed on an Average (kKkK) Discipline check
location within short range, leaping over obstacles and ignoring to appease the spirits into granting them this boon.
difficult terrain. Your GM may rule some locations cannot be
reached (such as ones behind locked doors or walls).
4
Tier: 4
Activation: Active (Incidental)
Ranked: No
Tier: 4
During a combat encounter, the Kroot may choose to take
Activation: Passive
either no maneuvers or no actions during their turn to use this
Ranked: No
talent. If they do, they reduce all strain suffered to 0 (both
A Kroot can perform a second maneuver during their turn
voluntary and involuntary) until the start of their next turn and
without suffering strain or giving up their action, but they still
add a a to combat checks they make until the start of their
cannot perform more than two maneuvers during their turn.
next turn.
Tier: 4
Tier: 3
Activation: Active (Action)
Activation: Active (Action)
Ranked: No
Ranked: No
Once per session, the Kroot can seize the perfect moment to
Your character must have purchased the Kroot Leap talent to
overwhelm the enemy by making a Hard (kKkKkK) Athletics
benefit from this talent. You character may target an adversary
check. Success allows any number of other PCs who have not
within short and make an Average (kKk)K Athletics check. If
yet acted this round to immediately take their turns as if there
successful, the target is knocked prone and is immobilized until
were that many PC slots at that point in the Initiative order.
the end of your character’s next turn. The Kroot becomes
Each PC who acts this way counts as having acted for this
engaged with the target and may spend t to cause the target round (and thus cannot act again this round). The Initiative
to suffer 3 wounds and strain (not reduced by soak). order returns to its previous order at the beginning of the next
round.
other, engaging anything from simple fistfights to all-out war,
simply to satisfy their need for noise and mayhem. This in itself
Alongside humans, Orks are the most numerous species in the should be cause for relief, yet Orks revel in such warfare, and
galaxy, and their kind can be found almost everywhere. Their grow larger and stronger through constant battle.
prolific nature is made all the more perilous by their Their society is one with apparently very little internal
belligerence and inclination towards violence, for the Orks are strife—while violence is endemic to them, they consider it a
a species who crave one thing above all else: war. It is no natural part of life and seem to bear no ill will towards their
surprise, then, that mankind and the greenskins have come into enemies. Ork culture is comprised of a robust caste system
violent conflict frequently since humanity first took to the stars defined by the size, strength, and aptitudes of the individuals
tens of thousands of years ago—it is even rumoured that Orks contained within. Similarly, the issues of heresy and sedition
were the first Xenos species ever encountered by mankind. are almost unknown amongst the Orks. Lacking the inclination
Orks appear to have simply always been there, careening from to muse about the nature of existence and being frequently
world to world seemingly without aim or purpose other than quite content with the state of things, few Orks ever think of
the enthusiastic slaughter of everything they meet. rebellion or the worship of the Ruinous Powers at all, let alone
consider them as alternatives to the Orks’ own belligerent
Appearance & Physiology: Orks are large, broad humanoid deities; entities known simply as “Gork and Mork.” These twin
creatures, with rough, thick green flesh and heavy musculature. gods are sometimes said to embody the ideals of brutality and
The average Ork stands approximately as tall as a human, to cunning, respectively, though few Orks are certain which god
the top of the back—an Ork’s hunched frame means that the embodies which ideal.
head generally sits level with the shoulders—and weighs
roughly 60% more due to thicker bone and muscle. However, Alien Medical Attention: With Orks in particular, medical
the nature of Ork physiology means that a more aggressive, attention is alleviated by the fact that their anatomy is so
more successful Ork will grow in size, and some of the largest resilient that few mistakes will have a noteworthy impact, let
known examples stand as much as three metres tall and weigh alone be life threatening. Remove jJ jJ from any Medicae
approximately half a tonne if some reports can be believed. check made to treat an Ork. Typically, human-made drugs have
Orks are, physiologically, not entirely animal. In fact, little to potentially the opposite effect on Orks and the GM
they’re actually two creatures—the animal body, and the should decide if a particular drug should effect an Ork at all,
algal/fungal strain that saturates their blood and flesh. This and to what extent.
algal symbiote provides the Orks with many of their most Orks are not gentle in any sense of the word and human
unusual traits. The Ork body, for example, is insanely resilient, cybernetics cannot stand up to the sheer abuse Orks treat
wounds that would be instantly and irreversibly fatal to a everything with. Orks can fashion their own version of human
human being may only incapacitate an Ork for a matter of cybernetics in the form of, “Bioniks.” These versions increase
hours. their rarity by +1 and cost by +500. An Ork reduces 1 strain for
More significant still is that this algal component of their every two Bioniks they have installed due to the rugged nature
physiology serves as their reproductive system. Orks are of their physiology. The GM may also veto the existence of
functionally genderless and have no concept for such notions. many cybernetics such as scribe-tines, MIUs, cortex implants,
Instead, Orks shed spores as they move, and unleash a great and others that would seem out of place with the desires of
number of these spores upon death. Given the right conditions, Orks.
these spores mature into other greenskins—Squigs, Snotlings,
Gretchin, and eventually other Orks. Such a reproductive Alien Psychological Attention: In particular, the Ork’s desire
system has another peculiar effect; genetic knowledge. The for violence is perhaps their most defining psychological
ability to fight, to speak, and in the cases of the specialist or trait—Orks will fight anything, anywhere, and for the flimsiest
“Oddboy” castes, an understanding of science, technology, of reasons, savouring the mayhem and thrill of battle and
medicine or any of a number of other complex skills, are all lamenting its end. Do to their few desires and inherent nature,
hard-wired into an Ork’s genetics, as natural and instinctive as Orks rarely suffer from the clawing influence of Chaos and
breathing. their mind’s break in unusual ways.
Orks in service to the Chaos Gods, or even succumbing to
Culture & Society: That the Orks have not rallied together and the corrupting influence of the warp, are so rare as to be
swept aside all that stand before them is something many are essentially unheard of. Simply put, Orks aren’t easily tempted
thankful for, and it is the same predilection for violence that to Chaos and they’re far more resistant to the warping influence
makes them a threat that also keeps them from uniting in such of Chaos than humans. Consequently, Orks do not gain
a terrifying manner. When there are no other adversaries malignancies or mutations and automatically succeed on all
immediately on hand, Orks will cheerfully make do with each corruption checks.
Like any other creature, an Ork’s mind can be damaged or
broken by sufficiently traumatic experiences and these Orks are
collectively known as, “Madboyz.” Orks gain mental traumas Freebooterz tend to be more open-minded than most Orks,
as usual, but do not suffer ill effects. Mental trauma typically willing to see non-greenskins as something other than enemies,
expresses itself as taking an “Orky” habit to an extreme like and often inclined to learn other languages. Freebooterz often
build massive scrap piles or having six-hour shouting matches affect piratical or naval-style outfits—mixed haphazardly with
with one’s own echo. If an Ork ever surpasses the threshold for the squighide leather and scavenged armour plates that Orks
mental traumas and would go insane, they are removed as typically wear. Their melee weapons tend to skew towards
usual. Orks may never take any talent that reduces or removes “bigger is better,” and ranged weapons follow a similar trend,
mental traumas for any reason and cannot spend XP to reduce the louder the weapon the better.
the current step of any mental traumas they receive. Starting Skills: The Ork Freebooter begins with one
rank in Resilience, and either one rank in Coercion or
Arms and Armour: Ork technology is more sophisticated than
Negotiation. You still may not train these skills above
many will comfortably give credit for. Patched together from
rank 2 during character creation.
what appears as little more than scrap metal and junk yet
capable of devastating effects, this method escapes the Da Nekst Best Fing: An Ork Freebooter adds jJ to
comprehension of all but the finest scientific minds of the Fear checks for every two non-Orks within short range.
Adeptus Mechanicus. This effect does not count towards mechanized
creatures, wild animals, lesser Orkoids, or other such
Orks adapt to other species’ technology with relative easy,
puny beings as determined by the GM.
especially when the technology is something brutal like a
sword or club. However, an Ork has a unique body shape
unsuitable for all kinds of armour that is not created by Orks to
begin with. An Ork can only wear items created by its kind or
In spite of the generally boisterous and unsubtle inclinations of
cobbled together from multiple suits of human armour, as the
Orks, they are remarkably successful in their chosen role as
GM deems appropriate.
infiltrators, guerrillas and masters of psychological warfare,
turning the belief that Orks could never sneak up on someone
to their advantage by doing just that. The shock of their success
at closing on enemies unseen is a terrifying thing, for even a
small Ork (small being a relative term) is a deadly combatant
in his own right, more than capable of tearing apart enemies
with only the most basic of weaponry.
Starting Skills: The Ork Kommando begins with two
ranks in Stealth. You still may not train these skills
Wound Threshold: 14 + Brawn above rank 3 during character creation.
Strain Threshold: 8 + Willpower Ded Sneaky: As a maneuver while benefiting from
Starting Experience: 80 cover, this Ork may add additional damage equal to his
More Dakka!: An Ork always uses the Auto-fire ranks in Stealth to one hit of the next successful combat
quality of any weapon he can. check while using a personal weapon. The target must
be within short range and this effect last until the end
More Gubbinz!: An Ork counts his encumbrance of the Ork’s next turn.
capacity as twice his Brawn + 5.
WAAAGH!: Once per session, an Ork may spend a
Story Point to let out his signature battle cry. Until the
end of the next round, he becomes immune to the Mekboyz are considered a strange but vital part of Ork society.
effects of Fear and difficult terrain, and ignores Critical Their preoccupation with machinery distances them from other
Injuries that would not outright kill him. While under Orks, but the undeniable usefulness of their creations make
this effect, all Brawl and Melee attacks deal +2 damage. them highly valued. As with much of Ork knowledge, the
Special Abilities: Each type of Ork has his own special technical skill possessed by Mekboyz is innate, found within
abilities, listed in the corresponding entry. their genetics, more an instinctive talent than a learned skill.
Starting Skills: The Ork Mekboy begins with one rank
in Tech-Use, plus one rank in either Driving or
Piloting. You still may not train these skills above rank combat skills to help your character feel unique among your
2 during character creation. group.
Kustomise: Once per session, a Mekboy may spend a
Story Point to make an Average (kKkK) Tech-Use
check while engaged with a device to make it function These are the richest of the Orks and tend to be the most
as another relevant device. The GM may spend d on inclined to flaunt their wealth and status. Their great fang-like
this check to choose what the customized device does teeth and tusks—collectively known as “Teef ” and used as
instead. The GM has the final say on what can be currency by the Orks—grow faster than those of the Orks of
modified in this way. any other Klan, which means Bad Moons have greater wealth
and a greater inclination to trade and barter than most.
Starting Skills: Bad Moons begin with one rank in
Negotiation or Charm. You still may not train this skill
Weirdboyz have two primary roles in Ork society: battlefield above rank 2 during character creation.
support in the form of psychic powers and “guidance” in space
Flashy: Once per session, a Bad Moons Ork may spend
travel. In either role, the incoherent jabbering and constant
a Story Point to cancel one d from acquisition or
fidgeting isolate Weirdboyz from the rest of their brethren.
influence skill checks made in his presence.
Starting Skills: An Ork Weirdboy starts the game with
either Divination or Telekinesis as a career skill. He
starts with a single rank in the Psychic skill selected as
a career skill during character creation. They obtain this Largely distrusted by other Orks, Blood Axes have adopted
rank before spending experience points, and these skills many human ideas and tactics in their way of war, such as
may not be increased above rank 2 during character wearing camouflage, and are notable for having traded with
creation. humans at various points in history.
Oddboy: The Weirdboy does not select a Klan during Starting Skills: Blood Axes begin with one rank in
character creation, but still selects eight skills to be Leadership and Knowledge (Common). You still may
career skills and gains one rank in any six of these not train these skills above rank 2 during character
chosen skills before spending starting experience. creation.
Da Power of WAAAGH!: A Weirdboy adds jJ to his Rank n’ File: Blood Axes ignore the Alien Among Us
Psychic skill checks for each other Ork within short rule (see page 4) when making Knowledge checks
range. Whenever the Weirdboy would generate Psychic based on war, combat tactics, famous campaigns, and
Phenomena (see page 61 of ROGUE TRADER other similarly destructive and brutal topics.
GENESYS), he instead rolls on Table 1–3: Weird Fings
and adds +5 to all rolls for each other Ork within short
range. The effects of Weird Fings take place before the
Justifiably considered to be thieves and looters by most other
Psychic skill check has been resolved. Any psychic
Orks, Death Skulls are superstitious plunderers who gleefully
power effect that refers to the Weirdboy’s ranks in
strip the fallen (and anyone else not looking) of their
Knowledge uses Knowledge (Common). In addition, a
possessions. They are notable for wearing copious amounts of
Weirdboy can never use the fetter psychic maneuver.
blue war paint, considered a lucky colour amongst Orks in
general and Death Skulls in particular.
Starting Skills: Death Skulls begin with one rank in
These broad groupings, commonly seen wherever Orks gather, Skulduggery. You still may not train this skill above
are collectively known as Klans, each of which has its own rank 2 during character creation.
tendencies and predilections. On some level, all Orks possess Right Lucky: Once per session, when a Death Skull
an affinity for one of these Klans, demonstrating the common Ork spends a Story Point on any check and fails, they
tendencies that define them. do not move a Story Point into the GM’s pool.
After choosing your character’s Klan, select eight skills to
be career skills (except for Psychic skills) for your character
and gain one rank in any six of these chosen skills before Addicted to speed almost as much as they are to violence, Evil
spending XP. Keep in mind that a good set of career skills Suns love loud, fast-moving vehicles. They often save up their
typically features a variety of general, social, knowledge, and Teef to obtain a bike or another ramshackle vehicle, so as to get
to grips with the enemy even faster.
Starting Skills: Evil Suns begin with one rank in skills at character creation. These experience points are not
Driving or Piloting. You still may not train this skill included in the starting experience from the character’s species,
above rank 2 during character creation. and so cannot be spent to increase characteristics.
Red Wunz Go Fasta!: When operating a vehicle of Orks have access to many of the same talents that any
silhouette 4 or smaller that is currently travelling at the other Explorer would have throughout the ROGUE TRADER
vehicle’s max speed, an Evil Suns Ork may spend a GENESYS sourcebook. The flavour should be changed in favour
Story Point to increase the vehicle’s max speed by 1. to reflect Ork “Kulture” as they do no worship the God-
The vehicle suffers 1 system strain at the start of every Emperor, but could still display a fury no less than mankind.
round that it is travelling above its original max speed. This section adds a few additional talents specifically for Ork
Player Characters to utilize.
TIER 3
‘Ard til da End No Page 15 Tier: 3
Oh Zog! No Page 15
Activation: Active (Incidental)
Ranked: No
Runtz Yes Page 15
Only an Ork Weirdboy may benefit from this talent. The
TIER 4 Weirdboy may spend a Story Point whenever they would roll
Throo Da Kosmos Yes Page 16 on Table 1–2: ‘Eadbang. If they do, they immediately
sacrifice a nearby greenskin minion. This may be a nameless
Ork boy or any greenskin gained through the Runtz talent.
Tier: 2
Activation: Active (Incidental)
Ranked: No Tier: 3
Once per session, an Ork may use this talent to spend any Activation: Passive
number of a from a check they make to gain 100 thrones (or Ranked: Yes
Teef, in most cases) for each a spent this way. You must An Ork is followed around by a number of Gretchin, Attack
Squigs, or Snotlings (see All Da Rest) that grow as the Ork
explain how the check gave your character the opportunity to
sheds spores. When taking this talent, the player may choose to
“find” this currency.
take a pack of Gretchin, Attack Squigs, or Snotlings equal to
their character’s Brawn characteristic.
Once per round in structured encounters, your character
Tier: 2 may spend one maneuver to direct his runtz in performing one
Activation: Passive action and one maneuver during your character’s turn. The
Ranked: No runtz must be within hearing and visual range of your character
An Ork with this talent may use his Brawn characteristic when (generally medium range) to benefit in this way. Otherwise, the
making Coercion and Leadership checks against minion and runtz do not contribute to the encounter. The specifics of the
unnamed rival NPCs. Allies who witness checks made with this runtz behavior are up to you and your GM, but generally,
talent suffer 2 strain unsupervised runtz are a nuisance at the best of times.
For every additional rank of Runtz your character has,
increase the pack size once (to a maximum of 5). If any member
Tier: 2 of a Gretchin or Attack Squig pack is killed, a new suspiciously
Activation: Active (Incidental) similar member will appear to take its place as the GM deems
Ranked: No appropriate (usually between major scenes or encounters).
Your character adds jJ jJ to his melee combat checks while Snotlings replenish their entire pack within an hour of narrative
time.
engaged with three or more opponents. This effect applies even
if the Ork has the Combat Master talent.
4
Gretchin are small, devious, and generally only dangerous in
numbers. They serve Orks to avoid being killed and/or eaten
by the larger Greenskins, though this is by no means a
Tier: 4
guarantee of their safety. The player and GM may decide that
Activation: Passive
Gretchin reared by Oddboyz have skills better associated with
Ranked: No
that particular Ork such as Tech-Use for Mekboyz or Medicae
Only an Ork Weirdboy may benefit from this talent. The
for Painboyz.
Weirdboy treats navigating a course through the Immaterium
as a Navigator would, but increases the difficulty once for any
roll on Table 3–10: Difficulty of Passage (see page 162 in
ROGUE TRADER GENESYS). A Weirdboy can never estimate
the duration of passage and he adds h to the results of all
checks made to traverse the warp, but may still spend a and
t as usual. Finally, a Weirdboy uses Survival and Cunning Skills (group only): Brawl, Ranged (Light), Stealth,
instead of Astrocartography and Intellect when making checks Vigilance.
to plot a course through the warp. Talents: None.
Abilities: Mischievous (as a maneuver, may distract one
character at engaged range; that character adds jJ to their next
check for every two Gretchin in the minion group), Right Tool
Since Orks often have “help” in the form of lesser greenskins, fer da Job (a Gretchin counts as a useful tool for their Ork
the stats for Gretchin and Squigs are provided here. masters by holding gear, licking syringes clean, or simply
walking pet Biting Squigs).
Equipment: Grot shoota (Ranged [Light]; Damage 4; Critical
4; SP; Range [Medium]), pointy teeth (Brawl; Damage 3;
There are countless breeds of Squig. Many are fang-filled
Critical 3; Basic; Range [Engaged]; Vicious 1).
maws with a large tongue, powerful legs, beady eyes, and
unquenchable appetites. They in turn are used as walking
larders by those Greenskins not busy finding new ways to
weaponize them. Snotlings are too “puny an’ squishy” to warrant a full profile,
as these tiny little annoyances are barely sentient, unable to
communicate with more than squeaks, yips, and obscene
gestures, and too small to hurt anyone, or really do much of
anything.
Snotlings count as silhouette 0 creatures, die when hit with
any attack, and can lug up to 1 encumbrance per minion.
Skills (group only): Brawl, Discipline, Survival, Vigilance.
Talents: Swift (does not suffer penalties for moving through Snotlings engaged with an adversary cause the target to count
difficult terrain). as being in difficult terrain (they must perform twice as many
Abilities: Furious Assault (after using a move maneuver to maneuvers to move the same distance they would in normal
terrain).
engage an adversary, the Attack Squig may add s s h h
to the results of the next combat check it makes this turn),
Silhouette 0.
Equipment: Grossly Oversized Maw (Brawl; Damage 5;
Critical 3; Basic; Range [Engaged]; Vicious 1).
In the worst cases, the accumulated power can find no
other means of expressing itself and simply forces itself out of
The powers of Weirdboyz are unpredictable at best, and the Weirdboy’s head in the fastest and most violent way
commonly produce bizarre side effects, particularly where the possible. This can cause anything from crippling headaches to
Weirdboy himself cannot properly control those powers. bouts of vomiting green flame to the head of the Weirdboy (and
Numerous possible effects have been observed, from bizarre often other nearby Orks) detonating.
lights and sounds to bizarre telekinetic displays and a dizzying
sense of unease.
1–3
d100 EFFECT
01-05 Oo-er...: The Weirdboy has a really, really bad feeling about something.
Funny Noises: For a few seconds, strangely-echoing sounds fill the air within long range of the Weirdboy. The noises seem to emanate from the
06-10
Weirdboy.
Movin' Stuff: Everything within long range of the Weirdboy that is not secured and has an encumbrance of 0 floats around or is flung in random
11-15
directions. This storm of debris is too light to cause physical harm.
Bizarre Growth: A luridly-coloured cluster of mushrooms about a metre tall burst from the ground within short range around the Weirdboy. This
16-20
provides anyone who takes a maneuver to gain +1 cover behind the fungus. All mushrooms have the Weirdboy's face.
Ded Smelly: Green smoke pours from the Weirdboy's ears, nose, and other orifices. The Weirdboy becomes immobilized until the end of the next
21-25 round and the smoke gives +1 cover to everyone (including the Weirdboy) in engaged ranged. The smell is potent and anyone within the smoke is
disoriented until they leave or the smoke clears.
An Odd Feeling: Hundreds of conflicting emotions and sensations, none of which are familiar to the Weirdboy, rush into his mind. The resulting
26-30
confusion causes the Weirdboy to be staggered and immobilized until the end of the next round.
31-35 Sparkly and Glowy: Bizarre flashing lights fill the air around the Weirdboy imposing jJ jJ to all combat checks the Weirdboy makes until the end
of their next turn.
Sleepy... so Sleepy: The Weirdboy suddenly feels very, very tired and gains 6 strain. If the Weirdboy is rendered unconscious, the bizarre dreams he
36-40
experiences cause the Weirdboy to make an Average (kKkK) Fear check upon waking.
All Gone Dark: Until the end of the encounter, everything within medium range is plunged into impossible darkness. Everyone within the area is
41-45
blinded unless having some supernatural senses in which to navigate.
Angry and Loud: A sudden surge of Waaagh! energy fills the air, inspiring nearby creatures to violence. All living creatures within short range are
46-50 immediately subject to the effects of the Frenzy talent. Non-Orks within that distance may attempt an Average (kKk)K Discipline check to resist this
effect.
Dizzy and Bewildered: The Weirdboy is suddenly unsure of which direction is which. Worse, this confusion seems contagious. The Weirdboy is
51-55 immediately knocked prone and is staggered until the end of the next round. Any other creature within short range of the Weirdboy must pass an
Average (kKkK) Perception check to resist this effect.
Gork's Shout: The air is filled with a thunderous, monstrous noise, the sound of some titanic beast bellowing an inhuman war cry. All living creatures
56-60 in the area must make an Average (kKkK) Resilience check or be deafened for 3 rounds. Orks (including the Weirdboy) that pass this check recover 5
strain and remove the negative effects of Fear they may be under.
Mork's Cunnin': A barrage of ideas and images fills the Weirdboy’s mind, but so swift and violent is this mental onslaught that little remains of use.
61-65
The Weirdboy adds h h h to the next Fear check he makes, but may reroll a single failed Intellect check during this time.
Fire and Thunder: Green embers fill the air, bursting into emerald flames upon all they touch and issuing forth a thunderous roar. All flammable
objects within short range immediately catch fire and the area counts as a dangerous atmosphere with Rating 5 (page 111 of the GENESYS Core
66-70
Rulebook. All creatures within this distance must succeed on a Hard (kKkKkK) Athletics or Coordination check to safely dodge away (except for the
Weirdboy).
Manifest Violence: Insubstantial green hands drift around, shoving and grabbing and hitting everyone within reach. All creatures within medium
71-75
range suffer 8 strain damage (reduced by soak).
76+ ‘Eadbang!: The Weirdboy's power goes out of control. Immediately roll on Table 1–4: ‘Eadbang!.
1–4 ‘
d100 EFFECT
What?!: The Weirdboy’s power misfires and is shunted off into the warp, only to burst forth moments later. The power takes effect as normal at
01-10
the start of the Weirdboy's turn, but 1d5 rounds later.
Vessel of Da Waaagh!: Overcome with accumulated Waaagh! energy, the Weirdboy’s body is wracked with green lightning that crawls from his
11-20 eyes. The Weirdboy must succeed on an Average (kKkK) Resilience check or take 6 damage (ignoring soak). Additionally, until the end of the
session, add +10 to all rolls on Table 1–3: Weird Fings.
Seein' Green: A bewildering mist fills the battlefield, preventing anyone from telling friend from foe within long range. Everyone within this mist
21-25 must make a Daunting (kKkKkKkK) Discipline check as an out-of-turn incidental. If the character fails, he must spend their next turn attacking the
closest target.
Err... I forgot: The memory of psychic powers simply leaves the Weirdboy and he forgets how to control the strange warp energy within for 24
26-30
hours. The warp still antagonizes the Weirdboy and he must make a Hard (kKkKkK) Fear check as an out-of-turn incidental.
WAA-: The Weirdboy winks out of existence and reappears at the end of the next round (or 5 minutes in narrative time). When he returns, the
31-35
Weirdboy must make an Average (kKkK) Fear check and as an out-of-turn incidental and does not wish to speak about its unintended journey.
What Wuz I Doin' Again?: The Weirdboy forgets what power he was invoking and even who he was targeting. The GM randomly selects the
36-40
nearest target in medium range and the GM chooses any power the Weirdboy has. The Weirdboy resolves this power on the new target as normal.
Dis iz Gunna Hurt!: The Weirdboy floats into the air as cackling green lightning seethes from his mouth and eyes. Every creature within short
41-45
range (including the Weirdboy) is blasted by the roiling energy and takes 6 damage. The Weirdboy does not reduce this damage through soak.
Hot-hot-hot-hot!: The Weirdboy is suddenly set on fire and burns for 7 damage at the start of each round. The fire may be put out with an Average
46-50 (kKkK) Coordination check on hard surfaces or an Easy (kK) Coordination check on softer surfaces. Submerging in water clears the fire
immediately.
-AAGH!: An exact duplicate of the Weirdboy appears within short range and believes himself to be the real character. He relentless attacks the
51-55 Weirdboy for 2 rounds or until slain. The duplicate and anything he had on his body vanish with his destruction. The Weirdboy gets a nagging sense
of déjà vu and one Story Point in the PC's pool is moved into the GM's pool.
Crazy Spores: A pale green fog erupts from the Weirdboy within short range. Anyone caught in the fog (including the Weirdboy) must make a
Hard (kKkKk)K Resilience check as an out-of-turn incidental. Failure causes the target to make a roll on Table 2–3: Hallucinogenic Effects (see
56-60
page 86 in ROGUE TRADER GENESYS). d may be spent to cause the target to gain a mental trauma or increase an existing mental trauma by one
step.
‘Eadswap!: The Weirdboy and one random target (note this cannot be a Daemon, untouchable, or other ‘soulless’ creature) 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, the effect ends
61-65 immediately and the survivor suffers a mental trauma or increases an existing mental trauma one step. When both parties return to their body, they
make an immediate Hard (kKkKk)K Fear check as an out-of-turn incidental.
If there are no creatures within range, the Weirdboy falls to the delusion that it is some animal or inanimate object within range. It acts on these
beliefs as best it can. This causes a mental trauma or increases the severity of a mental trauma by one step."
Psychic Vomit: The Weirdboy feels the power building up within and expels it the only way he can think of—quickly. The torrent immobilizes and
66-70 knocks the Weirdboy prone until the end of the next round. The closest creature within short range (Weirdboy's choice) must make an Average
(kKkK) Coordination check or take 6 damage (not reduced by soak).
Gork Smash!: The area around the Weirdboy is smashed flat as if the first of Gork (or maybe Mork) had descended from the sky. Everyone within
71-75 medium range, including the Weirdboy, must succeed on an Average (kKkK) Coordination check or suffer 10 strain and be knocked prone until the
end of the next turn.
Waaagh!-valanche: A surging green wave of energy ripples outward from the Weirdboy in all directions. Anyone within medium range must
76-80 succeed on a Hard (kKkKkK) Athletics check or be knocked prone, staggered, and immobilized until the end of the next round. The Weirdboy suffers
10 damage and 10 strain (not reduced by soak) and is staggered until the end of their next turn.
Where'd Da Git Go?: The Weirdboy rockets into the sky leaving a trail of green smoke behind him. The Weirdboy travels to medium range before
81-85
falling to the ground moments later and suffering all associated effects of a short fall.
Squigs! Squigs Everywhere!: Clusters of tiny squigs worm out from the ground before growing larger before your eyes. A minion group of Attack
86-90
Squigs (See All Da Rest) with 1d6 members suddenly descends upon all targets within medium range.
Waaagh!-ruption!: The Weirdboy's power overloads, arcing out in great bolts of green lightning. Anyone within engaged range (including the
91-95 Weirdboy) takes 10 wounds (the Weirdboy does not reduce damage from armour), and all of the Weirdboy's clothing and gear is destroyed, leaving
them naked. The Weirdboy gains a mental trauma or increases an existing mental trauma by one step.
Kaboom!: The Weirdboy’s head detonates with a loud boom and a small green mushroom cloud, killing him outright. His body responds slowly to
96-99
this development and continues to run around the battlefield, flailing about at random for 1d5 rounds.
‘Ead A’splode!: The Weirdboy’s head explodes with the force of the psychic energy surging within its skull. The Weirdboy is slain instantly and
100 all other Greenskins within short range must immediately succeed on a Hard (kKkKkK) Resilience check or suffer the same fate. The Weirdboy’s
headless corpse (and any other Ork corpses) continue to mill around at random for 1d5 rounds.
furthermore even understand the science behind it. To further
this advantage, members of the Earth caste seek always to
A relatively recent addition to the galactic tapestry, the Tau improve, and new prototypes are constantly being developed
have only just begun to carve their empire out of the Eastern and deployed to ensure the Fire and Air castes constantly have
Fringe. A thriving species possessed of remarkable unity of a technological edge on the ever-changing battlefields the Tau
vision and unmatched technological innovation, the Tau have face. The Tau also commonly employ sophisticated artificial
burst from their home world, constructing, colonizing, and intelligences, often in the form of drones.
conquering footholds for themselves throughout the eastern Of course, how a Tau expresses all these facets of his or
reaches of the galactic plane. As the Tau spread explosively her personality can vary wildly. All serve the Greater Good,
outward, their expeditions encountered a myriad of other but this does not mean that the Tau Empire is utterly
species. Whether through diplomacy, duplicity, or violence, the homogenous. Various Sept worlds maintain a reputation for
Tau have had little need to slow their expansion, as each new producing Tau of certain personalities and it is not uncommon
species has fallen to their guns, or been seduced into the that a Fire Warrior would join a Rogue Trader to simply study
Empire’s philosophy of the Tau’va or “Greater Good.” their most powerful enemy from up close. Likewise, a Tau will
place the needs of their group over the individual at any time
Appearance & Physiology: The Tau themselves appear and those Tau who choose a life of wander often have starkly
humanoid in size and shape, but their blue skin colouring different definitions of who or even what a group consists of.
makes them quickly differentiable from humans. They have
rather flat faces, wide eyes that do not dilate, a vertical slit Alien Medical Attention: Tau physiology is radically
where a human nose would be, and often lack hair other than different from that of a human. All Medicae checks made by
the occasional warrior’s braid. Their two-toed feet make humans to heal a Tau increases the difficulty once. Human-
another marked distinction from the form of Mankind and their made drugs have little effect on a Tau (and vice-versa).
hands include a thumb and three digits. Their lifespans are
Human-made cybernetics must be properly modified to
typically shorter than a human’s, especially those with access
work alongside Tau physiology. Tau are very likely to only
to juvenats and other medical luxuries.
take cybernetics if it would benefit the group and not simply to
The Tau species presents sexual dimorphism, but it is not increase their efficacy in a given role.
well understood outside of superficial traits. A male Tau
typically stands taller and is more heavily muscled when Alien Psychological Attention: Tau are very different from
compared to a female. Female Tau have a similar nasal slit as humans when it comes to the mind, more so than even in body.
male Tau do, but this feature appears to fork towards the Their fixation on the Greater Good and their optimistic view of
forehead not unlike the shape of the Terran letter “Y.” the universe (despite all evidence to its capricious, cruel nature)
The Tau can be further divided along their rigid caste make them even alien among other xenos.
system that has shaped both the mind and body of each xenos. The Tau are not affected by the presence of the warp in
The Fire caste sports the strongest and largest Tau and produces the same way as humans are, and are far less attuned to the
all warriors for battle. The Air caste are taller and lighter, apt temptations offered by the Ruinous Powers. Tau Explorers still
traits for piloting and space travel. The Water caste members suffer corruption, but they do not gain negative effects from
are naturally social and are able to learn other species’ malignancies and never roll for mutations. Due to this inability
languages and, more disturbingly, social manners. Earth caster to understand corruption, a Tau player character may never
Tau are short and sturdy beings who build and innovate. The take talents that reduce or negate corruption for any reason.
Ethereal caste act as focal point among all Tau and they exude Like most sentient species, Tau can become increasingly
a natural presence that inspires loyalty, obedience, and even unhinged due to the psychological traumas inherent in living in
hope among their kind. An Ethereal is marked by a naturally the 41st Millennium. Tau PCs gain mental traumas as usual,
occurring diamond-shaped organ in the forehead. but the expression of these traumas are different from a human.
The GM should carefully consider the specific applications and
Culture & Society: Unlike the Imperium, a Tau finds
manifestations of various disorders on Tau characters, and
differences and technology as things to be embraced, rather
modify them as necessary.
than feared or shunned. Tau recognize other species as
possessing different traits and abilities, but rather than being Arms and Armour: The Tau can readily utilize other species
shameful, these differences are simply ways to contribute to the armour, weapons, and equipment, but prefer the tried and true
Greater Good that the Tau themselves cannot. To the Tau, the natural of their own. Tau believe in reliability and adjustments
concept of xenophobia is itself alien. of existing technology in order to better outfit themselves for
The Tau already enjoy a level of technological the battlefield. This view is unorthodox at best and heretical at
sophistication superior to most other races in the galaxy, and worse to humans.
’ Honoured Warrior: A Battlesuit Pilot begins with the
light and nimble XV25 Stealth suit (see page 49). In
addition, while piloting a battlesuit, the Battlesuit Pilot
may use their ranks in Driving when making Athletics,
Coordination, and Stealth checks.
Wound Threshold: 8 + Brawn Some members of the Fire caste with a particular aptitude for
Strain Threshold: 9 + Willpower technology are assigned to closely manage drones, as a
firesight marksman directing a team of sniper drones or
Starting Experience: 85
equipped with a drone controller system. Under the control of
The Greater Good: Once per encounter, a Tau may such a warrior, drones become incredibly formidable, ripping
suffer 1 strain when receiving orders from another Tau. apart their foes with tightly placed bursts of fire or moving in
If they do, they may add jJ to their next check. perfect tandem with the rest of the squad.
Additionally, if this places the Tau in substantial danger
Starting Skills: The Drone Handler begins with one
to benefit the group, they may upgrade their skill check
rank in Tech-Use, plus two ranks in Knowledge
once instead.
(Scholastic). You still may not train these skills above
Special Abilities: Each Tau Fire Caste has its own rank 2 during character creation.
special abilities, listed in the corresponding entry.
Drone: A Drone Handler begins the game with one Tau
drone (See page 23).
Superior Technology: Once per session, a Drone
Those born into the Fire caste have a single destiny: to become Handler may spend a Story Point to target a number of
warriors in the name of the Greater Good and to spend their ranged weapons equal to their ranks in Tech-Use within
entire lives engaged in the single goal of honing their martial short range. Those weapons ignore the first “jam” result
skills. A Fire Warrior will seek to tactically analyze a situation they suffer this session.
rather than charging headlong in, and generally prefer to
engage at maximum possible range.
Starting Skills: The Fire Warrior begins with one rank
Tau believe in the tenets of the Greater Good, their guiding
in Discipline, Ranged (Light), and Knowledge
philosophy and the foundation of their budding empire. Tau
(Scholastic). You still may not train these skills above
Explorers might be warriors who wish to spread this
rank 2 during character creation.
philosophy to the stars of the Koronus Expanse, or might be
Tactical Flexibility: When making a check for outsiders who have other reasons to have passed through the
Initiative, you may choose to generate a slot at the end Jericho warp-gate.
of the Initiative order instead of rolling. All NPCs add
After your character is fitted for their Classified
jJ to their combat checks against allied Tau until the Competence, you select eight skills to be career skills (except
Fire Warrior acts in the encounter. for Psychic skills) for your character and gain a rank in any four
of these chosen skills before spending XP. Keep in mind that a
good set of career skills typically features a variety of general,
social, knowledge, and combat skills to help your character feel
The greatest heroes of the Fire caste are those who stride to war unique among your group.
in mighty, armoured battlesuits. The pride of the Fire caste rests
upon its pilots, for battlesuits are among the most important
symbols of the Tau Empire. In these machines, members of the
Fire caste can watch ingenuity triumph over savagery and The Tau have enjoyed success in large part due to their ever-
ambition vanquish complacency developing and expanding technology. Although mostly the
realm of the Earth caste, certain Fire Warriors feel a certain
Starting Skills: The Battlesuit Pilot begins with one
affinity to the weapons and gadgets they regularly employ and
rank in Driving, plus two ranks in Knowledge
enjoy a superior understanding of such machines.
(Scholastic). You still may not train these skills above
rank 2 during character creation. Starting Skills: An Adept Machinist begins with one
rank in Knowledge (Common). You still may not train
this skill above rank 2 during character creation.
Ingenuity: Adept Machinists add jJ when providing
assistance to an ally’s Intelligence-based skill check or Although most Tau excel at ranged combat, certain Fire
Perception check, in addition to any other bonuses Warriors distinguish themselves at engaging at extreme ranges
assistance might provide. and firing with precision. In addition to their own experience,
such individuals often lend their skills to improve the abilities
of those around them.
Most Tau prefer to rely on their technology and ranged Starting Skills: A Precise Hunter begins with one rank
weaponry, but occasionally some Fire Warriors feel the savage in Perception. You still may not train this skill above
call of more primal warfare in their blood. These Tau relish the rank 2 during character creation.
occasional chance to engage in melee combat, especially when
Expose Weakness: Once per session after the Precise
protecting their allies.
Hunter makes a successful ranged combat check
Starting Skills: A Dauntless Bulwark begins with one against a non-vehicle target, they may spend a Story
rank in Coordination. You still may not train this skill Point to reduce the target’s soak value by an amount
above rank 2 during character creation. equal to their ranks in Knowledge (Scholastic) until the
My Body as a Shield: When a Dauntless Bulwark end of their next turn.
makes a move maneuver to engage a target and
successfully performs a Brawl or Melee check against
that target; all engaged Tau allies may suffer 2 strain to Although most large vehicles fall under the Air caste’s
disengage as an out-of-turn maneuver. purview, the Fire Caste still employs many smaller vehicles,
most notably the wide variety of powerful battlesuits. Fire
Warriors might find themselves piloting Battlesuits, Piranhas,
Although all Tau are equal, in following with the Greater Good, or other such machines for a variety of reasons, but in all cases
some Fire Warriors fall into positions of command. Unlike share the determination to utilize their vehicle to defend their
some other races, however, Tau commanders hold themselves allies.
to the same standards of those they lead. Starting Skills: A Windstrider begins with one rank in
Starting Skills: An Exemplar of Unity begins with one Driving or Piloting. You still may not train this skill
rank in Knowledge (Forbidden). You still may not train above rank 2 during character creation.
these skills above rank 2 during character creation. Defensive Plating: A Windstrider may cause any
Prime Example: As a maneuver, an Exemplar of Unity vehicle or battlesuit they are operating to suffer 3
may suffer 2 strain and then perform their action. If they system strain to upgrade the difficulty of ranged combat
do, all allied Tau that can see this character gain s to checks against all engaged allies once.
perform the same action until the end of their next turn.
Tau prefer working in groups and formations in order to use The Fire caste is the military of the Tau Empire, and wages
superior tactics and firepower, but coordinating intelligently wars with the tools of tactical flexibility and superior
require reconnaissance. For this, the Tau rely on those who feel weaponry. Fire Warriors expect to use many strategies in
the calling to serve as Pathfinders or Stealth Suit pilots to scout warfare, always adapting to the current flow of battle, but many
ahead and report back to the main force. commanders prefer certain strategies to others and default to
them whenever possible. Even amongst the endless training
Starting Skills: A Finder of Ways begins with one rank
Fire Warriors endure, certain personal aspects will arise in how
in Stealth. You still may not train this skill above rank
any given individual perceives controlling the battlefield.
2 during character creation.
The way of the Fire Warrior has helped your character
Silent Shadowing: Tau allies engaged with this grow and prosper somehow. Your character begins the game
character add s to Stealth and Vigilance checks they with 50 starting XP that can only be used to purchase
make. talents or skills at character creation. These experience
points are not included in the starting experience from the
character’s species, and so cannot be spent to increase
characteristics.
Tau have access to many of the same talents that any other
Explorer would have throughout the ROGUE TRADER GENESYS 1–5
sourcebook. The flavour should be changed in favour to reflect TALENT RANKED SOURCE
the Tau’s unifying philosophy as they do no worship the God-
TIER 2
Emperor, but could still display a fury no less than mankind.
Blessing of the Ethereals No Page 22
This section adds a few additional talents specifically for Tau
player characters to utilize. Committed Diplomacy Yes Page 22
TIER 3
Advanced Battlesuit Training No Page 22
Tier: 3
Tier: 2
Activation: Passive
Activation: Active (Incidental, Out of Turn)
Ranked: No
Ranked: Yes
The Tau Explorer no longer grants combat bonuses to enemies
When attempting a Charm or Negotiation check, the Tau may
due to silhouette differences while piloting a battlesuit.
suffer a number of strain to downgrade the difficulty of the
Additionally, when this character makes a Gunnery check with
check a number of times equal to the strain suffered.
a weapon mounted to their battlesuit, they do not increase the
Alternatively, when the character is the target of a Charm or
difficult to use the Auto-fire item quality.
Negotiation check, the character may suffer a number of strain
to upgrade the difficulty of the check a number of times equal
to the strain suffered. This number cannot exceed their ranks in
Committed Diplomacy. Tier: 3
Activation: Passive
Ranked: No
The Tau ignores all penalties from the Alien Among Us rule
Tier: 2
(see page 4). Additionally, whenever this Explorer meets an
Activation: Passive
organization or race that has not previously been encountered
Ranked: No
by the Tau, they may spend a Story Point and make an Average
The Greater Good, Classified Competency abilities, and any
(kKk)K Knowledge (Scholastic) check. If they succeed,
talents that references Tau characters can now include any
downgrade the difficulty of all Charm, Deception, and
trusted ally (such as other Explorers) instead of only allied Tau
Negotiation checks until the end of the encounter or scene.
characters.
The character should learn pertinent information about the
culture, group, or species they are dealing with that could prove
helpful in subsequent dealings (at the GM’s discretion).
Tier: 2
Activation: Passive
Ranked: No
When attempting to acquisition Tau items with a rarity of 7 or
greater, reduce the difficulty of the skill check once.
Tier: 3
The Tau make extensive use of artificial intelligence-controlled
Activation: Active (Incidental)
machines called drones. These drones may be equipped with
Ranked: No
weapon systems for close and long ranged combat or even
Once per session, the Tau Explorer may spend a Story Point
support systems like shields and the infamous Tau markerlight.
either to gain the benefits of a talent an allied Tau has or to
All Tau Drones are priceless and have a rarity of 7.
grant an allied Tau the benefits of a talent this character
possesses. This effect lasts until the end of the encounter.
If the talent has ranks, the character gains that many ranks
in the talent. Greater than the Sum may not be used to gain
talents with the improved or supreme titles.
4
Skills: Perception 2, Ranged (Heavy) 2, Stealth 1, Tech-Use 1.
Talents: None.
Tier: 4 Abilities: Auto-Subjugation Routine (this creature may
Activation: Active (Action) operate independently, or can be controlled directly; if being
Ranked: No controlled, the creature counts as having ranks in any skill
The character may make a Hard (kKkKkK) Knowledge equal to the controller’s ranks in that skill), Flyer (can fly; see
(Scholastic) check. If successful, they may choose a number page 100 of the GENESYS Core Rulebook), Machine 3 (This
of allies within short range equal to the number of uncancelled creature does not need to breathe, eat, or drink, can survive in
s. Adversaries upgrade the difficulty of attacks against these vacuum and underwater, is immune to poisons and toxins, Fear
allies once until the end of the character’s next turn. The checks, and mind-influencing effects), Silhouette 0.
character may spend t to have this effect last until the end of Equipment: A Drone may be outfitted with a single set of
the encounter instead. useful tools or weapons:
A character currently affected by Formation Tactics may Twin-linked pulse carbine (Ranged [Heavy]; Damage
not benefit from additional applications of this talent. 5; Critical 3; Plasma; Range [Medium]; Linked 1,
Pierce 2) or longshot pulse rifle (Ranged [Heavy];
Damage 8; Critical 2; Plasma; Range [Long]; Accurate
1, Vicious 2).
Tier: 4
Shield projector (this drone provides an engaged target
Activation: Active (Incidental)
with 2 ranged defense).
Ranked: No
Once per round when an opponent attacks an ally who is within Markerlight (when any character uses a single aim
long range of your character, you may spend one Story Point maneuver against the target, they gain jJ jJ on their
and h or d to have your character use this talent to next combat check. This can only occur once per round,
automatically hit the opponent with a ranged weapon your and the character may not use their second maneuver to
character is wielding, if the opponent is within the weapon’s aim again. This effect lasts until the target moves out of
range. The hit deals the weapon’s base damage plus additional range or breaks line of sight).
damage equal to your character’s ranks in the skill used to
wield the weapon.
and use it for more productive means, the inhabitants of
Craftworlds choose to focus their attentions and energies into
The Eldar are an ancient and enigmatic species that dominated specific areas, mastering a craft or vocation rather than let
the galaxy millions of years before the rise of the Imperium. themselves be seduced by new sensations or distractions. These
Hugely technologically advanced and knowledgeable in the areas are known to the Eldar as Paths, each a specialized role
secrets of the universe, the Eldar once controlled or traversed which an Eldar devotes his abilities to and masters over the
much of the domain humans now claim. Today the Eldar are course of decades or even centuries of training and practice.
few in number, hidden away in distant, secret parts of the These Paths can vary greatly within the society of the
galaxy, sailing the void in their great world-ships or reduced to Craftworld, and encompasses all manner of trades and skills as
raiders and pirates. Their civilization has fragmented and has well as all the arts of war.
largely become nomadic, its once-great clans and peoples
travelling in vast armadas of ships and aboard mighty Alien Medical Attention: Eldar anatomy is truly alien to that
Craftworlds, gargantuan vessels the size of cities or larger in of humans. Just as the Eldar mind processes with twice the
space. Whatever teachings they follow, they remain a capability of a human, so too does their heart beat faster, organs
significant force within the galaxy and a constant threat to the lay in a relatively “clean” manner, and muscle fibers bond
Imperium and its worlds. precisely to bone and sinew. All Medicae checks made by
humans to heal an Elder increases the difficulty once. Human-
Appearance & Physiology: Physiologically, Eldar appear made drugs have little effect on a Craftworld Eldar (and vice-
much like humans, though they are usually taller, more slender versa).
of limb, and always more graceful in the way they move. Their Human-made cybernetics seldom work on Eldar
faces are also longer, with sharp, pointed features, tapered ears, physiology for one reason or another. The Eldar have both the
and almond-shaped eyes that give them an ethereal, knowledge and technology to simply regrow lost limbs and
otherworldly cast. Their dark liquid eyes are also markedly organs and typically value using their own body over
different from human eyes, deep and full of ancient secrets, cybernetic materials. It is not to say that sufficiently advanced
assuring any man who looks too long into them just how alien bionic parts exist for Eldar, but it is the rare sort who chooses
the Eldar really are, and that, despite some passing physical such a device. The GM has the final say in what
resemblance, they are nothing like humanity. biotechnologies may exist for an Eldar.
Part of these differences lie within the physical nature of
the Eldar and their long natural life span, which far exceeds that Alien Psychological Attention: Just as an Eldar’s body is
of even the most long-lived human, even taking into account different in many ways to a human one, so is an Eldar mind.
the many ways in which man might try and prolong his The Eldar perceive existence differently to humans, viewing
existence and cheat death. Paradoxically, though the Eldar have the universe with greater intensity and clarity than the human
exceptional longevity, their metabolism is far faster than that mind can easily comprehend, and their minds operate at a speed
of a human, their hearts beat more quickly, pumping their blood that would be bewildering to a human. They can also reach far
around their body in a rapid crimson torrent. It is speculated greater extremes of emotion and sensation than a human can.
that this increased blood flow improves their reaction speed While the Eldar understand the threat of all the Chaos
and brain function, allowing them to act and react far more Gods as being dire, no single entity poses a greater threat to
quickly than humans can. Eldar existence than Slaanesh (She-Who-Thirsts). Craftworld
Eldar gain malignancies as normal, but never gain mutations.
Culture & Society: The remnants of Eldar culture that Corruption of a Craftworld Eldar manifests most clearly in
survived the cataclysm among the Asuryani preserved much of their unwillingness to follow a Path into completion or giving
their species' history in the form of traditional stories, songs into darker and crueler ways of life and forms of discipline.
and dance. Written records, monuments and visual records
The Craftworld Eldar work tirelessly to outpace their own
were almost completely destroyed except for a few instances
extinction and they protect their minds as well as any other
where they were taken aboard voidcraft fleeing from the
sentient race. Craftworld Eldar PCs gain mental traumas as
doomed worlds. All of the Eldar alive today are essentially a
usual, but do not outwardly express it as humans do. Due to the
refugee population, the scattered remains of a formerly vast
extremes of emotions and the obsession of the Path, Craftworld
interstellar empire. Even as such, they are still a deadly and
Eldar might begin to lean too rigidly into a single aspect of their
influential force in the galaxy.
discipline and become all but consumed by it. The GM should
The Eldar mind can be a fractious thing, given to extremes carefully consider the specific applications and manifestations
and excessive indulgences. In part, this was the root of the of various disorders on Craftworld Eldar characters, and
Eldar’s doom and the seed that gave birth to the cults and the modify them as necessary.
destruction of their empire. To harness this part of Eldar nature
Arms and Armour: While the Eldar can employ weapons and
armour designed for humans, most prefer not to—Eldar
technologies better suit their sensibilities and physical Eldar who have passed through the many different Asuryani
proportions, and most regard human-made war gear as crude Paths to master the full power of their minds may command
and ungainly. There are no particular penalties involved in their psychic powers without fear of attracting daemons or
Eldar employing human-made equipment, but human armour creating rifts within the warp. These few take on the role of a
will not fit the Eldar comfortably, while human-made weapons Seer—a powerful psychic within the Eldar ranks—and they
generally seem unwieldy. unleash their skills in potent and refined forms.
Starting Skills: This character gains Divination,
Telekinesis, or Telepathy as a career skill. They begin
with one rank in the Psychic skill they select and two
ranks in Knowledge (Scholastic). You still may not
train these skills above rank 3 during character creation.
Precognition: Once per session when a Seer makes a
successful opposed skill check, you may spend a Story
Point to heal all strain they are currently suffering.
Wound Threshold: 10 + Brawn
Rune Magic: A Seer begins play with a Rune of the
Strain Threshold: 11 + Willpower Seer (see page 59).
Starting Experience: 85
Ancient Comprehension: All Craftworld Eldar begin
with a Spirit Stone (see page 60) and gain Psyniscience
Not a true Path, but an outlet for the rigid constraints of the
as a career skill.
Path as such limits may be intolerable even for an Eldar to bear.
Matchless Grace: Craftworld Eldar can perform a Such individuals leave their craftworlds and voluntarily
second maneuver during their turn without suffering become Asuryani Outcasts. Many Eldar spend many Terran
strain or giving up their action, but they can never years or decades in exile before they return to the Path.
perform more than two maneuvers during their turn.
Starting Skills: Eldar on the Path of the Outcast begin
Special Abilities: Each Craftworld Eldar has its own with one rank in Vigilance and one rank in both
special abilities, listed in the corresponding entry. Knowledge (Common) and Knowledge (Forbidden).
You still may not train these skills above rank 3 during
character creation.
Living Ghost: Once per session, you may spend a
The Eldar are a race beset on all sides by warfare. Young
Story Point to add s s to the results of a Stealth
Asuryani often believe they can rebuild the glory of their
empire with fire and passion, but their elders know well that check your character makes, or to add f f to the
their shattered civilization is locked in a struggle for simple results of a Vigilance or Perception check another
survival. character makes to detect your character.
The Crow Spirits are grim, cold killers who seem bent on the
selective annihilation of humanity within the Koronus
Expanse. Clad in glittering armour that shines as if filled with The Aeldari are long-lived beings and will walk many different
moonlight, they make no sound in battle and are led by witches paths in their lifetime. Many begin on the Path of the Artisan
robed in pale tatters with tall helms of gleaming bone. What or Path of the Healer, honing a skill over many Terran years
their purpose is remains unknown, but some have speculated until it becomes as second nature. Eldar then take these skills
that they are guarding something, or keeping something from and further specialize them when undertaking the next path,
being discovered. especially in the case of war. An Eldar who has completed the
journey from one path to another is an incredible ally to few
Starting Skills: Crow Spirits begin with one rank in
and an indomitable foe to many.
Deception. You still may not train this skill above rank
3 during character creation. The Path your character walks has helped them grow and
prosper somehow. Your character begins the game with 50
Peerless Precision: When making a Ranged (Heavy)
starting XP that can only be used to purchase talents or
skill check with an Eldar ranged weapon, your
skills at character creation. These experience points are not
character may increase the difficulty once. If they do,
included in the starting experience from the character’s species,
their weapon gains the Linked 1 quality until the end of
and so cannot be spent to increase characteristics.
their turn.
Craftworld Eldar have access to many of the same talents
that any other Explorer would have throughout the ROGUE
TRADER GENESYS sourcebook. The flavour should be changed
Distant and isolated among other craftworlds, Kaelor lingers in favour to reflect the Eldar’s adherence to their many deities
on the edge of the galaxy. After a divisive conflict among the as they do no worship the God-Emperor, but could still display
population, the Farseer Ela’Ashbel united the remaining a fury no less than mankind. This section adds a few additional
population. Eldar from this craftworld are cautious and slow to talents specifically for Craftworld Eldar player characters to
act and violently oppose all things Chaos. This pragmatic utilize.
nature has caused a great number of Warp Spider Aspect
Warriors to develop from this craftworld.
Starting Skills: Kaelor Eldar begin with one rank in
2
Cool. You still may not train this skill above rank 3
during character creation.
Tier: 2
Peerless Foresight: When determining Initiative,
Activation: Active (Incidental)
Kaelor Eldar roll twice and take the higher results. A
Ranked: No
t may be spent to keep both results, effectively Once per session, when your character makes a check, you may
generating two slots.
spend a Story Point to add lLlLlL to the check.
TIER 3
Elusive No Page 27 Tier: 3
Activation: Active (Action)
Eyes of Kurnoth No Page 27
Ranked: No
Guide No Page 27
Your character must be following the Path of the Seer to benefit
Mathlann’s Grace No Page 27 from this talent. Once per encounter, this character may make
TIER 4 an Average (kKkK) Knowledge skill check (the GM and player
Truths of Cegorach No Page 27 should determine which Knowledge skill is most applicable in
Wisdom of the Ancients No Page 28 the given situation). If successful, the character may add t to
any check made by an allied character during the encounter.
The subsequent check should relate in some way to the
Knowledge skill used, or the player should come up with an
Tier: 2 explanation for why the information the character learned is
Activation: Active (Incidental) instrumental in the success of the ally’s check.
Ranked: No
When your character makes a check to recover strain at the end
of an encounter, they may use this talent to spend a a a or
Tier: 3
t to heal a Critical Injury with a severity of Easy (kK).
Activation: Active (Incidental)
Ranked: No
Once per round while controlling a starship or vehicle, the
Tier: 2 Eldar may suffer 2 strain during their next check. If the check
Activation: Active (Incidental, Out of Turn) succeeds, the character adds t to the results. However, if the
Ranked: No check fails, they add d instead. The t or d added this way
When this character is targeted by a social skill check and the do not include the s or f that are usually a part of them, only
adversary generates h h or d, this character may suffer 1 the beneficial or negative effects of the symbol.
strain. If they do, the adversary suffers a number of strain equal
to this character’s ranks in Deception.
4
3
Tier: 4
Activation: Active (Incidental)
Tier: 3 Ranked: No
Activation: Active (Incidental, Out of Turn) Add one extra Story Point to the player pool at the beginning
Ranked: No of each session. Once per session when all Story Points are
When another character makes a check to follow your moved to the GM’s pool, all Craftworld Eldar PCs recover 6
character’s trail (whether physical tracks or a trail of strain. The effects of this talent may only apply once per
information), your character may use this talent to add f equal session regardless of how many characters have this talent.
to their ranks in Streetwise or Survival, as appropriate to the
environment, to the check results.
Tier: 4
Activation: Active (Action)
Ranked: No
Once per game session, the character may make a Hard
(kKkKk)K Knowledge (Forbidden) check regarding a single
relic, ruin, or piece of history (subject to the GM’s approval).
If successful, the character knows an important fact or has
pertinent information about the item based on the number of
uncancelled s. The character may spend a a a to know
the origin of the knowledge (especially if there are similar
things at the source). They may spend t to know who would
be most interested in this knowledge or the potential worth of
such knowledge.
in favour of a surfeit of cruelty, arrogance, and merciless
ambition.
Ten thousand Terran years ago, amid the apocalyptic screams Little distinction is drawn between the sexes, for an
of a newborn god, the mighty Aeldari Empire fell to ruin. Yet individual's skill and intellect are far more important than traits
the architects of this catastrophe were spared the worst of its such as raw strength or gender. Drukhari senses are keen to the
wrath, hidden deep within the bounds of the Webway. They point of paranoia, their shadowed eyes and tapered ears alert to
lurk there still, a race of unrepentant monsters damned to suffer the slightest disturbance. It is said they can see in complete
an eternal thirst for the pain of others. The Dark Eldar or darkness, that they can taste fear upon the air, and that they can
“Drukhari” are kin to the Craftworld Eldar or “Asuryani” and hear the beat of a terrified heart through a solid bulkhead door.
share much the same history until the birth of the Chaos God
Life and its outcomes begin as early as pre-birth for most
Slaanesh. To save their souls for one more day, the Dark Eldar
Drukhari. Those known as Trueborn are often privileged in
now hide from the horrors they created in the realm of
Drukhari society because of the circumstances of their birth,
Commorragh the Dark City.
and many are the descendants of the ancient Drukhari noble
families. As such, they are arrogant and see themselves as far
Appearance & Physiology: Although Eldar and humans look
better than the majority of Drukhari. This societal power allows
far more similar to each other than either does to any other alien
Trueborn unfettered claims to Halfborn as slaves and Halfborn
species common to the Koronus Expanse, this does not mean
are almost always excluded from being part of any squad of
that Eldar merely look like tall, thin humans with pointy ears.
Trueborn warriors. Ultimately, the average Halfborn cannot
Eldar are taller, more slender, and more poised than humans,
hope to compete with even the lowliest of Trueborn Dark
moving with a fluid, easy grace that is exceptionally difficult
Eldar, but some have climbed the hierarchical ladder through
for a human to mimic.
means just as cruel and cunning as their Trueborn counterparts.
Eldar features are more tapered and pointed, and in the
case of Dark Eldar, subtly touched by a savage aspect that Alien Medical Attention: Dark Eldar physiology is
makes them appear predatory. The Eldar eyes particularly fundamentally different from that of a human. All Medicae
stand out, and can be described as dark, crystalline pools within checks made by humans to heal a Dark Elder increases the
which an ageless and utterly alien mind dwells. In all, it is quite difficulty once. Human-made drugs have little effect on a Dark
difficult for an Eldar to pass as a human, or for a human to pass Eldar (and vice-versa).
as an Eldar, at least up close. At a distance, when robed and
Human-made cybernetics seldom work on Dark Eldar
hooded, such a deception may be easier, but it is unlikely to
physiology for one reason or another. Dark Eldar tend to favour
fool anyone for long.
the fleshcrafter’s arts to crude metal augmetics at any rate and
Dark Eldar have clear sexual dimorphism similar to therefore may only be fitted by a Haemonculus. When fitted by
humans. Unlike humans, Dark Eldar are rarely born from the skilled fleshcrafters, Dark Eldar gain exactly the same
natural means due to lengthy gestational periods coupled with benefits as listed under a similar cybernetic.
the constant violence and soul damage present within Dark
Eldar life. In this way, those born naturally are “Trueborn” and Alien Psychological Attention: Just as an Eldar body is
typically come from already noble stock. Everyone else born different in many ways to a human one, so an Eldar mind is
from vats of amniotic gestational tubes are considered different to that of humans. The Eldar perceive existence
“Halfborn.” It is necessary, however, for such rapid production differently to humans, viewing the universe with greater
of Halfborn to fill out ranks of Dark Eldar who die both to their intensity and clarity than the human mind can easily
enemies and to each other. comprehend, and their minds operate at a speed that would be
bewildering to a human. They can also reach far greater
Culture & Society: Fiercely intelligent and devious to a fault, extremes of emotion and sensation than a human can.
Drukhari revel in pain, feeding upon the suffering and anguish
While the Eldar understand the threat of all the Chaos
of others. In them, the boundless and brilliant potential of their
Gods as being dire, no single entity poses a greater threat to
kind is given terrible purpose, and because their lives span
Eldar existence than Slaanesh (She-Who-Thirsts). Dark Eldar
Terran millennia, the Drukhari have all the time they need to
gain malignancies as normal, but do not suffer the usual
perfect their stygian arts. The Drukhari quickly learn to fight
negative penalties for a malignancy, and never gain mutations.
with every weapon at their disposal, and to kill without mercy
Each time a Dark Eldar gains a malignancy, they suffer the
or hesitation. To do any less would lead them to a swift death,
Horrific Injury Critical Injury result (page 115 in GENESYS
for amongst the entire Drukhari people there is not a single
Core Rulebook). This Critical Injury cannot be healed by any
shred of compassion or mercy. Such traits are worthless upon
means until the Dark Eldar gains the effect of the Power
the night-black streets of Commorragh, and are best discarded
Through Pain ability. Dark Eldar may never take any talent that
reduces or removes corruption for any reason.
Unlike corruption, insanity is of no concern to the Dark
Eldar. For them, the indulgence of desires and the unnatural
hunger within their souls are primary concerns. Dark Eldar A terrible force to face, the Kabalite Warrior may hail from any
characters do not gain mental traumas and they only gain Kabal within the Dark Eldar’s expansive realm. The warriors
beneficial effects from Fear checks as the thrill of death is just train endlessly in bloody battles against their kin and may die
one more marvelous moment for these depraved creatures. at any time if not acting at their peak performance. Pain fuels
these warriors, pain from their victims and pain inflicted upon
Arms and Armour: While the Eldar can employ weapons and themselves.
armour designed for humans, most prefer not to—Eldar
Starting Skills: The Kabalite Warrior begins with one
technologies better suit their sensibilities and physical
rank in Athletics, plus one rank in either Brawl or
proportions, and most regard human-made war gear as crude
Melee. You still may not train these skills above rank 3
and ungainly. There are no particular penalties involved in
during character creation.
Eldar employing human-made equipment, but human armour
will not fit the Eldar comfortably, while human-made weapons Screaming Soul: When a Kabalite Warrior inflicts a
generally seem unwieldy. Critical Injury with a melee combat check, they heal a
number of strain equal to the severity of the inflicted
Critical Injury. This effect only applies once per target
in an encounter.
Starting Experience: 90 Starting Skills: The Wych Cultist begins with one rank
in Coordination and Vigilance. You still may not train
She-Who-Thirsts: When preparing the Story pools at
these skills above rank 3 during character creation.
the beginning of a game session, add one Story Point to
the GM pool instead of the player pool. Discipline of Shiamesh: Once per encounter, a Wych
Cultist may spend a Story Point to add the Burn 1
Matchless Grace: Dark Eldar can perform a second
quality to their melee weapons until the end of the
maneuver during their turn without suffering strain or
encounter. Burn damage caused by this weapon is not
giving up their action, but they can never perform more
reduced by soak and cannot be neutralized.
than two maneuvers during their turn.
Power Through Pain: Once per session, whenever a
Dark Eldar character is engaged with a living rival or
nemesis adversary that becomes incapacitated, suffers The body is ultimately disposable to the Dark Eldar—the
a non-lethal Critical Injury, fails a Fear check, or is Haemonculi in their shadowy pits long-ago conquered death.
otherwise subjected to excruciating pain (as determined Physiology is a plaything to these creatures, to be manipulated,
by the GM), add one temporary Story Point to the twisted, and subverted as they see fit. Fleshcrafter Disciples
player pool. A temporary Story Point works just like a have learned a great deal from the masters, but inspiration for
normal Story Point but is removed from the pool when the art must always be sought out.
it is used or at the end of the session.
Starting Skills: Fleshcrafter Disciples begin with two
Special Abilities: Each Dark Eldar has its own special ranks in Resilience. You still may not train this skill
abilities, listed in the corresponding entry. above rank 3 during character creation.
Form into Function: Fleshcrafter Disciples begin the
game with one cybernetic with a rarity of 6 or less (see
page 115 of ROGUE TRADER GENESYS). You may
spend 15 starting experience to purchase one additional
cybernetic with a rarity of 7 or less. Your character does
not need to make any checks to install these cybernetics
and Fleshcrafter Disciples do not decrease their strain
threshold when installing any cybernetics or
mechadendrites, but can only install a number of
The promise of pain is as sweet a torment as the pain itself, and
cybernetics equal to their ranks in Resilience.
fearful anticipation is a potent elixir.
Starting Skills: The Dark Eldar begins with one rank
in Stealth and Streetwise. You still may not train this
Different Dark Eldar derive different amounts of vigour and skill above rank 3 during character creation.
satisfaction from the myriad flavours of pain and dread, and Vile Laughter: When an adversary fails an opposed
each chooses to focus their talents to those ends. check against this character, the Dark Eldar may spend
After discovering your character’s Vile Pleasures, select h h h to cause the adversary to make a Hard
eight skills (except for Psychic skills) to be career skills for (kKkKk)K Fear check.
your character and gain a rank in any four of these chosen skills
before spending XP. Keep in mind that a good set of career
skills typically features a variety of general, social, knowledge,
The Dark Eldar care not for who suffers or where pain comes
and combat skills to help your character feel unique among
from, only that agony abounds.
your group.
Starting Skills: The Dark Eldar begins with one rank
in Medicae or Leadership. You still may not train this
skill above rank 3 during character creation.
Stringing a foe along in hopes for freedom or a respite from
physical suffering is as intoxicating as the precise agonies Dark Pleasures: Followers of the Sadistic Joy may
cultivated by the finest bladework. now gain the benefits of Power Through Pain when
engaged with an ally who meets the criteria, so long as
Starting Skills: The Dark Eldar begins with one rank
the Dark Eldar was not the cause of that suffering.
in Coercion. You still may not train this skill above rank
3 during character creation.
Pity the Weak: Add jJ to Coercion, Deception, and
Negotiation skill checks targeting characters with lower Autonomous military organizations that exist somewhere
Profit Factor or apparent social status to your character. between a criminal cartel, a pirate fraternity, and a noble
In addition, Critical Remarks can be used to gain the household are often established by the Dark Eldar to further
Power Through Pain ability. their desires. Each may specialize in any form of combat, from
poisons to words to well-known weaponry, or simply exist due
to hoarding the power of others. Likewise, each organization
This Dark Eldar has become attuned to the particular agonies draws in a never-ending supply of aspirants as being part of any
of those slain by their own skill at a greater distance, and is able organization offers a meager level of protection from the
to draw upon that power more readily. general brutality of society.
Starting Skills: The Dark Eldar begins with one rank The coven, cult, or kabal your character is sworn to has
in Perception. You still may not train this skill above helped your character grow and prosper somehow. Your
rank 3 during character creation. character begins the game with 50 starting XP that can only
be used to purchase talents or skills at character creation.
Evil Eye: Followers of the Cruel Demise may gain the
These experience points are not included in the starting
effect of Power Through Pain from ranged combat
experience from the character’s species, and so cannot be spent
checks they make against targets within medium range
to increase characteristics.
(they still must meet the criteria to activate the ability).
Dark Eldar have access to many of the same talents that
any other Explorer would have throughout the ROGUE TRADER
GENESYS sourcebook. The flavour should be changed in favour
to reflect the Dark Eldar’s malicious attitudes to all living
things as they do no worship the God-Emperor, but could still
display a fury no less than mankind. This section adds
additional talents specifically for Dark Eldar player characters
to utilize.
1
1–6
TALENT RANKED SOURCE
Tier: 1
TIER 1
Activation: Passive
Ranked: Yes Fearsome Yes Page 32
When an opponent becomes engaged with your character Power From Pain No Page 32
during a combat encounter, the opponent must make a Fear TIER 2
check. The difficulty of the Fear check is equal to your
Practiced Cruelty No Page 32
character’s ranks in Fearsome. At the GM’s discretion, some
Cutting Question No Page 32
adversaries may be immune to this talent.
Siphon Pain Yes Page 32
TIER 3
Adrenalight No Page 32
Tier: 1
Activation: Active (Incidental) Mandrake’s Touch No Page 33
Within the Imperium of Man there are those who sit at the
These player options follow all the rules as described in pinnacle of power—the nobility and the ruling elite. Over time,
Chapter I of ROGUE TRADER GENESYS and are designed for a Rogue Trader may find that their empire is growing. The
human Explorers. Players may choose to use any Home World dynasty now has fleets of ships, planetary fiefdoms, and
they wish when creating their character. thousands of house soldiers to call upon. 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. These sons and daughters may find themselves
The great Battlefleets of the Imperial Navy are among the most struggling for the favour of their dynastic leaders in an effort to
ordered and disciplined organizations in the Imperium. The be worthy of succession.
men and women of the Imperial Navy’s officer class stand
The children of the Rogue Trader clans are instructed in
apart, even from other Void Born. They have their own culture,
all manner of subjects mundane and esoteric. They are assigned
and descend from a long and noble line of naval families and
the best tutors and mentors the clan can afford, and by the time
ship clans that can trace their lineage back millennia. It is with
the child enters adolescence, they are capable enough to be sent
great distinction that these members serve the Golden Throne,
out into the wider galaxy (typically with bodyguard entourage
persecuting renegades and pirates in the name of God-Emperor
in tow). They have been afforded every advantage, as the future
of Mankind. Many battlefleet members can trace their origins
of their dynasty rests upon their shoulders. Rogue Trader heirs
to the rulers of worlds that administer the battlefleets’ ships.
are often assigned one of the family’s void ships under the
Here their families collect and organize battle-won wealth,
command of one of their most capable captains or a family
judiciously managing the spoils of war so that the great
scion that has more days behind him than ahead. They are then
battlefleets may continue to serve the God-Emperor with
given a stipend and sent to learn about the unforgiving galaxy.
distinction and honour.
If along the way they make gains for the family, so much the
You were born to a life aboard ship. Nothing stirs your better. Some return upon their majority to assume the title they
blood more than sailing the void or facing pirate ships with gun have been ordained for; others are never seen or heard from
batteries locked. Yours is a tradition of bravery, honour, again.
sacrifice, and adventure. The void is where you truly feel alive.
You have been gifted with immense rank and privilege,
You see yourself as born leader and commander, and a Rogue
and the immense responsibilities to go with them. Trained in
Trader’s ship offers both a desired challenge and a chance to
command and the intricacies of commerce, you are ambitious
write your legacy amongst the stars.
and perhaps even a bit devious. However, duplicity is the
Starting Abilities: Battlefleet characters gain the trademark of a child of your dynasty, and you know your trade
following starting abilities: well. You will use every shred of ingenuity to ensure your
Void Born Ancestry: Begin the game with one rank in family’s name survives in the cruel and uncaring world of the
either Discipline or Coordination. You still may not 41st Millennium.
train this skill above rank 2 during character creation. Starting Abilities: Child of Dynasty gain the following
Officer on Deck: This character adds jJ when making starting abilities:
Leadership checks (or other checks to inspire, lead, or Molded for Greatness: Begin the game with one rank
rally an audience). Inspired targets also add jJ to any in any non-career skill. You still may not train this skill
subsequent Discipline checks they make over the next above rank 2 during character creation.
24 standard hours
Dynastic Warrant: Choose one personal starship with
a silhouette of 5 or greater. It gains 3 additional Hard
Points. Each additional character with this Home World
increases the same starship’s Hard Points by 1 instead.
Honour Among Peers: While aboard their chosen The Schola Progenium takes children whose parents have
starship, this character reduces any strain suffered from perished in the service of the Emperor, from daughters of
social skill checks that target them by 1. Imperial Guard Officers killed on the battlefield, to sons of
administrators lost in the far reaches of the Imperial space, and
trains them to become the backbone of Imperial society. Those
who pass through the Schola Progenium are called progena,
There are few sectors within the Imperium of Man free from and they receive an education like no other.
constant war. To contain the greatest threats, whole worlds The fundamental part of life in the Schola Progenium is
have been established to act as bastions. Called fortress worlds, harsh discipline. From the day they first don their grey garb,
the entire populace is immersed in warfare; they constantly the progena learn that the God-Emperor has no use for infirmity
train for the day they may be called upon to defend the of purpose or weakness, and pain is merely an illusion of the
Imperium, and they take their duty very seriously. Fortress untrained mind. A progena’s education moves through
worlds are established as bulwarks against the enemy. Every predetermined phases, beginning with literacy and the Imperial
citizen is a solider, trained to fight from the moment they can Creed, and progressing on through history, politics, and the
handle a weapon. Perhaps the best-known fortress world is the contemplation of Imperial saints, rhetoric and leadership skills.
planet of Cadia—a world standing at the end of the Cadian Gate The curriculum does not stop at honing the intellect either as
against the forces of the Eye of Terror. The Imperial Guard’s all progena are trained in physical endurance and skill at arms
best and most celebrated regiments often come from fortress by the infamous drill abbots.
worlds. Life in the halls of a Schola has guided your character’s
Life on a fortress world is steeped in military discipline beliefs and understanding of their role within the Imperium. A
and doctrine. From the moment the citizens wake, until they go Rogue Trader from this walk of life may be a powerful militant,
to sleep they train and operate as a military unit. All citizens of pushing into the darkness to bring forth the Emperor’s light and
fortress worlds prepare for the day they are called upon to push burn away all that stand in humanity’s way. There are no
back the darkness that sits beyond their crenelated walls. Cities questions to be raised and no moral ambiguities to be pondered
are giant fortresses studded with artillery weapons, and when it comes to the survival of mankind. You are well
industry is focused almost exclusively on manufacturing prepared to meet any challenge and show contempt for what
machines of war. Those old enough to enlist in the Imperial others consider hardship.
Guard or Planetary Defense Forces are often required to do so, Starting Abilities: Schola Progenium characters gain the
and even those too young or infirm find ways to serve. It’s not following starting abilities:
uncommon to have whole generations of a family in service to
the Imperium at one time, and many such Imperial Guard Schola Educated: Begin the game with one rank in
regiments boast a rich and proud history. Melee or Ranged (Light). You still may not train this
skill above rank 2 during character creation.
From the moment you could walk and hold a weapon,
every waking moment of your life has been spent training to Tempered Resolve: Heretics, daemons, sorcerers,
fight and kill the enemies of the God-Emperor. You know the xenos, and other enemies of the Imperium add f f to
basics of combat and military tactics. You are disciplined, the results of any Charm or Coercion check targeting
honourable, loyal, and have the highest regard for integrity. this character.
However, the military doctrine that has surrounded you your Progena Scholastica: Any Knowledge skill check
whole life has also made you inflexible and dogmatic. involving the Imperium of Mankind requires 50% less
Starting Abilities: Fortress Worlders gain the following time to complete.
starting abilities:
Constant Combat Training: Begin the game with one
rank in Streetwise or Survival. You still may not train
this skill above rank 2 during character creation.
Know Thy Enemy: Your character may make
Initiative checks using Knowledge (Scholastic) instead
of Cool or Vigilance.
Steel Nerve: This character and allies within short
range add automatic s s to Fear checks they make
while benefiting from cover.
This section introduces the Psykana Malifica, a Psychic skill Concentration: Yes
that harnesses the power of the warp to call upon both foul Discipline: Psykana Malifica
energies and creatures. The character makes a Psykana Malifica skill check. The
default difficulty for the check is Easy (lL). If the check is
successful, the character conjures a one-handed melee weapon
with no moving parts (such as a sword or knife) or a Silhouette
The ways that a psyker can manifest formidable powers are 1 minion. These appear engaged with the character. The
almost limitless. While many of them are taught by the summoned creature or item remains present until the end of the
Scholastica Psykana of the Imperium and are grudgingly character’s next turn.
accepted by its rulers as useful and necessary, there are other, Any weapon summoned in this manner has the power
darker powers as well. These powers can manifest in ways that craftsmanship (see ROGUE TRADER GENESYS page 88), but
are truly dangerous and profoundly disturbing. cannot be damaged or disabled. If this weapon kills or inflicts
Any character eligible to take Psychic skills may have a Critical Injury on a living creature, the wielder must make an
Psykana Malifica as a career skill and gain ranks as normal. If Easy (kK) Corruption check at the end of the encounter.
a character would gain the Wyrdling mutation (page 220 in Increase the difficulty of this Corruption check by one each
ROGUE TRADER GENESYS), they may choose to take Psykana additional time this weapon kills or causes a Critical Injury (to
Malifica instead of rolling. a maximum of Formidable [kKkKkKkKk]K ). These weapons
ignore the Daemon ability's damage reduction and may harm
incorporeal creatures.
Your character wants to curse enemies, weaken the veil If the character summons a warp minion, the creature
between the warp and realspace, and summon behaves in the best approximation of its natural instincts (as
Daemonic creatures to do their bidding. determined by the GM). It is not controlled by the character
and will be hostile to them. In a structured encounter, it takes
Your character wishes to create truly diabolic weapons its turn immediately after the character. Any character who
such as Daemonhosts or unholy armaments. summons creatures with this power must make an upgraded
Your character wishes to die a horrible death and suffer Corruption check at the end of the scene or encounter with the
eternally in the realms of Chaos as the Dark Gods’ same difficulty as the creature summoned (including any jJ).
plaything.
Before making a conjure check, choose any number of
additional effects listed on Table 2–2: Conjure Additional
Effects. These effects are added to the check.
Your character wishes to understand the nature of a
Daemon. That would require Knowledge (Forbidden) Conjure in Narrative Encounters: While many of the
instead. structured encounter rules suffice for what can be done in
Your character wants to send messages across the narrative encounters, this power may have many other uses.
vastness of space. That would be the domain of an Depending upon the complexity of the entity being summoned
Astropath. and for what purpose, the GM should consider a few factors.
For instance, summoning a warp minion to murder all living
creatures within sight is simple enough, but attempting to call
2–1 forth a more intelligent daemon to ask it absolute truths about
POWER PSYKANA MALIFICA
the universe is a dangerous undertaking.
Furthermore, the items and creatures created through
ATTACK ✓
Conjure are vile and unnatural and no sane individual may
AUGMENT ✓
mistake such things otherwise. Your GM should ensure that
CONJURE ✓ NPCs react appropriately to this (at the very least, upgrading
CURSE ✓ the difficulty of all social skill checks twice). Characters of
strong faith in the God-Emperor may be even more violent
HEAL ✓
against psykers that practice this power.
UTILITY ✓
2–2
EFFECTS DIFFICULTY MOD
Additional Summon: This power summons one additional weapon or creature. In addition, you may spend aa to summon
+kK
one additional weapon or creature (and may trigger this multiple times, spending a a each time).
Medium Summon: The character may summon a rival no larger than silhouette 1 or a two-handed melee weapon. +kK
Range: Increase the range of the power (the distance from the character that the summoned item or creature appears) by one range
band. This may be added multiple times, increasing the range by one range band each time. +kK
Grand Summon: The character may summon a rival of up to silhouette 3 +kKkK
Subjugation: The creature the character summons is obedient to them and obeys their commands. If this creature has the Terrifying
ability, it does not affect the psyker or friendly allies (they may still be disgusted). The psyker may spend a maneuver to direct the
creature, allowing them to determine its action and maneuver. If the psyker summons multiple creatures, the character may spend +kKkK
one maneuver on their turn to direct the turns of all summoned creatures.
Tier: 2
There are many paths to power in the 41st Millennium and,
Activation: Passive
without a doubt, those men and women of unimportance to the
Ranked: No
grand schemes that move the Imperium desire nothing less than
When your character makes a Boarding action, they may use
to be on top. These new talents offer power to those who are
Discipline instead of Leadership. Once per session, while this
not afraid to do whatever it takes to move ahead—even if they
character is known to be onboard any starship, you may spend
must tread a path that others would call heretical.
a Story Point to recover 5 Crew Morale (this cannot cause Crew
Morale to exceed its maximum rating).
2
Tier: 2
Tier: 2 Activation: Active (Incidental)
Activation: Passive Ranked: No
Ranked: No After making a social skill check to influence others, the
When your character makes a combat check using a weapon character may remove h h from the results, as long as the
with the Burn item quality, the attack inflicts additional damage target of the check recognizes the authourity of the Warrant of
equal to the weapon’s Burn rating (this does not increase the Trade.
weapon’s base damage).
Tier: 2
Tier: 2 Activation: Active (Incidental)
Activation: Active (Incidental) Ranked: No
Ranked: No Only a Navigator may benefit from this talent. A Navigator
Only a character with a warp presence may purchase this may perform a small ritual and add jJ to their next
talent. Your character may make use Psyniscience instead of Astrocartography check when charting a course through the
Cool or Vigilance when determining Initiative. In addition, this warp (page 161 of ROGUE TRADER GENESYS). The ritual
character now automatically detects the source of any performed can take many forms and more elaborate or
Navigator powers and Psychic skills used within medium dangerous rituals may add additional benefits at the GM’s
range. discretion.
2–2
Tier: 2
Activation: Active (Action)
Ranked: Yes TALENT RANKED SOURCE
Only a character with a warp presence may purchase this TIER 2
talent. When your character gains this talent, decide on a single Cleanse and Purify No Page 37
power consisting of a particular psychic action (such as Attack Improved Warp Sense No Page 37
or Augment) and a specific set of one or more effects (such as
Into the Jaws of Hell No Page 37
Fire and Range). Your character may make a skill check to
invoke this power using Intellect and Knowledge (Forbidden) Renowned Warrant No Page 37
with that exact combination of action and effects. Signature Ritual No Page 37
Each additional time this talent is purchased, you may Sorcery Yes Page 38
choose two additional combinations of powers and add it to TIER 3
your character’s repertoire of dark arts. Blather (Improved) No Page 38
Sorcerers do not count as a psyker and do not gain any Communion No Page 38
benefits from psychic implements, but they are still effected by
Frenzy (Improved) No Page 39
items, psykers, Navigators, Untouchables, and other creatures
Lightning Reflexes Yes Page 39
that would affect the warp around them. A Sorcerer is subject
to the rules described starting on page 54 of ROGUE TRADER Sorcery (Improved) No Page 39
GENESYS with the following notable exception: Take Them Alive No Page 39
All xenos wargear may be repaired, modified, and maintained Orks take savage delight in the pure destructive power of fire.
via the rules for item maintenance (see GENESYS Core To that end, they have created a wide variety of flame weapons
Rulebook page 89). However, alien technology may operate on simply named burnas. Enterprising Orks know that a burna is
different principles. not just a weapon, but a tool for looting.
Whenever a different species attempts a Tech-Use check An Ork may spend a maneuver to convert a Burna into a
to repair, modify, or maintain an item of different origin than melee weapon with the following profile: (Melee; Damage 7;
themselves, they upgrade the difficulty of the Tech-Use check Critical 2; Range [Engaged]; Cumbersome 3, Sunder). A burna
once. A relevant talent or skill related to the xenos species may requires two hands to wield.
adjust this difficulty at the GM’s discretion.
3–1
NAME SKILL DAM CRIT RANGE ENCUM HP RARITY SPECIAL
MELEE
Big Choppa Melee (+4) 3 Engaged 4 3 4 Cumbersome 3, Pierce 1, Vicious 3
Breach 1, Cumbersome 3,
Power Klaw Brawl 7 2 Engaged 5 0 6
Reinforced, Sunder, Vicious 3
ENERGY
Blast 8, Burn 2, Cumbersome 3,
Burna Ranged (Heavy) 10 3 Short 5 3 5
Prepare 1
SOLID PROJECTILE
Auto-Fire, Cumbersome 3,
Big Shoota Ranged (Heavy) 8 3 Medium 4 3 5
Inaccurate 1, Pierce 2
Auto-Fire, Cumbersome 4,
Deffgun Gunnery 12 2 Long 7 4 6
Inaccurate 1, Pierce 4
Slugga Ranged (Light) 6 3 Short 2 2 5 Inaccurate 1, Linked 1, Pierce 1
A deffgun is a favourite amongst Loota Boyz for its immense Ork melee weapons operate on a simple principle, “The bigger,
sound and hailstorm of bullets. It is so large it must be mounted sharper, pointier, and ‘urtier, the better.” When any non-Ork
on a special firing rig strapped to an Ork’s broad shoulders. It attempts to use an Ork melee weapon, it loses the Vicious
is impossible for a human to fit into a deffgun rig without heavy quality.
augmentics or thick slabs of vat-grown muscle.
After using a deffgun during an encounter, the user adds
jJ on any Vigilance or Perception check made to hear for the Simple, but effective, slabs of metal that are beaten into shape
next hour.
and sharpened to one edge. The common Choppa can be seen
in any self-respecting Orks armoury. Larger and fiercer looking
than the common Choppa, Big Choppas are brutal two-handed
Loud and unbalanced, the Ork slugga can be considered weapons.
anything that can fire a projectile—with varying results. To the
Ork mind, bigger is always better, and as the name suggests, a
big shoota is a larger and more destructive version of the
Ork slavers known as Runtherdz commonly use grabba stikks.
standard Ork slugga, though the word “standard” can only be
Consisting of a sturdy metal pole, a deceptively simple pulley
used in the loosest possible sense when applied to Ork
system, and an articulated barbed claw, grabba stikks are used
technology.
to capture and restrain potential slaves.
ARMOUR
‘Eavy Armour 1 (+2) 4 4 5
FORCE FIELD
Kustom Force Field 3 – 2 0 8
Iron Gob 2 6
jJ and add it to the results, in addition to spending the d
normally.
Freebootaz and Orks from the Blood Axes Klan might not care After a long day of killing foes and performing his great deeds
for human regulations, but they do understand that value of a of the day, a greenskin looking to sit and not think for a while
bright red sash, a decorated hat, or a long-tailed coat with many can pour himself a nice tankard of fungus beer. Every Ork has
shiny—if meaningless—badges on the breast. a recipe for fungus beer, each one usually vile and unpalatable
When wearing snazzy attire, an Ork character removes jJ to anyone without an iron stomach. Still, you could do worse
from any Charm, Deception, or Negotiation checks they make at some of the seedier hab districts of Footfall.
with humans and other Orks who might see the value in having When an Ork drinks fungus beer, he upgrades Discipline
humans around. checks made to resist Fear and Coercion once until the end of
the scene or encounter. A non-Ork becomes disorient for the
next two rounds instead.
Made from the tanned hides of the common squig, these heavy
leathers are the most common type of Ork armor. Capable of
being dyed, Orks often use the colour of their squighide to These massive metal facial appliances are bolted onto an Ork’
show allegiance to a particular Clan or Warboss. lower jaw, exaggerating the already fearsome appearance of
the hulking green brutes.
When an Ork wearing an iron gob is targeted by a social
skill check that would inflict strain, the character performing
Shiny bits, seemingly useless baubles, and “flashy” things Orks
the check suffers 1 strain. An iron gob has an encumbrance of
like to have around. While impressive to Orks, most items are
0 while “worn.”
useless, dangerous, or both!
3–4
NAME SKILL DAM CRIT RANGE ENCUM HP RARITY SPECIAL
ENERGY
Ion Rifle Ranged (Heavy) 8 2 Long 4 3 7 Auto-Fire, Vicious 2
SOLID PROJECTILE
Kroot Rifle Ranged (Heavy) 8 2 Extreme 4 2 6 Accurate 2
3–5
NAME DEFENSE SOAK ENCUMBRANCE HARD POINTS RARITY
ARMOUR
Tau Combat Armour 1 (+2) 3 2 5
BATTLESUITS
XV25 Stealth Battlesuit 2 (+1) 3 2 8
SOLID PROJECTILE
Airbursting Blast 7, Guidance 4, Limited
Gunnery 9 4 Short 4 2 8
Fragmentation Projector Ammo 2
Missile Pod Gunnery 7 3 Long 3 2 7 Accurate 1, Breach 1, Linked 3
MELEE
Onager Gauntlet Brawl 15 2 Engaged 4 2 9 Breach 1, Reinforced, Sunder
The mass production model XV8 Crisis Battlesuit has carried Built to mount massive weapons, the bulky XV88 Broadside
countless battles for the Tau Empire. Its mobility, resilience, sacrifices maneuverability and speed for raw destructive
and the overwhelming firepower it can mount all make the power. These large battlesuits are frequently positioned far
XV8 one of the deadliest weapons platforms available, and from the front lines, for they can bring their deadly armaments
almost all members of the Fire caste aspire to reach the lofty to bear even at incredible range.
ranks of those entrusted with such machines. Any character wearing this battlesuit increases their
As a maneuver, the pilot may activate the advanced silhouette by 2, instead of 1. If the pilot makes no maneuvers
targeting systems and decrease the difficulty of the next this round, they may decrease the difficulty of the next ranged
combined combat check they make during the same turn by combat check made during this turn by one.
one.
SOLID PROJECTILE
Spinneret Rifle Ranged (Heavy) 1 1 Medium 2 1 8 Pierce 6, Slow-Firing 1, Vicious 5
MELEE
Harlequin's Kiss Melee 5 1 Engaged 2 0 8 Pierce 6, Unwieldy 4, Vicious 5
Breach 1, Defensive 2,
Mirrorswords Melee 7 2 Engaged 3 0 9
Reinforced, Sunder
Accurate 1, Defensive 1,
Singing Spear Melee (+3) 2 Engaged 2 0 10
Reinforced
Exquisitely balanced for dual wielding, Mirrorswords are Singing spears are weapons that are related to the witchblades
extremely lightweight power swords, capable of gliding wielded by Farseers and Warlocks that take the form of a long
through all but the toughest armour with ease. Wielded only by spear, thus providing greater striking range and penetrating
the most nimble amongst a species renowned for their grace power. They are also known for their ability to return to the
and speed, these blades become a deadly wall of glittering steel. user’s hands when called.
An Eldar using these weapons may make Melee combat Your character can thrust or stab with a singing spear
checks using their Agility instead of Brawn (damage is still using the profile in Table 3–9: Craftworld Melee Weapons,
calculated from a character’s Brawn). or they can throw one using the following profile: (Ranged;
Mirrorswords are always used in pairs and count as having Damage +3; Critical 3; Range [Short]; Accurate 1, Limited
the power craftsmanship already applied to its profile. Ammo 1).
Once per round, as a maneuver, the weapon’s user may
recall a singing spear to their free hand from anywhere within
medium range. The user must have at least 1 rank in any
Among the deadliest of all Eldar weapons, the harlequin’s kiss
Psychic skill to use this effect. A creature that is actively
resembles a long tube attached to the back of the forearm. The
attempting to hold on to the weapon must make a Hard
rear of the tube is filled with highly compressed coiled loops of
monomolecular wire, nearly a hundred metres worth. When the (kKkKkK) Athletics check; if it succeeds, then it, too, is dragged
weapon’s spiked tip strikes the target, the wire is released and back to the psyker along with the Singing Spear. This weapon
instantly bursts through even the smallest puncture to fill the has the Force craftsmanship already applied to its profile.
interior of a body or vehicle.
3–10
NAME SKILL DAM CRIT RANGE ENCUM HP RARITY SPECIAL
ENERGY
Breach 1, Slow-Firing 1,
Blast Pistol Ranged (Light) 6 3 Short 2 1 5
Vicious 2
Breach 1, Slow-Firing 1,
Blaster Ranged (Heavy) 7 3 Medium 3 1 5
Vicious 2
Breach 2, Cumbersome 3, Slow-
Dark Lance Gunnery 10 2 Extreme 8 3 6
Firing 2, Vicious 3
SOLID PROJECTILE
Accurate 2, Limited Ammo 1,
Hexrifle Ranged (Heavy) 8 2 Extreme 3 1 10
Unwieldy 3
MELEE
Breach 1, Ensnare 1, Unwieldy 3,
Agonizer Melee 7 2 Short 2 0 4
Reinforced, Sunder
Impaler Melee (+3) 3 Engaged 1 1 6 Accurate 1, Defensive 1, Pierce 2
Concussive 1, Stun 4,
Scissorhand Brawl (+2) 3 Engaged 2 0 5
Stun Damage
the Darklight upon the true light surrounding. The Dark Eldar
employ numerous forms of Darklight weaponry, but the most
The Dark Eldar are known for their vast array of bizarre and common are portable devices capable of savage and precise
creative ways to bring death and pain to the rest of the galaxy, devastation: the blast pistol, the blaster, and the dark lance.
and they are constantly seeking new and innovative ways to
expand this arsenal.
Any Dark Eldar weapon may replace its toxic effect with Each hexrifle is unique, but all function in essentially the same
a poison described in The Toxic Spectrum. In addition, Dark way. Crystalline cylinders containing the tiniest quantity of
Eldar ranged weapons cannot jam by spending h. and a Dark glass plague are fired, shattering upon impact and exposing the
Eldar may inflict Stun Damage with any weapon they use. target to the virus. For all but the hardiest of victims, this
momentary exposure is sufficient for the plague to begin its vile
work, turning flesh and bone into glass and leaving a
transparent, flawless statue where once was a living creature.
While most Dark Eldar are consummate melee combatants,
many choose to deliver death from a distance, often out of a When a living creature suffers a Critical Injury from a
sense of self-preservation or a disdain for their foes. hexrifle, your character must choose to inflict the Maimed
Critical Injury without rolling. t may be spent to cause the
Maimed Critical Injury to effect the target’s head, effectively
killing the target outright, at the GM’s discretion. Hexrifle
Darklight reacts explosively with the true matter of the
ammunition has a Rarity of 8 for a Dark Eldar PC.
universe, leaving only smoldering desolation where the beam
touches. To even look upon Darklight unprotected is to scar the
eyes forever with its impossible radiance, a vile luminescence
that is painful to behold caused by the corrupting influence of
Injury, you may treat the result as the Compromised Critical
Injury without rolling instead.
Splinter weapons fire shards of splintered crystal using a
powerful magnetic pulse. These shards are covered in
incredibly virulent and fast-acting toxins that can ensure a
painful death or incapacitate a would-be slave. The toxins An impaler is unremarkable in itself, a simple twin-bladed
inside any splinter weapon’s reservoir pod are no less deadly short spear that can be rammed deep into the body of a victim.
due to its size. Impalers are seldom used alone, and most of those who wield
A living target that suffers wounds from a splinter weapon them do so in conjunction with ensnaring shocknets.
must make a Hard (kKkKkK) Resilience check as an out-of-turn
incidental or suffer 4 wounds (not reduced by soak) plus 1
strain per h. Each d made on this check may be used to force The nobles of the Bonespires believe that there is a perfect
a target to repeat the check at the beginning of their next turn insult to accompany each death, and a perfect poison to cause
or cause a Critical Injury. it. Reaver’s fangs’ triple-pronged blades are designed to suit
the latter need.
Splinter weapons are often fitted with razor-sharp blades.
Splinter pistols may be used with the following weapon profile: A living target that suffers wounds from a reaver’s fang
(Melee; Damage +1; Critical 2; Range [Engaged]; Accurate 1, must make an Average (kKkK) Resilience check as an out-of-
Pierce 1). A splinter rifle may be used with the following turn incidental or suffer 5 wounds (not reduced by soak) plus 1
weapon profile: (Melee; Damage +3; Critical 2; Range strain per h. Each d made on this check may be used to
[Engaged]; Accurate 1, Pierce 2). Anyone firing a splinter cause a Critical Injury. In addition, this weapon may be loaded
cannon must always use the Auto-fire quality. with three separate poisons described in The Toxic Spectrum.
The user chooses which poison they wish to use before each
attack and expend the poison after the combat check is
A strange and esoteric Eldar device, a Terrorfex launches resolved.
spheres of the material known to the Eldar as wraithbone,
which have been psychically impregnated with torment,
anguish, and dread. When launched, these emotions spill out, Resembling a pair of surgical shears, Scissorhands are most
afflicting the minds of those nearby. Dark Eldar raiders use commonly wielded by the Haemonculi sometimes encountered
these weapons to inflict pain and fear upon their victims, and alongside Dark Eldar raiders during their attacks. Each talon is
for this reason, they are highly prized by all those who prey impregnated with a variety of potent venoms and toxins, all of
upon the weak or defenseless. them capable of inflicting terrible, debilitating pain. The
Any living creature hit by this weapon must make an slightest cut from any of these blades is sufficient to deliver an
immediate upgraded Hard (lLkKkK) Discipline check as an agonizing dose of poison, and thus the number of blades allows
out-of-turn incidental. If they fail, they suffer 3 strain, plus 1 a deft wielder to incapacitate a victim quickly.
additional strain for each uncancelled h and becomes
disoriented until the end of the encounter.
This weapon is a common sign of wealth and power amongst
the Dark Eldar aristocracy. Each venomblade has thousands of
microscopic pores that continually exude a distilled cocktail of
To face an enemy in close combat is viewed by most Dark hypertoxins. The slightest scratch from a venomblade is
Eldar as the simplest way to feed well. In their employ to sufficient to fell even the mightiest of foes.
murder are all manners of envenomed blades, talons and lashes
A living target that suffers wounds from a venomblade
that spark with a malicious energy, and devices more esoteric.
must make a Hard (lLkKk)K Resilience check as an out-of-turn
incidental or suffer 4 wounds (not reduced by soak) plus 1
strain per h. Each d made on this check may be used to
These exceptionally sophisticated close combat weapons cause a Critical Injury.
overwhelm a target’s senses and can even cause long-term
damage to the central nervous system through intense pain.
This weapon has the chain weapon technology already
applied to its profile. An agonizer can be used to make melee
attacks against targets within short range. The difficulty for this
attack is Average (kKk)K . When this weapon inflicts a Critical
At first glance, there is little to distinguish these blades from a Rather than relying on cumbersome (by their standards)
commoner’s knife or a Kabalite Warrior’s flaying blade. physical armour, many of the higher-ranking Eldar leaders
However, subtle details of their construction, such as the instead turn to field protective devices. Forceshields are one
pattern of serrations, the precise curvature of the blade, or the such item, often worn on the arm or belt. These provide
placement of perforations, influence their balance and the cuts protection on par with the more powerful Imperial fields, but
they inflict so that in the hands of an expert they can inflict without the bulk or weight—indeed many resemble the ovoid
grievous wounds and find the weaknesses in all but the jewels or other alien ornamentation favoured by this decadent
toughest armour. race.
An Eldar character using these weapons may make Melee An Eldar Forceshield follows the rules for force fields
combat checks using their Agility or Cunning instead of described on page 92 of ROGUE TRADER GENESYS. This
Brawn. The character may use their chosen characteristic to hit device can only be made to malfunction or overload by
and calculate damage. spending a t.
Wraithbone is also used to craft the armour of the Eldar, from Mesh armour is often of a high tech or even xenos design and
the light psycho-plastic suits worn by the Guardians to the is formed from thousands of bonded thermoplas cells linked
heavier yet still flexible plate version the Aspect Warriors wear together to create a fabric-like weave. Lightweight and
in combat. Like their weapons, each suit of armour is fitted for surprisingly comfortable, it can withstand most impacts or heat
its user, and responds to their psychic signature. energy by becoming briefly rigid, dissipating the force through
the now stiff material.
An opponent adds h when making combat checks
against a Craftworld Eldar wearing any armour from Table 3-
11: Craftworld Eldar Armour.
This elegant Eldar armour functions as both battlefield
protection and a sealed environment. Thanks to its superior
Eldar construction, the signature “wings” that sprout from its
The armour worn by elite Aspect Warriors and Autarchs is
back to grant added stability but weigh shockingly little, and
even more advanced than the usual Eldar armour. These gem-
improve the balance of the wearer during both atmospheric and
studded, psycho-sensitive suits are perfectly fitted for each
void flight.
wearer, with protection designed to match the user’s combat
mode. Despite the armours apparent bulk—by Eldar This armour is a sealed environment, removes jJ jJ from
standards—an Aspect Warrior moves as swiftly and quietly as Perception and Vigilance checks due to darkness, and contains
their lightly armoured brothers and sisters. a long-range vox and auspex. Anyone wearing this suit ignores
the effects of zero gravity (page 111 of the GENESYS Core
Rulebook).
3–11
NAME DEFENSE SOAK ENCUMBRANCE HARD POINTS RARITY
CLOTHING
Eldar Mesh Suits 1 (+1) 1 1 5
ARMOUR
Aspect Armour 1 (+2) 3 2 5
FORCE FIELD
Eldar Forceshield 4 – 0 0 8
Holo-Field 3 – 0 0 8
A Holo-Field is an ancient wonder of the Eldar race and the Constructed of strange resinous materials and shot through
bane of Imperial gunners. The field creates a multitude of with pockets of lighter-than-air gases, each suit of ghostplate
“ghost images” of the Eldar, each in a different location. It armour provides considerable protection while weighing far
effectively masks the wearer’s true position to such an extent less than any comparable panoply.
that it is nigh impossible to determine exactly where it is, taking While functional, this armour doubles its defense.
random shots into the void in the hopes of scoring a glancing Ghostplate Armour can be made to malfunction from a
hit. successful attack against the wearer by spending a a a or
Any ranged combat check made against a character t and requires an Average (kKk)K Tech-Use check to repair.
wearing a Holo-Field increases its difficulty once unless the
weapon causing the damage has the Blast or Burn quality
(regardless of whether the quality is activated).
Kabalite Warriors commonly wear these suits of segmented
plates. Each suit of armour is held in place by a variety of barbs
and hooks that dig deep into the wearer’s flesh and play against
Rune armour is etched with arcane runes of protection and their nerve bundles. The simple act of donning this armour
provides innate defenses to psychic wearers. These mesh robes heightens the senses by causing pain and prepares a Dark Eldar
allow the Eldar to tune their minds in time with their body and for battle.
reach greater heights of awareness in the Warp.
The wearer may choose to attack with the following
This armour has the Reinforced quality when worn by an weapon profile: (Brawl; Damage +1; Critical 3; Range
Eldar on the Path of the Seer. [Engaged]; Pierce 1 and Vicious 1). Any non-Dark Eldar
decreases their strain threshold by 2 while wearing this armour.
3–12
NAME DEFENSE SOAK ENCUMBRANCE HARD POINTS RARITY
CLOTHING
Clone Field 2 (+1) 2 0 9
Wychsuit 1 (+1) 1 1 5
Xenohide 0 (+1) 2 1 3
ARMOUR
Ghostplate Armour 1 (+2) 3 1 6
FORCE FIELD
Shadow Field 4 – 0 0 8
3–13
Wychsuits and similar garments are little more than flexible
bodysuits, adorned in an eclectic manner with armoured plates ITEM NAME ENCUM RARITY
and reinforced panels. Those worn by Wyches often provide DARK ELDAR DRUGS AND POISONS
protection only to the side of their bodies that they habitually Accelerai (Drug) 0 5
turn towards the enemy, while Hellions commonly wear
Essence of Perfect Vitriol (Poison) 1 5
armoured collars and vambraces, and many Reavers favour
Eviscerine (Drug) 0 5
masked cowls and heavily padded shoulders.
Final Breath (Poison) 0 6
A wychsuit does not provide defense when worn by non-
Dark Eldar. Liquid Agony (Poison) 0 5
Crafted from the flayed hides of arena beasts or slaves (living Shudderstep (Drug) 0 6
or dead), these garments are common clothing amongst the Soul Echo (Drug) 1 8
Dark Eldar of the Nexus of Shadows. The toughened nature of
Vitae Rebellion (Poison) 0 8
the material helps ward off would-be murderers and other
EXOTIC
common hazard.
Ghosthelm 2 10
Dark Eldar wearing xenohide may add jJ jJ to checks to
Soul Trap 1 10
resist drugs and poisons that would be administered through
weapons or injectors. Spirit Stone 0 –
Vexanthrope 1 9
Rune of Warding +0
4–1
NAME SKILL DAM CRIT RANGE ENCUM HP RARITY SPECIAL
Astrarium Koronus – – – – 1 – 9
Ataxis – – – – 1 – 10
Brass Prism – – – – 1 – 8
Silver Ship – – – – – – 10
Quills of Kagnak – – – – – – 10
True Fragments of
– – – – 1 – 8
Winterscale’s Journal
All who serve under the wheeled skull in the service of the For those always in search of everlasting gelt and glory, the
Omnissiah dream binary dreams of the day they may purge Silver Ship shines as a beacon in the darkness of the void.
their fleshy carcasses of pathetic emotions and undisciplined Expelled from the warp seemingly at random across the
consciousness. Many only achieve their goal after decades of Expanse, its clean lines and seamless hull stand out from the
linear meditations, focusing their minds away from the typical encrusted space hulks ejected as flotsam across the
distractions of the flesh as they also substitute it with more stars. Appearing without warning, often much closer to a
worthy mechanical replacements. In the Expanse, there is a system than normal vessels would attempt, its arrival has
device that allows this blessed state of mind and more. The thrown fleets into panic with the possible threat of invasion.
Brass Prism as it is known has the wondrous ability to refract There is also no pattern to its duration in real space, ranging
myriad thoughts into a single beam of blindingly brilliant from minutes to several weeks. And there is of course no telling
mentality, faster than the finest of ancient cogitators or chem- how long it stays when it surfaces in the depths of the void
acellerated lexmechanics. between stars, far outside Imperial travel lanes where no right-
Those who have seen the Prism say it is in fact constructed thinking captain would ever dare voyage. Despite the best
of dull golden materials, but closer inspection indicates it is not efforts of the Adeptus Mechanicus it always descends back into
one of the Seven Blessed Metals and is perhaps even of xenos the Warp after its stay in reality, taking with it any ships
origin. The main chassis is large and bulky, with heavy cables luckless enough to have been docked or stationed nearby, as
connected to a helm that adjusts to the size of whoever dons it. they are caught in the vortex of its farewell.
The laser-focused clarity one gains from wearing this device is Most who have sighted the vessel assume it to be of xenos
rapturous to the followers of the Omnissiah and even non- origins; only closer scans reveal worn lettering in ancient
adherents find their mind’s cleared and their emotional gothic to indicate it is a creation of man. Unlike the proper
distractions removed. Users strive to explore each tendril of voidships of the Imperium, it is utterly smooth and lacking any
knowledge to its ultimate end and there are tales of users of the normal Imperial ornamentation or iconography. This
wasting away unto death rather than disrupt their blessed state. alone makes it a cause for great interest for the Adeptus
Mechanicus, with various factions wishing to entrap it into a
stable realspace anchorage for either study or destruction.
The Prism can be invaluable in many tasks and adventures, but Either it is of an age best left undisturbed from before the true
also will draw much attention from agents of the Machine God emergence of the Machine God, or the result of lost human
throughout the Expanse and beyond. The Inquisition would civilizations who construct without the proper blessings of the
also seek to examine it for possible xenos or Chaos taint, as Omnissiah to their creations. Either are grounds for
they would any who use it. There are other drawbacks as well; technological heresy of the worst kinds or intensive study and
those who use it for sustained periods of time find themselves possible worship, depending on the Mechanicum faction in
becoming distracted by even the most prosaic of matters, and question.
unable to focus for any length of time. Those who claim to have boarded her describe
The exact effects of using the Brass Prism are ill machineries beyond the pale of the finest Imperial
represented by granting mechanical benefits, though GMs technologies. Gleaming corridors stand illuminated by hidden
could upgrade Intellect-based skills when using the device by sources, engines of mirrored steel that purr like contented cats,
one. The true worth of the device should be answering holds dripping with devices ancient yet clean and still
questions Explorers would normally have no way of humming with power, riches beyond the dreams of avarice just
discovering. A character may spend a Story Point to ask the waiting to be plundered. The artefacts to be recovered here
GM questions about events in their game and receive answers would keep entire planets of Archaeo-technologists busy for
they normally could not comprehend. Every question should decades in study, or fulfil the desires of entire hives of lordly
include an upgraded Fear check with a difficulty based upon collectors eager to display their wealth.
the size and scale of the answer. Understanding why an Ork The Silver Ship is not without its perils. Horrors such as
Warband has begun raiding a world on the edge of the Expanse the corpses, freshly rotted or desiccated from aeons of dry
is likely to cause an upgraded Average (lLkK) Fear check, death, are scattered across the decks—the remains of those who
but trying to understand why a small group of Crow Spirit failed to temper their greed against their wits and were trapped
Eldar have decided to take up residence on a desolate mining when the ship dipped back into the Endless Seas. Some of these
colony would be Daunting (lLkKkKk)K to say the least. appear recent, some are clearly xenos, and some perhaps even
the original crew. Even cadavers recovered from the Silver
Ship can be worth their weight in thrones, with eager Magi
Biologis ready with sharpened blades to examine the remains. The treasures though are certainly worth some risk. Even
Not all are dead however. carrying off mundane crates or corpses are tremendous prizes
There may be remnants of previous salvage expeditions given their origin. And actual cargo from the holds could be
still living, both xenos and human, many driven insane through antiquities dating back many thousands of years, possibly from
their unprotected travels through the Empyrean. There are also other sectors of the galaxy or of xenos origin. This can be a rare
those enslaved by hideous life forms, bereft of will and living opportunity to discover some of the priceless artefacts and
only to serve their foul masters. Zombie-like, they perhaps weapons normally only available for the fabulously successful
struggled against their awful fate but now only stalk the decks Rogue Trader crews, or it could be the beginning of a
with listless gaits and empty minds acting only to obey. Worse harrowing and nightmarish adventure should their preparations
still are their masters: floating sacks of alien life, dangling and planning prove insufficient against the Silver Ship and its
tendrils caressing the decks as they hover unnaturally in the still denizens.
fresh air, their thralls standing ready to defend them unto death. GMs wishing to populate the Silver Ship with treasures
These are the worst threats to be found, and the bane of any should consider Archeotech items with a rarity of 8 or more,
who would attempt to pillage the ship of its many treasures. For fitting for a ship that may well have been built before the
to tarry on the Silver Ship is to fall prey to those horrible Imperium even existed. If a Rogue Trader was able to plunder
dominating mentalities and become one of the mindless crew, even a fragment of the ship’s logs or cogitator banks, the
forever serving their foul xenos masters in their unfathomable Mechanicus would pay handsomely for such information
goals, never to be seen again until the vessel reappears, ready (somewhere between 5 and 15 Profit Factor, depending on the
to entice the weak and greedy into her clutches. quantity and quality of the information involved).
The Silver Ship represents an unplanned opportunity for a Shaper Kangak led his people from the brink of destruction
crew. It can appear with no warning, though it may be possible through a revolution. The Kroot of Shek persevered through
for very skilled psykers to divine its emergence via reading the test after test of strength and cunning, with his guidance and
Tarot or through other arcane devices. It could also force a leadership. When his health began to fade, the elders convened
vessel to unexpectedly drop out of the warp through and appealed for his advice and prophetic vision in fear that his
disturbances it can cause in the Empyrean, with the ship itself passing would mark their people’s decline and eventual
also emerging soon after. The ship itself is a lustrous mystery, destruction. Kangak assured the beleaguered elders that his
a legend of the Expanse that will be never be fully explained or death was not the end and as a symbol of his confidence, he
safely contained. Each time it emerges, it will be a different removed his ruff and presented it to them. Kangak insisted that
encounter, for who knows if even it is travelling in a linear the Quills themselves were not what maintained the Kindred,
timeline through the warp? rather the strength of their resolve, was lost on most of the
A crew may simply fire on it as a reaction, viewing it as elders who desired something tangible on which to trust the
one less possible danger in their path. The ship will simply future.
vanish back into the warp if so, as the massed destructive This mysterious artefact is a bundle of quills from the ruff
energies puncture the already tenuous boundary layer keeping of Kroot Shaper Kangak. Some say these quills have medicinal
it in realspace. Hopefully their vessel is not too close if this properties well beyond anything the Imperium could muster,
happens—unplanned warp travel is quite eventful. usable not only by the Kroot who guard them but by other
Those brave enough to attempt to board should plan for creatures as well. Stories tell of a painful ritual in which dying
the worst. Entering any derelict vessel is fraught with dangers Kroot have been healed of their wounds by tattooing pigments
aplenty, but can offer unique treasures to reward a bold but deep within the flesh using these quills. Beyond Shek, few
prudent crew. Careful monitoring of auspex sensors can offer know of the Quills or their miraculous properties. In the rare
hints as to when the ship is beginning to drift back into the event that an Imperial citizen should secure the services and
warp, as can sensitive psykers such as Navigators who are confidence of a Kroot mercenary, it would just as likely offer
attuned to the ways of the Endless Seas. Once aboard though, some cryptic words on the subject as deny the Quills’ existence
haste is a virtue, and much care must be made to avoid the altogether. Additionally, the Kroot are keenly aware of the
hidden dangers aboard. Enslavers are perhaps the most deadly danger that knowledge of the Quills could bring should it be
foes they will face, and their flesh-portals will become active widely spread. Therefore, they only use them sparingly outside
soon after their thralls encounter the boarders. of the Kroot warsphere itself.
Though explanations of how the Quills work remain vague and Those who travel though Winterscale’s Realm are used to
of an esoteric, primal sort, their use requires little effort given using the ancient scraps that claim to be remnants of the great
the fantastic nature of their effects. The ritual requires minimal Sebastian’s fabled charts, for as poorly recorded as they are,
supplies (appropriate fetishes and ink among them), at least two they are still the most assured guides to safe travel. Each is
hours of ritual labour, and at least a few comrades willing to priceless and invaluable for any Trader seeking to make his
play minor roles as witnesses and support. Once all is in place, fortune. Even more sought after though is the actual journal
the ritual leader selects the character who is to receive this Winterscale used to record his journeys, an object that so far
miracle healing makes a Daunting (kKkKkKkK) Knowledge remains a wisp of historical fancy. The only reason it is
(Scholastic) check. If the ritual leader is not a Kroot, or at least believed to actually exist are the pages that some claim to come
understands the greater spiritual belief of the Kroot, they add from this apocryphal tome, for these pages reveal secrets of the
jJ jJ to this check. Expanse that only a true explorer such as Winterscale would
have uncovered in the centuries long ago.
A wounded or dying Kroot that receives benefits from a
Quill’s rejuvenating effects heals at three times the normal rate And such secrets they are! Each page seems unique (so far
and heals 1 additional wound from all supernatural healing as those who own one and have compared warily obscured
effects until the Kroot has fully recovered. Any other non- details with other owners), and each details priceless
Kroot heals at twice their normal rate until the character has remembrances such as forgotten warp routes, carefully hidden
fully recovered. Damage that would otherwise require bionic caches of pillaged relics, precise dates and times of ore-rich
replacements heals naturally, regenerating lost arms and asteroid passages, and more. To own one of the pages is to have
internal organs over a period of one to two weeks. tapped into the primordial secrets of the Expanse… or to have
been duped by a clever forgery that may spell embarrassment
The Quills have an affinity for the Kindred of Kangak and
at best or disastrous calamity at worst. Alternatively, of course
the Kroot in general, deteriorating when used on other beings.
to attract the attention of those who feel only they should be the
h h h may be spent form checks made to use the Quills on rightful owners of such a treasure.
a non-Kroot to immediately destroy the Quill. This makes each
Quill a valuable and finite resource, although the total number
of Quills is unknown (and left up to GMs to determine).
Each of these pages (assuming it is actually true and not one of
the many forgeries) contains invaluable information. It may
lead the crew on a harrowing expedition to a seemingly
worthless planetoid, where clever rockcrete craters hide stashes
of purloined goods dating back to the initial explorations of the
Expanse. It could offer more reliable and faster warp transits
across the Realm, cutting many valuable days in travel. A page
might offer tantalizing hints at a dead civilization that is yet to
be plundered on a forgotten world, or details on races yet
discovered. It could also be just the portion of an entry, leading
the owners in search of the other pages to complete the puzzle
or perhaps even work with the other owners in piecing together
the mystery. To own one of the pages is to embark on a new
level of opportunity in the Expanse, a double-edged blade
indeed but one worth owning.
Any True Fragment possessed by the Explorer reduces the
difficulty of checks made within Winterscale’s Realm to
navigate and explore the region and to divine the meaning
behind hidden knowledge once. In addition, True Fragments
utilized in Endeavours in this region always increase awarded
Profit Factor by 1. However, their true worth should be in
revealing lost and valuable locations within Winterscale’s
Realm, as well as secrets of Winterscale’s long and infamous
dynasty that may prove valuable on their own.
forth in her hands to meet her foe. Even as her death descended
upon her, she swung the blade up to meet it.
The forces arrayed against the Imperium of Man are as potent
The fact remains that since Almace’s final assault, a sword
as they are cunning. Insidious xenos factions and the ever-
matching the legend’s description has arisen from time to time
present threat of Chaos continue their ceaseless assault across
on different planets within the Koronus Expanse. Unsightly
the worlds of the Koronus Expanse even as vile heresies and
compared to the gilded weapons of the Ecclesiarchy, the blade
hordes of mutant monstrosities seek to corrupt and destroy the
is an almost supernaturally sharp chunk of heavily scarred
heart of Humanity. However, as endless and terrible as these
metal welded to a hefty two-handed grip. Always seeming to
forces might seem, the power of those who believe in the
emerge in the most brutal crucibles of violence, its few
Emperor is stronger still.
wielders have spoken of it having a potent, almost violent aura
While the willing devoted are numberless within the about it that reacts with the wielder’s wishes. It now rests in the
Koronus Expanse, four individuals have distinguished hands of the Blood Tears on Loretta, who entrust it to their
themselves above and beyond even the most righteous of the greatest champion.
Imperial Creed. These four missionaries—Genevieve Almace,
Once per combat encounter, the wielder may spend a
Nicomedes Keefe, Nadine Aleynikov, and Jollus Marquette—
Story Point to awaken the memory within the blade (see Table
are shining examples of what it means to live a life for the sake
4–1). Almace’s Last Conquest requires two hands to wield.
of the God-Emperor. The arms and gear that these individuals
used during their lives are an indispensable part of their
individual legends, and continue to aid the righteous in the
never-ending fight against the foes of humanity. Like many of the missionaries before and after her in the
Koronus Expanse, Almace believed that studying the life of St.
Cognatius would be vital for the propagation of the Imperial
way within the Expanse, particularly if such research would
Depictions of Aleynikov rarely depict her without the simple
lead to the location of his tomb. Her quest focused upon the
map case she was known to carry with her throughout her life.
information that she could most identify with, namely his
Though the origins of the chart and how it came into her
military accomplishments and assets, and compiled references
possession remain a mystery, there is little room for doubt that
to both archeotechnology and any cultures with particularly
the influence it had in both her mission and journey was
sophisticated military traditions. Military specialists hold the
significant, particularly near the end of her life. It is believed
Tactica in high regard, and the few Explorators who took up
that she died with the star chart tightly wrapped in her arms.
her research were duly impressed by the archeotech that her
Whether or not this is the precise truth, the barest rumour of
descriptions illuminated (even if they were almost obsessively
this priceless object’s resting place has led countless Explorers
focused on the maintenance and proper use of weaponry).
on forays into the darkest reaches of the Koronus Expanse.
While in possession of Aleynikov’s Star Chart, reduce the
difficulty of Astrocartography checks made to navigate to any 4–1 ’
planet Aleynikov visited or affected during her life once. The
d10 DESCRIPTION
GM should choose or create a number of planets Aleynikov
visited and brief descriptions of what she had seen. These The character adds s s a to their melee combat checks and
must attack any enemy still alive until the end of the encounter
descriptions may be vague or inaccurate as time and war or until the wielder is incapacitated. Any Critical Injury
change many places throughout the galaxy. 1-2 automatically inflicts the Bleeding Out Critical Injury. At the end
of the encounter, this character makes a Hard (kKkKk)K
Corruption check.
Almace's Tactica – – – – 1 – 9
Banner of Wrath – – – – 4 – 8
Contriver's Signet – – – – 0 – 10
Folio Languor – – – – 2 – 9
Grand Compendium – – – – – – 10
Stalker Carapace – – – – 3 2 9