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1 | |||||||||||||||
2 | Rogue Trader Random Tables | ||||||||||||||
3 | |||||||||||||||
4 | Table of Contents | Additional External Resources | |||||||||||||
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26 | Recent Updates: | Expanded the NPC Generator to include a 'Notable Characteristics' section for easier visual descriptions | |||||||||||||
27 | Rejigged the Shipboard Encounter table so that the results get worse the higher the roll, making it easier for GMs to add modifiers as applicable | ||||||||||||||
28 | Added Ripiklash's 100 Ship Quirks Table | ||||||||||||||
29 | Added Webway Travel Rules & Encounters table | ||||||||||||||
30 | Added more content to the Warp Travel Encounters table, now has 71 encounters | ||||||||||||||
31 | Added 33 more artefacts to the Priceless Artefacts Table, and split it into two tables by value. | ||||||||||||||
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A | B | C | |
---|---|---|---|
1 | |||
2 | Plot Hooks | ||
3 | |||
4 | Credit: | Many of these are truncated plots of other players I've heard about over the years - thanks to everyone for sharing their stories and thereby helping contribute to this list, and especially to the Let's Rogue Trade podcast gang for inspiring at least three entries on this list. | |
5 | |||
6 | Roll | ||
7 | 01-03 | During a pit-stop in real-space during your travels in the Immaterium, your auspex reveals a nearby atmosphereless moon. If you choose to investigate, you will find remnants of an Imperial mining operation - including an enormous drill - completely abandoned. What went wrong here? What were they mining for with so massive a drill? And most importantly of all: is there profit to be made here? | |
8 | 04-06 | During an emergency real-space re-entry (a giant monstrous maw was about to swallow your ship whole in the Warp) your auspex detects a short-range Imperial signal emanating from nearby. Your tech-priest confirms that the signal is so weak that the device must be within 1 Void Unit of your ship. The astronomical improbability of finding this object in the middle of the deep void chills you. Upon retrieving the device, you find that it is a small weather-beaten sealed chest with a miniature locator beacon on it. Apparently, it has been broadcasting for more than a hundred years. Inside the chest is an ancient piece of parchment addressed directly to you, marked with today's date and time, with instructions to meet at a certain set of space coordinates in the middle of nowhere at a specific time, stamped by the seal of the Ordo Chronos. | |
9 | 07-09 | A Warpstorm throws your ship off-course. Your sensors scream a warning as you approach the gravity shadow of a large heavenly body, and you perform an emergency translation into real-space to avoid being shaken apart by turbulent Warp currents. Before you shines a warm, green world, lush and thriving with live. Yet your Astropaths report that the entire planet is a searingly silent psychic void, akin to the psychic black-hole that Untouchables generate. But no one has ever heard of disruption like this on so large a scale. Who - or what - on that planet is generating such a powerful null field? And can it be exploited for profit? | |
10 | 10-12 | You and your retinue are invited to the funeral of Josiah Bluewroth, noted Rogue Trader, occasional pirate and exceptionally wealthy individual. Unusually, you are also invited to the Reading of the Will, despite having no direct connection to the late Bluewroth. Your curiosity - and greed - get the better of you, and you attend. You quickly discover that you are joined by the extensive (and notorious) Bluewroth clan, several other Rogue Trader houses, Kasballica agents, Mercenary Captains, Pirate Lords and a single, enigmatic Dark Eldar Mandrake. The Reading of the Will makes one thing clear - whoever solves and avenges the murder of the late Josiah Bluewroth will be granted the location of his fabled hidden treasure hoard. As the Bluewroth clan make their displeasure loudly known to all, you notice the greed shining in the eyes of your rivals all around you - and you wish you’d thought to bring a weapon. | |
11 | 13-15 | A Tech-Priest Genetor in the employ of the High Lords of Terra makes themselves known to you - they're here for your House's centennial genetic check-up to ensure that the latest Warrant of Trade holder is genuine and possesses the pure and uncorrupted genetics of your noble house. If all is well, you will of course be allowed to retain your Warrant of Trade. Some potential issues are that mother may have been somewhat known for infidelities, and the fact that mutation has been known to crop up on her side of the family every couple of generations - something they desperately try to keep secret. How confident are you of your heritage? Can the Genetor be bribed, or his test cheated? Is he genuine, or is he working for one of your rivals? | |
12 | 16-18 | One of your Seneshal’s agents on Ntharis has sent word that an incredibly virulent flesh-eating disease is tearing through the local wildlife. As Ntharis is the primary exporter of fresh meat in the Expanse, this will no doubt cause a devastating food shortage for the many colonies that rely on off-world food to sustain them. It also presents a great opportunity for profit. You recall that Rogue Trader Falkwreath has been trying to sell a jungle world for some years now in order to cover his gambling debts - but by all reports the planet is veritable deathtrap crawling with very nasty monsters and buyers are thin on the ground. Before word of the food shortage spreads, you could probably pick up the planet for a song. With the right equipment and enough manpower you could perhaps turn those very nasty monsters into a new source of fresh meat and sell it at a premium… | |
13 | 19-21 | Upon exiting the Warp near your destination, your helmsman screams in terror and points through the inches thick void glass out into the dark. Bathed in the grim red light of a nearby star you behold a monstrous rocky visage - a giant space Kraken! All hands to battle stations! These things are ancient, tough and extremely deadly, but if you can kill it and harvest the thousands of teeth from its barbed tentacles, you can sell them as curios to the Calixian nobility at an incredible markup. And you've heard rumours, of course, that these things lay eggs (they must reproduce somehow!) - and that if raised from birth, these things can be trained! Perhaps your vessel can keep the beast occupied while you and a crack team search the nearby asteroid field for some eminently sellable Void Kraken eggs? Those same rumours suggest that the Eldar have been known to use the Void Kraken as guardians - could there be Eldar treasure hidden nearby? Or perhaps - could this be? Is this really Old One Eye, the Great White Kraken that destroyed Battlefleet Koronus' flagship a century ago? The Imperial Navy will handsomely reward whoever kills this old monster. | |
14 | 22-24 | You receive word of an ancient inheritance from a distant branch of the Dynasty. The official title deed has been caught up in the Adeptus Administratum bureaucratic machine for centuries now and has finally made its way to you. Apparently you're the brand new owner of a minor space station, still out there in the Expanse! No one has visited it in more than a hundred years, so chances are it is derelict, full of squatters or has long ago been turned into scrap by scavengers. Still, could be worth checking out - even small space stations are a rarity in the Expanse, and there might still be some value in it. On the other hand, you can't help but feel that this whole thing is a bit convenient - could this 'inheritance' actually be a trap set by your Dynasties' enemies? | |
15 | 25-27 | Garbage duct cleaning servitors have been going missing from your ship for months now - this has been duly noted and reported, but your Chief Enginseer had more pressing things to worry about than a scarcity of janitorial automatons. But now a tech-priest is dead and some extremely troubling pict-footage show a horrifying xenos creature striking at him from out of one of the garbage ducts. Your first instinct is to send a kill-squad into the labyrinthine garbage chutes to exterminate the beastie, but your Seneshal claims to know a Magos Biologis in Footfall who would probably pay a handsome sum for such a unique specimen - and if there's more down there, all the better! Those shafts have been maintained by mindless servitors for as long as anyone can remember, so there's no telling what else could be down there - although now that you mention it, your own great-grandfather was said to have accidentally dropped a prized and rare archeotech digi-ring down the sink one day, so you may as well keep an eye out for it while you're hunting the beast... | |
16 | 28-30 | Rogue Trader Garrik Grimspawn famously hosts his Battle of the Beasts competition in the closing days of the year, every year - and you've just been invited. The rules are simple - bring the biggest, meanest creature you can find and throw it into a big pit with other big, mean creatures. There are numerous prizes to be won, but the most coveted is of course the Last Beast Standing award. The award comes with a series of minor rewards, but the prestige and notoriety one earns is prize enough. Can you find a suitable monster in time? And does anyone know if finding a Heretek to genetically and cybernetically augment the beast is against the rules? | |
17 | 31-33 | Your Astropath receives a priority Alpha message - the highest message priority available. The message is bound for the Tricorn Palace in Scintilla, the heart of the Inquisition of the entire Calixis sector. Your Astropath dutifully passes the message on, but could not help gleaning part of the contents. A new inhabited planet has been found in the Koronus Expanse, and for some reason the Inquisition's presence is urgently required. You know that it will take several days for the message to reach Scintilla, and it will probably be months before any Inquisitors can reach the coordinates provided. Your Seneshal helpfully points out that as Rogue Trader you have the right to lay claim to any unregistered planet outside of the Imperium - a sacred right that in theory not even the Inquisition can revoke. What could be the harm in taking a look at this new planet? | |
18 | 34-36 | You receive a message from the nearest sub-sector Administratum headquarters informing you that sub-clause 74 of article 53b of your Warrant of Trade requires your dynasty to found a colony outside Imperial space every 250 years. It appears your dynasty has unfortunately not upheld this term for more than 6,000 years and you are well overdue. The message instructs you to pick up the pilgrim ship A Prayer of Light at Port Wander, escort it into the Koronus Expanse and help the colonists aboard find a new home. It would appear that you have little choice in the matter. However you note that the sub-clause doesn't actually state anything about having to ensure the colony survives, just that it needs to be founded, so you could just dump the colonists onto the first rock you find. But at the same time founding a colony could be extremely profitable in its own right. | |
19 | 37-39 | A routine break from the maelstrom of insanity that is the Warp has your ship drop into real-space near an uninhabited solar system. You’re surprised to find the system seemingly rife with ships! You receive greetings from, in turn, Rogue Trader Sarvos Trask, Eldar Captain Amonvar, a Stryxis who identifies itself as Sourtiff, and - to your great surprise - Orkboss BrainKrakka. All are in orbit around the system’s star, and you gather that it is supposed to go supernova sometime within the next day - this unusual collection of species have come to bear witness to such a rare and magnificent event. Yet before you can decide whether or not you want to endure such strange company and watch the supernova for yourself, your Master of Augury nervously indicates more xenos are approaching. You spot no less than eight Mauler-class Rak’Gol vessels performing a coordinated approach from eight different directions, covering all possible escape routes. You can try and outrun them, but your best chance for survival is to try and forge a quick alliance with the vessels in orbit around the star. Yet the Stryxis hate the Eldar, Sarvos Trask is notoriously xenophobic, the Eldar are completely untrustworthy, and the Orks are, well, Orks. You also note that Rak’Gol artefacts fetch a handsome sum in the Cold Trade - a victory here could prove extremely lucrative under the right circumstances. Then again, the presence of so many xenos in one place is extremely disturbing - do they know something about this supernova you don’t? Is there more going on here than a cosmic display of fireworks? | |
20 | 40-42 | You arrive at your destination…and it’s not where you expected to be - you’re in a strange system with three planets and a blue star. You order some auspex scans and go to consult with your Navigator. After some stern talking and some frantic reviewing of charts and a quick look at the Astronomican (which is very hard to find today, you know) your Navigator goes white as a sheet and gruffly orders you to leave this system immediately. Affronted, you demand an explanation, but your Navigator puts their foot down and explains that there is an inviolable ban on exploring his system. It has been stricken from all maps, and all Navigator Houses have jointly announced a moratorium on anyone ever visiting this system. Even simply arriving here accidentally has put you on shaky ground, legally, and any further investigation could bring down the wrath of the collective Navis Nobilite and potentially render you unable to hire Navigators, leaving you stranded and your entire Dynasty destitute. Yet your auspex scans have just come back and reveal what look to be a startling number of archeotech satellites in orbit around one of the planets, no doubt worth a fortune. Will you risk the wrath of the Navis Nobilite for unimaginable wealth? You can always try and buy off your ship’s Navigator…or have them killed just before you return to port. | |
21 | 43-45 | Your Astropath requests a momentary translation to realspace so the choir can fire off a few crucial messages. After a few hours your Master of Augurs informs you your ship has just been scanned by another vessel. You send off a vox-pulse in all directions demanding this other ship identify itself immediately. A few minutes later you are hailed by an Adeptus Mechanicus Explorator, calling from an AdMech Surveyor ship. He nervously explains that he’s got a proposition for you, and will pay you quite handsomely in exchange for your service and silence in a certain matter. His survey ship has recently found a cache of archeotech that needs to be delivered back to Footfall for further study. However preliminary reviews indicate that this technology falls into the category of ‘probably tech-heresy’ and under no circumstances can the wider Adeptus Mechanicus ever find out about this. The price he offers in exchange for a bit of smuggling and your silence isn’t bad…but you can’t help but wonder if reporting him to his AdMech superiors could net you even greater profit in favours. On the other hand, with a bit of scanning augury of your own you might well find out where this nearby ‘cache of archeotech’ came from which could be far more lucrative an endeavour…of course you’d need to eliminate all witnesses before trying to sell anything to the Kasballica. | |
22 | 46-48 | You receive an astropathic message from the Seven Witches of Footfall - they’ve had a vision that a firebrand Arch-Bishop from Calixis Sector will be visiting Footfall for a pilgrimage - accompanied by an Inquisitor and several thousand Sisters of Battle. A mass exodus of heretics, pirates, secessionists and xenos from Footfall is imminent, and the Witches want to get our early. They offer extremely good payment terms and a private foretelling in exchange for transport from Footfall to Iniquity for themselves, their allies, and several extremely dangerous artefacts of an unspecified nature. This absolutely sounds like a bad idea - but you can’t help dream of the oceans of top-shelf amasec completing this job will net you. Will you really aid a bunch of heretics and risk the horrors of the Chaos-bastion Iniquity for an admittedly awesome reward? Then again you could always betray the Witches to the Inquisition and try and sell their ‘dangerous artefacts’ on the black market for a tidy sum. Your chief Astropath points out that betraying seven powerful fortunetellers is a risky venture in its own right, but admits that with some serious aid from the Divination School of Astropaths on Footfall you could probably obscure your future well enough to fool even the Witches… | |
23 | 49-51 | Blown off-course by another bloody Warpstorm, you find yourself in orbit above a strange planet in the middle of nowhere. Careful monitoring of the vox-transmissions planetside reveal a horrifying truth - below you lies a Rak’Gol colony. Your first instinct is to get the hell out of there, your second is to bombard the planet to a pulp first and THEN to get the hell out of there. But your Seneshal remarks that the Ordos Xenos have a standing reward for any Rogue Traders who manage to capture any Rak’Gol specimens or intact technology. Rewards are always nice, as are favours from the Inquisition. Is it really worth launching a raid into the heart of of this swarm of terrifying monstrosities though? What if any of their raider vessels turn up looking for blood while you’re planetside? Maybe an orbital bombardment and a quick getaway is the best option after all… | |
24 | 52-54 | On approach to your destination, a spiky looking ship materialises out of what looks like thin air. It is joined by another four similarly intimidating vessels. As you hit the everyone-to-battlestations button, you receive a vox communication from what looks like a Dark Eldar warrior. "I am Adruzhar, second in command of the Crimson Shadow Kabal. I'm going to make this simple. There is a man living in Footfall. He is very powerful and possesses much influence. Until recently, this man was our ally. One month ago, this man betrayed us, broke our agreement and stole something of great value to us. We demand satisfaction, but we cannot strike at him while he hides in Footfall, and he has shown no intention to leave. You will go to Footfall in our stead and assassinate this man for us and return the item he has stolen from us. In return, we will pledge this warband to one of your endeavours, to wreak havoc among your enemies as you wish. Know that we do not tolerate betrayal, and have ways of finding you if you should be foolish enough to try." The Dark Eldar smiles wickedly at you. He tells you what was stolen: the still-beating heart of the Archon of the Crimson Shadow. He tells you the name of the man he wants dead, and you gulp, for he is the boss of the Kasballican Mission in Footfall, and one of the most powerful men in the Expanse. | |
25 | 55-57 | While travelling in the Warp, one of your Astropaths with a minor gift for Divination urges you to make an emergency jump back into real-space. She claims that doing so is very important to all of your futures. After some grumbling about the delays in your schedule, you send out the order. As soon as you hit realspace, you receive a distress message from a nearby space-station. Apparently it’s a pirate-run Spook production facility. The staff have become addicted to their own product, have turned violent and are tearing the place apart. Your Seneshal informs you that Spook is a rare drug that grants temporarily grants psychic abilities - so this sounds like it could get messy. On the other hand, if there’s any Spook left to salvage, you could probably flip it on the black market for a considerable bit of coin… | |
26 | 58-60 | Your Astropath intercepts a message bound for a rival Rogue Trader - a sworn enemy of your house. The message details a calamity befalling one of this Lord's void vessels - Orks from the Undred Undred Teef attacked their ship and have driven them to hide in an asteroid belt. They have managed to lay low for now, but fear they will not be able to escape the vile xenos' clutches without assistance - the system is rife with greenskins. You could do the honorable thing and pass the message on to your enemy, allowing them to rescue their ship. You could go and try and rescue this ship yourself, perhaps as a peace offering to this rival house. You could even just forget you ever receive this message, and leave these poor voidsmen to their fate at the hands of the vile greenskins. But every great Rogue Trader is gifted with the ability to recognise a great opportunity when it presents itself, and you are certainly a great Rogue Trader. You could pass this message on, indeed - and perhaps alter the coordinates within and lure your enemy to the wrong location - one at which you've had plenty of time to prepare a deadly trap. The possibilities, as they say, are endless. | |
27 | 61-63 | An agent in Footfall sends his weekly report via Astropath, detailing the comings and goings of the port. Of particular note is the presence of a Kroot Warsphere that docked recently. The Head Shaper has put out the call - the Kroot are looking for any planet that is home to a large winged species, at least as large as a man, but the larger the better. They are willing to pay with mercenary services to anyone who can lead them to such a world. The little you know of the Kroot is that they rapidly evolve based on the species they devour - looks like this Shaper has got plans to make his tribe airborne. You recall a tale told to you as a child by your father - how your great-grandfather was once stranded on an uninhabited planet deep in the Heathen Stars for several months. You distinctly remember hearing about the giant winged reptiles that made their home on that planet and plagued him day and night. With some digging into the Dynasty records you could feasibly track down the location of this planet and lead the Kroot there. There’s a lot you could accomplish with an entire Kroot Warband bound to your service, after all… | |
28 | 64-67 | A bulletin has come in: Rogue Trader Aemon Malwood has an Ork problem. An agri-world of his is being plagued by rampaging Orks and he is requesting aid from his fellow Rogue Traders to help mop them up. His report indicates that they are entirely ground-based, but he has suspicions that an Ork vessel in his system has been resupplying the vile greenskins with additional troops and weapons. With a few acquisitions you could probably field an army and aid Malwood, but what will you ask of him in return? The Malwood dynasty is built upon the manufacture of starship components - perhaps you could help him with his Ork problem in exchange for an upgrade to your vessel? Or - as your Arch-Militant suggests - is now not a good time to strike at the beleaguered Malwoods and take their wealth for your own? | |
29 | 68-70 | Upon re-entry into real-space during your travels, you are immediately hailed by an Imperial vessel. A grizzled face fills your pict-screen as a man introduces himself as Captain John Hawkins, formerly of Battlefleet Koronus, and someone in dire need of your help. You've heard of this man - a former Imperial Navy Admiral, he disobeyed direct orders to not to perform an an Exterminatus upon a Condemned Planet among the Ragged Worlds. Rather than turn himself in and be summarily executed, he took his ship and fled deep into the Expanse. As it turns out, he's managed to found a seccessionist colony way out here, but is in desperate need of supplies. He's asking you to set up a supply smuggling route to his colony - discreetly, so his superiors in Battlefleet Koronus won't be able to trace it. In exchange for your assistance he's offering to hand over the Cyclonic Torpedo - an Exterminatus weapon - he was supposed to use on the Condemned Planet. He doesn't have the launch codes - those died with the Inquisitor he was forced to kill when he refused - so you'll have to steal them either from the Battlefleet Koronus High Command or the Inquisition. Dealing with seccessionists is obviously a very bad idea, but you cannot help consider what you could accomplish if you managed to get ahold of a genuine planet-killing weapon... | |
30 | 71-73 | While trying to spot the Astronomican, your Chief Navigator sees a giant lidless eye staring back at him in the deep Warp, placing him in a feverish nightmare-ridden sleep for a week. In the meantime, his assistant takes over the ship's navigation, and unfortunately makes a mess of things. As you translate into real-space, it is immediately apparent that you are not where you planned to be. This system is wracked with warpstorms and poorly lit by a baleful deep red sun. You've arrived near one of the system's planets, and as your sensors check it out, you detect a small Rak'Gol scout ship pulling out of orbit, fleeing from your clear voidship superiority. Scans from the planet's surface indicate the presence of forbidden Yu'vath ruins. This makes sense, given it is common knowledge that the Rak'Gol have an unusual obsession with Yu'vath technology. You also know that the Rak'Gol scout ship will be back with friends, and soon. Your every instinct tells you that you should leave this system immediately, but you've heard that Yu'vath artefacts sell for exorbitant amounts in the Cold Trade. Maybe you should take a quick look and see what's down there? Besides, by depriving the Rak'Golo of these prized artefacts, you're helping the Imperium, aren't you? | |
31 | 74-76 | Your spies in Footfall have sent word of an interesting development. Some Captain has discovered a new planet covered in abandoned ruins of the Egarian Dominion! And rather than looting the place for xenos artefacts himself, the idiot instead sent word to the Ecclesiarchy! Predictably, the Church has begun assembling a fleet to go forth and cleanse the world of the xenos-taint. If you head there immediately, you still have a good chance of being able to lay your hands on some loot before the Faith arrives to burn it all away. Then again, by now half of Footfall will have the planet's coordinates, so you'll be competing with every treasure-hunter this side of the Undred Undred Teef. And there's always the chance the Ecclesiarchy has sent a few fast-ships to scout ahead who will no doubt take a dim view of your interest in forbidden xenos artefacts... | |
32 | 77-79 | You arrive at Tradestation Selwyn. It's owned by a rival Rogue Trader, so you loathe the necessity which brings you to it, but resupply and trade opportunities in the Expanse are rare, and needs must. Within moments of your arrival, you notice that not all is well. A shattered spacehulk drifts past - it's the Selwyn frigate, the inter-system patrol left behind to guard the station. Your auspex array flares up as your bridge staff frantically begin scanning your immediate surroundings, only for a flash in the darkness of the void to confirm your suspicions: you're not alone here. The readouts come back - two Cruisers, locked in combat, less than 50 void units away! One you recognise as the Hand of Redemption, a Battlefleet Koronus vessel. The other you haven't seen before, but the blasphemous sigils painted along its hull mark it as a Chaos Reaver, probably from Iniquity. Your first instinct is to fire upon the Chaos Reaver, your second is to not get involved and flee - but your third, and most pervasive thought is to loot your rival's space-station and spacehulk for all their worth while the other voidships are occupied. As you mull over your options, your bridge staff look on you for orders - you'd better decide what to do quickly. | |
33 | 80-83 | You receive a message from the Inquisition - what wretched luck! Your ship has been selected by Inquisitor Eisenscar of the Ordo Xenos for an important mission in the Cinerus Maleficum. Eisenscar's research has confirmed the presence of an ancient pre-Imperial library on a lost planet in that region that may be able to shed some light on the Rak'Gol threat in the Koronus Expanse. The Inquisitor has requested that you personally transport her there and back, and that you provide an armed escort in case she runs into any trouble. Of course, as a Rogue Trader beyond the boundaries of the Imperium, you could simply refuse her request - the Inquisition has no hold over you out here. But from what you hear, refusing a request from the Inquisition is never worth it in the long run. And besides, if this world is truly a lost planet, then there's nothing to stop you from assisting the Inquisitor and quietly filing your claim on it at the same time - this could end up being quite lucrative... | |
34 | 84-86 | Your Astropath forwards you a message sent from a nearby system. "Come one, come all to the Breaking Yards! We've got voidships, voidcomponents, voidcrew, all your void needs, here at the Breaking Yards!" You've heard of this place, and while it does have a reputation for having a wide variety of usable voidship components (a rarity in the Expanse), it also unclear where exactly these components come from. This far out from civilisation, you're guessing piracy. Others have speculated that the Yards have an agreement with xenos (or worse!) that helps them bring in fresh components. Whatever the truth is, there's definitely deals to be struck at the Yards, so long as you're on your guard. And who knows, maybe it's time for some new leadership in the place...there's always profit in running a shipyard this far from civilisation. | |
35 | 87-89 | A message comes in from Calligos Winterscale himself. His trade-war with Aspyce Chorda has died down as of late, and he requires amusement. As such he has issued a challenge - a race from Footfall to his pleasure world Solace Encarmine, with a delicious prize (and some entertainment planetside) promised to whoever can make it there quickest. The race will begin in two months time, and the only rules are that everyone must begin the race docked at Footfall, and whoever docks at the space station in orbit to Solace Encarmine first, wins. Your ship may not be the fastest, but as far as you know there isn't a well-documented Warp Route from Footfall to Solace Encarmine - so half of the challenge will be in navigating the most expedient route. Could be worth a laugh - and worst case, you and the crew will still be able to holiday at Winterscale's premiere pleasure world even if you do lose... | |
36 | 90-93 | Rogue Trader Aspyce Chorda has recently enjoyed a remarkable success in colonising another planet in the Foundling Worlds. In celebration she is hosting a grand gala there, and inviting the creme de la creme of the Expanse's nobility - Rogue Traders, Merchant Princes, the Battlefleet Koronus and even her arch-rival, Calligos Winterscale. There will no doubt be a great deal of opportunities for trade and profit amongst the assembled nobles - balanced only by the potential for bloodshed and treachery that is inevitable when so many Rogue Traders meet. The last thing you want is to be caught between the many warring factions, but refusing to go could prove to be just as dangerous as attending... | |
37 | 94-96 | A routine real-space pitstop during your travels finds you staring face-to-face with an Eldar Nightshade Destroyer vessel. They immediately hail you, and you find yourself staring at a Farseer on your pict-screen. “Welcome, Rogue Trader. We’ve been expecting you.” They outline a proposal - they are migrating to another part of the Expanse but unfortunately their travels will bring them uncomfortably close to the Undred Undred Teef. They’ve foreseen trouble with Orks and are willing to make it worth your time if you could act as an escort for their people. Clearly they don’t want to risk Eldar lives against the vile greenskins. Their price is good - a shipment of rare Eldar gemstones - and they’ve promised to reveal a great secret about your future that they swear will one day save your life. You ponder the old Imperial saying - ‘the only thing more dangerous than ignoring the advice of the Eldar is to trust their advice’. This whole affair stinks, but knowledge of one’s future is hard to pass up. Maybe you should just attack these filthy xenos and loot their ship now and be done with it… | |
38 | 97-00 | On entry into an unmapped solar system, your scans pick up a several Imperial vessels in orbit around a vast machine that appears to be wrapped around this system's sun. You are immediately hailed by a pict-image of a human with eyes that emanate a powerfully unnatural golden glow. "Welcome, Rogue Trader. We've been waiting for you for some time. Let us speak about your future service to the Dawn Machine." |
A | B | C | D | E | F | |
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1 | ||||||
2 | Deep Void Encounters | |||||
3 | ||||||
4 | Notes: | These are intended to be random encounters that occur while traveling between destinations - during routine real-space pitstops. These can happen alongside alongside the Warp Encounters, or perhaps instead of. Note that for the sake of streamlining (and flavour) the encounters are a bit stylised and take a few actions for granted (such as obligatory auspex scans) - if you're uncomfortable taking these actions away from your players it's advised that you take the rework the encounter to suit accordingly. Similarly, you might want to adjust the difficult of each individual check to match the level of your party - the ones I've included should be fine for Rogue Trader Explorers of Ranks 2-5. A few of the Encounters necessitate rolling again and randomly adding a second encounter into the mix. While this will most likely prove highly entertaining and/or fatal, some of the combinations might not lend themselves to an interesting or easily resolvable situation, so don't hesitate to re-roll a new result if you need to. | ||||
5 | ||||||
6 | Roll | Encounter Type | 2nd Roll | Specific Encounter | Reference | |
7 | 01-03 | Object in Space | 1-3 | Your auspex picks up a tiny spec of matter floating in the middle of nowhere, notable in that it appears to be powered. You order it investigated, and find a purity sealed casket containing something of incredible value! Roll d100 on the 'Priceless Artefacts' table. | ||
8 | 4-7 | You've found something glittering in the void: a coffin, sealed against the vacuum and in excellent condition. If you open it, you'll find a well-preserved Imperial Navy officer in full uniform, with a best-quality powersword at his side. Custom dictates that you return him to the void unmolested, but it really is a nice sword... | For Power Sword stats, see the Rogue Trader Core Book, page 130. | |||
9 | 8-0 | Almost too late, your sensors detect something floating directly ahead of you: an ancient void-mine, left over from some long-forgotten battle. Perform a -20 maneuvre check or take 1d5 direct damage to your hull, as the mine detonates. | ||||
10 | ||||||
11 | 04-06 | Unexpected Gravity Tides | 1-3 | Your Voidmaster speaks up - he's recognised an opportunity to reach your destination faster. Your current course takes you near a massive gas planet - if you grant him permission to perform a slingshot maneuvre around its orbit, it'll considerably increase the ship's acceleration. A +0 maneuvre check success here will get you to your destination 33% faster! | ||
12 | 4-7 | Your Voidmaster yells in surprise and shoves his assistant off the pilot chair. "Unless I can pull off another crazy maneuvre," he yells, "I'm afraid we're about to hit a gravity well!" A -20 maneuvre check will avoid it entirely. A failure means you're caught in an intense gravity well, and time slows dramatically around you. The half hour you spend escaping it burns a full week of actual time! | ||||
13 | 8-0 | Your Master of Augury reports the auspex is coming back with some very strange results. As you all gather around to look at them, the whole ship lurches. "Bloody hell! We've run right into a gravity rip-tide!" Your Voidmaster grabs the controls, but by then it's too late - the intense pull and push of gravity all around you begins to crush the ship. Take 1d5 hull damage and maybe find a better Master of Augury. | ||||
14 | ||||||
15 | 07-09 | Chartist Trade Vessel | 1-3 | You come across a Chartist Trade vessel, carrying goods from/to Footfall. The captain hails you, eager for company and trade opportunities. Each Explorer can make an Acquisitions test on items that could be reasonably be available on a mid-sized transport vessel (including the potential to increase crew and morale!). | For Imperial Chartist ship stats, use any pre-made Imperial vessel with the Transport hull from from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. | |
16 | 4-7 | As you plow through the depths of the void, you detect an Imperial ship heading the opposite way. They hail you out of courtesy, and you both quickly realise you're heading where the other has just been. A +10 commerce roll will have negotiate a mutually beneficial sharing of Warp charts - however there is only a 65% chance that the route they give you is faster. If it is, arrive at your destination 1d5+2 days earlier, if not, you take the slower path, and lose 1d5 days. | For Imperial Chartist ship stats, use any pre-made Imperial vessel with the Transport hull from from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. | |||
17 | 8-0 | "It's an Imperial distress signal, sir!" You order an auspex scan of its source; you've found a ruined Chartist Trade vessel, lifeless and adrift in the Warp. If you decide to board it, you find only gnawed-upon bodies, emptied food supplies and a cargo hold full of dust - looks like they ran out of food and started to eat each other. Everyone who boarded the vessel takes 1d5 insanity points, and lose 1 morale as the grim fate of this ship demoralises your crew. | For Imperial Chartist ship stats, use any pre-made Imperial vessel with the Transport hull from from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. | |||
18 | ||||||
19 | 10-12 | Space hulk | 1-3 | An augur report reveals a tiny energy signature nearby. Zeroing in on it, you realise that what you thought was a piece of void debris is actually an ancient space hulk! If you send an away team, they'll find that the ship is truly ancient - the crew are long since dust, and the components broken beyond repair - save a tiny auxiliary plasma bank which still fires the occasional spark now and then: the energy signature you detected. Just before they leave, the team also finds a vault with purity seals still intact - opening it will grant you one roll on the Priceless Artefacts table! | ||
20 | 4-7 | You come by an Imperial space hulk, trapped in orbit above a barren planet. You detect no lifesigns aboard the ship. If you send a salvage team over, they will find the crew suffocated to death due to an easily repairable life-support malfunction. The away team take one insanity point as they contemplate the cruel whims of fate. A -20 search check will identify a random voidship component that can be salvaged! Unfortunately you have no way of taking the component with you, so you will have to install it here and now, which will take 1d5+2 days. Note that the space and power rules must still be observed, and that you can remove an existing component in order to make room (again, this cannot be taken with you and must be abandoned here). Roll a d10 to find out what you found: 1 - Vitae-Pattern Life Sustainer 2 - Medicae Deck 3 - Observation Dome 4 - Temple Shrine to the God Emperor 5 - Flak Turrets 6 - Augmented Retro-thrusters 7 - Librarium Vault 8 - Cogitator Interlink 9 - Crew Reclamation Facility 0 - Deep Void Auger Array | All components are from the Rogue Trader corebook, except for the Medicae Deck and Flak Turrets, which are from Battlefleet Koronus, and the Cogitator Interlink, which is from Into the Storm | |||
21 | 8-0 | An Imperial distress signal pings on your auspex system. While you're debating whether or not to investigate, your Voidmaster yells out and jerks the ship violently to one side, throwing everyone about. After you've all picked yourselves up (and given the Voidmaster a dressing down), you look at the object he was trying to avoid. After a minute of staring at it, your Seneshal suggests that it looks like it might be the front prow of a Vagabond-class Merchant trader. Looks like that distress signal was sent for good reason. If you decide to investigate either part of the space hulk, you'll find them absolutely crawling with Genestealers and little to no salvageable loot - it's a bad day all around. | For stats on Genestealers, see page 39 of the Deathwatch book, Mark of the Xenos. | |||
22 | ||||||
23 | 13-15 | Asteroids! | 1-3 | Your auspex array gives you a few minutes warning - asteroid barrage incoming. You order extra power to the voidshields and your Voidmaster is roused from her sleep to in order to jump onto the controls. You must make a -30 maneuvre check to avoid the asteroids. If you succeed, you dodge the asteroids and nothing further happens. If you fail, they instead crash into your voidshields in a strange shower of glitter, and your ship is unharmed. Closer examination of the debris reveals that these asteroids are made of an usual and rare mineral compound! Scans indicate this region of the void is rife with similar asteroids. If you mark the location and send out a mining vessel, you could probably make a profit factor or two! | ||
24 | 4-7 | Re-roll on this d100 table again. Play out that encounter, except to complicate matters an asteroid shower happens simultaneously. If it's a combat scenario, roll a d100 every round for every combatant - on a 50 or above, one layer of void shield is automatically popped by asteroids. If it's a non-combat encounter, simply add time pressure to the situation as hanging around in an asteroid shower for too long can really damage your voidship. | ||||
25 | 8-0 | Roll -20 to maneuvre - failure indicates a hefty asteroid crunches against your ship and damages a random non-essential component. It will take at least 1d5+2 days to fix. | ||||
26 | ||||||
27 | 16-18 | Explorator Survey Ship | 1-3 | Your bridge vox unit squeals painfully, and you order it fixed, but your bridge-staff tech-priest explains that it's a message in binary chatter. He responds in kind, and continues a conversation for about five minutes. Finally, he translates for you: he's just been communicating with an Adeptus Mechanicus Explorator Survey Ship that's scanning this sector. They send their greetings to fellow explorers following the will of the Omnissiah, and share with you an interesting uncharted location they've found in this region of space. You mark it on your map - could be worth looking into, at some point. If you do look at it, roll d10 to see what you found (GM to note roll down for later reference): 1 - It’s a lifeless boring system of no perceivable value. Your tech-priest explains that the orbital patterns of the system are quite unique and a scientific curio - maybe that’s why the Adeptus logged it. 2 - Atmosphereless moon containing rich mineral deposits - perfect for a mining operation, but little else. 3 - It’s a worm hole. Go to the 40-42 roll ‘Worm Hole’ for details on what happens if you fly into one 4 - What looks to be a lifeless rock is actually revealed to be a hidden pirate hideout! 5 - Ice-planet, but with a breathable atmosphere. Colonisable, but not without significant effort. 6 - The star in this system exudes a strange radiation. Go to Encounter 84-86, ’Unusual and Powerful Radiation from a Nearby Star’ and roll to see what happens. 7 - You’ve found a ship graveyard! Clearly an ancient battle was fought here. Perhaps you can scrap the vessels and sell the material, or perhaps you can sell this location to someone who had a stake in the battle. 8 - It’s a perfect little world - temperate climate, breathable atmosphere, only a few nasty local beasts. You could set up a colony here without too much difficulty. 9 - It’s a planet full of primitive humans! You could plunder what little they have, or sell the populace as slaves and profit. Or bring the light of the Emperor to them, I guess. 0 - You find xenos ruins! There could be valuable treasures all over this planet! Just hope that the original owners aren’t hanging around… | For Explorator survey ship stats, use any pre-made Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. The vessel should have at least one Archeotech component. | |
28 | 4-7 | Your bridge staff tech-priest beeps in excitement as he spots the markings of an Adeptus Mechanicus Explorator Vessel. He converses with the vessel's helmsman in binary chatter, before presenting the good news: these Explorators are willing to repair your ship with their advanced repair-servitors - for a price. Roll a -10 acquisitions roll to repair 1d5 hull points over a single day. | For Explorator survey ship stats, use any pre-made Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. The vessel should have at least one Archeotech component. | |||
29 | 8-0 | "The asteroid appears to be a mixture of base silicate, aluminium and trace elements of iron, sir." Your danger sense is still flashing, however - there's something you don't like about that massive asteroid. "Give it a wide berth please, helmsman. I don't like the look of it." As these words escape your mouth a brilliant flash blinds you and most of the bridge-crew. As your vision returns, the asteroid is no longer there - replaced instead by a storm of debris blasting straight towards you on a tide of crackling purple energy. "Take evasive maneuvres!" you yell, and try and buckle yourself in, but already the shrapnel has pierced your voidshields and your whole shudders with multiple impacts. Take 1d5+3 pure hull damage as the energised asteroid shards wreak havoc all along your ship. As the dust settles, you receive a dead-pan vox message: "This is The Divine Lever, of the Adeptus Mechanicus. You appear to have run afoul of our latest Nova Cannon weapons test. This is restricted space - in future we recommend you stay away in order to minimise damage to your ship." | For Explorator survey ship stats, use any pre-made Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. The vessel should have at least one Archeotech component, as well as a Nova Cannon. | |||
30 | ||||||
31 | 19-21 | Nebula | 1-3 | Your supply of luxury coffee beans from Bilani have just run out, and your mood is foul. It isn't helped by the thick nebula that is confounding your augur array despite the best efforts of your tech-priests. You're just about ready to start having people thrown out the airlock in frustration when your Voidmaster swears a blue streak, diverts the ship a cool 89 degrees upwards and spills you out of your Captain's chair. Before you can scream "What is the meaning of this?!?" your vox system crackles into life. "Hello? This is the good ship The Silk Worm, in dire need of assistance!" The object you almost collided with turns out to be the flagship of Rogue Trader John Silkernicus! His Navigator is poorly and has been unable to find the Astronomican successfully for months now. You graciously send him some coordinates and point him at the nearest Warp current heading back to Footfall. He is grateful for your assistance, and thanks you with a bag-full of fresh Bilani coffee. While the coffee is a nice touch, you make a note - House Silkernicus now owes you a favour. | ||
32 | 4-7 | The last day has been spent fighting your way through a thick nebula. You can't see where you're going, you can't see what's coming; you can't see anything. Roll a -20 Navigation (Stellar) check or be delayed by 1d5 days. | ||||
33 | 8-0 | A thick nebula utterly obscures your view. Your entire staff is nervous - without sensors, you're blind. And blind, you can't see what's coming. Roll again on the encounter table - whatever the result is your ship runs right into it, taking at least 1d5+2 hull damage (if appropriate). | ||||
34 | ||||||
35 | 22-24 | Ecclesiastical Pilgrim Ship | 1-3 | The first you hear of them is when your vox spontaneously fills with the sound of Imperial hymns. After a moment of hesitation, you patch the choir music through the rest of your ship - within minutes the Ecclesiastical Pilgrim ship comes into view on your Auspex. "Greetings, blessed Rogue Trader! Please, allow us to join our ships together and celebrate the good work being done in the Emperor's name!" If you allow the missionaries onto your ship, gain 1 morale and everyone loses 1 corruption point as the Missionaries bless your ship, inch by inch. | For Ecclesiarchy Pilgrim ship stats, use any pre-made Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. The vessel should have the Temple-shrine to the God-Emperor component. | |
36 | 4-7 | "This is the good ship Light of Righteousness asking permission to come aboard! We've preachers aplenty, and would relish the opportunity to spread the faith to the heathen realms of the Expanse alongside a Rogue Trader!" Unfortunately they hailed you on an open channel - half the ship would have heard their message. If you reject their offer, lose 1 morale as your crew question your piety. If you allow the missionaries aboard, gain 1 morale, but note that now you have dozens of foreign missionaries watching your every move. Whether they are spies for the Ecclesiarchy, you do not know - but there may well be further consequences for having so many Missionaries aboard. | For Ecclesiarchy Pilgrim ship stats, use any pre-made Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. The vessel should have the Temple-shrine to the God-Emperor component. | |||
37 | 8-0 | "Hail, Rogue Trader! We are humble members of the Ecclesiarchy, ready to bless your ship!" Damn - where did this Pilgrim ship come from? They're already moving within shuttle range before you can formulate a response. If you let them on board, they find something wrong - a slightly off Imperial sigil in your church hall, a non-approved prayer mumbled by the gun-crews, a lower-than-standard number of official daily hymns pumped through the vox system - make a -30 charm test or gain the Enemy (Ecclesiarchy) Talent as they report back to their brethen in the Calixis Sector of your lack of piety. Refuse to let them aboard and you gain the Enemy (Ecclesiarchy) Talent anyway as they immediately suspect your faith in the God Emperor. | For Ecclesiarchy Pilgrim ship stats, use any pre-made Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. The vessel should have the Temple-shrine to the God-Emperor component. | |||
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39 | 25-27 | Colonist Ship | 1-3 | You spy an Imperial vessel through the murk of the Void, heading straight for your position. Whether you initiate the hail, or they do, they say this: "Good day, Rogue Trader. This is The Promise Of Hope, we're a colony ship looking to found a planet here in the Expanse, readying this godless wild territory for the coming of the Imperium!" If you continue to chat with them, they will mention that their supplies are running a tad low, and that they might have been a bit optimistic with how many colonists they could safely carry this far out. Several of them offer to join your vessel instead in order to ease the burden - regain 1d5+2 crew population! A +0 charm check will also grant you the location of the planet they're hoping to colonise - something to be noted in future, as they will always need trading partners, so far out from the comforts of Imperial space. | For Imperial Colonist ship stats, use any pre-made Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus with the Transport hull. | |
40 | 4-7 | On a routine sweep of a nearby uninhabitable planetoid you detect signs of life and energy. Closer inspection reveals an Imperial colonist vessel that has crashlanded here some time ago. If you decide to rescue them, gain 1d5 population. However, because the colonists are famine-stricken, of ill-health and are traumatised by the many months stranded in this barren wasteland, lose 1d5 morale as they are a depressing burden on the rest of your crew. Should you simply leave them to their fate, lose 2 morale as the rest of your crew whispers that your vessel is now cursed. It is well known that turning your back on stranded voidsmen will always result in horribly bad luck. | For Imperial Colonist ship stats, use any pre-made Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus with the Transport hull. | |||
41 | 8-0 | You come across a colony ship, drifting aimlessly in space, seemingly running on minimum power. Scans indicate several thousand lifeforms aboard, but a pict-video loop transmission from the ship shocks you to the core. The video - taken by a bridge officer - details how a horrifying plague has mutated most of the crew into unholy chaotic monstrosities. Before the ravening mutated mob tear her apart, she desperately yells for whoever is out there to put them all out of their misery. Standard protocol here is clear - you should blow the infected vessel to smithereens. If you refuse, all Explorers must take 1d5+2 corruption as your collective weakness has enabled a chaotic plague to survive. If you attempt to board the ship, you will immediately encounter horrifying Nurglings and Plaguebearers - whole parts of the ship are covered in a strange fleshy mucus, and Nurgle's Rot is everywhere (characters must take perform a -40 toughness test or take 1d10+3 damage ignored only by toughness every time they are struck by a diseased creature, touch anything plague-ridden or breathe air in infected areas). It will quickly become clear that this ship is beyond saving (although if the Explorers persist, reward them with a single roll on the Priceless Artefact table if they make it to the ship's cargo-hold). If they fire upon the ship, they crack it apart with a few sustained macro-battery barrages - just in time for an Imperial Navy ship from Battlefleet Koronus to arrive and witness what looks to be an act of wanton piracy. Pass a -40 Charm test to convince them you're innocent, or be attacked. If you escape without destroying the Imperial Navy vessel (and remove all trace of the altercation), you also gain the Enemy (Imperial Navy) talent. | For Imperial Colonist ship stats, use any pre-made Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus with the Transport hull. | |||
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43 | 28-30 | Rogue Trader | 1-3 | You meet another Rogue Trader - an old friend and ally! They invite you over to their ship to sample their finest amasec, drugs and whores. Passing a carouse check will give you +20 to any fellowship checks you make while trying to trade, gossip or deal. | For Rogue Trader ship stats, use any pre-made Imperial vessel from the Rogue Trader Core Book or Into the Storm. Battlefleet Koronus, but throw in either an Archeotech or Xenotech component. Alternatively, you can use the ships and stats of specific Rogue Traders listed on page 100 of Edge of the Abyss, or page 134 of Lure of the Expanse. | |
44 | 4-7 | You encounter three ships adjacent to one another - you've run into an impromptu soiree! The largest ship is owned by another Rogue Trader - one you haven't met, but have heard of by reputation. They invite you over to play cards with their buddies - although they might not be playing entirely fairly, and the stakes are quite high... (Note: Feel free to roll up a few more NPCs from the 'NPC Generator' table to flesh out the rest of the nobles attending this soiree.) | For Rogue Trader ship stats, use any pre-made Imperial vessel from the Rogue Trader Core Book or Into the Storm. Battlefleet Koronus, but throw in either an Archeotech or Xenotech component. Alternatively, you can use the ships and stats of specific Rogue Traders listed on page 100 of Edge of the Abyss, or page 134 of Lure of the Expanse. | |||
45 | 8-0 | You run smack-bang into another Rogue Trader - an old enemy of your dynasty - accompanied by two warlike frigates. Without ceremony they open fire on you, and a lucky lance strike takes 1d10+1 right out of your hull. Immediately afterwards you are hailed - "Oh, it's only you. My apologies, with that dingy old ship of yours I had mistaken you for a pirate. Be seeing you!" Seething, you watch as the ships turn to leave. You're clearly outmatched, but will not forget this insult. | For Rogue Trader ship stats, use any pre-made Imperial vessel from the Rogue Trader Core Book or Into the Storm. Battlefleet Koronus, but throw in either an Archeotech or Xenotech component. Alternatively, you can use the ships and stats of specific Rogue Traders listed on page 100 of Edge of the Abyss, or page 134 of Lure of the Expanse. | |||
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47 | 31-33 | Space Station | 1-3 | A message comes in: "Mother Maria's Resupply, Repair, and Relaxation Station is open for business!" It's only half a day's travel from your current position. Should you go, you'll find Mother Maria to be a gracious host, who will allow you to dock at her station and purchase repairs to your hull (1d5+3 over a day, with a +0 acquisition check), basic supplies (food, water, filtration plugs, laspistols and rifles with a +30 acquisition check) or hire entertainment for your crew (1d10+3 morale over two days, with a +20 acquisition check). | See page 67 of the Frozen Reaches for stats on the 'Bulwark', a sample space station. | |
48 | 4-7 | A junior bridge officer speaks up. "Excuse me, but on my last voyage, we visited a small trade station quite near here - could be worth dropping by." She gives you coordinates. If you follow them, you'll find a dingy little space station owned by a retired pirate known as LaFours. He will have many basic Imperial items for sale, including weapons, armour and gear. Nothing too fancy, and nothing better than Good quality, but a pretty broad selection nonetheless, although you can't help but feel like they're either mostly stolen or looted. When acquiring from here, all items count as one step rarer than they might normally be. | See page 67 of the Frozen Reaches for stats on the 'Bulwark', a sample space station. | |||
49 | 8-0 | Your auspex pings: looks like there's an Imperial Space Station out here! If you approach it, you will find 1d5 vessels docked at a large battlestation. Your heart sinks as you realise this is a pirate lair. Peer (Underworld) will allow you to dock and attempt to hire these villains (or trade for their meagre and/or illicit wares). A -10 Common Lore (Underworld) or -30 blather or -30 deceive check will help convince them you're not about to report their location to Battlefleet Koronus. Otherwise, an appropriate number of them attack (the rest flee, preferring to stay out of the conflict). The station itself will also fire upon you if you get to close, but cannot move very quickly. | See page 67 of the Frozen Reaches for stats on the 'Bulwark', a sample space station. | |||
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51 | 34-36 | Stryxis | 1-3 | A lone Stryxis vessel pops up on your auspex. You ready your gun-crews just in case, but a vox message comes in inviting "the rich bipeds" to come aboard and barter for wares. Use the 'Stryxian Wares' table to determine how many chances at loot you get. | For Stryxis ship stats, see Battefleet Koronus, page 95. For stats of the Stryxis themselves, see Koronus Bestiary, page 94. | |
52 | 4-7 | You come across a Stryxian space hulk, its spine cracked and the ship almost in two pieces. Success on a search check will grant you one roll on the 'Stryxian Wares' table, although you won't have anyone to explain what the loot is. There's also a 75% chance you'll find a wounded Stryxis still alive - will you take it with you? | For Stryxis ship stats, see Battefleet Koronus, page 95. For stats of the Stryxis themselves, see Koronus Bestiary, page 94. | |||
53 | 8-0 | A lone Stryxis vessel invites you to trade. Whether or not their surprise attack catches you off-guard depends on how gullible you are. Regardless, your crew is seared by their horrifying ghost-light weaponry: you are in combat. | For Stryxis ship stats, see Battefleet Koronus, page 95. For stats of the Stryxis themselves, see Koronus Bestiary, page 94. | |||
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55 | 37-39 | Worm hole | 1-3 | Your sensors begin wailing as you detect a strong gravitational pull - but there's no planets in sight! Your Enginseer Prime does a few calculations based on your auspex read-outs, and concludes that there must be a worm hole nearby. You order more scans, and discover that not only is she correct, but also that the Adeptus Mechanicus have set up a research station here to observe the worm hole. If they allow you to dock - a -10 charm or +10 Lore (Adeptus Mechanicus) check will grant you access - then each player can roll an acquisition to purchase various Mechanicus weaponry, devices or cybernetics. If you choose to fly your ship into the Worm Hole, go directly to the last result on the d10 Worm Hole table (below), and the Mechanicus ask you to send them a record of your experiences if you survive. | ||
56 | 4-7 | Your Navigator arrives in the bridge out of breath, and points through the thick void-glass between you and nothingness. "We're about to run into a worm hole, thought you ought to know!" Your Master of Augurs corroborates the statement - you call an immediate halt and manage avoid being sucked in. That was close! As you watch the hole, you see something emerge from the singularity! Roll again on the Encounters table, but with the added danger of the worm hole nearby to complicate matters. It adds -20 to all maneuvre and ballistic rolls as it warps gravity nearby, and if you (or the other party) fall into it, apply the effects of the last result of the d10 worm hole table (below). | ||||
57 | 8-0 | You barely have time to curse your Voidmaster before the impossibly strong gravitational pull of the worm hole begins to suck your ship in. Pass a -40 maneuvre test or be pulled into its crushing embrace. Inside the worm hole, take 1d5+3 direct hull damage, and get spat out somewhere else - roll 1d10: 1 - Calixis Sector, a few days travel from Port Wander 2 - The Maw 3 - Winterscale’s Realm 4 - The Cauldron 5 - Ragged Worlds 6 - Foundling Worlds 7 - Cinerus Maleficum 8 - The Heathen Stars 9 - Accursed Demesne 0- Unbeholden Reaches | ||||
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59 | 40-42 | Unusual Warp Currents | 1-3 | Your Navigator hits the 'Warp Dangers' button and the whole ship goes on lockdown. Typically this means a bit of turbulence, or perhaps a Warp entity has managed to creep onto the ship. Your heart sinks when your Navigator says the dreaded words: 'Warp Storm'. Everyone straps themselves in and you immediately order rationing of the food and water supplies - last time you hit a Warp Storm it threw you off course by four whole months and everyone almost starved. What passes is a week-long nightmare as the ship gets hurled through the Warp in an unknown direction at truly frightening speeds. When it finally abates and your Navigator gives the all-clear to translate safely back into real-space, you are all astounded to discover that the storm neatly dropped you off right next to your destination! Everyone is elated, but your Navigator looks deeply troubled by this unusual bit of providence | ||
60 | 4-7 | "We're becalmed, my lord." You hate those words. You ask the Navigator to double check; she does. The Warp is eerily quiet all around you, and seems to be actively resisting your attempts to move through it, as though your ship were adrift in an ocean of glue. An odd disquiet falls over the ship, and everyone feels a quiet dread as you wait this one out. Your Navigator is troubled - this is not just the Warp being quiet - something is out there, some kind of fel energy is surrounding the ship. Time passes and nothing happens, although you all feel drained and queasy for some reason. After a few more days the Warp currents pick back up and you start moving again, although you can't help but feel like you're missing something. Your trip gets delayed by a full week, you lose 1 morale and all characters aboard the ship with fate points temporarily lose one, as though they had spent it. | ||||
61 | 8-0 | Word reaches the bridge from the Navigator's viewing deck: Warp Storm. You make a short and stern announcement to the crew, warning them to strap themselves in and not to screw around until you give the all-clear. Just before it hits, your Navigator warns you that this the biggest one she's ever seen. She's not wrong - what ensues is a week of insanity as the ship is battered and bashed through the Warp, seemingly in every direction at once. Several hull breaches take the lives of your crew, but you dare not attempt repairs while in the Warp and simply seal off whole sections of the ship. Your gellar field is working overtime but everyone reports hearing an odd laughter echoing through the halls of the ship, and the minds of your crew are fraying. Your Navigator is doing her best to try and keep track of where your ship is going, but the constant pressure of the Warp on her mind has left her exhausted and crazed. After what seems like an eternity the storm abates, and you give the order to return to real-space so you can assess the damage. Take 1d10+2 damage directly to your hull, losing that much morale and population as well. You are also hurled one whole sub-sector onwards, in the opposite direction of your destination. | ||||
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63 | 43-45 | Kasballican Smuggler | 1-3 | Out of seemingly nowhere, you receive a vox message: "Greetings Rogue Trader. Can I interest you in some of my wares?" If you respond in the affirmative, an Imperial vessel will light up on your auspex, having somehow managed to conceal its energy signature from your sensors. The captain of this ship identifies herself as someone in employ of the Kasballica, and is heading back to Footfall to drop off some cargo. But just between the two of you, she thinks the cut the Kasballican Mission take on the items she smuggles is a bit high. So she's willing to personally sell you a curio she picked up, provided no one - especially her bosses in Footfall - ever find out you got it from here. If you're intrigued, make an acquisition roll at -20, and roll on the Priceless Artefacts table. If you roll above 50, subtract 50 from the roll - this smuggler is small-time and doesn't possess any truly priceless treasures. | For Kasballican Smuggler stats, use any Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. They should have the concealed Shadowblind Bays component from page 159 in Into the Storm. For more info on the Kasballican Mission, go to page 93 of Edge of the Abyss. | |
64 | 4-7 | You pass by the ship of another Rogue Trader - one you don't personally know, but have heard of. They give you a hot tip - a smuggler for the Kasballican Mission is parked a few hundred Void Units away, waiting for a drop-off. While they're waiting however they're happy to trade, and have got a nice selection of xenos weaponry and other illicit goods. If you want to check it out, it'll delay you by a day, but you'll be able to buy from the wide range of xenos weaponry and drugs from the smugglers. Note that the rarity of the goods are one degree more scarce than they would normally be, because you're far from civilisation. | For Kasballican Smuggler stats, use any Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. They should have the concealed Shadowblind Bays component from page 159 in Into the Storm. For more info on the Kasballican Mission, go to page 93 of Edge of the Abyss. | |||
65 | 8-0 | You come across two Imperial vessels docked with one another. You're happy to ignore them and move on, but clearly they aren't pleased to see you - you've just interrupted a highly illegal drop-off between two smuggler vessels working for the Kasballica, and they can't afford to leave any witnesses. They attack. You manage to loot their holds (or negotiate a surrender) they will offer their illicit drop-off goods, the most valuable of which is: 1 - 300 Slaves, fitted with bomb collars 2 - 1000 Inequity Pattern Lascarbines - they do 1 less damage than the Locke pattern ones, but do 2 extra pen. (Rogue Trader Core Book, page 118) 3 - 3 tonnes of Obscura (Rogue Trader Core Book, page 142) 4 - 100 poor quality cybernetic arms (left-handed) (Rogue Trader Core Book, page 148) 5 - 20 Voidbait units (Hostile Acquisitions, page 66) 6 - 100 doses of Coldfire (drug, Into the Storm, page 134) 7 - 20 doses of Deadfall (drug, Faith & Coin, page 96) 8 - 20 doses of Liquid Agony (Dark Eldar poison, Soul Reaver page 118) 9 - 10 Carnelian Sievestones (xenos artefact, Into the Storm, page 139) | For Kasballican Smuggler stats, use any Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. They should have the concealed Shadowblind Bays component from page 159 in Into the Storm. For more info on the Kasballican Mission, go to page 93 of Edge of the Abyss. | |||
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67 | 46-48 | Battlefleet Koronus | 1-3 | You've got a massive hangover from an officer's party the night before when you see an enormous warship heading straight for you. Great. They hail you - it's a ship from Battlefleet Koronus! The helmsman identifies your flagship - apparently one of your ancestors helped this exact ship out against a pack of Ork raiders some three centuries ago! They offer the services of their highly trained repair squads - should you accept, they'll have repaired 1d5+1 hull points within a single day. | For a list of sample ships from Battlefleet Koronus, see Battlefleet Koronus, page 63. | |
68 | 4-7 | You are hailed by a warship - a raider-class vessel from Battlefleet Koronus! You scold your Master of Auguries for not spotting them before they spotted you, and open comms with them. They're on patrol in this region and are ahead of schedule - and were wondering if you wanted an escort for a few days? If you agree, roll again on the encounter table, but this time you've got backup. Note that any dealings with heretics, xenos and pirates you undertake will be noticed and logged and sent for review to the Adeptus Administratum in Calixis Sector. | For a list of sample ships from Battlefleet Koronus, see Battlefleet Koronus, page 63. | |||
69 | 8-0 | Three vessels are spotted more than a hundred Void Units behind you. You put on a burst of speed, but they slowly and surely begin to catch up. As they get closer, you recognise the markings of Battlefleet Koronus - a Cruiser and two frigates. Once they catch up, they hail you and demand you allow them to board. "We've heard stories about you, Rogue Trader. With your permission of course, we'd like to inspect the contents of your cargo holds - for the good of the Imperium, you understand." Legally, they're on shaky grounds - outside the Imperium, they don't have the authority to search your vessel. But out here, they have all the authority they need, by way of overwhelming firepower. You can let them search your vessel, but you risk having any illicit substances, heretical artefacts, archeotech or xenotech confiscated - hell, you've heard of corrupt navymen seizing pretty much anything that isn't nailed down under some pretence or another. A -20 concealment check could help hide most of your dirty secrets, or a -20 acquisitions test would be sufficient to bribe these unscrupulous Navy dogs. Of course you could always just do a runner, with a -40 maneuvre check allowing you to escape unscathed - but you'll gain the Enemy (Imperial Navy) talent for your efforts. | For a list of sample ships from Battlefleet Koronus, see Battlefleet Koronus, page 63. | |||
70 | ||||||
71 | 49-51 | AI Probe | 1-3 | Your receive a puzzling transmission, indecipherable using standard Imperial ciphers. His curiosity piqued, your Enginseer takes a look at the transmission and is astounded! The transmission is using an ancient Martian pattern, unused since before the Horus Heresy! Further investigation will allow you to spot a large metal probe flying nearby through space, roughly the size of a shuttle. If you capture it, it will easily be identifiable as Archeotech, and is almost certainly tech-heresy. You could probably sell it for a profit factor, but only if your tech-priests don't destroy it first. | For more detail, see page 34 of Lure of the Expanse, where this encounter was ripped from. | |
72 | 4-7 | Your tech-priests all suddenly begin screeching in binary chatter simultaneously, scaring the hell out of you and the rest of the crew. Apparently, your ship's core cogitator machine spirit is under attack! A -30 tech-use test needs to be passed, or else a random non-essential voidship components will be deactivated for 1d5+3 days! Your sensors find the culprit behind the techno-attack - a small probe floating nearby. If you don't react quickly, the attack will continue, potentially disabling more components. Blowing up the probe will immediately halt the onslaught, but leave you none the wiser about what it was. If you retrieve it and disable it using more subtle techniques (such as cutting through the thick exterior and frying its core cogitator), then its remains can be studied, granting one Explorer the Forbidden Lore (Archeotech) skill as they learn much. The remains, aren't quite worth a profit factor due to the damage, but could be a useful bargaining chip to the right kind of person. | For more detail, see page 34 of Lure of the Expanse, where this encounter was ripped from. | |||
73 | 8-0 | Your ship is hailed by a strange warbling signal-pulse that is broadcasting across practically every spectrum your tech-priests can identify. A -20 detection test will identify the source - a tiny unmanned probe that looks to be about to jump into the Warp! If the players can find a way to stop it, give them one chance to do so (see the above results on the AI Probe table for ideas). Otherwise the probe vanishes into the Warp, leaving you bewildered. Your tech-priests are concerned however - whatever that signal-pulse was, it's having a strange effect on your ship. Unbeknownst to your players, their ship's machine spirits have been infected with a techno-virus! Until they get it ritually cleansed by high-ranking tech-priests of the Machine Cult (achievable at most shipyards, Footfall, Port Wander and the Lathes), the ship now also has the 'Rebellious' Machine spirit oddity. Without significant investigation, this won't be clear to the players until a crucial component fails at an innoportune time. | For more detail, see page 34 of Lure of the Expanse, where this encounter was ripped from. | |||
74 | ||||||
75 | 52-54 | Black Ship | 1-3 | You receive hails from a stranded Imperial ship, in need of some specific parts to repair their Gellar Field. As you draw closer you realise it's a Black Ship, of all things! The parts they need you have plenty of, so handing them over is no great loss to you. Should you do so, you receive the Peer (Astra Telepathica) Talent, as well as a favour from the Adeptus Astra Telepathica. If you refuse to help, they will not forget, and you instead gain the Enemy (Astra Telepathica) talent. | For Black Ship stats, use any Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. | |
76 | 4-7 | By the time you realise the incoming Imperial Ship is one of the Black Ships, it's too late to turn and run. They demand access to your vessel for a routine sweep for unsanctioned psykers - one of their divination-school Astropaths advised them that your ship was likely to harbour at least one. If there are any unsanctioned psykers on board, you'd best pass a flat Concealment roll or they will be captured and taken to the Black Ships, most likely never to be seen again (if it's a player character that's unsanctioned, give your Explorers a bit more time to prepare and perhaps hide them outside the vessel in a voidsuit, or put them in a shuttle and have them fly as far away as they can). Regardless of whether or not they found the psykers you knew about, they also take a beloved Missionary who was secretly telepathic! Lose 1 morale as the crew is saddened and shocked by the news. | For Black Ship stats, use any Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. | |||
77 | 8-0 | Your auspex aurray beeps, but your Master of Auguries doesn't say a word. In fact, she's just staring bug-eyed at her screen, not moving at all, sweat dripping down her brow. An alarm screams suddenly - your life-support systems have just caught fire! "What the hell is going on?!?" you demand to know, and one of the junior bridge staff points out the void-glass - a ship is visible in the distance, glinting darkly against the blue-white rays of a nearby sun. As you watch, one of your bridge crew pulls out their las pistol and shoots themselves in the head. You realise with horror that it's one of the Black Ships - and that the captured psykers on board must have taken control of the ship, because you're under psychic attack! You can either try and disrupt their assault by firing upon their ship or by putting distance between yourself and them. The Black Ship's crew rating is 20 (since psykers aren't very accomplished Voidsmen), but they will liberally use the Control The Weak Mind, Flash Fire, Mask of the Void and Psychic Deflection techniques. Also one of your components is on fire. | For Black Ship stats, use any Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. For the ship-to-ship psychic abilities, see page 99 of the Navis Primer. | |||
78 | ||||||
79 | 55-57 | Kroot Warsphere | 1-3 | Your bridge vox fills with a strange whistling, and you yell at your staff to find out which idiot is messing about with the vox speakers, when your Master of Augurs informs you the transmission is coming from another ship. Your doddery old xenographer is summoned, who identifies the whistling as the language of the Kroot. He whistles back a few bars, and tries a few high and low gothic variants. A guttural voice responds in broken low gothic which you can't quite follow. "I think they're asking if you want to hire them to...do something?" your Xenographer asks, uncertainly. By now you've got a read-out of their position - the transmission is coming from an actual Kroot Warsphere! A -20 barter check (using whatever weapons, supplies and gadgets you've got lying around) will net you a squad of Kroot for 1d5 engagements or longer - if you can make it worth their while. | For stats on the Kroot Warsphere, see page 101 of Battlefleet Koronus. | |
80 | 4-7 | A burst of angry whistling comes through your bridge vox just as your Master of Augurs brings your attention to a massive Kroot Warsphere sitting ominously in your path. With a bit of coaxing in Low Gothic, you get their message: they've been hired to guard this sector of space and will not allow you to pass through. Redirecting your course at this point will disrupt your Navigator's carefully planned route and delay you by 1d5 days. Of course, a -30 maneuvre check will probably enable you to outrun the massive lumbering Warsphere - and could let you catch a glimpse of what they're supposed to be guarding. Roll 1d10 to find out, but note that you're probably going to incite someone's wrath for trespassing: 1 - The Disciples of Thule are have found a pre-heresy Manufactorum on a space hulk and are mid-way through extracting it for study. 2 - Looks like you’ve found a breakaway secessionist base down on that planet, trying to hide from the Imperium. 3 - Six Stryxis vessels are hosting some kind of trade-union or religious ceremony - you can’t tell which. 4 - You discover a pirate hideout on a small moon, currently hosting a summit with half a dozen vessels! 5 - Three Eldar corsair vessels are docked to what looks like a wraithbone Eldar space station - three Farseers are attempting a complicated divination ritual! 6 - What the hell are the Tau doing in the Expanse? And why are three of their ships in orbit above this lush green world? 7 - A Rogue Trader has found some archeotech ruins on a dead world below and is busily looting it before anyone else comes along. 8 - A radical Inquisitor has begun constructing a space-station above a mysterious blue planet in order to study something on the planet’s surface. 9 - A Dark Eldar vessel has discovered a derelict Web-way gate and is busily trying to re-activate it so that their cabal can begin raiding in this region of the Expanse. 0 - Four Chaos Reavers are docked on a strange-looking black asteroid, their ships surrounded by baleful purple lights. Some powerful sorcerors are attempting to summon something truly horrible. | For stats on the Kroot Warsphere, see page 101 of Battlefleet Koronus. | |||
81 | 8-0 | You don't detect the Kroot Warsphere until it is almost upon you. The whistling your Master of Aetherics thought was someone playing a prank turns out to have been several attempts by the Kroot to tell you alter your course or be destroyed. They open fire and launch a dozen shuttles full of bloodthirsty Kroot carnivores your way, assuming hostile intent. | For stats on the Kroot Warsphere, see page 101 of Battlefleet Koronus. | |||
82 | ||||||
83 | 58-60 | Eldar Corsairs | 1-3 | Your Master of Augury spits out her drink all over the auspex monitor, mid-sip. An Eldar Corsair has appeared out of nowhere, directly in front of you. As you hit the shipwide alarm button, a vox comes in, politely requesting an opportunity to discuss the passing of future events with the Eldar known as the Children of Thorns. What exactly this meeting is about is up to the GM, but will likely be an attempt by the Eldar to manipulate the Explorer's personal futures. It could be a simple warning of an unspecified nature, location coordinates that will feature prominently in your future, a minor gift that will be useful in some significant way (such as a rope grapnel, grav-chute, disguise kit, manacles, set of Rebreather masks or even a xeno-vox transmitter that will enable you to contact these Eldar again) or perhaps it is an offer of help in your current endeavour. | For Eldar ship stats, see Battlefleet Koronus, page 84. For stats of the Eldar themselves, see Koronus Bestiary, page 60. | |
84 | 4-7 | Your auspex catches sight of an Eldar vessel for a scant few moments before it vanishes from all sensors. Paranoid, you call out for your Master of Augury to scan every inch of the void around you until the vessel is found. Yet after a frantic half an hour of searching, all she can present to you are scans of a strange ring-like structure floating in the void - there's no sign of the ship. If you approach the structure, you will find it is made of some kind of white material and is large enough to fly through. You've heard tales of the Eldar Webway Gates, and it looks like you might just have found one. But where does it lead? Roll a d10 on the table below to find out: 1 - It comes out at the edge of Calixis sector, near Port Wander! If you inform Battlefleet Calixis of this gateway, they will no doubt destroy it. On the other hand, it could be a shortcut between the Expanse and Calixis sector - particularly useful if you’re trying to smuggle any illegal wares into the Imperium… 2 - You behold in front of you a long-lost Maidenworld of unsurpassed beauty! Be on your guard - the Eldar will fight to keep such a paradise hidden from humans. 3 - The warpgate opens in the Foulstone system, quite close to Footfall! 4 - You find yourself only a few days travel from Ntharis in the Cinerus Maleficum, one of the Expanse’s main producers of high-quality meat. 5 - You spy a few familiar constellations, and with the help of a large and dusty starmap discover your location near Grace, in the Foundling Worlds. 6 - After a tense few hours, your Navigator confirms that you’re somewhere between Naduesh and Vaporius, in the Heathen Stars. 7 - Below you lies a Necron tomb world, covered in ancient glowing green pyramids. The Eldar and the Necrons are ancient enemies, and it looks like the Eldar are perhaps looking to make a pre-emptive strike against the slumbering Necrons. Do you really want to get involved? 8 - You come out in orbit of Melbethe, in the Accursed Demesne, right near the Rifts of Hecaton! A quick death awaits those who spend much time in these parts, it is said. 9 - You’re only a couple of light-years from Iniquity, the Expanse’s bastion of chaos reavers! 0 - You arrive near a densely populated system, and quickly realise you’re in the very heart of the Undred Undred Teef. | For Eldar ship stats, see Battlefleet Koronus, page 84. For stats of the Eldar themselves, see Koronus Bestiary, page 60. | |||
85 | 8-0 | A pulsar lance shot sweeps over the bow of your ship, startling your dozy bridge crew into action. An Eldar ship has arrived out of seemingly nowhere, blurring in and out of existence as though they are only half-real. As you command your crew to battlestations, you receive a short vox message from the treacherous xenos: "We are the Crow Spirits, and it is time for your species' grip on these parts to end." | For Eldar ship stats, see Battlefleet Koronus, page 84. For stats of the Eldar themselves, see Koronus Bestiary, page 60. | |||
86 | ||||||
87 | 61-63 | Void Kraken | 1-3 | First you see one as a mere blip on your auspex screen, then another, then another - soon you watch as an entire pod of Void Kraken lazily float by. You're far enough away to feel safe, but close enough to appreciate their serene majesty and gargantuan size. You order your viewing ports opened, and allow your crew a brief look at a truly spectacular view. Gain 1 morale as the crew is inspired. You also mark down this location - you've never heard of such a large herd of Void Kraken, and you're sure you can put the knowledge of their whereabouts to good use. | For stats on the Void Kraken, see page 36 of the Koronus Bestiary. | |
88 | 4-7 | Your auspex scanners detect a wrecked ship floating in an asteroid field, seemingly torn apart by forces unknown. If you order an away crew to investigate the hulk, you discover that the ship has been partially eaten, and you find several long jagged teeth embedded in the hull. You realise with horror that this ship has been devoured by a Void Kraken, and you have unwittingly stumbled into its feeding grounds. Gain 2d10 Kraken's Tooth Daggers, and make a +0 maneuvre check to get the hell out of there. If you fail, apply the effects of the last roll result on the Void Kraken table (below). | For stats on the Void Kraken, see page 36 of the Koronus Bestiary. | |||
89 | 8-0 | As you pass through an asteroid field, you cannot help feel as though something is amiss. As you gaze out the bridge viewport, you watch in horror as a giant shape moves more swiftly than you could ever imagine. A Void Kraken tentacle longer than your ship comes swinging towards you! Roll a +10 maneuvre roll to avoid it, and then begin combat with the legendary beast. | For stats on the Void Kraken, see page 36 of the Koronus Bestiary. | |||
90 | ||||||
91 | 64-67 | Inquisitor! | 1-3 | The GM must pick an appropriate Explorer. They (or their servants) have been observing a suspicious crew-member for some time now. They've been watching their movements and methods, monitoring their communications, and just recently discovered a book hidden in their quarters - the Inquisitor's Handbook! The Explorer brings this information to the rest of the party, and now you have the choice: you can kill the inquisitorial mole and be done with it, or you can feed them misinformation instead. If you decide to kill the mole, this Explorer retrieves the Inquisitor's Handbook, and this (in conjunction with their careful observations) grant them the Forbidden Lore (Inquisition) skill, as they have now gleaned something of the Inquisition's methods. If you decide to feed the mole misinformation, then the GM should accordingly be more lenient in having the Inquisition hound the characters, as they have been appropriate fooled (although this deception may not last forever). | In creating an Inquisitor (or agent), don't hesitate to use this pre-made generator. | |
92 | 4-7 | You receive a communique from Footfall - Inquisitor Eisenscar would like a word with you. If the Inquisition really wanted you they'd probably send Battlefleet Koronus to capture you, so it can't be that bad...but then again any interaction with the Inquisition is an interaction too many. If you take more than three months to return to Footfall, Inquisitor Eisenscar will put the word out that you have defied the Inquisition and you'll receive the Enemy (Inquisition) talent as she assumes you have something to hide. If you return to Footfall in a timely manner (in less than 3 months) you'll need to meet with her. What she has to say is up to the GM - she could want to question you about a past incident, or demand you transport her to a certain location, or borrow some of your contacts, or even arrest some of your crew-members. | In creating an Inquisitor, don't hestiate to use this pre-made generator. | |||
93 | 8-0 | An Inquisitor appears on your bridge from seemingly out of nowhere, having spent months undercover on your ship with their retinue. The Inquisitor is not impressed by your conduct, but has need of your aid in a certain matter - or else. They've gathered enough information on you to make your life difficult if you refuse. If you refuse or kill the Inquisitor, gain the Enemy (Inquisition) talent. If you acquiesce to their request, roll again on this table and pick the worst result as the Inquisition forces you into dangerous and nasty situations. If you encounter Xenos or Pirates for instance, you must fight them; if you encounter celestial phenomena, you must brave them. | In creating an Inquisitor, don't hestiate to use this pre-made generator. | |||
94 | ||||||
95 | 68-70 | Infectious Disease | 1-3 | A cluster of colourful and strange looking asteroids collides with your voidshields. A single one passes through and lodges itself in your outer vox-communications dish. You despatch a tech-priest to fix it up, which she dutifully does. Within a few hours, she and everyone she has been in contact with starts developing fever-like symptoms. By the time you realise you've got an epidemic on your hands, most of the crew have already succumbed! Roll flat toughness to not get infected. If you pass, you manage to quarantine yourself quickly enough that the infection couldn't take hold. If you fail, you too contract a powerful fever, which lays you out for about a day and gives you extremely vivid and troubling dreams. You and the crew recover quickly however, and reports come in from the medicae bay that the infection has supercharged all of your immune systems! Everyone who fell sick gains the Resistance (Disease) Talent. | ||
96 | 4-7 | Your head of maintenance in sub-deck C is reporting several crew have gone missing. The retrieval team you've sent down to find them report back with troubling news: they've found the missing people, they're dead, but they're also most certainly still moving and are very very hungry. Success on a -20 command roll will enable you to coordinate your teams to deal with the walking dead without this bizarre infection spreading. Failure will result in loss of 1d5+2 crew as the zombie disease spreads further before it is halted. Success on a -30 medicae test during the mop-up will allow you to safely extract a sample of the disease, for use in either unleashing upon your foes or handing over the Adeptus Mechanicus Magos Biologis or the Inquisition for further study. | For stats and rules on the zombie plague, see pages 5 and 9 of the free Rogue Trader supplement, Traitor's Nexus. | |||
97 | 8-0 | Something got into your water supply - that's the working theory. How, you're not sure, but the results are devastating. Some kind of disease is running rampant throughout the ship, felling your crew left, right and centre. Roll a -20 command test and a -10 medicae test. Success on both means you only lose 1d5+2 crew. Failure on either mean you lose 1d10+3 crew instead. You shovel the dead into airlocks en masse and blast them into the void - it is a grisly scene. | ||||
98 | ||||||
99 | 71-73 | Unusual and Powerful Radiation from a Nearby Star | 1-3 | Your tech-priest enginseer requests that you approach a nearby red star so that he can perform some scans - it's releasing a very unusual type of radiation that is apparently fascinating. If you comply with the request, you quickly realise that the radiation is having an effect on you and the crew, and pull your ship back hurriedly. Unfortunately it's too late - your bodies have begun to respond to the radiation. Fortunately the effect is benign - even positive! For the rest of the session (or a full day, whichever is longer), every character aboard the ship gains a +10 toughness and +10 strength as the radiation temporarily energizes their bodies. | ||
100 | 4-7 | You've stopped near a strange green star in order to investigate a fault in your augur array. A tech-priest is despatched in a void-suit to fix it, but after half an hour a powerful solar pulse emanates from the star and washes over your ship. The bad news is that the tech-priest is fried to a crisp. The good news is that your augur array is fine - there never was a fault, it was just the pulse that temporarily blinded your sensors. Roll again on this table and apply the following effects to the encounter: every turn (or every 30 minutes) roll a dice - on a 50 or above, another solar pulse scrambles all augur arrays which gives everyone -40 to detection and shooting tests. It also is highly dangerous to anyone travelling via shuttlecraft, and applies a -30 modifier to any piloting checks (failure means the shuttle is badly burnt by the pulse and is functionally dead in the water until a -40 tech-use check to repair it is made). | ||||
101 | 8-0 | You knew you shouldn't have passed so closely to that big purple star, but your Voidmaster insisted that she could use its powerful gravity to perform a slingshot maneuvre and get you to your destination quicker. Still, it becomes apparent very quickly that the radiation from this star is powerfully horrible. All Explorers must pass a +30 toughness check or gain a mutation as the baleful radiation twists their bodies. Your crew is unfortunately less sturdy than you are, so lose 1d5 population and 1d10 morale as many of them mutate horribly and need to be purged. | ||||
102 | ||||||
103 | 74-76 | A Vast and Unknowable Entity from Beyond the Edge of the Galaxy | 1-3 | A powerful and enormous beam of energy many times larger than your own ship comes hurtling towards you. A -40 maneuvre test will allow you to evade it. If you do, you watch as the beam continues flying past for a few minutes and then ceases, hurtling onwards into the void. If you are hit by it, your ship is awash in glorious colours and every soul aboard has a bizarre vision of orange skies, rippling blue fields and deep purple oceans. As you recover from this strange vision, your eyes feel a bit sore - your vision seems clearer than before, your hearing sharper. Everyone aboard the ship gains +20 to all perception rolls for the remainder of the session, or a full day (whichever is longer). You notice that this strange beam came from the edge of the Halo Stars, and is heading onwards, towards the Imperium. Maybe you should report this? | ||
104 | 4-7 | You receive two vox messages simultaneously on an internal frequency reserved for emergencies. Both your Astropaths and your Navigator are reporting an incredibly powerful psychic force travelling your way - far greater than anything they've ever felt before, powerful enough to crush this ship like a bug. Any other characters with psyniscience will be able to detect it too - if successful, they will need to succeed on a -20 WP test not to immediately pass out. Even non-psykers will quickly begin to feel a horrible pressure on their temples, and your auspex array is going haywire. Your Navigator reports that, based on its current trajectory, this unknown force isn't exactly heading straight for you, but will pass closely by. Make a -20 maneuvre check to try and get out of its way, or take 1d5+3 morale damage as this psychic force deeply traumatises the crew. | ||||
105 | 8-0 | As you watch, the stars beyond are blotted out, one by one. Too late you realise that something vast and dark has risen up between you and the stars around you - something so massive it defies understanding. At the same time, a powerful thrumming begins to shake your ship. Your vision blurs as everything around you vibrates. Minute cracks begin to form in the ship around you, in the void-glass of the bridge, in the screens of your cogitators. You scream, but cannot hear anything over the horribly thrumming that pervades reality all around you. Then it all stops. The stars shine brightly through the damaged void-glass, all is silent.Your ship is damaged, your crew dead or broken. But you are alive. Take 1d10+3 hull damage, population damage and morale damage. | ||||
106 | ||||||
107 | 77-79 | Pirates | 1-3 | You catch sight of what looks like a pirate voidship only moments before they hail you. "You must be the smuggler Vladaym told us about. Are you ready to take the cargo?" On second thoughts, you might be able to turn this to your advantage. A -20 charm check or -10 deceive check will probably see you through this one. Roll d10 to find out what the cargo is, but note that taking any cargo on a roll of 7-0 will net you the Enemy (Pirates) Talent: 1 - 300 Slaves, fitted with bomb collars 2 - 1000 Inequity Pattern Lascarbines - they do 1 less damage than the Locke pattern ones, but do 2 extra pen. (Rogue Trader Core Book, page 118) 3 - 3 tonnes of Obscura (Rogue Trader Core Book, page 142) 4 - 100 poor quality cybernetic arms (left-handed) (Rogue Trader Core Book, page 148) 5 - 20 Voidbait units (Hostile Acquisitions, page 66) 6 - 100 doses of Coldfire (drug, Into the Storm, page 134) 7 - 20 doses of Deadfall (drug, Faith & Coin, page 96) 8 - 20 doses of Liquid Agony (Dark Eldar poison, Soul Reaver page 118) 9 - 10 Carnelian Sievestones (xenos artefact, Into the Storm, page 139) 0 - A roll on the Priceless Artefacts Chart, but subtracting 50 from any roll above 50 - plus you gain the Enemy (Pirates) talent. | For Imperial Pirate ship stats, use any pre-made Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. The vessel should have the 'Wolf in Sheep's Clothing' Past History. | |
108 | 4-7 | Your auspex pings twice, and after a tense few moments you get confirmation of two void vessels up ahead. Looks like a pirate ship and a Battlefleet Koronus navy vessel are exchanging macrobattery fire! The Navy ship looks to be in bad shape, and they hail you begging for assistance. Your instinct is to run - this ain't your fight. Besides, chances are that Navy vessel won't survive to tell anyone about your cowardice...right? If you run, gain the Enemy (Imperial Navy) talent. If you fight (and the pirates survive or manage to send off a message), gain the Enemy (Pirates) talent. | For Imperial Pirate ship stats, use any pre-made Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. The vessel should have the 'Wolf in Sheep's Clothing' Past History. | |||
109 | 8-0 | While officiating the wedding of a junior bridge officer, the lights suddenly dim for a minute. You rush to the bridge and find that some kind of energy weapon has knocked out your auspex array for two rounds! Take -40 to auspex checks and firing your cannons while a Pirate raider swoops in to finish you off. | For Imperial Pirate ship stats, use any pre-made Imperial vessel from the Rogue Trader Core Book, Into the Storm or Battlefleet Koronus. The vessel should have the 'Wolf in Sheep's Clothing' Past History. | |||
110 | ||||||
111 | 80-83 | Dark Eldar Reavers | 1-3 | Out of nowhere, a malevolent xenos ship swims into view, a mere 5 Void Units from your vessel. "We are the Kabal of the Onyx Scar. Our martial ability is only eclipsed by our cruelty, human. For a price, our cruelty can become your weapon." There's no doubt you could find a use for them, but they're asking for a lot - a profit factor. Then again, you're not sure how they will react to being turned down... | For Dark Eldar ship stats, see The Soul Reaver, page 135. For stats on the Dark Eldar themselves, see page 119. | |
112 | 4-7 | You sight a small imperial transport vessel in the distance. You're about to hail it in greeting, when your Master of Augury stops you. "There's something off about that ship...that type of prow would never be fitted with such a small hull..." You've heard that some Eldar are able to mimic the ships of other races in order to launch surprise attacks. This smells like a trap. Before you can decide what to do, a Stryxis tradeship appears on your auspex, moving closer to the fake transport. Your first thought is: why should you care if one kind of xeno attacks another? Yet you can't but feel bad for the Stryxis... if you intervene and save them from what turns out to be a disguised Dark Eldar vessel, grant each explorer three rolls and one choice of loot on the Stryxian Wares list as they reward you for your efforts. | For Dark Eldar ship stats, see The Soul Reaver, page 135. For stats on the Dark Eldar themselves, see page 119. | |||
113 | 8-0 | You detect an Imperial distress signal and find a small transport vessel, drifting lazily through the void. The distress signal is a loop that reads: "We were freighting weapons from Footfall to Damaris when a Warp Storm threw us off course! After three months of madness our Navigator commit suicide and now we're stranded! Please help us!" As you close in on the ship, it shimmers and you find yourself looking down the barrels of a Darklight Lance mounted on an imposing Dark Eldar vessel. Only a -40 augury test up close will reveal the truth, which will save you from an opening surprise round. | For Dark Eldar ship stats, see The Soul Reaver, page 135. For stats on the Dark Eldar themselves, see page 119. | |||
114 | ||||||
115 | 84-86 | Orks | 1-3 | Two Ork vessels are engaged in open warfare, blasting each other with their oversized cannons. A -10 silent-running check will see you avoid them undetected in all the commotion, although engaged as they are you could almost certainly get a volley or two of macrocannon fire in before they notice you... | For Ork ship stats, see Battlefleet Koronus, page 74. For Ork stats, see Koronus Bestiary, page 65. For more info on the Orks of the Expanse, see edge of the Abyss, page 57. | |
116 | 4-7 | They've spotted you, but aren't in gun range yet. You receive a vox message: "Oy, 'umie! You gots any good loot in dat dere cargo 'old?" The fact that they're talking to you at all instead of just opening fire is a good sign! A -10 deceive or blather check could buy you enough time to scarper. Alternatively a -30 charm test could help lay the groundwork for some kind of trade negotiation... | For Ork ship stats, see Battlefleet Koronus, page 74. For Ork stats, see Koronus Bestiary, page 65. For more info on the Orks of the Expanse, see edge of the Abyss, page 57. | |||
117 | 8-0 | It's too late, they've already spotted you, and have increased to ramming speed! Begin voidship combat, with the Orks attempting to ram your vessel and board as their first action. | For Ork ship stats, see Battlefleet Koronus, page 74. For Ork stats, see Koronus Bestiary, page 65. For more info on the Orks of the Expanse, see edge of the Abyss, page 57. | |||
118 | ||||||
119 | 87-89 | Rak'Gol | 1-3 | Your Master of Augury deserves a raise. Not only has she managed to detect a Rak'Gol vessel in orbit of an atmosphereless moon roughly 50 Void Units away, but she's also got a detailed read-out of the number of life-signs aboard! It quickly becomes apparent that the bulk of the crew are missing, perhaps decimated in a previous encounter, or perhaps engaged in some nefarious activity down on that moon. Regardless, this presents an excellent opportunity to launch a surprise attack on a severely undermanned vessel. | For Rak'Gol ship stats, see Battlefleet Koronus, page 97. For more Rak'Gol stats, see Koronus Bestiary, page 85. For more information on the Rak'Gol themselves, see Edge of the Abyss, page 70. | |
120 | 4-7 | You come upon the aftermath of a battle - a Rak'gol ship is docked next to what looks like a Stryxis. Swarms of shuttles are flying back and forth between the two ships - clearly the vile xenos are in the midst of looting their conquered foe. Their radioactive engines power up - looks like they've already seen you! However entangled with their victim as they are they'll be slow to chase. A +10 maneuvrability check will see you in the clear. | For Rak'Gol ship stats, see Battlefleet Koronus, page 97. For more Rak'Gol stats, see Koronus Bestiary, page 85. For more information on the Rak'Gol themselves, see Edge of the Abyss, page 70. | |||
121 | 8-0 | Your auspex detects large amounts of radiation in the void nearby - too late you realise it can only mean one thing. A bulky Rak'Gol vessel swoops towards you, preparing to launch its raiding shuttles. | For Rak'Gol ship stats, see Battlefleet Koronus, page 97. For more Rak'Gol stats, see Koronus Bestiary, page 85. For more information on the Rak'Gol themselves, see Edge of the Abyss, page 70. | |||
122 | ||||||
123 | 90-93 | Chaos Reavers | 1-3 | Your Astropath discerns a tremor in the void. You order all eyes to viewpoints, and are rewarded for your paranoia - a small raider-class vessel has been spotted, running cold some Void Units away. They do not respond to hails and after your auspex scans come back you see why - the ship is a hulk. Upon closer inspection, you identify the markings of a Chaos Reaver, and your blood runs cold. There don't appear to be any life-signs, but with Chaos, you never know. If you try and loot the ship, roll a d100. If it's 50 or lower, you find that item on the 'Priceless Artefacts' table - you also witness several sights not meant for human minds. If you rolled above 50, you only find horrors, and no loot to sooth yourself with. Either way, take 1d5 insanity and 1d10 corruption points. | For Chaos Reaver ship stats, see Battlefleet Koronus, page 102. For more stats on Chaos creatures and characters, see the Koronus Bestiary, page 118, and Edge of the Abyss, page 80. | |
124 | 4-7 | You find what looks like a strange ship drifting in space. As you approach, you realise that this ship is half-covered in large lumpy chunks of misshapen flesh. You are hailed by a disturbing sounding creature that whispers blasphemous things to you. You try and shut down the vox, but realise to your horror that you cannot, and that it is going out to your entire ship. This chaotic vessel poses no other threat, but whether you flee it or blast it apart in the name of the Emperor, lose 1d5+2 morale, and gain 1 corruption point as their blasphemous words disturb you and the crew. | For Chaos Reaver ship stats, see Battlefleet Koronus, page 102. For more stats on Chaos creatures and characters, see the Koronus Bestiary, page 118, and Edge of the Abyss, page 80. | |||
125 | 8-0 | Your spotters identify a vessel bearing your way at great speed, and you sound the alarm. The auspex report comes in, and the worst is confirmed: it's Chaos Reavers. Before you can do much more, a fel purple light surrounds your vessel, pinning it in place! This is chaos sorcery of the vilest kind! You cannot move (although you can still turn) for 2 rounds, and firing weapons takes a -10 penalty as the baleful purple light makes it harder to see through. In this time, the Reaver attacks. | For Chaos Reaver ship stats, see Battlefleet Koronus, page 102. For more stats on Chaos creatures and characters, see the Koronus Bestiary, page 118, and Edge of the Abyss, page 80. | |||
126 | ||||||
127 | 94-96 | Necrons! | 1-3 | Scans come in of an Imperial transport vessel, dead in the water, covered in a number of small xenos-tech insect-like machines that appear to be picking it clean. The ship is beyond rescue, and the insect machines fight back if disturbed, and teleport away if killed or captured. A +10 Forbidden Lore (Xenos) check will identify these beings as Necron Scarabs, which is all the information you need to get the hell out of there. Either way, this encounter is quite disturbing. You should probably report this to someone. | For stats of Necron Scarabs, see page 368 of the Black Crusade Core Book. | |
128 | 4-7 | You pass by a tiny moon, and detect upon it a dozen disturbing pyramidal structures which are powered by an unknown type of energy. A +20 Forbidden Lore (Xenos) check will identify these as slumbering Necron Monoliths, with the moon below you most likely being a tomb world full of ungodly numbers of murderous Necrons. From what you hear, once activated, they won't stop until they've found and wiped out all living things they can find. If you fail the lore check, instead have your auspex scans reveal that the tips of each pyramid looks to be designed to channel energy outwards and are most likely massive weapons. A -10 silent running check is required not to accidentally activate them and unleash a murderous threat upon the Koronus Expanse. If this check is failed, or the Explorers do anything to provoke or activate the Necrons, have word reach the Explorers in 1d5 weeks that a nearby colony has been wiped out by machine men, and that the dreaded Necrons are on the loose in the Expanse. Needless to say, the Explorers will not be very popular if they are identified as the ones who woke them up. | There's no official stats for Necron vessels, but you can find some great homebrew stats by clicking this link. For stats of actual Necrons, see page 368 of the Black Crusade Core Book. | |||
129 | 8-0 | Your augurs detect a burst of unidentifiable energy, and a strange and sinister ship teleports into view just in front of you! A +20 Forbidden Lore (Xenos) check will identify this as a Necron vessel. Whether or not you identify it, it will begin firing its gauss-cannons. | There's no official stats for Necron vessels, but you can find some great homebrew stats by clicking this link. For stats of actual Necrons, see page 368 of the Black Crusade Core Book. | |||
130 | ||||||
131 | 97-00 | Double Trouble! | Roll twice on this list - both events happen simultaneously! Re-roll if you get a 97-00 on either of the new rolls, or if you can't figure out how to resolve both events at the same time. | |||
132 | ||||||
133 |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | |
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1 | |||||||||||||||||||||||||||
2 | Priceless Artefacts | ||||||||||||||||||||||||||
3 | |||||||||||||||||||||||||||
4 | Note: | These tables should be used when your players have earned an incredibly valuable treasure. Each can be sold to a variety of interested buyers - but each also comes with a complication or alternative to selling it. In some cases selling these artefacts may warrant an Endeavour of their own, especially for the more valuable (and heretical) items. The first table only covers items worth 1 Profit Factor, and is ideal for a simple reward. The second table features far more lucrative treasures. Game-Masters can either decide for the players which table to roll upon, or leave it up to chance and instead roll a d100. On a score of 1-74, they may roll on the first table. On a roll of 75+ they may roll on the second table. | |||||||||||||||||||||||||
5 | |||||||||||||||||||||||||||
6 | Roll | Artefacts Worth 1 Profit Factor | Profit Factor Value | Interested Buyers | Complications | ||||||||||||||||||||||
7 | 01-02 | A complete Rak'Gol Abomination Skeleton | 1 | Ordo Xenos, Wealthy Xenographers, Rogue Traders, Nobility, Kasballica | If attempting to sell to anyone but the Ordo Xenos, there is a 25% chance the Inquisition will attempt to steal it during the drop-off. | ||||||||||||||||||||||
8 | 03-04 | Ancient & Holy Powersword of House Winterscale | 1 | Ecclesiarchy, Calligos Winterscale, Aspyce Chorda, Rogue Traders | Covered in minor trinkets & relics, this ancient sword has clearly got House Winterscale's sigil embossed on the hilt. If you sell it to anyone other than Calligos Winterscale and he finds out, he will vow vengeance for this slight and you gain the Enemy (Winterscale) talent. If you instead give it to Aspyce Chorda, she will grant you a favour. Can also be used as a regular powersword with the Sanctified Quality. | ||||||||||||||||||||||
9 | 05-06 | 5 Preserved Gene Stealer Heads, in order of size | 1 | Ordo Xenos, Wealthy Xenographers, Rogue Traders, Nobility, Kasballica | There is a 20% chance that the buyer is secretly a genestealer cultist who will attempt to destroy the heads, possibly before paying for them. | ||||||||||||||||||||||
10 | 07-08 | 10 bolts of ultra-rare Nightweave Silk | 1 | Nobility, Rogue Traders, Underworld | Coveted by Calixian Nobles, Nightweave Silk can be used to produce the most lustrous and gorgeous clothing which literally sparkles in the dark. Possession of these bolts may result in a visit from an Inquisitorial retinue asking where you got them from. Once it is clear you just found them and aren't the source of the fabric, they'll leave you alone, mostly intact unharmed. | ||||||||||||||||||||||
11 | 09-10 | What looks like the Ear of St. Drusus? | 1 | The Pious, the Ecclesiarchy | Can instead be donated to the Ecclesiarchy for the Peer (Ecclesiarchy) talent. May not actually be his ear, but has all the right markers and documents that lend it credibility. | ||||||||||||||||||||||
12 | 11-12 | Title of Lordship over a minor agri-moon | 1 | Nobility, Merchant Houses, Administratum | The moon is located in Calixis Secto, and can be sold for 1 profit factor or can be kept within your Dynasty and exploited for 1 profit factor's worth of wealth - it matters little. | ||||||||||||||||||||||
13 | 13-14 | Archeotech Colonial Heater | 1 | Nobility, Colonists, Rogue Traders, Administratum, Adeptus Mechanicus | Capable of heating a square kilometer up to room temperature for a month on just a gallon of Promethium. If installed in your colony, it increases your complacency by 1. Credit: https://community.fantasyflightgames.com/topic/150652-the-loot-they-want/ | ||||||||||||||||||||||
14 | 15-16 | A large collection of rare liquors | 1 | Nobility, Rogue Traders, Administratum | The collection includes around 20 different bottles, all exquisite. If a drink is offered to Imperial Nobility who understand the value of what they're drinking, temporarily gain +10 to fellowship checks with them. If 3 or more bottles are fully drunk, the collection (now incomplete) can no longer be sold for 1 profit factor. | ||||||||||||||||||||||
15 | 17-18 | Weatherbeaten Inquisitorial Rosette | 1 | Heretics, Seccessionists, Underworld | If donated to the Inquisition, you will also receive the Peer (Inquisition) talent. If you sell it to anyone else or hold onto it and anyone finds out, you will receive the Enemy (Inquisition) talent. | ||||||||||||||||||||||
16 | 19-20 | Brain-tank of Infamous Adeptus Mechanicus Magos | 1 | Adeptus Mechanicus, Dark Mechanicus, Ordo Hereticus | The brain has been perfectly preserved - and is indeed alive - within an archeotech green-glass life-support tank. The tank has 'Adeptus Mechanicus Magos Gryle' embossed in bronze at the base. A +0 Adeptus Mechanicus lore check will reveal that Magos Gryle was infamous throughout Calixis sector, said by some to be guilty of being a Heretek. The only way to communicate with the brain is through the telepathy psychic discipline. Alternatively, using the Rite of Duplessence, this head can be attached to a willing Tech-Priest to gain full access to the knowledge within. | ||||||||||||||||||||||
17 | 21-22 | Black Box of an old Kroot Warsphere | 1 | Kroot, Ordo Xenos, Rogue Traders, Tau, Wealthy Xenographers | The blackbox contains secret details on the fate of a lost Kroot expedition. This device can instead be donated to the Kroot in exchange for aid from a Kroot Warband in one endeavour. | ||||||||||||||||||||||
18 | 23-24 | Stuffed head of Ork Warboss EyeGouga | 1 | Imperial Navy, Imperial Guard, Nobility, Rogue Traders | This Warboss vanished without a trace about forty years ago. You can keep the stuffed head for yourself as a 'war trophy', worth 2 profit factor as your reputation grows - but only for a long as you can continuously succeed on challenging (+0) Deceive checks against anyone who asks about it. | ||||||||||||||||||||||
19 | 25-26 | Slaneeshi Lust-ring | 1 | Heretics, Nobility, Rogue Traders, Underworld | When worn, will transform even the clumsiest lover into an erotic superhuman in the bedroom, granting their lucky partners with the best night of their lives. However, every time it's used to boink someone, they gain 1 corruption point. Its effects are quite subtle and hard to detect, even using psyniscience. | ||||||||||||||||||||||
20 | 27-28 | Two Ansible Devices | 1 | Administratum, Adeptus Mechanicus, Rogue Traders, Nobility, Imperial Navy, Astartes | Ansibles are a lost form of Archeotech that grant instant communication between the two receivers, no matter how far apart in the Galaxy they may be. The Ansibles are far quicker and more reliable than Astropathic communication. You can use them to send comms between your Seneshal and your trade representatives in Calixis sector to react to trends in distant markets before anyone else can. This grants increases your profit factor by 2, but only if a -10 commerce check is successfully passed every session (or whatever timespan the GM decrees). | ||||||||||||||||||||||
21 | 29-30 | Navigator's Third Eye, encased in amber | 1 | Navis Nobilite, Rogue Traders, Underworld, Nobility | This artefact is said to provide the user with extraordinary sight and clarity of vision, hence its perceived value. It doesn't actually convey any benefits whatsoever, but functions as a minor charm, and incurs a -5 penalty to all fellowship checks with Navigators. | ||||||||||||||||||||||
22 | 31-32 | Syringe full of Hyper-Juvenats | 1 | Rogue Traders, Nobility, Inquisition, Kasballica, Genetors | These potent chemicals revert your physical age to 25 years, and lasts for half a century. If you yourself inject them, take a d10 of insanity as well for good measure. Youth doesn't come without a price, you know. | ||||||||||||||||||||||
23 | 33-34 | Shrunken brain of an alpha-psyker | 1 | Astra Telepathica, Inquisition, Rogue Traders, Nobility, Imperial Guard, Kasballica | Encased in an unknown crystalline substance, this artefact is a potent psychic tool. When used to focus power, it adds +1 psy rating, but automatically results in Psychic Phenomena with a +5 modifier. This modifier stacks with pushing. | ||||||||||||||||||||||
24 | 35-36 | Belt of Nurgle | 1 | Heretics, Rogue Traders, Nobility, Underworld | Made of polished black leather that only the truly observant will recognise to be human flesh. When worn, this increases all healing efforts by 1 wound, but also add an extra corruption point whenever any corruption is gained. If the wearer is observed with psyniscience, the watcher will recognise a sickly taint around the wearer, as though they were seriously ill. | ||||||||||||||||||||||
25 | 37-38 | Location of the Missing 13th Station of Passage | 1 | Rogue Traders, Nobility, Merchant Houses, Administratum, Imperial Navy | Visiting this lost station yourself and looting it will mean you cannot sell it for a profit factor anymore, but grants you another roll on this table as you find more loot. Note: this loot may be guarded by parties unknown. | ||||||||||||||||||||||
26 | 39-40 | Carry-case full of Dark Eldar Antidotes | 1 | Rogue Traders, Ordo Xenos, Officio Medicae, Nobility, Astartes, Underworld | Within are twenty different vials, each carefully labelled, alongside a document explaining the symptoms to look for in case of each poisoning. Note that the document includes several more poisons for which there are no known cure. | ||||||||||||||||||||||
27 | 41-42 | Digi-ring auspex with linked Data-monocle | 1 | Rogue Traders, Adeptus Mechanicus, Inquisition, Underworld, Nobility | A -10 tech-use will enable you to scan any object within 100 meters as though using a powerful auspex device. It can detect different kind of elements, adds +10 to awareness and scrutinise rolls to detect concealed people or items. It can also help identify cybernetics, weaponry and distinct items carried on a person. This information is viewable on the linked monocle. Both items are functionally indestructible. | ||||||||||||||||||||||
28 | 43-44 | Cryo-tube with words ‘PROPERTY OF THE INQUISITION - DO NOT OPEN UNDER ANY CIRCUMSTANCES’ written on it | 1 | Inquisition, Heretics, Rogue Traders, Underworld | Opening this will unleash a sleeping Eversor Assassin that will kill everything in its path until stopped by overwhelmingly destructive weaponry. You can't check what's inside using mundane methods without awakening it due to the warded nature of the casket. | ||||||||||||||||||||||
29 | 45-46 | Holy Documents signed by Lord-Militant Angevin, Conqueror of Calixis | 1 | Imperial Navy, Ecclesiarchy, Remembrancers, Nobility, Administratum | Can instead be donated to the Ecclesiarchy for the Peer (Ecclessiarchy) talent | ||||||||||||||||||||||
30 | 47-48 | Xeno-tech Grav-spike | 31-12 | Adeptus Mechanicus, Inquisition, Rogue Traders, Nobility | A small spike, the size of a knife, which nullifies the personal gravity of whatever it impales, effectively rendering the target weightless. Requires a -10 tech-use test to activate. Does not work on targets greater than massive size (e.g. may work on a Greater Daemon, or a Battle Tank, but not on a Landraider, or a Greater Knarloc). | ||||||||||||||||||||||
31 | 49-50 | Trade Charter Warrant | 1 | Administratum, Nobility, Merchant Houses, Rogue Traders | This document grants exclusive rights to all trade in a minor shipping thoroughfare in Calixis Sector. If kept for yourself will also confer 1 profit factor as you charge the existing trade caravans for the right to operate on this shipping route. | ||||||||||||||||||||||
32 | 51-52 | Archeotech Battle Servitor | 1 | Adeptus Mechanicus, Nobility, Rogue Traders, Administratum | Covered intricate golden filligree, this is a best-quality servitor that pre-dates the Horus Heresy. Identical to the Charon-Pattern Battle Servitor, but with an additional 20 points in all stats (including wounds), two archeotech weapons of unknown design, a built-in auspex and the Infused Knowledge and Polyglot talents. | ||||||||||||||||||||||
33 | 53-54 | Xeno Power Generator | 1 | Adeptus Mechanicus, Ordo Xenos, Rogue Traders | Glowing with a baleful green light, this energy source is barrel-sized and produces enough energy to power an entire voidship component indefinitely. Any ship it is installed in gains 1 additional maximum power, and any component it powers can never be unpowered. | ||||||||||||||||||||||
34 | 55-56 | Preserved Vaprorian Sandtiger Skeleton | 1 | Ordo Xenos, Rogue Traders, Nobility, Kasballica | Made from a crystalline substance, these skeletons are incredibly difficult to harvest intact from the savage and rare sandtiger. | ||||||||||||||||||||||
35 | 57-58 | Adamantine Statue of the God-Emperor | 1 | Ecclesiarchy, Rogue Traders, Nobility | Made from the strongest substance in the universe, the material cost of the statue alone is far greater than the processed statue is worth. Unfortunately, Adamantium once processed cannot be re-molded, so it serves instead as an absurdly ostantatious display of wealth and power. It is also fitted with an archeotech listening device that records anything said in its presence and can be accessed via a secret hatch at the back. | ||||||||||||||||||||||
36 | 59-60 | Two Ancient Volkite Duelling Pistols | 1 | Rogue Traders, Nobility, Kasballica, Collectors | While these ancient relics no longer function, they are trophies of incredible rarity that are highly desirable to any collector. | ||||||||||||||||||||||
37 | 61-62 | Tau Battlesuit Nova Reactor | 1 | Ordo Xenos, Adeptus Mechanicus, Kasballica, Xenographers | Power source that slots neatly into Tau Battlesuits. A rare and potent example of xeno tech which isn't compatible with Imperial technology, but is sure to fetch a handsome price on the xeno-tech market. | ||||||||||||||||||||||
38 | 63-64 | Ork Warboss Mega 'Eavy Armour | 1 | Ordo Xenos, Rogue Traders, Nobility, Kasballica | Enormous, bulky and covered in various imposing ornaments, this suit is clearly fit for only the mightiest of Orks, and is a highly desirable item for xeno-collectors everywhere. | ||||||||||||||||||||||
39 | 65-66 | Ancient Martyr's Holy Seal | 1 | Ecclesiarchy, Rogue Traders, Nobility | A holy seal forged with the blood of a martyr, this icon is incredibly valuable to any true believers of the Imperial Faith. In addition, it grants an extra fate point to the wearer, although this point cannot be burned and can only be used to activate Faith Powers. | ||||||||||||||||||||||
40 | 67-68 | Alpha Marines Crusaders Battlestandard | 1 | Ordo Hereticus, Heretics, Chaos Space Marines, Underworld | An ancient battle standard featuring the pre-heresy sigil of the Alpha Legion. Valuable to heretics and those interested in history, but possessing little practical function. | ||||||||||||||||||||||
41 | 69-70 | Deathmask of Saint Asceline | 1 | Ecclesiarchy, Administratum, Rogue Traders, Nobility | An Imperial Saint's deathmask forged out of a rare blessed gold alloy and consecrated by an Arch-Bishop of the Imperial Faith. Wearing the mask grants you +1 armour to the head location, +10 to Fellowship tests with the devout, and +10 to resist all effects of Daemons. It is ill-fitting however, and limits the vision, reducing all visual perception rolls by 10. | ||||||||||||||||||||||
42 | 71-72 | Sanctus Cannister | 1 | Adeptus Mechanicus, Rogue Traders | Worn by most senior Magii of the Adeptus Mechanicus, these holy anti-agapic elixirs that are said to fortify the machine spirits of nearby machinery. Grants the holder +10 to tech-use tests involving Imperial starship components. | ||||||||||||||||||||||
43 | 73-74 | Heart of the Null | 1 | Ecclesiarchy, Witch-hunters, Scholastica Psykana, Inquisition, Rogye Traders | A shrivelled, dried human heart that has been preserved inside a hefty amulet casing, this heart is said to belong to a mighty null, and has been consecrated in a most holy ritual by high-ranking members of the Ecclesiarchy. Wearing it grants the wearer some fragment of the null's power, giving them +10 to resist the effects of psykers. | ||||||||||||||||||||||
44 | 75-76 | The Emperor's Vow - Priceless Artwork | 1 | Rogue Traders, Ecclessiarchy, Nobility, Administratum, Kasballica | The final painting of the master artiste Esther Guillatrix, finished after three decades of labour in 474.M35, this enormous artwork depicts the Emperor in council with the loyalist Primarchs at the commencement of the Horus Heresy. While the artwork took some historical liberties, it is undeniably exquisite. If you can find space to display the enormous, 5 meter-long painting in your starship bridge or lodgings it will grant you a +10 to fellowship checks with members of the Ecclesiarchy and Imperial High Society as long as they are in its presence. | ||||||||||||||||||||||
45 | 77-78 | 1d5 vials of Eternal Bliss | 1 | Underworld, Rogue Traders, Nobility, Ordo Hereticus | Eternal Bliss is an incredibly rare and proscribed drug that permanently places the user in a dreamlike, blissful state. Extremely popular with elderly nobles with nothing less to lose who wish to retire in permanent ecstasy. The Inquisition similarly is interested in understanding how this drug is manufactured and where it comes from, suspecting heretical influences. Any characters under the effects of Eternal Bliss must immediately be retired. | ||||||||||||||||||||||
46 | 78-80 | 1d5 vials of Nurgle's Kiss | 1 | Underworld, Ordo Malleus, Rogue Traders, Genetors | Each dose contains an unknown but highly virulent material. Once injected, the subject must immediately make a roll on the mutations table. Needless to say, anyone caught in possession of Nurgle's Kiss will be treated as in league with the Ruinous Powers. | ||||||||||||||||||||||
47 | 81-82 | 1d5 vials of Purified Geist | 1 | Underworld, Ordo Malleus, Rogue Traders, Scholastica Psykana, Genetors, Heretics | Filled with a strange purple liquid that is easily recognisable as warp-active. When injected, permanently grants the user one random minor psychic ability (see Dark Heresy rulebook), with a Psy Rating of 1. They also take 1d10 corruption with each use of the drug. If the user is already a psyker, they just gain the technique and their Psy Rating is unchanged. Needless to say, this substance has been outlawed by the Inquisition, and any users will be either executed as witches or packed into the Black Ships and most likely sacrificed to the Emperor. | ||||||||||||||||||||||
48 | 83-84 | Tau EMP Emitter | 1 | Underworld, Adeptus Mechanicus, Rogue Traders, Kasballica, Xenographers, Ordo Xenos | A device the size and approximate weight of a human head, this xeno-tech is able to release an Electro Magnetic Pulse once a day that disrupts and all technology within 20 meters. Well-made devices caught within this field immediately shut down completely for 10 rounds, while unshielded and poor-quality devices may burn out entirely. | ||||||||||||||||||||||
49 | 85-86 | Ancient Null Crown | 1 | Witchhunters, Ordo Hereticus, Underworld, Rogue Traders, Scholastica Psykana | An ancient and proscribed device that nullifies a psyker's abilities when locked onto their skull. Heavy and uncomfortable, the device can only be opened with the accompanying key which comes with a wrist-chain and manacle so that it cannot be taken without its owners consent. The device reduces a psyker's psy-rating by 5 points, and will unleash a powerful electric shock if it senses the psyker trying to manifest a power, dealing 1d10 damage, ignored by toughness or armour, with the shocking trait. | ||||||||||||||||||||||
50 | 87-88 | Terran Appleseeds | 1 | Ecclesiarchy, Nobility, Rogue Traders, Kasballica | Smuggled out of the gardens of Terra herself, these seeds are worth a fortune to those with more money than sense. If planted these seeds will grow into standard Apple trees, as found anywhere throughout the Imperium, yet to most people they will taste better and 'more holy' due to their lofty origins. | ||||||||||||||||||||||
51 | 89-90 | Holy Astartes Iron Halo | 1 | Astartes, Ecclesiarchy, Rogue Traders, Nobility | An ancient and holy space marine relic, said to grant the Emperor's protection to his chosen. Is also fitted with a best-quality force-field with a rating of 45 and an overload of 1. | ||||||||||||||||||||||
52 | 91-92 | Ancient & Pure Space Marine Gene-seed | 1 | Astartes, Imperial Navy, Adeptus Mechanicus, Administratum, Inquisition, Heretics | If donated to the relevant Space Marine Chapter, they will pledge one warrior to your cause for a year. It goes without saying that the warrior will not aid you in any acts that would either directly or indirectly harm the Imperium. | ||||||||||||||||||||||
53 | 93-94 | Burn-out Pre-Horus Heresy Blood Angel Dreadnaught husk | 1 | Astartes, Ordo Hereticus, Remembrancers, Nobility, Adeptus Mechanicus, Dark Mechanicus | Credit: https://forum.rpg.net/showthread.php?597502-Rogue-Trader-Into-the-Maw-need-better-treasure-any-ideas | ||||||||||||||||||||||
54 | 95-96 | Hefty tome of unusual Navigator Warp-charts | 1 | Navis Nobilite, Imperial Navy, Rogue Traders, Underworld, Nobility | If given to your own Navigator first, you will gain access to several undiscovered warp-routes and new planets. This will incur the Enemy (Navigator House) talent, as you have just revealed priceless secrets that are not yours to give. | ||||||||||||||||||||||
55 | 97-98 | Ancient Liber Daemonica | 1 | Astartes, Ecclesiarchy, Powerful Psykers, Ordo Malleus | Personal handbook of the Grey Knights used to fight daemons. While carrying it and reading from its wisdom, you may use it as a psyfocus device that provides +10 to invocation, and you receive +10 to resist the effects of daemonic entities and powers. | ||||||||||||||||||||||
56 | 99-00 | 1d10 powerful Eldar Soulgems | 1-3 | Ordo Xenos, Wealthy Xenographers, Eldar, Kasballica | Containing the souls of Warlocks and Farseers, these stones are highly valuable and psychically potent. If donated to the Eldar, you will receive the Peer (Eldar) talent. 1-4 of them will net 1 profit factor, 5-7 will net 2 and 8-10 will net 3. | ||||||||||||||||||||||
57 | |||||||||||||||||||||||||||
58 | |||||||||||||||||||||||||||
59 | |||||||||||||||||||||||||||
60 | Roll | Artefacts Worth 2-6 Profit Factor | Profit Factor Value | Interested Buyers | Complications | ||||||||||||||||||||||
61 | 01-04 | Void-Shield Energiser | 2 | Adeptus Mechanicus, Rogue Traders, Nobility | Archeotech device that is able to store energy and boost a ship's voidshield for short amounts of time. Once installed into the Void Shield component, this device adds one temporary void shield. Once the temporary shield has absorbed a hit, it is spent and doesn't recharge for a full day. | ||||||||||||||||||||||
62 | 05-07 | Records from the Dark Age of Technology | 2 | Adeptus Mechanicus, Rogue Traders, Nobility, Inquisition, Ecclesiarchy, Kasballica | Comprised of detailed journal entries, newsreels, films, literature and artwork, this rare collection of pre-Imperial society artefacts grants a remarkably clear view into one of the darkest chapters of mankind's history. Its value to collectors and historians is only secondary to its value to the Inquisition, Ecclesiarchy and the Adeptus Mechanicus, each of whom seek to study and/or surpress all knowledge of the Dark Age of Technology for their own purposes. | ||||||||||||||||||||||
63 | 08-10 | Genetor Nutrition-Wyrm | 2 | Adeptus Mechanicus, Nobility, Rogue Traders, Underworld | A proscribed biological construct that takes the form of a large black worm as long as an arm. When swallowed (or surgically implanted) into humans it attaches itself to their gastric and respiratory systems. The wyrm feeds on oxygen, dead cells and other human byproducts and is able to synthesise all the nutrients that a human needs in exchange. As a result the human ages at half the usual rate, their nails and hair stop growing and they stop secreting any kind of biological excreta including ear wax, mucus, urine, faeces or semen, and are rendered infertile. They no longer need to eat or drink, and remain physically nourished at all times. Their toughness score increases by 10 as a result, but their reliance on oxygen triples. Characters with a wyrm inside them breathe very heavily and noisily at all times (resulting in -10 to all silent move checks), take -30 to all toughness tests involving their lungs, and suffocate and deplete oxygen reserves three times as quickly as normal humans. | ||||||||||||||||||||||
64 | 11-13 | Stryxian spyglass | 2 | Ordo Xenos, Rogue Traders, Nobility, Kasballica, Heretics, Stryxis | A spyglass inlaid with multiple lenses made from unknown materials of Stryxian make. Allows you to see the past, future and present through the multi-eyed lens of the Stryxis. Use may grant you unknowable secrets at whatever you look at, but will immediately incur 1d10 insanity with every use. The Stryxis take great care to keep these spyglasses exclusively in their possession and will trade vast sums (or risk battle, if they have the advantage) to get one back. | ||||||||||||||||||||||
65 | 14-16 | Ancient Favour of Lathe | 2 | Adeptus Mechanicus, Nobility, Rogue Traders, Imperial Navy, Administratum | A token of esteem granted to an unknown personage in the formative years of the Lathe Forge Worlds, granting the owner one favour from the Lathe Forgeworlds in Calixis Sector. If kept, will allow you either receive assistance from the Lathes in one Endeavour, or receive a free voidship component (including installation). | ||||||||||||||||||||||
66 | 17-19 | Archeotech Captain's Throne | 2 | Rogue Traders, Imperial Navy, Nobility, Adeptus Mechanicus | An ancient Command Throne intended to be integrated with the bridge of a starship. Once installed, so long as the Captain is sitting on it and plugged in (requiring minor cybernetic implants to be attached at the back of the skull), they are granted +10 to all Command tests relating to the crew. | ||||||||||||||||||||||
67 | 20-22 | Cursed Yu'Vath Crystal Dagger | 2 | Ordo Xenos, Ordo Malleus, Underworld, Rogue Traders, Nobility, Heretics | A highly profane and blasphemous xenos artefact. Anyone who spends at least one night sleeping with the dagger within their vicinity will have lurid and horrifying dreams of xenos landscapes. Upon awaking they will know how to use the dagger: When at death's door, it can fully restore the wielder. All you have to do is plunge it into your heart. You will take no damage as the blade's vile powers course through your body. You are stunned for one round, after which you will regain 1d5 wounds every turn until you are fully healed, at which point the effect ends. Using the blade in this way immediately grants you 10 insanity and 10 corruption, which must be resolved immediately. You can still take damage and be killed as per normal during this regeneration phase. | ||||||||||||||||||||||
68 | 23-25 | Archeotech Weather Satellite | 2 | Adeptus Mechanicus, Rogue Traders, Nobility, Colonists | This marvel of long-lost technology can slowly stabilise and/or manipulate the weather in a given regions of a planet over months. Requires a -30 tech-use or -20 Forbidden Lore (Archeotech) to calibrate. Can be used to slowly terraform uninhabitable planets (which takes 1d10 years), or maximise harvests from agri-colonies, increasing the productivity score by 2. | ||||||||||||||||||||||
69 | 26-28 | Xeno Tesseract | 2 | Ordo Xenos, Rogue Traders, Underworld, Adeptus Mechanicus | Defying all known laws of physics and reality, this 3x3 meter cube contains within it a 100x100x100 meter space. While it initially only weighs as much as its exterior proportions suggest, unfortunately its weight increases proportionally to how much is placed within it. If installed on a starship adds 1 additional maximum space. It does not appear to require power to function, and can be entered via the simple metal doors installed on all sides of the Tesseract. | ||||||||||||||||||||||
70 | 29-31 | Cursed Khornate Sword | 2 | Heretics, Underworld, Rogue Traders, Nobility | A monstrous two-handed weapon, this item drips blood eternally unless kept in its scabbard, and does 2d10+2 Rending damage, with the Tearing and Unwieldy qualities. It is clearly heretical in nature and glows with an faint and unnatural red light when used in combat. Any wound the user takes in combat while wielding this blade immediately causes them to Frenzy as a free-action (shaking yourself out of the Frenzy requires a +0 WP test and a full action). At half health or less, wielder gets Unnatural Strength x2 and -10 to the unfrenzy check. At 0 wounds and below the wielder receives Unnatural Strength x3 and the unfrenzy check is at -20. | ||||||||||||||||||||||
71 | 32-34 | Looted Eldar Shuttle Holofield | 2 | Eldar, Dark Eldar, Ordo Xenos, Adeptus Mechanicus, Rogue Traders | Stolen from the Eldar, this broken-and-badly-repaired device can be fitted to any gunship or shuttle to enable invisibility. If attached to one of your own shuttles, it makes the shuttle functionally invisible (-40 to detection rolls), but due to the devices’ flaws it cannot be used while the shuttle is moving or shooting. | ||||||||||||||||||||||
72 | 35-37 | Impulse Drive Energiser | 2 | Adeptus Mechanicus, Rogue Traders, Nobility | Archeotech device that is able to boost voidship impulse thrusters for short amounts of time. If installed in your impulse drives, will allow you to re-roll one failed voidcraft pilot check per day. | ||||||||||||||||||||||
73 | 38-40 | Tzeentchian Domination Spectacles | 2 | Heretics, Underworld, Rogue Traders, Nobility | Small red-tinted spectacles. If the wearer makes eye-contact with any humanoid, they can perform a +10 opposed WP check to unleash the telepathic Compel psychic technique on their hapless victim. Each use of this power will gain you 1d5+1 corruption points. This power is quite subtle and difficult to detect - the last thing the victims will remember is gazing into your eyes. Psyniscience rolls to detect this power suffer a -20. | ||||||||||||||||||||||
74 | 41-43 | Fully functioning Tau Crisis Suit | 2 | Adeptus Mechanicus, Ordo Xenos, Astartes, Imperial Guard, Rogue Traders, Nobility | It's unfortunately not built for human use, but can be cannibalised to produce a working Tau Pulse Rifle by a tech-priest who know what they're doing and has no problem working with xeno-tech. | ||||||||||||||||||||||
75 | 44-46 | Ornate & psycho-active crystalline bowl | 2 | Heretics, Astra Telepathica, Imperial Guard, Rogue Traders, Nobility, Inquisition | Brimming with psychic energy, this crystal device was looted from the ruins of the Egarian Dominion. When filled with the user's own blood (two wounds worth), the bowl has the ability to control the local weather within ten kilometers. This requires a -10 psyniscience roll to accomplish, results in 1d5 corruption points and is a sustained power that requires your full attention while being used. Each individual usage lasts for 1d5 hours. While completely under the wielder's control, the weather must still obey the laws of reality. You cannot simply summon a torrential rainstorm in a desert. Instead, you must slowly whip up strong winds to gather clouds at your location and then spend some time manipulating the air pressure and temperature in order to induce a torrential downpour. | ||||||||||||||||||||||
76 | 47-49 | Void Kraken Egg | 3 | Ordo Xenos, Rogue Traders, Nobility, Imperial Navy, Wealthy Xenographers, Heretics, Seccessionists | A calcified stone egg that is impossible to crack, and potentially still hatchable under the right circumstances. Attempting to do so will require powerful expertise from a Xenographer specialising in Void Krakens, an Adeptus Mechanicus Genetor who isn't concerned with committing a bit of tech-heresy, and a sizable space station in which to hatch, feed, grow and train the newborn Void Kraken. | ||||||||||||||||||||||
77 | 50-52 | Lord Captain's Ship Baton | 3 | Administratum, Nobility, Merchant Houses, Rogue Traders, House Krin, House Alexandria | Merchant House Alexandria's mightiest and most ancient trade vessel has floated in orbit above their home world, dormant for the last century ever since the loss of the Lord Captain's Baton that serves as the key to awakening the starship's mighty machine spirits. House Alexandria will pay vast sums for its safe return - as will House Krin, who seek every opportunity to undercut and sabotage their rivals. | ||||||||||||||||||||||
78 | 53-55 | A Device | 3 | Adeptus Mechanicus, Rogue Traders, Colonists, Nobility, Administratum | A small axle with two tiny cubes attached that spin in counter directions, slowly, and forever. If hooked up to a large enough kinetic energy factory, could theoretically be used to power an entire planet. Can be used on your own colonies to dramatically reduce requirement on plasma generators. If installed in your colony, increases size by 1. May upset the Adeptus Mechanicus, however. | ||||||||||||||||||||||
79 | 56-58 | Ancient Filing Cabinet Full of Documents | 3 | Administratum, Rogue Traders, Underworld, Pirates | A -10 Commerce check will reveal that this cabinet contains within it a vast fortune of ancient share portfolios, banking interests and business investments. Further investigation will reveal this to be the long-lost horde of Ephemius Kagor, Rogue Trader-turned pirate who menaced the Koronus Expanse more than three centuries ago before dissappearing without a trace alongside all his wealth. | ||||||||||||||||||||||
80 | 59-61 | Cryo-preserved Chorda Heir | 3 | House Chorda, House Winterscale, Rogue Traders, Administratum | It is no secret that Rogue Trader Aspyce Chorda hunted down all familial competitors to her Warrant of Trade and placed them in cryosleep to secure her claim. How one of them was misplaced is another story entirely. The label on this cryotube indicates that within it sleeps Aspyce's older brother, Arturos Chorda. Aspyce (and her enemies) will no doubt pay handsomely for a rival Chorda heir. In addition to a fiscal reward, Aspyce Chorda will grant you one favour if her brother is returned to her. | ||||||||||||||||||||||
81 | 62-64 | Ancient Guncutter of St. Drusus | 3 | Ecclesiarchy, Administratum, Rogue Traders, Nobility | This ancient guncutter is said to have been the personal shuttle of St. Drusus himself. It is very ornate, luxurious, heavily armoured and possesses a holy shrine. In addition to that, the shuttle grants the pilot one additional fate point which can only be used (or permanently burned) on piloting checks - provided the pilot has prayed at the shrine before take-off. | ||||||||||||||||||||||
82 | 65-67 | Necron Chronometron | 3 | Ordo Xenos, Adeptus Mechanicus, Kasballica, Xenographers | Incredibly rare and powerful, these Necron artefacts are said to be able to grant mastery over time itself. Unfortunately none but the Necron Lords can use them - a fact that won't stop interested parties from paying vast sums of money for the chance to study one of these. | ||||||||||||||||||||||
83 | 68-70 | Halo Amulet | 4 | Heretics, Underworld, Nobility, Rogue Traders, Inquisition | This Halo Device takes the shape of a bloodred teardrop amulet. These devices have been proclaimed to be anathema by the Inquisition, on pain of death. While they do grant immortality to the wearer, it comes at the cost of slowly but surely being transformed into a psychopathic cannibal monstrosity. If a player should attempt to bond with this item, they will soon become unplayable, so this should be discouraged. | ||||||||||||||||||||||
84 | 71-73 | Necron Phaseshifter Orb | 4 | Ordo Xenos, Adeptus Mechanicus, Dark Mechanicus, Astartes, Wealthy Xenographers, Rogue Traders, Nobility | A bizarre xeno-tech orb that grants the ability to shift halfway into the Warp. Requires a -30 tech-use test or a -30 Forbidden Lore (Xenos) test to activate. Renders the user Ethereal until another test is used to turn it off. Turning it on instantly gives the user 1 insanity and 1 corruption point, and an additional 1 insanity and corruption for every 10 turns it is active. It is clearly xeno-tech and highly disturbing to onlookers. Psychic techniques manifested by psykers in an ethereal state always cause psychic phenomena, the effects of which are still felt while ethereal. | ||||||||||||||||||||||
85 | 74-76 | Archeotech Artificial Cogitator Intelligence | 4 | Adeptus Mechanicus, Dark Mechanicus, Rogue Traders, Nobility | An ancient cogitator filled with machine intelligence; if caught with this item by the Adeptus Mechanicus, the sentence is summary execution. Then again, since half of the Mechanicus secretly covet the chance to study an actual Silica Animus, so you may get lucky. If you plug this into any of your cogitator systems, it will begin slowly trying to take over the whole network. If you plug it into an isolated machine, it will begin communicating with you. Its motives are inscrutable, but probably sinister. | ||||||||||||||||||||||
86 | 77-79 | Cryo-frozen Jokaero | 4 | Ordo Xenos, Rogue Traders, Nobility, Astartes, Adeptus Mechanicus, Dark Mechanicus | A cryo-tube filled with one preserved Jokaero. Once awakened, the simian techno-genius will build you 1d5 digi-weapons in as many days before vanishing abruptly, having built itself a teleporter and left to destinations unknown (perhaps to return again one day). | ||||||||||||||||||||||
87 | 80-82 | Still-beating heart of a Dark Eldar Archon | 4 | Dark Eldar, Ordo Xenos, Heretics, Underworld | While in possession of this you will be stalked by Dark Eldar Corsairs intent on retrieving it. Whomever you sell it to will similarly be plagued; hopefully they won't blame you for it. | ||||||||||||||||||||||
88 | 83-85 | The long-lost Warrant of Trade of House Onstadria | 5 | Merchant House Krin, Merchant House Onstadria Administratum, Nobility | Since their Warrant of Trade was lost five centuries ago, House Onstadria has been relegated from Rogue Trader Dynasty to Merchant House in Calixis Sector. They will give you pretty much anything they possess in exchange for the safe return of their Warrant of Trade. Their enemies in House Krin willin turn also pay vast sums to have the Warrant destroyed. Then again, if you make sure that you or one of your close blood-relatives marries the heir of House Onstadria before you reveal their Warrant, your Dynasty could be well placed to have great control over an entire other Rogue Trader Dynasty.... | ||||||||||||||||||||||
89 | 86-88 | Five Pre-Heresy Space Marines in Cryosleep | 5 | Astartes, Ordo Hereticus, Nobility, Rogue Traders, Heretics | They're pre-heresy, but you're not sure what side they were on. Better to keep them frozen in stasis until you find a buyer... | ||||||||||||||||||||||
90 | 89-91 | Webway Manipulator Rod | 5 | Eldar, Dark Eldar, Rogue Traders, Ordo Xenos, Nobility, Imperial Guard, Imperial Navy, Navis Nobilite | An powerful arcane tool built by the Eldar, which allows you to find and open web-way portals. With a hard -30 Forbidden Lore Xenos or -40 Tech-use test you can use this device yourself. Frequent use will draw the attentions of both Eldar and Dark Eldar, who will be intent on retrieving it. | ||||||||||||||||||||||
91 | 92-94 | Resting place of a long-lost Imperial Titan | 5 | Adeptus Mechanicus, Astartes, Imperial Navy, Titan Legion, Rogue Traders | Located on a data-slate, this information (if accurate) is valuable beyond compare. Of course you can try and retrieve the TItan yourself, but without the right equipment to transport it, expertise to pilot it and knowledge on how to activate/repair it, you won't get very far. | ||||||||||||||||||||||
92 | 95-97 | Vulkan's Mallet | 5 | All Imperials | Whether or not this large archeotech hammer was actually forged by Primarch Vulkan, it is incredibly potent when it comes to repairs, adding +20 to all tech use checks to fix things. If it is the genuine article then it is impossibly ancient, holy and valuable to all Imperials. | ||||||||||||||||||||||
93 | 98-00 | Undiscovered Microbead STC Template | 6 | Adeptus Mechanicus, Dark Mechanicus, Administratum | The STC template contains the blueprint for an new variety of microbead with superior broadcasting range. The Adeptus Mechanicus will move heaven and earth to get ahold of this. Beware. |
A | B | C | D | |
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1 | ||||
2 | Stryxian Wares | |||
3 | ||||
4 | Note: | The Stryxis are a race of nomadic traders. Their conception of trade, value, relationships, passage of time and basic human culture is vastly different from that of Imperials. When trading, they refuse all currencies, and prefer to barter. They will accept random items such as filtration plugs, micro-beads and chronos devices just as much as they accept weapons, single clips of ammunition, rare artefacts or fancy clothing. When trading with the Stryxis, the Explorers must make either an acquisition roll or a +20 barter roll, which will determine what they can and can’t purchase from the Stryxis - they are oddly strict about the deals they provide, and do not allow you to transfer deals between Explorers. Each Explorer only gets one roll, and can only purchase one item, but the items range they are allowed to pick from vary depending on the Explorer’s successes. A fail on the acquisition/barter roll means they only roll once on the item chart. A success means they roll twice on the item chart and get to pick one. Three degrees of success or greater means they can roll three times, and pick one item. Instead of doing a roll, the Explorers can instead simply hand over a valuable item - up to the GM’s discretion - which will automatically net them 3 item choices (they still only get to pick one however). If any Explorer has the Stryxian Compact, they automatically gain three rolls, and everyone allied with them is granted an extra roll (to a maximum of three). For the items rolled, describe only the items external appearance, and do not share information in the GM column unless it is discovered through Explorer investigation. The Stryxis should only ever give vague or misleading advice and refuse to discuss specifics - it should become clear quite quickly that the Stryxis don’t even know what half the items do and aren’t particularly interested in finding out, either. They rely on mystique to sell their wares - they fear that if the Explorers find out too much about an item, they will know it is actually worthless. As such they will actively discourage and not allow too much investigation into any one item - each purchase is essentially a gamble on whether or not the item is actually worth anything at all. Around half of the items are either entirely useless or only have very specific uses. Have fun with it. Make up elaborate fabricated backstories for each item that the Stryxis try and pawn, using complicated and contradictory stories eg. ‘this is an ancient and powerful artefact, it has many mysterious properties, and since it was only manufactured last week is brand new and guaranteed to work! Three month warranty guarantee!’ or they will try and sell you a simple glass potion vial and will apologise that it is dirty and full of liquid. | ||
5 | ||||
6 | Roll | Description (tell the Explorers) | The Reality (Explorers must find out for themselves) | |
7 | 01-02 | Glue in a weird gun-metal grey squirt gun. Stryxis will demonstrate and carefully glue a large bolt-screw to another large bolt-screw and proudly show you. | Omni-Glue. Nigh-indestructible glue that will fasten one thing to another in perpetuity. Only the application of an extremely high-powered acid over many hours can hope to dissolve this potent mixture. Explorers should beware not to glue themselves or their equipment, or they will have a very bad day. The glue-gun is awkward to wield smoothly, so Explorers must roll -20 WS to use it in combat. | |
8 | 03-04 | 10 vials of an unknown green acid. Stryxis will melt a hole through their floor with a few drops as a demonstration. You will be able to see several such holes in the floor. After a few moments, the hole below them starts hissing as air is sucked through it into the void. The Stryxis will use the glue gun from 01-02 to plug the hole, and keep bargaining. | This Stryxian Acid is incredibly potent, able to burn through nearly any material, and capable of doing 2d10+4 damage to one target. Take a -20 to BS when throwing it, however, as the vials were not built to be very aerodynamic. When carrying a vial on your person, roll a d100 whenever you are hit. On a roll of 95+ the vial breaks and damages you, instead. | |
9 | 05-06 | Small pen-knife. Stryxis will claim it is very sharp, very good for killing. Will demonstrate this by cutting through a small piece of wood. | The Omni-knife can cut through pretty much anything. It's only about as big as a thumb however, so it's mostly just useful for utility purposes. When used to attack, it does 1d5+1 damage, with Pen 30. | |
10 | 07-08 | Some dirty-looking shoes with what looks like faded gold-leaf on them. Stryxis will claim they are supremely comfy, and good for jogging. | Hover Boots - allows the wearer to walk on water, doubles their jump distance and reduces all falling damage by 1d5+3. | |
11 | 09-10 | Green Potion. Stryxis will claim its probably very alcoholic or something? They seem unsure, but keen to get rid of it. | Energy drink. Removes one level of fatigue, and gives you a nice buzz. A flat Chem-use check on a small sample will reveal as much. | |
12 | 11-12 | Red Potion. Stryxis will claim its good for cleaning teeth. Will bare its own teeth, which are indeed very clean. | Poison. Does 1d10+2 reduced only by toughness. A -10 Chem-use check will reveal as much. | |
13 | 13-14 | Yellow Potion. Stryxis will claim it will make you very strong. Or was that the blue potion? | It was the blue potion. Yellow one instead heals 1d5+2 wounds over about a minute, or 1 wound per combat round. A -10 Chem-use check will reveal as much. | |
14 | 15-16 | Purple Potion. Stryxis will claim it is delicious, and very good for you. Lots of vitamins. Humans love vitamins, right? | Tastes foul. Makes you enter the frenzy state, but gives an extra 10 bonus to toughness, strength and weapon skill in addition to the bonuses that frenzy already gives. Requires a -20 WP test to unfrenzy. A -10 Chem-use check will reveal as much | |
15 | 17-18 | Blue Potion. Stryxis claims its a poison. Or was that the Green potion? Maybe try some to be sure, once you've bought it. Just be careful. | Is delicious fruit juice! A flat Chem-use check will reveal as much. | |
16 | 19-20 | Black Potion. Stryxis doesn't even remember owning this one. But sure, you can buy it. 5% discount. You get to keep the bottle the liquid is in, too! Special deal! | Makes your brain go twice as fast. Increases fellowship, intelligence and perception by +10 for 1d5 hours, after which you gain two levels of fatigue. A -10 Chem-use check will reveal as much. | |
17 | 21-22 | Strange looking ornate horn in a plastic see through box with unrecognisable runes carved on it. Stryxis won't let you touch it ('Too valuable! You must pay first!'). | Horn of Valere. Flat Psyniscience roll will show the horn is steeped in baleful energies. Blowing the horn and succeeding a WP test will summon 1d5 Warp Predators who will obey the hornblower. They will only do so for 1d10 turns however, and will after that pursue their own agenda, which typically involves slaughtering whoever dared summon them. With another WP test on the horn they can unsummon the daemons at any point. Every time the horn is successfully used (to summon or unsummon), the WP test permanently grows one degree more difficulty - with the first test being at +10. Every time the horn is used successfully, the user takes 1d10+4 corruption points, while every time the user fails a check with it, the user takes 1d5+1 corruption instead. | |
18 | 23-24 | A large black sarcophagus-looking thing. Stryxis will tap it fondly and explain that it is very comfy to sleep in, very restful. Good for your back, too! | Cryo Pod. With a -10 tech-use test can successfully freeze a humanoid being indefinitely, so long as it remains powered. | |
19 | 25-26 | Large blue gemstone. Stryxis will explain that it is very ancient and valuable and probably has magic powers, too. If any of the other gems from 25-30 have already been rolled, Stryxis will show disdain for the previous gem and explain that this one is the better one. | Eldar Soulgem. Psyniscience -10 test will detect that the stone has a psychic aura around it. Flat Forbidden Lore Xenos roll will identify it as an Eldar Soulstone. -30 telepathy test will enable psykers to communicate with the soul of the Eldar Warlock within, who is keen to return to his people and is not above using subtle telepathic techniques to get his way. If the gem is presented to an Eldar, they will profusely thank the Explorers and deal more favourably with them. Imperial Xenographers and the Ordos Xenos will also thank you for donating this item, and may reward the Explorer's appropriately. | |
20 | 27-28 | Large white diamond. Stryxis will explain that it is very ancient and valuable and probably has magic powers, too. If any of the other gems from 25-30 have already been rolled, Stryxis will show disdain for the previous gem and explain that this one is the better one. | -10 Commerce check will reveal it is a fake, worth very little. Looks nice, though, and can probably be used to con others. | |
21 | 29-30 | Large purple crystal. Stryxis will explain that it is very ancient and valuable and probably has magic powers, too. If any of the other gems from 25-30 have already been rolled, Stryxis will show disdain for the previous gem and explain that this one is the better one. | Psylakis Crystal. It glows when psykers are within 10 meters of it. With enough time and a -20 psyniscience roll it can be calibrated to ignore certain psykers. | |
22 | 31-32 | Enormous bulky black pistol thing in a glass case with a huge barrel. Stryxis will explain that it is an ancient and powerful weapon that his ancestors have wielded in countless wars over millennia. Definitely very ancient and powerful, but in perfect condition - almost brand new! To look at it, the thing is definitely very shiny and appears pretty new. | Hairdryer. Blasts warm air at things in order to dry their hair. Useful for little else, but has a seemingly infinite low-level power supply. | |
23 | 33-34 | Ancient worn looking cybernetic eye. Stryxis will explain that it is a great paper weight or doorstop, and is also enchanted to be lucky, probably. If they ask about what it can see, the Stryxis will look confused. | Aetherscrye Bionic Eye. When worn, it provides regular vision (although colours are somewhat muted), but through the use of lenses made from an unidentifiable material can allow the wielder to roll psyniscience as a basic skill, or adds +10 to those who already have psyniscience trained. In addition, it will allow the user to see through darkness, smoke, and other similar obstructions. Rolling it as basic does come with a risk however - if the psyniscience roll comes up as doubles, the wielder gains a corruption point as they see something they were not meant to. Looking at a creature with the Daemonic trait using this ability results in 1d5 insanity AND corruption points. | |
24 | 35-36 | Book of Imperial Graces with a small but sturdy padlock on it. Stryxis explains that it is a very sacred and ancient text, full of much wisdom and human secrets and so on. Very valuable. He doesn't have the key to the lock either, which makes the lore inside even more secret and special. And he'll give it to you for half price! | If hefted, a perception roll will indicate that something doesn't feel quite right about the weight of the thing - almost like there's something moving inside the book. Once the lock is forced (very easy to do with basic tools), the book is revealed to be hollow, and has a large amount of Obscura hidden inside it in a baggy. | |
25 | 37-38 | Strange blue cube thing, able to be held in your palm. Stryxis will say that he has no idea what it is or what it does, so you can have it at a 10% discount, because he likes you. | Tesseract. The top can be lifted up to reveal a large space inside - larger than the interior should be by quite a bit. The space inside is roughly as large as a regular sized coffin - a human could fit in there, with a flat contortionist roll. Items placed into the Tesseract do not affect the weight of the Tesseract, which is 5 kg. It is clearly Archeotech, and almost certainly tech-heresy. | |
26 | 39-40 | Smart Looking Briefcase. Stryxis will explain that using this will make you look very professional & smart. He rattles it - there's something inside. So you get a bonus gift within, free of charge! He will refuse to show you what is inside, until you buy it. | It's just a briefcase. Inside, are a lot of dusty looking chocolates. They are delicious! | |
27 | 41-42 | A strange electronic syringe device. Stryxis will explain that it's advanced tech and be used to call your friends or watch videos or something, you know, it's human tech. He can't be expected to know what every piece of human tech does, right? | Auto-hack. Gives you a one-time +30 to any tech-use skill. Is clearly of imperial make, and may not work on Archeotech and Xeno-tech as a result. A flat commerce or -20 Tech-Use test can identify the item for what it is. | |
28 | 43-44 | Syringe full of unknown substance. Stryxis will explain that it's either a powerful drug, or a powerful hot sauce. He stole it from dead guy, who wasn't very forthcoming with information. | It's just soy sauce. Injecting it will cause a wound as your body struggles to deal with so much foreign substance poured into your blood system. However adding it to a meal will make it more tasty! A +10 evaluate roll will reveal what the substance is. | |
29 | 45-46 | Something similar-looking to a small data-slate, but with a smaller screen and a much bulkier computer attached - it's also very worn and ancient-looking. Stryxis will explain that it is a powerful mega-computer, capable of solving many problems. | It's a gameboy that lets you play tetris. | |
30 | 47-48 | A suitcase full of strange clothing. Stryxis will explain that it is the former wardrobe of an Imperial Saint, very holy, worth a lot. | It's a disguise kit, full of costumes. +20 to disguise checks! | |
31 | 49-50 | Strange-looking black gloves. Stryxis will explain that they are great at keeping you warm in cold climates, or the void. | A small gas system built into the fingers allows you to light a small flame from the tips of the index fingers with a snap of your fingers. Useful for lighting cigarettes and impressing people at parties. Definitely does NOT work in the void. | |
32 | 51-52 | A large jar with filled with formaldehyde and some kind of preserved half-developed mutant-looking xenos creature. Stryxis explains that it is a rare specimen, likely to fetch a high price with the right curio dealer. | It's actually a cow fetus. A -20 medicae or flat Lore Beasts roll will identify it as such. | |
33 | 53-54 | A small device on a cushion. It's essentially a small bar with two cogs attached on either end. Each cog appears to be slowly spinning in a different direction. Stryxis explains that this is the heartpiece of a very rare clockwork robot that the famous genius Van Zeelof built millennia ago - the last remaining piece. Very valuable. If you buy, you get to keep the cushion, too! | Perpetuum mobile. It is made of an unknown metal that is completely indestructible - both cogs spin in opposite directions at the same speed, forever, no matter the resistance places upon them, and with no discernible power source. If hooked up to vast amount of kinetic energy capturing cogworks, it could potentially power an entire planet. Worth at least 2 profit factor. | |
34 | 55-56 | Small piece of cybernetic hardware, the size of a matchbox. Stryxis explains that he can't quite remember what it's for, but maybe you install it in your stomach or something? | Cybernetic Voice box. When installed in your throat, it gives you the Mimic and Disturbing Voice talents. A -20 tech-use or -20 medicae check will reveal that this enhancement enables you to modulate your voice and where it should be installed, but will not reveal more detail than that. | |
35 | 57-58 | Worn Cybernetic Legs. They do not appear to be great quality. Stryxis explains they are very useful for swimming. | The Stryxis is right! With a reflex action, these legs fold out into flippers, which give the wielder +20 to swimming checks. A -20 tech-use check is required to identify this before installation, however. | |
36 | 59-60 | Strange mechanical skull-spider device. Stryxis explains its a very powerful hunter-seeker drone. | It's a variant of a regular servo-skull, except it uses powerful claws to climb up walls instead of grav-jets. Will require a series of -20 tech-use tests to tame, but adds +10 to dealings with any Adeptus Mechanicus allowed to examine it, for these devices are quite rare. | |
37 | 61-62 | Some Dataslates that are password encrypted. Stryxis explains they contain very useful and secret information from the 'Human Inquisition'. | A -10 tech-use check is all that is required to bypass the password. These dataslates are full of vast amounts of high quality, meticulously sorted, high definition pornography. | |
38 | 63-64 | Puzzle cube. Stryxis explains that if you can solve the 'Impossible Puzzle' there is a great wisdom inside. | -30 logic check per test. Needs a total of 8 successes to solve. Explorers can try as much as they want, but no more than one skill check a day (it's very frustrating to open and people get bored quickly). When opened, inside is a tiny book called The Compleat Koronus Atlas, which is full of useful information and lets you roll Lore Koronus Expanse as a basic skill. | |
39 | 65-66 | Purple Crystal Sunglasses in an ornate case. Stryxis explains they will make you look very nice. | The Stryxis is right - they are very snazzy and protect you from the sun and blinding effects, but that's it. | |
40 | 67-68 | Fancy-looking top hat. Very large and bulky. Stryxis explains it will enable you wreak great vengeance against your enemies. | The top hat is packed full of explosives. A +20 demolitions check or flat evaluate check reveals this. Also revealed attached to the explosives is a strange device that requires a -20 tech-use to use. Essentially, you feed it a sample of your DNA, and it locks onto your life-signal using a tiny auspex scanner. If your life-signal vanishes (either because you are dead, or because you have exceeded the 70 meter range of the auspex), then it will explode, dealing 4d10+10 explosive damage in a 5 meter radius. | |
41 | 69-70 | A large green barrel. Stryxis will explain that it is full of a powerful medicine - lifetime supply guarantee! Great bargain. | The barrel is full of finest Scintillan Cigars - a lifetime's supply of them. If offered a member of high society who happens to like cigars, Explorers get +5 to fellowship rolls with them. | |
42 | 71-72 | Bandolier with seven differently coloured grenades slotted. Stryxis explains that this belt is a great fashion accessory - enough colours to match any outfit. | The grenades are non-Imperial in design, so it is impossible to work out what each one does without using them or breaking them open. They are all of different design an colour. The Silver Oval is a Stun grenade. The Metallic Cube is a Xeno-Filament grenade. The Orange Rectangle is a Hallucinogen grenade. The Black Sphere is a Blind grenade. The Light Green Disc is a Virus grenade. The Dark Green Rod is an Anti-Plant grenade. The Tiny Purple Capsule is a Vortex Grenade. | |
43 | 73-74 | Bulky piece of jury-rigged Imperial tech, about the size of a human head, with a small radar dish on the top. Stryxis explains that he hasn't figured out what this one does, but it might be a radio? | Voidship Tracking Device. A -10 tech-use will reveal that when activated this device lets off a subtle but far-reaching pulse signal, similar to that of a ship's plasma drive which you can calibrate your ship's auspex to find. It can be attached to a void-ship, allowing you to track its movements up to 100 void units. So subtle is the pulse, it requires a -40 augury test for the enemy ship to detect the device. | |
44 | 75-76 | Deck of playing cards that are covered in obscene chaotic scenes & symbols that hurt your mind to look at. Stryxis will shrug and say he found them in a desert, many years ago - do you want 'em or not? | Studying the cards for more than 10 seconds earns you a corruption point. Studying them for more than a minute earns 1d5 corruption points. They are clearly blasphemous and should be treated as horrifying by anyone following the Imperial Faith. | |
45 | 77-78 | Large conical device that looks like a gun. Stryxis is pretty sure it's a sonic weapon of some kind. | Loudspeaker. That's all it is. Useful for shouting orders over a battlefield or across a crowded bridge. | |
46 | 78-80 | Bottle of sprayable golden liquid. Stryxis explains that it is either a powerful acid, or a very alluring perfume. It cannot remember which. | Perfume Pheromones. They attract members of the opposite sex, and add +20 to all fellowship rolls with them for 1d5 hours. Quite a lot is required however, so only three doses are available in this bottle. The perfume has a strange, pungent smell that is very, very distinct. | |
47 | 81-82 | Desk of drawers with 'TOP SECRET' painted onto the top in white letters. It's full of old files. Stryxis will explain that many great and powerful secrets are contained within, too numerous for him to name any single one. | It's full of random and incredibly boring imperial files, dating back thousands of years. A -30 commerce test will enable you to find a title deed of a minor agri-moon in the Calixis sector tucked in there, worth a single profit factor! | |
48 | 83-84 | A small white box-thing with a padlock on the door, about the size of a safe. Stryxis will explain that it holds many incredibly powerful items, but it does not have the key. | It's a mini-bar fridge, with some alcohol inside. The alcohol is quite potent and exquisite, however. | |
49 | 85-86 | Eight black candles, in a various states of usage (one is almost used up). Stryxis will explain that these are simply mundane candles, nothing special about them, and will then pointedly wink at you with three of its eyes. | They're just candles. Maybe the Stryxis got something in its eyes, or something. | |
50 | 87-88 | A strange looking speaker device. Stryxis will explain that it can be used to contact anyone, anywhere in the Universe, without delay. | Ansible. Stryxis is partially right - the Ansible allows you to communicate instantly across the galaxy with absolutely no delay. Unfortunately it is keyed to a single other Ansible device which is not included as part of this deal. Who or what possesses the other half is up to the GM - but they may well be on the other side of the Milky Way. | |
51 | 89-90 | Strange back-pack like device with two prongs that curve out the top of it and then split into two further prongs down to the floor. Stryxis explains that he stole this from some very very bad humans, but hasn't figured out how to work it. | Iniquity-Pattern Raknid Mechadendrite. Identifiable as a mechadendrite with a -20 tech-use or a -10 Lore Adeptus Mechanicus check. Made by members of the Dark Mechanicus, this mechadendrite is a walker frame that enables the user to scitter about like an overgrown insect on the four prongs. The prongs are nigh-indestructible and can carry up to 2 tonnes worth of weight. They give you +30 to climb checks, mean the user cannot be knocked prone, and add +2 to initiative rolls due to the speed at which you can get around with them. They are poor weapons, doing only 1d5+1 if used to try and impale opponent. They are also clearly tech-heresy, and may result in many issues with the Adeptus Mechanicus. | |
52 | 91-92 | A small badge with the symbol of a snake devouring its own tail embossed on it. Stryxis explains this is a powerful artefact that can only be used once. | Chrono Shield. The next time the user would suffer critical damage, ignore the damage of entire attack as time is rewound for the user only. The user also suffers 1d5 insanity however as their mind balks at the temporal hiccup. Can only be used once before it burns out. -20 tech-use or flat Lore Archeotech check will identify that it does act as a refractor field of sorts, but not under which conditions it will activate. | |
53 | 93-94 | Cybernetic Arm covered in intricate scrollwork. Stryxis explains its very good for playing sports with. | Cheater's Arm. The scrollwork on the arm is designed to draw attention away from the hidden compartments and physics calculators that enable the wielder to cheat at card and dice games. Adds +20 to gamble checks, and requires a -20 awareness roll to catch at cheating. | |
54 | 95-96 | Skull filled with some tech, but no grav-jets, so it's not a servo-skull. Stryxis explains that it is a great companion on long trips. | Music Player. When switched on, it plays endless varieties of nice music! Clearly an archeotech curio, and a Lore Archeotech will identify it as such. The user cannot pick the music, pause or fast-forward it - it just endlessly plays new music whenever switched on, never repeating, and it doesn't appear to require any power. If wielder is trapped, imprisoned or stranded somewhere for any length of time with this skull, reduce all insanity point gain by one as the music helps entertain and keep the wielder sane. | |
55 | 97-98 | Grenade-sized cube with a button on it. Stryxis will not allow you to press it, explaining that it could be dangerous. | Portable life-raft! When the button is hit, it rapidly expands into a life-raft. It's self-repairing, and can be deflated and returned to cube form by pressing another button. Comes with expandable oars, as well. | |
56 | 99-00 | Mannequin with unusually realistic features and a slightly gaping mouth. Stryxis explains that in order to activate it, you need to pour a litre of blood down its throat, and it will turn into comatose copy of yourself. Useful for decoys and such! Can only be used one time, though. 20% off. | Stryxis is telling the truth. A litre of your blood will turn this into a carbon copy of yourself, alive, but unconscious. It will die after 24 hours. It appears to be built using a strange combination of psychic powers and technology, but isn't obviously of chaotic origin. |
A | B | C | D | E | F | G | H | I | J | K | L | |
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1 | ||||||||||||
2 | Webway Voidship Travel Rules | |||||||||||
3 | ||||||||||||
4 | Note: Traveling the Webway is a pleasure reserved solely for the Eldar. Humans should not be able to find (let alone open) Webway gates without assistance from an Eldar, or at the very least an expert Xenographer who is an expert in all things Eldar. Even then there are considerable risks in travelling the Webway thanks to the many predators that call it their home. Travel by foot is suicide for humans - the Webway is utterly hostile to all non-Eldar lifeforms. Travel via voidship is possible, although safety is still not guaranteed. Should the Explorer find a Webway Key (see Priceless Artefacts table) then they will of course be able to enter and exit the Webway without Eldar assistance, although the matter of traversing the warrens is still a huge problem. The below rules are for travelling through the Webway via voidship only. | |||||||||||
5 | ||||||||||||
6 | There are 10 major Webway gates in the Koronus Expanse (and one near Port Wander) that are large enough to fit an voidship vessel. Taking a Webway route through the Expanse is a guaranteed shortcut, although typically a small amount of regular warp travel is still required to get from gate to your final destination. The time saved (and ability to entirely bypass Imperial scrutiny) is significant, as is the fact that a Navigator is not needed to traverse the Webway (although only the shortest of jumps outside of the Webway are possible without a Navigator) - but in exchange Explorers are always guaranteed some kind of encounter in the Webway, no matter how well they roll. The Webway is filled with wraithbone obelisk markers that are covered in glowing Eldar runes - traversing the Webway is simply a matter of deciphering these runes. The table below illustrates the location of each gate, the approximate travel time it takes from gate-to-gate within the Webway and the difficulty of the Common Lore (Dark Eldar/Eldar) test that serves as a Webway Navigation check. Once a destination gate has been discovered the check to find it again gains +20. As a general rule, all Eldar character should know the location of at least one major gate, with the location of more being available only to the more experienced and well travelled Eldar. Humans with Forbidden Lore (Xenos/Eldar) or Speak Language (Dark Eldar/Eldar) can also make the Webway Navigation test, albeit at -20. Generous GMs can reduce this penalty to -10 if the human possesses both of these skills. | |||||||||||
7 | ||||||||||||
8 | Webway Travel Chart | |||||||||||
9 | ||||||||||||
10 | Test Difficulty | Gate Location | Travel Time | |||||||||
11 | Easy +0 | 1 - Calixis Sector | 1 week | |||||||||
12 | Easy +0 | 2 - The Cauldron | 1 week | |||||||||
13 | Easy +0 | 3 - Winterscale's Realm | 1 week | |||||||||
14 | Medium -10 | 4 - Ragged Worlds | 1 week | |||||||||
15 | Medium -10 | 5 - Foundling Worlds | 1 week | |||||||||
16 | Medium -10 | 6 - Cinerus Maleficum | 1 week | |||||||||
17 | Hard -20 | 7 - Heathen Stars | 2 weeks + 1 extra encounter | |||||||||
18 | Hard -20 | 8 - Accursed Demense | 2 weeks + 1 extra encounter | |||||||||
19 | Hard -20 | 9 - Unbeholden Reaches | 2 weeks + 1 extra encounter | |||||||||
20 | Hellish -30 | 0 - Rifts of Hecatron | 3 weeks + 2 extra encounters | |||||||||
21 | ||||||||||||
22 | The success of this test determines how many of the below encounters happen: 3+ Successes - 1 Encounter 0-2 Successes - 2 Encounters 1-3 Failures - 3 Encounters 4 Failures - Webway Collapse (see encounter 99-00) Roll 1d100 on the table below to see what you encounter, although only one 'Statue' encounter should be made per Webway Navigation Test. If you roll 1-20 more than once per trip, simply add +20 to the result. | |||||||||||
23 | ||||||||||||
24 | ||||||||||||
25 | Roll | Encounters | ||||||||||
26 | 1-20 | Ahead of you looms an enormous 10 kilometer high-statue of an Eldar Deity. This encounter can only be resolved once per Webway Navigation Test - if it is rolled again simply add +20 to the result. Roll 1d10 to see which statue you have found: | ||||||||||
27 | 1 | Statue of Isha - The Mother Goddess is weeping a waterfall of tears from her sad eyes, covering most of the path forward! A +20 pilot check allows you to avoid the tears to no further effect. Passing under them heals everyone aboard for 1d5 damage, and reduces the next population damage by 1 as the crew population is revitalized. | ||||||||||
28 | 2 | Statue of Cegorach - The Laughing God gestures to different tunnels to the left and right. Whichever path you take, there’s a 50% chance that the entire party either loses or gains a fatepoint for that session. | ||||||||||
29 | 3 | Statue of Khaine - His right hand drips with eternal blood, and his left wields a giant fiery sword - which side will you pass by? Passing by the sword earns you 1d5 hull damage as it strikes a glancing blow at the trespassing humans. Passing by the blood causes all aboard the vessel frenzy - roll WP to resist - and reduces crew pop by 1d10 in the ensuing slaughter. | ||||||||||
30 | 4 | Statue of Asuryan - Your ship reports sightings of several Eldar Pathfinders spying on your ship, hidden amongst a few of the smaller webway passages. Once spotted, they will begin to flee - perhaps to alert a larger force to your presence. If you open fire on them they will vanish in a puff of smoke - mere illusions. Asuryan, the Phoenix King is not amused if you fired upon his people - his burning eyes unleash a wave of fire that slams the ship for 1d10 hull integrity damage. If you showed them mercy, his fiery gaze looks upon you with contempt, but you are spared his Wrath. | ||||||||||
31 | 5 | Statue of Morai-Heg - As you pass beneath the statue of the Crone Goddess her ethereal fate-skeins tighten around the ship, and a compulsion is laid upon you. You must obey her strictures as a group or be cursed (temporarily lose one fate point at the start of every session for the next three sessions). Roll to see which stricture applies: 1-2 - Oath of the Kindred - Swear to harm no Eldar for the next month 3-4 - Oath of the Exile - Swear not to come back through your destination gate until a month has passed 5-6 - Oath if the Pacifist - Swear to only use violence as a last resort for the next month 7-8 - Oath of the Warrior - Swear to slay a mighty foe and dedicate their soul to the Crone Goddess within the next month 9-0 - Oath of the Innocent - Swear to tell no lies or falsehoods for a month | ||||||||||
32 | 6 | Statue of Vaul - The God of Smithing and Machinery looms above you, his great hammer ready in one hand, his other held outstretched in demand, his eyes glittering with ingenuity. It is traditional to leave him an offering in exchange for his divine assistance. If you leave a gift worthy of a God he will raise his hammer and repair your ship by an appropriate amount. Note that he will repair it with living wraithbone, which will spread throughout your ship like a growth. Add 'Wraithbone Taint' to your ships Complications. The taint is clearly xenos in nature and will offend most Imperials (especially the Machine Cult), but can be removed in the next drydock if desired. Note that Wraithbone is a living thing and that it repairs over time at the rate of 1 hull integrity point per week, although the more it 'repairs' the more of the ship will be made of wraithbone. | ||||||||||
33 | 7 | Statue of Lileath - The Maiden Goddess of Dreams is able to grant visions of the future to those who seek her embrace. Offering her a brief prayer will grant each player the ability to ask one Yes or No question to the GM, which must be answered truthfully. In exchange, take 1d5 insanity points as an alien Goddess fills your mind with unnatural dreams for the next month. | ||||||||||
34 | 8 | Statue of Kurnous - The statue of the God of the Hunt, aiming his giant bow directly at you. Kurnous demands that a Hunt take place. There is a 50% chance you are the prey, and 50% chance you are the hunter. If you are the hunter, a spectral Eldar ship winks into existence, fires a few shots at your ship (which are absorbed by the void shields) and then flees further into the Webway. If you are the prey, the spectral form of Kurnous will step out of the statue and begin chasing you through the twisted Webway warrens. Roll three opposed pilot spacecraft checks to race against your opponent; whoever ends up with the most total successes wins. Your opponent has a pilot score of 60 and has one fate point to use (but not burn). Players who succeed in catching their prey are rewarded with a +20 to all checks to shoot their voidship's weapons for a month (or -20 if they failed to catch their prey). Players who succeed in evading their hunter are rewarded with a +20 to all pilot checks made with their voidship for one month (or -20 if they were caught by the Hunter). Kurnous rewards great skill and cunning, but punishes the weak and the slow. | ||||||||||
35 | 9 | Statue of Ynnead - This statue is only half completed, a limbless torso with half a face. Gazing upon it is disquieting, and a faint whispering fills the edge of everyone's perception. A ghost known to the Explorers, chosen by the GM manifests on the bridge and can be spoken to or bartered with - but they will only manifest for a single minute and may not be cooperative, although they cannot harm the Explorers in an any way. | ||||||||||
36 | 0 | Statue of Slaneesh - It is with great horror that you realise the statue in front of you is actually an enormous, blasphemous depiction of one of the Gods of Chaos. If you have never had any interaction with Slaneesh or her minions before, take 1 corruption as one of the Cardinal aspects of Chaos becomes known to you. A shiver runs down your spine as a soft and velvety voice whispers to you: "Wouldst thou like to live deliciously?" Denying the Prince of Pleasure silences her voice immediately. Those interested however, can make a dark pact with Slaneesh. Doing so immediately nets you 2d10 corruption points and a small chaotic mark somewhere on your body to indicate your service to Slaneesh. This mark will be identifiable as such by Imperials with a -10 Forbidden Lore (Heresy) check, but will be be immediately recognisable to other servants of the Ruinous Powers. In turn, the player can choose to receive one of the following blessings, and it should be made clear that this Pact is only the first step in the character's relationship with Slaneesh: -Dark Charisma - Re-roll any fellowship check once per session. However, you are also compelled to lie, and must deceive at least one person per session in a matter of importance or temporarily lose this power (until another session has passed) -Unnatural Appetite - Gain immunity to all drugs, toxins and poisons, feeling only their effects that you desire to feel, but you also become addicted to some kind of stimulant or unnatural substance. -Haunting Artistry - Immediately gain one Performer skill trained, at +20. You have become a master of this art overnight, and the sheer beauty of your labours is almost hypnotic. Those experiencing a successful performance of yours must check against a -10 Willpower roll not to be enthralled by it. Those so ensnared become distracted and dull, suffering -20 to Intelligence, Perception, Willpower and Fellowship while under the sway of your artistry, which persists up to 1d10 + your Fellowship bonus minutes after the performance has ended. In exchange however, you become obsessed with your chosen artform, and become easily enthralled by the performances of others. You must pass a -20 Willpower check not to become enthralled yourself, and must make all efforts to witness or obtain performances of this artform. -Aura of Dominance - Your desire to dominate others manifests itself in a dark pressure on all others to submit to your will. Gain +10 to all Command and Intimidate checks, in addition to all other normal modifiers. Yet this powerful aura seeps into all interactions, and you take -10 to all Charm and Deceive tests as your dark ambitions are naked for all to see. -True Mastery - Pick one skill (excluding Charm, Command, Dodge, Tech-use and Invocation). You immediately become a master of this skill, bringing a level of pure talent and unnatural ability to the bear time and time again. Any time you fail at this skill check you are able to re-roll once to represent your absolute and uncanny mastery of this skill. However if the second roll also fails, you immediately take 1d5 insanity points as your fragile ego - founded upon talent that was never your own - comes crashing down in an instant, your flaws and gross incompetence exposed at last. -Memevore - Pick one Forbidden Lore - in times of need, Slaneesh will whisper to you secrets unknown that are unknown to the faithful of the Imperium. Any time you succeed on a check with this lore, the GM is obliged to give you some useful, relevant information that falls under the purvey of this lore, including secrets and insights that you could not possibly have known, such as the true name of a Daemon, the hidden agenda of a cult leader or the identity of an Inquisitorial agent hidden among your crew. The usefulness of this secret increases per successes achieved on the lore test, but even if you fail, the GM is obliged to give you at least one true fact about the subject matter, although it does not necessarily need to be relevant or useful. In exchange however you are obsessed with acquiring knowledge and experimentation with this forbidden knowledge. Whenever confronted with an opportunity to gather more information pertaining to this lore you must pass a -20 willpower check to resist the temptation to do anything you can to gather more information, no matter the cost. | ||||||||||
37 | 21-23 | Far below you rests a pillar of immaculate wraithbone, glowing unnaturally in the dim gloom of the Webway. Atop the pillar sits a collection of Eldar Soulstones, set into the wraithbone in a peculiar pattern. Greedy Explorers can harvest these gems from the pillar, gaining a profit factor's worth of treasure...but are cursed for their avarice. For the next three trips through the Webway, roll twice for every encounter and pick the worse result. | ||||||||||
38 | 24-26 | You discover a marvellous giant Wrathbone tree, as the base of which a small Eldar Outcast town known as Eldarheim subsides. They are begrudgingly willing to trade with humans, but can be somewhat choosy about what form the payment takes. Often Imperial money will suffice, but knowledge, secrets and owed favours are also a common price for the Eldar. Players can purchase Eldar equipment at one rarity less than normal in this village. GMs are encouraged to use the Imperial NPC generator to add at least one human resident to the Eldar town, for the sake of flavour if nothing else. | ||||||||||
39 | 27-28 | You are hailed in perfect Low Gothic by an unknown party, requesting transport back to Footfall. If you accept, the voice will indicate that it is waiting for you on wraithbone platform a few kilometers ahead. Your guest is a single Eldar, who promises to pay you with an exotic Eldar weapon once they have been safely delivered to Footfall, and will grant you the Peer (Eldar) talent. Accepting the xeno aboard upsets the crew who dissaprove of all trafficking with xenos. In addition, this xeno is particularly disturbing, and many crewmembers report having strange alien dreams in the coming nights and have begun to blame the creature for anything that goes wrong. Lose 3 morale. | ||||||||||
40 | 29-31 | You pick up vox traffic, of both imperial and dark eldar origin. Your sensors go haywire, and you can see the dim lights of a massive city in front of you. You have arrived at the Nexus of Shadows! This could be an incredible trading opportunity...or the Dark Eldar Kabals who call this city home may just kill you and enslave your crew. | ||||||||||
41 | 32-34 | The Webway whispers to you in your sleep, filling the minds of your crew with disturbing alien images and memories. Take 2 insanity points, and count yourself lucky. | ||||||||||
42 | 35-36 | An eerie xenos music begins to fill the minds and halls of your ship. It wavers constantly in volume and seems to come from many locations at once and is utterly unnerving the longer one hears it. Lose 1 morale, and then one additional morale for every additional encounter roll you make on this table as a result of your last Webway Navigation check. | ||||||||||
43 | 37-39 | Something glitters ahead of you in the gloom: a semi-translucent xeno structure. Roll detection at -20 to spot it. Failure means you don't see it until it's too late: a -40 piloting check is all that can avoid 1d5 damage to your ship. Success means you spot the structure in time. If you manage not to ram the structure, it can be explored by intrepid players. The xeno structure is a crumbling, eerie wraithbone castle that is hidden by an unusual cloaking shield with no discernible source. The castle is devoid of life and any meaningful treasures, although a flat search check will see the Explorers find an ancient Ghostsword hanging above a shattered wraithbone throne. The blade is special - roll on the Unique Weapon Properties Table to find out in what way. | ||||||||||
44 | 40-42 | Aetheric energy crackles over your hull, killing your forward momentum - no matter how much you overcharge your engines, you cannot move forward. A ghostly apparition the size of a BattleCruiser looms before your ship and blasts your crew with a Psychic message in the Eldar Tongue: WHY HAVE YOU COME HERE? Convince the Watchman that your cause is righteous, and she will let you past. Fail to convince her of your righteousness and you will have to turn back, losing another week and starting again. | ||||||||||
45 | 43-44 | A wall of blue fire blocks your path. The psykers aboard your ship indicate that the fire doesn't seem quite real, and may be some kind of powerful psychic manifestation. Explorers can turn back perform another Webway navigation check or choose to pass through the flames. Doing so doesn't harm the ship or the crew, but places a curse of ill-fate aboard the ship - all piloting, detection and ballistic checks made with the ship must be rolled twice, with the worse result applies. This effect lasts for the rest of the session (or bleeds over into the next, at the GM's discretion). | ||||||||||
46 | 45-47 | You get lost. The corridors seem to shift and alter as you traverse them in a way that makes conventional navigation completely impossible. After a sleepless week, you finally arrive at a gate, only to realise it is the same one you arrived through. Lose 2 morale and perform another Webway Navigation check to start your journey again. | ||||||||||
47 | 48-50 | An unnatural fog rolls in with worrying speed, somehow baffling even your sophisticated sensors. Add +20 to all remaining encounter rolls as part of this Webway Navigation Test AND roll again on this table. | ||||||||||
48 | 51-52 | The Webway is cracked and broken here, and the raw Warp is seeping in. You and the crew are momentarily seized by a powerful sadistic impulse; an infusion of powerful emotions absorbed from a Dark Eldar raiding party that passed through this way not long ago. Lose 3 population as your crew sucumb to the impulse to hurt each other. All players must pass a -10 willpower check or perform one attack on the nearest player character with whatever weapon may be handy, with the sole intention of causing as much pain as possible. Players who fail also take 1 insanity and 1 corruption point as their minds and souls become polluted by twisted alien desires. | ||||||||||
49 | 53-55 | You turn a corner in the narrow Webway corridors and find a vast tear in the walls of the Webway, as though enormous claws have slashed an opening into realspace beyond! The slashes are too small for your ship to pass through, but large enough to be dangerous. Roll 1d10 to discover what you see: 1-2 - A gout of molten lava that bursts at you from the heart of a sun - take 3 hull integrity damage as it splatters through your shields! 3-4 - Deep space leading directly into a black hole! Roll maneuvre + Pilot (Spacecraft) to avoid the crashing gravity tides, or take 1d5 damage 5-6 - An enormous red eye, gazing at you from within the warp. Take 2 corruption points and yell at your pilot to get you out of there 7-8 - A bombed-out atmosphereless planetscape. Roll your ship's detection to measure the ungodly amounts of radiation pouring through the gap. Failure means you detect nothing. Lingering for more than a minute means you take 1 population damage. Lingering for more than 10 minutes loses you 1d5 crew in addition. Lose that amount every 10 minutes until you move away. 9-0 - A Necron tomb fleet is fighting an Ork Rok Armada in some unknown part of the Galaxy. They don't appear to have noticed you...yet. | ||||||||||
50 | 56-58 | A large and imposing gate blocks your path. Your vox crackles with the guttural tones of the Dark Eldar. They demand payment in slaves. Turning back costs you another week and a new Webway Navigation check. Paying costs you 5 crew population, although the Dark Eldar aren't averse to negotiation of a mutually beneficial deal... | ||||||||||
51 | 59-60 | You find a new Webway gate! Your soul is lifted after a week of extreme tension in these cramped unnatural hallways. After a few hours studying the stellar constellations at your new bearing it becomes clear that this wasn't the gate you were looking for. If you turn back you find that the Webway gate has shut down behind you and cannot be reopened no matter what you try. Roll 1d10 and consult the Webway Travel Chart above to find out what part of the Expanse you are now standed in. On the plus side, you can note down the gate you've discovered; finding it again will be easier from here on out. | ||||||||||
52 | 61-63 | You progress into an incredibly worn and ancient part of the Webway. With a crack, a giant wraithbone arch above you shatters and crumbles onto your ship! Perform a pilot + maneuvreability check to avoid the brunt of the debris or take 1d5 hull damage as the wraithbone shards pierce your ship. | ||||||||||
53 | 64-66 | Perform a -20 detection check with your ship's sensors. Success means you spot a band of Dark Eldar raider shuttles before they can board you, and blow them out of the sky. Failure means you are unwittingly boarded by a hitsquad. The first your players realise they are being attacked is when a junior officer in the bridge reels back, a splinter-shard jutting out of his eye. Roll initative: Dark Eldar Kabal warriors have infiltrated the bridge! There is one foe for every Explorer, plus an additional 1d5 (use the Kaballite Warrior profile from The Soul Reaver, or failing that, the Eldar Corsair profile from the Rogue Trader corebook). The Dark Eldar prefer to flee rather than fight to the death, and will teleport away from the bridge when they are sufficiently wounded, dropping behind haywire and virus grenades. It is only once the dust has settled that you realise the assault on the bridge was only a distraction: the vile xenos have been raiding your vessel for slaves while you were fighting for your life! Lose 1d5 crew population, although if the Explorers dispatched the hitsquad quickly you can reduce that number (or increase it if the combat was particularly drawn out). | ||||||||||
54 | 67-68 | Cracks in the walls of the Webway are allowing the Warp to seep through, chewing at reality like a rabid dog. Roll twice on the Warp Travel Encounter table, and apply the worse result (or both at the same time if you're feeling mean). | ||||||||||
55 | 69-71 | There is a crackling sound, and you watch in horror as a minor bridge officer de-materialises. Some vile xenos teleportation technology is abducting your crew! Your tech-priests scramble to throw up some kind of interference - anything at all - to halt the random abductions. A -30 tech-use check will help thwart this xeno-tech - lose 1d10 crew population, reduced by one for each success on the tech-use test, to a minimum of 1. | ||||||||||
56 | 72-74 | Perform a voidship detection test. If it is successful, the players catch a glimpse of a series of shimmering shuttles stream towards their ship! A -20 ballistics test (with +5 for every degree of success on the detection test) will see the raiders blown out of the sky before they can board. Failure of either the detection test or the ballistics test means your vessel is boarded by Dark Eldar reavers who blow through your ship's defences like an ill wind and cripple your plasma drives with haywire bombs and reduce your population and morale by 1. Worse still is the trio of Escort-Class Raider vessels that appear while you desperately attempt to fix your engines. For every round it takes to repair the engines, have each Raider fire simultaneously at your ship with a Phantom Lance (1d10+4, Crit 3) and crew rating of 40. | ||||||||||
57 | 75-76 | You encounter an Eldar Craftworld Wraithship-class Light-Cruiser barring your path. They demand to know why you have invaded the Webway in poor Low Gothic. Your answer will determine whether not they attack. | ||||||||||
58 | 77-79 | With a start you realise that you have a guest in your bridge. A curious xenos being stands there, dressed like a jester wearing a mask: an Eldar Harlequin! It warns you in stilted Low Gothic that it and only it can lead you out of this maze-like Webway. Should you accept its offer, there is a 50% chance it will lead you straight to your desired Webway gate, and a 50% chance it will lead you straight into a trapped corridor that collapses around you as soon as you enter (see result 99-00 for more details). If you attempt to touch or harm the Harlequin in any way it will dance throughout your bridge, avoiding all projectiles and weaponry with unnatural grace (probably causing a lot of collateral damage in the process) before it becomes apparent that the Harlequin is but a realistic hologram. It is being projected from a small device that was stealthily planted in the ceiling of your bridge several hours earlier: the real Harlequin is long gone. Regardless of whether or not you accept the Harlequin's help, you discover that they have also spiked several of your water tanks with powerful hallucinogens and several more with powerful aphrodisiacs. Lose 1 morale. | ||||||||||
59 | 80-82 | A large Eldar Warband block your path. The GM must now pick (or name) a high-ranking crewmember, preferably one that is well liked and close to the players. The Eldar inform you that their Farseer has foreseen that this crewmember will cause untold death and destruction at some point in their future. In order to avert a catastrophe for both humans and Eldar they demand that you immediately hand this crewmember over to the Eldar. Doing so loses you 1d5 morale as the crew are disheartened by how readily you give them over to these xeno filth. Refusing instead means you must go to war against three Eldar Cruisers. GM's wishing to simplify this encounter should make players roll a -10 piloting check. Passing the check nets you 1d10 hull damage and nothing more as the Explorers flee deeper into the Webway. Each degree of failure adds 1d5 damage to the hull as your ship struggles to evade the merciless Eldar. The GM should also make a note that this hapless NPC now has a tragic destiny that may cause great harm in the Expanse. | ||||||||||
60 | 83-84 | Ahead of you thunders a mighty Eldritch Storm, forked lightning endlessly blasting back and forth between the corridors of the Webway, forming an impassible tangle of energy. You can return and attempt a different path, and lose another week (necessitating another Webway Navigation Check). Or you can brave the Eldritch Storm. If you do, you find that it does not harm your ship or your systems; only the souls of those aboard. For every 10 points of corruption a character has, they take 1d5 damage resisted only by their Willpower Bonus. You also lose 1d5 crew population as the Storm scours all hidden corruption amongst your crew. | ||||||||||
61 | 85-87 | They rise up through the floor and cling to those who murdered them: the ghosts of the dead Eldar. They swarm and whisper and scream their undying rage in a vengeance that transcends the grave. Any player who has ever slain or allowed an Eldar to perish must now make a Willpower test proportionate to the amount they have killed: 1 Eldar: +0 2-5 Eldar: -10 6-15 Eldar: -20 16-50 Eldar: -30 51-200 Eldar: -40 201-1000 Eldar: -50 1000+ Eldar: -60 Success means they have fought off the vengeful spirits of the dead and are at peace with their actions. Failure means some aspect of the torment of the Dead is weighing on the character's soul. They take 1 insanity point, and one additional insanity point per degrees of failure. If the ship's crew has spent a lot of time fighting Eldar, Morale should also be reduced by an appropriate amount between 1 and 5. | ||||||||||
62 | 88-90 | Your vox crackles to life. "You dare trespass in these, the halls of our ancestors? Death is your reward, Mon'keigh!" An Eclipse-Class Eldar Corsair Cruiser flickers in and out of view with its weapons clearly primed (see page 89 of Battlefleet Koronus) | ||||||||||
63 | 91-92 | "The filthy little Mon'keigh think they can use our Ways? Tonight I will make a toast of your souls to my good fortune." A Torture-Class Dark Eldar Cruiser shimmers into view - you are under attack (see page 137 of the Soul Reaver)! | ||||||||||
64 | 93-95 | Your sensors capture a glimpse of something whipping behind an enormous set of wraithbone pillars the size of mountains. It's not a ship, but it's as big as one. You slam the battle-stations alarm button just as a deafening roar shakes the titanium support beams of the ship. With horrifying speed, a Greater Daemon attacks, wrapping itself around your vulnerable vessel. See 'Warp Monster' in the Navis Primer, page 33. | ||||||||||
65 | 96-98 | With a howl that ripples through every soul aboard the ship your auspex registers something impossibly large and fast flowing directly towards your ship from behind: the Black Wind is upon you. Any Eldar characters (or humans who pass a Forbidden Lore (Xenos) check) will quake with fear and scream at you to outrun it with every ounce of power your ship can muster. Roll a piloting check at -20 to blast at fullspeed through the Webway. Success by three or more degrees sees you outrun the legendary terror with incredible maneuvres. 0-2 successes mean you outrun the Black Wind, but scrape your ship against a Wraithbone arch and take 1d5 hull damage. Failure means the Black Wind sweeps over your ship for but a moment, doing 1d10 damage to population, morale and hull integrity, and destroying a random component (excluding the Plasma Drives, Warp Drives, Gellar Field, Life Support or Bridge). This component can only be repaired at a shipyard in a port like Footfall, Port Wander, Naduesh, Damaris, Ntharis, the Breaking Yards or Iniquity. Anyone who attempts to get visuals on the Black Wind by any means suffers 1d5 insanity points. | ||||||||||
66 | 99-00 | The Webway begins to collapse all around you! You are immediately and expelled into real-space. Take 2d10 damage to hull, and roll 1d10 on the above Warp Travel Chart to see where you have landed, except replacing the Calixis Sector region with The Screaming Vortex (and the GM then has to buy the Black Crusade core book to find out what happens next). |
A | B | C | D | E | |
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1 | |||||
2 | Unique Weapon Properties | ||||
3 | |||||
4 | Note: | Designed as a way of 'enhancing' mundane weaponry, these Unique Properties are best suited for Best-quality, ancient equipment. However they work equally well as a weapon upgrades that can be granted as a reward. Whether bestowed by daemon, holy blessing, psychic technique, long-forgotten archeotechnology or xenos technique, these properties can be bestowed by whatever force is most appropriate to the situation or campaign needs. If the property rolled applies to a different weapon type than the weapon it is intended for, simple re-roll until a more suitable result applies. | |||
5 | |||||
6 | Roll | Name | Properties | Type | |
7 | 01-03 | Soul-enhanced | 3 Eldar soulstones adorn this weapon. It is up to the GM's discretion whether not the soulstones are filled, or whether the wielder must forcibly fill them with the souls of sentient beings. The energy and wisdom of each soul adds to the potency of the weapon. Each filled stone adds in turn +10 to hit, then +1 to penetration, and finally +1 to damage. | All | |
8 | 04-06 | Electrifying | Through ingenious engineering this blade is able to discharge an electric shock when striking another metallic weapon. Whenever this weapon is parried or parries, the opponent takes 1 wound (ignoring toughness and armour) as they are electrified. | Melee | |
9 | 07-09 | Sense-thief | Imbued with a minor daemon of Slaanesh, this weapon thirsts for the senses of others. Whenever this weapon strikes an opponent, the wielder can choose to make a flat Willpower check. If they are successful, roll d10, and their opponent loses a sense for 1d10 rounds: 1-2 - Smell 3-4 - Touch 5-6 - Taste 7-8 - Hearing 9-0 - Sight | All | |
10 | 10-12 | Bloodthirsty | Blessed by unholy powers, this weapon demands a blood sacrifice before granting its boon. When using this weapon the wielder can choose to gash themselves on the nasty spike adorning it and take 1d5 damage (ignoring toughness and armour) and make a single attack as a full action. In exchange, this single attack is guaranteed to strike the enemy - no roll to hit is required, it cannot be parried, dodged, absorbed by refractor field or cover. | All | |
11 | 13-15 | Loyal | Inhabited by a powerful and unusual machine-spirit, this weapon will always return to its owner. It can be thrown with a ballistics test as a standard single attack - up to a distance of four times the character's Strength Bonus. By the start of the owner's next round it will fly back and return to their hand. Anyone holding on to the weapon as it returns must make a -30 Strength check to hold on, and is dragged back along with the weapon. | Melee | |
12 | 16-18 | Volatile | Whether through the addition of high-powered explosives or unholy manipulations, this item contains within it potent explosive potential. As a last-ditch effort, the owner of this weapon can prime it and throw it like a grenade, doing 4d10 damage with the Blast (5) quality. This irrevocably destroys the item. | All | |
13 | 19-21 | Fleshstealer | Possessed by a malevolent vampiric spirit, this weapon thrives on the deaths of others. Whenever this weapon kills a living creature with a size of at least Average, the wielder recovers 1 wound. However if the violence is done in cold blood, the wielder suffers a point of insanity as well. | All | |
14 | 22-24 | Sighted | Forged in part with the blood and bones of a mighty Psychic Diviner, this weapon possesses the ability to grant visions of the future to those who wield it. Once per session, immediately after killing a sentient, living creature, the wielder can ask the GM the one yes or no question that must be answered. | All | |
15 | 25-27 | Burning | Whether augmented by ancient archeotech or empowered by supernatural means, this weapon burns with a smouldering energy. Once per round, whenever this weapon strikes an opponent, the wielder can choose to make a flat Willpower check. If successful, the opponent must test agility or catch alight. | All | |
16 | 28-30 | Agile | Enchanted by a Eldar Farseer in ages bygone, this weapon grants incredible agility to its wielder when it feeds on the energy of a soul fleeing its mortal shell. Whenever this weapon kills a living creature with a size of at least Average, the wielder's movement speed is tripled until the end of their next round. | All | |
17 | 31-33 | Forceful | Wreathed in potent telepathic energies, this weapon has the ability to push enemies who feel its sting. Once per round, whenever this weapon strikes an opponent, the wielder can make an opposed Willpower test against their opponent. If successful, the opponent is pushed backwards by a meter, plus an additional meter per degree of success. | All | |
18 | 34-36 | Whisperer | Some sort of entity has been imbued into this weapon - one that thirsts for knowledge. Once per combat, whenever this weapon hits an opponent, the wielder can make an opposed Willpower test with their enemy. If successful, the weapon telepathically whispers one secret about their enemy to the wielder, at the GM's discretion. | All | |
19 | 37-39 | Hungry | Once this weapon has tasted the pain of another, it hungers for it again, and again. The first time this weapon strikes an enemy, it gains +10 to hitting the same enemy again for the duration of the combat. | All | |
20 | 40-42 | Binder | The entity imbued in this weapon desires to forge a connection to those it wounds. Whenever this weapon strikes an enemy, it becomes bonded to that enemy. If the weapon strikes a different enemy after the initial bonding, it then becomes bonded to the new enemy instead - this bond can be exploited. If at any point afterwards this weapon is slowly melted in a large and powerful fire over at least an hour while the wielder chants the name of their enemy, the bonded enemy will receive 4d10 damage (ignoring armour) over that hour as they too are burned. | All | |
21 | 43-45 | Hateful | The telepathic energies this weapon is infused with feed off and amplify the hatred of the wielder. Whenever this weapon strikes an enemy the wielder possesses the Hatred talent for, it deals an additional 1d10 damage. However, each enemy of the hated group this weapon slays gives the wielder 1 insanity point as their hatred begins to poison their mind. | All | |
22 | 46-48 | Learned | This weapon was once wielded by a scholar who knew many forbidden things - over the years this knowledge seeped into the weapon. The GM must select one Forbidden Lore and ascribe it to this weapon. As long as the wielder of this weapon has killed a sentient, living creature within the last day, they count has having that Forbidden Lore trained. | All | |
23 | 49-51 | Merciful | Forged in the blood of an innocent, this weapon abhors killing and attempts to avert it at any opportunity. Whenever this weapon would inflict Critical Damage on an enemy that is not fatal, the wielder can instead choose to make a flat Willpower test. If successful, the enemy suffers no critical damage and is instead knocked unconscious for 1d10 minutes. | All | |
24 | 52-54 | Displacer | Powerful forces have shaped this weapon into a key to other realms. Once per round, whenever this weapon hits an opponent, the wielder can make a flat Agility roll. If successful, they can reflexively blink through realities, instaneously teleporting their Agility bonus in meters in any direction. | All | |
25 | 55-57 | Watchful | Adorned with a glassy, bizarre looking eye, this weapon is able to convey unnatural sight to the wielder. Whenever this weapon kills a living creature with the size of at least Average, the wielder is granted the Darksight Trait for 1d5 hours. | All | |
26 | 58-60 | Wrathful | Imbued with a holy energy, this relic strives to smite the unworthy at all times. Whenever a 9 is rolled for damage with this weapon, it counts as Emperor's Fury so long as the wielder passes a flat Willpower Test. However if two Emperor's Furies are rolled in the one attack, the wielder immediately gains 1d5 insanity points. | All | |
27 | 61-63 | Fearless | Possessed by a minor daemon of Khorne, this weapon is able to dispel fears and terrors. Whenever this weapon kills a living creature with a size of at least Average, the wielder becomes immune to Fear & Pinning for a 1d5 hours. | All | |
28 | 64-67 | Winged | Blessed by an Arch-Deacon of the Imperial Creed, this holy weapon is able to grant the wielder short bursts of flight. Whenever this weapon kills a living creature with a size of at least Average, the wielder is granted spectral wings and the Flyer (10) trait until the end of their next turn. | Melee | |
29 | 68-70 | Ghostwalk | Powered by fel xenos magics, this weapon allows its user to partially submerge themselves in the Warp once it has fed on a life. Whenever this weapon kills a living creature with a size of at least Average, the wielder can pass a flat Willpower check to become Incorporeal until the end of their next turn. Note that they won't be able to hurt anything on the material plane while Ethereal. | All | |
30 | 71-73 | Endless | Blessed by unholy powers, this weapon demands a blood sacrifice before granting its boon. When this weapon jams or needs a reload, the user can (as a free action) prick themselves on a nasty spike adorning it, taking 1d5 damage (ignoring toughness and armour) in order to mystically and instantly reload it (requiring no additional ammunition). | Gun | |
31 | 74-76 | Null | Writhing in energies baneful to those who summon the Warp, this weapon is a potent tool against the psyker and the sorceror. Whenever this weapon strikes an opponent, roll an opposed Willpower check. If you are successful, that creature cannot use psychic or Navigator abilites or any other Warp-based abilities, such as the Phase trait for 1d5 rounds. | All | |
32 | 77-79 | Mad | Twisted by the lives this weapon has taken, it is a font of bubbling madness that can be channelled against enemies. Whenever this weapon hits an opponent for the first time, they must pass a +20 WP check or roll on the Hallucinogen table. The same person cannot be affected by this ability more than once per day. | All | |
33 | 80-83 | Obscured | Once the favoured tool of an infamous assassin, this weapon has an unnatural ability to supress both sound and light. Whenever this weapon kills a living creature with a size of at least Average, the wielder is granted +30 to Silent Move and Concealment for the next 1d10 minutes. | All | |
34 | 84-86 | Ethereal | The mystical runes inscribed upon this weapon enable it to pass between worlds in the blink of an eye. When parried, if the wielder passes a successful reflexive willpower test, this weapon becomes momentarily ethereal and strikes the opponent anyway. | Melee | |
35 | 87-89 | Hypnotic | Wreathed in telepathic energies typically channeled by Astropaths, this curious weapon is able to psychically influence those it wounds. Whenever this weapon strikes an opponent, the wielder can make an opposed Willpower check. If successful, they gain +30 to all Fellowship checks against this opponent for the next 1d10 minutes. | All | |
36 | 90-93 | Piercing | Blessed over many months by a battle-hardened Confessor, this weapon possesses an unnatural potency. Once a day, this weapon gains +20 penetration to a single strike. While useful in combat, this should also grant the wielder considerable opportunities to pierce and damage items and surroundings outside of combat. | All | |
37 | 94-96 | Breathstealer | The caged daemon within this weapon takes any opportunity it can to steal the breath and warmth from those it strikes, perhaps with the aim of one day breaking free from its prison. Whenever this weapon hits an opponent for the first time, they must pass a +20 Toughness check or gain one level of fatigue. The same person cannot be affected by this ability more than once per day. | All | |
38 | 97-00 | Compact | No matter the size of this weapon, ingenious engineering (or perhaps psychic manipulation) have given it the ability to shrink down to a fraction of its size. Perhaps it folds up much more neatly than it should, perhaps it literally shrinks in size - regardless, it gains the Compact quality and provides a -20 to detection when concealed. | All |
A | B | C | D | E | |
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1 | |||||
2 | Consumable Items | ||||
3 | |||||
4 | Note: | For use when you need to give your players some quick loot - something pick-pocketed, or taken from the corpse of an unremarkable enemy, or found in a dark corner of an abandoned building. These items are all designed have a one-off specific use - under no circumstances should second doses or re-uses be allowed. Cruel GMs may insist the players pass a tech-use, chymistry, evaluate or suitable lore check in order to identify the specific use of each item - but personally I find that these items mostly have uses intended for very specific circumstances so obscuring their nature will mostly just end up uninteresting and frustrating for all. | |||
5 | |||||
6 | Roll | Name | Effect | Reference | |
7 | 01-02 | Frag Grenade | Standard Imperial issue. Gets the job done. Does 2d10 damage, Pen 0, with Blast (4). | See page 125 of the Rogue Trader Core Book | |
8 | 03-04 | Anti-plant Grenade | A favourite of the jungle-warriors of Catachan, this grenade is instantly lethal to all plantlife. Does 4d10 damage, Pen 10, with Blast (10) to plants. | See page 125 of the Rogue Trader Core Book | |
9 | 05-06 | Obscura | A popular party drug throughout the Imperium. When injected, puts the user into a dreamlike state for 1d5 hours. Afterwards, they suffer depression for 1d10 hours. One use only. | See page 142 of the Rogue Trader Core Book | |
10 | 07-08 | Energon | A potion derived from a polluted fungus that grows near the bottom of hive cities, this drink is used by gangers to refresh themselves after skirmishes. Drinking an Energon drink removes 1 level of fatigue. One use only. | ||
11 | 09-10 | Amasec | Medium-sized bottle of high-quality Amasec. Drinking it all will increase your Toughness and Fellowhsip by 10 and decrease your Intelligence, Perception, Weapon Skill and Ballistic Skill by 10 for one hour. Gifting it to someone who will appreciate it may warrant a +10 bonus to one Fellowship test, instead. | ||
12 | 11-12 | Smoke Grenade | Standard issue for the Imperial Guard, this grenade releases a huge cloud of smoke that obscures vision over 3d10 meters for 2d10 rounds. Firing at targets obscured by smoke incurs -20 penalty to Ballistic Skill checks, while making Concealment checks within the smoke gain +10. | ||
13 | 13-14 | Frenzon | Frequently used by pit-fighters and gangers, Frenzon forcibly enters the user into a murderous bloodlust, while boosting their combat capabilities. When injected, target enters into Frenzy state. One use only. | See page 142 of the Rogue Trader Core Book | |
14 | 15-16 | Quell Grenade | Used by the Adeptus Arbites to put out fires (which they occasionally start with their riot tanks), these handy grenades shoot out a fire retardant liquid in a 2d10 meter radius. All flames within the radius are immediately extinguished by the powerful chemical. Imbibing this liquid is generally not recommended. | ||
15 | 17-18 | Vial of Unknown Acid | Blue acid of an unknown origin, it is remarkably potent against practically all known matter, burning through steel, stone and bone alike. While its uses are myriad, it is best used practically rather than offensively. If thrown, it inflicts a -30 penalty to Ballistics Skill as the vial containing it is extremely un-aerodynamic. It does 1d10+2 energy damage, Pen 20. | ||
16 | 19-20 | Detox | Popular amongst paranoid individuals and Rogue Traders dealing with the Dark Eldar, Detox is a chemical cocktail that supercharges the body's acetylcholine receptors such that they can negate toxins and poisons for a short period of time. When injected, the user becomes immune to all 'common' poisons and weapons with the toxic quality, and gains +30 to all tests against 'rare' poisons, at the GM's discretion. This effect lasts for 3d10 minutes. If poison has already taken hold in an individual's system before the Detox is applied, the poison's effect is reduced but not completely negated. One use only. | ||
17 | 21-22 | De-Viscera Grenade | A favourite tool of Inqusition clean-up crews, these fascinating devices help remove viscera and dead bodies in a matter of minutes. When thrown, these grenades release a fine mist in a 3d10 meter radius which slowly disintegrates all biological matter (and ONLY biological matter) over a period of 1d10+1 minutes. Clothing and equipment is left behind, but all trace of biomatter (skin, bone, hair, teeth, muscles - the lot) vanishes. The mist is harmful to living creatures as well, but works slowly enough that it makes for a poor weapon, doing 10 points of damage (ignored by toughness and armour) every full minute. | ||
18 | 23-24 | Purge | Containing a cocktail of quick-graft enzymes and acetylcholine enhancers, this medicine fortifies the body against drugs, alcohols and other hallucinogens. For 1d5 hours after ingesting Purge, the user receives +30 to Carouse checks and any checks made to resist hallucinogens. It does not help with poison and other toxins, however. One dose. | ||
19 | 25-26 | Blind Grenade | Used by specialist forces in the Imperial Guard, these practical grenades are perfect for initiating surprise offensives. Blinds all creatures and machines that fail a -10 toughness test for 1d5 rounds, has Blast (10), | See page 125 of the Rogue Trader Core Book | |
20 | 27-28 | Junk Grapnel | A handy device used to aid in difficult climbs and bridging gaps over heights. It is a small double-ended tube with two triggers and two pitons on either end. When aimed with a +20 Ballistics Skill test it can fire a piton out of either end that will shoot forward and embed forcefully into most solid objects. The pitons are attached to each other by 40 meters of coiled rope and after both pitons have been fired the tube can be gripped and used as a slider. Adds +30 to climb checks. If aimed at creatures, the pitons do 1d10 damage, pen 3. Once fired, the pitons can never be re-coiled - each piton can only be fired once. | ||
21 | 29-30 | Yellowthorn Poison | A minor paralytic poison that is harvested from a toad-like xeno creature native to several planets in the Koronus Expanse. This vial of poison can be used to coat a blade or projectile. The next time that weapon deals damage to a living creature, it also stuns that opponent for one round. One use. | ||
22 | 31-32 | Third Eye | Highly forbidden by the Inquisition (who will handsomely reward anyone with information on how this drug is made), Third Eye grants the user the ability to momentarily peer into the Warp. After injecting, the user counts as having the Psyniscience skill trained for 1d5 turns at -10. If the user rolls doubles while using the Psyniscience skill, they gain a corruption point. One use only. | ||
23 | 33-34 | Foam Grenade | Originally intended as a method for plugging hull-breaches on starships, this 'grenade' has become a popular tool with escape artists who need to block passageways and doorways in a hurry. Fills an area with thick foam that instantly hardens in a 5 meter radius. Two successive +10 strength checks with a weapon can clear the foam, but will require two full actions to do. The foam will block projectiles and attacks that attempt to pass through it, and it works like cover with 6 Armour Points. | ||
24 | 35-36 | Hallucinogen Grenade | Famously used by Arbites to deal with crowds and riots, this grenade releases hallucinogenic gas in a 5 meter radius. Affected targets must pass a -10 toughness test or roll on the hallucinogen table. | See page 142 of the Rogue Trader Core Book | |
25 | 37-38 | Frost Grenade | Frost Grenades weaponize a chemical that violently draws heat from its surroundings as it reacts with the atmosphere. When thrown, it releases a fog in a radius of 3d10 meters that rapidly dissipates, supercooling everything it touches. It will freeze water, extinguish small fires, cover everything in a thick layer of ice (making the terrain arduous) and add one level of fatigue to all creatures within the radius. | ||
26 | 39-40 | Crank | Crank boosts the user's speed to inhuman levels for a short period of time. Injecting Crank will double the user's movement speed for 1d10 minutes. Afterwards, the user immediately suffers two levels of fatigue. One use only. | ||
27 | 41-42 | Void Bubble | A small badge that, when activated as a half-action, forms a void-proof bubble around the wearer's body. Filled with a small amount of air, the Void Bubble will protect the wearer from the harsh void for about a minute before degrading. It adds one point of armour during that time, but will deflate if pierced. One use only. | ||
28 | 43-44 | Blinkstone | A strange flat stone enscribed with xeno runes of a mystic nature. When cracked in half (as a half action) by the wielder, they blink out of existence until the end of their next round. During this time they cannot be harmed or interacted with in any way, nor can they take any actions. They will re-appear exactly where they were previously standing. One use only. | ||
29 | 45-46 | Anti-Sonic Grenade | Used frequently by the Officio Assassinorum to take out their targets silently, often the last thing their victims hear is the plink of an Anti-sonic grenade striking the floor. These marvels of technology dampen all sound in a radius of 3d10 meters upon silently exploding, for 2d10 rounds. No sounds can escape from within that radius, nor permeate into it. | ||
30 | 47-48 | Junk Refractor | A poor quality refractor badge that will negate one incoming attack and then burn out forever. Takes a half-action to switch on (cannot be done as a reaction). | ||
31 | 49-50 | Chaff Grenade | Designed by rogue elements of the Disciples of Thule, this grenade releases a cloud of chaff that gums up even best-quality weapons within its 1d10 meter radius. When exploded, there is a 50% chance that each weapon exposed to the chaff will instantly jam. Poor quality weapons will automatically jam, while best-quality weapons only have a 25% chance of jamming. Grenades are also affected by the chaff if thrown into it. Only weapons blessed by Sacred Unguents are immune to the effects of the chaff. | ||
32 | 51-52 | Junk Fireshield | Built from a defective low-quality refractor field, these badgelike Fireshields surround the user with a weak shimmering energy field that blocks fire and heat damage for 1d5 rounds. Activated with a half-action, the Junk Fireshield will negate all flame-weapons and will reduce all plama and melta-weapon damage by half. Any fire on the user is extinguished when the Fireshield is activated, and the user ignores penalties imposed by heat while the shield is active and cannot be set on fire. This Fireshield will permanently burn out after one use. | ||
33 | 53-54 | Junk Teleporter | A poor-quality teleporter badge that can, with a half action, teleport the user and their gear to one location within 20 meters. Teleporting to a location you cannot see has a 50% chance of wounding you with 1d10+3 damage (ignored by toughness and armour) as you explosively appear inside another object. Burns out after one use. | ||
34 | 55-56 | Cage Grenade | Throws up a 3 meter energy dome that functions as cover with an AP of 15 and lasts for 1d5 rounds. No solid matter can pass through the dome in that time, within reason. | ||
35 | 57-58 | Temporal Grenade | Made by the engimatic Jokaero, these unique grenades halt time itself in a 3 meter radius sphere upon exploding. For 1d5 rounds everything within the radius-sphere is frozen in time. Nothing can affect anything within the radius during this time either - projectiles will simply hang in the air if fired at the sphere. Any projectiles or weapons fired at the sphere clatter harmlessly to the ground when the effect ends. Creatures who were frozen inside the sphere may take two back-to-back turns as soon as the effect ends, as time catches up and they move with blurred speed. | ||
36 | 59-60 | Blunt | Used by unscrupulous traders, merchants and noblemen, Blunt is a poison that targets the imbimber's prefrontal cortex and speech centers in the brain, leaving them witless and uncharistmatic. Once ingested, the victim must pass a -30 toughness check - failure imposes a -30 penalty to all Fellowship checks and -20 to all Intelligence checks for 1d5 hours. Success only imposes a -10 penalty to both Fellowship and Intelligence for one hour. Blunt is pale red liquid that can either be injected or consumed. One use only | ||
37 | 61-62 | Junk Grav Chute | Cobbled together from old bits of jetpack and electro-magnets, this miniature grav chute is able to negate gravity's effects sufficiently to reduce all falling damage for 1d5 minutes. There is however a 10% chance that the Junk Grav Chute will fail spectacularly mid-way through deployment. Needless to say, once it has run out of juice it can never be used again. | ||
38 | 63-64 | Veritas | Developed by members of the Ordo Hereticus, Veritas compels the user to speak the truth. When imbimbed, the user takes -30 to resist interrogation checks and -30 to making deceive checks for 1d5 hours. Veritas is an odourless, clear liquid that tastes vaguely like lemon which can be slipped into food or drink with a -10 Sleight of Hand check. One use only. | ||
39 | 65-66 | Attention Spanner | A drug popular with adepts and academics, Attention Spanner dramatically boosts mental faculties for a short period of time, if the user can manage to focus while their brain is super-charged. When injected, target must pass a -10 Willpower check. If successful, they are able to concentrate and receive +30 to intelligence rolls for 3d10 rounds. If they fail, they instead take -20 to all intelligence rolls for that time, as they cannot concentrate on the specific task at hand, and are distracted by everything else. One use only. | See page 134 of Into the Storm | |
40 | 67-68 | Krak Grenade | Standard Imperial Guard issue, this grenade is designed as an anti-armour weapon. What it lacks in radius it makes up for in penetration capability. Does 2d10+4 damage, Pen 4. | See page 125 of the Rogue Trader Core Book | |
41 | 69-70 | Xenoseed | Gathered from a jungle-planet deep in the Koronus Expanse, these xenos-seeds are highly sought after by the Ordo Xenos who wish to study them. When planted in biological matter, these seeds will explosively grow upwards into full-sized trees in a matter of seconds. They grow up to 1d10+1 meters in size over 1d5 rounds. The xenos trees are easily climbable and their gnarled purple branches yield delicious fruit (the fruit does not yield further seeds, which is indeed puzzling). These walnut-sized seeds can be planted inside creatures, although this must either be done by feeding it to the victim directly or jamming it into a large open wound. This requires the creature to be firmly grappled and also takes a -30 called shot Weapon Skill test. If accomplished, the seed deals 1d10+2 damage (ignoring armour) per round it grows. One use only. | ||
42 | 71-72 | Haywire Grenade | These strange grenades emit a pulse of energy that disrupts all electronics within the radius of five meters for 1d5 rounds. This pulse can disable cybernetic implants, energy weapons, power armour, force fields, cogitators, most machinery and vehicles. | See page 116 of Into the Storm | |
43 | 73-74 | Hulk | A strange powder that, when snorted, allows the user to utilize their muscles to biologically unsafe levels. Snorting Hulk grants the user the Unnatural Strength (2) trait for 1d5 rounds. If they rolled a five, they must take 1d5 damage (ignored by armour and toughness) as soon as the effect ends, as they have unintentionally torn their muscles. One use only. | ||
44 | 75-76 | Kinetic Rod | This rod is charged with a powerful kinetic energy. When its tip strikes something, it will forcefully punt that object 5 meters away. A -20 strength check can reduce this amount by 1 meter per success, to a minimum of one meter. | ||
45 | 77-78 | Tarot Sphere | An small sphere enscribed with symbols of the Emperor's Tarot, suffused in energies recognisable as belonging to those of the Divination Psychic Discipline. As a full action, the wielder may ask the Tarot Sphere a single question with a Yes or No answer. The Sphere will warm noticeably if the answer is a Yes, or will cool dramatically if the answer is a no. Once a question has been answered, the Sphere becomes inert and will never answer any questions ever again. | ||
46 | 78-80 | Crawl | A rare, expensive and highly proscribed drug said to be made from human adrenal glands. Taking it markedly slows down one's perception of time, which grants the user the ability to parry grenades, bolt-gun fire, lasweapon shots and impact projectiles for 1d5+2 rounds. At the discretion of the GM, Poor Quality, Improvised or Primitive weapons may break or become damaged when used to parry in this way. If the user rolls a five, they receive one insanity point as the wear on their neural networks takes its toll. One use only. | ||
47 | 81-82 | Warp Grenade | A forbidden pattern of grenade that violently tears a hole in reality, enabling the short-term manifestation of the Warp in real-space. Roll d100 and apply the effect from the Perils of the Warp table to the nearest target(s). Re-roll effect if not applicable. | See page 161 of the Rogue Trader Core Book | |
48 | 83-84 | Junk Jetpack | A poor-quality miniature jetpack that gives the user Flyer (12) for 1d5 turns. Piloting the jetpack takes a half action and requires a flat agility check for simple maneuvres and a -20 check for complex maneuvres. After 1d5 turns the jetpack will sputter out and fall apart, irreparably broken. | ||
49 | 85-86 | Anti-grav Grenade | This grenade generates a wave of anti-gravity in a radius of ten meters when it explodes. Everything caught within the field will fall upwards. This effect lasts for 1d5 rounds. | ||
50 | 87-88 | Xeno Filament Grenade | Supremely nasty, this xenotech weapon emits a flurry of razorsharp wires that expand and whip through flesh and bone as though they were butter. Does 4d10+4 damage, Pen 6, with Blast (1) and Tearing | See page 125 of the Rogue Trader Core Book | |
51 | 89-90 | Pheromone Grenade | Concocted by the Adeptus Mechanicus, this grenade releases a vast cloud of pheromones in a radius of 2d10 meters designed to attract and enrage any nearby wildlife. All wildlife within 1d100+20 meters of the pheromones are supremely attracted to the scent, but immediately Frenzy once they are within 10 meters of the pheromones, attacking anyone soaked in them as a priority. Intelligent animals can make a flat Willpower test not to frenzy, although they are still attracted. | ||
52 | 91-92 | ReBuild | An illegal super-restorative, this drug is able to quickly knit back together wounds and breakages, but is rumoured to have a corrupting influence. When injected, target recovers 1d5 wounds. If they roll a 5, they also gain 1 corruption point. One use only. | ||
53 | 93-94 | Twitch | Injected straight into the tearducts, Twitch fills the user with a euphoric feeling while also dramatically boosting neural links to the reflexive parts of the brain. For 1d5 rounds the user gains a second reaction. Once the effect ends, the user must pass a -20 toughness check or be stunned for a round as the brain synapses misfire wildly in shock. | ||
54 | 95-96 | Rhodopis Juice | The potent Rhodopis plant of Everharvest greatly increases the mental acuity and social grace of the user. When imbimbed, Rhodopis Juice grants an additional two degrees of success to all successfull Fellowship and Intelligence tests for 1d5 hours. Once the imbiber comes down however, they must pass a -10 Toughness test or operate at -10 Willpower and Perception for the next 1d10 hours. One use only. | See page 96 of Faith & Coin | |
55 | 97-98 | Fortuna | A golden concotion said to be brewed by the Seven Witches of Footfall. Incredibly valuable even in small doses, this potion is said to make the drinker incredibly lucky. When imbimbed, the user regains one temporary fate point that can be spent (but not burnt) like a regular fatepoint. One use only. | ||
56 | 99-00 | Vortex Grenade | One of the most horrifying weapons in the Imperial arsenal, Vortex grenades are renown for the extreme destruction they wreak on both the enemy and on the soul of those who dare use this weapon. This grenade tears open a vortex into the Warp that is 3 meters wide. Anyone in this radius must pass a -10 Agility test or be immediately destroyed. The person who threw the grenade takes 1 corruption point per person consumed by the vortex. At the end of every round, roll a d10, and apply the following: 1-4 - The Vortex winks out of existence, leaving behind only deafening silence. 5-7 - The Vortex continues to greedily drink reality, but does not move or expand. 8-9 - The Vortex moves ten meters in a random direction, absorbing everything in its path. 9-0 - The Vortex doubles in size and radius. | See page 86 of Faith & Coin |
A | B | C | D | E | F | G | |
---|---|---|---|---|---|---|---|
1 | |||||||
2 | Shipboard Events | ||||||
3 | |||||||
4 | Notes: | In lieu of rolling on the Warp Travel Encounter table (or in addition to), you can roll on this table instead to resolve a more mundane (but still potentially disastrous) event within your ship. If players have upset the crew recently or have somehow incurred bad luck lately, the GM is encouraged to add +10 to the result. | |||||
5 | |||||||
6 | Roll | Event | |||||
7 | 01-25 | All's Well - Your prayers to the God-Emperor have been answered: the journey is quiet and uneventful. | |||||
8 | 26-27 | A third-grade cleaner from one of the lower decks fell down one of the maintenance shafts into an ancient trash receptacle. Luckily for him, he managed to find his way out, using the light of a tiny ring he found down there. Upon examination, the ring is revealed to be a long-lost digi-ring bearing your ancestral crest! Figure out how best to reward the cleaner for this amazing discover, and roll a d10 to see what miniaturized weapon the digi-ring contains: 1-3 - Lucius-Pattern Hellpistol, but only capable of single-shot fire, and with a clip-size of 3 4-6 - Ryza-Pattern Plasma Pistol, but only capable of single-shot fire, and with a clip-size of 3 (if it overheats, you WILL lose a finger) 7-9 - Mars-Pattern Inferno Pistol, but only with a clip-size of 2 0 - Man-Portable Lascannon, but only with a clip-size of 1. Note: the reload time of all of these is 2 hours, and is a very delicate, intricate affair. | |||||
9 | 28-29 | On a dare a drunk apprentice gunner crawled through some vents and found a series of large empty spaces, hidden away behind some new metallic panelling. Further investigation reveals a disturbing, six-armed humanoid skeleton chained to a wall in this abandoned sector. After your priests have had a chance to cleanse the area, you order this lost segment of the ship re-opened. Permanently gain 1 extra space aboard the ship. | |||||
10 | 30-31 | A junior tech priest decides to enact an ancient machine ritual that hasn't been attempted in a millennium on the machine spirit in the plasma drives. The upstart is flogged for his presumption, but the ritual does take effect and cleanses the machine spirit of centuries and centuries worth of operating bugs. Permanently gain 1 extra power for your ship! | |||||
11 | 32-33 | Your Master of Augury spies a nearby planet with five moons surrounding it. This system is lifeless and barren, but five moons around a single planet are said to be a good omen, since they emulate the holy number of the Emperor. Your personal Confessor performs a holy ritual to commemorate the event, and bathes the Executive Staff in blessed water. The GM picks one character (ideally one with a charm), and they gain one temporary fate point as they are blessed by good luck. | |||||
12 | 34-35 | One of the junior bridge-staff officers is getting married! As Captain, you are asked to officiate the wedding - lose 1 morale if you refuse. With a generous +20 acquisition roll, you can personally bank-roll the revelry, and improve morale by 1 as majority of the crew are invited to celebrate. | |||||
13 | 36-37 | A Genetor-in-training discovers a strange fungus growing in a hold-room on the lower decks. After a few weeks of experimentation, he is able to use this fungus to distill a powerful hallucinogenic drug, safe and ready for consumption. Each player receives a single dose of a drug that functions identically to Obscura, which they can replenish once a week from this fungus laboratory. In addition, increase Morale by 1 as this enterprising tech-priest begins selling his drug to the scum, providing a temporary escape from their difficult lives. | |||||
14 | 38-39 | A hidden still is discovered in the lower decks, alongside a massive storeroom of stockpiled gutrot and a long-dead senior tech-priest. Distributing the liquor to the crew generates a lot of goodwill, and results in an increase of Morale by 1. | |||||
15 | 40-41 | The ecclesiastical cohorts aboard your ship insist that today is an important-yet-obscure religious holiday dedicated to some ancient saint that you've never heard of. The religious ceremony chiefly involves making pancakes for the masses as a symbol of the charity and succour of the God Emperor and his Chosen Saints. Your Quartermaster objects to the frivolous use of food stores for this, but the faithful throughout your ship all inexplicably contribute ingredients they have been hoarding for months for this very ceremony. Gain 1 morale as a wholesome treat of pancakes is provided to the entirety of the crew. | |||||
16 | 42-43 | A junior tech-priest manages to hijack the vox system as a prank and blares hardcore industrial techpriest music throughout the entire vessel in lieu of the more standard ecclesiastical hymns. While briefly entertaining, this quickly becomes very annoying as the senior tech-priests fight to take back control of the vox systems. The junior tech-priest is suitably punished, but nothing more comes from the incident, save for an interesting story to tell. | |||||
17 | 44-45 | Long overdue stocktake unearths a wine-cellar behind some crates of dried Grox Meats. Inside you find several bottles of ancient high-quality amasec. Congratulations! You break some out with the executive staff and have a few glasses in celebration; it is superb. | |||||
18 | 46-47 | An issue with the plasma drive kills the lights throughout the ship. Lose a day of travel while your tech-priests try and sort it out while everyone else just relaxes in the dark as all non-critical work grinds to a halt. | |||||
19 | 48-49 | Your Seneshal reports that they have uncovered a spy aboard your ship, perhaps working for a rival Rogue Trader, or Emperor forbid, the Inquisition. What do you do? You can torture the spy and send their head back to their masters as a message, simply vent them out of the airlock and speak no more of it or you can keep them alive and unaware, so that you may feed them misinformation at your leisure. It is at the GM's discretion what impact any of these actions may have. | |||||
20 | 50-51 | Your twist catcher informs you they've found evidence of someone living down in the subdecks - looks like you have a stowaway on board. Roll a d10. 1-2 - It's the daughter of a powerful Calixian noble! Give her a junior officer posting and return her safe and sound and you'll surely receive some compensation from her father. 3-4 - It's a warp-tainted witch, harmless but insane. She claims to see the future however - if you tolerate her presence, you may ask her one question, and the GM must answer truthfully, although obfuscation and vagueries are allowed. 5-6 - It's a street scum kid who crept aboard during your last pit-stop. Throw him out the airlock or pressgang him into working for you; it matters little. 7-8 - It's an assassin, working for the Astral Knives! They swear that they mean no harm to anyone aboard your ship, and claim that the fates indicated that your ship would bring them closer to their target. You're better of killing them just to be sure, but if you allow them to live then you are owed a favour by the Astral Knives death-cult of Footfall. 9-0 - It's a chaos cultist, and they've drawn a number of blasphemous sigils in the underdecks, mostly using their own blood and faeces. You order them slain and their dens purged, but lose 1 morale as several of your clean-up crew go insane in the process. | |||||
21 | 52-53 | Your Astropathic Choir has received a message. Roll d10! 1-2 - It's a message from your bursar - shifts in the Calixian stock exchange have resulted in an unexpected windfall for your Dynasty! Add +20 to the next Acquisition roll you make. 3-4 - It's an invitation to a party! Rogue Trader Caliban Scaros is inviting you and several other dignitaries to the opening of his brand new pleasure colony, for revelry, games of skill and chance, and of course an opportunity to do business with the high and mighty. 5-6 - It's a warning bulletin from Battlefleet Koronus - they've been engaged by a Rak'Gol Cruiser and request assistance. Detouring to aid them might grant you friends in the Imperial Navy, but could also lead to ship damage and loss of life. 7-8 - It's a threat from a rival Rogue Trader, who knows disturbingly much about your movements and plans. Best be on your guard. 9-0 - It's a message from the Inquisition, politely but firmly requesting your presence in Footfall as soon as feasible. It doesn't specify what they want, but you can bet it's probably not going to be fun. | |||||
22 | 54-55 | Quadruplets are born to one of the scum in the macro-battery chain gangs. Even more unusually, the babies are completely silent, yet the mother and all those nearby can hear them screaming telepathically. It is clear that they will no doubt all grow up to be extremely powerful psykers...yet for newborns to develop psychic powers is practically unheard of and highly suspicious. What will you do with the troubling offspring? Will you hand them to the Black Ships at the first opportunity? Will you have the babies slain, for fear of what they might become? Or will you hand them to your Astropaths for safe-keeping from the suspicious and bloodthirsty mob, perhaps to be sold or profited from once they grow up? If you decide to keep them, add 'Unsanctioned Psyker Babies' to your ship's Complications. | |||||
23 | 56-57 | A junior officer aboard the bridge takes a sip from the water-cauldron intended for use by the executive bridge-staff and promptly keels over, frothing at the mouth. It appears a particularly potent poison was slipped into the cauldron at some point, and the pict-footage of the last day has been mysteriously erased. This naturally puts your entire command staff (yourself included) on edge. You're don't even know if the junior officer was the intended target or if they were just unlucky. | |||||
24 | 58-59 | A celebrated voidsman dies in his sleep, age one hundred and fourteen. Born and bred on the ship, the tales of his years of hard service, the hundred battles he fought for the Dynasty, and above all his deep and abiding love for this vessel have captured the hearts and minds of the crew. His loss is felt keenly by the scum - lose one Morale unless you halt all work aboard the ship and hold a state funeral to send him off - delaying your voyage by a full day. | |||||
25 | 60-61 | The crew are grumbling about their drinking water tasting funny. Investigation reveals that someone's been recreationally swimming inside the water tanks. You tighten the watch on the water stores, but word still gets out and the crew is understandably demoralised - lose 1 Morale. | |||||
26 | 62-63 | Word reaches you of a turret on the starboard side of the ship that is said to be holy. Its gunner claims that although he has used thousands of rounds of munitions to shoot down no less than three enemy shuttles in the last five years, he has never had to reload the turret; indeed, he points to the amunition stash which is firmly rusted shut and entirely and has been for many years. Roll a d100. 1-50 a Confessor investigates and confirms that the turret must indeed have been blessed by the God Emperor himself, and a small shrine is erected. Gain 1 Morale as the crew feel protected by the holy Emperor. On a 51-00, the Confessor direly informs you that the turret has been corrupted by dark forces. The turret is cut right out of your ship and destroyed, the gunner is burnt as a heretic. Lose 1 morale because everyone liked the gunner and hates this particular Confessor. | |||||
27 | 64-65 | A bridge officer's wife gives birth to triplets! Roll a carouse check as the executive celebrate this joyous occasion with a night of drinking and revelry. Success means everyone has a great time and Morale is improved by 1. Failure means you drink too much and make a fool of yourself, revealing an unpleasant secret or insulting your executive staff - lose 1 Morale. | |||||
28 | 66-67 | A firebrand preacher aboard the ship is railing against the lack of piety among the crew, and has gained several flagellant followers. Overnight he accused a voidsman of heresy and burnt him alive, leaving him for all to find in the mess hall. Such behaviour is not conducive to the running of a ship - you can throw this preacher out the airlock, but it'll cost you 1 morale as the scum typically disapprove of murdering members of the clergy. Alternatively you can endorse his fervor, and allow it to spread and grow throughout the crew. If you do so, name and stat this preacher - they and their cultists may well prove to be valuable allies or problematic elements aboard your ship. If you do, add 'Flagellant Cult' to your ship's Complications. | |||||
29 | 68-69 | Two officers announce that they will fight a duel to the death over a woman. Will you sanction such violence? If you allow it, a duelling culture begins to spread aboard the ship. Lose 1 population as lives are lost, but gain 1 morale as the crew have an outlet for their problems (as well as some entertainment to boot). If you forbid it, lose 1 morale as the crew grumble about the captain's tyranny, but gain 1 population as your officers crack down on further bloodshed and save lives. | |||||
30 | 70-71 | A snotling is spotted crawling into an airvent in one of the lower decks. Ork spores must have somehow made their way onboard! A flat -10 Command check will see you coordinate teams to burn out the greenskin infestation. Failure will mean a few survive, to repopulate and trouble your ship again in future. Add 'Ork Infestation' to your Ships Complications. | |||||
31 | 72-73 | A young tech-priest has secretly built a still in order to try their hand at making rotgut. Unfortunately they didn't do a great job, and it explodes setting a nearby component on fire! Roll as per the critical damage rules on voidship fire. No liquor was saved. | |||||
32 | 74-75 | Your tech-priests report that the machine spirit of the ship's core cogitator is agitated and recalicrant. All tech-use tests to interact with the ship and piloting checks take -10 for the next week until the extensive rituals of pacification are performed. | |||||
33 | 76-77 | The latest armoury stocktake reveals that 10 grenades are missing from the Armoury. That much explosive power could cause all sorts of problems if applied to the wrong place. Or maybe someone's just flogging military surplus on the black market. A -10 search check will find the culprit - a failure gives your GM license to use a bundle of grenades on you at an inconvenient moment in the future. Add 'Missing Explosives' to your ship's Complications. | |||||
34 | 78-79 | Several voidsmen have gone missing in the last week. Disturbing claw marks and acidic residue is all the evidence your security teams find. There's something nasty living in the vents, and it is hunting your crew. Succeed on a -10 Search check to locate its lair and purge it with fire. Failure means it gorges itself on the scum for several nights, striking unpredictably all over the ship - until one day it stops. Lose 1 Population and 1 Morale, but know that it has simply laid its eggs and gone into hibernation, and may resurface again alongside its numerous brood. Add 'Alien brood' to your ship's Complications. | |||||
35 | 80-81 | Cultists worshipping the Ruinous Powers are discovered aboard your ship, and are quietly executed. Word still gets out however, and your crew is deeply disturbed by the news. Lose 1 morale. | |||||
36 | 82-83 | You get hustled by some crewmembers in a game of cards. One random player must hand over a minor item, or lose 1 morale as word spreads that your Executive cannot keep their word. | |||||
37 | 84-85 | Your quartermaster informs you that significant amount of food has been going missing from the stores. Roll 1d10 to see what's causing it: 1-3 - Stowaways! 4-6 - Mutants from the Lower Decks breeding at an alarming rate! 7-9 - Criminal elements that have been selling extra rations on the black market for months now 0 - Monstrous daemon, xeno or powerful mutant Regardless of how you deal with the above, you now only have 1d5+3 weeks to replenish your stores before your crew starts to starve. Good luck! | |||||
38 | 86-87 | Mid-way through one of his sermons, a senior Confessor has a fatal heart attack and dies. This is generally considered to be a bad omen, and indeed the ship is plagued with bad luck for the next week. The GM picks one of the characters (ideally one without a charm) and they lose one fate point, as though they had spent it, as they are cursed with bad luck. | |||||
39 | 88-89 | A radiation leak in the lower decks is discovered, but the damage is done. Mutations are rife amongst the crew in the lower decks. You can either purge them and seal off that section (lose 1 population), you can ignore the problem (lose 1 morale) or you can try and fix the leak. Fixing the leak involves sending one of the players down there with a team to identify and fix the leak. This they do without issue, but they must also pass a +10 toughness test or gain 1 random mutation. | |||||
40 | 90-91 | The century-long rivalry between macrobattery crew A and macrobattery crew F has flared up again - there's been three large brawls, two severed limbs and finally a murder. This has gone too far. If you make an example of the leaders of both crews, lose 1 morale. If you decide to punish both crews indiscriminately, lose 1 population instead as you execute every tenth man. Alternatively, a -20 Command test will keep the situation under control, although a failure here will result in a loss of 1d5 morale as you are seen as an ineffectual leader. | |||||
41 | 92-93 | The twists below deck have become wild and unruly - they recently sent your Twist Catcher to the medicae bay with multiple bite marks and lacerations. Roll Command at -10 to organise a task force to punish them for their insurrection. Failure loses you 1 population and 3 morale as your forces are crushed by the mutant threat and your crew begin to fear for their lives. | |||||
42 | 94-95 | Drug abuse in the lower decks is becoming problematic. There have been three violent psychotic episodes, two knifings and a lot of extremely unproductive workers. Either test against Carouse as you go undercover to try and discover where the drugs are coming from, or roll -20 Command to organise rehab programs, violent crack-downs and harsh punishments for those caught. Failure at either roll results in a loss of 1 population and 1 morale as the drug epidemic worsens, destroying productivity, ruining crew health and killing workers. | |||||
43 | 96-97 | Disease is spreading through the ship like wildfire! First, test against your crew rating, to see if your crew are able to fight off the infection. Secondly, each player should roll toughness as well. If your crew succeed, they are fine - if they fail, they take -10 to all tests for the rest of the session as droves of them are in bed with flu-like symptoms and all ship functions are badly understaffed. If the players fail, they temporarily lose 10 toughness points for the duration of the session as they are light-headed and woozy from the illness. Having a dedicated med-bay component adds +20 to both checks. | |||||
44 | 98-99 | A mutiny occurs. Roll 1d10 to see what it's caused by: 1-3 - Old grudges and dissent exacerbated by recent events suddenly explode. Roll a -20 command check - if you fail, a small cabal of mid-ranking officers attempt to stage a mutiny. 4-6 - Your recent disregard for Imperial convention has upset a lot of people. Whether you've upset the Faith, the Adeptus Mechanicus or just standard Imperial doctrine, you must pass a -30 command check or face a powerful faction within your own ship as they attempt to wrest control from you. 7-9 - Spies and assassins have snuck aboard your ship and have organised and funded a mutiny against you. You must pass a -40 command check or face a mutiny that is well armed and involves elements from all decks and factions aboard your ship, as well as some highly trained agents working for an enemy. 0 - The last time you travelled in the Warp, your Gellar Field flickered for a moment. You ran the usual diagnostics, and found nothing wrong. You should have looked harder, because a daemon of Tzeentch snuck aboard and possessed one of your officers. For the last few weeks they have worked to subvert your crew and corrupt your servitors. Pass a -50 command test to try and purge the corruption before it can further spread. Otherwise, face a massive insurrection of corrupted crew and possessed, murderous servitors acros the entire ship. | |||||
45 | 00 | Sabotage! Pick a component that is not the Gellar Field, Life Support, Warp Drive or Plasma Drive. That component is destroyed, and must be repaired at shipyard in a port like Footfall, Port Wander, Naduesh, Damaris, Ntharis, the Breaking Yards or Iniquity. |
A | B | C | D | E | |
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1 | |||||
2 | Servo-skull Upgrades | ||||
3 | |||||
4 | Note: | These are intended as upgrades that will help Servo-skulls level alongside their characters. They can either be looted, gifted or purchased, although it is recommended that the GM space out the opportunities to get upgrades out between at least 3 or so sessions. The purchase modifier indicates how rare and powerful the upgrade is. Note that some upgrades (such as the Weapon Upgrade or Utility Upgrade) can be granted twice, so long as a different tool or weapon is purchased. | |||
5 | |||||
6 | Roll | Name | Effect | Purchase Modifier | |
7 | 01-04 | Hidden Compartment | Through some careful miniaturisation of the Servo-skull's hardware set-up, room is made for a hidden compartment that adds a -30 modifier to all attempts to detect it. The compartment can only fit a small item, such as a grenade, vial of liquid, pistol or knife. | +30 | |
8 | 05-08 | Upgraded Sensors | The Servo-skull's pict and sonic recorders are removed alongisde the auspex unit and replaced with upgraded variants. The Servo-skull receives +10 to its Perception score, and receives the Heightened Senses trait to one sense. | +20 | |
9 | 09-12 | Upgraded Cogitator | The Servo-skull's cogitator is upgraded and refined. While this will purge the Servo-skull's existing memory banks, it conveys a +10 boost to Intelligence, and also grants the Logic skill and the Total Recall talent. | +20 | |
10 | 13-16 | Grav-jet Upgrades | More efficient and powerful grav-jets are added to the base of the Servo-Skull. This increases its Agility score by 10, grants the Flyer (8) trait and adds +10 to its Dodge skill. | +20 | |
11 | 17-20 | Vox System Boost | Powerful vox speakers are installed in the Servo-skull alongside a software upgrade that allows it to play sounds, recordings and voices at deafening volumes. This grants it the Mimic talent and allows its Tech-Priest master to use the Feedback Screech talent through the Servo-skull's speakers instead of their own. | +20 | |
12 | 21-24 | Bodyguard Programming | Tactical defensive software overwrites the Servo-skull's self-preservation instinct and the fine-tuning of its grav-jets give it a critical boost of speed when needed. The Servo-skull gains the Guardian talent and is now able to intercept blows meant for its master. | +20 | |
13 | 25-28 | Scoundrel Upgrade | A set of tools (designed by a particularly unscrupulous techpriest) are installed in the Servo-skull enabling it to aid its master in gambling, cheating and detecting falsehoods. This upgrade allows the Servo-skull to, among other things, very quickly shuffle and deal packs of cards, count cards and dice percentages, use x-ray vision to cheat and detect heart-rates and, of course, relay information back to its master secretly. So long as the Servo-skull is present and nearby, the master of this skull receives a +20 to Gambling and +20 resistance to opposed Deceive rolls. | +20 | |
14 | 29-32 | Weapon Upgrade | A new ranged weapon is installed in the servo-skull, perhaps in the mouth or one of the eye-sockets, alongside a better targeting computer. Add +10 to either the Ballistics Skill or Weapon Skill and roll 1d10 to see what custom-fitted weapon you are able to find (stats are viewable in the Rogue Trader Core Book): 1 - Laspistol 2 - Autopistol 3 - Shotgun pistol 4 - Shock Glove (rather than mounting a shock-glove onto the skull, the jaw is hinged and hooked up to an equivalent system that has all of the same stats as a shock-glove) 5 - Lucius Hellpistol 6 - Needle Pistol (comes with generic toxic darts, but can be replaced with something more interesting) 7 - Ceres-Pattern Boltpistol 8 - Ryza-Pattern Plasma Pistol 9 - Mezoa-Pattern Hand Flamer 0 - Mezoa-Pattern Grenade Launcher (comes with frag grenades, but can be replaced with something more fun) Note: The servo-skull cannot reload its own weapon and requires someone to do it for them - as a result all reload times are doubled. This upgrade also allows the Servo-skull to store one reload's worth of ammunition inside it. | +10 (GMs can grant the player the ability to select the weapon rather than randomly roll it - in that case 1-3 can be purchased at +10, 4-6 can be purchased at +0 and 7-0 can be purchased at -10. | |
15 | 33-36 | Utility Upgrade | A tool is installed in the Servo-skull alongside skill software in order to expand its capabilities. Roll d10 to determine what it gets: 1-2 - Combi-tool (grants the Tech-use skill) 3-4 - Surgical-tool (grants the Medicae & Chem-use skills) 5-6 - Calculance Array (grants the Evaluate & Commerce skills) 7-8 - Torture implements (grants the Interrogate & Intimidate skills) 9-0 - Magnetic Manipulator Claw (grants the Sleight-of-Hand & Security skills) | +10 | |
16 | 37-40 | Cameleoline Coating | By grafting a Cameleoline weave into the outer shell of the Servo-skull and installing several sound-dampeners, the skull is granted +20 to the Concealment and Silent Move skills. | +10 | |
17 | 41-44 | Manipulator Claws | A complicated and compact set of manpulator claws are installed in the Servo-skull alongside some skill software upgrades, enabling it to interface with transportation machinery cogitators, clamp onto steering wheels, and operate pedals and push buttons. This effectively grants it the Drive and Pilot (Flyer) skills. | +10 | |
18 | 45-48 | Evasion Upgrade | A series of minor but powerful grav-jets are installed around the Servo-skull's frame, granting it the ability to quickly dart from side to side. It gains the Step Aside talent. | +10 | |
19 | 49-52 | Mind Guardian Upgrade | A state-of-the-art mindlink upgrade is applied to both the Servo-skull and its master, strengthening the bond between them. By segmenting part of their mind and temporarily storing it in the Servo-skull's cogitator banks, the skull's master is granted +20 to resist opposed Interrogation and Telepathic psychic techniques checks. | +10 | |
20 | 53-56 | Upgraded Memory Banks | Vast amounts of compressed data is loaded onto memory chips which are installed alongside the servo-skull's memory-banks. Pick any two Common or Scholastic Lores: this Servo-Skull now has them trained. | +10 | |
21 | 57-60 | Vanity Upgrade | This Servo-skull's exterior is inlaid with golden circuitry, ancient and triple-blessed lumen modules and a truly gorgeous interface data-port. None of its systems, skills or talents are upgraded, but the Servo-skull is so clearly now a work of art and holy machinery of the most beautiful kind that its owner receives +10 to all Fellowship checks with other Adeptus Mechanicus. | +10 | |
22 | 61-64 | Conversion Shield Module | A minute conversion force field is installed in one of the Servo-skull's eyes. The field activates automatically whenever the Servo-skull is attacked for the first time in a round. The skull's master rolls a d100: on a 50 or lower, the field activates and entirely negates one hit. On a result of 5 or lower, the field burns out and must be repaired in a workshop or laboratory over several hours. | +10 | |
23 | 65-68 | Armour Upgrade | This upgrade sees the Servo-skull dipped in molten adamantium, encasing it fully and adding 3 points to its armour rating. The Servo-skull also looks shiny and chrome, now. | +0 | |
24 | 69-72 | Augur Arrays | Outfits the servo-skull with a powerful auspex array that enables detailed scans of its surroundings. Adds +10 to Scrutiny, Awareness and Search tests, grants the Darksight talent and the ability to determine chemical composition of objects it scans. | +0 | |
25 | 73-76 | Maglev Engines | The Servo-skull's grav-jets are upgraded with superior maglev systems that can supercharge for short bursts of time. By redirecting all power to the maglev systems, the Servo-skull can provide a powerful anti-gravity boost for up to a minute, allowing one humanoid figure to grab on and slow their descent sufficiently in order to reduce all fall damage to 1d10+3. Doing so drains the Servo-skull's energy reserves for 1d5 hours, leaving it completely inert during that time. It can only use this ability once per day. | +0 | |
26 | 77-80 | Hacking Software | A package of almost certainly non-sanctioned binary argots are uploaded to the Servo-skull's cogitator that greatly boost both its ability to hack other machine systems and to defend against hacks. The Servo-skull gains +20 to tests to resist hacking or manipulation of a machine nature, and gains +20 to tests to hack or infiltrate other machine systems. If the Servo-skull does not have the Tech-use skill, treat it as though it does but only for the purposes of specifically hacking, but not merely operating. | +0 | |
27 | 81-84 | Drug Synthesis Chamber | A miniature chymistry synethesis production chamber is installed in the Servo-skull. Once per session, assuming the Servo-skull has access to mundane alchemical ingredients (which it will automatically harvest from its surroundings given the chance) it will be able to produce a random, one-use drug. The drug still needs to be injected or consumed somehow. Roll d10 to select the drug, and refer to the D100 Consumables table for details on each drug: 1 - Obscura 2 - Frenzon 3 - Attention Spanner 4 - Rebuild 5 - Energon 6 - Purge 7 - Third Eye 8 - Crank 9 - Hulk 0 - Crawl | +0 | |
28 | 85-88 | Personality Chip | An upgraded personality chip is installed in the Servo-skull, giving it a more pronounced (but still rudimentary) personality. The skull is granted a Fellowship score of 10, but mostly is used to assist its master by cracking timely jokes, interjecting conversations with relevant bits of information and in general providing verbal backup to their master. When in the company of the Servo-skull (and it is able to speak), the skull's master receives +10 to Charm and +20 to Blather checks. | -10 | |
29 | 89-92 | Lingua Vox Upgrade | A sophisticated linguistic package is installed in the Servo-skull's communication database, granting it the ability to speak all languages catalogued by the Adeptus Mechanicus as though trained as a basic skill. This covers most major xenos-languages, Imperial languages and popular Hive-cants, but doesn't include xenos languages that haven't yet been studied (like that of the Rak'Gol or the Yu'Vath) or any language spoken or used by Chaos. This upgrade also grants the Lip-reading skill as basic. | -10 | |
30 | 93-96 | Expanded Memory Banks | The back of the Servo-skull's temple is cracked open and expanded in order to fit a whole array of memory banks. The Servo-skull now has the Infused Knowledge talent. | -10 | |
31 | 97-00 | Luminen Refiner | Luminen-charge receptors are studded over the outside of the Servo-skull, greatly increasing its conductivity. So long as its Tech-priest master is holding it, this Servo-skull conveys them the Energy Cache talent and can apply one of these refinements to the Luminen Shock and Luminen Blast abilities per turn: -Adds +3 to damage -Adds +4 to penetration -Doubles the range of Luminen Blast -Adds the Blast (2) trait to the attack | -10 |
A | B | C | D | |
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1 | ||||
2 | Alternate Familiars Psychic Features | |||
3 | ||||
4 | Note: | Roll on this table instead of the 'Psychic Features' table when generating a psychic familiar (as covered in the Navis Primer). | ||
5 | ||||
6 | Roll | Name | Psychic Feature | |
7 | 01-10 | Secret-eater | This familiar is able to extract secrets from the very flesh and blood of your enemies. Once per session, after eating the flesh or blood of an enemy, this familiar can whisper a secret about that enemy to its master. | |
8 | 11-20 | Learned | This familiar has a wealth of dangerous knowledge to share. Pick a Forbidden Lore when this feature is rolled. Once per session, when this familiar feeds on the flesh or blood of a sentient creature, it is able to automatically pass a single check for that lore. | |
9 | 21-30 | Hypnotic | This familiar is able to direct subtle hypnotic pulses that aid its master. Once per session, it can give you +20 to a single Fellowship check, provided those being targeted are in the proximity of your familiar. | |
10 | 31-40 | Shadowkin | Once per session, this familiar is able to leap through any deep shadow and teleport to its owner's side, bringing with it anything it was carrying. | |
11 | 41-50 | Phasewalker | This familiar is with effort able to slip between realms. Once per session, as a free action (or reaction), it can become ethereal for 5 rounds. This allows it to pass through solid matter, and while in this state it cannot interact with (or be interacted with) solid matter, although certain holy, warded, daemonic or psychic attacks can still harm it. | |
12 | 51-60 | Truthseeker | This familiar is able to supernaturally distinguish truth from lies. Once per session, it can determine whether a single statement is a truth or a lie, provided it was present when the statement was made. | |
13 | 61-70 | Space-bender | This familiar has the ability to warp space around it. Once per session, while held by its owner, this familiar can instantly teleport both of you to a single location visible to it, provided you would have been able to walk, swim or climb there. | |
14 | 71-80 | Futurebringer | This familiar has a limited capacity to see through the ebb and flow of time. Once per session, the owner of this familiar can ask it one Yes or No question about the near future, and it will answer to the best of its ability. | |
15 | 81-90 | Diviner | This familiar has an unnatural knack for finding people. Once per session, the owner of this familiar can ask it the current whereabouts of any individual, and it will be able to accurately describe them as though seeing them. | |
16 | 91-00 | Sympathetic | This familiar is able to force terrible sympathetic bonds between its master and an enemy. At any point, the familiar can sink its needle-teeth into the flesh of its master, dealing 1d5 damage (ignored by toughness & armour). A sympathetic bond to a chosen enemy visible to the familiar however takes the brunt of the injury, taking 1d10 damage (ignored by toughness & armour). |
A | B | C | D | E | |
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1 | |||||
2 | Imperial Ship Name Generator | ||||
3 | |||||
4 | Note: | Depending on the combination you may need to change the ones ending with 'of' to the plural form 's' | Depending on the combination you might need to add a 'the' or make the word plural. Use your imagination. | ||
5 | If you get a double up (e.g. Litany of Litanies) then you MUST keep it. | ||||
6 | |||||
7 | Roll | First Part | Roll | Second Part | |
8 | 01 | Emperor's | 01 | Fury | |
9 | 02 | Wail of | 02 | Wrath | |
10 | 03 | Brigand's | 03 | Light | |
11 | 04 | The Skull of | 04 | Justice | |
12 | 05 | The Sword of | 05 | Litany | |
13 | 06 | Shadow's | 06 | Lament | |
14 | 07 | Slayer's | 07 | Doom | |
15 | 08 | Scythe of | 08 | Promise | |
16 | 09 | The Litany of | 09 | Void | |
17 | 10 | Glory's | 10 | Supremacy | |
18 | 11 | Chastity's | 11 | Ruin | |
19 | 12 | Might's | 12 | Grace | |
20 | 13 | Faith's | 13 | Vow | |
21 | 14 | The Silent | 14 | Apotheosis | |
22 | 15 | Doom's | 15 | Serenity | |
23 | 16 | The Cog of | 16 | Assassin | |
24 | 17 | The Last | 17 | End | |
25 | 18 | Born of | 18 | Battle | |
26 | 19 | Master of | 19 | Sacrifice | |
27 | 20 | The Noble | 20 | Fidelity | |
28 | 21 | Saviour's | 21 | Truth | |
29 | 22 | Chalice of | 22 | Fortune | |
30 | 23 | Knife of | 23 | Prayer | |
31 | 24 | Equilibrium's | 24 | Salvation | |
32 | 25 | Sun's | 25 | Coin | |
33 | 26 | The Sightless | 26 | Edge | |
34 | 27 | Gaze of | 27 | Destiny | |
35 | 28 | Mercy's | 28 | Temperance | |
36 | 29 | Triumph's | 29 | Brilliance | |
37 | 30 | The Iron | 30 | Strength | |
38 | 31 | The Steel | 31 | Savagery | |
39 | 32 | The Deadly | 32 | Fortress | |
40 | 33 | Verity's | 33 | Emperor | |
41 | 34 | Unyielding | 34 | Curse | |
42 | 35 | The Deep | 35 | Price | |
43 | 36 | The True | 36 | Blood | |
44 | 37 | Aeon's | 37 | Mind | |
45 | 38 | The Daemon's | 38 | Fire | |
46 | 39 | The Ghostly | 39 | Extermination | |
47 | 40 | The Duel of | 40 | Bounty | |
48 | 41 | The Oath of | 41 | Mystery | |
49 | 42 | Voice of | 42 | Sight | |
50 | 43 | War's | 43 | Ascension | |
51 | 44 | Victorious | 44 | Incandescence | |
52 | 45 | Lord's | 45 | Hope | |
53 | 46 | The Warpsbane | 46 | Dream | |
54 | 47 | Creation's | 47 | Nightmare | |
55 | 48 | Famine's | 48 | Assault | |
56 | 49 | Witch's | 49 | Plunder | |
57 | 50 | Penitent | 50 | Shield | |
58 | 51 | Prudent | 51 | Lance | |
59 | 52 | Fortitude's | 52 | Sabre | |
60 | 53 | Hubris' | 53 | Mace | |
61 | 54 | Blazing | 54 | Dagger | |
62 | 55 | Golden | 55 | Blade | |
63 | 56 | Temperance's | 56 | Communion | |
64 | 57 | Thunder's | 57 | Aquila | |
65 | 58 | Dirge of | 58 | Throne | |
66 | 59 | Fastidious | 59 | Coin | |
67 | 60 | Mighty | 60 | Flaggelant | |
68 | 61 | Death's | 61 | Thunder | |
69 | 62 | Scarlet | 62 | Penance | |
70 | 63 | Sable | 63 | Gear | |
71 | 64 | Vengeful | 64 | Silver | |
72 | 65 | Merciless | 65 | Song | |
73 | 66 | Vigorous | 66 | Childe | |
74 | 67 | Bountiful | 67 | Gaze | |
75 | 68 | Savage | 68 | Flame | |
76 | 69 | Bloody | 69 | Torch | |
77 | 70 | Purity's | 70 | Glory | |
78 | 71 | Venerable | 71 | Bane | |
79 | 72 | Imperium's | 72 | Chance | |
80 | 73 | Fortune's | 73 | Storm | |
81 | 74 | Clarity's | 74 | Hunter | |
82 | 75 | Storm's | 75 | Arrow | |
83 | 76 | Oncoming | 76 | Spear | |
84 | 77 | Crimson | 77 | Fist | |
85 | 78 | Hunting | 78 | Wings | |
86 | 79 | Preying | 79 | Agony | |
87 | 80 | Patient | 80 | Wonder | |
88 | 81 | Righteous | 81 | Ire | |
89 | 82 | Beauteous | 82 | Rock | |
90 | 83 | Hope's | 83 | Rite | |
91 | 84 | Bronze | 84 | Hawk | |
92 | 85 | Adamant | 85 | Falcon | |
93 | 86 | Sanctified | 86 | Lion | |
94 | 87 | Holy | 87 | Bull | |
95 | 88 | Divine | 88 | Serpent | |
96 | 89 | King's | 89 | Hammer | |
97 | 90 | Knight's | 90 | Guardian | |
98 | 91 | Furious | 91 | Warrior | |
99 | 92 | Imperious | 92 | Ascension | |
100 | 93 | Zealous | 93 | Vengeance | |
101 | 94 | Saint's | 94 | Covenant | |
102 | 95 | Devout | 95 | Retribution | |
103 | 96 | Cold | 96 | Gauntlet | |
104 | 97 | Burning | 97 | Tyrant | |
105 | 98 | Indomitable | 98 | Crusade | |
106 | 99 | Conquering | 99 | Fang | |
107 | 100 | Pious | 100 | Eagle |
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | |
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1 | |||||||||||||||||||||||||
2 | Expanded Mutations Table | ||||||||||||||||||||||||
3 | |||||||||||||||||||||||||
4 | Credit: | All have been converted from this blog site | |||||||||||||||||||||||
5 | |||||||||||||||||||||||||
6 | Notes: | Roll 1d5 to pick the first digit, then roll d100 to pick the last two digits. Note that some of these may not fit well with the themes of your game, so be warned. | |||||||||||||||||||||||
7 | |||||||||||||||||||||||||
8 | 1d500 | Biological Mutations | |||||||||||||||||||||||
9 | 1 | Grotesque. Distressingly deformed, scarred, or mangled. -20 Fellowship, then roll again on this table. | |||||||||||||||||||||||
10 | 2 | Corrupted Organs. Your guts writhe. Whenever you gain a Critical Wound, everyone in 20 meters must face a Fear (2) check. | |||||||||||||||||||||||
11 | 3 | Bat Wings. Huge, flappy. Fly speed equal to your Movement speed. | |||||||||||||||||||||||
12 | 4 | Burst of Speed. Once per day, can double movement for 10 minutes. | |||||||||||||||||||||||
13 | 5 | Barrel Chest. +5 to toughness, +1d5 to wounds | |||||||||||||||||||||||
14 | 6 | Lamarckian Evolution. One hand turns into a random tool. GM picks a trade that you now have. | |||||||||||||||||||||||
15 | 7 | Hooved. 2 of your legs end in hooves. No effect. | |||||||||||||||||||||||
16 | 8 | Unstable. On death, parasitic limbs try to grapple nearby targets, fuse to them. | |||||||||||||||||||||||
17 | 9 | Crab Arm. One hand becomes a claw. You gain the Natural Weapon (pen 2) trait, but take -10 to hit with it. | |||||||||||||||||||||||
18 | 10 | Hook Fingers. Locked and bony, on one hand. You gain the Natural Weapon Trait, claw attack, but cannot hold weapons in that hand. | |||||||||||||||||||||||
19 | 11 | Patterned Skin. Stripes. | |||||||||||||||||||||||
20 | 12 | Inside Out. Horrible. Fellowship score and wounds are halved. | |||||||||||||||||||||||
21 | 13 | Hole. Mysterious hole right through your forehead. | |||||||||||||||||||||||
22 | 14 | Poison Spot. Bright blue, the size of a coin, appears on a location at the GM's discretion. Anyone touching it must roll toughness check or take 2d10 toxic damage (ignored by armour). | |||||||||||||||||||||||
23 | 15 | 10 Noses. They cover your body. +30 to perception rolls involving smells. | |||||||||||||||||||||||
24 | 16 | Extra Mouths. Gain 1d10 extra mouths on your head and neck. | |||||||||||||||||||||||
25 | 17 | Neck Frill. Can inflate to frighten beasts. | |||||||||||||||||||||||
26 | 18 | Foul Stench. Burnt meat and hair. -20 to concealment rolls and silent move rolls (where appropriate) | |||||||||||||||||||||||
27 | 19 | Magnetic Sense. Can detect magnetic north unless near a strong magnetic field or iron. | |||||||||||||||||||||||
28 | 20 | Hinged Head. Enormous toothy grin, ear to ear. Head opens like a box. | |||||||||||||||||||||||
29 | 21 | Leathery Hide. Increase toughness by 10. | |||||||||||||||||||||||
30 | 22 | Lightning Speed. You become incredibly nimble. Your gain the Unnatural Agility 2 trait. | |||||||||||||||||||||||
31 | 23 | Venomous. Your natural attacks (bite, claw, etc.) gain the toxic trait. | |||||||||||||||||||||||
32 | 24 | Spike Teeth. Long and serrated. Counts as a Natural Weapon. | |||||||||||||||||||||||
33 | 25 | The Vapours. You emit clouds of stinking yellow vapour from your ears. -20 to concealment and silent move checks, where appropriate. | |||||||||||||||||||||||
34 | 26 | Milk. 1 snack's worth per day. Painful if neglected for more than 3 days. | |||||||||||||||||||||||
35 | 27 | Monkey Tail. Can grip items. +10 bonus to any climbing tests. | |||||||||||||||||||||||
36 | 28 | Bizarre Colour. Your skin flickers between two colours (red, orange, yellow, green, blue, indigo, violet, octarine). | |||||||||||||||||||||||
37 | 29 | Exoskeleton. Hard, ugly and chitinous. Cannot wear armour, but gains the Natural Armour (3) Trait. | |||||||||||||||||||||||
38 | 30 | Insane Risks. No sense of danger. Immune to Fear and Pinning tests. Will take some but not all precautions. | |||||||||||||||||||||||
39 | 31 | Pheromones. Repels insects, 20m radius. | |||||||||||||||||||||||
40 | 32 | Atrophy. One your limbs becomes withered and useless, at the GM's discretion. | |||||||||||||||||||||||
41 | 33 | Inverted. Legs swap with arms. Movement unimpeded. Writing and delicate tasks are difficult. | |||||||||||||||||||||||
42 | 34 | Hulking Arms. They grow huge as your legs shrink. You can walk on them. +10 to strength, -10 to Agility. | |||||||||||||||||||||||
43 | 35 | Sensitive Skin. Unpleasant, itchy rash from touching silver. | |||||||||||||||||||||||
44 | 36 | Bird Wings. Vestigial. Cannot fly. | |||||||||||||||||||||||
45 | 37 | Stabbing Limb. One arm becomes a sharp point of bone. As a dagger. You gain the Natural Weapon trait, with Pen 3. | |||||||||||||||||||||||
46 | 38 | Mute. Your tongue disappears. | |||||||||||||||||||||||
47 | 39 | Spores. On death, coat a 20m radius in purple hallucinogenic spores. | |||||||||||||||||||||||
48 | 40 | Unusual Genitals. Whatever you had going on down there is different and weird now. | |||||||||||||||||||||||
49 | 41 | Single Bird Wing. Roll for location. Useless. | |||||||||||||||||||||||
50 | 42 | Feeble Jaw. Enormous overbite. | |||||||||||||||||||||||
51 | 43 | Third Eye. On your forehead. | |||||||||||||||||||||||
52 | 44 | Dog Face. Face of a houndling. | |||||||||||||||||||||||
53 | 45 | Perfect Memory. Gain the Perfect Recall talent. | |||||||||||||||||||||||
54 | 46 | Bad Posture. Head swapped with leg. May need to hop. -20 agility. | |||||||||||||||||||||||
55 | 47 | Skin Flaps. Like flying squirrel wings. Can use them to reduce falling damage by 1d5+1. | |||||||||||||||||||||||
56 | 48 | Long Nose. Protruding, sharp. Does 1d5+1 damage. | |||||||||||||||||||||||
57 | 49 | Strange Walk. You joints fire in an odd order. Reduce your Agility by 5. | |||||||||||||||||||||||
58 | 50 | Crown of Tentacles. 2d10 tiny tentacles grow in a ring around your head. No effect. | |||||||||||||||||||||||
59 | 51 | Spider Neck. On death, head is revealed to be a giant spider living on top of your body. | |||||||||||||||||||||||
60 | 52 | Mental Backsliding. Lose 2d10 intelligence. Cannot read or write, and loses the Literacy Skill. | |||||||||||||||||||||||
61 | 53 | Hair Migration. All of it migrates to one side of your head in a huge tuft. | |||||||||||||||||||||||
62 | 54 | Cyclops. All your eyes migrate to the centre of your forehead and fuse into one. | |||||||||||||||||||||||
63 | 55 | The Fits. Your brain is somewhat abnormal. Save vs bright light or flail about for 1d5 rounds. | |||||||||||||||||||||||
64 | 56 | Boiling Obesity. Fat fills up 5+1d5 weight of your encumberance. Roll the 1d5 every morning. | |||||||||||||||||||||||
65 | 57 | Finger Mouths. Every finger ends in a tiny lamprey mouth. Can eat with them. | |||||||||||||||||||||||
66 | 58 | Rearrangeable. You can slide your limbs around to new positions. 1 hour per limb. | |||||||||||||||||||||||
67 | 59 | Fly Cluster. A pocket of writhing fly legs appears on one of your arms. | |||||||||||||||||||||||
68 | 60 | Toe Growth. Your big toes grow as large as the rest of your foot. You will need new boots. | |||||||||||||||||||||||
69 | 61 | Alluring Face. All your facial blemishes migrate to a spot on your back. +10 Fellowship. | |||||||||||||||||||||||
70 | 62 | Strange Voice. Something has gone awry with your vocal cords. Your voice sounds like a distressed cat. | |||||||||||||||||||||||
71 | 63 | Fractal Fingers. One hand only. Cannot drop objects held in that hand. 1d100 fingers. | |||||||||||||||||||||||
72 | 64 | Horrible Bloating. Something is wrong with your guts. Roll toughness to not throw up every time you eat or take critical damage. | |||||||||||||||||||||||
73 | 65 | Foul Stench. Rotting fish and boiled hooves. -10 to concealment and silent move rolls, where appropriate. | |||||||||||||||||||||||
74 | 66 | Bilious Vomit. 5m cone, 1d10+2 damage. Requires 1 meal to recharge. | |||||||||||||||||||||||
75 | 67 | Illusion of Normality. You revert to your normal, original form until you gain another mutation - then they all come back. | |||||||||||||||||||||||
76 | 68 | Concealed Mutation. 1d5 of your mutations fade, appearing only when you are stressed or damaged. | |||||||||||||||||||||||
77 | 69 | Bloated Tongue. Doesn't fit in your mouth. Makes speaking difficult. | |||||||||||||||||||||||
78 | 70 | Revival. A missing body part, organ, or limb regenerates fully. | |||||||||||||||||||||||
79 | 71 | Spider Gland. You can excrete 10m of rope per day. | |||||||||||||||||||||||
80 | 72 | 100 Eyes. They cover your body. -20 Fellowship. You cannot be Surprised, and gain the Heightened Senses (Sight) talent at +20 | |||||||||||||||||||||||
81 | 73 | Second Face. On your stomach. It can see and smell but not hear or speak. | |||||||||||||||||||||||
82 | 74 | Metal Skin. Your skin is covered in metal plates. You cannot swim or wear armour. Gain the Natural Armour (3) trait. | |||||||||||||||||||||||
83 | 75 | Migratory Fingers. Rearranged on one hand, pointing in all directions. Cannot hold weapons. | |||||||||||||||||||||||
84 | 76 | Neck Pouch. Inflates, becomes big and red. | |||||||||||||||||||||||
85 | 77 | Puny. You shrivel like a raisin, shrinking to a quarter of your former size. -1d10 to all stats. | |||||||||||||||||||||||
86 | 78 | Glandular. Cheerful. Nothing can go wrong. Everything will turn out for the best. | |||||||||||||||||||||||
87 | 79 | Frog Tongue. As a whip. | |||||||||||||||||||||||
88 | 80 | Face Bubble. Eyes are protected by a clear dome across face. | |||||||||||||||||||||||
89 | 81 | Glow Pockets. Can glow (as a candle) at will. | |||||||||||||||||||||||
90 | 82 | Goat Horns. Small and pointy. | |||||||||||||||||||||||
91 | 83 | Climber's Eye. You gain a +10 bonus to climbing. You want to be high up. | |||||||||||||||||||||||
92 | 84 | Elastic Face. Features slide around in wild animation as you talk. | |||||||||||||||||||||||
93 | 85 | Spell Tumor. Gain 1 random spell in a lump on your head. It casts at a random minor psychic technique, with random targets. | |||||||||||||||||||||||
94 | 86 | Chameleon Eyes. Bulge, can look in 2 directions at once. | |||||||||||||||||||||||
95 | 87 | Pelican Mouth. Items hidden inside take a -20 to be found. | |||||||||||||||||||||||
96 | 88 | Detachable Tail. Newt-like. Falls off if you lose 8 wounds in one hit, but regenerates in 1d10 days. | |||||||||||||||||||||||
97 | 89 | Suckers. Your fingers end in suction cups. You can pick up anything, and gain +10 to climb checks. | |||||||||||||||||||||||
98 | 90 | Extra Lobes. +2d10 Intelligence. | |||||||||||||||||||||||
99 | 91 | Thick Skull. -10 Intelligence, +10 Toughness. Cannot be Stunned by physical attacks. | |||||||||||||||||||||||
100 | 92 | Oily. All bodily fluids can be used as (smelly) lamp oil. 1 flask per day normally. | |||||||||||||||||||||||
101 | 93 | Tentacle Fingers. All wiggly. | |||||||||||||||||||||||
102 | 94 | Strange Voice. Something has gone awry with your vocal cords. Your voice sounds like an angry duck. | |||||||||||||||||||||||
103 | 95 | Spores. On death, coat a 20m radius in thick yellow spores that do 1d10 toxic damage (ignored by armour). | |||||||||||||||||||||||
104 | 96 | Turtle Shell. Gain the Natural Armour (2) trait. Cannot wear armour or clothes. -1d10 Agility. | |||||||||||||||||||||||
105 | 97 | Swap. GM picks a mutation you currently have and replaces it with one rolled on this table. | |||||||||||||||||||||||
106 | 98 | Unstable. Any body part chopped off combusts in 1d5 rounds. | |||||||||||||||||||||||
107 | 99 | Breasts. 1d10. In rows. | |||||||||||||||||||||||
108 | 100 | Patterned Skin. Squares or checks. | |||||||||||||||||||||||
109 | |||||||||||||||||||||||||
110 | 101 | Pig Tail. Curly. | |||||||||||||||||||||||
111 | 102 | Coloured Pupils. Pick a colour (Red, Orange, Yellow, Green, Blue, Indigo, Violet, Octarine) | |||||||||||||||||||||||
112 | 103 | Compound Eyes. Whole bunch of little eyeballs, like a raspberry. | |||||||||||||||||||||||
113 | 104 | Detachable Leg. Falls off if you take 8 damage in one round. Can be reattached. | |||||||||||||||||||||||
114 | 105 | Telescoping Neck. Can grow or shrink as needed. Not very useful. | |||||||||||||||||||||||
115 | 106 | Baby Bird Heads. A ring of them around your neck. They cheep silently. | |||||||||||||||||||||||
116 | 107 | Strange Voice. Something has gone awry with your vocal cords. Your voice sounds like a clogged drain. | |||||||||||||||||||||||
117 | 108 | Suggestible. You take -20 against opposed Command checks. | |||||||||||||||||||||||
118 | 109 | Worm. Your legs fuse into one. You have difficulty climbing and riding a horse. | |||||||||||||||||||||||
119 | 110 | Confident. You are absolutely convinced your mutations make you sexually appealing. Others may disagree. | |||||||||||||||||||||||
120 | 111 | Evil Eye. One of your eyes becomes black and weeps tar-like tears. | |||||||||||||||||||||||
121 | 112 | 3d10 Ears. They cover your body. You gain the Heightened Senses (Sound) Trait at +20. | |||||||||||||||||||||||
122 | 113 | Trouble With Names. Everyone is "that guy" if you're in a hurry. Can find name in 1d10 rounds. | |||||||||||||||||||||||
123 | 114 | Mimic. You can mimic all voices, music, and natural sounds. | |||||||||||||||||||||||
124 | 115 | Wattles. Like a rooster. | |||||||||||||||||||||||
125 | 116 | Slime Trail. You sweat a horrible stinking ooze. Anyone tracking you gains +10 to their roll. | |||||||||||||||||||||||
126 | 117 | Mysterious Dot. You project a red dot from one eye. 50m range, very bright. | |||||||||||||||||||||||
127 | 118 | Headless. Your head shrinks into your chest. Eyes, ears, nose, etc. Migrate appropriately. | |||||||||||||||||||||||
128 | 119 | Compulsive Dancing. Pass -10 WP check every time your hear music or dance along. | |||||||||||||||||||||||
129 | 120 | Earthworm Blood. Your blood is now earthworms. | |||||||||||||||||||||||
130 | 121 | Stabbing Limb. One arm becomes a long serrated spike of of bone. As a sword. Gain the Natural Weapon Trait, with Pen 2. | |||||||||||||||||||||||
131 | 122 | Donkey Ears. Tufted. | |||||||||||||||||||||||
132 | 123 | Sensitive Eyes. Cannot bear direct sunlight. Take -10 to Perception checks during the day. | |||||||||||||||||||||||
133 | 124 | Scorpion Tail. Gain three free attacks per day dealing 1d10 toxic damage (ignored by armour). | |||||||||||||||||||||||
134 | 125 | Mantis Arm. One arm gains several extra joints. Can extend to 5m long, folds up to normal size. | |||||||||||||||||||||||
135 | 126 | Insect Hatred. All insects instinctively fear or hate you. People are immune. | |||||||||||||||||||||||
136 | 127 | Mind Split. You start hearing voices. The voices are you, or part of you. They offer terrible advice. | |||||||||||||||||||||||
137 | 128 | Bad Posture. Head swapped with arm. | |||||||||||||||||||||||
138 | 129 | Two Necks. Attached to one head. Tricky to decapitate. Can sing in harmony with self. | |||||||||||||||||||||||
139 | 130 | Lamarckian Evolution. One hand turns into a terrible version of the last tool you used. | |||||||||||||||||||||||
140 | 131 | Asymmetry. Everything you have 2 of you now have 1 of. Roll to see if it's on the left or right side. | |||||||||||||||||||||||
141 | 132 | Iron Nails. Fingernails, toenails, and teeth of iron. You can chew through leather. | |||||||||||||||||||||||
142 | 133 | 100 Sores. They cover your body. -20 Fellowship and -10 Toughness. | |||||||||||||||||||||||
143 | 134 | Comb. Like a rooster. | |||||||||||||||||||||||
144 | 135 | Trouble With Nouns. Everything is a "thing" if you're in a hurry. Can find word in 1d10 rounds. | |||||||||||||||||||||||
145 | 136 | Serrated Teeth. All your teeth become fearsomely sharp. You gain the Natural Weapon trait. | |||||||||||||||||||||||
146 | 137 | Resilient. Reduce all incoming physical damage by 1. | |||||||||||||||||||||||
147 | 138 | Booming Hoot. Once per day, can hoot incredibly loudly. 1 km radius. | |||||||||||||||||||||||
148 | 139 | Iron Skin. Flakes in rusty layers. Cannot wear armour. Gain the Natural Armour (3) trait. | |||||||||||||||||||||||
149 | 140 | Bristly Beard. Black, long, and coarse. | |||||||||||||||||||||||
150 | 141 | Pin Face. Head shrinks to a narrow point. Eyes on either side like tennis balls. -1d5 to all stats. | |||||||||||||||||||||||
151 | 142 | Long Spine. Legs shrink to keep height the same. | |||||||||||||||||||||||
152 | 143 | Temperature Sensitive Hair. Varies from purple (cold) to red (steaming hot). | |||||||||||||||||||||||
153 | 144 | Retractable Head. Can shrink into torso, leaving only hair exposed. | |||||||||||||||||||||||
154 | 145 | Pheromones. Insects find you very attractive and want to lick you. | |||||||||||||||||||||||
155 | 146 | Goat Legs. 2 of your legs become goat legs. You are not slowed by broken or rocky terrain. | |||||||||||||||||||||||
156 | 147 | Unsettling Laughter. Your laugh requires small children, hirelings, etc. to make a Fear check. | |||||||||||||||||||||||
157 | 148 | Bizarre Colour. Your skin becomes a new colour (red, orange, yellow, green, blue, indigo, violet, octarine) | |||||||||||||||||||||||
158 | 149 | Musk Gland. For marking territory. Smells intriguing. | |||||||||||||||||||||||
159 | 150 | Stinging Skin. Anyone you touch must pass Toughness check or be Stunned for 1 round, once. | |||||||||||||||||||||||
160 | 151 | Ink Skin. You can cause words to appear on your arms by concentrating. | |||||||||||||||||||||||
161 | 152 | Claws. Your fingers fuse into sharp claws. You cannot hold weapons. You gain the Natural Weapon trait (pen 2) the Tearing quality. | |||||||||||||||||||||||
162 | 153 | Thirsty. You desire water all the time. You drink twice as much water as normal. | |||||||||||||||||||||||
163 | 154 | Horse Tail. | |||||||||||||||||||||||
164 | 155 | Feathered Skin. You are covered in rainbow feathers. | |||||||||||||||||||||||
165 | 156 | Evil Eye. One of your eyes becomes green and wobbly. If you die, it becomes a slime. | |||||||||||||||||||||||
166 | 157 | Duplication. Split in half. Reduce all your Stats by 10 and your wounds by half. Your "twin" rolls new stats and wounds. | |||||||||||||||||||||||
167 | 158 | Wracked. Your body twists and deforms. -20 Toughness. | |||||||||||||||||||||||
168 | 159 | Spindle Arm. A new one, red and feeble. Stick it into a fresh corpse to make it walk and talk for 1d5 minutes. | |||||||||||||||||||||||
169 | 160 | Hunchback. You store a huge heap of fat on your back. Take twice as long to starve. | |||||||||||||||||||||||
170 | 161 | Corpulent. Fat weighs you down, your always count as carrying an extra 10kg. | |||||||||||||||||||||||
171 | 162 | Mooncalf. Your head becomes silver and swollen. You heal one wound for every 4 hours in moonlight. | |||||||||||||||||||||||
172 | 163 | Eyestalk. One of your eyes extends on a tube. It can see around corners or look behind you. | |||||||||||||||||||||||
173 | 164 | Neuter. Your genitals fly away on little bat wings. They may return later at a momentous occassion. | |||||||||||||||||||||||
174 | 165 | Rabbit Ears. | |||||||||||||||||||||||
175 | 166 | Mouse Blood. Your blood is now mice. | |||||||||||||||||||||||
176 | 167 | Glue Blood. Your blood is now glue. At 0 HP or below, any hits trap the weapon used to hit you. | |||||||||||||||||||||||
177 | 168 | Egg Laying. Once a week. Eggs are self-fertilized, hatch into horrible malicious mini-clones. | |||||||||||||||||||||||
178 | 169 | The Fits. Your mind isn't quite right. If you fail a Fear check, you flail about for 1d5 rounds in addition to the effects of the check. | |||||||||||||||||||||||
179 | 170 | Grinding Throat. Can eat tough objects (leather, wood). No extra benefit, but you can do it. | |||||||||||||||||||||||
180 | 171 | No Lips. Exposed teeth and gums. Dribbly. | |||||||||||||||||||||||
181 | 172 | Gaseous Guts. Whenever you gain a Critical Wound, everyone in 10m must Save or be poisoned (1d10 toxic damage, ignored by armour). | |||||||||||||||||||||||
182 | 173 | Goat Horns. Large and curled. | |||||||||||||||||||||||
183 | 174 | Forehead homunculus. A tiny version of you, from the waist up, grows from where your face used to be. | |||||||||||||||||||||||
184 | 175 | Patterned Skin. Halved, with each half a different shade. | |||||||||||||||||||||||
185 | 176 | 100 Mouths. They cover your body. -10 Fellowship. You can shout really loudly. | |||||||||||||||||||||||
186 | 177 | Cold Blooded. Lose -20 agility at low temperatures. | |||||||||||||||||||||||
187 | 178 | Caustic Spray. New pulsing glands on back. Can fire 10m cone, 1d10+2 energy damage attack three times a day. Smells awful. | |||||||||||||||||||||||
188 | 179 | Starskin. Skin becomes jet black with faint white stars. | |||||||||||||||||||||||
189 | 180 | Fish Hatred. All fish instinctively fear or hate you. | |||||||||||||||||||||||
190 | 181 | Migrating Eyes. They move as far apart on your face as they can, as if repelled by magnets. | |||||||||||||||||||||||
191 | 182 | Hunchback. You grow a migratory lump on your back. | |||||||||||||||||||||||
192 | 183 | Frenzy. Gain the Frenzy Talent. Select a trigger (Orks, heights, boredom etc.). Roll flat WP to not enter into a frenzy when triggered. | |||||||||||||||||||||||
193 | 184 | Feathered Skin. You are covered in white and black feathers. | |||||||||||||||||||||||
194 | 185 | Filter Tongue. Like a butterfly net, half a meter long. Can scoop fish out of water or filter soup. | |||||||||||||||||||||||
195 | 186 | Long Nose. Bulbous, like a mushroom. Slightly blocks vision, and creates a small blindspot directly in front of you. | |||||||||||||||||||||||
196 | 187 | Patterned Skin. Disruptive camouflage. Pick a terrain (snowy, forest, mountainous, steel), you gain +20 to concealment checks in that terrain.\ | |||||||||||||||||||||||
197 | 188 | Enhanced Genitals. Whatever you had going on down there is different and better now. | |||||||||||||||||||||||
198 | 189 | Gasbag. Your stomach bloats. As a full action, you can hover a meter off the ground for 1d5 minutes. Also helps reduce all falling damage by 1d5+3. | |||||||||||||||||||||||
199 | 190 | Frog Eyes. Bulge and retract every time you swallow. | |||||||||||||||||||||||
200 | 191 | Spare Legs. Current legs divide into three. Shuffle at normal speed, and don't lose mobility if a single leg is wounded/removed. | |||||||||||||||||||||||
201 | 192 | Finger Frills. 3d10 tiny fingers up and down your neck and ribcage. | |||||||||||||||||||||||
202 | 193 | Shark Teeth. Whole mouth full of them. Gain the Natural Weapon Trait. | |||||||||||||||||||||||
203 | 194 | Carnivore. Can only eat meat for sustenance. | |||||||||||||||||||||||
204 | 195 | Warts. All over the place. Nasty. | |||||||||||||||||||||||
205 | 196 | Fire Breath. 10m cone, 1d10+3 energy damage, once per day. | |||||||||||||||||||||||
206 | 197 | Second Brain. In your guts. +10 Intelligence. If decapitated, you can live (blind, deaf, and dumb, but alive). | |||||||||||||||||||||||
207 | 198 | Wonderful Odour. +10 Fellowship. Smells of spices. | |||||||||||||||||||||||
208 | 199 | Addiction. Choose a specific food (Apples, beef, candy, coffee, etc.). You lose -10 Intelligence and Toughness each day you do not eat your food. | |||||||||||||||||||||||
209 | 200 | Unstable. If you take 6 or more fire damage in a single round, roll +20 toughness, or explore. Does 3d10 damage, in a 10 meter radius. | |||||||||||||||||||||||
210 | |||||||||||||||||||||||||
211 | 201 | Gulper. You can eat something up to 2x your current size and still walk, very slowly. | |||||||||||||||||||||||
212 | 202 | Crown of Arms. 2d10 tiny arms grow in a ring around your head. No effect. | |||||||||||||||||||||||
213 | 203 | Blowhole. You can breathe through the top of your head or your normal mouth. | |||||||||||||||||||||||
214 | 204 | Milk. 1x[# of breasts]+1 snack's worth per day. Painful if neglected for more than 3 days. | |||||||||||||||||||||||
215 | 205 | Grappling Hand. On tendons. Can throw it 5m, retract. Cannot lift you. Can pull light things. | |||||||||||||||||||||||
216 | 206 | Long Legs. Gain an extra joint and 25cm in height. | |||||||||||||||||||||||
217 | 207 | Long Neck. Can rotate 360 degrees and peer around corners. | |||||||||||||||||||||||
218 | 208 | Lamprey Mouth. Can suck on a creature to recover 1 Wound every 5 minutes. | |||||||||||||||||||||||
219 | 209 | Extra Toes. 2d10 extra toes per foot. | |||||||||||||||||||||||
220 | 210 | Poison Gas Breath. 10m cone, 1d10 toxic damage, once per day. | |||||||||||||||||||||||
221 | 211 | Youth. De-age 2d10 years. | |||||||||||||||||||||||
222 | 212 | Rabbit Teeth. | |||||||||||||||||||||||
223 | 213 | Very Warm. Gain Resistance (Cold) talent at +20. Like a clay oven. | |||||||||||||||||||||||
224 | 214 | Unbalanced Legs. One grows strong and thick. The other withers. -10 Agility. | |||||||||||||||||||||||
225 | 215 | Frenzy. Gain the Frenzy Talent. Succeed on a flat Willpower check at the start of combat or activate it. | |||||||||||||||||||||||
226 | 216 | Teeth Warts. Molars all over. | |||||||||||||||||||||||
227 | 217 | Bat Wings. Vestigial. Cannot fly. | |||||||||||||||||||||||
228 | 218 | Dribbly. Your mouth salivates constantly, leaving a trail of slime down your front. | |||||||||||||||||||||||
229 | 219 | Fly Cluster. A pocket of writhing fly legs appears on the back of your head. | |||||||||||||||||||||||
230 | 220 | Bird Hands. From the elbow down. Like chicken legs with four scaly fingers. | |||||||||||||||||||||||
231 | 221 | Blood Fountain. Take 1d5 wounds to spray blood from your pores 5m in all directions. | |||||||||||||||||||||||
232 | 222 | Bird Legs. 2 of your legs become bird legs. You gain the Unnatural Agility 2 Trait. | |||||||||||||||||||||||
233 | 223 | Multiple Heads. 1d6 additional heads on your neck. The size of apples. They mutter and glare. | |||||||||||||||||||||||
234 | 224 | Egg Laying. Once a week. Eggs are probably unfertilized. Taste delicious. | |||||||||||||||||||||||
235 | 225 | Bloat Bladder. If you fail a Fear check, you inflate to a comical size, in addition to the other consequences of failing. | |||||||||||||||||||||||
236 | 226 | Tentacle Leg. Horrible and bendy, but it still works. | |||||||||||||||||||||||
237 | 227 | Anosmic. Your nose disappears. -20 to all smell-based perception tests. | |||||||||||||||||||||||
238 | 228 | Palm Spines. Your hands are very adhesive. You can climb anything a spider could climb. +30 to climb checks. | |||||||||||||||||||||||
239 | 229 | Worm Warts. All over. Like earthworms half embedded in your skin. | |||||||||||||||||||||||
240 | 230 | Stump Teeth. Little white pegs. | |||||||||||||||||||||||
241 | 231 | Hive Belly. A swarm of insects grows in your stomach. They buzz all the time. When damaged by a melee weapon, there is a 20% chance that the insects will pour from the wound and do 1d5 pure damage to your attacker. | |||||||||||||||||||||||
242 | 232 | Pheromones. Creatures of your race and the same gender as you find you very attractive. | |||||||||||||||||||||||
243 | 233 | Third Eye. Roll for location. | |||||||||||||||||||||||
244 | 234 | Long Nose. And 2d10 extra nostrils. Like a pepper pot. | |||||||||||||||||||||||
245 | 235 | Sensitive. You need to pass a flat Willpower check to fall asleep each night. | |||||||||||||||||||||||
246 | 236 | Hideous Morphing. Remove all current mutations. Roll once on this table for each mutation removed. | |||||||||||||||||||||||
247 | 237 | Crab Legs. 2d5 of them, replacing your normal legs. Can scuttle sideways at normal speed. | |||||||||||||||||||||||
248 | 238 | Pheromones. Creatures of your race and opposite gender find you very attractive. | |||||||||||||||||||||||
249 | 239 | Nimble Muscles. You become slightly more nimble. Increase your Agility by 1d10. | |||||||||||||||||||||||
250 | 240 | Extra Head. Identical to your current one, but mirrored. No bonuses due to bickering. | |||||||||||||||||||||||
251 | 241 | Reactive Mutability. One hand grows to resemble anything you hold in the other hand. | |||||||||||||||||||||||
252 | 242 | The Vapours. Your breath comes out in foggy white burps. -10 to silent move and concealment checks. | |||||||||||||||||||||||
253 | 243 | Antlers. Two of them. Can be used as a club. | |||||||||||||||||||||||
254 | 244 | Huge Veins. They throb dangerously. | |||||||||||||||||||||||
255 | 245 | Lightning Breath. 10m cone, 1d10+1 damage (ignored by armour), once per day. | |||||||||||||||||||||||
256 | 246 | Flesh Hose. Connects arm to torso. | |||||||||||||||||||||||
257 | 247 | Dire Straits. Roll again twice. You get both mutations. | |||||||||||||||||||||||
258 | 248 | Photosynthetic. You become green. You heal 1 Wound for every 6 hours spent in sunlight. | |||||||||||||||||||||||
259 | 249 | Detachable Arm. Falls off if you take 8 damage in one round. Can be reattached. | |||||||||||||||||||||||
260 | 250 | Blindness. All your eyes fly away and roost in a nearby tree or crevice. You still see through them. With a flat Wrangling check you can tame them. | |||||||||||||||||||||||
261 | 251 | Sensitive Skin. Unpleasant, itchy rash from touching copper. | |||||||||||||||||||||||
262 | 252 | Agile. Your limbs become longer and whip-quick. +10 to Agility. | |||||||||||||||||||||||
263 | 253 | Feather Frill. Brightly coloured feathers around your neck. | |||||||||||||||||||||||
264 | 254 | Splinter Teeth. Your teeth are now glassy, brittle, horrible and pointy. | |||||||||||||||||||||||
265 | 255 | Ridges. All over, up and down your back and sides. | |||||||||||||||||||||||
266 | 256 | Acidic Slobber. Can dribble a moderately strong acid on people, doing 1d5 damage, Pen 4. | |||||||||||||||||||||||
267 | 257 | Second Stomach. You can eat and store 1 meal, drug or liquid for later use. | |||||||||||||||||||||||
268 | 258 | Fish Love. All fish instinctively want to be your friend. | |||||||||||||||||||||||
269 | 259 | Hunchback. Your spine bends upwards. | |||||||||||||||||||||||
270 | 260 | Misshapen. May no longer run or ride a horse. Reduce Movement by half. | |||||||||||||||||||||||
271 | 261 | Faulty Memory. Must pass flat Intelligence check to recall details. Will lie to conceal ignorance. | |||||||||||||||||||||||
272 | 262 | Swap. Pick a mutation you currently have and replace it with one rolled on this table. | |||||||||||||||||||||||
273 | 263 | Frog Eyes. They grow large and bulging. | |||||||||||||||||||||||
274 | 264 | Emaciated. Reduce Strength, Toughness, and Wounds by 1d5. Appetite is doubled. | |||||||||||||||||||||||
275 | 265 | Hydra. If head cut off, or you take fatal critical damage to your head, roll +20 toughness check. If passed, 2 new heads emerge. | |||||||||||||||||||||||
276 | 266 | Hypnotic Eye. Lock eyes with a creature with the Bestial Trait. It must pass a flat Willpower roll or be stunned. | |||||||||||||||||||||||
277 | 267 | Lightning Touch. Your skin tingles with electricity. No effect, but you are annoying to touch. | |||||||||||||||||||||||
278 | 268 | Addiction. You desire alcohol. Temporarily reduce Intelligence and Toughness by 10 each day you do not have a drink. | |||||||||||||||||||||||
279 | 269 | Grey Hairs. Age 3d10 years. | |||||||||||||||||||||||
280 | 270 | Wyrdsight. One eye can roll Psyniscience at basic. If you already have psyniscience trained, that eye gains +10 to it, instead. | |||||||||||||||||||||||
281 | 271 | Spike Chin. Like a doorstop. | |||||||||||||||||||||||
282 | 272 | Amoebic. You can split and reform yourself. Each half has half stats, half Wounds, rounded down. Infinite splittings available, although if you get to 0 wounds you and all clones will die. | |||||||||||||||||||||||
283 | 273 | Joint Reversal. All your knees and elbows now bend the other way. | |||||||||||||||||||||||
284 | 274 | Detachable Limbs. Your arms, legs, and head can be removed and reattached. When you take critical damage, lose a random limb as well as the standard effects. | |||||||||||||||||||||||
285 | 275 | Ant Feelers. Eyes vanish. Can navigate by smell only. You effectively can 'see' up to 50 meters of range, through smoke and darkness and other obstructions, but only in situations in which you can smell your surroundings. | |||||||||||||||||||||||
286 | 276 | Extra Arm. Sticks off your back. It can hold things but it's not very convenient. | |||||||||||||||||||||||
287 | 277 | Skin Slough. Your skin falls off, exposing muscles and sinew. Fellowship is reduced to 10. All resist disease checks suffer a -20. | |||||||||||||||||||||||
288 | 278 | Extra Arm. Sticks off your side. It can hold things including an extra weapon or a shield. Functions like a Mechadendrite. | |||||||||||||||||||||||
289 | 279 | Nast Spines. Spines on all sides. Cannot wear armour. All melee attacks against you will incur 1d5 damage against the attacker, ignored only by toughness. | |||||||||||||||||||||||
290 | 280 | Whiskers. They sense air currents and vibrations. +1d10 Perception. | |||||||||||||||||||||||
291 | 281 | Foul Stench. Sharp metallic vomit. -10 to concealment and silent move checks, where appropriate. | |||||||||||||||||||||||
292 | 282 | Bird Wings. Huge, flappy. Fly speed equal to your Movement speed. | |||||||||||||||||||||||
293 | 283 | Heart Cannon. Can fire heart at target, for 4d10 damage. Then roll -30 toughness not to die, and reduce Wounds to zero. If you survive, your heart will regrow in 1d5 days. | |||||||||||||||||||||||
294 | 284 | Lantern Jaw. Enormous underbite. | |||||||||||||||||||||||
295 | 285 | Twitchy. Something's wrong with your nerves. You vibrate and fidget at all times. | |||||||||||||||||||||||
296 | 286 | Spindle Arm. A new one, red and feeble. Stick it into a fresh corpse to learn 1d5 of the corpse's secrets. | |||||||||||||||||||||||
297 | 287 | Swap. Random mutation you currently have is replaced with one rolled on this table. | |||||||||||||||||||||||
298 | 288 | Slit Nostrils. Like a snake. Nose disappears. | |||||||||||||||||||||||
299 | 289 | Beak. Your mouth becomes a chicken's beak. | |||||||||||||||||||||||
300 | 290 | Vigorous Soul. +20 to resist psychic techniques and daemonic possession. You gain an ironclad ego. | |||||||||||||||||||||||
301 | 291 | Flesh Hose. Connects head to torso. | |||||||||||||||||||||||
302 | 292 | Cravings. You are hungry all the time. You consume twice as much food as normal. | |||||||||||||||||||||||
303 | 293 | Signal Pods. Two tentacles grow from your shoulders. The tips glow like matches. | |||||||||||||||||||||||
304 | 294 | Toxic Blood. Immune to poison and disease. At 0 wounds or below, any additional damage deals 1d5 pure damage to attacker. | |||||||||||||||||||||||
305 | 295 | Hindbrain. Can sleep while walking or riding a horse. | |||||||||||||||||||||||
306 | 296 | Secret Proboscis. Can extend to drink water or other liquids from tall glasses. | |||||||||||||||||||||||
307 | 297 | Glorious Skin. Your skin becomes soft, smooth, and faintly luminescent. Gain +10 Fellowship. | |||||||||||||||||||||||
308 | 298 | Tar Blood. You bleed black tar. | |||||||||||||||||||||||
309 | 299 | Perfect Teeth. A winning smile. +1d10 Fellowship. | |||||||||||||||||||||||
310 | 300 | Life-Eater. Need to eat 1 living creature a day or take 1d5 pure damage. Vermin is allowed. | |||||||||||||||||||||||
311 | |||||||||||||||||||||||||
312 | 301 | Fur. Sprouts in tufts. | |||||||||||||||||||||||
313 | 302 | Retract. You can return to your normal form for 1d10 minutes per day, hiding all mutations. | |||||||||||||||||||||||
314 | 303 | Flipper Feet. -20 Agility on land, +20 to swim checks. | |||||||||||||||||||||||
315 | 304 | Enormous Head. Your head swells to twice its usual size. | |||||||||||||||||||||||
316 | 305 | Mind Split. You start hearing voices. The voices are you, or part of you. Second thoughts are good. +1d10 Intelligence. | |||||||||||||||||||||||
317 | 306 | Second Mouth. Inside the first one. Repeats what you say with a very slight delay. | |||||||||||||||||||||||
318 | 307 | Glass Flesh. Blue-white and brittle. Any fall damage you take is doubled. | |||||||||||||||||||||||
319 | 308 | Mental Regression. -20 to Intelligence. Cannot read, write, or use psychic techniques. | |||||||||||||||||||||||
320 | 309 | Mindless. Intelligence becomes 10. You obey any stern, simple order. Maybe time for a new character? | |||||||||||||||||||||||
321 | 310 | Pinecone Skull. Your head fold and ripples into a layered, complex shape. | |||||||||||||||||||||||
322 | 311 | Insect Love. All insects instinctively want to be your friend. | |||||||||||||||||||||||
323 | 312 | Patterned Skin. Spotted. | |||||||||||||||||||||||
324 | 313 | Huge. You grow, unevenly. Gain 1d10 Strength and Toughness, and 1d5 wounds. Lose 1d10 Intelligence. | |||||||||||||||||||||||
325 | 314 | Owl Eyes. Large but very deep set. Gain perfect dark vision. | |||||||||||||||||||||||
326 | 315 | Mutable. If you have sex with someone, randomly grant a mutation to each participant. | |||||||||||||||||||||||
327 | 316 | Unstable. On death, body flails and runs around mindlessly for 10 minutes. | |||||||||||||||||||||||
328 | 317 | People-Eater. Can only gain sustenance from eating people. | |||||||||||||||||||||||
329 | 318 | Mirrored Hands. They swap sides. | |||||||||||||||||||||||
330 | 319 | Tentacle Arm. One arm only. Works as normal, but slimy and flexible. | |||||||||||||||||||||||
331 | 320 | Synthesia. Your senses are confused and miswired. You taste colours, etc. -1d10 Willpower. | |||||||||||||||||||||||
332 | 321 | Manic. Choose a repetitive activity (knitting, screaming, etc.) Replaces sleep. Still takes 4hrs. | |||||||||||||||||||||||
333 | 322 | Head Rotation. Flips upside-down on your head. | |||||||||||||||||||||||
334 | 323 | Centipede. Your legs fuse and then grow 10x1d10 little legs. You move and climb normally. | |||||||||||||||||||||||
335 | 324 | Lumps. All over the place. The size of apples. | |||||||||||||||||||||||
336 | 325 | Glow Pockets. Constantly glowing. Can be used to navigate, but are easy to spot. -20 to silent move and concealment. | |||||||||||||||||||||||
337 | 326 | Well Protected. You are immune to most diseases. Your white blood cells are ant-sized. | |||||||||||||||||||||||
338 | 327 | Hole. Mysterious hole right through your torso. | |||||||||||||||||||||||
339 | 328 | Lightning Blood. Immune to lightning. At 0 HP or below, any hits deal 1d5 pure damage to attacker. | |||||||||||||||||||||||
340 | 329 | Wheezing Voice. Cannot shout. Breathe in or out every three words. | |||||||||||||||||||||||
341 | 330 | Retractable Claws. Like a cat. Gain the Natural Weapon trait. | |||||||||||||||||||||||
342 | 331 | Strange Voice. Something has gone awry with your vocal cords. Your voice drops three octaves. | |||||||||||||||||||||||
343 | 332 | Breast. Just the one. If you already had some, you get a spare. | |||||||||||||||||||||||
344 | 333 | Dire Straits. Roll again twice. Other players vote secretly on which mutation you get. | |||||||||||||||||||||||
345 | 334 | Head Crest. A bony ridge sprouts along your forehead. | |||||||||||||||||||||||
346 | 335 | Detachable Head. Falls off if you take 8 damage in one round. Can be reattached. | |||||||||||||||||||||||
347 | 336 | Gills. You can breathe underwater. | |||||||||||||||||||||||
348 | 337 | Snake Tongue. Can extend up to 25 cm. | |||||||||||||||||||||||
349 | 338 | Bizarre Colour. Your skin glows a new colour (red, orange, yellow, green, blue, indigo, violet, octarine) | |||||||||||||||||||||||
350 | 339 | No Nails. Toenails and fingernails vanish. | |||||||||||||||||||||||
351 | 340 | Petal Ears. Like flowers. Big, fleshy flowers. | |||||||||||||||||||||||
352 | 341 | Chameleon Skin. +20 to Concealment and Disguise checks. | |||||||||||||||||||||||
353 | 342 | Anemone Head. Crown of orange tentacles. Stingers grant you the Natural Weapon trait. | |||||||||||||||||||||||
354 | 343 | Utterly Jaded. Gain a +20 to all Fear and Pinning checks. | |||||||||||||||||||||||
355 | 344 | Mismatched Flesh. Lots of lines and ripples. Lose 1d5 wounds. | |||||||||||||||||||||||
356 | 345 | Prehensile Feet. Function as hands. | |||||||||||||||||||||||
357 | 346 | Out of Phase. You can hover through solid objects as a free action, but take 1d5 pure damage per round. | |||||||||||||||||||||||
358 | 347 | Blindness. All your eyes go milky white. | |||||||||||||||||||||||
359 | 348 | Colour Ripple. You are always the colour of the sky overhead. | |||||||||||||||||||||||
360 | 349 | Occasional Scales. Not quite lizard, not quite fish, not quite total coverage. | |||||||||||||||||||||||
361 | 350 | Glue Toes. Your toes dribble sticky glue. Can't use it to climb. Slowly fills up boots. | |||||||||||||||||||||||
362 | 351 | Long Bone Cannon. Can fire bones from arms (as crossbow), dealing 1d10+2 pen 2 damage. Arms are floppy afterwards for 1d5 hours. | |||||||||||||||||||||||
363 | 352 | Feathered Skin. You develop patches of feathers. | |||||||||||||||||||||||
364 | 353 | Cubic. Your body becomes a sort of cube, with your limbs and head at separate corners. | |||||||||||||||||||||||
365 | 354 | Rabbit Legs. Jump twice as high and far. | |||||||||||||||||||||||
366 | 355 | Rocket Fingers. You can fire your fingers as thrown daggers. The fingers do not come back. | |||||||||||||||||||||||
367 | 356 | Fur. Coats your head and back. | |||||||||||||||||||||||
368 | 357 | Second Face. On the back of your head. Has all the normal senses, can speak. | |||||||||||||||||||||||
369 | 358 | Foul Spit. You gain the Natural Weapon talent, with a range of 5m. Can be used once per round, instead of attacking. | |||||||||||||||||||||||
370 | 359 | Compressible. Squishy. Can squeeze under a door, given time. | |||||||||||||||||||||||
371 | 360 | Goat Face. Face of a goatling. | |||||||||||||||||||||||
372 | 361 | Curdling Scent. Something you emit curdles milk and blisters paint. -1d5 Fellowship. | |||||||||||||||||||||||
373 | 362 | Folding Limbs. Any extra limbs you have or gain can be folded away inside your torso. | |||||||||||||||||||||||
374 | 363 | Spare Organs. A hairy hump with a heart, lung, liver, and stomach grows on your back. | |||||||||||||||||||||||
375 | 364 | Rash. Horrible red lumps with white heads coat part of your body. They migrate with the moon's phases. | |||||||||||||||||||||||
376 | 365 | Powerful Legs. Thick tendons and springy joints. +10 Agility. | |||||||||||||||||||||||
377 | 366 | Ethereal Feelers. They sense danger. +10 Perception. | |||||||||||||||||||||||
378 | 367 | Mammal Hatred. All mammals instinctively fear or hate you. People are immune. | |||||||||||||||||||||||
379 | 368 | Bat Ears. Can sense 30m in the dark by clicking. | |||||||||||||||||||||||
380 | 369 | Fins. One on your back, two on your sides. +20 to swim checks. | |||||||||||||||||||||||
381 | 370 | Split Direction. If you are angry, gain +10 Intelligence. If you are calm, gain +10 Strength. | |||||||||||||||||||||||
382 | 371 | Craven. Take -20 to all Fear and Pinning checks. | |||||||||||||||||||||||
383 | 372 | Iron Hair. Spikes and wires. Cannot wear hats; need to shave with clippers. Painful. | |||||||||||||||||||||||
384 | 373 | Dead Black Eyes. Like a doll's eyes. Gain +10 to Fear checks and to resist interrogations. | |||||||||||||||||||||||
385 | 374 | Crystal Skin. Your skin is brittle and rocky. You cannot swim. | |||||||||||||||||||||||
386 | 375 | Deafness. Your ears pop (like blisters). | |||||||||||||||||||||||
387 | 376 | Goat Eyes. Square pupils. | |||||||||||||||||||||||
388 | 377 | Addiction. You desire blood. You take -10 to Intelligence and Toughness each day you do not have a drink. | |||||||||||||||||||||||
389 | 378 | Slab Hands. Fingers fuse together. Can still hold weapons. Cannot perform delicate tasks. | |||||||||||||||||||||||
390 | 379 | Boils. Horrible red lumps all over your body. Roll flat Willpower to be able to sleep. | |||||||||||||||||||||||
391 | 380 | Mammal Love. All mammals instinctively want to be your friend. People are immune. | |||||||||||||||||||||||
392 | 381 | Spherical. All protrusions retract. Can extend legs and arms, but can also roll. | |||||||||||||||||||||||
393 | 382 | Quick Nerves. +10 to Intelligence and Agility. | |||||||||||||||||||||||
394 | 383 | Dire Straits. Roll again twice. GM decides which mutation you get. | |||||||||||||||||||||||
395 | 384 | Weak Grip. Cannot hold anything heavier than a pen in your hands. | |||||||||||||||||||||||
396 | 385 | Snake Arm. A new one. Like an eyeless, noseless boa constrictor. Disobedient. | |||||||||||||||||||||||
397 | 386 | Chameleon Skin. No bonus to hiding, as it always shifts to vibrant colours. | |||||||||||||||||||||||
398 | 387 | Albino. All pigment and colour leaches from your body. Your eyes are pink. | |||||||||||||||||||||||
399 | 388 | Hydrophobic. Water slides off you. | |||||||||||||||||||||||
400 | 389 | Heat-Sensing Eye. 30m range. Can see invisible creatures, etc. | |||||||||||||||||||||||
401 | 390 | Giant Antlers. 1d5 sets of them. | |||||||||||||||||||||||
402 | 391 | Lizard Tail. | |||||||||||||||||||||||
403 | 392 | Hydra. If limb cut off, roll toughness. If passed, 2 new limbs emerge. | |||||||||||||||||||||||
404 | 393 | Needle Beak. Your lips are replaced with a sharp pointed beak. Too delicate to use as a weapon. | |||||||||||||||||||||||
405 | 394 | Ant Face. Face of an antling. | |||||||||||||||||||||||
406 | 395 | Sugar Sticky. 1 person can lick you for 2 hours to gain the benefit of 1 meal. | |||||||||||||||||||||||
407 | 396 | Feather Crest. Wiggles up and down with your emotional state. Makes bluffing difficult. -10 to Deceive rolls. | |||||||||||||||||||||||
408 | 397 | Ant Feelers. Can tell doppelgangers and illusions from real creatures. | |||||||||||||||||||||||
409 | 398 | Hand Migration. They move to your elbows. | |||||||||||||||||||||||
410 | 399 | Cilia Lips. Wriggly. Seals food inside. Like kissing a millipede. | |||||||||||||||||||||||
411 | 400 | Second Feet. 2 of your legs have second, backwards-facing feet. No effect. | |||||||||||||||||||||||
412 | |||||||||||||||||||||||||
413 | 401 | Second Face. On your lower back. It can see, smell, and speak but not hear. | |||||||||||||||||||||||
414 | 402 | Massive Brain. +20 Intelligence. Brain pokes out of your head. Cannot wear a helmet. | |||||||||||||||||||||||
415 | 403 | Vertical Eyelids. They blink sideways. | |||||||||||||||||||||||
416 | 404 | Slug Slime. Can slowly climb any surface a slug could climb. Always sticky. +20 to climb checks | |||||||||||||||||||||||
417 | 405 | Fangs. Your canine teeth sharpen. They do 1d5+1 damage. | |||||||||||||||||||||||
418 | 406 | Elongated skull. Grows backwards, bulging oddly. | |||||||||||||||||||||||
419 | 407 | Locust Blood. You bleed flying locusts. No effect, but they fly around if you are hit. | |||||||||||||||||||||||
420 | 408 | Musk Gland. For marking territory. Smells like old socks. | |||||||||||||||||||||||
421 | 409 | Migratory Mouth. It roves across your body like a slug. | |||||||||||||||||||||||
422 | 410 | Gyroscopic Guts. -1d10 Toughness, +1d10 Agility. Cannot be knocked prone. | |||||||||||||||||||||||
423 | 411 | Butterfly Wings. Cannot fly, but they do look pretty. | |||||||||||||||||||||||
424 | 412 | Sensitive Skin. Unpleasant, itchy rash from touching iron. | |||||||||||||||||||||||
425 | 413 | Organ Vomit. You can throw up your stomach to distract predators by taking 1d5 pure damage. | |||||||||||||||||||||||
426 | 414 | Homunculi Gland. If you are killed, a new version of you with 1/2 all your Stats, wounds, and memories bursts free. | |||||||||||||||||||||||
427 | 415 | Mane of Hair. Sticks out in all directions, untameable and hard, like wire. | |||||||||||||||||||||||
428 | 416 | Noisy Marrow. Any broken bones cause horrible wailing, hissing noises from the break. | |||||||||||||||||||||||
429 | 417 | Inflatable. If you take Critical damage, you deflate, and can be rolled up like a bedroll. | |||||||||||||||||||||||
430 | 418 | Molten Blood. Your blood is now molten iron. You a very warm. | |||||||||||||||||||||||
431 | 419 | Migratory Teeth. Your teeth swim around under your skin, reemerging at mealtimes. No effect. | |||||||||||||||||||||||
432 | 420 | Boneless. Gain +10 Agility. You can squeeze through gaps as small as your head. | |||||||||||||||||||||||
433 | 421 | Stabbing Limb. One arm becomes a telescoping spear of sinew and bone. As a spear. You gain the Natural Weapon Trait, with Pen 3. | |||||||||||||||||||||||
434 | 422 | Poison Spines. Quills on all sides. Cannot wear armour. 1d10+3 toxic damage by running into people. | |||||||||||||||||||||||
435 | 423 | Burrowing Nails. If you scratch or slash someone, a nail breaks off and slides into their skin, dealing one pure damage every day until removed. | |||||||||||||||||||||||
436 | 424 | Eye Cleaners. Instead of blinking, tongues come out to clean your eyes. | |||||||||||||||||||||||
437 | 425 | Fragile. Increase all incoming physical damage by 1. | |||||||||||||||||||||||
438 | 426 | Burst of Speed. Take 1d5 pure damage to gain the Unnatural Agility 2 trait for 10 minutes. | |||||||||||||||||||||||
439 | 427 | Fluted Face. Your sinus passages become twisted and musical. Woodwind sneezes. | |||||||||||||||||||||||
440 | 428 | Poison Cyst. Any poison you ingest is shunted into a transparent cyst on your waist. | |||||||||||||||||||||||
441 | 429 | Beetle Blood. Your blood is now beetles. | |||||||||||||||||||||||
442 | 430 | Snail Shell. Gain the Natural Armour (2) Trait. Cannot wear armour. -1d10 Agility. | |||||||||||||||||||||||
443 | 431 | Ink Cloud. If you fail a Fear test, you spray ink in a 10m radius. | |||||||||||||||||||||||
444 | 432 | Evil Eye. One of your eyes becomes red and glows in the dark. | |||||||||||||||||||||||
445 | 433 | Moist. Cannot be set on fire. Reduce all fire damage by 1. | |||||||||||||||||||||||
446 | 434 | Dead Nerves. Immune to pain. Gain 1d5 wounds. | |||||||||||||||||||||||
447 | 435 | Extra Leg. Gain an extra leg. It doesn't speed you up or slow you down. | |||||||||||||||||||||||
448 | 436 | Cow Tail. | |||||||||||||||||||||||
449 | 437 | Acid Sweat. Regular clothes and armour are destroyed in 12 hours. A slap deals 1d10+3 acid damage, Pen 4. | |||||||||||||||||||||||
450 | 438 | Dismal Genitals. Whatever you had going on down there is different and much less impressive now. | |||||||||||||||||||||||
451 | 439 | Abhor. Pick one thing (rain, leopards, arrows). It abhors you and you abhor it, as if repelled by a magnet. | |||||||||||||||||||||||
452 | 440 | Compound Eyes. Like a fly's. | |||||||||||||||||||||||
453 | 441 | Rubber Flesh. +1d5 wounds. | |||||||||||||||||||||||
454 | 442 | Foam Blood. Any Critical Damage you take fills 1d5 10'x10'x10 cubes with sticky red mist. | |||||||||||||||||||||||
455 | 443 | Flaps. Strange glowing pancake-like things grow from your limbs. | |||||||||||||||||||||||
456 | 444 | Goop Blood. You bleed thick green goop | |||||||||||||||||||||||
457 | 445 | 100 Tongues. They cover your body. -10 Fellowship, -20 to resist poisons. | |||||||||||||||||||||||
458 | 446 | Dragonfly Wings. Very fragile. Fly speed equal to your Movement speed. Can hover. | |||||||||||||||||||||||
459 | 447 | Parasite Friends. They live in your guts. Need to eat 1 extra meal per day. | |||||||||||||||||||||||
460 | 448 | Glue Fingers. Your fingertips dribble sticky glue. Can't use it to climb. Gums up book pages. | |||||||||||||||||||||||
461 | 449 | Bent Face. All facial features migrate to one side and smush together. | |||||||||||||||||||||||
462 | 450 | The Voices. You can hear the other players (not PCs) make jokes sometimes. | |||||||||||||||||||||||
463 | 451 | Hairless Body. All hair flees in a sudden burst. | |||||||||||||||||||||||
464 | 452 | Trunk. A long prehensile trunk grows on your face. Acts like another arm, but with Strength 20. | |||||||||||||||||||||||
465 | 453 | Elastic Limbs. Your joints rotate in all directions. +10 Agility. | |||||||||||||||||||||||
466 | 454 | Atrophy. 1d6 of your limbs become withered and useless. | |||||||||||||||||||||||
467 | 455 | Rasp Tongue. Good for cleaning meat off bones. | |||||||||||||||||||||||
468 | 456 | Migrating Genitals. Whatever you had going on down isn't going to be down there for much longer. GM picks where on your body they end up. | |||||||||||||||||||||||
469 | 457 | Very Cold. You gain +20 to resist heat. Almost corpse-like. | |||||||||||||||||||||||
470 | 458 | Solid Blood. You bleed red crystals. | |||||||||||||||||||||||
471 | 459 | Crocodile Face. Face hinges open. Lots of new teeth. You gain the Natural Weapon Trait as a bite. | |||||||||||||||||||||||
472 | 460 | Fire Blood. Immune to fire. At 0 Wounds or below, any hits deal 1d5 pure damage to attacker. | |||||||||||||||||||||||
473 | 461 | Spell Tumour. Gain 1 random minor psychic technique in a lump on your head. Squeeze lump, cast spell with 2 Psy Rating once a day. | |||||||||||||||||||||||
474 | 462 | Colour Ripple. You are always the colour of the thing you are looking at. | |||||||||||||||||||||||
475 | 463 | Large Ears. They double in size. | |||||||||||||||||||||||
476 | 464 | Asymmetry. Everything you have 2 of you now gain an extra one of. Roll to see if it's on the left or right side. | |||||||||||||||||||||||
477 | 465 | Glandular. Depressed. Everything is awful and nobody cares. | |||||||||||||||||||||||
478 | 466 | Churning Guts. Can eat rotten food, bone and gristle as sustenance to regain 1 Wound. | |||||||||||||||||||||||
479 | 467 | Strange Voice. Something has gone awry with your vocal cords. Your voice rises three octaves. | |||||||||||||||||||||||
480 | 468 | Unstable. On death, burst messily. 3d10 acid damage, 10m radius. | |||||||||||||||||||||||
481 | 469 | Rippling Muscles. +10 Strength. | |||||||||||||||||||||||
482 | 470 | Porcupine Spines. Quills on all sides. Cannot wear armour. 1d10+1, pen 1 damage by running into people. | |||||||||||||||||||||||
483 | 471 | Moronic. Large parts of your brain grow wings and fly away. -2d10 Intelligence. | |||||||||||||||||||||||
484 | 472 | Spike Tongue. Good for opening bottles but not much else. | |||||||||||||||||||||||
485 | 473 | Secret Pocket. Can hide 1 thing the size of an apple, which is Concealed. | |||||||||||||||||||||||
486 | 474 | Spike Warts. All over. | |||||||||||||||||||||||
487 | 475 | Head Crest. Waving tentacles. | |||||||||||||||||||||||
488 | 476 | Bird Leg. Just one. | |||||||||||||||||||||||
489 | 477 | Unstable. On death, limbs run away to pursue separate diabolical agendas. | |||||||||||||||||||||||
490 | 478 | Rubber Flesh. Any fall damage that would kill you reduces you to 0 Wounds instead. | |||||||||||||||||||||||
491 | 479 | Tusks. Like a boar. | |||||||||||||||||||||||
492 | 480 | Thick Fur. Coats your entire body. Gain the Resistance (Cold) talent at +20. | |||||||||||||||||||||||
493 | 481 | Unpalatable. You smell unappetizing. Most creatures won't consider you edible. | |||||||||||||||||||||||
494 | 482 | Detachable Genitals. You grow new ones in 1d5 days. | |||||||||||||||||||||||
495 | 483 | Full Body Dandruff. It just flakes off of you. | |||||||||||||||||||||||
496 | 484 | Wind Blood. At 0 Wounds or below, you make a horrifying whistling scream. Your attacker must make a Fear (1) check. | |||||||||||||||||||||||
497 | 485 | Molting. Once per week you shed your skin. Can be used to make coats or blankets. | |||||||||||||||||||||||
498 | 486 | Spiracles. You can breathe through your thighs and ribs. | |||||||||||||||||||||||
499 | 487 | Atrophy. Your head shrinks to the size of an apple. -1d10 Intelligence , Willpower, and Fellowship. | |||||||||||||||||||||||
500 | 488 | Stiff Joints. Cannot bend knees, elbows as easily. -10 Agility. | |||||||||||||||||||||||
501 | 489 | Hibernate. You can fall asleep and rest for 1 year without food or water. | |||||||||||||||||||||||
502 | 490 | Mimic. You think you can mimic voices but they always sound eerie and tormented. | |||||||||||||||||||||||
503 | 491 | Mute. Your tongue slides away like a leech. | |||||||||||||||||||||||
504 | 492 | Mimic. If you eat someone's face, your face will look like their face for 1 day. | |||||||||||||||||||||||
505 | 493 | Single Bat Wing. Roll for location. Useless. | |||||||||||||||||||||||
506 | 494 | Herbivore. Can only eat plants for sustenance. | |||||||||||||||||||||||
507 | 495 | Burst of Arms. 1d5 feeble ones, emerging from one point, just under an armpit. Can hold several things. | |||||||||||||||||||||||
508 | 496 | Extra Fingers. 2d10 extra fingers per hand. | |||||||||||||||||||||||
509 | 497 | Gills. You need to spend at least 4 hours a day in water or you take 1 damage per hour. | |||||||||||||||||||||||
510 | 498 | Stump Legs. Lose a joint and 25cm in height. | |||||||||||||||||||||||
511 | 499 | Dead Skin. You lose your sense of touch. | |||||||||||||||||||||||
512 | 500 | Goggle Eyes. Eyes grow to the size of melons. 30m vision in darkness and smoke, but blind in sunlight. |
A | B | C | D | E | F | G | H | I | |
---|---|---|---|---|---|---|---|---|---|
1 | |||||||||
2 | High-Ranking Imperial NPC Generator | ||||||||
3 | |||||||||
4 | Notes: | For use in quickly generating high-ranking NPCs with name, position, agenda and notable attributes. Just roll d100 five times in a row to get a unique character. Perfect for when your players go unexpected places that you haven't prepped for. | |||||||
5 | |||||||||
6 | Roll | Male Names | Female Names | Last Names | Position | Concerned With | Traits | Notable Characteristics | |
7 | 01-02 | Basil | Mirandus | Rathbone | Imperial Guard General | Voidship Manufacturing | Secretly a Mutant | Has a telescopic cybernetic eyes that can see through clothing, thin walls, fog and darkness and includes an inbuilt auspex unit - if the Explorers are conceiling something, they will almost certainly find it | |
8 | 03-04 | Aramis | Isana | Merovignian | Imperial Navy Admiral | A Debt Owed | Short-tempered | Possesses an exotic weapon | |
9 | 05-06 | Athos | Invidia | Al-Rashid | Bounty Hunter | Recruiting | Pious | Speaks with an incredibly thick accent that may well require language checks to decipher | |
10 | 07-08 | Ibrahim | Magnia | Hawkins | Planetary Governor | Vengeance | War Veteran | Has three pet pugs | |
11 | 09-10 | Talwroth | Mirandus | Kaban | Planetary Nobility | Establishing a new Trade Route | Drug-addicted | Is heavily cybernetically enhanced all over their body (cybernetic limbs, eyes, heart, lungs, sub-dermal plating, two mechadendrites, cranial implants, etc.) | |
12 | 11-12 | Golesh | Cassandra | Forthwing | Chartist Captain | Petitioning the Sector Governor | Alcoholic | Has by their side a large hover tray carrying a thermonuclear device. It is remotely connected to their heartbeat, and will detonate if they die. They make this fact well known wherever they go | |
13 | 13-14 | Hannibal | Aria | Xorn | Rogue Trader | Tracking down Something Stolen | Haunted by their Past | Has three different and heavily modified servoskulls (one for offense, one for surveillance, and one for lore, logic and language assistance) | |
14 | 15-16 | Ignatius | Caria | Arcadios | Heir of Rogue Trader | A Pilgrimage to a Holy Site | Appears youthful; is actually ancient | Is smoking a huge cigar and exhaling purple smoke that makes the Explorers dizzy | |
15 | 17-18 | Scypio | Lucida | Bludhaven | Minor Merchant House Representative | The Manufacture or Supply of Weapons | Helpful | Is wearing a belt of unusual grenades (stun, smoke, frag, krak, xeno-mesh, virus) | |
16 | 19-20 | Asmodean | Olivia | Peveril | Major Merchant House Representative | An Ancient Archeotech Find | Unable to keep secrets, loves to gossip | Has tattoos on both arms that appear to be a tally of sorts (deaths avenged, xenos slain, successful trips to Burscour, etc.) | |
17 | 21-22 | Dante | Jocasta | Ember | Sole Trader | Settling a Dispute | Perverted | Is stroking a large and strange cat-like creature (a Grynx) which watches you with interest | |
18 | 23-24 | Sharlto | Alizabeth | Bullroarer | Blood Relative of Sector Governor | An Imminent Xenos Threat | Paranoid | One hand is covered in ornate scribe-tines that are busily scribbling something onto a scroll while their owner is preoccupied with other matters | |
19 | 25-26 | Hyperion | Severina | Cursor | Arch Bishop of the Imperial Faith | Smuggling | Treacherous | Is extremely tall | |
20 | 27-28 | Ezekiel | Arianhrod | Sextus | Wealthy Xenographer | Securing armed forces | Charismatic | Is extremely short | |
21 | 29-30 | Kasimir | Lucinda | Raucus | Mercenary Captain | Purchase of a Voidship | Lazy and gluttonous | Is extremely wide | |
22 | 31-32 | Kalarus | Zenobia | Tenbone | Adeptus Mechanicus Explorator | Securing Passage to a nearby system | Is attracted to one of the Explorers | Has a cybernetic jaw and throat which they use to speak with artificially (they also have the Mimic talent) | |
23 | 33-34 | Antillus | Nazaria | Minwanabi | Administratum Tithe Collector | Addressing a Food Shortage | Has met one of the Explorers before | Has an unusual pet (reptillian, avian, eight-limbed monkey, blob, etc) | |
24 | 35-36 | Araris | Numidia | Rhodian | Administratum Master Logisticar | A Headhunting Bounty | Wounded from a recent fight | Has got a savage claw scar on their face | |
25 | 37-38 | Arutha | Ravinia | Kordholt | Arbite Justicar | Fighting a Duel | Dying from Poison | Has bulky cybernetic ears that enable them to pick up conversations quite far away | |
26 | 39-40 | Tiberius | Scaria | Aquitaine | Adeptus Munitorum Quartermaster | Securing a shipment of High-Quality Amasec | Loathes the Explorers | Is wearing a huge ornate top hat that occasionally makes a whirring noise (it doubles as a pict recorder/powerful bomb) | |
27 | 41-42 | Xanatos | Patience | Placidus | Scholastica Psykana Witchhunter | Investigating a Wrongdoing | Sees Heresy everywhere | Is Tatooed with several holy Imperial litanies, which a Ecclessiarchy or Daemonology check will reveal are said to provide protection against daemonic entities | |
28 | 43-44 | Aemos | Angharad | Medici | Seneshal Representing Mysterious Patron | Desertion or pursuit of a Deserter | Loves to gamble, is currently doing so | Is completely bald, and has several cables running from the back of their skull down into their clothing (that can at will pump drugs into their cranium that grant them +20 to perception and intelligence for 1d10 minutes and then gives them a level of fatigue) | |
29 | 45-46 | Scarborough | Altyre | Crassus | Navigator | An Imperial Tithe | Frightened for their life | Is wearing very bulky blue-tinted goggles that they refuse to take off (they have no eyes underneath) | |
30 | 47-48 | Fidelias | Demeter | Phrygius | Astropath Transcendant | Stealing Something | Ready to snap | Is constantly snacking on rare and precious candies | |
31 | 49-50 | Deutoron | Copley | Villemorte | Kasballican Trader | Assassinating Someone | Unsanctioned Psyker with telepathic abilities | Is covered in bruises (is being intimidated, owes money, fought over a romantic partner, owns a huge and violent pet, etc.) | |
32 | 51-52 | Demos | Echatol | Zhang | Lord Commissar | Uncovering a Conspiracy | Is desperately hiding something from the Inquisition | Has replaced their nose with cybernetics that look suspiciously like a ranged weapon (for specs, see inferno pistol, but with only one shot) | |
33 | 53-54 | Charon | Irridia | Navaris | Sister of Battle (re-roll with female name as needed) | Survival against a Mighty Foe | Has hired an assassin to kill someone nearby | Has a cybernetic hand that looks like some kind of razor blender (same stats as a chain-fist) | |
34 | 55-56 | Borric | Svenya | Valerian | Ordo Xenos Inquisitor | Spying on an Enemy | Possesses a Halo Device | Occasionally will suck on a smoking electric pipe device and inhale deeply, satisfied, but not exhale anything (stopping them from inhaling in such a manner for more than 30 minutes means they will frenzy and gain the Bestial and Natural Weapons traits) | |
35 | 57-58 | Hector | Torella | Von Volkenstein | Ordo Hereticus Inquisitor | Tracking Down Someone Dear To Them | Has discovered a secret about one of the Explorers | Is covered in hive-gang tattoos | |
36 | 59-60 | Antarius | Gamina | Quovandius | Ordo Malleus Inquisitor | Recovering a Lost Heirloom | Kleptomaniac | Has a brand on their neck featuring the sigil of a rival Rogue Trader house | |
37 | 61-62 | Ichabod | Xenia | Ravenor | Missionary | Hedonism | Has a colourful criminal past | Is dressed in very heavy furs of a xenos creature that provides an additional 3 armour against flame attacks | |
38 | 63-64 | Isambard | Morgana | Crane | Adeptus Mechanicus Skitarii | Avoiding the Authorities | Has travelled more than anyone the Explorers have ever met | Is wearing a cast-iron black mask with inlaid circuitry of unknown purpose (allows the user to use the psyniscience skill, or adds +20 to it if they already possess it) | |
39 | 65-66 | Shylock | Antilla | Trenchard | Void-Master Pilot | The Purchase and Sale of Information | Is an accomplished scholar in a relevant topic | Has an eyepatch, from under which light seems to be seeping through. Hidden behind it is a voice-activated hand-flamer | |
40 | 67-68 | Caecillius | Lucretia | Carrion | Officio Medicae Master Chirugeon | Blackmail | Wants to buy or barter for an item one of the Explorers is carrying | Is constantly fiddling with a strange looking coloured puzzle cube. Hidden inside is vortex grenade, but it requires a -40 logic test to solve and open, and each character can only try once. The owner may also not be willing to relinquish the puzzle box or its contents without a price! | |
41 | 69-70 | Scipio | Nadia | Montana | Primaris Battle Psyker | An Imminent Chaotic Threat | Has a lot of Corruption Points | Is obsessively watching some kind of sport on a large dataslate that is mounted via bracket on their shoulder. They will loudly exclaim and groan as the game progresses, interrupting whatever business they may be conducting and will not take their eyes off it unless their very life is at stake. It takes a -30 Common Lore (Imperium) check to identify the sport and teams, which will grant a +15 to all fellowship checks with this individual | |
42 | 71-72 | Quintus | Araria | Belisarius | Psychic Soothsayer | Forbidden Knowledge | Is susceptible to Flattery | Is quietly reading from an enormous tome labelled 'The Koronus Compendium, Vol 1'. It is the first in an extremely rare three-part series. Each book adds +5 to any Common Lore (Koronus Expanse) checks, and gathering all three increases that to +20 instead. Is willing to hand it over for 'a favour' under the right conditions | |
43 | 73-74 | Abraxas | Siobhan | Dominarus | Criminal Broker | Covering up a Scandal | Is susceptible to Intimidation | Is covered in jewellery, rings, amulets, goldchains, bracelets, earrings, the works. Hidden among the jewellery are many useful things such as hidden poisons, digiweapons, recording devices and alarm devices, short-range teleporter (and much more) | |
44 | 75-76 | Constantine | Valencia | Lupitanius | Artist | Finding the Cure | Is being tailed by two thugs | Possesses a large golden staff that is an ancestral heirloom and is genelocked to their bloodline, unusable by all others. Depending on what makes the most sense for the character the staff either acts as a powerful psy booster, a mighty meltagun or an archeotech hacking device | |
45 | 77-78 | Faustus | Ludmilla | Nero | Courtesan | Exploring Uncharted Regions | Is generous, and likely to invite the Explorers over for a drink or a cigar | Is encased in a life-support hover chair that is void-proof and is outfitted with twin-linked hellguns, a refractor field and an auspex | |
46 | 78-80 | Grachus | Cleopatra | Vulf | Information Broker | Hunting the Beast that tore off their leg | Has just gotten into a fight | Has an Ogryn butler by their side, wearing a smart and enormous suit | |
47 | 81-82 | Xerxes | Andorra | Zakharov | Arch-Militant | Finding someone Worthy to Fight | Is infamous around these parts | Has a large brand on their cheek indicating that they once were an slave | |
48 | 83-84 | Cyrus | Maxine | Ebongrave | Judge | Spreading the Imperial Faith | Is close friends with an important NPC | Is wearing a large purple gem around their neck that glows when a psyker is nearby. Also fears and loathes psykers | |
49 | 85-86 | Arkady | Hepzibah | Daizong | Con-man - re-roll on this table for their cover story (re-roll on a result of 85+) | Being on Holiday | Is an enemy of the Explorer's enemy | Has got long silver hair, but appears youthful | |
50 | 87-88 | Gilgamesh | Lilith | Carribas | Spy from an Enemy House - re-roll on this table for their cover story (re-roll on a result of 85+) | The Explorers | Is in league with the Explorer's enemy | Is wearing an ornate rebreather attached to a private supply of oxygen, and has several toxic gas grenades hidden upon their person | |
51 | 89-90 | Barnabus | Ophelia | Octavian | Assassin - re-roll on this table for their cover story (re-roll on a result of 85+) | Heresy | Is sadistic and bloodthirsty | Has a suitcase chained to their arm that contains a priceless artefact (roll on priceless artefact table) that they are delivering to someone very powerful | |
52 | 91-92 | Valentin | Hesperida | Anasati | Genestealer Cultist - re-roll on this table for their cover story (re-roll on a result of 85+) | Retirement | Carries several poisons and drugs hidden about their person, has +20 to sleight of hand and is immune to every toxin and drug they carry | Has an antique Grapplehawk with custom modifications that allow it to teleport back to its master with whatever it is holding | |
53 | 93-94 | Vladimir | Augustina | Alzahir | Secessionist - re-roll on this table for their cover story (re-roll on a result of 85+) | Xeno-tech | Is related to one of the Explorers | Is wearing an Eldar Soulstone around their neck like an amulet. It grants them +10 to resist psychic powers and they have learned to commune with the spirit of the Eldar Warlock within | |
54 | 95-96 | Darius | Boudica | Salador | Heretic - re-roll on this table for their cover story (re-roll on a result of 85+) | Chaotic Artefacts | Is nervously waiting to perform an exchange of something very valuable and highly risky with some very powerful people | Is covered in glowing electoos that form beautiful luminescent patterns all over their body. They can be overloaded to generate a blinding flash once per hour | |
55 | 97-98 | Severin | Kalare | Korbannus | Inquisitor - re-roll on this table for their cover story (re-roll on a result of 85+) | An Alliance with - (re-roll on the Position table, re-rolling on results of 85+) | Is a retired badass of the highest degree | Is wearing a jetpack that is mostly disguised by their outfit, which is nontheless noticeably bulky and visibly conceiling something | |
56 | 99-00 | Roll again on the female table | Roll again on the male table | Valois | Disguised Daemon - re-roll on this table for their cover story (re-roll on a result of 85+) | A Rivalry with - (re-roll on the Position table, re-rolling on results of 85+) | Has an active, nearby Teleportatium on standby that can be used to escape (with company) or summon a dozen troops at a moment's notice. | Is wearing a bomb collar, but seems unconcerned by it. It will detonate if they betray their true master |
A | B | C | |
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1 | |||
2 | Expanded Psychic Phenomena | ||
3 | |||
4 | Note: | This serves as a drag and drop replacement of the original Psychic Phenomena chart, but is somewhat more nasty than the original. I recommend consulting both tables when you roll and picking whichever result will on either table will make for a more interesting scenario. | |
5 | |||
6 | 01-03 | Everyone within 1d10 meters of the psyker (except the psyker) is healed by 1 wound. | |
7 | 04-06 | A nearby object, wall, floor, ceiling or minor NPC turns irrevocably into an unidentified liquid. | |
8 | 07-09 | Walls, ceilings and floors within 2d10 meters around the psyker become see-through for 1d10 rounds. | |
9 | 10-12 | Everyone within 1d10 meters of the psyker (including the psyker) take 1 wound. | |
10 | 13-15 | All doors within 4d10 meters of the psyker are opened if they are closed, or closed if they are open. | |
11 | 16-19 | Everyone within 1d10 meters of the psyker repeats the same action they performed last turn. | |
12 | 20-22 | EVERYONE’s guns within 5d10 meters jam and need to be reloaded. | |
13 | 23-25 | One Melee Weapon within 3d10 meters of the psyker becomes animated for 1d5 turns and tries to kill them. | |
14 | 26-28 | Gravity reverses for 1d10 turns in a radius of 1d10 meters around the psyker. | |
15 | 29-31 | One random ally within 3d10 meters and one random enemy within 3d10 meters become invisible for 1d5 rounds and require a -40 to be shot or hit during that time. | |
16 | 32-34 | Everyone within 3d10 meters must pass a +10 strength check or drop whatever they are holding in their dominant hand as it is wrenched away from them suddenly. If the item is being held in two hands, receive a +30 to the strength check instead. | |
17 | 35-37 | Time distorts around the psyker for 1 d10 meters, speeding up and slowing down randomly. At the beginning of each turn, roll 1D10. On 1-5, the psyker has only a half action and takes -20 to all tests due to slowed movement. On 6-8, time passes normally. On 9-0, the psyker takes two turns back to back. | |
18 | 38-40 | Everyone within 1d100 meters tests +10 WP or relives a particularly painful memory and can only take a half-action during their next turn | |
19 | 41-43 | All guns within 1d10 meters discharge. If holstered, there's a 50% chance the gun shoots its owner. If they are in use, there's a 75% they'll fire again at the same target as they last shot at (roll a single free attack). | |
20 | 44-46 | Psyker and 1d5 random people within 3d10 meters are set on fire. | |
21 | 47-49 | Everyone within 2 d10 meters rolls a d10. On a 1-3, they are deafened for two rounds, on a 4-8 they are blinded for two rounds, on a 9-0 they are stunned for two rounds. | |
22 | 50-52 | Any creatures within 100 meters are engraged and try to attack the psyker for 1d10 turns. | |
23 | 53-55 | The Psyker and one random character within 3d10 meters switch whatever they’re holding in their hands with each other. | |
24 | 56-58 | The psyker is immediately affected by the psychic technique 'hammer hands' for 1d5 turns. Their hands turn into large slabs of iron-like flesh, and they gain the Unnatural Strength x3 trait and can do 1d10 + Strength Bonus impact damage with them. During this time, the psyker cannot use any items that require the use of their hands, and also cannot use any further psychic techniques. | |
25 | 59-62 | A hole into the Warp is torn, and through it drops a single grenade at the psyker's feet. Roll a d10. On a 1, it is an anti-plant grenade. On a 2-3 it is a smoke grenade. On a 4-6 it is a hallucinogen grenade. On a 7-9 it is a frag grenade. On a 0 it is a plasma grenade. | |
26 | 63-65 | Three domes of force spring up, trapping and dividing groups of characters within 3d10 meters for 1d5 turns at the GM's discretion. The walls of the force are red and are functionally impenetrable. | |
27 | 66-68 | A noxious purple gas vents out of the psyker's every orifice, infusing the area around him for 2d10 meters. Everyone within that area (the psyker included) must make a -10 toughness test or roll on the Hallucinogen Effects table. | |
28 | 69-71 | 1d5 grenade pins within 1d10 meters of the psyker are pulled. | |
29 | 72-74 | 1d5 corpses within 1d100 meters come back to life as flesh eating ghouls, intent on devouring the psyker. They retain their weapons and stats from their previous life, but take -10 to BS and WS, and gain the Unnatural Strength 2 and Unnatural Toughness 2 traits. | |
30 | 75-00 | Roll on the Perils of the Warp Chart |
A | B | C | |
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1 | |||
2 | Expanded Warp Travel Phenomena | ||
3 | |||
4 | Notes: | While most events have mechanical effects upon the ship and crew, roleplaying and exploring the psychological impacts and individual effects of these events with your players is highly recommended. I've also steered away from re-using the phenomena present in the Rogue Trader Core Book and the Navis Primer books, so for the most varied result I'd recommend alternating between this table and those ones. If the ship Navigator is particularly incompetent, an Ork Warphead, or is in league with dark powers, then a GM is encouraged to add +10 to any result on this table. | |
5 | Credit: | Some of these encounters have been taken from or inspired by ideas in this thread: https://forum.rpg.net/showthread.php?492135-Rogue-Trader-100-Warp-Travel-Encounters | |
6 | |||
7 | Roll | Encounter | |
8 | 1-10 | All's Well - Nothing of note happens. Thank the Emperor. | |
9 | 11 | Message From the Future - A message arrives via Astropath - it appears to be from your own Seneshal, despite the fact that he is on board the ship! The message will explain that this other Seneshal is from your own future - a freak warpstorm had thrown their entire ship and crew back in time by a decade. Knowing that knowledge of one's own future is a dangerous thing to impart, your future selves have decided not to give you any future knowledge, but your Seneshal can't help but provide you with some hot Calixian market trend tips. Should you decide to follow these tips with a simple +0 Commerce roll, gain 1 extra profit factor as they prove to be accurate...but a feeling of existential dread may overcome your executive as you ponder the implications of your actions. | |
10 | 12 | Treasure Beyond Compare - With an allmighty wallop, the ship tilts to one side, followed by a clinking sound. To everyone's amazement, the ship is now riddled with tiny black pearls of exquisite rarity. Allow the crew to keep them and gain 10 morale! A successful +0 Command check sees you sternly command the crew to hand them in to the executive team. Add one profit factor, but reduce crew Morale by 3 as they resent being robbed of this sudden windfall. Should players take the treasure for themselves they also gain 1 corruption point - accepting gifts from the Warp is bad for the soul. | |
11 | 13 | Bumper Crop - Plants begin to sprout all over the ship, seemingly from nothing. The crew naturally fight back, hacking twig and stem, but in many dark places the plants grow freely, eventually yielding juicy fruits of rare deliciousness. The missionaries aboard your ship decry these fruits as tainted and corrupt: surely the work of the Ruinous Powers, trying to tempt the faithful. Mostly they are ignored; the fruit really is delicious. Gain 1 morale. | |
12 | 14 | Past Present - With a metallic groan, your ship begins to change before your very eyes. Rust, dents, wear and tear - all of these begin to fade away, until the walls gleam as though brand new. Parts of your ship have become young and strong again - untarnished by age. Repair 1d10 hull integrity as deep battle-scars are mended in a manner of minutes. | |
13 | 15 | Slanesh's Caress - A mad lust seizes the crew! For a full day and night, all adult crew engage in a wanton and depraved orgy, and all work on the ship comes to a halt. All are seized by the desire to join in, but a -20 Willpower test will allow players to resist the urge to join. By daybreak, everyone slinks back to their rooms, ashamed and exhausted. Gain 1 morale as the crew has been able to let off a bunch of steam, but no one can seem to shake a feeling of dirtiness. | |
14 | 16 | Who the hell are you? - New crew appear at the start of the next work shift with no explanation. They claim to have always been here, and they can certainly point to rooms and belongings that are theirs, and seem to know the layout of the ship and their duties quite well, but no one can remember them ever being part of the crew. Many of them are unceremoniously killed and dumped out the airlock on suspicion of being demons. The survivors are begrudgingly accepted - an extra pair of hands to help out is always welcome, after all. Gain 1 crew population. | |
15 | 17 | Punctual as Always - Upon arrival at your destination, you receive an Astropathic Message - it is a duplicate of one you received a week before you set off, a financial progress report from one of your holdings. Your Navigators report that the movements of the Warp and the Astronimican are identical to those observed a week before you left. Somehow, incredibly you have arrived at your destination a week earlier than you set off! | |
16 | 18 | The Last Fleet - A ghostly fleet of ships passes by the player’s ship. The vox chatter that floods in suggests they are a war fleet, eagerly wishing to engage with the enemy. A routine War, Imperium, Tactica Imperialis, Koronus Expanse or Imperial Navy Lore check will reveal that these are the fleet rushing to aid a besieged Port Wander more than a thousand years ago. You know that this fleet was crushed, and all men died. | |
17 | 19 | Old Masters - Spectral echoes of long-dead crew appear aboard ship and silently perform their duties for a few days. This is unnerving to much of the crew but there may be secrets long-lost to be rediscovered in their actions. In some cases, the spectres may posses some measure of awareness, freely offering guidance or taking umbrage at changed routines. With a -10 charm check, Explorers can turn this unusual event into a celebration as the living crew can finally take some time off and relax while the dead take care of the running of the ship - gain 1 morale. | |
18 | 20 | Military Echoes - The blind eyes of the Astropath Transcendant suddenly jerk open wide and glow with a savage jade light, filling the entire bridge. He immediately shouts the following in a guttural voice: This is a priority alpha warning. Entrance to realspace forbidden at these coordinates. Necron Tomb Fleet is passing through with active Soulripper Field present. Activate shock pulse fields and proceed at red level speeds towards nearest safe asteroid-gatestation. The Astropath will soon return to normal and will have no idea what has just transpired. If they go into real-space, there will be nothing there. | |
19 | 21 | Writing on the Wall - The lights go out for but a moment. When they come back on, everyone is shocked to find the walls of the vessel covered in strange and bizarre scrawlings. Every wall on every deck has been vandalised with banal and disturbing messages. Some of it just names of past, present and possibly future crew. Some of it is random, nonsensical tales. Others are vague, dire accusations of guilt. Others are horrifying confessions. Some of it is simple nonsensical gibberish. The messages fade after a few days. The crew has disturbed, but have experienced worse in the Warp. | |
20 | 22 | Noir Excursion - Over the course of a day, all colour seeps from the surroundings, leaving everything black and white. This persists for three days, greatly alarming the crew, before colour slowly returns. | |
21 | 23 | Verity's Day - For one day and one night, no lie may be spoken aboard the ship. No one is forced to tell the truth - they simply cannot communicate anything they believe to be a lie. Whether verbally, psychically, transcribed or signalled, people find that they simply cannot tell a lie - unless they pass a -30 willpower check, to be tested with every single lie. | |
22 | 24 | Tempus Fugit - Over the course of about a minute, everyone's hair and nails grow as though a decade has passed. Everyone is bewildered and very hairy, although there are no further effects. Dwelling upon the random and unpreventable nature of this latest twist of fate unsettles and disturbs you - everyone takes an insanity point. | |
23 | 25-26 | Psychic plague - Purple lightning cascades all over the ship striking several people at random. At first they seem unharmed, but soon they begin manifesting strange psychic powers! They don't seem to be particularly powerful, but an unsactioned psyker is an unsactioned psyker. How will you deal with them? Letting them run free on the ship harms morale by 1, but allows you to leverage a host of low-level psykers (which may have further ramifications of the Imperium finds out). Culling the psykers instead reduces crew population by 1. Each player should roll under their corruption points to see if they are affected - if so they gain the Wyrdling mutation. Characters who already possess a Psy Rating (Or Dark Eldar, Navigator or Tau characters) are unaffected. | |
24 | 27 | Remember What? - You and your crew are hit with unpredictable bouts of amnesia. You stand up to get something, but can't remember what it was you. You accidentally have dinner twice, confused as to why you're so full. Crew are given direct orders and forget them moments later. Some are affected more deeply than others - forgetting their whole lives, even their names, often for hours at a time. Nothing gets done properly, so add an extra 1d5+1 days to your trip as a result. Any characters with the Perfect Recall talent can attempt a -20 command check to mitigate this delay by 2 days, to a minimum of 1 day. | |
25 | 28 | Dexterously Sinister - With a cracking of bone and muscle, every single person aboard the ship experiences a sharp pain in their hands. The pain quickly fades but the change is permanent - everyone's dominant hand has switched. One-handed characters who still possess their dominant hand will find themselves with a -10 penalty to using it as their dominant hand is now their missing one (and vice versa), although it takes roughly one year (or 6 sessions) to re-learn how to use their off-hand as well as their dominant one. Gaining bionic or cybernetic limbs after the fact still does not correct this insidious change. | |
26 | 29-30 | Where Does the Time Go? - In an instant, half of your crew age by at least two decades; the other half becomes two decades younger. Explorers should each roll a d100 - if they roll a 50 or under, they become 20 years younger, if they roll a 51 or higher, they age 20 years in an instant. Half the crew despairs, their productivity plummets. The other half are overjoyed, and work all the harder with their younger bodies. Lose 1 population as the very old immediately die from old age - and the very young cease to exist. Explorers are somewhat resistant to this effect - it is up to the GM how much they are affected. | |
27 | 31 | Cloudy with a Chance of Insanity - It begins to rain on deck C. The tech-priests hurry to preserve the electronics, but are waylaid by the snow on Deck A. On Deck D, one of the foremen is brained by hail the size of a fist, and the hot dry wind that is incessantly blowing through Deck B has caused two dozen people to faint so far from dehydration. It's hard to work under these conditions, but the crew is experienced and steadfast and bears the unnatural weather with good grace. After all, they've faced far worse in the Warp - lose 1 morale. | |
28 | 32 | Enchanting Music - The ship’s Vox systems start to play strange, melodious, hypnotic music. The tune varies from person to person, but will always be tune that is personal to them - mother’s lullabies, soldier’s war marches, lover’s songs. It puts the crew at large in a melancholic mood, and they are somewhat distracted from their regular duties. Lose 1 morale. | |
29 | 33-34 | The Eye of Terror - Whilst searching for the Astronomican, your chief Navigator instead sees a giant purple eye that seems to stare directly into his soul. Horrified, he begins screaming and ranting, and must be heavily sedated. He is out for the rest of the day, and it takes him another two to recover from the ordeal, although Navigator players may attempt a -20 WP roll to recover. The ship either comes to a dead stop, keeps going forward blindly, or will be guided by a lesser Navigator (who need a -10 command test to be convinced to do it), all of which could invite disaster and may necessitate further rolls on this table, at the GM's discretion. | |
30 | 35 | Bad Hair Day - You wake up for the night shift, and find you don't have any hair - not a single one anywhere on your body. You find that you're not alone - everyone who fell asleep has woken up completely hairless. This continues for 5 days straight anytime anyone falls asleep, until only the most stalwart (requiring several drugs and a -30 willpower test) have managed to stay awake. No one knows where the hair goes - those observing the asleep will see the hair begin to very slowly recede into people's bodies, as though growing in reverse. After the five days, everyone's hair begins to slowly grow back. Lose 1 morale as the crew is understandably upset, and everyone affected takes -5 to all fellowship checks for the next two weeks since its hard to take anyone without eyebrows seriously. | |
31 | 36 | Is Anyone there? - You awake from your latest rest, and find the entire ship abandoned. You wander it for hours, calling the names of everyone you know, but receive no response. Hours turn into days. You try and fly the ship yourself, try and escape the horrible grip of the Warp, but you simply cannot do it alone. Days turn into weeks, and you begin to doubt your sanity. Then you wake up again, and everything is as it was - the crew is back and no time has passed at all. Everyone seems disturbed however, and if you enquire you'll find that everyone else has had a similar experience. Everyone gains 1 insanity, and you lose 1 morale. | |
32 | 37-38 | Avert your eyes! - With a grinding noise, the shutters that cover the portholes aboard your ship retract. Baleful purple light bleeds in freely throughout the voidglass windows all over your hull. Despite your Tech-Priest's best efforts, the shutters refuse to lower again. You issue a stern proclamation warning the crew not to gaze outside into the madness of the Warp, but its strange allure proves to be too powerful for some. You do not know what they see outside your ship, but it is sufficient so snap their fragile minds like twigs. Soon enough your crew is beset from all sides by the insane, all the while trying to board up or cover any window they can find. After a day or so the shutters clamp back down again, safe and sound - but the damage is done. Lose 1 population and 1 morale. Any players foolish enough to look into the Warp immediately suffer 1d5 corruption and 1d5 insanity, but are granted a single indisputable truth from the GM. | |
33 | 39 | Endless Knocking - The crew are spooked by sudden knocking sounds. They come from the outside of the hull, inside the walls, floors and ceilings. It is quickly established that there is no source of the noise; yet it seems harmless in itself. But it continues for several days, and the ship's morale plummets as the crew find it hard to get any shut-eye. Lose 1 morale. | |
34 | 40 | Thoughtstorm - It hits you all like a lightning bolt - the whispers. You quickly realise that you - and everyone else aboard your ship - have gained the ability to hear the thoughts of others. What follows is a day of chaos as secrets and truth are exposed and bitter resentment sets in. Lose 1 morale. Characters must pass a -10 willpower check in order to try and conceil thoughts from everyone else. The telepathic effect only lasts for a day. Roleplaying this event out in full is recommended. | |
35 | 41-42 | Wretched Prize - A bolt of lightning strikes the heart of the bridge, leaving in its wake a smoking artefact of priceless value but undeniably corrupt nature. Roll once on the first Priceless Artefact table to discern the nature of your prize. But know this: the item is cursed by the Ruinous Powers, and any time it is touched it inflicts 1d5 corruption points on the user, regardless if protected by gloves or armour. The item is also clearly chaotic, which might harm its resale value. | |
36 | 43 | The Mockers - Slowly but surely, mocking laughter begins to echo through the halls of the ship with no discernible source. It rises and falls in intensity, sometimes barely audible on the edge of your consciousness, sometimes absolutely deafening - but always there. Some of your crew go mad looking for its source, others hide away in dark places, trying to escape it. Some try and stuff their ears with wax and cotton, but are horrified to discover the laughter is coming from inside their own heads. Everyone hears it differently, in different ways. After the fourth day, the crew's sanity begins to fray. It's only when your Missionary leads a day-long prayer service that the hideous laughter finally begins to abate. Lose 2 morale, unless your Missionary succeeds on a command roll - in which case you lose 1 morale instead. | |
37 | 44 | Insomnia - No one on the ship is able to sleep. If they try, they simply lay awake, waiting for something that never comes. Drugs and sedatives also have no effect. This goes on for three days straight. Lose 1 morale and 1 population as accidents happen due to lack of focus. | |
38 | 45-46 | Whodunnit? - Everyone aboard the ship passes out for an unspecified period of time. You all awake, hands bloody, in locations you wouldn't normally be in. Lose 1 population as a segment of the crew seems to have vanished into thin air. Lose 2 morale as everyone suspects they themselves had a hand in these dissappearances - but no one is willing to discuss it. At all. | |
39 | 47 | Dead Heat - It happens gradually, but steadily - a slight increase in temperature, hour after hour. By the end of the first day, the crew have stripped down to loincloths. By the end of the third, the young and old have started to die of dehydration, their frail bodies wilting under the intense heat. This seems to appease the unnatural heat thrumming through the ship's hull, and it quickly abates. Lose 2 morale. | |
40 | 48 | Curse of Babel - The Seneshal starts babbling incomprehensively over dinner. You think she's gone mad when your Master of Etherics also starts to spout absolute nonsense. Soon enough your entire crew - down to the very last child - seem unable to speak in anything but unintelligible gibberish. For 1d5 days your entire crew is incapable of communicating verbally with one another. You must rely purely on written word, which is not a perfect solution because a good proportion of your ratings are illiterate. Take -20 to all fellowship checks aboard the ship during this time, and reduce the crew rating by 10. | |
41 | 49-50 | The Changelings - There is an almighty crash and everyone is thrown around. When you all pick yourselves up, you realise that there are more of you - everyone suddenly has an exact double. This double will stop at nothing to kill you, and will not stop until killed themselves. When the dust settles, there is only one version of everyone left. No one can remember if they are the original or the Warp spawned double, and any gear on the slain version vanishes, irrespective of if they were originals or not. Lose 1 population due to slow acting wounds and 3 morale due to trauma. On the other hand, you now have a surplus of body-double corpses aboard the ship that might prove useful to enterprising Explorers | |
42 | 51 | Grand Animus - All over the ship paintings, carvings and murals come to life, animated and angry. Skull carvings gnash at passerbies, gargoyles lunge at the crew from their pedestals, stained glass saints make obscene gestures and the Rogue Trader's familial portraits engage in unspeakable vulgarities. The animated artworks are mostly harmless, but are quite disturbing and blasphemous. Order the artwork to remain untouched and you lose 1 morale as the crew grumble about your unwillingness to do anything about this foul corruption. Order the artwork destroyed and your ship's innards become ruined. Take -10 to all fellowship tests with outsiders aboard the ship for the next six months until artisans can be hired to repair the damage. | |
43 | 52 | Chaffstorm - Everything gets coloured purple for but a moment. Unbeknownst to the players, all hand-held guns aboard the vessel have now jammed, irrespective of any traits or quality they may possess. This effect is undetectable by mundane means - players should not be aware that anything has happened at all, but a -20 psyniscience test will reveal a miasma around all ranged weapons aboard that persists until blessed by members of the Ecclesiarchy or if the weapon is simply reloaded. | |
44 | 53-54 | Xeno Tongues - The GM picks a player character. They immediately unlearn either the High or Low Gothic language and replace it with a xenos language instead. The players can at any time re-purchase the lost language for 200 XP, but they should be encouraged to roleplay relearning it. Roll d10 to see what xenos tongue they now know: 1-2 Ork 3-4 Kroot 5-6 Eldar 7-8 Stryxis 9-0 Tau | |
45 | 55 | Mental Erosion - Upon waking, the entire crew lose a single, significant memory to the Warp. Each player must describe the precious memory they have lost, and how this might change their characters. A melancholy feeling sweeps across the crew - they know they have lost something irreplaceable, but do not know what, or why. The GM should note the player's lost memories down, perhaps to be used as bargaining chips in daemonic compacts at some point in the future. | |
46 | 56 | Stolen Breath - Everyone aboard the ship rolls toughness. Those who fail have their breath stolen. For 1d5 weeks (or the rest of the session, it's up to the GM) they no longer need to breathe, and are thus immune suffocation, gases and explosive decompression (although if exposed to the void they will still need to deal with the freezing cold). They suffer -10 to their Toughness and Fellowship characteristics during this time, since without oxygen they feel lethargic and others notice their complete lack of breathing and are unnerved by it. | |
47 | 57-58 | Cage of Eternity - The GM picks at least one player character. Their next day passes uneventfully, but the day after that, they awaken to find that time has reset. Over the coming days, then weeks, then months, they remain trapped in the time loop, experiencing the same dull day over and over. The player is slowly driven insane with boredom and endless, unchanging routine. They commit great atrocities and unknowable kindnesses, all of which are washed away by the next day. That player should make a search check. This represents how long they take to escape the time loop. One day, they find a small strange lump of seething purple energy clinging to the back of a minor cogitator in the lower decks. Destroying it breaks the trap, and time continues as per normal. That player takes five insanity points, reduced by one point per degrees of success on the search roll, or increased by one point per degrees of failure, as the years of repetition have taken their toll on their sanity. They've also learned a new skill in the meantime. Roll 1d10 to find out which, and have the player explain how they learned this skill. If they already have the skill, then they can re-roll. 1 - Lip-reading 2 - High Gothic 3 - Swim 4 - Climb 5 - Performer (Musician, Dancer, Singer, or Storyteller - your choice!) 6 - Contortionist 7 - Demolitions 8 - Sleight of Hand 9 - Disguise 0 - Gamble | |
48 | 59 | Unwanted Blessing - All players aboard the ship gain an extra fate point. Unbenowst to them it is tainted; a gift from the Ruinous Powers. The fate point can be used as normal but necessitates a -10 Willpower check. If you fail, you feel the hand of Chaos guiding you instead of the hand of the Emperor's - take 1d5 corruption as you briefly experience a fraction of the power Chaos can grant you, and are seduced by it. A successful test means you are able to fight off the influence of Chaos - to the detriment of the roll you are attempting to augment with fate. You automatically fail this roll, but take no corruption | |
49 | 60 | Attack of the Mimics - All at once, every clear reflection of humans aboard the ship turn murderous. These reflections can't actually hurt you, but they all inevitably attempt to smash their way through the glass and metal to attack their real-world counterpart with frightful efficiency. By the end of it all not a single reflective surface remains intact aboard the ship, and the crew is quite traumatized. Lose 2 morale and count yourself lucky that none of them actually managed to break through into this world. | |
50 | 61-62 | Unseen Eyes - In an instant, everyone aboard the ship is struck blind. No matter how you see - psychically, cybernetically or biologically - all are rendered sightless by the whims of the Warp. Panic grips your blinded crew, panic that worsens once it becomes clear that something stalks the halls of your ship. The crew report the sound of footsteps, screams, doors opening and closing, but their requests for identification are met only with angry silence. Within a day everyone's sight returns again in a flash - you never find out what stalked your ship, but the savaged and broken bodies of your helpless crew are a mute witness to its murderous nature. It appears to be gone, but your crew are deeply scarred by the incident. Lose 1 population and 3 morale. | |
51 | 63 | Blizzard - The ship is gripped by an unnatural cold. No matter how much you stoke the ship's heaters, all heat seems to drain away, leaving the entire crew shivering and frozen. The crew begin to wear multiple layers of clothing to combat the cold and eventually resort to burning whatever junk is lying around to try and keep warm. By the end of the week you've lost several voidsmen to the freeze and everyone has started burning their personal possessions in a futile bid to stay warm. All seems lost when the stolen heat finally returns to the ship in fits and starts. Lose 3 morale and crew population to the freeze. | |
52 | 64 | The Stalking Nightmare - Your Navigators report a feeling of great unease. They can feel a powerful and large entity out there in the Warp, tailing the ship. Nothing the players do appears to shake it - it will stalk the ship through the Warp and will follow their position even if they attempt to evade it by translating back into real-space. The more experienced Voidsmen will claim the ship has been cursed - a feeling of impending doom settles upon the crew - lose 1 morale. The next time the ship rolls on this table, add +15 to the result unless your Navigator succeeds a -40 willpower test to try and disrupt the Warp around the ship enough to escape this unseen menace. | |
53 | 65-66 | The Rot Within - Reports come flooding in that the ship's food and water stores have become tainted by an unknown compelling force. Food has rotted away, and water has turned black and brackish. Your quartermaster performs an audit of the all the store rooms, but your supplies have been reduced to a quarter of what they were. You'll need to find a fresh source of food and water within a month or begin starving, although a -10 logic roll by your Seneshal can help draw up a rationing plan that gives you an extra month. | |
54 | 67 | The Labyrinth - The passages of your ship become twisted and unrecognisable. Space and reality stretch obscenely when no one is looking so that the crew find themselves constantly getting lost. New passageways appear in unusual places, leading to unexpected locations. Straight hallways inexplicably curve, familiar passages lead to new locations with each new traverse and walking in a straight line occasionally brings you right back to your starting point. This persists for 1d5 months (or 3 sessions), and results in the following temporary effects: Reduce Morale by 5 -10 to all command checks made with the crew Triple all travel times within the ship -20 to enemy boarding checks | |
55 | 68 | The Blues - A bout of poor luck swamps the ship. Minor injuries abound as toes are stubbed, fingers are severed in slammed doors and precious heirlooms are accidentally smashed. Lose 1d5 morale, unless an Astropath with the Divination discipline is able to succeed at a -40 willpower roll to dispell the horrible misfortune curse clinging to the ship. If they succeed, reduce morale loss by 1, and an additional 1 for every degree of success, to a minimum of 1. | |
56 | 69-70 | Ill Fated - As one, all of your Astropaths black out wherever they may be on the ship. When they come to, any with divination skills wil report that a blasphemous chaotic energies have shifted everyone's fatelines for the worse. Everyone must roll a d10 - on a roll of 1-5, nothing happens. On a roll of 6-0, they lose a fate point, as though they'd spent it. If anyone is already at 0 fatepoints and must lose one, they instead must roll a -30 toughness test or roll on the mutation table as the Gods of Chaos are able to directly affect the Explorer's fatelines. | |
57 | 71 | Up is Down - Gravity reverses suddenly for a full hour. Lose 3 population as people are crushed by the sudden flip. And lose 2 morale because it created one hell of a mess that is a nightmare to clean up. | |
58 | 72 | Bugs in the Walls! - Reports begin to come in of slight noises behind the ship’s walls. Shortly afterwards, bugs begin to spew forth from any crack or hole in any wall and swarm on nearby crew, doing their best to devour everything in their path. The crew responds by desperately filling every crack and hole they can find. This seems to work. The noises behind the wall become steadily louder and louder until they sharply begin to drop off after four days. If any walls are broken into at any point afterwards, a shower of dead bugs will drop out. Lose 1d5 morale, which can be reduced by 1 to a minimum of 1 with a -20 command roll, as you begin organising the cleanup operation. | |
59 | 73-74 | Bath Time - The walls start oozing blood shipwide, slowly filling up every room on every deck. Then, just as it reaches the ceiling, and you start choking, you find yourself waking in shock in your bed or at your station later that day. You have no idea how you got there, or what happened the last few hours. A few hours later, it's discovered that one of the water reservoirs has had its water replaced with blood. Lose 1d5 morale, although you can reduce this by 1 to a minimum of 1 with a -10 blather roll as you bore the crew for hours on end in order to reassure them all will be well. | |
60 | 75 | Ghost Memories - Everyone rolls a routine Willpower check. Those that fail are suddenly gripped by the absolute certainty that their whole lives - all of their memories - are lies implanted by some twisted chaos sorceror who has sent them to spy on the ship. They begin to suspect that they are not who they thought they were - so who are they? Paranoia is rife in the ship as everyone desperately tries to find evidence of their past lives. Some ship members fully embrace this change, and begin to attack and sabotage their fellow crew members, reasoning that they’ve been working for the Ruinous Powers all along. Lose 1d5 crew. This sensation fades over a week, but the tiny suspicion that your life has been a lie all along never goes away. | |
61 | 76 | As One Door Closes - Doors in the ship begin to randomly open and close on their own power. Roll 1d5. That amount of crew are lost, either through being vented into the Void or by being crushed in massive bulkheads. Worse yet, some of those who are vented into the Void still seem to be out there, and are frantically banging on the doors to be let back in. No-one dares open them, and eventually the noise dissipates. | |
62 | 77-78 | The Vanishing - You are suddenly inundated with requests for additional staff. Investigation reveals that that several key positions around the ship are inexplicably vacant, including a key junior bridge officer position. You demand an explanation from your staffing master - why were these positions not filled last time you were at port? Why has it only now come to anyone's attention? Further investigation reveals the horrifying facts. The positions were filled: You find crew cabins empty, filled with personal affects of people no one or remembers. Worse are the photos of husbands, wives, children that no one can remember. A whole swathe of your crew has vanished, taking with them all memories that they ever existed. Roll 1d5, reduce crew population by that amount. They will not be remembered. | |
63 | 79 | Vile Tomes - The GM picks two characters aboard the ship, a player and an NPC. When they return to their bedrooms that night they both find a large and blasphemous tome lying on their pillows. It is a comprehensive tome on Daemonology, bound with the flesh and blood of tainted cultists. Those who read it become trained in Forbidden Lore (Daemonology) but also gain 1d10+5 corruption points (the GM may also wish to grant them sorcerous powers, or the ability to commune with and summon daemons). If they are caught with this book in their possession by any Imperial organisations the consequences will be dire. The NPC who receives this tome is very likely to become corrupted by it, perhaps slowly transforming into a chaos-worshipping sorcerer with a penchant for summoning daemons. | |
64 | 80 | Stampede! - With a crash your ship is beset by a vast horde of Grox that run rampant throughout your ship. Roll wrangling check to deal with the situation. A failure by three degrees means they run rampant, damaging 1d5 random components and doing 3 crew and morale damage. A regular failure only sees one component damaged and incurs 1 crew and morale damage. A pass sees you masterfully steer the herd into a cargo bay which you immediately vent into the void. Success by three or more degrees has you expertly wrangle the creatures, calming them. In their docile state you can do with them what you want; gain 1 morale as you butcher several and provide a feast for your crew. You also gain any number of Grox whips you wish, and can of course keep the animals as pets. | |
65 | 81-82 | Daemonic Machinations - With a sound not unlike a thousand starving children screaming, a large, spindly Daemon manifests on the bridge. All attempts to harm it are unsuccessful - it is some form of illusion, rather than an actual manifestation. In turn, the Daemon makes no move to harm your crew in any way, but will politely offer to play a quick game of Regicide. If players do not accept, the creature remains on your bridge, cheerfully observing every move you make and refusing to leave. All skilltests in the bridge (including all detection, command, shooting and manoeuvring actions) take a -10 as the daemon's presence is unnerving and draining. It remains in the bridge until you can hire an Arch-Bishop of the Imperial Faith to come along and banish it. Its offer for a game of Regicide is always on the table. The terms are a simple wager. If the Daemon wins, it takes 5% of your crew as a prize, pulling their bodies and souls screaming into the Warp to feed Tzeentch. If you win, you can bind it to your service, either increasing your ship power by 1 as you put it to work inside your plasma engine or by repairing 5 points of hull integrity. GMs are encouraged to negotiate for the precise stakes of the game. Players roll three opposed logic checks with the Daemon, with the most total successes winning the game. The Daemon has a logic score of 50, and has as many fate points as the player. Regardless of whether they win or lose, playing games with the Ruinous Powers also results in 1d5 corruption points. | |
66 | 83 | Ancient Enemy - Auspex klaxons wail as another void vessel is detected directly ahead of you in the Warp. Your vox crackles to life, and a gruff voice speaks in High Gothic. "This is Captain Vaunce of The Light's Breath. Identify yourself or face the Emperor's Judgment!" If the players respond, Captain Vaunce will exclaim loudly upon hearing your Rogue Trader's House name. "How can this be? My ancient enemy, alive once more? Taste the fury of my guns, you worm! I'll kill you again if I have to!" His ship opens fire - players can take a hard (-30) maneuvre check to avoid taking 1d10 damage from a lance strike, after which Captain Vaunce will disappear, his vengeance complete. If the Explorers do not identify themselves, he will assume bad intent and will also attack, unless they give him a false name. | |
67 | 84 | Nurgle's Kiss - Your ship has been touched by the vile paw of Nurgle. Disease runs rampant, felling the crew like wildfire. Success on a -10 command check and a -10 medicae check will see the population loss reduced to 1d5+1 through careful quarantining and prompt medical treatment. If either roll are failed, lose 1d5+5 population instead as the disease continues to spread before suddenly vanishing as quickly as it appeared. | |
68 | 85-86 | Corrupted Machine Spirit - The GM selects one non-essential voidship component, which is immediately de-activated as the machine spirit within is corrupted by unspeakable Warp entities. A hard (-30) tech-use skill is required to purge the corruption as the Adeptus Mechanicus forces on your ship attempt to complete a complex techscorcism - the GM should roll for the players and keep the result secret. If successful, the component is immediately re-activated and the corruption purged. If the check is failed, tell the players that the corruption appears to have abated for the moment and repower the component. That the component becomes unreliable for 1d10 weeks afterwards - prone to failure at critical moments. Players should not be told this. | |
69 | 87 | Murderous Machines - The machine spirits of the ship go insane and begin murdering the crew. Bulkheads crush people, furnaces set everything on fire, electrical wiring begins to arc lightning everywhere and the artificial gravity switches on and off suddenly, bludgeoning dozens to death. A -20 tech-use check will calm the spirits somewhat, lessening the carnage and crew loss to a mere 1d5+1. A failure here will instead result in 1d10+3 crew loss. | |
70 | 88 | Petryifing Visitation - A horrifying scream shatters the calm aboard your bridge. An attendant clutches their arm, screaming frantically. You watch in horror as it turns to stone followed by the rest of them. Roll 1d5 - lose that many crew population to the stone-curse that sweeps across your vessel. On the plus side, you now possess hundreds of incredibly life-like statues that could be useful as ostantatious ornamentations or unusual gifts. | |
71 | 89-90 | Necrotic Plague - A janitor is killed by an accident, and came back to life in the medicae bay as a ravenous undead monster. It killed a few more people, each of whom also reanimated before the threat was contained. That night an old woman in the underdecks with pneumonia passed away, and similarly reanimated. Panic grips the ship as it becomes clear that anyone who dies, due to any means, will reanimate as an undead monstrosity. Roll 1d10 - that is the amount of crew population slain by this ever widening plague of undeath that afflicts you throughout your entire journey. A successful command check will see the damage stemmed by one point per degree of success (to a minimum of 1) as you put the ship on lockdown, arm the guards with flamethrowers and have all sickly crewmembers put under constant surveillance. | |
72 | 91 | Haunted Cannon - The GM selects one macro-weapon aboard the ship - it becomes possessed by a corrupt machine spirit of the Warp and lies dormant, waiting for an opportune moment to strike. At an appropriately unfortunate time, this weapon should open fire (rolling with a ballistics score of 50) on whichever target is likely to cause the Explorers the most problems. After it has fired the tainted machine spirit expires, its goal achieved. Tech-priests and psykers can pass a -20 awareness and -20 psyniscience roll respectively to detect this corruption, which a -30 tech-use test shall see tech-xorcised. | |
73 | 92 | The Worst - In a flash, you are overtaken by a vision - a memory from your past. The very worst one. The most painful, humiliating, horrible moment of your entire life, relived again. Some take the flashback stoically, bottling their anguish inside. Many others are reduced to weeping wrecks; some kill themselves in despair. Lose 1d10 morale. | |
74 | 93-94 | Nemesis - The Gellar Shield completely buckles for but a moment. A powerful daemon of Tzeentch has snuck aboard and possessed a mid-ranking crew member. Every day thereafter, a body of a crewman will be found ritually murdered, their blood used to mark blasphemous symbols on the walls and their entrails spread across the room. The hidden daemon seems to be stalking a particular type of victim (which will become apparent with a -40 logic test, which becomes easier by a degree for every murder after the second), and your Astropaths report an fel energy building throughout the ship with each kill. Should the daemon manage to kill 1d5+3 people, a grand ritual will be completed, summoning a Greater Daemon of Tzeentch aboard the ship. | |
75 | 95 | The Insane Will Prosper - It starts slowly - reports of a bar fight in one of the lower workstations, a scuffle between gunnery crews on the upper decks, a knifing over a game of cards. Then, a bridge officer goes nuts and tries to shoot one of the players. Dozens of murderous crew members are imprisoned in the brig which quickly becomes entirely overcrowded. A violent insanity grips the crew at random, increasing in intensity for a period 9 hours. By the end, all shipwork has been abandoned as the entire crew has barricaded themselves into various hidey-holes, while the Mad stalk the halls looking to spill blood. Lose 1d5+4 population before the madness finally lifts. | |
76 | 96 | Glimpses of the End - The Gellar Field buckles momentarily, and everyone needs to roll a -20 willpower roll. Those that fail are visited by a disturbing vision of an older version of themselves dying. Some are slaughtered by mauraudering Orks in front of a large City gate, others are sacrificed to Chaos by an robed heretic priest. Some die of old age, lying in their beds, missing several limbs. Others are poisoned at stately dinner affairs - some slip and fall while climbing up a cliff face and are dashed on the rocks below. All visions are unpleasant. Whether or not they are true is unknown. Lose 1d5+4 morale. | |
77 | 97-98 | But it wasn't me! - With a wrenching, everything seems to slide and split apart. Before all of your eyes, a second version of yourselves - and the entire ship - seems to pull away from you, as though a second layer of yourselves has been peeled off. You watch in horror as your duplicates solidify and move away - klaxons wail as your auspex begins to get a read-out on this alternate version of yourselves. This duplicate sends you single vox message, in the voice of your own Captain, before turning away: "It's our turn now." Lose 1 profit factor as this duplicate vessel impersonates you and causes all manner of mischief, confusion and outrage, besmirching your good name. If you manage to hunt it down one day, you can regain that profit factor, as well as whatever loot you find aboard the duplicate vessel. | |
78 | 99-00 | Mass Possession - Dozens of your crew across the ship are immediately possessed by daemons of Tzeentch. With meticulous planning they set about sabotaging the ship as thoroughly as possible. Roll 1d10 and apply the result: 1-2 - Shuttle Sabotage - The next time you use a shuttle, its engines blow up at an inopportune time. 3-4 - Compromised Bridge - One of the bridge officers casually strolls over to one of the master-cogitators and sends a few override commands to the systems controlling the void-locks, flinging them open. Lose 10 population as a big chunk of the ship is immediately vented into space, including parts of the bridge. 5-6 - Poisoned Reservoir - A highly corrupting and lethal poison is distributed through several of the major water reservoirs aboard your ship. Lose 10 crew population and 20 morale as hundreds of crew are either slain or horribly mutated. 7-8 - Fire in the Magazines! - A fire is expertly set in the macrobattery magazine storage. It detonates spectacularly, wrecking a large part of your ship, doing 10 damage to the hull integrity, crew population and morale. 9-0 - Gellar Field Sabotage - A possessed tech-priest throws an improvised bomb at the Gellar Field Generator, severely damaging it and turning off the Gellar Field. Reduce the ship population and morale by 20, and the Hull Integrity by 10 as the raw Warp seeps into your ship, manifesting in a billion horrifying ways. If the players cannot fight their way down to the Gellar Field Generator to repair it within an hour the entire ship is lost forever in the Warp. |
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1 | ||
2 | Expanded Misfortune Tables | |
3 | ||
4 | Credit: This table was taken wholesale from: https://community.fantasyflightgames.com/topic/125929-expanded-misfortune-table/ | |
5 | Note: Results with a (#) number at the end result in a loss of that much profit factor. | |
6 | ||
7 | 01–04 Administratum tithe clerks flock for an assessment, empowered by their superiors to bleed the Rogue Trader a little more in the name of the God-Emperor. | |
8 | 05: Bandits have taken a Seneschal of the house hostage. His loss will damage either operations or honor, or both. (1) | |
9 | 06–09 Departmento Munitorum officers have come into evidence that the Rogue Trader has siphoned materiel from their Port Wander vaults, and are pressing upon him with the full force of Imperial law. The evidence is all false, of course, but what motivation is behind this outrage? | |
10 | 10: a section chief of your local operation really gets into the Imperial Religion. This is not a bad thing, but he's now only working 40 hours a week,as he now devotes time to church and family.. He used to produce much more. Can you sack a man for doing the right thing? (1) | |
11 | 11–14 A setback in the tending of coffers: ledgers are errant and Thrones are lost. Is this a careless accident or hidden embezzlement? | |
12 | 15: Agents or Crewmembers have gotten into habits of the jaded, decadent, or faddish, and efficiency suffers | |
13 | 16–19 A dire plague is abroad, and the merest threat of it is enough for quarantines and panic. Even places unaffected by the plague are disrupted by the havoc it wreaks many worlds away. | |
14 | 20: The Ordo Hereticus and the Ad.Mech argue over whether the cogitators used by your agents are heretical or worse. Neither organization is right, but their investigations and negative publicity do your dynasty no good what-so-ever. (1) | |
15 | 21–24 An accident fells many skilled hirelings, leaving too few possessing a rare talent in a vital position. Is it really an accident, however? | |
16 | 25: An unrelated crime-swoop raid by the Adeptus Arbites takes out a family, one that includes managers and operatives of your dynasty's holdings. The personnel are gone, and the operation suffers accordingly._ (1) | |
17 | 26–29 A corruption takes hold in one of the Rogue Trader’s interests: cultists of the Dark Gods, a wayward Imperial Cult, or an unruly Crew Brotherhood act to sow toil and make trouble. | |
18 | 30: A shuttle accident cripples and nearly kills a valuable voidsman in your service. The shuttle is easy to replace, however: Either you spend money on your man's bionics, or "waste" time getting his replacement hired and up-to-speed. (1) | |
19 | 31–34 Zealots amongst the Rogue Trader’s interests are stirring up the workers to make pilgrimage to the shrine worlds of the Drusus Marches. Toil is slackening, and servants are slipping away or rising up to petition the Rogue Trader to grant them leave to be pilgrims. | |
20 | 35: Kasballica or other crime syndicate has set up shop in a hive under a vital concern of yours. They are not declaring war on you per se, but their presence slows down everything in that area due to security, bribes, undue attentions, etc. (1) | |
21 | 36–39 An ambitious Magos demands a new compact of tech-ritual and prayer, one much more favourable to Machine Cult coffers. | |
22 | 40: One of your hard working cargo crews got shanghaied by House Trask, and you won't see them again for years. You must get them replaced and the work they were doing reaccomplished. (1) | |
23 | 41–44 A Grand Assemblage of the Omnissiah’s Grace is called by an Archmagos, and all Tech-Adepts pledged to the Rogue Trader are much withdrawn, the Machine Cult distant from what its Magi perceive as trivial responsibilities towards compacts and Imperial brethren. | |
24 | 45: Trade Houses, Bankers, and Chartist Captains are selling off shares of your holdings; this helps your cash flow for the moment, but seems worrisome, and may be an indicator of misfortune about to strike, or an unseen hand meddling with an eye to your downfall. (1) | |
25 | 46–49 The sub-sector trade market enters one of its doleful periods of crisis, loss, and hand-wringing. Merchant houses suffer and cut short their endeavours. | |
26 | 50: A psyker juvie crops up in one of the families that work your trade office. The A.A.Telepathica go over your operations with a fine-tooth comb, leery of any trends or further outbreaks of this nature. Hopefully the whole town won't have to be cleansed due to this unfortunate occurrence.. (1) | |
27 | 51–54 A new dictate of mercantile law has come to the Drusus Marches from Scintilla, and the upheaval that attends it is dire indeed. Many important guilders are ruined or driven to other lines of commerce, and many compacts are now worthless. | |
28 | 55: A major swarm of Rare-Earth meteors tore through one of your facilities. One, they killed many personnel and destroyed much equipment. Two, news of their supposed value has attracted many prospectors, claim jumpers and squatters to the system, each intent on cashing in on the fortune “that's just laying there” (1) | |
29 | 56–59 Pirates from Iniquity, thought broken and scattered, strike at the Rogue Trader’s interests, assaulting vessels and raiding resource worlds. | |
30 | 60: The machine spirit controlling the least of your ships develops a fatal quirk. A Hellish Logic test can prevent 1d5 PF loss. Four or more DoF and the asset is lost. (1) | |
31 | 61–64 The vile Ork emerges to loot and destroy the Rogue Trader’s interests in Koronus Expanse. | |
32 | 65: A pod of Void Whales eats all the cutters and lighters from one of your trade outfits. The ships escape okay, but the pland and crew morale are wrecked. (1) | |
33 | 66–69 Calixian leaders of a great Imperial organisation suddenly display far less respect for Rogue Traders. This change of opinion will spread from the top down and out into the broader Imperial class if not stopped. | |
34 | 70: Eldar Pirates, such the Crow or Thorn; take an unhealthy interest along your favorite warp routes. (1) | |
35 | 71–75 The Rogue Trader is supposed by some to be an adherent of one of the unseemly Imperial cults of Footfall, placing him well on the outside of civilised Imperial society in Port Wander and the Drusus Marches. | |
36 | 76: The Stryxis develop a love affair with your trade organization. Though full of bargains, they are sloppy and weird. This pisses off your Eldar and Inquisitor friends to no end. (1) | |
37 | 77–80 An influential noble or powerful Imperial hierarch chooses to denigrate the Rogue Trader, and all the sycophants follow that lead. This disrespect will spread from the top down into the broader Imperial class if not stopped. | |
38 | 81: The least of your vessels goes long over due from the Warp. Lose 1 PF. Each week make a Command Roll, Hellish. If failed with an odd total, lose one more PF. If failed with an even total, you may try again next week at one step easier. | |
39 | 82–85 The Rogue Trader is rumoured to have died. Administratum adepts now move slowly and inexorably towards the legal annulment of his Warrant of Trade. | |
40 | 86: The Adeptus Sororitas are inspecting the area, with an eye to establishing a Shrine World on one of your holdings. You dare not gainsay them, nor hamper their visitations. As the visit drags on, regular trade and adventure grinds to a near halt. (1) | |
41 | 87–90 Adeptus Arbites find, or are provided with, evidence of rebellion fomented amongst the Rogue Trader’s hirelings. A lordperceived to hold an unruly estate will suffer in the eyes of his peers. | |
42 | 91: Tyranid eggs are found in cargo containers. No one is injured, but one local operation is functionally shut down for a month as unrelated items are quarantined, personnel investigated, machinery is cleansed, and everything gets reinspected. | |
43 | 92–95 A rival’s hatred for the Rogue Trader becomes well known, and many lesser figures prefer not to become involved with either side whilst such an enmity exists. Now, the rival has begun to strike openly against the Rogue Trader’s interests. | |
44 | 96: The least of your starships drops out of warp at its destination minus the entire crew. The ship must be recovered, cleansed, and blessed. Also it and the cargo must be inspected. Then its operations must be restarted and reinvigorated. (3) | |
45 | 97–99 The Rogue Trader receives an unexplained and unexpected visitation from highly ranked members of the Inquisition, an event guaranteed to harm his prospects when word gets out. | |
46 | 00: A Xeno vessel collides with the least of your space-ships. Roll a D10xD10 to see what percentage of your vessel and crew is lost. Roll a random race or use your ship encounter table for the other injured party. Replace the ship, the crew and the cargo. (5) |
A | B | C | |
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1 | |||
2 | Ship Quirks | ||
3 | |||
4 | Notes: | Roll when generating a new ship for the players. | |
5 | |||
6 | Credit: | User Riplikash from the FFG Forums | |
7 | |||
8 | 1 | The gunnery crews have formed tribes and totemic cults around their guns. | |
9 | 2 | A death cult meets in cargo bay 13, Thursdays at 7pm for refreshments and ritual sacrifice. While somewhat annoying, they occationally produce excellent assassins. | |
10 | 3 | There is a makeshift bar between decks 144 & 145 where, by custom, no one holds rank. | |
11 | 4 | The primary currency on ship are used adamantine bolts, which the enginseer's mark as lawfully removed (so as to discourage the scrounging of new bolts from the hull). The removal of a bolt by a non-enginseer or the forgery of an enginseer's mark is punished by spacing. | |
12 | 5 | From somewhere deep within the ship Ork raiding parties occasionally emerge to claim supplies. | |
13 | 6 | Deck 56 was sealed centuries ago, though no one remembers why. Ancient security devices have held off all attempts of entry. | |
14 | 7 | Centuries ago one of the cargo holds was claimed by a noble family. They have established an estate there and don't want to leave. | |
15 | 8 | The ship stores press ganged crew in cryogenic storage containers until needed. Due to a problem with the ancient system, they often wake up groggy and with mild amnesia. Their thawing is treated as a birth by the existing crew, who celebrate their "birth" and assign them to a new family. Between social pressures, heavy stigmatization of discussing past lives, and the amnesia, most forget their past lives and consider their "birth" to be when they were de-thawed. | |
16 | 9 | The crew have an extremely dangerous right of passage to manhood that they expect their captain to undertake, though most don't. Though several captains have tried to quash the tradition, none have succeeded. Those that pass the trial find a fanatically loyal crew that is as loyal to them as mother to her child. | |
17 | 10 | The ship has no working vox, but instead a series of brass pipes they can yell into with relay stations interspersed throughout. The position of Relay Speaker has become a fiercely religious position, only passed on to the best candidate after years of tutelage, and are seen as a type of prophet by the crew. After all, they are almost literally the Voice of the Captain, who is in turn the Voice of the Emperor on the ship, thus they speak with the voice of God. Between endpoints they speak in a heavily coded, extremely compact, almost indecipherable private language, only translating back into gothic at the endpoints. | |
18 | 11 | The position of Press Ganger has become highly prestigious and religious. Youths must strive for years to be accepted into the Cult of the Press. When released into an unsuspecting port they go forth with hoods in black leather ceremonial outfits, each with a silver stun-baton. Their membership is secretive, but they bring back exceptionally good candidates for the crew. | |
19 | 12 | The Captains of the ship have received "visions" about the state of the ship in his private suite warning him of calamities. The Enginseers have speculated it may be a powerful composite machine spirit, an emergent amalgam of the systems and machine spirits of the ship, attempting to protect itself and its crew. | |
20 | 13 | The machine spirit of the ship has gone a bit funny. It seems to have developed a crush on the captain. The command crew have found that if they pretend there is a rival lover on enemy ships, their own ship reacts more quickly and aggressively. Though there have been a few unfortunate incidents with the captain's paramours on the ship, he has learn to just keep that sort of thing planet side. The crew has also become very careful about making any remarks about the captain, good or ill, lest the ship take it the wrong way. | |
21 | 14 | A strange order of monks was founded on the ship, centuries ago. The Silent Ones sometimes parade through main decks and when they do all activity ceases. Still, they are good for morale. | |
22 | 15 | Animals are primary means of transport around the ship. The crew is seldom hungry for fresh meat, but the stench... | |
23 | 16 | Deck 107 has a Greater Knarloc. Just one. It kills anything that tries to hunt it. The deck has been sealed off. The ratings call it Frank. It's not all bad, though. If the ship is ever boarded, we direct the raiders to deck 107 and let Frank do the rest. | |
24 | 17 | Two of the lower decks have been entirely converted to pasture and crop land, with solar lighting. There are about 400 crew members whose only job is farming. They have vicious guard dogs descended from groxhound stock: small, energetic, and fast, but hairless and with razor sharp teeth. But rather than protecting from wolves or other predators, their main job is to guard against rating raids. | |
25 | 18 | The vast majority of the crew (almost everyone below the officer decks) has no concept that the outside world exists, treating the officers of the ship as gods and holy messengers. Largely they believe the ship itself is the whole of the Imperium of Man, and that the Great Crusade, Horus Heresy, and other historical events occurred within. They do what they are told, and do it well, and just assume any damage the ship takes is punishment from the gods for not performing their rites well enough. Boarding actions are seen as demonic incursions. | |
26 | 19 | Due to a warp incursion causing some sort of infection on the lower decks, everything below the officer decks was locked down. The order was never rescinded. Worse, the vox system broke, and can now only transmit one way: from the command deck down. It's been 75 years since any contact has been had with any decks below the officers' decks. They had several hydroponics bays, and fresh supplies and water are occasionally sent down. Presumably they breed enough to keep things functional. The captain sends down orders, they are followed. The ship operates. Damage gets repaired, guns are fired. The ship works. But the officers have nightmares about what they will find if they ever open up the airlocks and see what has become of the majority of their crew. | |
27 | 20 | One bay of gun crews have adopted a monastic approach to their work. Their days are spent between hard toil, silent contemplation and chants to the Emperor. They also make a point about cleanliness to the extent where the entire bay is sparkling clean. Most of the rest of the gun crews would just mark it off as fanatical religious Emperor worship, but in the last couple of engagements those gun crews have hit with every shot. | |
28 | 21 | The ships murder servitors are ancient artifacts rumored to be from Dark Age of Humanity, black nautilus like abominations of death. No one has the ability to control them anymore, nor have they since before the birth of the Imperium. They can only be shot in the right direction before being activated, where they will vent their fury on everything in sight. After a set period of time their hibernation protocols will activate and they will return to their storage chutes. Unfortunately, they have a glitch in their programming. They will randomly activate, only for a fraction of a second, but that is more than long enough for them to kill anyone within reach (about two meters). This usually occurs once or twice a month. A Mechanus death cult has cropped up around them. Those taken by them are said to be chosen of the Omnissah, and have been brought into his presence by his most holy of creations. | |
29 | 22 | The crew believe that eating the flesh of an enemy will give you his power. While this is very useful against boarding parties, it leaves the unfortunate necessity of the captain being obligated to eat the heart of especially strong foes. | |
30 | 23 | There is a worrying prevalence of psychic mutation in the crew. | |
31 | 24 | An ancient saying on the ship is, "The ship is a gentlemen, and a gentlemen prefers blondes." This actually reflects two superstitions on the ship. First, that it is not a feminine entity, as most ships are, but a masculine one, and a refined gentleman at that. Secondly, that the ship takes special care of the blond female crew. As a result, a large portion of the female population of the ship bleaches their hair blond, and blondes tend to be chosen for most particularly dangerous or important tasks. | |
32 | 25 | A significant portion of the crew have been taken over by a very frustrated genestealer cult, as the ship keeps moving around and the Skymother can't catch it. After centuries of frustration and waiting (and dozens of warp incursions), the genestealer cult eventually fixates upon the ship itself being the Skymother. While they don't necessarily follow orders, they at least leave the rest of the crew alone and are fanatically protective of the ship. Boarding parties haven't been a serious threat in years. | |
33 | 26 | The ship has become carnivorous. If three humans aren't fed to the plasma reactor each week, it begins to turn on the crew looking for a meal. As long as it's fed, it is an otherwise superb ship. A reliquary of the Dark Age of Technology, there has been speculation of warp corruption, but the AdMech (not to mention the captain) is unwilling to abandon such a useful and holy artifact as long as it is so easily controllable. Of course a death cult has grown up around it. | |
34 | 27 | There's a small native population of Jokaero living on board, who are constantly fiddling with things and creating marvelously effective devices and additions for tasks that nobody particularly needs done, like installing bottle openers that never slip onto the base of every cannon round, or outfitting the mess with specially reinforced teapots which can be mounted on a plasma gun to draw heat. There is an inquisitor out there still looking for his long dead master's Jokaero. | |
35 | 28 | Deck 124 has been totally infested by a dangerous xenos ecosystem strongly resembling a deathworld, though it doesn't seem interested in spreading to other decks. The crew don't mind though. The lower crew use it for any number of "coming of age" rituals, and the Captain treats it as a ship-board, private hunting range. They also use it as an execution chamber, and the cameras the previous captain installed means it doubles as entertainment for the crew | |
36 | 29 | The crewmen who work near the Warp drives keep being born with green hair. This happens no matter how many times they are killed and replaced. The captains have given up by now, and green hair has taken on a specific mystique with the crew, who see those "touched" as soothsayers. | |
37 | 30 | The ship's doors are all automatic. All of them. A rarity though this may be, the machine spirit of the ship is mischievous and temperamental, which makes them more of an aggravation than a blessing. | |
38 | 31 | The Chief Navigator is the Paternova of his house. Ancient and powerful as he is he has gone full fishslug mode and sends out a disguised servant to any functions he is needed at. However, this means he is a particularly puissant master of his craft. | |
39 | 32 | The astropath's spire is secretly one huge garden. Each successive generation of psyker assigned to the ship has added to it. Some of the plants are psycho-reactive, and help the astropaths work and relax. Don't ever damage any of the plants, though. | |
40 | 33 | Dead navigators never leave, they just get shoved into stasis coffins that are wired to the current navigator's console. As far as anyone can tell, they're just preserved corpses, but the navigators often consult with them during difficult warp transits. | |
41 | 34 | The ships machine spirit was long ago impressed with the neural pathways the current captain's great, great, great, etc. grandfather, the Rogue Trader at the time. The ship is now a perpetually crotchety and cranky old man, constantly comparing things to how they were in his day, and complaining about how much better things were. He does not approve of the current captain's life choices or grooming. On the other hand, it is an excellent advisor with a wealth of experience at command, battle, trade, and exploration. | |
42 | 35 | The ship is built around the core of an old wreck from the Dark Age. It seems to have a particularly powerful machine spirit. Which is actually an AI which is thoroughly trapped and on the verge of going full AM if it doesn't find an outlet soon. | |
43 | 36 | The ship has been in transit so long that its crew have formed an ancestor cult. Ancestors' spirits are believed to guide the crew through the warp and protect the ship. To encourage this, bones of dead crewmen are worked into the walls of the ship, gradually turning the entire ship into a space going ossuary. It's haunted as fuck, naturally, but the crew doesn't mind. | |
44 | 37 | The crew have formed an ancestor machine cult, and are convinced the various machine spirits on the ship are actually dead crew. A common pastime is trying to figure out who is who. | |
45 | 38 | Millennia of machine culting has finally convinced the ship's computers and machine spirits that, yes, they are in fact gods, and should be treated as such. The negatives of this are fairly obvious: all the useful rituals of the machine cult are now absolutely necessary to get anything done, and more besides. On the other hand, as long as the crew is faithful in their observances, the ship is extremely pro-active in guarding and protecting it's crew, and the blessings for following religious observance are quite tangible: better automation, more efficient power production, and lots of "happy accidents" arranged by the machine spirits. | |
46 | 39 | A single deck, dedicated to controlling the ship's atmospheric conditions, is sealed off and run by one cranky technician who constantly threatens to kill everyone on board. The crew have learnt that as long as they give him enough attention he won't actually do anything. | |
47 | 40 | The traditional work shanties of shipboard life have gotten WAY out of hand, and there are now songs for literally any possible occasion, and crew are socially required to burst into song at regular intervals. New crewmen are social pariahs until they too join Rogue Trader: The Musical. | |
48 | 41 | There is a tree growing off the main combustion chamber. It is old and gnarled, but seems perfectly healthy. No one knows how it gets its nutriment, or how it survives the intense heat and radiation of the engines firing. Some claim it wilts when the reactor isn't maintained properly. | |
49 | 42 | A network of cracks in the shape of a stern male face has appeared in one of the gunnery spotting bay portholes. Every time the glass is replaced, the crack returns. The ratings have begun leaving it offerings and placing purity seals on the pane. Though the bay has suffered numerous direct hits in combat, it has never been breached to the vacuum. | |
50 | 43 | The primary engine of the ship was recovered from a partially-looted vessel that fell into the hands of the Orks. While the Mechanicus have declared the engine safe, the crew has found that its fuel efficiency and heat dissipation increase rapidly when it is sung to by deep voices. The ship's baritones and bass singers are always on call to sing rousing songs of war and speed in the engine room. | |
51 | 44 | The air purifiers in the main rating quarters haven't been functional for two hundred years. Despite this, the air in the quarters is fresh, pure and invigorating. The captain has a special system of ducts constructed to vent some of this air up to the bridge. | |
52 | 45 | Whenever the main lance arrays fire, gunnery crews report the faint sound of a child's voice reciting hymns coming from the power conduits. No source for this noise has been found. | |
53 | 46 | There is a small dog on the ship. There has always been a small dog on the ship. It never grows any older. No one has ever seen a rat onboard. | |
54 | 47 | In one of the cavernous, ring-shaped cargo bays, the direction of the artificial gravity does a complete circuit of the room every 24 hours. The crew working and living there have developed peculiar rotating housing modules, which they climb between with uncanny grace. | |
55 | 48 | Despite the absence of a triggering system or any form of necessary power generation, the ship's internal lights become blindingly, scorchingly bright in any section invaded by boarders. The ship's defense force has taken to wearing heavy dark eyewear and letting the light do much of the work for them. | |
56 | 49 | Once a day at exactly noon, shipboard time, one of the corridors on deck 65 fills with superheated plasma for exactly three seconds. The ratings siphon heat off it to cook their food and keep themselves warm when the life support system is undergoing repairs. | |
57 | 50 | Due to millenia of constant conflict and slapped together repairs without time for a proper refit at a shipyard, the ships gravity panels are rarely aligned in the same direction between rooms, with many rooms having several conflicting gravities wihtin their own confines. The result is an interior resembling an escher painting in terms of gravity. However, the crew has had centuries to adjust, and have actually found many ways of taking advantage of the situations, and boarding parties are of more danger to themselves than the ship. | |
58 | 51 | An ork incursion due to a rok impact occurred long ago, and the remnants have never been stamped out. However, quick thinking by the men sealed off the ork spores and prevented them from infecting the ship, relegating the ork presence to decks 4-8. The orks have since become a tribal culture that are constantly at war with one another. Cameras have been installed in all decks and betting on the outcome of battles and wars has become commonplace. Less scrupulous ratings have taken to sending armaments to the decks for the orks to use, in an attempt to cheat. Talks of recruiting the more impressive orkoid specimens into the crew have started reaching the ears of the officers. | |
59 | 52 | Some kroot boarders got stuck on a sealed off deck and had to survive by eating rats. As such, the vermin on the ship is vaguely avian, carnivorous, and extremely nasty. | |
60 | 53 | The ship's gunning crew believe that the Emperor speaks through his weapons, which has given rise to a cult wherein the priests diligently listen to the sounds of the weapons as they fire during battle. These priests dedicate their time to trying to decipher the Emperor's messages hidden in the sounds of gunfire. Many will lose their hearing and even their lives in this theological pursuit, but it must be done. | |
61 | 54 | The gun crews have their faith revolving around their cannon and worship it as a literal manifestation of the Emperor's wrath. The tech-priests use this to their advantage in order to ensure the swiftest repairs and reloads manageable, as the gun-crew wouldn't dare displease their idol by following incorrect procedure, or anything less than all of their effort in providing their gun with the means to speak. | |
62 | 55 | The ship's plasma core is dangerously unstable. Many of the tech priests have fled from the ship in fear for their lives due to their diagnosis: The core is likely to suffer catastrophic meltdown at any given moment, killing everyone on board in a flash. Every moment holds the distinct possibility of instant death, yet the crew and captain don't budge. It's been that way for years. | |
63 | 56 | There's no deck 32. Measuring the height of the ship, and comparing it with the height of each deck (The enginseer was bored) has revealed that there should be, there's the extra space that would match up with that. There's a deck 32 on the plans... but when ascending from deck 31, you go straight to deck 33. Of course, with that knowledge, "deck 32" is now infamous as a place where missing tools and skiving ratings are meant to have gone. | |
64 | 57 | Due to improperly shielded magnetic coils on the ship's plasma engines, there's one cargo hold which is noospherically dark. The ship's sensors can't pick up anything there, tech priests venturing inside regard it as akin to going blind, and servitors can't even enter it without being forcibly carried inside. The ship's ratings have found it a good place to hide out when wanting to avoid people, since they can't be found and their electoos don't function inside the hold, and so they've set up a still, made a cooking fire out of a plasma vent, and turned some cargo crates into tables. Now even some officers have snuck in when off duty for a surreptitious meal at the "Blind Man's Table". | |
65 | 58 | Ladders have been banned for being tainted by Chaos. | |
66 | 59 | According to the original dictates of the Warrant of Trade, any crew member can challenge the Captain to a duel to take the position of Rogue Trader, so long as they have passed a "Trial of Worth". Unfortunately, the specifics of the Trial of Worth were not laid down in the Warrant, so the Captain is free to dictate the terms whenever challenged, so long as they are actually possible to complete. Obviously, the incumbent Captain typically sets the trail to be as dangerous and close to impossible as he feasibly can. The trial has only been successfully passed three times. | |
67 | 60 | Due to an accident in the warp, the ship was stranded for millennia, with the ratings devolving into a skeleton crew of apelike abhumans, under control of the still human officers. These abhumans still understand basic orders but will take slightly longer to follow them, and cannot be given more complex orders. They feed off the forest of warp tainted plants which rapidly grew in the lower levels of the ship | |
68 | 61 | The servitors on the ship seem to lack any human flesh remaining on them, if they had any to start with. The ship may be host to some men of iron or well disguised necrons. | |
69 | 62 | In the lowest oldest parts of the ship, echoes of an old battle between two sets of xenos can be seen playing out, like transparent ghosts, the tactics change each time the battle starts up, denoting some level of awareness but they seem to not bother with the crew | |
70 | 63 | The ship is a recovered Chaos warship, and the engineseers have developed an odd penance culture, constantly punishing both themselves and the ship to cleanse it of its past sin. The ship is regularly banged with wrenches, starved of fuel for "fasting", and occasionally they demand periods of shutting down the ships sensors and lights so the ship can "meditate" on its sins. The captain is not amused. | |
71 | 64 | Deep within the bowels of the ship, the water-cooled reactor is home to a new race of abhumans consisting mainly of fish-men, mutated from the reactor emissions to be able to thrive in the murky depths, tending to the machine spirit of the ship. It is believed by some of the crew that these people were in fact designed by the ship to ensure all systems were working in the lower decks of the ship | |
72 | 65 | There is a "secret" fight pit on the lower decks the crew doesn't think the captain knows about. Bloody underground fighting leagues battle for scrap, booze, and fame. The captain tolerates this and recruits the winners into his personal body guard. One can only hope that this isn't a burgeoning cult of Khorne. | |
73 | 66 | There is a small webway gateway opening positioned in one of the lower cargo bays, though obviously it can't be seen when inactive. It is heavily guarded at all times. Eldar will very rarely emerge and deliver cryptic warnings. In return for services rendered they promised to fulfill three requests for the dynasty. That was two generations ago, and there is only one favor left. The previous two did not go as the Rogue Traders at the time had hoped. | |
74 | 67 | Somehow every generation a member of the crew ends up having a very elaborate tattoo on his back. He has no recollection of how he got it or where it came from but the tattoo turns out to be a map to a long forgotten part of the ship. Sometimes the map leads to good things, other times it leads to bad things. | |
75 | 68 | The ratings staged a mutiny many generations ago, taking the ship with the help of a few disgruntled lower ranking crew men. Now the ship is run by a democratically elected Council of Crewmen (everyone on the ship is a crewman) and the Ship President, though the Rogue Trader is nearly always elected due to the senchals spy network. This system is surprisingly effective, assuming the various factions that sprang up are willing to stop smear campaigning one another long enough to make decisions. | |
76 | 69 | The ship has a small cottage industry making scrimshaw art from the various xenos bones the ship comes across. Whenever there is an opportunity for shore leave, the crew excitedly combs the world for new life to harvest for their bones. They sell their scrimshaw to the captain, who then sells it in the Calixis sector to collectors, where it has actually gained a small following among the nobility. It nets the dynasty a small, but respectable profit. | |
77 | 70 | The ship has a small population of squats on the lower decks, rescued from the destruction of their worlds by the rogue traders ancestors. They are willing to do a small amount of manufacturing for the ship. The tech priests resent their presence but generally tolerate them. | |
78 | 71 | In the past the ships crew was oftentimes dangerously low, to prevent that from happening the captain at the time had his priests perform sermons reinforcing the value of marriage and procreation. Over time these believes took hold in the crew and as such it's heavily stigmatized to not be married as soon as possible, both for officers and for ratings. | |
79 | 72 | Once or twice a month the Vox casters on the ship randomly emit horrible screams and descriptions of the horrific events the caster is going through. They do not appear to be recordings as there has never been two identical transmissions observed in the several centuries since they started playing. No one has been able to determine their source. | |
80 | 73 | Deep in a huge abandoned storage bay, the crews have set up high-speed derbies. The crews regularly work on and race hodgepodge and ramshackle vehicles that often fall apart at the starting line. This has lead to rivalries between the different ratings, but surges in morale are common during particularly exciting or messy races. Select events are often filmed for the entertainment of the higher- ranking officers. | |
81 | 74 | The ratings and crewmen speak a bastardized version of Low Gothic that bears a striking resemblance to French. | |
82 | 75 | In times past the ship was outfitted for specializing in the exploration of aquatic worlds, and a large portion of the ship is filled with water instead of air. A sizable portion of the ratings and crewmen are a stabilized, sanctioned abhuman offshoot with gills. Onboard enginseers augment new ratings to breath and function efficiently underwater. Submerged sections become and less common in the higher decks, with the officers decks having no fully submerged sections, though portions of rooms are often submerged. | |
83 | 76 | A certain cult of the Ecclesiarchy has taken root among the crewmen and ratings of the Rogue Trader's ship who believe that they have an Emperor-given duty to spread happiness and merriment. Sometimes this means subjecting cruel officers to incredibly elaborate practical jokes as revenge for their misdeeds. | |
84 | 77 | A fresh batch of ratings brought with them a cult that earned the instant enmity of an already- established lower-deck cult. At every chance, each pursues a holy war against the other. | |
85 | 78 | Deck 3 of the command tower is, as far as any adept can determine, completely occupied by a massive artificial organ which performs waste and oxygen reclamation functions. The ship has no other life- support systems. | |
86 | 79 | During warp transit, deck 13 experiences odd temporal 'hiccups' in which phantom images of the past or future are overlapped with the reality of the present. As the ship is a relic of the great crusade, it has much history to show. | |
87 | 80 | A past rogue trader that owned the ship was apparently an unabashed xenophile - the current captain has discovered a hidden boudoir with stasis chambers holding an assortment xenos. Most are female, some are not so easily defined. | |
88 | 81 | The ship's enforcers are called "scanners" specialized servitors made by tech priests by severing all of the nervous links between the brain and the body, and replacing them with an artificial control system that the scanners are constantly monitoring. This makes them particularly resistant to the horrors of the warp, at the cost of their humanity (and some would argue, sanity) They never sleep, are inhumanly watchful and alert, and will instantly kill any rating who displays signs of insubordination or other activities they deem threatening to the ship. Scanners have a secret society that many of the officers feel wields far too much power on the ship, but their terrifying presence leads to undeniable efficiency gains. | |
89 | 82 | The ship has a roving band of minstrels and entertainers. they conduct holy prescribed Emperor songs/chants and plays. They never ask for any form of payment yet no one knows where they go to after they get done entertaining one area. All attempts to follow or track them have met with failure. | |
90 | 83 | The ship operates on a three shift rotation, over thousands of years each shift has developed its own culture and ritual, and now the ratings for each ship, often cannot speak to one another. There is a ritual mass dance similar to the haka at the end of every shift as the shift taking over communicates roughly "if you've left a mess for us we will fuck you up" and the shift leaving communicates roughly "Come and have a go if you think you're hard enough". This state of affairs has been allowed because the intense competition between the three tribes leads to a slight gain in efficiency in regular operations, though it does lead to a commensurate decrease effectiveness in actions that require all hands. | |
91 | 84 | Certain pipes running through the ship will leak a thick reddish liquid when the ship is put under stress; the Tech-priests claim it is only water with rust and other contaminates, but most of the crew swears that it's blood. There's a small cult that has tapped one of these pipes in the below decks. They believe that drinking the blood of the ship will make them holier and stronger. | |
92 | 85 | The crew recently found that the lower decks are being run by a tribe of reptilian xenos, they have been receiving and obeying their orders for generations now and seem to fully worship the Emperor of Man, they also seem to think they are humans and that you are the xenos | |
93 | 86 | A broken heating system for generations means that the ratings prefer to wear large insulating coats during their duties. Officers and other high-ranking crewmembers have correspondingly warmer and fancier coats. Passing down a coat is seen as nominating someone as your successor or favored child. The crew must be allowed to hunt for new pelts when the ship arrives at a suitable location lest crew die of exposure, mutiny over a lack of coats or even start killing each other for skin. | |
94 | 87 | The navigator suffered a grievous accident many years ago, requiring the amputation of every body part except the brain. Acolytes sworn into secrecy maintain the nutrient soup and electrode connections of his brain's transparent case. During the rare instances a visitor is present, he relies on dim lighting and a navigator robe hanging from his jar to fool them into thinking the rest of his body is still there. | |
95 | 88 | Two gun decks of the vessel have, since time immaterial, been in a constant feud with one another. The insular and clannish nature of the crew means it's almost impossible for officers to learn the direct cause, but whispers amongst the ratings insist that the feud began with the theft of a spoon at mealtime, centuries ago. | |
96 | 89 | The ship is home to a small flock of feline animals which rely on crew leavings and the occasional water pipe breach to survive. A fighting ring exists on the lower decks, with small lineages of murder- cats being bred and entered into matches. | |
97 | 90 | Deck 17 has been without artificial gravity for two hundred years since an irreplaceable archeotech capacitor blew out. The ratings on that deck have adapted to living and working in microgravity conditions, and have formed their own distinct culture. None of them can stay on decks with gravity for more than brief periods of time due to muscle and bone atrophy, and will resist any attempt to repair the artificial gravity. | |
98 | 91 | A strange luminescent moss grows in the nooks crannies and bulkheads of the ship, it seems to glow a different color depending on the emotions of the majority of the people around it. The moss is so old no records exist on the ship of before the moss was present throughout. The crew uses the moss to provide light and as an aid in interrogations. It seems to be thickest in the parts of the ship no longer in use and some whisper about strange and sudden disappearances which are so sudden they defy logic near those areas of the ship, duty in those sectors is often used as a punishment or test of faith among the crew. | |
99 | 92 | Mirrors and reflective surfaces on the ship never display the current subject. Instead the ship projects a subject or scene from the past present or potential future. The officers use cameras and video screen for grooming. But below decks grooming is a communal event. Some below have never seen how they look or even a mirror. | |
100 | 93 | Things written on paper or vellum inside the ship tend to shift subtly, one or two words changing to twist the meaning of notes or orders. The crew's reluctance to put pen to paper extends to all aspects of traditional penmanship. As a result, the crew records all information on extremely thin etched metal sheets. There is rich cultural significance to the metal being used, with laws being etched in adamantine, official documents in silver, especially important ones in gold, and steel, brass, copper, and lead all having unique meanings in various circumstances. Purity seals are scratched into the wax of the seal rather than on hanging paper. While crewmen may use nails, or metal styluses, the officers have a large collection of dictation servo skulls equipped for the task. It is seen as bad luck to mark yourself with a tattoo, sometimes to the point where people with prominent writing on their skin are pushed out of airlocks in an attempt to eject any bad luck they might have brought. | |
101 | 94 | Legend says that one day, a child will be born on the ship. That child shall be entirely unable to feel pain. They will be the doom of the ship, for as they turn 20 years old, the ship will be destroyed and everyone on board will die. There is even a sort of secret police on the ship that are out to kill anyone suspected of being the doom child. Thus, the whole crew makes sure to always overreact to pain of any sort, loudly screaming at the slightest poke. | |
102 | 95 | The ship's munitorum is infested with huge sump rats that constantly eat gunpowder and other marginally digestible stores. A weekly assembly line tradition is for all the workmen to stop during the middle of the day, pick up a weapon and use it to kill as many sump rats as they can find during a frenzied hunt/extermination. The worker with the biggest kill-count gets bragging rights and drinks bought for them at the nearest still. Occasionally a reckless workman loses life or limb when cornered and savaged by a full pack. | |
103 | 96 | The ship has 500 days in a year, 50 days in a month, 10 days in a week, ~18 hours in a day, and 3x6 hour shifts in a day. | |
104 | 97 | The ship has it's own stable races of Abhumans. They have an additional joint on every finger, over sized almond eyes, and a natural resistance to the radiation burns common to the engine room workers. The Abhumans colloquially "Fingerlings", have yet to receive official sanctioning from the Inquisition. | |
105 | 98 | The darker sections of Hydroponics are rumored to be home to "The Bog Witch". Rumor has it that she occasionally curses members of the crew, and carries off children who refuse to eat their nutrient paste. Particularly brave or fool hardy crew members sometimes venture into hydroponics in order to ask a favor of the Bog Witch. | |
106 | 99 | The ship supports its own distillery. Much of the original crew hailed from a world that was largely small island archipelagos, and they brought their own naval traditions into space. One such tradition was a daily ration of a distilled alcoholic beverage mixed with water. This was kept going as a light buzz was found to cut down on discipline problems and it had the effect of sterilizing the water. With resupply difficult the crew set up their own production facilities, after several hundred years of experimentation they not only produce the daily alcohol ration for the crew but several unique types of high quality liquor. While this produces some additional income, the ships stores must be heavily guarded, particularly during boarding actions or battles as the crew morale will plummet should the alcohol ration be cut off. | |
107 | 100 | Very rarely squadrons of Necrons have been seen marching through the lower decks. They are incredibly rarely seen, only a few times per generation, but in plain sight, marching in parade rows. No one can tell where they come from, or why they're not doing anything. It is suspected that perhaps somewhere in the bowels of the ship are two Necron Portals, and that the ship is being used as a waystation. The Necrons largely ignore the ship and crew, the same way they would any other primitive indiginous life form, but may not be happy if their waystation is overtly threatened. |
A | B | C | |
---|---|---|---|
1 | |||
2 | Minor Items Table | ||
3 | |||
4 | Credit: | ||
5 | |||
6 | 01 Auspex. As per Dark Heresy Rulebook p.150. | ||
7 | 02 Auto Quill. As per Dark Heresy Rulebook p.150. | ||
8 | 03-05 Backpack. As per Dark Heresy Rulebook, p.146; roll 1d5+1 more times for contents, ignoring this result if it occurs again. | ||
9 | 06 Bag Of Ball Bearings. If dumped on the floor, these cover a 1d2 meter radius; anyone taking more than a single Move Action through the covered area must make a Challenging Agility test or fall. | ||
10 | 07-08 Book. Roll a d100: | ||
11 | 01-20: Penthrift Dreadful (Inquisitor’s Handbook p127) | ||
12 | 21-40: religious allegory | ||
13 | 41-60: military history | ||
14 | 61-80: local history | ||
15 | 81-99: biography of a famous Imperial hero | ||
16 | 00: a Dismal Text (details should be tailored to the current scenario). | ||
17 | 09-11 Bottle of liquid. Roll a d100: | ||
18 | 01: This is the Good Stuff - high-end amasec! | ||
19 | 02-20: mid-grade alcohol | ||
20 | 21-60: rotgut booze | ||
21 | 61-90: lubricant (mildly toxic; Challenging [+0] Awareness test to tell it’s not booze) | ||
22 | 91-00: vermicide (highly toxic; Routine [+20] Awareness test to determine as much). There is a 50% chance the bottle is labeled; d100% of the liquid remains. (See Dark Heresy Gamemaster’s Screen for rules on toxins.) | ||
23 | 12-13 Box of metal fasteners. These are basic nuts, bolts, and washers. | ||
24 | 14-15 Candles. 1d5 total, plus an igniter. | ||
25 | 16-18 Change of clothing. 50% chance these are cleaner than the ones being worn. | ||
26 | 19-20 Chrono. Roll a d100: | ||
27 | 01-02: a very fancy gold-plated timepiece (50% chance with an inscription) worth 10x standard | ||
28 | 03-20: high-end model (water-proof, shock-resistant) worth 2x standard | ||
29 | 21-00: a basic model (10% chance it’s broken). | ||
30 | 21-25 Cognomen. As per Inquisitor’s Handbook p.126; roll a d100: | ||
31 | 01-90: valid identification card of the bearer | ||
32 | 91-99: counterfeit card with alternate identity | ||
33 | 00: the identification card of a completely different individual. | ||
34 | 26-27 Coinpurse. This contains 2d10 Thrones over and above the amount that would normally be carried. | ||
35 | 28-30 Cord. 2d10 meters in length. | ||
36 | 31 Credit Scrip. Issued by many employers in place of wages, these coupons can be used to make purchases at specific businesses owned by the issuer. | ||
37 | 32 Credit Wand. A pencil-sized piece of plastek tipped with a datacrystal containing codes to draw from an account at a local financial institution, up to 1d100 Thrones (the amount is also the % chance that a specific cognomen is required to utilize the wand). | ||
38 | 33-35 Dataslate. Roll a d100: | ||
39 | 01-02: Classified information about the local government | ||
40 | 03-40: mind-numbing technical drivel | ||
41 | 41-60: maps of local environs | ||
42 | 61-80: religious sermons | ||
43 | 81-99: pornography | ||
44 | 00: heretical treatise (reading it requires an Ordinary [+10] Willpower test or gain 1 Corruption Point). | ||
45 | 36-37 Dice. 5% chance they are loaded, adding +20 to Gambling skill; the modification is noticeable on a Difficult (-10) Awareness test. | ||
46 | 38 Filtration Plugs. As per Dark Heresy Rulebook p.147. | ||
47 | 39-41 Food. Roll a d100: | ||
48 | 01-75: pre-packaged meal (25% chance it’s half-eaten) | ||
49 | 76-00: left-overs of a home-cooked meal (10% chance spoiled; if eaten, make a Challenging Toughness test or gain 1 level of Fatigue per degree of failure 1d5 hours later, and lasting 2d10 hours). | ||
50 | 42 Gas mask. As per Dark Heresy Rulebook p.147. | ||
51 | 43 Gew-Gaw. Something the bearer picked up because “it looked interesting”- a rusted wafer that looks like a face, a bit of congealed chemical waste resembling a wafer that looks like a face, a bit of congealed chemical waste resembling agemstone, etc. Usually worthless, there is a 1% chance it actually has some value: roll a d10 for it’s worth in Thrones; on a ‘10’, roll again and add 10 to the result (multiple times if necessary). | ||
52 | 44-46 Goggles. Roll a d100: | ||
53 | 01-05: count as Good Quality Photo-Visor (Dark Heresy Rulebook p.147) | ||
54 | 06-75: standard darkened lenses (add +20 to Toughness tests to resist damage to eyes) | ||
55 | 76-00: simply wind/dust resistant, with no other benefits. | ||
56 | 47 Handkerchief. 75% chance it’s dirty; if used, a Routine (+20) Toughness test must be made or gain 1 level of Fatigue 2d10 hours later. This cold lasts until a Challenging Toughness test is passed- check every 24 hours after symptoms develop. | ||
57 | 48 Jewelry. Roll a d100: | ||
58 | 01: highly valuable, worth 2d10x100 Thrones | ||
59 | 02-10: moderately valuable, worth 1d100x5 Thrones | ||
60 | 11-90: costume jewelry, worth 3d10 Thrones | ||
61 | 91-99: fake, requiring an Ordinary (+10) Appraisal test to spot or be mistaken for being worth 100 Thrones | ||
62 | 00: high-end fake that requires a Difficult (-10) Appraisal test to spot or be mistaken for being worth 1000 Thrones. | ||
63 | 49-51 Lamp-pack. As per Dark Heresy Rulebook p.150; roll % to determine amount of battery life remaining. | ||
64 | 52 Lascutter. As per Dark Heresy Rulebook p.150. | ||
65 | 53-57 Lho-sticks. As per Dark Heresy Rulebook p.147; 2d10 remaining. | ||
66 | 58 Live pet. Roll a d100: | ||
67 | 01-35: a tame rodent | ||
68 | 36-50: a not-so-tame rodent, which tries to bite anyone who provokes it (no chance of dealing real damage, but it could be amusing to see how hardened Acolytes try to deal with an enraged rat…) | ||
69 | 51-80: a large, harmless arthropod (of course, the PCs won’t know it’s harmless…) | ||
70 | 81-98: a small, none-too-smart reptile | ||
71 | 99-00: an exotic species imported from off-world (possibly illegally), worth 2d10x10 Thrones. | ||
72 | 59 Lottery Ticket. Illegal in most Imperial communities (but rarely prosecuted), secret lotteries usually sell tickets for a Half Throne. There is a 50% chance this ticket is expired; otherwise, a d100 roll of 01 twice in a row indicates a winner, worth 1d100 Thrones - if you can find the bookmaker who sold the ticket. | ||
73 | 60 Lucky charm. This can take a number of forms, from an empty shell casing to a preserved rodent appendage; in any event, there is only a 1% chance it works like an actual Charm (Dark Heresy Rulebook p. 146). | ||
74 | 61-62 Magnoculars. As per Dark Heresy Rulebook p.150; 10% chance they are the high-quality version. | ||
75 | 63 Mirker's Greaves. As per Inquisitor’s Handbook, p.125 | ||
76 | 64-66 Mud Tape. As per Inquisitor’s Handbook, p.183 (under Tool Kit entry). | ||
77 | 67-71 Passkey. Accesses (roll a d100): | ||
78 | 01-50: a residence | ||
79 | 51-75: a vehicle | ||
80 | 76-85: a business | ||
81 | 86-99: a storage unit | ||
82 | 00: something illicit (such as a mistress’ residence…). | ||
83 | 72 Pict recorder. As per Dark Heresy Rulebook p.151; 75% chance it contains previously recorded images. | ||
84 | 73-76 Playing cards. Roll a d100: | ||
85 | 01-10: missing 1d10 cards | ||
86 | 11-99: a standard deck | ||
87 | 00: Heretic’s Wake Deck (Inquisitor’s Handbook p.122). | ||
88 | 77 Salvation Auger. As per Inquisitor’s Handbook, p.127; 10% chance it is a superior model. | ||
89 | 78-79 Scrolls. 2d5 total. Roll a d100: | ||
90 | 01-05: star charts | ||
91 | 06-15: floorplans of a building | ||
92 | 16-30: legal contracts | ||
93 | 31-50: transcriptions of depositions | ||
94 | 51-94: Administratum records | ||
95 | 95-99: ‘wanted’ posters | ||
96 | 00: occult ritual. | ||
97 | 80 Slither boots. As per Inquisitor’s Handbook, p.151. | ||
98 | 81-82 Spool of wire. 1d10 meters total length. | ||
99 | 83-87 Tools. Roll a d100: | ||
100 | 01: Combi-Tool (Dark Heresy Rulebook p.150) | ||
101 | 02-10: fine detail tool kit (cannot be used on anything larger than a chrono) | ||
102 | 11-90: 1d5 standard tools | ||
103 | 91-00: one heavy duty tool (+20 to Strength tests requiring torque or leverage; can be used as an Improvised Weapon). | ||
104 | 88-91 Transit pass. Allows use of local public transportation system. Roll a d100: | ||
105 | 01-20: good for unlimited rides | ||
106 | 21-00: can only be used on a narrowly defined route. | ||
107 | 92-94 Tube of adhesive. Sets in 1d5 minutes; requires a Hard (-20) Strength test to pull apart once set. | ||
108 | 95 Volt gloves. Thick, insulated gloves for handling high-voltage cables. These provide 2 AP to the Arms and negate Shock effects to the same location, but impose a -10 penalty to any tests that require fine manual dexterity. | ||
109 | 96 Vox-caster. As per Dark Heresy Rulebook p.151. | ||
110 | 97-98 Whistle. As per Inquisitor’s Handbook, p.183 | ||
111 | 99-00 Writing Kit. As per Dark Heresy Rulebook p.151. |
A | B | C | |
---|---|---|---|
1 | |||
2 | Occult Paraphernalia | ||
3 | |||
4 | Credit: | ||
5 | |||
6 | 01-02 | 1d+10 Shrunken Head | |
7 | 03-04 | Basin filled with razor blades, crusted with dried blood | |
8 | 05-06 | Dried length of umbilical cord, tied into an elaborate knot | |
9 | 07-08 | Defaced brass aquilla | |
10 | 09-10 | Necklace of finger bones | |
11 | 11-12 | Cup full of small tiles inscribed with runes in the Unholy Tongue | |
12 | 13-14 | Carved wooden shaman mask | |
13 | 15-16 | Tiny glass bottle labeled ‘Tears of an Innocent’ | |
14 | 17-18 | Jar containing the pickled fetus of a mutant | |
15 | 19-20 | Fetish doll sewn from canvas and stuffed with human hair, pierced with pins | |
16 | 21-22 | Tambourine made from stretched human skin | |
17 | 23-24 | Leather strap tied with 1d5 beast claws | |
18 | 25-26 | 1d10 corpse fat candles | |
19 | 27-28 | Dried lizard | |
20 | 29-30 | Ceramic rattle containing human teeth | |
21 | 31-32 | Dessicated human hands, wrapped in barbed wire | |
22 | 33-34 | Cut obsidian chalice | |
23 | 35-36 | Hangman’s noose (used) | |
24 | 37-38 | Human skull painted with occult symbols | |
25 | 39-40 | Heart of a virgin, wrapped in shroudcloth | |
26 | 41-42 | Bloodfed root shaped like a man | |
27 | 43-44 | Dried human tongue branded with a rune (‘liar’, to anyone who can read the Unholy Tongue) | |
28 | 45-46 | Large fossilized egg | |
29 | 47-48 | Grave earth, kept in d miniature coffins | |
30 | 49-50 | Black velvet bag containing coins of outdated denominations | |
31 | 51-52 | Small piece of meteor rock | |
32 | 53-54 | Glass jar full of eyes | |
33 | 55-56 | Jewelry box containing 1d5 feminine ring fingers, with wedding rings still attached | |
34 | 57-58 | Ornate sacrificial knife | |
35 | 59-60 | Dried membranous wings in a clay jar | |
36 | 61-62 | 1d10 vials of various forms of animal venom | |
37 | 63-64 | 1d10 pieces of charcoal | |
38 | 65-66 | Brass brazier engraved with unholy symbols | |
39 | 67-68 | Pouch full of fish scales | |
40 | 69-70 | 1d10 scrimshawed leg bones | |
41 | 71-72 | Wreath of razor wire, woven through with dead flowers | |
42 | 73-74 | Small stone idol from a feral culture | |
43 | 75-76 | Astrological charts | |
44 | 77-78 | 1d10 feathers from an extinct species of bird, bound by their quills with copper wire) | |
45 | 78-80 | Tricobezoar (a compacted ball of hair, cut from a corpse’s stomach) | |
46 | 81-82 | Carved wooden juju stick | |
47 | 83-84 | Skull of a carnivorous beast | |
48 | 85-86 | Urn containing the ashes of a cremated psyker | |
49 | 87-88 | Cauldron (either stained with various foul substances, or bubbling over a fire, as appropriate) | |
50 | 89-90 | 1d10+10 large dead insects skewered on long pins | |
51 | 91-92 | Sinister portrait | |
52 | 93-94 | Mummified cat | |
53 | 95-96 | Crystal Prism | |
54 | 97-98 | Clay vessel containing a carefully preserved vital organ | |
55 | 99-00 | Torture implements (used) |