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FALL FROM GRACE


A Rogue Trader adventure, suitable for players on all levels. Written by Otto Sinisalo. I certify that I am the author of the attached material and that attached material is original, unpublished wor . !antasy !light "ames and its licensees may reproduce, distribute, publish, display, edit, modify, create derivative wor s, and otherwise use the material for any purpose in any form and on any media. I agree to indemnify and hold harmless !antasy !light "ames against all claims, suits, costs, damages, and e#penses that may be incurred in connection with the material.

CREDITS
Lead Design Otto Sinisalo Contributions 4i o 5aine

I ustrations Rami Raut orpi ! a"testers Antti "r6nlund 4ar u 7ei il8 /etri 7iltunen Ismo 5ehtonen 7annele /arviala Rami Raut orpi 9ir Weger All material submitted here is done so with their author's consent.

ADVENTURE OVERVIEW
In the !oundling Worlds lies "race, a planet once coloni$ed by Rogue Trade Aspyce %horda. In its prime, "race was a haven for Imperial renegades and villains, but none escape the &mperor's wrath forever. As violent warp storms destroyed the warp routes to the colony, it soon fell to the predators of the Warp, a roving (enos menace and most of all to its inhabitants own dar impulses. As the warp storms recede for the first time in decades, "race is once more open for the ta ing. !all !rom "race ta es the &#plorers and their ship to claim a long) forgotten world filled with treasure and danger. The &#plorers must race their rivals to loot the pri$es left there by a generation of the Imperium's decadent outcasts * a reward that might cost them their lives, their ships or their immortal souls. The scenario is divided into four chapters. Adventure overview +which you are reading now,, "race "a$etteer, which provides details for the setting of this adventure, !all !rom "race which details the adventure proper in three parts and Appendi#- ./%s, Antagonists and Ships which has the game stats for the relevant adversaries and their fleets. AUTHOR'S FOREWORD !all !rom "race is a fan)made scenario that is based on the notes on planet "race in the Rogue Trader ruleboo +page 012, and on Aspyce %horda +page 023,. &verything presented here is an e#trapolation from materials provided by !antasy !light "ames and their authors and is written without nowledge of future e#pansions dealing with the setting. !all !rom "race ma es use of the Into the Storm sourceboo , referencing certain rules. 4ost of these references are merely for flavour and detail. If you do not have Into the Storm in your disposal, the adventure should still be playable with minor modifications. And as always, the "ame 4aster is free to improvise on the material provided here.

GRACE GA$ETTEER
The colonies of the !oundling Worlds in the :oronus &#panse are considered cursed endeavors by many a Rogue Trader. Amongst them is "race, a world once inhabited by the worst of the Imperium- heretics, corrupt officials and crime lords evading from Imperial ;ustice. Struc down by a disastrous warp storm, "race is now a damned system filled with danger and ruins of wanton decadence. HISTORY OF GRACE: A COLONY OF ARROGANCE Originally coloni$ed by Rogue Trader Aspyce %horda, the "race system had no immediate value. It had hardly any valuable resources, its only habitable planet barely capable of sustaining life. "race /rime's mountains and valleys were not suited for farmland, ma ing it dependent on food transports arriving from !ootfall. The shrewd %horda saw opportunity in "race nevertheless. She facilitated numerous Imperial renegades, allowing them to build their impressive manors on "race's mountains and valleys. /rotected from "race /rime's fierce lightning storms under their void shields and gold)plated roc rete walls, the renegades housed on "race en;oyed a life of debased lu#ury for decades, paying tithe to %horda, whose fleet supplied the planet with food, slaves and lu#uries from the Imperium while carrying their spies bac to the %ali#is Sector. A violent warp storm struc "race appro#imately thirty years ago. The same storm tossed %horda's supply fleet off course and many ships were lost in the warp forever. As the storm persisted, all nown safe warp routes to the system were lost as well * and so was the colony. When the supplies the colony depended on didn't arrive, despair set in slowly but certainly. The renegades hun ered in their manors. The most desperate begun attac ing their neighbours for much)needed foodstuffs. Soon, the entire "race /rime's fragile alliances forged between the colonies were torn apart in a desperate bid for survival * waiting for the rescue that would never come. The &mperor had finally caught up with them and was not punishing them for their crimes, the local prophets and madmen concluded. In time, the remaining inhabitants of "race /rime descended into a near)feral state. Those with the strongest will to survice combined with the least concern for their souls descended into cannibalism, hunting down other survivors for their sustenance. A few colonies with a semblance of civili$ation remained, but the taste for human flesh tainted their inhabitants soon enough. Their distress calls into the void can still be pic ed up from orbit, but in reality they are nothing more than traps set for unwary travellers by ravenous madmen.

The warp storm was not the last of "race's woes. The storm dragged in an Or !reebooter named 7ammer'&d and his <boy$<, lost from their Waaagh= flotilla. Stuc in the "race system with his ship's landing craft destroyed and warp drive gone, 7ammer'&d too over 9agger of !ate, lady %horda's voidfarer station orbiting "race, butchering its remaining human crew. .ow, the warp storms plaguing the !oundling Worlds are subsiding and "race is once more ripe for con>uest. ?ut at what price@ 5ady %horda herself believes the world to be cursed, but many younger Rogue Traders see the lost world as a source of profit. As the soothsayers in !ootfall foretell the warp storms' passing, the ships currently doc ed in !ootfall prepare to reclaim "race. THE GRACE SYSTEM: UNDER A DIM YELLOW SUN The white)yellow sun of "race shines dimly on two ma;or planetary bodies. "race /rime is the world coloni$ed by arrogance and inhabited by madmen. The Teardrop is a gas giant guarding "race /rime from asteroids and meteors. Also littering the system are a handful of wrec s and man)made structures lost to the warp or the "reen Tide. The Teardrop Orbiting in the outer reaches of the system is the Teardrop, a dar blue gas giant lea ing its essence into the void, leaving a faint trail as it passes. On a clear night, the Teardrop is visible on the s ies of "race /rime, its trail leaving a distinct shape of a tear as it passes. The Wydenin Gyre /art of lady %horda's supply flotilla, the Wydening "yre was a ship transporting a valuable hydroponics dec to "race once the first warp storms ravaged the space around the system. Suffering a massive gellar field failure, the "yre is merely a ghost ship now, haunted by the echoes of the warp while it sails aimlessly in the outer reaches of the system. The Da er o! Fa"e

5ady %horda's voidfarer station once oversaw all traffic in the "race system. It held on long after the warp storms, but was eventually overrun by 7ammer'&d's <boy$<. It now houses a horde of Or s, waiting for their in to arrive for them * or <humies< to come for the slaughter. Gra#e $ri%e A world of deep seas, ;agged mountain ranges and cruel, unpredictable weather, "race /rime is a planet of star contrasts. Its beautiful mountain vistas are best

viewed from behind heavy void shields, since "race /rime's lightning and hail storms wrea havo on unprotected travellers. The planet's scenic valleys, a ma;estic sight as the early morning sun illuminates the mountaintops in golden light, are located on the world's thin habitable $one on the planet's e>uator. The valleys are now littered with the ruins of the colony of arrogance and its survivors, the deadly human predators. The mountain range reaches around the planet's e>uator, surrounded by vast, stormy seas. The seas turn into polar caps in the world's north and south poles, covered in eternal ice and snow. The F&ora'Fa(na o! Gra#e $ri%e The fungi of "race is its only form of life, apparently evolved from a single pre)historic fungus. The humble fungus ta es many forms, most common of which is the omnipresent grey growth along the slopes of the "olden Aalleys. Otherwise inedible, the fungus was used to manufacture "race "yn, a highly into#icating local beverage. LOCATIONS ON GRACE $RIME $or" Chorda Once a thriving spaceport on the planet's e>uator carrying all inds of illegal sustenances and shadowy agents to and from "race /rime, /ort %horda is now menagerie of horrors ruled by 9irector "iallo, a deranged former crime baron. "iallo maintains "race's last vestige of <civili$ation<, a brutal dystopia aimed to satisfy "iallo's insatiable hunger for human flesh, its deni$ens ept in line with violence and drugs * both of which "iallo controls and dispenses with glee. Si na& S"a"ion One 5ocated in the northern icecaps of "race /rime, the signal station housed %horda's astropathic choir. The warp storms too their toll heaviest on the psy ers eeping "race /rime in contact with !ootfall. .ow it is a haunted place, with the maddened psy ers still holding vigil inside the cold wastes. The Go&den )a&&ey* The valleys on "race /rime's e>uatorial mountain range housed do$ens of lavish mansions inhabited by "race's colonists. Their manors still stand on the slopes of mountains, their halls now empty, their gilded statues ga$ing onto the manors' withered gardens with dead diamond eyes. The valleys are riddled with the Ravenous * the feral madmen hunting for their human prey, always hungry. Gra#e $ri%e Wea"her: A Gri% $ro*pe#" 9uring away missions to "race /rime or flights in its atmosphere, the "ame 4aster may roll on Table 3 and apply the results.

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FALL FROM GRACE


!art One' T(e Ra)e *or Gra)e
The adventure begins in !ootfall where the &#plorer's ship is doc ed, when a man named %romwell approaches the &#plorers, most li ely through their senechal, re>uesting an audience. An &asy +BCD, Scholastic 5ore +Imperial Warrants, test will reveal him to carry the seal of lady Aspyce %horda. A level of success will reveal him to be her senechal. %romwell re>uests the &#plorers to ;oin his mistress at %horda 4anor for a <an urgent matter of great profit<. 7e refuses to go into detail. Should the players agree, they are shown to the %horda 4anor, a ma;estic palace overloo ing !ootfall's 5ongshore. Inside, %romwell leads them through corridors guarded by %horda's mind)wiped servitor slaves and guards. When seated to the grand ballroom, the servitors proceed to serve them fine amasec. !inally, %horda herself appears- a dar )haired, ageless woman draped in red and gold. Read or paraphrase the followingDear friends. I apologize the urgency, but I have an offer to make. Grace, a colony once in my domain, has once more emerged from the warp storms plaguing the Foundling orlds. !nd as any carcass, it is attracting carrion. !t this very moment, a host of opportunists are moving to e"ploit the once lost world. I have heard of your e"ploits and chosen you for the task at hand. #here is something on Grace that I re$uire% a cargo container on Dagger of Fate, an station orbiting at the colony of Grace &rime. 'hould you recover it to me, rest assured% you will be greatly rewarded and shall always have a friend here in Footfall. %horda will provide the &#plorers with a warp route to "race along with decades)old maps of the colony and the system. Also included is a map of the 9agger of !ate, with a location of %horda's cargo mar ed on it. She will engage the &#plorers with casual conversation and offer the basic facts on the history of "race, but she refuses to discuss the e#act nature of the cargo. Should the &#plorers agree, she will provide them a writ of claim for "race, moving the cursed endeavor to their dynasty's name along with a permission to recoloni$e it * not that it will matter to their competition racing to claim the world's treasures. Chorda'* %o"i+a"ion %horda is centuries old and more than a bit arrogant. She considers the &#plorers to be her lessers and beneath her friendly e#terior is a calculating sadist, more than willing to consider action against the &#plorers at a later date should they refuse her. The <cargo< is %horda's sister, Anastasia %horda. To assure her full mastery of the %horda warrant of trade,

she once captured all of her siblings in a single purge and had them fro$en in cryo)tan s, to be hidden in the many %horda holdings across the :oronus. Anastasia was to be ept in "race for good, but the warp storm severed all contact to the system. %horda fears that someone might release Anastasia and threaten her claim to the %horda dynasty. As many Rogue Traders are moving to e#ploit "race, %horda cannot ris her sister falling into the wrong hands. Should the &#plorers deny her re>uest, she will approach one of their competition with the tas . Tas ing the &#plorers with retrieving her sister is a calculated ris she is willing to ta e. %autious, cunning and more than slightly paranoid, she will not ris any more ships to "race, a world she considers cursed. Should the &#plorers hesitate, %horda might consider having %romwell send infiltrators onto the &#plorer's ship to ma e sure the cryo)tan is delivered to her. Abhorring the idea of sororicide, destroying the cryo) tan is a last resort for %horda, but something she is willing to attempt if pushed. The Co%pe"i"ion Three other Rogue Trader dynasties are currently in the process of e>uipping their ships for the trip to "race. &#amples of such rivals and their ships are presented in the Appendi#. The "ame 4aster is free to use old rivals of the &#plorers' dynasty or the Rogue Traders presented in the 5ure of the &#panse boo . The details of the rivals' plans are up to the "ame 4aster, but the adventure suggests a few ways for the rivals to interfere with the &#plorers' plans. ,no-&ed e o! Gra#e As they prepare for their endeavor, the &#plorers might wish to find out as much as they can of the world they are about to e#ploit. In Table C is a list of tidbits that the &#plorers might discover using their lore s ills, their contacts and in>uiring about the situation in !ootfall. After each tidbit is listed a relevant s ill needed to test to find out said tidbit. The test is normally %hallenging +BD, but the game master may ad;ust difficulty as desired or give them the nowledge through %horda or other means. Ne o"ia"in .a#/in The &#plorers may wish to negotiate support for their ;ourney with different factions on !ootfall to increase their chances of success ) and profit. &ach negotiation is handled as an Interaction %hallenge +see page CD2 of Into the Storm, using %ommerce, ?arter, relevant Trade and 5ore s ills mentioned below and the player's /rofit !actor as an opposed test, re>uiring a minimum total of E successes. !or the influence test, the "4 must estimate the faction's influence at !ootfall and a assign a rating for them, suggested between 1D and FD. ?elow are e#amples of factions with interests regarding "race. The "ame 4aster may also have the

factions approach the &#plorers directly if they do not themselves ta e the initiative.

The Red S#ho&a: The largest slave mar et on !ootfall will re>uire the &#plorers to provide them with slaves captured from "race /rime. In e#change, they may gift the &#plorers with additional manpower in the form of Red Schola slavers. The additional relevant s ill for the negotiation is !orbidden 5ore +/irates, and !orbidden 5ore +7eresy,. Nar#o'Gan er*: The narco)gangs at the Spire of Into#icants have heard legends of "race "yn and their fences will gladly pay for it, if the &#plorers manage to create a trade route to !ootfall supplying said beverage. The additional relevant s ills for the negotiation are Trade- %hymist and %arouse. The Dr(*ian*: The /ilgrims of 9rusian faith are eager to claim the re)discovered world for the &mperor. They will re>uire the &#plorers to set up a permanent presence of "race and will gladly flood the Gpilgrimage siteG with their floc . If the players accept pilgrims on their initial ;ouney, this will very li ely result in violent confrontations between the pilgrims and the people of "race. The additional relevant s ills for the negotiation are /erformance +Singer, and Scholastic 5ore +Imperial %reed,. Spa#e-ard Ho0 When the players feel they have armed themselves with sufficient tools and nowledge for their ;ourney, they may begin their voyage to "race. If the players spend more than a few days in !ootfall after spea ing with lady %horda, their rivals will head off before them. %ommunicating a sense of urgency is relevant to the scenario. The booty of "race isn't sufficiently great to satisfy all racing for it. It should gradually be apparent that there is much to accoplish at "race and the different rivals will be after the same goals. 9uring their time on "race, the "ame 4aster should inform the &#plorers about their rivals' plans, positions of theirs ships and the landing parties they send planetside. The &#plorers need to be fast and ruthless to gain as much as they can * or negotiate with their rivals. 9eals with rival Traders might mean some opportunities to e#ploit "race to be lost, but it might lead to fruitful alliances in the future. The warp ;ourney to "race will ta e appro#imately a month. The remnants of the passing warp storms still plague "race and the navigator's test to leave the warp at desired point becomes Ardous +)1D, instead of 7ard +see page 3F2, Rogue Trader ruleboo ,. It is up to the game master to decide when and where in the "race system the &#plorer's rivals will arrive. !or dramatic tension it is recommended that the rivals will arrive roughly at the same time as the &#plorer's ship, barring fantastic successes on the &#plorer's navigation roll.

THE DAGGER OF FATE

!art T-o' Re.e ation Gra)e


After arriving at "race, the &#plorers have plenty of options to e#plore the system. This part of the scenario details the encounters to be had in the space surrounding "race /rime while part three delves into the encounters on the surface of "race /rime. 9ue to the open)ended nature of the scenario, encounters from part three might occur before those in this chapter, depending on the &#plorer's decisions. THE TEARDRO$ Should the &#plorers e#it the warp near "race's gas giant, they might wish to survey it or use its gravitational pull to slingshot their ship toward "race /rime to reach it faster. While the gas giant itself holds nothing of interest, Or !reebooter 7ammer'&d's ship lur s in its outer layers. 9etecting the Or ship re>uires a 7ard +)CD, Scrutiny B 9etection test. A failure indicates the &#plorers' ship has been surprised. Hse stats for an Onslaught raider +page CDE, Rogue Trader ruleboo ,. 7ammer'&d will gleefully attempt to destroy the &#plorers' ship after years of sitting idle, but he can be negotiated with by a savvy &#plorer. Ne o"ia"in -i"h Ha%%er'Ed Attempting to convince 7ammer'&d to stand down is played as an interaction challenge +see page CD2, Into the Storm, using %harm, !orbidden 5ore +(enos,, Spea 5anguage +Or , and other relevant s ill re>uiring at least 2 levels of success. &ach I points of hull integrity lost by the Or ship by the &#plorers' guns e>uals an additional success. There is a price for 7ammer'&d's cooperation- with less than E levels of success, the Or will demand landing craft and a spare parts with an <humie boffin< to fi# their warp drive. .ine or more levels of success indicate he will be satisfied with either. With twelwe or more levels, he will offer them the location of the 9agger of !ate * but informing the &#plorers that the commanding nob Teef)?ag <don't tal to no humies<. !i#ing the Or raider's warp drive re>uires a +possibly ha$ardous, trip aboard the Or ship and a 7ard +)CD, Tech)use test that becomes %hallenging +BD, if the &#plorer or someone with him has the !orbidden 5ore +(enos, s ill. .ote that giving 7ammer'&d landers or shuttlecraft as he re>uests will soon enough result in a disaster. Although he wishes to send his ship to the warp and toward the Hndred)Hndred Teef, he will send a host of Or to "race /rime if he has the craft to do so * something he hasn't been able to do since losing his own landing craft. This will result in an Or infestation on "race, something the &#plorers might have to deal with in the future.

?eing %horda's designated target, finding the 9agger of !ate might be high on the &#plorer's to)do)list. At least one of their rivals is headed for the same location * following the &#plorer's plasma trail if they haven't found other means to discover it. Hnfortunately for all, the 9agger's orbit has shifted since it was overta en by the Or and %horda's map no longer leads to the station. There are three ways to locate the lost stationeither by using 7ammer'&d's tip, using the cogitator on the Wydening "yre or using the auger array on Signal Station One +see %hapter Three,. As the &#plorer's ship approaches the 9agger of !ate, it is clear that it is no longer the same station that was described on %horda's schematics. The station has been heavily < ustomised< by the "reens ins, a fact that is apparent to any Or or with an Ordinary +B3D, !orbidden 5ore +(enos, test. Ta/in "he S"a"ion If the &#plorers wish to reclaim the 9agger of !ate, it's possible to do so with a boarding action +see Rogue Trader ruleboo page C3I,. This will not be easy, as the station is <manned< by a tide of Or * happy that they have finally something to ill, a fact they are more than willing to broadcast on their crude vo# casters. The station will attempt to fire its guns as the &#plorers approach and will perform 0 hit)and)run actions per turn during the boarding action with a s ill of 0D as the Or crawl on the hull of the &#plorers' ship attempting to find a way in. Teef)?ag will lead the boarding defense with his command s ill. The statistics for the 9agger of !ate and Teef)?ag can be found in the Appendi#. While the Or do not surrender per se, a rout means that the &#plorers have secured enough of the station to open airloc s and send the remaining Or into the void. If the players attempt to board the station, one of their rivals will attempt to send a raiding party to secure %horda's <cargo< +see <Securing the %argo< below,. This will be apparent to the &#plorers monitoring the situation and might prompt them to grab the cargo personally. Se#(rin "he Car o &ven though the 9agger of !ate has been < ustomised<, the lower lighter bays of the station are mostly untouched by green hands and the &#plorers can deduce the location of the cargo with a 7ard +)CD, 5ogic test * levels of failure indicating e#tra distance to be travelled from their initial doc ing point. !lying a shuttle through Or fla into the station is a 9ifficult +) 3D, /ilot tas , each level of failure indicating a hit of 1d3D B I damage on their shuttle's front armor. Once inside the station, the &#plorers must ma e their way to the lighter bay. !or each level of failure in their

logic and piloting test they lose ten minutes moving through the station's corridors. Once at the lighter bay, an Ordinary +B3D, Search test will reveal the cryo chamber amongst the cargo containters. &ach level of failure once more indicates 3D minutes lost. A %hallenging +BD, !orbidden 5ore +Arheotech, will reveal the nature of the cargo and show that it is still attached to the plasma conduits powering the device. A similiar test or a 7ard +)CD, Tech)use test is re>uired to safely detach the device. &ach level of failure in the test once more indicates 3D minutes lost. A combined strength bonus of 3D is re>uired to move the container to safety. !or each 3D minutes of time lost by the &#plorers they will face a 9agger of !ate &ncounter +see below,. !ighting inside the station has its ris s- every missed shot that has a combined damage and penetration of C1 will result in a hull breach- see page C23 of the Rogue Trader ruleboo for the effects of vacuum. The Or s, naturally, do not care for this one bit. The corridors aboard the station are narrow and can easily be used as cho e points, allowing only C normal)si$ed creatures to advance side)by)side. If the "4 allows, the encounter may be avoided with an opposed %oncealment versus Awareness test. En#o(n"er: Or/*0 Or/*0 Or/*0 An Or patrol has found the &#plorers. Si# Or !reebooters +see page 0JJ of Rogue Trader ruleboo , will emerge behind a blast door and engage the &#plorers. If this is the last encounter before leaving the 9agger of !ate, the Or s are ;oined by Teef)?ag with si# more or s, loo ing to add <humie teef< to his collection before they escape the station. One in si# or s is armed with <ro it laucha< +page 310, Into the Storm, and will most certainly ris hull breach for the <da a<. En#o(n"er: A Wa+e o! S1(i *0 A host of S>uigs +CdI in number, see page 21 of Into the Storm, charge the &#plorers. A volley of fire is re>uired to mow down the critters. En#o(n"er: Gro"* in "he D(#"*0 A group of seven gretchin +see page 21 of Into the Storm, drop giggling from the service ducts above the &#plorers into their midst. One is carrying a < ustomised< pulsa mine. &ach turn, the pulsa mine sets off a blast that does d3D points of damage to all within 3D meters and re>uires a 7ard +)CD, Agility test. !ailed characters are noc ed prone. En#o(n"er: H(%ie*0 The &#plorer's rivals have sent a lighter to the station and the away team is attempting to reach the cargo before they are. The boarding party is a total of 3D armsmen +use Oathsworn bodyguard, page 0JC of the Rogue Trader ruleboo ,, armed with hellguns with half

their number left guarding their shuttle. They will attempt to goad the &#plorers to retreat and will fight to get to the cargo first * or will attempt to drive the &#plorers off if they have already reached the cargo. With them is one tech)priest +use Aoidfarer on page 0JD, Rogue Trader ruleboo with I.T of 1I, Tech)use B3D as trained s ill, /istol weapon training- /lasma, 4achine- 0 as talents and armed with a plasma pistol, to detach the cryo chamber. THE WYDENING GYRE 5ocating %horda's lost ship might not high on the &#plorer's agenda, but the rewards are potentially great- the possibility to add a Aagabond)class trader to their flotilla. !inding the ship is an e#ploration challenge re>uiring 2 levels of success and ta ing the &#plorers' ship beyond the Teardrop to the outer rim of the system. !orbidden 5ore +Warp,, Scholastic 5ore +Astromancy,, ScrutinyB9etection and .avigation +Stellar, may be used in this tas to determine where the warp tides might have stranded the ship. When located, a surface scan will reveal the ship to be in a surprising good shape. 4ost notable feature on the transport is the large hydroponic dec it carries on its hull. The vessel is powered but does not answer to vo# hails. It can be boarded at will with relative ease. !or added tension, the "ame 4aster may decide to have one of their rivals already aboard. They might be forced to ally with their rivals or be assaulted by them, especially if they fall prey to the unclean spirits within. A2oard "he Gyre: A Ha(n"ed H(&/ Inside, the "yre is devoid of life. All of its crew is long dead, with a disturbing number of them apparently by their own hand. A %hallenging +BD, /syniscience Test will confirm the obvious- the veil between Warp and real space is dangerously thin aboard. Two or more levels of success will point the &#plorer toward the ship's warp drive, still active and bleeding Immaterial energies onto the vessel. The &#plorers are haunted by footsteps and distant laughter without any sign of who might be ma ing the sounds. !or every 0D minutes spent on the ship, have a random member of the &#plorer's party ma e an opposed Willpower test against a Willpower of 0F. A failure indicates the character has fallen victim to a possession by a malevolent warp spirit. Though not apparent at first, the character will attempt to attac his colleagues of they attempt to approach the ship's warp drive. Fr(i" o! "he For2idden Tree The hydroponic dec on the "yre has been tainted by the warp, its trees and plants twisted moc eries of edible plants. &#ploring the cursed woods re>uires a %hallenging +BD, Willpower test lest the &#plorer be lost amidst the whispering trees. A failure indicates 0D

minutes lost, 3 insanity point and an opportunity for a possession attac by the spirits haunting the hul . A %hallenging +BD, !orbidden 5ore +Warp, will inform that consuming the fruit from the tainted garden will result in d3D corruption points, but the visions induced by the warp)touched fruit will allow the &#plorer to purchase the /syniscience s ill as an &lite Advance. Rea#hin "he Warp Core Once the &#plorers reach the ship's warp drive, the corridors around them seem to dar en and savage whispers echo in the shadows. Within minutes, four many)limbed deamons +use &bon "eist profile without the !lyer trait ) Rogue Trader, page 0JF, plunge from the walls to tear the &#plorers apart. All possessed crew members begin to cac le and lash out at the &#plorers. An option to defeating the daemons and their thralls is to disengage the warp drive, forcing the fiends bac to the warp and releasing the possessed. This re>uires a Aery 7ard +)0D, Tech)use test once an &#plorer reaches the warp core cogitator and ta ing five turns, each level of success or failure indicating a turn gained or lost, respectively. Once disengeged, the warp fiends are drawn screaming bac to the Immaterium. Those possessed regain their wits, but wal away with Cd3D corruption points. Ta/in "he He&% The brigde of the "yre hosts only the its dead staff, all slain by their own hand. An emergency orbital pattern for The 9agger of !ate can be found in the bridge cogitators. This will give the &#plorers the location of the station. The ship may be guided from the bridge normally, but

the warp drive refuses to be disengaged from the bridge controls unless the &#plorers have shut it down manually. If ta en in the &#plorers' flotilla, the "yre has now the 7aunted past history. A$$ROACHING GRACE $RIME /ar ing their ship on the orbit of "race /rime, the &#plorer's ship will be greeted with an automated vo# message originating from /ort %horda. Read or paraphrase the following#he ship(s vo" caster crackles as the garbled, desperate voice comes through. (&lease(, it says. (For the love of the )mperor, travellers, anyone listening... please help us. 'how us mercy and come save us. e repent our sins*(. #he message repeats endlessly. 5istening to vo# traffic, the &#plorers may detect another signal with a %hallenging +BD, ScrutinyB9etection test. It originates from Signal Station One and can be deciphered with a %hallenging +BD, Secret Tongue +Tech, test. Also an automated message, it is the cogitators on the Signal Station and the 9agger of !ate e#changing positioning data. In itself it is inade>uate to determine the location of the 9agger of !ate, but will lead the &#plorers to deduce that the 9agger can be located using the Signal Station's auger array. An attempt to contact "race /rime via astropathic means will prove fruitless, unless the &#plorers contact the Signal Station directly. In that case, the astropath must ma e a 9isturbing +BD, !ear test as his mind is flooded by visions of souls forever trapped between the real world and the Immaterium.

Ri+a&* on Si"e

!art T(ree' Gra)e*u Landings


As the &#plorers reach the orbit of "race /rime, they will be presented with numerous destinations to e#plore and ma e planetfall on. The most notable locations and encounters there are detailed below. See "race "a$etteer for effects the planet's unpredictable weather might have on the &#plorers ventures. $ORT CHORDA 3 A CITY OF MADMEN /ort %horda, "race /rime's former space port, is clearly visible from orbit. ?eing the best)preserved site on the planet it still a suitably intact landing platform to ma e planetfall directly in the middle of the settlement, should the &#plorers wish to do so. Reconnaisance missions over the /ort reveal a si$able human population of thousands still inhabiting the structures surrounding the /ort. /ort %horda is a grim sight. Though vigilantly maintained, the decades without supply have reduced many buildings to ruins and the few remaining, housing the few hundred survivors, are in a state of perpetual decay, powered by a failing plasma reactor. The inhabitants are a wary bunch, preferring to observe the &#plorers from a distance, barring one e#ception * their 9irector. Should the &#plorers land on the /ort or approach it in plain sight, they will be met by 9irector "iallo, the /ort's self)proclaimed leader, dressed in elaborate robes and flan ed by a do$en armsmen. "iallo will fall on his nees, bellowing the praises of the &#plorers and welcoming them with open arms as saviours of /ort %horda, insisting that he organi$e a feast on their honor. "iallo is almost constantly followed by 5ady !ulci, a star )loo ing woman apparently in her forties. She does not spea unless spo en to, admitting to running the <day)to)day affairs of the colony<. Gia&&o'* Mo"i+a"ion A deranged madman with an insatiable hunger for human flesh, "iallo's ;ovial manners are merely a facade. 7e sees the &#plorers as a threat to his power and see s to get rid of them as soon as he can. "iallo was once a crime lord on the pleasure world of Kuaddis and on "race he has finally achieved something he considers <true Imperial nobility<- the absolute power over his people, a power he will not give up. 7e will offer to trade "race "yn +see below, for food with the &#plorers, but if he is offered passage off world, he will attempt to change the sub;ect or insist that <the details of our departure will be discussed in due time<. If pushed hard enough, he will lash out, ordering his armsmen to butched the &#plorers, bellowing <All flesh is grass=< and drawing his own chainsword.

The "ame 4aster may decide to mi# things up by having a rival Rogue Trader arrive and also attempt to negotiate with "iallo. "iallo harbours the same murderous spite for all off)worlders and will attempt to persuade either to ill the other for the rights to the "yn trade. In reality, "iallo plans to murder the survivors when they are wea ened by the possible battle. E4p&orin "he $or" If the &#plorers approach /ort in disguise or hidden from plain sight, they may move about the settlement with an opposed Silent move versus Awaraness tests against "iallo's armsmen. This also applies to the &#plorers that snea to e#plore the /ort from under "iallo's watchful eyes. "etting into loc ed buildings re>uires a %hallenging +BD, Security test. "iallo will not stop the &#plorers to loo around the port, but will attempt to have his armsmen shadow the &#plorers if he nows they are planning to go on wal about. If he notices any of the &#plorers missing, he will become increasingly agitated and confront the &#plorers, insisting that their colleagues are <in danger<. The Fa&*e Te%p&e Another large building overloo ing the /ort %horda landing platform seems to be a Temple)Shrine of the "od)&mperor. If the players now that there should be no temple on the world, this might seem suspicious. The building is ept loc ed, but "iallo's patrols on their air yachts arrive once a day to bring captured the Ravenous into the building. Also, every morning a <cleric< in a cruel moc ery of &cclesiarchical robes arrives to pass food to the do$ens of colonists gathered before it. Should an &#plorer snea in, he will discover its brutal secret- the temple serves as a holding pen for scores of chained prisoners as well as a processing facility, an abbattoir butchering "iallo's prisoners and grinding them into a gruel for the madman's sub;ects. Witnessing the horrors inside will re>uire a 9isturbing +BD, !ear Test. The Gyn Di*"i&&ery Another building overloo ing the /ort %horda landing platform is the "yn 9istillery. Inside great improvised mechanisms produce the fungus)spi ed into#icant the "iallo uses to eep his sub;ects in line. &very night, a line forms outside as "iallo's henchmen pass out flas s of the li>uid to his sub;ects. A Lady Do"h $ro"e*" 5ady !ulci is a former bureucrat of the Imperial Administratum of Scintilla, accused with corruption and forced to flee to "race. If the opportunity should arise, lady !ulci will attempt to approach one of the

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&#plorers in private. !ulci is >uite aware of "iallo's madness and is more than willing to leave with the &#plorers. Hnfortunately, "iallo will not release her. She will offer details of "iallo's sins and to arrange matters so that the &#plorers will have the opportunity to assassinate "iallo without dragging the whole /ort into a bloody fight. She can escort one &#plorer into "iallo's study in the manor to do the deed as the guards will allow her to pass. Should the &#plorer succeed, she can order the guards not loyal to "iallo to stand down. She has a price, of course- a manor of her own on one of the &#plorer's holdings. .egotiating with !ulci is an opposed ?arter test- a success indicates facilitating !ulci will cost the dynasty 3 point of /rofit !actor permanently while a failure means C points are lost. Of course, nothing is to stop the &#plorers from brea ing their vow later and doing away with !ulci. We Are A&& H(%ani"arian Here The ban>uet in the &#plorer's honour will be held within hours of their arrival in a surpisingly grandiose dining hall in a manor overloo ing the /ort %horda landing site. "iallo will carry the conversation himself, with the few locals present eating in silence. 7e will insist that while the rest of the planet has been ta en over my madmen, he alone has maintained /ort %horda as <a respectable Imperial society<. 7e will proudly offer "race "yn, the <local speciality< spi ed with "race fungi, to the &#plorers. %onsuming the drin will have similiar effects than those of Obscura, if a %hallenging +BD, %arouse test is failed +see Rogue Trader, page 31C,. The main course is a hefty meat stew, which in and of itself might raise a few >uestions, none of which "iallo will answer. A 9ifficult +)3D, 4edicae test will reveal the dish to be of human origin. Ni h" Terror* "iallo will insist that the &#plorers spend the night in the manor, <waiting for the storms to pass< before their return to their ship. If "iallo has any reason to suspect that the &#plorers pose a threat to his authority, he will dispatch two armsmen for each &#plorer into their >uarters to murder them in the night. Hnless otherwise prepared or suspicious, only &#plorers with the 5ight Sleeper talent will be aware of the danger, as will those who succeed in a %hallenging +BD, Awaress test. Those that still remain in the dream)state induced by the "yn will be blissfully unaware of the assailants. Gia&&o'* La*" S"and Should things spiral out of control, "iallo, fuelled by his madness, will ma e his last stand in the "yn distillery with 30 of his most trusted armsmen. If "iallo is dead, his trusted men will hole up in the distillery without their leader. If !ulci's collaboration hasn't been secured and "iallo lives, the loyal armsmen total around 3DD, ta ing positions around /ort %horda, perhaps re>uiring the &#plorers to have their ship send down their own troops. Also, each of the main buildings at the /ort * the

9istillery, the !alse Temple and the 4anor * will be protected with a balcony)mounted heavy stubber overloo ing the main landing platform, manned by men loyal to "iallo. A fight inside the 9istillery is a dangerous proposition- each missed shot with a ranged weapon with the ( or & damage type has a 3DL chance of causing a ma;or e#plosion in the flammable "yn tan s, causing an e#plosion dealing 0d3D& ?last +3I, damage. All in the blast radius must test Agility or catch fire. SIGNAL STATION ONE 3 THE COLD DEAD Signal Station One is a roc rete bun er located in the northern artic wastes of "race /rime. 5anding in its vicinity is &asy as the structure is surrounded by nothing but snow and ice)covered emptiness. !rom the outside the building seems abandoned with its main blast doors hanging open, but a successful 9ifficult +) 3D, /syniscience Test will reveal a taint of the warp about it. A success level will indicate the &#plorer nows that the source of the disturbance is located underground. The Co&d Dead At any point in which the &#plorers are inside Signal Station One, the "ame 4aster may have the %old 9ead appear. The %old 9ead are apparitions are the spirits of %horda dynasty's colonists, illed here when %horda's astropathic choir went mad during the warp storm. The apparitions are basically harmless, but witnessing the screaming, translucent figures emerging from the walls re>uires a !rightening +)3D, !ear Test from the &#plorers. The %old 9ead will disappear after a few seconds, screaming <7elp us= 7elp us=< before vanishing. If the tainted choir +see below, is destroyed, the spirits reappear once more, no longer screaming, merely whispering <Than you<. The group's 4issionary may bless the restless spirits into the beyond with a prayer +Scholastic 5ore +Occult,, or a song +/erformance +Singer,,, both tas s %hallenging +BD,. Gro(nd Le+e& The entrance level to the station is an abandoned cargo bay, inhabited only by the bodies of a few do$en fro$en dead, carrying %horda's colors. A closer inspection will reveal them to be torn apart by great weapons. Upper Le+e& The cogitator that the &#plorers might have spotted broadcasting previously is located on the station's upper level. The cogitator's machine spirit is still operating and the station's auger array can be activated by accessing it. This re>uires a Aery 7ard +)0D, Tech) use test, with each level of failure indicating an hour lost. When the tas is completed, the &#plorers have the location of the 9agger of !ate secured.

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.a*e%en" Le+e& The entrance to the basement level is mar ed with symbols that can be identified as defiled and thus useless he#agrammatic wards with a successful %hallenging +BD, Scholastic 5ore +Occult, roll. Hnderground is a series of storage rooms and a corridor leading to the stations astropathic choir chamber. As the &#plorers approach, %horda's Tainted choir steps from the chamber to meet them. The three astropaths, driven insane decades ago will attempt to destroy the &#plorers of drive them off using the Terrify power while screaming and laughing madly. They are flan ed by 2 4utated 9ead +see Appendi#,. THE GOLDEN )ALLEYS 3 RUINS OF DECADENCE The mountain range circling "race /rime's e>uator hosts several manors, once grand colonies of "race's fallen lords. .ow they are empty ruins with their void shields long since failed or worse- hideouts for the Ravenous, the cannibal madmen hunting their prey * mostly each other * in the mountains. The steep mountains are a challenging terrain, with potential landing sites few and far between. "race's unpredictable weather ma es e#ploring the ruins a ha$ardous prospect as well. The ;agged mountains and ruins offer plenty of cover for the Ravenous to hide and stal their prey. Travelling on the wrec ed roads circling the icy slopes on foot for more than 3D minutes re>uires an &asy +BCD, %limb test, with failure indicating a fall of dI meters, with an additional meter per level of failure. The ruins themselves still have some of their ma;estythe gilded walls and precious statues glimmer in the pale sun while the manors are still filled with priceless artefacts, worthless to the cannibals inhabiting them. The manors may be located by flying reconnaissance missions with vehicles from the &#plorer's ship- for each two hours of flight, the spotter may locate a new manor with a 9ifficult +)3D, Awareness test. Stripping one manor of its treasures ta es appro#imately F hours * time enough to ma e planetfall, search the ruins and return to ship with the booty in a single 33)hour "race day. 9uring one day on site, the &#plorers should face at least one Ravenous encounter +see below,. The "ame 4aster is invited to ma e up his own ruins reflecting the heretical flavour of the sites, but below are a few e#amples. Sin* $a*": The R(in* De"ai&ed The Wor% T(rn*: Inside a ruined manor a great number of worm)li e statues of apparent #enos origin are found. On closer inspection, one seems to be a potent energy weapon of un nown type. 9ecorating the main dining room is a map of the %ali#is Sector, with several worlds mar ed with red. One of them, Acreage, is crossed off the map.

.("#her .ay: Overloo ing a beautiful view of the stormy seas is a manor which houses an underground medical comple# with valuable medical supplies and deactivated medical servitors. In the manor's librarium, several volumes a boo called <A 5ogical 9iscourseIn 9efence of the !uture< can be found. %uriously enough, many beds in the comple# have iron restraints. Ar" !or Ar"'* Sa/e: 9ecorated with numerous hauntingly beautiful paintings, this manor has apparently housed great many talented artists, whose wor s will surely sell for great sums. A philosophical wor called <The &ris Transform< is referenced in many of the te#ts in the manors' e#tensive librarium. Ri+a& in+o&+e%en" The rival Rogue Traders will also attempt to raid the manors in the valleys. 9epending on their disposition toward the &#plorers, they may attempt to harass of downright attac the &#plorers while they are e#ploring. Their interference may ta e many forms, from intercepting their landing craft with their own, their away teams engaging the &#plorers or strafing the &#plorers from their landers. Should matters escalate, an engagement between the traders' ships in the "race system might not be far behind. The Ra+eno(* The madmen of "race have long since lost their souls to their own decadence. The cannibals stri e without warning and murder new arrivals with glee. They cannot be negotiated with nor bribed. They are not suicidal, though- their long years on "race /rime have taught them to hide patiently and flee into their mountain passages should the odds turns against them. Ra+eno(* En#o(n"er: C(&& "he Wea/ The &#plorers are alerted by sounds of anguish echoing in the roc y landscape. !ollowing the sound, they discover a man in ragged clothing with a gaping wound on his leg, desperately attempting to crawl to safety on a patch of open ground on one of the slopes. This is a trap, a fact that can be deduced with a 9ifficult +)CD, Awareness test or a %hallenging +BD, Scholastic 5ore +Tactica Imperialis, test. Seeing the &#plorers land, the Ravenous have in;ured an unwilling member of their own party to attract the off) worlders and will open fire with their long las weapons from a distance when the &#plorers approach the wounded man, attempting to ill the &#plorers for their ne#t dinner. If the &#plorers fail to spot the trap, the a number of Ravenous twice the si$e of the landing party will surprise the &#plorers. Ra+eno(* En#o(n"er: The Mea" Wa on 9ispatched from /ort %horda by "iallo, this hunting party travels by an Air Macht +see Into the Storm, page 3F2,. The vehicle, used decades ago by the locals for

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sport, serves now to capture the Ravenous' human prey. %rewed with F Ravenous, they will engage the &#plorers if they spot them and attempt to deliver their catch bac to "iallo. Ra+eno(* En#o(n"er: The Larder The &#plorers come accross a ruined villa en route to one of the manors. A %hallenging +BD, Trac ing test will reveal that the villa is still inhabited, as evidenced by a recent camp fire on the villa's yard. &#ploring the villa, the &#plorers will come accross a loc ed trap door on the floor, leading to the manor's basement. An &asy +BCD, Security test will deal with the loc , but what lies within re>uires a 9isturbing +BD, !ear Test from all &#plorers without the Naded talent- a number of men and women, grotes>uely mutilated and missing most of their limbs ) and all of their minds ) serving as a food supply for the Ravenous living in the villa, currently on a hunting trip. The victims will attempt to warn the &#plorers with mad ravings undecipherable to anyone without the /eer- The Insane talent- the hunters, a party of Ravenous e>ual in numbers to the &#plorer's party, are soon returning with fresh catches. Ra+eno(* En#o(n"er: The La*" Sane Man 4athias, originally a young servant in "iallo's court before the warp storms, now travels the "olden Aalleys with his 3D)year)old daughter. 7e hasn't named the "irl, saying that Gon a world li e "race, a name only attracts the predators ) best be li e the nameless beastsG. A ragged and disheveled sight, they drag their belongings ) some clothes, some scavenged food supplies ) in a cart, successfully evading the Ravenous for years. Though widowed years bac , 4athias hasn't lost his will and seeing the &#plorer's ships land, a glimmer of hope stirs in his heart. 7e and the "irl will shadow the &#plorers, attempting the decide whether he can trust them. A 9ifficult +)3D, %harm test is re>uired to win his trust, should the &#plorers contact him. 4athias can guide the &#plorers to a nearby Ravenous camp, allowing them to surprise a roving band of twelve. Also, he can tell the &#plorers about "iallo's appetite and wider situation on the planet. Should the players save 4athias, he will swear himself in their service and as s them to name the "irl. Should the players name her "race, the "4 should award them bonus (/ for a sense of the dramatic. THE GREATER GRACE ENDEA)OR ?elow are guidelines for increasing the profit factor of the &#plorer's dynasty by completing the "reater "race &ndeavor. The &ndeavor is divided into three overlapping ob;ectives, each re>uiring a sum of achievent points to complete. The ob;ectives correspond with the three parts of the !all !rom "race adventure. %ompleting the "rand endeavor will increase the &#plorers profit factor by 0 with B3 for each 3DD achievement points they have beyond the total of 3CDD achievement points needed.

O25e#"i+e: $repare !or "he 6o(rney 7Cri%ina&8 Trade9 0DD achievement points BCI for each "race Tidbit discovered B3DD for accepting %horda's bac ing for the endeavor BID for each alliance negotiated with a rival Rogue Trader BID for successfully reaching the "race system B3DD for each faction the &#plorers convince to support their endeavor )ID if %horda ends up bac ing a rival dynasty O25e#"i+e: S(r+ey "he Gra#e Sy*"e% 7E4p&ora"ion8 War9 0DD achievement points BID for locating the Wydening "yre BID for successfully salvaging the Wydening "yre )ID if a rival salvages the Wydening "yre BID for defeating or successfully negotiating with 7ammer'&d BID for discovering the location of the 9agger of !ate B3ID for successfully boarding the 9agger of !ate B3ID for retrieving %horda's cargo )ID if a rival ta es control of the 9agger of !ate )3DD if a rival retrieves %horda's cargo O25e#"i+e: Con1(er Gra#e $ri%e 7Creed8 Cri%ina&8 Trade8 War9 2DD achievement points B3DD for securing Signal Station One B3DD for each F hours the &#plorer's away teams spend successfully looting the "olden Aalleys, up to a ma#imum of 2DD points )ID for each F hours the &#plorer's rivals spend looting the "olden Aalleys uninterrupted by the &#plorers up to a ma#imum of )0DD points B3ID for ta ing the /ort %horda "yn 9istillery on /ort %horda intact or negotiating a trade route with "iallo )ID for each ma;or e#plosion in the /ort %horda "yn 9istillery to ma#imum of )3ID B3ID for con>uering /ort %horda and removing "iallo from power Additionally, the &#plorer's dynasty receives B3 /rofit !actor for delivering the cryo)tan to Aspyce %horda, symboli$ing of opportunities opened by allying with the %horda dynasty. E:$ERIENCE REWARDS The players should receive the standard amount of e#perience while parta ing in the scenario. If a player character too a leading role in all of the following events, the "4 may have the &mperor smile upon the &#plorer and grant the character an additional !ate /oint- defeating the daemons aboard the Wyderning "yreO destroying the astropaths of Signal Station OneO disposing of "iallo.

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FUTURE $LOT HOO,S &ven though the &#plorers have completed !all !rom "race, many unresolved issues will most li ely remain. ?elow are a few suggestions on follow)up adventures. The O"her Lady Chorda: Inspecting %horda's cargo, its nature will soon be apparent. The woman inside bears a stri ing resemblance to Aspyce %horda and if the &#plorers have the Tidbit on %horda's past, they will now e#actly what the woman represents. The cryo)tan can be thawed if the &#plorers so choose. If awa ened, Anastasia %horda will not beg for her life * she is far too proud for that. Instead, she will attempt to stri e a bargain with the players. %unning li e her sister, she wishes to reclaim the %horda warrant to her name * a ris y proposal, but the rewards might be great. The Here"i#'* Wa/e: 4any relics recovered from the manors in the "olden Aalleys raise more >uestions to the curious &#plorer. Old ;ournals, maps and curious artefacts might lead the &#plorers to investigate further into their owners' pasts. The "ame 4aster should feel free to scatter future plot hoo s amongst the ruins the &#plorers loot. A F("(re F(&& o! Gra#e: 9epending on how the &#plorers have handled their matters, they might find their dynasty settling the %olony of Arrogance for good. ?ut can a taint that runs so deep be truly cleansed@

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A!!ENDI3' N!CS4 ANTAGONISTS AND S5I!S


N$CS ON AND A.OUT GRACE Dire#"or Gia&&o !or the mad leader of /ort %horda, use the Renegade profile +/age 0J0 of the Rogue Trader ruleboo ,. 7e is armed with a best)>uality chain sword and has 3D e#tra wounds for being the only well)fed man on "race. 7e has the /aranoid talent, a !&5 of 10 and %ommand, %ommerce as well as 9eceive BCD as a trained s ills. Lady F(&#i !or "iallo's right)hand woman, use the Adept profile +/age 0JD of the Rogue Trader ruleboo , with the following modifications- !&5 1D, I.T 1I and ?arter B3D as Trained S ill. The Ra+eno(* in "he Go&den )a&&ey* !or the hungering cannibals haunting the lost manors of the "olden Aalleys, use the ?loods inner profile +page 0JD of the Rogue Trader ruleboo , with the following modifications- %oncealement and Silent 4ove as Trained s illsO ?asic Weapon Training +5as, and !earless as Talents. They are e>uipped with chain a#es and long lases. Gia&&o'* Ar%*%en !or "iallo's henchmen in /ort %horda, use the Ravenous profile above, but add 7eavy Weapon Training +?olt, as a Talent. Also, the armsmen have a IDL chance of being in a "yn)induced stupor and must ma e a Willpower test or enter a state of !ren$y if attac ed. The Tain"ed Choir Hse the Warp Witch profile +page 0J1 of the Rogue Trader ruleboo , for the tainted astropathic choir on the Signal Station. The M("a"ed Dead Hse 4utant Abomination profile with the !ear+3, and Stuff of .ightmares Traits for the risen dead of the Signal station. They are armed with mono)enchanced "reat Weapons. Ha%%er'Ed !or the Or captain, use the Or !reebooter profile +page 0JJ of the Rogue Trader ruleboo , with the following modifications- /ilot- Spacecraft B3D as a trained s ill, %ommand B3D as a trained s ill. Tee!'.a !or the Or nob, use the Or !reebooter profile +page 0JJ of the Rogue Trader ruleboo , with the following modifications- %ommand B3D as a trained s ill, F e#tra wounds. 7e is armed with a ?ig %hoppa.

RI)AL ROGUE TRADERS S#(%'#ap"ain He& red .o& er

/rofit !actor- 1C

Wounds- 3F

S ills- Awareness, %oncealement, 9eceive, 9odge, %ommand B3D, %harm B3D, %ommon 5ore +Imperium,, 9eceive, &valuate, "amble, 5iteracy, Scholastic 5ore +Astromancy,, Spea 5anguage +7igh "othic, 5ow "othic, Talents- Air of Authority, Ambide#terity, Two Weapon Wielder +?allistic,, Weapon Training- 4elee +Hniversal,, /istol +Hniversal,, ?asic +Hniversal,. /ersonal &>uipment- Storm Trooper %arapace, C Recoil "loves, C ?olters, common >uality /ower Sword, camouflage it. 7elgred ?olger was apparently an underhive ganger originally and how he has ac>uired the ship he currently owns, The Tooth ic er, is sub;ect of considerable rumour. A man seemingly composed entirely of scar tissue, he yet has an uncannily magnetic personality. 7is Warrant of Trade seems >uite non)standard, yet its genuinity has never been called to >uestion, at least not by anyone who has authority in these matters. 7is lin s to the ?lac ?rotherhood are widely rumoured but so are many other captains also. Other rumours lin him with piratical activities and slave)trading. 7is crew consists of mutants, heretics, fugitives and other assorted scum, all fleeing Imperial law and Arbitrators. They speciali$e in ambushes and stri ing hard, stri ing first. Ada&2re#h"a Ede&he+en'Ma#hen/o

/rofit factor- 1I

Wounds- 3C

S ills- ?arter, ?lather, %ommand, %ommerce, %harm, %iphers +Rogue Trader,, %ommon 5ore, Imperium, Scholastic 5ore +Astromancy, Imperial Warrants,, &valuate, 5iteracy Talents- Ambide#terity, Air of Authority, Iron 9iscipline, Naded,Two)Waepon Wielder +?allistic, 4elee,, Weapon Training +Hniversal /istol, 4elee, /ersonal &>uipment/ower "love, Refractor !ield, ?est)Kuality 4ono Sword, ?est)Kuality 7and %annon, Storm Trooper %arapace Adalbrechta is an e#)officer of the Imperial .avy and related to the 4achen o 9ynasty in the %ali#is Sector,

1+

but has been active for around a decade in the :oronus &#panse. A tall athletic woman, who shaves her scalp, she cuts a rather recogni$able figure in the Spire of Into#icants which she fre>uents. She has publicly stated to be a Gventure)capitalist in charge of considerable hedge)funds in the %ali#is SectorG and has sponsored several daring ventures, which have had a mi#ed success, financially or otherwise. 7er scheme to transport e#otic chemicals to the %ali#is Sector to use as combat drugs caused a lot of casualties and bad blood with Iocanthos suppliers of similar materials, though the drugs themselves were >uite effective. Always on the loo out for audacious business opportunities, she has clahed with 7elgred ?olger on several occasions and suspects the Scum)%aptainPs Warrant to be a forgery. .ro"her ::C+';<<a'=== >Ferdinand> Te#h'$rie*" E4p&ora"or

The Wydenin Gyre !or the lost transport, use a Aagabond Trader profile +page 3E1 of the Rogue Trader ruleboo ,. It has no supplemental components save for its tainted 7ydroponics 9ec . It has lost 3I points of hull integrity. The Hi h Ri*/ )en"(re %aptain &delheven)4achen o's ship is fitted for war. It pac s brutal firepower as well as barrac s carrying the captain's personal invasion force. !irestorm)class !rigate Speed J 9etection BCD 4anoeuvereability BCD 7ull Integrity 0F Armour 3F Turrets 3 &ssential components- Novian C, Strelov 3, Single Aoid Shield, "ellar field, /ressed %rew Kuarters, %ombat ?ridge, 4)3r. 5ife Support, 4)CD3b auger. Supplemental components- 9orsal Titanforge 5ance ?attery, /row /yros 4eltacannon, Observation 9ome, ?arrac s. The Too"h/i#/er %aptain ?olger's frigate is an armoured monstrosity, its holds filled with ruthless scum. Its #enotech "host !ield gives ?olger a great advantage in battle. !irestorm)class !rigate Speed J 9etection B30 4anoeuvereability B3F 7ull Integrity 13 Armour 3E Turrets 3 &ssential %omponents- Novian /attern C 9rive, Strelov 3, Warp &ngine, "ellar field, Repulsor !ield, %lan):in Kuarters, %ommand ?ridge, 4)3r. 5ife Support, R)ID Auspe#. Supplemental %omponents- /row and 9orsal Novian 4issile ?attery, Reinforced Armour, Reinforced ?ul heads, "host !ield.

/rofit factor- 1I

Wounds- 3I

S ills- ?arter, %ommand, %ommerce, %ommon 5ore +Imperium, 4achine %ult, Rogue Traders, Tech,, %iphers +Rogue Trader,, !orbidden 5ore +Archaeotech, Adeptus 4echanicus,, 5iteracy, 5ogic, Spea 5anguage +&#plorator ?inary, 5ow "othic, 7igh "othic, Techna) 5ingua,, Tech)Hse, Trade +Technomat,, Talents- ?inary %hatter, Weapon training- ?asic +Hniversal,, 4elee +Hniversal,, !lesh is Wea 1. /ersonal &>uipment- Omnissian A#e, &nforcer 5ight %arapace, %ombi)Weapon ?olter)!lamer, "ood Kuality 4ind Impulse Hnit, %ommon Kuality Htility 4echadendrite, ?allistic 4echadendrite, %ommon Kuality ?ionic Respiratory system, 4achinator Array. ?rother G!erdinandG is an &#plorator from the 5athes, a system of !orge Worlds in the ad;acent %ali#is sector. A completely rebuilt human, over EDL of his body is now mechanical, save his brain. Several sources report him engaging in piratical activities, but he rarely doc s in Imperial space so direct action is usually impossible against him. 7e fre>uently visits the Red Schola and his purchases of unaltered humans are significant. 7is crew seems to consist only of servitors. SHI$S OF THE GRACE SYSTEM The Da er o! Fa"e !or the Or )infested space station, use the profile of Aoidfarer Station +page C3D of the Rogue Trader ruleboo , with the following modifications- reduce hull integrity ma#imum to 1D, remove third :eel weapon slot and remove the 7ydroponics 9ec component. The station is armed with two eel)mounted Thunderstri e macrocannons. Add the 5otsa ?oy$ component +B3D to %ommand tests for 7it and run and ?oarding,. This component is lost if the station is ta en by humans.

1,

E4p&ora"or :)II %aptain !erdinand's cruiser is an impressive sight to behold. %arrying an ever)obedient servitor crew, it serves its master's iron will. 5athe %lass 4onitor %ruiser Speed 2 9etection B3I 4anoeuverability B3C 7ull Integrity 20 Armour CD Turrets 0 &ssential components- 9eep Aoid Array Novian 0 9rive, Strelov C, "ellar !ield, Single Aoid Shield, &#plorator ?ridge. Supplemental components- 9orsal and /row Ry$a /attern /lasma, /ort and Starboard %ulverin ?roadside, Servitor %rew, %old Kuarters, %rew Reclamation !acility, 4icro)laser 9efence "rid, Tenebro)ma$e.

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