Warrant of Trade “The Warrant of Trade and a starship to enforce it— these are the critical tools for a Rogue Trader. Without the former, he is merely a renegade. Without the latter, he is a forsaken drifter doomed to an anonymous death." –Lord-captain –Lord-captain Laomyr of Battlefleet Calixis
Warrant of Trade Special Rules The Warrant of Trade elite advance has the following rules:
1,000 XP
he bearer of a sacred Warrant that empowers him to journey beyond the boundaries of the Imperium to trade, explore, and make war in the God- Emperor’s name, a Rogue Trader is a unique figure in the grim darkness of the Imperium. He may be a newly entitled power on the rise or hail from a long lineage of nobles and voidfarers, but all bear their titles with pride, striking out into the unknown in search of fortune and glory. A Rogue Trader is a power unto himself in the dark voids, master of all he surveys―at least as far as his force of arms and sharpness of wits can press the claim. A Rogue Trader can be many things but whether standing as diplomat before a planetary ruler, cutting a shadowed deal in a station undercity, bellowing orders amidst an armed host set upon plunder, or striding the bridge of a mighty starship, they remain one thing above all — all —free. Despite the fact that the weight of such responsibility is his to bear alone, a Rogue Trader invariably surrounds himself with a coterie of allies and retainers. No Rogue Trader can undertake his mission alone, for no man or woman can be master of every single aspect of trade, exploration, exploitation, and war. As a result, all of the most successful Rogue Traders have the ingrained ability to recognize the value of others and their motivations and, as a leader, are able to utilize every weapon and ability in their human arsenal to their full potential. Though he must rely on others for the most specialized of skills (not to mention certain needful resources), it falls to the Rogue Trader to know how and when to exercise his own judgment and how to delegate where needed. He may not steer the helm of his void-cruiser, nor fire and aim every macrocannon in person, but the Rogue Trader selects and commands those who do and it is his orders that are obeyed. Likewise he may know little of the arcane rites of the augury and auspex, but it is ultimately his decision whether or not to trust the word of the Explorator who claims it safe to breathe the air of a newly discovered world. Rogue Traders must always look to their own abilities and protection, regardless of the power of their allies, f or there will always be those envious of their power and station, and countless rivals to their goals. As a result, most have a penchant for the very finest personal weapons and equipment equipment their fortunes can acquire―for even friends can soon become enemies when a world’s ransom is at stake. Some never leave their bridge without donning an ancient and revered suit of artificer-wrought power armor, while others secrete fiendishly cunning personal force field generators of alien manufacture beneath a gaudy uniform. None are ever unarmed, bearing, even aboard their own vessels, minute digital weapons and other implements of
• Lure of the Void: It Void: It is a continuing, strange miracle of human nature that from the downtrodden, planet-bound masses arise adventurous, ambitious, and sometimes twisted or rebellious souls who seek more, or have it thrust upon them by uncaring fate. It is these men and women who through endeavor, fortune, or the turning of great events strike off from their home world and set foot on a greater stage. The character must have either the Dynasty Scion background or Influence 75. • GM Guidance: This advance should only be considered for a character not only of high Influence but who has also displayed through his actions that he is ready for the office of Rogue Trader. It not only changes the character, but also the group dynamic and the role playing experience as well. One or more characters playing a Rogue Trader can have a range of effects on any campaign narrative, and the GM should carefully consider whether having a Rogue Trader PC fits with the campaign he wants to run. .
Gains the Air of Authority and Peer (Any One) talents, and the Leadership Aptitude. • Rogue Trader: The Trader: The bearer of the Warrant of Trade replaces his Influence characteristic with a starting amount of Profit Factor —representing the relative power of the Rogue Trader dynasty’s Warrant of Trade— and a starting amount of ship points, which represent the relative power of the starship owned by the dynasty. These numbers are generated by rolling 1d10 and comparing the result to the chart in Table : Starting Profit Factor and Ship Points. Points.
A character with the W arrant of Trade elite advance gains access to a special set of talents. These talents are available only to a Rogue Trader character, and are purchased with experience in the same manner as regular talents are purchased. destruction. However they outwardly comport themselves, Rogue Traders must be supremely confident in their own abilities, and able to walk away from even the most desperate situation somehow having profited from their perilous adventure, even if that profit must be counted purely by survival..
Becoming a Rogue Trader
Warrant of Trade Advances
Often, Rogue Traders come from a dynasty of great leaders and visionary commanders, with a renowned (or darkly infamous) lineage stretching back millennia. Other times, they are from younger, more dynamic families, often coming from the ranks of the Adeptus Terra, the Imperial Navy, or the Imperial Guard. It is not uncommon for a Rogue Trader to have once been a high ranking member of the Adeptus Terra as well, perhaps ousted fr om power and falling back to trading to regain his position and authority. Such Rogue Traders often wear the finery of Imperial aristocracy mixed with garments from worlds beyond the Emperor's rule, often sporting a weapon from military service such as a Naval cutlass or Officer's saber. They might also carry ornate dueling pistols in lacquered holsters, or ancient looking hunting rifles slung rakishly across the shoulder. Whatever their origins, all Rogue Traders are first and foremost masters of their own fates, and upon their shoulders can rest the success or failure not only of their endeavors and their bloodlines, but of countless future generations and, often, the fortunes of entire worlds.
The following talents and skills are available only to characters with the Warrant of Trade elite advance, and are purchased in the same manner as other talents
Table : Profit Factor and Ship Points Roll 1 2-3 4-7 8-9 10
Profit Factor 60 50 40 30 20
Ship Points 30 40 50 60 70
Rogue Traders and the Inquisition Rogue Traders usually return to Imperial space every few years, to unload their exotic wares and resupply, recruit and rest until their next foray into the darkness. During these periods they may have encounters with members of the Inquisition. Any Inquisitor who hears news of a Rogue Trader in his locality will more than likely seek him out to find out what he has discovered. Rogue Traders wield incredible power and it is easy for them to forget that once back within the Imperium they do not have free rein to act as they wish, and this will also draw attention from the Inquisition. Many Rogue Traders dispute the right of the Inquisition to persecute them, as they see it. As men who have wandered amongst alien stars and conversed with all manner of cultures, Rogue Traders are susceptible to all kinds of heresies, from wayward philosophies to infection by alien creatures or possession by warp entities that live in the darkness between stars. All these factors can lead to violent confrontation, particularly if the Rogue Trader has knowledge or an artifact that an Inquisitor is keen to get his hands on. Occasionally the Inquisition may approach a Rogue Trader to work for them, either leading his own men or as a companion to an Inquisitor. Whether this works comes down to the Rogue Trader and Inquisitor involved . Rogue Traders can be highly irreverent at times, and Inquisitors with a hardline view often take offense to jibes at the Imperium and its organizations.
Combat Flair The Rogue Trader ’s skills in melee are without parallel, but more importantly he fights with a stylish jaunty confidence guaranteed to impress even his foes. Fast on his feet and faster with witty repartee, if his blade does not pierce their flesh then his barbed banter will surely pierce their composure. Tier: 3 Prerequisites: Blademaster, Charm (+10), WS 40 Aptitudes: Weapon Skill, Finesse Effect: This Talent allows the Explorer to make an opposed Challenging (+0) Charm versus Willpower Test as a Half Action against any foes in close combat each combat round. Should he win, his he imposes a –10 penalty to his foes’ Weapon Skill, increasing by 5 for every degree of success. This penalty applies for one full Round. Multiple Explorers may use this Talent with a cumulative effect. At the GM’s discretion, opponents with the Bestial, Daemonic, From Beyond, or Machine Trait are immune to this Talent.
Legendary The Rogue Trader's name is known on hundreds, even thousands of worlds and maybe even beyond. His reputation is larger-than-life, preceding him by light years for good or ill. Many will bow down before him as he approaches, tales of his exploits giving them reason to revere, but as many will reach for their blades and watch him warily or shy away in dread at the mention of his name. Tier: 3 Prerequisites: Renowned Warrant Aptitudes: Leadership, Fellowship Effect: Any successful Influence Tests the Rogue Trader makes using Profit Factor automatically gain an additional two ‘bonus’ degrees of success. In a Social Challenge, any successful Interaction Skill Tests made by the trader automatically gain an additional two ‘bonus’ degrees of success. In Combat, the Rogue Trader counts as having the Fear (1) Trait.
Renowned Warrant The Rogue Trader's Warrant of Trade is ancient and hallowed, signed long in the Imperium's antiquity, and garners the respect of merchants and officials alike. Tier: 1 Prerequisites: None Aptitudes: Leadership, Fellowship Effect: The character gains a +10 bonus to Interaction Skill Tests with those who understand the importance of the warrant, such as other traders and Imperial officials.
Watchful for Betrayal Pitted against siblings to inherent the dynasty from birth, or through bad political machinations the Rogue Trader has developed a need to be ever vigil for betrayal, never resting or letting down his guard. Tier: 3 Prerequisites: Awareness, Light Sleeper, Paranoia, Perception 40 Aptitudes: Perception, Defense Effect: The character is constantly wary of attack from all sides, taking no chances that he may be brought low by an unseen enemy at any moment. As long as the character is conscious and his senses are not impaired (such as by drugs or a blindfold, the GM has final arbitration of this), the character cannot be Surprised.