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Forum Warhammer 40k Roleplay board Rogue Trader- A Rising Star Follow. 0 Kudos Rogue Trader- A Rising Star. Jago Sevetarion1. He had been sent by the admiral of a Mechanicus Explorator Fleet to study the xenos species the Rogue Trader known as Domynyck Crypt might encounter, as well as provide the Rogue Trader's men with. Warhammer 40K Kill Team Rogue Trader is an expansion pack for Kill Team, which we previewed here. A copy of the Kill Team core rules or Starter Set is required to use Rogue Trader for Kill Team, but there are codex's for the two forces contained within Rogue Trader so that you can use them in games of Warhammer 40K, which we will go into further below. Welcome to Rogue Trader. Make sure your rose-colored glasses are on nice and tight. (Warning: Contains dangerous amounts of '80s. 987.M21987, to be precise. Its art and style possessed a sort of indefinable, hand-drawn aesthetic and charm that immediately set 40k apart. Best read when listening to George Michael, Starship, U2, and/or Belinda. In 2009, Fantasy Flight Games released Rogue Trader, a role-playing game based on Warhammer 40,000: Rogue Trader. In this RPG, the players specifically play the roles of a rogue trader and his retinue, whereas in Warhammer 40,000: Rogue Trader, this was merely a recommended option. A rogue trader is a human who has been licensed by the Imperium. Great deals on Warhammer 40K Rogue Trader Era Miniatures. Expand your options of fun home activities with the largest online selection at eBay.com. Fast & Free shipping on many items!

  1. Warhammer 40k Rogue Trader Pdf
  2. Rogue Trader Warhammer
  3. Warhammer 40k Rogue Trader Rpg Pdf
  4. Warhammer Rogue Trader Pdf
Yes. You see with the recent cheap release of the Ultramarines CGI Blu Ray movie and my Gamma World game getting off to a rocky start I want to do SOMETHING campaign related but I also adore miniatures and like old school 40K even if Games Workshop is the buttiest butt that ever butted a butt.
So why not smoosh together some Rogue Trader and 2nd edition 40K stuff, print out the bits I like, and make a RPGish campaign ala my old Silent Death Star Wars TIE Fighter campaign?Trader
I have all the minis one would need, I have all the books. Being the GM means I can cut out all the stupid, the overcomplicated, and the cheesy from RT-2nd ed and make it a quick and fun RPG Lite experience!
Let's get the party started!
(Note this will be added to as I get around to bringing in more factions and as we possibly find what works and does not.)
Also currently the army lists are from the 'Black Codex' that came in the 2nd edition box. Cheap, balanced, fun, and portable.

The Imperium is dying. A Daemon Lord known as “Gideon” attackedHoly Terra. While he was defeated and the most Blessed Emperor stillguards Mankind upon his Golden Throne, foul Xeno forces used thebattle as an excuse to all but vaporize everything else upon theplanet.
Psykers screamed, reality warped, and many heretics say the galaxy is“back as it should be”.
The Imperium needs valiant units of Space Marines, ImperialGuardsmen, Adeptus Sororitas, Inquisitors, Assassins, and Arbites toprotect the Imperium in our most desperate hour since the time theEmperor walked amongst us.
Rebellions need to be put down, ships retaken, the cleansing of taintthroughout the galaxy.
Small teams will be formed and sent out. Capture lost and stolentechnologies. Put the heretic, the mutant, the unclean to thecleansing fires of the Emperor's Will.
Basic Concepts:
Thiswill be a quasi RPG miniatures campaign where players control at most2-3 squads of 2ndedition Warhammer 40K Black Codex Imperial (and optionally Squat &Eldar though with some tweaks it could even be used to run Ork orChaos campaigns. For our initial purposes we are presuming Imperialhowever.) forces with a Championlevel character as each player's avatar within the game, either indirect command of a squad, or as a separate character commanding hisor her forces. (Allowing for such things as a Chaplain orLibrarian.)
Ruleswill be a hybrid of 1st(Rogue Trader) and 2ndedition 40K with the odd thing nicked from later editions. The 40Kuniverse will be closer to its original Rogue Trader era settings asthe initial story concept basically says that when Terra was attackedreality subtly shifted though few people know about it.
Playerswill earn points to make their forces somewhat larger in size but ingeneral each player will never have more than 500 points of 2nded 40K forces. Their characters will potentially level up 5 times, 2times into Minorand Major Herostatlines, and 3 more which will be options to gain special perks andequipment.
Characterswill also have DestinyPointswhich will be used to survive otherwise fatal events, or which getremoved upon failing missions.
Game SessionOutline
Playerswill be given a mission to complete by the GM. They will then go dosaid mission. If successful they gain an Experience Point. If notthey do not plus lose a Destiny Point. (Usually.) Upon winning ifpossible rolls are made to see what they recovered from thebattlefield and what happened to their troopers who may have fallenin battle. After this RequisitionPointsmay be spent to replace fallen troopers or to buy new ones up to themaximum level of Force Points that player has.
Ingeneral each player has 330 2ndedition 40K points to build his force. If a Championclass character is chosen it may be the upgrade or normal choice fora squad. If he or she is not the command upgrade for a squad, thepurchased squad can NOT have the Champion upgrade.
No other characters may be purchased at creation. (So if you startout as a Veteran Sergeant in a Space Marine Scout squad you could notuse your extra points for an Apothecary.)
Eachplayer has 330 ForcePointsfor the maximum size of their force in combat. Any additional pointsnot spent or gained during play are part of your storage calledRequisitionPoints. Force Points are the maximum you may bring INTO a battle. Requisition is how much you have to replace casualties or buy newunits.
Force Points are increased through advancement.
Characters also gain 1 new Stat. Intelligence (INT). This stat is5+1d6.

Maximum Force Size: No Player may have more than 500 Force Points.

LegalCharacters: Apothecary, Champion Chaplain, Techmarine, Librarian Lexicanian.Veteran Sergeant commanding a Tactical or Assault Squad.
LegalSquads: Tactical, Assault.
LegalSupport: Rhino, Attack Bike, Marine Bike, Dreadnought, Razorback, LandSpeeder.
40k Rogue Trader Pdfbrownface
LegalWargear Cards: Armor Piercing Ammo, Aux. Grenade Launcher, Aegis Suit, Bionic Arm,Bionic Eye, Bionic Leg, Cameleoline, Combi-Weapon, Digital Lasers.Force Axe, Force Sword. Frenzon, Haywire Grenade, Immune, MasterCrafted Bolt Pistol, Medi Pack, Refractor Field, Scanner, SeekingAmmo, Targeter, Teleport Jammer.
LegalWargear: Terminator Armor, Refractor Field, All Assault and Special, AllHeavy Weapons besides Multimelta, Terminator Heavy Flamer, All ScoutWeapons, Frag, Krak, and Plasma Grenades plus Melta Bombs, Force Axe,and Force Sword.
LegalVehicle Wargear Cards: Ablative Armor, Bulldozer Blade, Electro Hull, Grenade Cage, HeavyFlamer, Searchlight, Storm Bolter, Supercharged Engine.
Imperial Guard Generation:
LegalCharacters: Commissar, Tech Priest Engineer, Command Section, Veteran Sergeantcommanding a Tactical, Assault, or Rough Rider Squad.
LegalSquads: Tactical, Assault, Penal Legion, Rough Rider, Ogryn, Ratling.
LegalSupport: Chimera, Sentinel, Leman Russ.
Legal Wargear Cards: Armor Piercing Ammo, Aux. Grenade Launcher, Aegis Suit, Bionic Arm,Bionic Eye, Bionic Leg, Cameleoline, Combi-Weapon, Digital Lasers.Force Axe, Force Sword. Frenzon, Haywire Grenade, Immune, MasterCrafted Bolt Pistol, Medi Pack, Refractor Field, Scanner, SeekingAmmo, Targeter, Teleport Jammer.
LegalWargear: Refractor Field, all Assault and Heavy Weapons, Frag Krak and PlasmaGrenades plus Melta Bombs, All Special Weapons.
Legal Vehicle WargearCards: Ablative Armor, Bulldozer Blade, Electro Hull, Grenade Cage, HeavyFlamer, Searchlight, Storm Bolter, Supercharged Engine.

NOTICE:: I'm not really the best coworker meme. As of 2/28/17, FFG has removed all of their products with GW's IP from the catalogues. It seems that the 40K RPG lines are currently and officially dead until/unless GW finds a new contract to carry on the legacy or builds an in-house team to do it.

ADDENDUM: The 40k RPG license has since been acquired by Cubicle 7. The new 40k RPG, Wrath And Glory, released in 2018.

Rogue Trader
RPG published by
Fantasy Flight Games
Rule Systemd%
No. of Players4+
Session Time10+ minutes
AuthorsMichael Hurley, Ross Watson, Jay Little, Sam Stewart
First Publication2009
Essential BooksRogue Trader Core Rulebook
  • The Game Master's Kit
  • Lure of the Expanse
  • Into The Storm
  • Edge Of The Abyss
  • The Frozen Reaches
  • Citadel of Skulls
  • Fallen Suns
  • Battlefleet Koronus
  • Hostile Acquisitions
  • The Koronus Bestiary
  • The Soul Reaver
  • The Navis Primer
  • Stars of Inequity
  • Faith and Coin
  • Twilight Crusade
Not to be confused with the original Warhammer 40,000 sourcebook of the same name, or with Rouge Traders, who presumably deal primarily in makeup supplies.
Rogue trader warhammer

Rogue Trader is a tabletop RPG based in Games Workshop's Warhammer 40,000 setting. It is published by Fantasy Flight Games and is part of their 40k-based RPG line, making it mechanically very similar to and broadly compatible with Dark Heresy, Deathwatch, Black Crusade, and Only War (and all their associated splatbooks).

The basic premise of the game has the players take on the roles of a Rogue Trader and his retinue of trusted officers (altogether referred to as 'Explorers' by the system) as the command staff of a starship. With wealth, privilege and power undreamt of by the average Imperial citizen, Rogue Traders are free to explore the galaxy at the edges and, indeed, beyond the boundaries of established Imperial space. Far from the prying eyes of the Inquisition or other Imperial authorities, any method of furthering their interests and making profit is on the cards; strip-mining, enslaving, or depopulating entire worlds are within the realms of possibility, and many crews are not above consorting with xenos or even turning to heretical means to achieve their own ends. The players are free to role play the crew of a noble exploration vessel, a band of piratical looters, or anything in between - more than any other in the 40K RPG line, Rogue Trader offers players the most freedom and choice as to what they wish to achieve and how they go about doing it. Generally speaking, Rogue Traders answer to no-one but themselves and their Warrant of Trade lets them go where they please with relative impunity (although it still behooves them to try and stay in the Imperium's good graces).

From a mechanical perspective, the game is extremely similar to FFG's other 40K RPG lines and is, broadly speaking, mechanically compatible with them - Rogue Trader in fact includes rules and guidelines for porting Dark Heresy characters into a Rogue Trader game, and vice-versa (having been published before Deathwatch it makes no mention of that line, but is still compatible). The core of the rules is a percentile system where the player must roll a d100 and compare to a target number (usually a character attribute plus/minus relevant modifiers) to determine whether or not (and how well) they succeed at a given task. As in Dark Heresy, characters find themselves belonging to a specific career path which determines the availability of advances that can be purchased with their earned experience, although the careers in Rogue Trader are significantly more powerful than the Dark Heresy counterparts - a starting-rank RT character is considered roughly equivalent to a DH character with 5000XP. Character generation is much more involved than in Dark Heresy, with the players deciding on a multi-step 'origin path' for their character (each step of which provides a choice of options with various mechanical effects).

Other notable differences in Rogue Trader's rules as compared to Dark Heresy include a significantly reworked system for psychic powers and techniques (RT uses attribute tests instead of DH's power dice), in-depth rules for the operation of starships and ship-to-ship combat, and the abandonment of the concrete monetary system in DH for the abstract 'Profit Factor', which is tested against when making purchases, Rogue Traders being so fantastically wealthy and their wealth so diversely invested and represented that a simple monetary value becomes meaningless. Abstract rules for undertaking profit-making endeavors such as establishing trade routes and other commercial objectives are also included.

  • 1Character Creation
    • 1.1Origin Path

Character Creation[edit]

Character creation is incredibly deep, a whopping 5 layers deep in fact. You generate your 9 characteristics by rolling 2d10 and add a 25, or an option for point allocation is also given. Then you choose an origin path and career, spend XP and go on your way.

Origin Path[edit]

Origin paths are a series of choices the player makes. The book has no requirements about who can take what options as long as you follow the origin path system. Players simply go from each category to select a background option:

Home world[edit]

As in other FFG games, this is a list of generic and broad types one would commonly encounter in the Imperium:

  • Death World - This world just kinda sucks in general to live on, includes known hellzones like Catachan.
  • Void Born - You are the latest amongst a generation of space-farers, and probably spent a significant chunk of your life never standing on solid ground.
  • Forge World - Industrial planets that manufacture arms and armor for the imperium.
  • Hive World - Countless billions live on this planet, in tightly packed apartment buildings that block out the sun.
  • Imperial World - A very broad and generic name for a number of Imperial 'core' planets.
  • Noble Born- While technically not a home world, it represents characters born with a silver spoon in their mouth.


Birthright covers the broad strokes about your upbringing. As before, there are no restrictions on which birthright one can take, although the GM is allowed to veto anything.

  • Scavenger - You basically stole and scavenged everything not protected in order to get by.
  • Scapegrace - You ran away and joined the circus, learning a few tricks along the way.
  • Stubjack - Growing up around violence really fucked you up, and you become a mercenary.
  • Child of the Creed - A religious zealot for the EMPRAH!
  • Savant - Fucking nerds. You grew up in the company of scholars and it rubbed off on you.
  • Vaunted - You are the 0.000001% and grew up in wealth and comfort.

Lure of the Void[edit]

The void is a dangerous place. Eldritch horrors might eat your face off, if you're lucky, or you might grow an extra limb, or get fucked by a daemon. So why would you ever go there? This section helps explain why. Each background has one of three perks you pick for yourself

  • Tainted - You're either a mutant, insane or a heretic. Possibly all three. For whatever reason the people around you want nothing to do with you so you left to find a place you might be accepted.
  • Criminal - You are guilty in the eyes of the law, but they have to catch you first.
  • Renegade - You just never quite fit in with the people around you, so you chose to forge your own destiny.
  • Duty Bound - Something compels you to fulfill a sacred duty. It might be the Imperium itself, your dynasty, or just your own moral sense.
  • Zealot - The EMPRAH's will must be enforced, so you bring His light to the ignorant.
  • Chosen by Destiny - Something has always lead you to believe you have a great destiny, so you're out to find it.

Trials and Travails[edit]

Being a rogue trader isn't easy. There are enemies both human and inhuman who wish you ill, this section talks about some of the horrible shit your rogue trader may have experienced before the game begins.

  • The Hands of War - A past war left it's mark on you. You refuse to deal with whoever the enemy was during that conflict.
  • Press-ganged - At some point in your history you were captured and pressed into servitude to somebody. Now that you're free you refuse to let that happen to you or your allies ever again.
  • Calamity - You've been through some unspeakable horror in the past that forced you to do things you now regret.
  • Ship-Lorn - At one point in the past, your ship was taken from you or destroyed, leaving you stranded in some horrible place. You learned a bit about survival in the process.
  • Dark Voyage - You have personally seen the horrors of the void, seeing things man was not meant to see.
  • High Vendetta - A feud with a rival faction in the past left you scarred as you watched close friends die. You double your efforts to protect your friends against any sleight, no matter how minor.


Finally, what motivates your character to do this? It's not an easy job, and odds are more than likely you will die in some horrible fashion. This helps shed some light on that.

  • Endurance - You want to endure horrible things, so you can grow stronger. Life was never exciting if it was easy, right?
  • Fortune - If you survive the danger of space, being a rogue trader can be very profitable. Cold, hard cash is what motivates you to do this.
  • Vengeance - You seek vengeance for some past wrong-doing, and will do whatever it takes to fulfill that old grudge.
  • Renown - You want to be recognized for doing something very few have been able to do.
  • Pride - You're good. You know you're good, but others need to know it too, so you seek to prove yourself.
  • Prestige - You want power, the more the better.


This is your 'job' or 'class'. What your character is good at and how he fits into the party. Like Dark Heresy progression is very open-ended and one profession can cover multiple roles.

  • Arch-militant - A fighter class and Masters of pointy and shooty implements
  • Astropath - A sanctioned Psyker who can communicate with other psykers through the warp.
  • Explorator - A member of the Adeptus Mechanicus. Excels at understanding strange machines, but can also be a good healer with the right 'alternate Career Ranks'(subclasses).
  • Missionary - Missionaries of the Emperor, can work as both a healer and the party's 'face', has bonuses against the horrors beyond. Also hilarious when plagued with the nervous condition of turrets.
  • Navigator Mutants - Individuals who, due to a rare mutation, are capable of bearing the horrors of the warp to chart a proper course throughout space.
  • Rogue Trader - The eponymous class is essentially a jack of all trades, but excels at giving orders
  • Seneschal - The brains and face for most Rogue Trader houses, this guy knows all the important people, and all the secret info.
  • Void-master - The pilot class, real good at driving ships.


The titular core sourcebook contains everything needed to play the game, but a number of supplements are available, including:

Warhammer 40k Rogue Trader Pdf

  • The Game Master's Kit - A pack of resources a GM may find useful in and out of play, including a GM's screen with rules summaries. The book included comes with a pretty simple set of rules for creating star systems.
  • Lure of the Expanse - Splat book with three pre-written adventures. Decent stand-alone information on some of the more notable worlds in the Expanse.
  • Into The Storm - Expanded character generation with extra Origin Path options, alternate ranks for careers, rules for playing Ork and Kroot mercenaries, additional psychic powers for the Astropath Transcendent and Navigator, and an expanded selection of equipment and starship components. Includes a fluff section on Port Wander and the star system it's in at the end including an opportunity to play Space Hulk in Rogue Trader with some cuddly Genestealers.
  • Edge of the Abyss - Splat book that expands on the Expanse. Pretty much just details places, give background info, and some stats for ships and stuff.
  • The Frozen Reaches/Citadel of Skulls/Fallen Suns - A pre-written adventure splat book in three acts called the Warpstorm Trilogy. Veeeeeery long. Warpstorms are always fun. Even if you don't like adventures, they contain a wealth of information on Iniquity for more heretical groups, Damaris for those that want a slice of the Imperium in the Koronus Expanse, and rules for resolving strategic planet-wide battles through dice that work better (more streamlined) than the fiddly level of detail in Battlefleet Koronus.
  • Battlefleet Koronus - Almost required for campaigns that are going to take ship combat (or ship anything) seriously. Tons of updates to ships, including new hulls (battlecruisers and grand cruisers!), new components, and weapons like torpedoes and nova cannons. Also, rules for planning and waging full scale military campaigns, and planet-scale ground wars involving entire armies. rather fiddly, but granular level of detail, if that's your thing.
  • Hostile Acquisitions - New rules and career paths for playing a Rogue Trader ship that is definitely more pirate than explorer. Contains alternate ranks for careers, some new equipment and ship upgrades, plus some rules for creating a Nemesis for you characters.
  • The Koronus Bestiary - Monster splat book containing some interesting creatures, and includes one unique monster for each of the Chaos Gods.
  • The Soul Reaver - A pre-written adventure splat book involving pulling a con on the Dark Eldar in Commorragh. Awesome because it adds Dark Eldar Kabalites as a career path. The adventure itself blows and reeks of much railroading. Have fun trying to kill a Clawed Fiend with Natural Armor and TB 10 with nothing but a rusty knife! Also has a supplement for the supplement called The Dark Kin, which includes another Dark Eldar career path, the Wych, and alternate career ranks like Skyterror or Fleshcrafter disciple.
  • The Navis Primer - Super useful supplement for psyker characters, but has something for everyone. Adds in a ton of new stuff: background fluff on Navigator houses in 40k, new powers for Navigators and two new disciplines for Astropaths, alt ranks for other career paths, the Ork Weirdboy career path, rules for characters having psychic familiars, and expanded rules for navigation and astropathing. Also adds the Awakaned Psyker alt rank, which lets any human character that's not a psyker or navigator become psykers, albeit rogue psykers and you're very likely to asplode into giblets if you take this.
  • Stars of Inequity - Despite seeming like it might give information for various worlds in the expanse, it really only gives some neato rules for creating your own worlds with the world generator, as well as giving Colony Creation rules for the imperialistic Rogue Trader. Also has a loot generator as well.
  • Faith and Coin - The splat for the Savvy Merchant. Half fluff, half crunch, it's a pretty decent splat. First part of the book outlines several missionaries and their lives, next part covers faith-based endeavours, and the last part is the armoury and an adventure. Provides six new alternative ranks, three of which are based around the missionaries mentioned earlier in the book. Armoury is nothing to shy away from; has some amazing stuff, including getting sanctified artificer armour for your characters and the infamous plasma syphon. It does, however, have some issues with Availability.
  • Epoch Koronous - A history lesson about stuff happening in the Expanse.

There are also several pre-written adventures available.

Rogue Trader Warhammer

  • Twilight Crusade - A new adventure involving some Inquisitor, a governor, and some Tau. Released alongside the book below to best make use of them.
  • Tau Character Guide - As the Dark Kin supplement was to The Soul Reaver, this is a complete character guide for playing Tau Explorers in Twilight Crusade (except this one is paid). Notably, the only career available at the start to the Tau is the Fire Warrior, though the Tau are treated justly (being that they play more as supportive troops rather than close combat specialists). Though the book gives some of the normal things expected for Tau (pulse weapons, Rail Guns and battlesuits), they also get slightly broken talents that make it easier to get the combat breaking Riptide. They also get these talents early, making you wonder how the Rogue Trader and co. might react to find the mercenary/fugitive blue captive suddenly walking around in a battlesuit built to crush tanks and fight daemons. Probably take it for a couple of spins (hostile Acquisitions) before requesting larger doors and hallways on his ship.
    • MAJOR WARNING: Due to a major fuckup at FFG, there is currently no way to generate how many wounds or fate points the Tau get. Seriously, how the fuck do you miss that? Apparently, this has already been rectified without errata, owing to its purely digital release.

Warhammer 40k Rogue Trader Rpg Pdf


  • The story of a fa/tg/uy who perfectly understands how you play Rogue Trader.

See Also[edit]

  • Deffwotch - a game about Orks impersonating Deathwatch Space Marines run using Rogue Trader
  • Lodge Blackman Games, a site with fan-supplement that give you the ability to play with some more xenos races, including Eldar, Necrons, Ymgarl Genestealers, several minor Xenos races, and expanded rules for existing career paths. Now also includes storytimes.
  • Fuckhueg folios (giant character sheets) made by an anon on /tg/. They no longer require sacrifices to the printer gods!
    • Ork Folio - Wut da zog?
    • Dark Eldar Folio - It never stops
  • Music of 40k, a YouTube channel with curated grimdark music for your gaming pleasure.

Warhammer Rogue Trader Pdf

Warhammer 40,000Role-playing games made by Fantasy Flight Games
Dark Heresy - Rogue Trader - Deathwatch - Black Crusade - Only War - Dark Heresy Second Edition
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