ROGUE TRADERS
Transcription
ROGUE TRADERS
Rogue traders Version 2.0 • Initial Resources: You have 1000 Throne Geld to spend on recruiting and arming your Warband. You must have a minimum of 4 models. • Hired Guns: Rogue Trader warbands may recruit up to 3 Hired Guns. • Starting Experience & Skills: All fighters start with the following experience point totals. All non-Construct Rogue Traders members gain experience as normal. Rogue Traders gain the Underdog Bonus as normal. Unit Type Rogue Trader Representative Arch Militant Navigator Crewmen Rating NEC eq Leader Heavy Heavy Ganger Ganger Juve XP 60+D6 60+D6 60+D6 20+D6 20+D6 D3 • Territory & Income: Rogue Traders select territories and collect income exactly as described in the Necromunda rulebook. They receive the ‘Giant Killer Bonus’ as listed. Subversion Rating: 6 Investigation Rating: 7 Rogue Traders are unique and powerful individuals who serve as a combination freelance explorer, conquistador and interstellar merchant for the Imperium of Man. They are hereditary Imperial servants and nobles, given a starship, a crew, and sometimes troops of the Imperial Guard and carte blanche to roam those worlds of the galaxy that still lie beyond Imperial control or knowledge. In their task of exploring and exploiting the still-uncharted regions of the galaxy for Mankind, Rogue Traders might come across worlds harboring long-forgotten human civilizations which will be later incorporated into the Imperium by official Adeptus Mechanicus Explorator fleets and expeditions of the Imperial Navy and Imperial Guard. Other times they find empty or alien-dominated planets ripe for colonization, conquest or exploitation by the Imperium and themselves. • Special Rules: All Rogue Trader Warbands may select Commlinks/Microbeads at +5 Throne Geld per fighter. If selected, all fighters must be equipped in this way. Xenos Friendly: While strictly forbidden by the Imperium, many Rogue traders allow Xenos members to become part of their crew. Any Rogue Trader warband may include up to 1 Xenos in any of the following ranks: Arch-Militant, Crewman. That model may select weapons appropriate to its rank and race from the Xenos weapons lists, at maximum cost. Traders: In a campaign setup, the Rogue Trader might use his Warrant of Trade with other players, thus he can trade at the end of each game with other players to buy and sell what is in their stash. The price of goods traded is up to the players involved in the negotiation, but the rating increase is adjusted by the standard bazaar price Pirate’s scums: Rogue traders present an inviting target for pirates and are constantly under threat of pirate raiding parties. As such, non-Construct Rogue Trader warband members suffer from hatred when fighting members of a Void Pirate warband. Profit Factor: The prestige and pedigree of a Rogue Trader’s Warrant of Trade is measured in terms of raw profit and influence. Most Rogue Trader dynasties control vast amounts of capital, from hard currency like Thrones to large networks of agents, contacts, and investments across a dozen worlds. These resources are all tied to the Rogue Trader’s Warrant of Trade, the priceless document that grants him his authority and provides almost endless opportunities for success. Each charter (see below for further details) has its own profit factor: Charter of Commerce: After each game the warband gains an additional 2D6 TG income. Charter of Exploration: After each game the warband gains an additional 3D6 TG income. Unknown Charter: After each game the warband gains an additional 1D6 TG income, add +1 to the result of the Number of Rare Items they can get to a maximum of 3 during the trading sequence. Xenos Trader: After each game the warband gains an additional 2D6 TG income. Rogue Trader Warbands must select one of the following specialties upon creation. This specialty may not be changed or removed once selected. Please note that some specialties may have adverse effects when facing certain opposing Warbands. • Charter of Commerce: The Warband is part of a vast commercial organization dealing in nearly any trade item. It reduces the price of all rare items in the bazaar by 1D6. (Ex: Carapace Armor’s cost is 60+3D6; it will pay only 60+ 2D6 and no additional cost on uncommon items). • Charter of Exploration: The Warband travels beyond the boundaries of the Imperium in search of lost human colonies, STC technology, and more. The Warband increases its Investigation Rating by +1 and fighters may use weapons from both the Xenos and human weapon lists (so long as their rank allows it). The warband’s Subversion Rating is lowered by -1 but its Investigation Rating is increased by +1. The warband must include one (1) Ad Mech Enginseer to reflect its focus on lost STC Technology. Check the Ad Mech Warband list for further information. Charter of Exploration has access only to 0-2 Arch Militants if it selects one Enginseer. • Unknown Charter: The Rogue Trader’s family line was given a charter when the Emperor walked among men and its details have been lost over time. One of the Rogue Trader’s weapons (Pistols & Basic weapons only) receives the Master Crafted upgrade for free upon creation and adjust the warband rating with its actual cost (Weapons ½ Value). Its Investigation and Subversion Rating are increased by 1. • Xenos Trader: The Rogue trader is a freelance trader. His focus is to create new commercial agreements for his own profit. The warband must include up to 60% of Xenos Models including its leader and it cannot recruit any non Xenos as long as this percentage is not respected. The fighters may use weapons from both the Xenos and human weapon lists as long as their rank and species allow it and suffer no penalty to access them. The warband’s Subversion Rating is lowered by -2 but its Investigation Rating is increased by +2 to reflect the cultural melting pot of the crew. In the recruitment tables below, for all entries, add in the Species “Xenos”. Recruitment 1 Rogue Trader M - WS +2 BS +2 Base +100 TG S - T - W - I +1 A - 1 Navigator Ld +2 • Species: any non-Astartes Human or Abhuman • Weapons: Rogue Traders may select weapons from the HtH, Pistols, Basic, Special, and Grenades list. • Equipment: Rogue Traders may select any equipment from the Armor, Gunsights, and Equipment lists. • Special: The Rogue Trader always counts as having a friend within 2’’. Additionally, friendly models within 6’’of the Trader may use its Leadership when taking any Leadership test. Rogue Traders may select one (1) Beast or Construct model. M - WS - BS - Base +25 TG S - T - W - I +1 A - Ld +1 • Species: Human Wyrd Only! • Weapons: Navigators may select weapons from the HtH, Pistols, and Grenades list. • Equipment: Equipment: Navigators may select any equipment from the Armor and Equipment lists. • Special: Once each scenario, a Navigator may reroll one Perils of the Warp result. 0-1 Representative M - WS +1 BS +1 S - Base +40 TG T - W - I +1 A - 0-3 Arch-Militants Ld +1 • Species: any non-Astartes Human or Abhuman • Weapons: Representative may select weapons from the HtH, Pistols, and Grenades list. • Equipment: Equipment: Representative may select any equipment from the Armor and Equipment lists. •Special: Representative has the “Ambush” and “Escape Artist” skills. If a representative rolls this skill again, re-roll the result. 1+ Crewmen M - WS +1 BS +1 Base +20 TG S - T - W - I - A - Ld - • Species: any non-Astartes Human or Abhuman, Mutant • Weapons: Crewmen may select weapons from the HtH, Pistols, Basic, and Grenades list. • Equipment: Crewmen may select any equipment from the Equipment lists. 0+ Rating M - WS - Base +5 TG BS - S - T - W - I - A - Ld - • Species: any non-Astartes Human or Abhuman, Mutant • Weapons: Weapons: Crewmen may select weapons from the HtH, Pistols, and Grenades list. • Equipment: Crewmen may select any equipment from the Equipment lists. • Special: Ratings may never make up more than 25% of the Warband s total models. If Ratings make up more than 25% of the total model count for the Warband, no further Ratings may be hired. M - WS +1 BS +1 S - Base +40 TG T - W - I - A - Ld +1 • Species: any non-Astartes Human or Abhuman, Mutant • Weapons: Arch-Militants may select weapons from the HtH, Pistols, Basic, Special, Heavy, and Grenades list. • Equipment: Arch-Militants may select equipment from the Armor, Gunsights, and Equipment lists. Weapons & Equipment Lists All costs are included within the armory •Hand-to-Hand Knife Stiletto, Dirk Throwing Knife Sword Club, Maul, Bludgeon Chain, Flail Massive Weapon Chainsword1 Chain-Axe1 Electro-Flail2 Shock Maul2 Power Sword3 Force Staff4 •Pistols Dueling Pistol2 Autopistol Stubber Hand Cannon Bolt Pistol1 Laspistol Hellpistol1 Hand Flamer Plasma Pistol1 •Basic Scatter Gun Autogun Lasgun Las Carbine Hellgun2 Bolt Carbine2 Bolter2 Shotgun (Solid/Scatter) •Special Flamer Melta-Gun Ripper Gun (Ogryn Only) Grenade Launcher Plasma Gun Storm Bolter2 Scatter Gun Pistol Sword3 •Heavy Heavy Stubber Heavy Bolter Heavy Plasma Gun Missile Launcher RPG Launcher Multi-Laser Heavy Flamer Multi-Meta •Grenade & Ammo Frag Grenades1 Krak Grenades1 Photon Flash Grenades1 Fire Bomb Tox Bomb Melta-Bomb2 Scare Gas Grenades2 Smoke Grenades1 Frag Missile2 Krak Missile2 Dum-Dums Man-Stoppers Overcharge Cell1 •Armor Light Armor Flak Armor Flak Armor (Enclosed) Medium Armor1 Medium Armor (Enclosed)1 Heavy Armor2 Heavy Armor (Enclosed)2 Hexagrammic Wards4 Refractor Field2 Conversion Field2 •Equipment Injector Rig (1/warband)2 Bio-Scanner (1/warband)2 Charm Clip Harness Control Collar Liquid Courage (One Use) Kalma Photo-Contacts/Visor Respirator Reloads •Gun-Sights Red-Dot Laser Telescopic Sight Mono-Sight 1. 2. 3. 4. Not available to Ratings Only available to Arch-Militants, Navigators, & Rogue Trader Only available to Rogue Trader Only available to Navigator Rogue Trader Representative Arch Militant Navigator Crewmen Rating Agility X X X X X X Combat X X X Ferocity X X X X X X Muscle X X X Shooting X X X - Stealth X X X X - Techno X X -
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