Lair of the Dusk Witch

Table of Contents
Profit Factor and Acquisitions
Craftsmanship
Encumbrance
Weapons
Armor
Cybernetics
Adventuring Equipment
Vehicles
Military Units

Profit Factor and Acquisitions

Profit Factor is a measure of how wealthy the Rogue Trader dynasty is. It is a party attribute used to purchase items and for throwing wealth around.

Wealth not strictly in vaults of shimmering coins; in land, deals, profitable interests, artifacts, services, and privileges.

Acquisitions

To buy something available in a market, test against your Profit Factor. Some things won't be available and you can't buy it. Other things might only be available in limited quantities.

Roll 1d100. If you roll less than your modified Profit Factor, you obtain the item in the quantity and Craftsmanship you desired. If the modified Profit Factor is ever equal to 100 or more, you automatically succeed the roll. If the modified Profit Factor is ever equal to 0 or less, the roll is automatically failed.

After an acquisition roll has been made for a certain type of item, there is a delay before the same Acquisition Roll can be made again. This period is 1 month plus the unmodified Transaction Time of the item's Availability. Thus, if a party attempted and failed to purchase bolters to arm a marine platoon, they cannot attempt to purchase bolters in that market or planet again for a month and two weeks. Certain difficult-to-find items may only be purchased once, or may even only be offered once.

Acquisition Roll Modifiers

Four aspects of an acquisition modify the roll: Availability of the item, Scale of the acquisition, the Craftsmanship of the item, and the type of item.

Availability Modifier

Each item has an Availability, indicating how widespread and common it is in the Imperium. These are general markers of complexity, usability, and easy of manufacture, but they don't guarantee availability in any particular place. A Rogue Trader would be hard-pressed to find widely available lasguns on a feral world, while even an advanced xenos race might not have human-usable technology.

Availability Modifier Transaction Time
Ubiquitious +70 6 hours
Abundant +50 12 hours
Plentiful +30 18 hours
Common +20 1 day
Average +10 1.5 days
Scarce 0 2 days
Rare -10 4 days
Very Rare -20 1 week
Extremely Rare -30 2 weeks
Near Unique -50 1 month
Unique -70 2 months

Scale Modifier

The amount of items being purchased can also affect how difficult the purchase is. Certain items are unaffected by the scale of the purchase.

Scale Range Modifier Time Multiplier
Negligible Single Person +30 1/8
Trivial Fireteam (2-5) +20 1/4
Minor Platoon (10-30) +10 1/2
Standard Company (50-100) 0 1
Major Battalion (500-1,000) -10 2
Significant Brigade (2,000-5,000) -20 4
Vast Division (10,000+) -30 8

Craftsmanship Modifier

The Craftsmanship of an item also can affect the ease of acquisition. See the Craftsmanship section for more information.

Craftsmanship Modifier Time Multiplier
Poor +10 1/4
Good 0 1
Best -20 2

Item Type

All vehicles have an additional -10 penalty to Acquisition rolls.

Starship components: Their availability is always determined by their SP cost. They receive no benefit from Scale.

Supplemental Component Cost Essential Component Cost Availability
1 0 Scarce
2 1 Rare
3 2 Very Rare
4 3 Extremely Rare
5 4 Near Unique
6 5 Unique

Archeotech Components are always Extremely Rare; Xenotech Components are always Near Unique.

Military units have additional modifiers based on the technology level of the unit's home planet, its type, and its equipment. These modifiers are explained in that section.

Acquisition Time

Each Acquisition takes a certain time to pursue, based on the Availability, Scale, and Craftsmanship. During this time, it is a assumed that one character is going through the market, making contacts, striking deals, and pursuing the acquisition. During this time, a character cannot partake in other activities, and if they are interrupted, they will have to resume spending the time where they left off. The party may concurrently pursue a number of Acquisitions equal to the number of player characters in the session. Otherwise, the time for each acquisition will need to be made sequentially.

With local knowledge or reliable partners, this time may be further reduced or eliminated.

Availability sets the base time required to acquire an item. This time is modified by the modifiers listed for the Craftsmanship and Availability, and these modifiers are multiplicative. The Acquisition time can never be less than 1 hour.

Upkeep Tests

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Craftsmanship

The galaxy of the forty-first millennium is one of artisans and bespoke construction as much as it is factories and mass-manufacturing. All items have a Craftsmanship rating (Best, Common, or Poor), representing how much effort, quality, and care was put into its construction. Best-Craftsmanship items might be handmade by skilled artisans in limited batches, using only the finest materials and secrets passed down master to apprentice. On the other hand, the hive worlds and forge worlds of the Imperium pump out plenty of Poor-Craftsmanship items, trading reliability for cheapness and speed.

While every Rogue Trader would wish for only the finest things in life, they must reckon that even their vast wealth has limits. When it comes to their own equipment, they might be able to afford the best gear, but when it comes to equipping retainers and troops, compromises to quality may be necessary. As shown in the Acquisitions sections, Poor equipment is slightly easier to acquire, and Best gear is much harder.

The mechanical impact of craftsmanship is determined by the type of equipment. In all cases, unless otherwise noted, Common items operate and have the listed statistics as shown in their sections.

Weapon Craftsmanship

Armor Craftsmanship

Other Craftsmanship

Other items can also have Craftsmanship. This section will be updated as general Craftsmanship rules for other items (vehicles, starship components, servitors, drugs, etc.) are added. Certain items, such as adventuring gear, will list out the effects of Craftsmanship for those particular items.

Craftsmanship can also affect items in ways not covered by their mechanical implications; view these rules as a starting point, not the only application. Best-Craftsmanship items are more likely to survive harsh conditions or rough handling, while Poor-Craftsmanship items might break easily. On the margin, Best-Craftsmanship items might bypass skill rolls while Poor-Craftsmanship items might give a skill roll penalty. A Best-Craftsmanship item might impress an NPC, a Poor-Craftsmanship item might offend. Players are encouraged to invoke the Craftsmanship of items (theirs or their opponents') when negotiating risks and results with the GM.

Encumbrance

Gear has encumbrance, measured in points, as exampled in the table below. The more awkward or bulky the object, the greater the encumbrance. The GM adjudicates ambiguous objects.

Gear Encumbrance
Portable in a small pocket * (any reasonable amount can be carried)
Portable in one hand, 1-2 kg 1
Requires two hands to carry or use, 2-4 kg 2
Requires a whole-body effort to haul it 5+
Dragging an unconscious teammate 12

Gear is either Stowed or Readied. Stowed gear is packed away carefully in pockets, packs, and harnesses. It’s easier to carry but harder to quickly access. Using Stowed gear requires that the bearer take a Main Action to pull it out before using it. Readied gear is carried in hands, holsters, quick-access pockets, or other easily-accessible places. It can be used as part of an action without any further preparation.

A character can carry a total number of Stowed encumbrance points equal to their Strength score. They can carry a number of Readied points equal to half their Strength, rounded down. Thus, a PC with a Strength score of 11 could carry 11 points of Stowed gear and 5 points of Readied.

PCs can haul much heavier objects if necessary. If they push their limits for longer terms, they can carry an additional two Ready and four Stowed items. The first time they do this, their Move speed is cut from 10 meters to 7 meters. The second time, it’s cut from 7 meters to 5 meters. More weight than this can’t be practically hauled over significant distances.

Bundled Gear

Small, regularly-shaped objects such as oil flasks, potion bottles, rations, and torches can be wrapped into bundles for easier portability. These items are marked with a "#". Three such items can be tied into a bundle that only counts as one item of encumbrance. Breaking into this bundle takes an extra Main Action, however.

Bulk Weights

Sometimes the PCs need to transport bulk amounts of goods that are measured in pounds. When it’s necessary to convert these weights into encumbrance points, a GM can just assume that fifty pounds is worth about ten points of encumbrance to a PC hauling a pack out on their back.

Tonnage

Some equipment have their encumbrance appended with a "t". These items are so heavy that they are measured in Imperial metric tons. These pieces of equipment typically have to be carried by teams or vehicles. Vehicles with carrying capacity will list the total tons they can carry.

Weapons

Ranged Weapons

Weapon Type Dmg. Range Mag. Attr. Availability Enc TL
Advanced Bow Primitive 1d6 100/150 1 Dex Common 2 Primitive
Primitive Bow Primitive 1d6 50/75 1 Dex Plentiful 2 Primitive
Hellgun Las 1d10* 300/500 10 Dex Rare 3 Advanced
Hellpistol Las 1d6 100/300 3 Dex Rare 2 Advanced
Lasgun Las 1d10* 300/500 30 Dex Common 2 Advanced
Laspistol Las 1d6 100/300 10 Dex Common 1 Advanced
Long-las Las 2d8 1,000/2,000 1 Dex Scarce 2 Advanced
Autogun Projectile 1d12* 100/300 20 Dex Average 2 Advanced
Autopistol Projectile 1d8* 30/100 20 Dex Plentiful 1 Advanced
Bolt Pistol Projectile 2d6 100/300 6 Dex Rare 1 Advanced
Bolter Projectile 2d8* 300/600 10 Dex Very Rare 2 Advanced
Combat Shotgun Projectile 3d4* 10/30 12 Dex Average 2 Advanced
Crude Pistol Projectile 1d6 5/15 1@ Dex Common 1 Primitive
Musket Projectile 1d12 25/50 1@ Dex Common 2 Primitive
Revolver Projectile 1d8 30/100 6 Dex Plentiful 1 Primitive
Rifle Projectile 1d10+2 200/400 6 Dex Common 2 Primitive
Shotgun Projectile 3d4 10/30 2 Dex Common 2 Advanced
Storm Bolter Projectile 2d8+2* 20/40 15 Dex Extremely Rare 3 Advanced
Stub Gun Projectile 1d6+1 30/100 12 Dex Plentiful 1 Advanced
Flamer Energy 2d8# 20 6 * Scarce 3 Advanced
Meltagun Energy 3d8+3^ 20/40 1 Dex Rare 3 Advanced
Plasma Gun Energy 3d8$ 50/100 6 Dex Very Rare 3 Advanced
Plasma Pistol Energy 3d6$ 25/50 5 Dex Very Rare 2 Advanced
Grenade Launcher Explosive Special 200/400 6 Dex Scarce 3 Advanced
Grenade, frag Explosive 2d6° 10/30 - Str/Dex Common 1 Advanced
Grenade, krak Explosive 2d6 10/30 - Str/Dex Rare 1 Advanced
Lascannon Heavy Las 3d12^ 500/2,000 1 Dex Rare 10 Advanced
Multilaser Heavy Las 2d12+2# 500/1,500 60 Dex Scarce - Advanced
Autocannon Heavy Projectile 3d8+3* 4,000/8,000 30 Dex/Wis Scarce - Advanced
Heavy Bolter Heavy Projectile 5d4# 500/1,500 40 Dex Rare 8 Advanced
Heavy Stubber Heavy Projectile 3d6# 500/2,000 10 Dex Average 4 Advanced
Rocket Launcher Heavy Projectile 3d10 1,000/2,000 1 Int/Wis Scarce 5 Advanced
Heavy Flamer Heavy Energy 5d4# 40 1 * Rare 8 Advanced
Multi-Melta Heavy Energy 3d10+3^ 30 1 Int/Wis Rare - Advanced
Plasma Cannon Heavy Energy 3d10 200/400 1 Dex/Int Very Rare - Advanced
Demo Charge Heavy Explosive 3d10 ° 20/40 - - Average 1 Advanced
Mortar Heavy Explosive 3d6 ° 1,000/2,000 1 Int/Wis Scarce 10 Advanced

* Burst Fire
# Fire to Suppress
$ Gets Hot!
^ Vehicle Instakill
° Blast
@ The weapon takes two Main Actions to reload.

A ranged weapon can be Primitive, Las, Projectile, Explosive, or Energy, and can also be Heavy. These types affect the ammo used, and what Grievous Injuries a victim receives.

Special Rules

Melee Weapons

Weapon Dmg. Range Shock Attr. Availability Enc TL
Small Prim. Weapon 1d4 10/- 1/15 Str/Dex Plentiful 1 Primitive
Medium Prim. Weapon 1d6+1 -/- 2/13 Str/Dex Common 1 Primitive
Large Prim. Weapon 1d8+1 -/- 2/15 Str Scarce 2 Primitive
Chainsword 1d8+1 -/- 2/13 Str/Dex Average 1 Advanced
Chain Axe 1d10+1 -/- 2/15 Str Average 2 Advanced
Bayonet 1d4 -/- 1/15 Str/Dex Common 1 Primitive
Bayonet, Chain 1d6 -/- 1/15 Str/Dex Scarce 1 Advanced
Shock Staff 1d8 -/- 1/15 Str/Dex Rare 2 Advanced
Stun Baton 1d8 -/- 1/15 Str/Dex Scarce 1 Advanced
Suit Ripper 1d6 -/- - Str/Dex Scarce 1 Advanced
Unarmed Attack 1d2 -/- - Str/Dex - - Primitive
Powersword 1d8+1 -/- 3/18 Str/Dex Very Rare 1 Advanced
Power Axe 1d10+1 -/- 3/20 Str Very Rare 2 Advanced
Powerfist 1d12+1 -/- 1/18 Str Very Rare 3 Advanced

Where not noted otherwise, all weapons function as their SWN counterparts.

Melee weapons are distinguished by their tech level: Primitive or Advanced.

Primitive weapons can't harm targets in Power Armor.

Advanced weapons treat Armor with a TL of "Primitive" as AC 10.
While Advanced melee weapons do use energy in-fiction, it is assumed they do not expend a meaningful charge during battle and continue to function unless their wielders are totally cut off from power for a day.

Shock

Some melee weapons inflict Shock on a missed attack roll. This damage reflects the inevitable harm a poorly-armored combatant suffers when engaging in armed combat. Shock for a weapon is recorded as a point value and target Armor Class, such as “Shock 2/15”. If the wielder misses a target with this weapon that has a Armor Class equal or less than the weapon’s Shock rating, they suffer the listed amount of damage anyway. Thus, if that weapon were to miss a victim with AC 13, it would still do 2 points of damage.

Some attacks apply Shock on a miss regardless of the target’s Armor Class. This benefit may be granted by certain abilities, or it may be part of a dangerous NPC’s talents. Such Shock ratings are recorded with “-” as the affected AC, such as “Shock 5/-”. This automatic Shock is still negated by cyber or abilities that grant a subject immunity to Shock.

The only modifiers that add to Shock damage are the wielder’s relevant attribute modifier for the weapon and any damage bonuses that explicitly add to Shock.

Specific Weapon Rules

Armor

Armor Armor Type AC Rarity Enc. TL
Leather Jacks, Thick Hides Street Armor 13 Common 1 Primitive
Warpaint Street Armor 12 Scarce 0 Primitive
Shield Combat Armor 13/+1 Common 2 Primitive
Quilted Armor Combat Armor 13 Common 1 Primitive
Cuirass, Brigandine, Linothorax, Half-Plate Combat Armor 15 Scarce 1 Primitive
Full Plate, Layered Mail Combat Armor 17 Rare 2 Primitive
Armored Undersuit Street Armor 13 Rare 0 Advanced
Secure Clothing Street Armor 13 Scarce 1 Advanced
Armored Voidsuit Street Armor 13 Scarce 2 Advanced
Synskin Combat Armor 12 Extremely Rare 0 Advanced
Refractor Field Combat Armor 14/+1 Very Rare 0 Advanced
Guard Flak Armor Combat Armor 14 Scarce 1 Advanced
Carapace Armor Combat Armor 16 Rare 2 Advanced
Power Armor Power Armor 18 Near Unique 3 Advanced
Space Marine Power Armor Power Armor 19 Unique 3 Advanced

Where not noted otherwise, all armor function as their SWN counterparts.

There are three types of armor:

Specific Armor Rules

Cybernetics

Name Rarity Strain TL Description
Adrenal Suppression Pump Extremely Rare 1 Advanced Eliminates emotion and improves initiative
Bioadaptation Augments Rare 1 Advanced Survive near-habitable planetary conditions
Body Arsenal Array Rare 1 Advanced Provides retractable body weaponry
Body Sculpting Rare 1 Advanced Complete external physical reconstruction
Dermal Armor Extremely Rare 2 Advanced AC 16, immune to primitive weapon Shock
Servitor Control Link Very Rare 1 Advanced Allows easier remote control of drones
Eelskin Capacitor Mesh Very Rare 1 Advanced Allows bare-handed hacking and electrical shocks
Gecko Anchors Very Rare 1 Advanced Can climb sheer surfaces as if they were flat
Ghost Talker Transceiver Rare 1 Advanced Integral compad with audiovisual transmission
Holdout Cavity Rare 1 Advanced Shielded body cavity for holdout storage
Holoskin Emitters Extremely Rare 1 Advanced Creates a hologram around the user
Identity Submersion Trigger Very Rare 1 Advanced Allows a false identity to be perfectly assumed
Immunofiltration System Very Rare 2 Advanced Immune to almost all diseases and poisons
Induced Coma Trigger Very Rare 1 Advanced Feigns death and halts bodily processes for up to two weeks
Neurointruder Alert Near Unique 1 Archeotech Grants +3 to save vs. telepathy, alerts of intrusion
Panspectral Optics Rare 1 Advanced Integral low-light and thermal vision
Pressure Sheathing Rare 1 Advanced Integral emergency vacc suit
Prosthetic Limb Common 1 Advanced Replaces a limb lost to misadventure
Revenant Wiring Near Unique 3 Archeotech Keeps the user fighting even after they’re dead
Slowtime Window Near Unique 2 Archeotech Prevents surprise and speeds up the user’s cogitation
Stabilization Overrides Very Rare 2 Advanced Automatically stabilizes a mortally-wounded user
Tagger Nanites Rare 1 Advanced Lets the user tag others with tracking nanites
Toxin Injector Very Rare 2 Advanced Allows surprise injection of lethal or dazing toxins
Twitchlock Actuators Extremely Rare 2 Advanced Allows brief moments of hyper-precise accuracy
Utility Mechadendrite Rare 1 Advanced An additional limb, designed to assist with mundane tasks and crafts
Combat Mechadentrite Rare 1 Advanced An additional limb, designed to assist in combat
Medicae Mechadendrite Rare 1 Advanced An additional limb, helps with stabilizing and healing
Pain Ward Very Rare 1 Advanced Get 1 Sys strain, get 1d6 temp HP, once per scene
Gastral Bionics Rare 1 Advanced Eat anything, up to and including poisoned things without effect
Binary Chatterbox Scarce 1 Advanced Can speak perfect Binary on all frequencies, including issuing voice commands to machine-spirits, and counts as a machine-translator for the purposes of language

Mechadendrites are operated as Drones, except controlling a Mechadendrite only requires a Move Action, rather than a Main Action. Controlling a Mechadendrite with Servitor Control Link only requires an On Turn action.

Adventuring Equipment

Descriptions of the adventuring equipment can be found, listed in alphabetical order, here.

Gear

Equipment Availability Enc. TL
Arms Coffer Average 3 Advanced
Atmofilter Scarce 1 Advanced
Backpack Ubiquitous 1 Primitive
Backpack, Adv. Plentiful * Advanced
Binoculars Common 1 Primitive
Burner Bag Scarce 1 Advanced
Cameleoline Cloak Rare 1 Advanced
Chrono Abundant * Primitive
Climbing harness Common 1 Primitive
Clothing, beggar Ubiquitous 1 Primitive
Clothing, common Abundant 1 -
Clothing, Ecclesiarchal vestments Rare 1 Advanced
Clothing, guilder Average 1 -
Clothing, Nobilite robes Very Rare 1 Advanced
Clothing, noble Scarce 1 -
Grapnel launcher Average 1 Primitive
Low-light goggles Scarce 1 Primitive
Magnoculars Average 1 Advanced
Mefonte's Orthodoxy Scarce 1 Advanced
Notarikon of the Seven Rare 2 Advanced
Pressure tent Scarce 4 Advanced
Recoil Gloves Rare * Advanced
Selenite Suit Scarce 3 Advanced
Shifting Fabric Very Rare 1 Advanced
Smoke bomb Common 1 Primitive
Survey scanner Rare 1 Advanced
Telescoping pole Abundant * Advanced
Thermal flare Abundant * Primitive
Trade goods Common 1# Advanced
Trade metals Abundant 1# Advanced
Uniform, Adeptus Terra Average 1 Advanced
Uniform, Imperial Guard Scarce 1 Advanced
Uniform, Imperial Navy Scarce 1 Advanced
Voidsuit Plentiful 2 Advanced

Tools

Equipment Availability Enc. TL
Adhesive Ubiquitous 1# Primitive
Adhesive Tape (5 meters) Abundant 1# Primitive
Adhesive, Adv. Plentiful 1# Primitive
Censer and incense Rare 2 Advanced
Combi-Tool Rare 1 Advanced
Disguise Kit Rare 3 Advanced
Grav chute Rare 1 Advanced
Lazarus patch Scarce 1# Advanced
Manacles Plentiful 1 Primative
Master-vox Rare 3 Advanced
Medkit Rare 2 Advanced
Microbead Average * Advanced
Multicompass Near Unique 1 Advanced
Multikey Scarce * Advanced
Pict-recorder Common 3 Advanced
Power Board Near Unique 8 Advanced
Rope, 20 meters Abundant 2 Primitive
Rope, Adv., 20 meters Plentiful 1 Advanced
Screamer Average 1 Advanced
Shipboard Emergency Kit Common 3 Advanced
Strait-Cape Scarce 2 Advanced
Stummer Average 1 Advanced
Toolkit Average 3 Advanced
Venom Ring Very Rare * Advanced
Vox-caster Scarce 1 Advanced

Ammo and Power

Equipment Availability Enc. TL
Ammo, heavy projectile magazine Scarce 1 Primitive
Ammo, missile Average 1 Primitive
Ammo, mortar round Common 1 Primitive
Ammo, projectile, 20 rounds Common 1# Primitive
Ammo, bolter, 10 rounds Rare 1 Advanced
Juicebox Rare 3 Advanced
Power cell, type A Plentiful 1# Advanced
Power cell, type B Average 1 Advanced
Solar recharger Rare 3 Advanced
Ammo, plasma flask Rare 1 Advanced
Fuel, weaponry Common 1# Primitive
Fuel, vehicle (8 hrs) Scarce 3 Primitive
Fuel tank (3 mags) Scarce 1 Primitive

Anima Machinae

Equipment Availability Enc. TL
Almanac Astrae Divinitus Extremely Rare 3 Advanced
Aquila Magnificus Very Rare 12 Advanced
Auspex Scarce 1 Advanced
Auto-Quill Scarce 1# Advanced
Calulance Array Scarce 0.1t Advanced
Dataslab Common 1 Advanced
Data-slate Common 1# Advanced
Diagnostor Very Rare 1 Advanced
Glow-globe Abundant 1# Advanced
Lingua-Vox Servitor Very Rare 2 Advanced
Long-Range Auspex Very Rare 0.2t Advanced
Renumeration Engine Very Rare 4 Advanced
Storage unit Rare 3 Advanced

Drugs

Equipment Availability Enc. TL
Bezoar Rare * Advanced
Brainwave Extremely Rare * Archeotech
Hush Rare * Advanced
Lift Average * Advanced
Obscura Rare * Advanced
Psych Common * Advanced
Reverie Scarce * Advanced
Squeal Very Rare * Advanced
Tsunami Average * Advanced

Consumables

Equipment Availability Enc. TL
Amasec, bottle Scarce 1 Primitive
Lho-sticks, 1 pack Common 1# Primitive
Meal, Corpse-Starch Rations Ubiquitous 1# Advanced
Meal, High Provender Very Rare 1 Advanced
Ploin Juice, 1 carton Ubiquitous 1 Primitive
Raenka, 1 bottle Scarce 1 Primitive
Recaf, 1 thermos Abundant 1 Primitive
Sacred Unguents Very Rare 1# Advanced
Theosophist’s Philtre, 1 bottle Very Rare 1 Advanced

Servitors

Servitors are operated as Drones, per the Stars Without Number Core Rulebook pp. 80.

Servitor Availability
Grapplehawk Very Rare
Servo-Skull Scarce

Vehicles

Light Vehicles

Heavy Vehicles

Flyers

Military Units

A Rogue Trader and their entourage may be well-armed, but there come challenges to a crew that cannot be solved by a three to eight combatants, no matter how skilled and equipped.

A Rogue Trader is permitted to raise household troops for their protection and armies for colonial conquest, so long as it is for benefit of the greater Imperium.1 Before raising military units, the Rogue Trader must designate a character to be a Marshal for their House (which can be the Rogue Trader themselves if they feel sufficiently martial, or an NPC.) This Marshal determines how many independent, maneuver units the House can operate, equal to their Leadership score. The Marshal's Leadership score is equal to 4, plus twice the better of their Lead and Administer skill levels (with -1 for lacked skills), plus the best of their INT, WIS, and CHA modifiers.

Military Unit Statistics

A military unit has several statistics:

Unit Size

The size of the military unit reflects how much manpower it has. As units increase in size, the manpower does not necessarily equal the constituents units 1:1. This is because larger units require more support and organization, provided by an increasingly long "tail" of staff and support officers, included in its manpower count.

Unit Size Manpower Led By Comprises Acquisition Scale
Fireteam 2 - 5 Corporal Smallest Unit Trivial
Squad 4 - 10 Sergeant 2 Fireteams Trivial
Platoon 10 - 30 Lieutenant 3-4 Squads Minor
Company 100 - 200 Captain 3-4 Platoons Standard
Battalion 500 - 600 Major 3-5 Companies Major
Brigade 3,000 - 5,000 Colonel 3 Battalions Significant
Division 10,000 - 18,000 General 3 Brigades Vast

Individual Units of Battalion size or smaller can be transported aboard most Rogue Trader starships without issue (except for the natural friction between voidsmen and troopers.) Units of Brigade size or larger require a Barracks fitting equal to the number of their constituent Brigades to be transported on a starship. Larger units than Divisions exist, but are typically only fielded by polities, or given to Rogue Traders as part of an alliance with an Adepta or other Imperial Peer. A unit of greater than Division size may not be purchased as part of an Acquisition Roll under most circumstances.

A military unit of Battalion size or larger can participate in Warfare. See the Warfare section for details, as units of this size are combined and organized slightly differently.

Type

The unit's type determines its combat role and the support abilities

Unit Availability Description
Infantry Scarce Basic ground pounders, PBI (poor bloody infantry). Either march to battle or, for advanced societies, ride in unarmored, flimsy trucks. Hold positions, not much else.
Cavalry Very Rare Mounted troopers capable of rapid redeployment, harassment actions, and shock assaults.
Mechanized Infantry Rare Highly mobile infantry protected from armor and artillery. Respond rapidly to breakthroughs and flushes out entrenched foes.
Armor Rare Tanks, other heavy fighting vehicles. Unparalleled direct firepower. Smashes defenses and creates breakthroughs.
Artillery Rare Indirect fire and tactical or strategic-scale weaponry. Siege positions and cause casualties.
Air Units Extremely Rare Flying units, able to reach out and touch the enemy far behind the lines. Deliver precision distance strikes, reveal the battlefield, and provide mobility.

Origin Polity

The technological development of the origin polity affects the equipment the unit can use, and the types of units that can be recruited. However, it is generally easier to recruit and raise units from more primitive worlds.

Polity Development Acquisition Modifier
Feral +30
Feudal +20
Industrial +10
Technological 0
Modern -10

Equipment Designation

Different units can be distinguished by the type and amount of equipment they carry. Units can have their equipment designated as Light, Medium, or Heavy. Light units are scouts and skirmishers with small weapons who emphasize maneuverability over firepower. Heavy units have the biggest weapons and heaviest armor, but are not as mobile. Medium strikes a balance between the two.

Equipment Acquisition Modifier
Light +10
Medium 0
Heavy -10

Quality

A troop's Quality affects their morale and their individual statistics.

Quality Acquisition Modifier HD Attack Bonus Skill Bonus Morale
Conscript +10 1 +0 +0 6
Tithed 0 1 +1 +1 7
Professional -10 1 +2 +1 8
Veteran -20 2 +2 +1 8
Elite -30 4 +4 +2 9

Military Unit Equipment

A military unit that a Rogue Trader house raises has standard equipment based on the development of the origin polity and the equipment designation. Note that all cavalry come with mounts appropriate to their culture, either horses or their xeno-equivalent.

If a Rogue Trader crew wishes to equip their forces with anything but the standard equipment, they must make Acquisition Rolls for this equipment as normal, and based on how widespread they wish this equipment to be. For example, if a Rogue Trader has a platoon of Infantry and wants to add extra firepower, they can purchase enough for one fireteam in the unit, using the modifier for that scale instead.

If the Rogue Trader purchases Poor-Craftsmanship equipment for their their troops, their morale is decreased by 1. Best-Craftsmanship Equipment increases Morale by 1.

Feral

Unit Type Light Medium Heavy
Infantry Sling/Prim. Bow, Small Prim. Weapon Spear, Shield Large Prim. Weapon, Cuirass
Cavalry Prim. Bow, Small Prim. Weapon N/A N/A

Feudal

Unit Type Light Medium Heavy
Infantry Bow, Small Prim. Weapon Large Prim. Weapon, Shield, Leather Jack Med. Prim. Weapon, Shield, Half-Plate
Cavalry Med. Prim Weapon, Leather Jack Med. Prim Weapon, Cuirass Large Prim. Weapon, Full Plate
Artillery N/A Cannon N/A

Industrial

Unit Type Light Medium Heavy
Infantry Rifle, Colorful Uniform Rifle, Colorful Uniform Rifle, Half-Plate, Grenade
Cavalry Small Prim. Weapon, Rifle, Colorful Uniform Revolver, Colorful Uniform Med. Prim. Weapon, Cuirass
Artillery Mortars Howitzers Field Guns
Armor N/A N/A Primitive Barrels

Technological

Unit Type Light Medium Heavy
Infantry Autopistol Autogun, Grenade Frag Combat Shotgun, Primitive Flak Armor
Mechanized Infantry Autopistol, Wheeled APC Autogun, Grenade Frag, Tracked APC Combat Shotgun, Primitive Flak Armor, Tracked APC
Artillery Heavy Mortar Gun Artillery Rocket Artillery
Armor Gun Carrier Main Battle Tank
Air Units Transport Plane, Recon Helicopter Jet Fighter Jet Bomber, Attack Helicopter

Modern

Unit Type Light Medium Heavy
Infantry Lasgun, Guard Flak Armor Lasgun, Guard Flak Armor Combat Shotgun, Carapace Armor
Cavalry
Mechanized Infantry Lasgun, Guard Flak Armor, Salamander or Tauros Lasgun, Guard Flak Armor, Chimera Combat Shotgun, Carapace Armor, Chimera or Gorgon
Artillery Griffon or Basilisk or Hydra or Colossus or Manitcore or Deathstrike
Armor Centaur or Scout Sentinel Armored Sentinel or Hellhound or Leman Russ Leman Russ (heavy variant) or Rogal Dorn or Malcador
Air Units Valkyrie or Eagle Transport or Lightning Interceptor Valkyrie or Thunderbolt Fighter Vulture, Marauder Bomber,

Other Military Units

These rules govern military units raised and equipped by the Rogue Trader. Units granted from allies or Imperial Guard regiments will have their own special equipment and combinations.


  1. Whether or not sending your troops against another servant of the Imperium is a moot question, so long as everyone agrees what happens in the Expanse stays in the Expanse.