VIII: Port Wander The most notable features of the system are the two large
gas giants orbiting slowly far away from the star. They were
easily detected by Jontur’s two sons, who were travelling with though, the field transformed from a navigational hazard to
their father to learn from his travels. He named the planets a civilisation of its own. Commonly called “Ruby’s Belt” or
in their honour, the nearest to the star becoming Carlon simply “the Rocks,” it is the home to many thousands who
and the farther Thamos. Both planets are mostly hydrogen exploit its resources and hide in its dark shadows.
and helium, but Thamos has a larger percentage of ice, in
the form of water, ammonia, and methane. Neither has any While Port Wander was largely constructed from prefabricated
moons and only a smattering of attendant asteroids in stable hull sections, a station of its size does need a regular supply of raw
co-orbital positions, as if a strong wind had swept away most materials for upkeep and repairs, especially given the constant
of the normal formations which surround such planets. Vast if unconventional growth it sees. The nearby asteroid field is
scoopships mine both planets for their gases, selling them at instrumental in feeding these expansions. Although it is not as
the port for processing into fuel and organic base matter. rich in metallic ores as the dense inner planet of Rustrock it has
a wider variety of lighter minerals, including the materials used
Far closer to Rubycon II is a single small, rocky, and tide- in plasteel and ceramite. These void miners make up the bulk of
locked planet, scorched clean of any atmosphere or life. It is the regular population in the field, with several family operations
barely discernible through the red giant’s glare, brown and dating back many generations. Their operations move from rock
slag streaked, and was only discovered when the system was to rock, and whoever sets up an extraction facility first becomes
carefully mapped, years after Jontur’s visit. Dubbed Rustrock, the “owner” unless a more heavily armed group wishes to dispute
it contains many valuable ores such as iron and adamantium, the claim. Usually, there are enough asteroids that little fighting
and today the dark side of the world is covered with mining occurs. However, should word get out of an especially pure or
facilities and refineries, sheltered from the star’s heat. A valuable strike then outright combat breaks out, with dozens of
steady stream of cargo ships carries the purified extracts to factions vying for control. For this reason most mining groups
the station’s foundries and shipyards. possess heavy armaments as well as mining equipment.
Farther beyond Thamos in highly elliptical orbits are three Miners are not the only armed parties in Ruby’s Belt. The
small planets of frozen gas and ice. Kaiki, Apeli, and Skiri slowly dense and unforgiving nature of the orbiting rocks makes this
travel along orbital paths that take hundreds of years. These area ideal for those wishing to avoid detection from Imperial
orbits carry them far beyond Ruby’s light and into the system’s agencies. Smugglers maintain hidden bases throughout sections
Ort Cloud. This makes them difficult to reach, though several of the field, where they can stash their contraband goods and
expeditions have been mounted to chart and explore Kaiki and ready their nimble craft for secretive rendezvous. Raiders,
Apeli. Cursory examinations revealed nothing of interest, yet pirates, and criminal cartels also maintain stations away from the
legends and myths abound in the port about buried treasures sensors of the Navy patrol ships, and woe to any miner who
and secret xenos cities below the planets’ icy exteriors. should discover one by accident. Some are even more secretive;
tap room tales speak of nameless rocks home to escaped slaves
The furthest planet, Skiri, has been more thoroughly explored
by the Priesthood of the Adeptus Mechanicus. For unknown
reasons, the tech-priests decided to establish a research facility
there: Altar-Templum-Calixis-Est-3, which keeps a constant gaze
on the Maw to detect signs of instability. Through that dark portal
it communes with its younger brother station at Footfall, Altar-
Templum-Calixis-Ext-17, and only their tech-priest masters are
privy to the secrets they share. Non-Mechanicus ships that stray
too close to the dark and icy world are warned to stand clear, and
several ships have vanished after disregarding the warnings.
RUBY’S BELT
The Ruby Brothers so dominate the system that it was not
until construction of Port Wander began that cartographers
discovered the asteroid belt that lies between them. Theories
vary amongst the Scintillan Geologis Scholarium if these
represent another planet torn to shreds by the intense gravity
of the two Brothers, or are simply debris left from the origins
of the Rubycon system. The field is relatively dense, filled with
objects ranging from small grains to huge rocks thousands
of kilometers across. The myriad orbital paths are in a
constant flux due to the competing attractions of the
two gas giants, making navigation hazardous. Once
Port Wander became more than just another naval
station and the flood of merchants, civilians,
and entrepreneurs arrived in the system
250 8
USING PORT WANDER IN DARK HERESY VIII: Port Wander
Although INTO THE STORM is a ROGUE TRADER supplement, there is no reason why an enterprising GM cannot use
it to enhance other Warhammer 40K Roleplay lines as well. Specifically, this chapter provides a facinating locale for
adventures in DARK HERESY. On Port Wander, the Inquisition is but one of many factions competing for control, and
flashing the Rosette is almost never the best approach. Between the Navy, the Adeptus Mechanicus priests who want the
station as their own research facility, the merchant guilds and their monetary concerns, and the Rogue Traders who walk
the decks, Acolytes require more subtlety than firepower to achieve their goals. Getting caught in one of the many power
struggles, or worse yet identified as being on the side of any of the various opposing factions, is a constant danger. Clean
solutions are usually not feasible here, and often the best solution will be the one that simply causes the least harm.
Perhaps their most difficult assignment will be dealing with Rogue Traders and their crews, powerful individuals
who seldom take kindly to Imperial minions interfering in their activities. Their Inquisitor could direct them to the
Port to investigate new heretical discoveries in the Expanse that a trader is attempting to distribute, for example, and
the Acolytes may have a difficult time standing between a trader and his profit. The Acolytes may even use the port as
a base of operations to scrutinise traders suspected of untoward xenos dealings or monitor news about the formation of
breakaway empires in the Expanse. At the station, though, Acolytes must always be on their guard—they will have no
allies here, and all too many groups that would be delighted by their “accidental” deaths.
or foul mutants who have stolen away from Port Wander or WHAT LIES BEYOND
passing vessels. Other stories whisper of xenos cults who find
the seclusion perfect for their blasphemous schemes, or even Beyond the planets are vast fields of comets and other debris,
followers of the Ruinous Powers who are rumoured to thrive forming a cloud ranging far into the void. The comets are
despite periodic Inquisitorial purges. Then there are the legends of particular interest, as these fetch a premium price on the
of the Ghost Rock, taken to be a common asteroid but on closer station, and scores work these dim regions because of them.
observation revealed to be an artificial construct. Those who tell Most are void miners who have chosen to switch from rock
the tale speak of rockcrete mountains bristling with weaponry, to ice, trading more dependable finds for higher risks and the
and escapes due more to luck than skill. It is never found in the chance of higher profits. While most live somewhat ordinary
same place twice, and most dismiss it as a fearful tale. lives, mining and transporting their frozen hauls back into the
warmer depths of the system for sale, others spend their entire
The Belt is also host to more hospitable places. There are lives on their icy homes. These are the true Cloudminers and
several major repair yards, nominally to service mining vessels— they hold sway over this dominion. Many will never leave the
though many are willing to do discrete shipwork on the side. clouds, though others visit the port for trade negotiations or
A few have an underground reputation for discretely working to barter their ice and other discoveries for their needs.
on xenos mechanisms as well, if the Thrones are golden. Other
larger rocks have been transformed into opulent manses for the Their finds are often remarkable, and the clouds are home
nobles who have chosen to live in the system, where they can be to many a wrecked vessel. Some are the obvious remains of
close to the rich excitement of the Expanse (but not too close). disastrous warp attempts or pirate attacks, while others could
Complete with enclosures of actual grasses and even trees, they be millennia-old space hulks or even xenos vessels beneath
represent wealth beyond imagining. There are also the farming the accumulated impact scores and encrusted soot. The
asteroids, hollowed out and pumped with atmosphere to grow Cloudminers also mine these finds, and what they uncover
fungus, algaes, and other primitive organics to feed the port’s has lead to furious bidding wars and outright armed conflict.
teeming multitudes.
For there are others in the clouds. Pirates and raiders of all
While most of the congregational shrines for travelling types lie in wait to attack unwary traders returning from the
pilgrims are located near Port Wander, several asteroids have Expanse, hiding amidst the ice to patiently stalk their prey.
been converted over to permanent dwellings for those who Smuggler networks also ply the area, ready to pick up those
have returned from the Maw but cannot imagine returning items not permissible even on Port Wander and escort them
to Calixis, such is their spiritual transformation. Here they to eager buyers. At the cloud fringes lie the standard system
exist in a monastic setting, interacting little with the rest of beacons established by the Imperial Navy to aid in navigation
the system except to barter their meagre products for fresh for approaching and departing vessels, and the flickering
organic slurry and water, enough to maintain their simple astropathic boost-relays to aid warp-communications.
livelihoods. They are rarely disturbed by anyone, as even
most system pirates recognise their worthlessness as targets. Beyond the clouds are the endless depths of the void. These
deep oceans only are disturbed by passing vessels hurrying
Even with these motes of civilisation, the area is akin to into the system or towards their warp jump location. Rubycon
wandering into a deep and dark forest; there are dangers II is far removed from other systems, and no Imperial ships
both obvious and subtle for the unwary traveller. Navigating would think to brave the centuries of passage to the closest
without being struck by an errant rock is problem enough, but stars via real space.
navigating the twisting feuds, rivalries, and hunting grounds
that fill “the rocks” can be lethal.
251 8
VIII: Port Wander THE MAW AND THE FLEET who traverse the Maw regularly claim their destination is
Zone 15. When the convoys eventually return, their holds
Beyond the Rubycon II system, the Koronus Passage looms are empty and their hulls often show the scars of combat.
wide, ready to swallow the Rogue Trader ships that brave its
depths. The Maw is so vast it is more a region of space than a On occasion (and with increasing regularity in recent
opening in the warp storms along the Drusus Marches—but decades), Rogue Trader vessels have been given leave to pass
the Maw can also swell closed when the warp storms rage, into Zone 15. These vessels return months or years later, if at
shrinking to the narrowest passage. all, although most of their captains remain tight-lipped, some
speak of an ancient relic, a “gate” that leads somewhere...else. If
Though the boundaries of the Calixis Sector end at the these captains know where this “Jericho Reach” lies, they do not
entrance to the Maw, there are certain Imperial organizations speak of it. However, with increasing numbers of ships entering
that venture beyond those bounds. Chief amongst them is Zone 15, it is only a matter of time before the truth is revealed.
Battlefleet Calixis of the Imperial Navy who maintains a
watch of warships at Port Wander, the entrance to the Maw, PORT WANDER ADVENTURE SEEDS
and some say, within the Expanse beyond. This squadron,
under command of Fleet-Captain Nathaniel Horne, is on Most Rogue Traders visit Port Wander when they first set out
extended detached duty from the rest of Battlefleet Calixis. for the Koronus Expanse, and many return for repairs and
refurbishment. For many, this may be the only actual contact
Though the squadron—Passage Watch 27 Est—is not with the Imperium they have for years, and the closest thing
large, especially compared to Battlefleet Calixis as a whole, it is to civilisation they see on a regular basis. Compared to the
comprised of several cruisers, light cruisers, and battlecruisers, outright anarchy of the Expanse, the station is a structured
supported by multiple destroyer and frigate escorts. These ships environment where Imperial Law prevails—for the most part.
have some of the most combat experience in Battlefleet Calixis,
as they are almost constantly in conflict with raiders, pirates, While the dangers here are usually more subtle than in the
and the occasional xenos vessel that come through the Maw Expanse, there are still adventures and profits to be made at
to plunder the Calixis Sector. Passage Watch 27 Est is hard- the port. Below are only a few suggestions to keep players
pressed but vigilant, and on occasion has sent its distinctive active between their voyages through the Maw:
crimson-prowed vessels on counter-actions and reprisals
into the Expanse. This has led the ships’ crews to refer to • Rumours are rife that a priceless xenos artefact discovered
themselves—only half-jokingly—as “Battlefleet Koronus.” in the Maw is coming to the port for auction, but has since
been lost (or stolen). Meanwhile a series of brutal murders
ZONE 15 are occurring throughout the port, aimed mostly at dealers
specialising in the outré and slightly illegal. While the
Within the last century, Passage Watch 27 Est has placed a Explorers’ ship is in dock they are approached by someone
blockade on one of the rare becalmed sections of the Maw. trying to sell the item. Do the Explorers report the incidents
Once dubbed the Fifth Station of Passage, this barren and or try to buy (or steal) it, headless of the risks involved?
unremarkable star system is now known as Zone 15.
• A group of pirates is systematically attacking fuel supply
Navy frigates constantly patrol the edges of the system, and ships on the way to the port. This risks crippling the
unauthorized vessels are challenged first with terse warnings, station’s ability to provide fuel to the ships in dock. Both
then lance fire. However, Zone 15 sees a large influx of ship the Navy and the Adeptus Arbites contact the Explorers
traffic. Convoys of mass conveyors and unwieldy transports and offer to commission them against the raiders, with full
put into Port Wander for fuel and supplies, though neither writ to capture and repossess anything of value they find
the crews nor passengers (if any) are allowed to disembark. in the course of stopping their attacks. Certainly a valuable
These convoys vanish into the Koronus Passage, and those operation, but who or what is really behind these attacks?
What do they stand to gain by shutting down the port?
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252
Index F VIII: Port Wander
A Fear ...................................................................................... 27
!"##!Motivation
Acquisition........................................................................ 38, 34 Flight Marshal ......................................................................... 80
!"##!Ship and Warrant Path !"##!Alternate Career Ranks
Acquisitionist........................................................................... 72 Footfallen ................................................................................. 10
See Alternate Career Ranks !"##!New Home Worlds
Additional Starship Components....................................... 156 Force Fields........................................................................... 130
Archeotech Components.................................................... 161 Fortress World ......................................................................... 34
Essential Components ........................................................ 156 !"## New Home Worlds
Supplemental Components................................................ 158 Fortune & Fate ........................................................................ 37
Agent of the Throne............................................................... 70 Frigates .................................................................................. 152
Alien Biology .......................................................................... 24 Frontier World........................................................................... 9
Alternate Career Ranks ....................................................... 129 !"##!New Home Worlds
A Product of Upbringing.................................................... 199
Armour .................................................................................. 193 G
Augmenticist ........................................................................... 74
!"##!Alternate Career Ranks Gear
Clothing............................................................................... 133
B Drugs and Consumables .................................................... 133
Tools .................................................................................. 134
Background Endeavours ..................................................... 210 Genestealers .......................................................................... 249
Battlefleet ................................................................................. 12 Genetor..................................................................................... 82
!"##!$%&' New Home Worlds "##!Alternate Career Ranks
Battlefleet Calixis ........................................................ 241, 235 Gland Warrior ......................................................................... 84
Battlefleet Koronus .............................................................. 252 "##!Alternate Career Ranks
Binary Cortex....................................................................... 106
Bionics................................................................................... 141 H
Birthright ................................................................................. 17
High Speed Chases.............................................................. 173
C
I
Calixian Privateer.................................................................... 76
!"##!Alternate Career Ranks In Service to the Throne ........................................................ 19
Child of Dynasty .................................................................... 14
!"##!New Home Worlds K
Contacts ................................................................................... 19
Cruisers ................................................................................. 153 Knowledge............................................................................... 47
!"##!Motivation
D Kroot
Characteristics ........................................................................ 49
Darkness................................................................................... 23 Kindreds.................................................................................. 50
"## Trials and Travails Talents ..................................................................................... 49
Devotion .................................................................................. 25 Traits ................................................................................... 146
"##!Motivation Kroot Armoury..................................................................... 146
Disgraced ................................................................................. 31 Kroot Gear............................................................................... 52
"##!Lineage Kroot Mercenary..................................................................... 86
Driving and Flying .............................................................. 171 Kroot Shaper. .......................................................................... 86
Drusian Adherent................................................................... 78. "##!Alternate Career Ranks
"##!Alternate Career Ranks
L
E
Legend of the Expanse........................................................ 152
Elite Advances ...................................................................... 102 "##!Alternate Career Ranks
Example Rogue Trader Vessels........................................... 165 Light Cruisers.......................................................................... 16
Expanded Acquisition Rules Lineage .............................................................................. 29, 16
Attracting Unwanted Attention......................................... 222
Cost is no Object................................................................ 223 M
Influence, Reputation, and Location................................. 224
Multiple Tests...................................................................... 221 Melee Weapons
Chain Weapons ................................................................... 126
Exotic Melee Weapons ....................................................... 124
Force Weapons .................................................................... 121
Power Weapons................................................................... 122
Primitive Weapons.............................................................. 208
253 8
VIII: Port Wander Shock Weapons ....................................................................... 25 S
N Sample Vehicles.................................................................... 180
Sanction.................................................................................... 34
Navigator Powers................................................................. 189 Sanctioned Xenos ................................................................ 107
Navis Scion .............................................................................. 90 Ship Roles............................................................................. 224
"##!Alternate Career Ranks Ship Upgrades......................................................................... 46
New Home Worlds ................................................................... 8 Social Interaction Challenges............................................. 204
New Horizons ......................................................................... 22 Speak Not Unto The Alien................................................. 148
Starship Background Packages........................................... 150
O
T
Of Extensive Means................................................................ 31
Origin Path......................................................................... 8, 17 Thamos.................................................................................. 250
Ork Armoury The Exotic and the Alien .................................................... 138
Armour ................................................................................. 145 The Maw............................................................................... 252
Grenades .............................................................................. 143 Theosophamy....................................................................... 197
Gunz ................................................................................... 142 Torchbearer.............................................................................. 98
Kustom Bitz......................................................................... 144 "##!Alternate Career Ranks
Melee Weapons ................................................................... 144 Transports ................................................................................ 16
Ork Freebooter........................................................................ 66 Transubstantial Initiate ........................................................... 96
Ork Kommando ...................................................................... 92 "##!Alternate Career Ranks
!"##!Alternate Career Ranks
Ork Mekboy............................................................................ 94 U
!"##!Alternate Career Ranks
Orks Unnatural Origin..................................................................... 18
Gretchin, Snotlings, and Squigs........................................... 64 Unusual Ammo..................................................................... 128
Ork Origins............................................................................ 61
Ork Skills and Talents........................................................... 63 V
Ork Traits and Abilities......................................................... 60
Physiology.............................................................................. 58 Vehicle Combat
Psychology ............................................................................. 59 Aerial Combat ..................................................................... 174
Aerial Combat Attacks ....................................................... 176
P Crashes................................................................................. 179
Critical Hits ......................................................................... 178
Penal World ............................................................................. 13 Firing Vehicle Weapons ..................................................... 177
"##!New Home Worlds Ground Vehicle Attacks ..................................................... 172
Port Wander Movement ............................................................................ 172
Overview ............................................................................. 234 Repairing ............................................................................. 178
Defences............................................................................... 240 Vehicles
Law and Crime.................................................................... 248 Characteristics ..................................................................... 171
Locations.............................................................................. 237 Classifications...................................................................... 170
Notable Persons .................................................................. 242
Ruling Factions ................................................................... 241 W
R Warrant Age...................................................................... 34, 33
Warrant Renown .............................................................. 34, 44
Raiders .................................................................................. 152 Weapon Upgrades................................................................ 127
Ranged Weapons
Archeotech Ranged Weapons............................................ 118 X
Bolt Weapons ...................................................................... 112
Exotic Ranged Weapons .................................................... 117 Xenographer......................................................................... 100
Flame Weapons ................................................................... 114 !"##!Alternate Career Ranks
Grenades and Launcher Munitions................................... 116 Xenos Characters .................................................................... 46
Las Weapons........................................................................ 110
Launchers............................................................................. 115
Melta Weapons.................................................................... 114
Plasma Weapons ................................................................. 114
Primitive Weapons.............................................................. 114
Solid Projectile Weapons ................................................... 111
Xenos Ranged Weapons .................................................... 119
Rubycon II ............................................................................ 249
254 8
VIII: Port Wander
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255 8
VIII: Port Wander
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256 8
™
™
ARM YOURSELVES FOR ADVENTURE AND PROFIT!
Many a foolhardy Rogue Trader has
passed through the Maw, never to be seen
again. Avoid their fate! Equip yourselves
with the tools and abilities any worthy
Rogue Trader needs to survive!
A host of new character options allow for increased
personalization with the new expanded Origin Path
and Alternate Career Ranks. Plus, play a character from
beyond the Imperium with two all-new xenos Careers,
the Ork Freebooter and Kroot Mercenary.
Vehicle rules add a new dimension to gameplay and
expand possibilities for adventure. Explore uncharted
worlds in a Rhino APC or dominate your foes from the
cockpit of a Fury starfighter.
Gain access to an extensive new armoury of weapons,
armour, and gear wrested from alien races or rediscovered
from humanity’s dark past, or augment yourself with new
psychic powers for Astropaths and Navigators.
These pages contain everything needed to
build and equip a unique Rogue Trader
and his crew.
Suitable for players of all levels. 780MAY10
A copy of the Rogue TRadeR Core Rulebook
is needed to use this supplement.
Into the Storm RT04
ISBN: 978-1-58994-726-9
www.FantasyFlightgames.com
™ 9 781589 947269 54995
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