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** The power board from ''Into the Storm'' is a [[Film/BackToTheFuture hoverboard]]. Its description inverts the "hoverboards are real tech" hoax by stating "Many still refuse to believe these featureless flat planks exist."

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** The power board from ''Into the Storm'' is a [[Film/BackToTheFuture [[Film/BackToTheFuturePartII hoverboard]]. Its description inverts the "hoverboards are real tech" hoax by stating "Many still refuse to believe these featureless flat planks exist."
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-> Ambition knows no bounds.

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\n-> Ambition [[caption-width-right:350:Ambition knows no bounds.
bounds]]
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* MilitaryScienceFiction: Averted, unsurprisingly if your familiar with concept of a Rogue Trader, not unsurprisingly if your only familiar with the parent franchise.

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* MilitaryScienceFiction: Averted, unsurprisingly if your you're familiar with concept of a Rogue Trader, not unsurprisingly if your you're only familiar with the parent franchise.



* ScoringPoints: The Endeavor system in the rules is structured this way. Essentially for any given business venture to be considered successful for a Rogue Trader, they need to score beyond a certain threshold of Achievement Points. Achievement Points can be earned for actions that help make the venture successful, such as setting up future trading agreements, acquiring new treasure, or simply building up their reputation for future leverage. Conversely, Achievement Points can be deducted for things which will hurt the venture, like making enemies out of potential long-term trading partners, spending excessive amounts of their own resources, or suffering a humiliating defeat. If, by the end of the Endeavor, the Explorers have enough Achievement Points, they gain the Profit Factor from the Endeavor with bonuses for exceeding the threshold by various amounts.

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* ScoringPoints: The Endeavor system in the rules is structured this way. Essentially for any given business venture to be considered successful for a Rogue Trader, they need to score beyond a certain threshold of Achievement Points. Achievement Points can be earned for actions that help make the venture successful, such as setting up future trading agreements, acquiring new treasure, or simply building up their reputation for future leverage. Conversely, Achievement Points can be deducted for things which will hurt the venture, like making enemies out of potential long-term trading partners, spending excessive amounts of their own resources, or suffering a humiliating defeat. If, by the end of the Endeavor, Endeavour, the Explorers have enough Achievement Points, they gain the Profit Factor from the Endeavor Endeavour with bonuses for exceeding the threshold by various amounts.
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** DevelopmentGag: Per WordOfGod, Trask was the Rogue Trader that the production team used for their primary in-house playtest. He had horrible luck with [[SanityMeter sanity checks]] and every time he [[RandomNumberGod rolled to gain sanity points]], he would [[FinaglesLaw roll the maximum amount possible]]. The player controlling him decided to eventually just roll with it and shoot for CrazyAwesome.
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** [[IDontLikeTheSoundOfThatPlace The Processional of the Damned, in the Accursed Demesne]]. A dark star sits at the center of the system and has an unknown pull into the warp as well as on the material plane, drawing ancient ships, space hulks, and even planets to it from the warp, each joining a long ring of matter slowly orbiting around it. The flow of time is somehow distorted here, with ships closer in to the dark star more ancient those those further out, even if they are of newer manufacture. Those who have visited it report the echos of voices on vox transmission given out long ago, that seem to reach out and cut off unexpectedly, and visitors report a sense of [[EldritchLocation a dreadful intelligence watching them]]. Deeper in the Processional are what are called the Hollow Men, voidsuit wearers who emerge to break down ships that get near. No one knows where they come from or why they do what they do, and all the voidsuits they were seem to be [[AnimatedArmor empty]]...

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** [[IDontLikeTheSoundOfThatPlace The Processional of the Damned, in the Accursed Demesne]]. A dark star sits at the center of the system and has an unknown pull into the warp as well as on the material plane, drawing ancient ships, space hulks, and even planets to it from the warp, each joining a long ring of matter slowly orbiting around it. The flow of time is somehow distorted here, with ships closer in to the dark star more ancient those those further out, even if they are of newer manufacture. Those who have visited it report the echos of voices on vox transmission given out long ago, that seem to reach out and cut off unexpectedly, and visitors those who see it for themselves report a sense of [[EldritchLocation a dreadful intelligence watching them]]. Deeper in the Processional are what are called the Hollow Men, voidsuit wearers who emerge to break down ships that get near. No one knows where they come from or why they do what they do, and all the voidsuits they were wear seem to be [[AnimatedArmor empty]]...
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* ClingyCostume: In the treasure generator located in the Stars of Inequity expansion one of the results for Xeno armor is a set of armor that counters critical damage by growing into the wounds and holding the wearer's body together. Not only does this erode the wearer's sanity, if it goes too far it may become very difficult to remove.
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*HollywoodSilencer: Averted. While the silencer weapon upgrade makes it harder, it is still possible for gunshots from a silenced gun to be heard.
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* SettlingTheFrontier: As the Kronous Expanse is on the frontier of the Imperium, it is unsurprising that this comes into play. Rogue Traders can do things such as carry colonists and materials to settle uninhabited worlds, or prepare already human-inhabited worlds for future Imperial integration. While doing so may not be immediately profitable, such ventures can pay out to the Rogue Trader's dynasty down the line when the Imperium's frontier expands and the dynasty's efforts given them stronger claim to future remunerations.
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* CollectorOfTheStrange: The Stryxis, a ProudMerchantRace of xenos who ply the Kronous Expanse in [[WhatAPieceOfJunk seemingly ramshackle spaceships]] made up of a "tug" ship hauling several other modules scavenged and refurbished from other sources. They are eager for trade with other races, but their sense of value is quite different from what is typical for humans. In fact, they go about collecting interesting artifacts and lifeforms, and are happy to swap to round out their collections. Figuring out what a particular Stryxis would find valuable is a major part of any trade negotiation with them.
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* SignatureTeamTransport: The Rogue Trader's starship, which will often [[AncestralWeapon belong to their family since antiquity]] and will carry them into their adventures, or sometimes be the setting of them.

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* MerchantPrince: Any sufficiently influential Rogue Trader is basically this.

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* MasochistsMeal: The influential few who pass for nobles on [[WretchedHive Footfall]] will gather for banquets with exotic and rather... difficult, dishes. Part of this is out of trying to project an air of sophistication, but mostly as a means to judge each other's character. Given that some of the business that goes on there can be distasteful, someone who can hold the food down and still look composed in front of their peers is someone who is considered worthy of respect.
* MerchantPrince: Any sufficiently influential Rogue Trader is basically this.
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* FingerFirearms: The Jokaero Digital Weapons (one-shot lasguns, plasma guns or needle weapons that are the size of (and can be disguised as) rings).

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* AwesomeButImpractical: Averted by plasma weapons, which now work a lot better than they did in ''TabletopGame/DarkHeresy''.
** Played completely straight with [[PoweredArmor Power Armour]]. It provides the best protection available, but makes you easier to hit and the power cells only last 1d5 hours, so it's use is situational at best.

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* AwesomeButImpractical: AwesomeButImpractical:
**
Averted by plasma weapons, which now work a lot better than they did in ''TabletopGame/DarkHeresy''.
** Played completely straight with [[PoweredArmor Power Armour]]. It provides the best protection available, but makes you easier to hit and the power cells only last 1d5 hours, so it's its use is situational at best.

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* {{Recycled IN SPACE}}: Nearly all the game mechanics are recycled from Dark Heresy. If you doubt this, compare the charts for critical hits or the names and descriptions of most of the talents. (Of course, since the games were designed to be compatible with and supplementary to each other from the get-go, this is hardly surprising.)

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* {{Recycled IN SPACE}}: Nearly all the game mechanics are recycled from Dark Heresy. If you doubt this, compare the charts for critical hits or the names and descriptions of most of the talents. (Of Of course, since the games were designed to be compatible with and supplementary to each other from the get-go, this is hardly surprising.)



* ScoringPoints: The Endeavor system in the rules is structured this way. Essentially for any given business venture to be considered successful for a Rogue Trader, they need to score beyond a certain threshold of Achievement Points. Achievement Points can be granted for actions which will help make the venture successful, such as setting up future trading agreements, acquiring new treasure, or simply building up their reputation for future leverage. Conversely, Achievement Points can be deducted for things which will hurt the venture, like making enemies out of potential long-term trading partners, spending excessive amounts of their own resources, or suffering a humiliating defeat. If by the end of the Endeavor the Explorers have gotten enough Achievement Points, they gain the Profit Factor from the Endeavor with bonuses for exceeding the threshold by various amounts.
* [[ScrewTheRulesIHaveConnections Screw The Rules, I Have A Warrant of Trade!]]: Rogue Traders are expected to operate outside the Imperium's borders where the Lex Imperialis does not apply and are thus exempt from prosecution for anything they do out there. However, they do come under Imperial authority while back in the Imperium (where they often must go to sell exotic goods or negotiate trades on that end) and can be prosecuted for anything they do there. However even then, their warrant of trade will excuse them a lot, as someone who has such a warrant must have strong connections with authorities in the Administratum or Imperial Navy and local authorities will find it difficult to prosecute them or make such a prosecution stick.

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* ScoringPoints: The Endeavor system in the rules is structured this way. Essentially for any given business venture to be considered successful for a Rogue Trader, they need to score beyond a certain threshold of Achievement Points. Achievement Points can be granted earned for actions which will that help make the venture successful, such as setting up future trading agreements, acquiring new treasure, or simply building up their reputation for future leverage. Conversely, Achievement Points can be deducted for things which will hurt the venture, like making enemies out of potential long-term trading partners, spending excessive amounts of their own resources, or suffering a humiliating defeat. If If, by the end of the Endeavor Endeavor, the Explorers have gotten enough Achievement Points, they gain the Profit Factor from the Endeavor with bonuses for exceeding the threshold by various amounts.
amounts.
* [[ScrewTheRulesIHaveConnections Screw The Rules, I Have A Warrant of Trade!]]: Rogue Traders are expected to operate outside the Imperium's borders where the Lex Imperialis does not apply and are thus exempt from prosecution for anything they do out there. However, they do come under Imperial authority while back in the Imperium (where they often must go to sell exotic goods or negotiate trades on that end) and can be prosecuted for anything they do there. However even Even then, their warrant of trade will excuse them a lot, as someone who has such a warrant must have strong connections with authorities in the Administratum or Imperial Navy and local authorities will find it difficult to prosecute them or make such a prosecution stick. stick.



** The root of it is actually more "Screw the rules, I have Navigators". The caste with exclusive access to the limited gene-lines that are the only people that can drive FTL ships (without going homicidally insane) pretty much makes them the one subset of humanity that the emperor's men CAN'T touch. Lose the navigators, or even get a significant number of them killed fighting for control, and the whole empire goes down in months.

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** The root of it is actually more "Screw the rules, I have Navigators". Navigators." The caste with exclusive access to the limited gene-lines that are the only people that can drive FTL ships (without going homicidally insane) pretty much makes them the one subset of humanity that the emperor's Emperor's men CAN'T touch. Lose the navigators, Navigators, or even get a significant number of them killed fighting for control, and the whole empire Empire goes down in months.



** In the crunch, your starting character is either going to start with lots of money or a frakking big ship. So either this or [[AppealToForce Appeal To A Kilometres Long Starfaring Battle Cathedral]].

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** In the crunch, your starting character is either going to start with lots of money or a frakking big ship. So either this or [[AppealToForce Appeal To A Kilometres Long to a Kilometres-Long Starfaring Battle Cathedral]].



** The Hostile Acquisitions sourcebook brings us the "Reaver" career option, raiders who have lived too long on the edge of space and now live only for pillage and slaughter. The accompanying illustration includes a rather familiar [[Series/{{Firefly}} brown duster]]. This may be the only thing ever to become LighterAndSofter when translated into the Warhammer 40,000 universe.

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** The Hostile Acquisitions ''Hostile Acquisitions'' sourcebook brings us the "Reaver" career option, raiders who have lived too long on the edge of space and now live only for pillage and slaughter. The accompanying illustration includes a rather familiar [[Series/{{Firefly}} brown duster]]. This may be the only thing ever to become LighterAndSofter when translated into the Warhammer 40,000 universe.



* SimpleYetAwesome: Bolter weapons, which are the standard armament at most levels, but are also ''rocket propelled missiles at semi and fully automatic rates''.
* SpaceIsCold and LiterallyShatteredLives: A major danger of void exposure is your corpse freezing solid and becoming fragile within a minute of death. Inherited from ''TabletopGame/DarkHeresy'', though given the activities of ''Rogue Trader'' characters it's a more common danger for them.
* SpacePirates: A common threat to Rogue Traders and Imperial shipping in general. Come in human, Eldar, and Ork flavours.
** There are two types of human flavour: Regular Joes who are in it for the money, and [[TheCorruption Chaos]] pirates who are in it ForTheEvulz. At best. Oh, and some Rogue Traders do this, too.
*** The ''Into The Storm'' expansion turns the Ork Freebooter into a playable character class (they're in it [[BloodKnight cus Orks are made for fightin' and winnin'!]]).
** The Hostile Acquisitions [[{{Splat}} sourcebook]] is a handy resource for players who prefer to play on the wrong side of the law.

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** The power board from ''Into the Storm'' is a [[Film/BackToTheFuture hoverboard]]. Its description inverts the "hoverboards are real tech" hoax by stating "Many still refuse to believe these featureless flat planks exist."
* SimpleYetAwesome: Bolter weapons, which are the standard armament at most levels, but are also ''rocket propelled missiles at semi semi- and fully automatic fully-automatic rates''.
* SpaceIsCold and LiterallyShatteredLives: A major danger of void exposure is your corpse freezing solid and becoming fragile within a minute of death. Inherited from ''TabletopGame/DarkHeresy'', though given the activities of ''Rogue Trader'' characters characters, it's a more common danger for them.
* SpacePirates: A common threat to Rogue Traders and Imperial shipping in general. Come general, in human, Eldar, and Ork flavours.
** There are two types of human flavour: Regular Joes who are in it for the money, and [[TheCorruption Chaos]] pirates who are in it ForTheEvulz. At ForTheEvulz at best. Oh, and And some Rogue Traders do this, too.
*** The ''Into The the Storm'' expansion turns the Ork Freebooter into a playable character class (they're in it [[BloodKnight cus Orks are made for fightin' and winnin'!]]).
** The Hostile Acquisitions ''Hostile Acquisitions'' [[{{Splat}} sourcebook]] is a handy resource for players who prefer to play on the wrong side of the law.



* {{Unobtainium}}: Nephium, the only source of which is the bubbling sinkhole pits in the middle of ancient, abandoned xenos cities made of ice on the frozen planet of Lucin's Breath. When a small amount is added to crude promethium, it drastically improves the refinement process and leaves a much more efficiently burning fuel than otherwise. The environment it is extracted from is extremely hostile to human life and the ruins that surround each sinkhole are said to be haunted, yet it is so valuable that the houses of Chorda and Winterscale and a dozen smaller operations come to literal war over stakes claimed to prime extraction sites.
* WarForFunAndProfit: Literally in the case of war-related Endeavours. A Rogue Trader can act as a [[PrivateMilitaryContractors mercenary force broker]], lending services to one side or another whether that be navel protection, private army deployment, supply transport, scouting, or just plain {{privateer}}ing. Heck, just arranging arms deals is often quite profitable in itself. The ''Battlefleet Kronus'' sourcebook expands a great deal on this aspect of the game.

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* {{Unobtainium}}: Nephium, the only source of which is the bubbling sinkhole pits in the middle of ancient, abandoned xenos cities made of ice on the frozen planet of Lucin's Breath. When a small amount is added to crude promethium, it drastically improves the refinement process and leaves a much more efficiently burning fuel than otherwise. The environment it is extracted from is extremely hostile to human life and the ruins that surround each sinkhole are said to be haunted, yet it is so valuable that the houses of Chorda and Winterscale and a dozen smaller operations come to literal war over stakes claimed to on prime extraction sites.
* WarForFunAndProfit: Literally in the case of war-related Endeavours. A Rogue Trader can act as a [[PrivateMilitaryContractors mercenary force broker]], lending services to one side or another another, whether that be navel naval protection, private army deployment, supply transport, scouting, or just plain {{privateer}}ing. Heck, just arranging arms deals is often quite profitable in itself. The ''Battlefleet Kronus'' sourcebook expands a great deal on this aspect of the game.



* WretchedHive: Footfall, a collection of hollowed-out asteroids, repurposed derelict ships, and other such liveable space detritus loosely held together with tethers and docking bridges, located on the far side of the Koronus Passage. It is here that various factions vie for control of various territories, any number of goods both conventional and illicit can be bought and sold, and a variety of powers keep agents stationed there to guard their interests and monitor those of others. A place where assassins, diplomats, priests, criminals, and even xenos can rub elbows with each other. The fact that not all of them shoot each other on sight says much about how little Imperial law means on Footfall.

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* WretchedHive: Footfall, Footfall is a collection of hollowed-out asteroids, repurposed derelict ships, and other such liveable space detritus loosely held together with tethers and docking bridges, located on the far side of the Koronus Passage. It is here that various factions vie for control of various territories, any number of goods both conventional and illicit can be bought and sold, and a variety of powers keep agents stationed there to guard their interests and monitor those of others. A place where assassins, diplomats, priests, criminals, and even xenos can rub elbows with each other. The fact that not all of them shoot each other on sight says much about how little Imperial law means on Footfall.
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* ChainOfDeals: One way to make money in the Expanse. Find out what party A is willing to part with for some materials from party B, who in turn want something from party C, and so on.
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* PressGanged: One option for replenishing crew at an inhabited planet. It will not cut into a Rogue Trader's bottom line, but it requires some underworld contacts to make happen, and runs the risk of angering the local authorities if not done discretely.
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* {{Cloudcuckoolander}}: Sample character Sarvus Trask is described in ''Edge of the Abyss'' as being consider a bit of a madman. The Trask dynasty was a falling house with many creditors, but Sarvus made a grand entrance on the stage of the Kronus Expanse as soon as the family warrant fell to him, and quickly made a reputation of winning fame and fortune through almost [[CrazyEnoughToWork foolishly bold risk-taking]]. As much as this has gained him though, the risks take their toll and his profitability is hampered by the costs he incurs getting that profit to begin with. He was once even rumored to try and buy a [[HumongousMecha Titan]] from the [[MachineWorship Adeptus Mechanicus]], not to use for war, but to ''mount as a prow ornament on his ship''.
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** The Battleground, one of the Stations of Passage through the Kronus Maw. According to legend, it is the site of a great battle between the Rogue Trader brothers [[CainAndAbel Trame and Ettimus Lathimon]], fought each other's fleet to mutual destruction, while others assert that the field of derelict spaceships was present before that battle took place and the battle only added to it. Some Rogue Traders attempt to salvage from this site, but given its proximity to Imperial space most of the very profitable salvage has already been claimed, and the riches beyond the Maw make what little is left seem too paltry to be worth all but the most desperate Rogue Trader's time.


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** Dross, a planet among the Heathen Stars. Remarkable in that the world has strange lightening storms that defy conventional logic and meteorology, occasionally sending bolts into low orbit to strike ships that get too close. Any landing is almost certainly doomed to failure and an ignoble crash. The surface is inhabited by survivors of those wrecks who regard the many derelicts on the surface as holy sites, and give praise to the "Sky Father" for delivering them new ones. They will defend such sites violently, and often war with each other over ownership of any of these various wrecks.


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* [[OurOrcsAreDifferent Our Orks Are Different]]: While the Orks in the Kronus Expanse are largely similar to their counterparts elsewhere in the galaxy, the isolated stellar geography of the place has given them a bit of "kulture" distinct from the rest of the species. In particular, they tend to rely less on space hulks and converted asteroids than other Orks, and have much more enthusiasm for building actual ships, [[WhatAPieceOfJunk as ramshackle as they are]]. Even the Ork enthusiasm for [[HumongousMecha gargants]] is more restrained here, with the maddest of the Ork mekboyz preferring to focus their effort into giant Orky dreadnoughts as idols of Gork and Mork rather than the more land-locked preference of Orks elsewhere.
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* DerelictGraveyard: The Kronus Expanse hosts quite a few:
** The Breaking Yards at SR-651. Though the business of breaking down ships at this location predates his investment, Rogue Trader Iridas Holden is credited with expanding them into the large operation present today, though the failure of the business bankrupted the Holden dynasty and put the yards in independent hands today. With a spindle-shaped space station and thousands of kilometers of loosely-connected asteroids and derelict hulls, work is difficult, poorly paid, and conditions are that of an IndustrialGhetto for those who live there, and few can afford to leave. Those visiting the Yards can find almost any starship component they care to find, for the right price, though the condition they find them in varies widely.
** [[IDontLikeTheSoundOfThatPlace The Processional of the Damned, in the Accursed Demesne]]. A dark star sits at the center of the system and has an unknown pull into the warp as well as on the material plane, drawing ancient ships, space hulks, and even planets to it from the warp, each joining a long ring of matter slowly orbiting around it. The flow of time is somehow distorted here, with ships closer in to the dark star more ancient those those further out, even if they are of newer manufacture. Those who have visited it report the echos of voices on vox transmission given out long ago, that seem to reach out and cut off unexpectedly, and visitors report a sense of [[EldritchLocation a dreadful intelligence watching them]]. Deeper in the Processional are what are called the Hollow Men, voidsuit wearers who emerge to break down ships that get near. No one knows where they come from or why they do what they do, and all the voidsuits they were seem to be [[AnimatedArmor empty]]...
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* CorporateSamurai: One of the ways of describing the job of an Arch-Militant class character, with the corporation in this case being a Rogue Trader dynasty.
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* AlienArtsAreAppreciated: Though technically heretical, the so-called "Cold Trade" is a thriving grey market for alien artifacts that are discretely sold as curios to wealthy collectors among the aristocracy in the nearby Calaxis sector. The ForbiddenFruit allure of owning objects that are technically forbidden but hard to enforce ([[ScrewTheRulesIHaveMoney especially on the extremely wealthy]]) is something those with the means pay well for, and this can be a great source of profit for Rogue Traders who refuse to let pious prohibitions get in the way of their success.
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* MoraleMechanic: Present on ships. Generally speaking, a fresh crew will start out at 100% morale, and any number of things can chip away at it from there. Things like spending time on shore leave, giving {{Rousing Speech}}es, or just offering to payout greater shares to the ratings can help bring it back up. Various conditions and ship upgrades can have these effects as well, either increasing or decreasing the maximum morale value depending on the crew's perception of how well they are being taken care of. If the morale ever drops to the minimum, [[YouLoseAtZeroTrust the crew go on a mutiny from which there is no hope of recovery]], though the [=GM=] is encouraged to come up with lots of shipboard roleplaying hooks before this happens to give the players interesting ways to recover ([[FromBadToWorse or potentially make the situation worse]].)
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* {{Fiction 500}}: With the power of an interplanetary trade dynasty at their back, Rogue Traders can ''routinely'' purchase things like centuries-old PoweredArmor, [[PrivateMilitaryContractors private mercenary armies]], and [[CoolStarship starships that cost more than a small planet]]. At ''first level''. Some of the expanded rules given in ''Into The Storm'', which introduce consequences for making Acquisition rolls, are specifically designed to stop the Explorers from solving every problem by throwing money at it.

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* {{Fiction 500}}: With the power of an interplanetary trade dynasty at their back, Rogue Traders can ''routinely'' purchase things like centuries-old PoweredArmor, [[PrivateMilitaryContractors private mercenary armies]], and [[CoolStarship starships that cost more than a small planet]]. At ''first level''. Some of the expanded rules given in ''Into The Storm'', which introduce consequences for making Acquisition rolls, are specifically designed to stop the Explorers from [[ScrewTheRulesIHaveMoney solving every problem by throwing money at it.it]].
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* BoardingParty: Something that can happen during spaceship combat: if two ships end up passing close enough to each other, several parties from either ship may arm up, strap on void suits, and launch in shuttles to bypass [[DeflectorShields Void Shields]] to raid the enemy ship and do as much damage as possible before falling back to their shuttles and rendezvousing with their mother ship before it passes out of range. While total number of crew can have an effect here, the command skills of the ones coordinating those who board and those who repel has a much bigger influence. Ships equipped with torpedo tubes may opt to use {{Boarding Pod}}s instead to get a similar effect at greater range.
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* CitadelCity: Citadel ''Station'', in the form of Port Wander. Carved from a large asteroid and built out, it serves as the primary naval base in the region though it also has a sizable civil population. Well defended by void shields and macro-cannons, the patrol hub for numerous Imperial Navy squadrons, it is the last bastion of Imperial might at the frontier-edge of the Calixis Sector and the last port of call before passing through the Kronus Maw.

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* CitadelCity: Citadel ''Station'', in the form of Port Wander. Carved from a large asteroid and built out, it serves as the primary naval base in the region though it also has a sizable civil population. Well defended by void shields and macro-cannons, the patrol hub for numerous Imperial Navy squadrons, and possessing several military-grade drydocks, it is the last bastion of Imperial might at the frontier-edge of the Calixis Sector and the last port of call before passing through the Kronus Maw.
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* CitadelCity: Citadel ''Station'', in the form of Port Wander. Carved from a large asteroid and built out, it serves as the primary naval base in the region though it also has a sizable civil population. Well defended by void shields and macro-cannons, the patrol hub for numerous Imperial Navy squadrons, it is the last bastion of Imperial might at the frontier-edge of the Calixis Sector and the last port of call before passing through the Kronus Maw.
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* ScoringPoints: The Endeavor system in the rules is structured this way. Essentially for any given business venture to be considered successful for a Rogue Trader, they need to score beyond a certain threshold of Achievement Points. Achievement Points can be granted for actions which will help make the venture successful, such as setting up future trading agreements, acquiring new treasure, or simply building up their reputation for future leverage. Conversely, Achievement Points can be deducted for things which will hurt the venture, like making enemies out of potential long-term trading partners, spending excessive amounts of their own resources, or suffering a humiliating defeat. If by the end of the Endeavor the Explorers have gotten enough Achievement Points, they gain the Profit Factor from the Endeavor with bonuses for exceeding the threshold by various amounts.
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* BaseOnWheels: The [[PlanetOfHats hat of the planet]] Zayth, a pre-Imperial human colony founded during the height of the Dark Age of Technology. Exactly what happened to start it has been long forgotten, but the various factions of the colony ended up locked in a ForeverWar, where the populations had to live in mobile crawling fortresses [[MilelongShip the size of space-born battleships]] to survive each other's artillery fire. The remaining population endures to this day, roaming across the AfterTheEnd battlescape their planet has become in mobile fortress-cities, trading macro-cannon fire with each other whenever they come into range and scavenging what little resources they can from cities felled in eons past.
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* AlwaysChaoticEvil: While several of established antagonists options are present, groups such as Chaos Reavers, Eldar, and even Orks, while usually hostile to humanity's interests, can at least occasionally be reasoned with and dissuaded by means other than violence. The Rak'gol, on the other hand, never show any interest in dealing with anyone of any other species by means other than aggressively attacking them, their only culture (in as much as can be determined) seems only centered around killing things. ''Lure of the Expanse'' details that they can never be negotiated with because they show absolutely zero interest in such, and their almost-bestial hostility and "alienness" are great for game masters who want to put a "SurvivalHorror" element into their campaigns.

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* AlwaysChaoticEvil: While several of established antagonists options are present, groups such as Chaos Reavers, Eldar, and even Orks, while usually hostile to humanity's interests, can at least occasionally be reasoned with and dissuaded by means other than violence. The Rak'gol, on the other hand, never show any interest in dealing with anyone of any other species by means other than aggressively attacking them, their only culture (in as much as can be determined) seems only centered centred around killing things. ''Lure of the Expanse'' details that they can never be negotiated with because they show absolutely zero interest in such, and their almost-bestial hostility and "alienness" are great for game masters who want to put a "SurvivalHorror" element into their campaigns.



* ArbitraryMinimumRange: The game has minimum range for [[{{WaveMotionGun}} Nova Cannons]], as they cannot safely be used too close to the ship, having splash damage and a chance to explode closer to the firer than intented (technically they can still hit the firer if you fire at the absolute minimum range and roll very badly). This is a holdover from their rules in ''TabletopGame/BattlefleetGothic'', as RT space combat rules are heavily based on that game.
* ArmorIsUseless: Averted like the plague. Try walking around without armor - unless you're a particularly feared psyker, you'll find something sticking out of your flesh soon.
** There are actually some results on the Critical Damage tables that only occur if the character is not wearing armor, or that have a worse effect if the character is not wearing armor.
** Armor is a mixed blessing for Kroot characters. They have trouble finding armor that fits them in any case, but if they wear anything more than the slightest of physical protections then they cannot benefit from several of their racial advantages, like SuperSenses and SuperReflexes. Normally they count on those to DodgeTheBullet and [[DefendCommand Parry The Sword]] more than they do armor to shield them.

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* ArbitraryMinimumRange: The game has minimum range for [[{{WaveMotionGun}} Nova Cannons]], as they cannot safely be used too close to the ship, having splash damage and a chance to explode closer to the firer than intented intended (technically they can still hit the firer if you fire at the absolute minimum range and roll very badly). This is a holdover from their rules in ''TabletopGame/BattlefleetGothic'', as RT space combat rules are heavily based on that game.
* ArmorIsUseless: Averted like the plague. Try walking around without armor armour - unless you're a particularly feared psyker, you'll find something sticking out of your flesh soon.
** There are actually some results on the Critical Damage tables that only occur if the character is not wearing armor, armour, or that have a worse effect if the character is not wearing armor.
armour.
** Armor Armour is a mixed blessing for Kroot characters. They have trouble finding armor armour that fits them in any case, but if they wear anything more than the slightest of physical protections then they cannot benefit from several of their racial advantages, like SuperSenses and SuperReflexes. Normally they count on those to DodgeTheBullet and [[DefendCommand Parry The Sword]] more than they do armor armour to shield them.



** Played completely straight with [[PoweredArmor Power Armor]]. It provides the best protection available, but makes you easier to hit and the power cells only last 1d5 hours, so it's use is situational at best.

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** Played completely straight with [[PoweredArmor Power Armor]].Armour]]. It provides the best protection available, but makes you easier to hit and the power cells only last 1d5 hours, so it's use is situational at best.



* {{BFG}}: Your ship has guns that take a good seventy men to operate, fired in salvos of hundreds. The big guns need over a thousand hands.

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* {{BFG}}: Your ship has guns that take a good seventy men to operate, fired in salvos salvoes of hundreds. The big guns need over a thousand hands.



* BiggerIsBetter: A literal case with Ork equipment. As the quality of the craftsmenship goes up, so does the size and mass of the piece of equipment. With human manufactured items, the opposite tends to be true.
* BlindSeer: Astropaths, as per usual, went under necessary MindRape on Terra to protect their already strong minds from the Warp, the physical damage of which always includes their eyes, causing them to either [[EyeScream turn to vapor]] or [[ProphetEyes develop severe cataracts]]. It also hones their psychic senses so they can "see" perfectly well. Astropaths Transcendent, the ones you play as, are even better at it than most-not only can they leave the Light of the Astronomicon for long periods, they can keep it together so well they ''lead'' others who can leave.

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* BiggerIsBetter: A literal case with Ork equipment. As the quality of the craftsmenship craftsmanship goes up, so does the size and mass of the piece of equipment. With human manufactured items, the opposite tends to be true.
* BlindSeer: Astropaths, as per usual, went under necessary MindRape on Terra to protect their already strong minds from the Warp, the physical damage of which always includes their eyes, causing them to either [[EyeScream turn to vapor]] vapour]] or [[ProphetEyes develop severe cataracts]]. It also hones their psychic senses so they can "see" perfectly well. Astropaths Transcendent, the ones you play as, are even better at it than most-not only can they leave the Light of the Astronomicon for long periods, they can keep it together so well they ''lead'' others who can leave.



* LargeAndInCharge: Ork Warbosses, particularly the aforementioned Morgash Kulgraz. Also Calligos Winterscale, propably the most powerful Rogue Trader in Koronus Expanse at moment.

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* LargeAndInCharge: Ork Warbosses, particularly the aforementioned Morgash Kulgraz. Also Calligos Winterscale, propably probably the most powerful Rogue Trader in Koronus Expanse at moment.



** The ''Battlefleet Koronus'' supplement includes expanded rules for starship combat and rules for large-scale ground warfare, allowing the game as a whole to take on more of this flavor.
* {{Mordor}}: The planet Inequity, home to [[BigBad Chaos Lord Karrad Vall the Faceless Lord]]. It is located in a star system where a red giant dances with a black hole, and the whips of plasma siphoned off it lash the planets around it creating detritus and dangerously unpredictable gravity shoals. Navigation to the planet is only safely possible by a damned warp beacon [[PoweredByAForsakenChild powered by hundreds of sorceress sacrifices]]. Its surface is covered in caustic atmosphere and acidic rain drawn from boiling seas. Quakes are frequent and eruptions are a constant danger. Slaves toil to their deaths in the mines and manufactora. Daemons stalk the surface drawn from warp rifts deep in the planet's crust exposed when the original settlers DugTooDeep. It is a haven for Chaos reaver SpacePirates, and all of its cities are {{Wretched Hive}}s that makes life in an Imperial underhive [[UpToEleven look pleasant by comparison]]. Above it all Vall rules this domain from his infamous [[IDontLikeTheSoundOfThatPlace Citadel Of Skulls]], a combination fortress, armory, manufacturing center, treasure vault, palace, and debased temple to Chaos.

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** The ''Battlefleet Koronus'' supplement includes expanded rules for starship combat and rules for large-scale ground warfare, allowing the game as a whole to take on more of this flavor.
flavour.
* {{Mordor}}: The planet Inequity, home to [[BigBad Chaos Lord Karrad Vall the Faceless Lord]]. It is located in a star system where a red giant dances with a black hole, and the whips of plasma siphoned off it lash the planets around it creating detritus and dangerously unpredictable gravity shoals. Navigation to the planet is only safely possible by a damned warp beacon [[PoweredByAForsakenChild powered by hundreds of sorceress sacrifices]]. Its surface is covered in caustic atmosphere and acidic rain drawn from boiling seas. Quakes are frequent and eruptions are a constant danger. Slaves toil to their deaths in the mines and manufactora. Daemons stalk the surface drawn from warp rifts deep in the planet's crust exposed when the original settlers DugTooDeep. It is a haven for Chaos reaver SpacePirates, and all of its cities are {{Wretched Hive}}s that makes life in an Imperial underhive [[UpToEleven look pleasant by comparison]]. Above it all Vall rules this domain from his infamous [[IDontLikeTheSoundOfThatPlace Citadel Of Skulls]], a combination fortress, armory, armoury, manufacturing center, centre, treasure vault, palace, and debased temple to Chaos.



** Theoretically, at least. However, in practice, using Dark Hersey characters in Rogue Trader is a bit unbalanced. Well-built DH characters [[MagikarpPower quickly out-scale RT characters]] because of cheaper advances (usually 100 to 300 xp vs. 200 to 500 for skills, and 100 to 300 vs. 500 or 1000 for talents), a larger variety of options, and the fact that while RT characters start with 5 more points in all their characteristics, they only have 4 characteristic advances, whereas DH characters have 6 total (with Ascension).
*** Which does make a kind of sense. High level ascension characters are the most loyal, singularly powerful servants of the imperium short of the [[SuperSoldier Astartes]], and have been through constant high intensity missions whereas a strong rogue trader is a civilian that does not generally need to adapt to anywhere near that level of stress.

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** Theoretically, at least. However, in practice, using Dark Hersey Heresy characters in Rogue Trader is a bit unbalanced. Well-built DH characters [[MagikarpPower quickly out-scale RT characters]] because of cheaper advances (usually 100 to 300 xp vs. 200 to 500 for skills, and 100 to 300 vs. 500 or 1000 for talents), a larger variety of options, and the fact that while RT characters start with 5 more points in all their characteristics, they only have 4 characteristic advances, whereas DH characters have 6 total (with Ascension).
*** Which does make a kind of sense. High level ascension characters are the most loyal, singularly powerful servants of the imperium Imperium short of the [[SuperSoldier Astartes]], and have been through constant high intensity missions whereas a strong rogue trader is a civilian that does not generally need to adapt to anywhere near that level of stress.



** In the crunch, your starting character is either going to start with lots of money or a frakking big ship. So either this or [[AppealToForce Appeal To A Kilometers Long Starfaring Battle Cathedral]].

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** In the crunch, your starting character is either going to start with lots of money or a frakking big ship. So either this or [[AppealToForce Appeal To A Kilometers Kilometres Long Starfaring Battle Cathedral]].



* SpacePirates: A common threat to Rogue Traders and Imperial shipping in general. Come in human, Eldar, and Ork flavors.
** There are two types of human flavour: Regular Joes gone on the accoun, (they're in it for the money), [[TheCorruption Chaos]] pirates (they're in it ForTheEvulz. At best.). Oh, and some Rogue Traders do this, too.

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* SpacePirates: A common threat to Rogue Traders and Imperial shipping in general. Come in human, Eldar, and Ork flavors.
flavours.
** There are two types of human flavour: Regular Joes gone on the accoun, (they're who are in it for the money), money, and [[TheCorruption Chaos]] pirates (they're who are in it ForTheEvulz. At best.). Oh, and some Rogue Traders do this, too.



* WarForFunAndProfit: Literally in the case of war-related Endeavors. A Rogue Trader can act as a [[PrivateMilitaryContractors mercenary force broker]], lending services to one side or another whether that be navel protection, private army deployment, supply transport, scouting, or just plain {{privateer}}ing. Heck, just arranging arms deals is often quite profitable in itself. The ''Battlefleet Kronus'' sourcebook expands a great deal on this aspect of the game.

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* WarForFunAndProfit: Literally in the case of war-related Endeavors.Endeavours. A Rogue Trader can act as a [[PrivateMilitaryContractors mercenary force broker]], lending services to one side or another whether that be navel protection, private army deployment, supply transport, scouting, or just plain {{privateer}}ing. Heck, just arranging arms deals is often quite profitable in itself. The ''Battlefleet Kronus'' sourcebook expands a great deal on this aspect of the game.



* WretchedHive: Footfall, a collection of hollowed-out asteroids, repurposed derelict ships, and other such livable space detritus loosely held together with tethers and docking bridges, located on the far side of the Koronus Passage. It is here that various factions vie for control of various territories, any number of goods both conventional and illicit can be bought and sold, and a variety of powers keep agents stationed there to guard their interests and monitor those of others. A place where assassins, diplomats, priests, criminals, and even xenos can rub elbows with each other. The fact that not all of them shoot each other on sight says much about how little Imperial law means on Footfall.

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* WretchedHive: Footfall, a collection of hollowed-out asteroids, repurposed derelict ships, and other such livable liveable space detritus loosely held together with tethers and docking bridges, located on the far side of the Koronus Passage. It is here that various factions vie for control of various territories, any number of goods both conventional and illicit can be bought and sold, and a variety of powers keep agents stationed there to guard their interests and monitor those of others. A place where assassins, diplomats, priests, criminals, and even xenos can rub elbows with each other. The fact that not all of them shoot each other on sight says much about how little Imperial law means on Footfall.
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* [[ScrewTheRulesIHaveConnections Screw The Rules, I Have A Warrant of Trade!]]: Rogue Traders are expected to operate outside the Imperium's borders where the Lex Imperialis does not apply and are thus exempt from prosecution for anything they do out there. However, they do come under Imperial authority while back in the Imperium (where they often must go to sell exotic goods or negotiate trades on that end) and can be prosecuted for anything they do there. However even then, their warrant of trade will excuse them a lot, as someone who has such a warrant must have strong connections with authorities in the Administratum or Imperial Navy and local authorities will find it difficult to prosecute them or make such a prosecution stick.

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