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Rogue Trader Equipment Guide

Rogue Traders and their crews have access to vast reserves of wealth and resources through their ships' panoplies. Common items are readily available, while uncommon items can be acquired by investing profit to increase the ship's Panoply rating and rolling successfully. Rare items require direct expenditure of profit and may have additional costs or conditions. Larger quantities of items increase their rarity level. The document provides lists of example common, uncommon, and rare weapons and armor available through a ship's panoply.

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0% found this document useful (0 votes)
18 views3 pages

Rogue Trader Equipment Guide

Rogue Traders and their crews have access to vast reserves of wealth and resources through their ships' panoplies. Common items are readily available, while uncommon items can be acquired by investing profit to increase the ship's Panoply rating and rolling successfully. Rare items require direct expenditure of profit and may have additional costs or conditions. Larger quantities of items increase their rarity level. The document provides lists of example common, uncommon, and rare weapons and armor available through a ship's panoply.

Uploaded by

gregory
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PANOPLY

Even the least Rogue Trader has access to reserves of material wealth and luxury items that
would make the greatest planetbound entrepreneur turn green with envy and despair.

COMMON ITEMS
If a Rogue Trader or a member of his crew needs a Common item, and they have access to the
ship’s armory or appropriate stores, they have it.

UNCOMMON GOODS
If you need an uncommon item, such as a plasma weapon, Chimera personnel carrier, or high-
quality carapace armour, the ship’s panoply is at your service.

When you invest 1-profit in the ship’s equipment stores, add +1 Panoply (max +3). When you
need to acquire an uncommon item, roll +Panoply. On a hit, you have the item in your stocks.
On a 7-9, you can choose:
● Reduce Panoply by 1.
● You have the item, but it’s jury-rigged, needs repairs, or is of poor quality. If applicable,
you take -1 ongoing while using it.
On a miss, either both or you don’t have the item.

RARE ITEMS
Rare items must be acquired individually, through expenditure of profit. When you need a rare
item, describe it. The MC will say “yes, you can have it, but” and then 1 to 4 of the following.
● You’ll need to expend X-profit.
● You’ll need the assistance of X.
● It’ll take time to acquire it / construct it. (weeks / months / years)
● You’ll have to go to X to acquire it.
● The best you’ll be able to find is a lesser version.
● You’ll face danger from X.
● You’ll need to acquire X first.

QUANTITIES
For every two orders of magnitude, increase the item’s rarity by one level for acquisition
purposes. (if you want to acquire 10x an Uncommon item, take -1 on the Panoply check).
WEAPONS

COMMON
● Las pistol (2-harm close/hand las)
● Las rifle (2-harm close/far las)
● Autogun (2-harm close/far auto)
● Autopistol (2-harm close/hand auto)
● Naval pistol (3-harm close)
● Shotgun (3-harm close messy)
● Flamer (3-harm close area messy flame)
● Chainsword (3-harm hand messy chain)
● Shock cutlass (2-harm hand elegant shock)
● Shock-staff (3-harm hand shock)
● Long-las (3-harm far scope las)
● Autocannon (3-harm close area suppress auto)
● Frag grenade (4-harm area grenade)
● Blind grenade (blinding area grenade)
● Stun grenade (s-harm area grenade)

UNCOMMON
● Hellgun (3-harm close/far las)
● Hellpistol (3-harm close/hand las)
● Bolt pistol (3-harm close/far bolt)
● Lascannon (4-harm close/far ap las)
● Heavy flamer (4-harm close area messy flame)
● Heavy bolter (4-harm close/far area suppress bolt)
● Missile launcher (4-harm close/far ap missile)
● Grenade launcher (4-harm close/far area)
● Meltagun (3-harm close ap melta)
● Multi-melta (4-harm close ap melta)
● Plasma pistol (4-harm close/hand plasma)
● Plasma cannon (4-harm close/far plasma)
● Dueling pistol (3-harm close elegant las)
● Inferno pistol (3-harm close/hand ap flame)
● Sniper rifle (4-harm far scope)
● Power sword (3-harm ap hand)

RARE ITEMS
ARMOUR

COMMON
● Flak jacket (1-armour flak) +1 armour vs. auto weapons
● Reflec jacket (1-armour reflec) +1 armour vs. las weapons
● Void suit (2-armour void clumsy)
● Basic carapace (2-armour clumsy)

UNCOMMON
● Carapace armour (2-armour)
● Mesh-cloak (2-armour)
● Chameoline cloak (1-armour camouflage)
● Armoured bodyglove (1-armour concealed)
● Tercia-pattern power armour (3-armour craft+0 clumsy power)

Power Armour:
If you have the power armour move, you gain access to the following moves when wearing
power armour:
● Ignore the harm move when suffering damage.
● Take +1 Hard forward.

You may gain access to other moves depending on the armour’s tags:
● Ancient: Call on your armour’s history.
● Targeteer: Inflict terrible harm against a single foe with a ranged weapon.
● Jump: Leap into the air, fly a distance, and land on your foe with terrible force.
● Blessed: Ignore the powers of the Warp.
● Shield: Grant cover to nearby allies.
● Drop: Fall from any height and land precisely where you wanted.
● Terrifying: Terrify your foes; they must engage you directly, flee, or stand transfixed.
● Teleport: You teleport yourself as if you had access to a teleportarium.

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