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Get the PDF and then get it printed through whatever service you'd like to use. Expensive yes, but likely not as expensive as find an actual core. Character Sheet (writeable), Character Sheet, pdf, mmoonneeyy.info Dark Heresy Official Errata , Errata, pdf, mmoonneeyy.info 40, universe and the Dark Heresy, Rogue Trader, Deathwatch, Black Crusade. Mar 2, Here you find all PDF's originating from the v Rulebook edition and the original . Rogue Trader Exploration – Current Rogue Trader.


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Warhammer 40k [Codex] Orks - 'Ere We Go Rogue Trader Era. Warhammer 40K 2nd Edition Rulebook. WarHammer 40K [Codex] 2nd Ed - Imperial Guard. Dec 7, Rogue Trader: Core Rulebook - In Rogue Trader, you take on the role of Sorry, we only got the PDF files and not the whole layout files for the. ROGUE TRADER 1. Rogue Trader: Core Rulebook: mmoonneeyy.info mmoonneeyy.info?4dfk9ipaddd0zs1 Rogue Trader: Game.

Rules for Nurgle Ships of Mars: Result The ann is damaged and may not be used until repaired. The weapon is destroyed and Can 00 longer be used. While each of these soldiers undoubtedly earned such a position of renown in service of the Greater Good in part through tactical and strategic acumen, the Fire caste nonetheless lionises its leaders for their personal deeds of prowess and valour on the elds of war. The Size Trait applied to the wearer of the battlesuit. A crewman may successfully repair the weapon by rolbng a 4, 5 or 6 at tbe sian of his tum. Itld i.

The Gobsmasha benefits from having thicker, fully enclosed armour and a selection of large weapons mounted 00 the front. Evil Sunz use Gobsmashas to teach their young and impetuous Wildboyz the benefits of arks kultur and the joys of driving around at high speed - the heavier armour comes in particularly bandy when the Wildboyz keep crashing into things.

In battle each Gobsmashais crewed by three young arks who jump around and fire all the guns and a hoary old ark veteran who drives the vehicle and keeps the young arks from doing anything too daft.

Battle cannon 8 -3 1'1. The Gobsmasha is armed with a battle cannon with a field of fire to the front. The hit diagram allows for these two extra weapons, and shows the position of the Ork gunners needed to fire them. If you decide to model your Gobsrnasha without these side mounted weapons, the shaded areas should be treated as being part of the battle cannon. Ammunition starts to react dangerously with the air, and chemicals spill into we vehicle's interior.

An exploding vehicle automatically causes D6 strength 10 hits with. An exploding vehicle automatically causes D6 strength 10 hits with a -3 save modifier on all models within 3" of the vehicle. The vehicle is spun round to face a random direction by We force of the explosion and then comes to a permanent ball. A spark: The gunner is allowed his normal saving throw modified by the normal armour modifier for Ihe penetrating weapon. If Ibis is successful he is unharmed.

If be does not save then he sustains the number of wounds normally caused by rbe penetrating weapon,. Th e g "nII"- is alia wed hls n arm a I saving throw mod ifi ed by the normal armour modifier for the penetrating weapon. If this is successful he is unharmed, Regardless of whether the crewman survives.

The vehicle is brought to a hall and may no: When firing weapons note thai turrets may not tum and targeter devices are rendered inoperative-. The vehicle is brought 10 a bait and may not move for the rest of the game. All onboard system. Weapons may be fired, although turrets may not turn and targeter devices will nOI operate. The vehicle moves out of control for the remainder of the game Or until il hits terrain it cannot cross, collides with another vehicle or building, or until it leaves the game table.

If be does not save then he sustains the number of wounds normally caused by we penetrating weapon. Unless someone else lake. The driver is allowed his normal saving Ihrow modified by the normal armour modifier for 'he penetrating weapon. If this is successful he js unharmed, II he does not save then be sustains the number of wounds normally caused by the penetraiing weapon.

In addition, the driver's "rol. The weapon is jammed or partially damaged and cannot be used until it has boon rep. A crewman may successfully repair the weapon by rolling a 4, 5 or 6 aI the start of his tum. A crewman who attempts a repair cannot do anything; else and the weapon cannot be fired in the sam" IUIn that it is repaired.

The weapon explode.. The explosion flashes back 10 the vehicles ammo.

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Roll 00 the ammo damage table to find out what effect this second explosion has. The f1lel tank ruptures and starts leaving 3 burning trai I of fuel behind the vehicle. This is nor a problem as long as the vehicle keeps On moving. However, if the vehicle stops for any reason then the burning fuel will cal. A huge gosh is 10 rn i 0 the fu el tack, du m ping all of the vehicles fuel on the ground. The vehicle can carry on moving as normal in its next tum.

A spark ignites the vehicle's fueltank 'U1d it burst. Anything within 3" of the poinl where it ends up is caught in the explosion. From nnw on We vehicle's maximum speed is reduced to. The vehicle moves out of control for the remainder of the game or until it hits terrain il cannot cross, collides with another vehicle or building, or until it leaves the game table.

If the veo icl e is stationary i I j s permanently balted. If mov in g j t will cease 10 move forward and spin round 10 face a random direction roll a D12 with straight ahead as 12 o'clock. Once halted it cannot move for the rest of the game. The Scorcher is a heavily modified Wartrak with an armoured turret and fuel tank on a trailer. It takes its name from the scorcher fire thrower with which it is armed.

The scorcher is a dangerous weapon which runs off tbe unstable compound that Orks use for fuel. The fuel is pumped from the trailer through the turret and out of broad nozzle. A burner ignites the fuel as it passes through the nozzle and produces a sheet of flame. The burning fuel washes over and through cover, lapping through windows and doors or setting vegetation alight so that the cover provides no protection, making the scorcher particularly good against infantry.

The Scorcher is armed with the scorcher fire thrower with a 4" wide fire corridor and a field of fife. All on l;! Wllon Finns weapons note lhat turrets may not rum and larSeler device. The vehicle moves in u dangerous and unprediclablQ fashion, The vehicle moves OU! The tling is killed and the Scoreherrnust rely on the pressure buill up in the l a nk ["' now on.

The following lime il! The Snolling i. The vehiele is dcsuuyed and grinds to a halt, while its crew and any models wilbin r are e ushl by the Iire ball and lake a iDgle 55 bh lilA! The fuel tank rupture and tarts Icuving a buming 1",[1 of fW! A huge gash is lorn in the fuel lank, dumping all of the v"bides ruel on III e ground. The "ebid e can move and fin: The ruel explodes. Any model. The driver i allowed his normal saving throw modiliecl by the normal armour modifier Cor the penetrating weapon.

U this is. The dnver is allowed his normal saving thrnw modified by the nonnal armour modi lier Ior the penetrating weapon. Ne ult The vchicl. The vcllide is spun rDund 10 Face. A pork ignites the vehicle's fuel lank and it bursts ime names. Anything within 3" of the p",nl where il ends up i. Th e weapon is jammed Or partl all Y d am a ged and eannoi be used until it has been repain: A crewman.

Roll 00 the ammo damage table to find OUI whQt effcci this second explosion ha. From now on the vehicle's maximum speed is redu ed III its slow rille only.

The ve: If Ihe. The gunner is allowed his normal sa. The gunner is allowed hi. If litis ill success ["I he is uaharmed. Regardless of whether the crewman survives, the weapon he i OperolinS is so badly damagccl by me hi I thlll i I can no longer be used. The Super-Heavy Ork Dreadnought is almost identical to the smaller, two armed, version. However, the fact that it is both bigger and capable of carrying twice as much weaponry makes it by far the most popular model with most Ork Warlords.

As with the smaller version, the Super Heavy Ork Dreadnought is piloted by a Gretchin who has been implanted into the machine by the combined efforts of a Pain boy and a Mekaniak, OnJy the very brightest Gretchin are used in Super Heavy Dreadnoughts, as they must be capable of operating all four of the Dreadnought's arms at the same time.

This is no easy task. Heavy bolt.. The arnurunition explodes il1l1l1cdialely! The vehicle com es 10 an! The 'reI!

The Engine ,s destroyed and bursts into n ames, The m achme is ,mmoblli. Any W0 2POns ,,,,,orporn! An,y weapon mounted on the arm is destroyed.

A I III e sian or each tu rn batl, ' pluycrs roll a In til. Move the Dreadaought D6. Th e weapon is jam med or "wlll! A crewman may seeeessfully repair the weapon by roll'. A crewman w b.! Only OoG crewman may alll: The weapon explode, and is dClilr.

Roll 00 the WDmD damage table 10 [tad mit whateffect this seecnd explosion bas. The vehicle is destabllised byiheloss Of severe damage caused to a limb aOO is perm. If moving when hit [I '1DpS and raU. A fal: The vchlcle coliapses into n heap aod may notmove for the remainder of the gam. The vehicle collapses mto. The Ork Dreadnought is piloted by a Gretchin which has been surgically implanted into the machine by the combined efforts of an Ork Pain boy and Ork Mekboy, Gretchin are fortunately very resilient and usually survive the operation to wake up and find themselves wired into a huge metal body which is even bigger and stronger than an Orks!

This is very cheering for the Gretchin who has had to suffer years of beating from his Ork masters, and not surprisingly the power goes to his bead. In battle Ork Dreadnoughts often charge off towards the first enemy they see, bellowing loud metallic "Waaargh! Fortunately most Ork Dreadnoughts are equipped with a fearsome Power CIa w so that the Gretchin can work off some of its angst in close combat and then hopefully settle down for the rest of the battIe.

At the beglnning of ench of illl following turns, the vehielc will explode on the D6 roll of i 4. I all models within 3" of the vChicie. The ammunition explode immediately' n Clploding vehicle automatically cause.

The Engine is destroyed and bursts into names. The rna hine Is lmmoblltsed for the rest of Ihe game and may not fire any weapons. Roll a 6 01 the beginning of each player's tum. The vehicle is destaeilised by the ItIS or severe dornasc eaused to g limb and is permanently hatred.

If moving Tbe vehicle collap e iuto 3 heap and may not move for the remainder of the game. On the D6 roll of a S or 6 the vehicle collapses in such a Wfly lbat I randomly delermined weapon may. Otherwise the vehicle', weapons may not be used for the rest of the gam e. Reduce the machine's Attach characteristic by one pornt. The weapon IS J arnm ed or partial I y damaged and cannot be used until it has been repaired.

A crewman tn y successfully repair the weapon by rolling n 4, 5 or 6 at the. Iart of hi. Oply 00f: The explosion Flashes back 10 tOO vehiClu ammo, bypassing all armour, and causing.

The Gretchin is slain and the machine comes 10 an immediate hall, The Or. It bas a set of tracks and a bike-type front suspension so it is fast and doesn't get bogged down in mud or other bad terrain. The crew of two Orks sit behind each other with one acting as the driver and the other as the gunner.

Wartraks are very mobile and can mount various different weapons - though lascannon are the most popular choice. The War Bugg ' may be armed with one or the following: War Buggies are one of the most popular of all Ork vehicles. Although individual War Buggies vary greatly in the detail lavished on them by their creators, the basic design is always the same.

The Buggy consists of a sturdy chassis, has four wheels and is driven by an engine at the back. It has a driver who is often a young Ork training as a Mekboy. The vehicle's other crewman rides behind on a raised seat so that he fires his weapons over the driver's head. TeJ1gll1 hilS willt slYwg Utmw mo,h!

II model wilhin 3" 0 lIlC vehicle. The InId or whul """ mountings nrc badly bIldded From. The t,. If the bike. Ilt il!: C'Urttnl ma"t'elDC. A ny "'OW wi II f. If the eriver i. If the driver IS knoclced off li1en tn. S-6 The rider is hil as above. If the driver is li: The wheel IUld moun lings are badly buckled.

From now On Ibe buggy' mllJ! The wheel is blown off. The gunner may rep' ir! If be does ,;0 he ClIODot do anything else and me weapon cannot be fired in lb. The vehicl. II ror ill. The fuel co Il: Anybody nnboerd is b lied and the I1iimIng wrecl: Any mod". The nd. II movo- 0"1 of eontrol for the remainder of lb. The weapon isjtunmed or patti llydamaged end csnnct be used ""til it h.. A crewman rna repair lht S Of at the san of h,.

A crewman who alll: The engine is destroyed and bursts into ftames, killing the crew. OUI any damage from collisions U normal, Al the end of the The bu """"'-'! The rider lo se , contrel or lI1c bugsy.

H mow: Ammunirion stUIS 10 reacI dangerously with the arr, and chemicals spill ; the vehicles interior. Tbe explosion C3UlleS D6. The ammunition explodes immediately The explosice causes D6. The Ork Warbike is a. Of course, fixing such a lethal combination of weaponry onto a small and relatively Light bike poses a few problems - not the least of which is its tendency to spin wildly out of control every time the guns are fired.

Orks don't regard petty problems of this kind as any kind of deterrent. The Warbike is armed with twin forward firing autocanuons with a 2" wide fire corridor directly in front of the model. Special rules apply to this weapon as described in the main rules.

The Nobz Bike is the ultimate personel transport for a ob who wants fast, individual mobility, with no waiting around for the rest of the Boyz. Nobz don't drive the bikes themselves, that would distract them from the real fun which as everybody knows is shooting the biggest. Instead, the bike is driven by a trusted servant from the Nob's household, someone be can trust to put his foot down and get to where the action is really fast!

The Boyz who drive the Nobz Bikes consider themselves a cut above the average Boy. They perhaps nurture dreams of being Nobz themselves one day. Although the Nobz bike is unarmed the Nob riding it may fire any of his weapons in a fire arc. If 'his is successful he is unharmed. If he doesn't save then he sustain! If the rider is Killed then the bike will nip over and be destroyed. The Ii de r is. If the rider is knocked off then the bike will ffip OVer and be destroyed,.

Al the beginning of each of its following 'urns.

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The explosion cause' 06 slrength g hits with. The 1r8ck or wheel and mountings ate badly buckled. From now on ihe hikes maximum speed is' reduced to its slow rare only. The track Or wheel to blown off.

If the bike is tauonary it is permanently halted. If moving the bike will tip over and slide forward, al i 1.!: Any crew wiU fall off a: The rider loses control of the bike.

II move. OUl of control for the remainder of the same or until it hits terrain it cannot cross, collides with another vehicle or building, or until it leaves the 8""'" tab I e,.

A bug. Sash is tom in the fuel lank. The vehicle can carry on mavins in it, next mrn, and will then grind Any model within 3" suffers damage exe clly as if they had been hit hy II heavy flamer. The weapon is jammed Or partially damaged and Cannol be used until it ba s been repaired. A crewman who attempts a repair can not do anything else and the weapon cannot be lined i. II moves om of control for the remainder of the game or u n lj I it hi ts terrain il cannot cross, collides with another vehicle or building.

The Nob gels hi. If be doesn't make his save then he sustain. The Nob is hil as above. The track or wheel and mountings are badly buckled. From now on Lb. The track cr wheel is blown off. If the bike is stationary it is permanently balled. If moving the bike will lip ever and slide forwards at its current movement rate in the next movement phase, work Out any damage from collisions as normal.

Ally crew will falloff al the Man of the move and will suffer damage if the bike was moving over 10" alum. The rider get. I r this is successful he is unharmed. Jf the rider is killed then the bike will nip over and be destroyed. The rider is hit as above, Even if be survives the hit, he is knocked off the hike by the impact and will suffer damage if the bike is moving al more than 10" a tum. H the rider is knocked off then the bike will nip over and be destroyed,.

A huge gash is om in rhe fuel tank. The vehicle can carry on moving in its next turn, and will then grind 0 a hall for the rest of be battle.

The fuel catches fire. Anybody on board is killed and the flaming wreck moves out of control next turn and then explodes. Any model within 3" suffers damage exactly as if they had been hit by a heavy flamer,.

Squats use bikes and small trikes extensively for personal transport across the bleak and inhospitable landscape of the Squat Homeworlds. A number of younger Squats get so attached to tbe idea of roaring around at high speed hat they mount weapons on their bikes and use them on the battlefield. The Engineers Guild is most renowned of all for its love of bikes and trikes or Hogs and Sickles as they call them in their obscure technical jargon , often fielding entire Squads of Guild Bikers in support of the foot warrior brotherhoods.

This distinctive vehicle is used exclusively by the renowned Squat Guild of Engineers. The very sound of the thundering four-stroke engines of Guild Trikes is enough to send foes scurrying for cover and if they don't the barrage of melta-fire that follows will make them wish that they had. Guild Trike teams are famed for their fearless leaps and daredevil skid turns, evading enemy fire as they make their hit and run attacks with stunning bravado.

Ammunitien start 10 reaer dangerously witb tile air, and cbemical pill inll! Al the beginnlJ: The ammunition explodes immediatelyl The explosion causes D6 strength hits with a -] ave modifier on all models within r of the vehlel.

The rider gels ILis normal ISavi: If lbis 1 ucceMful be is unharmed. If he doesn't save then he sustains the number of wounds normally caused by the weapon. If the driver is lrilled then the bike w,lI Flip over and be desrroyed.

The rider is hil as above, E"eJ1 if he survives IllI' hit he is knocked orf the bike by the impact and will uffer damage if the bike is moving 31 more! If tbe driver 1li kn ked orr! The wnp! A crewman m"y repair the weapon by rolling u 4. A crewman who auemplS a repair cannot any1hiog else and the weapon eannot be fired in the same rum! I r be doesn't sa ve then be sustains the number or wounds normally co used by the weapon.

If a gunner is killed then hi we.. The wheef Is blown oIT. If moving the bike wilillp over and slide forwards 81 its current movement rate in Ibe "ext movement phase. The weapon is jammed Or partially dam"! If moving the bike will lip over and slide forwards at its current movemenl ral. Th" rider l!! The wheel and mounling arc blltlly bu kled.

AI the end of l. II moves "OIl of control for! Ammunition torts 10 reaet dangerously wilh the air. The explosion causes D6 strength H Itil. The omrnunition explodes immediately! The explosion causes D6 'stl'llnglh 8 bils ",jill a -3 save modifier on ull modd.

The warrior aristocracy of a Squat Stronghold often ride into battle on a trike that has been heavily-reinforced to allow them to wear exo-armour and carry the feared Doom Lance.

The Doom Lance is a specialised weapon incorporated into the left ann of an exo-armour suit. Only one arm is needed to operate the weapon, leaving the other free to fire a pistol or gun.

The Doom Lance is thrust at the enemy in exactly the same way as a spear or lance would be. However, if it hits, a cunning springloaded mechanism in the tip acts a trigger which fires a single heavy bolter shell at the target.

At such short range the shell is almost certain to destroy all but the most heavily armoured target. Juggernauts of Khorne are massive riding beasts of groaning iron and brass.

Their heavy, wide-moutbed beads are filled with brazen fangs. They are ridden by favoured Champions of Kborne. A charging Juggernaut is a terrifying sight: Then, with an enormous crash the Juggernaut smashes into its enemy, hurling men aside or crushing them. The Juggernaut of Khorne bas no weapons of its own but the rider may fire his weapons in a field of fire. The Juggernaut cau es fear. If the rider is removed from the Juggernaut or disabled in any way then the Juggernaut becomes subject to frenzy.

The ndcr 8,"1. If he doesn't save Ihen he sustains I. Therider is b it.. E Veri if be rurv; ves I. Ifll1c driver is knocked off then the bi ke wi II nip over and be destroyed,.

The wheel is blown off, I r 'the bike i s s tationary i I is perm anClllly hailed. Il at il is 'rep" ired. The bile. If moving the bike willtip over and slide rorwanls ,t lts current movem: Am mun it; on stans 10 react dangerously with the air ilIld chem ;elli. I models willt in 3" or the vehicle,. In its nexl move it WIll stagger 06" in a random direcuon, cDll. The Juggernauts leg t! Ju gger III able to limp along 01 b.. The Juggernaut i, badly injUred but keeps 'On coming! Roll a D6 01 the end ofeach.

The rider gets h" 00"".. If Ihis IS successful be iJ unharmed. If he doesn't Save then he sustalns t. The rider gets his oorm. If Ihis is successful is knocked off Ihc Juggernaut by rhe i rnpact but i. A great Chaos Space Marine Champion may be fortunate enough to find himself implanted into a Dreadnought rather than die of his wounds.

Just as Space Marine Dreadnoughts combine the barely living remnants of a Space Marine into a complex fighting machine, so Chaos Dreadnoughts use sophisticated technology and arcane secrets to prolong the life of a Chaos Champion in machine form, Chaos Dreadnoughts derive from the ancient time before the Horus Heresy, but many of these machines have mutated under the warping power of Chaos into a combination of hone, metal, and living flesh.

Relatively few survive and they are carefully maintained and repaired by Chaos Dwarf artificers. If the Dreadnought's occupant is killed in action tbe Dreadnought is recovered and refurbished to house a new Chaos Champion.

Ammunition starts 10 reacl dangerously witb Ibe air, and rJlemicaJ, spiJl inll. At the begiJming. The ammualtion explode unmediarely; An exploding vehicle. Dd faUs over on the 06 roll of. A falling vehicle wiD collapse a.

On the D6 roll of. Into a beap and mny Dol move for the remainder of the game. Its weapon ate broken or fall In ueh a w. Reduce the machine', Auack caaracteristk by one point. Any"""'pon me The machine's Attack ebanclcnslic is reduced by one point,. The pilol may use emergency controls 10 nro I weapon during the shooting phase, bUI may do ""thing else. At the stan or """h IUm both players roll a D6. The player with the highest result may move the Dre. In the case or a tie the Dreadnoughl may nOi meve or fire al.

If the Dreadncugtu moved in lts previous turn, il will pin round 10 face a random direction and move D6" before coming 10 Il halt, Prom now on thl: The Dreadnoughl is effectively destroyed and grinds 10 a tlaJI, a grim stame tewenng over the: The vehicle is spun round 10 face a random direction by the force of the. The engine 15 destroyed and burst names, The machine i rmmobihsed for the re I of the game and may fire a. D5 at the beginning of each player' turn, the machine explodes on a roll of 6.

An exploding vehicle aUlomali""lly causes D6 strength 10 bits wiJ. A erewman wbo anempts repair c nnot do anything else and the weapon cannot be ired in Ihe some tum lhat iI is repaired. The explosion Ila he. Roll III e amm 0 d amsge tab le to flod out what effect thi. Amongst the greatest of Khorne's weapons are the part magical, part technological Daemon Engines.

Daemon Engines are literally daemonic machine creatures made of iron and brass. Covered with heavy armour of black steel and marked with brass skull runes of Khorne, Daemon Engines are deadly, hulking monstrosities bristling with weapons. Their advance is almost unstoppable as they clank forward on rattling tracks or spiked wheels. The Blood Slaughterer is a deadly opponent as it hurtles across the battlefield on its iron bound wheels, spraying bloody death from the heavy bolters mounted in its chest, or tearing its enemies apart with its axe and whip in hand-to-hand combat The Blood Slaughterer will charge anything that gets in its way, attacking ferociously until it is destroyed.

The Slaugbterer causes Fear and will go into Frenzy as soon as it is in charge range of the enemy. The delicate sighting mechanisms in the Slaugbterer's bead are damaged by the force of the auack. The Slaughterer is shinned for one rum. In its next move il will stagger D6" in a random direction, colliding with anything in its path.

The hit drills the Slaughterer neatly between the eyes killing il instaruly, The machine grinds 1. The Siaughterer is struck squarely in theIace and decisively blown awayl It is burled back D6" and collides with anything in its way. Atl troops On the side opposing the Slanghterer thal have a LOS 10 this spectacular kill arc immune to panic and will not rout this rum - lhey also IIi "C a mighty cheer 1 Routing troops with a LOS immedi atel , rally. The ammo ""sing is spl it. Roll a D6 at the star!

The 3OU'no explodes destroying the Slaughterer. Any model within 3" of tile Slaughtercr is caught in rheexploslon and takes a S6 bit, with a -I saving throw modifier thot causes D3 wound s. The ammo explodes destroying tbc Slaughterer and scattering debris Over' wide are a. Any model within 3" of the Slaughterer is caught in Ille explosion and takes a S6 hit, with a -l saving! In addition, any model wi thin " is bil by [lying debris, inflicting a S3 hit which will cause I wound..

The SI a ughterer moves out of control in its nextmove, and then grinds 10 a ball. A spark ignhes the Slaugbterer' fuel tank and it bursts into flames.. Normal saving rolls apply. The ann is damaged and may not be used until repaired. Rolla D6 al the end of each of the Chaos player's turns: U nti 1 then the Dumber 0 r attacks the Slaughterer may make is reduced by 1.

The arm is destroyed. The number of attacks the Slaugh rerer may malee is reduced by I. The anu is blown off and mes " in a random direction. Anything standing where it lands lake. The llulJlber of attacks the S]aul! The ammo feeds 10 the heavy boilers mourned in the body are jammed and the Slaughterer's heavy bolters may not be used until they are repaired.

D6 at the start of each of the Chaos pi a yer's turns; on a roll of the jam is cleared and the weapon rna y De used as normal. The heavy boilers mounted in the body are desrrcyed and may longer be used. In addition there is a Ilashback 10 the Slaughterer's ammo. Roll on the ammo damage rable 10 see what happens. The Slaughtcrer moves OUl of control in ils next tum and then slows 10 a bait. It can m io place on subsequent turns, but if il loses another wheel iUldlor track it comes to a perm an en I halt.

It may still shoot and 11gb! The Slaughtcrer is nipped over by the explosion and is desiroyed.

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The weapon is blown off and flies 2D6" in a random direction. Anything standing where il lands lakes an automatic S7 hit ",ilb a -2 saving throw modifier. The shot clips the creature's shoulder. The arm is numbed by the shock of the impact. The Screamer. Sub-ataneous storage cells and sialic columns are shaken up causing the Screamer Killer's bio-Iield 10 be disrupted.

II may make I". The sbol l. The Screamer Killer'. BS for the rest of the game,.

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S The sho: It WS BS an: The Screamer Killer surrers a shallow les wound. The Creamer Killer i5 noc-ked sprawli ng. It laggen. The leg i scriQll5I wounded. The Screamer 'lIer mily nnw only limp I D3" per iurn. If it rolls. The Screamer Killer i. IIDcr killer. The Screamer Killer may do nothlng in its next turn audmust spcod lts nut move nler lhaI ""'din lip. It may DOl use il ,onged. The shot shea Screamer Kill", I. The Screamer Killer is one of the larger Tyranid bio-constructs: Because of its exceptional size and toughness the Screamer Killer is treated as a Dreadnought in all respects, even though it is a living creature.

At close quarters it uses its deadly claws to tear the enemy to pieces, ripping through armour and shredding flesh with ease.

The Screamer Killer's ranged attack is even more terrible. Rasping plates in the mouth, gases secreted in the lungs, and a high frequency scream produced by the creature's vocal cords combine to produce a highly unstable bio-plasma energy boll.

This forms for a split-second in front of the Screamer Killer, held in place by a flickering electrical field generated around the creature's claws, before it is belched forth to burn its path across the battlefield and explode with incandescent fury.

Warhammer 40, Rogue Trader Vehicle Manual. Flag for inappropriate content. Related titles. Warhammer 40k - Codex - Ultramarines - - 2nd Edition. Warhammer Realms of Chaos the Lost and the Damned. Jump to Page. Search inside document. May not cro water other than shallow streams and f rd , Walkers.

Result The 'lcimmer dives down and crashes into the ground.

40K (RT) Vehicle Manual

Stay at arne altitude. This location may then be moved either horizontally or vertically - but not diagonally - towards the crosshairs, by a number of squares equal to the Target Shift Score: Ploll 2DI.

Roll and find the cor Tlrget Shift Score: Result The vehicle comes to an immedia. Thevehicle moves OUl of control in its next turn and then comcs ro " permanent ball. The vehicle move OUI 0 """ fOT the remainder of the game or nolil it hits terrain il cannot cross, collide with another vehicle or bl1ildlng, or until it leaves the game table, Result A m alfunetioe eau ses the sm oke lanaeher 10 I1re prem aturel y. Remit " allBek miraculously fails 10 cause lIDY damage in the mmspon ieclioo, bu: If he d not save then be sustains llle OIher of wound.

Of until II lea ves he same table, The driver is allowed his normal saving throw modified by the normal armour rondmer for the penetrating weapon, If this ls successful he is u nharmed, If he docs not sa ve Lhen he! Result The vehicle ls brought to" permanent halt, If mo. D6 II. Only one crewman may auempr 10 repair a weapon at one The weapon IS destrOyed and can 00 looger be used, The we"pOn explodes and is destroyed. Uyas if!

Res"lt Ammunition starts to rooel dangernualy with the air, and cbernleals spill into the vehicle's interior. Ies in Vehicle Manual 6" x lR area t. Weapons may be fired, although turrets may not rum and targeter devices will Dot operate, The vehicle moves in a dangerous and unpredictable fashion.

The vehicle moves out of conuol for the remainder of the game or until iL hits terrain il cannot cross, collide, with another vehicle or building, or until il leaves the game table, D6 Result The driver is allowed his normal saving throw modified by the normal armour modifier for the penetrating weapon.

This is nor a problem as iong as the vehicle keeps on moving, However, if the vehicle stops for mly reason then the burning fuel will caleb up and spread into the fuel lank, causing an explosion as described for a roll of below, A huge gash is 10m in the fue'l lank, dumping all of the vehicles fuel on the ground.

Result The vehicle comes to an immediate halt and remains immobilised for the remainder of the game. The vehicle moves out of control in its next turn and then comes to a permanent halt, Th e vehicl e is SpUD round 10 face a random direction by the force of the explosion and then comes 10 a permanent halt, A spark ignites the vehicle's fuel lank and it bursts into flames, Anybody on board is killed and the flaming wreck moves OUI of control next tum and then explodes.

Result A malfunction cau es the smoke launcher to fire prematurely, Place a smoke template 4" in front of the vehicle; the smoke I. The smoke launcher is desb"Oyed and may DOL be used for the rest of the game. Res"lt The snack miraculously rails 10 cause any damage in the transport section, bill the huge explosion Slim any models there.

As above, but the transport section is so badly damaged that any surviving models must disembark in their next turn, Result The vehicle is brought to a permanent hah.

The vehicle may not move aor tum once ;1 bas halted, If moving when hit, the vehicle move, out of control in its following turn, and then comes 10 a permanent balt. Result The weapon is jammed Or partially damaged and cannot be used until it has been repaired, A crewman may successfully repair the weapon by rolling a 4, 5 or 6 at lbe start of his tum. The weapon is destroyed and can longer be used. The make Imnchcr is destroyed rwd ma. Ollly one crewman ma y anempt to repair t weapon III onee, The weapon is destroyed and!:: D6 Result 1.

An exploding vehicle automatically causes D6 strength 10 hits wilb a -3 saving throw modifier 00 all models within 3" of the vehicle, Result The weapon is jammed or partially damaged and cannot be used until it bas been repaired.

The weapon is destroyed and can no longer be used. An exploding vehicle automatically causes D6 strength 8 hits with a -3 save modifier On all models within 3" of the vehicle Result Tbe driver is mortally injured, If the Sentinel moved in its previous tum, it will spin round to face. Result The vehicle comes to an immediate halt and remains immcbilised for the remainder of lbe game.

The vehicle moves out of control in its next tum and thell comes to a permanent halt, The vehicle is spun round 10 face a random direction by the force of the explosion and then comes to a permanent halt The engine is destroyed and bursts into Ilames, The machine is immohilised for the rest of the game and may not fire any weapons.

An exploding vehicle automatic a Ily causes 06 strength 8 hits with a -3 saving throw modif er On all models within 3" 0 f the veh icle, Result The vehicle is destabilised by the 10 ss or severe damage caused to a limb and is permanently halled. A falling vehicle will oolhpse as described for a roll of 3- 4 below, The vehicle collapses into a heap and may not move for the remainder of the game.

Result The weapon is jammed or partially damaged and eaano: The weapon is destroyed and can no Ion ger be used. BIKE Bikes are common vehicles throughout the galaxy.

The bike moves out of control in Its next rornandthen comes 03 permanent hall. The bike moves out of control LD tIS next tum and: I f'movlng it will move at slow rate next rum and then come to a halt, The Jell go wild and the bike hurtles OUt of conuol fer the rem of tbe game or IlIllil il bilS terrain il esnnm eross, collide. For an additional 50 points the Dreadnought.. An exploding vehicle a ulOID a t icu II y causes 06 strength 10 hi Is wi th a - 3 sa ve mod i fier On all models within 3" of the vehicle, Result The vehicle is destabilised by!

A falling vehicle will collapse as described for a roll of 3- 4 below, The vehicle collapse. D6 Result The arm is nit and partially paralysed. The vehicle moves out of control in its next tum and then Comes to a permanent halt, The vehicle is spun round 10 face" random direction by the force.

An exploding vehicle automatically causes D6 strength J 0 hits with a -3 saving throw modifier on all models within 3" of the vehicle, Result The weapon is jammed or partially damaged and cannot be used until it bas been repaired. The weapon is destroyed and Can 00 longer be used.

40K (RT) Vehicle Manual

Otherwise Ihe vehicle's weapons may OOl be used for the rest of the game. D6 a es ult The weapon IS Jammed or partially damaged and C"1UlD01 be, used until II bas been repaired, A crewman mny successfully repalr the weapon by rolling" 4, 5 or 6 at the stan or hi. The weapon is deSiroyed and can no lODger be used. Result The fuel lank ruptures and starts leaving a burning trail of fuel behind the vehicle.

Dr until il lea yes the game table, The driver is allowed hls normal saving throw modified by the normal armour modifier for the penetrating weapon. Result The vehicle is brought to a halt and may not move for the rest of the game.

When firing weapons Dote that turrets may uot tum and targeter devices are rendered inoperati ve, The vehicle is brought 0 a halt and may not move for the rest of the game, All cnboard systems are rendered useless and all doors jam ,hUI.

Weapons may be fired, although turrets may uot tum and targeter devices will cot opera teo The vehicle moves in a dangerous and unpredictable fashion, The vehicle moves out of control for the remainder of the game or until it bits terrain it cannot cross, coil ides wi th another veh icle or building.

Result The vehicle come. The vehi de moves alit of con tro I in its next MlI and then comes to a permanent halt, The vehicle is spun round to face a random direction by We force of the explosion and then comes to a permanent ball.

If be does not save then he sustains the number of wounds normally caused by rbe penetrating weapon, Th e g "nII"- is alia wed hls n arm a I saving throw mod ifi ed by the normal armour modifier for the penetrating weapon.

Result The vehicle is brought to a hall and may no: When firing weapons note thai turrets may not tum and targeter devices are rendered inoperative- The vehicle is brought 10 a bait and may not move for the rest of the game.

Result The driver is allowed his normal saving throw modified by the aormal armour modifier for the penetrating W""POD. Result The weapon is jammed or partially damaged and cannot be used until it has boon rep.

The weapon is destroyed and Can no longer be used. Result The wheel and mountings are badly buckled. Fast Speed 30 Type Tracked The Scorcher is armed with the scorcher fire thrower with a 4" wide fire corridor and a field of fife. The wcapon i. The vehicle rn 0 yes cut of control in its nex I turn nnd then rom ell to g permarumlll oj I.

Reduce the m"chino'g Attacb chnracterisuc by one point. The vehicle moves out of control in its neXl rum and then comes to I permanen t b Result The vehicle is destaeilised by the ItIS or severe dornasc eaused to g limb and is permanently hatred. The weapon is delllro ed andean no longer be used, The weapon explodes and is destroyed.

The Wellpoll is de lroyed and can nn longer be used. Tho bike mcves oul of control in h. R The bu """"'-'! Result Ammunirion stUIS 10 reacI dangerously with the arr, and chemicals spill ; the vehicles interior.

OUl of control for the remainder of the same or until it hits terrain it cannot cross, collides with another vehicle or building, or until it leaves the 8""'" tab I e, FUEL Re. Th e weapon is destroyed and can no longer be used. D6 Result Th e bike m eves ou l of contro I on i I s next tum and the n com es to a permanent hall. Result The bike coasts ID6" 10 a ball and remains immobilised for the remainder of the game.

H the rider is knocked off then the bike will nip over and be destroyed, Result A huge gash is om in rhe fuel tank. Any model within 3" suffers damage exactly as if they had been hit by a heavy flamer, SQUAT BIKE Squats use bikes and small trikes extensively for personal transport across the bleak and inhospitable landscape of the Squat Homeworlds. If the driver is lrilled then the bike w,lI Flip over and be desrroyed The rider is hil as above, E"eJ1 if he survives IllI' hit he is knocked orf the bike by the impact and will uffer damage if the bike is moving 31 more!

The weapon is dcslroyed and can no longer be US -d. The bike moves oui or control in i S next rum and then comes! The bike moves OUI of control in its next tum and then comes 10 a permanent hait. Type Walker Points Value 75 Driver 1 The Juggernaut of Khorne bas no weapons of its own but the rider may fire his weapons in a field of fire. The weapon.. ResuJl The bile. Dappeillil The Juggernauts leg t! Result The rider I. The "elllele: Result The ammo ""sing is spl it.

Result The Slaughierer's maximum move is halved. Result The ann is damaged and may not be used until repaired. Result The ammo feeds 10 the heavy boilers mourned in the body are jammed and the Slaughterer's heavy bolters may not be used until they are repaired.

Oh sure you have fancy clothes and a letter of authorization much like a letter of marque on the high seas, you and your band are chartered to do what it takes on the fringes of the empire to win glory and conquer new turf Combat is both space based and personal. Most teams will start out with a ship randomly selected but augmented at the start by the PCs. This ship will be your launching point for adventures and you best hope it stays in one piece!

Again ship to ship combat resembled Traveler of old with long range weapons, short range weapons, armor, maneuvering, etc. There's even ramming! In our adventures we started out with a mid-sized war vessel If you have played Traveller or WH Fantasy you will note it can be a battle of misses or quick death. So far we have had dam few misses but a lot of death. Our recent landing party lost 8 out of 10 folks in just one encounter. Of course these were "red shirt" crew members not PCs; but they were dropping like flies!

Call me crazy but I kinda like that. This game has all the open ended potential that Traveller had. Adventure can be pulled out a simple bar encounter; there is no linear feel to this game at all. I really like that! So the GM will have to be on their toes to keep up with players that get rowdy.

Likewise, rowdy players will have to be careful or they will end up in the recycler! Our adventure starts off with my main character being a fancy playboy living the high-life off of the family trust fund and running the company as the president of family corporation when bad news comes in.

My uncle, who is THE real leader of the family, has died unexpected and he left the whole organization to me to run. So I'm forced to take over the leadership role as Rogue Trader only to then find that the family's noble house is in fact on the decline and something must be done before we lose it all to creditors.

So I start by pulling together a crack team of specialists other PCs to help me take the family's sole starship off to uncharted regions of space and to strike our new fortune. I found out it takes a LOT of players to run a starship that is over a mile long!

The characters do their homework and research various areas of opportunity before we all settle on a destination - a new frontier - I think it was called the Coronus expanse. Of course along the way: All in all it was a very pleasurable experience to play. Time really flew by after we got past the character and ship generation stages.

Thanks again to Izrador our GM for hosting our gaming sessions! The system has certainly benefited by the time that has gone by and the work done on the line. It operates with very similar concepts to its predecessor, including a d system, a system of spending experience to purchase skills and talents special abilities and leveling is based on experience spent, and an articulated character background system based on your homeworld and other background information.

The largest changes come in the addition of space-ships and themes of the game. Chapters 2 and 3 are based around character creation and rules. This game makes use of an "origin path" system for generating a character background. This information has mechanical effects that give you special boons and disadvantages based on your character's life thus far.

This system is quite different form what was provided in Dark Heresy, but ends up with a more articulated and customized character. This takes away some customization, but it really is ok. You can still spend your experience to pick plenty of skills and talents. It gives some rules for their use and their abilities, and is followed by a similar chapter for Navigators. Anyone playing either type of character will need to go through these sections at character creation.

There is some additional background information to be dealt with here, that has a mechanical impact on your character. A major departure for this game comes in its monetary system. Rogue Trader creates an attribute not unlike strength or agility called Profit. This attribute is rolled like any other attribute to see if the character can acquire the new item. It is modified by rarity of the item and your location when trying to acquire it.

This system is a major boon to the system since the game does stress how much money is actually flowing through your hands. It feeds the idea that you have people to keep the books for you.

The rules are not exceptionally complex, and work well, but you might just not be able to get that new storm bolter even with a very high profit. The section provides some base templates to build from, and at character creation the number of build points you have for your ship is determined there is a chart that gives you a starting profit and ship points in an inverse manner: These build points let you get a bigger and better ship.

The templates that are provided range from small merchant ships to navy cruisers. The information of background for this game is of similar design to what was in Dark Heresy. There is a chapter dedicated to detailing the universe in general and the Imperium of Man in specific. The following chapter gives great details on rogue traders and their place in the universe. These chapters can help players not familiar with the setting and have a desire to make their characters more connected to it.

It would be a good idea for anyone to read through this of course, even if you are an old fan. There is always information of the Kronos Expanse the actual setting of the game that could be of use. The game is incredibly easy to set up and run as a one-shot game if you have nothing else to do say your weekly game will be missing a player and you still want to play , and it can also benefit from campaigns. The character creation system is designed to be done as a group activity, and the game certainly expects players to operate as a team.

The rules are fairly intuitive, but do require the book or print-offs on hand at all times see below. Difficulty of tasks and rolling is handled well, where you roll a d and try to get under your attribute which is modified by conditions and the difficulty of the task. The system is a great deal of funwhen you have all the information you need on hand.

A lot of the art is beautiful, and evokes the feel of the game, especially in the early chapters. Character images are especially well done in the class chapter. What keeps this game from getting 5 stars is a problem that existed in Dark Heresy that continues on in Rogue Trader and will likely not be fixed any time soon.

You need to constantly be ready to reference a large number of charts to determine a number of issues, including difficulty modifiers to rolls, critical hit results, and so forth. This can severely slow a game down especially in combat. You will need to have ready access to all these charts on a regular basis when playing the game. It also is in need of an errata, as there are a few typos which is disappointing considering how long it took for the game to finally ship and how long it took to publish.

Some of the art is not as sophisticated as would be expected. Ship images are especially disappointing. Considering the incredible gothic structures that act as ships in this universe, the seemingly poorly designed computer images of ships does not evoke the ancient and foreboding feel vessels of Warhammer 40k deserve. When you expect medieval gothic cathedral and get Babylon 5, you are bound to be disappointed.

Other art that is not as pleasing still fits what has been done for Warhammer 40k, but still might not appeal to someone new to the setting. Overall, I can say I enjoy the game. It is an improvement from Dark Heresy, which was itself an excellent game. This seems more playable to someone new to the setting, and gives people an entrance to Warhammer 40k for people that have previously not been interested.

It is certainly worth picking up, and can only get better with supplements, though none are really necessary to really get into this game. I could not ask for much more in a game.

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