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Colonist WS BS 25 20

S 30

T 30

AG 30

INT PER 25 25

WP 25

FEL 30

Entertainer WS BS S 25 20 30

T 30

AG 30

INT PER 25 25

WP 25

FEL 35

Movement: 3/6/9/18 Wounds: 9 Skills: Awareness (INT), Common Lore (Imperium) (INT), Drive (Pick One) (AG), Speak Language (Low Gothic) (INT), Trade (Pick One) (INT). Talents: Basic Weapon Training (SP), Melee Weapon Training (Primitive). Weapons: None. Armour: None. Gear: Poor quality clothing, trinket, or votive item. Adept WS BS 25 20 S 30 T 30 AG 30 INT PER 30 25 WP 25 FEL 30

Movement: 3/6/9/18 Wounds: 9 Skills: Awareness (INT), Carouse (T), Charm (FEL), Common Lore (Imperium) (INT), Deceive (FEL), Drive (Pick One) (AG), Speak Language (Low Gothic) (INT), Trade (Pick One) (INT) and either Acrobatics (AG), Gamble (INT), or Performer (FEL). Talents: Basic Weapon Training (SP), Melee Weapon Training (Primitive). Weapons: None. Armour: None. Gear: Poor quality clothing, trinket, or votive item, any tools of the trade such as outlandish or revealing clothes, gewgaws, decks of cards, or musical instruments. Hired Gun WS BS S 25 35 30 T 30 AG 30 INT PER 25 25 WP 25 FEL 30

Movement: 3/6/9/18 Wounds: 9 Skills: Awareness (INT), Common Lore (Imperium) (INT) +10, Drive (Pick One) (AG), Literacy (INT) +10, Speak Language (High Gothic, Low Gothic) (INT), Trade (Pick One) (INT). Talents: Basic Weapon Training (SP), Melee Weapon Training (Primitive). Weapons: None. Armour: None. Gear: Poor quality clothing, trinket, or votive item, quills, ink bottles, parchment, data-slate. Bloodskinner WS BS S 35 30 30 T 30 AG 30 INT PER 25 35 WP 25 FEL 30

Movement: 3/6/9/18 Wounds: 9 Skills: Awareness (INT), Common Lore (Imperium) (INT), Drive (Pick One) (AG), Navigation (Surface) (INT), Speak Language (Low Gothic) (INT), Survival (INT), Tracking (INT), Trade (Pick One) (INT), Wrangling (INT). Talents: Basic Weapon Training (Primitive, SP), Melee Weapon Training (Chain, Primitive). Weapons: Knife (1d5+3# R, Primitive), and either a chainaxe (1d10+7# R, Tearing) or a crossbow (30m; S/-/-; 1d10 R; Pen 0; Clip 1; Reload 2 Full; Primitive) and 12 quarrels. # Includes Strength Bonus. Armour: Leather and hide armour (All 2, Primitive). Gear: Poor quality clothing, trinket, or votive item.

Movement: 3/6/9/18 Wounds: 12 Skills: Awareness (INT), Climb (S), Common Lore (Imperium) (INT), Drive (Pick One) (AG), Intimidate (S), Speak Language (Low Gothic) (INT), Trade (Pick One) (INT). Talents: Basic Weapon Training (SP, Universal), Melee Weapon Training (Primitive) and Pistol Weapon Training (Universal). Weapons: Lasgun (30m; S/3/-; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable) or pump-action shotgun (30m; S/-/-; 1d10+4 I; Pen 0,; Clip 8, Reload 2 Full; Scatter), stub automatic (30m; S/3/-; 1d10+3 I; Pen 0; Clip 9; Reload Full), Knife (1d5+3# R, Primitive), Truncheon (1d10+3# R, Primitive). # Includes Strength Bonus. Armour: Light flak coat (Arms 2, Body 2, legs 2). Gear: Poor quality clothing, trinket, or votive item, 2 clips for each weapon, hand vox. Scum WS BS 30 20 S 30 T 30 AG 30 INT PER 25 30 WP 25 FEL 30

Movement: 3/6/9/18 Wounds: 9 Skills: Awareness (INT), Carouse (T), Chem-Use (INT), Common Lore (Imperium) (INT), Deceive (FEL), Drive (Pick One) (AG), Gamble (INT), Silent Move (AG), Speak Language (Low Gothic) (INT), Trade (Pick One) (INT). Talents: Jaded, Basic Weapon Training (SP), Melee Weapon Training (Primitive) and Pistol Weapon Training (Universal). Weapons: Stub revolver (30m; S/-/-; 1d10+3 I; Pen 0; Clip 6; Reload 2 Full, Reliable), Knife (1d5+3# R, Primitive). # Includes Strength Bonus. Armour: None. Gear: Poor quality clothing, trinket, or votive item, spare reload for stub revolver, 1d5 doses of stimm, stolen goods.

Voidfarer WS BS 25 20

Using This Booklet S 38 T 38 AG 30 INT PER 25 25 WP 25 FEL 30 This article is used in conjunction with the Rogue Trader core rule book. It is designed to cover the characteristics for the various Masses of Humanity detailed on pages 370 (Colonist, Adept, Bloodskinner, Entertainer and Hired Gun), 371 (Scum and Voidfarer) and 372 (Mutant Abomination).

Movement: 3/6/9/18 Wounds: 9 Skills: Awareness (INT), Common Lore (Imperium) (INT), Drive (Pick One) (AG), Speak Language (Low Gothic, Void Cant) (INT), Tech-Use (INT), Trade (Pick One) (INT). Talents: Basic Weapon Training (SP), Melee Weapon Training (Primitive). Weapons: None. Armour: Heavy work gear (all 2). Gear: Poor quality clothing, trinket, or votive item, respirator and void-suit as needed. Mutant Abomination WS BS S T AG 35 22 45 35 22 INT PER 18 25 WP 18 FEL 15

Movement: 2/4/6/12 Wounds: 22 Skills: Climb (S), Intimidate (S), Survival (INT), Trade (Labourer or Scavenger) (INT). Talents: Frenzy, Jaded, Resistance (Poisons), Basic Weapon Training (Primitive). Traits: Roll 1d5 times on Table 14-3 Mutations on page 369 of Rogue Trader, re-rolling any duplicate results. Weapons: Improvised club (1d10+2 # I; Primitive), warhammer (1d10+6# I; Primitive) or great weapon (2d10+4# I; Primitive, Unbalanced). # Includes Strength Bonus. Armour: None. Gear: Rags, tatters and scraps of scavenged detritus.

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