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Mandragora Apocrypha

Part I: The Imperial Fleets Renegade Houses............................13


Background: Navis Nobilite.................14
Dangers of the Void................................1 Elite Advance: Navigator.....................16
The Merchant Fleet.................................1 Trait: Navigator...................................16
The Civil Fleet.........................................2 Navigator Powers...............................17
The Fleets Imperium...............................2 A Cloud in the Warp..........................19
Trade in the Imperium.............................2 Foreshadowing.................................19
The Merchant Charter...........................3 Gaze into the Abyss..........................19
Hereditary Free Charter........................3 Held in my Gaze................................19
Hereditary Charter.................................3 The Course Untraveled.....................19
Free Charter..........................................3 The Lidless Stare..............................19
Fleet Charter.........................................3 Tides of Time and Space..................19
Rogue Trader Fleets...............................3 Tracks in the Stars............................20
Spaceships of the Imperium....................3 Void Watcher.....................................20
Astra Navis Mandragora.........................4 Navigator Mutations............................21
Power Groups of Mandragora...................7 Warrant Trade Dynasties........................22
Commercia Powers.................................7 The Ecaz Dynasty.................................22
The Black Run.......................................7 The Carlege Dynasty............................22
The Hysode Exchange..........................7 The Val Dynasty....................................23
The Morganstern Syndicate..................7 Background: Dynasty Scions..................24
The Sable Ecumene..............................7 Elite Advance: Warrant of Trade.............25
The Vol'Terran Charter.........................8 Profit Factor.............................................27
The Great Merchant Houses...................8 Starting Profit Factor.............................27
House Archellos....................................8 Gaining and Losing Profit Factor...........27
House Daam'Samara............................8 Acquisition.............................................27
House Eska Dros..................................8 A Matter of Scale...................................28
House Okane........................................9 Frequency of Acquisition.......................28
House Traak..........................................9 Commerce and Acquisition...................28
The Great Noble Houses........................9 Starship Components............................28
House Fallaset......................................9 Acquiring a Starship..............................28
House Magistes....................................9 Component Craftsmanship and
House Nauticus.....................................9 Facilities................................................29
Role: Trader..........................................10 Installing Components...........................29
Navis Nobilite........................................11 Facilities................................................30
The Great Houses...............................11 Backwater System..............................30
Magisterial House of Damaskinos.....11 Civilized System..................................30
Nomadic House of Hilachet...............12 Colonial System..................................30
Renegade House of Mann................12 Deep Void Station...............................30
Shrouded House of Pyanoe..............12 Feral/Feudal Systems.........................30
Choosing Your Lineage.......................12 Liege System......................................30
Magisterial Houses............................12 Mining Systems...................................30
Nomadic Houses...............................13 Naval Installation.................................31
Shrouded Houses.............................13 Upkeep Tests........................................31

The Mandragora Apocrypha


When to Make an Upkeep Test.............31 Planetary Governance............................38
The Void................................................32 Planets of the Imperium........................39
Travelling in Space..............................32 Language..............................................39
Naval Bases & Commercial Stations....32 Culture...................................................39
Common Merchant & Commercial Mutation................................................39
Vessels..................................................33 Abhumans.............................................40
Bulk Cargo Transports........................33 Communication.....................................40
Transports............................................33 The Imperium and Space Travel.............41
Other Vessels......................................33 The Warp..............................................41
Space Hulks........................................33 Warp Travel...........................................41
System Ships......................................33 The Astronomican and the Warp..........41
Catching a Ride.....................................34 Time Displacement...............................42
Availability of Finding a Ship...............34 Warp Navigation....................................42
Ship Quality.........................................34 Warpspace Channels............................42
Passage in Space...............................34 Warp Gates...........................................43
To Sail the Voids Eternal.........................35 Warp Portals.........................................43
Talent Descriptions...............................35 Warp Creatures.....................................43
Air of Authority.....................................35 Crossing the Void..................................43
Arms Master........................................35 Illegal Shipping......................................44
Bloodtracker........................................35 Unregistered Ships................................44
Cold Hearted.......................................35 Pirate Ships...........................................44
Crack Shot..........................................35 Enemy Raiders......................................44
Crippling Strike....................................35 The Segmentae Majoris.........................45
Decadence..........................................36 Sectors.................................................45
Good Reputation.................................36 Sub-Sectors.........................................45
Hard Bargain.......................................36 The Stellar Fleets.................................45
Heart of Inebriation..............................36 Segmentae Registration.......................46
Inspire Wrath.......................................36 Sub-stellar Ships..................................46
Light Sleeper.......................................36 Imperial Navy Battlefleets......................46
Master & Commander.........................36 Lord High Admiral................................46
Master Chirurgeon..............................37 Sector Commander..............................46
Paranoia..............................................37 Group Commanders.............................46
Radiant Presence................................37 Squadron Leaders................................47
Rapid Reaction....................................37 Temporary Battlefleets.........................47
Void-Master.........................................37 Enemies of the Imperium.....................47
Void Tactician......................................37
Whispers.............................................37 Part III: Voidships of the Imperium

Part II: Navigating the Imperium The Sounds of Shipboard Life.................48


Anatomy of a Starship.............................48
The Domains of the God-Emperor..........38 Characteristics......................................48
The Fringes...........................................38 Representing and Generating
The Halo Stars......................................38 Characteristics........................................49
Wilderness Space.................................38 Ship Hulls................................................49
Alien Worlds..........................................38 Transports.............................................49

The Mandragora Apocrypha


Raiders..................................................49 Universe-Class Mass Conveyor........59
Frigates.................................................49 Vagabond-Class Merchant Trader....60
Light Cruisers........................................49 Raiders................................................60
Cruisers.................................................49 Cobra-Class Destroyer......................60
Battlecruisers........................................50 Havoc-Class Merchant Raider..........60
Grand Cruisers......................................50 Hazeroth-Class Privateer..................61
Battleships.............................................50 Iconoclast-Class Destroyer...............61
Ironclads................................................50 Meritech Shrike-Class Raider...........62
Components............................................50 Viper-Class Scout Sloop...................62
Essential Components..........................51 Frigates...............................................63
Hull......................................................51 Claymore-Class Corvette..................63
Plasma Drives.....................................51 Firestorm-Class Frigate.....................63
Warp Drives........................................51 Rudderow-Class Escort Corvette......63
Void Shields........................................51 Sword-Class Frigate..........................63
Geller Field..........................................51 Tempest-Class Strike Frigate............64
Life-Sustainer......................................51 Trade Cargo Frigate..........................64
Crew Compartments...........................51 Turbulent-Class Heavy Frigate.........64
Bridge..................................................51 Light Cruisers......................................65
Sensors...............................................51 Dauntless-Class Light Cruiser...........65
Supplemental Components...................51 Defender-Class Light Cruiser............65
Constructing a Starship...........................52 Defiant-Class Light Cruiser...............65
Hulls......................................................52 Endeavour-Class Light Cruiser.........66
Transports...........................................52 Endurance-Class Light Cruiser.........66
Armed Freighter................................52 Enforcer-Class Light Cruiser.............67
Barge-Class Transport......................52 Siluria-Class Light Cruiser.................67
Caravel-Class Transport...................53 Cruisers...............................................67
Carrack-Class Hauler........................53 Ambition-Class Cruiser.....................67
Carrack-Class Transport...................53 Conquest-Class Star Galleon............68
Clipper-Class Transport....................54 Dictator-Class Cruiser.......................68
Escort-Carrier Freighter....................54 Dominator-Class Cruiser...................69
Excolati Refinery Ship.......................54 Enterprise-Class Cruiser...................69
Freighter............................................55 Gothic-Class Cruiser.........................69
Galleon-Class Armed Freighter.........55 Hawking-Class Exploration Cruiser...70
Heavy Barge.....................................55 Lunar-Class Cruiser..........................70
Heavy Transport................................56 Tyrant-Class Cruiser.........................70
Jericho-Class Pilgrim Vessel.............56 Heavy Cruisers....................................71
John Bachmeyer-Class Tanker.........57 Cardinal-Class Heavy Cruiser...........71
Kobold-Class Heavy Ore Mandragora-Class Heavy Cruiser.....71
Transport...........................................57 Battlecruisers......................................71
Loki-Class Q-Ship.............................57 Armageddon-Class Battlecruiser......71
Merchant Trader................................58 Mars-Class Battlecruiser...................72
Orion-Class Star Clipper...................58 Overlord-Class Battlecruiser.............72
Super Heavy Barge...........................59 Grand Cruisers....................................72
Tarask Class Merchantman Trader...59 Avenger-Class Grand Cruiser...........73

The Mandragora Apocrypha


Exorcist-Class Grand Cruiser............73 Mezoa Geller Void Integrant...............82
Repulsive-Class Grand Cruiser.........73 Warpsbane Hull...................................82
Vengeance-Class Grand Cruiser......74 Void Shields..........................................83
Battleships...........................................74 Bastion-Pattern Shield Array...............83
Apocalypse-Class Battleship.............74 Repulsor Shield...................................83
Emperor-Class Battleship.................75 Repulsor Shield Array.........................83
Retribution-Class Battleship..............75 Multiple Void Shield Array...................83
Oberon-Class Battleship...................76 Segmented Void Shields.....................83
Victory-Class Battleship....................76 Single Void Shield Array.....................83
Complications..........................................77 Triple Void Shield Array......................83
Ship Points and Component Costs.........77 Voss Pattern Void Shield Array...........83
Voss Multiple Void Shield Array..........83
Part IV: Starship Armoury Ship’s Bridge.........................................84
Armored Bridge...................................84
Essential Components............................79
Combat Bridge....................................84
Plasma Drives.......................................79
Commerce Bridge...............................84
Heraion Pattern Class 1 Drive.............79
Command Bridge................................84
Heraion-Pattern Class 2a Drive..........79
Exploration Bridge...............................84
Heraion-Pattern Class 2b Drive..........79
Fleet Flag Bridge.................................84
Jovian Pattern Class 1 Drive...............79
Flight Command Bridge......................85
Jovian Pattern Class 2 Drive...............79
Invasion Bridge...................................85
Jovian Pattern Class 3 Drive...............79
Ship Master’s Bridge...........................85
Jovian Pattern Class 4 Drive...............79
Smuggler’s Bridge...............................85
Jovian-pattern Class 4.5 Drive............79
Life Sustainers......................................85
Jovian-Pattern Class 8.1 Drive............79
Clemency-Pattern Life Sustainer........85
Jovian-Pattern Class 8.2 Drive............80
Mark 1.r Life Sustainer........................85
Jovian-Pattern Class 8.3 Drive............80
Euphoric Life Sustainer.......................85
Jovian-Pattern Class 8.4 Drive............80
Vitae Pattern Life Sustainer................85
Lucius-Pattern Class 6 Drive...............80
Crew Quarters.....................................86
Mars-Pattern Class 5.B Drive..............80
Bilge-Rat Quarters..............................86
Mezoa-Pattern Theta-7 Drive..............80
Clan-Kin Quarters...............................86
Saturnine-Pattern Class 4a Drive........80
Cold Quarters......................................86
Saturnine-Pattern Class 5 Drives........80
Pressed-Crew Quarters......................86
Warp Engines........................................80
Slave Quarters....................................86
Albanov 1 Warp Engine......................81
Spacious Quarters..............................86
Klenova Class M Warp Engine...........81
Voidsmen Quarters.............................86
Markov 1 Warp Engine........................81
Auger Arrays.........................................87
Markov 2 Warp Engine........................81
Bg-15 Assault Scanners......................87
Miloslav H-616.B Warp Engine...........81
Deep Void Auger Array.......................87
Strelov 1 Warp Engine........................81
Mark–100 Auger Array........................87
Strelov 2 Warp Engine........................81
Mark–201.B Auger Array.....................87
Strelov 3 Warp Engine........................81
R–50 Auspex Multi-Band....................87
Geller Fields..........................................82
W-240 Passive Detection Arrays........87
Emergency Field.................................82
X-470 Ultimo Array..............................87
Geller Field..........................................82

The Mandragora Apocrypha


Supplemental Components.....................88 Torpedo Types......................................93
Macrobatteries......................................88 Warheads............................................93
Disruption Macrocannons...................88 Plasma Warheads.............................94
Disruption Macrocannon Broadside....88 Boarding Torpedoes..........................94
Hecutor-Pattern Plasma Broadside.....88 Melta Warheads................................94
Hecutor-Pattern Plasma Battery.........88 Virus Warheads.................................94
Grapple Cannon..................................88 Vortex Warheads..............................94
Jovian-Pattern Missile Battery.............89 Guidance Systems And Modifications.95
Mars Pattern Macrocannons...............89 Standard Guidance Systems............95
Mars Pattern Broadside......................89 Guided Torpedoes............................95
Mezoa-Pattern Macrocannons............89 Seeking Torpedoes...........................95
Pyros Melta-Cannons..........................89 Short-Burn Torpedoes.......................95
Ryza Pattern Plasma Battery..............89 Cargo and Passenger Compartments..95
Bombardment Cannons......................89 Barracks..............................................95
Stygies Macrocannon Battery.............89 Brig......................................................95
Sunsear Laser Battery........................89 Cargo Hold and Lighter Bay................96
Sunsear Las-Broadside.......................90 Compartmentalized Cargo Hold..........96
Thunderstrike Macrocannons..............90 Evacuation Bay...................................96
Lances...................................................90 Luxury Passenger Quarters................96
Dragon’s Breath Lance Weapon.........90 Main Cargo Hold.................................96
Godsbane Lance.................................90 Shadowblind Bays...............................96
Godsbane Lance Battery....................90 Ship’s Stores.......................................96
Las-Burners.........................................90 Xenos Habitats....................................96
Mezoa Pattern Lance Weapon............90 Augments and Enhancements..............97
Mezoa Pattern Lance Battery..............90 Armor Plating......................................97
Starbreaker Lance Weapon................90 Armored Prow.....................................97
Sunhammer Lance..............................90 Augmented Retro-Thrusters................97
Sunhammer Lance Battery.................90 Auxiliary Plasma Banks.......................97
Titanforge Lance Battery.....................90 Defensive Countermeasures...............97
Titanforge Lance Weapon...................90 Empyrean Mantle................................97
Voidsunder Lance Battery...................90 Excess Void Armor..............................97
Landing Bays........................................91 Field Bracing.......................................97
Heraion-pattern Landing Bay..............91 Fire Suppression Systems..................97
Hold Landing Bay................................91 Flak Turrets.........................................97
Jovian Pattern Escort Bay...................92 Gilded Hull...........................................98
Jovian Pattern Landing Bay................92 Lux Net................................................98
Nova Cannons......................................92 Minelayer Bay.....................................98
Mars-Pattern Nova Cannon................92 Power Ram.........................................98
Ryza-Pattern Nova Cannon................92 Reinforced Interior Bulkheads.............98
Torpedo Tubes......................................93 Reinforced Prow..................................98
Fortis-Pattern Torpedo Tubes.............93 “Storm” Drop Pod Launch Bays..........99
Gryphonne-Pattern Torpedo Tubes...93 Tenebro-Maze.....................................99
Mars-Pattern Torpedo Tubes..............93 Variable Figurehead............................99
Voss-Pattern Torpedo Tubes..............93 Additional Facilities...............................99

The Mandragora Apocrypha


Arboretum...........................................99 Staravar Laser Macrobattery.............106
Asteroid Mining Facility.......................99 Star-Flare Lance...............................106
Astropathic Choir-Chambers...............99 Suspension Chambers......................106
Auto Temple........................................99 Teleportarium....................................106
Broadband Hymn-Casters...................99 Warp Antenna...................................107
Crew Reclamation Facility.................100 Warp Sextant....................................107
Cloudmining Facility..........................100 Witch Augur.......................................107
Extended Supply Vaults....................100 Xeno-tech Components......................107
Hydraphurian Jamming System........100 Chameleon Hull.................................107
Librarium Vault..................................100 Dark Cannon.....................................107
Laboratorium.....................................100 Energy Drain Matrix..........................107
Manufactorum...................................101 Ghost Field........................................108
Medicae Deck...................................101 Gravity Sails......................................108
Melodium...........................................101 Grav Repulsors.................................108
Munitorium........................................101 Micro Laser Defense Grid.................108
Murder-Servitors...............................101 Mimic Engine.....................................108
Observation Dome............................101 Recovery Chambers.........................109
Pilot Chambers..................................101 Shadowfield.......................................109
Pharmacia.........................................102 Shard Cannon Battery.......................109
Plasma Scoop...................................102 Runecaster........................................109
Salvage Systems..............................102 Warp Disrupter..................................109
Sensorium.........................................102 Warp Gate Map.................................110
Small Craft Repair Deck....................102 Xenos Librarium................................110
Spacedock Piers...............................102 Ship Upgrades....................................110
Temple-Shrine To The God Arrester Engines...............................110
Emperor............................................103 Atomics.............................................110
Archeotech Components.....................103 Disciplinarium....................................111
Ancient Life Sustainer.......................103 Distributed Cargo Hold......................111
Auto-Stabilized Logis-Targeter..........103 Cherubim Aerie.................................111
Trophy Room....................................103 Crew Improvements..........................111
Bridge Of Antiquity............................104 Crew Training....................................111
Castellan Shield................................104 Mimic Drive.......................................112
Castellan Shield Array.......................104 Ostentatious Displays Of Wealth......112
Cogitator Interlink..............................104 Overload Shield Capacitors..............112
Cypra-Pattern Drives.........................104 Resolution Arena...............................112
Emergency Energy Reserves...........104 Secondary Reactors..........................113
Energistic Conversion Matrix............105 Servitor Crew....................................113
Graviton Flare...................................105 Starchart Collection...........................113
Gyro-Stabilization Matrix...................105 Storm Trooper Detachment...............113
Jovian-Pattern Nova Cannon............105 Superior Damage Control.................113
Modified Drive...................................105 Targeting Matrix................................114
Null Bay.............................................105 Turbo-Weapon Batteries...................114
Plasma Accelerated Torpedo Vaulted Ceilings................................114
Tubes................................................105

The Mandragora Apocrypha


Part V: Starship Combat Shooting Actions...................................123
Weapons and Shooting.......................123
Rounds, Turns, and Time—in Space....116 Range Modifiers..................................123
Space Combat Overview......................116 Macrobatteries....................................123
Surprise...............................................116 Lances.................................................123
Initiative...............................................116 Torpedoes...........................................123
Beginning of the Round, and taking Firing Arcs...........................................124
Strategic Turns....................................116 Dorsal Weapons................................125
The End of the Round.........................116 Prow Weapons..................................125
Surprise...............................................116 Port and Starboard Weapons............125
Actions..................................................116 Keel Weapons...................................125
Crew Rating..........................................117 Torpedo Mounting...............................125
Shipboard Actions.................................118 Critical Hits..........................................125
Active Augury......................................118 Defenses...............................................125
Aid the Machine Spirit.........................118 Void Shields........................................125
Board Enemy Vessel...........................118 Armor..................................................125
Bolster Resolve...................................118 Turrets.................................................125
Disinformation.....................................118 Damage...............................................125
All Power to Void Shields....................119 Crippled Ships...................................125
Divert Power........................................119 Critical Hits........................................125
Emergency Repairs.............................119 Catastrophic Damage.......................125
Focused Augury..................................119 Destroying Ships...............................125
Hail the Enemy....................................119 Critical Hits on NPC Vessels.............125
Hit and Run.........................................119 Fire, Depressurization, and Other
Jam Communications..........................119 Hazards...............................................127
Lock on Target ...................................119 Damaged Components.....................127
Prepare to Repel Boarders!................119 Unpowered Components................127
Put Your Backs Into It!........................119 Destroyed Components..................127
Ram!....................................................120 Depressurization.............................127
Ready Squadrons...............................120 Fire....................................................128
Reload Ordnance................................120 Zero Gravity......................................128
Prepare to Maneuver..........................120 Crew Population and Morale...............128
Silent Running.....................................120 Mutinies.............................................128
Triage..................................................120 Replenishing Morale.........................130
Scanning the Aether............................120 Replenishing Crew Population..........130
Warp Interference...............................120 NPC Crew Population and Morale....131
Maneuver Actions.................................121 Squadrons...........................................131
Adjust Bearing.....................................121 Squadron Composition......................131
All Ahead Full......................................121 Squadron Formation.........................132
Burn Retros.........................................121 Squadron Crew and Shipboard
Come to New Heading........................121 Actions..............................................132
Disengage...........................................121 Shooting at Squadrons......................132
Evasive Maneuvers.............................121 Squadron Shooting: Massed Fire......133
Emergency Jump................................121 Attack Craft...........................................133

The Mandragora Apocrypha


Launch Bay Preparation......................133 Aetheric Breakers................................147
Squadrons Below Full Strength.........135 Warp Sickness....................................147
Eliminated Squadrons.......................135 Warp Storm.........................................147
Fighter Operations..............................135 Warp Horror........................................148
Attacking With Fighters.....................135 Daemonic Incursion............................148
Bomber Operations...........................136 Stage Five: Leaving the Warp...............148
Torpedo Bombers.............................136 On Target............................................148
Assault Boat Operations...................137 Slightly Off-Course..............................148
Craft Ratings.......................................138 Severely Off-Course............................148
Planetary Bombardment.....................138 Arriving at a Mandeville Point..............148
Space Travel Outside of Combat..........140 Limitations of Warp Travel..................149
Asteroid Field......................................140 Outer Reaches..................................149
Gravity Tides.......................................140 Primary Biosphere.............................149
Ice Rings.............................................140 Inner Cauldron..................................149
Nebulae...............................................140 In-System Travel...............................149
The Deep Void Run.............................140 The Desperate And The Damned.........150
Extended Repairs................................141 Plying The Warp Without A
Navigator.............................................150
Part VI: Navigating the Warp Blood Sacrifices..................................150
A Typical Voyage................................151
The Fundamentals of Warp
Navigation.............................................142 Part VI: A Beacon in the Void
Stage One: Divining the Auguries.........142
Rite of Appeasement...........................142 Rites Of The Soul-Bound......................152
Determining the Destination................143 The Contemplation..............................152
Stage 2: Translation..............................143 Achieving Contemplation....................152
Warding Ill-Tidings..............................143 The Shrouding.......................................153
Omens.................................................143 Encrypting the Message......................153
Translating Into A Warp Storm............143 The Projection.....................................153
Effects Of Translation..........................144 Focused Or Broadcast?......................153
Stage Three: Location of the Focused Signals..................................153
Astronomicon........................................144 Broadcast Signals...............................153
Emergency Warp Jumps.....................144 Sending The Signal...............................154
Stage Four: Steering the Vessel...........144 Warp Effects........................................154
Duration of Passage............................145 Coherency...........................................154
Hazards Of Warp Travel.....................145 Psychic Phenomena...........................154
Warp Travel Encounters.....................145 Interception...........................................155
Detecting Encounters..........................145 Focused Messages.............................155
Avoiding Physical Encounters.............146 Receiving Astral Signals.....................155
Avoiding Psychic Encounters..............146 Focused Messages.............................155
Temptation........................................146 Broadcast Messages...........................156
Contest of Strength...........................146 Deciphering The Signal.......................156
Trial of Endurance.............................146 Astropathic Choirs...............................156
Conundrum.......................................146 Astropath Burnout ..............................156
Aetheric Current..................................147

The Mandragora Apocrypha


How Many On The Ship?.....................157 Table 3-18: Additional Facilities............103
Astropathic Relays...............................157 Table 3-19: Archeotech
Components..........................................104
Table 3-20: Archeotech Weapons.........107
Table 3-21: Xenos-Tech
Tables Components..........................................108
Table 3-22: Xenos-Tech Weaponry......109
Table 1-1: Navigator Mutations...............21
Table 3-23: Upgrades...........................110
Table 1-2: Profit Factor and Ship
Table 4-1: Shipboard Actions................117
Points......................................................26
Table 4-2: Crew Rating.........................117
Table 1-3: Profit and Power....................27
Table 4-3: Maneuver Actions................121
Table 1-4: Scale Modifiers......................28
Table 4-4: Critical Hits...........................127
Table 1-5: Starship Component
Table 4-5: Catastrophic Damage..........127
Acquisitions.............................................28
Table 4-6: NPC Critical Hits..................128
Table 1-6: Component Craftsmanship
Table 4-7: Crew Population...................130
Modifiers..................................................29
Table 4-8: Crew Quality........................130
Table 1-7: Lances and Macrobatteries
Table 4-9: Morale..................................131
Modifiers..................................................30
Table 4-10: Common Attack Craft
Table 1-8: Expanded Components
Ratings..................................................137
Costs.......................................................30
Table 5-1: Warp Route Conditions........142
Table 1-9: Common Facility Types &
Table 5-2: Warp Travel Distance..........142
Modifiers..................................................31
Table 5-3: Locating the Astronomicon..144
Table 1-10: Finding a Ship......................34
Table 5-4: Steering the Vessel..............145
Table 1-11: Passage In Space................34
Table 5-5: Warp Encounters.................145
Table 2-1: Machine Spirit Oddities..........77
Table 5-6: Trails of the Souls................146
Table 2-2: Past Histories.........................78
Table 5-7: Inaccurate Re-Entry.............149
Table 3-1: Plasma Drives........................81
Table 3-2: Warp Engines........................82
Table 3-3: Geller Fields...........................82
Table 3-4: Void Shields...........................84
Table 3-5: Ship's Bridge..........................84
Table 3-6: Life Sustainers.......................85
Table 3-7: Crew Quarters........................86
Table 3-8: Auger Arrays..........................87
Table 3-9: Macrobatteries.......................89
Table 3-10: Lance Weaponry..................91
Table 3-11: Landing Bays.......................91
Table 3-12: Nova Cannons.....................92
Table 3-13: Torpedo Tubes.....................93
Table 3-14: Torpedoes............................94
Table 3-15: Torpedo Availability..............95
Table 3-16: Cargo and Passenger
Compartments.........................................96
Table 3-17: Augments and
Enhancements......................................100
business via the Navis Mercantilis, eventually gathering
enough wealth over the centuries to purchase their own
vessels in the Navis Civiles.

Dangers of the Void


Few vessels in the Navis Mercantilis are entirely
defenseless. In a galaxy filled with hidden dangers, xenos
raiders, renegade fleets, pirates and warp-spawned
behemoths, even ore carracks and trading galleons are
equipped with ranks upon ranks of weapons to deter
attackers and deal with miscellaneous dangers such as
asteroids or minefields.
The Imperial Fleets Against dedicated attackers, the ships of the Navis
Mercantilis are extremely vulnerable and so must avoid
The Imperium of Man is the greatest galactic empire of its enemy contacts at all costs. The ships of the Imperial Navy
time, spanning from Ultima Macharia on the very edge of the and Adeptus Astartes are ever vigilant, constantly patrolling
western rim to the shrouded Eastern Fringe almost a and guarding Mercantilis trade routes to ensure the safety of
hundred thousand light years away. Uniting its million worlds unprotected merchant vessels. In regions threatened by war,
is perhaps the greatest weapon and resource available to all non-military traffic is ceased immediately, so not to
Man: the Astra Navis, or the Imperial Fleet, controlled by the sacrifice the vulnerable and valuable Imperial merchant
powerful bureaucracy of the Adeptus Administratum. The vessels. Some trade convoys however, must reach their
Imperial fleet, can be broken down into three primary destinations at regular intervals no matter what enemies lay
components; the Navis Militares, protecting the Imperium in their way. From the heart of Segmentum Solar, enormous
with its great warships, the Navis Mercantilis, handling the trade fleets fill their cavernous holds with vital cargo and set
flow of tithes and trade in the Imperium, and the Navis out to central locations around the Imperium, sailing along
Civiles, whose ships are owned and controlled by noble the major trade lanes with huge military escorts. To these
lords, guild masters, free traders and other privileged Solar Merchant fleets, reports of xenos raiders and pirate
citizens. ambushes are acknowledged with stoic determination, as
Of these three fleets, the Navis Mercantilis (or merchant billions of lives depend on the arrival of their precious cargo
fleet) is by far the greatest. In most Imperial sectors, the and future generations depend on their safe return back to
merchant fleet will be ten times bigger than the military and the Segmentum Solar.
civil fleets. The name of the Navis Mercantilis is actually
somewhat misleading, as free trade makes up a relatively
small portion of the traffic between Imperial worlds. The The Fleets Imperium
primary purpose of the merchant fleet is arguably the
The Imperium's interstellar ships comprise
collection and distribution of tithes under direction of the
merchant vessels, warships, civil craft and several
Departmentos Conlatio and Auctus of the Adeptus
other specialized types. These are organized into
Administratum. Due to the high degree of specialization of
specific fleets: merchant fleets, warfleets, and civil
Imperial colonies, there are many worlds that are utterly
fleets. Each of the Segmentae Majoris has its own
dependent on external supplies in order to be of use.
merchant, civil and warfleets. So for example, the
Forgeworlds and industrial worlds are some of the most
Warfleet Solar is the warfleet of the Segmentum Solar,
valuable types of Imperial colonies, but these would be
the Merchant Pacificus is the merchant fleet of the
almost worthless if not for a steady supply of food from Agri-
Segmentum Pacificus, the Civilus Tempestus is the civil
worlds and ores from mining worlds. It is the function of the
fleet of the Segmentum Tempestus and so on..
Navis Mercantilis to drive this circulation, in many ways
acting as the blood of the great body that is the Imperium.
While the flow of tithes is arbitrarily controlled by the
Adeptus Administratum, the Navis Mercantilis also has an
important second function from which it was originally given
its name. Because ships with warp drives are so very The Merchant Fleet
expensive, trade would be all but impossible on many worlds
if not for the services of the Navis Mercantilis. By providing a
The Merchant Fleet of the Imperium of Man is the
public transport service to sanctioned commercial
commercial component of what is collectively known as the
organizations, the Navis Mercantilis is able to stimulate
Imperial Fleet, which comprises all known human spacecraft
economical growth. Trade cartels that cannot afford building
in the galaxy loyal to the Imperium and also includes the
or purchasing their own ships may rent space onboard the
Imperial Civil Fleet and the Imperial Navy's Segmentae and
vast merchant vessels of the Navis Mercantilis as they pass
Sector battlefleets. The commercial spacecraft of the
by on their scheduled routes. Many interstellar trade
Imperium which comprise the Merchant Fleet, most of which
syndicates and cartels have started out by conducting
are commanded by the Chartist Captains, make up

1 The Mandragora Apocrypha


approximately 90% of all the spacecraft with interstellar that infest the galaxy have been stayed from overrunning the
capabilities in human-controlled space. Each of the millions of worlds that over the millennia have come under
merchant fleets, much like the Imperial Navy's battlefleets, the Emperor's beneficent rule. While these hulking, powerful
are based in one of the five Segmentae Majoris that warships are the most notable representation of mankind's
comprise the primary administrative units of the Imperium command of the stars, it is actually through the millions of
and their staffs are based at the respective Segmentae humble merchant freighters, lumbering heavy transports and
Fortresses. While these fleet bases are massive orbiting sleek fast clippers making up nearly 90% of Mankind's
space stations that usually maintain gigantic complexes of interstellar spacecraft that its vast domain is held together.
orbiting docks, shipyards and starship repair facilities, their Only a very small fraction of the incalculable worlds upon
primary function is to maintain bureaucratic control over both which the children of Man tread can truly be called self-
the military and civilian starships operating within their sufficient. Most rely on a brisk interstellar trade for a steady
Segmentum of control. In reality, of course, only a vanishing stream of foodstuffs and raw materials to maintain their
fraction of the starships assigned to a given Segmentum's productivity and way of life. A vast majority of Imperial worlds
merchant fleet ever actually travels to its Segmentum may go decades or even centuries without a single visit from
Fortress. an Imperial warship. On the other hand, the sight of ordinary
To lawfully carry out trade, a merchant's vessel must passenger liners and cargo transports in an infinite variety of
obtain an Imperial Merchant Charter from the Adeptus types and patterns are a common occurrence in even the
Administratum that allows it to join a Segmentum's merchant most remote frontier worlds. With the Navy constantly
fleet. Not all charters offer their captains the same terms, as stretched thin defending its vast domain from grave threats
some offer more powers and more trade concessions to from within, without and beyond, it falls to the slow, ill-
particularly favored captains, but all are feudal contracts that equipped and poorly-armed merchant vessels to keep the
require a merchant captain to swear an oath to obey the lines of commerce and communication open in a vast,
Imperial Fleet authorities of the Segmentum he or she is uncaring universe filled with many grave dangers to both the
operating within on behalf of the Emperor of Mankind. A bodies and souls of Man.
merchant captain cannot register his vessel with the All merchant vessels are operated solely under the
Imperium or receive the legal right to operate as granted by auspices and at the pleasure of the Imperial Navy, as it is
a Merchant Charter until he has sworn this oath before the rare indeed that the Navy lightly countenances private
Fleet authorities of his Segmentum and a record of it has ownership of interstellar vessels. However, the Navy is far
been placed in the records of the Segmentum Fortress of his too busy to relegate its trained officers and crews to
chosen region of the galaxy and in the Segmentum Solar's operating such craft. While the Navy does maintain a
Segmentum Fortress in orbit of Mars, the central repository number of transports for its exclusive use, the vast majority
for the Administratum's fleet records. The most powerful of transport vessels that ply the stellar main are civilian-
captains of the Merchant Fleet, known as Chartist Captains operated. This is expressed in the form of Charters, which
since they hold an Imperial Merchant Charter, have gained grant varying rights and freedoms to the trade guilds,
enough political power at certain times in Imperial history to syndicates and merchant families that own and operate
take a seat in the Senatorum Imperialis of the High Lords of merchant vessels and fleets. These hereditary Charters are
Terra. When this happens, this particular mercantile High granted by the Administratum and registered through the
Lord is known as the Speaker for the Chartist Captains. Segmentum Fortress that holds authority over the vessel's
intended operating area. Though they can be revoked at any
The Civil Fleets time by Imperial authority, they are hereditary in nature and
in some cases date back hundreds or even thousands of
Although the vast majority of interstellar spacecraft are years. Nearly all of the more lucrative trade routes are also
part of the merchant fleets, there are several thousand ships managed through route licenses, purchased by merchant
registered to individuals, families or trading cartels. All vessel operators for unrestricted or even exclusive rights to
privately-owned interstellar craft operate along routes handle shipping to a particular world, system or small group
licensed to them by the fleet authorities responsible for of systems. The most valuable (and expensive) of these
shipping within that Segmentum. These route licenses must govern operation over long-established and highly profitable
be bought, and must be renewed after a fixed time, usually a routes between primary worlds, and it is not uncommon for
hundred years. This means few privately-owned ships like to several competing consortia to operate simultaneously on
risk the effects of time dilation on long journeys. A license the busiest routes.
may run out before the ship has completed its journey! Route Licenses and their attendant fees, while usually
Civil fleets vary in size from a single vessel to several effective for a hundred years but in some cases for far longer
dozen. One of the largest is that of the Navigator family and even in perpetuity, can be wildly exorbitant and firmly
Redondo, numbering 47 registered interstellar ships. Most out of reach for many smaller operators. Most are fortunate
ship owners have only a single vessel. enough to acquire less profitable licenses to operate as
Chartist Captains between the more sparsely populated
secondary worlds of the many thousands of sub-sectors
Trade in the Imperium scattered throughout the stellar main. Still other small
corporations, mercantile families and individual Free Traders
It is a given fact that through the might and valor of the
operate under charter but without a route license at all,
Imperial Navy, the raging tides of foul aliens and vile heretics
forced to eke out a livelihood operating one, or at most a

The Mandragora Apocrypha 2


very small number of vessels for cargo manifests that come captain may be deprived of his command and given a shore
what may, heading to dangerous or remote locations in the posting at anytime, his ship reassigned to someone else.
hopes of generating enough income to recover the heady
expenses of operating interstellar craft. If that were not Rogue Trader Fleets
enough, Chartist Captains at any time may find their ship
and its cargo conscripted by an Imperial Navy task force Rogue Traders travel by a variety of means – as
needing logistic support or an Inquisitor or other such passengers aboard military vessels or as the guests of
notable needing conveyance, a passing inconvenience distant, non-Imperial cultures, but most of all they enjoy the
considering they may just as easily blunder into a rampaging freedom to travel of their own free will. They must journey
pack of Ork brigands, Eldar corsairs, alien pirates or the foul vast distances, and hence they are granted the right to
minions of Chaos, never to be seen again, befalling fates far maintain their own vessels, and on occasion entire fleets
more terrible than the grim comfort of mere death... numbering up to several dozen or more starships. As befits
their maverick nature, Rogue Traders employ an incredible
The Merchant Charter variety of vessels. Rights of Requisition allow Imperial Navy
Each merchant ship serves its fleet under an ships, while others use their vast wealth and power, and
arrangement called a merchant charter. The different types other dubious means, to acquire vessels from a variety of
of charter are described below. They all take the form of a sources – custom-built ships, refitted merchant vessels,
feudal oath sworn to the fleet authorities on behalf of the captured ships or even craft acquired from non-Imperial
Emperor. A captain may not register his vessel with the fleet worlds. Rogue Trader vessels are unique, exotic things,
authorities until this oath has been sworn and a record of it often exhibiting many signs of their colorful histories, subject
entered at the Segmentum Fortress for that zone and on the to constant adornment, much of it ancient or even alien in
Segmentum Fortress on Mars. origin.
Though their business is their own, from time to time a
Hereditary Free Charter Rogue Trader may be accompanied by, or even granted
This is the most coveted and most highly honored form of command of, an entire fleet at the behest of the Priesthood.
captaincy. It is also the most ancient. A hereditary free On such missions a Rogue Trader's authority is all, beyond
captain nominates his successor, and that successor swears the bounds of the Imperium where any could bring censure
the oath of allegiance and thereby becomes the new captain to them and in places so alien, so unknown that their
of the ship when its current captain dies or retires. uncanny leadership must be followed to the letter if any of
The captain is 'free' in that he may trade freely within the their number hope to survive. Likewise, though a Rogue
Segmentum where his fleet is based. Many of these old Trader himself maintains no army, he may well be granted
captaincies are based in all five of the Segmentae Majoris. Imperial Guard or even Space Marine forces, if it is felt that
Although the hereditary free captain is theoretically an his mission warrants it. On such occasions the Rogue Trader
Imperial servant, his obligations are few. The ship may trade will turn his business to battle, leading the armies of the
where and how it pleases within the confines of its charter. Emperor to worlds unknown, bringing war to the enemies of
Mankind, even beyond the reach of the Imperium itself. Very
Hereditary Charter few Rogue Traders do so altruistically however, for even in
war or death a canny Rogue Trader will find profit and prize.
Hereditary captains may pass their ships to favored, or
related, successors as described above. As well as inheriting
a ship, the captain inherits a route or routes, and can only Spaceships of the Imperium
carry cargo and passengers along this route. Some routes
are more profitable than others and so are more highly Most spaceships are old - open space, the most hostile
regarded. environment to man, preserves the plastics and metals that
spacecraft are made from. Space gives them with the power
Free Charter to endure through generations of men. The Imperial fleets
Free captains are appointed to command individual number many thousands of ships, the majority of which are
vessels by fleet officials. They are usually established fleet at least a thousand years old. Some are as old as the
officials themselves, having worked their way up the ranks to Imperium itself, a full ten thousand years. A very few claim a
a position of responsibility. Free captains may trade as they pre-Imperial origin. It is difficult for those born under the
wish within the Segmentae, except they are usually claustrophobic sky of a planet to appreciate the great dignity
which is inherent in all old spacecraft.
forbidden from trading along established routes. Instead,
The spaceships of the Imperium are vast constructions
they roam the less-densely populated sectors, areas where
regular services are either not needed or would be too costly that take many decades to build. Each craft represents a
to run. huge investment of time and resources. But once completed,
fitted out, armed and commissioned, a spaceship continues
in service for centuries, even millennia. After that, it may be
Fleet Charter
refitted, modernized, reconstructed and live on practically
A fleet captain is appointed to his position in exactly the
indefinitely. Barring a major accident or destruction in battle,
same way as a free captain, but plies fixed routes like the
a ship is immortal like a great city, its population and fabric
hereditary captain. This is the least prestigious level of
existing in a constant state of decay and renewal.
interstellar captaincy, and is also the least secure. A fleet

3 The Mandragora Apocrypha


Throughout this time there is a constant process of Fully one-third of a spaceship can be taken up by its
rebuilding and renewal. Hulls are damaged by battles, engines with their huge thruster ports, cavernous
asteroid storms and the ravages of the warp. Mechanical combustion chambers, generators surrounded by massive
parts inevitably wear down. Electrical components fuse. protective cladding and the miles of pipes, tunnels, corridors
Engine housings crack or melt under the immense pressure and ducts needed for the control mechanisms, fuel supply
and heat created by plasma and warp drives. To combat this and access by service crews. The living areas of a
constant process of decay, every interstellar spaceship has spaceship contain the thousands, often tens of thousands, of
a maintenance crew of hundreds or thousands of dedicated men that serve aboard. These areas are often built up from
craftsmen, continuously striving to repair and refit the ship. the ship's hull into huge domes and spires that rise hundreds
Inside a large Imperial warship there are factories and of meters into space. On some ships, they seem like the
workshops, huge forges and plasma furnaces, even small heart of a mighty city, immense towers rising to touch the
refineries and ore smelting plants to provide raw materials stars, their sides glittering with lights, bridges spanning the
for the work of reconstruction. void between them. On others they resemble a gigantic
Interstellar spaceships are powered by plasma and warp cathedral, the towers colonnaded and sculpted. Vast carved
drives. Plasma drives are used to move through star figures of legendary heroes recede into the darkness of
systems at sub-light speeds. They burn with the fierce space - huge homed gargoyles leap and leer from the
energy of a star, converting their fuel into a superheated gas highest pinnacles in mockery of the terrors of warpspace -
plasma to create the immense thrust needed to propel these golden domes blaze with the light of stars.
gargantuan craft through space. As a large interstellar On freighters and merchant vessels, the rest of the ship is
spaceship moves out of orbit towards the edge of a star taken up by holds containing the ship's precious cargo. On
system ready to jump into the warp, the fiery arc it traces warships this space is filled by the colossal power
across the night sky can clearly be seen from the planet it's generators that drive their weapon systems. These towering
leaving. It appears to be a great comet streaking through the structures hum and crackle with the monstrous energies
heavens - on many worlds, the arrival or departure of' a bounded inside. They are housed within deep shafts which
spaceship is read as an omen, a divine harbinger of joy or disappear from view into a darkness that is broken only by
doom. the crackling blue arcs of lightning which leap from the
Warp drives are altogether more esoteric and terrifying, generators. When a laser battery is fired with a titanic
understood by few even among a spaceship's crew. When unleashing of energy, its power well is filled with a furious
the spaceship reaches the jump point at the edge of the star roar. In battle, a warship echoes with the thunder of its
system it's leaving. its plasma drives are turned off and its weapons. its decks shuddering with the recoil of their furious
warp drives engaged. These hurl the spaceship out of real discharges.
space and into warpspace, propelling it through the warp to
a destination light years away. If a spaceship's warp drives
were switched on while it was still within a star system. the
huge rent in the very fabric of space that they create would
be catastrophic for the population and planets of the system.
The spaceship itself would be torn apart as the massive pull
of the star's gravity reacted unpredictably with the energies
released by the warp drives.

The Byzantine Structure of the Imperial Fleets, Mandragora Sector

The Mandragora Apocrypha 4


New Background: Astra Navis Mandragora Astra Navis Mandragora
Sector Fleet Mandragora serves as a cornerstone of the
Rules
Imperium’s mighty war machine in the Mandragora Sector. An Astra Navis Mandragora character applies the
These men and women are descended from a long and following benefits:
noble line of naval families and warship clans. As members
of a fleet of the Imperial Navy they have a proud lineage— Starting Skills
they are mankind’s shield against the darkness of the void. Athletics, Common Lore (Imperial Navy), Navigate
(Stellar), Command or Operate (Aeronautica or Void-
Ship)
he Astra Navis Militares, or Imperial Navy, is one of the
armed forces of the Imperium of Man. While the Imperial
Guard represents the Imperium's ground forces, the Imperial
Starting Talents
Navy is responsible for the fleets of starships that maintain Combat Formation, Weapon Training (Las or Power,
order between the stars and planets in the Imperium, for all Low-tech)
space and air support provided to the infantry of the Imperial
Guard, and for transporting those Guardsmen across the Starting Equipment
galaxy to the Imperium's myriad warzones. The battlefleets Laspistol or Sword, Imperial Navy flak armor or
of the Imperial Navy are constantly engaging threats both Officer's Uniform, Void-Suit or rebreather, Void-
inside and outside the Imperium's borders. Charms
The great sector and battle fleets of the Imperial Navy are
among the most ordered and disciplined organizations in the Background Bonus
Imperium. The men and women of the Imperial Navy’s
Shield of the Emperor: In addition to the normal uses
officer class stand apart, even from other Void Born. They
of Fate points, when the character fails a test for a
have their own culture, and descend from a long and noble
Shipboard Action, he can spend a Fate point to
line of naval families and ship clans that can trace their
automatically succeed instead with the degrees of
lineage back millennia. It is with great distinction that these
success equal to his Intelligence bonus.
members serve the Golden Throne, persecuting renegades
and pirates in the name of God-Emperor of Mankind. Many
Battlefleet members can trace their origins to the rulers of
Background Aptitude
worlds that administer the battlefleets’ ships. Here their Finesse or Leadership
families collect and organize battle-won wealth, judiciously
managing the spoils of war so that the great battlefleets may Recommended Roles
continue to serve the God-Emperor with distinction and Ace, Adept, Chirurgeon,
honor. Hierophant, Warrior

Role within the Imperium gravity, deal with ship-board emergencies, and handle warp
travel. As they mature, they progress on to more
On many Imperial planets, the Imperial Navy is often complicated pursuits such as learning ship-based weaponry,
referred to as the "Holy Fleet." The Ecclesiarchy preaches spatial navigation, and basic naval tactics. They learn the
that the Fleet is an extension of the God-Emperor's divine history of their ship and their Battlefleet, and they learn the
will and is therefore itself a sacred institution. This is due to pride that comes from being among the Emperor’s finest.
the intimate relationship between the Navigators who are Members of the Naval fleets are a diverse and varied lot,
able to guide the fleet though the Warp using the psychic but they have a few things in common with each other. They
beacon emanating from the Golden Throne and the almost universally respect duty, loyalty, and integrity, and
Astronomican. Whether or not the title applies to all show great strength of character. Conversely, they despise
starfaring vessels in the Imperium that make use of those who show weakness, deceit, and those who are
Navigators is unclear, though this is unlikely. The Adeptus generally lazy and inconsistent. Compared to the Void Born
Mechanicus would also no doubt consider the vessels of Chartist and trade vessels, they have a larger physical
themselves holy. However, this is due to their own techno- build, the result of living in more normal gravity conditions
theological beliefs concerning the divinity of all machines. than that of their counterparts. Members of the battlefleets
The men and women of these fleets are a proud, are also more respected for their role as humanity’s
martially-minded people with a strong sense of honor. Crews protectors among the stars.
live together on ship, eat together, and face the enemies of
the Imperium together. Since they are trained from birth,
they have knowledge of shipboard life that surpasses many
of the most knowledgeable void-born.
From the moment they are able, the people serving the
Imperial Navy fleets are taught how to move about in zero

5 The Mandragora Apocrypha


Astra Navis Mandragora Characters It is common practice in the Imperial Navy to promote
Warrant Officers from among the ratings already on board a
The vast majority of a fleets crew will be Ratings, enlisted warship, but large numbers of warrants are also issued to
voidsmen aboard each warship that take care of the menial civilized worlds as part of their Imperial tithe of experienced
tasks; hauling shells and missiles, re-routing cables, clearing personnel for the Emperor's military, often with a promise of
reward to entice skilled individuals.
debris and conducting basic maintenance. Men and women
Above all are the Commissioned Officers who represent
in this class typically have a myriad of sub-classifications
(ratings) that specify their role further, such as Gun-Layer the highest ranks of the Imperial Navy personnel and their
Third Cass, Fuse-Changer Second Class and so on. Ratings commissions usually can only be granted by the Sector or
make up the great bulk of the starship's crew and will be the Battlefleet Administratum.
ones doing most of the fighting during boarding actions. Regardless of their role upon their ship, Imperial Navy
Contrary to popular belief, many Imperial Navy Ratings are characters are either born or drawn into a life aboard the
volunteers, for the pay is good and the conditions are better ship. Nothing stirs their blood more than sailing the void or
than those on many Imperial worlds. If there are not enough facing pirate ships with gun batteries locked. The character's
volunteers to fulfill a Captain's requirements he or she life is a tradition of bravery, honor, sacrifice, and adventure.
always has the right to send Press Gangs to tithe more crew The void is where the character truly feels alive. He has
directly from any planet along the way, which may include grown within the confines of the fleet and as such he is
penal colonies or hab-blocks. In practice, this is often confident, arrogant, loud and brash—with the skills to back it
up. Those who rise above their station are born leaders and
achieved through collusion with the local Planetary
commanders.
Governor, but an Imperial Navy Captain does not need
civilian permission to take crew from any world.
Above the Ratings are the Warrant Officers (also known in Sample Astra Navis Mandragora Background:
some quarters by the archaic term "Petty Officers") who act Excurso Silentum
as the equivalent of non-commissioned officers like
Sergeants and Corporals in planet-bound Imperial Guard This Dauntless-class light cruiser patrols the Spinward
regiments. They disseminate orders from higher authority, fringes of the Bravitovich Sub-Sector, valiantly enforcing the
ensure those orders are carried out by the rank and file of will of the Imperium. It's crew are highly decorated, drawing
enlisted ratings and maintain discipline with regular their lineage from generations of conflict with the ork reavers
floggings. They are called Warrant Officers because their of the Ninth Veil. Renowned for their obsession with
rank is created through the issue of a written warrant from discipline, the armsmen of the Excurso Silentum execute the
either fleet administration or the captain of their warship. orders of their captain without pause - disregarding their own
Warrant Officers occupy positions of trust on the ship and a personal safety. It is because of this iron-discipline the
Captain with even the most mutinous of crews can keep the Excurso Silentum has managed to maintain order, despite
ship running as long as he can rely on his Warrant Officers. the imminent danger posed by the orkoid pirates.
was a modest, if monotonous, mark of profit for Chartist
captains willing to work under the auspices of the Adeptus
Mechanicus to transport surplus raw materials to Hepheron,
Metallus Quartus and Enceladus. A bustling network of
minor routes developed between the different subsectors
which is known as the Hysode Exchange. Named affably
after the cluster of starships that cluster around Aelys-II's
primary satellite, Hysode, the Exchange has grown over the
years into an informal alliance. Shared by those captains
who have spent generations plying the routes leading to
Aelys-II, the Hysode Exchange jealously guard their trade
routes and protect their own interests.
The Hysode Exchange has grown considerably from their
humble origins to a sprawling conglomeration of Chartist
Captains and Merchant princes, influencing the economy of
entire subsectors. Posed to become a greater trade power,
they have been barred from further growth across the sector
by the other major cartels jockeying for dominance; the
Sable Ecumene of Mandragora's galactic east, and the
Power Groups of Mandragora Morganstern Syndicate that holds the north.

Several groups in the Mandragora Sector hold power that The Morganstern Syndicate
is not restricted to one planet, but can be felt across the The Morganstern Syndicate is an extremely powerful
whole sector. These include the houses of the Navis criminal organization that deals in spice refinement and
Nobilite, the Commercia Guilds and Cartels, as well as the smuggling, extortion, weapon trafficking, slave trading, and
Great Merchant Houses, which are as old as the bounty hunting. The organization is active on many planets
Mandragora Sector itself. Members of these groups can turn around the Sea of Shadows and rimward boundaries of the
up on any of the sector’s worlds, and they all possess Marjories Regency. It maintains organized cells on various
enough resources to make themselves major players in the worlds of interest; each of these planetary cells is led by a
sector’s complex tapestry of power. single boss who rules over Syndicate interests on that world.
The only way to be accepted into the syndicate is to be
Commercia Powers nominated by several other crime lords.
The Morganstern Syndicate have been involved in a crime
war with the Sable Ecumene for over three hundred years.
Individually, chartist captains, merchant magnates and
The two cartels vying for dominance has kept both of their
their ilk don't hold significant interstellar power. When these
interests from dominating the sector, or threatening the
influential individuals combine their wealth and power, they
monopoly held by the Black Run. This cold war between the
become significant in the sector politics, able to the
two is centered across the Drift worlds and Bravitovich sub-
determine the fates of entire populations with the impact of
sectors where the two colossal powers push against each
their decisions.
other's nominal borders.

The Black Run


The Sable Ecumene
The Black Run is not a singular organization or trade
Founded by the old nobility of Vodaccair Sextus, the
conglomerate in the traditional sense, but a series of
Sable Ecumene is unique in its goals. While a typical
separate archeomarket and smugglers dens spread across
criminal cartel, it ultimately serves the great families of
the Mandragora Sector. Sharing a similar culture and
Vodaccair Sextus. Operating under hundreds of thousands
informal codes of conduct, the numerous black ports of the
of sham fronts, the Sable Ecumene actively works to
run are pockets of freedom that exist outside the totalitarian
sabotage or absorb competitors through violence or black
rule of the Imperium of Man. Each of the black ports of the
mail.
Run are communities in and of themselves, isolated as they
The Sable Ecumene is extremely professional. They know
are across the void.
that operating beneath the notice of the Adeptus Arbites' is
The dangers of being apart from the Imperium is too great
imperative to their success, particularly conducting
for the Sector Authorities to ignore. The Adeptus Arbites
themselves as honest businessmen and nobility at all times.
fleets constantly search for, and destroy, as many of these
They operate their less reputable ventures through middle
smugglers dens as possible. Unfortunately, the stellar void is
men, keeping their hands as clean as possible. As a result, if
immense and finding these void born communities is like
an operative draws too much attention to himself, it is far
finding a needle in a haystack.
easier to execute him and let the Enforcers deal with the
body.
The Hysode Exchange The Sable Ecumene recruits from many different venues;
Where opportunity exists, the opportunistic thrive and the drawing their operations from local gangers, feral tribes, or
adage holds true in Mandragora. For many centuries Aelys-II

7 The Mandragora Apocrypha


whatever else can be made to turn a profit. These houses, and planet's requiring large swathes of indentured
middlemen are never considered actual members of the true labor, the House of Archellos provides.
Sable Ecumene, even if their men believe so. Only those Naturally, of all the great merchant houses, House
who possess some smidgeon of Vodaccair Sextus' noble Archellos is the most powerful and universally feared.
bloodlines may hold positions of power in the cartel, a fact Common folk on a half dozen planets tremble at the thought
that is not openly admitted. The Ecumene prefers it's overly of crossing the family, fearing they may one day end up
ambitious to have false hope of ascending their ranks. being caught and traded as a menial to die on some
forsaken planet light years away. Among the old houses of
The Vol'Terran Charter Mandragora, Archellos is respected with a mix of awe and
Secretly backed by the Adeptus Ministorum of given plenty of leeway.
Mandragora, the Vol'Terran Charter is controlled by the House Archellos has weathered through the millennium.
illegitimate sons and daughters of the priesthood of the Rivals have attempted to dislodge them from their holdings,
sector. Compromising almost a full third of the Astral Ministra syndicates and cartels have attempted to usurp their trade
Fleets Minoris, the Vol'Terran Chartist fleets have gained routes. Accusers have brought forth the pogroms of the
monopolies on several key trade and pilgrimage routes Adeptus Arbites and even the Inquisition itself on occasion.
connecting the sector. Despite the many purported atrocities committed by the
From an outsider's perspective, the Vol'Terran Charter is Archellos family, they have persevered united and un-
a modest consortium of captains given a letter of marque fractured, a testament to their own resolve.
commissioning them for trade and war on behalf of the
Ecclesiarchy . In reality, the Vol'Terran chartered are more House Daam'Samara
akin to privateers who have been given rights above and The House of Daam'Samara makes it
beyond the traditionally Administratum authorized trade fortune on the exploitation and
writs, bringing them closer to the prestige of rogue traders monopolization of rare spices from the
rather than chartist captains. While localized within the Dhanabine borderlands. Synonymous with
sector, their considerable strength and freedoms allows the trade routes that bring exotic
them to assert the will of their synods, while simultaneously delacacies, spices and salts, the
strengthening their own holds on planets. As the children of Daam'Samara merchant house is welcomed
priests and cardinals, the Vol'Terran Charters wealth swells eagerly on many worlds in the coreward
the coffers of the Ministorum synods, disproportionately subsectors of Mandragora.
siphoning the wealth of the sector. The House of Daam'Samara have relatively few enemies
The Astral Scions, as the heads of the Vol'Terran for such a large house. Masters of punctuality and etiquette,
Charter refer to themselves, are intimately familiar with the the Daam'Samara have a hierarchy that is very strict and, in
peculiarities of faith and secular laws of the sector. While not some cases, complex. The familial rank of a Daam'Samara
strictly given carte blanche authority in all regards, their scion can be determined, among other things, by the number
patronage and influence allows the scions of the Vol'Terran of earrings a man or woman has.
Charter to ignore or bypass most laws, and by their Making a contract or bargain with a member of the
knowledge of the Imperial Creed to manipulate most Daam'Samara is a very serious affair that is steeped with
situations to favor their own agendas. Only the most zealous formality. They are also renowned to be fierce negotiators
or ambitious of the Adeptus Arbites cross the Vol'Terran, and the chances of coming out with an advantage after
knowing full well the conflicts that arise between the making a business agreement, or any agreement, with a
Adeptus'. member of the Daam'Samara are slim.

The Great Merchant Houses House Eska Dros


The House of Eska Dros is one of
The Great Merchant Houses of Mandragora are deeply the major noble trade houses of the
ingrained in the commercial and political arenas of the Mandragora Sector. The lineage of
sector. These are families that can draw their proud lineages House Eska Dros draws back to the
to the dawn of the sector itself, and have amassed enough foundation of the sector. Owning a great
wealth and influence to exert their will across the breadth of deal from hive spire estates to tracts of land and
the sector itself. massive factoria spread across the sector, the Eska Dros
are deeply saturated in the production and manufacturing of
House Archellos Mandragora's many needs.
House Archellos founded their empire The nobles of Eska Dros are notorious recluses in the
on the blood of slaves during extreme. Notably, they have abandoned pretentions of being
Mandragora's age of settlement and earthbound on any planet and refuse to step foot upon terra
conquest. As flesh and tithes are the firma unless absolutely necessary, preferring the sanctity of
only two staples of trade that do not cold, vacuum sealed orbital stations and void ships. So
depreciate in the Imperium, the Archellos strong is their disdain for planetary affairs that they make no
family has never deviated from their staple. Controlling a attempt to mask their displeasure and condescension
tight grip on providing menials to the Adeptus Terra, noble towards any who make their living on planet sides.

The Mandragora Apocrypha 8


House Okane exert their influence with just as much effect, if not more, due
House Okane is unique among the great to their powerful connections and blood lines.
merchant houses because they deal less
in tangible, physical goods but in deeds House Fallaset
and loans. Considered one of the pillars The great noble house of Fallaset holds prestige of having
of the sector commerce and as iron-clad many of its scions seconded to the Astra Navis Militares,
bankers, the house of Okane maintains serving as officers aboard the Imperial Navy's finest ships of
oath sworn contracts with the ancient trading and noble the Mandragora fleets. Due to a long standing tradition of
houses of the sector. They have maintained their own vast having to serve tenure prior to ascending leadership of the
wealth by being infallibly exact upon the returns of their family line, house Fallaset is deeply seated in the Adeptus
investments. Terra. Beyond the familial bonds that connects the family
The nobles of House Okane are known to be some of the with the Imperial Navy, House Fallaset holds massive
most faustian and draconian negotiators, experts at amounts of land on Vodaccair Sextus, and is rumored to be
decoding the mystifying and often contradictory by-laws of one of the prime benefactors to the Sable Ecumene.
dozens of worlds and the Lex Imperialis itself. While The Fallaset family is so deeply filled with religiosity and
perfectly adept at maneuvering politics and legalese, House tradition to duty that they are considered exemplars by many
Okane is no stranger to resolving debts and other matters in within the Imperial Navy. At Port Junction, scions of House
more direct manners. House Okane has been responsible Fallaset are treated with great care, expecting to uphold an
for the liquidation and toppling of three great houses of ever increasing familial history.
Mandragora since it's forming, a warning to those who dare
think to cross the house. House Magistes
The family of Magistes hails from the old nobility of
House Traak Hecuba, and has ingratiated itself among the courts of the
The House of Traak is one of the sector Prefectus. Due to hereditary traditions, the Magistes
major noble trade clans of the have strong blood ties with the dominate noble families of
Mandragora Sector. Through its Hecuba and are considered pillars of the planet's social
prestigious chartists contracts and strata. Born into the great game of politics, the Magistes
it's long affiliation with the infamous families are experts at manipulating court affairs to bring
Black Run, the merchantmen nobles greater boons and honors to their families, profiting from the
of House Traak have been one of the pillars of the sector's opportunities that their clout offers them.
fortunes for millennia. Their lineage and dominancy is While the other great noble houses rely on trade,
challenged only by the houses of Archellos and Eska Dros, monopolization of resources, or some other means of
who share similar foundations in the Sector's founding. acquiring wealth, House Magistes is uniquely lacking. They
The Merchantmen of clan Traak have invested much in possess no factoria or standing armies, nor do they control
brokering agreements with chartist captains, black runners trade or land. Their success has been attributed strictly to
and cold traders. It is through the House of Traak that the intrigues of the Hecuban courts, and while they indirectly
meetings are arranged, goods are moved across the entire profit from the toils of others, it has been through duplicity,
breadth of the sector, and the rarest of commodities are extortion, and force of will alone.
obtained. Of all the ancient merchant houses, Traak is the
most fluid and mercurial, settling little and possessed of a House Nauticus
nomadic streak. The hereditary rulers of Generys, the scions of House
Other great houses of Mandragora whisper that the Traak Nauticus have amassed great wealth by the taxation and
carry with them their riches wherever they go, or have stored control of the trade markets that pass through their planet.
them aboard some secretive conclave in orbit. They possess Because of Generys' position as a major trade hub, the
little personal estates on planets, with those they do being Nauticus' ever increasing wealth has allowed them to broker
modest and much less opulent then the lodging of other treaties, alliances and marriages to many of the old chartist
nobles. Truth be told, the clan of Traak disfavor planetary houses, spanning their families ties across the sector. While
affairs and have a deep affinity with the void, preferring the the house is primarily concerned with their accumulation of
freedoms of stellar travel over the stifling and stagnant wealth and prestige, it has not escaped the attention of the
confines of cellar vaults and reliquaries. sector court that the house could in theory disrupt inter-
sector trade on a whim, and as a result the sector governor's
The Great Noble Houses court have traditionally extended a role in the court to the
house, keeping their mutual interests aligned.
Unlike the Great Merchant Houses, the Great Noble
Houses of Mandragora do not in themselves possess the
ability to influence entire worlds by merit of their operations
or holdings. They may not possess the factorias or Agri
worlds of the Merchant dynast-families, but are so deeply
ingrained in the fabric of the sector's politics that they can

9 The Mandragora Apocrypha


New Role: Trader Trader
Traders owe their station to their ability to survive in a world Special Rules
of profit and loss as they turn fortune’s wheel. Charming yet A Trader character gains the following benefits
often utterly ruthless, they are best not crossed.
Role Aptitudes
eneath the surface of the rigid structure of the Intelligence, Fellowship, Agility or Ballistic Skill, Social,
Fieldcraft
Imperium, a single thing maintains order across the
multitude of civilized worlds; wealth. Whether issued in local
currency, bartered goods or raw resources, wealth forms the Role Talent
only real government for many Imperial citizens, taking lives Clues from the Crowd or Contact Network
and settlements with them as material wealth changes
hands. Indeed, while the politics of the Adeptus Terra and Role Bonus
noble houses are an influence in the depths of a Hive or Merchant Magnate: In addition to the normal uses of
across the far and wide settlements of a feudal world, no Fate points, when a Trader character fails a Commerce,
control is greater than that of those whose wealth sustains Influence or Requisition test, he can spend a Fate point
and protects their own domains. Many traders control to automatically succeed with the degrees of
immense compounds, employing entire settlements as success equal to his Fellowship bonus.
laborers and entire gangs as protection. Others keep only a
small shop or wander in Gypsy caravans, trading between
settlements and, from time to time, across rival
organizations. The ships of the Chartist Captains are the agricultural harvest, or worlds inhabited by man lost to the
only contact many worlds have with the galaxy at large, and Imperium for millennia, ripe for re-indoctrination into the
to some primitive worlds their arrivals are long-prophesied Imperial Creed as a ready workforce of willing servants of
events of great spiritual significance. No matter what trader, the Emperor. Still others bring back tales of encounters with
or what goods, behind every throne or credit spent and alien races and strange new technology, rare and precious
earned, the Trader watches and reports back to his house or artifacts presented to the Adeptus Mechanicus for bountiful
lord, who pocket all the earnings. reward.

The Role of the Trader


Traders exist on all worlds, though their form and ability
can vary wildly depending on societal factors and local
taboos. Merchant magnates or princes of pan-sector
commercial interests rely upon the Chartist Captains to ply
the trade lanes, whose Merchant Charters granted by the
Administratum allow them the privilege to journey across the
stars. Above them are the infamous Rogue Trader dynasties
that conquer worlds in the name of the Emperor and extend
the borders of the Imperium - entire family lines whose
exploits form the foundations of entire sectors. Arguably
greater, the Navis Nobilite maintains extensive trade rights
that spread the breadth of the known - and unknown-
corners of the Imperium.
By a vast percentage, most merchant traders rarely veer
far from their established transport routes plied over
generations, reluctant to take on assignments chartist
masters elect to remain where profits may be slim, but the
course is well travelled and at least as relatively free of
danger as can be expected from the stellar void. There are a
rare few however who after a time reject this meager
existence, choosing instead to embark on grand quests
through wilderness space to seek out new worlds ripe for
colonization, to boldly go where no human has gone before.
While many of these intrepid adventurers are never heard
from again, the annals of the Imperium's long history is
replete with stories of merchant captains and their crews
coming across worlds teeming with indescribable riches
beyond compare, lush virgin prairie worlds suitable for

The Mandragora Apocrypha 10


clan or family should, by its treachery or excess, endanger
the others.

The Great Houses


Few organizations within the Imperium hold as much
power as the Great Navigator Houses of the Navis Nobilite.
Their position of control over nearly all Imperial shipping
places them in a rare place of power, one that sits almost
beyond the reach of both the Administratum and even the
Inquisition itself. It is a position that the Great Houses have
mercilessly exploited down the millennia and used to gather
vast wealth and influence to themselves. Though across the
long span of years this power has risen and fallen, it has
endured longer than almost all other Imperial edifices. The
only aspect of the Great Houses that matches their political
endurance is their constant struggle with each other.
Navis Nobilite Constantly struggling for position and favor, the Houses use
all manner of means to outdo their rivals, sometimes even
The members of the great houses of the Navis Nobilite, engaging in open warfare against one another. Only the
the Navigators, are the only members of humanity who can strict control of the House Novators and the carefully
capably chart a course across great distances through the maintained codes of the Navigators keep such conflicts from
warp, allowing ships to journey the vast spans of the void. spiraling out of control.
Without the Navigators, no ships could hope to safely pass The Novator is a patriarch or matriarch that rules over a
through the warp, and the great Imperium of mankind would Navigator House, the figurative—and often biological—father
wither and die. or mother of the family. It is the role of the Novator to hold
Drawn from ancient families which trace their origins to the family together and manage their fortunes, fostering
the very dawn of the Imperium, Navigators are a stable contacts and contracts to the House and jealously guarding
genus of human mutation (some say the result of ancient those already in its possession. Above the scores of
genesculpting). They form tightly knit clans linked together Novators stands the Paternova, head of all the Imperium’s
by webs of intermarriage, hereditary alliance, and patronage, Navigator Houses. From his throne on ancient Terra, he
using their wealth and power to remain in privileged isolation guides the destiny of the Houses, ensuring their place of
from the bulk of humanity. All true Navigators have a third power within the galaxy.
“warp” eye that allows them to perceive the flow of the warp. Whilst ostensibly the role of the Paternova, and by
Whilst their origins and the true nature of their gifts are extension the Novators, is to manage the power of the
shrouded in myth, their singular nature and priceless Houses and protect their interests from the greed of the
importance has ensured them a place of immense privilege Administratum or the ignorance of the Ecclesiarchy and
and power—no trade can be conducted, no great wars Inquisition, they do in fact have a far more important role to
waged, and no exploration mounted without the Navigators’ play. This role is in the cultivation and protection of the
aid Navigators are organized into families (sometimes known Navigator gene. Vital to the survival of the Houses is the
as “clans”), through which both the warp eye mutation and continuance of the birthing and training of skilled and potent
their esoteric knowledge of warp navigation has been Navigators. However, the competition between the families
passed down through the generations. Because of their has also led to each tampering with and altering the
monopolies, ancient lineages, and accorded rights, evolution of some of its children, in the hopes of creating
Navigator families are usually both immensely wealthy and more powerful and able Navigators with which to defeat their
influential, their power extending to all corners of the rivals and win greater contracts. Over many centuries, this
Imperium. In particular, their influence of matters in altering of the Navigator gene has created many lineages,
interstellar trade is beyond that of any other group. giving rise to some strains of the Navigator gene in which
Perhaps most importantly, they have an Emperor-given certain powers, abilities, and mutations are more prevalent.
right to conduct their own affairs as they see fit and thus are
effectively outside of the laws and authority of the Imperium.
Magisterial House of Damaskinos
This freedom is only void in particular circumstances of overt
Tracing it's lineage into the antediluvian
rebellion or treachery, and even then great care is taken by
ages before the founding of the Imperium,
the Adepta in confronting and punishing such crimes. A
house Damaskinos took part in the founding
clan’s private retainers and bodyguards can number in the
of the Mandragora Sector. Between
thousands. Largely, the clans police their own, binding
themselves and the House of Pyanoe, these
themselves together in a shared culture and through lines of
families hold the rights, bonds, and contracts for
alliance, fealty, and marriage. However, wary of the balance
the supply of Navigators for Battlefleet Mandragora, as well
of power, the high master of the Navis Nobilite, the
as for the vessels belonging to other branches of the
Paternova, and his agents are often merciless when one
Mandragoran Adepta and the sector’s commercial powers.

11 The Mandragora Apocrypha


Nomadic House of Hilachet families, many can be grouped into broad categories,
House Hilachet is a far-ranging nomadic representing their unique strain of the gene as well as their
house of the Navis Nobilite. They abide by area of influence and way of life. The four groups which are
the Mechabella galactic cluster, taking prevalent in both the Mandragora Sector and the Gorian Rift
contract and bonds with the great are known variously as the Nomadic Houses, the Magisterial
exploratory fleets of the Adeptus Mechanicus Houses, the Shrouded Houses, and the Renegade Houses.
and rogue traders. The Hilachet are keen on
exploring the stellar stars that lay beyond the halo borders. Nomadic Houses
As Mandragora sits at the precipice of known space, they Some of the Great Houses have forsaken ties of sector
have naturally congregated to the sector. and system, relinquishing their terrestrial holdings. Instead,
over the centuries, these Navigator Houses have taken
Renegade House of Mann wholly to the stars to become wanderers and gypsies, their
The House of Mann was once a prestigious lines preserved on vast fleets of ships constantly on the
house of the Navis Nobilite many centuries move. To be part of a Nomadic House is to be born between
ago, before the genetic damage to their the stars and spurn the life of a dirt dweller. It is also this
lineage became apparent. Despite long term exposure to both the void and the Immaterium that
thousands of years of careful monitoring, hones the skills of Navigators from Nomadic Houses, giving
arranged marriages and adherence to Nobilite them an understanding of space and warp second to none.
traditions, the House of Mann discovered the severe Some Nomadic Houses known to travel the Mandragora
mutations and stillborns inflicting their house would in time Sector include Gon'Lai, Tessador, Hilachet and Mahd'Naz.
destroy their house. Where other Navigator houses may A Navigator character that belongs to a Nomadic House
have attempted to correct this with dangerous genetic gains the following benefits:
treatments, the Navigators of House Mann decided on a Lore of the Wanderer: The Navigator has an ingrained
radical approach - severing their ties to the enrichment of the affinity with passage between distant and uncharted stars
Navis Nobilite and pursing individual, self-serving careers to and gains the Talented (Navigation (Warp)) Talent.
enjoy the burrowed time that's left to their now scattered A Taste for the Warp: Living in constant contact with the
house. veil between real space and the warp, the Navigator can
read it like few others. The Navigator can spend a Fate Point
Shrouded House of Pyanoe to automatically succeed in using a Navigator power; if
degrees of success are relevant to the effects of the power,
The Pyanoe family came to Mandragora
he will succeed by 1d5 degrees of success with 5 counting
relatively recently, escaping some calamity
as 0 degrees of success.
that forced the house in an exile to the
Scorn of Dirt Dwellers: Those that have roamed the void
borders of the halo stars. In the umbra of the
for so long feel uncomfortable in the cultures of dirt dwellers
sector, the Pyanoe family secured itself.
and usually cannot wait to return to space. Whenever the
Even in its exile, the fallen house of Pyanoe's
Navigator is on a planetary body and must deal with locals
wealth and authority eclipsed the minor navigator houses of
he suffers a –10 to all Fellowship tests and skills based on
the region. Their arrival to the sector disrupted the status
Fellowship.
quo heavily, forcing a half dozen of lesser Navis Nobilite to
Initial Mutation: Navigators from a Nomadic House begin
seek new venues further afield to the Askellon and Gorian
play with a single Navigator Mutation rolled randomly from
Rift sectors. Whatever the families shame is, few outside
Table 1-1: Navigator Mutations. They may develop
the Nobilite know, and virtually none within the Mandragora
additional mutations as normal when they acquire new
sector itself. Yet the enemies House Pyanoe made during its
Navigator Powers or increase their mastery of existing
inaugural trade wars will undoubtedly come back to haunt
powers.
them.

Magisterial Houses
Choosing Your Lineage Greatest in size and power are the Magisterial Houses.
The roots of the original Navigator families, these Houses
In the Imperium, there are thousands Navigator Houses,
maintain mighty palaces on Terra and their influence
each with a history that can be traced back hundreds if not
reaches to the very edges of the light of the Astronomican.
thousands of years, but still the number of Navigators is a
The Magisterial Houses maintain traditions and practices
literal drop in the ocean compared to the numberless
that have served them for millennia. They are masters of the
masses of humanity. All these houses are not the same
traditional Navigator crafts and have more control over the
however, either in strength or makeup, and over the
malign mutations that afflict those with the gene. To be part
millennia many have diverged from the first great families
of a Magisterial House is to know without question the purity
that are said to have exhibited the Navigator gene. Some
of your blood and the ancient power and nobility of your
have dwindled and died off over the years, some few turned
family.
outlaw, whilst many others have prospered in these
Magisterial Houses with influence in the Mandragora
divergent ways of life creating branches and offshoots of the
Sector include the grand houses of Masataro and
Great Houses across the Imperium. Whilst it would be
Damaskinos. A Navigator character that belongs to a
impossible to catalogue and critique each of the Navigator

The Mandragora Apocrypha 12


Magisterial House gains the following benefits: needs most of their kind are normally sheltered from. The
Warp Focus: The warp eye is the core of a Navigator’s Navigator gains a +10 bonus to tests with the Commerce
being and his oldest and most potent tool. Once per game and Charm Skills.
session he may force a single opponent to re-roll a Initial Mutation: Navigators from a Shrouded House begin
successful test when testing to resist the effects of The play with a single Navigator Mutation rolled randomly from
Lidless Stare Navigator Power. Table 1-1: Navigator Mutations. They may develop
Pure Genes: The Navigators of a Magisterial House are less additional mutations as normal when they acquire new
likely to mutate due to their pure genes. Whenever they must Navigator Powers or increase their mastery of existing
test for mutation the test is considered Routine (+20) rather powers.
than Ordinary (+10).
Exalted Lineage: The blood of the most ancient and Renegade Houses
powerful navigator houses gifts their scions with a position of Some of the Great Houses have completely forsaken the
prestige amongst the nobility of the Imperium. The Navigator traditions and ancient practices of the Navigator families in
may call upon this lineage in social situations and gains a their quest for power, or may have been turned on by the
+10 bonus to any Interaction Skill Test when dealing with rest of the Navis Nobilite, harrowed, and driven into exile.
members of the Imperial nobility. Dabbling heavily in the genes of their children in order to
Initial Mutation: Navigators from a Magisterial House begin improve their lot, their tampering often leads to hideous
play with a single Navigator Mutation chosen from the mutations and unconscionable monsters in their lineage,
following options: Strangely Jointed Limbs, Elongated Form, which in turn leads to rejection by the Paternova and a hunt
Pale and Hairless Flesh, Eyes as Dark as the Void. They to extinction by the Inquisition. In some cases, however, it
may develop additional mutations as normal when they has birthed new strains of the gene and given rise to families
acquire new Navigator Powers or increase their mastery of with unique abilities and potent powers. To be a part of a
existing powers. Renegade House is to have cast aside the sacred Navigator
traditions as small minded and restrictive and instead
Shrouded Houses embraced the glory and limitless potential of your ancestry—
Shrouded houses have suffered great losses or shame or so the houses believe, to comfort themselves.
within the more established dominions of the Imperium. They It is whispered that the Mandragora Sector is home to
have opted to move their powerbase completely to the edge several Renegade Houses like the secretive Transis and the
of known space, where they cling to the barest strands of infamous Mann.
their former status and power. Though they may be rich in A Navigator character that belongs to a Renegade House
skill, knowledge or lore, something in the past of Shrouded gains the following benefits:
Houses has blighted them and reduced them to a state so The Fruits of Corrupted Blood: In tampering with the
far from their once exalted position that they are sometimes fundamental nature of their bloodlines the Renegade Houses
cruelly called ‘beggar houses’ by their more successful have created both monsters and marvels. The Navigator
counterparts. To be part of a Shrouded House is to be part begins play with an additional Navigator Power. Additionally,
of a fallen line that is slowly rising again to stand defiant the Navigator may also choose three Navigator Powers;
against those that once cast them down—or at least, so you these may include powers he does not yet have, but plans to
are told by your elders. later acquire. He gains a +10 bonus to all tests with these
Their loss in standing has often forced such houses to flee powers (in addition to bonuses for being an Adept or
to the margins of the Imperium and to develop a cunning and Master). In addition, all tests by others to resist these powers
opportunistic mindset alongside a skill that is often lacked by suffer a –10 penalty.
more comfortably indolent houses. Some of the more Unchecked Mutation: The Navigator is more prone to
powerful and influential include the Blissex, Endedst, and the mutation and mental instability that any others of his kind,
Pyanoe triumvirate. representing the tampering of his family line and a life
A Navigator character that belongs to a Shrouded House overshadowed by doom. When taking tests for mutation for
gains the following benefits: gaining a new power or increasing an existing one, his tests
Destitute: The navigator’s fortunes are so low that he has are Challenging (+0) rather than Ordinary (+10) and he
little or nothing and is initially a drain on the resources of his begins play with 1d5 Insanity points.
fellows. The presence of a navigator from a Shrouded Renegades: The price of dabbling in the unknown is high,
Lineage reduces the group’s starting Influence by –1. and it has cost the Renegade Houses in both security and
A Gaze to Pierce the Soul: The Navigator has a keen status. Navigators from Renegade Houses begin play with
understanding of a person’s relationship to the warp born of 1d5 Corruption points and the watchful eye of the Inquisition
enforced self-reliance and bitter musings. The Navigator ever waiting to uncover wrongdoing. Also, all tests that
begins play with Gaze into the Abyss as a bonus power. In involve interacting with the official bodies of the Imperium
addition, he may raise this ability above Master to Paragon are at a –10 penalty.
(the xp cost is the same as to raise to Master) giving him a Initial Mutation: Navigators from a Renegade House begin
+30 bonus on all tests with this power. play with two Navigator Mutations rolled randomly from
Mercantile Opportunists: Raised in a volatile atmosphere Table 1-1: Navigator Mutations. They may develop
where the need for profit and advancement outweighed all additional mutations as normal when they acquire new
other concerns, these Navigators have had to learn the hard Navigator Powers or increase their mastery of existing
way the skills of hard bargaining and contract hunting— powers.

13 The Mandragora Apocrypha


New Background: Navis Nobilite Navis Nobilite
The Navigator houses of the Navis Nobilite are amongst the Rules
most important individuals in the Imperium. They lease out The character with the Navis Nobilite background applies
their members to various institutions across the galaxy, the following benefits:
either for currency or through ancient pacts and debts.
These are always honored and, in this respect, the Starting Skills
Navigators are extremely honorable indeed, as to renege on
Charm or Scrutiny, Common Lore (Navis Nobilite),
them would be costly in financial terms as well as the
Forbidden Lore (Navigators) or Forbidden Lore (Warp),
accompanying loss of face.
Navigation (Stellar) or Navigation (Warp), Psyniscience

he Navigators first appeared amongst the scattered Starting Talents


seeds of humanity in the long-forgotten past, their true origin Air of Authority or Weapon Training (Bolt), Weapon
obscured by the mist of ages. Their unique ability to perceive Training (Las, Low-tech)
the tides of the Warp and guide a star ship safely through its
otherwise inscrutable depths allowed the formerly scattered, Starting Equipment
largely autonomous fragments of the human race to unite Laspistol or Handcannon, Metal Staff, Emperor's Tarot
into a single, star-spanning empire. The entire species deck, Nobilite Robes or Void-Suit, Micro-bead
entered a golden age of unity and enlightenment that, sadly,
would last only a handful of millennia before the dark epoch Background Bonus
of the Age of Strife descended and Mankind was plunged The Constant Vigil: The character may sacrifice all of
into five thousand years of despair. his Actions for the next Round to switch places with an
Of the earliest histories of the Navigator Houses almost ally within 2 meters (as long as there is no obstruction in
nothing is known, though some amongst the Holy Ordos the way). This may be done at any time, even
suspect that the ancient stasis vaults beneath the mansions interrupting another action. The character becomes the
of the Navigator’s Quarter on Holy Terra must contain target of any attacks previously targeting the ally or vice
records and artifacts rivaling those of the Inquisition in age versa. This may not be used more than once per combat.
and significance. Whatever secret histories of Mankind’s
darkest ages are hidden beneath these marble palaces are Warp Eye: If the character takes the Navigator elite
likely to remain obscured though, for the Novators of the advance during character creation, he may either select
Great Houses are beholden to no other authority and even one additional power or improve an existing power
the most determined and relentless of Inquisitors would find
it all but impossible to breach their closed society and force Background Aptitude
them to acknowledge any external law.
Knowledge or Social
Whatever the details of their roots, the Navigator Houses
appear to have enjoyed a special status since time
immemorial. They must have been an established and Recommended Roles
powerful body at the beginning of the Emperor’s Great Assassin, Chirurgeon, Sage,
Crusade, which would have been impossible without their Seeker, Trader
services. Were it not for the Navigators that guided each
Expeditionary Fleet, the Great Crusade would have taken
amassed unimaginable riches. Every starship that plies the
millennia to prosecute, not the scant two centuries it actually
Warp routes of the Imperium and beyond has at least one,
took before the calamitous events of the Horus Heresy
and most likely an entire cabal of Navigators, to guide it
plunged the nascent Imperium into galaxy burning civil war.
safely through the Immaterium.
It must be presumed that a number of Houses fell to the
The Navis Nobilite uses the wealth that it accrues from
insidious lies of the Warmaster, for it would not have been
this critical task to amass still more. None accept perhaps
possible for Horus to deploy his fleets with the speed and
the Paternova—the most senior Patriarch of all the Great
cunning he did were this not the case. Whatever the truth,
Houses—can have any true notion of just how much wealth
the Navigator Houses appear to have emerged from the
the Navis Nobilite wields, and its influence and alliances
Heresy with their power and reputation largely intact—
stretch far beyond pure material riches. Certainly, they
confirmation, were it needed, of their critical role in the very
appear to have interests in sundry organizations the length
existence of the galaxy-spanning empire that is the
and breadth of the Imperium; some have close ties with
Imperium.
Rogue Trader dynasties, the Adeptus Mechanicus, and even
It is because of their sheer importance that the Navigator
the vaunted Chapters of the Adeptus Astartes. The
Houses have attained a vast degree of wealth and influence.
Navigator Houses act as backers and investors in some of
The Navis Nobilite can draw its formal origins back to ages
the most ambitious undertakings, especially those of the
long past, and since that time the Navigator Houses have
most powerful of Rogue Trader expeditions. Thus, as Rogue
Traders employ Navigators to forge new Warp routes, the
Navis Nobilite profits doubly, for even while establishing

The Mandragora Apocrypha 14


those routes, they can improve their charts, to their own mistakes in future generations.
benefit and that of the Imperium. Just as the lowest levels hide those of the Navis Nobilite
that the Navigator Houses wish to keep from prying eyes, so
Role within the Imperium there are areas where only the most highly ranked may
pass. As a Navigator grows older and his body is ravaged by
Despite the staggering wealth that the Navigator Houses the curse of his bloodline and exposure to the Warp, so he
enjoy, they do not generally maintain the sort of visible slowly withdraws from the company of his kin and shuns
power structures most other Imperial institutions rely upon. contact with the outside world entirely. While his mind and
Unlike Rogue Traders and Chartist Captains, nor do they his ability to navigate a Warp vessel remain unaffected, he
operate fleets of starships bearing their livery and, unlike the continues to enjoy the luxury his status affords, albeit in his
great merchant combines, they do not maintain their own own private chambers attended by his own staff of servants,
trading centers or industrial installations. Instead, they own guards, and chirurgeons. Should his mind fall victim to the
part interests in all manner of such endeavors and curse, however, then his fate is to descend to the lowest
sometimes the hand of the Navis Nobilite is very well hidden dungeons of his own palace where he takes his place
indeed. They do not generally maintain large standing amongst the other vile monstrosities of his House.
armies, although many Navigator Houses employ a cadre of
highly trained, well equipped, and sometimes gen-hanced Navis Nobilite Characters
household troops utterly loyal to their bloodline. When
circumstances dictate, the Navigator Houses draw on their Navis Nobilite characters are invariably widely travelled
vast wealth to employ the very best mercenary forces individuals, with access to vast resources of money. This
available and, with sufficient warning of impending war, can means that many have exotic equipment and wargear,
field composite armies rivaling an orbital defense force in having had contact with alien races from distant star
size and resources. What the Navigator Houses do maintain, systems. As a result, they may be equipped with almost any
however, are the most splendid palaces, exquisite estates, equipment they desire, though given their less warlike bent,
and gorgeous pleasure gardens it is possible to imagine. these would tend to be items of a protective nature rather
Most are located far from the eyes of the average man and than weapons. Younger Navigators are likely to be employed
woman of the Imperium, though they often maintain more on Merchant Fleet vessels, while more experienced
utilitarian, if still richly appointed, chancelleries in most large Navigators may find positions on more prestigious vessels,
star ports and capital cities. in the Imperial Navy or onboard the dreaded Black Ships.
From the outside, even the most modest Navis Nobilite The oldest Navigators, no longer able to expose themselves
palace is likely to be a rearing edifice dressed with marble to the Warp safely, will retire to a position within the family
and decorated by the most accomplished sculptors of the holdings to await their chance to become the Novator.
age. Beyond the walls, delicate towers pierce the sky while Millennia of infighting and intrigue amongst themselves
glittering domes hint at the untold riches within. What the have made many of the Navigator houses both paranoid and
casual observer might not note is the banks of unseen arrogant in the extreme. Though the whole of the Imperium
defenses, from automated weapons turrets to the most of Man is reliant on their gifts for survival, their mistrust of
impregnable of void shielding. Within, every visible surface is their fellow man is legendary and they guard their secrets
gilded with precious metal leaf or hung with sumptuous jealously. As such, they rely heavily on espionage and
fabrics. The domes house vast libraries of ancient texts, subterfuge in their regular dealings. It is for this reason that
sumptuous ballrooms, serene pleasure gardens, and Houses of the Navis Nobilite often train some operatives
luxurious harems. Lumens crafted from the rarest of cut they employ to keep a close eye on their employers,
jewels light dining halls that can accommodate thousands of ferreting out their weaknesses and their sins as possible
guests, while serried ranks of liveried attendants stand to leverage for future contracts. These operatives are often the
attention nearby. most insidious, as they pose as a trusted comrade or
Entire armies of servants and menials attend to their conspirator, all the while worming their way into the trust of
masters’ every conceivable whim, while the lower levels are their employer in order to gain access to those things he
hives of activity where the most skilled cuisiniers prepare keeps closest.
feasts of delicacies imported from all over the Imperium.
Beneath the servants’ levels lies something far darker. In
armored and warded dungeons are housed those spawn of
the Navis Nobilite fated never to guide a star ship through
the roiling Sea of Souls. These are the genetic rejects and
hideous by-blows of the long millennia of intermarriage and
genetic manipulation. They are mindless, puking
monstrosities that bear precious little resemblance to
anything born of a human womb. Many are destroyed soon
after birth, while others are allowed to live so that the House
genitors might study them in the hope of avoiding such

15 The Mandragora Apocrypha


Elite Advance: Navigator Navigator
“To gaze into the warp is to look into the abyss. To Special Rules
understand insanity itself is to become insane. Worst of all is The Navigator elite advance has the following rules:
the knowledge that while you are gazing upon it, the warp is
looking back at you and laughing.”
Experience Cost
1,000 xp
–Kartr Hollis, Nobilite Emissary

Prerequisites
ithout the Navigator gene and those who bear it,  A Void in the Warp: Characters with the Untouchable
elite advance cannot gain the Navigator elite advance.
there simply would not be an Imperium of Man. At best,  GM Guidance: The GM should feel free to allow
Humanity’s control of the stars would be limited to those characters to take the Navigator elite advance if they
planets that could entirely support themselves and a few want; 1-2 Navigators per group usually creates a good
scattered petty empires. Contact with other worlds would be balance. It is not possible for a character to later
scant to non-existent, for travel between all but the very become a Navigator, and this advance must be taken
closest of star systems would be too ponderous, and too at character creation.
dangerous, to be practicable. Without a Navigator, a vessel
is limited to warp jumps of only a few light years at a time, Instant Changes
and exact calibration must be undertaken by massive banks Gains the Forbidden Lore (Warp) and Navigation (Warp)
of cogitators as even the smallest of errors will have fatal Skills.
consequences for the vessel and every soul aboard. Without  Gains the Navigator trait, the Navigator aptitude, and
the Lidless Stare Navigator Power
a Navigator, to cross even the smallest of interstellar gulfs
 Can no longer gain the Untouchable or Psyker elite
without the most detailed and ancient charts is considered a advances for any reason.
desperate or foolhardy act by most void-farers and suicidal
by those who truly understand what horrors lurk beyond the
material universe. Unlocked Advances
The Navigator is the scion of one of the great Navigator The character can now purchase Navigator powers by
spending experience points. The character must also
clans. These bloodlines are said by some to be older than
select a Navigator House (see Choosing a Lineage
the Imperium itself and by others to be a direct creation of above).
the God-Emperor when he walked in mortal form. Over the A character with the Navigator elite advance also
millennia, they have garnered great power and influence gains access to a special set of talents. These talents are
thanks to the Imperium’s reliance on them, but at the same available only to a Navigator character, and are
time are caged by convention and tradition. A Navigator purchased with experience in the same manner
wants for nothing, yet in reality is often a slave of his station. as regular talents are purchased.
Thanks to his Warp Eye, he is able to pierce the veil
between the Materium and the Immaterium, between reality
and the nightmarish realms beyond. Able to perceive the
warp’s shifting contours and impossible currents, he can
experience and power, the abstraction fades, and they are
guide a vessel by dint of his skill and the immeasurable aid
capable of observing the true warp through a polarized
of the light of the Astronomican, the Emperor-forged and
state—their third eye filtering the horror. But even for those
soul-burning beacon that shines across the galaxy from
so designed on a genetic level to endure the warp’s horrors,
ancient Terra. The life of a Navigator is one of duty and
there is still a price to pay. Navigators who have served the
service to his clan, yet many would have it no other way, for
longest may become wracked with bodily failure, incipient
they are never truly more alive than when ensconced in their
madness, and possible mutation, and ultimately they
navigation sanctum, gazing into the insane, swirling depths
become virtual prisoners reliant on the life-sustaining
of the Immaterium, pitting their will and their wits against the
ravening storm of energy and thought that lurks behind all machinery of their sanctums. Conversely, those newly come
into their calling often revel in their rank and wealth, affecting
things others call real.
rakish mannerisms and caring little for the petty concerns or
Each Navigator perceives the warp in an entirely
trivial realities of life in the Imperium, each knowing that such
subjective manner as a reflection of his own unique nature,
a life is for them a thing that must one day pass.
for even such as they may not stare into the abyss and face
Those that embrace this wild, almost nihilistic attitude are
its true form without suffering the utter destruction of mind
often attracted to service aboard a Rogue Trader vessel,
and soul. Some perceive the dimension in terms of a journey
striking out into the darkness almost as if fleeing the
through a storm-wracked forest, knowing that to stray from
inevitable fate they must one day face. Others owe their
the path is to surrender to the horrors that lurk within. For
dangerous service thanks to some hidden crime or
others, the warp appears as a raging sea, or a desert
misdemeanor among their own kind or through connection to
engulfed in a sandstorm, or a shifting city of night, or a
million other potential forms. As Navigators gain in an infamous and some might say tainted bloodline.
Regardless of whatever idiosyncrasies a Navigator might
bear, he is essential to the operation of a Rogue Trader

The Mandragora Apocrypha 16


vessel and given great leeway by his Rogue Trader, for Navigator Talents
should a vessel lose its Navigator beyond the fringes, any
such vessel, and all who serve aboard her, is surely lost.
The following talents are available only to characters with
the Navigator elite advance, and are purchased in the same
Being a Navigator manner as other talents

The most powerful of the Navigator houses have their Navigator Power
Family House on Terra, in a vast district known as the
Tier: 1
Navigator’s Quarter, a byzantine labyrinth of ornate
Prerequisites: Navigator
buildings, decorated beyond any measure of taste. Every
Aptitudes: Navigator, Perception
palace is huge and decorated with mighty murals and
Effect: The character’s trainers or natural ability allows use
elaborately painted ceilings, the Navigator Lords competing
of an additional Navigator Power. This Talent may be
with each other to create the most beautiful palaces,
chosen multiple times, each selection granting a new Power
adorned with the greatest works of art in the galaxy. They
or increasing an existing power in its mastery.
have libraries containing millions of books, data crystals and
scrolls, and own collections of sacred relics to match
anything possessed by the Ecclesiarchy. They own
Gaining Navigator Powers
menageries of rare beasts, and wine cellars replete with the
products of a million worlds and live in obscene luxury and In Dark Heresy, Navigator characters have access to
splendor. special Navigator powers representing the unique gifts of
An estate surrounds each palace, containing sculpted their lineage. These powers are gained and deepened by
gardens and ornamental pleasure lakes filled with scented spending experience. Each Navigator power is divided into
water. Beneath the palaces is a far darker world; the Vaults. three levels: Novice, Adept and Master. These three levels
These vast labyrinths stretch downwards towards the reflect a Navigator’s mastery over his powers and his
planetary core and are the sometime home to the strange understanding of the true nature of the warp. When a
mutated ancients of the Houses. Navigator gains a new power for the first time ,it will start at
The most powerful Houses vie for the position of the Novice level. Thereafter, they may spend Experience
Paternova, the overall ruler of the Navigator House’s, whose Points to gain either a new power or raise an existing power
powerful influence extends even to the High Lords of Terra. to the next level (i.e., Novice to Adept or Adept to Master).
It is every Navigator House's ambition to one day reach the
position of Paternova, and take control of the great Navigator Initial Powers
Palace on Terra. Lesser Navigator families owe fealty to
larger houses, which in turn have their own alliances. These A Navigator character begins play with The Lidless Stare
alliances form trading cartels, which compete for lucrative power and may choose one more power, or instead of
contracts with other trading cartels. The Merchant Fleets of choosing a second power, he may increase his mastery of
the Imperium must constantly deal with these powerful one of his powers by one stage. At higher ranks a Navigator
cartels for the services of the Navigators. It is a strained may spend experience to gain access to additional powers.
relationship at best, and while open conflict is rare, it is not
unknown. Using Navigator Powers
More covert methods are often employed. An assassin’s
bullet to remove a troublesome Novator or his envoys, to be Unlike psychic powers, Navigators do not need to
replaced by a more amenable family member, is an oft-used summon the energies of the warp or use arcane psychic foci
recourse. So high are the financial rewards and influence to to activate their powers. Rather, their powers are a result of
be gained that assassination attempts are a common their innate connection to the warp and the legacy of their
transaction between rival Navigator Houses. Open warfare, genes. Because of these factors, a Navigator character does
in a controlled fashion, is not unknown between the feuding not make a focus test to try and gather warp energy as a
houses, since all control vast wealth, large professional Psyker would or have a Psy Rating. Instead, whenever he
mercenary forces are paid huge amounts to serve the chooses to use one of his powers, he must pass a
Navigator Houses. Some of these mercenary contracts date characteristic test for it to be successful.
back thousands of years. The Navigators, paranoid of their Each power’s description indicates which characteristic
rivals, are afraid to be seen as militarily weak, and thus they must be tested, plus any modifiers and additional effects for
pay well for loyal service, and failing this, they trade in degrees of success the Navigator gains. The most common
slaves or penitents and train their own soldiery within their characteristics used by a Navigator in this way are Willpower
huge private estates. Slave trading is a lucrative business and Perception.
and so long as taxes and tithes are paid, the Administratum In addition to any modifiers detailed in the power’s
turns a blind eye.
description, a Navigator gains a bonus to the test based on
his level of mastery with the power:

 +0 Novice
 +10 Adept

17 The Mandragora Apocrypha


 +20 Master Foreshadowing
By using his warp eye to filter small secrets from the near
Unless otherwise noted, using a Navigator Power is a future, the Navigator can choose to make slight adjustments
Standard Action. to his actions to avoid harm and manipulate the course of
Note that Navigators never need to roll for Psychic events. Only if the Navigator tries to dig too deep into the
Phenomena or Perils of the Warp, and cannot risk triggering near future for secrets does this power become
these effects with the use of their powers. Likewise, any unpredictable and he may become victim of the warp’s lies.
items, creatures, or psychic effects that would either cause Novice: With a successful Perception Test, the Navigator
or increase the chance of a Psyker triggering Perils of the draws three secrets from the future. He may then “spend” a
Warp will not affect them when they use their abilities.
secret on his following turn to gain a +10 bonus on any Test.
Using one secret in this way carries no danger. However, he
Trait: may choose to spend either of his other two secrets to add
an additional +10 bonus to the roll for each secret spent (for
Navigator a total bonus of +20 for 2 secrets used, and +30 for three
secrets used). For each additional secret used beyond the
A Navigator is a living window into the warp, a fact
mercifully mitigated for his own soul’s and sanity’s sake first, the Navigator must roll a d10; if this roll comes up 7, 8,
by the effects of the Navigator Gene that allows him to 9, or 10, then the secret causes the Navigator to suffer a –10
perceive the warp’s mind-blasting truth in a unique way penalty instead of granting a bonus. Secrets not used in the
that allows his human mind to deal with it. As a result he following round are lost as time marches on. Using this
does not suffer Corruption Points from Warp Shock, power more than once in the same hour is dangerous, as no
although he can acquire Corruption Points normally by one should know too much about his own future. For every
other means Additionally, this Trait allows characters use after the first in a single hour, the Navigator suffers 1d5
to purchase the Psyniscience skill and Insanity Points.
Navigator powers. Adept: As above, except secrets will only deduct rather than
add on a roll of 9 or 10.
Master: As above, except secrets can be used up to five
rounds after the power is used.
Navigator Powers
Gaze into the Abyss
This section presents an assortment of some of the most This power allows a Navigator to see a creature’s or
common Navigator Powers found in the Imperium. These object’s reflection in the warp and learn things hidden from
are certainly not all of the powers that might be found; the the real universe. This power is most useful in unmasking
Imperium is a vast and strange place. both psykers and daemons, but has other applications, such
as reading residual psychic taint on objects and tracking
A Cloud in the Warp powerful psychic entities.
Novice: With a successful Perception Test, the Navigator
By understanding and perceiving the currents of the warp,
can determine if a creature or object holds the taint of the
the Navigator can hide his presence from those that would
warp. This will tell the Navigator if the person or object has a
use the Immaterium to detect him. Whilst it does not in any
Psy Rating or is tainted (roughly speaking if they have more
way mask his presence in the real universe, it can ably hide
than 20 Corruption Points, warp mutations, are possessed,
him from detection by Psykers and confuse creatures whose
etc.). Psykers who have made dark pacts with the warp and
essence and existence are linked to the warp, such as
daemons are more resistant to this power, however. These
Daemons and other warp entities. As the Navigator grows in
creatures may make a Willpower Test opposed by the
power, he will become harder to detect, as well as being
Navigator’s Perception, which if successful will hide their true
able to mask others if they stand nearby.
natures. This power can also be used to track powerful
Novice: By making a Willpower test, the Navigator becomes
psychic or warp creatures using the rules for Tracking
shrouded in an immaterial cloak, forcing those that use any
special use of the Survival skill.
kind of psychic sight, detection or divination to make a
Adept: As above, with the additional effect that the
Challenging (+0) Perception Test to see him with such
Navigator can detect major disturbances in the warp, such
powers. This power also has the same effect on the
as warp portals and ships entering and exiting the
perception of all Daemons and warp entities. This power will
Immaterium within a radius of 100 kilometers times his
last as long as the Navigator maintains it, however whilst he
Perception Bonus. In Starship Combat (see Volume III: The
does so, he cannot use any other powers (though he may
Dreadspace Scrolls), this power functions within a number of
take other actions normally).
VUs equal to the Navigator’s Perception Bonus.
Adept: As above, except the test to detect the Navigator
Master: As above but the Navigator can also use the power
becomes Difficult (–10).
to detect the use of psychic powers within a radius of 10
Master: As above, except the power gains a radius equal to
meters per point of his Perception Bonus.
the Navigator’s Willpower Bonus in meters centered on his
person. Any creature within the radius may be shrouded at
the choice of the Navigator.

The Mandragora Apocrypha 18


Held in my Gaze The Lidless Stare
The unflinching eye of a Navigator locks a creature in If a Navigator opens his warp eye fully, anyone gazing
place with a gaze that pierces flesh and bone to see the into its depths will witness the power and mind breaking
immaterial essence of all things. Most commonly employed unreality of the warp. In an instant, they witness the chaos
against psykers, this ability can be used to render them boiling beneath the skin of existence and for many, it is the
effectively powerless and prevent them from calling upon last thing they ever see.
their abilities. It is also undeniably effective against creatures Novice: The Navigator makes an Opposed Willpower Test
with a strong connection to the warp, such as daemons, for with anyone looking into his Warp Eye. Make a single test for
which it can have spectacular and devastating the Navigator and compare it to the results of each of his
consequences. opponents. If the Navigator achieves more degrees of
Novice: The Navigator chooses a target which he has line of success, the opponent suffers 1d10+ the Navigator’s
sight to and is no further away than 5 meters per point of his Willpower bonus in Energy damage. This damage is not
Perception Bonus. He then makes an Opposed Willpower reduced by armor or Toughness Bonus. Anyone taking
test with the target. If he is successful, then the target is damage from this power is also Stunned for 1 round as they
locked and will remain so as long as the Navigator does not are ripped with agony. Using this power is taxing and inflicts
use any other powers. A locked target must beat the a level of Fatigue on the Navigator. If the Navigator fails this
Navigator in an Opposed Willpower test each time it wishes Test by one degree of failure or more, he suffers two levels
to use a psychic power or invoke the Daemonic Presence of Fatigue.
Trait. If the target moves out of range or line of sight, the Adept: As above, however, the damage is increased to
power ends. Daemons affected by this power suffer 1 point 2d10+ (the Navigator’s WP bonus) and the time the victims
of additional Damage for Warp Instability. are Stunned increases to 1d5 rounds. Victims also suffer
Adept: As above, however the range increases to the 20 1d5 Insanity Points.
meters per point of the Navigator’s Perception Bonus and Master: As above, with the additional effect that any
daemons affected by this power suffer 2d10 points of creature possessing an Intelligence of 20+ suffering damage
damage instead of 1 point when suffering Warp Instability. from this power must make an immediate Difficult (–10)
Master: As above, with the addition that the Navigator no Toughness Test or be slain. If they pass, they suffer 1d10
longer needs to have line of sight to the target and daemons Insanity points rather than 1d5.
suffering any damage from Warp Instability are immediately
destroyed and cast back into the warp. Avoiding a Navigator’s Gaze
The Lidless Stare will affect anyone, friend or foe, that
The Course Untraveled looks into the Navigator’s third eye when this power is
Time is not an arrow that flies straight and true, but rather activated. This has an effective range of 15m (reduced to 5m
,a tangled web of moments and possibilities. The Course in fog or mist) and has no effect on unliving targets,
Un-travelled power allows a Navigator to negotiate this web, Untouchables, and daemons or other entities from the Warp.
stepping fractionally from one moment to another, and in the Those forewarned can look away, though even then being
process, altering his position in the physical world. The use within line of sight of a Navigator is dangerous. The power of
of such power is extremely dangerous, however, as the his eye is persuasive, and looking away only grants them
Navigator is not actually physically travelling in place as +30 on their rolls to resist its power. Those who are unaware
such, but rather choosing an alternate future in which wish to of the Navigator’s presence gain this bonus as well.
inhabit. He risks both injury and madness in trying to step
outside the flow of time in this way. Tides of Time and Space
Novice: If the Navigator succeeds at a Difficult (–10)
By examining the flow of the warp around him, the
Willpower Test, he may move to any point within a distance
Navigator can anticipate near future actions and thus move
equal to his Perception Characteristic in meters, so long as
outside the normal flow of events by choosing strands of
he could have walked, climbed, or swam there normally
reality and slipping between them. Whilst this power can be
without impediment. If he fails this test, he is Stunned for 1
of great benefit to the Navigator, it is also very dangerous,
round and fails to change position. If he fails this test by
and should he lose control, the results can be disastrous.
three degrees or more, he is Stunned for 1d10 rounds and
Novice: Each round the Navigator wishes to use this power
gains an Insanity Point. Whether or not this power is
he must make a Perception test to read the strands of time.
successful, the Navigator suffers a level of Fatigue at the
On a success, he doubles his Agility Bonus for the purposes
end of the Round thanks to the strain on his body.
of determining initiative and may take an additional Half
Adept: As above, except the test is only Challenging (+0)
Action that turn. The additional Action may not have the
and the range is increased to double the Navigator’s
Concentration subtype. On a failure, he halves his Agility
Perception Characteristic in meters.
Bonus for initiative and may only take a Half Action that turn
Master: As above, except he may now perform this power
as he loses his grip on reality, becoming confounded and
as a Free Action or as a Reaction.
disorientated. Should he fail by three degrees or more, he
winks out of existence for 1d5 rounds, reappearing where he
was at the end of this duration. Should something else
occupy that space when the Navigator returns, he shifts his
position as much as necessary to a point of the player’s

19 The Mandragora Apocrypha


66
choice should something else occupy that space. Whether or power is not being used during space combat. The test to
not this power is successful, however, the Navigator suffers gain additional information becomes Ordinary (+10).
a level of Fatigue at the end of the Round each time it is
used. This power does not give the Navigator an additional
Reaction.
The
Adept: As above, except he triples his Agility Bonus for the Power of Navigators
purposes of determining Initiative.
Master: As above, however, he quadruples his Agility Bonus in Dark Heresy
for Initiative. In addition, he may take two extra Half Actions In Dark Heresy Navigator characters have access to a
or a Full Action in addition to his other actions this round range of powers, many only vaguely understood outside
(rather than a single Half Action as results from the Novice the halls of the Great Houses. These powers can allow a
manifestation of this power). Navigator to do many things, ranging from glimpsing into
the future to perceiving the very flow of the warp itself.
Tracks in the Stars Unlike a Psyker however, a Navigator’s command of the
When a ship travels though either real space or the warp it warp is more innate and instinctive and so he does not
leaves a faint trail, the lingering shadow of its warp drive. manifest his abilities in the same way. To this end
Using his third eye, the Navigator can follow this trail across Navigators have a far more limited range of abilities than
the stars. Psykers but their powers are more reliable and in some
Novice: Using Perception, the Navigator can track the warp cases more potent. Like a Psyker though, a Navigator
trail of a ship through real space in the same way as if he must choose which abilities he wishes to pursue. It is
was using the Tracking special use of the Survival skill. To rare that a Navigator will ever master all of his powers
track a warp trail, it can be no older than the Navigator’s and realize his full potential, though it is more than
Perception Bonus in weeks, although the size and power of possible to become a master of a single ability.
the vessel involved may mitigate this. Navigator characters also suffer mutation more than
Adept: As above, however, the warp trail may be up to a any other character—save any that succumb to the lure
number of months old equal to the Navigator’s Perception of the dark gods—and as their power grows they will
Bonus. He may also track ships in the warp in the same typically become slowly more and more corrupted in
manner. body and mind by both the debilitating nature of the
Master: As above, except he can follow a warp trail equal to Warp and the ongoing effect of the Navigator
the Navigator’s Perception bonus in years old, although this genecoding which is both their curse
information may be erratic and fragmentary. and their blessing.

Void Watcher
Using this power and gazing into the void whilst aboard
ship, the Navigator can learn things about space in the
immediate vicinity of his vessel. This can reveal hidden
dangers such as mines, void creatures, and concealed
ships, as well as more mundane perils like asteroids and
debris. With skill and practice, a Navigator’s void sense can
become amazingly precise and reach out across millions of
kilometers of space.
Novice: The Navigator can make a Perception test (modified
by range and size of potential objects as the GM thinks
appropriate) to detect objects in space up to a distance
equal to the Navigator’s Perception Bonus in Void Units If
the power is not being used during space combat, the
distance equals 1,000 kilometers times the Navigator’s
Perception Bonus. Information gained about such objects is
only what the Navigator could discover through normal
observation.
Adept: As above, however, range is increased to a distance
equal to double the Navigator’s Perception Bonus in Void
Units, or 10,000 km times the Navigator’s Perception Bonus
if the power is not being used during space combat. He may
make a Difficult (–10) Willpower Test to gain some
information about the nature of the object (i.e., what minerals
are in an asteroid, what kind of crew a starship has).
Master: As above, except range becomes equal to five
times the Navigator’s Perception Bonus in Void Units or
100,000 km times the Navigator’s Perception Bonus if the

The Mandragora Apocrypha 20


Navigator Mutations Testing for Resisting Mutation
A Navigator’s resistance or susceptibility to mutation is
‘They hide a darkness in their souls far more repulsive than almost purely down to the psychical purity of his gene-stock.
any warping of flesh or disfigurement of limb. Would that When a Navigator learns a new power or increases mastery
they weren’t quite so useful then we could burn the lot of of a power, he must make an Ordinary (+10) Toughness
them.’ Test. If he fails this test, then a flaw in his genes has
revealed itself, and he must generate a mutation on Table 1-
–Inquisitor Saffena Sengir, Ordo Hereticus 1: Navigator Mutations.

As sure as a star will dwindle and die, a Navigator will be


warped by his heritage over time “The sins of blood” as the
old Imperial proverb goes, “will out.” As stable a mutation as
the Navigator gene is, it still gives rise to countless other
deformities of body and soul within its host. This, combined
with long term exposure to the warp, almost always ensures
that Navigators will be afflicted with some kind of physical
aberration. Simply being born into a Navigator family means
that an individual will be mutated in some way.

Gaining Navigator Mutations


When a Navigator character is created, he will start play
with a number of mutations determined by his lineage (see
“Choosing Your Lineage” on page 60). He does not get to
test to avoid these mutations, reflecting the fact that these
have been with him since birth. Thereafter whenever the
character gains a new Navigator power, or increases his
level of mastery over a power he already has, he must test
for mutation as his body begins to change as his mysterious
power waxes.

Table 1-1: Navigator Mutations



Roll 1d100 Mutation
Strangely Jointed Limbs: Your limbs have extra joints that articulate differently to a normal human. You gain
01-15 the Acrobatics Skill as a trained. If you already possess the Acrobatics Skill, you gain an additional rank in it
instead.
Elongated Form: You are extremely tall and painfully thin, and loose 1d5 Toughness permanently. Re-roll this
16-30
mutation if you already have the Bloated Form mutation.
31-45 Pale and Hairless Flesh: Your skin is pale, marbled with veins and completely without hair.
46-55 Eyes as Dark as the Void: Your eyes are completely black and without iris; you gain the Dark Sight Trait.
Withered Form: Your body is withered, your flesh hanging loosely from your bones. You reduce your Strength
56-60 Characteristic by 10 permanently and halve your movement rates. Re-roll this mutation if you already have the
Bloated Form mutation.
Bloated Form: Your body is grossly bloated and your limbs thick with flesh. You gain 5 wounds and the Sturdy
61-65 trait but may no longer run. Re-roll this mutation if you already have the Elongated Form or Withered Form
mutations.
Membranous Growths: You have membranes of skin between your limbs and digits and your skin sags in folds
66-70
from your flesh; you suffer –5 Fellowship permanently.
Inhuman Visage: Your face is devoid of human features, your nose is nothing but a pair of slits, your ears are
71-75
small holes, your eyes are unblinking. You gain the Fear (1) Trait.
Fingers like Talons: The bones of your fingers have grown and hardened into talons. You gain the Natural
76-80
Weapons Trait.
Teeth as Sharp as Needles: Your mouth is filled with hundreds of fine, pointed teeth. You gain the Natural
81-85
Weapons Trait and suffer –1d5 Fellowship.
Disturbing Grace: You move with a fluid, sinuous grace that is somewhat unpleasant and unnatural in its
65-90
quality. You gain the Unnatural Agility (2) Trait.
Strange Vitality: You possess a vitality and resilience that is at odds with your physical form; wounds bleed
91-95 translucent fluid and close quickly, bones knit together after being horrifically broken. You gain the Regeneration
Trait.
Unnatural Presence: In your presence living things feel strange unpleasant sensations, a cloying touch to their
96-00 skin, a keening whine in their ears and a metallic tang in their mouth. All your tests that involve positive social
interaction are at –10, whilst all those that involve intimidation or inducing fear are at +10.

Should a Navigator gain the same mutation twice, re-roll the result.

21 The Mandragora Apocrypha


drawn to the clamor of violence. The short career of the
dynasty has so far been led by the graces of their Trader
Militants.
When the Angevin Crusade was announced, the Ecaz
Dynasty was one of the first to respond to the mustering.
Having passed through the Finial and Ixaniad Sectors, the
family gathered with the swelling armies that would conquer
the Calyx expanse. It would not be until well into the second
and third phases of the crusade that the name of Ecaz would
be known to the Mandragora Sector. Returning battered,
weathered, yet triumphant and victorious, Khasenov Ecaz
turned to Mandragora to conscript more forces. His blatant
Warrant Trade Dynasties disregard for ancient procedures nearly depopulated whole
planetary communities, and disrupted millennial old trade
routes, bringing the Lord Captain into direct conflict with the
The Imperium is ever expanding—as one world, system,
Val dynasty over territorial rights.
or region is lost to the tides of war or calamity, so another is
claimed in its place. Rogue Traders are the agents of this
Recent History
expansion, and their task is to do what is utterly forbidden to
almost all other classes of men. They are tasked with House Ecaz was founded by Baczyk Ecaz, a general in
voyaging into the void and claiming what they may for the the army of Warmaster Demetrius during the Salonika
Imperium. By setting their seal upon unclaimed planets or by Crusade in 733.M38. Baczyk Ecaz was also rumored to be
conquering those harboring life, Rogue Traders take the rule Demetrius' bastard half-brother. He defeated Sobalov the
of the Imperium to the dark places beyond the charted stars. Arrogant, the last of the Mad Magnates, and captured his
Rogue Traders possess a degree of power and influence heavy cruiser the Tempest's End. He also captured
almost inconceivable within the Imperium. They owe this Sobalov's daughter, Sobalia, and took her as his wife. For
power and authority to their Warrant of Trade, a document his accomplishments, Baczyk was made Lord-Captain of the
bestowing the right to travel beyond the bounds of the Tempest's End and founder of House Ecaz.
Imperium, and claim what resources can be found in the Beyond the Salonika Crusade Baczyk commanded his
name of the Emperor. Their Warrant also grants them the former regiments to newer fields of battles, seeking further
power to make judgments regarding the xenos races and glories. The aggressive spirit never left Baczyk, the traumas
isolated human civilizations they encounter beyond the light of war he experienced manifesting in his tutelage to his
of the Astronomican. Outside of Imperial space, a Rogue heirs. In this way, he settled his legacy. Perhaps, Demetrius
Trader’s word is law, and he may establish colonies, wage in his wisdom knew the call to war would never leave
war, and exterminate civilizations as he desires. Many also Baczyk, and the fate rewarded him was in truth an exile. The
travel within established sectors, exploring uncharted space truth now lies dead in the past - and the Ecaz Dynasty has
and discovering new systems. In order to accomplish their risen well beyond questioning their role in the Imperium.
mission, Rogue Traders possess voidships to rival those of
the mighty Imperial Navy; many of their vessels are indeed The Carlege Dynasty
modified warships.
Rogue Traders are often incredibly idiosyncratic, even A vagabond family, the Carlege dynasty
downright eccentric in their personalities, modes of dress, truly has no home beyond wherever their
and countless other matters. Through contact with numerous flagship, the Gadston Martin, takes them.
different peoples and species, they assimilate all manner of The dynasty frequents the Ixaniad and
ideas. Some wear wildly exotic clothing, while others wield Gorian Rift sectors, but historically traffics
arcane weapons recovered from dusty xenos tombs. Some back towards the Mandragora Sector
are zealous firebrands keen to take the light of the Emperor between their voyages. Living on the edge of their already
to benighted human civilizations who have never known His considerable powers and authority, the Carlege often come
beneficence. Others are little more than pirates, wielding into conflicts with the Adeptus Terra when they deign to port
their Warrant of Trade as a Letter of Marque and conducting at official stations.
themselves as flamboyant and carefree rogues. All, The Inquisition is keen to track the course plotted by the
however, are powerful individuals and always ready to use Carlege dynasty. Their disdain and unfavorable disposition
their power as they see fit for glory and profit. with the Adeptus has drawn more than one Inquisitor's
attention, and their general aversion to abide by Imperial
The Ecaz Dynasty laws within founded sectors has made their business
questionable. Truth be told, the dynasty is closely tied with
The Dynast House of Ecaz is young by the the cold trade and make their fortunes through the
standards of Rogue Traders, having only exploitation of xenos technology. By plying the hinterspaces
been existent for little over six hundred between sectors and edging the forlorn region known as the
years. Their house born from the crucibles Halo Stars, the Carlege Dynasty have gained access to
of war, the house of Ecaz has always been

The Mandragora Apocrypha 22


untapped resources the likes of which Imperial adepts can his remaining forces with the Sector Fleet of the Imperial
only dream of. Navy. While this marked a shameful era for the House by
performing aid and assistance to patrol fleets for the
Recent History remainder of his life, this singular act marked the beginning
The House of Carlege has come under heavy scrutiny by of the houses return to good graces which would culminate
the Inquisition in the last few centuries. Rumors persist of in the forging of an iron-clad alliance between the dynasty
their exile from the Gorian Rift for exporting both priceless and the sector fleet.
and sacred relics as well as proscribed xenos weapons, yet By the ending of the fourth century of M39, the family had
due to the nature of communications and the Imperium itself, re-asserted itself as an influential and powerful force in the
these rumors have not been substantiated for well over two Segmentum Obscurus, particularly around the Ixaniad and
hundred years. Mandragora sectors. Having integrated itself nearly
The current head of the dynasty, Ibrahim Carlege, has wholesale into the affairs of Mandragora, the House of Val
nonetheless steered clear of the Gorian Rift, plying his became near-synonymous with the might of the Imperium
trades between Mandragora and Ixaniad. Long affiliated with within the sector.
the trade cartels of the sector, Ibrahim has commandeered
what remains of his dynasty fleet into something that is little
more than blockade runners, ferrying extremely lucrative yet
equally illegal and heretical cargo between a select
interstellar cliental. The dynasty as a whole seems to be on
the verge for a direct confrontation with the Adeptus Arbites
patrol fleets and the inevitable conflict with the Inquisition.

The Val Dynasty


The Val Dynasty is the largest and most
influential dynasties that frequents the
Mandragora, holding allegiance with many
Imperial Worlds in the sector. The
Mandragora Sector is one of the ancient
holdings of the family, with some governors
hereditary noble lines being off-shoots from the main
dynast-family.
The current head of the house, Nirvana Val, is an
enigmatic figure and veteran of the Angevin crusades first
and second phase pushes into the Calyx Expanse. Lending
her house to the war efforts, Nirvana Val has recently
returned to the Mandragora for refits of her mercantile fleet,
the Fleet of Unending Substantiality, at the orbital yards of
Hecuba Primaris. The House of Val is both famous and
legendary in the Mandragora sector. Their plights and deeds
are the stuff of song and legend in the courts of the
Mandragoran highbourne, and their holdings are held in
sacrosanct and high esteem by the Adeptus Terra and the
Ecclesiarchy of the sector.

Recent History
The House of Val has undergone a resurgence in the
most recent centuries of its existence. During 839.M38 the
then head of the house, Acarthon Val, nearly exhausted his
familial resources in what many consider a frivolous and
disastrous campaign exploring the hellish region of void
beyond the halo stars. After nearly four decades the House
of Val had become a shadow of its former self after suffering
heavy losses, leaving the patriarch to fall into a deep and
irrecoverable stupor of depression.
It was the usurpation and murder of Acarthon by one of
his sons, Leopold Tyruss Val, that marked the turnaround of
the House. With what remained of his family's wealth and
dwindling forces, Leopold Val absconded to the Mandragora
sector, an ancient seat and refuge of the house, and allied

23 The Mandragora Apocrypha


Background: Dynasty Scion Dynasty Scion
Operating beyond Imperial control, such men are a law unto Rules
themselves. Some are highly pious individuals, bringing the The character with the Dynasty Scion background
Emperor's light beyond his rule; others are nothing more applies the following benefits:
than glorified pirates and scoundrels. Not all who claim to be
Rogue Traders actually are, while many Warrants of Trade Starting Skills
are centuries old . handed down through family generations,
Awareness or Scrutiny, Common Lore (Rogue
exchanged in gambling dens, stolen from their rightful
Traders), Scholastic Lore (Astromancy)
owners or have otherwise fallen into the hands of those who
might abuse the power they bestow.
Starting Talents
Air of Authority, Decadence, Light Sleeper or
ithin the Imperium of Man there are those who sit at Resistance (Cold), Weapon Training (Las, Low-tech)
the pinnacle of power—the nobility and the ruling elite. As
the Imperium is structured as a feudal society, it stands to Starting Equipment
reason that within it exist many types of noble houses, Laspistol or Handcannon, Heirloom Item or Staff,
including planetary rulers, military lords, and the Rogue Micro-bead, void suit or set of fine clothing
Traders. Over time, once the Warrant of Trade has been
given, a Rogue Trader may find that his empire is growing. Background Bonus
The dynasty now has fleets of ships, planetary fiefdoms, and Exceptional Leader: As a free action once per round,
thousands of house soldiers to call upon. As time goes on the character may grant an ally that he can see and
and the family continues to grow, it develops into a Rogue who can hear him a +10 bonus to any one test
Trader Dynasty—able to command scores of craft and
countless troops. This legacy spans the Imperium and Dynastic Warrant: If the character takes the Warrant
beyond. To ensure that this legacy continues, the lords and of Trade elite advance during character creation, he
ladies of the dynasty designate an heir-apparent in whatever adds an extra +3 Ship Points to those already
fashion is deemed appropriate by their customs. These sons generated when building the group’s ship.
and daughters may find themselves struggling for the favor
of their dynastic leaders in an effort to be worthy of Background Aptitude
succession.
Leadership or Intelligence
Oftentimes in noble families, the second, third, and even
fourth child finds themselves with little option but to go out
and make a name for themselves, or simply languish in Recommended Roles
obscurity, hoping that circumstances arise to change their Desperado, Seeker, Sage, Trader
fate. However, this is not the case in Rogue Trader families,
where all are expected to work and prove themselves. It is
their most capable captains or a family scion that has more
oftentimes that these noble scions end up plotting and
days behind him than ahead. They are then given a stipend
scheming for ways to maneuver into a position where the
family leader has little choice but to name them heir. and sent to learn about the unforgiving galaxy. If along the
way they make gains for the family, so much the better.
Some return upon their majority to assume the title they
Role within the Imperium have been ordained for; others are never seen or heard from
again.
The children of the Rogue Trader clans are instructed in Oftentimes, a rival family member covets the throne at
all manner of subjects mundane and esoteric. They are the expense of all else. These miserable sods plot and
assigned the best tutors and mentors the clan can afford, scheme the downfall of their siblings and relatives. They may
and by the time the child enters adolescence, they are arrange an accident to befall other heirs so that they alone
capable enough to be sent out into the wider galaxy remain to assume the family’s leadership. Thus, many heirs
(typically with bodyguard entourage in tow). They have been (especially from the larger dynasties) are taught to be wary
afforded every advantage, as the future of their dynasty rests and look out for such plots. Many surround themselves with
upon their shoulders. Not every heir-apparent turns out to be capable allies and protectors, but in the end survival often
the best choice for the family, however. Some are lazy, comes down to their own wits and instincts. Many learn not
shiftless souls who do nothing more than squander the only the intricacies of political longevity, but martial arts and
family fortunes and pass their days in decadence and other forms of combat as well. This is by far the best means
perversion. In such cases, the leaders of these dynasties to ensure they live long enough to return home and assume
often select more than one heir to the throne; it’s a gamble the privileges and rank that they have been groomed all their
they make to ensure that at least one of them survives to lives for.
continue the dynasty. Rogue Trader heirs are often assigned
one of the family’s void ships under the command of one of

The Mandragora Apocrypha 24


Dynasty Scion Characters to bear alone, a Rogue Trader invariably surrounds himself
with a coterie of allies and retainers. No Rogue Trader can
undertake his mission alone, for no man or woman can be
Dynasty Scion characters are the child of a family gifted
master of every single aspect of trade, exploration,
with a Warrant of Trade. This dynasty may be thousands of
exploitation, and war. As a result, all of the most successful
years old, or perhaps the character's parents were awarded
Rogue Traders have the ingrained ability to recognize the
their own Warrant and the dynasty is considered to be an
value of others and their motivations and, as a leader, are
upstart. Whatever the case may be, Dynasty Scions
able to utilize every weapon and ability in their human
characters have been given the training need to keep his
arsenal to their full potential.
families dynasty alive for at least another generation. The
Though he must rely on others for the most specialized of
character may be the chosen son or daughter of a powerful
skills (not to mention certain needful resources), it falls to the
Rogue Trader, having been granted the immense
Rogue Trader to know how and when to exercise his own
responsibility of inheriting their dynasty's Warrant of Trade in
judgment and how to delegate where needed. He may not
which case the character has assumed the coveted title of
steer the helm of his void-cruiser, nor fire and aim every
Rogue Trader. However, it is just as likely that the character
macrocannon in person, but the Rogue Trader selects and
saw the Warrant passed on to one of their own siblings, and
commands those who do and it is his orders that are
are expected to support them in their endeavors to further
obeyed. Likewise he may know little of the arcane rites of the
the dynasty, or plunge into the unknown to make his own
augury and auspex, but it is ultimately his decision whether
fortune and glory for himself with his own resourcefulness.
or not to trust the word of the Explorator who claims it safe to
Regardless of his position within his own Dynasty, such
breathe the air of a newly discovered world.
scions exude confidence - they are highly charismatic, often
Rogue Traders must always look to their own abilities and
charming and roguish, skilled diplomats (some would say
protection, regardless of the power of their allies, for there
confidence tricksters) and hardened killers when the
will always be those envious of their power and station, and
situation demands. Dynasty Scions often dress
countless rivals to their goals. As a result, most have a
extravagantly and flamboyantly . Each one has their own
penchant for the very finest personal weapons and
style and manner. They carry the best weapons and
equipment their fortunes can acquire―for even friends can
equipment they can acquire, including all manner of alien
soon become enemies when a world’s ransom is at stake.
weapons and gadgets.
Some never leave their bridge without donning an ancient
Trained in command and the intricacies of commerce, the
and revered suit of artificer-wrought power armor, while
Dynasty Scion character is ambitious and perhaps even a bit
others secrete fiendishly cunning personal force field
devious. However, duplicity is the trademark of a dynasty
generators of alien manufacture beneath a gaudy uniform.
scion. Dynasty Scion characters will use every shred of
None are ever unarmed, bearing, even aboard their own
ingenuity to ensure his or her family’s name survives in the
cruel and uncaring world of the 39th millennium. vessels, minute digital weapons and other implements of
destruction. However they outwardly comport themselves,
Rogue Traders must be supremely confident in their own
Elite Advance: Warrant of Trade abilities, and able to walk away from even the most
desperate situation somehow having profited from their
“The Warrant of Trade and a starship to enforce it—these perilous adventure, even if that profit must be counted purely
are the critical tools for a Rogue Trader. Without the former, by survival..
he is merely a renegade. Without the latter, he is a forsaken
drifter doomed to an anonymous death."
Becoming a Rogue Trader
–Lord-captain Laomyr of Battlefleet Calixis
Often, Rogue Traders come from a dynasty of great
leaders and visionary commanders, with a renowned (or
he bearer of a sacred Warrant that empowers him to darkly infamous) lineage stretching back millennia. Other
journey beyond the boundaries of the Imperium to trade, times, they are from younger, more dynamic families, often
explore, and make war in the God-Emperor’s name, a coming from the ranks of the Adeptus Terra, the Imperial
Rogue Trader is a unique figure in the grim darkness of the Navy, or the Imperial Guard. It is not uncommon for a Rogue
Imperium. He may be a newly entitled power on the rise or Trader to have once been a high ranking member of the
hail from a long lineage of nobles and voidfarers, but all bear Adeptus Terra as well, perhaps ousted from power and
their titles with pride, striking out into the unknown in search falling back to trading to regain his position and authority.
of fortune and glory. A Rogue Trader is a power unto himself Such Rogue Traders often wear the finery of Imperial
in the dark voids, master of all he surveys―at least as far as aristocracy mixed with garments from worlds beyond the
his force of arms and sharpness of wits can press the claim. Emperor's rule, often sporting a weapon from military service
A Rogue Trader can be many things but whether standing as such as a Naval cutlass or Officer's saber. They might also
diplomat before a planetary ruler, cutting a shadowed deal in carry ornate dueling pistols in lacquered holsters, or ancient
a station undercity, bellowing orders amidst an armed host looking hunting rifles slung rakishly across the shoulder.
set upon plunder, or striding the bridge of a mighty starship, Whatever their origins, all Rogue Traders are first and
they remain one thing above all—free. foremost masters of their own fates, and upon their
Despite the fact that the weight of such responsibility is his shoulders can rest the success or failure not only of their

25 The Mandragora Apocrypha


Warrant of Trade Table 1-2: Profit Factor and Ship Points
Roll Profit Factor Ship Points
Special Rules 1
2-3
60
50
30
40
The Warrant of Trade elite advance has the following 4-7 40 50
rules: 8-9 30 60
10 20 70

Experience Cost Starting Profit Factor


1,000 XP Most Rogue Trader dynasties control vast amounts of
capital, from hard currency like Thrones to large networks of
Prerequisites agents, contacts, and investments across a dozen worlds.
These resources are all tied to the Rogue Trader’s Warrant
• Lure of the Void: It is a continuing, strange miracle of
of Trade, the priceless document that grants him his
human nature that from the downtrodden, planet-bound authority and provides almost endless opportunities for
masses arise adventurous, ambitious, and sometimes success. The total starting Profit Factor resulting from Table
twisted or rebellious souls who seek more, or have it 3 represents the wealth that the Rogue Trader dynasty
thrust upon them by uncaring fate. It is these men and possesses due to its Warrant of Trade.
women who through endeavor, fortune, or the turning of
great events strike off from their home world and set foot Ship Points
on a greater stage. The character must have either the At the heart of every Rogue Trader’s operation is his
Dynasty Scion background or Influence 75. vessel, a mighty starship with which he treads the void. Yet
• GM Guidance: This advance should only be few ships are the same, even when crafted at the same dock
considered for a character not only of high Influence but or during the same era. Some Rogue Traders travel on
patched-together transports, whilst others possess mighty
who has also displayed through his actions that he is
frigates or cruisers bedecked with trophies and giltwork. The
ready for the office of Rogue Trader. It not only changes total amount of Ship Points may be spent on either
the character, but also the group dynamic and the role purchasing a customized ship or one of the quick-start
playing experience as well. One or more characters vessels. Any Ship Points that are not spent are added
playing a Rogue Trader can have a range of effects on directly to the Warrant’s beginning Profit Factor on a 1:1
any campaign narrative, and the GM should carefully basis.
consider whether having a Rogue Trader PC fits with the
campaign he wants to run. . Rogue Traders and the Inquisition

Instant Changes Rogue Traders usually return to Imperial space every few
Gains the Air of Authority, Decadence and Peer (Any years, to unload their exotic wares and resupply, recruit and
One) talents, and the Leadership Aptitude. rest until their next foray into the darkness. During these
periods they may have encounters with members of the
• Rogue Trader: The bearer of the Warrant of Trade
Inquisition. Any Inquisitor who hears news of a Rogue
gains a starting amount of Profit Factor—representing Trader in his locality will more than likely seek him out to find
the relative power of the Rogue Trader dynasty’s Warrant out what he has discovered. Rogue Traders wield incredible
of Trade—and a starting amount of ship points, which power and it is easy for them to forget that once back within
represent the relative power of the starship owned by the the Imperium they do not have free rein to act as they wish,
dynasty. and this will also draw attention from the Inquisition. Many
These numbers are generated by rolling 1d10 and Rogue Traders dispute the right of the Inquisition to
persecute them, as they see it. As men who have wandered
comparing the result to the chart in
amongst alien stars and conversed with all manner of
Table: Starting Profit Factor cultures, Rogue Traders are susceptible to all kinds of
heresies, from wayward philosophies to infection by alien
creatures or possession by warp entities that live in the
darkness between stars. All these factors can lead to violent
endeavors and their bloodlines, but of countless future confrontation, particularly if the Rogue Trader has
generations and, often, the fortunes of entire worlds. knowledge or an artifact that an Inquisitor is keen to get his
hands on.
Occasionally the Inquisition may approach a Rogue
Profit Factor Trader to work for them, either leading his own men or as a
The prestige and pedigree of a Rogue Trader’s Warrant of companion to an Inquisitor. Whether this works comes down
Trade is measured in terms of raw profit and influence. The to the Rogue Trader and Inquisitor involved . Rogue Traders
Profit Factor acquired from Table 1-2: Profit Factor and can be highly irreverent at times, and Inquisitors with a hard-
Ship Points is a representation of the relative value of the line view often take offense to jibes at the Imperium and its
Warrant itself—what opportunities and resources it can call organizations.
upon. See Profit Factor in the next page for more details.

The Mandragora Apocrypha 26


Profit Factor Trader to influence Imperial society, call in favors, and
enforce loyalty among their followers. This is treated similarly
to Influence, relying on the renown of the Dynasties name
A Rogue Trader’s wealth and power are vast indeed, rather than the individual.
stretching across the stars themselves. In a Rogue Trader’s
time, even the least of the dynasties will touch dozens of
worlds and shape the fate of their civilizations, transforming
Starting Profit Factor
the lives of millions and altering the fortunes of entire star A new Rogue Trader dynasty begins play with a Profit
systems. Even in a galactic empire that sprawls across tens Factor equal to the amount generated using Table 1-2:
of thousands of light years, a Rogue Trader has power that Starting Profit Factor and Ship Points plus any additional
only a handful of humanity can imagine. To represent this the modifiers obtained during character creation. This
mighty wealth and influence, the Rogue Trader game uses amount generally places the group on a level with a
Profit Factor. This value, more than anything else, is a planetary noble house, a free trader cartel, or a minor
measure of the Rogue Trader’s rising or failing fortunes. As multiworld Ministorum sect.
the Rogue Trader's Profit Factor grows so too will their
access to rare and powerful items, unique retainers, and Gaining and Losing Profit Factor
exclusive organizations. Beyond personal power, Profit Profit Factor rises and falls as a result of the actions of the
Factor also maps the rise of the Rogue Trader’s dynasty and Dynasty. There are three things that affect Profit Factor:
over time will allow them to acquire legions of elite warriors, Awards, Endeavors, and Misfortunes.
sprawling solar settlements, and even the favor of Imperial Awards: These are a bonus that the GM gives the
Adeptus. Table 1-3: Profit and Power provides an example characters as a reward for their actions during play—in much
of Profit Factor and corresponding power within the the same way as Experience Points. Awards only ever raise
Imperium. the characters’ Profit Factor by a single point.
Endeavors: Unlike Awards, Endeavors are major
Table 1-3: Profit and Power undertakings by the PCs, involving such tasks as settling
Profit Factor Examples worlds, mining star systems, and charting warp routes.
5 Hive Gang, Outcast Sect Endeavors are the main way in which Profit Factor is
10 Common Labor Guild, Struggling Merchant increased, and completing a substantial Endeavour can
House
15 Manufactory Combine, Weak Hive Guild
significantly raise the group’s score.
20 Minor Ministorum Sect, Hab Collective Misfortunes: Profit Factor is not normally expended when it
25 Hive Guild, Merchant House, Disgraced is used—it represents wealth and power far too great to be
Subsector Noble House
dented by the purchase of simple equipment or by
30 Powerful Hive Guild, Impoverished Noble,
Outcast Rogue Trader commanding the favor of local merchants. It can, however,
40 Planetary Noble, Planetary Merchant House, be reduced by Misfortunes. These are events that inevitably
Lesser Rogue Trader, Weak Imperial Governor befall the characters through the course of their adventures
50 Greater Planetary Noble of a Wealthy World,
Lesser Inquisitor, Cartel of Free Traders and enterprises and need to be countered by Awards and
70 Wealthy Rogue Trader Endeavors or dealt with as required.
90 Scion of a Great House of the Mandragora For details on Awards see page XX and for more details
Sector
100 Legendary Rogue Trader, Lesser Navis Nobilite on Misfortunes see page XX.
House, Potentate of the Navis Nobilite
120 Great Houses of the Mandragora Sector, Lord
Inquisitor
Acquisition
130 Illustrious Navis Nobilite House, Sector Lord, Perhaps the most important aspect of Profit Factor is
High Archmagi of the Mechanicus Acquisition. This is the means by which the Dynasty
150+ The Mightiest of Imperial Organizations and
Rulers purchase new equipment, resources, and retainers. This can
cover almost anything, from boltguns to boarding torpedoes,
and is at the heart of the expansion of their dynasty. While
Profit Factor does not, however, represent any one thing, but part of the Rogue Trader’s dynasty, all the characters
rather is a combination of all the aspects of wealth and “share” the group’s Profit Factor—reflecting their intertwined
power at the Rogue Trader’s command. This means that destinies and dependence on the wealth of the dynasty.
Profit Factor is all at once the amount of coins in their Typically, this is a Requisition test using the Profit Factor
coffers, their standing in Imperial society, and their complex of dynasty instead of an individual's Influence characteristic.
web of loans, favors, and debts. As such, Profit Factor is However, in rare cases individual levels of access might be
used whenever the Rogue Trader wishes to exert the power higher or lower depending on certain Talents, Skills, and
of his dynasty or expand his dominion within the Imperium. Gear. The rules for the using Profit Factor to requisition or
In this section, we will cover the two most common uses of acquire new equipment follows the same rules, with two
Profit Factor-Acquisition and Influence: important changes: scale of acquisitions and the ability to
Acquisition: Profit Factor is used by the Rogue Trader to purchase truly monumental acquisitions such as voidship
components or voidships themselves!
determine which equipment, resources, and rights they may
acquire and maintain.
Influence: Profit Factor can also be used by the Rogue

27 The Mandragora Apocrypha


A Matter of Scale trading with. For each degree the character beats his
opponent, he may increase his Profit Factor by 2 points. For
Most items and resources can be obtained in varying
each degree his opponent beats him, however, he must
amounts and sizes—a group of mercenaries could be hired
decrease his Profit Factor by 2. Both increases and
as a squad, company, or regiment, for example. There are
decreases to Profit Factor only apply to a single Acquisition
seven Scale categories ranging from Negligible to Vast. The
Test made immediately with that trader.
effects of Scale on Acquisition Tests can be found on Table
This use of Skills works both ways, and when the
1-4: Scale Modifiers.
Characters deal with canny merchants, the GM may force
them to make a contest of Commerce Skills even if they
Table 1-4: Scale Modifiers don’t want to.
Availability Modifier Example The GM may also allow the use of the Command or
Scale Modifier Example
Charm skills to be used in place of Commerce should the
Negligible +30 Single Man
Trivial +20 Squad (3-5) situation seem appropriate. These should be used rarely,
Minor +10 Platoon (10-30) however, and always specific to the person or organization
Standard +0 Company (50-100) being traded with.
Major -10 Regiment (500-1,000)
Significant -20 Division (2,000-5,000)
Vast -30 Army (10,000+) Starship Components
Few things acquired or maintained by the characters’
dynasty compare to the astronomical value of their void-
Frequency of Acquisition ships. When the characters wish to acquire new components
It is up to the GM as to when and how often the for their vessel, or commandeer a new vessel, the GM
characters may make Acquisition Tests to acquire goods. As should work out the Acquisition Modifier as normal using
a general rule, he should restrict acquisition to appropriate Availability and Craftsmanship (Availabilities for Starship
junctures (such as visits to mercantile districts, time at port, Components can be found in Part II: Starships). However,
and when dealing with local traders) and to downtime in place of the Scale Acquisition Modifier, he should use the
between play such as at the start or end of a gaming modifiers detailed in Table 1-5: Starship Component
session. For important or large acquisitions, the GM may Acquisitions based on the kind of system being acquired.
also require the completion of a series of in game conditions
such as finding a specific seller or travelling to a certain Table 1-5: Starship Component Acquisitions
locale where the items can be procured. Component Modifier
Acquisition is a tool for the GM to map the aspiration of War (macrobatteries, lances, torpedoes -30
the Explorers and measure their mercantile power, and it Etheric (auspex, vox-networks, communications) -20
Power (warp drive, generatorium, voidshields) -10
should not become a stumbling block every time an Explorer Structure (holds, observatories, armour, special +0
wants to find a new suit of flak armor. Therefore, the GM structures)†
should relax these rules for personal items, especially those † If a component does not obviously fall into any one category then it should
use the Modifier for Structure
with Average Availability (or more) and Common
Craftsmanship (or less). Characters should be able to buy
personal weapons, armor, and gear as often as they like—
provided they have access to the goods they seek and the Acquiring a Starship
time to acquire them. If a character fails an Acquisition Test, In rare cases, the characters may even wish to acquire a
then it is up to the GM to decide when he may make it whole starship rather than just starship components. To find
again—taking into account access to resources, merchants, the base Acquisition Modifier for a new vessel, the modifier
and markets. is based on the size of its hull. A ship’s Hull Modifier is equal
Typically, however, the Character should have to spend to the hull’s worth in Ship Points (see Part III: Starships for
time looking for new vendors or traders or possibly travelling details on hulls and their Ship Point value). Because
to a new location before attempting to acquire the same kind starships are extremely rare and powerful, only one warp-
of item. By the same token, if one character in the group fails capable vessel may be acquired at a time. In addition, no
to acquire an item during a mercantile foray, it stands to additional modifiers aside from those gained by a successful
reason that attempts by other characters will also meet with Commerce Test may assist with Acquisition Tests to acquire
failure— if an item is not available, then it is not available. a starship—the fact that a Rogue Trader “is only buying
one!” does not make things any easier.
Commerce and Acquisition It is important to note that building a brand-new starship is
an exacting task requiring many years (often decades) and
In addition to using his dynasty’s raw wealth, a character
much toil. Normally, building new starships is reserved to the
can also employ personal Skills to try to improve prices,
Imperial Navy. Rogue Traders are far more likely to acquire
outwit traders, and ease mercantile transactions. An
a recommissioned Naval vessel or repair and refit a
Explorer may use the Commerce Skill to improve his Profit
salvaged derelict.
Factor prior to making an Acquisition Test. This is a contest
of the character’s Commerce Skill versus the Commerce
Skill or Scrutiny Skill of the person or organization he is

The Mandragora Apocrypha 28


Table 1-6: Component Craftsmanship Modifiers
Craftsmanship Level Power Modifier Space Modifier SP Modifier Morale Modifier
Poor -2 to Generated Power or +1 to +1 -1 -1d5
Power Consumed
Common 0 0 0 0
Good (choose either Power or Space Modifier +1 to Generated Power or -1 to -1 +1 +1
but not both) Power Consumed
Best +1 to Generated Power or -1 to -1 +2 +1d5
Power Consumed

Component Craftsmanship and Facilities Craftsmanship). No matter how shoddy the armor plating on
a warship, for example, they still do not require Power to
There are fairly well known expectations when making
operate. In addition, although Poor Craftsmanship
purchases for a vessel. Every trader worth their warrant
Components reduce Ship Point costs by 1, this can only be
knows how much deck space a standard Mark VI Mars-
reduced to a minimum of 1.
pattern macrocannon emplacement needs, or how much
power Stygies pattern torpedo tubes draw in combat. The
more skilful Traders know that there are shades of quality to Installing Components
their acquisitions, and depending on the circumstances Spacecraft are amongst the most complex machines ever
those acquisitions may differ from that standard. devised by humanity. Encompassing tens of thousands of
The most common difference is simply due to lack of separate systems, they are regarded by their crews as
availability or funds. Not all worlds have the required goods possessing not only personalities and quirks, but souls.
at the quality desired—and of course, if the gelt is running Whether the ship is an aggressive, questing ship of the line
low, then one must make do with what’s affordable. This or a timid, plodding ore-barge, its masters will ever tinker
holds true when buying a lasgun charge pack or a Titanforge and polish with its rig in order to obtain prime results. Key to
Lance. Alternatively, should a Rogue Trader Dynasty find this process is the installation of ship Components. While
themselves with a surplus of wealth, they may look to there are certain Components that are essential to the
improve the quality of their shipboard Components. running of any ship (void fields, plasma drives, warp engines
Replacing an ordinary Jovian Plasma Drive with one finely- and the like), there are tens of thousands of other systems
tuned and personally blessed by a visiting Tech-Priest which can be incorporated into a ship, each of which has an
Magos is oftentimes worth the investment for a variety of effect on its use and efficacy. The fitting of such
reasons. Usually products of better craftsmanship take up Components can depend upon the whims of its master,
less space or power, due to the more-efficient workings of designer or upon other factors such as the cost and
their ancient designs. availability of parts in a given locale. Many Rogue Traders
The quality of the item also ties into its installation. This is have inherited a ship loaded with the peculiar affectations of
almost as important as the actual Component itself, for what an eccentric previous owner.
does it profit an Rogue Trader if their hard-won plasma drive In light of this, there are hundreds of shipyards devoted to
is installed by poorly-programmed servitors or their new Lux the removal, repair, overhaul, and fitting of such
Net ripped apart by a clumsy Ogryn? For the most part it is Components. Within the bounds of the Imperium, these fall
assumed that Components are acquired along with the same into two broad classes: Adeptus Mechanicus facilities, and
level of workers to install them, with Poor Craftsmanship of a installations run by other Imperial bodies that utilize
Component also leading to Poor installation crews and indentured tech-priests under the terms of ancient charters.
inspectors and so on. The former are rare, but produce ships and devices of
All of these factors must come into play when the crew superlative quality.
plan their acquisitions, perhaps even more so when times All Essential Components take two weeks to install on a
are good than when times are lean. Just as only a thin hull starship. This is increased by one additional week for every
stands between air and the void, so does the prepared mind additional Ship Point the Component costs, so an Essential
stand between disastrous poverty and long-term wealth. Component that costs +1 Ship Point ends up taking three
Table 1–6: Component Craftsmanship Modifiers, weeks to install. Supplemental Components take a number
represents how the level of quality and craftsmanship for a of weeks to install based on their Ship Point cost. The
Component affects its Acquisition and Installation, while number of Ship Points equals the number of weeks, so a
Table 1–7: Lance and Macrobattery Craftsmanship Supplemental Component that costs one Ship Point takes
Modifiers shows the performance effects on Lance and one week to install. When calculating the Component Costs
Macrobattery weapons (this table should be used instead of and Availability, always use the modified Ship Point costs
Table 1-4). Other weapons should use Table 1-4. Note that a (taking Component Craftsmanship Modifiers into account).
modifier cannot take any original value to zero; should this This may increase Component Costs beyond what is
occur the modified value becomes 1. Even the most well accounted for in the core rulebook, so Table 1-8: Expanded
crafted Components need power to function and space to Component Costs takes this into account. Note, that
occupy. However, if the original Space or Power Archeotech and Xenostech Components are always
requirements were zero, Craftsmanship does not increase Extremely Rare and Near Unique, respectively, unless their
these requirements (even in the case of Poor

29 The Mandragora Apocrypha


Table 1-7: Lances and Macrobatteries Modifiers
Craftsmanship Strength Damage Crit Rating Range Space SP Morale
Level Modifier Modifier Modifier Modifier Modifier Modifier Modifier
Poor (choose any 2) -1 -1 +1 -1 +1 -1 -1d5
Common 0 0 0 0 0 0 0
Good (choose any 1) 0 +1 0 +1 -1 +1 +1
Best (Choose any 2) +1 +1 -1 +1 -1 +2 +1d5

Ship Point cost would make them rarer, in which case Civilized System
they use the rarer of the two Availability ratings.
These represent the majority of systems Explorers will use
when seeking repairs or new Components. Habitable planets
Facilities host a network of orbital docks ready to service any size of
ship, and suppliers are ready to sell or barter for whatever
There are many locations throughout the area where a equipment they require. The facilities host few surprises, an
Rogue Trader and his crew may dock to conduct needed anathema to the adventurous explorer.
repairs, purchase new equipment for both the ship and crew,
resupply for the next voyage, and have no questions asked. Colonial System
The very nature of the Imperium ensures a wide variety of
Struggling settlements on newly colonized worlds, colonial
systems, each with possible benefits to be found. Should the
systems still have semi-civilized populations with access to
Explorers have the means and time for additional travelling,
technology. It is rare they can spare vital equipment, but if
they may be able to strike better deals, find superior repair
the characters are willing to pay a little more, the colonists
facilities, or even locate items thought impossible to find. The
may find a way to get along without it.
following represents a selection of the common system
facilities in the Imperium, but should in no way be thought of
as a complete list. GMs are encouraged to create others to
Deep Void Station
populate the many unknown and forgotten systems to be These stations operate far into the depths of space.
found, perhaps making some of them into common (but not Appearing on few warp charts, they conduct mysterious
necessarily safe) ports of call for the Explorers when they business affairs, possibly heretical, probably criminal, often
and their ship are in need of respite. Table 1-9: Common xenos-related. Some are ancient surveillance posts from
Facility Types & Modifiers includes the specific modifiers centuries gone by, others are the archipelago-fusion of
each facility type gives to Acquisition, Component, several space hulks and crippled ships, but all have found a
Installation, and other values where needed. Note that a role in servicing voidfarers who, for a variety of reasons,
modifier cannot take any original value to zero; should this wish to keep their transactions unnoticed. Here characters
occur the modified value becomes a 1. can find almost anything they may need, but they will be
matching wits with the shrewdest dealers.

Table 1-8: Expanded Components Costs Feral/Feudal Systems


Components Availability
Supplemental Components costing 1 SP, Scarce While there is virtually no chance of finding needed
Essential Components Components on these worlds (except perhaps from the odd
Supplemental Components costing 2 SP, Rare
Essential Components costing +1 SP ancient crashed space hulk), they are commonly crawling
Supplemental Components costing 3 SP, Very Rare with another valuable resource—people. Often the promise
Essential Components Costing +2 SP of an exciting life in the stars is enough to lure them in by the
Supplemental Components costing 4 SP, Extremely Rare
Essential Components costing +4 SP
hundreds, and if not the press gangs can get to work.
Supplemental Components costing 5 SP, Near Unique
Essential Components costing +4 SP
Supplemental Components costing 6 SP, Unique
Liege System
Essential Components costing +5 SP Here all power is consolidated under one planetary ruler
Archeotech Components Extremely Rare or religious leader, who oversees the system as their own
Xenotech Components Near Unique
personal fiefdom. These facilities are usually advanced with
a splendid array of pleasure domes, gladiatorial pits, and
other treats to amuse their ruler who still wields power
Backwater System outside the area. Their connections can generally supply the
The fringes of Imperial Space host planets long-forgotten characters with what they need, but will require additional
by the rest of the galaxy, the former homes of long-dead payments to make up for their effort and time.
races, or simply failed Imperial settlements. While the
populations are scarce, the facilities still maintain some Mining Systems
technology and characters may make spectacular deals with Where there are mines there is generally enough
the xenos traders who frequent them. technological support to aid any characters looking for
replacement items or ship repair, along with workers skilled

The Mandragora Apocrypha 30


enough in basic shipwork. Metal is usually plentiful and hull When to Make an Upkeep Test
repairs can be done much more easily than normal.
The GM can require the Explorers to make Upkeep Tests
whenever they suffer a reduction in their fortunes or commit
Naval Installation to a massive expenditure of wealth. He can also call on them
Supplies are readily available but the Navy refuses to sell to make a Test when an item is at risk of damage or
ship Components to “civilians” unless those individuals have destruction. Some examples of when the GM can require the
a prior relationship with the Imperial Navy. characters to make an Upkeep Test include:
• When an acquisition is expended, damaged, or
Upkeep Tests destroyed: Such as a suit of armor worn by an Explorer that
suffers massive damage, a planetary settlement bombarded
Even after the Explorers have acquired an item, it may still from orbit, or a supply of rare ammunition used excessively.
be a drain on the resources of the dynasty—requiring fuel to • When a rival or adversary attacks the Rogue Trader's
run, dues to be paid, or careful maintenance and repair. At holdings or tries to steal their goods or retainers: Such
certain times (see below), the GM may require the Explorers as a mass kidnapping of crewmen on shore leave or when a
to make an Upkeep Test to see if they lose their acquisition treacherous adept is skimming off their profits for ship
or it is diminished or degraded in some way. An Upkeep Test repairs, leading to the forfeiting of valuable components.
functions in the same way as an Acquisition Test, using all • When fate plays a hand in the Rogue Trader’s dynasty:
the same modifiers and factors involved in acquiring the Such as when a hired mercenary company with divided
original item—in effect, the characters are acquiring the item loyalties gets a better offer or there is a system-wide plague
or resource again. If they pass the Test, then their that threatens the characters’ local promethium suppliers.
acquisition is unaffected, otherwise they have encountered a Ultimately, it is up to the GM to decide when the
shortfall in funds or a waning of favor or influence and must characters should make Upkeep Tests, and he should use
choose one of the following options: them as a tool to both remind the PCs that their worldly
• Discard the item or resource: The Explorers cannot use possession can be tenuous and that there are often
the acquisition until it is repaired, reloaded, or purchased consequences for their actions.
anew. An acquisition lost in this way cannot be reacquired
until the Explorers’ Profit Factor increases.
• Downgrade the item or resource: The acquisition’s
Craftsmanship is reduced by one level (i.e., Best to Good,
Good to Common, etc.). If the acquisition is already of Poor
Craftsmanship, then this option may not be selected.
• Downsize the item or resource: The acquisition’s Scale is
reduced by one level (i.e., Major to Standard, Minor to
Trivial, etc.). If the acquisition is already of Negligible Scale,
then this option may not be selected.
• Overstretch Profit Factor: The characters incur a –5
penalty to all Acquisition Tests until either the characters’
Profit Factor increases or they choose to discard,
downgrade, or downsize the acquisition.

Table 1-9: Common Facility Types ^& Modifiers


Facility Acquisition and Component Modifier Installation Modifier
Backwater System Starship Components are rare and expensive in backwater systems. All Component +1d10 days
Availabilities count as one step rarer (Rare becomes Very Rare, for example).
Civilized System The standard dockyards for most Explorers. No modifiers None
Colonial System While most Components can be found, there are few Essential ones the colony can spare. All +1d5 days
Essential Component Availabilities count as one step rarer (Rare becomes Very Rare, for
example).
Deep Void Station A wide variety of all Component types can be found here, but the deal making is tough. -1 day
Decrease the Availability level of any Component by one, only to find if a Component is
available. However, the actual Acquisition Test suffers a –5 penalty.
Feral/Feudal System No Components available, but plenty of manpower to be had. Crew may be replenished as N/A
Abundant (+50).
Liege System The ruler can get whatever is needed, but for a price. All Component Availabilities count as one +1 day
step rarer (Rare becomes Very Rare, for example).
Mining System Hull repairs are usually easy to come by, and Explorers only have to make an Acquisition Test +1 day
for every full ten points of Hull Integrity restored.
Naval Installation All Components except Xenostech can be found, but only Rogue Traders with Peer (Imperial -1 day
Navy) may purchase Components at a Naval Installation. All Component Availabilities count as
one step more common (Rare becomes Scarce, for example). Efficient workmen mean repairs
only need 1 day for each 2 points of Hull Integrity restored.

31 The Mandragora Apocrypha


The Void customize to slightly more or less of that level. Like most
Imperial technologies, the secrets of grav plate construction
are now almost lost and thus even the smallest vessel (and
The worlds of the Mandragora Sector may appear quite
its integrated plating) is a priceless artifact to be maintained
varied, and indeed they are, but no matter their unique and preserved for generations.
environment and social development, they are all at the
gross level just simple worlds of rock, water and air. There is
another area in the sector, however, separated from these Naval Bases & Commercial Stations
base planets that are home to countless millions. It is made
of adamantium and glassteel, plasma reactors and As benefits any major sector of the Imperium, the
atmospheric recyclers. It is the many vessels leaping Mandragora Sector boasts a wide range of naval and
through the warp in defiance of natural laws, orbiting worlds commercial facilities to support travel amongst its star
systems. Only a fraction are listed below as even a standard
to defend or monitor, trading between societies but never
system might have dozens of stations of their own to support
being part of them, navigating by the Emperor’s divine light cargo transfers, defense monitoring, research, and so on.
alone. They make up a totally unique habitat, as varied as Dhanab Construction Void-Yards: Though new naval
the myriad planets of Mandragora are from each other but vessels are exceedingly rare, the yards at Dhanab still stay
still unified as artificial constructs totally divorced from operational. The naval yards slowly produce military ships
nature. bound to Port Junction, or more commonly work repairs on
For most who travel through the void, such a life is all they those extensively damaged.
Heraion Construction Yards: The Explorator fleets
ever know. Only a small percentage will ever actually touch
of Heraion, unrivaled by the fleets of Forge worlds Trilia,
real soil or breathe fresh air. To live in the void is to be apart Hepheron or Sheol, are regarded as the finest of the sector.
from the rest of humanity, in worlds where light, air, food and When coupled with unusually high amount of stable warp
even gravity are in the hands of faceless tech-adepts and routes from Heraion to the four sectorial vectors, it has
enginseers who tend to the blessed life-sustaining machines. become customary for all Explorator fleets to converge in
Here unseen creatures scuttle through abandoned decks Heraion prior to leaving the sector proper.
Metallus Quartus: The commercia trade ship-yards of
and death is only a bulkhead’s thickness away. Voyaging
Metallus Quartus is the central most vital point of interest for
through the immaterium can taint even the most steadfast of the fleets Mercantilis and Civilis of the Mandragora Sector. A
souls, so the Inquisition keeps a watchful eye for multitude of orbital stations locked in Lagrange points around
irregularities. If stellar and interstellar transportation cannot the gas giants of the system provide the system with docking
be trusted, Mandragora would swiftly collapse into a bedlam stations, trade hubs, and is a vital nexus for trading off cargo
of isolated worlds, easy pickings for waiting predators. among different fleets.
Port Junction: A huge combination dockyard and naval
base serving as headquarters for Battlefleet Mandragora. It
Travelling in Space is a flotilla of orbital stations, laser defense batteries and
Imperial vessels rely on two kinds of drives which make macro batteries that orbits the gas giant of Memnoth, serving
space travel possible; warp engines which allow for passage as the mainstay Imperial Navy installation in the sector.
between the stars through the nightmare realm of the Sentina Buvette: Orbiting a gas giant along the rimward
reaches of the Marjories Regency sub sector, the Sentina
Empyrean, and plasma drives which provide thrust and
Buvette is a popular way station of the Black Run Trailing-
propel a ship through the cold void of realspace. All ships Rimward routes of Mandragora. The station has enjoyed
need the latter for mundane travel inside a star system, as centuries of prosperity due it's remote location, and
operating warp engines too close to massive objects such as positioning as a minor black port in an otherwise desolate
planets or stars can cause unforgivable results ranging from stellar region. The inhabitants of Sentina Buvette are more
being tossed off course thousands of light years to outright optimistic and jovial than the rest of their interstellar brethren
across the sector, most likely due to their isolation and influx
implosion from warp rip-tides. Plasma drives are tough and
of trade from the pleasure worlds of Nar-Sheptha and
reliable, and powerful enough to move a ship from one end Generys
of a system to the other in a reasonable amount of time. Thadean Dockyards: Many commercial construction
Heavy thrusters are used for planetary landings and take-off, and repair needs are served by the Kormisoshi Dockyards,
as the huge amounts of hard radiation produced from a more centrally located to the coreward of Hecuba. Second
plasma drive are generally lethal for most environments. All only to rival Dhanab Yards, Thade handles everything from
of these drives reflect basic Imperial technology—powerful, Navigator Housefleet Primats and Chartist Greatholds to
System Hoppers and Limpet Boats. Run by the Trigal
blunt and unforgiving.
Incorporation and operated by a Hereditary Yardmaster, the
The mechanisms that enable space travel are often station also does brisk business selling smaller ships whose
overlooked by the common sorts of citizenry of the captains could not finish paying for repair work.
Imperium, for a variety of systems mask the experiences one Lavinia Explorator WayStation: One of many Adeptus
would expect from travelling through the void. One Mechanicus installations scattered across the sector
conspicuous absence is weightlessness—in fact, many operated by the Lords of Mars. It monitors the stellar
people do not realize that they even should be floating about phenomena known as the Twelfth Gate, even as countless
secondary stations mine the gas giant for its mineral wealth.
inside their tiny ships. Grav plating throughout the ship
It receives little notice and few inquisitive visitors, which
allows humanity to travel in a somewhat normal manner. perfectly suits those running the station.
Grav plates are mostly autonomous once activated, creating
a pseudo-gravity field complete with inertial compensation.
Most ships replicate one Holy Terra standard but a few

The Mandragora Apocrypha 32


Common Merchant & Commercial Vessels making one or two jumps to reach their destination. Smaller
tramp freighters are also widespread, working without
Broadly speaking, the non-military vessels of the sector
regular routes and barely surviving from one job to the next.
are transports. Some only haul cargo, others only
For Imperial agents, especially those wishing a low profile,
passengers, but most carry a mix of the two. All legitimate
these types of ships can be a common means of
craft operate under an Imperial charter, granting them the
transportation throughout Mandragora.
right to fly lawfully between stars. Some charters allow only
for travel along specific routes, while others allow for travel
anywhere. Many charters date back thousands of years and Other Vessels
it is a rare thing for a new charter to be granted. Most While not actual ships, most systems host a variety of
vessels operate in fleets, the better to protect each other other space-born facilities. These include orbiting centers
from raiders (and rival merchants) as well as facilitate cargo such as planetary monitors and docks, beacon stations,
loading and unloading. emergency lifehouses and more. Some are as large as small
As in most sectors, Chartist captains dominate the stars of moons and act as the major nexuses of commerce and
Mandragora. Operating without Navigators or Astropaths shipping for a system, while others may be little more than a
(luxuries normally affordable only to the military or planetary refitted cargo hold conducting research on the fringes of the
governments), they rely on carefully maintained star charts system.
to make journeys from point to point. Some of these maps
cover paths of relative safety for warp travel and must be Space Hulks
followed precisely. This often means extremely circuitous Given the unforgiving currents and eddies moving
routes, such that a linear path of tens of light years might through the immaterium, vessels can sometimes become
entail dozens of jumps totaling hundreds of light years of ripped from their planned course and forever gripped by
travel. But for some systems, such a route is the only way warp tides. Some eventually translate back into realspace far
possible. Often these planets may go generations without a from their scheduled location or time, but most are doomed
visit if they are especially distant. to wander the galaxy at random. As other ships become
trapped by similar currents they are forcibly rammed
Bulk Cargo Transports together (or worse fused together as they emerge back into
Of the Chartist ships, bulk cargo transports are the most realspace), forming impossibly large conglomerations. These
numerous. In Mandragora space, Greatholds are the largest, hulks can hold lost technology dating back to times before
dwarfing all but gargantuan vessels such as Emperor-class the Imperium was founded or even materials from xenos
battleships or unique monstrosities. Each Greathold can crafts. When a hulk appears it sets off a mad scramble to
carry enough goods such that offloading takes dozens of plunder it before it vanishes back into the warp. Each
months. Almost as large are the Excolati refinery ships which appears as a ghost ship, derelict of crew and easy pickings.
take this a step further and actively process raw materials However, they are far from empty, often containing
during the trip, so products such as weapons-grade entombed scavengers or xenos races using hulks as crude
promethium are ready to deliver on arrival. transports. Hosts of predatory and aggressive creatures can
When one of these huge vessels arrives at a planet, it is lurk within, waiting for others to venture inside. The fact that
an occasion noted all over the system. While some are most relic hunters are well aware of these dangers serves to
infamous for the bad luck they bring, other arrivals are a illustrate how valuable any discoveries that might be
cause of celebration and holidays as it means badly needed onboard can be.
medicines and foodstuffs as well as new toys and diversions
for the local rulers. As the saying goes, when the Governor System Ships
is happy, everyone else eats better. System ships are just that: lacking warp engines they
operate within the system using plasma drives alone. A
Transports civilized system might have hundreds working to move cargo
There is a limited demand for pure passenger ships, as and people throughout its space, while lower level planets
most travelers make do with transport ship accommodations. may only have a handful to support larger transports on their
For those who can afford it though, there are several options arrival. Most captains look down on these vessels, but they
for connecting the more populous and powerful systems for are vital in systems with multiple inhabited planets or
the nobility and corporate lords. Pilgrim Ships are the more stations.
common type, dedicated to taking the faithful to and from Limpet Boats are small craft carried onboard Greatholds
planets of spiritual note or allowing them to retrace the steps or other gargantuan ships, and are designed to detach once
of the favored saints. the main craft has reached its destination. Limpets then
Mixed passenger and cargo transports are the most scurry about transporting cargo, shuttling crew and
common type to be found, primarily carrying one while also passengers, and performing other necessary tasks to ensure
providing limited space for the other. Sizes range widely, but that the parent ship will be ready for its next journey.
most are medium level crafts that can service most of the Shuttles and Lighters are another common craft, working
sector depending on their charter type. Short-range system only between their home planet and any orbiting vessels.
Hoppers and Void Jumpers for example usually operate When a new ship arrives to their planet, they blast into space
under low-level Hereditary Charters. They work short-range vying for any work to be had. These boats are also useful for
trading routes between nearby systems, normally only fast (but expensive) planetside transport as well.

33 The Mandragora Apocrypha


And then there are the Rogue Traders. Each as eclectic
and unique as their master, they can range from one vessel
Table 1-10: Finding a Ship
Ship Type Availability
to many. Rogue Traders operate almost as a law unto Tramp Freighter Average
themselves; with no boundaries except those proscribed in Void Jumper Scarce
their charter, they roam the edges of the galaxy in search of Passenger Ship Scarce
Orbital Shuttle Average
new worlds to exploit. Pilgrim Ship Rare
Bulk Transport Very Rare
Catching a Ride System Ship Average

Unless a character has access to a dedicated vehicle ways not imagined (or desired) by the passengers. Overall,
(perhaps an Inquisitor has a permanent arrangement with a they are fairly dependable and reliable. To create ships of
Chartist captain, or even owns his own ship), Acolytes will differing standards, use the following modifications:
need to manage their own travel arrangements. Most of the Poor: The ship is barely able to hold atmosphere, with minor
time this is a relatively straightforward affair as most hull leaks and plasma drive failures a common occurrence.
planetary docks have procedures to arrange berths on Much of the ship resembles a junkyard, patched together
passenger ships. Most transport captains are also willing to with random parts and purity seals. It would be wise to sleep
take on some passengers and indicate their destinations and with one eye open and a ready pistol when travelling. Expect
rates at the docks as well. If an Inquisitorial Agent is in need a true adventure during the passage; you are bound to pick
of transportation to a location not listed, though, or need up a few stories to tell at the next bar should you ever arrive.
arrangements outside the norm (such as expeditious speed, Good: A step above the standard, with well maintained
possibly illegal cargo or travel to forbidden worlds) then decks and regular prayer sessions to maintain the spiritual
some serious negotiations will be needed. Having plenty of wellbeing of the ship and its crew. There might be some
local script or bartering merchandise on person can aid this problems during the voyage, but usually none that are too
process immeasurably. Most Inquisitorial agents refrain from life threatening.
simply commandeering a vessel on the authority of their Best: A trip of relaxed calm awaits, as if the Emperor
rosette, and save that as a last resort to be used only when Himself was watching over you. If it weren’t for your
regular means such as payment, bribery and subtle threats upcoming mission and the high cost of the passage, you
fail. would probably never depart.
Keeping the negotiations “sub-rosa” helps maintain good
working relations with the merchant fleets and helps ensure Passage in Space
that the next time they need a ride things go smoothly. It also Once you have secured passage, there are two main
helps keep them in business and available for them in future types of service that can affect your voyage: your
endeavors. Indeed, if treated well, most captains look accommodations and the meals provided. Obviously things
forward to repeat business, thus making life easier for all can vary from ship to ship, so GMs should feel free to
parties concerned. improvise and create new prices and offerings as desired to
ensure a memorable crossing for their Acolytes. The
Availability of Finding a Ship information below can be used as a guide in setting these
Finding passage can sometimes be a troublesome rates. Bon Voyage!
experience, depending on the type of ship you’re looking for. Berthing: This covers all manner of lodgings to be found on
Use Table 1-10: Finding a Ship to determine passage a ship, from the barely livable to the sumptuously
Availability and standard costs. extravagant.
Shipboard Meals: This includes any kind of consumables
Ship Quality such as foodstuffs and beverages to be considered part of
your passage fee. Travelers can bring their own foodstuffs or
The standard vessel is of Common craftsmanship. There
rations if they desire, but have to pay extra for the additional
may be a few failed grav plates and the air may smell a bit,
cargo space.
with occasional problems to make the passage interesting in

Table 1-11: Passage In Space


Type Availability
Berthing
Low Grade (unpowered decks, cargo holds, bilge berths) Plentiful
Mid Grade (basic quarters, passenger cabins, small staterooms) Common
High Grade (gilded villas, noble born suites, starlane lodges) Scarce
Shipboard Meals
Low Grade (fungus bread, condensation water, void sweat) Plentiful
Mid Grade (vatmeal cakes, Grox hash, Josian ale) Common
High Grade (fresh fruit, jellied Grox tongue, amasec) Scarce

The Mandragora Apocrypha 34


To Sail the Voids Eternal Arms Master
Tier: 3
"Behold, initiate. Take in the glow of the plasma, feel its warmth upon Prerequisite: Weapon Skill 40, Ballistic Skill 40, Weapon
your skin, how it comforts you with its embrace, hear its song flow Training (any two)
through your bones as it does through the hull. For from this day on, Aptitudes: Weapon Skill, Ballistic Skill
you are bound to this enginarium." Effect: The character is a true master of weapons and there
is practically nothing he cannot pick up and use with ease,
he Imperial Fleets experience joys and dangers in from autoguns to plasma pistol or chainswords to shock
mauls.
equal measure that terrestrial servants of the Emperor will
When the character uses a weapon he is untrained in, he
never know, nor can they imagine, in the unrivaled majesty
only suffers a –10 penalty, rather than a –20. The only
of the void. Those who ply the stars are said to be either
exception to Arms Master are exotic weapons, which are so
brave beyond expectations, strange in their ways, or driven
unusual or rare that they always require their own weapon
insane by the nightmares that hide in the depths of the black.
training Talents to use without penalty, and gain no bonus
To be a traveler across the stars, one must maintain their
when combined with this Talent.
wits and their cunning to not only survive, but prosper,
across the realms of the Imperium and beyond.
The following new talents and traits are available to all Bloodtracker
Acolytes who meet the prerequisites. Acolytes can select Tier: 1
these new talents in exactly the same fashion as those in the Prerequisites: None
Dark Heresy Core Rulebook, by paying the xp cost Aptitudes: Perception, Fellowship
determined by the talent’s tier and the character’s number of Effect: The Explorer is an experienced and cunning bounty
matching aptitudes. hunter who commands the highest price for bringing in a
quarry in dead or alive.
Talent Descriptions When turning in a fugitive for bounty, the character’s
group gains a bonus of +100 Objective Points towards
Military or Criminal Objectives.
The following presents each new talent, including its
effects, prerequisites, and aptitudes.
Cold Hearted
Air of Authority Tier: 1
Prerequisite: None
Tier: 1
Aptitudes: Willpower, Defense
Prerequisite: Fellowship 30
Effect: Either chemical and surgical treatments or sheer will
Aptitudes: Fellowship, Leadership
has rendered the character immune to most mundane
Effect: The character was born to command, either
temptations.
motivating or terrifying those under their charge.
Seduction attempts against the character automatically fail
When taking Command Skill Tests, the character may
and Charm Tests increase their Difficulty by one level.
affect a number of targets equal to 100 times their
Taking this Talent causes one Insanity Point.
Fellowship Bonus rather than just 10. If the character is
giving a Shipboard Order, the crew is more loyal or dutiful to
him and add +10 to their Crew Rating when in his presence.
Crack Shot
Tier: 2
Prerequisite: Ballistic Skill 50
Aptitudes: Ballistic Skill, Finesse
Effect: The character can place his shots where they will
Shipboard Action: inflict more harm, such as at creases, gaps, or joints in
armor.
Hold Fast! When the character’s ranged attack causes Critical
It takes an extraordinary captain to maintain ship Damage, add +2 to the Damage result.
discipline in the face of overwhelming danger. A
character with the Air of Authority Talent may make a Crippling Strike
Challenging (+0) Willpower Test. If he succeeds, he
Tier: 2
inspires the crew of his voidship and reduces any
Prerequisite: Weapon Skill 50
damage to Morale by 1, plus 1 for every Degree of
Aptitudes: Weapon Skill, Finesse
Success to a minimum of 1. Hold Fast! may only
Effect: The character can land their blows precisely where
cancel out Morale Damage suffered during the
they will inflict the most harm, cutting into seams or
previous turn, and may only be used once per
hammering at weak points.
Starship Combat.
When the character’s melee attack causes Critical
Damage, add +2 to the Damage result.

35 The Mandragora Apocrypha


Decadence Point to ignore the effects of a failed Fear Test until the end
of the encounter (when the realization of what he just faced
Tier: 1
dawns upon him). The effects of the Fear test still occur,
Prerequisites: Toughness 30
however, at the end of the encounter!
Aptitudes: Toughness, Social
Additionally, his jovial disposition allows the character to
Effect: Through conditioning or long years of abuse, the
gain a +10 bonus to Charm or Command tests when he is
character has built up a tolerance to many inebriants, drugs,
not in duress or under threat (such as combat situations).
and chemicals.
The reverse is also true; the character suffers a -10 penalty
When drinking alcohol or similar beverages, he does not
while under the effects of intoxication to Charm or Command
pass out until he has failed a number of Toughness Tests
tests when dealing with less than friendly disposed
equal to twice his Toughness Bonus. The character also
characters or when leading a combat situation, respectively.
gains a +10 bonus to resist the effects of addiction.

Good Reputation Inspire Wrath


Tier: 2
Tier: 3
Prerequisite: Air of Authority
Prerequisites: Fellowship 50, Peer
Aptitudes: Fellowship, Leadership
Specializations: Administratum, Adeptus Arbites, Adeptus
Effect: The character’s personal vitriol and bitter hatred is so
Astartes, Adeptus Astra Telepathica, Adeptus Mechanicus,
ingrained in his being that he can inspire the same hate in
Adepta Sororitas, Astropaths, Chartist Captains, Collegia
others.
Titanicus, Criminal Cartels, The Deathwatch, Ecclesiarchy,
As a Full Action, the character can make a Charm Test to
Heretical Cults, Imperial Guard, Imperial Navy, Inquisition,
grant the effects of the Hatred Talent to their allies, or any
Navigators, Officio Assassinorum, Planetary Defense
people in their immediate vicinity. Success on the Test
Forces, Rogue Traders, Schola Progenium, Scholastica
grants the Hatred Talent to the listeners (with the object of
Psykana, Traitor Legions, Warlords
hate chosen by the character) for the duration of an
Aptitudes: Leadership, Social
encounter. Listeners can resist the effects of the character’s
Effect: The character’s reputation precedes him in
speech (and therefore not be burdened with his chosen
interactions with a specific group or organization, opening
hatred) by passing an Opposed Willpower Test against the
doors that might otherwise remain closed.
character’s Charm Skill Test. Inspire Wrath affects a number
The character reduces the Influence cost of
of people up to 10 times the character’s Fellowship, which
Reinforcement characters by his Fellowship Bonus when
can be increased with the use of the Master Orator Talent as
requisitioning assistance with this group.
normal. Both players and GMs should bear in mind,
This Talent may be taken more than once, each time with
however, that once a crowd has been inspired to hatred or
a different specialization.
mindless anger, the effects can be unpredictable and are
seldom exactly as the character intends.
Hard Bargain
Tier: 2 Light Sleeper
Prerequisites: None
Tier: 1
Aptitudes: Leadership, Social
Prerequisite: Perception 30
Effect: The character’s shrewd negotiations and bartering
Aptitudes: Perception, Fieldcraft
skills are without peer, and he has a knack for seeing
Effect: The slightest change in conditions or disturbance
opportunities for profit where others see nothing.
brings the character from sleep to full awareness, remaining
Whenever Profit Factor is awarded for completing an
alert even in slumber.
Endeavour, the character gains a bonus of +1 Profit Factor
The character is always assumed to be awake, even
to the group’s total.
when asleep, for the purposes of Awareness Tests or
surprise. Unfortunately, the character’s sleep is not deep and
Heart of Inebriation can be frequently interrupted, resulting in a less-than-cheery
Tier: 3 disposition when awake.
Prerequisite: Decadence, Air of Authority or Charm +20
Aptitudes: Social, Fellowship Master & Commander
Effect: The character is an affable drunkard who, despite his
Tier: 2
penchant for remaining intoxicated, is able to comfort and
Prerequisites: Intelligence 35, Fellowship 35
assure his peers through his jovial and often up-lifting
Aptitudes: Leadership, Fellowship
personality. Such a savvy, 'spirited' character is able to
Effect: There can be only one commander of a vessel, and
endure a great many hardships while intoxicated, his bravery
the character’s guiding hand, stern judgment, and sage
boosted by his own clouded judgment. Legends hold tales of
leadership have captained his crew through countless
such brave men in equal scores, as many as they hold tales
conflicts.
of ridicule and mockery to those who performed less than
By spending a Half Action in combat to direct the efforts of
admirably.
his allies, none of them suffer the penalties for ganging up
While under the effects of a liquor, spirit, or other form of
until his next Turn. If defending against a boarding action, a
equivalent intoxication, the character may spend a Fate

The Mandragora Apocrypha 36


Half Action directs the efforts of his armsmen, granting them Void-Master
a +10 bonus in combat.
Tier: 3
Prerequisite: Trader (Voidfarer)+30, Navigate (Stellar)+20
Master Chirurgeon or Operate (Aeronautica)+20
Tier: 3 Aptitudes: Intelligence, Fieldcraft
Prerequisite: Medicae +10 Effect: Void-master (or mistress) is a term used to describe
Aptitudes: Intelligence, Fieldcraft one who has risen to master one or more of the mysterious
Effect: The character’s advanced medical skills enable him arts of the running of a space-going vessel. They have
to knit flesh with deft mastery. The character’s exceptional generally served in a myriad of stations, and have been
education in use of the Narthecium, Med-Slate, and exceptionally fortunate in that their skills have been
supplemental drugs give their patients an enormous recognized and they have been allowed to progress through
advantage. the ranks to the very top.
The character gains a +10 bonus on all Medicae Skill This talent may be taken once, gaining one (and only
Tests. If the character fails his Medicae Test while one!) of the following effects:
performing Extended Care, he reduces the amount of  Mastery of Space: The Void-master can re-roll all failed
Damage suffered by his patience due to his failure by an Tests with Maneuver Actions aboard a space ship.
amount equal to his Intelligence Bonus. If their patient is in  Mastery of Gunnery: The Void-master can re-roll all
danger of losing a limb from a Critical Hit, the character failed Tests with Shooting Actions aboard a starship.
provides the patient with a +20 bonus to the Toughness Test  Mastery of Augurs: The Void-master can re-roll all failed
to prevent limb loss. Shipboard Actions involving Detection aboard a starship.
 Mastery of Small Craft: The Void-master can re-roll all
Paranoia failed Operate Tests with small craft (shuttles, heavy
Tier: 2 lifters, guncutters, starfighters, bombers, and so forth).
Prerequisite: None
Aptitudes: Perception, Fieldcraft Void Tactician
Effect: The character knows that danger lurks behind every Tier: 1
corner and that the galaxy will hit him as soon as he lets his Prerequisites: Intelligence 35
guard down. Aptitudes: Intelligence, Fieldcraft
The character gains a +2 bonus on Initiative rolls and the Effect: The character’s ability to conceptualize three-
GM may secretly Test using the character’s Perception to dimensional space gives him an advantage in starship
notice hidden threats. The price of this eternal vigilance is a combat.
twitchy disposition and the inability to relax. The character gains a +10 bonus to Ballistic Skill Tests
made to fire a starship’s guns in combat.
Radiant Presence
Tier: 1 Whispers
Prerequisite: Fellowship 40 Tier: 1
Aptitudes: Fellowship, Leadership Prerequisites: Intelligence 45, Fellowship 35
Effect: There is something strong and inspiring about the Aptitudes: Social, Perception
character, the way he holds himself and the look in his eyes, Effect: Such is the character’s reputation for having ears
that puts people at ease, filling them with confidence. everywhere aboard the ship and a finely tuned network of
Everyone within 20 meters that can see the character invisible informants that the crew no longer even bothers to
feels inspired just by being near them and suffers lessened keep secrets from him.
effects from things that would upset or distress them. Those The character receives a +10 bonus to any Skill Test for
affected gain a +10 to Willpower Tests to resist Fear or Investigation or the Interview special use of the Inquiry Skill
against Intimidation attempts. This ability affects all allies when interacting with the ship's crew.
close to the character, though not the character himself.

Rapid Reaction
Tier: 2
Prerequisite: Agility 40
Aptitudes: Agility, Fieldcraft
Effect: The character has honed his reactions to a razor’s
edge, allowing him to act while most stand dumbfounded.
When surprised or ambushed, a successful Agility Test
allows the character to act normally.

37 The Mandragora Apocrypha


Navigating the Imperium The Halo Stars
Beyond the Fringes lie the Halo Stars. The entire galaxy is
ringed with a halo of the most ancient stars, the majority nigh
"There is a darkness between the stars, a void as impenetrable as
extinguished and circled by long-dead worlds. The
the endless night. To ply it is to court damnation, madness, and
death. In these times, we must turn the Emperor to guide and protect desiccated secrets and horrors lie entombed beneath the
us. Oh eternal God-Emperor... preserve us, from the dangers of the surfaces of these worlds are best left unexplored. Few visit
void." these regions, and even Rogue Traders often steer clear.

- Cpt. Ulysses Corbin, Free Trader Wilderness Space


Most of the stars in the galaxy remain uncharted, their
he galaxy is a vast spiral, ninety-thousand light years systems unexplored. Whole areas of the galaxy are
embroiled within warpstorms and are therefore inaccessible
across and fifteen-thousand light years thick, containing
from other areas. Other systems are simply remote and
hundreds of billions of stars. Only a fraction of those stars
await mapping and codification by the Imperium’s Explorator
have habitable planetary systems, and only a tiny fraction of
fleets. These largely unknown zones are known as
these have been investigated by Humanity or any other
wilderness space or wilderness zones. As warpstorms
spacefaring race. The initial human colonization of the
abate, previously inaccessible regions are explored,
galaxy lies in the distant past, lost, forgotten, and obscured
uncovering ancient human settlements as well as alien races
by twenty thousand years of regression and rebuilding.
and empires. Wilderness zones are spread throughout the
Human worlds are scattered throughout the galaxy, but their
galaxy, often separating more densely populated regions of
distribution is far from even. The greatest concentration of
space.
human worlds is in the galactic west, centered on the cradle
of Humanity itself: sacred Terra. On the fringes of the galaxy,
human worlds are few and often far apart.
Alien Worlds
Many human worlds benefit from mutual contact and a Humanity is but one of many races in the galaxy. However,
comparable level of technology. Others have regressed to a few are so widely distributed or so numerous as humans.
primitive and barbarous state as a result of long periods of Most occupy only a single world or planetary system. The
isolation. New human-populated worlds are being majority of aliens are comparatively primitive, peaceful or
discovered all the time, and there remains an unknown powerless, and of little interest to Humanity. Only a few alien
number which have been isolated and forgotten for races are powerful, aggressive and possess technology that
hundreds, if not thousands of years. rivals that of the Imperium. Among the most common are
Orks and Eldar, though many more exist.

The Domains of the God-Emperor


Planetary Governance
Stellar empires can seldom be reckoned in terms of the
spatial areas they occupy, but more often in terms of the star The worlds of the Imperium are governed by hereditary
systems under their control. The Imperium is the largest rulers called Imperial Commanders or Planetary Governors.
empire in the galaxy, the million and more worlds that lie The Imperial Commander holds his planet or system on
under its dominion spread throughout the entire galaxy. It behalf of the Emperor. In return for his oath of loyalty and
extends to the limits of the Astronomican, the psychic regular planetary tithes, he controls the planet as his own.
beacon cast by the Emperor on Terra by which human The Imperial Commander is free to administrate and defend
vessels navigate. The Imperium cannot hope to control all of his planet as he sees fit. Most worlds maintain fleets of
the star systems within this vast area, not even the majority interplanetary spacecraft—ships built to operate within their
of the inhabited systems within its borders. The galaxy also home system and in the vast majority of cases lacking the
contains many alien races ruling smaller empires of their warp engines needed for travel between stars.
own, as well as empires ruled by humans who (often Interplanetary spacecraft are common on all technically
foolishly) consider themselves apart from the rule of Terra. advanced worlds. Even on primitive or feral worlds, the
planet’s governor and his associated staff and warriors
The Fringes would have access to spacecraft—the general population
would remain either ignorant of or completely in awe of
The fringes lie beyond the light of the Astronomican and
spacecraft and technology.
so beyond the easy reach of the Imperium’s forces. They are
Interplanetary shipping is administered by the Imperial
known to contain human planets settled in ancient times as
Commander of each system. Some Imperial Commanders
well as many alien worlds. Some of these planets have
keep a tight leash on space travel, while others are far more
populations which are feral or barbarous, but many shelter
lax and allow the organization and maintenance of
highly advanced cultures. Most worlds are self-governing or
independent space fleets to serve the system. Similarly,
belong to small independent human or alien empires. Agents
while some Imperial Commanders police their systems very
of the Imperium are continually exploring the fringes, spying
thoroughly, others find it impossible or impractical to enforce
out dangers, and fighting wars beyond the borders of the
controls on independent operatives. Some Imperial
Imperium itself.
Commanders undoubtedly collude with anarchic or piratical

The Mandragora Apocrypha


38
groups, trading off the control of planets or asteroids, mining miners—which require further study to master. Often
or transport rights, or even defense and policing obscure references to local customs and traditions, beasts,
concessions, in return for personal profit. These and organizations, which appear nowhere outside of the
commanders may maintain that this is the only way they can locale, can on occasion be translated into a common frame
control their worlds. of reference to aid communication.
Each planet is responsible for its own defense. Imperial While Low Gothic can, and has been, perverted and
Commanders are obliged to build ground-based defenses, changed by local usage to the extent that meaningful
spaceports, and what defense fleets they can. The number conversation takes a long period of in-situ study, when
of weapons and ships in any individual system will vary, dealing with educated or travelled individuals, travellers may
depending on the enthusiasm of its governor as much as the find it beneficial to conduct exchanges in High Gothic. Also
possible danger. In addition to ships under the control of the referred to a Principal Gothic, Archaic Gothic, and Prime
Imperial Commander, planets lying in vulnerable positions or Gothic, High Gothic is the ancient and highly evolved
having a history of trouble may also have an Imperial Navy language used in ceremonies, consultations, and other
base. Although Imperial Navy ships are independent of situations when absolute clarity and definition are required.
those of the Imperial Commander, both would be ready to High Gothic has remained virtually constant and unchanged,
meet an emergency. Imperial Navy ships may also be its principles reinforced through education and refinement,
stationed in one system so that they can patrol a number of so that speakers from very different cultures and background
nearby star systems. can effectively communicate complex ideas. Another
language a traveler will encounter is the Techna- Lingua of
Planets of the Imperium the Adeptus Mechanicus. Although rarely used outside of the
The worlds claimed by the Imperium of Man are as order of Tech-Priests, elements of the Techna-Lingua may
diverse as the galaxy itself. Generally, only those planets be found integrated into the Low Gothic of highly
that can support humanity, or be terraformed so they industrialized or technologically oriented cultures. Few
become habitable, are heavily settled, yet there are plenty of outside the Priesthood of Mars can fully comprehend
worlds where humans cling to life against nigh-impossible Techna-Lingua, and it is a language replete with internal
odds. Such worlds are those with natural resources of great self-references and allusions to knowledge that remain
value to the Imperium, or ones occupying a strategically vital unknown to those outside the Tech-Priests’ closed orders.
location, perhaps near one end of a warp portal. In many The Magi of the Adeptus Mechanicus have preserved this
cases, a tiny settlement might have existed for millennia, form of communication since the founding of their institutions
long forgotten or isolated, its inhabitants clinging on to a in the Dark Age of Technology, and by lore none should
speak its forbidden phrases who have not been sanctified by
brutal subsistence level of life.
the Machine God.
For convenience, the Adeptus Terra classifies the worlds
of the Imperium into one or more broad types. In most cases
these classifications describe the use to which the planet is Culture
put by the Imperium, while some describe the environment There are at least as many ways of life in the Imperium as
where this defines type. The sprawling bureaucracy of the there are planets, and the most populous of worlds sport a
Adeptus Terra classifies and sub-classifies planets staggering number of subcultures, from those steeped in
according to a nigh impenetrable system, often combining rarefied nobility to those in grinding poverty. On many worlds
several features. Thus, a planet might be classified as a Hive the two live cheek by jowl, while on others the upper
World, because it is defined by its vast cities and echelons of society maintain willful ignorance of those
astronomical industrial output, but its might also have as a outside their pampered existence. Each world has its own
secondary classification: Night World, Ocean World, or even range of customs, traditions, lineage, and heritage. Those
Death World. who travel amongst the stars must become accustomed to
See page 2 of Volume I: The Mandragora Sector for the many manifestations of Humanity’s limitless variation.
more details on individual planet classifications.
Mutation
Language Since the colonization of space began, human populations
On almost every civilized world of the Imperium, the have been exposed to all manner of extreme environmental
population speaks some version of Low Gothic, known also conditions. Most long-established human worlds have
as Base Gothic or Common Tongue. This is the language in populations with distinctive physical traits, such as a
everyday usage by the vast bulk of the Imperium’s peoples, dominant hair color, body shape, or height. Extreme cases of
and is derived from the speech of their distant ancestors. physical adaptation have produced mutant populations that
Low Gothic can vary widely from world to world, and even a are no longer human. Some are so heinously corrupt in mind
single world may contain more than one accent or dialect. and soul that the Inquisition considers them too dangerous
Although at first some versions of Low Gothic may appear to live, and ruthlessly purges whole worlds for resettlement.
incomprehensible to an off-worlder, there will be many The position of mutants varies within the Imperium from
rudimentary phases and words with which two individuals world to world. On many primitive worlds they are slain as
from different worlds might communicate. On some worlds soon as they are born. On more technically advanced worlds
there are further debased forms of Low Gothic—the slang of they may be permitted to live, but rarely enjoy the rights of
Hive-bottom dwellers, the colloquialisms of asteroid the world’s other subjects. On many worlds they are

39 The Mandragora Apocrypha


segregated from the normal population, outlawed, or several light years, by means of re-broadcasting a message
forbidden to live in certain areas. Generally speaking, they via a relay of other Astropaths, a communication can
form a huge downtrodden portion of the Imperium. Their theoretically be sent from one corner of the Imperium to the
dissatisfaction occasionally erupts as rebellion, and revolts farthest flung reaches. However, as with everything
occasionally allow the mutants to take control of planets or associated with the warp, Astrotelepathy is an erratic
even groups of planets for a short period. Usually however, process. Like the Astronomican, an astropathic message is
retaliation is swift and merciless. Mutation is widely regarded affected by the currents and storms of the warp. Messages
as a mark of deviance that should be suppressed. However, may take days or weeks to traverse the distance or even
some mutations are not apparent immediately, and in such wander off course and be picked up by the wrong receiving
cases a mutant may rise to a position of social or military Astropath. It has been known for messages to be delayed by
prominence. When this happens, individuals may be many years, even decades, so that a plea for help or a
powerful enough to maintain their position despite a report of a war may only come to light long after any aid
generally known or widely rumored mutation. would be useful or a campaign has been lost.
No ordinary psyker could transmit a message through the
Abhumans warp, nor could he receive a telepathic message over such
Abhumans are creatures evolved from human stock—but vast distances. Astropaths only gain this ability as a result of
changed or mutated to a greater or lesser degree. They their many years training, culminating in a special ritual
differ from ordinary mutants in that they conform to a which combines some of the Emperor’s own power with their
own. This ritual, known as Soul Binding, brings the mind of
recognizable physical standard, breed true, and are no more
prone than normal humans to further mutation. There are the psyker close to the psychic greatness of the Emperor. In
many millions of these creatures living within the Imperium, the process, some of the Emperor’s vast energy is
and they are tolerated or exploited by the authorities very transferred to the Astropath. The transference of energy is
much like the rest of the population. It is rare for Abhumans traumatic for the psyker—not all survive despite years of
to reach positions of power within the Imperium’s hierarchy, preparation, and not all those that survive retain their sanity.
and many forms are subject to popular derision, fear or Even the survivors suffer damage to the sensitive nerves of
prejudice. They are recruited into armies, fleets, and other the eyes, so that almost all Astropaths are blind. In fact, their
services (although not the Space Marines). In the institutions increased psychic skills tend to make up for this loss of sight,
such as the Imperial Guard, they are often placed within so that they would not appear blind were it not for their
distinct groups and segregated from other humans. distorted, sunken, and empty eye sockets.

Communication
The only means of communicating over interstellar
distances is afforded by the Astropaths. Astropaths are
capable of sending telepathic messages across space, and
they can receive messages sent by other Astropaths if their
minds are correctly attuned. The need for Astropaths is
enormous. They are a common sight in the Imperium and
are easily distinguished by their flowing, hooded robes. They
do not mingle with ordinary men except when duty dictates,
and the privacy of their sanctums on worlds and aboard
ships are sacrosanct areas made inviolable by Imperial law.
Astropaths serve in the Fleet as shipboard and planetary
communicators. They also serve in the Imperial Guard, the
Inquisition, the Adeptus Ministorum, the Space Marines, and
throughout the Adeptus Administratum. Confidentiality can
still be assured, as an Astropath need not understand a
message to transmit it. In this way, with various secret
languages, codes, and ciphers, covert orders and other
sensitive information can be passed across the galaxy
without anyone other than the intended recipient
understanding its contents.
The Imperial Commanders of distant worlds must have
Astropaths if they are to communicate with the rest of the
Imperium. Similarly, Astropaths are an essential part of
civilian life, working for commercial shippers and anywhere
where interstellar communication is needed. The vast body
of the Adeptus Astra Telepathica makes up a network
covering almost the entire Imperium, facilitating the transfer
of information from one end of the galaxy to the other.
Although the range of a single Astropath is not vast, only

The Mandragora Apocrypha 40


The Imperium and Space Travel
Without space travel Mankind would have died millennia
ago in the poisoned desolation of ancient Terra’s sterile
deserts. In the 39th millennium, interstellar spaceships form
a frail lifeline enabling humanity to survive amongst the
stars. The defense of the Imperium, trade, communication,
and transportation are each dependent upon interstellar
travel and ultimately upon interstellar spaceships. Interstellar
spaceships are equipped with warp drives enabling them to
travel between the stars. A few of these craft are owned by
Imperial Commanders, Navigator families, or other
independent organizations or individuals. The vast majority
belong to the Administratum, the administrative branch of the
Adeptus Terra. All legally operating human ships, whether
owned by the Imperium or not, are registered and policed by
the Administratum. developed. However, in a minority of people this sensitivity is
far more finely tuned. These people are known as psykers,
The Warp and they are able to consciously control and use the energy
Interstellar travel is entirely dependent on the warp. The of the warp to affect the material universe. Navigators
material universe is just one aspect of reality. There is a possess gifts of a specialized kind who can use their powers
quite separate and co-existing immaterial universe. This is to steer spacecraft in the warp.
commonly known as the warp, warpspace, the immaterium,
the empyrean, or the sea of souls. The study and The Astronomican and the Warp
exploitation of the warp is the preserve of warp technology, The Astronomican is a psychic homing signal centered
the most important achievement of which is warp travel. upon Terra. It is powered by the continuous mental
Warpspace may be explained in terms of an endlessly broad concentration of a thousand psykers. The Astronomican
and infinitely deep sea of raw energy. This energy carries cannot be detected in the real universe—only in the warp. It
within it the random thoughts, unfettered emotions, memory is by means of this signal that the Navigators can steer their
fragments, and unshakable beliefs of those who live in the spaceships over long distances. The Astronomican’s signal
material universe. is strongest close to Terra and gets increasingly weaker
further away. It extends over a spherical area with a
Warp Travel diameter of about 50,000 light years. The Astronomican
A spacecraft drops into the warp by activating its warp does not extend to the extreme fringes of the galaxy, and
engines. As a ship leaves the material universe it enters a because Terra is situated in the galactic west, its signal does
corresponding point in warpspace. The ship is then carried not reach a massive swathe of the eastern part of the galaxy
along by the tides and currents of the warp. After travelling in at all. Nor is the extent or strength of the signal constant—it
this fashion for an appropriate time, the ship uses its warp can at times be blocked by localized activity within the warp
engines to drop back into real space. Because the material itself. Such activity may be compared to the hurricanes or
universe and the warp move relative to one another, the ship storms of a terrestrial weather system and is known as a
reappears in a new position several light years from the warpstorm. Warpstorms may be so bad, and so long-lasting,
starting point. This process is called a jump or a hop, and the that entire star systems are isolated for hundreds of years at
process of entering or leaving is known as a drop, shift, or a time. A warpstorm not only obscures the signal of the
translation. Journeys are undertaken in short jumps of up to Astronomican, it is also dangerous for spacecraft travelling
four or five light years. Longer jumps are unpredictable and nearby. No spacecraft can venture within a warpstorm and
dangerous. The tides of warpspace move in complex and expect to survive, although there are tales of miraculous
inconsistent patterns, and ships attempting longer hops often escapes and of ships being thrown tens of thousands of light
end up widely off course. Were this limitation to apply to all years off course. Warpstorms are not the only dangers within
warp travel, then Humanity would not have spread the warp. There are sentient energies and other immaterial
throughout the galaxy as it has. It is possible to make long life-forms that inhabit it, creatures formed from, and part of,
jumps of many light years by steering a ship in the warp the shifting stuff of the warp. Few are friendly and many are
itself—sensing, responding to, and exploiting its currents and hostile. They are known to Mankind as daemons.
thereby directing the craft towards a corresponding point in
the material universe.
Only the strain of human mutants known as Navigators
can pilot a craft through the warp in this way. Some
individuals are sensitive to the movements of warpspace.
They can, for example, sometimes tell that a spacecraft is
approaching even before it drops back into the material
universe. Human sensitivity to the warp is not generally well

41 The Mandragora Apocrypha


Time Displacement under the power of its main drives. The ship heads outwards
towards the rim of the solar system, carefully increasing
The time differences between real space and warp space
speed by tiny increments as it does so. Although the vessel’s
are quite drastic. Not only does time pass at different rates in
engines are capable of terrific acceleration, the risk of
both kinds of space, but it also passes at very variable rates.
collision with inter-planetary debris is high if the ship
Until a ship finishes its jump, it is impossible for a ship’s crew
accelerates too quickly or too much. As the sun shrinks in
to know exactly how long their journey has taken. Time
the ship’s wake, the density of debris lessens and the ship’s
passing in real space is referred to as real time. Time
speed reaches approximately one percent of light speed.
passing on board a spacecraft is referred to as warp time.
After several weeks of travel, the ship arrives at its first
destination. This is the ‘jump-point’ lying around the star
Warp Navigation system like the circumference of a circle. This delineates the
Once a spacecraft activates its warp drives, it is plunged point at which inter-planetary debris falls below maximum
into a dimension very different from the material universe. It warp density. Once this invisible line has been crossed, it is
is convenient to imagine warp space as consisting of a safe to activate warp engines. A crew careless or foolhardy
relatively dense, almost liquid, energy, devoid of stars, light enough to prematurely activate warp-drives would be lucky
and life as it is commonly known. Once within warp space a to find their ship hurled thousands of light years off course.
ship may move by means of its main drives, following More likely, the ship would be torn apart and destroyed,
powerful eddies and currents in the warp, eventually never to be heard of again.
reaching a point in the warp corresponding to a destination With the safe activation of its warp-drives, the ship is
in real space. The most difficult aspect of warp travel is that plucked out of the real universe and enters the dimension of
it is impossible to detect the spatial movement of warp space warp space. Its true interstellar journey has begun. Ships
once a ship is in the warp. The ship can only blindly carry on, travelling in warpspace do so by means of jumps varying in
its crew trusting that it is going in the right direction. The length up to 5,000 light years. Only a long journey would
longer a ship remains in warp space, the greater the involve more than a single jump. Even so, almost two weeks
chances of encountering some unexpected current that can pass onboard ship before the craft is ready to end its jump.
turn it unknowingly off-course. Meanwhile, because of time shifts in warp space, over a
Navigation of warp space can be achieved in two ways: year has passed in the real universe. The ship re-enters real
the calculated jump and the piloted jump. All warp-drives space just beyond the jump-point of its destination solar
incorporate navigational mechanisms. When the ship is in system. If it is lucky, the ship will come out close to the jump-
real space, these monitor the ever-shifting movements of point, otherwise it may take many extra weeks to reach the
that part of the warp corresponding to the ship’s current inner planets. It is always wise to allow a safe margin when
position. It is a ‘window’ into warp space. By means of jumping towards a star. The results of reentering space
observing these movements in the warp it is possible to within the jump-point would be the same as prematurely
calculate a course, corrective maneuvers, and approximate activating warp drives on the outward journey, and would
journey time to a proposed destination. Calculation relies on almost certainly end in disaster.
the assumption that the warp-currents observed from real The ship is now ready for its final haul, beginning by
space don’t change significantly during flight. This method is broadcasting to its destination and establishing a new time
known as a ‘calculated jump’. It is not safe to make a coordinate. Time in warp space is so different from time in
calculated jump of more than four light years at one go. The normal space that the crew has no idea whether their
longer the jump, the greater the chances of a significant journey has taken a few months or years. Initially, the ship
change in warp current movement. travels at approximately one percent of light speed,
The second, and more efficient, form of warp-navigation is decelerating gradually through the denser inner regions.
the piloted jump. This method relies upon two factors: the Eventually, the ship reaches its destination, where swarms
Navigators and the psychic beacon of the Astronomican. of tiny shuttles once more make themselves busy loading
The Astronomican is centered on Earth and is not only and unloading cargo and passengers in preparation for the
controlled by, but is directed by, the psychic power of the ship’s next journey.
Emperor. The Astronomican is a psychic beacon that
penetrates into warp space. A Navigator onboard a ship in Warpspace Channels
the warp is able to pick up these signals and can steer a
In theory it is possible to travel anywhere through warp
spacecraft through warp space, compensating for current
space. However, the shifting tides of the warp make it easier
changes as he does so. A piloted jump can cover a far
to travel from some systems to others, and short warp jumps
longer distance than a calculated jump. Most piloted jumps
are always more accurate than longer ones. This is
are no more than 5,000 light years at a time, but longer
particularly true when moving a large fleet, which may
jumps have been made.
become spread out across several light years of space over
A typical interstellar voyage might begin with a cargo ship
an extended journey. Long established and well-charted
lying in orbit around an Imperial world. Tiny shuttlecraft
warp space channels connect star systems and entire
busily transfer precious minerals, foodstuffs, crew, and
regions, providing relatively predictable conduits through
manufactured items from the world below. The loading
which the majority of shipping passes.
procedure may take days or weeks, as the shuttles return
time and time again to the huge ship. Once loading is
complete, the colossal craft slowly accelerates out of orbit

The Mandragora Apocrypha 42


Warp Gates hole in the ground or a dark cave mouth.
Warp portals do have their uses, for there are recorded
A warp gate is a point in real space which is linked to
instances of spacecraft with damaged warp drives, trapped
another point in real space by a tunnel through warp space.
within the warp and doomed to destruction, suddenly
The tunnel somehow avoids the normal disturbances of
locating a warp portal enabling them to return to real space.
warpspace, allowing a journey to be made within a fixed time
and in perfect safety. The existence of warp gates
represents something of a mystery, and much debate rages Warp Creatures
over whether they are natural or artificial. If artificial, then Strange and dangerous creatures inhabit the empyrean.
none can say who made them or for what purpose. Some of these horrors are wholly confined to the warp, but
Furthermore, some warp gates have been artificially they still present a significant threat to humanity. As well as
enhanced, their entrances delineated by mechanical contending with the normal hazards of warp travel, ships
constructions whose exact function can only be guessed at. moving through warp space can come under attack from
Other warp gates are mere black holes in space. Warp malicious beings intent on feeding upon the life force of the
gates occur in the depths of space, at the boundaries of ship’s inhabitants. A vessel’s Tech-Priests erect layers of
solar systems, within solar systems, and even on planets. wards, by way of a device known as a Geller Field
The largest are easily big enough to permit the passage of generator, to defend against marauding predatory beasts.
spacecraft and are usually situated at the edge of a solar However, these protective fields are intricate and arcane,
system or amongst its outer planets. Other gates are only and their temperamental nature provides no sure defense
large enough to permit the passage of small vehicles, or against a determined assault. Ships that suffer a Geller Field
perhaps human-sized creatures. These occur mostly on collapse find themselves in serious trouble as their presence
planet surfaces and lead directly to other gates on the is detected and suddenly a swarm of malignant creatures
surfaces of other planets. All gates are rare, the smaller converges on it. Such assaults can range wildly in ferocity,
types extremely so. Planetary gates are often disguised, or from incidental damage to the ship itself, to massive systems
respond only to electrical, psychic, or other signals, which failure and attacks upon the crew and passengers.
would seem to indicate a certain amount of intended secrecy An unprotected human in the warp may be possessed by
on the part of their builders. alien creatures or driven insane by the phantasmal
All space-going races are prepared to utilize warp gates environment. People disappear without trace, while crazed
when they find them, although discovering where they lead mobs rampage through the decks living out their nightmares,
can often be hazardous. Many gates appear to be defective, leading to widespread murder and self-destruction.
and can dump a ship randomly into warp space. Others can Sometimes a vessel emerges from the warp physically intact
lead to places which may once have been stars or planets, but with no trace of its crew. Many such ghost ships drift
but which are now no more than empty space. The through the galaxy, and they are considered an ill omen by
possibility of emerging into a distant, hostile alien star empire those who encounter them.
also has to be considered. It may be that craft vanishing into The power of some warp entities extends into the material
warp space have been transported beyond the galaxy itself. universe. Some are mindless hunters, seeking the souls of
Warp gates often become extremely important to whomever the living in an eternal quest to quench an insatiable thirst for
controls them, and many are of vital strategic value to the the life essence of mortals. Others possess a greater level of
Imperium. Imperial Commanders and other interests vie for sentience and hunger after the material worlds, desiring the
control of a warp gate in their sphere of influence, and these physical but unable to maintain it for any length of time.
relics are often heavily defended against outside attack. These creatures invade the minds of humans and turn them
to their bidding, enslaving them to create the circumstance
Warp Portals that will enable them to cross the bridge between realms and
enter the material domain. Whole communities, even worlds,
A warp portal is a point in space where the warp and real
can become slaves to the whims of parasitic beings who
space interface, forming a stable entrance into, and exit
thrive on supremacy and control. Imperial authorities must
from, warpspace. It is not necessary to activate a warp drive
constantly seek out these strange creatures, destroying
to enter the warp in this manner, although any vessel not
them when possible, weakening their grip on real space
equipped with warp shields would be unlikely to survive for
where they can.
long within the empyrean. It does not lead to a tunnel, and a
spacecraft entering a portal is cast to the chance currents of
warp space. Crossing the Void
With careful maneuvering it may be possible to re-enter The whole structure of the Imperium is founded upon the
normal space using the same portal from the other side. craft that transport its armies and officials across the galaxy.
Again, the exact nature of the portals is not understood, and The fleets are responsible for carrying vital food to the
no one knows whether they are mere accidents or have starving hive worlds and bringing technology and equipment
some secret purpose. Some aliens use warp portals to travel to the agricultural planets. Without its fleets the Imperium
between warp space and real space, specifically the would soon collapse and humanity would perish in many
creatures known as Enslavers, which live within warp space parts of the galaxy.
itself. Like warp gates, portals occur in all places and may Interstellar craft may be privately owned, but most operate
appear on a planet’s surface. Some have a definite physical on behalf of one of the Imperial organizations. Of these, the
constituent, whilst others are invisible or take the form of a Imperial Navy is the largest, numbering tens of thousands of

43 The Mandragora Apocrypha


uncounted warships and cargo vessels of varying sizes. In shipping is therefore locally based, usually operating within a
addition to its spacecraft the navy maintains military group of close sub-sectors or from peripheral inter-sectors.
spaceports, space stations, mining and factory ships, various
orbital research stations, and countless unmanned orbitals Unregistered Ships
serving as early warning, exploration, and research There are many reasons why a captain may be tempted to
satellites. So vast is the Imperium that the Navy is divided
run an illegal ship. Planets all have local laws governing
into five main Segmentums, and each functions as an
what can and can’t be imported and exported. Some
independent administrative unit (although they cooperate by planetary governments also charge an import duty or have
necessity). Most of the higher levels of Imperial Navy complex quarantine laws. The cargos and passengers of
command would come directly from the ranks of the official ships are always carefully checked and recorded.
priesthood—principally from the Administratum. The overall Many routes are the property of hereditary captains or are
fleet commander may also be a High Lord and resident on operated exclusively under a fleet charter. There are all sorts
Terra. of people, including Imperial Commanders, who may wish to
The Adeptus Terra not only has ultimate control of the circumvent one or other of these obstacles. Even registered
fleet, but also maintains a number of its own ships. These ships may be tempted to break the law occasionally if the
reside permanently on Terra, whilst many more are price is right, but they run a far greater risk because their
scattered throughout the galaxy at any one time, transporting craft are very easily identified and traced.
Imperial servants on missions of the greatest importance or A typical unregistered ship operates out of a hidden
secrecy. A further corps of ships lies under the direct control
supply dump near the solar system’s jump point. It would be
of the Adeptus Arbites, to be used for transportation and foolish for the captain to bring his ship into the solar system
war. The Space Marines have their own interstellar itself, so cargos are ferried to the supply dump by sub-stellar
transports and battlefleets. Although not large in numbers, ships. The location of the ship’s dump must be kept secret,
these vessels are manned by the most ferocious and highly and it is often necessary for a captain to change the base’s
trained warriors in the galaxy. Each Chapter has sufficient location every few months. An Imperial Commander may
ships to act as a spacebound home base, including take a lax attitude to illegal shipping if it suits his purposes to
equipment transports and landing craft. Space Marine do so. The illegal trader’s greatest enemy is treachery.
Chapter Masters are at liberty to commission new ships, or
capture enemy ones, and use them how they will. Individual
Space Marine Chapters use their own color schemes and
Pirate Ships
markings, and their ships are immediately identifiable Interstellar pirate ships operate in a similar way to
Interstellar ships, space stations, mines, and factory craft unregistered traders, but their intentions are far more
also owned by individuals, corporations or mercantile sinister. Few Imperial Commanders will tolerate pirates in
families make up a fairly small fraction of the total. As far as their system, so most pirate bases are within otherwise
interstellar travel is concerned the Imperium is all–powerful; uninhabited systems. Some pirates operate exclusively
elements not controlled by the Imperium are only permitted against registered shipping, others are indiscriminate in their
to exist because their owners are cooperative and useful. choice of victim. Pirates and unregistered traders often
Most noteworthy of these privately owned ventures are the collaborate, sharing information and sometimes using the
Rogue Traders and the great mercantile families of same facilities. A pirate’s usual mode of operation is to lie in
Navigators. Even the largest of these families owns a wait just inside a system’s jump point. If the target is leaving
relatively small number of craft, but in terms of real wealth the system, the chances are that any accompanying sub-
this represents a huge investment. Most of these ships are stellar craft will have now turned back. The pirate leaps upon
ancient—family possessions nurtured and maintained over the craft, aiming to board and remove cargo before the ship
the millennia—but they are generally large and well built. jumps. Although a pirate could attack and destroy a cargo
vessel, little would be gained by doing so.
Illegal Shipping
The Imperium is large, large enough to hide in if you really
Enemy Raiders
want to. The Administratum has a great deal of control over Raiders are interstellar craft belonging to enemy forces.
interstellar shipping one way or another, but even so, illegal Exactly whose enemy they are depends on whose side you
interstellar craft still lurk on the fringes of society. These are on, of course. Imperial Commanders are prone to quarrel
ships are owned and operated by unregistered merchants, with their neighbors. In these quarrels one side may be
smugglers, and even by pirates. They are taking a grave prepared to hire illegal ships, even pirates, to attack and
risk, because any unregistered ship would be automatically destroy a rival’s shipping. Such fights are common, but are
assumed to be hostile by Naval forces. directed mainly against sub-stellar craft belonging to the foe.
All illegal ships are at a considerable disadvantage It would be extremely stupid for an Imperial Commander to
compared to registered vessels. Navigators are, on the attack Imperial Navy vessels—to do so would invite
whole, loyal citizens. They are also quite rare. Interstellar immediate and uncompromising retribution. Needless to say,
travel without a Navigator is relatively slow because the mistakes do happen, and Imperial Commanders often find
maximum distance a ship can jump is only four light years— themselves on the wrong end of the Imperium’s retribution.
compared to 5,000 with a piloted jump. There are some
Navigators who will work onboard illegal ships, but they are
few and far between. The vast majority of illegal interstellar

The Mandragora Apocrypha


44
The Segmentae Majoris are rarely adjacent and thousands of light years may
separate one from the next.

The Imperium is divided into five fleet zones known as the


Segmentae Majoris. Although intended for purposes of fleet
Sub-sectors
administration and shipping controls, the Segmentae have Sectors are divided into sub-sectors, usually comprising
evolved into administrative divisions of the Adeptus Terra. All between two and eight star systems within a ten-light-year
shipping is supervised within the jurisdiction of one of the radius, though some may encompass more systems. This
five Segmentae. Each Segmentum has a headquarters size is governed by the practical patrol ranges of
world called a Segmentum Fortress which forms the base of spaceships. Because sub-sectors are divisions of worlds
Imperial Navy operations within the Segmentum. The rather than volumes of space, there are vast numbers of star
Segmentum Fortress is controlled directly by a high ranking systems within each sector, which do not fall within a sub-
official of the Adeptus Terra known as a Lord High Admiral. sector. These are referred to as inter-sectors, or more
The Segmentum fortresses are located at Mars for the commonly as wilderness zones, forbidden zones, empty
Segmentum Solar, Kar Duniash in Ultima Segmentum, space, and frontier space. Inter-sectors may contain gas or
Bakka in Segmentum Tempestus, Hydraphur in Segmentum dust nebulae, inaccessible areas, alien systems, unexplored
Pacificus, and Cypra Mundi in Segmentum Obscura. systems, uninhabited systems, and uninhabitable worlds.

Sectors The Stellar Fleets


Each Segmentum is divided into sectors varying in size The Imperium’s interstellar ships comprise merchant
according to local demands and stellar density. A typical vessels, warships, civil craft, and several other specialized
sector might encompass seven million cubic light years, types. These are organized into specific fleets: merchant
equivalent to a cube with sides almost 200 light-years long. fleets, battlefleets, and civil fleets. Each of the Segmentae
The Imperium is not divided into a grid of sectors; rather, Majoris has its own merchant, civil and naval fleets. So for
sectors are scattered throughout the vast reaches of the example, Battlefleet Solar is the warfleet of Segmentum
galaxy, forming small island chains of civilization in the Solar; Merchant Pacificus is the merchant fleet of
limitless ocean of the void. Sectors are connected to their Segmentum Pacificus; Civilis Tempestus is the civil fleet of
neighbors by well-charted routes through the warp, but they Segmentum Tempestus, and so on.

45 The Mandragora Apocrypha


Segmentae Registration Imperial Navy Battlefleets
All interstellar spacecraft are registered as belonging to
one or more of the Segmentae fleets. Registration allows a Each of the five Segmentae Majoris maintains its own
ship to be identified and permits the fleet authorities to Segmentum fleet, which further subdivided between sectors.
record and administrate shipping within each of the Most space battles take place around installations or
Segmentae. A ship that is not registered in a Segmentae planets, which can be defended efficiently by sub-stellar craft
may only travel to that Segmentae with the special and planet-based defenses. Even so, it is impossible to
permission of the fleet authorities. This is purely an provide total defense for every Imperial world. The
identification measure. An unidentified and unregistered ship battlefleets are highly mobile and extremely potent weapons,
may be assumed to be hostile, and attacked or destroyed. able to gather to meet large threats where necessary.
Although based in a Segmentae like merchant fleets, naval
Sub-stellar ships ships are universally registered—so a ship from one zone
The vast majority of spacecraft in the Imperium are not may be recognized in any other. This makes possible
interstellar ships at all, but sub-stellar ships which travel only cooperation and coordination of naval forces, should the
within the confines of their own star system. The laws Imperium face such a threat that not even a Segmentum
governing the ownership and operating of sub-stellar ships fleet can contain, and reinforcements must be called in from
are the concern of the Imperial Commander of each system. far and wide. Naval captains are Imperial servants like their
The Imperial authorities take no great interest in what merchant brethren. However, all warship captains are
happens on this, galactically speaking, tiny level. appointed by the administrative officers of the Segmentum
Sub-stellar ships have no warp drives and are equipped to and have no rights of ownership regarding their vessels. The
operate within a single system. These ships divide into many organization of the fleets is far more rigid than that of the
kinds, from warships to industrial craft. Most space warfare merchant fleet, with a hierarchy similar to that of the land-
centers around planets, installations, and other important based armed forces of the Imperium.
targets within a solar system. It is therefore sensible to
maintain sub-stellar warships in the proximity of vulnerable Lord High Admiral
systems. These craft may be Imperial Navy vessels The highest ranking of the military officers is the
operating out of a naval base, or they may be vessels Battlefleet Commander, or Lord High Admiral. He is in
belonging to the Imperial Commander of the system. If a charge of the entire naval contingent of a Segmentum. There
system has several inhabitable planets, it will need cargo are, therefore, only five of these individuals. They rank
ships of one kind or another. These may be owned and run equally, although command of the Battlefleet Solar is
by the planetary government or by private individuals, regarded as the more prestigious position. The Lord High
cartels, or companies. Most systems would have both Admiral formulates fleet-strategy throughout the entire zone,
government controlled and privately owned craft. overseeing repair schedules, supervising construction
Industrial ships include all manner of vessels used for programs, and ensuring the general space-worthiness of the
maintenance, manufacture and mining. Such craft may be fleet. His personal staff is divided into armament,
owned by governmental or private groups in the same way maintenance, procurement, construction, and a thousand
as cargo ships. Very few systems are fully explored, and other working committees.
there are always regions even in a settled solar system
which have yet to be fully investigated. The exact nature of Sector Commander
research or exploration varies from system to system. A
Under the Battlefleet Commander are individual Admirals
common ship of this type is the mineral prospector which
responsible for naval operations within each sector. The
investigates potential mining areas.
Admiral is based at the Segmentum Fortress, along with
It is not always possible to build bases or docking facilities
other sector-level administrative staff of the Administratum
on planets or asteroids, so space stations may be
and other branches of the Adeptus Terra. He must answer
constructed instead. These huge constructs provide all the
not only to his naval superior, the Battlefleet Commander,
facilities normally available on a planet. Beacons are small
but also to the Adeptus prefect in overall charge of the
space stations that serve important roles in a system. They
sector. The Sector Commander has direct command of a
act as navigational beacons by broadcasting a local signal
portion of the warfleet, and the duties of his ships are divided
recognizable by ships in the area. Beacons also monitor
up into patrolling, permanently stationed and reserve fleets.
passing spacecraft, receiving and relaying information
The reserve fleet is usually stationed on the Segmentum
regarding size, course, and registration signal. In an
Fortress. The remaining portions are placed under the
emergency, they act as deep-space lifeboats where the
command of Group Commanders.
crews of crippled ships can survive until they can be
rescued. Beacons usually have a small crew, though some
are entirely automated. The position and number of beacons Group Commanders
in a system varies from none at all to hundreds. Group Commanders are Commodores and Rear Admirals
in charge of a portion of a sector’s fleet. They are sometimes
based around the Segmentum Fortress, or more often, on
one of the permanently manned docking stations in one of
the sub-sectors. Group Commanders are responsible for

The Mandragora Apocrypha 46


patrolling and keeping order within sub- and inter-sectors independent federation or find itself in the midst of a local
around their base. A typical command consists of a sub- war. A battlefleet will be assembled to return the system to
sector base, noncombatant staff, and a couple of squadrons Imperial control, and Imperial Navy spaceships will find
of ships. One squadron might be a light patrol squadron, themselves facing ships that perhaps once served alongside
whilst the other would only fly to meet specific threats. them in other wars.
It is also not unknown for squadron or fleet commanders
Squadron Leaders to rebel and turn against the Imperium, using the awesome
Squadron leaders are in charge of squadrons in space. power they command to carve out their own petty empires
They are also captains. A typical squadron might be three on the fringes of the Imperium’s space. Worse still are such
spacecraft of which the Squadron Leader’s ship is one. civil wars such as the Horus Heresy, when Warmaster Horus
Captains are in charge of individual ships. The term ‘captain’ turned to the worship of the Ruinous Powers and led fully
is used to describe the officer in charge of a ship, but on the half of the Imperium’s forces against the Emperor. Only the
smallest of vessels the officer may in fact hold a rank such death of Horus himself and the banishment of his followers
as commander or lieutenant-commander. to the hellish regions of space called the Eye of Terror
brought an end to the uprising. Even ten thousand years
later, a constant vigil is kept around the Eye of Terror where
Temporary Battlefleets the Chaos fleets remain, often launching small raids and
Imperial space is so vast, with so many star systems and occasionally major incursions into the Imperium.
areas of wilderness space to be patrolled, that even the
many thousands of spaceships in the warfleets must be
spread thin, with individual ships and squadrons set out on
their own assignments. The Imperium cannot maintain
permanent fleets ready to respond to invasion or rebellion.
Nor would it make sense to do so, for it would take so long
for a fleet to get from its base to the warzone that the enemy
would surely have moved on by the time it arrived.
Instead, temporary battlefleets are gathered together
whenever they are needed. Warships within a relatively
small area are summoned to join the battlefleet. It is rare for
ships more than fifty light years from the battle zone to be
included in the fleet, and more commonly only those within a
dozen or so light years are summoned. Even with ships this
close to the battle, it will take at least days and more often
weeks for them to arrive. Only during the very largest of
wars, lasting for many decades, does the Imperium bring
battlefleets together and dispatch them en masse to a
warzone.

Enemies of the Imperium


The battlefleets of the Imperium must combat many
enemies— Ork raiders, Eldar pirates, and other alien
invaders. It must also fight forces from within the Imperium
itself. Most of these battles are small-scale and involve only
substellar craft in skirmishes with smugglers, brigands, and
rebels. But occasionally, larger conflicts occur when whole
systems or groups of systems must be brought into line.
Sometimes these systems have their own fleets, and the
Imperium must send its largest battleships and cruisers to
crush the enemy.
In these circumstances an Imperial Navy battlefleet will be
facing an enemy containing ships exactly like its own. These
rebellions most often happen when an area of the Imperium
is cut off by a warp storm. Warp storms are common
occurrences and systems frequently lose contact for years at
a time. When the storm passes, contact is re-established
and little will have changed. Sometimes storms last for
decades, even centuries, and systems cut off for this long
can stray far from Imperial authority and orthodoxy. Once the
warp storm has died down and travel to the system is
feasible again, the Imperium may be rebuffed by an

47 The Mandragora Apocrypha


Voidships of the Imperium the earliest days of the Imperium. Therefore, ships are never
mass-produced, and even two ships of the same class are
rarely alike. A Lunar-class cruiser produced in the shipyards
of Mars will be vastly different from another Lunar hailing
hose who serve aboard a starship see themselves set from to docks of Port Junction.
apart from the rest of the Imperium. Even the lowest press- However, regardless of class or configuration, all ships
ganged crew-scum will have the chance to travel to different share certain components and design similarities. All
worlds—a privilege most Imperial citizens do not even know starships, for example, require plasma drives to propel them
exists— and they make that journey aboard a mighty vessel. through space, armor and void shields to protect them, and a
When a master gunner fires a single broadside, he is hull to contain these systems. Ships have components, the
unleashing city destroying firepower, and the tech-priests of various parts that make up the starship. Some of these are
the enginarium control energies of unimaginable potency. vital, such as the life support system and genatoria facilities.
It is little surprise that when a ship’s crewman finds Without them the ship will not function. Others, such as
himself on the surface of a distant world, he is apt to treat weapons batteries or luxury passenger quarters, are useful
those he encounters with condescension, if not outright but not essential.
contempt. After all, they will never leave their planet of birth. A ship’s components, in turn, affect the ship’s
The crewman, on the other hand, has seen something of the Characteristics. These Characteristics are similar to the
wider universe and has a measure of some of its marvels— Characteristics of a Player Character. They represent the
and perils. It is also unsurprising that after many years various abilities of a ship.
aboard a ship, a crewman finds it more familiar than the
world he left behind. Characteristics
Speed: Speed measures how fast a ship can move in
The Sounds of Shipboard Life realspace. The number listed is considered the normal
speed, half speed is half the number (rounding down if
"The Sun-Lord helps those who help themselves, you fool! If we necessary), and its maximum full speed is double the value.
don't close this valve the plasma reactor overheats! Heave-to!" Maneuverability: Maneuverability measures how quickly a
ship can change direction, avoid obstacles, and evade
To a seasoned voidman, the rumblings and mutterings of incoming fire.
a spacefaring vessel are as natural as birdsong and rain are Detection: Detection measures the power of a vessel’s
to a planet-dweller. Starship crew spend years, even auspexes and augers, and how well they can ‘see’ their
decades, aboard their ships without setting foot planetside. surroundings.
Eventually, fresh, cool breezes and the sounds of wildlife Void Shields: Void Shields create an insubstantial energy
seem unnatural. Any true voidman is intimately familiar with barrier around a ship to protect it from enemy attacks.
the almost imperceptible vibrations of the ship’s main drives, Armor: Armor protects a ship from incoming weapons fire,
and can tell whether his vessel is at rest, accelerating, or as well as collisions from celestial dust, rocks, and other
maneuvering simply by subtle changes in the background detritus.
noise. Over this is the rattling of the transfer-fans, the Hull Integrity: Hull Integrity is a measure of how reinforced
crackle-snap of static discharge, and, if the ship is travelling a ship’s interior is, and how much damage a ship can take
through the warp, a million sibilant whispers beyond the before breaking up. Isolated compartments, reinforced
edge of consciousness. A voidman quickly learns which bulkheads, and blast doors increase Hull Integrity, while
sounds are normal, and to react quickly when he hears long, open passageways and substandard materials
something out of the ordinary. decrease it.
Interposed throughout this background noise is the chatter Power Generation: Power Generation measures the energy
of vox-summons, ship-wide orders, and signal-tones. Aboard the ship generates to run its myriad Components. If a
a starship where vital systems must be manned at all times, Component is unpowered, it will not function.
even simple concepts like “day” and “night” must be Space: Space measures the room in the ship for various
artificially regulated. Every ship master has his own Components. If there is not enough Space for a
preferred method of signaling shift changes. However, no Component, it cannot be contained within the ship’s hull.
matter the ship—or its master—all vessels have an alarm so Turret Rating: A starship’s turret rating is an abstract
strident and soul wrenching that no one can ignore it. This is representation of how many defensive turrets it has. Turrets
reserved for the three worst possible situations on a ship; are small, short-ranged weapons used for shooting down
imminent combat, depressurization, and warp intrusion. small attack craft and torpedoes.
Turns: This is the degree that the vessel can turn per a
Anatomy of a Starship Strategic Turn (discussed later in Ship Combat).
Weapon Capacity: These are locations on a starship that
have enough room to house the massive main weaponry of
In the 39th Millennium, a space faring vessel is rare and
starships in the 39th Millennium.
precious. Ships take decades, even centuries to build, if the
SP: This is how many Ship Points the hull, component, or
builders have the required skills and knowledge base in the
upgrade costs.
first place. It is rare to find a “new” starship—most are
hundreds or thousands of years old, and some date back to

Mandragora Apocrypha 48
Representing and Generating Characteristics weapons, they are no match for a true combatant. Thus,
transports are often prime targets for pirates.

Like a character’s Characteristics, a ship’s Characteristics


are represented using numbers. However, unlike a
Raiders
character, a ship’s Characteristics are not rated on a scale of Raiders are a broad class of hulls covering everything
1 to 100. This is because, unlike a character, a ship is an from privateers to the destroyers used in the Imperial Navy.
inanimate object. The best ship in the Imperium is useless Typically, a “raider” denotes a vessel designed for speed
without an equally competent crew to operate it. Therefore, and combat. This makes them popular with the many pirates
most of a ship’s Characteristics are treated as static and buccaneers who raid the space-lanes, preferring to
numbers to be tested against—similar to a character’s strike lone vessels swiftly, then flee before they should be
Wounds or a piece of amour's AP value. Other noticed by a Navy patrol. The Imperial Navy also makes use
Characteristics, notably Maneuverability and Detection, are of raiders (referred to as destroyers), though they prefer to
bonuses or penalties that may be added when a character outfit them with heavy ship-crippling munitions such as
on board the ship makes an appropriate Skill Test. These torpedoes and send them out to hunt larger vessels.
represent the concept that some ships are more Destroyers’ superior speed and maneuverability means they
maneuverable or have better augers than others, and a can close the range, launch, and escape before the target
skilled operator is able to get more out of them. can fire on them—most of the time.
A ship’s baseline Characteristics are determined by its hull
type. Some hulls, such as a transport, are roomier and able Frigates
to hold more. Other hulls, such as the raider, are designed In many ways, frigates are the pinnacle of the
for speed and maneuverability, but are cramped and shipbuilder’s art. Lean, fast, and dangerous, frigates can
relatively fragile. These baseline Characteristics can be outrun anything they can’t fight, and destroy anything they
modified depending on the Components within the ship’s can catch. Frigates fill the ranks of Battlefleet Mandragora,
hull. Components can provide benefits and drawbacks. For where they are prized commands for the youngest and most
example, larger plasma drives may make a ship faster and aggressive naval captains. While a frigate may not seem as
provide more power, but they will also take up space which prestigious as a cruiser or battleship, their versatility means
could have been given over to other Components. On the they are the Navy’s ship of choice for all manner of actions.
other hand, reinforced adamantine armor plating can Frigates are tasked for convoy escorts, patrols, anti-piracy
increase the ship’s Armor, but its Speed and Maneuverability operations, and even attacks on rebel ships and stations.
might suffer from the increased mass. They routinely skirmish with the frigates and raiders of
Some of a ship’s various Components will be discussed seditionists, pirates, and even hostile xenos races. Thus, a
later in the chapter. First, the chapter will cover the basic hull frigate captain is ‘in the mix’ much more often than his
types. counterparts aboard the Battlefleet’s larger vessels.

Ship Hulls Light Cruisers


Light cruisers are the eyes and ears of the Battlefleet.
A ship’s hull determines much about a ship. Primarily, the Smaller and faster than true cruisers, light cruisers have the
hull dictates how much space is available for the ship’s massive fuel and supply reserves for deep void patrols.
components, but hulls also place limits on speed, These may last for years, even decades, and thus light
maneuverability, ship integrity, and even amour. Although cruiser commanders must be independent-minded and self-
ship hulls are almost always different in size or shape, they reliant. Light cruisers are also used as the flagships of small
can be organized into several general types: transport, squadrons of frigates and destroyers tasked with escorting
raider, frigate, light cruiser, and cruiser. convoys or hunting pirates.
A light cruiser’s design is usually balanced between
Transports combat and endurance. They have the advantage of being
only slightly slower and less maneuverable than a frigate,
Transports are easily the most common starships found in
while mounting a capital ship’s armament. This is
the Imperium. Tasked with the often thankless job of hauling
accomplished, however, by giving the light cruiser
goods from one end of the galaxy to the other, transports are
substantially less armor and reinforced interior bulkheads
large, slow, and designed to carry as much cargo as
than a proper cruiser. In short, light cruisers are faster and
possible within their hulls. Nevertheless, these vessels are
more maneuverable than standard cruisers, but much more
almost single-handedly responsible for maintaining the
fragile.
integrity of humanity’s domain. Hive worlds, for example,
would not long survive without regular shipments of food and
water from agri-worlds, and for many far-flung colonies, the Cruisers
regular passage of a chartist captain or tramp freighter is A cruiser is a warship through and through. These are the
their only communication with the larger Imperium. ships of the line of Battlefleet, the heavy-hitters that fight
Transports sacrifice speed, maneuverability, and armor in major naval engagements. These ships are rare—building
exchange for cargo space, and while they often have some one takes centuries if not longer, and requires knowledge
and technology from mankind’s golden age now only known

49 Mandragora Apocrypha
to the most powerful tech-magos. However, each vessel— Battleships
often five or more kilometers long—carries the firepower to
Battleships are the masters of space combat. These
burn planets. They are designed to win wars, and the
massive spacecraft are protected by nigh-impenetrable
Imperial Navy guards them zealously.
defenses, carry enough firepower to obliterate a lesser ship,
Cruisers carry large banks of weapons and are heavily
and usually have launch-bays for attack craft as well. The
armored. They have huge engines, but due to their size,
only weaknesses of a battleship are its expense and poor
their speed and maneuvering is not spectacular. This is good
maneuverability. However, when accompanied by cruisers
for a cruiser’s smaller opponents, since their only chance
and escorts to offset these disadvantages, a battleship
against these behemoths is to flee. Indeed, cruiser designers
becomes a nearly unstoppable addition to any fleet.
expect their craft will most often fight other cruisers, and will
For the Imperial Navy officer class (admirals, captains,
mount powerful weapons designed specifically to slay these
commanders, first lieutenants, etc.) on board, an entire
ships.
section of a large Battleship's command deck may be
divided into huge, luxurious staterooms, with vast bedrooms,
Battlecruisers offices and wardrobes, bathrooms and toilets mirroring those
Using the simpler technologies of the latter Imperial of an Imperial Planetary Governor's palace, and even
cruisers, and the power systems of battleships, the master harems of concubines and handmaidens. Lower-class bridge
tech-masons of the Adeptus Mechanicus produced an officers and chief petty officers would have fairly large,
elegant hybrid, the battlecruiser, during the latter 36th moderately luxurious quarters, and the armsmen, mid-class
Millennium. Designed to provide the fleet with the long range crewmen and petty officers would all have decent
punch of battleship weaponry in a cruiser-sized hull, accommodation, generally consisting of a sleeping area,
battlecruisers are forged purely for heavy engagements chemical toilet and storage locker. However, the bottom-
between vast capital vessels, and excel in this narrow class enlisted conscripts and slave ratings would have little
specialty. They overpower cruisers by virtue of their more than a flea-infested sleeping pallet and a single toilet
overcharged weaponry; very few ships can out-shoot a shared between ten ratings.
battlecruiser.
Typically somewhat smaller and more lightly armored than Ironclads
their predecessors, the grand cruisers, battlecruisers are
Ironclads, much like their contemporary Imperial Navy
nevertheless more economical, safer and more reliable.
counterparts, the Battleships, are vast, 8-kilometre-long
What they lack in heavy armor and exotic drive systems is
vessels which lack the Void Shielding of their Battleship
more than made up for in raw firepower.
counterparts in favor of meters of adamantium plate armor.
These warships, built before the advent of Void Shield
Grand Cruisers technology, have since been phased out of production by the
Grand cruisers are vastly powerful and archaic warships, Imperium to be replaced by more modern designs. However,
remnants of a more technologically advanced era of Imperial those remaining in service have been decommissioned for a
history. Only battleships carry heavier armor or wield more variety of purposes; various pattern Ironclads may be
firepower. These vessels were once the core of battlefleet retrofitted with a gargantuan, ship-, station- and even planet-
squadrons, tough warships designed for concerted killer cannon running the entire length of the ship's keel,
broadside actions and punishing void-duels. Now few in linked directly to the stern fusion reactors; others may simply
number, they are in many ways relics of a bygone age. Very be braced and reinforced for the purpose of ramming into --
few grand cruisers have been constructed in recent and through -- enemy vessels. These starships are rare in
millennia, the entire concept having fallen out of favor in the Imperial Navy, due to their archaic design and the lack of
many battlefleets. Their revolutionary and highly facilities still capable of repairing them at existing Forge
sophisticated warp and realspace engine designs are now Worlds, let alone manufacturing new ones.
poorly understood, leading to many well publicized disasters
and warp calamities. Indeed, the fleets of the archenemy Components
contain the reinvigorated hulks of many formerly proud
Imperial grand cruisers lost in the warp due to the gradual
Ships are made up of various Components, all contained
dilution of the sacred knowledge needed to render these
within the ship’s hull. These Components are what makes a
imposing ships safe.
ship a ship—without them, it would only be an empty
Regarded by many suspicious senior staff officers in the
framework. There are two types of Components: Essential
Imperial Navy as dangerous, temperamental, and
Components and Supplemental Components. Essential
constructed using dubious and possibly heretical
Components are what all ships need in order to operate.
technologies, the surviving grand cruisers of the 39th
These include the bridge, plasma drives, warp drive, life
millennium are largely relegated to the reserve fleets. These
support, and the like. Supplemental Components may be
are motley collections of outdated and mothballed antique
useful, but a ship can still operate without them. They
warships, held cold and silent in orbit around munitorium
include cargo bays, weapons, and passenger quarters.
depot worlds, ready for one last call to arms.
Components use two finite resources on a ship, Space
and Power. There is a limited amount of room within a ship’s
hull, and the ship’s plasma drives only provide so much
energy. A Component needs both in order to be used by the

Mandragora Apocrypha 50
ship’s crew. If a Component does not have power, it is Void Shields
unpowered. Unpowered Components are lightless,
Void shields create barriers of energy around a starship.
powerless sections of a ship, where there is no gravity and
The weaker versions on transports exist mainly to deflect
no air. Those who wish to enter them must use void-suits.
celestial debris, while a military vessel’s void shield is strong
Needless to say, they do not provide any of their listed
enough to absorb incoming fire.
benefits or bonuses to the ship.
If a Component does not have space, it is exposed.
exposed Components are mounted outside the ship’s hull.
Geller Field
They can still have power and be used—a passenger pod Though a void shield protects a starship in space, it is of
could be suspended on the outside of the ship and still have no use against the nightmarish inhabitants of the warp. For
light, heat, and air. However, the module does not receive that, a warp-capable ship requires a Geller Field. This
any benefits from the ship’s armor or structural integrity. technology has existed since long before the Age of Strife,
During combat, they will absorb the first hit to make it and creates a bubble of normalcy in that realm of chaos, and
through the ship’s shields, and be destroyed. Any crew makes sure its creatures stay outside the hull.
unfortunate enough to occupy the Component at the time will
be killed. Life-Sustainer
However, some Components will have the external trait. Without the pumps, bellows, and filters of the life-
These Components have been designed to be mounted sustainer, the air of a starship would soon be toxic fog, and
outside a starship’s hull and are placed in protected alcoves the water, undrinkable sludge. Life-sustainers purify the
or shielded by strange technologies. An external Component ship’s atmosphere and recycle waste to produce clean
does not take up Space, and cannot be destroyed except by water.
a Critical Hit.
Crew Compartments
Essential Components Even the smallest transports require thousands of
crewmembers to operate. Many are menial labourers press-
All ships have certain vital Components, without which ganged from the depths of hives, others are skilled void-men
they could not operate. These Components are included in a trained to operate a starship’s many systems. Regardless,
ship’s basic design. They cannot be removed (lest the vessel they all require a place to live, be it a moldy bunk or well-
turn into an expensive and useless hulk), but may be appointed cabin.
upgraded—replacing older and less useful Components with
more powerful versions. These Essential Components are Bridge
specifically for starships capable of warp-travel—a system
Just like everybody must have a head, every starship
defense monitor or inter-system tug, for example, would not
must have a bridge. Here, from his command-pulpit, the
require a warp drive or Geller Field.
captain directs his vessel and the actions of his thousands of
A warp-capable starship’s Essential Components are the
crew. Here also are the advanced cogitators that direct the
following:
ship’s targeting systems, sensors, and other systems.

Hull Sensors
The framework on which a starship is constructed, a hull,
Sight is of little use when dealing with the vast distances
more than anything else, defines a starship. This is also one
of the void. Auspexes, grav-detectors, and auger arrays can
of the few Components that cannot be upgraded.
spy the reflected light from a tumbling asteroid—or heat from
an enemy vessel—thousands or even millions of kilometers
Plasma Drives away. More advanced sensors can even spot the warp-wake
Gigantic edifices of almost incomprehensible technology, of a vessel traversing the Immaterium.
plasma drives take up immense amounts of space within a
starship’s hull. Without one, a starship is little better than a Supplemental Components
cold, drifting tomb.

Though they are not needed for a ship to exist, many


Warp Drives Supplemental Components are vital for a starship’s
The vast majority of starships are consigned to toil operations and even survival. There are many different types
through space at speeds much slower than light. They have of Supplemental Components, aiding in everything from
the unenviable choice of remaining trapped within a single combat to cargo transport. Some of the more common types
star system, or spending centuries travelling to even the are weapons, passenger compartments, armor, plating,
closest suns. The warp drive provide a shortcut, allowing a cargo holds, and the distinctive armored prows of Imperial
vessel to enter the terrifying realm known as the warships, made up of 30 meters of adamantium or more.
immaterium. If a ship can survive here, it can reach For more Supplemental Components see page XX.
destinations within weeks or months instead of year.

51 Mandragora Apocrypha
Constructing a Starship Transports

When creating a starship, players should proceed along Transports are unexciting but vital to galactic commerce.
the following steps:
 The first step is to select a hull. A list of hulls is found on Armed Freighter
the next few pages, divided by class: transport, raider, Dimensions: 2.5 km long, 0.4 km abeam at fins approx.
frigate, light cruiser, and cruiser. Mass: 8.9 megatonnes approx.
 Once the players have their hull, they roll on the Crew: 19,000 crew, approx.
Complications charts, gaining one Past Histories Accel: 2.3 gravities max sustainable acceleration.
Complication and one Machine Spirit Quirks Complication. Often freighters operating in dangerous areas would
Alternatively, the GM can select these Complications install military gun batteries and fire control systems
instead. operated by warship crewmen. It sometimes even helped.
 Once the Complication has been determined, the players Less common, but still not unknown, is for these freighters to
build their ship. Based on their hull and the drive they actively engage in military duty, lending what little support to
select, they will have a certain amount of Space and an outnumbered or isolated battlefleet.
Power. Based on their Warrant of Trade, they will have a
certain amount of Ship Points (see page XX).
ARMED FREIGHTER TRANSPORT
 Next, players must select what type of crew their vessel
has. All ships start with a Competent Crew (see Table 3- ARMOR: 3 SPEED: 3 SHIP POINTS: 10
2: NPC Crew Ratings on page XX), with a Skill Level of
DETECTION: +8 MANOEUVRABILITY: -5
30. The cost of the crew is included with the cost of the
ship’s hull. If players wish to, they can gain an additional 5 TURN RADIUS: 45° HULL INTEGRITY: 25
Ship Points to spend on their vessel by downgrading their SPACE: 30 TURRET RATING: 1
Crew to Incompetent (20). Likewise, they can upgrade CREW: 17,800 CREW, APPROX.
their crew to a Crack Crew (40) by spending 5 of their
WEAPON CAPACITY: 1 DORSAL
existing Ship Points. They may even upgrade their crew to
a Veteran Crew (50) by spending 15 Ship Points.
 Next, the players must select one Essential Component Cargo Hauler: This vessel was designed for transporting
from each of the Essential Component categories. goods, and no amount of retrofitting can fully change this.
 Next, players may select Supplemental Components. This hull comes pre-equipped with one Main Cargo Hold
Each Component (Essential or Supplemental) has a Component. The hull’s Space has already been reduced to
Space and Power requirement. The sum total of all the account for this, however, when the ship is constructed it
Component’s requirements may not exceed the Space must be able to provide two Power to this Component.
provided by the hull, or power generated by the drive.
 Once the starship’s Components have been recorded,
any benefits and drawbacks should be totaled and, if
necessary, combined.
Note that certain Components can increase a ship’s Crew
Population or Morale level above 100. This is acceptable,
and should set the ship’s new maximum level of Crew
Population and Morale. If damaged, a starship’s Crew
Population and Morale can be restored back up to these
Barge-Class Transport
maximums, but not above them. This may seem strange, Dimensions: 4.3 km long, 0.7 km abeam at fins approx.
since both Crew Population and Morale are abstract Mass: 30 megatonnes approx.
representations, rather than a concrete measurements of Accel: 2.2 gravities max sustainable acceleration
crewmembers or their loyalty. However, just consider these A standard and large vessel commonly found throughout
Components to be increasing the loyalty of the crew, or the the merchant fleet. These vessels are seldom outfitted for
amount of warm bodies aboard the ship, and subsequently combat, designed almost entirely for transportation and large
making either value slightly more resilient to losses. freight shipments, or carrying large congregations of
passengers throughout the space lanes of the sector.

Hulls BARGE-CLASS TRANSPORT TRANSPORT

The hull of the vessel defines what type of ship it is, its ARMOR: 5 SPEED: 2 SHIP POINTS: 20
abilities, and the Components that may be added to it. The DETECTION: +12 MANOEUVRABILITY: -20
hull has all the base Characteristics of the ship (though they
TURN RADIUS: 45° HULL INTEGRITY: 70
may be modified by certain components):
SPACE: 60 TURRET RATING: 2
CREW: 99,000 CREW, APPROX.
WEAPON CAPACITY: 1 PORT, 1 STARBOARD, 1 PORT

Mandragora Apocrypha 52
Cargo Hauler: This vessel was designed for transporting
CARRACK-CLASS HAULER TRANSPORT
goods, and no amount of retrofitting can fully change this.
This hull comes pre-equipped with one Main Cargo Hold ARMOR: 6 SPEED: 4 SHIP POINTS: 28
Component. The hull’s Space has already been r educed to
DETECTION: +12 MANOEUVRABILITY: -15
account for this, however, when the ship is constructed it
must be able to provide two Power to this Component. TURN RADIUS: 45° HULL INTEGRITY: 60
SPACE: 43 TURRET RATING: 2
CREW: 43,000 CREW, APPROX.
WEAPON CAPACITY: NONE

Cargo Hauler: This vessel was designed for transporting


goods, and no amount of retrofitting can fully change this.
This hull comes pre-equipped with one Main Cargo Hold
Component. The hull’s Space has already been reduced to
Caravel-Class Transport account for this, however, when the ship is constructed it
Dimensions: 345 m long, 80 m abeam at fins approx. must be able to provide two Power to this Component.
Mass: 1.9 megatonnes approx.
Accel: 7.8 gravities max sustainable acceleration.
One of the smallest vessels found across the Segmentum
that are technically classified as proper voidships, the
Caravel-Class Transport's simplicity and size make it both
abundant and popular for chartist fleets. Often considered
glorified orbital landers, the humble caravel transport
persists on across the trade lanes of the Mandragora Sector
Carrack-Class Transport
CARAVEL-CLASS TRANSPORT TRANSPORT Dimensions: 2.1 km long, 0.4 km abeam at fins approx.
Mass: 8.5 megatonnes approx.
ARMOR: 0 SPEED: 10 SHIP POINTS: 8
Accel: 2.3 gravities max sustainable acceleration.
DETECTION: +3 MANOEUVRABILITY: +30 The increasing impression amongst commercial
TURN RADIUS: 90° HULL INTEGRITY: 2 shipbuilders—in common with many citizens of the
Imperium—is that the galaxy is becoming a more dangerous
SPACE: 25 TURRET RATING: 0
place, and that the end times are fast approaching. Certain
CREW: 1,250 CREW, APPROX.
Chartist captains place their faith in solidly built, well armed
WEAPON CAPACITY: 1 PORT freighters, designed from the ground up to be capable of
carrying heavy loads while also tackling light raiders or other
Small Ship: Due to its extremely small size for a voidship, it miscreants.
cannot be equipped with Components that increase its The Carrack class is a product of the shipyards that sit on
Armor. the adjoining edges of the Calyx Expanse and Ixaniad
Sectors, where travelers must often stand alone against the
foulest of terrors that boil up from the depths of intergalactic
space. Robust and vigorous, these stout craft give the lie to
the trite accusation that Imperial shipbuilding is a dying art.
Though the design is less than 1,000 years old, these ships
are as bold and strong as any transport of their size in the
history of the Imperium, and have driven off many ill-advised
pirate raids.

Carrack-Class Hauler
Dimensions: 2.1 km long, 0.4 km abeam at fins approx. CARRACK-CLASS TRANSPORT TRANSPORT
Mass: 16 megatonnes approx. ARMOR: 3 SPEED: 4 SHIP POINTS: 25
Accel: 3.8 gravities max sustainable acceleration.
Designed in-tandem with the standard Carrack, the Hauler DETECTION: +10 MANOEUVRABILITY: -5
variant of this class remains true to its mercantile TURN RADIUS: 45° HULL INTEGRITY: 45
construction, lacking armaments of any sort. The ideology SPACE: 38 TURRET RATING: 1
behind the construction of the Carrack-Class Hauler was to
CREW: 19,500 CREW, APPROX.
utilize the robust and vigorous design principles to produce a
stable coterie of merchant trade vessels to increase the flow WEAPON CAPACITY: 2 DORSAL
of trade within the Mandragora sector.

53 Mandragora Apocrypha
Cargo Hauler: This vessel was designed for transporting meant that accidents abounded, and few squadrons of craft
goods, and no amount of retrofitting can fully change this. could be carried in any case.
This Hull comes pre-equipped with one Main Cargo Hold
Component. The hull’s Space has already been reduced to ESCORT-CARRIER FREIGHTER TRANSPORT
account for this, however when the ship is constructed it
must be able to provide a total of 2 Power to this ARMOR: 6 SPEED: 2 SHIP POINTS: 25
Component. DETECTION: +10 MANOEUVRABILITY: -15
TURN RADIUS: 45° HULL INTEGRITY: 30
SPACE: 33 TURRET RATING: 2
CREW: 10,000 CREW, APPROX.
WEAPON CAPACITY: 1 DORSAL

Modified Carrier: The Escort-Carrier is a modified freighter,


Clipper-Class Transport and its bays transformed into hold landing bays. This hull
comes pre-equipped with a Hold Landing Bay. The hull's
Dimensions:528 m long, 100 m abeam at fins approx
Space has already been reduced to account for this,
Mass: 2.1 megatons
however, when the ship is constructed it must be able to
Accel: 9.9 gravities max. sustainable acceleration
provide a total of 1 Power to these component.
Clipper-Class transports are extremely swift vessels used
by Merchant Fleets of the Imperium. Utilizing improved main
drive engines that take up more than half of the vessel's
mass, most of the power from these engineering plants is
directed to propulsion. However as a result, these ships are
virtually unarmed and rely solely on great speed to avoid
enemy raiders.
Imperial Navy commanders have commissioned some
dockyards to modify Clippers for naval purposes, as with
minor modifications they can become suitable for military
use Excolati Refinery Ship
Dimensions: 4.5 km long, 1.6 km abeam at fins approx.
CLIPPER-CLASS TRANSPORT TRANSPORT Mass: 32 megatonnes approx.
Accel: .4 gravities max sustainable acceleration.
ARMOR: 3 SPEED: 11 SHIP POINTS: 20
Excolati Refinery ships actively process raw materials
DETECTION: +8 MANOEUVRABILITY: +30 during their void trips, so products such as weapons-grade
TURN RADIUS: 90° HULL INTEGRITY: 15 promethium are ready to deliver upon arrival.
SPACE: 28 TURRET RATING: 1
CREW: 4,000 CREW, APPROX. EXCOLATI REFINERY SHIP TRANSPORT
WEAPON CAPACITY: NONE ARMOR: 3 SPEED: 1 SHIP POINTS: 5
DETECTION: +0 MANOEUVRABILITY: -30
Fast Ship: Due to the precisely calibrated nature of this TURN RADIUS: 90° HULL INTEGRITY: 38
ship, it cannot be equipped with Components that increase
SPACE: 35 TURRET RATING: 1
its Armor.
CREW: 25,500 CREW
WEAPON CAPACITY: NONE

Cargo Hauler: This vessel was designed for transporting


goods, and no amount of retrofitting can fully change this.
This hull comes pre-equipped with one Main Cargo Hold
Component (see page XX). The hull’s Space has already
been reduced to account for this, however, when the ship is
Escort-Carrier Freighter constructed it must be able to provide 2 Power to this
Dimensions: 1.2 km long, 0.3 km abeam at fins approx. Component.
Mass: 3.8 megatonnes approx.
Accel: 6.6 gravities max sustainable acceleration.
Freighter hulls are often converted to “escort carriers”
installing fighter support equipment into their cramped cargo
bays to launch out the cargo doors. The difficult conditions

Mandragora Apocrypha
54
Freighter
Dimensions: 1.2 km long, 0.3 km abeam at fins approx. GALLEON-CLASS ARMED-FREIGHTER TRANSPORT
Mass: 3.8 megatonnes approx. ARMOR: 8 SPEED: 2 SHIP POINTS: 26
Accel: 6.6 gravities max sustainable acceleration.
The ubiquitous Freighter is the most common void DETECTION: +15 MANOEUVRABILITY: -20
capable vessels found throughout the galaxy, serving as the TURN RADIUS: 45° HULL INTEGRITY: 35
Imperium's workhorse and life blood. These simple vessels SPACE: 40 TURRET RATING: 1
ply the trade lanes bringing fuel, food and travelers to the
CREW: 22,000 CREW, APPROX.
many worlds of the Imperial sectors. It is these ships that
truly connect the sector with any sense of reliability. WEAPON CAPACITY: 1 DORSAL, 1 PORT, 1 STARBOARD

FREIGHTER TRANSPORT Cargo Hauler: This vessel was designed for transporting
ARMOR: 2 SPEED: 3 SHIP POINTS: 20 goods, and no amount of retrofitting can fully change this.
This Hull comes pre-equipped with one Main Cargo Hold
DETECTION: +8 MANOEUVRABILITY: -5 Component. The hull’s Space has already been reduced to
TURN RADIUS: 45° HULL INTEGRITY: 20 account for this, however when the ship is constructed it
SPACE: 35 TURRET RATING: 1 must be able to provide a total of 2 Power to this
Component.
CREW: 17,800 CREW, APPROX.
WEAPON CAPACITY: NONE

Cargo Hauler: This vessel was designed for transporting


goods, and no amount of retrofitting can fully change this.
This Hull comes pre-equipped with one Main Cargo Hold
Component. The hull’s Space has already been reduced to
account for this, however when the ship is constructed it
must be able to provide a total of 2 Power to this Heavy Barge
Component. Dimensions: 7.8 km long, 1.9 km abeam at fins approx.
Mass: 42 megatonnes approx.
Accel: 2.1 gravities max sustainable acceleration.
The Heavy Barge is an extraordinarily large vessel utilized
by the merchant fleets, rivalling (and often surpassing) the
sheer size of grand cruisers. While a Heavy Barge is no
match for Grand Cruisers in terms of firepower and
defenses, it's size alone makes it a formidable asset and
Galleon-Class Armed Freighter offers suitable resilience against the harsh threats that prey
upon the trade lanes.
Dimensions: 1.4 km long,0.3 km abeam at fins approx.
Mass: 7 megatonnes approx.
Crew: 22,000 crew, approx. HEAVY BARGE TRANSPORT
Accel: 1.3 gravities max sustainable acceleration.
ARMOR: 6 SPEED: 2 SHIP POINTS: 55
Galleon-Class Armed Freighters are ancient transports
used by Imperial Merchant Fleets designed during the late DETECTION: +10 MANOEUVRABILITY: -20
Age of Strife. Radically different from the newer more high- TURN RADIUS: 45° HULL INTEGRITY: 90
capacity Imperial Transports which have largely replaced it,
SPACE: 100 TURRET RATING: 2
these vessels retain a much more substantial weapons fit
than their successors, as they were originally designed for a CREW: 150,000 CREW, APPROX.
time when space was much more hostile before the Great WEAPON CAPACITY: 1 DORSAL, 1 PORT, 1 STARBOARD
Crusade. However with the Imperium now besieged on all
sides and the Imperial Navy's fleets overstretched, there has Heavy Barge: The value of a massive transport grants their
been a resurgence in the use of these vessels as Merchant owners some leeway in equipping them with usually
Guilds seek to protect their cargoes. restricted equipment. A Heavy Barge has access to Grand
Cruiser plasma drives and may use Cruiser void shields. It
must use Cruiser variant components for its Warp Engine,
Life Sustainer, and Crew Quarters. It has full access to
Transport-only Components and cannot mount any
weaponry that is not meant for Transports. All Heavy
Transports come with one Main Cargo Hold and the hulls’
Spaces have been reduced to account for this, but when a

55 Mandragora Apocrypha
Heavy Transport is constructed it must provide 2 Power to
this Component.

Jericho-class pilgrim vessel


Dimensions: 2.25 km long, 0.3 km abeam approx.
Mass: 9 megatonnes approx.
Accel: 1.6 gravities max acceleration
The gigantic Jericho pilgrim ships are converted refinery
Heavy Transport vessels. Their huge fuel tanks are rebuilt into hundreds of
Dimensions: 4.8 km long, .7 km abeam at fins passenger compartments, and a single ship can hold many
Mass: 25 megatons thousands of the faithful. Accommodations vary; for those
Accel: 0.9 gravities max sustainable acceleration with the Thrones, the trip can be relatively pleasant, but most
Not all merchant ships fall into the standard ‘small must make do with bilge-berths and corpse rations in the
transport’ category. Some of the larger trading galleons and ship’s cavernous cargo bays. A Jericho can also be
ore carracks approach the size of warships, though most repurposed to carry cargo.
commonly these accompany Rogue Trader fleets exploring The ships themselves are large, slow, and unwieldy. Most
beyond known space or ply the major trading routes of do sport some weapons to discourage pirates, though most
Segmentum Solar. Despite their size, these heavy transports buccaneers might look for richer targets.
mount relatively little weaponry and remain substantially
more vulnerable than a true warship. JERICHO PILGRIM VESSEL TRANSPORT
ARMOR: 0 SPEED: 3 SHIP POINTS: 20
HEAVY TRANSPORT CRUISER TRANSPORT
DETECTION: +5 MANOEUVRABILITY: -10
ARMOR: 3 SPEED: 3 SHIP POINTS: 45
TURN RADIUS: 90° HULL INTEGRITY: 50
DETECTION: +5 MANOEUVRABILITY: -10
SPACE: 45 TURRET RATING: 1
TURN RADIUS: 45° HULL INTEGRITY: 55
CREW: 20,000 CREW, APPROX.
SPACE: 55 TURRET RATING: 2
WEAPON CAPACITY: 1 PROW, 1 PORT, 1 STARBOARD
CREW: 83,000 CREW, APPROX

WEAPON CAPACITY: 1 PROW, 1 PORT, 1 STARBOARD


Cargo Hauler: This vessel was designed for transporting
goods, and no amount of retrofitting can fully change this.
This hull comes pre-equipped with one Main Cargo Hold
Working Vessel: Heavy transports have one thing, usually, Component (see page XX). The hull’s Space has already
in common: a built-in manufactorum to keep the vessel been reduced to account for this, however, when the ship is
operational in even the direst of situations. The hull’s Space constructed it must be able to provide 2 Power to this
has already been reduced to account for this, but when this Component.
ship is constructed it must provide 2 Power for this
component.
Heavy Transport: The value of heavy transports grants their
owners some leeway in equipping them with usually
restricted equipment. A Heavy Transport has access to Light
Cruiser plasma drives and may use Cruiser void shields. It
must use Light Cruiser variant components for its Warp
Engine, Life Sustainer, and Crew Quarters. It has full access
to Transport-only Components and cannot mount any
weaponry that is not meant for Transports. All Heavy
Transports come with one Main Cargo Hold and the hulls’
Spaces have been reduced to account for this, but when a
Heavy Transport is constructed it must provide 2 Power to
this Component.

Mandragora Apocrypha
56
John Bachmeyer-Class Tanker and as a result large portions of the crew is often made of
slaves, convicts and the like.
Dimensions: 3,481 meters long, 1 km abeam at fins approx.
Mass: 8 megatonnes approx.
Accel: .5 gravities max sustainable acceleration. KOBOLD-CLASS TRANSPORT TRANSPORT
The John Bachmeyer class is a typical gas tanker that
carries LPG (Liquefied Petroleum Gasses) from the distant ARMOR: 1 SPEED: 2 SHIP POINTS: 18
gas-mines to the big process facilities. A rather slow vessel DETECTION: +5 MANOEUVRABILITY: -10
but over the years it has proved to be a stable and reliable
TURN RADIUS: 90° HULL INTEGRITY: 45
design, and today it is used by a number of consortiums all
over the sector. SPACE: 45 TURRET RATING: 1
The ship is constructed around 33 coolant pressure tanks, CREW: 35,000 CREW
each containing 4.2 mill m³ gas. The value of the cargo can
WEAPON CAPACITY: 1 DORSAL
be quite high, and even if they are only in transit to the Joint
Fleet Warp-travel rendezvous points, it's not uncommon to
see these vessels escorted by the Imperial Navy, especially Cargo Hauler: This vessel was designed for transporting
because the majority of the gas-giants which are being goods, and no amount of retrofitting can fully change this.
harvested for their valuable products are placed in remote This hull comes pre-equipped with one Main Cargo Hold
and unsecure parts of the sector. Component (see page XX). The hull’s Space has already
been reduced to account for this, however, when the ship is
JOHN BACHMEYER CLASS TRANSPORT constructed it must be able to provide 2 Power to this
Component
ARMOR: 0 SPEED: 2 SHIP POINTS: 10
DETECTION: +0 MANOEUVRABILITY: -30
TURN RADIUS: 45° HULL INTEGRITY: 25
SPACE: 35 TURRET RATING: 1
CREW: 3,500 CREW
WEAPON CAPACITY: NONE
Loki-class Q-ship
Cargo Hauler: This vessel was designed for transporting Dimensions: 2 km long, .4 km abeam approx
goods, and no amount of retrofitting can fully change this. Mass: 8 megatons
This hull comes pre-equipped with one Main Cargo Hold Accel: 3 gravities max. sustainable acceleration
Component (see page XX). The hull’s Space has already The Loki class is actually a “catch-all” class of several
been reduced to account for this, however, when the ship is
different types of transports that have been modified as Q-
constructed it must be able to provide 2 Power to this
ships. Although it is the Navy’s sacred duty to protect
Component
Imperial commerce, there are too many trade lanes to
defend, and too few warships to do so. In addition, many
pirate wolfpacks will stay away from heavily defended
convoys, waiting for weaker prey.
Q-ships offer the Imperium a way to turn the predators
into the prey. Disguised as helpless merchantmen, they
actually pack powerful macrobatteries and even lances.
Kobold-Class Heavy Ore Transport Their favored tactic is to heave to at the first sight of a pirate,
Dimensions: 2.1 km long, 1.4 km abeam at fins approx. pretending to surrender without a fight. When the raider is
Mass: 25 megatonnes approx. close enough, they run out their guns and give them massed
Accel: 2.5 gravities max sustainable acceleration. broadsides at point-blank range. Although this can often
A heavy Ore Transport and Processing Ship, designed to defeat their opponents in a single crushing broadside, most
move large amount of mineral ore and process it during Loki-class ships are still as slow and unwieldy as other
transport. Loading ore from the mining colonies around the merchantmen—not designed for sustained combat.
sector, the slow and cumbersome ship often travels for
months and years before delivering its precious cargo of LOKI-CLASS Q-SHIP TRANSPORT
processed metals at the ever hungry industrial sites at the
Forge- and Hive Worlds. ARMOR: 1 SPEED: 4 SHIP POINTS: 21
The ship is divided into several sections. Large holds are DETECTION: +10 MANOEUVRABILITY: -5
placed alongside the hull to carry the ore. Three furnace-
TURN RADIUS: 90° HULL INTEGRITY: 40
sections are taking up the central part of the ship, and here
the ore is process into metal. SPACE: 45 TURRET RATING: 1
The environment onboard is noisy, dirty and hazardous. A CREW: 18,000 CREW, APPROX.
fatality rate of 5 to 10% of the crew is not unusual on the WEAPON CAPACITY: 1 PROW, 1 DORSAL
longer trips. Needles to say it's not a popular place to serve

57 Mandragora Apocrypha
Mundus Vecturae Feeder-Class
Cargo Hauler: This vessel was designed for transporting
Dimensions: 1.2 km long, 0.7 km abeam at fins approx.
goods, and no amount of retrofitting can fully change this.
Mass: 10 megatonnes approx.
This hull comes pre-equipped with one Main Cargo Hold
Accel: 2.4 gravities max sustainable acceleration.
Component. The hull’s Space has already been reduced to
The Mundus Vecturae feeder class freighter is among the
account for this, however, when the ship is constructed it
most common civilian ship in the sector. It services the
must be able to provide two Power to this Component.
routes between smaller systems and the major tranport hubs
where the large warp freighters are mooring. The Mundus
Vecturae class is both among the more common and also
one of the larger civilian models in the Mandragora Sector.

MUNDUS VECTURAE FEEDER-CLASS TRANSPORT


ARMOR: 1 SPEED: 4 SHIP POINTS: 15
Merchant Trader
DETECTION: +10 MANOEUVRABILITY: +0
Dimensions: 4.5 km long, 1.6 km abeam at fins approx.
Mass: 19 megatonnes approx. TURN RADIUS: 90° HULL INTEGRITY: 32
Accel: .4 gravities max sustainable acceleration. SPACE: 42 TURRET RATING: 1
The ubiquitous Merchant Trader isn't so much a class as a CREW: 1,500 CREW
general classification of differing, small void capable ships
WEAPON CAPACITY: 1 DORSAL
that compromise one of the mainstays of the Astra Navis
Mercantilis. It is not an uncommon practice for old vessels to
be packed with incendiary explosives and then guided into
the heart of an enemy fleet and detonated during times of
great duress. The resulting explosions cause massive
damage to any nearby ships. This particular tactic is frowned
upon by many chartist captains, but has been proven
instrumental to many key Imperial Navy victories during
great conflicts that required sacrifice.
Orion-Class Star Clipper
MERCHANT TRADER TRANSPORT Dimensions: 3 km long, .4 km abeam at fins approx
Mass: 8 megatons
ARMOR: 3 SPEED: 1 SHIP POINTS: 10
Crew: 14000 crew, approx.
DETECTION: +15 MANOEUVRABILITY: -10 Accel: 5.4 gravities max. sustainable acceleration
TURN RADIUS: 90° HULL INTEGRITY: 34 The Orions are something of a rarity amongst the
SPACE: 35 TURRET RATING: 1 Imperium’s starships—a fast transport or star-clipper.
Though they are designed for cargo, their lean forms, raked
CREW: 25,500 CREW
bows, and powerful drive tubes are less optimized for cargo
WEAPON CAPACITY: NONE hauling and more designed for travelling at speed.
Orion-class starships are constructed to transport smaller,
high-value cargoes that must reach their destination quickly
Cargo Hauler: This vessel was designed for transporting or through hostile territory. Rather than rely on armed
goods, and no amount of retrofitting can fully change this. escorts, Orions travel alone. They trust in their speed to see
This hull comes pre-equipped with one Main Cargo Hold them clear of most predators, and count on their weapons to
Component (see page XX). The hull’s Space has already send off those quick enough to keep up. Often they are
been reduced to account for this, however, when the ship is successful, but Orions do have one major drawback. The
constructed it must be able to provide 2 Power to this redundant internal bulkheads and exterior armor that would
Component normally be added to human ships has been forgone in
order to increase speed and cargo capacity. As a result, a
few stiff hits can easily cripple an Orion.

ORION-CLASS STAR CLIPPER TRANSPORT


ARMOR: 0 SPEED: 10 SHIP POINTS: 25
DETECTION: +10 MANOEUVRABILITY: +25
TURN RADIUS: 90° HULL INTEGRITY: 35
SPACE: 40 TURRET RATING: 1
CREW: 20,000 CREW, APPROX.
WEAPON CAPACITY: 1 DORSAL, 1 KEEL

58
Mandragora Apocrypha
Cargo Hauler: This vessel was designed for transporting
goods, and no amount of retrofitting can fully change this.
This hull comes pre-equipped with one Main Cargo Hold
Component. The hull’s Space has already been reduced to
account for this, however, when the ship is constructed it
must be able to provide two Power to this Component.
Fast Ship: Due to the precisely calibrated nature of this
ship, it cannot be equipped with Components that increase
its Armor.

Tarask Class Merchantman


Dimensions: 1.8 km long, 0.4 km abeam approx.
Mass: 7 megatonnes approx.
Accel: 2.1 gravities max acceleration
The Tarask Class Merchantman are used by the Imperial
Navy, Adeptus Mechanicus, PDFs, and countless Merchant
Fleet guilds as well as pirates for the millennia. A stout,
Super Heavy Barge dependable light vessel with spacious cargo hold and a
Dimensions: 10.5 km long, 2 km abeam at fins approx. surprisingly simplistic design, the Tarask Class is versatile
Mass: 60 megatonnes approx. and can be easily maintained. However the ships prove easy
Crew: 170,000 crew, approx. prey for Ork pirates and renegades throughout the Galaxy.
Accel: 2.0 gravities max sustainable acceleration. As a result they have sprouted numerous variants and
The Super Heavy Barge is an extremely rare sight across modifications in the ongoing battle to stay one step ahead of
the Astra Navis Mercantilis trade lanes of Mandragora their hunters.
sector, dwarfing some of even the largest of Imperial Navy
Battleships. These ancient star-faring vessels are rarely
produced in the modern millennium due to the complexities TARASK-CLASS MERCHANTMAN TRANSPORT
and sheer raw materials required for their construction, and
those that are currently in service ARMOR: 1 SPEED: 6 SHIP POINTS: 20
DETECTION: +5 MANOEUVRABILITY: -5
SUPER HEAVY BARGE TRANSPORT
TURN RADIUS: 90° HULL INTEGRITY: 15
ARMOR: 4 SPEED: 2 SHIP POINTS: 55 SPACE: 40 TURRET RATING: 1
DETECTION: +8 MANOEUVRABILITY: -20 CREW: 18,000 CREW, APPROX.
TURN RADIUS: 45° HULL INTEGRITY: 110 WEAPON CAPACITY: 1 DORSAL
SPACE: 125 TURRET RATING: 3
CREW: 170,000 CREW, APPROX.
WEAPON CAPACITY: 1 DORSAL, 1 PORT, 1 STARBOARD

Super Heavy Barge: The value of a massive transport


grants their owners some leeway in equipping them with
usually restricted equipment. A Super Heavy Barge has
access to Grand Cruiser plasma drives and may use Cruiser Universe-Class Mass Conveyor
void shields. It must use Cruiser variant components for its
Dimensions: 12 km long, 1.3 km abeam at fins approx.
Warp Engine, Life Sustainer, and Crew Quarters. It has full
Mass: 60 megatonnes approx.
access to Transport-only Components and cannot mount
Accel: .5 gravities max sustainable acceleration.
any weaponry that is not meant for Transports. All Heavy
Amongst the myriad starships that serve the trade lanes in
Transports come with one Main Cargo Hold and the hulls’
and around the Mandragora Sector, some of the largest are
Spaces have been reduced to account for this, but when a
the mass conveyors. Stretching some twelve kilometers from
Heavy Transport is constructed it must provide 2 Power to
stem to stern, a mass conveyor appears at a distance to be
this Component.
a slim, elegant craft. However, as one slowly approaches it,
Oversized: This vessel’s Speed cannot be increased by
this misleading impression is replaced with a horrified awe,
Components—if a Component would increase its Speed, it
as what appear to be radio masts resolve into gigantic
has no effect instead.
towers the size of hive stacks. The ship’s true scale
manifests itself as an observer realizes that entire cities
twinkle and shimmer along its flanks.
To construct a Universe class mass conveyor is a
massive undertaking. To build one requires such an
immense outlay of resources that they can only be

59 Mandragora Apocrypha
constructed above the richest Imperial worlds and Vagabond-class Merchant Trader
voidstations. They are pure cargo haulers, relatively simple
Dimensions: 2 km long, 0.4 km abeam approx.
in design, but conceived on a truly epic scale. They are
Mass: 8 megatonnes approx.
almost self-contained worlds, where entire voidborn
Accel: 2.1 gravities max acceleration
communities live out their lives, uncaring as to the vessel’s
A common sight throughout the Imperium, Vagabonds are
current owners’ motives or identities. Simply unloading the
small, multi-purpose merchant vessels able to transport a
vessel is a mighty undertaking, requiring months at a time.
wide variety of cargos and even passengers. Popular
amongst poorer Chartist captains, these ships are
UNIVERSE-CLASS MASS CONVEYOR TRANSPORT unassuming but reliable, and have even been known to
mount small broadsides for defense.
ARMOR: 0 SPEED: 2 SHIP POINTS: 45
DETECTION: +5 MANOEUVRABILITY: -20 VAGABOND MERCHANT TRADER TRANSPORT
TURN RADIUS: 45° HULL INTEGRITY: 65
ARMOR: 1 SPEED: 4 SHIP POINTS: 20
SPACE: 94 TURRET RATING: 1
DETECTION: +10 MANOEUVRABILITY: -5
CREW: 60,000 CREW, 200,000–500,000 POTENTIAL PASSENGER CAPACITY
TURN RADIUS: 90° HULL INTEGRITY: 50
WEAPON CAPACITY: 1 DORSAL, 1 PROW, 1 STARBOARD
SPACE: 40 TURRET RATING: 1

Oversized Monstrosity: This vessel’s Speed cannot be CREW: 18,000 CREW, APPROX.
increased by Components—if a Component would increase WEAPON CAPACITY: 1 DORSAL, 1 PROW
its Speed, it has no effect instead.
Secondary Power Genetorium: The Universe class is so
Cargo Hauler: This vessel was designed for transporting
large it comes pre-equipped with a unique Component, a
goods, and no amount of retrofitting can fully change this.
Secondary Power Genetorium. The hull’s Space has already
This hull comes pre-equipped with one Main Cargo Hold
been reduced to account for this Component, which provides
Component (see page XX). The hull’s Space has already
+10 power to the vessel in addition to that provided by the
been reduced to account for this, however, when the ship is
ship’s Plasma Drive.
constructed it must be able to provide 2 Power to this
Cargo Hauler: This vessel was designed for transporting
Component.
goods on a massive scale, and no amount of retrofitting can
fully change this. This Hull comes pre-equipped with four
Main Cargo Hold Components. The hull’s Space has already
been reduced to account for these, however when the ship is
constructed it must be able to provide a total of 8 Power to
these Components.

Raiders
These fast and deadly vessels are common amongst
pirates, renegades and other reprobates.

Cobra-class Destroyer
Dimensions: 1.5 km long, .3 km abeam at fins
Mass: 5.7 megatons
Accel: 7.6 gravities max. sustainable acceleration
The Cobra-class destroyer is one of the smallest warp-
capable ships in the Imperial fleet, and also one of the
fastest. It fills two roles in the Imperial Navy. The first, and
most common, is a torpedo vessel. Armed with massive anti-
warship torpedoes, squadrons of Cobras are agile enough to
dart into fleet engagements, launch spreads of ordinance,
then flee—hopefully before their larger adversaries can hit
them with a massed broadside.

Mandragora Apocrypha 60
COBRA-CLASS DESTROYER RAIDER HAZEROTH-CLASS PRIVATEER RAIDER
ARMOR: 3 SPEED: 10 SHIP POINTS: 30 ARMOR: 2 SPEED: 10 SHIP POINTS: 30
DETECTION: +10 MANOEUVRABILITY: +30 DETECTION: +12 MANOEUVRABILITY: +23
TURN RADIUS: 45° HULL INTEGRITY: 30 HULL INTEGRITY: 32
TURN RADIUS: 45°
SPACE: 35 TURRET RATING: 1 SPACE: 35 TURRET RATING: 1
CREW: 15,000 CREW, APPROX. CREW: 22,000 CREW, APPROX.
WEAPON CAPACITY: 1 DORSAL, 1 PROW WEAPON CAPACITY: 1 DORSAL, 1 PROW

Havoc-Class Merchant Raider


Dimensions: 1.6 km long, 0.4 km abeam approx.
Mass: 6 megatonnes approx. Iconoclast-Class Destroyer
Accel: 5 gravities max sustainable acceleration
Dimensions: 1.3 km long, 0.4km abeam at fins approx.
The Havoc class is a heavy raider and has fast engines,
Mass: 6.1 megatonnes approx.
sizeable cargo space, and a battery strength to rival many
Accel: 7.2 gravities max sustainable acceleration.
frigates. However, their armor is relatively weak, meaning
The Iconoclast-class Destroyer is a small combat vessel
that these ‘glass cannons’ have a hard time going toe-to-toe
that is widespread across the fringes of the Imperium.
with a comparable naval vessel.
Although indelibly associated with the vast Chaos Fleets
which sporadically sweep from the Eye of Terror, the
HAVOC-CLASS MERCHANT RAIDER RAIDER majority of Iconoclasts are in fact more often used by
opportunistic pirates who may have no connection to the
ARMOR: 4 SPEED: 9 SHIP POINTS: 35 Ruinous Powers. Iconoclasts are a favored vessel for many
DETECTION: +10 MANOEUVRABILITY: +25 pirates due to its firepower and rugged and common design.
TURN RADIUS: 90° HULL INTEGRITY: 30 Iconoclasts are also easy to modify to look like a wide variety
of other voidships, meaning that they excel at ambushes and
SPACE: 40 TURRET RATING: 1
striking from surprise. Relatively cheap to acquire or repair,
CREW: 24,000 CREW, APPROX. Iconoclasts are a common sight in many raiding bands of
WEAPON CAPACITY: 1 DORSAL, 1 PROW Chaos Reavers. The ship's design is similar to any number
of small Escort ships turned out by every Imperial shipyard.

ICONOCLAST-CLASS DESTROYER RAIDER


ARMOR: 2 SPEED: 10 SHIP POINTS: 29
DETECTION: +10 MANOEUVRABILITY: +25
TURN RADIUS: 90° HULL INTEGRITY: 28
SPACE: 32 TURRET RATING: 1
CREW: 16,500 CREW, APPROX.
Hazeroth-Class Privateer
WEAPON CAPACITY: 2 DORSAL
Dimensions: 1.5 km long, 0.25 km abeam approx.
Mass: 5 megatonnes approx.
Accel: 5.6 gravities max acceleration
The Hazeroth class comprises a variety of raider vessels Easy to Repair: When effecting long term repairs, this ship
of similar size and firepower. Most sacrifice cargo space and may repair an additional +2 Hull Integrity if the repairs
armor for improved engines and reinforced interior succeed.
bulkheads, allowing them to flee anything they cannot fight.

61 Mandragora Apocrypha
Meritech Shrike-Class Raider
Dimensions: 2 km long, 0.25km abeam at fins approx.
Mass: 4.5 megatonnes approx.
Accel: 5.9 gravities max sustainable acceleration.
The Meritech Shrike-class Raider is an infamous class of
Raider vessels built by the Meritech Clans that reside in the
border zone worlds of the Merates Cluster in the void
between the Calyx Expanse and the Ixaniad Sector.

MERITECH SHRIKE-CLASS RAIDER RAIDER


ARMOR: 4 SPEED: 10 SHIP POINTS: 34
DETECTION: +20 MANOEUVRABILITY: +25
TURN RADIUS: 90° HULL INTEGRITY: 30
SPACE: 35 TURRET RATING: 2
CREW: 15,000 CREW, APPROX.
WEAPON CAPACITY: 1 DORSAL, 1 PROW

Advanced Cogitator Linkage: Shrikes include kilometers of


sophisticated linkage cabling, which at one time allowed a
highly advanced core cogitator to exercise extreme control
over the systems. Although the heretical cogitator is long
removed, the linkage remains. This vessels gains a +5
bonus to all Ballistic Skill Tests to fire the ship’s weaponry.

Viper-Class Scout Sloop


Dimensions: 0.95 km long,0.25 km abeam at fins approx.
Mass: 4.9 megatonnes approx.
Accel: 6 gravities max sustainable acceleration.
The Viper is the smallest warp-capable vessel used in
Battlefleet Calixis. The Viper is a fast scout ship, with
immensely powerful realspace engines. It is used for short-
term spy missions aimed at specific hostile regions: unlike,
for example, a Dauntless light cruiser, which will conduct
broad patrols over a wide area, the Viper charges into hostile
territory at high speed. There it uses powerful auspex and
augur scanners to collate as much information as possible,
before retreating to a safe warp jump point while usually
pursued by enemy ships.

VIPER=CLASS SCOUT SLOOP RAIDER


ARMOR: 2 SPEED: 11 SHIP POINTS: 27
DETECTION: +25 MANOEUVRABILITY: +30
TURN RADIUS: 90° HULL INTEGRITY: 25
SPACE: 29 TURRET RATING: 1
CREW: 7,500 CREW, APPROX.
WEAPON CAPACITY: 1 DORSAL

Mandragora Apocrypha
62
Frigates often seen fighting alongside Space Marine formations.
Pirate fleets are known to operate Firestorm Frigates as well.
Often overlooked as insignificant by technocratic senior
officers obsessed with the raw firepower of true battleships FIRESTORM-CLASS FRIGATE FRIGATE
or ships of the line, frigates offer so much more than pure
scouting and escort vessels. These elegant and fast craft ARMOR: 6 SPEED: 7 SHIP POINTS: 41
travel further, explore more widely and routinely see more DETECTION: +15 MANOEUVRABILITY: +20
combat than the larger battlefleet vessels simply by virtue of
TURN RADIUS: 90° HULL INTEGRITY: 38
the vast number of tasks they are capable of performing.
SPACE: 40 TURRET RATING: 1
Claymore-Class Corvette CREW: 25,000 CREW, APPROX.
Dimensions: 1.4 km long, 0.3 km abeam at fins approx. WEAPON CAPACITY: 1 DORSAL, 1 PROW
Mass: 5.9 megatonnes approx.
Accel: 4.6 gravities max sustainable acceleration.
The Claymore Class Corvette is a specialist Imperial Navy
escort craft. Corvettes in general are a bit smaller and less
powerful than Frigates, but are better equipped than some
other ships, such as light Raider vessels. The Claymore is
seen as a standard Corvette: It is rugged and uses a
simplistic design which allows easy repairs, making the
Claymore an extremely practical vessel to manufacture
during wartime. Large quantities of these ships can be made
with haste by Mechanicus mobile shipyards and small
Rudderow-Class Escort Corvette
civilian shipyards. Dimensions: 1.5 km long, .3 km abeam at fins
Mass: 5.3 megatonnes approx
Accel: 4.4 gravities max. sustainable
CLAYMORE=CLASS CORVETTE FRIGATE The Rudderow Escort Corvette is a common sight in the
convoys that travels the routes between the sectors
ARMOR: 5 SPEED: 8 SHIP POINTS: 38 systems. It has proved to be quite suitable for carrying out
DETECTION: +12 MANOEUVRABILITY: +18 these tasks. The Rudderow-Class has been built in an untold
TURN RADIUS: 90° HULL INTEGRITY: 30 number by a whole line of shipyards across the sector. It's
inexpensive and relatively fast to assemble. Because of its
SPACE: 38 TURRET RATING: 1
high production number it's a well know vessel by most of
CREW: 21,000 CREW, APPROX. the sectors naval yards and maintenance and repair is easy
WEAPON CAPACITY: 2 DORSAL to come by.

RUDDEROW-CLASS CORVETTE FRIGATE


ARMOR: 3 SPEED: 8 SHIP POINTS: 36
DETECTION: +18 MANOEUVRABILITY: +22
TURN RADIUS: 90° HULL INTEGRITY: 34
SPACE: 38 TURRET RATING: 1
CREW: 23,000 CREW, APPROX.
Firestorm-Class Frigate WEAPON CAPACITY: 1 DORSAL, 1 PROW
Dimensions: 1.8 km long, .3 km abeam at fins
Mass: 6 megatonnes approx
Accel: 4.4 gravities max. sustainable Sword-Class Frigate
The Firestorm Class Frigate is a variant of the Sword
Dimensions: 1.6 km long, 0.3 km abeam at fins approx.
Class Frigate, designed to link the speed and
Mass: 6 megatonnes approx.
maneuverability of an escort, with the bite of a lance vessel.
Crew: 26,000 crew, approx.
The systems utilized to power the Sword's laser weapons
Accel: 4.5 gravities max sustainable acceleration
battery have been reconfigured to power the single prow-
This class is a very old design, dating back to the earliest
mounted lance of the Firestorm. It is not uncommon to see a
days of the Imperium. All its components have been
squadron of Firestorms supporting independent squadrons
redesigned, refined to a high level, tried and tested in
of Swords and Cobra Class Destroyers. In situations like
innumerable engagements.
these, it falls to the Firestorms to deal damage to capital
Its laser-based weapons batteries provide equivalent fire
ships, and rival escorts once the other two classes have
power to those of the less reliable plasma-based
lowered the enemy's shields. Firestorm Class Frigates are
alternatives, and are able to fire to both sides, or forward

63 Mandragora Apocrypha
with full strength. Its engines are powerful, yet simple Trade Cargo Frigate
enough to be maintained by an artificer with minimal training.
Dimensions: 2.1 km long, 0.7km abeam at fins approx.
They are regarded as reliable even in extreme conditions.
Mass: 7.3 megatonnes approx.
Being an escort, the Sword is expected to come under
Accel: 4.1 gravities max sustainable acceleration
fire, and so is designed with this in mind. Its bulkheads are
An incredible variety of different vessels are used as
thicker than would be expected, and the beams and
armed cargo ships, but such is the limited space, power
supports that hold the ship together have redundant copies
supply and support systems of these vessels that no matter
nearby, that will take the load if the primary beam or support
what their original design, most are likely to bear the same
fails. Due to this, the Sword can take more punishment than
simple arrangement of weaponry, turrets and shields. In fact,
would be expected for a ship of its diminutive size.
the crew of an armed cargo ship is likely to be the same
merchant spacers responsible for its operation even when
SWORD=CLASS FRIGATE unarmed or when its mission-specific equipment is removed.
FRIGATE
As such, the weapons with which the vessel can be
ARMOR: 6 SPEED: 8 SHIP POINTS: 40 equipped are limited to those which the crew can be hastily
trained to use.
DETECTION: +15 MANOEUVRABILITY: +20
TURN RADIUS: 90° HULL INTEGRITY: 35
TRADE=CARGO FRIGATE FRIGATE
SPACE: 40 TURRET RATING: 2
CREW: 21,000 CREW, APPROX. ARMOR: 6 SPEED: 6 SHIP POINTS: 36
WEAPON CAPACITY: 2 DORSAL DETECTION: +10 MANOEUVRABILITY: +20
TURN RADIUS: 90° HULL INTEGRITY: 32
SPACE: 38 TURRET RATING: 2
CREW: 28,700 CREW, APPROX.
WEAPON CAPACITY: 1 DORSAL

Tempest-Class Strike Frigate


Dimensions: 1.5 km long, 0.4 km abeam at fins approx.
Mass: 6.1 megatonnes approx.
Accel: 4.7 gravities max sustainable acceleration Turbulent-Class Heavy Frigate
The Tempest is a specialized frigate produced in the Dimensions: 1.95km long, 0.3 km abeam at fins approx.
Calixis and surrounding sectors. It trades long ranged Mass: 7.5 megatonnes approx.
firepower for heavy, short-ranged broadsides designed to Accel: 4.3 gravities max sustainable acceleration.
devastate enemies at ‘knife-fight’ distances. To get to those Imported from the Scarus Sector for use as heavy naval
distances, Tempests have triple-armored prows and boosted escorts during the early days of the Angevin Crusade, the
drives, and often carry assault boats and large complements handful of Turbulent-class heavy frigates surviving in the
of ratings for boarding actions. These larger quarters and Mandragora Sector never returned. Intended to drive ahead
hanger bays have been found very useful for other, more of the main fleet and engage rival scouting units when
commercial purposes as well. encountered, the history of the Turbulent class has been
characterized by aggressive and piratical actions against the
Emperor’s foes.
TEMPEST=CLASS STRIKE FRIGATE FRIGATE
ARMOR: 7 SPEED: 8 SHIP POINTS: 40
TURBULENT=CLASS HEAVY FRIGATE FRIGATE
DETECTION: +12 MANOEUVRABILITY: +18
ARMOR: 8 SPEED: 7 SHIP POINTS: 36
TURN RADIUS: 90° HULL INTEGRITY: 36
DETECTION: +15 MANOEUVRABILITY: +18
SPACE: 42 TURRET RATING: 1
TURN RADIUS: 90° HULL INTEGRITY: 40
CREW: 30,500 CREW, APPROX.
SPACE: 42 TURRET RATING: 1
WEAPON CAPACITY: 2 DORSAL
CREW: 25,000 CREW, APPROX.
WEAPON CAPACITY: 2 DORSAL

Fiery Temperament: For some reason, the plasma drives


on a Turbulent tend to burn hotter than on comparable
vessels. Though this isn’t enough to compensate for the

Mandragora Apocrypha 64
added mass, it does give more power. Any plasma drive Defender-Class Light Cruiser
installed on a Turbulent has its Power Generated increased
Dimensions: 4.5 km long, 0.5 km abeam at fins approx.
by +2.
Mass: 20 megatonnes approx.
Antiquated Communications: All Command Tests on a
Accel: 4.3 gravities max sustainable acceleration
Turbulent suffer a –5 penalty.
This class of light cruiser is believed to be a modification
of the far more common Dauntless class, being very similar
in appearance, construction and internal systems. The
defender class is a Warship which appears to have been
built specifically to give opposing escorts light cruisers
nightmares: being armed to the teeth with Light Macro
batteries and a Fleet Defense Turret. Popular as convoy
flagships, these ships are ideal at fighting off pirate and Ork
raiders attempting to capture Merchant Fleets.
Light Cruisers
DEFENDER=CLASS LIGHT CRUISER LIGHT CRUISER
Light cruisers are often characterized as scout vessels, ARMOR: 7 SPEED: 7 SHIP POINTS: 55
but some Forge worlds produce true “pocket cruisers,”
slower, up armored and well-armed light cruisers that offer a DETECTION: +20 MANOEUVRABILITY: +15
cheaper alternative to full cruisers. They are often easy to TURN RADIUS: 90° HULL INTEGRITY: 52
maintain and less demanding in manpower, and many find SPACE: 57 TURRET RATING: 2
these flexible ships extremely attractive. CREW: 65,000 CREW, APPROX.
WEAPON CAPACITY: 1 PROW, 1 DORSAL, 1 PORT, 1 STARBOARD
Dauntless-Class Light Cruiser
Dimensions: 4.5 km long, 0.5 km abeam at fins approx.
Mass: 20 megatonnes approx.
Accel: 4.3 gravities max sustainable acceleration Fleet Defense Turret: The Defender-Class Light Cruiser
comes pre-equipped with a Dorsal Mounted Fleet Defense
Light, scouting cruisers are the eyes and ears of Imperial
Turret. The hull’s Space has already been reduced to
fleets. They carry enough fuel and supplies for patrols that
account for these, however when the ship is constructed it
last months or even years, and enough firepower to dispatch
must be able to provide a total of 3 Power to this
any smaller vessels foolish enough to close with them. The
Component.
Dauntless is popular because it combines the
maneuverability of a frigate with a daunting forward lance
armament.

DAUNTLESS=CLASS LIGHT CRUISER LIGHT CRUISER


ARMOR: 7 SPEED: 7 SHIP POINTS: 55
DETECTION: +20 MANOEUVRABILITY: +15
TURN RADIUS: 90° HULL INTEGRITY: 60 Defiant-Class Light Cruiser
SPACE: 60 TURRET RATING: 1 Dimensions: 3.8 km long, 0.5 km abeam at fins approx.
\ CREW: 65,000 CREW, APPROX. Crew: 61,500 crew, approx, 6,100 pilots and support staff,
WEAPON CAPACITY: 1 PROW, 1 PORT, 1 STARBOARD approx.
Accel: 3.8 Gravities max sustainable acceleration
The Defiant Class Light Cruiser is a variant of the
Endeavour Class Light Cruiser, in this case its weapons
batteries being replaced by Attack Craft flight decks. The
Defiant is used as an escort for larger ships, and or as a
convoy strike craft carrier. The Defiant is a capable carrier,
but too vulnerable to operate without support, as it has no
significant defensive capabilities. It is often seen alongside
its sister variants, the Endeavour and Endurance Class Light
Cruiser.
The Defiant has two flight decks and two short range
lances upon its prow. Its lack of fire-power often delegates it
to operating as support to larger ships rather than in its
intended role as an escort.

65 Mandragora Apocrypha
ship is constructed, it must provide one power to this
DEFIANT=CLASS LIGHT CRUISER LIGHT CRUISER Component.
ARMOR: 8 SPEED: 6 SHIP POINTS: 55
DETECTION: +15 MANOEUVRABILITY: +12
TURN RADIUS: 90° HULL INTEGRITY: 60
SPACE: 55 TURRET RATING: 2
CREW: 61,500 CREW, APPROX.
WEAPON CAPACITY: 1 PROW, 1 PORT, 1 STARBOARD
Endurance-Class Light Cruiser
Dimensions:3.8 km long,0.5 km abeam at fins approx.
Carrier: The Defiant-class light cruiser Port and Starboard
Mass: 22 megatonnes approx.
weapons are pre-equipped with two Jovian-class Launch
Accel: 3.9 gravities max sustainable acceleration.
Bay Components, which may not be removed. The hull’s
The Endurance Class Light Cruiser is a variant of the
space has already been reduced to account for this;
Endeavour Class Light Cruiser. The Endeavour's weapon
however, when the ship is constructed it must be able to
batteries have been replaced with a lance deck. The two
provide one Power to each launch bay Component (two in
classes are often paired together, for mutual protection, and
total).
fire-power. When this is done, the two ships bring the fire-
power equivalent of a true cruiser to bear. However, far more
Endeavor class ships are produced, so in practice, often
three or four Endeavors are grouped with a single
Endurance, providing a fearsome pocket of resistance for
any enemy Admiral. The Endurance is often seen operating
with the Defiant Class Light Cruiser as well as the
Endeavour class.
Endeavour-Class Light Cruiser
Dimensions:3.8 km long,0.5 km abeam at fins approx. ENDURANCE=CLASS LIGHT CRUISER LIGHT CRUISER
Mass: 22 megatonnes approx..
ARMOR: 8 SPEED: 6 SHIP POINTS: 57
Accel: 3.9 gravities max sustainable acceleration.
A design from the famous Voss Forge world, the DETECTION: +15 MANOEUVRABILITY: +12
Endeavour class light cruiser has a markedly different TURN RADIUS: 90° HULL INTEGRITY: 60
mission profile to the Dauntless. Given its relatively slow
SPACE: 48 TURRET RATING: 2
speed and heavier armor, the Endeavour is typically used as
a stopgap ship of the line, convoy flagship or battleship CREW: 67,500 CREW, APPROX.
escort in gigantic set-piece naval battles. Endeavour WEAPON CAPACITY: 2 PROW, 1 PORT, 1 STARBOARD
captains must be careful not to bite off more than they can
chew, for the ship lacks the firepower of a true cruiser, yet
often finds itself in confrontations better suited to vessels of Lance Decks: Both of the Endurance’s Prow weapon slots
that type. Several Endeavors serve in Battlefleet are occupied by Mezoa Lance Batteries. These Components
Mandragora, as there is proportionately less need for true may not be removed. The space required is already taken
ships of the line; many routine patrols in the Sector consist of into account, but when this ship is constructed, it must
an Endeavour accompanied by a pair of frigates. provide 13 power to each Component.

ENDEAVOUR=CLASS LIGHT CRUISER LIGHT CRUISER


ARMOR: 8 SPEED: 6 SHIP POINTS: 57
DETECTION: +15 MANOEUVRABILITY: +12
TURN RADIUS: 90° HULL INTEGRITY: 60
SPACE: 58 TURRET RATING: 2
CREW: 67,500 CREW, APPROX.
WEAPON CAPACITY: 2 PROW, 1 PORT, 1 STARBOARD

Torpedo Specialist: One of the Endeavor’s Prow weapon


slots is occupied by a Voss-pattern Torpedo Tube
Component. This Component may not be removed. The
space required is already taken into account, but when this

Mandragora Apocrypha
66
Enforcer-Class Light Cruiser SILURIA=CLASS LIGHT CRUISER LIGHT CRUISER
Dimensions: 4.5 km long, 0.6 km abeam at fins approx.
Mass: 19 megatonnes approx. ARMOR: 6 SPEED: 6 SHIP POINTS: 45
Accel: 4.4 gravities max sustainable acceleration DETECTION: +24 MANOEUVRABILITY: +13
The Enforcer Class System Control Cruiser is a class of TURN RADIUS: 90° HULL INTEGRITY: 56
Imperial Navy warship. Designed by the Gareox Prerogative,
SPACE: 58 TURRET RATING: 1
these Light Cruisers are intended to maintain the control of
Imperial space at the System level. The Enforcer uses its CREW: 58,200 CREW, APPROX.
combination of Attack Craft squadrons and Lance weaponry WEAPON CAPACITY: 1 PROW, 1 PORT, 1 STARBOARD
to intimidate planetary populations and Governors into
remaining in-line with the Imperium. The ships is effective Venerable Design: The Siluria-Class Light Cruiser is a rare
against pirates and rebellious fleets, but is less successful in and venerable design. As a result, few dockyards are
large-scale ship-to-ship engagements. equipped to refit and maintain these ships. Unless repaired
at a proper Naval Installation, repairing these ships evokes a
ENFORCER=CLASS LIGHT CRUISER -10 penalty. Additionally, installing components requires an
LIGHT CRUISER
additional week, per the listed times on page XX, Installing
ARMOR: 6 SPEED: 7 SHIP POINTS: 50 New Components.
DETECTION: +18 MANOEUVRABILITY: +15
TURN RADIUS: 90° HULL INTEGRITY: 58
SPACE: 50 TURRET RATING: 1
CREW: 64,300 CREW, APPROX.
WEAPON CAPACITY: 1 PROW, 1 PORT, 1 STARBOARD

Carrier: The Endurance-class light cruiser Port and


Starboard weapons are pre-equipped with two Jovian-
Cruisers
pattern Escort Bay Components, which may not be removed.
The hull’s space has already been reduced to account for
These vast ships of the line form the iron backbone of the
this; however, when the ship is constructed it must be able to
Imperial battlefleets. Principal combat vessels designed to
provide one Power to each launch bay Component (two in
pound the enemy into flaming ruin, they are monolithic and
total).
awesome vessels only rarely found in the hands of the most
wealthy and ambitious Rogue Traders.

Ambition-Class Cruiser
Dimensions: 4.9 km long, 2 km abeam at fins approx.
Mass: 25 megatonnes approx.
Accel: 3 gravities max sustainable acceleration.
The Imperial Navy is by far the most important purchaser
of warships in the Imperium. The economies of entire sub
sectors are devoted to supporting the manufacture and
Siluria-Class Light Cruiser supply of these mighty craft, principally in regions which
serve the greater Forge worlds such as Mars or Cypra
Dimensions: 4.1 km long, 0.4 km abeam at fins approx.
Mundi. It is extremely rare for private customers to have the
Mass: 17.3 megatonnes approx.
resources to purchase a whole new cruiser outright.
Accel: 3.9 gravities max sustainable acceleration
Rare…but not unknown. The Imperium, despite its complex
The Siluria Class Light Cruiser is an old and rare class of
feudal hierarchy, does occasionally produce the extremely
Cruiser used by the Imperial Navy. Much older than the
wealthy individual, or dynasties with the financial
Dauntless Class Light Cruiser, numerous refits to surviving
wherewithal to commission the manufacture of a bespoke
ships have kept them in service. These ships sports rows of
cruiser. These are not rusty and echoing mothballed, second
Weapons Batteries over Lance armaments and are best
hand cruisers from the wrecking yards or reserve fleets, but
suited to supporting fleets rather than undertaking
shining new vessels built to the quixotic specifications of
independent missions. However, a full broadside from one of
eccentric and boundlessly conniving individuals.
these ships is still capable of causing significant damage.
They are commonly well-screened during battle until the
moment arrives for them to unleash its arsenal of weaponry.

67 Mandragora Apocrypha
AMBITION=CLASS CRUISER CRUISER
ARMOR: 5 SPEED: 5 SHIP POINTS: 57
DETECTION: +15 MANOEUVRABILITY: +12
TURN RADIUS: 45° HULL INTEGRITY: 66
SPACE: 75 TURRET RATING: 2
CREW: 89,000 CREW, APPROX.
WEAPON CAPACITY: 1 PROW , 2 PORT, 2 STARBOARD

Dictator-Class Cruiser
Dimensions: 5.1 km long, 0.8km abeam at fins approx.
Mass: 29 megatonnes approx.
Accel: 2.5 gravities max sustainable acceleration.
The Dictator class cruiser is a rebuilt Lunar Class Cruiser,
with the lance decks rebuilt into flight decks for attack craft.
The Dictator retains the Lunar's weapons batteries and
torpedo capabilities, as well as the armored prow. The
shield, turret, and engines also remain unchanged.
It was originally designed as a stop-gap method to deliver
Conquest-Class Star Galleon the huge numbers of atmospheric craft that an opposed
Dimensions: 5.1 km long, 0.7 km abeam at fins approx. planetary landing needs. In these situations it is unusual to
Mass: 30 megatonnes approx. have an airfield under the control of the invaders, and
Accel: 2.1 gravities max sustainable acceleration. therefore the Dictator fills the role of the airfield for the
Star galleons are thought to be treasure ships from the bombers and fighters supporting the landings.
very dawn of the Imperium, commissioned for the very first
Rogue Traders on the orders of the Emperor himself.
Whether this is true is completely unprovable, but those Star DICTATOR=CLASS CRUISER CRUISER
Galleons found in the Imperium are usually ancient vessels ARMOR: 8 SPEED: 5 SHIP POINTS: 63
bearing design elements lost to modern shipwrights.
Specialist long range exploration vessels, capable of DETECTION: +18 MANOEUVRABILITY: +8
voyaging for years at a time, they were conceived as heavily TURN RADIUS: 45° HULL INTEGRITY: 70
armed hybrids of cruiser and transport, with enough SPACE: 65 TURRET RATING: 3
firepower to defend themselves and carve apart renegade
CREW: 85,000 CREW, APPROX, 15,000 PILOTS AND SUPPORT PERSONNEL, APROX,
empires, yet also capable of safely transporting back the
spoils of war by the megatonnes. WEAPON CAPACITY: 1 PROW , 2 PORT, 2 STARBOARD

Carrier Vessel: The Dictator comes pre-equipped with two


CONQUEST=CLASS CRUISER CRUISER
Jovian Pattern Launch Bays that take up a Port and
ARMOR: 4 SPEED: 4 SHIP POINTS: 52 starboard weapon capacity slot. These are built into the
design, and nearly impossible to remove. The hull’s space
DETECTION: +10 MANOEUVRABILITY: +5
has already been reduced to account for this, however when
TURN RADIUS: 45° HULL INTEGRITY: 65 the ship is constructed it must be able to provide one Power
SPACE: 56 TURRET RATING: 1 to each Component.
CREW: 65,000 CREW, APPROX.
WEAPON CAPACITY: 2 PORT, 2 STARBOARD

Galleon: The Star Galleon comes pre-equipped with two


Main Cargo Hold Components (see page XX.) The hull’s
space has already been reduced to account for this;
however, when the ship is constructed it must be able to
provide four Power to these Components.
Hybrid Vessel: The Star Galleon may be equipped with
Transport or Cruiser Components. However, if the
Component has both a Transport and a Cruiser variant, it
must take the Cruiser variant.

Mandragora Apocrypha 68
Dominator-Class Cruiser appearance from its Imperial Navy counterparts. This
matters not to a Rogue Trader, as drawing such flamboyant
Dimensions: 5 km long, 0.8 km abeam at fins approx.
attention to one's self is something most Rogue Traders
Mass: 28 megatonnes approx.
hardly seek to avoid.
Accel: 2.5 gravities max sustainable acceleration
The Dominator class was originally conceived as a
planetary assault and fleet-support vessel, built around the ENTERPRISE=CLASS CRUISER CRUISER
colossal energies of the graviometrically-driven Nova
Cannon. The ship was designed to remain behind the main ARMOR: 5 SPEED: 4 SHIP POINTS: 59
fleet line, using the Nova Cannon to bombard the enemy at DETECTION: +20 MANOEUVRABILITY: +8
extreme range. The majority of Dominators are constructed
TURN RADIUS: 45° HULL INTEGRITY: 70
in the Ultima Segmentum at Kar Duniash, and are relatively
rare in the Segmentum Obscurus. SPACE: 74 TURRET RATING: 1
CREW: 85,000 CREW, APPROX.
WEAPON CAPACITY: 1 DORSAL, 2 PORT, 2 STARBOARD
DOMINATOR=CLASS CRUISER CRUISER
ARMOR: 8 SPEED: 4 SHIP POINTS: 65
Gilded Hulls: Rogue Trader vessels are typically
DETECTION: +10 MANOEUVRABILITY: +10
ostentatious in design, sacrificing some level of armaments
TURN RADIUS: 45° HULL INTEGRITY: 70 for flair and presentation. This hull has the Gilded Hull
SPACE: 68 TURRET RATING: 2 component built into the design, and is impossible to
CREW: 95,000 CREW, APPROX. remove. The hull’s space has already been reduced to
account for this.
WEAPON CAPACITY: 1 PROW, 2 PORT, 2 STARBOARD

Reinforced Prow: Due to the integral changes and interior


reinforcement of the vessel's prow, to support the armament
of the Nova Cannon, the Dominator has the Armored Prow
component, and thus a front Prow armor of 12.
Integral Nova Cannon: The Dominator comes pre-equipped
with a Mars-pattern Nova Cannon that take up the Prow
weapon capacity slot. This mighty weapon is built into the
design, and nearly impossible to remove. The hull’s space
has already been reduced to account for this, however when
the ship is constructed it must be able to provide three Gothic-Class Cruiser
Power to the Component.
Dimensions: 5 km long, 0.8 km abeam at fins approx.
Mass: 28 megatonnes approx.
Accel: 2.5 gravities max sustainable acceleration
The powerful Gothic class cruiser is a familiar sight
throughout the Imperium, with numerous vessels operating
in each of the Segmentum battlefleets. A potent force in its
own right. The class carries one of the heaviest lance
broadsides in the Imperial Navy, making it a threat to vessels
of equal or larger size. However, without the saturating fire of
macrobatteries, lances are often unable to bring down
targets fast enough, meaning the Imperial Navy often pairs
Enterprise-Class Cruiser Gothics with other cruisers or escort squadrons.
Dimensions: 6.1 km long, 1.4 km abeam at fins approx.
Mass: 33 megatonnes approx.
Accel: 2.1 gravities max sustainable acceleration GOTHIC=CLASS CRUISER CRUISER
Rogue Trader vessels are unique, exotic things, often ARMOR: 8 SPEED: 5 SHIP POINTS: 60
exhibiting many signs of their colorful adventures. Although
typically based around the hulls of the more common DETECTION: +10 MANOEUVRABILITY: +10
Imperial cruiser classes, Rogue Trader vessels are subject TURN RADIUS: 45° HULL INTEGRITY: 70
to constant refit and adornment, much of it alien in origin, SPACE: 67 TURRET RATING: 2
creating truly unique vessels. The business of a Rogue
CREW: 95,000 CREW, APPROX.
Trader can take him all over the galaxy and, while his
vessel's class or hull pattern may be common in its sector of WEAPON CAPACITY: 1 PROW, 2 PORT, 2 STARBOARD
origin, it may virtually unknown in those which he travels,
meaning a relatively standard cruiser may stand well apart in

69 Mandragora Apocrypha
Reinforced Prow: Due to the integral changes and interior Lunar-Class Cruiser
reinforcement of the vessel's prow, to support the armament
Dimensions: 5 km long, 0.8 km abeam at fins approx.
of the Nova Cannon, the Gothic has the Armored Prow
Mass: 28 megatonnes approx.
component and thus a front Prow armor of 12.
Accel: 2.5 gravities max sustainable acceleration
Torpedo Specialist: The Gothic’s Prow weapon slot is
The Lunar class cruiser makes up the backbone of
occupied by a Mars-pattern Torpedo Tubes Component.
Battlefleet Calixis. Its (relatively) uncomplicated design dates
This Component may not be removed. The space required is
back to the dawn of the Imperium, and it can be constructed
already taken into account, but when this ship is constructed,
at worlds normally unable to build a ship of the line. Its
it must provide two power to this Component.
variety of weapons batteries, lances, and torpedoes make it
both a versatile combatant and dangerous foe. Most Rogue
Traders remove the torpedo tubes to add more cargo space
instead.

LUNAR=CLASS CRUISER CRUISER


ARMOR: 8 SPEED: 5 SHIP POINTS: 60
DETECTION: +10 MANOEUVRABILITY: +10
TURN RADIUS: 45° HULL INTEGRITY: 70
SPACE: 75 TURRET RATING: 2
Hawking-Class Exploration Cruiser
CREW: 95,000 CREW, APPROX.
Dimensions: 3.6 km long, 0.4 km abeam at fins approx.
Mass: 21.2 megatonnes approx. WEAPON CAPACITY: 1 PROW, 2 PORT, 2 STARBOARD
Accel: 3.6 gravities max sustainable acceleration
The Hawking Class Exploration Cruiser dates from the
time of the legendary Macharian Crusade. Originally hastily Versatile Design: The Lunar-Class is an immensely popular
constructed in order to range ahead of Macharius' fleet and design across the Imperium, and due to its relatively
search the Halo Stars, this new ship was a success and use uncomplicated design and widespread use, repairs to these
of the design has since gradually spread throughout the ships always gain a +10 bonus.
Imperial Navy. Excelling at long range patrol and scout
operations, those few Hawking vessels still in existence have
often been extensively modified, with their hulls crammed full
of improved sensors and other support systems. Partway in
size between a Dauntless Class Light Cruiser and a Lunar
Class Cruiser, Crew members superstitiously consider this
class of vessel to be lucky.

HAWKING=CLASS CRUISER CRUISER


ARMOR: 3 SPEED: 7 SHIP POINTS: 60 Tyrant-Class Cruiser
DETECTION: +25 MANOEUVRABILITY: +15 Dimensions: 5 km long, .8 km abeam at fins
Mass: 27.2 megatons
TURN RADIUS: 45° HULL INTEGRITY: 57
Accel: 2.4 gravities max. sustainable acceleration
SPACE: 58 TURRET RATING: 3 The Tyrant’s design was designed at the end of the 38th
CREW: 35,000 CREW, APPROX. millennium around the principles of superfired plasma
WEAPON CAPACITY: 1 DORSAL, 1 PROW, 1 PORT, 1 STARBOARD weaponry. In the attempt to give the Imperial Navy a warship
with a powerful, long-range macrobattery broadside, the
Tyrant was developed.
Early versions mixed short and long-ranged plasma
macroweapons, in an effort to reduce total power draw on
the ship’s reactors. However, the firepower at long range
was unspectacular enough that the Navy began retrofitting
Tyrants with longer ranged weaponry recovered from space
hulks or disabled renegade warships, in order to boost range
without boosting power draw.

Mandragora Apocrypha 70
TYRANT=CLASS CRUISER CRUISER Mandragora-Class Heavy Cruiser
Dimensions: 4.8 km long, 1.4 km abeam approx.
ARMOR: 8 SPEED: 5 SHIP POINTS: 61
Mass: 40.2 Megatonnes approx.
DETECTION: +10 MANOEUVRABILITY: +10 Accel. 1.6 Gravities max acceleration
TURN RADIUS: 45° HULL INTEGRITY: 70 Resting somewhere between a traditional heavy cruiser
SPACE: 77 TURRET RATING: 2 and grand cruiser classes, the Mandragora-Class Heavy
Cruiser was once produced in ages past in the Thadean and
CREW: 90,000 CREW, APPROX.
Dhanabine Dockyards. A slow and ponderous vessel, the
WEAPON CAPACITY: 1 PROW, 2 PORT, 2 STARBOARD Mandragora-Class Heavy Cruiser relied heavily on its
ablative layers of armor to sustain incoming fire rather than
attempt to make aggressive evasions. Never truly popular
with the Sector Fleet, few of these ships exist in modern
Heavy Cruisers days, even in the sector of its construction.

Fallen out of favor, these ancient ships were once the line
ships of the Imperial battlefleets. While most are retired, MANDRAGORA=CLASS CRUISER HEAVY CRUISER
moth-balled, or in possession of traitor fleets, a few
exceptional vessels are maintained in the dockyards of the
ARMOR: 9 SPEED: 3 SHIP POINTS: 67
Mandragora Sector. DETECTION: +25 MANOEUVRABILITY: -25
TURN RADIUS: 45° HULL INTEGRITY: 80
Cardinal-Class Heavy Cruiser SPACE: 90 TURRET RATING: 2
Dimensions: 6.1 km long, .8 km abeam approx.
CREW: 180,000 CREW, APPROX.
Mass: 35.5 Megatonnes approx.
Accel. 2.5 Gravities max acceleration. WEAPON CAPACITY: 4PORT, 4 STARBOARD
Cardinal-Class Heavy Cruisers were the original template
used for the ill-fated Archeron class heavy cruiser design.
The failure of the Archerons was attributed to the use of
alien technology in the weapons systems derived from the
haunted Portis Cthulhus. Nevertheless, some doubt has
clung to the Cardinal Class and now only a handful of fleets
use the type.

CARDINAL-CLASS CRUISER HEAVY CRUISER


ARMOR: 8 SPEED: 7 SHIP POINTS: 68
DETECTION: +10 MANOEUVRABILITY: +5
TURN RADIUS: 45° HULL INTEGRITY: 75
Battlecruisers
SPACE: 84 TURRET RATING: 2
CREW: 130,000 CREW, APPROX. Battlecruisers are faster warships, designed to deliver the
WEAPON CAPACITY: 1 DORSAL, 1 PROW, 2 PORT, 2 STARBOARD firepower of a Battleship with the size and maneuverability of
a Cruiser-class vessel. They replaced the older Grand
Cruiser-class vessel.

Armageddon-Class Battlecruiser
Dimensions: 5 km long, 0.8 km abeam at fins approx.
Mass: 30 megatonnes approx.
Accel: 2.5 gravities max sustainable acceleration.
The Armageddon class is a relatively recent innovation
within the Imperial Navy. They are constructed from the
hulks of ruined Lunar-class cruisers, up gunned, upgraded
and recommissioned into battle anew. The Lunar class is
ubiquitous amongst all Segmentum fleets, and frequently
involved in shattering conflicts, so the opportunity to
construct these battlecruisers arises often. Given their
extensively redesigned power relays and enhanced weapon
systems, they are more demanding in terms of manpower
and resources than the Lunar class, and so are rarely
constructed from scratch, but hard-pressed battlefleets are
quick to utilize them where they are available. Given their

71 Mandragora Apocrypha
large crews and the fact that Lunar-class hulls were never Battlecruiser: This ship can use “cruisers only”
really designed to carry such heavy weaponry, Components
Armageddons are surprisingly cramped and uncomfortable Carrier: The Mars-class battlecruiser comes pre-equipped
vessels for their size, making them poorly suited for long- with two Jovian-class Launch Bay Components, which
term exploration. occupy a port and starboard weapon capacity slot. These
Components may not be removed. The hull’s space has
already been reduced to account for this; however, when the
ARMAGEDDON-CLASS BATTLECRUISER BATTLECRUISER ship is constructed it must be able to provide one Power to
ARMOR: 8 SPEED: 5 SHIP POINTS: 63 each launch bay Component.
Inherent warship: The Mars-class battlecruiser comes pre-
DETECTION: +10 MANOEUVRABILITY: +10 equipped with one Mars-pattern Nova Cannon Component
TURN RADIUS: 45° HULL INTEGRITY: 70 occupying its prow weapon capacity slot, and one Armored
SPACE: 73 TURRET RATING: 2 Prow Component. These Components may not be removed.
The hull’s space has already been reduced to account for
CREW: 98,500 CREW, APPROX.
this; however, when the ship is constructed it must be able to
WEAPON CAPACITY: 1 DORSAL, 1 PROW, 2 PORT, 2 STARBOARD provide three Power to the Nova Cannon.

Battlecruiser: This ship can use “cruisers only”


Overlord-Class Battlecruiser
Components Dimensions: 5.3km long,0.85 km abeam at fins approx.
Cramped: The corridors of Armageddon-class battlecruisers Mass: 31 megatonnes approx.
are lined with power relays for the massive weapons Accel: 2.4 gravities max sustainable acceleration.
systems which must be replaced often. These cabling Manufactured in the vast orbital shipyards of Cypra Mundi
systems clog the ship’s passageways like arterial plaque, (as well as at other shipyards in lesser numbers), the
consuming space that would otherwise be used for vital Overlord is a difficult vessel to construct, but faithful and
supplies. Even extensive redesigns cannot resolve these fierce in its service to mankind. It does not waste space on
issues. The ship can only stock three month’s worth of food massive attack craft hangers or the temperamental nova
and supplies rather than the normal six. cannon. Instead, most designs use powerful long-range
macrobatteries and lance turrets, backed by prow torpedo
tubes. This simple, proven, and effective weaponry plays to
the strengths of Imperial Navy tactics and Imperial
technology. The design is an ancient but successful one,
and new examples of the class are still commissioned every
decade or so.

OVERLORD-CLASS BATTLECRUISER BATTLECRUISER


ARMOR: 8 SPEED: 5 SHIP POINTS: 64
Mars-Class Battlecruiser
DETECTION: +10 MANOEUVRABILITY: +10
Dimensions: 5.4km long,0.85 km abeam at fins approx.
Mass: 33 megatonnes approx. TURN RADIUS: 45° HULL INTEGRITY: 70
Accel: 2.3 gravities max sustainable acceleration. SPACE: 78 TURRET RATING: 2
The Mars class was originally envisioned as an “all CREW: 100,000 CREW, APPROX.
rounder” battlecruiser, capable of dealing with virtually any
WEAPON CAPACITY: 1 DORSAL, 1 PROW, 2 PORT, 2 STARBOARD
combat scenario. Equipped with powerful weapons batteries,
launch bays, dorsal lances, and a Nova Cannon, the Mars
had a diverse weapon load. However, it fell foul of changing
Battlecruiser: This ship can use “cruisers only”
military philosophies within the Imperial Navy. The Martian
Components
shipyards discontinued production of the warships more than
two millennia ago, and since then few shipyards continue to
build this battlecruiser in limited numbers. Grand Cruisers
MARS-CLASS BATTLECRUISER BATTLECRUISER Grand cruisers are vastly powerful and archaic warships,
remnants of a more technologically advanced era of Imperial
ARMOR: 8 SPEED: 5 SHIP POINTS: 71
history. Only battleships carry heavier armor or wield more
DETECTION: +10 MANOEUVRABILITY: +10 firepower. These vessels were once the core of battlefleet
TURN RADIUS: 45° HULL INTEGRITY: 70 squadrons, tough warships designed for concerted
SPACE: 54 TURRET RATING: 2 broadside actions and punishing void-duels.

CREW: 107,000 CREW, APPROX.


WEAPON CAPACITY: 1 DORSAL, 1 PROW, 2 PORT, 2 STARBOARD

Mandragora Apocrypha 72
Avenger-Class Grand Cruiser EXORCIST-CLASS GRAND CRUISER GRAND CRUISER
Dimensions: 7.5 km long, 1.8 km abeam at fins approx.
ARMOR: 8 SPEED: 4 SHIP POINTS: 71
Mass: 40 megatonnes approx.
Accel: 2.2 gravities max sustainable acceleration. DETECTION: +9 MANOEUVRABILITY: +4
In many ways the archetypal grand cruiser, the Avenger TURN RADIUS: 45° HULL INTEGRITY: 85
class is a massively potent and brutally simple ship that SPACE: 80 TURRET RATING: 3
mounts colossal close-ranged macrobatteries in broadsides
CREW: 112,000 CREW, APPROX.
that run for kilometers along its flanks. While regarded as
unusually reliable and faithful for grand cruisers, the WEAPON CAPACITY: 3 PORT, 3 STARBOARD
Avengers are now amongst the rarest of their class.

Grand Cruiser: This ship can use “cruiser only”


AVENGER-CLASS GRAND CRUISER GRAND CRUISER Components
ARMOR: 9 SPEED: 5 SHIP POINTS: 70 Carrier: The Exorcist comes pre-equipped with two Jovian-
Class Launch Bay Components, which occupy a port and
DETECTION: +10 MANOEUVRABILITY: +5 starboard weapon capacity slot. These Components may not
TURN RADIUS: 45° HULL INTEGRITY: 90 be removed. The hull’s space has already been reduced to
SPACE: 90 TURRET RATING: 3 account for this; however, when the ship is constructed it
CREW: 141,000 CREW, APPROX. must be able to provide one Power to each launch bay
Component.
WEAPON CAPACITY: 3 PORT, 3 STARBOARD

Grand Cruiser: This ship can use “cruiser only”


Components

Repulsive-Class Grand Cruiser


Dimensions: 7.4km long, 1.5km abeam at fins approx.
Mass: 39 megatonnes approx.
Accel: 2.4 gravities max sustainable acceleration.
Exorcist-Class Grand Cruiser In the superstitious and hidebound realm of Imperial
Dimensions: 7.3 km long, 1.1 km abeam at fins approx. starship construction, entire classes of vessel can come to
Mass: 37 megatonnes approx. be regarded as cursed since the design stage. Spacefarers
Accel: 1.99 gravities max sustainable acceleration. mutter that these ships are star-crossed, prone to dragging
The Exorcist was originally developed for long range entire crews with them into the warp at a moment’s notice,
patrols, capable of extended self sufficiency. Operating with there to leave them starving or bedevilled, until the ship re-
a handful of escorts, Exorcists brought the flag to far-flung emerges in the eye of terror, ready to serve the twisted lords
corners of the galaxy. However, over the millennia the of Chaos.
Exorcist has been replaced by ships such as the Mars This dark reputation has followed the grand cruisers of the
battlecruiser, though some were kept on in reserve fleets or Repulsive-class since their inception in the Imperium’s early
days. A disturbingly large number of the Repulsives (their
requisitioned for long patrols. This falling out of favor has
meant that many Exorcists have ended up in the hands of original names long-lost to antiquity) have turned traitor or
Rogue Traders, who find their self sufficiency and large been captured into the arch-enemy’s service since the class
hanger bays quite useful for their needs. Beyond the light of became operational—so many that some have forgotten the
the Imperium, a vessel capable of long cruises and able to ships were originally constructed in the Emperor’s service.
defend itself is quite useful, and the rugged Exorcist fits the This is a tragedy indeed for the Imperium, for these are
bill well. graceful and powerful spacecraft, with a radically different
weapons fit from all other grand cruisers, fully realizing the
ancient doctrine of a fast and maneuverable heavy warship.
Their design cannot be duplicated, as the secrets of
constructing powerful enough plasma drives has since been
lost. Only a handful of these ship hulls remain uncorrupted,
and these are either mothballed, sealed, and guarded in the

73 Mandragora Apocrypha
Reserve Fleets of the various Segmentum Fortresses, or Obscurus and Segmentum Pacificus as second-line units.
under the command of certain Rogue Traders. replacement squadrons and mothballed as war reserves.

VENGENCE-CLASS GRAND CRUISER GRAND CRUISER


REPULSIVE-CLASS GRAND CRUISER GRAND CRUISER
ARMOR: 7 SPEED: 5 SHIP POINTS: 69 ARMOR: 11 SPEED: 4 SHIP POINTS: 79
DETECTION: +15 MANOEUVRABILITY: +0
DETECTION: +10 MANOEUVRABILITY: +8
TURN RADIUS: 45° HULL INTEGRITY: 100
TURN RADIUS: 45° HULL INTEGRITY: 85
SPACE: 115 TURRET RATING: 3
SPACE: 90 TURRET RATING: 3
CREW: 171,000 CREW, APPROX.
CREW: 134,000 CREW, APPROX.
WEAPON CAPACITY: 3 PORT, 3 STARBOARD
WEAPON CAPACITY: 2 PORT, 2 STARBOARD, 1 PROW, 1 DORSAL

Grand Cruiser: This ship can use “cruisers only” Grand Cruiser: This ship can use “cruiser only”
Components Components
Cursed: The advanced experimental warp drive of the class Ancient Grand Cruiser: The older types of Grand Cruiser
creates unusual harmonics which can cause the Gellar field were finely balanced. As such, this vessel may not gain any
to flicker momentarily during warp transit, escalating Components that increase the ship’s armor.
navigational difficulties. All navigation tests carried out by the
ship’s Navigator during warp travel take a –10 penalty.
Ancient Grand Cruiser: The older types of Grand Cruiser
were finely balanced. As such, this vessel may not gain any
Components that increase the ship’s armor.

Battleships
Battleships are the largest fighting vessels in space,
gigantic vessels with enough firepower often possess vast
Vengeance-Class Grand Cruiser amounts of firepower capable of laying waste to entire
Dimensions: 7.1 km long, 1.1 km abeam at fins approx. planets. They also contain landing bays for Attack craft and
Mass: 36 megatonnes approx. are commonly used as the capital ships in fleets due to the
Accel: 1.89 gravities max sustainable acceleration. greater protection offered by their defenses. They are
The Vengeance class straddles the line between earlier usually accompanied by Cruisers and Escorts, as they are
and later Imperial ship design. The ship can be seen with the so large and slow that they prove ponderous to maneuver
beginnings of the characteristic armored prow, although as
yet the extra armor had not been added. Today. the Apocalypse Class Battleship
Vengeance remains part of the Imperial fleet reserve, Dimensions: 9.7 km long, 3.1 km abeam at fins approx.
regarded by most admirals as an old warhorse, past its best Mass: 70 megatonnes approx.
days. Vengeances have also been identified as part of Accel.: 1.3 Gravities max sustainable acceleration
Traitor fleets, dating back to me mass mutiny that split the The Apocalypse class is an ancient design that is
Imperial fleet in half during the Great Betrayal. Since then generally believed to have been the precursor of the
Imperial ship design has slowly evolved, but within the warp, Retribution class battleship millennia ago. The superior
where time does not follow a linear path, ships can survive technologies used to construct the multiple lance turrets on
untold millennia as if it were only yesterday. the Apocalypse have now all but been forgotten and so the
The active Vengeance class grand cruisers that are part small number of examples of this ship can never be
of the Segmentum Obscurus fleet are generally deployed in replaced. The loss of even one will always be keenly felt. It
squadrons whose ongoing mission is to patrol and defend has been theorized by Naval strategists that the vessel was
the systems lying around the Eye of Terror in a constant vigil specifically created to counter the ever-growing numbers of
against Chaos incursions. Other Vengeances are scattered battleships and grand cruisers that attempted to lead Chaos
across imperial fleet reserves throughout Segmentum raiding fleets from within the Eye of Terror.

Mandragora Apocrypha
74
Carrier: The Emperor-class Battleship comes pre-equipped
APOCALYPSE-CLASS BATTLESHIP BATTLESHIP with four Jovian-pattern Landing Bay Components in two
ARMOR: 12 SPEED: 3 SHIP POINTS: 90 Port and 2 Starboard weapon capacity slots, which may not
be removed. The hull’s space has already been reduced to
DETECTION: +25 MANOEUVRABILITY: -10 account for these components; however, when the ship is
TURN RADIUS: 45° HULL INTEGRITY: 120 constructed it must be able to provide four Power to these
SPACE: 120 TURRET RATING: 4 components.
CREW: 250,000 CREW, APPROX. Extensive Prow Sensor Probes: The Emperor-Class
Battleship cannot take the Armored Prow component due to
WEAPON CAPACITY: 3 PORT, 3 STARBOARD, 1 PROW, 1 DORSAL extensive prow mounted sensor probes.

Integral Nova Cannon: The Apocalypse comes pre-


equipped with a Mars-pattern Nova Cannon that takes up
the Prow weapon capacity slot. This mighty weapon is built
into the design, and nearly impossible to remove. The hull’s
space has already been reduced to account for this,
however when the ship is constructed it must be able to
provide three Power to the Component.
Reinforced Prow: Due to the integral changes and interior
reinforcement of the vessel's prow, to support the armament
of the Nova Cannon, the Apocalypse has the Armored Prow
component, and thus a front Prow armor of 16. Retribution Class Battleship
All Power to Lances: The Apocalypse-Class Battleship can
fire its Lances as if they had doubled range. In order to do Dimensions: 9.7 km long, 3.1 km abeam at fins approx.
this, it must forfeit all movement during that turn. Mass: 70 megatonnes approx.
Accel.: 2.3 Gravities max sustainable acceleration
The Retribution features the distinctive armored prow of
the Imperial Navy which allows it to speed headlong at the
enemy fleet, ignoring all but the heaviest fire brought against
it. The ship is also as fast as the main cruisers of the
Imperial Fleet. Being able to keep up with them gives extra
support that can be vital in a fleet engagement. The main
armament of the Retribution class are the rows upon rows of
mighty weapon batteries lining its sides. These are able to
fire a devastating spread over extreme ranges, crippling
enemy ships before they even get within range to return fire.
Emperor Class Battleship
Dimensions: 9.7 km long, 3.1 km abeam at fins approx. RETRIBUTION-CLASS BATTLESHIP BATTLESHIP
Mass: 70 megatonnes approx.
Accel.: 1.3 Gravities max sustainable acceleration ARMOR: 12 SPEED: 4 SHIP POINTS: 85
The Emperor Class Battleship is a command ship and a DETECTION: +25 MANOEUVRABILITY: -5
carrier combined together. It is one of the oldest designs still
TURN RADIUS: 45° HULL INTEGRITY: 110
in use, due to the discovery of Divine Right fused into a
Space Hulk for some ten thousand years. The main SPACE: 130 TURRET RATING: 4
armament of the Emperor class is made up of its squadrons CREW: 210,000 CREW, APPROX.
of attack craft such as the Fury Interceptor and Starhawk WEAPON CAPACITY: 3 PORT, 3 STARBOARD, 1 PROW, 1 DORSAL
Bomber. These are able to roam far from the ship, to engage
enemy capital ships that would be out of range, or otherwise
non-viable targets for the ship's port, starboard, dorsal, and
Reinforced Prow: Due to the integral changes and interior
prow-mounted weapons batteries.
reinforcement of the vessel's prow, to support the armament
of the Nova Cannon, the Retribution has the Armored Prow
EMPEROR-CLASS BATTLESHIP BATTLESHIP component, and thus a front Prow armor of 16.
ARMOR: 12 SPEED: 3 SHIP POINTS: 90
DETECTION: +35 MANOEUVRABILITY: -10
TURN RADIUS: 45° HULL INTEGRITY: 120
SPACE: 86 TURRET RATING: 5
CREW: 250,000 CREW, APPROX.
WEAPON CAPACITY: 3 PORT, 3 STARBOARD, 1 PROW, 1 DORSAL

75 Mandragora Apocrypha
Oberon-Class Battleship However the Victory class is known to have existed as far
back as the Great Crusade.
Dimensions: 10.2 km long, 1.2 km abeam at fins approx.
Mass: 70 megatonnes approx.
Accel.: 1.6 Gravities max sustainable acceleration VICTORY-CLASS BATTLESHIP BATTLESHIP
The Oberon was designed to be able to deal with any ARMOR: 12 SPEED: 4 SHIP POINTS: 98
threat, and therefore does not need to be escorted by a
squadron of frigates. It lacks the swarming effect of the DETECTION: +25 MANOEUVRABILITY: +0
Emperor Class Battleship's attack craft, or the sheer amount TURN RADIUS: 45° HULL INTEGRITY: 110
of firepower that the Retribution or Apocalypse Class SPACE: 100 TURRET RATING: 4
Battleships can deliver. The Oberon can, however, deliver a
CREW: 230,000 CREW, APPROX.
combined attack of ordnance, lances and weapons batteries,
that the others cannot. WEAPON CAPACITY: 3 PORT, 3 STARBOARD, 1 PROW, 1 DORSAL
The Oberon is now rarely used in major fleet
engagements, the more specialized ships being preferred by
many Imperial Admirals. It is used instead for patrolling Extensive Prow Sensor Probes: The Victory-Class
dangerous areas, where its ability to multi-task comes into its Battleship cannot take the Armored Prow component due to
own. It can be a base for patrolling squadrons of attack craft, extensive prow mounted sensor probes.
then taking the fight directly to the encountered enemy. Due All Power to Lances: The Victory-Class Battleship can fire
to this, it can patrol large areas with only a small, or no its Lances as if they had doubled range. In order to do this, it
escort, freeing those ships for other duties. must forfeit all movement during that turn.
Backbone of the Fleet: The Victory Class has been
OBERON-CLASS BATTLESHIP BATTLESHIP designed with a particular role in fleet actions and as such, is
restricted in the Weapon Components it can or must carry:
ARMOR: 12 SPEED: 3 SHIP POINTS: 90  Dorsal: Lance Weapon Components Only
DETECTION: +35 MANOEUVRABILITY: -10  Port and Starboard: 1 Lance Weapon Component and 2
non-Landing Bay Components per side
TURN RADIUS: 45° HULL INTEGRITY: 120
 Prow: Torpedoes or Nova Cannons Only
SPACE: 100 TURRET RATING: 5
CREW: 250,000 CREW, APPROX.
WEAPON CAPACITY: 3 PORT, 3 STARBOARD, 1 PROW, 1 DORSAL

Deep Void Runner : The Oberon-Class has enough


supplies to operate for one year without resupply.

Victory-Class Battleship
Dimensions: 10.3 km long, 1.2 km abeam at fins approx.
Mass: 70 megatonnes approx.
Accel.: 2.3 Gravities max sustainable acceleration
The Victory Class Battleship is a class of Battleship of the
Imperial Navy. Suspected to be a heavily modified variant of
the Retribution Class Battleship, its internal layout and
weapons systems greatly resemble its predecessor.
However a key difference is the substantial level of Lance
systems equipped to the ship in place of the Retributions
large amount of Attack Craft hangers and a Nova Cannon.
Its exact origin nonetheless remains unclear, as the
Techpriests of Mars refuse to disclose the classes records.

Mandragora Apocrypha
76
Complications willingly than others.
Before creating a ship, the ship’s captain should roll once
on each chart to determine which Complications his ship
All voidships have a story. Many are thousands of years suffers from, and note each down on his ship’s sheet.
old, and some were laid down while the Emperor led
humanity on the Great Crusade. In that time they have
watched the millennia of history come and go, seen the tides Ship Points and Component Costs
of war ebb and flow, experienced hundreds of captains,
thousands of crew. Due to this, a ship in more than a When constructing a starship, the players are limited by
collection of tech-systems and armor plating. Any veteran one other factor—the amount of Ship Points generated by
voidsman knows a ship has its quirks and vagaries. Some rolling on Table 1-2: Profit Factor and Ship Points on
vessels leap eagerly at the first hint of battle, their drives page 26. Basically, the more Ship Points a charter provides,
burning hot and their auger arrays probing eagerly. Others the bigger and better equipped a player’s ship can be. When
falter at danger, their systems shorting and sputtering until first constructing their ship before beginning a game, players
the vessel turns tail and flees. can only build as powerful a ship as their total Ship Points
Some ships are solid and dependable, their systems allow. Hulls and certain Components have a Ship Point
lasting long beyond their date of operations. Others play value listed, and once the players have completed their
tricks on their crew, phantom returns ghosting the auspex vessel, the combined ship point total cannot exceed the Ship
displays and strange sounds whisper on the internal vox. A Point total generated by rolling on Table X-X.
good voidsman knows the personality of his ship, and treats Essential Components are for the most part an exception
it like another member of the crew. to the ship point rule, and can be taken freely. Since each
In game, these are represented by the ship’s ship needs them, their cost has already been included in the
Complications. Complications have benefits and detriments hull cost. Certain specialized Essential Components do have
that make a ship unique. There are two different types of ship point costs—to represent their value and rarity. Any
Complications. Past Histories offer details about the ship’s Ship Points left over after creating the starship are added to
construction or salvage, and the issues that may arise from a group’s starting Profit Factor. However, the Ship Point limit
its past. Machine Spirit Oddities describe the strange only applies at ship creation. Afterwards, players are only
personality quirks the ship’s machine spirit has picked up limited in which Components they can put in their ship by the
over the millennia. While not “alive” or even self-aware, ship’s Space and Power, and their available Profit Factor.
anyone who has been aboard a starship will swear that they
have desires and fears, and perform some tasks more

Table 2-1: Machine Spirit Oddities


Roll Result
1 A Nose for Trouble: Something about this ship quivers at the thought of battle, always probing the cosmos for a new victim. Add +5 to the
ship’s Detection, and reduce this ship’s Armor by 1, due to its many battles. Occasionally, the crew may find themselves in fights they
might have preferred to avoid.
2 Blasphemous Tendencies: Some unidentifiable aspect of this vessel’s spirit resonates sympathetically with the Immaterium. Captains
find this ship swims through the warp more easily, as if it was more at home there... All Navigation Tests made to pilot this vessel through
the warp gain a +15 bonus. However, while aboard the ship, all crew suffer –5 to Willpower based Tests.
3 Martial Hubris: The ship has a glorious legacy of warfare and triumphant combats. It is always eager to fight, and unwilling to back down.
The ship gains +5 to all Ballistic Skill Tests to fire its weapons, but suffers –15 on any Pilot (Space Craft) Tests made to escape combat.
4 Rebellious: This vessel does not suffer authority willingly. At times is seems to take pleasure in interfering with the plans of its masters.
During no more than one space combat per game session, the GM should randomly select one of the ship’s Components that becomes
unpowered until repaired. However, whenever the ship suffers a critical hit (for any reason) roll 1d10. On a 8 or higher, the critical effect is
ignored.
5 Stoic: The vessel behaves like a beast of burden, plodding but reliable. Due to its somewhat plodding behavior, whenever the crew would
gain Profit Factor from an Endeavour, reduce the amount gained by 1. However, whenever one of the ship’s Component’s becomes
damaged or unpowered, roll 1d10. On a 7 or higher, the ship shrugs off the damage and it is ignored
6 Skittish: The ship fears battle, bucking against its masters when entering the fray. When in combat, reduce the ship’s Speed by 1.
However, when not in danger, it runs eagerly and fast. Reduce the travel time for any long distance (between stars) voyage by 1d5 weeks,
to a minimum of 1.
7 Wrothful: The ship’s spirit constantly smolders' with anger. In battle, it explodes into a berserker fury, straining and exhausting its systems.
During combat, the ship gains +1 Speed and + 7 Maneuverability. Out of combat, the ship suffers –1 Speed and –5 to Maneuverability and
Detection.
8 Resolute: There is little in the universe that can stagger this vessel. No matter the foe, it will advance slowly but surely to meet it. The ship
suffers –1 Speed, but gains +3 Hull Points and grants a +10 bonus to all Repair Tests.
9 Adventurous: The vessel is eager to seek new horizons, to turn its bow from civilization and delve into the darkness of the unknown.
When participating in an Endeavour the ship gains +10 Detection, when not participating in an Endeavour it suffers –10 Detection.
10 Ancient and Wise: This ship is of a bygone age, having survived many millennia of voyages and adventures. It’s hull has weakened over
the centuries, but it anticipates the needs of its crew, and will move as one with a competent master. The ship suffers –4 Hull Integrity but
gains a +10 bonus to any Maneuver Actions it performs (including out of combat and ramming).

77 Mandragora Apocrypha
Table 2-2: Past Histories
Roll Result
1 Reliquary of Mars: Somehow, this vessel has been outfitted with ancient archeo-tech systems from mankind’s forgotten past. When
constructing this vessel, players must select 1 Archeotech Component of their choice. However, any Tech-Use Tests to repair the ship
suffer a –20, due to the highly complex nature of the machinery. Additionally, the tech priests of Mars regard the vessel as holy, or at least
having holy components. Some may petition to visit the vessel, others may want it for themselves.
2 Haunted: Some nameless horror haunts this vessel’s past, leaving voidsmen to whisper stories of ghosts wandering through the corridors
and cabins. Reduce Morale permanently by 10. However, strange premonitions flicker on the auger arrays, granting a +6 to the ship’s
Detection. Additionally, all non-crewmembers suffer –5 to Command Tests involving boarding actions or hit and run actions against the
haunted vessel. The presence of these spirits may cause many other issues, depending on their origins and how they came to haunt the
vessel (something the GM should determine).
3 Emissary of the Imperator: The vessel is a veritable monument to the power and grandeur of the God-Emperor’s might. Awe-inspiring
and terrible, it lacks subtlety. All Intimidate Tests made by characters from this vessel gain +15, while all other social Skill Tests suffer a –5.
These bonuses and penalties only apply if the character is known to be from the vessel. In addition, few will be able to see beyond the
symbolism of the vessel—xenos see a threat, faithful Imperial citizens see a symbol of civilization (or possibly chastisement), and heretics
and rebels see a hated foe. Their reactions will be colored accordingly.
4 Wolf in Sheep’s Clothing: Beneath this vessel’s unassuming exterior is a dangerous spacefaring predator. The captain selects three
Components. When scanned or subjected to anything but a thorough internal inspection, these components will either not register on the
scans, or appear to be a different Component of the same type. Thus, the ship might hide additional armor plating, or a small macrobattery
may be much more powerful than it appears. However, the ship suffers –2 Power to maintain the systems creating the illusion. The ship
may also have concealed smuggling compartments, unseen passageways, hidden cogitation-override programming, or other secrets.
5 Turbulent Past: Over the years this ship has been used to perform deeds dastardly to some and heroic to others. The GM selects a social
group (pirates, heretics, the Imperial Navy, the Inquisition, or inhabitants of an important locale like Footfall). All ship’s crew suffer a –20 to
social Skill Tests when interacting with that group. The GM then selects a second group naturally opposed to the first. All ship’s crew gain
+20 to social Skills when interacting with that group. The additional problems that could arise from being hated by a particular group of
people are limitless.
6 Death Cult: Amongst the low-decks indentured crew, strange perversions of the Imperial Creed have arisen, glorifying death to celebrate
the Emperor. Reduce Crew Population permanently by 8. However, reduce all Morale loss from any source by 2, due to the crew’s
unwavering faith. Additionally, ship officers and members of the Ministorum will have to deal warily with the cult and its leaders. Death cults
do produce skilled assassins...
7 Wrested from a Space Hulk: The ship has been recovered from a space hulk - a mass of wrecked ships that drifts intermittently through
the warp and realspace. The ship is very old (and thus of high quality), but those who know of its origins whisper that it is cursed. The ship
gains +1 Armor, +1 Speed, and +3 Maneuverability. However, every time the crew suffers a Misfortune, the GM rolls twice and chooses
the worse of the two. The curse can have many other effects as well, many ill, but a truly skilled Rogue Trader can turn any situation to
profit...
8 Temperamental Warp Engine: The ship suffers a flutter in its Warp Engines, an inconsistency that no amount of maintenance or
supplication can eliminate. Whenever the ship travels through the immaterium, the GM should roll 1d10. On a 6 or lower, the journey takes
an additional 1d10 days, on a 7 or higher, the travel time is reduced 1d10 days instead. However, once in a great while, the ship will leave
the warp to unexpectedly find itself someplace other than its intended destination. (This is at the GM’s discretion, but should not happen on
a regular basis.)
9 Finances in Arrears: The ship was purchased with borrowed funds. The money could have come from a criminal organization, influential
noble, or even a member of the Inquisition—but no matter the source, the debt must be repaid. Whenever the crew attempts to complete
an Endeavour’s Objective, they must accumulate an additional 50 Achievement Points to accomplish the Objective. However, the ship’s
financier supports his investment by providing aid and information. All crew can count their financier as a reliable contact. Additionally, their
creditor may require the crew to perform specific missions that they are in no position to refuse.
10 Xenophilious: Through dealings with some xenos race, this vessel has been outfitted with examples of their blasphemous technology.
When constructing this vessel, players must select 1 Xenotech Component of their choice. However, any Tech-Use Tests to repair the ship
suffer a –30, due to the strange and blasphemous nature of the machinery. Should the character attempting the repairs have Forbidden
Lore (Xenos), the penalty is only –10. Also, the forces of the Ordo Xenos have an interest in the vessel and who controls it.

The Ship as a Character


Complications are designed to personalize a starship, as well as make it something more than just a collection of
statistics on a sheet of paper. A good captain thinks of his ship as something alive, and will love and hate it, cajole, threaten,
and praise it in turn, just as he might any one of his ‘flesh and blood’ companions. If the GM wishes the player’s starship t o have a
specific ‘personality,’ he should feel free to select from the Complications charts, rather than having his players roll. Additionally, the
Past Histories include suggestions for plot hooks and situations the players may find themselves in due to what has happened to
their starship before they came into possession of it.
As far as the ship’s ‘personality,’ the Machine Spirit Oddities should be treated as broad guidelines. GMs shouldn’t feel limited to
the benefits and drawbacks listed in the charts, and are free to come up with additional complications that fit the ship’s character.
Perhaps a vessel that has A Nose for Trouble occasionally scans nearby vessels as if searching for weaknesses (even if they are
friendly), or a ship that is Ancient and Wise flares its retros when on a collision course with an asteroid, warning the helmsman to
danger he did not notice. Of course, the ship is not sentient, and will not strike up conversations with players or send them
messages telling them what to do. But there should be some spark in its hull, a bit of something beyond a mere machine...

Mandragora Apocrypha 78
Starship Armoury Plasma Drives
A plasma drive does more than move a ship. It also
"Tell me, governor, have you ever seen a Mars-Pattern Macro
provides power to all of a ship’s other systems—the vessel’s
cannon fire? It is a thing of beauty, really. The anticipation as the
fiery heart.
ratings load the shell into the firing chamber, the recoil felt throughout
the ship on firing... All of that, however, is but an appetizer to the
sheer destruction caused upon impact. As you can tell, I am quite Heraion Pattern Class 1 Drive
fond of firing my weapons, and currently, there's an annoyance in
The STC standard drive for transports has been extended
your Hive City"
to provide additional power in exchange for less available
space.
The following Components may be used to construct a
starship as normal.
Heraion-Pattern Class 2a “Sprint Trader” Drive
Classifications The Lathes have long advocated increasing the size and
power of a drive in exchange for space. The mis-named
“Sprint Trader” Drive (it can be equipped on most smaller
For components, there are two special classifications
vessels), takes that philosophy to an extreme.
used in the listed component tables to determine which hulls
Oversized Engines: Increase the starship’s Maneuverability
can take a particular component. These two special
by +3, and Speed by +1.
classifications are defined below:

Capital Ships Heraion-Pattern Class 2b “Escort” Drive


Note that for reasons of brevity, battleships and cruisers The success of the “Sprint Trader” Drive has resulted in
are often grouped together under the general heading of similar modifications to the drives of military vessels.
capital ships, a term which applies to all ships of the Oversized Engines: Increase the starship’s Maneuverability
following types: Battleships, Battlecruisers, Cruisers, Grand by +3, and Speed by +1.
Cruisers, Heavy Cruisers, and Light Cruisers.
Jovian Pattern Class 1 Drive
Escort Ships The STC standard drive for transports, compact but
Escort Ships are the commonest warships in any fleet. underpowered.
They are fast, lightly armed and capable of running rings
around heavier ships, which they accompany to protect them Jovian Pattern Class 2 Drive
against torpedo attacks and to fight off enemy escorts. They The STC standard drive for escort-grade warships.
are also used for independent actions such as scouting,
raiding, protecting transport ships, and chasing pirates. The Jovian Pattern Class 3 Drive
term escort ships applies to all ships of the following types:
The STC standard drive for smaller capital-grade
Transports, Raiders, Frigates.
warships.

Essential Components Jovian Pattern Class 4 Drive


The STC standard drive for cruiser-grade warships.
"There's history in these walls, son. A ship's more than mere metal
and bolts. It's alive, it breathes and groans with the rest of us. So
treat her with care, and she'll be your bastion in the stars." Jovian-pattern Class 4.5 “Warcruiser” Drive
The Jovian shipyards produce this STC drive sparingly,
- Free Trader Ignato Veres addressing his son and heir Duran
reserving it for warships that need to meet the extreme
power draw of extensive lance armaments.
Essential Components are required for a starship to
function. A ship must have one (no more) Component from
each of the following categories, lest the ship lose some vital
Jovian-Pattern Class 8.1 Drive
function. Without a life sustainer, for instance, the vessel is The “Class 8” drives produced by the Jovian shipyards are
nothing more than a cold and empty tomb, while a ship a constructed from an incomplete STC discovered less than
would be blind and deaf without an auger array. a millennia ago. Although they burn cooler than other Jovian
drives, they are far more robust, able to absorb crippling
damage without performance loss. These engines are
typically reserved for military vessels, and the 8.1 is
designed for frigates.
Reliable Construction: If this Component becomes
damaged, depressurized, or suffers a Critical Hit (including a
4 or 6 result on the chart), roll 1d10. On a 4 or higher, the
effect is ignored.

79 Mandragora Apocrypha
Jovian-Pattern Class 8.2 Drive Hit, the subsequent dice roll to determine severity is always
a 10.
Second in the “Class 8” series of drives produced by the
Jovian shipyards the 8.2 is designed for light cruisers.
Reliable Construction: If this Component becomes Saturnine-Pattern Class 4a “Ultra” Drive
damaged, depressurized, or suffers a Critical Hit (including a The popularity of the battlecruiser concept led to a general
4 or 6 result on the chart), roll 1d10. On a 4 or higher, the acceptance that it was theoretically possible to overload the
effect is ignored. hulls of existing cruisers with weaponry capable of
challenging the grand cruisers of previous millennia. The
Jovian-Pattern Class 8.3 Drive existing power generating systems of most cruisers were
Third in the “Class 8” series of drives produced by the simply not capable of supporting the immense demands of
Jovian shipyards the 8.3 is designed for cruisers. such upgraded systems, so cunningly redesigned plasma
Reliable Construction: If this Component becomes drives capable of being mounted within the confines of
damaged, depressurized, or suffers a Critical Hit (including a existing cruiser hulls were created by the adepts of Mars.
4 or 6 result on the chart), roll 1d10. On a 4 or higher, the These engines are now revered by many magi as the
effect is ignored. pinnacle of human technological achievement.

Jovian-Pattern Class 8.4 Drive Saturnine-Pattern Class 5 Drives


Fourth in the “Class 8” series of drives produced by the For over 9,000 years, the grand cruisers of the Imperial
Jovian shipyards the 8.4 is designed for grand cruisers. It is Navy have traversed the stars in stately majesty, huge and
rarely produced due to the lack of new grand cruisers in the powerful vessels lined with banks of heavy weapons capable
Imperium. of destroying small moons. The power demands of these
Reliable Construction: If this Component becomes regal craft are immense, necessitating gigantic engine rooms
damaged, depressurized, or suffers a Critical Hit (including a larger than whole transport ships. These drives are not
4 or 6 result on the chart), roll 1d10. On a 4 or higher, the space efficient, but generate more pure power than anything
effect is ignored. save the engines of the mighty battleships.

Lucius-Pattern Class 6 “Solar” Drive Warp Engines


Masters of plasma containment and fusion reactors, the
The warp drive rips a vessel from the material world and
Techpriests of Lucius have been looked to for the designs
hurls it into the warp, allowing it to cross vast distances in a
and production of the solar hearts of battleships, and their
heartbeat, but exposing it to the dangers of the immaterium.
plasma drives have been the standard used in most
battleships constructed for millennia.
Albanov 1 Warp Engine
Mars-Pattern Class 5.B “Gamma” Drive For some vessels, a safe journey is far more important
than a timely one. The risks of warp travel are astronomical,
Said to have originated in the days of the great crusade, and anything that can offset those risks can be of
these plasma drives were constructed from the auspices tremendous value because Ships and their cargo are
gleaned from STC data, making it one of the most reliable phenomenally expensive assets. Conversely, just supplying
plasma drives still in production in the 39th millennium, albeit a ship is a costly undertaking. The longer the journey, the
at a slow pace greater the profit margin must be in order to offset the costs
Reliable Construction: If this Component becomes in maintenance, supplies, and crew.
damaged, depressurized, or suffers a Critical Hit (including a Ride the Shallows: Double the base travel time for a
4 or 6 result on the chart), roll 1d10. On a 4 or higher, the journey through the Immaterium. It may be further modified
effect is ignored. by the results of the Navigation (Warp) Test.
Steady as She Goes: Add a +20 bonus, cumulative with
Mezoa-Pattern Theta-7 Drive any applicable bonus for Assessing Warp Conditions, to any
A logical progression of the trend towards ultra-fast clipper tests made on Table 7–4: Warp Travel Encounters (see
style engines, the Theta-7 is a massively powerful and page XX).
hugely space intensive civilian plasma drive designed purely Quiet Entrance: When leaving the warp, the vessel has
for speed. The Theta-7 is constructed using potentially ample time to accurately position itself. Any tests the
unsafe techniques that involve shoehorning deliberately Navigator makes to fix the exit point gain a +10 bonus.
semi-unstable plasma chambers into the cramped confines
of existing transport vessels.
Oversized Engines: Increase the Ship’s speed by +2 and
Manoeuvrability by +5
Fragile Engines: Any hits to the finely-balanced plasma
drives are likely to incapacitate the entire ship. If the ship
suffers a “Thrusters Damaged” or “Engines Crippled” Critical

Mandragora Apocrypha
80
Table 3-1: Plasma Drives
Component Appropriate Hull Types Power Space SP
Heraion Pattern Drives Appropriate Hull Types Power Space SP
Heraion Pattern Class 1 Drive Transports 40 Generated 8 -
Heraion-Pattern Class 2a Drive Transports 40 Generated 14 +2
Heraion-Pattern Class 2b Drive Raiders, Frigates 47 Generated 14 +2
Jovian Pattern Drives Appropriate Hull Types Power Space SP
Jovian Pattern Class 1 Drive Transports 35 Generated 8 -
Jovian Pattern Class 2 Drive Raiders, Frigates 45 Generated 10 -
Jovian Pattern Class 3 Drive Light Cruisers 60 Generated 12 -
Jovian Pattern Class 4 Drive Cruisers 75 Generated 14 -
Jovian Pattern Class 4.4 Drive Light Cruisers 65 Generated 14 +2
Cruisers 85 Generated 17 +2
Jovian Pattern Class 8.1 Drive Frigates 44 Generated 11 +1
Jovian Pattern Class 8.2 Drive Light Cruisers 59 Generated 13 +1
Jovian Pattern Class 8.3 Drive Cruisers 74 Generated 15 +1
Jovian Pattern Class 8.4 Drive Grand Cruisers 93 Generated 20 +1
Lucius Pattern Drives Appropriate Hull Types Power Space SP
Lucius Pattern Class 6 Drive Battleships 100 Generated 20 -
Mars Pattern Drives Appropriate Hull Types Power Space SP
Mars Pattern Class5.B Drive Battleships 97 Generated 22 +1
Mezoa Pattern Drives Appropriate Hull Types Power Space SP
Mezoa Pattern Theta-7 Drive
Saturnine Pattern Drives Appropriate Hull Types Power Space SP
Saturnine Pattern Class 4A Drive Battlecruisers 90 Generated 14 -
Saturnine Pattern Class 5 Drive Grand Cruisers 95 Generated 18 -

Klenova Class M Warp Engine design led to decreased effectiveness compared to the
Markov 1.
This variant on the warp engine was designed for vessels
Overcharged: Reduce the base travel time for a journey
following well established routes through the Immaterium
through the Immaterium by 1d10 days. It may be further
between relatively nearby systems. The design intent was
modified by the results of the Navigation (Warp) Test.
for these ships to travel without a Navigator. The Navis
Nobilite has lodged many formal complaints against the use
of these designs, but due to their limitations, and the speed Miloslav H-616.B Warp Engine
of Imperial bureaucracy, they remain in (very rare) use. Many ancient vessels, particularly cruisers, heavy cruisers
Adopting one of these warp engines is sure to bring the and grand cruisers of the early Imperium utilized a variety of
wrath of the Navis Nobilite upon a ship's captain. highly advanced experimental technologies. Many of these
These vessels can only ride the currents of the warp to technological advances have since been discredited in the
follow a calculated jump (see page XX). Multiple redundant eyes of the adepts of Mars, and are now regarded as
cogitation systems aid in finding safe passage. However, the unreliable and prone to catastrophic malfunction. The H-
systems required for a Navigator to interface with the Warp 616.b warp engine sits on the border of such suspect
Engine are not present. designs, not quite heretical, but somehow tainted with the
Mysteries of the Warp: No warp assessment is possible, so scent of the profane. Capable of great speed during warp
the dangers of the Immaterium are increased. When using transits, the engine is notably less secure than later designs,
this system, the vessel must make a daily test on Table X-X: more prone to attract hostile warp entities and generate
Warp Travel Encounters (see page XX). dissonant warp currents capable of swamping the entire
Static System: The Klenova Warp Engine is not compatible ship.
with a Navigator’s Powers or any Components or other Haste of the Damned: Reduce the duration of all warp
systems that modify warp travel. passages by half. However, any failures while Steering the
Vessel add an additional Degree of Failure (see page XX).
Markov 1 Warp Engine
The Markov series of warp engines is designed to propel Strelov 1 Warp Engine
smaller courier vessels more quickly through the Allows the vessel to enter and remain in the immaterium.
Immaterium.
Overcharged: Reduce the base travel time for a journey Strelov 2 Warp Engine
through the Immaterium by 1d5 weeks. It may be further Allows the vessel to enter and remain in the immaterium.
modified by the results of the Navigation (Warp) Test.
Strelov 3 Warp Engine
Markov 2 Warp Engine Allows the vessel to enter and remain in the immaterium.
The Markov 2 was adapted to decrease the travel times of
light cruisers. However, certain problems with up-scaling the

81 Mandragora Apocrypha
Table 3-2: Warp Engines
Component Appropriate Hull Types Power Space SP
Albanov 1 Warp Engine Transports, Raiders, Frigates 10 11 +1
Klenova Class M Warp Engine Transports, Raiders, Frigates 10 10 -
Markov 1 Warp Engine Transports, Raiders, Frigates 12 12 +1
Markov 2 Warp Engine Light Cruisers 13 13 +1
Miloslav H-616.b Warp Engine Light Cruisers, Cruisers 10 12 -
Miloslav G-616.b Warp Engine Transports, Raiders, Frigates 8 10 -
Strelov 1 Warp Engine Transports, Raiders, Frigates 10 10 -
Strelov 2 Warp Engine Light Cruisers, Cruisers 12 12 -
Strelov 3 Warp Engine Battleships 14 14 -

Geller Fields inscribed Hexagrammic wards. These reinforce a Geller


Field projected from a 50 meter statue of an Imperial Saint,
A starship’s Geller Field creates a bubble of reality around located just fore of the bridge.
the vessel when it traverses the warp, protecting it from the Shield of Faith: Any Navigation (Warp) Tests to pilot the
dangers that lurk there. ship through the warp during Step 3: Steering the Vessel
gain a +10 bonus.

Emergency Field
Some captains equip their Gellar field generators with
emergency cogitation circuits that activate the field
automatically upon detecting the warp. Though many scorn
the idea because of the extra power draw, and others are
distrustful of automated circuitry, such devices have saved
ships in the past.
Auto-engagement routines: If the ship unexpectedly enters
the warp, roll 1d10. On a 3 or higher, the Gellar Field
activates automatically, protecting the ship from any warp
intrusion that may have taken place.

Geller Field
Protects the vessel from the myriad dangers of the
Immaterium.

Mezoa Geller Void Integrant


In an effort to decrease the number of devices that
needed regular maintenance and repair, the adepts of the
Mezoa forge world deduced a mechanism to combine the
Geller Field with the void shield system. The results of the
modification remain controversial. Several of the vessels
initially used for testing purposes have not successfully
completed their tests. Nonetheless, the system has been
implemented on a number of vessels used for shorter range
transits.
Poorly Tuned: Because the system serves double duty, it is
less effective as a Geller Field. The vessel suffers a +5
penalty to all rolls on the Warp Travel Encounters Table.
Dependent Systems: If the vessel’s void shield is damaged
by a Critical Hit, the Geller Field is damaged as well.

Warpsbane Hull
The entire hull of the vessel is covered with silver, hand

Table 3-3: Geller Fields


Component Appropriate Hull Types Power Space SP
Emergency Field All Ships 2 0 -
Geller Field All Ships 1 0 -
Mezoa Geller Void Integrant Transports, Raiders 0 0 -
Warpsbane Hull All Ships 1 0 +2

Mandragora Apocrypha 82
Void Shields Single Void Shield Array
A single double-layered void shield. Provides 1 Void
Void shields create barriers of energy around a starship to Shield.
protect it from stellar debris and incoming fire.
Triple Void Shield Array
Bastion-Pattern Shield Array The ancient grand cruisers occasionally still operated by
Aside from their meters-thick adamantium armor, the first the Imperial Navy and certain fabulously wealthy Rogue
line of defense for most battleships are their void shields, Trader Dynasties possess titanic layered banks of antique
which can withstand barrages what would turn smaller void shields that fill cavernous field decks the size of small
vessels into debris clouds and cripple even cruisers. towns. These are hellish compartments, rank with the stench
Veritable cities of cables and power-habs compose these of ozone and prone to unpredictably deadly arcs of
generators, with their occupants wearing conduction suits to lightening from copper discharge points as the onion-layered
avoid lethal discharges from the system. void shields are pounded by enemy ordnance. Grand
Void Shield: This Component counts as a ship’s Void cruisers are capable of mounting triple layers of void shields,
Shield, giving the ship four void shields. making them more durable than all but battleships.
Triple Void Shield Array: This Component counts as a
Repulsor Shield ship’s Void Shield, giving the ship three void shields.
These standard void shields have had their frequencies
adjusted to better brush aside stellar debris and detritus. Voss “Glimmer”-Pattern Void Shield Array
Void Shield: This Component counts as a ship’s Void Void shields are an ancient standby of human defensive
Shield, giving the ship one void shield. technology, an almost un-improvable design. Their only real
Charged particle repulsion effect: The ship does not suffer flaw is the great power drain produced. Voss Forge world
penalties to Maneuver Actions when travelling through attempted, more than six millennia ago, to reduce power
nebulas, ice rings, plasma clouds or other celestial demand by reducing the phased shield pattern output. While
phenomena consisting primarily of small particles. more energy-efficient, this reduced the protective value of
the shields. No longer manufactured by Voss, some of these
Repulsor Shield Array designs are still in use in relatively safe regions where little
These standard void shield arrays have had their opposition is expected.
frequencies adjusted to better brush aside stellar debris and Void Shield: This Component counts as a ship’s Void
detritus. Shield, giving the ship one void shield.
Void Shield: This Component counts as a ship’s Void Flickering Void Shield: When this Void Shield cancels a hit
Shield, giving the ship two void shields. from any source, roll 1d10. On a 3 or lower the Void Shield
Charged particle repulsion effect: The ship does not suffer suffers a localized overload and does not cancel the hit.
penalties to Maneuver Actions when travelling through
nebulas, ice rings, plasma clouds or other celestial Voss “Glimmer”-Pattern Void Shield Array
phenomena consisting primarily of small particles.
This array can be fitted to Cruisers.
Void Shield: This Component counts as a ship’s Void
Multiple Void Shield Array Shield, giving the ship two void shields.
Twin, multiple-layered void shields. Provides 2 Void Flickering Void Shield: When these Void Shields cancel a
Shields. hit from any source, roll 1d10. On a 3 or lower the Void
Shield suffers a localized overload and does not cancel the
Segmented Void Shields hit.
Segmented Void Shields can divert power from its
decentralized Void Shield arrays to defend against attacks.
Void Shield: This Component counts as a ship’s Void
Shield, giving the ship three void shields.
Diverted Shields: At the start of a turn, a ship can increase
its Void Shield rating in one facing but decreasing the rating
in every other facing with a Very Hard (-30) Tech Use Test
until the start of its next Turn. Each degree of success
increases the selected facing’s Void Shield rating by one,
while decreasing all other facings by one.

83 Mandragora Apocrypha
Table 3-4: Void Shields
Component Appropriate Hull Types Power Space SP
Bastion Pattern Shield Array Battleships 12 4 -
Repulsor Shield All Ships 6 1 -
Repulsor Shield Array Cruisers 8 1 -
Multiple Void Shield Array Cruisers, Grand Cruisers, Battleships 7 2 -
Segmented Void Shield Battlecruisers, Grand Cruisers, Battleships 6 3 +1
Single Void Shield All Ships 5 1 -
Triple Void Shield Array Grand Cruisers, Battleships 9 3 -
Voss Void Shield Array All Ships 3 1 -
Voss Multiple Void Shield Array Cruisers 5 1 -

Ship’s Bridge greater control over his vessel.


Enhanced Cogitator Relays: As long as the bridge remains
undamaged, all Command Tests made by the captain gain
The bridge is the starship’s brain, where the captain
+5 and all Ballistic Skill Tests to fire shipboard weapons gain
commands the vessel and directs its every action.
+5. If this Component ever suffers a Critical Hit, it becomes
unpowered on a 1d10 roll of 3 or higher.
Armored Bridge
The bridges of warships are often reinforced with Exploration Bridge
additional armor plating, to ensure the survival of their
A bridge favored by the Explorators of the Mechanicus, its
occupants.
cogitation circuitry provides optimum interface with hololithic
Reinforced Armor: If this Component takes a Critical Hit or
charts and auger arrays.
becomes damaged or unpowered, roll 1d10. On a 4 or
Long Range Scanning: This ship gains +5 Detection when
higher, the component is unharmed.
using Active Augury.
Navigation Records: When working towards an Exploration
Combat Bridge objective, the players earn an additional 50 Endeavour
A holdover from the ship’s Navy days, this bridge was laid Points.
out and equipped with combat in mind.
Damage Control Station: As long as the bridge remains Fleet Flag Bridge
undamaged, all Tech-Use Tests to repair the ship gain +10.
This bridge is designed to command not just a single
vessel, but to oversee the glory of a fleet of vessels.
Commerce Bridge Enhanced vox systems, autocogitating holopict projectors,
This bridge has a station equipped with cogitator-servitors and trophies of past victories consume the space available.
and a hololithic projector, given over to quickly loading and Fleet Command: As long as the bridge remained
unloading cargo. undamaged, all Command Tests made by the ship’s
Organized: When working towards a Trade objective, the commanding officers (any officer on the bridge) gain +10. In
Explorers earn an additional 50 Achievement Points towards addition, any Operate and Navigation Tests made by this
completing that objective. vessel or an allied vessel within 30 VUs gain +5.

Command Bridge
This bridge has been modified to give the ship’s master

Table 3-5: Ship's Bridge


Component Appropriate Hull Types Power Space SP
Armored Command Bridge Raiders, Frigates 2 2 -
Light Cruisers, Cruisers 3 2 -
Combat Bridge Transports, Raiders, Frigates 1 1 -
Light Cruisers, Cruisers 2 2 -
Commerce Bridge Transports 1 1 -
Command Bridge Raiders, Frigates 2 1 +1
Light Cruisers, Cruisers 3 2 +1
Exploration Bridge Transports, Raiders, Frigates 4 1 +1
Light Cruisers, Cruisers 4 2 +1
Fleet Flag Bridge Battlecruisers, Grand Cruisers 4 4 +1
Flight Command Bridge Light Cruisers, Cruisers 2 2 -
Invasion Bridge Cruisers 4 3 -
Ship Master's Bridge Cruisers 4 3 -
Smuggler's Bridge Transports 1 1 -

Mandragora Apocrypha 84
Flight Command Bridge Life Sustainers
Coordinating multiple wings of attack craft requires
constant updates and extensive tactical resources. This Life sustainers fill a vital role, providing a ship with clean
bridge adds constantly updated read outs, plotting systems, air and water.
and vox networks so that multiple attack wings may be
directed at once. Clemency-Pattern Life Sustainer
Flight Command: As long as the bridge remains This sustainer augments the traditional water filters and
undamaged, all Command Tests dealing with attack craft air purifiers with thousands of individual emergency-oxygen
gain +5, and tests to ready new squadrons are automatically tanks and void suits stored in pressure-sensitive lockers at
passed. regular intervals throughout the ship. Such extensive
Flight Control: All Trade objectives involving ground to orbit redundancies as well as multiple pressure bulkheads reduce
or small craft operations gain +25 Achievement Points. the impact of hull breaches upon a ship, allowing the crew to
rush to patch them before too many are lost to the void.
Invasion Bridge Lifeline: Increase Morale permanently by +1. This starship
Adapted from designs used by the Imperial planet-razor reduces Crew Population and Morale losses due to
squadrons, this bridge is built to support planetary invasions Depressurization by 4, to a minimum of 0.
by delivering pinpoint bombardments to ground-based
targets. Euphoric Life Sustainer
Improved bombardment directions: All Ballistic Skills The Euphoric is designed to keep the crew content and
Tests against planetary based targets gain a +10 bonus. the ship functional in even the direst of circumstances. By
Additionally, ground-based forces in vox communication with adding a steady stream of intoxicating chemicals into the
a ship equipped with an Invasion Bridge count as being vessel’s air and water, the ship’s officers can avoid the threat
equipped with a Multicompass (see page XX). of mutiny

Ship Master’s Bridge Mark 1.r Life Sustainer


The bridge of a ship of the line is designed with one goal The life-support system was designed for reliability and
in mind—winning battles. does little to remove the stink of oil and warp engine
Master Plotting Table: All Operate and Navigation tests by discharge.
crew on the Bridge gain +5. Stale Air: Increase all Morale loss by 1
Improved Fire Direction: All Ballistic Skill Tests to fire
shipboard weapons gain +10. Vitae Pattern Life Sustainer
This life sustainer is of STC origins, and is in common use
Smuggler’s Bridge in the Mandragora Sector.
This bridge is designed to appear like that of any normal,
lubberly handled commerce vessel’s, while at the same time
containing advanced sensors, hidden compartments and
complex cryptographic realspace communication voxers
designed to converse with a multitude of disreputable crime
syndicates and other nefarious organizations.
Shady Business: When working towards a Criminal
objective, the Explorers earn an additional 50 Achievement
points towards completing that objective.

Table 3-6: Life Sustainers


Component Appropriate Hull Types Power Space SP
Clemency Pattern Life Sustainer Transports, Raiders, Frigates 4 4 -
Light Cruisers, Cruisers 5 5 -
Euphoric Life Sustainer Transports, Raiders, Frigates 4 2 +1
Light Cruisers, Cruisers 5 3 +1
Mark 1.R Life Sustainer Transports, Raiders, Frigates 3 1 -
Light Cruisers, Cruisers 4 2 -
Vitae Pattern Life Sustainer Transports, Raiders, Frigates 4 2 -
Light Cruisers, Cruisers 5 3 -

85 Mandragora Apocrypha
Crew Quarters Slave Quarters
For some vessels, there are far more valuable resources
Even the lowliest crew require bunks and mess-halls to than the crew. For some officers, it is more important their
live in. quarters be extravagant than that the crew’s be liveable. For
either philosophy, these squalid and treacherous facilities
Bilge-Rat Quarters provide almost enough space for the crew to sleep when
Most ratings bunk near their posts. However, some they are not on duty.
captains insist upon their crew using hammocks and camp Dangerously Cramped: A vessel using these quarters
beds to sleep near the core of the vessel, where they are decreases Morale permanently by 5.
more protected from the vulnerable decks abutting the cold
void. This somewhat reduces crew casualties in the event of Spacious Quarters
hull breaches, but the squalid, rat-infested conditions are Some extraordinarily rare vessels were designed with
unpopular with the crew. comfort in mind over functionality. Typically reserved for
Living in Squalor: Reduce Morale permanently by 3. mercantile flagships, some lucky voidsmen find home in
However, reduce all Crew Population losses due to these spacious and comfortable quarters.
depressurization by 2, to a minimum of 0. Spacious Quarters: Reduce Population by 2, increase
Morale by 3
Clan-Kin Quarters
The ship’s crew is made up of a ‘kin-brotherhood’ of Voidsmen Quarters
bonded voidsmen. Tenaciously loyal, they see their ship as Standard living quarters for the voidsmen of a long-distance
no different than a homeworld, and will die to defend it. trader.
For Hearth and Home!: All Command Tests to defend
against boarding and hit and run actions gain +5. In addition,
all sources of Morale loss are reduced by 1, to a minimum of
1.

Cold Quarters
While the ship has regular quarters for its crew, this ship
also has ranks of cryo-stasis tubes filling its deep chambers.
Here the captain stores ‘surplus’ crew...until they are
needed. This component does include regular crew
quarters, in addition to the cryo-stasis tubes.
Manpower Reserves: Once per game session, the ship’s
captain may choose to reduce one source of Crew
population loss to zero.

Pressed-Crew Quarters
The masters of this vessel have done little to improve the
quarters left from this ship’s Navy days.
Cramped: Decrease Morale permanently by 2.

Table 3-7: Crew Quarters


Component Appropriate Hull Types Power Space SP
Bilge-Rat Quarters Transports, Raiders, Frigates 1 2 -
Light Cruisers, Cruisers 2 3 -
Clan-Kin Quarters Transports, Raiders, Frigates 1 4 +1
Light Cruisers, Cruisers 2 5 +1
Cold Quarters Transports, Raiders, Frigates 3 4 +1
Light Cruisers, Cruisers 4 5 +1
Grand Cruisers, Battleships 5 6 +2
Press-Ganged Quarters Transports, Raiders, Frigates 1 2 -
Light Cruisers, Cruisers 2 3 -
Battleships 3 4 -
Slave Quarters Transports, Raiders, Frigates 1 1 -
Light Cruisers, Cruisers 1 2 -
Grand Cruisers, Battleships 1 3 -
Spacious Quarters Light Cruisers, Cruisers 2 4 -
Voidsmen Quarters Transports, Raiders, Frigates 1 3 -
Light Cruisers, Cruisers 2 4 -
Grand Cruisers, Battleships 3 5 -

Mandragora Apocrypha 86
Auger Arrays R–50 Auspex Multi-Band
The sensors of this ship have been optimized for
The starship’s eyes, allowing it to ‘see’ space far beyond navigation, at the expense of the sensor’s other uses.
the range of normal eyesight. External: This Component does not require hull space.
Although it is external, it can only be destroyed or damaged
Bg-15 Assault Scanners by a Critical Hit.
Optimized for the support of planetary invasions, these Stellar Detection: Mapping protocols provide a +5 bonus to
scanners are designed to pinpoint the power sources of both Maneuver Tests to avoid celestial phenomena, but subtracts
planetary and orbital installations, the better to rain fire upon –2 from the ship’s Detection.
them. Long Distance Scan: When working toward an Exploration
External: This Component does not require hull space. objective, the players earn an additional 50 Achievement
Although it is external, it can only be destroyed or Damaged Points toward completing that objective.
by a Critical hit.
Incoming!: All Ballistic Skills Tests against planetary based W-240 Passive Detection Arrays
targets gain a +5 bonus. This network of arrays is dependent upon a series of
Mark your targets: When working towards a Military carefully placed and finely tuned receiving antennae and
objective, the players earn an additional 50 Achievement sensors distributed the entire length of the vessel. The
Points towards completing that objective. increased variety of sensors enables the system to depend
upon ambient signals to resolve data rather than
Deep Void Auger Array broadcasting its own scanning signals.
These, quite simply, are the some of the best sensors External: This Component does not require hull space.
created by the Adeptus Mechanicus, and are reserved for Although it is external, it can only be destroyed or damaged
their own ships and Imperial Naval scout vessels. by a Critical Hit.
External: This Component does not require hull space. No Broadcasting: When on silent running (see page XX)
Although it is external, it can only be destroyed or damaged this vessel may perform any Detection actions without
by a Critical Hit. penalty.
Eye of the Omnissiah: The exceptional sensitivity of the
array grants +10 to the ship’s Detection. X-470 Ultimo Array
This system of sensors provides the vessel with a broad
Mark–100 Auger Array spectrum of constant data of all events in the void beyond its
The Imperial Navy’s standard sensor array. hull. This is accomplished through a series of high-powered
External: This Component does not require hull space. emitters sending out a huge array of electromagnetic
Although it is external, it can only be destroyed or damaged wavelengths and subatomic particles.
by a Critical Hit. External: This Component does not require hull space.
Although it is external, it can only be destroyed or damaged
by a Critical Hit.
Mark–201.B Auger Array Active Scanning: The broad array of systems grants +10 to
A modified version of the Imperial Navy’s standard sensor the ship’s Detection, and a +15 to detect vessels on Silent
array, with boosted wideband gain. Running when using Active Augury.
External: This Component does not require hull space. Signal Beacon: Due to the intense energy signature of the
Although it is external, it can only be destroyed or damaged array, vessels targeting a ship equipped with this component
by a Critical Hit. gain +5 to all Ballistic Skill Tests to fire their weapons.
Sensitive: Increased power draw provides a +5 bonus to the
ship’s Detection.

Table 3-8: Auger Arrays


Component Appropriate Hull Types Power Space SP
Bg-15 Assault Scanners All Ships 5 0 -
Deep Void Auger Array All Ships 7 0 +1
Mark–100 Auger Array All Ships 3 0 -
Mark–201.B Auger Array All Ships 5 0 -
R–50 Auspex Multi-Band All Ships 4 0 -
W-240 Passive Detection Arrays All Ships 3 0 +1
X-470 Ultimo Array All Ships 6 0 -

87 Mandragora Apocrypha
Supplemental Components Component on the target ship becomes Unpowered. This
weapon’s damage is not affected by Armor.
Ionic Blast: These weapons never cause critical hits, nor do
"Target at 40,000 kilometers and closing, auguries report solid lock
on drive signature. Prepare broadsides for area saturation...
they deal damage to Hull Integrity. These weapons may only
maximum spread." be combined into a salvo with other Disruption Macrocannon
weapons.
- Commodore Hecate Corinth of the Lunar-Class Lux Angelus Broadside: These weapons must occupy a Port or
engaging Xenos Corsairs, 398.M40 Starboard Weapon Capacity slot.

Supplemental Components are not required for a starship Grapple Cannon


to function, though they may be highly recommended. Unlike
Grapple Cannons are highly-modified macrocannons that
Essential Components, multiples of the same type of
fire magnetized harpoons and hooks attached to foot-thick
Component or even duplicates of the same Component may
chain-cables to drag the vessel closer in order to effect a
be installed on a ship, unless specifically stated otherwise.
boarding action. The strains placed upon the chain-cables
When installing Weapon Components, they must be placed
are so great that only the smallest vessels can effectively
in one of the starship’s Weapon Capacity slots. For example,
use these devices, but nevertheless the sight of hundreds of
a starship that has a Weapon Capacity of Dorsal 1 and Prow
void-armored pirates rappelling down a chain cable in order
1 can have one dorsal weapon and one prow weapon, no
to cut their way into the hull of a helpless, tethered transport
more. If a lance weapon is installed on a vessel of frigate
is enough to chill the blood of even the hardiest spacefarer.
size or smaller (transports and raiders, for example), it must
These weapons are rare, but as they allow attackers to
be installed in a prow weapon slot. Lances are large and
effect a boarding action in relative safety, they are
cumbersome weapons and in respects to smaller vessels,
occasionally used by large pirate squadrons, who can afford
can only be installed on ships specifically designed to carry
to forgo the firepower of one of their ships in order to rapidly
them. If a ship of frigate size or smaller does not have a
subdue a crew and gain a precious starship and its cargo.
prow weapon slot, it cannot carry a lance. Certain Weapon
Harpoon Cannons: Although these weapons take up a
Components may only be installed in certain classes of
Weapon Capacity Slot, they do not deal damage and do not
ships, or in certain Weapon Capacity slots.
have regular weapon profiles.
Chained together: When effecting a boarding action, a ship
Macrobatteries equipped with Grapple Cannon may make a Difficult (–10)
Ballistic Skill Test rather than a Hard (–20) Operate
Macrobatteries are ranks of massive cannons or other (Voidship) + Maneuverability test to begin the action.
weapons, fired in volley to overwhelm an enemy in a barrage Furthermore, as the ships are effectively tied together, the
of destruction. victim must make an Arduous (-40) Operate (Voidship) +
Maneuverability Test in order to escape rather than the
Disruption Macrocannons normal Hard (-20) test. The ship equipped with Grapple
This macrocannon variant fires a “shell” of highly charged, cannon may elect to simply cut its cables and escape at any
ionized deuterium atoms. These particles cause minimal time from a boarding action.
physical damage to their targets. Instead, they are intended
to overload and shut down power transfer systems Hecutor-Pattern Plasma Battery
throughout the target vessels. These weapons are The Hecutor Pattern plasma battery is an ancient variant
particularly useful for vessels that need to capture their prey of plasma macro weaponry that refocuses the power of the
intact. plasma “blast,” concentrating it into a compressed photonic
Short the Flow: Disruption weapons compromise the packet that can be fired over extremely long distances. It is
circuitry and wiring required to transfer power from the ship’s rare to see these on any but the oldest vessels, meaning
engine to her other components. For every five damage that many are found on heretic vessels lost to the forces of
exceeds the target’s Void Shields, one randomly selected Chaos millennia ago.
Component on the target ship becomes Unpowered. This Vaporization: When this Weapon Component rolls a 1 or 2
weapon’s damage is not affected by Armor. on the Critical Hit Chart, it effects two Components instead
Ionic Blast: These weapons never cause critical hits, nor do of one.
they deal damage to Hull Integrity. These weapons may only
be combined into a salvo with other Disruption Macrocannon Hecutor-Pattern Plasma Broadside
weapons.
Few ships can match the power requirements necessary
to equip a full broadside of these weapons, so these
Disruption Macrocannon Broadside weapons are almost exclusively the providence of
These larger variants of the Disruption Macrocannon must battlecruisers and larger warships.
be mounted on a warship’s extended broadside. Vaporization: When this Weapon Component rolls a 1 or 2
Short the Flow: Disruption weapons compromise the on the Critical Hit Chart, it effects two Components instead
circuitry and wiring required to transfer power from the ship’s of one.
engine to her other components. For every five damage that
exceeds the target’s Void Shields, one randomly selected

Mandragora Apocrypha 88
Jovian-Pattern Missile Battery on the Critical Hit Chart, it effects two Components instead
of one.
This unusual weapon system relies on medium-range
missile pods rather than more ‘conventional’ macro-
batteries. The pods are mostly outside the hull and can fire Stygies-Pattern Bombardment Cannons
all their missiles in one immediate, devastating salvo, an As the name suggests, these devastating weapons are
advantage tempered by the lengthy time it takes to reload designed to reduce planetary defenses to rubble and support
them. military landings. Most often they use linear accelerators to
Labor Intensive: This Weapon Component may only fire launch massed salvoes of heavy magma bomb warheads,
every other turn. and though relatively short ranged can also be used in naval
combat. Often the rumor that orbiting vessels carry them is
Mars Pattern Macrocannons enough to force a quick surrender.
Destructive: If this weapon generates a Crit, add 1 to the
The most common macrobattery, these are reliable, hard-
result rolled.
hitting weapons firing kilo-tone ordinance, mounted along the
Death from Above: Bombardment Cannons act as
vessel’s dorsal ridge or in broadside.
macrobatteries and can only be mounted in a Prow, Dorsal,
or Keel weapons slot. When in orbit, the players gain +20
Mars Pattern Macrocannon Broadside towards any Intimidate tests against planetary based
The most common macrobattery, these are reliable, hard- characters. When working toward a Military Objective
hitting weapons firing kilo-tone ordinance, mounted in a against a planet, the players earn an additional 50
warship’s extended broadside. Achievement Points. When used as part of a planetary
Broadside: These weapons must occupy a Port or bombardment, bombardment cannons double the affected
Starboard Weapon Capacity slot. area, do an additional 20 damage to large units, and deal an
additional10 damage to individuals and vehicles.
Mezoa-Pattern Macrocannons
The forge world of Mezoa has long advocated a Stygies-Pattern Macrocannon Battery
modification of the standard Mars-pattern Macrocannons to This variant of the macrocannon is designed to fire
increase damage at the cost of range and space. heavier ordnance than the Mars Pattern. These alternative
shells contain an adamantium core that cuts through the
Pyros Melta-Cannons heaviest armor.
These squat, oversized, and highly insulated Penetrator Rounds: When calculating damage dealt by a
macrocannon are designed specifically to fire shells tipped salvo that includes shots from a Stygies pattern
with powerful melta-charges that detonate with furious heat. Macrocannon that were not absorbed by Void Shields,
Inferno: Whenever this Weapon Component inflicts a reduce the vessel’s armor by 3. This reduction is not
Critical Hit, it is automatically a Fire! Critical. permanent, and only takes place while calculating that
particular salvo’s damage.
Ryza Pattern Plasma Battery
These weapons are rare and expensive examples of the
Sunsear Laser Battery
ancient art of plasma-craft. Their power draw is These laser batteries are common on Naval frigates,
considerable, but so is their effectiveness. providing a balance between power used and damage
Vaporization: When this Weapon Component rolls a 1 or 2 inflicted.

Table 3-9: Macrobatteries


Component Appropriate Hull Types Power Space SP Strength Damage Crit Rating Range
Bombardment Cannons Capitol Ships 5 5 3 3 1d10+6 2 4
Disruption Macrocannons All Ships 4 2 2 3 1d10+1 - 5
Disruption Macrocannon Broadside Capitol Ships 6 5 2 6 1d10+1 - 5
Grapple Cannon Raiders 2 2 1 - - - -
Hecutor Plasma Battery Capitol Ships 8 3 2 3 1d10+2 4 11
Hecutor Plasma Broadside Capitol Ships 12 5 2 5 1d10+2 4 11
Jovian Missile Battery All Ships 3 1 1 5 1d10+1 6 6
Mars Pattern Macrocannons All Ships 4 2 1 3 1d10+2 5 6
Mars Macrocannon Broadside Capitol Ships 4 5 1 6 1d10+2 5 6
Mezoa Pattern Macrocannons All Ships 4 4 1 4 1d10+3 5 5
Pyros Melta-Cannons All Ships 4 3 2 3 1d10+4 4 4
Ryza-Pattern Plasma Battery All Ships 8 4 2 4 1d10+4 4 5
Stygies Macrocannon Battery All Ships 4 3 1 3 1d10+2 5 5
Sunsear Laser Battery All Ships 6 4 1 4 1d10+4 4 9
Sunsear Las-Broadside Capitol Ships 9 6 1 6 1d10+2 4 9
Thunderstrike Macrocannons All Ships 2 2 1 3 1d10+1 6 4

89 Mandragora Apocrypha
Sunsear Las-Broadside Small Weapon: Las-burners may be installed in Dorsal or
Keel weapon capacity slots in ships of frigate size or smaller.
With enough power, a ship of the line can mount entire
Versatile: A ship with Las-burners gains +5 to the opposed
broadsides of long ranged laser weaponry, giving it
Command Test made to resolve boarding actions.
impressive offensive reach.
Broadside: This weapon Component must occupy a Port or
Starboard Weapon Capacity slot. Mezoa Pattern Hybrid Lance Weapon
This recent development from Mezoa remains highly
Thunderstrike Macrocannons controversial. It substantially sacrifices range, but increases
damage potential by integrating an emitter into the lance
An older version of the Mars Pattern, these macrocannons
design. Some ship’s captains have complained that the
lack range and power. They are most often found on
reduced range requires a change to ship’s tactics.
transports.

Lances Mezoa Pattern Hybrid Lance Battery


The hybrid lances can also be installed in batteries.
Lances are the rapier to the macrobatteries’ hammer.
They send a single beam of energy burning through their Starbreaker Lance Weapon
enemy’s armor and deep into its vitals. The Starbreaker is a recent attempt by lesser forge worlds
to copy the STC Titanforge. Unfortunately, they are less
Dragon’s Breath Lance Weapon powerful than the weapons they emulate.

A rare and ancient variation of the Titanforge, the


Dragon’s Breath was designed for short-range power in
Sunhammer Lance
close engagements. Narrowing the focus aperture on the STC Titanforge
Fore Weapon: This weapon may only be equipped in Prow allowed the Sunhammer Lance to boost range without
slots, even on cruiser size ships and larger. unduly decreasing its power.

Godsbane Lance Sunhammer Lance Battery


The Godsbane lance is a near archeotech relic-weapon. A single Sunhammer lance proved successful enough that
The lengthened focus apertures and quad lense-arrays give they have also been constructed in batteries.
the weapon extreme range, to the point that beam dispersion
becomes a problem. The technological demands of these Titanforge Lance Battery
weapons is intense, and only the older grand cruisers or the The Titanforge Lances are an STC standard for lance
most powerful warships possess the structural requirements weaponry, found on naval warships throughout the
to mount them. In fact, similar weapons are more often found Mandragora Sector. On larger vessels, multiple lances may
amongst the forces of the Archenemy, as they tend to be mounted in a set of gargantuan turrets (not to be
possess older vessels. confused with the smaller defense turrets).
Beam Dispersion Effect: When firing at targets over 20
VUs away, the damage of this weapon decreases to 1d10. Titanforge Lance Weapon
The Titanforge Lances are an STC standard for lance
Godsbane Lance Battery weaponry, found on naval warships throughout the
Battlecruisers and grand cruisers tend to mount their Mandragora Sector.
lances in paired turrets for increased firepower. This is
especially true for the Godsbane, as a single hit tends to do Voidsunder Lance Battery
insufficient damage.
Commonly mounted on the Dauntless-class light cruisers
Beam Dispersion Effect: When firing at targets over 20
constructed in the Mandragora and neighboring sectors, the
VUs away, the damage of this weapon decreases to 1d10.
Voidsunder Lance Battery sacrifices flexibility for raw power.
Mounted in massive housings hanging off a ship’s prow and
Las-Burners rear fins, these weapons provide a light cruiser with a ship-
Las-burners are a scaled down version of true lances, breaking punch. However, only grand cruisers are large
utilizing focused, high power las beams to cut through a enough to potentially mount these weapons on dorsal turrets
ship’s armored plating. Though these weapons do far less instead, limiting their usefulness.
damage, the turrets are smaller as well, allowing smaller Heavy Weapon: This Component may only be mounted in a
ships to carry them. However, their relatively small size also Prow Weapon Capacity Slot unless the ship is a grand
allows them to be used in boarding actions, cutting open the cruiser or larger, in which case it may be mounted in a
outer adamantium hull to allow armsmen access to an Dorsal slot as well. In Prow slots, the weapon may only fire
opponent’s vitals. forward.

Mandragora Apocrypha 90
Table 3-10: Lance Weaponry
Component Appropriate Hull Types Power Space SP Strength Damage Crit Rating Range
Dragon's Breath Lance Weapon All Ships 13 8 3 3 1d10+6 3 3
Godsbane Lance Capital Ships 9 4 3 1 1d10+2 3 12
Godsbane Lance Battery Capital Ships 13 6 3 2 1d10+2 3 12
Las-Burners All Ships 7 3 2 2 1d5+1 3 3
Mezoa Hybrid Lance Weapon All Ships 13 6 3 2 1d10+5 4 4
Mezoa Hybrid Lance Battery Light Cruisers, Cruisers 15 8 3 1 1d10+4 3 6
Starbreaker Lance Weapon All Ships 6 4 1 4 1d10+2 4 9
Sunhammer Lance All Ships 9 4 2 1 1d10+3 3 9
Sunhammer Lance Battery All Ships 13 6 2 2 1d10+3 3 9
Titanforge Lance Weapon All Ships 9 4 2 1 1d10+4 3 6
Titanforge Lance Battery All Ships 13 6 2 2 1d10+4 3 6

Landing Bays open during the Strategic Turn when small craft are landing
or taking off. If this Component ever loses power when the
hatches are open, this Component becomes Depressurized.
Huge warp-capable vessels are the focal point of nearly
every space battle. However, smaller craft can often provide
the assets to completely turn the face of an engagement. In Hold Landing Bay
order for a vessel to carry a wing of attack craft and launch When a transport hull is repurposed for exploration or
them quickly enough to affect a combat, the vessel must be needs additional security, its captain may take the extreme
equipped with a landing bay. In addition to housing, measure of adapting the Main Cargo Hold to carry attack
launching, and landing those craft, a Landing Bay will also craft. Though the massive carrying capacity of a transport is
carry spare craft, parts, and equipment necessary for routine not entirely eliminated, it is substantially reduced.
maintenance. Jury-Rigged: These adaptations are less than ideal for the
When acquired, a Landing Bay comes equipped with one craft launched and landed in the makeshift bays. Attack craft
squadron per point of strength (these may be fighters, launched from a Hold Landing Bay reduce their movement
bombers, assault boats, Aeronautica, or shuttle craft). on the turn launched by –2 VU. Craft attempting to land in a
However, the GM may decide that the players have to Hold Landing Bay must pass an Ordinary (+10) Operate +
Acquire the small craft separately, or, if he prefers to offer Maneuverability Test to land safely (squadrons should
his group more versatility, he can have the landing bays make one test per squadron). Success means they land
come with two squadrons per point of Strength. The types of safely. Three degrees of failure or less means they veered
craft in these squadrons must be designated when the bay is off to make another attempt. Failure by four or more degrees
acquired. Any replacement or additional small craft must be indicates that the craft has crashed into the bay (or one craft
Acquired separately. Generally, Imperial landing bays’ for every degree of failure, in the case of squadrons). The
structural designs require them to be included along the port Component is immediately considered Damaged. Outside of
or starboard flanks of a ship. Certain patterns may allow combat, craft can spend more time landing. In this case,
otherwise, but unless specified in the entry, a Landing there is no a Test, but it takes a half hour for each squadron
Bay must be installed on a Port or Starboard Weapon to land.
Capacity Slot. Retrofit: This Component may only be installed to replace
an integral Main Cargo Hold on a transport (which is why it
Heraion-Pattern Landing Bay does not have a Space requirement, it takes up the space
Heraion-pattern Landing Bays are characterized by the normally reserved for the Main Cargo Hold). Only one Hold
huge opening that offers an unobstructed view of the void. Landing Bay may be equipped on a starship. It does not take
up a Weapon Capacity Slot.
Only the occasional crackle of an energy field disrupts the
Structural Impact: The Hold Landing Bay installation
view of the yawning black. Prior to entering the warp, a
vessel equipped with this Component must engage the huge requires cutting massive holes in the exterior of the
security hatches to seal off this opening from any view of the transport’s hull. The vessel’s Hull Integrity is permanently
warp. reduced by 5 when this Component is added. In addition, the
ship suffers a –5 penalty to its Maneuverability.
Energy Field: The security hatches on this bay must be

Table 3-11: Landing Bays


Component Appropriate Hull Types Power Space SP Strength
Heraion Pattern Landing Bay Cruisers 1 5 2 2
Hold Landing Bay Transports 1 - 2 2
Jovian Pattern Escort Bay Light Cruisers, Cruisers 1 4 1 1
Jovian Pattern Landing Bay Cruisers 1 6 2 2
† See entry for special rules on the installation of the Hold Landing Bay.

91 Mandragora Apocrypha
Jovian Pattern Escort Bay revealed by successful Active Augury—it is too large to be
concealed.
Jovian-pattern Escort Bays are designed specifically for
Overheating Systems: For every five degrees of failure on
light cruisers. Their smaller capacity keeps them from
a test to fire a Ryza-pattern Nova Cannon, the firing vessel
supporting as many fighters and bombers, but also allows
suffers one Critical Hit. If a Component is affected by the
them to be fitted onto a smaller warship’s frame.
critical hit, it is always the Nova Cannon.

Jovian Pattern Landing Bay


Jovian-pattern Landing Bays are equipped with dedicated
launch ports for launching attack craft and magnetic
guidance coils for steering them safely back on board after a
mission. The absence of an outer exposed landing bay is
believed to make the Jovian pattern less prone to damage or
catastrophic depressurization than other patterns such as
those preferred by other Forge worlds.

Nova Cannons
"A Space Marine once said 'Walk softly, and carry a big gun.' Well, I
carry the biggest Emperor-damned gun around!"

- Gunnery Master Ricardo Mascarenhas, on the Nova Cannon


under his control.

Very few weapons are capable of creating a blast effect


that can encompass multiple warp-capable starships. These
rare and massive bore weapons are distinguished by that
capacity. Nova Cannons must be installed in a Prow
Weapon Capacity Slot.

Mars-Pattern Nova Cannon


Though Nova Cannons are quite rare, even by standards
of starship construction, the Mars pattern is the most
common construction template. These massive cannons—
hundreds of meters in length—fire an enormous shell that
echoes a traditional explosive shell, though on a much larger
scale. These shells are accelerated to near relativistic
velocities, causing an explosion that detonates with more
force than dozens of plasma warheads.
Core Architecture: This weapon Component is always
revealed by successful Active Augury—it is too large to be
concealed.

Ryza-Pattern Nova Cannon


This variant replaces the massive explosive shells with a
highly unstable plasma-based macro-bomb. These weapons
are even more power-hungry than a Stygies pattern, but are
believed to be slightly more effective as well. With this
additional power does come some additional questions of
stability, as weaponizing such a huge quantity of plasma
carries its own danger.
Core Architecture: This weapon Component is always

Table 3-12: Nova Cannons


Component Appropriate Hull Types Power Space SP Strength Damage Crit Rating Range
Mars-Pattern Nova Cannon Capitol Ships 3 7 3 † 2d5+4 † 6-40
Ryza-Pattern Nova Cannon Capitol Ships 4 7 4 † 2d5+5 † 6-36
† See page XX for special rules on Nova Cannon Strength and Critical Hits

Mandragora Apocrypha 92
Table 3-13: Torpedo Tubes
Component Appropriate Hull Types Power Space SP Strength Damage Crit Rating Range
Fortis Pattern Torpedo Tubes Light Cruisers, Cruisers 2 8 3 6 - - -
Gryphonne Pattern Torpedo Tubes Raiders, Frigates, Capital 2 6 1 4 - - -
Ships
Mars Pattern Torpedo Tubes Light Cruisers, Cruisers 2 8 2 6 - - -
Voss Pattern Torpedo Tubes All Ships 1 5 1 2 - - -

Torpedo Tubes not Unpowered or Depressurized) while torpedoes are


loaded, it has a 10 percent chance of exploding. In this
Torpedoes offer a vessel the opportunity to inflict event, the Component is destroyed and the ship takes 2d5
Hull Integrity damage.
tremendous damage at extreme range. They are particularly
effective in enabling a squadron of smaller ships to
overcome much larger warp-capable vessels. Torpedo Voss-Pattern Torpedo Tubes
Tubes are required to store and launch torpedoes. Vessels The Voss Forge world is known for the “Voss
armed with these are capable of firing torpedoes. Triumvirate”— three different designs of light cruisers
Unless specified in the entry, a Torpedo Tube must designed as heavy escorts for ships of the line and large
be installed in a Prow or Keel Weapon Capacity Slot. convoys, as well as the smaller Falchion-class escort. Most
Voss-pattern ships are armed with a pair of Torpedo Tubes
Fortis-Pattern Torpedo Tubes to complement their other weaponry. These tubes are
A modified variant of the Mars pattern, the Fortis pattern capable of firing two torpedoes in each salvo. It can store 12
has comparable ammunition storage and rate of fire. Vessels torpedoes, plus an additional two if the ship’s captain does
not mind keeping two “in the tubes.”
with this Component are designed to fire their torpedoes
towards targets at an accelerated rate. This pattern has Volatile: If this Component is Damaged or Destroyed (but
been copied and is now used on refits at the Mars and not Unpowered or Depressurized) while torpedoes are
Jovian shipyards. This Component is capable of firing six loaded, it has a 10 percent chance of exploding. In this
torpedoes in each salvo. It can store 42 torpedoes, plus an event, the Component is destroyed and the ship takes 2d5
Hull Integrity damage.
additional six if the ship’s captain does not mind keeping six
“in the tubes.”
Enhanced Magnetic Coils: These torpedo tubes grant an Torpedo Types
additional +2VU speed to the torpedoes during the turn they
are launched. Next turn, they return to their normal speed. Torpedo tubes may have a number of stored torpedoes no
Volatile: If this Component is Damaged or Destroyed (but greater than the capacity listed in their Component entry
not Unpowered or Depressurized) while torpedoes are (see above). The standard propulsion package of torpedoes
loaded, it has a 10 percent chance of exploding. In this are usually indistinguishable from one another, so torpedoes
event, the Component is destroyed and the ship takes 2d5 are differentiated by their payload. Most Imperial torpedoes
Hull Integrity damage. have only a basic guidance system, but an advanced version
may be chosen for a torpedo equipped with nearly any type
Gryphonne-Pattern Torpedo Tubes of warhead. Table 3–14: Torpedoes denotes the relevant
The most common template used for destroyers, raiders, information for the various types of torpedoes. Table 3–15:
and other smaller missile boats is the Gryphonne pattern. Torpedo Availability has the Availability Ratings for
They are almost always mounted as a primary prow weapon. torpedoes and guidance systems. If a character wishes to
This Component is capable of firing four torpedoes in each Acquire a torpedo with a guidance system, follow the
salvo. It can store 24 torpedoes, plus an additional four if the Combining Acquisitions rules on page xx.
ship’s captain does not mind keeping four “in the tubes.”
Volatile: If this Component is Damaged or Destroyed (but Warheads
not Unpowered or Depressurized) while torpedoes are
loaded in its tubes, it has a 10 percent chance of exploding. Although variant warheads are not common, different
In this event, the Component is destroyed and the ship takes types of torpedoes can fulfill very different tactical roles.
2d5 Hull Integrity damage. Even when different options are available, a ship’s master
must carefully choose those armaments that are most
Mars-Pattern Torpedo Tubes consistent with the ship’s fighting style.
Larger vessels are capable of supporting far more
massive installations of torpedo tubes. In addition to a larger
ammunition capacity, these Components are also capable of
firing six torpedoes in each salvo. It can store 42 torpedoes,
plus an additional six if the ship’s captain does not mind
keeping six “in the tubes.”
Volatile: If this Component is Damaged or Destroyed (but

93 Mandragora Apocrypha
weapon, re-roll any dice results of 4 or lower. The results of
Table 3-14: Torpedoes the second roll stand.
Torpedoes Speed Damage Crit Rating Range
Plasma 10 2d10+2 10 60
Boarding 10 2d10 - 60 Virus Warheads
Melta 10 2d10+3 9+ 60
Virus 10 2d10 - 60
In cases when a vessel must be captured intact, but the
Vortex 10 2d10 6+ 60 target’s crew are considered expendable, virus warheads
are considered an ideal solution. Pirates more interested in
inert cargo, salvage, and the possibility of expanding their
fleet lust after these rare and unstable armaments.
Plasma Warheads When a torpedo armed with a Virus Warhead successfully
These explosives are the standard armament for Imperial hits a target vessel, roll damage. Provided the result
torpedoes. These systems are designed to blast through a exceeds the target’s Armor, the vessel immediately suffers
spaceship’s armored hull, using their high speed to punch 3d10 damage to Crew Population and 2d10 damage to
deep into the target vessel. The plasma reactor that powers Morale. The ship does not, however, suffer damage to Hull
a torpedo’s drive forces it deep into the bowels of the ship Integrity. A character must immediately make a Difficult (–
and then overloads, contributing to the fury of the warhead’s 10) Command Test to isolate survivors from the infected
detonation. This reduces complexity, making their crew. If this test succeeds, the spread of the virus is halted.
manufacture comparatively simple. Thus, these torpedoes However, if the test is failed, the vessel will suffer the same
are the staple of Imperial Navy warships. damage again each strategic turn until the test is passed.
Terminal Penetration (3): When rolling damage for this Note that this test must be taken for each successful
weapon, re-roll any dice results of 3 or lower. The results of warhead strike in a salvo.
the second roll stand. The danger imposed by Virus Warheads is not entirely
one-sided. If a Torpedo Tube armed with these weapons is
Boarding Torpedoes Damaged, the vessel counts as being affected by a virus
More manned spacecraft than torpedo, these fulfill a warhead.
comparable role to assault boats. However, boarding Terminal Penetration (1): When rolling damage for this
torpedoes are less maneuverable and less armored than weapon, re-roll any dice results of 1. The results of the
assault boats. To offset these flaws, they are also much second roll stand.
smaller targets. The crews of a boarding torpedo are able to
make minor adjustments to the torpedo’s flight path. Vortex Warheads
Consequently, these are always considered Guided Only a few remaining Forge worlds still maintain the
torpedoes, though no additional Acquisition cost is required technological craftsmanship to manufacture these rare
for this feature. Note that boarding torpedoes do not have a weapons. The Vortex Warhead is not a crude explosive
Detection rating. No additional guidance systems may be charge, but an arcane device that tears open a rent in the
added to boarding torpedoes. very fabric of reality, consigning vast chunks of its target into
When a boarding torpedo successfully hits a target craft, the warp. The swirling energy within this tear in the fabric of
roll the weapon’s damage as normal. If the damage exceeds reality immediately draws all matter in its blast radius
the target’s armor, the torpedo does not inflict damage to through it, leaving gaping wounds in the target vessel.
Hull Integrity. Instead, it immediately inflicts a Hit-and-Run When attacked by these torpedoes, word of these
attack. horrifying weapons spreads like wildfire through the target
Terminal Penetration (2): When rolling damage for this crew. In addition to the Hull Integrity damage and the Critical
weapon, re-roll any dice results of 2 or lower. The results of Hit from each Vortex warhead, each successful vortex
the second roll stand. warhead strike also causes 1d5 damage to Morale. Vortex
warheads ignore Armor when calculating damage.
Melta Warheads Maintaining and safeguarding these weapons requires rituals
These weapons are even more feared by starship that have been lost to most enginseers. If torpedo tubes
captains than standard torpedoes. Mercifully rare and armed with these warheads are Damaged, the torpedo tubes
extremely brutal, melta warheads detonate a precisely- are immediately destroyed. Further, the vessel is
organized series of melta charges upon impact with a target, immediately subjected to three additional Critical Hits at
burning through hull plating and consuming sections of the locations of the GM’s choice. In addition, when an upkeep
vessel’s interior in a roiling conflagration. test to resupply Vortex torpedoes is failed by two or more
A hit from a Melta Torpedo that deals damage degrees of failure, the new Vortex torpedoes are defective.
automatically causes a Fire! Critical Result, in addition to any These torpedoes will detonate damaging (but not destroying)
other Crits it may cause. Carrying these extremely volatile the torpedo tubes at a time of the GM’s choice.
weapons is nearly as dangerous for a vessel as it is for its Terminal Penetration (5): When rolling damage for this
targets. If Torpedo Tubes armed with these warheads are weapon, re-roll any dice results of 5 or lower. The results of
destroyed, one additional Components of the GM’s choice is the second roll stand.
set on fire.
Terminal Penetration (4): When rolling damage for this

Mandragora Apocrypha
94
Guidance Systems And Modifications Seeking Torpedoes
Only a very few of the major Forge worlds maintain the
All torpedoes are equipped with a guidance system, a capacity to manufacture seeking guidance systems.
machine spirit that detects targets and steers them into a Torpedoes equipped with these systems employ adaptive
terminal embrace. Most torpedoes use similar guidance cogitators and logic engines that continuously analyse their
systems, but some rare weapons possess advance systems. target’s defensive actions. The combination of their rarity
These specialized systems often enable a torpedo to cleanly and combat effectiveness has granted these torpedoes a
avoid the lion’s share of a target vessel’s defenses, making near-legendary status. Seeking Torpedoes grant the
every torpedo a much more effective weapon. In addition, torpedo a Torpedo Rating of +30.
some torpedoes might have guidance systems designed
specifically to work at higher speeds due to boosted engines. Short-Burn Torpedoes
Guidance systems are purchased for torpedoes. They may
These torpedoes are equipped with an engine that burns
be purchased separately at their Availability, or purchased
much hotter, but for a significantly shorter length of time.
with a torpedo using combined Acquisition rules.
This change in the engine dynamics leads to an increased
acceleration that grants these torpedoes a higher velocity, at
Standard Guidance Systems the expense of a shorter flight time. This, however, has a
Most torpedoes possess these machine spirits, which use tendency to overload the augurs of a standard guidance
augury systems to scan their flight path for ship sized mass system’s machine spirit, meaning a quicker and more
readings, radiation output, heat, and other identifiers. All aggressive machine spirit must be used instead. These
torpedoes come with a standard guidance system normally, torpedoes move at a speed of 15 VU per turn, rather than
this does not modify their Availability. Standard Guidance the 10 VU of all other types. However, their massive fuel
Systems grant the torpedo a Torpedo Rating of +20. consumption reduces their maximum range to 30 VU. In
addition, Short Burn Torpedoes grant the torpedo a
Guided Torpedoes Torpedo Rating of +15.
Tight beam communications from the vessels that
launched them continuously control the flight paths of guided Cargo and Passenger Compartments
torpedoes. This enables a talented pilot to redirect these
weapons up until the very last moment before impact. The Areas in the ship designed for cargo or passenger
additional navigational thrusters and communications transport, presenting a captain with more ways to earn
equipment are rare, but the patterns are still in production at Thrones.
a number of Forge worlds. At the beginning of the torpedo’s
movement, one Character or NPC on the launching ship Barracks
may make a Challenging (+0) Tech Use + Detection Test.
For a truly enterprising Rogue Trader, a war is just
Success means he may change the direction the torpedoes
another business venture. These barracks allow him to
are moving by up to 45 degrees. For every degree of
attempt just that—by filling his ship with thousands of troops.
success, he may slow the torpedoes movement speed that
Soldiers: When working toward a Military objective, the
Round by 1 VU.
players earn an additional 100 Achievement Points towards
If an enemy vessel has previously used a Focused Augury
completing that objective.
Test to identify the torpedo tubes on the launching vessel,
Reinforcements: If the ship is transporting troops, it gains
they will have identified the hallmarks of the guided torpedo
+20 to all Command Tests involving boarding actions and Hit
system. In this case, a character on the target vessel may
and Run Actions.
make a Arduous (–40) Tech Use Test. If this test succeeds,
the target vessel seizes control of the guided torpedoes and
may redirect them towards any target within their remaining Brig
flight range. Guided Torpedoes grant the torpedo a Though almost any ship has a brig, some vessels have
Torpedo Rating of +20. more elaborate facilities. Some brigs are filthy, open
chambers where prisoners sit enchained in squalor, their
jailers only visiting every few days to hose down the gutters
and release the dead bodies into the void. Others are
Table 3-15: Torpedo Availability spotlessly efficient walled off oubliettes where the occupants
Torpedoes Availability
Plasma Rare live in maddening solitary confinement for years at a time.
Boarding Very Rare Stern Discipline: Increase Morale permanently by 1. In
Melta Extremely Rare addition, any Intimidate Tests made during Shipboard
Virus Near Unique
Vortex Unique Actions gain a +5 bonus.
Guidance Systems Prison Space: When working towards any objective in
Guided Rare which the capture, storage, or transport of prisoners could be
Seeking Extremely Rare
Short Burn Rare useful (such as the creation of a penal colony or holding
Standard Guidance System - prisoners of war during a military campaign) the Explorers
earn an additional 25 Achievement Points towards
completing that objective.

95 Mandragora Apocrypha
Cargo Hold and Lighter Bay Shadowblind Bays
Warships can be converted to haul cargo, but this can Behind and beneath each standard cargo bay is hidden a
often have an adverse effect on their combat performance. second, ‘mirror hold,’ void-shielded and static-screened
Hidden Spaces: When working toward a Trade or Criminal against any prying auspexes.
objective, the players earn an additional 50 Achievement Mirror Bays: When working towards a Trade objective, the
Points toward completing that objective. players earn an additional 50 Achievement Points. When
Unbalanced: Starships are precisely balanced, something working towards a Criminal objective, the players earn an
this modification effects, meaning they suffer –3 to additional 75 Achievement Points. Location of these bays
Maneuverability. when their systems are engaged requires an Arduous (–40)
Scrutiny Test.
Compartmentalized Cargo Hold
Cargo holds have been installed across the ship, spread Ship’s Stores
out to minimize their effect on the vessel’s handling. When captains venture into areas beyond the light of the
Storage Area: When working toward a Trade objective, the Astronomicon, especially on long duration exploration
players earn an additional 100 Achievement Points toward voyages, the lack of proper repair facilities can become a
completing that objective. serious issue. As shipboard systems become damaged
beyond repair or outright destroyed, only spare parts can
Evacuation Bay help. If the ship has sufficient storage, a wise crew can stow
When smuggling goods, it can be essential to be able to backup Components for just such emergencies
get rid of those goods in a hurry. Sometimes, there’s an Spare Parts: A Ship’s Stores Component may hold
unexpected Imperial entanglement. Other times, that additional Components (acquired separately) up to their
entanglement is something even less savory. In any case, combined Space value, allowing the crew to use them as
there are times where it is far wiser to have an empty cargo replacements if the Component is Destroyed. Replacing a
bay than one filled with expensive, but inconvenient, goods. Component is accomplished in the same manner as making
This bay is ready for those times. Extended Repairs, except that success also replace any
Stowed and Secured: When working towards a Trade desired Components. In addition, when making Extended
objective, the players earn an additional 75 Achievement Repairs, repair two additional Hull Integrity.
Points towards completing that objective.
Quick Exit: As a free action, a member of the bridge crew Xenos Habitats
may open the cargo hatches to forcibly eject all of the cargo Dealing with xenos is dire heresy to the Imperium—not
into the void and initiate an immediate cleansing of the hold. that a Rogue Trader would let that stand in the way of profit.
Quarters that can simulate the environments of alien worlds
Luxury Passenger Quarters can further facilitate relations.
Comfortable quarters for passengers earn Thrones—and Comfortable atmosphere: All Charm and Inquiry Tests
make for jealous crew. made with xenos aboard this vessel gain a +10 bonus. All
Paying Customers: When working toward a Trade, Objectives for Endeavors involving non-hostile dealings with
Criminal, or Creed objective, the players earn an additional xenos races gain an additional 50 Achievement Points.
100 Achievement Points towards completing that objective. Suspicious: Most Imperial citizens are taught from birth to
Class Division: Decrease Morale permanently by 3. distrust the xenos. Decrease the ship’s Morale permanently
by 2.
Main Cargo Hold
This hold was designed for moving bulk cargo.
Stowed and Secured: When working towards a Trade
objective, the players earn an additional 125 Achievement
Points towards completing that objective.

Table 3-16: Cargo and Passenger Compartments


Component Appropriate Hull Types Power Space SP
Barracks All Ships 2 4 2
Brig All Ships 1 1 1
Cargo Hold and Lighter Bay Raiders, Frigates, Light Cruisers, Cruisers 1 2 1
Compartmentalized Cargo Hold Raiders, Frigates, Light Cruisers, Cruisers 2 5 1
Evacuation Bay Raiders, Frigates, Light Cruisers, Cruisers 2 4 1
Luxury Passenger Quarters All Ships 2 1 1
Main Cargo Hold Transports 2 4 1
Shadowblind Bays All Ships 3 4 2
Ship's Stores Light Cruisers, Cruisers 1 5 2
Transports, Grand Cruisers 1 10 2
Xenos Habitats All Ships 2 1 1

Mandragora Apocrypha 96
Augments and Enhancements the void.
Shadow in the Void: When travelling on Silent Running, all
Tests to detect this vessel have their Difficulty increased by
Devices and systems that will boost a starship’s combat
two degrees. When completing a Criminal objective, the
performance.
players earn an additional 50 Endeavour Points.
External: This Component does not require hull space.
Armor Plating Although it is external, it can only be destroyed or damaged
Additional adamantine plates protect this vessel from by a Critical Hit.
harm.
Armor: Increase this vessel’s Armor by 1. Excess Void Armor
Dead Weight: Decrease this vessel’s Maneuverability by –2.
For some captains, there is no such thing as too much
armor. Excess void armor layers heavy plates over existing
Armored Prow ones, building up a formidable defense at the cost of speed
The trademark of cruisers and battleships of the Imperial and maneuverability.
Navy, heavy sheets of adamantine 20 meters thick cover the Armor: Increases this vessel's Armor by 3.
bow of this vessel. More Dead Weight: Decrease this vessel’s Maneuverability
Imposing: A ship with this Component may not have Prow by 3 and its Speed by 2.
macrobatteries or lances. This ship gains +4 armor only in its
fore arc. This ship also does 1d10 additional damage when Field Bracing
ramming.
The ship’s hull and structural supports are ribbed with
powerfield generators, which can greatly reinforce the
Augmented Retro-Thrusters vessel’s structural integrity as long as they are powered.
Multiple maneuvering thrusters draw immense power, but Hull Support: As long as Power is supplied to his
offer impressive performance nonetheless. Component, the ship’s Hull Integrity is increased by twice the
Agile: These thrusters add +5 to the ship’s Maneuverability. Power supplied, up to +6. Should this Component be
External: This Component does not require hull space. Damaged or supplied with less Power, the hull loses this
Although it is external, it can only be destroyed or damaged bonus value proportionally. This cannot bring the ship’s Hull
by a Critical Hit. Integrity below 0. The amount of power supplied to this
Component may be increased with a Challenging (+0) Tech
Auxiliary Plasma Banks Use Test (this counts as a Free Action in starship combat)
A ship’s drive can produce more power if equipped with and may Unpower other Components at the GM’s discretion.
extra banks of plasma generation and containment systems.
Of course, there is a danger associated with housing Fire Suppression Systems
additional hab-block sized containers of plasma aboard a The vessel is equipped with additional systems such as
starship. specialized extinguisher gases all designed to combat
Volatile Power: This Component generates power, rather flames and keep them from spreading.
than requiring it. If this Component is ever damaged, the Flame Extinguisher: If the Bridge is powered and
ship containing it takes 1d5 damage directly to Hull Integrity, undamaged, a character may activate this system to
and its plasma drive is set on fire. extinguish one Component on fire by making a Difficult (–
10) Tech-Use Test (this counts as an Shipboard Action in
Defensive Countermeasures starship combat). If successful the fire is extinguished. This
The vessel is equipped with a package of false auspex Component may be used once per Strategic Turn.
reflectors, thermal buoys, vox screamers, and other devices
designed to keep an enemy vessel from accurately firing on Flak Turrets
it. Designed to dump as much ammunition into the space
Single Use: When deployed, the countermeasures apply a – surrounding a vessel as possible, Flak Turrets dump a
20 penalty to all Ballistic Skill Tests made to attack the ship steady barrage of explosive shells that strike incoming craft
for the next 1d5+1 Strategic Turns. Torpedoes suffer a –30 by chance more than by design. Because of the massive
penalty instead. Once used, the countermeasures must be ammunition expenditure and the flak-wall’s interference with
refilled and refurbished with a successful Upkeep Test ship sensors, these batteries are not always used. The
outside of combat (and at a technological system with void ship’s commander must decide at the start of each strategic
yards) before it can be used again. turn (as a Free Action) if the Flak Turrets are in use or
inactive that turn.
Empyrean Mantle Scattershot: When in use, Flak Turrets increase the ship’s
Most dirt-dwellers would find the idea of hiding something Turret Rating by +1.
as large as a starship to be ridiculous. Of course, most dirt- Wall of Fire and Steel: When the ship’s flak turrets are in
dwellers have no idea just how utterly vast space is. With the use, it suffers a –10 penalty to Detection.
right energy baffles and screens to diffuse and mask energy
signatures, a ship can become nothing more than a hole in

97 Mandragora Apocrypha
Gilded Hull
Some captains place opulence and style over substance
and protection. These gregarious fellows are wont to dress Minefields
flamboyantly, wear impressive yet impractical armor and A minefield reacts to a vessel inside its boundaries
wield flashy weapons more suited to a trophy room than the by making a Scrutiny Test with a Skill of 40 with +10
battlefield. Such men also often gild the armor plating of their modifier for every full 20 Space the vessel has (the
vessels, to the point that they sacrifice protection for larger the ship, the more mines it activates). The
grandeur. mines suffer a –40 to the Test if the vessel is on Silent
Armor: Decreases this vessel’s Armor by 3. Running. If the mines detect a vessel, they strike it
Impressive: Any Fellowship Tests made by the captain of with 1d5+2 explosive hits, with this test being done
the ship (while either on or in sight of it) gains a +10 bonus. each round the vessel is in the field. Each hit deals
1d10+2 damage, and the hits are combined as though
Lux Net from a macrobattery salvo. Armor and void shields
Not all Captains are able to make their way back to proper protects against mines as normal. Mines are too small
port facilities to repair damages from combat, and often they to be located via normal Detection; an Active Augury
must make do in safe asteroid fields or backwater systems— Shipboard Action reveals any minefields in within 10
quiet areas to afford them uninterrupted time to complete VUs but immediately causes 1d5 detonations if the
essential refurbishment. In order to hasten their repairs, they vessel is already within a field. Ships can attempt to
call on auxiliary power sources such as Lux Nets. These navigate a minefield in the same manner as for an
huge solar energy collectors use micro-thin sheets spread asteroid field, with a Hard (–10) Operate (Voidship) +
across hundreds of square kilometers to generate additional Maneuverability Test instead of a Routine Test and
power. They are especially useful when the main drives are each impact dealing 1d10+2 damage. Mines can also
damaged, but can draw unwanted attention to a crippled be detonated remotely with a Challenging (+0) Tech-
vessel. Use Test if the activating ship is no more than 10 VUs
Power Source: Lux Nets are only functional (as in, they only distant. This instantly causes all mines to explode,
generate Power) on stationary vessels inside a solar system, causing 1d10 hits to any vessel within 1 VU of the
taking 2 hours to deploy and 10 to retract. If the ship has to minefield and emptying the field, but revealing the
move for any reason during its operation, the Lux Net is activating vessel even if the test fails. If the Minelayer
Destroyed as the fragile material rips apart. The net also Bay contains unused mines and is Damaged, there is
counts as exposed when deployed (see page XX). When a 50% chance the bay is Destroyed. The vessel
conducting extended repairs, a deployed net adds +1 to the takes one Critical Hit; roll 1d10 to
number of degrees of success on each week’s Tech Use determine the result.
Test.

Minelayer Bay
An often-used tactic among pirate fleets is to strew a Power Ram
heavily trafficked shipping lane with mines, and then pounce Whereas some traders desire the obvious intimidation of a
on any unfortunate ship crippled by their massive huge armored prow, others prefer a more subtle approach
explosions. Starship mines are huge and can explode with and sheath an otherwise unremarkable ram beneath their
catastrophic effect. Most are automatically triggered via an ship’s prow with power-field generators. When activated, the
on-board passive auspex to home in on nearby vessels, but ship’s ram glows with hazy light and is often the last thing an
some can be remotely operated to achieve greater enemy captain will see before impact.
effectiveness. For starships plying common transit lanes External: This Component does not require hull space.
through a system, they are a frequent worry that requires Although it is external, it can only be destroyed or damaged
constant vigilance. by a Critical Hit. Power Field: This Component allows a
Minefield Ahead!: When acquired, the Minelayer Bay starship to do an additional 1d10 damage when ramming.
Component contains enough mines for 3 deployments, with
an Upkeep Test at a suitable port required to re-equip with a
Reinforced Interior Bulkheads
new complement of mines. A successful Routine (+20)
Tech-Use Test can deploy mines in a spread covering an Additional adamantine plates in key locations make this
area 4 VUs wide, deep, and high behind the ship; this can vessel hard to destroy.
Hard to Breach: Add +3 to Hull Integrity.
also be done as an Shipboard Action while in combat (such
as in a Stern Chase!). To prevent mines from accidentally
setting each other off, the fields cannot be set to overlap. For Reinforced Prow
more information on how minefields work, see the Minefield Though not as imposing as the titanic adamantium beaks
sidebar. of cruisers, a reinforced prow can offer crucial protection to
smaller vessels, or any ship that wishes to mount forward
facing weaponry.
Adamantine Plates: This ship gains +2 Armor in its front arc

Mandragora Apocrypha 98
only. This ship also does 1d5 additional damage when Asteroid Mining Facility
ramming.
For some traders, trading minerals and materials is not
enough. They prefer to harvest their profits directly. An
“Storm” Drop Pod Launch Bays asteroid mining facility consists of bays of mining lighters,
Honeycomb launch structures cluster along the vessel’s tractor fields, adamantine drills, vast internal refineries and
keel, ready to spit drop pods full of assault forces on stowage bunkers for the minerals mined. A single ship can
helpless planets below. remain amongst an asteroid field for decades, accumulating
Steel Rain: When working towards a Military objective, the a vast wealth in minerals. However, an asteroid mining
players earn an additional 50 Endeavour Points towards facility dominates a starship.
completing that objective. Mining Rig: An asteroid mining facility Component allows a
Drop Pod Deployment: The players may use drop pods vessel to conduct mining operations in an asteroid field (or
(see page XX). The “Storm” design is equipped to hold 20 similar location). This allows the vessel’s crew to construct a
pods, although it may only launch 10 every 30 minutes or so Trade Endeavour based on those operations. When
(in other words, it may launch 10 pods every Strategic Turn). completing this Endeavour’s objectives, the players earn an
The pods must be recovered from the planet’s surface additional 200 Endeavour Points.
before being reused.
Astropathic Choir-Chambers
Tenebro-Maze Though all ships have a specific area set aside for the use
The interior of the ship is a maze of passageways, blind of their Astropathic Choir, some ships have vast chambers
compartments, and triple-sealed pressure-hatches. Enemy specifically designed to amplify astropathic signals and boost
boarding parties become quickly lost and separated, while the power and effectiveness of the ship’s Astropath
the defenders spring cunning ambushes from behind Transcendent.
hololithic bulkheads. Psy-locus: When performing Astro-telepathy in this
Hidden sally-ports: This ship gains +10 to all Command Component, an Astropath gains a +10 bonus to his Focus
Tests when defending against boarding actions and Hit and Power Test. While occupying this Component during Space
Run Actions. Combat, any psychic powers the Astropath uses have their
Incomprehensible Layout: When a Component on this ship range increased by 5 VUs.
is selected to be affected from a critical hit, it is chosen by
the ship’s controller, not the attacker. Auto Temple
The Auto Temple is a fully staffed temple of the Imperial
Variable Figurehead Creed mounted within the vessel. In addition to tending to
Imperial ships are often partly identified by the figurehead the needs of the crew, the Auto Temple may be dropped to a
mounted on their bows. In an effort to obfuscate a vessel’s planet’s surface from orbit. This enables the staunch
identity, this Component is capable of reconfiguration to missionaries to directly tend to the needs of the unwashed
assume a different form. When installed, the Variable heathens with the full resources of an Imperial Church.
Figurehead has up to five different design patterns, which When a vessel needs to leave orbit, the Auto Temple may
are commonly all variations on an Imperial Eagle. Modifying be disassembled and returned to the craft by a work crew
these patterns or creating additional ones requires an and lifters. This process takes two to three days.
extensive refitting, as the process of reconfiguring its form is Tend the Flock: The constant support of the Temple’s
purely mechanical. Priests increases Morale by 2.
External: This Component does not require hull space. Convert the Heretic: When working towards a Creed
Although it is external, it can only be destroyed or damaged objective, the players earn an additional 150 Achievement
by a Critical Hit. Points towards completing that objective.

Additional Facilities Broadband Hymn-Casters


Broadcast towers flood all frequencies with deafening
A wide variety of Components that serve many different hymns to the God-Emperor, jamming communications and
purposes. Any of the following components may only be terrifying enemies. Heathen or renegade ships have been
added to a starship once. known to use similar systems, though the nature of their
‘hymns’ is very different.
Arboretum Deafening: If this system is activated, all other ships must
take a Difficult (–10) Tech Use Test in order to use vox or
Only the richest shipmasters can afford to devote so much
other broadcast communications while within 30 VUs of this
space and resources to growing gardens aboard their
vessel.
vessel.
Terrifying: When this system is activated, characters
Replenishing supplies: Double the time a ship may remain
aboard this vessel gain +10 on all Intimidate Tests against all
at void without suffering Crew Population or Morale loss.
ships within 30 VUs.
Increase Crew Population permanently by +2.
External: This Component does not require hull space.

99 Mandragora Apocrypha
Table 3-17: Augments and Enhancements
Component Appropriate Hull Types Power Space SP

Armor Plating Escorts 0 1 2
Capital Ships 0 2 2

Armored Prow Capital Ships 0 4 2
Augmented Retro-Thrusters Raiders, Frigates 3 0 2
Transports, Light Cruisers 4 0 2
Cruisers, Battlecruisers 5 0 2
Grand Cruisers, Battleships 6 0 2
Auxiliary Plasma Banks Escorts 8 Generated 5 1
Capital Ships 10 Generated 6 1

Defensive Countermeasures All Ships 1 1 2

Empyrean Mantle Escorts 3 0 2
Capital Ships 5 0 2
Excess Void Armor Escorts 0 2 2
Field Bracing All Ships 1-3 1 2

Fire Suppression Systems Transports, Raiders, Frigate 1 1 2
Light Cruisers, Cruisers 2 2 2
Grand Cruisers, Battleships 3 3 2

Flak Turrets All Ships 1 1 1
Gilded Hull Escorts 0 1 2
Capital Ships 0 2 2
Lux Net All Ships 10 Generated 2 2
Minelayer Bay Transports, Light Cruisers, Cruisers 1 4 1

Power Ram Light Cruisers, Cruisers 2 0 2
Reinforced Interior Bulkheads Escorts 0 2 2
Capital Ships 0 3 2

Reinforced Prow Escorts 0 2 1
Capital Ships 0 3 1
"Storm" Drop Pod Launch Bays All Ships 1 3 2
Tenebro-maze Escorts 1 2 2
Capital Ships 2 3 2
Variable Figurehead All Ships 1 0 2
† This component may not be selected more than once per vessel.

Although it is external, it can only be destroyed or damaged Extended Supply Vaults


by a critical hit.
Extensive supply stowage allows the vessel to make
longer journeys and better repair damage.
Crew Reclamation Facility Extensive Stores: Double the time a ship may remain at
The Mechanicus has no qualms about converting the void without suffering Crew Population or Morale loss. When
grievously wounded into servitors...but the rest of the crew making Extended Repairs, repair 1 additional Hull Integrity.
may differ in opinion. Plenty for All: Increase Morale permanently by 1.
Recycling: Reduce all losses of Crew Population by 3, to a
minimum of 1. Increase all losses to Morale by 1. Hydraphurian KL-247 Jamming System
This device creates a violent and constantly shifting
Cloudmining Facility energy field that interferes with the scanners of nearby ships.
The ship is equipped with specialized tethering grapples External: This Component does not require hull space.
and distillation holds, so that it can process valuable comets Although it is external, it can only be destroyed or damaged
discovered in their lonely orbits surrounding a star. The by a Critical Hit.
resulting waters and minerals can be used to replenish the White noise: While this Component is active, this ship may
crew and ship, or more profitably left as frozen chunks and not perform Silent Running, but any Focused Augury Tests
sold to connoisseurs who value the luxury of pure cloud ice. made to scan it suffer a –20 penalty.
Gelt in the Clouds: This Component allows the ship to
conduct ice mining in a suitable comet field far outside a Librarium Vault
solar system. Comets must be first located with a
An ancient collection of writings and manuscripts has
Challenging (+0) Scrutiny + Detection Test via the ship’s
been collected aboard this vessel.
augur arrays. Mining then takes 1d10+5 days and once
Accumulated Data: Any Investigation Skill Tests made
complete the additional fresh water and air restore 1d5
aboard this ship gains +10.
Morale as well as extending deep void operations one
additional month. Alternatively, this can grant the Explorers
+50 Achievement Points to an ongoing Endeavour (the
Laboratorium
refined plasma can either be used in the Endeavour, or sold Ancient cogitators, arrays of auspex systems, and volume
to generate funds), or can be used in the construction of a upon volume of documentation supply an Adept with the
full Endeavour to mine comets at the GM’s discretion. tools and information necessary to capably analyze a
recovered technological artifact. These tools also work for
those not of the Mechanicum who are bold enough to use

Mandragora Apocrypha
100
them. Such use would be heretical, but might enable a background effects, greatly aiding in many a difficult
novice to puzzle out a device without catastrophic effects. negotiation.
Research Facility: This Component grants a +20 bonus to Songs in the Void: Increase Morale permanently by +1 and
all tests to identify, analyze, and repair artifacts of ancient or gain +10 to all social Skill Tests.
xenos origin, or to any tests to craft single items (such as a
single weapon or piece of armor). This could include Munitorium
Scholastic Lore, Forbidden Lore, Tech-Use, and Trade Tests
Although all ships have a well-armored room to store their
(as well as others at the GM’s discretion).
munitions, this facility contains massive stockpiles of
weapons, from small arms to macro-cannon warheads.
Manufactorum Well Armed: When working toward a Military objective, the
These small construction facilities are capable of players earn an additional 25 Achievement Points toward
synthesizing additional parts required to perform Extended completing that objective.
Repairs for a damaged starship. These parts are Ordinatus Extremus: All macrobatteries on this ship gain
synthesized from raw materials—generally obtained by +1 to their listed damage.
mining a nearby asteroid. Volatile: If this Component is damaged, it explodes. The
Manufacturing: If attempting extended repairs, each ship takes 2d5 damage to Hull Integrity, and a Component of
Manufactorum adds a +10 bonus to the weekly Tech-Use the GM’s choice is set on fire.
Test. If paying for repairs, each Manufactorum adds a +10
bonus to the Acquisition Test to restore Hull Integrity. Murder-Servitors
Additional Templates: Manufactorums are equipped with a The ship possesses a stock of ancient, skull-faced killing
variety of templates for construction, so each Manufactorum machines. Sealed in cryo-stasis until absolutely required, a
adds an additional 10 Achievement Points for any Trade mere dozen can be successfully sent on hit and run raids to
objectives. In addition, the Manufactorums may be able to maim and kill on enemy vessels.
manufacture small numbers of personal items. The GM is Death-dealers: When used to conduct a Hit and Run Action,
final arbiter of what can and cannot be manufactured, but this enhancement provides a +20 bonus to the opposed
generally it should not be more than a few dozen of a Command Test.
Common item.
Precise: When determining the Critical Hit inflicted by a Hit
and Run Action they participated in, the character
Medicae Deck conducting the raid may select any result between 1 and 6,
A life of exploration invariably leads to encounters with rather than rolling.
unexpected life. This unexpected life can lead to unexpected
injuries as well as novel diseases. Every living quarters Observation Dome
includes a basic infirmary, but those are not equipped for A gigantic observation dome made of diamond panes and
every variety of injury or disease. Similarly, an infirmary is armored glass adorns this vessel’s spine, allowing an
not equipped to treat the number of badly injured survivors unrestricted view of the surrounding void.
from a badly damaged ship or planet-wide epidemic. A Engraved Star-charts: When working towards an
Medicae Deck offers the facilities and staff to address both Exploration objective, the players earn an additional 50
of these possibilities. Achievement Points towards completing that objective.
Diagnostics and Treatment: The Medicae Deck adds a Cure for Claustrophobia: Increase Morale permanently by
+20 bonus to all Medicae Skill Tests performed within this 1.
Component. The number of patients that may be treated
without penalty is increased to three times the character’s
Intelligence Bonus.
Pilot Chambers
There is a special kind of esprit de corps for those that fly
the myriad attack craft on a starship. From hotshot Fury
Melodium
interceptors to steadfast Starhawk bomber crews to Shark
For the Rogue Trader who desires only the finest in attack boat daredevils, their skills and readiness can mean
shipboard accoutrements, a Melodium is ideal. Most are life or death for the entire ship. Launch bays equipped with
fashioned as grandiose chambers covered with all manner of ready rooms allow them to maintain constant readiness for
gilded pipes, horns, and other instruments which can the next mission. Training sensoria systems allow them to
produce an endless variety of musical tunes. The room itself constantly hone their skills and Ministorum chapels allow
alters shape via clever brass sidings and panels as it plays, them to ready their souls, all making them into relentless and
the better to accompany the melodies and vox-repeaters
deadly weapons.
throughout the ship carry selected tunes into its farthest
Combat Ready: Pilot Chambers grant a +2 bonus to the
depths. Attack Craft Rating of all squadrons aboard a starship.
A Melodium provides uplifting tones designed to instill
feelings of duty and loyalty throughout the vessel, from the
lowly ratings and voidmen to the officers. That sometimes
this is due to subliminal infra-harmonics lacing the melodies
is kept a guarded secret. The hall itself can be configured in
a variety of ways to produce the desired internal music and

101 Mandragora Apocrypha


Pharmacia externally secured to hull for towing); if it fails then that
Component is lost. Successfully salvaged Components can
If provided with raw organic materials, this Component
be sold as part of a constructed Trade Endeavour or even
can synthesize any drug for which it has a known pattern.
refitted to the ship at a stardock as if it had been acquired
Drugs manufactured in this plant may be intended for
normally. Salvage Clamps are gigantic and unwieldy affairs,
medicinal or recreational purposes. The Component is
however, and a vessel equipped with them suffers –5
capable of synthesizing enough of any substance to provide
Maneuverability.
an adequate dosage for the vessel’s crew each day.
Pattern Replication: The Explorers may use this
Component to synthesize drugs (what drugs they may Sensorium
synthesize is at the GM’s discretion), requiring a Scholastic A Sensorium provides a pleasant refuge for any crew
Lore (Chymistry) Test with a difficulty equal to the members that can partake of its services. Within its
compound’s Availability. chambers, the voidfarers may select from a broad array of
Drug Supply: This Component provides an additional 50 pleasures or a combination to satisfy their wildest desires.
Achievement Points for Criminal or Trade Endeavors where The presence of this Component on a vessel is often viewed
providing medical support or recreational pharmaceuticals by official Imperial Bureaucracies as a sign of moral failing,
could assist in negotiations. which may lead to legal difficulties.
Appease the Masses: Increase Morale permanently by 2.
Plasma Scoop Extremely Persuasive: The Explorers receive +10 to all
Charm and Commerce tests conducted on the vessel if the
These devices are usually only found on the specialized
subjects use the Sensorium.
mining vessels designed purely for entering the atmospheres
of gas giants to collect fuel for plasma drives. They can be
fitted on other craft with suitable hull bracing to withstand the Small Craft Repair Deck
additional strain they place on atmospheric entry. Every launch bay has the capability to perform routine
Fuel Gathering: A ship equipped with a Plasma Scoop may maintenance and basic repairs upon the vessels for which it
conduct attempt mining operations on gas giant planets. This is used. However, combat vessels are regularly subjected to
requires a Challenging (+0) Operate (Voidship) + damage that far exceeds the scope of basic repairs and
Maneuverability Test; failure means the ship takes 1d5 hull routine maintenance.
integrity damage for every degree of failure, ignoring Void Spare Parts: After any starship combat in which fighters,
Shields (the deadly embrace of gravity does not care about assault boats, or bombers are lost, a character may
shield barriers!). Success grants the ship a month’s immediately make a Difficult (–10) Tech Use Test. For
operations without needing to refuel, and +5 Achievement every degree of success on the test, two of these craft are
Points on any Endeavour Objective that requires the ship to recovered.
move or transport something (Trade Endeavors or
Exploration Endeavors are obvious examples), as the ship Spacedock Piers
saves Thrones on refueling. Larger vessels are often expected to act as mobile fleet
Foolhardy Maneuver: This Component may not be headquarters as a Rogue Trader’s squadrons move into
equipped on ships of Grand Cruiser size or larger. regions unknown. Specialized fittings and gigantic
deployable piers are even added to some, allowing it to act
Salvage Systems much like a regular space station and allow smaller vessels
Many Rogue Traders encounter the crippled remnants of to dock. These support vessels can refurbish and resupply
starships as they travel through uncharted systems, mighty the other vessels in the fleet, allowing them to venture
vessels that once strode across the void but are now only further and longer in pursuit of profit. Each also acts as a
ruined shells of their former glory (and oftentimes, of course, visible symbol of the Rogue Trader’s power and control over
the trader’s vessel itself is the cause of the devastation). a sector.
Ships fitted with massive Salvage Clamps can anchor to the Mobile Spaceport: When not moving, the huge attachments
wreckage and strip away useful hull sections or other covering the ship allow up to four smaller vessels to dock.
Components using colossal mechanical arms, mega melta- The stationary ship acts as a space station for purposes of
beams, and other devices. Those salvaged Components can making full repairs or replenishing Morale, and grants a +10
then be sold for profit or even added to the ship, where they to the Acquisition Test when making full repairs. Due to their
can better enhance to the fame of trader and crew. size, station fittings prevent any weapons with the Broadside
Salvage Operations: This Component allows a ship to rule from being installed (although smaller weapons may still
attach itself to vessel which has been reduced to space hulk be installed in Port and Starboard weapon capacity slots).
status. The clamps can strip apart the wreck; for every week When working towards a Trade objective, the Explorers earn
spent in salvage the crew may make a Difficult (-10) Tech- an additional +100 Achievement Points towards completing
Use Test to attempt to safely remove a named Component that objective.
from the hulk (a Focused Augury Shipboard Action to scan
the wreck is needed to determine Components). If
successful, a single working Component can be removed
and stored on the host vessel if there is Space for it (or

Mandragora Apocrypha 102


Table 3-18: Additional Facilities
Component Appropriate Hull Types Power Space SP
Arboretum Escorts 2 2 1
Capital Ships 2 3 1
Asteroid Mining Facility All Ships 6 10 3
Astropathic Choir-Chambers All Ships 1 1 1

Auto Temple All Ships 1 1 -
Broadband Hymn-Casters All Ships 3 0 1
Crew Reclamation Facility All Ships 1 1 1

Cloudmining Facility Transports 3 4 1
Extended Supply Vaults All Ships 1 4 2

Hydraphurian KL-247 Jamming System All Ships 4 0 1
Librarium Vault All Ships 1 1 1

Laboratorium All Ships 2 1 3

Manufactorum Capital Ships 2 1 2

Medicae Deck All Ships 2 1 1

Melodium All Ships 1 1 1
Munitorium Escorts 2 3 2
Capital Ships 3 4 2
Murder-Servitors All Ships 1 1 2
Observation Dome All Ships 0 1 1

Pilot Chambers All Ships 1 1 1

Pharmacia All Ships 1 2 2

Plasma Scoop Raiders, Frigates 2 3 3
Capital Ships 3 4 3

Salvage Systems Transports, Light Cruiser, Cruiser 5 3 3

Sensorium All Ships 1 1 2

Small Craft Repair Deck Capital Ships 2 2 1

Spacedock Piers Transports with 50+ Space, Grand Cruisers 7 14 4
Temple-Shrine to the God Emperor All Ships 1 1 1
Trophy Room All Ships 1 1 1
† This component may not be selected more than once per vessel.

Temple-Shrine To The God Emperor Auto-Stabilized Logis-Targeter


A section of this ship has been set aside to offer prayer More than simply an auger array, the Logis-Targeter uses
and praises to the Master of Mankind. near heretical cogitator circuitry from the Dark Age of
Inspiration: Increase Morale permanently by 3. Technology to ensure extremely accurate weaponry.†
Awe of the God Emperor: When working toward a Creed External: This Component does not require hull space.
objective, the players earn an additional 100 Achievement Although it is external, it can only be destroyed or damaged
Points toward completing that objective. by a Critical Hit.
Image of the Void: Increase the ship’s Detection by +5.
Archeotech Components Targeting Matrix: All Ballistic Skill Tests to fire the ship’s
weapons gain +5.
"It is not our place to question the wisdom of the ancients, those that †This can be used as a ship’s Auger Array.
heard the Omnissiah's call clear and true. We humble and blessed
few may content ourselves merely to bask in the presence of their Trophy Room
most holy creations."
Few Rogue Traders can resist cataloguing their
- Archeotechnologist Sandri-71-Rho accomplishments. This is more than hubris–such trophies
can awe competitors, or may hold secrets long lost.
Archeotech is technology long-lost from the Imperium as a Past Experiences: When working toward an Exploration,
whole. Extremely valuable and efficient, these Components Trade, or Criminal objective, the players earn an additional
should only be available if the ship has the Reliquary of Mars 50 Achievement Points toward completing that objective.
Complication, the players earn them through their Warrant of
Trade, or if the GM makes them available through the course
of the game.

Ancient Life Sustainer


This life sustainer uses extensive conduits and purifiers to
do a thorough job of cleaning the air and water through
methods lost to the Mechanicus.
The Air is Sweet: Increase Morale permanently by 2,
reduce all losses to Crew Population due to non-combat
sources by 1. This can be used as a ship’s Life Sustainer.

103 Mandragora Apocrypha


Table 3-19: Archeotech Components
Component Appropriate Hull Types Power Space SP
Ancient Life Sustainer Escorts 2 1 2
Capital Ships 2 2 2
Auto-Stabilized Logis-Targeter All Ships 5 0 2
Bridge of Antiquity Escorts 1 1 2
Capital Ships 2 1 2
Castellan Shield All Ships 5 1 2
Castellan Shield Array Cruisers 7 2 2

Cogitator Interlink All Ships 1 1 1
Cypra-Pattern Class 1 Drive Transports 30 Generated 10 2
Cypra-Pattern Class 2 Drive Raiders, Frigates 40 Generated 12 2

Emergency Energy Reserves Escorts 2 1 2
Capital Ships 3 2 2
Energistic Conversion Matrix All Ships 1 1 1
Graviton Flare Raiders, Frigates 2 0 3

Gyro-Stabilization Matrix All Ships 1 1 1
Modified Drive Variable Variable -4 3
Null Bay All Ships 1 2 1
Suspension Chambers Escorts 2 1 2
Capital Ships 3 2 3
Teleportarium All Ships 1 1 1
Warp Antenna All Ships 1 1 2
Warp Sextant All Ships 4 1 2

Witch Augur All Ships 1 0 2
† This component may not be selected more than once per vessel.

Bridge Of Antiquity Fail-safes: Once per Strategic Round, during one


opponent’s Strategic Turn, the ship’s Enginseer Prime may
This bridge is interlaced with ancient cogitator circuitry
make a Difficult (–10) Tech-Use Test. This does not count
and hololithic technology, granting the Captain and bridge
as the Enginseer’s Shipboard Action. If he succeeds, the
crew unparalleled control over their vessel.†
ship doubles its number of Void Shields for the duration of a
Eyes Everywhere: Add +10 to all Command Tests or social
single opponent’s Strategic Turn.
Skill Tests any character makes while on the bridge.
!This must be used as a ship’s Void Shield.
Hololithic Display Tank: Increase the ship’s
Maneuverability by +5.
†This can be used as a ship’s bridge. Cogitator Interlink
Though the creation of true artificial intelligence is one of
Castellan Shield the darkest heresies of the Adeptus Mechanicus, this was
not always so. The Men of Iron were the most infamous
Some of the oldest Imperial vessels are blessed with
example of such technology, but the Dark Age of
“Castellan” class void shields. These shields are far superior
Technology generated many others. The cogitator interlink is
to current void shields, and their multiple banks of fail-safe
designed to amplify the starship’s core cogitator, enhancing
circuit breakers means they can remain up under far-greater
the ship’s operations considerably.
stresses.
Sophisticated cogitation operation: This starship’s Crew
Void Shield: This Component counts as a ship’s Void
Rating gains a +5 bonus.
Shield, giving the ship one void shield. Note: This must be
used as a ship’s Void Shield.
Fail-safes: Once per Strategic Round, during one Cypra-Pattern Drives
opponent’s Strategic Turn, the ship’s Enginseer Prime may Whether it’s a matter of scouting out enemy vessels or
make a Difficult (–10) Tech-Use Test. This does not count quietly determining the best goods to bring to market, hiding
as the Enginseer’s Shipboard Action. If he succeeds, the from a competitor offers a crucial advantage. Cypra-pattern
ship doubles its number of Void Shields for the duration of a Drives use a series of additional baffles, magnetic fields, and
single opponent’s Strategic Turn. hyper efficient coolants to reduce their energy signature.
Dampened Drives: This Component grants a +15 bonus to
Castellan Shield Array the Silent Running Maneuver. Any attempts to detect the
vessel (any actions that use a ship’s Detection, such as the
Only a very few Imperial ships are blessed with
Active Augury Shipboard Action) suffer a –15 penalty.
“Castellan” class void shields, and even fewer are ships of
the line. These shields’ multiple banks of fail-safe circuit
breakers take up a great deal of room, but mean they can Emergency Energy Reserves
remain up under even more stress than a single Castellan The vessel is equipped with an extended energy storage
Shield. system, enabling it to function for an extended period of
Void Shields: This Component counts as a ship’s Void time, even when critically damaged. The craftsmanship
Shields, giving the ship two void shields. Note: This must be required to construct these systems has been lost. Those
used as a ship’s Void Shield. few which remain are reserved for those vessels which have

Mandragora Apocrypha 104


garnered the favor of the Adeptus Mechanicus. Cannons.
Blessing of the Omnissiah: When Crippled, the Captain Vortex Warhead: The terrifying nature of vortex weaponry
may choose to have either his Weapon Components or his means a ship hit by a shot from this weapon (even if it does
Speed unaffected by the usual penalties for crippled ships. not do damage) immediately loses 1d5 Morale.
Volatile: If the Emergency Energy Reserves are damaged, Core Architecture: This weapon Component is always
the Component has a 25% chance of exploding. In this revealed by successful Active Augury—it is too large to be
event, the Component is destroyed, the ship takes 1d5 concealed.
damage to Hull Integrity, and a Component of the GM’s Unstable Ammunition: If a Jovian-pattern Nova Cannon is
choice is set on fire. ever damaged, it is destroyed instead. In addition, as the
ammunition explodes, the vessel is suffers 1d10 Hull
Energistic Conversion Matrix Integrity Damage, ignoring armor or void shields.
Ancient technology from mankind’s dark past, the
conversion matrix allows raw power to be diverted directly Modified Drive
into a ship’s drive tube when required, giving the ship an The STC standard drive for this vessel is much older than
increase in thrust. anything ever seen before. Mechanicus sources believe it is
Redirect Power to Engines: The ship’s captain can choose unknown archeotech.†
to activate the conversion matrix at any time as a free action. Overcharged: The strange and exotic nature of the
When he does so, he decreases the amount of Power materials used in the drive’s containment domes allows for a
generated by the ship and increases its Speed value. hotter plasma ‘burn,’ while taking up less space. This adds
Frigates and raiders can exchange 3 Power for 1 Speed. +1 to the ship’s Speed, decreases the space the drive takes
Light cruisers can exchange 4 Power for 1 Speed. up by 4, and is of extreme interest to agents of the
Transports and Cruisers can exchange 5 Power for 1 Speed. Mechanicus.
A ship’s Speed value cannot be increased by more than 5 †Rather than listing the different versions of each plasma
using this Component. A captain may divert Power being drive with the Archeotech’s benefits, it is described once. If
used to power other Components, however, if he does so, this Archeotech is installed on a ship, apply its benefits to a
the Component becomes unpowered for as long as the standard plasma drive.
conversion matrix is used.
Null Bay
Graviton Flare These forbidding chambers are lined with rare and exotic
Popular amongst some of the better equipped tramp psychically neutral materials. The gleaming black walls of
trader vessels, this Component collects ambient gravitons, the cells in these holds are capable of containing all but the
which may be later launched into the void around the vessel. most powerful psykers in relative safety. Certain
When so ejected, the resulting gravimetric field disturbance organizations have uses for unsanctioned psykers, but the
plays havoc with all augur arrays in the region. These Ordo Hereticus takes an aggressive interest in those who
fluctuations can be used to grant a vessel the advantage of a dabble in such a trade.
surprise attack or a stealthy escape. Witch hold: This hold allows transport of up to 100 psykers
Convenient Flux: When triggered, all vessels in the star in solitary containment cells. When secured in a cell, all
system suffer a –30 to their Detection for 2 Strategic Focus Power Tests made to activate psychic abilities (or any
Rounds. other tests involving warp powers such as a test to use a
Extended Recovery: The Graviton Flare requires twenty Navigator’s warp eye) suffer a –60 penalty. When working
four hours to recharge between uses. towards an appropriate Criminal Objective, the players earn
External: This Component does not require hull space. an additional 50 Achievement Points towards completing
Although it is external, it can only be destroyed or damaged that objective.
by a Critical Hit. The Keening: Whenever this bay is in use, decrease Morale
by 3 as a result of the psychic residue of misery from its
Gyro-Stabilization Matrix prisoners.
Ancient stacks of gilded calcu-logi cogitators aid in the
computations of the starship’s maneuvers, compensating for Plasma Accelerated Torpedo Tubes
human error and ensuring maximum performance. In the early days of the Imperium, certain Forge worlds
Aid of the machine-spirit: When this ship performs the produced weapons and starship components of a quality
Come to New Heading, and Evasive Maneuvers Maneuver now lost to mankind, and torpedoes were no exception.
Actions, its Operate (Voidship) + Maneuverability Test “Plasma accelerated” torpedo tubes refer to a type of
counts as Challenging. torpedo launch system, rather than a specific pattern. These
weapon systems utilize plasma from the ship’s drives to “hot
Jovian-Pattern Nova Cannon launch” the torpedoes, while integral guidance systems
One of the rarest of all Nova Cannons, the Jovian pattern constantly update target profiles to the torpedoes’ machine
replaces the explosive shells with vortex warheads. The spirits. They are even safer than their counterparts, with
resultant rifts into the warp have been known to rend target multiple reinforced adamantium-alloy blast hatches. This
vessels cleanly in half. This follows all the rules for Nova component can store sixteen torpedoes, plus an additional
four if the ship’s captain does not mind keeping four “in the

105 Mandragora Apocrypha


tubes.” This follows all the rules for torpedo tubes. Suspension Chambers
Hot Launch: Torpedoes launched from this Component gain
Hated by crewmembers and medicae alike, these induced
an additional +4 VU speed on the turn they are launched,
sleep chambers allow a vessel to place a substantial portion
after which they revert to normal.
of its crew into suspended animation. This can be used to
Augur Accuracy: Torpedoes launched from this component
stretch out the ship’s stores for an extended time. There are,
gain a +10 bonus to hit.
however, countless tales of voidfarers trapped in these
Volatile: If this Component is Damaged or Destroyed (but
chambers for centuries after some tragedy befell their
not Unpowered or Depressurized) while torpedoes are
vessels. Unlike the cryo-stasis tubes of the so-called “cold
loaded, it has a 5% chance of exploding. In this event, the
quarters,” induced sleep chambers take much longer to
Component is destroyed and the ship takes 2d5 Hull
activate and deactivate, and are designed to be used with
Integrity damage.
large masses of crew at a time. Therefore, they are not
useful for replenishing small instances of crew loss.
Staravar Laser Macrobattery Slumbering Crew: When active, the vessel’s Crew
Humanity’s grasp of laser weapon technology was once Population is decreased by 50 and its Morale is decreased
much greater than even the greatest Magos of a Forge can by 5. When the device is deactivated, Crew Population
replicate. However, such weapons can still be found recover the full 50 points, but Morale does not recover. It
scattered amongst the vast reaches of the Imperium. takes a full day’s work to awaken all the crew.
Though a weapon such as the Staravar does not do Stretch the Rations: When in use, a ship may double the
substantially more damage than other laser macrobatteries, time it may remain in the void without suffering Crew
it uses substantially less power to do so. Population or Morale Loss.
Macrobattery: Except where specified otherwise, this
weapon Component follows all rules for Macrobatteries. Teleportarium
These relics from the Dark Age of Technology are highly
Star-Flare Lance sought after, able to send individuals instantaneously
The Star-flare Lance is a dangerous relic constructed at through the immaterium to appear on a ship or planet many
the pinnacle of mankind’s technical prowess during the Dark thousands of kilometers away.
Age of Technology. The massive lance is powered by an ill- Surprise Strike: Characters may make Hit and Run Attacks
understood power source that keeps the beam focused on without a piloting test, as they travel directly to the heart of
its target for a sustained period of time, raking across enemy the enemy vessel. When using the Teleportarium to perform
ships. such an attack, the attacker receives +20 to his Command
Pinpoint accuracy: This weapon scores an additional hit for Test. (The Teleportarium may be used in any number of
every two degrees of success, rather than every three. other ways, such as guaranteeing escape from sticky
Large: This weapon may only be placed on ships of light situations on a nearby planet, at the GM’s discretion.
cruiser size and larger.
Lance: Except where specified otherwise, this weapon
Component follows all rules for Lances.

Teleportariums and You


The Teleportarium is a marvelous relic of the Dark Age of Technology, and any ship equipped with one is singularly
blessed. Most players are likely to feel the same way—such a device provides their characters with a true dues ex machina,
allowing them to bypass the most dangerous foes, escape from mortal danger in an instant, or simply avoid boring shuttle trips to a
planet’s surface. However, teleportariums (and in fact the entire concept of long-range teleportation) can present the GM with
something of a problem. On the one hand, the teleportation is the sort of device that could be easily abused by players. On the
other hand, the players chose to obtain the item, likely giving up the chance to obtain other, equally interesting archeotech
Components in the process (or spending a great deal of resources). It wouldn’t be fair if they didn’t get a chance to use it. Therefore,
here are some guidelines for using a teleportarium in games. These can be modified by the GM as needed, but at the very least
should provide a baseline for how to use a teleportarium without letting it be abused. In general, however, once a GM has decided
on a set of guidelines governing teleportarium use, he should stick to them.
• The teleportarium is primarily designed to be used in starship combat to perform hit and run attacks. In that function, it should be
able to be used once per round in space combat.
• Void Shields can provide a protective barrier against teleport attacks. If a starship’s void shields have not been brought down by
weapons fire during that Turn, they cannot be attacked by way of a teleportarium. In effect, except in specific situations, a starship
must first bring down its target’s void shields before using a teleportarium to teleport onto the target.
• When not in starship combat, the GM should limit the teleportarium’s use to one major use per session—in other words, a single
one-way trip, either to or from the ship. This allows the teleportarium to extremely useful to the players, but still forces them to be
creative in its employment. For example, an arch-militant and a trusted squad could be teleported into the heart of the citadel of
Chaos reavers in order to rescue their captain. The teleportarium transports them right outside his cell, and they are able to free the
captain easily. However, they are still faced with the tricky problem of getting out…
• If the Explorers obtain a device such as a teleport homer, the GM should consider allowing them to break the above rule in certain
situations (allowing multiple teleports).

Mandragora Apocrypha 106


Table 3-20: Archeotech Weaponry
Component Appropriate Hull Types Power Space SP Strength Damage Crit Rating Range
Jovian-Pattern Nova Cannon Cruisers 6 7 5 † 2d5+7 † 6-35
Plasma Accelerated Torpedo Tubes All Ships 1 4 4 4 - - -
Staravar Laser Macrobattery All Ships 4 4 2 4 1d10+2 4 12
Star-Flare Lance Light Cruisers, Cruisers 12 6 3 3 1d10+3 3 7
† See page XX for special rules on Nova Cannon Strength and Critical Hits

Warp Antenna Xeno-tech Components


As the Imperium first began to expand away from the
glowing light of the Astronomican, many navigators were Alien technology is considered forbidden in the Imperium,
much less adept at finding their way through the warp. To but some Rogue Traders choose to flaunt their special status
assist in this technique, massive force staves were added to by acquiring and using xeno-tech. These Components
the exterior of some vessels. These functioned as antennae, should only be available if the ship has the Xenophilious
allowing a navigator to more easily hone in on the Complication, or if the GM makes them available through the
Astronomican’s signal. course of the game.
His Holy Light: The Navigator receives a +20 bonus to all
tests to Locate the Astronomican. Chameleon Hull
Beacon: In addition to increasing the navigator’s sensitivity,
When returning to a system where a vessel is known, it
this Component also makes the vessel much more
may be advantageous—or essential—for the vessel to be
noticeable to others in the warp. Vessels equipped with a
harder to identify. This Component, one of a host of dubious
Warp Antenna suffer a –10 modifier on Warp Travel
modifications that can be purchased from disreputable
Encounter Tests.
stations, can aid with that issue. It’s said this technology may
External: This Component does not require hull space.
have originated from the looting of an Eldar vessel wrecked
Although it is external, it can only be destroyed or Damaged
while attempting to capture slaves over an Imperial colony.
with a Critical Hit.
A Difficult (–10) Tech-Use Test causes the vessel’s hull
to change colors. Additionally, the hull may be programmed
Warp Sextant to include markings with its change. This enables the vessel
This massive submersion tank enhances a Navigator’s to also change any registry markings, names, or distinctive
ability to safely sense the ebb and flow of the warp outside of patterns at the same time. Programming an additional
the vessel. A broad spectrum of sensors measures the pattern into the Component is a Hard (–10) Tech-Use Test.
intensities and currents in the warp outside of the starship. External: This Component does not require hull space.
This information is then relayed safely to the Navigator so Although it is external, it can only be destroyed or damaged
that it can be more easily analyzed and addressed. The by a Critical Hit.
Sextant’s array of cogitators further aids the Navigator in
identifying known routes and calculating their current Dark Cannon
stability.
These weapons fire off a mass of highly energized
The True Path: When using a Warp Sextant, the Navigator
particles that create a dense fog in the void around the target
receives a +20 bonus on any Perception Tests or Navigation
vessel. It is unclear from where these particles are
(Warp) Tests made to steer the vessel through the warp.
obtained—the weapon requires no ammunition, just a source
of power— or what long term effects they might have. These
Witch Augur clouds of fog disperse quickly as the target moves through
An accessory Component to the vessel’s augur array, the the void. Although some Inquisitors have made a life’s work
Witch Augur grants the vessel the capacity to sense objects out of finding what alien race created these weapons, their
in the warp nearby. Though its range is limited, the device creators or how their technology works remains unknown.
can offer an enormous strategic advantage. Obscured Sites: If a vessel is struck by a Dark Cannon, all
Plumb the Immaterium: A Navigator may use this device to weapons fired from the vessel suffer a –15 penalty to
make a Challenging (+0) Awareness Test. If successful, Ballistic Skill Tests during the following Strategic Round.
the Navigator can identify nearby vessels (or other large
objects) and estimate when and where they are likely to Energy Drain Matrix
transition out of the warp. For every degree of success, the
This Component launches a shell that expands out into a
Navigator can sense objects within a range of about one
webbing of bio-organic materials. These materials are drawn
hour’s travel.
to the target’s engines, where they congeal into a mass that
External: This Component does not require hull space.
absorbs energy away from the vessel. Once the mass has
Although it is external, it can only be destroyed or damaged
reached its capacity, the webbing flakes away and falls off
by a Critical Hit.
into the void. How the weapon creates the bio-organic
substance in the first place remains known, as does the
identity of its creators. Any attempts to open the weapons for

107 Mandragora Apocrypha


Table 3-21: Xenos-Tech Components
Component Appropriate Hull Types Power Space SP

Chameleon Hull All Ships 1 0 2
Ghost Field All Ships 0 3 2
Gravity Sails Escorts 3 0 3
Capital Ships 5 0 3
Grav Repulsors All Ships 1-3 0 3
Micro Laser Defense Grid All Ships 2 0 2
Mimic Engine Transports 40 Generated 12 3
Raiders, Frigates 45 Generated 10 3
Light Cruisers 60 Generated 12 3
Cruisers 75 Generated 14 3
Recovery Chambers All Ships 3 1 3
Shadowfield All Ships 8 4 4
Runecaster All Ships 0 1 2
Warp Disrupter All Ships 3 0 2
Warp Gate Map All Ships 2 1 5
Xenos Librarium All Ships 1 1 3
† This component may not be selected more than once per vessel.

inspection results in a catastrophic detonation easily big Grav Repulsors


enough to destroy the ship they are on.
While many of the Adeptus Mechanicus still argue over
Power Siphon: If a vessel is struck by an Energy Drain
which xenos species created these uniformly black
Matrix attack, and the attack is not stopped by Void shields,
octahedral structures, many a crew has harvested them from
the vessel’s Speed or Maneuverability (target’s choice) is
rogue worlds far from any star in the Halo Stars and made
reduced by 1 Speed or 5 Maneuverability per successful
them an essential part of their ship’s defenses. Once
attack. This reduction remains in effect for 2 Strategic
attached to a hull and supplied with power, they generate
Rounds, after which the web becomes brittle and flakes off
repelling gravity waves strong enough to stave off collisions
the target vessel.
with asteroids or other objects in space.
Non-Lethal Weapon: This Component cannot cause Critical
Protection from the Elements: While activated, Grav
Hits or reduce Hull Integrity.
Repulsors push away anything coming close to the hull.
They have little effect against fast-moving objects like
Ghost Field macrobattery shells, but against asteroids, torpedoes, and
A wondrous and terrible mechanism used on the ships of ramming ships they can lessen a blow. When installed, the
the enigmatic Eldar. To possess it is to invite damnation, but Explorers choose to allocate 1 to 3 Power to this
even crudely and imperfectly installed aboard a ship, the Component. Whenever the vessel would take damage from
ghost field’s powers create phantoms of its ship to confound asteroids or space debris, torpedoes, bomber attacks, or
enemy auger arrays. being rammed, reduce the damage suffered by 1 point for
Ghostly Echoes: All ships firing at a ship with a functioning every point of Power allocated. (With torpedoes, this applies
Ghost Field suffer –20 to their Ballistic Skill Tests. If the ship to each torpedo individually. With all other damage sources,
is firing a lance weapon, it suffers a –30 instead. Any piloting this applies to the combined damage source).
tests to perform Hit and Run attacks suffer a –30. External: This Component does not require hull space.
Energetic Interference: A ship with a Ghost Field must Although it is external, it can only be destroyed or Damaged
choose whether it is using its Void Shields or Ghost Field at with a Critical Hit.
the beginning of combat.
Micro Laser Defense Grid
Gravity Sails A vastly larger version of the digital energy weapons used
Not ‘sails’ in the traditional sense, these devices are long, by nobles and worthies of the Imperium, the grid is an
blade-like fins extending from the prow of a ship. Some interlinked network of hundreds of miniature laser turrets
xenoarcheologists believe they are relics of the Yu’vath or scattered across a vessel’s hull. The lasers, while not
another long-dead race. Imperial vessels are too bulky to powerful individually, act in concert to shoot down incoming
rely on them for propulsion, but they can aid in maneuvering, ordinance and small craft.
somehow ‘tapping into’ gravitational fields and pulling Wall of Light: Increase the ship’s turret rating by 2.
starships along them. External: This Component does not require hull space.
The Currents of Space: A starship with this Component Although it is external, it can only be destroyed or damaged
gains +1 Speed and +5 Maneuverability. by a Critical Hit.
External: This Component does not require hull space.
Although it is external, it can only be destroyed or damaged Mimic Engine
by a Critical Hit.
This Component replaces the vessel’s plasma drive with
an artifact of deceitful xenos craftsmanship. By modifying its
resonant harmonics, the vessel changes the signals output
by its engines to resemble those of another Imperial or

Mandragora Apocrypha 108


Table 3-22: Xenos-Tech Weaponry
Component Appropriate Hull Types Power Space SP Strength Damage Crit Rating Range
Dark Cannon All Ships 3 2 3 3 1d10+1 6 6
Energy Drain Matrix All Ships 3 1 2 4 - - 4
Shard Cannon Battery All Ships 4 1d10+2 3 6

xenos craft. An unnatural seeming node of bone-like Energetic Interference: A ship with a Shadowfield must
structure is mounted on the ship’s bridge, which connects choose whether it is using its Void Shields or Shadowfield at
directly to the Mimic Engine. Though such a device is a clear the beginning of combat.
sign of heresy, the deception is of immense value to vessels
that must travel through xenos-infested systems. Shard Cannon Battery
Cloak of Deception: By concentrating on memories of The xenos race that created these weapons has long
vessels previously encountered, the ship’s Navigator may since vanished from the galaxy. Many examples of their
make a Hard (+10) Perception Test to modify the pattern of technology remain, however. Designated ‘shard’ weaponry
mimicry as a free action. To all sensors, the vessel will by xenotech scholars, their shipboard cannons do not seem
appear as the type chosen. The cloak is immediately pierced to require power or even ammunition. Theories abound as to
once visual contact has been made.
how they operate but none has been proven, as every
attempt to disassemble one has resulted in catastrophic
Recovery Chambers failure.
These foul smelling and slime-filled Components must be Unknown energy source: This Component may not
transferred intact from the hulks on which they are found. become unpowered for any reason. If it is ever destroyed, its
They are typically found on several different designs of alien ship takes 2d5 additional Hull Integrity damage, with no
derelicts recovered from the Halo Stars. Little is understood reduction from Armor or Shields.
of their technology, beyond the necessary connections for
power and ventilation. Any Inquisitorial vessel would be Runecaster
greatly interested in studying these chambers. For reasons Another example of Eldar technology, runecasters are
that remain unclear, Recovery Chambers are apparently often housed in large, vaulted chambers. In the centre of the
capable of healing virtually any known sapient life forms from
chamber, clusters or rune-stones float suspended above a
virtually any injury. The injured person is simply deposited
wide crystal lens. Xeno-tech researchers have re-
into one of the many ooze-filled openings within the appropriated the devices from their previous, unknown
Component. Then, the opening seals over, and the healing purposes. Through some incomprehensible means, the
process begins. device is almost prescient—aiding Navigators in avoiding the
Miracle of Life: When in the Recovery Chamber, a lightly- worst storms of the Immaterium.
damaged patient automatically passes one Medicae Eye of the Warp: Navigators using this Component to pilot a
Extended Care Test each hour, instead of each day. A ship through the empyrean gain a +20 bonus to all
heavily or critically-damaged patient automatically passes Navigation Tests. Additionally, any journeys made using
one each day, instead of each week. this Component take half their normal time.
Fate’s Price: After healing, the character’s luck becomes Fuelled by Fate: This Component never becomes
fickle for a time. During the next game session, any time the unpowered for any reason.
character wishes to spend a Fate Point, roll a d10. On a 1 or
a 2, the point is spent but it has no effect.
Warp Disrupter
By capturing a moment of perfect agony and then
Shadowfield
broadcasting it into the warp after massive amplification, this
A defense found upon some Eldar vessels, the Component disrupts all psychic communications within a
Shadowfield protects a vessel by concealing it within a region. Unfortunately, in order to capture that moment of
cloud-like fog of darkness and false shapes. Even if a vessel suffering, the psyker who broadcasts the signal must
is able to identify the presence of such a shielded starship, undergo physical trauma.
little information about its Components or its precise location Transmit the Pain: When activating this device, a psyker
can be identified. Installing this Component in an Imperial immediately takes 2d5 Damage to a body location of his
vessel is a clear sign of heresy. Of course, the choosing reduced by Toughness but not Armor, plus 1d5–1
consequences of heresy may be much less severe for some levels of Fatigue. The psyker must then make a Difficult (–
explorers than the threat of being identified.
10) Focus Power Test. All attempts at warp communication
Darkened Craft: This Component grants a +20 bonus to the
within the star system suffer a –10 penalty for each degree
Silent Running Maneuver. Any Active Augury or Focused of success.
Augury Shipboard Action attempted against the vessel
suffers a –20 penalty.
Rolling Fog: All ships firing at a ship with a functioning
Shadowfield suffer a –20 to their Ballistic Skill Tests. Any
Pilot Tests to perform Hit and Run attacks suffer a –30.

109 Mandragora Apocrypha


Warp Gate Map
This xenos artifact may be connected to the vessel’s
Table 3-24: Upgrades
Upgrade Availability
augur arrays to generate a broad spectrum map of the Arrester Engines Rare
galaxy and the region surrounding the vessel. Indicators on Atomics Near Unique
the map show various warp gates that enable the vessel to Disciplinarium Scarce
Distributed Cargo Hold Rare
make rapid transitions between regions of physical space. Cherubim Aerie Scarce
Unfortunately, portions of the map remain indecipherable. Crew Improvements Average
Further, many of the gates connect to different exit gates at Crew Training Average
Mimic Drive Very Rare
different times. So, while a vessel may use the map to Ostentatious Displays of Wealth Very Rare
quickly exit a system, they may not emerge in the system Overload Shield Capacitors Extremely Rare
they intended to reach. Resolution Arena Scarce
Servitor Crew Very Rare
Transverse the Gate: When the vessel approaches a gate, Secondary Reactors Rare
a Navigator must first make a Challenging (+0) Navigate Starchart Collection Extremely Rare
(Warp) Test to precisely identify the physical location of the Storm Trooper Detachment Extremely Rare
Superior Damage Control Very Rare
gate. Once it has been identified, the Navigator may make a
Turbo-Weapon Batteries Very Rare
Hard (–20) Navigate (Warp) Test to transverse the gate. On Targeting Matrix Extremely Rare
a success, the vessel reached its intended navigation. On a Vaulted Ceilings Rare
failure, the vessel went somewhere else. At the Game
Master’s discretion, additional degrees of failure may ship upgrade may only be purchased once for a particular
increase the distance off course and hostile nature of their ship.
destination. (Also, at the Game Master’s discretion, many
star systems may not have warp gates at all. The GM can Arrester Engines
determine whether a particular location in space has a warp
This ancient piece of engineering adds a series of baffles
gate according to the needs of the plot, or he may simply roll
around the engines. These baffles may redirect the vessel’s
1d10. On an 7 or better, there is a warp gate within 2d10
forward thrust in a uniform fashion that effectively
days travel of the ship.)
counteracts its forward momentum. Ships modified in this
fashion may slow their speed much more abruptly than those
Xenos Librarium without this modification.
A collection of Xenos writings and common artifacts has This upgrade comes into play when the vessel takes an
been compiled aboard the vessel. The very presence of Evasive Maneuver action. Any time the vessel decelerates
these objects constitutes a heretical offence to all but the during one of these actions, the helmsman gains a +10
most curious and compassionate members of the Inquisition. bonus to the Pilot test. However, these manifolds require
Alien Tomes: Any Forbidden Lore Tests that the careful upkeep. If the Pilot test is failed by three or more
Gamemaster deems applicable receive a +10 bonus when degrees, the baffles have become damaged. The vessel
made aboard this vessel. loses 1 Speed until repairs are made.
A Poor Craftsmanship Arrester Engine is more prone to
Ship Upgrades failure. These versions are damaged on a test failed by two
or more degrees. A Good Craftsmanship variant adds +15 to
the Pilot test. Best Craftsmanship versions add +15 to the
One of the reasons few Imperial starships are alike, even
Pilot test and are only damaged on a test failed by four or
when built from the same basic template, is that over the
more degrees.
centuries a starship is in service it undergoes innumerable
customizations and modifications. Not only has the ship
likely been passed down through generations of captains, Atomics
but it is also flown to the far reaches of the galaxy, where Atomics are ancient weapons of widespread destruction,
regular and reliable maintenance is impossible to come by. terrible devices that haunted humanity long before it reached
Repairs can be ‘unconventional’ at best. the stars. In the Dark Age of Technology and the Age of
Upgrades to ships, their supplies, and crews offer affluent Strife, atomics turned many worlds into scoured, radioactive
Explorers additional means to improve their ship without wastelands. They were some of humanity’s most powerful
acquiring or replacing Components or obtaining a new hull. weapons of war.
Instead, upgrades augment a ship’s existing Components. In the age of the Imperium, however, atomics have since
They can be anything from longer range macrocannons to fallen out of favor. Simply put, the militant Adepta and the
an extensive stock of starcharts. Imperial Inquisition have better ways to destroy worlds.
Upgrades are purchased in the same manner as any Cyclonic torpedoes and virus bombs can slay whole planets
other Acquisition, and can be obtained for any ship. There in a matter of hours, or even minutes. On the other hand,
are bonuses for Craftsmanship for upgrades. However, even hundreds of atomic warheads will not destroy a world
although a player may only purchase one starship upgrade outright—instead polluting the biosphere and slowly choking
per Acquisition Test, there is no bonus for doing so. life with palls of intensely radioactive soot.
Essentially, the only modifier to an Acquisition Test to In game terms, a single atomic has the power to destroy a
purchase a ship upgrade is the rarity of said upgrade and the hive spire between five and 10 kilometers across. It can also
craftsmanship of the upgrade. Unless specified otherwise, a be adapted to be mounted in a torpedo or fired from a

Mandragora Apocrypha 110


macrocannon. Any Weapon Component firing an atomic contraband.
makes one shot. If it hits its target, it does 1d5+4 hits doing The primary benefit of this upgrade is that it makes
1d10+6 damage each. Void shields and armor will protect contraband harder to detect or to pirate. If the vessel is the
against this normally, however, all damage should be added subject of Focused Augury, the cargo is only identified with
together as if it were a single salvo. If an atomic was Five Degrees of Success. Further, even if it is identified, the
detonated within a starship or station, however, its Component may not be targeted by a Critical Hit. This offers
destruction would be guaranteed. Atomics may be Acquired an additional 50 Achievement points for any Criminal
multiple times. However, each Acquisition of atomics only Endeavour.
grants one atomic. An atomic may be fired from a shipboard However, the ubiquitous hidden compartments create far
macrocannon—so long as it fires projectiles (the final more cramped living conditions for the crew. Further, these
determiner of whether or not a macrocannon fires compartments often obstruct access to panels used for
projectiles—as opposed to laser blasts or plasma shots, for maintenance and repairs. As a consequence, the vessel
example—is the GM). reduces Morale by 2 and suffers a –10 penalty to any repair
If an atomic is fired in this manner in starship combat, a attempts.
character must make a Ballistic Skill Test as an Shipboard A Poor Craftsmanship Distributed Cargo Hold places the
Action to hit a single target within range of the macrocannon; compartments in even more awkward places. This increases
a successful hit has the aforementioned effects. The the repair penalty to –15. A Good Craftsmanship version
remainder of the macrocannons in the battery may fire as reduces the repair penalty to –5. Best Craftsmanship
normal, and thus the macrobattery may still fire as normal as versions also increase the Achievement bonus to 75.
part of the ship’s Shooting Action.
It is, of course, entirely possible for players to invent other Cherubim Aerie
ways to use atomics, such as hit-and-run attacks. The GM Most Imperial starships have a population of cherubim
should allow any reasonable idea a chance to succeed, servitors. Though they are useful for aiding in menial tasks,
although the GM is the final arbitrator of what is the lowborn crew distrust them and say they cause harm and
“reasonable.” mischief.
Poor Craftsmanship Atomics are less reliable, and only To house them (and isolate them from the crew), many
do 1d5+2 hits. Good Craftsmanship Atomics do 1d5+5 hits, captains construct specialized aeries in the vaulted upper
while Best Craftsmanship Atomics do 10 hits.
reaches of the cargo bays and larger corridors. A cherubim
aerie decreases crew Morale permanently by 1. However,
Disciplinarium when completing an Objective for an Endeavour, the aerie
This vessel’s captain believes that the living in the light of grants 1d10+10 additional Achievement Points. This bonus
the God-Emperor demands order and vigilance above all can only be applied once per Objective.
else. The crew is expected to maintain the highest standards Poor Craftsmanship Aeries permanently decrease Crew
and the most conscientious of work-ethics at all times. For Morale by 2 instead of 1 (as they do a worse job of isolating
those instances where failure occurs, the iron fist of corporal the cherubim from the crew). Good and Best Craftsmanship
punishment solves all problems. The Disciplinarium upgrade Aeries grant 1d5+15 and 20 Achievement Points,
exists to address these needs. Disciplinary chambers are respectively.
distributed throughout the ship. While they may be held in
reserve as a constant reminder, at times, they may see Crew Improvements
extensive use that could solve problems permanently. Although some Captains see their crew merely as an
The Disciplinarium allows a ship’s captain to sacrifice expendable resource that is easily replenished, others prefer
Crew Population to increase Morale. The ship may reduce to take better care of their subordinates. The reasons for this
Crew Population by 1 to increase Morale by 2. This action
range from the compassionate—the Captain genuinely cares
may be taken up to once per day. about his “charges,” to the pragmatic—a happier, better-
There are no Poor Craftsmanship Disciplinariums—rough trained crew may perform their duties better than resentful
workmanship tends to be even more intimidating. Good vassals. Whatever the reason, these improvements could
Craftsmanship variants add display units around the vessel take any number of forms, from better provisions for the
to showcase examples of the tools in action. This adds +5 to mess, uniforms to promote loyalty, or even extended training
all Command tests performed on the vessel. Best regimes. These improvements grant a permanent +2 bonus
Craftsmanship versions also raise the Morale by 3 for every to Crew Morale.
1 points of Crew Population reduction.
Poor Craftsmanship Crew Improvements only grant a
permanent +1 bonus to Crew Morale. Good Craftsmanship
Distributed Cargo Hold Crew Improvements grant a +3 bonus, while Best
The vessel’s cargo storage has been redesigned with Craftsmanship Crew Improvements also grant a +5 to the
smuggling as its highest priority. Installing this upgrade ship’s Crew Rating.
requires that the vessel already be equipped with a
Component that offers cargo storage. The space for that Crew Training
component is then redistributed throughout other locations Countless generations of humans will pass before the full
on the vessel, while other Components are expanded to life span of a void ship. Because of the nature of voidships,
accommodate the additional function of concealing and the esoteric and ancient knowledge often utilized in their

111 Mandragora Apocrypha


construction, it becomes paramount for crews to understand hallways encrusted with jewels and precious metals, or even
their ship. Every deck and sub deck crews developing their strange examples of xenos art, these displays serve as a
own traditions and rites to appease the machine spirits of constant reminder to the Rogue Trader’s guests—if wealth is
every system, sub system, conduits and arrays that run the power, their host is not someone they should wish to cross.
length of their vessels. Most voidships develop into almost This upgrade provides a +10 bonus to any Social Skill
clan-like structures after prolonged generations have resided Tests made to influence visitors aboard the vessel. In
within a ship. addition, when working towards a Trade or Criminal
However, the dangers of the void do endanger the objective, the players earn an additional 25 Achievement
knowledge required to maintain each voidships. This is Points.
particularly true for ancient vessels of the Imperial Navy. Poor Craftsmanship Displays of Wealth actually impose a
While few voidships are truly ever destroyed outright, the –10 penalty to Social Skill Tests and do not grant additional
crews that inhabit them are less resilient. Whether due to Achievement Points (as tacky and shoddy displays often
abandonment, mutiny, massacre or decay of knowledge inspire derision and poor impressions, rather than the
over time from new bodies joining the crew rapidly, it intended goal). This is not to say that some Rogue Traders
becomes paramount for most crews to (re)acquaint do not pursue such things. Good and Best Craftsmanship
themselves with their ship. displays, on the other hand, grant a +15 and +20 bonus to
The primary benefit of this upgrade upgrades a Crew Social Skill Tests, respectively (rather than the +10).
Rating to the next available tier (see page XX). For example,
an Incompetent Crew could be upgraded to Competent, and Overload Shield Capacitors
so on. This upgrade can be taken multiple times, but no The Void Shields on a vessel with this upgrade are
more than once per every six months. No matter how well a equipped with an extensive network of rapidly charging
crew is trained, only experience and familiarity will allow capacitors and a redundant set of shield projectors. This
them to progress and test their new found skills. combination enables the void shields to rapidly cycle, even
In order for this upgrade to be taken, a voidship must after an overload. These ancient systems are generally
spend some time at a port of dock. Naval Installations reserved for the most vital of military vessels.
provide a +10 bonus to acquiring this upgrade.
Overload Shield Capacitors enable a vessel to reactivate
its void shields at full strength immediately after they are
Mimic Drive overloaded by a salvo. This permits the shields to effectively
There are many times when a vessel might wish to cloak overload more than one time within a single strategic turn.
its appearance. This upgrade provides an opportunity to hide This reactivation occurs automatically; no actions are
in plain sight. Rather than attempting to offer excessive required. The upgrade does have a limited capacity. This
concealment, the upgrade enhances the engine’s output so reactivation may only be performed once per combat
that it appears as a much larger vessel, typically either a encounter (or once per 24 hours).
cruiser or light cruiser when observed by detection systems. If the Overload Shield Capacitors are of Poor
In the hands of an expert, this signal may actually be Craftsmanship, when reactivated, their Strength is reduced
manipulated sufficiently to replicate the drive signature of a by 1. Good Craftsmanship examples provide additional
specific vessel. reserve power for the void shields and may be reactivated
The mimic drive is only available to transports, raiders, three times per combat. Best Craftsmanship overload shield
and frigates. To activate the system, a member of the bridge capacitors may only be reactivated once daily, but also
crew must make an Opposed Routine (+20) Tech-Use Test increase the vessel’s void shield Strength by 1 at all times
versus any opponents’ Challenging (+0) Detection +
Scrutiny Test. Attempts to replicate the signature of a Resolution Arena
specific vehicle incur a –20 to the test. Of course, the
Some ships’ commanders prefer to allow the crew to
deception is only effective at sensor range. Visual inspection settle their own disputes. Among these, some believe that
will clearly identify the vessel. those settlements can provide worthwhile entertainment and
Poor Craftsmanship examples of this upgrade may not even a valuable lesson to other crew members. This
attempt to replicate the drive signature of a specific vessel. upgrade provides a public venue to settle violent
Good Craftsmanship versions provide +10 to the skill test. disagreements in front of their comrades in the crew. The
Best Craftsmanship examples provide the same bonus but public display can also provide a keen insight into the nature
also have the drive signatures of two specific vessels of those involved in the conflict.
preprogrammed so that they may be replicated without The steady public bloodsport, along with its tacit approval,
penalty.
leaves the crewmembers knowing that justice can be
dispatched quickly. This assurance in concert with the
Ostentatious Displays Of Wealth entertainment provides a degree of loyalty to their officers.
Even a Rogue Trader who prefers a more modest and The direct benefit of this is to permanently increase Morale
unassuming lifestyle (and there are plenty who do not) by 3.
understands the power of appearances. To instill the proper For those vessels equipped with a Poor Craftsmanship
mix of respect, awe, and fear, many Rogue Traders decorate Resolution Arena, the crew senses that this is a lower
the interiors and exteriors of their vessels with all manner of priority aboard ship. These permanently increase Morale by
costly ornamentation. Whether ancient pieces of archeotech, 2 instead. Good Craftsmanship versions may also be useful

Mandragora Apocrypha
112
to provide entertainment for clients during trading, providing crew has a Crew Rating of 30.
a +10 bonus to all Commerce tests made with trading Poor Craftsmanship Servitor Crews have a Skill
partners aboard the vessel. Best Craftsmanship versions Characteristic rating of 20. Good and Best Craftsmanship
provide the same bonus, but also permanently increase Servitor Crews have a Skill Characteristic rating of 35 and
Morale by 5. 40, respectively. At the GM’s discretion, certain Components
such as a Temple-shrine or Clan-kin Quarters may no longer
Secondary Reactors provide their benefits to a Servitor Crew, while other
A vessel equipped with Secondary Reactors uses the Components—such as a Servitor Reclamation Bay—may
not impose their usual penalties.
additional power from augmented plasma reactors to rapidly
increase its speed for a limited amount of time. These
modifications are most popular among those vessels that Starchart Collection
need to escape from them. Agents of the Mechanicum are It is a very lucky ship’s captain that has access to a
always reluctant to make these modifications, as the collection of starcharts, and even more so if those starcharts
machine spirits of the engines equipped with them are so are actually accurate. Such starcharts are full of information
often in pain. This upgrade invariably dictates a substantial about particular regions of stellar space—stable warp routes,
increase in the amount of time that the vessel must spend at lost words, and safe havens to replenish crew and supplies.
repair docks. Often, this information is hard won, costing countless ships,
When upgraded with Secondary Reactors, a vessel may and the lives of their crew. A starchart collection allows a
activate the system to increase its Speed by 2 for a single ship’s Navigator to reduce warp travel times by 1d5 days, to
turn. This activation requires a Difficult (–10) Tech-Use a minimum of one. In addition, when working towards an
Test. Even if the test is passed, the vessel’s Speed is Exploration Objective, the players receive an additional 25
reduced by 1 during the turn following the speed increase. If Achievement Points.
the Tech Use Test is failed, the ship does not gain the +2 A Poor Craftsmanship Starchart Collection imposes a –10
Speed, but immediately suffers the –1 Speed penalty penalty when rolling on the Warp Travel Encounters Table.
instead. If the test is failed by three or more degrees, the Good charts reduce travel times by 1d5+5 days (to a
vessel’s Speed is reduced by half until the engines are minimum of one), while Best charts also grant a 50
repaired, requiring an Emergency Repairs Shipboard Action. Achievement Point Bonus, instead of 25.
The Secondary Reactors may not be used again until these
repairs have been made. Storm Trooper Detachment
Secondary Reactors reduces the ship’s space by 1 for
It is not common for a civilian vessel to have a contingent
raiders and frigates, 2 for transports, 3 for light cruisers and of Imperial Storm Troopers— an elite regiment of soldiers
cruisers, and 4 for any larger vessels. trained in the Schola Progenium and assigned across the
Secondary Reactors of Poor Craftsmanship impose a –10 Imperium. However, those Rogue Traders with connections
penalty to the Tech-Use test. Good Craftsmanship amongst the Imperium can sometimes requisition such
Secondary Reactors extend the Speed increase to 2 soldiers from friends in the Imperial Guard. Shipboard Storm
Strategic Turns. The rare examples of Best Craftsmanship Troopers are specially trained in boarding activities and ship
versions gain the bonuses for Good Craftsmanship, and security. To obtain Storm Troopers, a captain must have a
increase the Speed by 3 instead of 2.
Contact or Good Reputation with the Imperial Guard, in
addition to the usual Acquisition requirements.
Servitor Crew A Storm Troopers detachment has too few numbers to
In some cases, a starship captain will choose to forego a launch full-scale boarding actions against other ships.
crew of flesh and blood. In their place, he will command a However, when it comes to hit and run raids, Storm Troopers
ship of servitors. Often he will keep only a close cadre of are deadly efficient, and when put in charge of defending
trusted senior officers. More rarely, he may be the only against boarders, they are likewise skilled and ruthless.
unaltered human left on his ship. Servitors are less skilled When a ship with a Storm Troopers detachment conducts a
than a human crew, and unable to adapt to changing hit and run raid, the raid doubles the amount of Hull Integrity
situations. However, having a crew that is resistant to injury damage dealt. When a ship with a Storm Troopers
and will always follow orders can have its advantages. detachment wins an opposed Command Test while
Having a servitor crew imposes a –10 to any Ballistic Skill defending in a boarding action, it adds 1d5 to the damage
Tests to fire the ship’s weapons, as well as a –10 to all inflicted to Crew Population.
Command Tests made aboard the ship. In addition, the ship There are no Poor Craftsmanship Storm Troopers; a
may not initiate boarding actions. Finally, the ship’s Crew Storm Trooper is by nature extremely well-trained. Good and
Population can only be replenished by forge or hive worlds, Best Craftsmanship detachments have even better training
and cannot be replenished through pressgangs or emptying in shipboard and zero-gee tactics, and grant a +5 and +10
a world’s prisons. bonus to opposed Command Tests, respectively.
In exchange, however, the ship always counts Morale as
100 as long as it has a Servitor Crew, and all Crew Superior Damage Control
population losses are reduced by half (to a minimum of 1). A This vessel has been redesigned to deal with the inherent
Character must also make a Tech Use Test (as opposed to dangers of void combat. The hull has coated with a sacred
a Medicae Test) when performing a Triage action. A servitor unguent that can seal gashes that might otherwise lead to

113 Mandragora Apocrypha


depressurization. Whenever possible, the vessel’s interiors This upgrade reduces the ship’s space by 1 for raiders, 2
were constructed of flame retardant materials. The crew are for frigates and transports, 3 for light cruisers, and 4 for
equipped with a far more extensive supply of replacement cruisers and higher. However, it permanently increases the
parts and tools than the standard requirements for Imperial crew’s Morale by 5.
vessels. Poor Craftsmanship versions reduce the ship’s space by
If a Component on this vessel is depressurized, the Crew an additional +1. Good Craftsmanship versions permanently
Population suffers only 1d5 damage. Firefighting attempts on increase the crew’s Morale by 7, while Best Craftsmanship
the vessel are a Challenging (+0) Command Test. If versions increase the crew’s Morale by 10.
performing isolated extended repairs, crew members receive
+10 to their Tech-Use Tests.
Poor Craftsmanship Superior Damage Control Systems
do not exist; these are normal damage control systems.
Good Craftsmanship examples of this upgrade also reduce
the damage to Crew Population in the event of a fire to 1d5–
1. Best Craftsmanship versions automatically seal and vent
a burning Component to space when it is consumed by fire,
so that the fire cannot spread to any additional Components.

Targeting Matrix
The Targeting Matrix adds an additional system of auto
cogitators and extended range augurs into the vessel’s
weapon systems. These systems dynamically calculate
targeting solutions that compensate for the relative speeds
of both the target and the firing vessel. In addition, they may
identify weak points in an enemy’s defenses and identify
decoys so that they are not targeted.
This upgrade provides a +5 to Ballistic Skill Tests when
firing all Macrocannons and Lances on the equipped vessel.
These systems are not compatible with other types of
weapons. Poor Craftsmanship examples of this upgrade are
not capable of integrating with all of the ship’s weapons.
Rather, they can only modify a single Macrocannon or
Lance, chosen when the upgrade is installed. Good and Best
Craftsmanship versions do not grant any additional bonuses.

Turbo-Weapon Batteries
Turbo-weapons are not actually weapons, but a class of
upgrades built into macrobatteries. Increased power, recoil
compensators, and even more potent propellants all can be
used to make shots fire further and more accurately. The
turbo-weapons upgrade allows a single macrobattery
weapon component to ignore the penalties for firing at
double its normal range. This upgrade may be acquired
multiple times, once for each macrobattery.
Poor Craftsmanship Turbo-weapon Batteries decrease the
Range of the weapon component they upgrade by 1. Good
Craftsmanship Turbo-weapon Batteries increase the range
of the weapon component they upgrade by 1, and Best
Craftsmanship adds a +5 to all Ballistic Skill Tests made to
fire that weapon.

Vaulted Ceilings
Imperial ships are known for their cathedral-like designs.
However, some captains go even further, sacrificing space
to give their ships towering corridors with vaulted, gilded
ceilings that seem more appropriate for a planet-bound
cathedral than a starship. Some captains have the arching
expanses covered with ornate murals extolling their deeds
and the accomplishments of their ancestors—real or
imagined.

Mandragora Apocrypha
114
Torpedoes, Nova Cannons, And Launch Bays: Replenishment
Torpedoes
Unlike ammunition for personal firearms, every ship has a finite supply of torpedoes. Each Torpedo Tube Component lists how
many torpedoes it is able to hold. Once that number of torpedoes has been fired, the ship may not fire more torpedoes until more
have been procured. Procuring additional torpedoes requires an Acquisition Test, with all pertinent modifiers applying. Each type of
torpedo has a Availability rating, and in addition, if one wishes to purchase multiple torpedoes, scale ratings apply as well. The one
exception to this is Craftsmanship. Torpedoes do not have different craftsmanship. However, due to their rarity and the difficulty in
producing them outside of a Forge world, all Acquisition Tests to procure torpedoes not made on a Forge world suffer a –10
modifier in addition to any other modifiers.

Nova Cannons
Like torpedoes, nova cannon shells are difficult to manufacture, and unless one is serving in the Imperial Navy, even more
difficult to procure. A Nova Cannon Component comes with a finite supply of warheads (default storage of 20, although different
Components may store different amounts). Once those warheads are exhausted, procuring more requires an Acquisition Test, with
all pertinent modifiers applying. Nova cannon shells have an availability of Extremely Rare. However, due to their rarity and the
difficulty in producing them outside of a Forge world, all Acquisition Tests to procure Nova Cannon shells not made on a Forge
world suffer a –10 modifier in addition to any other modifiers.

Small Craft
As with torpedoes, starships carry a finite supply of small craft, although they often are equipped with large stocks of spare parts,
and may even scavenge damaged and derelict interceptors and bombers after battles to refit and reuse them. However, being an
attack craft pilot is an extraordinarily dangerous job. The number of possible ways a pilot may meet his end is considerable, and it is
no surprise that the Navy’s pilots are a superstitious lot, adorning their craft in lucky trinkets, holy relics and non-regulation paint-
jobs all intended to bring fortune and longevity to their pilots. To replenish Small Craft, simply elect to make an Upkeep Test for
each eliminated attack craft squadron at the end of the battle, using normal Acquisition Test rules. If they fail the Upkeep Test, the
squadron counts as half strength. If they fail the Upkeep Test for a half strength squadron, it has been destroyed—the one or two
remaining attack craft and their pilots distributed amongst other squadrons to bolster their numbers.

115 Mandragora Apocrypha


Starship Combat not apply, otherwise Initiative in space combat works the
same as regular combat.

pace combat is a terrifying experience. Massive Beginning of the Round, and taking Strategic
batteries of macro-weaponry fling shells and munitions, Turns
torpedoes the size of hab-blocks streak through the void,
Starting with the ship with the highest Initiative roll, each
and ships are consumed by fire or explode with the fury of a
nova. If a void shield fails or armor plating buckles, ship takes a Strategic Turn, during which it will make a
thousands of lives can be snuffed out in an instant. However, Movement and Shooting Action. Players may take Shipboard
there will come times when a void captain has little choice Actions as well.
but to run out his guns and prepare for battle
The End of the Round
Rounds, Turns, and Time—in Space Once every ship has taken its Strategic Turn, the Strategic
Round ends. Continue to play successive Rounds until the
Space combat is handled in a similar manner to normal GM determines the combat is over.
combat. Space travel is normally handled in Narrative Time.
Other situations, such as dodging a hurtling asteroid at the Surprise
last moment, are best broken up by the GM into the standard
Turns and Rounds. However, certain situations— particularly
Surprise affects the first Strategic Round in space combat.
ship-to-ship combat—require a slight adjustment to the
As in regular combat, the GM must ultimately determine
Structured Time approach.
which vessels are Surprised, based on the actions of the
Space warfare is very different from the close-in, personal
players and NPCs and the environment their ships are
fighting of hand-to-hand combat and short ranged firefights.
operating in. Here are some guidelines to take into account.
Great warships can spend days chasing down their
 Hidden vessels: The fury of a running plasma drive is
opponents and hours maneuvering into position for single
almost impossible to hide in open space. However, a
devastating volleys from their broadsides. Therefore, the GM
canny captain may use a convenient asteroid field,
should break up space combat into Strategic Rounds and
nebula, or even planet to mask his engine signatures.
Strategic Turns. While these function mechanically in the
alternatively, ships can go on Silent Running to lurk in the
same fashion as the Rounds and Turns of Structured Time,
cold darkness of space while his opponents fly right to
the interval of time they represent is longer.
them. A proper Scrutiny + Detection Test with the ship’s
A Strategic Round lasts for roughly thirty minutes, during
detection equipment may warn of the danger.
which, each ship involved in the scene takes a Strategic
 Ambush and treachery: In some situations, a friend may
Turn. Each Strategic Turn overlaps, so the actions of each
turn to foe in an instant. Such situations are highly
ship occur almost simultaneously. However, in game terms,
dangerous if the ambusher is in close formation with his
each ship acts in a sequence determined by the combat’s
target. He may not even have to maneuver to place his
Initiative Order (see below). A Strategic Round is completed
target squarely within his sights. Although it is up to the
when every participant in the combat has completed their
GM, a skilled scanner operator may detect the last-minute
Strategic Turn.
powering up of the weapons with a Challenging (+0)
Scrutiny + Detection Test.
Space Combat Overview  Extenuating Circumstances: Ships’ scanners and
detection equipment are fickle devices, and easily fooled
When a Round of space combat begins, the GM and by powerful celestial phenomena such as solar flares,
players follow certain steps to determine what happens. magnetic storms, and unpredictable gravity fluctuations.
These steps are similar to those followed when regular the interference may be powerful enough to mask the
combat begins, and the differences are specified below. approach of attackers.
Using these guidelines (and any others he deems
Surprise necessary), the GM determines at the beginning of combat if
anyone is Surprised. Any attackers firing on Surprised ships
It is certainly possible for one ship to surprise another in
gain a +20 bonus to attack rolls against them during the first
combat. Since Strategic Rounds last a half hour, it is highly
Round of combat.
unlikely that even a surprised crew will be completely unable
to react. However, the attacker may be able to land a few
crippling blows as the defender’s crew struggles to prepare Actions
their ship for combat.
During each Strategic Round, each ship receives one
Initiative Strategic Turn. Like regular combat, each ship can perform
At the beginning of the combat, the captain of each ship Actions during this turn. The Actions a ship performs fall into
rolls 1d10 and adds his ship’s Detection bonus (the tens digit three categories: Shipboard Actions, Maneuver Actions and
in its Detection characteristic). Bonuses that apply to a Shooting Actions. Each ship must make one Maneuver
character’s Initiative in Structured Time (regular combat) do Action and may make one Shooting Action during their turn.
Each of these Actions must be performed by a separate

Mandragora Apocrypha 116


Table 4-1: Shipboard Actions
Action Test Benefit
Active Augury Scrutiny + Detection Scans the area
Aid the Machine Spirit Tech-Use Bonus to Detection or Maneuverability
All Power to Void Shields Tech-Use Drain non-essential components to power void shields
Board Enemy Vessel Operate (Voidship), special Storm an enemy vessel and take the voidship by force
Bolster Resolve Interaction Skill Test Bolster the resolve and morale of a crew
Disinformation Interaction Skill Test Raises Morale
Divert Power Tech-Use Depower one component to power another
Emergency Repairs Tech-Use Repair damaged, depressurized, or unpowered Components
Focused Augury Scrutiny + Detection Detailed scan of one target
Hail the Enemy Interaction Skill Communicates with another ship
Hit and Run Operate (Aeronautica), Command Board enemy ship, cause damage, and return
Jam Communications Tech-Use Stops target from sending vox signals
Lock on Target Scrutiny + Detection Bonus to Ballistic Skill Tests with one weapon component
Prepare to Repel Boarders! Command Bonus to Command Test vs. enemy boarding actions
Put Your Backs Into It! Intimidate or Charm Bonus to various actions
Ram! Operate (Voidship) Ram an enemy vessel and cause massive structural damage
Ready Squadron Command Prep squadrons for launch
Reload Ordnance Command or Tech Use Test Reload torpedoes or similar launchers
Prepare to Maneuver Difficult (-10) Tech-Use Test Increase a voidships maneuverability
Silent Running Operate (Voidship)+Maneuverability Attempt to remain hidden from detection
Triage Medicae Reduces Crew Population Damage
Scanning the Aether Difficult (-10) Navigator's Psyniscience Extend awareness by warp means.
Warp Interference Hard (-20) Navigator's Psyniscience Cause warp interference to enemy vessels.

player controlling the ship’s crew. Each ship may make a Crew Rating
number of Shipboard Actions equal to each player character
or one Action per its Crew Rating Bonus (whichever is
If the players want to have a crewmember perform any of
greater), taken by a separate character or the crew. Each
the following Actions, they can. If they do so, the GM or the
ship must then make one Maneuver Action and may make
Players will roll to see if the Action is successful, counting
one Shooting Action during their turn. Each of these Actions
the crew member's appropriate characteristic (see Table 8-9
must be performed by a separate character or the crew.
below).
Individual characters will take their turns during their ship’s
In general, the NPCs aboard a vessel may perform a
Strategic Turn. They do not roll for initiative separately. At
number of Actions per Strategic Round equal to the tens
the beginning of each ship’s turn, the players (or the GM, if it
column of the NPC crew’s Skill rating. So, for example, a
an NPC’s ship) determine which Shooting Action, Maneuver
Competent crew could perform three Actions, while a
Action, and Shipboard Actions the players will perform, and
Veteran crew could perform five. Players should keep in
in which order. All Actions (and the order they are performed
mind their NPC crewmembers are rarely as skilled as they
in) must be determined at the beginning of the starship’s
are. Also, GMs should use common sense when dealing
Turn. Players may perform Actions in any order they choose,
with the delegation of tasks to NPCs, and are encouraged to
so an Shipboard Action may be performed before a Shooting
require the characters to perform certain, more important,
or Maneuver Action in order to provide it with a bonus, or a
actions personally. The idea is to keep the players involved
ship may move before or after shooting.
in a combat, and not have it come down to a series of NPC
Individual characters will take their turns during their ship’s
activities and dice rolls.
Strategic Turn. They do not roll for initiative separately. At
Table 4-2: Crew Rating can also be used to generate
the beginning of each ship’s turn, the players (or the GM, if it
statistics for the crews of enemy or NPC vessels. Enemy
is an NPC’s ship) determine which Shipboard Action,
vessels can perform a number of Shipboard Actions (or
Maneuver Action, and Shooting Actions the players will
other actions such as firefighting) equal to the number of
perform, and in which order. All Actions (and the order they
Actions other NPC vessels can perform.
are performed in) must be determined at the beginning of the
starship’s Turn. Players may perform Actions in the
corresponding Phase, so a Shipboard Action is taken during Table 4-2: Crew Rating
the Command Phase, and a Maneuver Action is taken in the Crew Rating Rating Examples
Maneuver Phase, etc. Incompetent 20 Navis Civilis, Ad-hoc crew
Note: Actions often require a Combined Skill Test, such as a Competent 30 Pirates and Corsairs, Navis
Mercantilis
Operate (Voidship)+ Maneuverability Test. After all, even an Crack 40 Astra Navis Militares
ace pilot must rely to an extent on his equipment. To make Veteran 50 Astartes Cruisers
these tests, add the ship’s ability, such as Maneuverability, Elite 60 Veteran crews of the Astra
Navis Militares
to the character’s Skill, such as Operate (Voidship). Then
perform the test using the combined value. When using
crew, skills are replaced by Crew Rating.

117 Mandragora Apocrypha


Shipboard Actions Command Test for every full 10 points difference in Crew
Population between the two ships. Each ship’s turret rating
also provides a bonus (see page XX).
Shipboard Actions are only available to characters who will
For each degree the winner wins by, he may choose to
not take part in Maneuver or Shooting Actions during the
inflict one of the following options on his opponent. The loser
Strategic Turn. They represent characters doing other
may either suffer 1d5 Crew Population and 1d5 Morale
activities to aid the ship, such as making repairs, caring for
damage (representing the crew cutting through the enemy),
the wounded, and even raiding enemy vessels. Unless
or 1 point of Hull Integrity damage (representing the crew
stated otherwise, each Shipboard Action may only be used
setting charges and doing as much damage as possible).
once per Strategic Turn and last until the end of that
Damage to Hull Integrity will also result in damage to Crew
Strategic Turn.
Population and Morale as normal (see page XX).
Note: The modifiers listed for Skill Tests may be modified at
The ship that has lost the opposed Command Test must
the GM’s discretion. Although each player may only perform
then roll a d100 and compare it to their current Morale. If
one Shipboard Action per Strategic Turn, it may or may not
they roll an equal or lower number than their Morale, their
take the entire 30 minutes, depending on the action.
crew continues to fight. During the next Strategic Turn, both
ships will make opposed Command Tests again. If, however,
Active Augury the losing ship rolls higher than their current Morale, their
A character or the crew makes a Challenging (+0) crew routes and surrenders to their captors. If the ship is an
Scrutiny + Detection Test to scan the area surrounding the NPC vessel, it surrenders. If it is the characters’ vessel, the
ship. If the scan is successful, the GM should reveal basic characters face a grim choice—surrender to their foes, or try
(and important) information about celestial bodies, and flee as best they can…
phenomena, and ships within 20 VUs of the vessel. If there
is a vessel on Silent Running within scan range, it is
immediately detected. For every degree of success, the
character can extend the range of his scan by five VUs. Shooting At Vessels
Engaged In A Boarding Action
Aid the Machine Spirit
Occasionally, opportunistic captains may wish
The character or the crew must make a Challenging (+0) to fire upon two vessels engaged in a boarding action.
Tech-Use to commune with the craft’s machine spirit and aid When this occurs, there are some quick points to take
it in its calculations. On a success, the character may add +5 into consideration. When firing upon two vessels
to the ship’s Maneuverability or Detection for the remainder engaged in a Board Enemy Vessel action, the void
of the turn. For every two additional degrees of success, the ship closest to the firing vessel must be the primary
character may add an additional +5 to the same system.
target and takes the most damage from the attack.
Macrocannons split hits equally between the two
Board Enemy Vessel vessels, while Lances deal full damage to the closest
Sometimes, the best course of action is to crash into the vessel and half damage to the furthest. While
enemy, send across parties of armsmen and ratings, and unscrupulous in most situations, firing upon such
take their ship by storm. This is called a boarding action. If a vulnerable voidships can turn the tide against a
starship ends its Maneuver Action within 1 VU of its target, numerous foe at great sacrifice to a fleet.
and its facing towards the target it not the stern, it may give
up its shooting action to Board the target. The helmsman
must make a Hard (–20) Operate (Voidship)+
Maneuverability Test. If he succeeds, the two ships crash
together and the boarding action begins. While two ships are
involved in a boarding action, neither of them can take Bolster Resolve
Maneuver or Shooting Actions (meaning the two ships By chanting prayers of strength and resolve, subtle guile or
remain stationary), although individual characters may still intimidation the character attempts to harden the crew's
take Shipboard Actions. The ships are locked together, and spirits against the enemy a Challenging (+0)Interaction
the only way a ship can break free is by making a Hard (– Skill Test. On a Success, decrease the Morale Damage
20) Operate (Voidship)+ Maneuverability Test at the taken by the crew until the start of their next Strategic Turn
beginning of its turn. If a ship attempts to break free and by -1, and an additional -1 for every second Degree of
fails, however, it will suffer a –20 to the subsequent opposed Success thereafter (to a minimum of 1).
Command Test (see below).
During their turns, two characters, one from each ship Disinformation
(whoever is leading the ship’s warriors), make an Opposed The character makes a Difficult (–10) Interaction Skill
Command Test. The ship with the larger Crew Population Test. If he succeeds, he can restore the crew’s current
value will receive a +10 bonus to its character’s Command Morale by 1d5 for every degree of success. This may only
Test for every full 10 points difference in Crew Population be used once per encounter.
between the two ships. The ship with the higher remaining
Hull Integrity provides a +10 bonus to its character’s

Mandragora Apocrypha 118


All Power to Void Shields Skill to convince an opponent to surrender. The exact details
of how this works is left up to the GM.
During intense combat situations, the strain on void
shields can become epidemic. When overwhelmed by
enemy vessels, a captain can order all non-essential Hit and Run
systems to route power to the ship's void shields. A This allows a character or the crew to raid an enemy ship,
character or the crew makes a Difficult (-10) Tech-Use to sabotage it, then retreat. The attackers make an Opposed
divert power to the shields. On a success, the ship gains 1 Challenging (+0) Operate (Aeronautica) Test against the
extra Void shield for the first and every third Degree of target ship’s Challenging (+0) Ballistic Skill Test with the
Success, up to a maximum equal to double its base. vessel gaining a bonus to its Ballistic Skill equal to five times
However, due to the taxing drain on the ship, the ship suffers its Turret Rating, attempting to reach one enemy ship within
a -20 penalty to all Augury, Maneuver, and Shooting Actions. 5 VUs in a boarding craft, accompanied by a team of raiders.
This Shipboard Action lasts until the beginning of the If they fail the test, they are forced to return to their ship. If
vessel’s next Strategic Turn. the target succeeds by four or more degrees than the
attacker, their craft is shot down. If a character is
Divert Power accompanying or leading the attack they either survive,
stranded in a crippled craft or are killed at the GM’s
During combat, drawing power from the ship's intricate
discretion. If the attackers succeed, they must make an
power relays and systems to drain a non-essential
Opposed Ordinary (+10) Command Test against the
component to empower another becomes a viable option to
commander of troops aboard the enemy ship. If they
the truly desperate. A Challenging(+0) Tech-Use Test
succeed, roll 1d5 on the Critical Hit chart twice and select
allows the character to direct the crew in diverting power to
one result to apply to the enemy ship, plus 1 point of
an unpowered component by making an intact non-essential
damage to Hull Integrity for every degree of success. If they
component unpowered in its place. This action grants a
fail, the attackers are forced to retreat back to their boarding
single round to the newly repowered component, with an
craft, unsuccessful in causing mayhem.
additional round granted for every three Degrees of
Success. A Failure of more than three Degrees of Failure on
this test means that the target component overloads and Jam Communications
becomes damaged, or it was damaged previously, A character or the crew makes a Difficult (–10) Tech-Use
destroyed. Test, targeting any ship, friend or foe, within a radius of 10
VU. If he succeeds, that ship is unable to use vox-
Emergency Repairs transmitters or other technologies to communicate with other
ships. Psychic communicators—such as an astropath—are
The crew makes a Difficult (–10) Tech-Use Test to repair
unaffected.
damage. If the crew succeeds, a number of Damaged,
Disabled, Depressurized or Unpowered Components equal
to the ship’s Crew Rating Bonus are returned to full function. Lock on Target
Repairs normally take 1d5 turns, however, this can be Augurs and targeting systems are calibrated and anointed
reduced by one turn per degree of success, to a minimum of to better detect and assail the enemy. The character or crew
one turn. Emergency Repairs cannot fix destroyed makes a Challenging (+0) Scrutiny + Detection Test to
Components. use the ship’s augers and calculate exact firing solutions on
an enemy vessel. If successful, he adds a +5 bonus to the
Focused Augury Ballistic Skill Test to fire one Weapon Component during this
turn. For every two additional degrees of success, add an
The character makes a Challenging (+0) Scrutiny +
additional +5 to the same Test.
Detection Test to scan a particular ship within 20 VU of his
vessel. A successful scan reveals a number of Components
aboard the enemy ship. Prepare to Repel Boarders!
One Degree of Success: All Essential Components except A character may make a Challenging (+0) Command
Auger Arrays and Void Shields Test in order to organize and arm a portion of the crew. If he
Two Degree of Success: As above, including all Weapon succeeds, he may add a +5 bonus to any opposed
Components Command Tests he performs as part of the first Boarding
Three Degrees of Success: As above, including Auger Action that is made against this vessel, plus an additional +5
Arrays, Void Shields, and any combat related Components for every two additional degrees of success. The character
Four Degrees of Success: All Components aboard the must sustain this Shipboard Action every Strategic Turn to
target ship maintain its benefits. Once a Boarding Action is completed,
Shipboard Action is completed and the crew may attempt to
Hail the Enemy reorganize in subsequent Strategic Turns.
This action is unique as it can be performed by characters
who have participated in Maneuver Actions or Shooting Put Your Backs Into It!
Actions during the turn. The character contacts one enemy A character makes a Challenging (+0) Interaction Test. If
ship using his ship’s vox systems. He may use Interaction he succeeds, he can choose to add +5 to a Ballistic Skill
Skills to accomplish certain goals, such as the Intimidation Test to fire a Weapon Component, an Emergency Repairs

119 Mandragora Apocrypha


Action, or an attempt to put out a fire made during this turn. Silent Running
He may aid an additional Ballistic Skill Test, Emergency
A ship may be attempt to avoid notice by going on silent
Repairs Action, or firefighting attempt for every three
running, shutting down non-essential systems and
degrees of success.
attempting to drift, unnoticed, past its opposition. When on
silent running, a ship makes Maneuver Actions as normal,
Ram! except the starship’s Speed value is halved, and the difficulty
There are desperate times in the fury of space combat of all related Skill Tests increases by one step. The default
when a captain’s only course of action is to use his own Maneuver Action requires a Ordinary (+10) Operate
starship as a weapon. If a starship ends its Maneuver Action (Voidship)+Maneuverability Test.
within one VU of an enemy vessel and its bow is facing said If the helmsman fails these tests, his ship performs the
vessel, the starship may give up its Shooting Action during Maneuver as normal, but some power surge or engine flare
the same Strategic Turn and ram the ship instead. The betrays their presence, and any ships within sensor range
helmsman must make an Opposed Challenging (+0) become aware of them. Enemy ships may detect a ship on
Operate (Voidship)+Maneuverability Test against the silent running by using the Active Augury Shipboard Action.
target vessel’s Hard (–20) Operate Needless to say, if the ship fires any weapons, it is
(Voidship)+Maneuverability Test. If he succeeds, the ship immediately detected as well
crashes into its target, causing 1d5 damage times its Hull
Integrity Bonus, adding its prow armor value for the total Triage
damage inflicted. This damage ignores void shields. The
The character makes a Difficult (–10) Medicae Test. If he
ramming ship then takes damage equal to 1d5 times half the
succeeds, he reduces any damage to Crew Population by 1,
defender’s Hull Integrity Bonus adding the armor value of the
plus 1 for every degree of success to a minimum of 1. Triage
facing being hit, ignoring void shields.
may only cancel Crew Population damage suffered during
the previous Turn.
Ready Squadrons
At the orders of the ship’s master of ordnance, fighters, Scanning the Aether
bombers and assault boats scramble. To prepare squadrons
The Navigator penetrates the Warp to sense what lies
for launch during combat, a character may make an
unseen beyond mundane reality, looking for the telltale signs
Ordinary (+10) Command Test in order to make new
of danger, foes, and Warp manifestations. The Navigator
squadrons ready for operations. The maximum number of
makes a Difficult (–10) Psyniscience Test. If he passes the
squadrons that may be made ready simultaneously is equal
Test, he sees the shadow of reality unmasked within the
to the Strength value of the Launch Bay Component being
Warp, and he counts as having successfully performed an
used. Multiple Launch Bay Components may be made ready
Active Augury Shipboard Action, but with a range that
with a single Shipboard Action.
extends a number of VUs equal to three times his Perception
Bonus. In addition, if the vessel’s auspex has been damaged
Reload Ordnance or destroyed, it counts as being operational until the vessel’s
Before ordnance weapons (such as torpedoes) can be next Strategic Turn.
fired, the launchers must be loaded. Normally, it takes a full
Strategic Turn in combat to reload any empty tubes on a Warp Interference
vessel, at which point the torpedoes may be fired in
A Navigator leads his vessel in between the invisible
subsequent turns. However, to reload faster, a character or
skeins of the twisting Immaterium, finding a tangled patch in
the crew may perform a Reload Ordnance Action in which
which to hide from the baleful stare of his enemies. The
the character makes a Difficult (-10) Command Test. If
Navigator makes a Hard (–20) Psyniscience Test. If he
passed, all empty launch tubes on the vehicle are loaded
passes the Test, he chooses one enemy vessel within a
successfully, and may be fired during the same Strategic
number of VUs equal to three times his Perception Bonus.
Turn, rather than a subsequent turn.
That vessel suffers a –10 penalty to its Detection for one
Strategic Round, plus one additional Strategic Round per
Prepare to Maneuver Degree of Success the Navigator scored.
The enginseers divert power to the maneuvering thrusters,
preparing for a sharp turn or sudden change in speed. The
crew makes a Difficult (-10) Tech-Use Test. If successful,
the ship gains a +5 Maneuverability bonus to the ship’s
Maneuver Action this Strategic Turn. For every two
additional degrees of success, add an additional +5 to the
same man oeuvre action.
Note: This Shipboard Action cannot be combined with Flank
Speed during the same Strategic Turn.

Mandragora Apocrypha 120


Table 4-3: Maneuver Actions
Action Test Benefit
Adjust Bearing Challenging (+0) Operate (Voidship) + Maneuverability Turn earlier than normal
All Ahead Full Difficult (-10) Operate (Voidship) + Maneuverability Move much faster
Burn Retros Challenging (+0) Operate (Voidship) + Maneuverability Remain Stationary or half speed and turn
Come to New Heading Difficult (–10) Operate (Voidship) + Maneuverability Make two turns in one Round
Disengage Opposed Challenging (+0) Operate (Voidship) + Maneuverability Escape combat
Evasive Maneuvers Difficult (–10) Operate (Voidship) + Maneuverability Inflicts penalties on enemy fire
Emergency Jump Special Make a dangerous withdrawal

Maneuver Actions Adjust Bearing


This is used to decrease the distance a starship must
During space combat, opposing ships can be less than a move before it can turn. First, the ship decides if it is moving
hundred meters apart, or have many thousands of half its Speed value or its normal Speed value. Then, the
kilometers between them. The latter is far more likely—it is helmsman makes a Challenging (+0) Operate (Voidship)+
rare that a gunner on a ship can see his target with an Maneuverability Test. On a success, the starship may turn
unaided eye. In space combat, the distance from one ship to after moving one VU less than its Speed value. For every
another, or how far a ship moves in a Strategic Turn, is degree of success, it may turn after moving one less
measured in void units (VUs). The distance represented by a additional VU. A starship must move at least one VU before
single VU is deliberately abstract and left open to some turning. Once the starship has turned, it must move the
interpretation due to space’s vast size. However, a good remaining distance so its complete movement is equal to its
guideline is a single VU equals roughly 1,000 kilometers. half or up to its full Speed value.
Since even a single VU represents a vast distance, it is
possible for two ships to be within one VU of each other. At All Ahead Full
that range, space combat becomes truly brutal, with A character or the crew must make a Challenging (+0)
ramming attempts and even boarding actions. Tech-Use Test to nurse the ship’s engines and push them
Basic space combat begins with all ships involved at a past their limits. Success means the ship may move an
distance from each other determined by the scenario and the additional VU this turn. Every degree of success allows an
GM. There may be other phenomena in the combat as well, additional VU of movement. The starship may not make any
a nearby planet, perhaps, or even a vast asteroid field (see turns in the same Strategic Turn as using this maneuver.
page XX). Note: This order action cannot be combined with Prepare to
When beginning combat, the GM and players should Maneuver action during the same Strategic Turn.
determine the direction each starship is facing. A starship’s
facing is the direction it will travel when moving directly Burn Retros
forward. When a starship takes its Maneuver Action, it
The ship directs additional energy to its retro thrusters in
chooses to move directly forward a number of VUs equal to
order to kill some of its forward momentum and hold
its Speed value (it’s normal speed) or half its Speed value.
position. While this reduces the effectiveness of the ship's
This is the default action of a starship— since starships are
weaponry, the vessel can turn more sharply, thereby using
huge vessels with immense momentum, players do not have
the retros to turn on the spot. The helmsman makes a
the option of simply not moving their ship. Once the starship
Difficult (-10) Operate (Voidship)+ Maneuverability Test.
has moved forward by its Speed value or half its Speed
On a success, the starship may reduce its speed by one VU
value, it may turn. The turning radius is determined by the
below its half speed, per Degrees of Success. If this would
hull of the vessel.
allow the starship to reduce its speed to zero, then the
Either version of this Maneuver (moving at half or normal
starship may come to a complete halt and becomes
Speed value) is considered the starship’s default Maneuver,
stationary. It may then turn from its stationary position, but
and does not require any Skill Tests to perform. However, a
suffers a -20 penalty to all Ballistic Skill tests during the
skilled pilot can use more advanced Maneuver Actions to
Strategic Turn. As a free action, this order may be sustained
modify this Maneuver. Each Maneuver modifies (but does
in subsequent turns, counting as that turn’s maneuver
not replace) the basic Maneuver action mentioned above,
action.
and only one Maneuver may be selected per Strategic Turn.
Unless stated otherwise, a vessel may not exceed its
maximum full speed (double its Speed value) using Come to New Heading
Maneuver actions. This is used to make radical course changes. The
If a starship ever fails its Test while performing a Maneuver, helmsman makes a Difficult (–10) Operate (Voidship)+
it simply makes either version of its default Maneuver (it Maneuverability Test. Success means the starship may
moves forward either half its Speed value or its normal turn when it has moved half its Speed value, then turn again
Speed value, then may turn). when it has moved its full Speed value. The ship suffers –20
to any Ballistic Skill Tests to fire its weapons during this turn.

121 Mandragora Apocrypha


Fore Fore

Port Fore

Port Starboard Port Starboard

Aft Starboard
Aft Aft

Diagram 3-1 Diagram 3-2 Diagram 3-3

Disengage Warp.
In response to such an order, the Navigator may make a
This gives the starship a chance to flee the battle by
Very Hard (-30) Navigation (Warp) Test. Alternatively, if
making a radical course change and shutting off its systems,
the Navigator refuses, the captain may instead choose to
attempting to hide amongst the vastness of the void. This
make a Punishing (-50) Tech-Use Test. Roll a 1d10 for the
Maneuver may not be performed if the starship is within 8
duration of time until the voidship make it’s translation. If he
VUs of any enemy. The helmsman makes a Opposed
passed the previous test subtract the Degrees of Success
Challenging (+0) Operate (Voidship)+ Maneuverability
from the duration, however, if he failed the previous test then
Test against a Challenging (+0) Detection + Scrutiny Test
add the Degrees of Failure to the duration. At the start of the
from opponents within 20 VUs. Provided their number of
next Strategic Turn after the end of the duration, the vessel
successes is greater than the successes of each enemy
translates, and the combat is over.
ship, the ship leaves combat, and may not reenter it.
Due to the complex nature of Warp Travel, all efforts must
Once a starship has successfully disengaged from combat,
be made to make the translation into The Warp as stable as
it may not re-engage its opponents unless the GM
possible. At the start of each Strategic Turn, the vessel must
specifically allows otherwise. Additionally, the Disengage
sacrifice it’s Maneuver Action in order to sustain the
Maneuver cannot be used to initiate a Stern Chase. This is
Emergency Warp Jump, and additionally cannot make
because the disengaging ship is shutting down all non-
certain actions for fear of destabilizing the ship’s Gellar
essential systems, including its engines, augur, and
Fields; including firing any of the ship’s weapons, using the
weapons, and doing its best to pretend it isn’t there. It will
hangar bays, committing to a Boarding Action or Ram!
remain that way for several hours or even days, before
Action, and any other actions at the GM’s discretion.
restarting its systems (hoping that everyone else has already
While a successful retreat from the battlefield is a small joy
left the area).
in itself, the ship is still in danger, as the perils of The Warp
are now more dangerous than ever. The condition of the
Evasive Maneuvers Step 2, Locating the Astronomicon, is Lightless. If the
This is used to help avoid enemy fire. The helmsman Navigator refused to aid the captain in this action, then the
makes a Difficult (–10) Operate (Voidship)+ condition is instead Sightless, and the rules for committing
Maneuverability Test. For every Degree of Success, the Warp Travel without a Navigator apply. In either event, roll a
vessel imposes a –10 penalty to all shooting attacks directed 1d10, reduced by the Navigator’s Perception bonus if
against the starship until the beginning of its next Strategic applicable (for even a Navigator who refused to aid in such a
Turn. The starship suffers the same penalty to its own scenario would be insane to not attempt to locate the
shooting during this time. Astronomicon once they had entered The Warp). The result
of the previous roll indicates how many Steering the Vessel
Emergency Jump Tests may be attempted before the Navigator is able to
Thought a Navigator never follows this order unless no attempt to locate the Astronomicon.
other option remains, some daring captains have been Regardless of the Navigators compliance or presence, roll
known to call for an emergency entry into the warp to avoid a a 1d10. On a 6 or higher, the ship has translated into a Warp
devastating defeat. This action is incredibly dangerous, as Storm. Begin resolving this Warp Encounter prior to
not only is an unplanned jump perilous in the extreme, it also proceeding to Step 3, Steering the Vessel.
leaves the vessel vulnerable until it can translate into The

Mandragora Apocrypha 122


Shooting Actions when firing at a target at half the range, the shot gains a +10
bonus to the Ballistic Skill Test.

After completing its Maneuver Action, a ship has the option


of firing its weapons. Each Weapon Component may be fired
Macrobatteries
once per Strategic Turn, and all Weapon Components must Macrobatteries form the main armament of most ships,
be fired at once, although they may be fired at different filling the broadsides of vessels with rank upon rank of
targets. A Weapon Component may only be fired at a target gigantic weapons. Each requires a crew of dozens, if not
within its firing arc. Firing weapons and resolving damage is hundreds, to operate. Whether they fling kiloton warheads
covered later (see page XX). across the void or roast their targets with high-intensity
energy, macrobatteries fire in volley. Their salvos are
Weapons and Shooting designed to blanket the space around a target, hopefully
catching it in a maelstrom of destruction and overwhelm their
defenses by the sheer number of shots.
Starship weapons in the 41st millennium are as varied as
When firing a macrobattery, a successful roll scores one
the ships that carry them. Lasers, plasma projectors,
hit, plus an additional hit for each degree of success, to a
macrocannons, rocket launchers, terra-watt beam weapons,
maximum of the macrobattery’s strength. Essentially, a more
and more esoteric weaponry such as grav-culverins and
accurate hit means the character was able to land more
gamma emitters, all can be found in a starship’s broadside.
shots on the enemy ship. After the ship calculates the
In game terms, the weapons found in Ship Combat can be
amount of hits it has scored, apply the effects of the
divided into four distinct classes; macrobatteries, lances,
defender’s void shields (see “Damage and Defenses”
nova cannons and torpedoes.
below). Once the final number of hits has been determined,
In Ship Combat, the weapons on starships are
roll the weapon’s indicated Damage once for each hit
Supplemental Components. Each Weapon Component does
resulting in the amount of damage dealt to the target per hit.
not necessarily consist of one weapon—a single
macrobattery, for example, can have dozens of individual
macrocannons arrayed in broadside. Instead of these
Lances
weapons being treated separately, they are grouped Lances are rare and potent weapons that fire incredibly
together into a single Weapon Component and treated as a high-powered beams of energy capable of burning through
single weapon that can score multiple hits when fired. the hull of a warship, or cutting a smaller vessel in half.
Although most Weapon Components are classified as Unlike macrobatteries, lances are often mounted on gigantic
macrobatteries or lances, this simply means they follow the turrets where multiple energy projectors focus to create a
same general rules. Specific weapons may have different single, titanic beam.
rules and unique abilities. Lances operate in a similar fashion to macrobatteries,
Each Weapon Component has the following statistics: but with several distinct differences. When firing a lance, a
Strength: This is the maximum number of hits a character makes a Ballistic Skill Test without modifiers for
macrobattery can land on an enemy ship, or the amount of range. Unlike Macrobatteries, a lance can roll once for each
times a lance can attack. point of Strength. A successful roll per point of Strength
Damage: This is the Damage each hit deals scores one hit. Like macrobatteries, each damage total is
Crit Rating: This is the number of successes the shot must resolved against the target’s defenses separately. However,
have to score a critical hit on the target. when resolving a lance hit against the target, ignore the
Firing Arc: This determines which direction a starship target’s armor (see “Damage and Defenses,” below), but not
weapon may be fired in. void shields. Lances deal damage directly to Hull Integrity.
Range: This is the range of the weapon. Starship weapons
may be fired at targets no farther away than twice the Torpedoes
weapon’s range. Torpedoes are massive self propelled ship-to-ship
When firing a Weapon Component, the character directing missiles. While expensive to maintain, these weapons
the fire makes a Ballistic Skill Test, adding in any appropriate possess considerable destructive potential, and many
modifiers. Characters may direct the fire of more than one captains use an enemy’s tendency to avoid torpedoes to
Weapon Component (either macro-batteries or lances). This dominate a battle, forcing enemies to move in particular
means that one character may direct all of a ship’s weapons directions.
fire, although different Weapon Components may be fired by As with macrobatteries and lances, a single torpedo
different characters if the party chooses. A ship’s weapons launcher weapon Component actually comprises several
may be directed against multiple targets. The gunner (or launch tubes. This is, as with other weapon Components,
gunners) may select targets for their macrobatteries in turn. denoted as the Component’s Strength. All the other
properties of an attack using torpedoes are determined by
Range Modifiers the torpedoes themselves, which have a number of
characteristics that define them:
The range of the shot can affect a weapon’s accuracy.  Speed: The distance in VUs the torpedoes can travel in a
When firing at a target further away than the range of the single Strategic Turn.
weapon (up to the maximum of twice the range), the shot  Damage: The damage each Torpedo causes on a hit.
suffers a –10 penalty to the Ballistic Skill Test. However,

123 Mandragora Apocrypha


 Critical Hit: The value needed on the damage dice in Nova Cannons
order to score a critical hit on the target.
Nova Cannons are extremely powerful weapons, easily
 Range: The number of VUs the torpedoes may travel in
able to wreak vast destruction upon enemy vessels at great
total, before the reactor becomes dormant and the
range, but are inaccurate and require a stable vessel to fire
Torpedo ineffectual.
effectively. Due to the lethal nature of their warheads, nova
When firing torpedoes, the launcher’s entire Strength value
cannon shells are not armed for a fraction of a second after
of torpedoes is launched as a single group, referred to as a
firing, allowing them to travel many tens of thousands of
Salvo. No attack roll is needed at the time of firing, but a
kilometers through the void before they become truly deadly.
single character or the crew must be assigned to launch the
Nova cannons follow a number of specific rules when
Torpedoes, as his skill at readying them for launch will
firing which do not apply to other weapons. If a ship performs
determine their success when they reach their target. This
a Maneuver Action with a total modifier of greater than
character may still fire other weapons during that Shooting
Challenging, it may not fire its Nova Cannon in the same
Action as normal— the only difference is that “firing” the
turn. Similarly, a Crippled ship may not fire its nova cannon.
torpedoes does not require a test until the torpedoes reach
Once a Nova Cannon has fired, its crew must spend the
their target.
subsequent turn reloading and preparing the weapon for a
Torpedoes are different than macrobatteries, lances, and
second firing. This means a Nova Cannon may only fire
Nova Cannons, because the weapons are largely self-
once every other turn.
contained. Due to this, characters cannot perform Shipboard
When firing a Nova Cannon, nominate a single point
Actions to boost the accuracy of torpedoes. No matter how
anywhere within the weapon’s maximum range that is more
quickly or competently the crew loads a torpedo, it does not
than 6 Void Units from the ship and in the vessel’s Fore firing
affect the weapon’s machine spirit’s ability to hit a target. In
arc. That is the target point. The difficulty of targeting with a
the same way, bonuses from shipboard Components does
nova cannon is such that all attack rolls with the weapon
not boost the Ballistic Skill Test to hit with torpedoes.
suffer an additional –20 penalty. Otherwise, the attack roll is
Upon firing and at the start of each of the parent ship’s
resolved normally using a character’s or the ship’s crew
subsequent Strategic Turns before any other actions are
Ballistic Skill during a Shooting Action, including the normal
performed, a Salvo travels directly forward a number of VUs
modifiers for range. A successful attack roll means that the
equal to its Speed. The torpedoes continue to travel in this
shot was on target and detonates at the desired point. A
manner until they have travelled a total number of VUs equal
failed attack roll means that the shot was not on target and
to their Range, at which point their reactors’ limited fuel is
has instead detonated too soon or too late. However, such is
depleted and the torpedoes shut down, cold and inactive. If,
the power of these weapons that even an inaccurate shot
at any point during movement, a Salvo passes within 1 VU of
may still damage the enemy. For every degree by which the
another vessel (friend or foe; a torpedo’s machine spirit is
attack roll failed, the target point moves 1VU away from the
unable and unwilling to make such a distinction), then the
firing ship if the attack roll was an even number (i.e. a
character who launched the Torpedoes makes a Challenging
number ending in 0, 2, 4, 6 or 8), or 1VU towards the firing
(+0) Ballistic Skill + Torpedo Rating Test (for Torpedo
ship if the attack roll was an odd number (i.e. a number
Rating, see page X). On a successful test, one torpedo
ending in 1, 3, 5, 7 or 9).
strikes the target ship, plus an additional torpedo for every
In either case, any vessel within 1 VU of the target point
Degree of Success. No more torpedoes may hit than the
will be hit by the shell’s detonation, causing 1d5 hits (which
number present in the salvo. Torpedoes are not stopped or
can be negated by void shields as normal) dealing the
hindered by void shields. Note, if using a grid map,
weapon’s normal damage. Damage from a Nova Cannon
torpedoes hit any target in the same grid square as they are
shell ignores armor. Any damage dice that roll a 10 cause
travelling, or the grid squares on either side (effectively
one Critical Hit. If a Critical Hit is scored, then roll 1d5 on the
giving them a 3 VU coverage).
Critical Hit chart and apply the results as normal. Such is the
Once the total number of torpedo hits has been
power of the Nova Cannon that it may cause multiple Critical
determined, roll the torpedoes’ listed damage value once for
Hits in this way, rather than a maximum of one as is the case
each torpedo that hit, comparing each damage result to the
for most weapons.
target’s armor. For every point that exceeds the target’s
An accurate Nova Cannon shell can potentially deal far
armor, deal one point of damage to the target’s hull integrity.
more damage. If the attack roll succeeds by two or more
All torpedoes also have a unique rule: Terminal
degrees, than a single vessel within 1 VU of the target point
Penetration (X). When a torpedo rolls damage, re-roll any
(chosen by the firer) suffers 1d5+2 hits instead of 1d5. As
dice results equal to or lower than the value given in
noted above, damage dice rolling natural 10s cause Critical
parentheses. The results of the re-roll stand, they are not re-
Hits.
rolled again.
Any torpedoes which are not shot down by turret fire and
which do not hit the target vessel continue moving as normal
Firing Arcs
until they either strike a vessel or reach their maximum
range. Whether or not a Weapon Component may be fired at a
target is determined by its firing arc: front (fore), port (left),
starboard (right), and rear (aft). Firing arcs extend in a 90
degree arc from the centre of the vessel. For a visual
representation of firing arcs, see Diagram 3-1, above. If the

Mandragora Apocrypha
124
combat is being fought on a grid-map, you can use Diagram Torpedoes resolve Critical Hits differently than almost
3-2 and 3-3 instead (depending on which way the ship is every other attack available to a vessel in Ship Combat. This
facing). If there is any question between whether a target is is for one very obvious reason—accuracy. While
in a ship’s fore or aft arcs or in its side arcs (such as if you macrobatteries, lances and attack craft can all guide their
use the example from Diagram 3-1 on a grid-map), the target attacks to various degrees, the final approach of a torpedo is
is considered to be in the side arc. What arcs a weapon my largely automated and fairly clumsy by comparison.
fire in are determined by the location the Weapon Consequently, the chance of a torpedo scoring a Critical Hit
Component occupies on a starship: Dorsal, Prow, Port, is determined by damage and random chance rather than
Starboard, or Keel. operator skill. When a torpedo rolls damage, if at least one of
the dice values equals or exceeds the value listed in the Crit
Dorsal Weapons Rating of the torpedo’s profile, the torpedo causes a Critical
Dorsal Weapon Components are mounted on the Hit. If the torpedo has not done damage to Hull Integrity, it
starship’s spine or up most decks. They have a wide firing does 1 point of damage. Then roll 1d5 on the Critical Hits
chart.
arc, but less weapons can be installed in the relatively
limited space. Dorsal weapons may fire to the fore, port, and
starboard. Defenses
Prow Weapons There are three principle defenses for starships, Void
Prow Weapon Components are packed into the starship’s shields, Armor and Turrets.
forward spaces, and are often weapons that must run along Void Shields create an invisible energy barrier around a
much of the length of the hull. Prow weapons on transports, starship. Miracles of lost technology, these barriers serve
raiders, and frigates may fire to the fore. Prow weapons on two purposes. First, they brush aside swaths of dust and
light cruisers, cruisers, or larger vessels may fire to the fore, detritus adrift in the void that would otherwise scar, befoul,
port, and starboard. and even destroy a starship (though they offer little
protection against especially large objects like asteroids).
Port and Starboard Weapons Their second purpose is to absorb the terrific energies of
incoming fire. If it absorbs too much energy too quickly,
Port and Starboard Weapon Components are installed in
however, the void shield collapses, and must bleed off the
broadsides along the left and right sides of the starship,
accumulated energy before it can be raised again.
respectively. Port weapons can fire to the port firing arc,
While Void Shields are a more than adequate defense
Starboard weapons to the starboard firing arc.
against macrocannon shells and lance beams, they are
useless against slower-moving attacks such as torpedo
Keel Weapons salvoes and bombers. Consequently, most vessels possess
Keel Weapon Components are often on long masts or fins a number of small, lightweight defensive weapons,
below the starship’s belly, and are rare on Imperial vessels. collectively known as turrets, incapable of harming a full
Keel weapons may fire in any direction. starship but more than able to destroy enemy torpedoes and
attack craft, as well as help defend the ship in the event of a
Torpedo Mounting boarding action.
Torpedoes differ from macrobatteries and lances in a Armor can take many forms, but is often layers of
number of ways, particularly in the manner they are fired In adamantine and ceramite many meters thick, covering the
all cases, torpedo tubes, torpedo launchers and other outer hull of the vessel.
equivalent Components must always be mounted in either a
Prow or Keel weapon location. The forces exerted upon a Void Shields
vessel when firing a salvo of torpedoes are such that only Void shields function by absorbing incoming hits before
certain mounts can properly contain them. For this reason, they can be resolved against their target. Whenever a ship
on any vessel of Grand Cruiser size and smaller, torpedoes chooses to fire on another ship during its turn, the target
may only fire into the Fore arc, regardless of where the ship’s void shields (assuming it has any!) will cancel a
weapon Component is located. number of incoming hits equal to the strength of the shields.
In other words, if a ship has one void shield, after an attacker
Critical Hits determines the total number of hits going against the ship,
that number of hits is reduced by one. It does not matter if
When firing a weapon, if the character rolls a number of the hits are from lances or macrobatteries. However, void
successes equal to the weapon’s Crit Rating, the shot has shields can be overloaded. Once they have reduced their
caused a Critical Hit. If the shot does not do any damage to strength in hits, they overload and shut down. Any remaining
Hull Integrity, inflict 1 automatic point of damage. Then roll hits in that strategic turn will hit the target, and any further
1d5 on the Critical Hit chart and apply the result to the target. shots fired against the target by attacking ships will also hit
Each Weapon Component should be resolved against the the target unimpeded by void shields.
target separately, not simultaneously. (This is important due
to the manner in which void shields work.) Righteous Fury
does not apply to shipboard weapons.

125 Mandragora Apocrypha


Armor On the following page is the Critical Hit chart for ships, and
should be used when a weapon’s attack roll has met its Crit
Once void shields have been taken into account, and the
Rating, or when a crippled ship takes damage. Critical Hits
damage for the remaining hits is rolled and added together, it
are never accumulative and do not stack up. However, when
is compared to the target’s Armor. The Armor value is
a ship takes a Critical Hit and a same result is rolled, the
subtracted from the damage total. If the result is zero or less,
Critical Hit is increased to the next result instead (for
the target’s Armor has successfully protected the vessel. If
example, two critical rolls of 7 on the same ship would result
the result is more than zero, the target loses that many
in the second becoming an 8 on Table 4-4: Critical Hits). If a
points of Hull Integrity. Hull Integrity can be considered
critical hit is rolled that cannot be applied, apply the next
similar to a ship’s Wounds. It is a measure of how tough the
highest critical instead. If a ship suffers multiple critical hits to
vessel is, and how much damage it can take before being
the same component they must all be repaired before the
blown open. For every point of Hull Integrity a ship loses, it
component functions again.
loses 1 Crew Population and 1 Morale as well.
Some Critical Hits require an attacker to know about
Components on the target ship. The attacker can know what
Turrets Components their target has in one of two ways. The first is
If a starship has defense turrets, it has a turret rating. The through using Active Augury to scan the enemy vessel. The
turret rating does not correspond to the actual number of second is that if the enemy vessel uses a Component to
turrets—a starship with scores of defense turrets might only attack or otherwise affect the attacker, the attacker obviously
have a turret rating of 1. Additionally, each point of a knows of its existence and can target it with a Critical Hit.
starship’s turret rating adds +10 to its side’s Command Test
during a boarding action. Catastrophic Damage
A ship’s turrets work identically whether defending against
A ship with no hits left is effectively out of action. There
torpedoes or attack craft. Before the attacker rolls to score
may be some crew left alive, trapped in compartments which
hits the defending vessel may attempt a Ballistic Skill Test
have not been reached yet, there may even be power
using the crew’s Skill Rating, with a +5 bonus for every point
available in some sections of the ship, but the ship can no
of Turret Rating the vessel has (the ship must have a Turret
longer fight. when escort ships are reduced to zero damage
rating of at least 1 to attempt this). If successful, then the
remove them from play and replace them with a Blast
turrets hit once, plus one additional hit for every two degrees
marker, to represent the expanding cloud of debris left by
of success, with each hit shooting down a single torpedo or
their passing. With a mighty capital ship, there is a chance
attack craft squadron, reducing the number of torpedoes in
that the vessel will be destroyed by catastrophic damage as
the salvo or attack craft squadron in the wave before the
its plasma drive overloads or its warp drive triggers. Roll
attack roll is made.
1d10 on the Catastrophic Damage table to see what
Torpedoes shot down are destroyed harmlessly. Attack
happens.
craft shot down may have merely been disabled or driven off
Notes: Torpedoes which strike a hulk will detonate. If a hulk
instead of destroyed — see page XX — but, one way or
suffers any hits, roll on the Catastrophic Damage table
another, can no longer attack.
again. Blazing or drifting hulks have no Shields, Turrets or
similar mechanism (like holofields) in any respect. Hulks can
Damage still be boarded or targeted by enemy vessels, usually in the
hopes that they will explode and cause vast harm to their
There are many ways a void ship can be damaged from enemies!
ship combat.
Destroying Ships
Crippled Ships Most of the Critical Hit results will not destroy a ship
When a ship reaches 0 Hull Integrity, it becomes Crippled. outright. rather, they will instead damage it in some way.
Apply a –10 penalty to its Maneuverability and Detection, This is indicative of the nature of space combat — ships are
and reduce its Speed to half. In addition, reduce the strength rarely completely destroyed, and often even badly damaged
of all weapon Components by half (round up). A ship will hulks can be dragged back to port for salvage and refit.
remain Crippled (and continue to suffer these effects) until it
has regained at least 1 Hull Integrity. Critical Hits on NPC Vessels
When a Crippled ship takes damage past its Armor, it
A GM should never feel constrained by the Critical Hit chart
takes a Critical Hit. Compare the value of the damage that
when dealing with an NPC vessel. If he prefers a simpler
exceeded the Armor to the Critical Hit chart. The ship suffers
space combat, he can utilize the NPC Ship Critical Hit table
this Critical Hit result.
below instead. When the starship is reduced to zero Hull
Integrity, the Critical Hit Chart changes so the 1-9 results are
Critical Hits the enemy vessel drifting away as a shattered, completely
Oftentimes, an especially lucky or well placed blow will do worthless hulk, and the 10–12 results are the ship violently
more than boil off armor or consign some unlucky pressmen exploding. If a 10–12 critical result is rolled, treat the ship as
to the void. Shells and beams may tear deep into a if it suffered a Catastrophic Overload. This means an NPC
starship’s gut, ripping out her insides, crippling her systems, vessel will suffer the effects of Critical Hits as normal while
and leaving her bleeding air. its Hull Integrity is above zero. Once it hits zero, any Critical

Mandragora Apocrypha 126


Table 4-4: Critical Hits
Roll Result
1 Holed: A lucky hit has wrenched open the ship’s hull, exposing it to space. The attacker selects one Component (only choosing ones
he knows of ) that is not the bridge, plasma/warp drives or external Components. Emergency bulkheads slam into place to seal off
the compartments, but this Component is depressurized. If the attacker is unaware of any components, the vessel sustains +1 Hull
Integrity damage instead.
2 Internal Damage: The force of the hit ruptures bulkheads and smashes machinery. The attacker selects one Component (only
choosing ones he knows of ) that is not the bridge, plasma/warp drives or external Components. This Component is damaged. If the
attacker is unaware of any components, the vessel sustains +2 Hull Integrity damage instead.
3 Sensors Damaged: The ship’s auspex arrays have been knocked out, leaving the vessel blind. Until the damage is repaired, all
shooting tests suffer a –30 to hit, and all sensory tests to detect anything beyond the ship’s immediate engagement range
automatically fail. Additionally, as the arrays are located outside the hull, any repairs must be attempted in the void.
4 Shields Collapse: The shield generators overload and burn out, leaving the ship virtually defenseless. The ship's void shields
Strength is reduced to zero for the following 1d5 Strategic Turns.
5 Enginarium Damaged: The engine room is rocked by explosions, forcing all hands to tend to the reactors. Roll 1d10. on a 1-7, the
plasma drives are still usable, though heavily damaged. Reduce the ship’s Speed by half and the ship may not make any turns until
the damage is repaired. On an 8–10, Something pierces the immense drive tubes in the ship’s stern, bleeding plasma into the void
and leaving the vessel drifting in space. The drives are completely wrecked. Reduce the ship’s Speed to 1 and the ship may not
make any turns until the damage is repaired.
6 Fire!: Oxygen lines are broken, leading to fires in many compartments. Alarms scream through the hull as hungry flames roar
through passageways and compartments. The blaze must be contained before it devours the entire ship! The attacker selects one
Component (only choosing ones he knows of ) that is not the bridge or plasma/warp drive—this Component is now on fire. The fire
follows all the rules for shipboard fires.
7 Thrusters Damaged: The ship’s maneuvering thrusters are smashed, venting randomly and leaking fuel. Roll 1d10. On a 1-7, the
ship can still maneuver, albeit slowly. Reduce the ship’s Maneuverability bonus by –20. This result can be repaired. On an 8–10, the
thrusters are damaged, the ship cannot turn and this damage can be repaired.
8 Bridge Smashed: The armored fortress around the ship's captain and his officers is smashed. All crewmembers on the bridge must
make a Hard (-20) Dodge reaction or be hit by shrapnel doing 2d10 Explosive damage. Even if no important characters are present
on the bridge, roll the damage dice. If the damage result is 12 or higher, the bridge Component is also depressurized. If the damage
result is 16 or higher, the Component is also damaged.
9 Surly Techsprites: Something has jarred and shocked the ship’s machine spirits, awakening their anger. Massive electrical surges
knock out systems across the ship. Roll 1d10 for every Component. On a 4 or higher, the Component now counts as unpowered.
Each Component must be repaired individually before it can receive power again. For each Essential Component that is unpowered,
Morale is reduced by 1d5.
10 Hull Breach: A huge gash is torn in the ship's hull, causing carnage among the crew as compartments open to the void and do
massive structural damage. The attacker selects 1d5 Components (only choosing ones he knows of, and not including the bridge or
plasma/warp drive). Roll a d10 for each; on a 1-7 the Component is damaged and depressurized. On an 8–10 the Component is
destroyed, and all crew inside are killed. For every Component damaged in this manner, the vessel suffers an additional +2 Hull
Damage. For every Component destroyed, the vessel suffers an additional +4 Hull Damage instead.
11+ Bulkhead Collapse: Internal pillars buckle and twist, whole compartments crumple with a scream of tortured metal. Just pray that
some of the ship holds together! Roll on the Catastrophic Table

Table 4-5: Catastrophic Damage


Roll Result
1-6 Drifting Hulk: The ship is reduced to a shattered hulk drifting in space. Roll 1d10 for each Component. On a 1–2, it is miraculously
untouched, but is unpowered. On a 3-7, it is depressurized and damaged. On a 9–10, it is completely destroyed, and all crew inside
are killed. Reduce Crew Population to 1d10. If a Component was already damaged or destroyed during combat then disregard any
results of 1-2. Additionally, the wreck moves forward 1d5 void units in each of its subsequent movement phases.
7-8 Blazing Hulk: The ship is reduced to a burning wreck with uncontrolled fires blazing on every deck. In time the fires will either burn
out or trigger a cataclysmic explosion. The ship is a drifting, smoldering wreck. Uncontrolled fires burn in some compartments, others
are open to space, and the rest are choked with the dead and dying. Roll 1d10 for each Component. On a 1-2, it is depressurized
and damaged. On a 3-8, it is damaged and on fire. On a 9–10, it is completely destroyed, and all crew inside are killed. Reduce Crew
Population to 1d10. The wreck moves forward 1d5 void units in each of its subsequent movement phases. Every Turn thereafter it
spends as a Blazing Hulk, the vessel rolls a 1d10. On a result of 1-3 the fires burning inside it die down, all Components that were on
fire count as damaged and it becomes a Drifting Hulk. A result of 4-8 means it remains as a Blazing Hulk and rolls again at the start
of the next Strategic Turn. On a 9-10 the vessel detonates as described in Plasma Drive Overload.
9 Plasma Drive Overload: The starship's Plasma Drive explodes in a single, cataclysmic explosion. All starships within 2d5 VUs of the
stricken craft must make a Hard(-20) Operate (Voidship)+Maneuverability Test or be struck by the flaming debris of the destroyed
vessel. For every Degree of Failure on the test the ship is struck by a Macrobattery equivalent dealing 1d10+5 damage, up to a
maximum number of hits equal to the exploding vessels Hull Integrity Bonus. That void shields and armor will protect against
normally.
10 Warp Drive Implosion: The starship’s warp drive implodes, rending a seething hole in reality to the maelstrom of the Immaterium.
Any starship within 2d10 VUs of the stricken craft must make a Hard(-20) Operate (Voidship)+Maneuverability Test or be struck
by tendrils of ravenous warp energies that latch onto the hapless victim and drag them towards the center of the rift. The immaterial
tendrils inflict 1d10 damage that ignores Void Shields and Armor. To escape a tendril, a vessel must pass a Hard (-20) Operate
(Voidship)+Maneuverability Test. For every Degree of Failure, the stricken vessel is dragged 1 void unit closer towards the center of
the rift. A vessel that cannot turn, or does not have a Maneuverability (such as stations) is dragged to the center. Any vessel that
ends their Turn within 1 void unit of the epicenter is sucked into the Warp. The Warp Rift closes at the beginning of the next Strategic
Turn. What happens next is up to the GM, but should be suitably horrible. Mass possessions and manifesting daemons are the norm,
while the crew frantically tries to activate the Geller Field. The survival of those onboard the ship should by no means be guaranteed.
Note: If the ship does not have a warp drive, it suffers a plasma drive overload instead.

127 Mandragora Apocrypha


Table 4-6: NPC Critical Hits
Roll Result
1 Holed: Bulkheads rupture or the hull implodes, dealing an additional +2 Hull Integrity damage to the vessel. If damaged by a weapon
that affects multiple Components, it deals +4 Hull Integrity damage instead.
2 Armament Damaged: A lucky strike Disables a weapon component facing the firing arc of the attacker.
3 Sensors Damaged: The ship’s sensor systems are damaged by enemy fire. The ship suffers a –10 penalty to Ballistic Skill Tests
until the damage is repaired.
4 Thrusters Damaged: Thruster assemblies are torn away or rendered inoperable. The ship suffers a –20 penalty to Maneuverability
until the damage is repaired.
5 Fire!: Alarms scream through the ship as an inferno rages through passageways and compartments, and must be contained and
extinguished as soon as possible before it will destroy the ship. Each turn, the ship suffers 1d10 damage to both Crew Population
and Morale, and one Component of the GM’s choice is Disabled.
6 Shields Collapse: An extremely powerful blow strips away the target’s Void Shields. The Void Shields are inoperative until the
damage is repaired
7+ Catastrophic Overload: A succession of powerful blows and explosions rip through the ship, causing horrendous damage. Roll on
the Catastrophic Damage table.

Hit—whether from doing damage past Hull Integrity or from a Unpowered Components
Weapon Component’s Crit Rating—will destroy the vessel.
Unpowered Components have no gravity, no lights
(besides emergency stablights), and any powered hatches
Note: This method works best when used with unimportant
and the like will not operate. A damaged Component is
enemy starships. In an epic duel between the characters and
unpowered, but also contains other hazards, such as
a nemesis, the regular Critical Hit chart is likely to be more
shorting electrical lines, ruptured bulkheads, and leaking
exciting and interesting.
pipes and air-lines. These can also create noxious vapors
and, combined with failing air-purifiers, mean that character
Fire, Depressurization, and Other Hazards in the Component without a breathing aid such as a gas
mask will suffer from suffocation. Other environmental
Quite a number of things can go wrong on a starship. effects may exist in a damaged Component as well.
Crippling blows from enemy guns can depressurize
compartments, failing generators can plunge cabins into Destroyed Components
darkness, and a careless galley-steward can light entire
Destroyed Components are nightmare mazes of twisted
decks ablaze. These problems have an adverse effect on
metal, raging infernos, and the bodies of the crew that once
the ship as well as unfortunate characters caught in them. A
occupied them. Destroyed Components are extremely
ship’s Component is either intact, depressurized,
hazardous, with nothing more than twisted, jagged metal
unpowered, damaged, or destroyed. Intact Components are
shards, live electrical lines, no air, or raging fires. In game
fully functional.
terms, the Component is considered to no longer exist,
Disabled Components: This result appears multiple times
though the GM is free to invent a suitably nightmarish
on the NPC Ships Critical Hit table, and is a simple way of
environment for any character who must enter the space the
noting that a Component has stopped working for some
Component used to occupy. A destroyed Component
reason, and must be repaired.
immediately suffers the same effects as depressurization
and cannot be repaired, only replaced at a forge world or
Damaged Components star dock.
Damaged Components are non-functional but can be
repaired, cannot be used and will not provide any bonuses to Depressurization
the ship until it is repaired.
If a Component is depressurized, the air violently vents
over a number of Rounds (the GM should determine a time
depending on how big the hole—was it a micro-meteor or a
lance strike?). Any characters attempting to exit the
Component treat it as Difficult Terrain as they battle high
winds within the compartment. Once all air has vented, all
characters inside the Component suffer the effects of
vacuum. It is assumed airtight hatches will keep
depressurization confined to a single Component.
Depressurization deals 1d10 damage to Crew Population,
and 1d5 damage to Crew Morale, but does not make the
Component Damaged (although a depressurized
Component may be damaged for other reasons, and vice-
versa). The Component may even be used, provided the
crewmembers wear void-suits.

Mandragora Apocrypha 128


Depressurization may be repaired by patching the hull, be adjacent to a floor, wall, ceiling, or other secure object, so
although the effects of vacuum on little details like the he has something to push off from.
plumbing may linger for quite a while.
Crew Population and Morale
Fire
If a Component catches fire, it immediately deals 1d5 The health and well-being of a starship’s crew is measured
damage to Crew Population and 1d10 damage to Crew in two ways—its Crew Population and its Morale. Crew
Morale (few things are as horrifying as a shipboard fire) and Population measures the size of the crew aboard a starship,
spreads through the entire Component (the GM should indicated by a scale of 0 to 100. This represents the effective
determine how long this takes, but it should be within 30 amount of crew aboard, and can go above 100 in certain
minutes or one Strategic Turn). Anyone occupying the cases. Therefore, if a Crew Population was 98, that means
Component is exposed to fire and suffers all of the 98 percent of the ship’s original crew complement is still
appropriate adverse effects (see page 128). If the fire is not alive. All ships’ Crew Populations begin at 100, though they
brought under control in one Strategic Turn, it consumes the may be modified by situations or the ship’s Components.
Component (it now counts as damaged), and moves on. The Morale is also measured on a 1 to 100 scale, starting at 100
GM selects a new Component, and treats it is catching fire and dropping as the starship encounters situations that test
(including the Crew Population and Morale damage). The its crew’s loyalty and commitment. With both Morale and
GM should randomly select the new Component from among Crew Population, higher values are better.
what he determines are a set of logical options—it is more As both values drop, they affect their starship adversely,
likely a fire would spread from the plasma drives to the warp as depicted in the following charts. The charts list a
engines than to the prow weaponry. threshold number and the effect when the value drops below
To put out a fire, a character must organize a firefighting that number. The effects of Crew Population loss and Morale
team of crew and make a Difficult (–10) Command Test. are unavoidable, but the effects are reversible if the Crew
This counts as an Emergency Shipboard Action and Population or Morale are later brought above the threshold.
therefore may only be attempted once per Strategic Turn, All effects are cumulative, even Crew Population and Morale
putting out a number of fires equal to the number of Degrees effects. The effects of Crew Population loss represent the
of Success on the test. ship becoming harder to operate as there are fewer hands to
Alternatively, the ship’s captain can choose to vent the crew it, while the effects of Morale loss represent the crew
burning compartments into the void. If he does so, the fire is actively malingering or doing other activities to hamper the
immediately extinguished. However, the burning Component ship’s operations.
now counts as depressurized. Instead of the normal damage
to Crew Population and Morale, the ship suffers only 1d5 Mutinies
Crew Population damage (most of the Crew already fled the
In addition, whenever Morale drops below 70, 40, and 10,
Component) but 2d10 Morale damage (nobody likes seeing
the Captain must make a Command Test. If he fails, some
their comrades vented into the void deliberately). Needless
portion of his crew rebels against his rule and a mutiny
to say, if every Component is consumed by fire, the ship is
begins. If the ship is in combat when Morale drops below a
reduced to a burned-out hulk and counts as destroyed.
threshold, wait until after the combat ends to test for a
mutiny. If it drops below multiple thresholds during a single
Zero Gravity combat, only test once.
Few forces are more essential to the everyday lives of To represent the mutiny, the GM should choose one NPC
humanity, yet gravity is something most take for granted. crewmember to lead the mutiny (or invent basic stats for a
Those aboard starships do not have that luxury. Humanity general crewmember). The mutiny can be fought or
developed the grav-plate during the mystical Dark Age of suppressed through opposed Command, Charm, or
Technology, allowing them to simulate the effects of gravity Intimidation Tests, chosen by the players. One character
in the chambers and passageways of their starships. (who does not have to be the captain) should be chosen to
However, these systems are fickle. Poor maintenance or suppress the mutiny and make the selected opposed Skill
battle damage can shut grav-plates off at inopportune times, Test.
leaving crewmembers stranded and drifting in mid-air. If the characters chose to use Command, they are leading
Additionally, if someone is forced to exit a ship and step into armsmen to suppress riots, posting guards at critical spaces,
the blackness of the void, he will leave the effects of the and generally waging war against the mutineers directly. If
grav-plates behind. It is imperative that every able-bodied the characters win the opposed Skill Test, the ship suffers
void-man knows how to handle himself in such situations. 1d5 Crew Population damage and 1d5 Morale damage, but
Zero gravity is considered Difficult Terrain, meaning that the mutiny ends.
the movement of characters is halved while in it, and if they If the characters use Charm, they are meeting with the
attempt to charge or run, they must succeed with a Hard (– mutiny’s ringleaders, addressing their demands, and trying
20) Agility Test or drift out of control (treat as falling prone). to placate them. If the characters win the opposed Skill Test,
Certain factors may mitigate this—a Void Born character, for the ship suffers 1d10 Morale damage (the characters are
example, does not treat zero gravity as Difficult Terrain and viewed by the crew as weak), but the mutiny ends.
therefore ignores the above penalties. Additionally, a If the characters use Intimidate, they are threatening to
character beginning a movement action in zero gravity must

129 Mandragora Apocrypha


Table 4-7: Crew Population
Crew Population Effect
100 Normal operations.
80 The ship loses any bonus to Achievement Points it would normally receive for its Components.
60 The crew are pulled from auxiliary functions, focusing on essential roles. All Additional Facilities supplemental components no
longer function, and all bonuses granted by the components no longer are applied.
40 The crew is strained, being re-assigned rapidly by the command crew’s orders to prioritize choice systems and functions. The
crew may only attempt either a Maneuver Action or a Shooting action per Strategic Turn. Furthermore, the next time Crew
Population is replenished the Crew Rating of the voidship drops by one full Degree (i.e., A competent crew would become an
incompetent crew, etc.).
20 Only the most-basic of ship functions can be operated. When determining the accuracy of reentry during Warp Travel, the
ship is automatically Severely Off-Course. If the Navigator is still alive, he may not roll to improve this result, as corrections to
the shit’s maneuvers are impossible.
10 The crew is decimated, and unless the vessel reaches port within 1d5 days, the crew turns upon itself amidst the dying and
disease that runs rampant with the lack of supplies and skilled personnel to keep the voidship operational. When the end of
this determined time has been reached without the vessel reaching a port or safehaven, the vessel reverts to 0 Crew
Population, unless any characters aboard the vessel are able to contain the events that unfold. In combat, the ship counts as
Crippled. If the ship actually becomes Crippled, it may only take a Strategic Turn on every other Strategic Round.
0 The ship becomes an empty tomb, populated only by the dead. If any still live within its bowels, their only hope is to escape
the vessel before they slowly suffocate or freeze. The ship cannot operate again without at least some crew to run it.
Furthermore, if the void ship ever gains a new crew, the Crew Rating of the vessel begins at Incompetent (30).

open crew quarters into space, shooting ringleaders, holding travel to the surface. This will restore a ship’s Morale to
hostages, and generally showing the crew the dire maximum. If the planet (or asteroid settlement) is inhabited
consequences of their actions. If the characters win the by a human civilization, this process will only take two
opposed Skill Test, the ship suffers 1 Crew Population weeks. If the captain is willing to spend some gelt, (making a
damage and 1d10 Morale damage (the crew fears and Routine (+20) Acquisition Test to represent money
mistrusts their ruthless commanders), but the mutiny ends. distributed and reimbursements for damage caused to local
If the mutineers win any of these tests, another opposed drinking dens and brothels), he can restore his ship’s Morale
Skill Test is performed. If the mutineers win again, the cycle in a single week, and completely restock his supplies as
continues. If, however, the mutineers ever win one of these well.
tests by three or more degrees of success, the mutiny
succeeds. The characters lose control of their ship, and will
likely be forced to flee quickly lest they be killed by their
Table 4-8: Crew Quality
Quality Crew Rating
former crew Poor Incompetent Crew (CR20)
Common Competent Crew (CR30)
Good Crack Crew (CR40)
Replenishing Morale Best Veteran Crew (CR50)
Restoring a ship’s Morale is often surprisingly simple. The
low decks dregs that make up the majority of a starship crew
are an easily satisfied lot, often content with life’s simple
Replenishing Crew Population
pleasures—or the promise of Thrones in their pocket. If the Restoring Crew Population can only occur at a planet
starship is currently involved in attempting to complete an inhabited by humans. The captain can make an Acquisition
Endeavour, the captain can bribe the crew with gelt (or the Test to restore his Crew Population to maximum, hiring on
promise of gelt). new crew members from among the locals. The availability
At any point during a shipboard journey, the ship’s of the crew should be considered Common (+20), though
captain—or another authority figure—can attempt to restore this can depend on the world. A hive world may have a large
Morale by losing 50 Achievement Points (from those going enough population that crew are considered Abundant
towards his current Endeavour) and making a Routine (+20) (+50), while an isolated outpost may put a premium on
Charm Test. Success means he has quieted the crew’s manpower (Scarce or even Rare). The GM can choose to
concerns (or distracted them with their greed). Frigates, add bonuses or penalties due to the scale and quality
transports, and raiders regain 1d10 Morale, while light (craftsmanship) of the crew being hired as well. Failure, of
cruisers and cruisers (being larger) regain 1d5. The captain course, means the Characters must look elsewhere for their
may do this as many times as he wishes, however the crew. See Table 4-8: Crew Quality above.
difficulty of the test should increase by one degree each time However, if he prefers, he can send teams of press-gangs
he does. After all, Thrones are only so good when you have into the planet’s less savory locales (be they slave camps,
no place to spend them. slums, or the underhive) to ‘recruit’ new crew members. If he
A captain or another authority figure can also make a does this, a character who is skilled in subterfuge and has
Difficult (–10) Charm or Intimidate Test to rally the crew, contacts with the criminal underworld must make
regaining 2 Morale for every degree of success. This will arrangements if the press-gangs are to be successful. The
only work once per game session, however. details are up to the GM, but at the very least a Common
Of course, the best way to restore a crew’s Morale is to put Lore (Underworld) Test will be required to find the right
into port. If a starship reaches a habitable planet with no contacts, and a Commerce Test must be made to secure the
traces of civilization, the ship can spend three weeks at deal. Failure could mean that other criminal elements take
orbital anchor, replenishing supplies and allowing the crew to violent exception to the rogue trader’s plans, the local

Mandragora Apocrypha 130


Table 4-9: Morale
Morale Effect
100 Normal operations.
80 - 5 Crew Rating
60 -10 Crew Rating
40 -15 Crew Rating
20 -20 Crew Rating
10 The ship may no longer perform Boarding Actions or Hit and Run attacks (too few of the crew can be trusted to follow orders
or wield weapons). The ship may still attempt to resist boarding Actions as normal. Whenever the ship reaches a port, lose
1d5 Crew Population to deserters.
0 The ship’s crew rises up like a single, enraged organism, killing anybody in authority they can catch. Unless every single
crewmember is put to the sword, they will take control of the ship and elect new officers from amongst their ranks.

magistratum might step in to arrest all of the characters, or at the GM’s discretion.
the planet’s general population might violently rise up This method is an extremely simplified means of tracking
against the Captain and his party. The benefits, of course, Crew Population and Morale loss, and allows Explorers a
are paying a few press-gang crews will not cut into a means to drive off enemy ships without destroying them.
Captain’s finances. The only drawback doing so is Again, this should only be used with enemy starships that
decreasing the overall Crew Rating of the ship by -3. are minor and unimportant to the plot, not major adversaries.
A third option is to strike a deal with planetary authorities
that will allow the rogue trader to empty their prisons to serve Squadrons
as his crew. If he does this, he restores his Crew Population
without cost. However, he immediately loses 1d10+10 points
Starships of all species and factions operate in close
of Morale—which cannot be restored while he remains at
formation for mutual benefit. Particularly in the case of
this planet, as well as decreasing the overall Crew Rating of
raiders and frigates, squadrons of lightly-armed craft can
the ship by -5.
often overwhelm larger, more powerful vessels together
No attempts to restore a starship’s Crew Population or
when they may not be able to do so alone. In larger battles,
Morale can increase these values above the starship’s
even cruisers will form into line squadrons, combining their
maximum Crew Population or Morale values. Any
considerable firepower into a single, devastating force. A
Acquisition Tests made to restore Crew Population or Morale
group of two or more vessels may be formed into a
do not count against the number of Acquisitions an Explorer
squadron, at which point they will fight as a single entity.
may make in a game session.
This requires a number of changes to the way the vessels
act. Below are a series of rules and guidelines for grouping
NPC Crew Population and Morale vessels into squadrons.
The matter of tracking Crew Population and Morale adds a
layer of bookkeeping to starship combat that may prove to Squadron Composition
be a needless complication for a GM, particularly as many of
Squadrons are composed of two or more vessels of similar
the effects of a starship losing crew or morale are long-term
size. Under normal circumstances, only vessels of the same
issues unlikely to be a worthwhile consideration with regards
hull type can be grouped into a squadron. In some cases,
to an NPC vessel.
however, it may be desirable to group frigates and raiders
However, the matter is not so inconsequential that it can
into the same squadron, or to group cruisers and
be completely ignored. The hindrance of depleted crew and
battlecruisers or grand cruisers. In broad terms, the different
failing morale are still significant factors in space combat.
tendencies towards speed, structure and armament of a
Consequently, a faster method of resolving damage to crew
given hull type may make combining different hull types
and morale is presented here.
difficult in practice, particularly when the hulls are very
NPC starships are able to sustain an amount of Crew
different.
Population or Morale damage equal to their ship’s Hull
Beyond that, the way that squadrons carry out actions
Integrity plus Crew Rating Bonus. Therefore, a ship with a
means that wildly different armament can cause problems as
Competent (30) Crew and 40 Hull Integrity could sustain a
well—a squadron with only one torpedo-armed vessel will
Crew Population loss of 43. This value cannot exceed the
not fully benefit from spending actions to reload those
ship’s maximum Crew Population or Morale value.
torpedoes, as the action is wasted for every vessel but the
NPC starships do not suffer the regular effects for Crew
torpedo-armed one. Typically, squadrons may be compiled
Population or Morale loss as indicated earlier. Instead, when
of transports, raiders and frigates, light cruisers, cruisers,
they exceed the described threshold, they have either lost
and battlecruisers, or grand cruisers. However, at the GM’s
enough men or morale that they no longer have the
discretion, different hull types can be mixed in squadrons.
resources or stomach to fight, and attempt to disengage
from combat during each subsequent turn. If they are
brought to 0 Crew Population or Morale, the ship becomes a
empty, inoperative tomb with no crew, or the crew rises up in
rebellion, killing all the senior staff. With the latter result, they
may still attempt to flee, fight, or negotiate with their enemies

131 Mandragora Apocrypha


Squadron Formation squadron, using vox and Astrotelepathy to ensure that every
vessel knows what it’s meant to be doing at any given
Regular communication is required between vessels in a
moment. The squadron’s commander must give orders to called for to successfully perform a Maneuver Action, then a
every vessel under his command, and long distances hinder single test is made, based on the squadron’s Crew Rating,
the necessary swiftness of communication. and the lowest Maneuverability of the ships in the squadron.
Every vessel in the squadron must remain within 3 VU of Resolving a squadron’s Shooting Action is dealt with
at least one other vessel in the squadron. The entire separately below. Shipboard Actions are likewise performed
squadron must form a single unbroken “chain,” with no gap by the squadron as a whole, using a single test to resolve
between vessels of greater than 3 VU. If, for any reason, the the success or failure of the action.
squadron formation is broken, the squadron’s next Maneuver
Action must involve bringing the squadron back into Shooting at Squadrons
formation—if it wants to remain operational as a squadron. Shooting at squadrons must be resolved in a slightly
Squadrons cannot operate without a continuous, short line of different way than firing at individual vessels. When firing at
communication, and are under standing orders to attempt to a squadron, the primary target will always be the vessel in
regroup when those lines are broken.
the squadron that is closest to the firing ship. When firing a
weapon, the first hit scored must be against the primary
Squadron Crew and Shipboard Actions target. Any additional hits scored may be allocated against
Squadrons move and fight as a single entity, moving in any other vessel in the squadron, so long as at least half of
formation and firing at the same targets. A squadron has a the total hits scored by that Weapon Component are
single Crew Rating, which applies to every ship within the allocated to the primary target.
squadron. If multiple ships have different Crew Ratings, use With hits scored from macrobatteries, the process is as
the Crew Rating of the lowest ship in the squadron. At the usual after being allocated to a target vessel. Due to the way
start of the combat, roll 1d10 and add the highest Detection torpedoes, attack craft, and nova cannons attack—relying on
Bonus (the tens digit of the Detection characteristic) of the actual physical location—all torpedoes, attack craft and nova
ships in the squadron. This is the squadron’s Initiative. cannons will attack whichever vessel they pass within range
During each Strategic Round, each squadron must perform of, regardless of whether or not they are part of a squadron.
one Maneuver Action, and may perform one Shooting Lances work as normal. Ships suffer damage and critical hits
Action, and it may perform a number of Shipboard Actions individually, but damage to Crew Population and Morale are
equal to its Crew Rating Bonus as normal. resolved collectively for the entire squadron.
The Maneuver performed by the squadron must be the
same for every ship—they must all move the same distance .
and turn in the same direction. Should, at any point, a test be

Stern Chases
In some situations, a starship may prefer to flee from opponents, rather than stand and fight. Perhaps a smuggler wishes to run
naval blockade, or a privateer is chasing a valuable prize. Perhaps a ship simply wishes to flee combat, and her captain is doubtful
of his chances of successfully disengaging under the enemy’s guns. In such situations, players have the options of using the rules
for a stern chase—a flight and pursuit between two ships that might last hours, or even days. When the chase begins, the GM
determines how many VUs separate the pursuer and the pursued are. Then the two Voidships roll opposed Operate (Voidships)
Test. If the pursuer wins, he decreases the distance between the vehicles by 10 VUs per his number of successes. If the pursued
wins, he increases the distance by the same amount (10 VUs for each success). This continues once per round until the distance
between the voidships drops to 20 VUs or increases to 300 VUs. Once the pursuer closes to within 20 VUs, the pursuer brings their
quarry to heel. The fleeing ship may surrender, or combat begins as the ship desperately tries to fight its pursuer (follow the rules f or
space combat). If they fail, their quarry escapes into the vastness of the void. Faster voidships add a bonus to these tests.
Compare the speed value of each voidship involved—for every point the faster voidship has over the slower voidship, that
voidship's helmsman gains +5 to his Operate (Voidship) Tests.
The time it takes to accomplish a stern chase roughly equals two hours per opposed Operate (Voidship) test required to
successfully accomplish it. This time will be spent whether or not the chase is successful. Remember, while a Stern Chase takes
place, both ships are visible to each other, but out of range of each other’s weapons.

Mandragora Apocrypha 132


Squadron Shooting: Massed Fire Launch Bay Preparation
Squadrons fire in a different manner than lone ships,
representing their ability to fill space with shots. This ability is Operating a carrier is a complex matter, and many vessels
called Massed Fire. When a squadron performs Massed employ a dedicated crew to oversee the minutia of these
Fire, select any number of either macrobatteries or lances; operations. No launch bay remains at a constant level of
the two may not be combined for this purpose. Then select a complete readiness. Craft are ritually placed into
single one of those Components. Roll to hit with that hangarvaults, their machine spirits slumbering until they are
Component as normal. Every additional Component after the called upon once more, while the deck crews work to ensure
first grants an additional +10 to hit and +1 to the Strength of that the launch mechanisms and fuel systems function
the Component for that shot only (effectively increasing the properly, check the ammunition stores, and perform a
number of maximum shots by one). The damage, range and thousand other minor tasks needed to ensure that the launch
Crit Rating are all determined by the Component for which bay works smoothly. Preparing a launch bay for operations
the attack roll is being made— however, all Weapon is a complex process requiring many men to unload and
Components being used must be in range of the target. In awaken the craft needed, and to ensure that they are fuelled
addition, as only a single attack roll is being made only one and armed as required.
Critical Hit can be scored. Outside of battle, this can be done slowly and carefully,
Squadrons can combine macrobatteries or lances into taking the time necessary to ensure that no mistakes are
multiple groups for purposes of Massed Fire–for example, a made. This is fortunate, as many shuttles and lighters are
squadron with eight macrobatteries could fire one Massed stubborn and recalcitrant in spirit compared to the fierce and
Fire with all eight weapons, two with four each, or any other eager spirits of attack craft, and thus take some time to
combination. This is intended to speed up combat involving coerce into service. A starship may have one squadron
squadrons of NPC starships, as well as give smaller ships per point of Launch Bay Strength prepared and ready
an ability to work together to take out larger vessels. for launch at any one time. In the midst of battle, things are
a little more hectic, and preflight preparations are afforded
Attack Craft much less time.
In combat, this takes an Shipboard Action in which the
character performing the Shipboard Action makes an
“Gryphon, this is Meteor wing. Attack runs complete, target well
struck.”
Ordinary (+10) Command Test in order to make new
squadron ready for operations.
—Squadron Leader Sinclaire, defence of Port Wander against
WAAAGH! Gulgrog The maximum number of squadrons that may be made
ready simultaneously is equal to the Strength value of the
Often ill-favoured by the command staff of Sector Fleets Launch Bay Component being used. Multiple Launch Bay
due to a preference for “true” warships, carrier vessels like Components may be made ready with a single Shipboard
the Dictator-class cruiser are nonetheless a valuable Action. For more information on what squadrons a launch
strategic asset for the Imperial Navy, simply due to their bay may hold, see the “Room in Launch Bays” sidebar
versatility. The average launch bay on a cruiser—few above.
smaller vessels can spare the internal volume needed to Most attack craft operations (see page XX) begin the
support attack craft operations—carries an assortment of operation by launching attack craft squadrons currently
craft, from an abundance of cargo lighters and personnel ready in the launch bays. Once a bay has launched
shuttles, to larger troop dropships, atmospheric craft squadrons, additional squadrons can be readied for
(sometimes in storage containers, sometimes with limited operations—so long as the number of squadrons readied
void-capability for orbital deployment) to anti-ship heavy does not exceed the Strength of the Launch Bay. These
bombers, assault boats and fighters. This sheer abundance squadrons can even be launched on subsequent turns.
of different craft allows carriers to undertake a wide variety of Needless to say, a ship cannot launch more squadrons than
missions either directly or in support of other vessels. it possesses.
While they are only grudgingly tolerated by many Imperial The craft contained within a launch bay can be grouped
Navy Battlefleets, numerous Rogue Traders find carriers to into five categories for this purpose:
be ideal for their purposes, able to as easily serve mercantile  Support Craft (small craft designed to support diplomatic
interests as military ones. The only factor limiting their and mercantile operations).
spread amongst such eclectic individuals is cost; maintaining  Aeronautica (small craft designed to support planetary
dozens of light craft and the skilled crew needed to maintain military operations, including atmospheric fighters,
and operate them is beyond the resources of all but the bombers, and troop transports).
wealthiest individuals.  Fighters (void-capable craft designed to combat enemy
attack craft and ordnance).
 Bombers (large void-capable craft designed to attack
enemy starships).
 Assault Boats (void-capable armoured shuttles designed
to deliver boarding parties onto enemy vessels).
The specifics of using Support Craft and Aeronautica are
not given here, but during any endeavour in which such craft

133 Mandragora Apocrypha


are useful, the players earn an additional +25 Achievement operation may be assigned to the fighters’ own carrier or any
Points towards a Military or Trade objective for every point of friendly vessel within a distance equal to the speed of the
launch bay Strength their ship possesses. See page 121 for slowest squadron in the patrol of the carrier, which must
more information as to how Aeronautica can be used in a remain within that distance while the patrol continues. A
military endeavour. patrol can remain in effect indefinitely, as squadrons return
to their carrier to resupply periodically as a normal part of the
Squadrons Below Full Strength operation. While the CVP remains in effect, any enemy
Depending on the fortunes of war, ships may lose attack attack craft or torpedoes that move within 5VUs of the
craft, and be forced to fight with squadrons that are at less patrolled ship are immediately attacked by half of the
than full strength. Determining how many craft a squadron is squadrons performing the patrol (rounding up). The
missing depends on how losses to attack craft squadrons remaining squadrons are either rearming at the time, or are
are being tracked (see page 16). In any case, squadrons elsewhere on the patrol route. Unlike intercept operations,
that are half strength or lower only provide the +5 bonus attacking does not force squadrons to return to their carrier
(whether attacking with fighters, bombers, or assault craft) to rearm; such activities are a normal part of CVP
for every two additional squadrons, rather than every one. operations, and thus the patrol continues even after it has
attempted to repel an attack. Spent fighters return to the
carrier, rearm, and re-launch on a continuous basis.
Eliminated Squadrons Escort: Instead of operating alone, fighters can be assigned
Throughout these rules, there is a possibility a squadron to support bombers or assault boats, protecting them from
may be “eliminated.” This means the squadron has lost enemy fighters and harassing defensive turrets to allow their
some of its craft, and others may have been damaged. For larger brethren to deliver their payloads. Fighter escorts are
game purposes, an “eliminated” squadron cannot operate in launched as part of normal bombing or assault boat
the remainder of the Space Combat they were involved in. operations, and move at the same speed as the attack craft
(At the GM’s discretion and in cases of particularly long they escort. Should the bombers/assault boats be attacked
combat, this can be changed to a period of two hours, while by enemy fighters, then the escorting fighters may attack the
repairs are made and new craft are activated). enemy fighters. The enemy fighters must engage the escort
Once the combat is over, eliminated squadrons can be fighters (see “Attacking with Fighters” below). Against
restored to active duty (see page 115). defensive turrets, each squadron of escorting fighters
impose a –10 penalty on the turrets’ Ballistic Skill Test, and
Fighter Operations will be shot down before any of the escorted
bombers/assault boats.
Often seen as glory-obsessed and reckless, fighter pilots
are nonetheless skilled at their profession, putting their Attacking With Fighters
relatively light craft into the maelstrom of combat to take In all cases, where fighters are required to attack enemy
down massively destructive torpedoes and lumbering small craft, both sides make a Challenging (+0) Command
bombers capable of damaging immense starships. + Craft Rating Test (this will either be from a character
In the broadest of terms, fighters are used in three roles aboard the carrier, or from a character leading the fighters
during space combat. These are described below: personally), with the enemy small craft. Both sides gain a +5
Interception: As an Shipboard Action, any number of fighter bonus for every squadron of friendly fighters after the first.
squadrons currently ready within a ship’s launch bays may Both sides also gain a +5 bonus for an additional squadron
launch and commence an intercept operation. The fighter of bombers or assault craft after the first, plus an additional
squadrons may be grouped up into one or more wings +5 for each additional two squadrons of bombers or assault
consisting of two or more squadrons, or may operate as craft (as neither bombers nor assault craft are as good at
independent squadrons, in any combination, as desired. dogfighting as fighters, but are armed and dangerous in
Upon launch and again at the beginning of their parent numbers). This counts as an Opposed Skill Test, but is not
vessel’s subsequent Strategic Turns, the fighter wings may resolved in the same way.
move freely a number of VUs up to the speed of the slowest For every degree of success scored on the Test, one
squadron in the unit. They may continue to remain away opposing squadron or torpedo is “eliminated;” destroyed,
from their carrier in this manner for no more than four damaged or forced to expend their remaining fuel and ammo
Strategic Turns, as fuel and life support supplies begin to run reserves, and must return to the carrier for rearming and
low and the fighters are forced to return to their carrier. refuelling by the most reasonable direct route. Any remaining
Squadrons on intercept operations may attack any enemy squadrons remain in play and can act in later turns, either
torpedoes or attack craft within 1VU of their position breaking off and heading for their original target, or staying
(whether they enter this range during their movement or and engaging. However, if one side scores at least four
enemies enter range during their own turns). Fighter attacks degrees of success more than their opponent did, none
are described later in this section. of that side’s squadrons are eliminated no matter what
Combat Void Patrol: Commonly referred to as CVP, their opponent rolled. The tactical acumen and impressive
squadrons of fighters patrol the space around a vessel to piloting skills of the squadron leader’s pilots means they
protect it from enemy attack. As an Shipboard Action, any
number of fighter squadrons currently ready within a ship’s
launch bays may commence a CVP operation. A CVP

Mandragora Apocrypha 135


Room in Launch Bays
It is entirely possible that a Captain won’t have a myriad types of small craft available in his launch bay. Such vehicles are
extremely expensive, and a Rogue Trader may not see the value in maintaining squadrons of assault boats when all he wants are
starfighter interceptors to protect his vessel.
Each point of Strength in a launch bay equates to enough room for one squadron of starfighters, one squadron of bombers, and
one squadron of assault boats, support craft, or Aeronautica. These berths can be refurbished to handle different types of small
craft, so a launch bay with one point of Strength could be modified to hold two squadrons of fighters and one squadron of support
craft, or any number of other combinations. However, for every point of Strength in a launch bay, the bay can hold three
squadrons total.
The sizes of squadrons listed on Table 4-10: Common Attack Craft Ratings give an idea of how many fighters, bombers, and
assault boats may be stored within a launch bay. For support craft and Aeronautica, use the following guidelines:
• In general, Aeronautica can be grouped by type in the same way spaceborn attack craft are—fighters, bombers, and transports.
However, Aeronautica are generally smaller than their spaceborn cousins. A squadron of Aeronautica can be up to twice the size of
a corresponding spaceborn attack craft—so a wing of 40 Thunderbolt fighters would take up the same space as a squadron of 20
Fury Interceptors.
• In general, support craft take up the same space as assault boats.

Ships Without Launch Bays


Not every starship has dedicated launch bays to host whole squadrons of attack craft and shuttles. However, most starships
have some sort of landing bay with room for shuttles and small craft. Generally, Imperial ships are too large to easily land on a
planet’s surface, and small craft become vital for loading crew and cargo, and resupplying the vessel. The size of these small bays
can vary wildly based on a ship’s size and class. However, if GMs or players wish to determine how many shuttles a ship may have
room for, a useful guideline is that a ship has room for one lighter, shuttle, or heavy lifter for every 5 points of Space its hull has. In
general, these vehicles shouldn’t be larger than 50 meters. However, if a ship has a cargo hold component (such as the Cargo Hold
and Lighter Bay), they should be able to hold an additional four vehicles.

scythed through their opposition effortlessly. an enemy vessel, the bombers may commence an attack
Craft Rating is covered on page XX, but is essentially an run, closing quickly upon their target to deliver their payload
abstract representation of the combat effectiveness of a before retreating back to the carrier.
fighter craft, in terms of weapons, armour, manoeuvrability, Make a Challenging (+0) Command+Craft Rating Test
and speed. (this will either be from a character aboard the carrier, or
from a character leading the bombers personally), gaining a
Bomber Operations +5 bonus for every squadron of friendly bombers after the
first. A successful test causes a single hit upon the enemy
Massive and lumbering compared to other attack craft, vessel, with an additional hit for every degree of success.
bombers carry vast arrays of energy weapons, missiles and This is up to a maximum of three hits, plus one additional
bombs designed to damage the thick armoured hulls of maximum hit for every additional bomber squadron after the
starships. With a skilled crew, a bomber can be devastating, first. If the bombing run scores at least four degrees of
using deft manoeuvring to deliver their payload to the success, the target also suffers a Critical Hit. Roll 1d5 on the
weakest parts of a vessel with a degree of precision that Critical Hit chart on page XX and apply the result.
cannot be matched by longer-ranged weaponry. Each hit deals 1d10+4 damage. Add together the damage
As an Shipboard Action, all bomber squadrons currently rolled from each hit, and then subtract from that the armour
ready within a ship’s launch bays may begin a bombing value of the target ship. Bomber attacks ignore void shields.
operation. The bomber squadrons may be grouped up into If, for any reason, the target ship has multiple armour values
one or more wings consisting of two or more squadrons, or (such as from the Armoured Prow Component), then the
may operate as independent squadrons, in any combination, lowest armour value is always used. The final total is the
as desired. Upon launch and again at the beginning of their number of points of Hull Integrity the target ship loses.
parent vessel’s subsequent Strategic Turns, the bomber After delivering their payload, the bombers withdraw to
wings may move freely a number of VUs up to the speed of their carrier to refuel and rearm.
the slowest squadron in the unit. They may continue to
operate away from their carrier for no more than six Strategic Torpedo Bombers
Turns (four if the wings include fighters), as fuel and life
support supplies begin to run low and the bombers are Certain rare vessels have been known to carry a variant of
forced to return to their carrier. Upon moving within 1VU of normal bombers known collectively as torpedo bombers.

136 Mandragora Apocrypha


Each torpedo bomber forgoes its normal payload in favour of parties onto enemy ships. Assault boat prows are typically
a single comparatively small torpedo, which it can launch at fitted with an array of high-energy cutting devices, explosive
any point. While seldom as destructive as a true bombing charges, mechanical drills, claws and other tools for
run, the technique can allow for torpedo attacks to come breaching the hull of an enemy vessel, behind which are
from an unexpected angle. bulky blast doors leading into a transport compartment filled
Instead of performing bombing runs, Torpedo Bombers with eager armsmen.
may, at the start of any turn instead of their normal As an Shipboard Action, any number of assault boat
movement, launch their torpedoes. The torpedoes squadrons currently ready within a ship’s launch bays may
immediately move directly forwards in whatever direction the begin an assault operation. The assault boat squadrons may
bombers were facing, following all the normal rules for be grouped up into one or more wings consisting of two or
torpedoes. Each torpedo bomber can launch one torpedo. A more squadrons, or may operate as independent squadrons,
squadron of torpedo bombers is comprised of three torpedo in any combination, as desired.
bombers. Upon launch and again at the beginning of their parent
Torpedo bombers can launch any type of torpedo, vessel’s subsequent Strategic Turns, the assault boat wings
however any torpedo launched from a torpedo bomber has may move freely a number of VUs up to the speed of the
its range halved, as the bombers cannot haul torpedoes with slowest squadron in the unit. They may continue to remain
a full load of fuel. In addition, due to their rarity, Acquisition away from their carrier in this manner for no more than four
Tests to acquire bombers with torpedo fittings suffer a –5 turns, as fuel and life support supplies begin to run low and
penalty in addition to any other modifiers. There is also the the assault boats are forced to return to their carrier. Upon
matter of storing the torpedoes if the starship does not have moving within 1VU of an enemy vessel, the assault boats
the stowage that comes with a Torpedo Tube Component. A may commence an attack run, closing quickly upon their
typical Munitorium can store nine torpedoes on a ship of light target to deliver their payload before retreating back to the
cruiser size or larger, or six on a smaller vessel. One could carrier.
also store a comparable number in a cargo hold, but the lack Make a Challenging (+0) Command + Craft Rating Test
of safe storage means the torpedoes have a 25% chance of (this will either be from a character aboard the carrier, or
detonating should that Component become damaged or from a character leading the assault boats personally),
destroyed (see page XX for rules on what this might do to a gaining a +5 bonus for every squadron of friendly bombers
vessel). after the first. A successful test means that a single assault
boat squadron has reached the ship and breached the hull,
Assault Boat Operations with an additional assault boat landing for every degree of
success, up to a maximum equal to the number of assault
Blunt and unsubtle-looking craft, assault boats are a form boat squadrons attacking that survived any defensive fire.
of heavily-armoured shuttle designed to carry large boarding The character leading the boarding parties (if an Explorer is

Table 4-10 Common Attack Craft Ratings


Type Craft Rating Speed (VUS) Squadron Size Special Rules
Imperial Craft
Fury Interceptor +10 10 20 Durable: When checking for Squadron losses, a Fury
squadron reduces its losses by one to a minimum of zero or
gains a +5 bonus on the Upkeep Test.
Starhawk Bomber +0 6 10 Durable: When checking for Squadron losses, a Starhawk
squadron reduces its losses by one to a minimum of zero or
gains a +5 bonus on the Upkeep Test.

Shark Assault Boat +5 10 8


Chaos Craft
Swiftdeath Fighter +10 11 30 Fragile: When checking for Squadron losses, a Swiftdeath
squadron increases its losses by one to the squadron
maximum or suffers –5 penalty on the Upkeep Test.
Doomfire Bomber +0 7 15 Fragile: When checking for Squadron losses, a Doomfire
squadron increases its losses by one to the squadron
maximum or suffers –5 penalty on the Upkeep Test.

Dreadclaw Assault Boat +5 11 15


Eldar Craft
Darkstar Fighter +15 12 12 Master Pilots: Eldar Darkstar squadrons do not suffer a
penalty if their squadron is below half-strength.
Eagle Bomber +6 9 6 Master Pilots: Eldar Eagle squadrons do not suffer a penalty
if their squadron is below half-strength.

Ork Craft
Fightabommerz +8(+5) 8 25 Multi-purpose craft: The Fighta-bomma is “designed” as both
an interceptor and bomber. When used as a bomber, its
Rating drops to +5.
Assault Boats +8 10 15

Mandragora Apocrypha 137


Follow My Lead!
In some instances, characters will want to lead attack craft operations themselves. This adds a little additional complication to
the process, but also allows these operations to be significantly more successful. These rules are intended to be a slightly more
abstract option than the typical vehicle rules, allowing dogfights and piloting to take place in the large context of starship combat.
Through a mixture of personal skill, outrageous daring and sheer luck, the character leads his subordinates against the enemy,
providing a powerful example for them to follow. While piloting a fighter, bomber or assault boat (as appropriate for the squadrons
he is leading), the character makes an Opposed Challenging (+0) Operate (Aeronautica) + Craft Rating Test before the
Command Test for the squadrons’ attack (using the Operate (Aeronautica) Skill of the opposing squadrons, which for NPCs is
usually their ship’s Crew Rating). If this is successful, then he grants a +5 bonus, plus an additional +5 for every two degrees of
success he wins by, to the subsequent Command Test. Additionally, each two degrees of success indicates that the character has
shot down one enemy craft, turret, or torpedo personally in the ensuing combat. This has no specific additional effects, but gives the
pilot something to brag about
However, if he loses by four or more degrees, then a costly mistake disables his vessel and leaves him stranded in the void. The
character suffers 2d10+5 damage, reduced by Toughness Bonus and Armor as normal, from the damage to his craft and cannot
participate in any further actions until he has been rescued and brought back to the ship. If using the vehicle rules, then t he vehicle
takes 4d10+25 damage, reduced by armor as normal, and with a normal chance of critical hits, instead of the character taking
damage (damage may result if the vehicle is damaged or destroyed).
Alternatively, if the enemy flight is led by a particularly skilful or notorious pilot, the character can elect to duel with him in the void.
This is an Opposed Operate (Aeronautica) + Craft Rating Test. The winner gains a +5 bonus, plus an additional +5 for every two
degrees of success, to the subsequent Command Test. In addition, if the character wins by three or more degrees, he shoots down
the opposing pilot. If he loses by three or more degrees, he suffers the penalty for failing as listed above.

piloting an assault boat, he may not also lead the boarding Planetary Bombardment
parties) then begins a Hit and Run Action (page 119) against
the target, ignoring the Operate (Aeronautica) Test and
"Tell me, governor, have you ever seen a Mars-Pattern Macro
gaining a +10 for every assault boat squadron that cannon fire? It is a thing of beauty, really. The anticipation as the
successfully landed. ratings load the shell into the firing chamber, the recoil felt throughout
After delivering their payload, the assault boats withdraw the ship on firing... All of that, however, is but an apetizer to the sheer
to their carrier with any survivors by the shortest expedient destruction caused upon impact. As you can tell, I am quite fond of
route. firing my weapons, and currently, there's an anoyance in your Hive
City"

Craft Ratings
Voidships in low orbit can prove to be an incredibly
The types of fighter craft are many and varied. Each valuable asset to soldiers on the ground through punishing
spacefaring race approaches fighter craft design differently, planetary bombardments. The damage done and area
and often a single race has several different types of attack affected by a Planetary Bombardment depends on the type
craft for different duties. The Imperium, for example, uses of weapon used. Each type of weapon, macrobatteries and
the Fury for space superiority, the Starhawk for anti-ship lance weapons, deals different amounts of damage to
attacks, and the Shark for hit and run raids. All of these small individuals and vehicles.
craft have different capabilities, performance tolerance, and Anyone caught in a Planetary Bombardment takes
effectiveness. In space combat, this is represented by Craft damage as normal and with the usual benefits of armour,
Rating. Craft Rating is a way to represent the performance of cover, and the individual’s Toughness Bonus. This damage
a type of attack craft. It is an abstract value representing an cannot be dodged or parried. If they are not killed outright,
attack craft’s manoeuvrability, firepower, and durability. This they are surely at death’s door and will need immediate
value is represented by a bonus added to certain Tests medical attention if they are to survive. The GM should also
made when fighters, bombers, and assault boats make feel free to apply other conditions or effects, such as
attacks. deafness, mental trauma, or permanent crippling, to the
Table 4–10: Common Attack Craft Ratings covers survivors as he sees fit.
some of the most common attack craft and their ratings. This  Lance Weapons: When used in a planetary
table also includes general squadron sizes—how many bombardment, the initial impact area of a lance weapon is
attack craft are in a squadron. These numbers should be relatively small, typically no more than a few hundred
treated as guidelines, to be modified if the GM feels it metres. Anything directly hit by a lance is completely
necessary. If the GM wants to use an attack craft that does annihilated, with no chance of survival. However, the
not have a Craft Rating, he can use its Manoeuvrability ensuing blast wave affects an area of roughly one square
instead.
kilometre, setting buildings afire, boiling away bodies of
water, and leaving little behind but ashes and molten

138 Mandragora Apocrypha


stone. Individuals and vehicles caught in the blastwave
suffer 5d10+10 E; Pen 6 (unless the individual is within
the initial impact radius, at which point they die, and must
spend a Fate Point).
 Macrobatteries: Macrobatteries saturate their target with
massive, hab-sized artillery shells, missiles, seething
plasma energy, or crackling las beams. Like a lance, each
separate shell or energy blast affects a relatively small
area of little more than a few dozen metres across, and
anything directly hit is completely destroyed. However, the
sheer volume of fire and the ensuing kiloton explosions,
raging plasma fires, and hellish blast waves affects
everything within ten square kilometres. Individuals and
Vehicles caught in this area suffer 4d10+5; Pen 4 (unless
the individual is within the initial impact radius, at which
point they die, and must spend a Fate Point).
Note: The canny player will notice that there is no
information supplied regarding the use of virus bombs,
cyclonic torpedoes, and other Exterminatus weapons fielded
by the Imperium. These types of weapon are outside the
scope of these rules.

Mandragora Apocrypha 139


Space Travel Outside of Combat destination. If the helmsman fails the test—or the starship
fails to spot and avoid the tide—the ship takes 1d5 damage
to its Hull Integrity ignoring armor or void shields, and must
"Behold, initiate. Take in the glow of the plasma, feel its warmth upon
your skin, how it comforts you with its embrace, hear its song flow
make a Hard (–20) Operate (Voidship) + Maneuverability
through your bones as it does through the hull. For from this day on, Test to break free. If it fails it takes another 1d5 damage and
you are bound to this enginarium." must make another test. This continues until the ship
escapes or is destroyed.
Outside of combat, space travel should be treated
abstractly. The distances between a planet and one of its Ice Rings
moons can be farther than a man in a land-crawler can drive The rings of gas giants are especially dangerous for ships,
in a year—the distance between two planets (or two stars) as they combine the aspects of an asteroid field and a
can be orders of magnitude further. An Imperial starship can nebula. To navigate them, a ship must make a Challenging
generally travel the distance between a planet such as Holy (+0) Operate (Voidship) + Maneuverability Test and a
Terra and its moon in little more than an hour, while that Challenging (+0) Navigation (Stellar) + Detection Test.
same starship could take two weeks to travel between the Failing the first test by two or more degrees means the ship
same planet and its star. In general, it shouldn’t take much has blundered upon a particularly large chunk of ice—it
longer than that to get from one location in a star system to takes 3d10 damage ignoring void shields. Failing the second
another; however, faster starships should take less time, test means the ship is delayed by a day. Any Tests using a
while mass conveyors and other bulk transports may take far ship’s auger arrays within an ice ring are made two steps
longer. In the end, travel times should be left up to the GM. more difficult.
Enemy vessels are only one hazard a starship may
encounter in its travels. Asteroid fields, gravity tides, ice
Nebulae
rings, and nebula are all potential threats to be avoided—or
in some cases, exploited. A nebula is a vast, dense cloud of gas and dust drifting in
space. A successful Difficult (–10) Navigation (Stellar) +
Detection Test is required to pass through a nebula on a
Asteroid Field proper course. Success means the ship makes its way
The shattered remains of planets or the leftover debris through the nebula quickly, but failure means the ship is
from stellar nurseries, asteroid fields are vast expanses of delayed. For every degree of failure, the ship must spend an
drifting rock. A successful Routine (+10) Operate extra day getting to its destination. In addition, the maximum
(Voidship) + Maneuverability Test is required to navigate weapon range for ships in a nebula is limited by the nebula’s
an asteroid field. Success means the ship passes through density (roll 3d10 at the start of battle, this is the furthest that
the asteroid field unharmed, but for every degree of failure all ship’s sensors and weapons will operate). A ship making
errant chunks of space rock strike the ship, causing 1d5+1 a Silent Running Maneuver gains +30 to its Maneuver Tests.
damage. The damage is cumulative, so if there are four Any Tests using a ship’s auger arrays within nebula are
degrees of failure, the ship will take 4d5+4 damage, ignoring made three steps more difficult.
void shields. Any Tests using a ship’s auger arrays within an
asteroid field are made one step more difficult.
The Deep Void Run
Though the Imperium of Man claims that vast swaths of
Gravity Tides the galaxy are subservient to the Golden Throne of Terra, it
Though planet-dwellers consider gravity a universal would be more accurate to describe mankind’s dominion as
constant, experienced voidsmen know that it can be a harsh tiny islands adrift in an enormous ocean. The space between
and fickle force. In systems with multiple stars or large gas stars is so huge that any claim of control is laughable, and
giants, gravity can behave strangely—sometimes in seeming so the majority of the Imperium remains safe, huddled
defiance to the laws of physics. The most feared phenomena around the fires of their stars. However, it is through these
are the gravitational rip-tides found near gas giants during uncharted depths that mankind’s ships must travel. Even
the conjunction of their larger moons, or at the midpoints of with the help of warp drives—and the immaterium is a fickle
binary star-systems. Most avoid them, but a skilled—or ally at best—travel between star systems can take as long
insane—helmsman may try and use the flux to his as months, or even years. Beyond the bounds of the
advantage. Imperium, where the fires of civilization are even farther
It takes a Hard (–20) Scrutiny + Detection Test to spot a apart, the journeys could even take decades. Generally, a
gravitational rip-tide on the ship’s auger arrays, and a starship stocks at least six month’s food and supplies in its
Challenging (+0) Operate (Voidship) + Maneuverability lockers—although some vessels may cram an extra month’s
Test to avoid one. If a helmsman chooses, however, he can supplies on board if they anticipate a long journey. These
pilot his ship into the tide’s gravity well while making a Hard stores can be stretched to last longer, although at a cost to
(–20) Operate (Voidship) + Maneuverability Test. Success the crew. As rations dwindle, fresh water grows scarce, and
means the helmsman has built up enough speed for his even the very air becomes thick and stale, sickness spreads
vessel to “shoot the rapids”—using the speed generated by easily and the tempers of the crew flare.
the tide’s pull to shoot out the other side at tremendous The consequences of long journeys are varying, and the
velocity. For every degree of success, the GM should GM is encouraged to invent hardships appropriate to the
subtract a day from the travel time to the starship’s situation. Generally, for each month spent beyond the six

140 Mandragora Apocrypha


month limit, the ship loses 2 Morale, and should suffer a full working order.
misfortune such as the ones listed below: Destroyed Components must be repurchased and
Shipboard Sickness: The stale air and water ensure the replaced. For a more thorough repair job, the starship will
easy spread of disease. A successful Medicae Test (difficulty need to find an inhabited planet or space station —
at the GM’s discretion) can contain sickness; otherwise the preferably a world with a reasonably advanced level of
ship will suffer 1d5 damage to Crew Population and Morale civilization (cavemen or feudal peasants will not be much
as it runs its course. help in repairing a starship).
Scurvy: Scarce food makes for poor nutrition. Little can be Once a suitable world has been located, the crew can pay
done about the lack of proper nutrients, and the loss of some to have their starship repaired. If any Hull Integrity is
of the weaker and sicker members of the crew will do 1d5 repaired, any damaged, depressurized, and unpowered
damage to Crew Population. Components are restored to working order a well. For every
Weary Machine Spirit: Long voyages strain the systems of full five points of Hull Integrity restored, the Characters must
a starship, sometimes to the breaking point. Without a full make an Acquisition Test at a –10 penalty (this takes into
shipyard, repairs are often temporary. The GM should select account the rarity and quantity of materials and supplies).
a Component. For every month the ship spends at space These tests are made sequentially – once one is failed, the
without visiting a shipyard or civilized planet for proper Characters have temporarily exhausted their available funds
repairs, a character must make a Tech-Use Test or the and must either wait 1d5 weeks until more money is
Component becomes damaged. These tests should become available or seek repairs elsewhere (preferably where there
progressively harder. is a better deal). Any Acquisition Tests made to repair Hull
Starvation: Few things are as worrying as a starship’s food Integrity do not count against the number of Acquisitions a
stores running low, both because of the threat of starvation character may make in a game session. For every point in
and because it is likely to make the crew desperate and Hull Integrity restored, the ship must spend one day being
rebellious. Starvation is not something that should happen repaired. New Components (whether to upgrade existing
unless a ship has been at space for longer than a year or Components or replace destroyed Components) are
had its food stores drastically reduced for some reason. purchased as normal, and require 1d5 additional days to
Once it begins, however, the ship will suffer 1 damage to install per Component.
Crew Population and 2 to Morale every day it does not find a
habitable planet or other means to refill its food stores. Of
course, the threat of mutiny is also present when crews are
confined within iron bulkheads without the warm sun or fresh
air for months or years on end. This is represented by the
Morale loss a ship suffers, but the GM should feel free to
expand on this, inventing mutinous low-decks plots or even
treacherous mid-rank officers scheming to take the starship
away from the characters.

Extended Repairs
To survive amongst the deep void, starships must be
largely self-sufficient. Nowhere is this more apparent than in
the case of repairs and maintenance. Any true void-faring
vessel has bunkers full of fuel and storage holds with
additional supplies and ship components, from delicate
cogitator circuitry to massive adamantine plates to weld over
hull breaches. Though the supplies are seldom enough to
completely repair a starship (especially if it has just come
through a truly nasty engagement), they are enough to let
the crew patch up the worst of their ship’s injuries.
To perform extended repairs, a starship should locate a
suitable anchorage, perhaps high orbit around a gas giant in
a deserted star system or nestled against a large asteroid to
avoid detection. It’s crew will then spend several weeks on
the repairs, determined beforehand by the ship’s captain.
For each week at repairs, the member of the crew directing
them must make a Tech-Use Test, tallying the degrees of
failure and success. If the degrees of failure outnumber the
degrees of success at the end of the specified time period,
the repairs have failed. If the reverse is true, however, the
repairs succeed, and the ship regains 1d5 points of Hull
Integrity. This cannot take the ship’s Hull Integrity above its
maximum. In addition, a successful repair attempt restores
all damaged, depressurized, and unpowered Components to

Mandragora Apocrypha
141
 Stage Three: Locating of the Astronomican: The
Navigating the Warp Navigator attempts to detect the Astronomican. The
Astronomican acts as a beacon for the Navigator, making
Geller Field active and stable, Warp Drive engaged, power drain it easier for him to evade the horrors of the Warp during
within operational parameters. All hands, prepare for transition into the journey.
Warpspace. Emperor guide my sight."  Stage Four: Steering the Vessel: The Navigator uses
his innate abilities, experience, and the power of his third
- Navigator Octavius of House Pyanoe
eye to steer the ship through the Warp route, while
attempting to detect and evade potential hazards.
The primary role of all Navigators is guiding ships into,
 Stage Five: Leaving the Warp: Hopefully, the Navigator
through, and out of the warp. Whilst the rest of the ship’s
has successfully steered the ship to a point in the Warp
crew and the ship’s captain maintain the systems of the ship,
where the vessel can translate to its intended destination
keeping the vessel’s plasma and warp drives functioning and
in realspace.
its Gellar Field strong, the Navigator carefully studies the
Each of these stages and the tests requires are
currents and fluctuations of the warp as well as the distance
detailed below.
and strength of the Astronomican. Using this information, he
tells the captain to make course corrections and when it is
wise to leave or enter the warp. Stage One: Divining the Auguries
The actual Translation—as entering and exiting the warp
is known—from real space to warp space or vice versa is Before a captain orders his ship to enter the Warp, his
relatively simple and does not require the skill of a Navigator, Navigator must perform a complex ritual, which includes
though his input can be invaluable lest the vessel find itself perusing any existing navigation charts, to determine
immediately assailed by an empyreal storm, warp rift, or whether the auguries are favorable for a safe translation into
worse. Once the vessel is in the warp, however, not having a the Warp. The Navigator attempts a Challenging (+0)
Navigator would leave a captain with no idea as to the Psyniscience Test to interpret the ritual’s results. He can
vessel’s position relative to real space, the distance they also use any charts (see page xx) that he may possess at
have travelled, or where they will end up when the ship exits this stage, to help with his plan for traversing the
the warp except crude guesswork based on existing warp Immaterium. Basic charts grant a +10 bonus to this Test,
charts. Detailed charts provide a +20 bonus, and he gains an
The order to enter Warp space is the most dangerous additional +10 bonus in either case if the Navigator created
command a starship’s captain can give. Even a successful the charts himself. Falsified charts or an interrupted ritual, in
transition through the Warp can exact a horrific toll on the contrast, may inflict a penalty on the Test. The Navigator
minds and bodies of the crew, and so a journey through the only ever benefits from the best set of charts that he has. If
Warp is never undertaken lightly. A journey through the he passes the Test, the auguries are good and the Navigator
Warp should be an adventure in itself. A GM who reduces can confidently tell the captain to give the order for
Warp travel to a mere series of dice rolls is in danger of translation. The GM tells the Navigator the stability of the
trivializing such a perilous and feared enterprise. The rules in route.
this chapter allow the GM to describe in detail such a journey If the Navigator fails this Test, the GM withholds the Warp
and bring the hazards of Warp travel to life. If no player is Route Condition until Stage 4: Steering the Vessel. A
playing a Navigator Explorer, these processes can be Navigator can try to divine the auguries at a later date to get
undertaken by an appropriate NPC aboard the vessel. In a more favorable reading, but cannot do so for another 1d5
such a case, it is up to the GM to determine which of the days as he must re-prepare for the ritual.
tasks for Warp travel the characters must perform, and
which can be reasonably handled in a more abstract, Rite of Appeasement
narrative fashion by an NPC Navigator, to allow the If any of the dice the Navigator rolls for his Psyniscience
Explorers to pursue duties more tailored to their particular Test result in a 9, the Navigator senses a Warp storm
abilities. brewing nearby. The captain can decide to purify the vessel
with sigils and alchemical incense to prepare it against the
The Fundamentals of Warp Navigation wrath of the Sea of Souls, which this takes 1d5 days. If the
captain insists on translation without these precautions, the
Navigating the warp in game terms consists of a number vessel translates in the fury of a Warp storm (see page XX).
of stages at which the Navigator must test to perceive the After any purification rites, the Navigator must again read the
nature of the warp and then steer a course through it. These auspices.
stages are:
 Stage One: Divining the Auguries: The Navigator
determines the auguries for the journey by consulting Table 5-1: Warp Route Conditions
charts for the Warp route and performing esoteric rituals. Condition Multiplier
 Stage 2: Translation: Before issuing the command to Stable Route 1
translate into the Warp, the captain enacts various rituals Unstable Route 2
Surly Route 4
to avoid misfortune during the journey and must attempt to Haunted Route 8
quell rumors of bad omens among the crew.

142 Mandragora Apocrypha


Determining the Destination extra precautions to preserve his vessel and crew against
the Warp.
The Navigator's first task, of course, is to determine the
destination as ordered by his captain. This is simply
determined by referencing the location of the destination in Warding Ill-Tidings
relationship to the Voidship current position, typically Any wise captain harbors deep-seated superstitions
determined by a map. This distance attempted to be concerning travel into the Warp. There are many tales of
travelled is determined by the Navigator by referencing vessels that foundered in the aether because the captain
Table 5-1: Warp Travel Distance, and the warp conditions failed to ward away bad luck. If a captain does not devote at
determined by referencing Table 5-2: Warp Route least one hour to warding off bad luck before translation,
Conditions. The first number is multiplied by the second, then for the duration of the journey through the Warp, any
resulting in the number of Degrees required in Stage Three: Navigation (Warp) Test the Navigator makes counts as a
Steering the Vessel to reach the desired destination. failure if he scores a 9 on any die he rolls for the Test.
Each captain has his own superstitious practices. For
example, some might insist on booming out hymns through
Table 5-2: Warp Travel Distance the ship’s vox-casters and require their crew to stand alert
Distance to Destination Base Modifier
and sing fervently in praise of the God-Emperor. Others
Within the Subsector 1
Adjacent Sub-Sector 2 demand the flogging of the crew by their taskmasters, so
Emergency Warp Jump 3 that their mingled blood might strengthen the vessel’s
Adjacent Sector 5 machine-spirit. Lots may be drawn throughout the ship and a
single crewman selected to be jettisoned into space, so that
his drifting soul might distract any Daemons lurking to
ambush the ship as it translates. Some captains may
consider it unlucky for the crewmen to have tokens
Navigator Clan Rituals representing chance, such as cards or dice, which might
When attempting to determine the status of a jeopardize Warp travel, and make a thorough search among
Warp route, as described in Divining the Auguries, a the crew to locate and destroy such items.
Navigator may first perform a ritual of prognostication
to help him predict the turbulent and capricious flow of Omens
the Warp. These rituals vary greatly in scope and
The collective psyche of the crew also has an effect on
specifics based on a Navigator’s clan, but often take
how well the vessel fares in the Warp. Weak morale can
roughly a half-hour to perform. A Navigator does not
bring danger to a Warp-bound ship, for the denizens of the
need to perform such a ritual, but many senior
Immaterium are attracted to the collective fear of a ship’s
Navigators refuse to translate without performing one.
crew, like sharks to blood. A captain who fails to curb rumors
Each Navigator House has its own unique and
of bad omens spreading among the crew risks his ship in the
clandestine traditions and rites meant to aid in reading
Warp. Bad omens frequently appear just as a ship
the inscrutable tides of the Warp. The most commonly
translates. When a ship translates, roll 1d100; if the roll is
rituals favored by some clans are described below.
greater than the Crew’s total Morale, dark susurrations of an
Each of the rituals below grants a +10 bonus to the
ill omen echo throughout. A captain can attempt to negate
Test in Divining the Auguries.
the effects of an omen by passing a Challenging (+0)
Command Test, representing him castigating his crew for
Some Sample Rituals: their weak minds or soothing their fears. If the vessel
 The Navigator casts human bones inscribed with includes a missionary aboard, he can hearten the souls of
runes and interprets the pattern of their fall. the crew by passing a Challenging (+0) Charm Test, which
 The Navigator enters a self-induced trance, during also negates an omen’s effect. The preacher’s sermons
which he screams out prophecies of the ship’s fate reassure the crew that the God-Emperor protects them.
in a guttural tongue that can only be translated by a Other characters may attempt to assist in their own ways,
specially adapted servitor. with the GM’s permission.
 The Navigator dissects an avian, hurling its entrails If nobody negates the omen, it has a detrimental effect
at the wall before reading the trails of blood that when the vessel must consult Table 5–5: Warp Travel
slide down the surface. Encounters. Any tests required suffer a -10 penalty as a
result.

Translating Into A Warp Storm


Stage 2: Translation If the ship has translates into a Warp storm, it immediately
suffers the effects of a Warp Storm encounter from Table 5–
Once the captain has issued the order to translate into the 5: Warp Travel Encounters upon entering the Warp (see
Warp, the ship’s void-masters relay the command to those XX).
work-crews responsible for bringing the Warp engines to life.
Translation is more or less instantaneous. However, a wise
captain should dedicate a few hours beforehand, taking

Mandragora Apocrypha 143


Effects Of Translation
All characters must make a Willpower Test as soon as
The Navigator's Solitude
their ship translates to the Warp. The GM decides the Test’s As soon as the captain gives the command for
difficulty depending on how often the character has translation, the Navigator must be left alone (aside
experienced translation. Experienced NPC crew and, at the from the company of his kin), for he must open his
GM’s discretion, experienced explorers may sometimes third eye when navigating the Warp, and the baleful,
automatically pass this Test. A character who fails the Test green energy that washes from his forehead can kill a
suffers from a severe Phobia and whenever he scores a 9 normal man. Any non-Navigator within 15 meters of a
on any die he rolls, he believes that he sees the object of his Navigator engaged with steering a vessel through the
Phobia until the vessel leaves the Warp. The character Warp counts as suffering the effects of his Lidless
suffers a -10 to his rolls against this temporary phobia. The Stare power each Strategic Round.
effect lasts until the vessel reenters realspace. After each roll
during Step 3: Steering the Vessel, any characters suffering The Navigator's Station
from a Warp travel hallucination can shake off the effects if
navigation station is a highly sophisticated and
they pass another Challenging (+0) Willpower Test.
little understood console of ancient tech. By plugging
himself into this arcane throne via cybernetic implants
Stage Three: Location of the Astronomicon in his skull or spine, a Navigator can meld his mind
with the ship’s machine-spirit. This allows him to
When a vessel Translates into the warp, a Navigator must interface his psychic penetration of the Warp with the
gauge the strength of the Astronomican, to judge just how cogitators on the bridge, so that his mental commands
far and in what direction he is from Terra so that he may can be translated into signals that the officers on the
then plot a course. To do this, he makes an Challenging bridge can recognize.
(+0) Psyniscience Test. This test is modified by the If a ship’s navigation station is damaged, a
conditions listed in Table 5-3: Locating the Astronomicon. Navigator must communicate his orders to the helm
For every Degree of Success achieved, add +10 to Stage verbally, which is difficult for him to do coherently
three: Steering the Vessel. If the test is failed, instead each when he is in the trance state required to penetrate the
Degree of Failure results in a -10 penalty to Stage Three: Warp, and he suffers a –20 penalty to his Navigation
Steering the Vessel. (Warp) Tests. If a ship does not possess a navigation
In some rare cases, the Astronomicon cannot be found— station for any reason, he suffers a –40
especially turbulent warp storms and other unnatural penalty to these Tests.
phenomena may obscure its signal, or the Navigator’s vessel
may simply have travelled beyond the Astronomican’s reach.
If the Navigator cannot locate the beacon of the
Astronomican, he must pass a Hellish (–60) Navigation present, skip the Psyniscience test and apply the Sightless
(Warp) Test in order to chart a successful course. Without modifier to Step 3, Steering the Vessel.
the Astronomican, the Navigator must rely upon his own In both cases, roll a 1d10; on a 6 or higher, the ship has
experience, skill, and ancient charts of real- and warpspace translated into a Warp Storm. Resolve this Warp Encounter,
(some especially accurate charts may, at the GM’s then proceed to Step 3.
discretion, grant a bonus to this Test). If he fails the Test, the
Navigator may not try again unless at the GM’s discretion, or
if a transient event (such as a warpstorm) ends.
Stage Four: Steering the Vessel
With the Astronomican located and the local state of the
Table 5-3: Locating the Astronomicon warp gauged, the Navigator now makes an Extended
Condition Multiplier Navigation (Warp) tests, modified by Table 4-4: Steering
Obscured -10 the Vessel, to determine both the accuracy of his voyage
Shrouded -20 and travel time. These Navigation (Warp) tests are made
Lightless -40
Sightless -60 until the amount of Degrees of Success equal or exceed the
Warp Antennae +20 number need as determined by Stage One, at which point
the destination is reached.
Emergency Warp Jumps
If an Emergency Warp Jump is performed, skip the
Psyniscience test and apply the Lightless modifier to Step 3,
Steering the Vessel, for 1d10 Navigation (Warp) checks in
the same Step, reduced by the Navigator’s Perception
Bonus. In the case of an Emergency Warp Jump, treat the
intended destination as being Off-Course.
If the vessel has no Navigator, or Navigator-equivalent

144 Mandragora Apocrypha


Hazards Of Warp Travel
Table 5-4: Steering the Vessel
Condition Modifier Warp travel is seldom a routine and dull affair, and the
Poor Charts -20
Good Charts +10 Navigator must maintain constant vigilance lest the vessel
Best Chart +20 become lost or imperiled. This peril increases the longer the
Uncharted -60 vessel spends in the warp and the further it travels. Failure
Warpsbane Hull +10
Ship Master's Bridge +5 during any of the Navigation (Warp) Extended Tests
Fleet Flag Bridge +5 indicates a Warp Encounter. Warp Encounters are decided
Runecaster +20 based on the Degrees of Failure and referencing Table 5-6:
Warp Sextant +20
Warp Encounters. A damaged Geller Field adds 3 Degrees
Stable Route +10
Unstable Route +0 of Failure to any resulting failures.
Surly Route -10
Haunted Route -20
Damaged Warp Engines
Damaged Navigation Station
-30
-20
Table 5-5: Warp Encounters
Destroyed Navigation Station -40 Degrees of Failure Result
Fleet/Squadron Navigation 1 Degrees Aetheric Current Physical
2-3 Void Ships -10 2 Degrees Aetheric Breakers Physical
4-6 Void Ships -20 3 Degrees Warp Sickness Psychic
7-10 Void Ships -30 4 Degrees Warp Storm Psychic
11-15 Void Ships -40 5 Degrees Warp Horror Physical
16-21 Void Ships -50 6 Degrees Daemonic Incursion Psychic/Physical
22+ Void Ships -60

Warp Travel Encounters


Duration of Passage As the vessel passes through the Immaterium, the
The duration of a voyage is measured in subjective time; Navigator psychically roves the aether, seeking and (ideally)
time as experienced by the Navigator and the crew of the avoiding each hazard before it ensnares the ship. If he fails
vessel in days and hours of “untroubled passage.” This to evade an encounter, it manifests aboard the vessel. The
calculation assumes that the vessel is following a favorable strength of the vessel’s Gellar Field affects the deadliness of
warp current and operating under good conditions. If all goes the encounter. There are two types of encounter the
well the voyage will pass in this time. Navigator might face. A physical encounter is one which
The base time of a voyage through the warp is determined affects the fabric of the vessel itself, such as a Warp storm,
by rolling 1d10 for every Steering the Vessel Skill Tests reef, or shoal. The Navigator must use his enhanced senses
rolled made to reach the destination. This number equals the to locate the perils and instruct the helmsman (via his
number of days spent in the Warp. This is followed by rolling navigation station) on how to evade the threats. More
1d100, modified with an additional + 20 per Steering the dangerous are psychic encounters, where the Warp
Vessel Skill tests made to reach the destination which attempts to trick or beguile the Navigator’s consciousness, or
equals the number of days passed in Real Space. overcome it in order to manifest aboard ship. This is a battle
of wills between the Navigator and the Warp itself, and the
strain can prove detrimental to the Navigator’s psyche and
Charting the Route body.

A Navigator who successfully plies an uncharted


Warp route can attempt to chart that route for future Detecting Encounters
reference. This requires an Ordinary (+10) A Navigator can detect an oncoming encounter by making
Navigation (Warp) Test if his vessel arrived on target, an Ordinary (+10) Psyniscience Test. If he passes the
a Difficult (–10) Navigation (Warp) Test if it was Test, he can try to avoid the encounter as described below.
slightly off-course, or a Very Hard (–30) Navigation His perception of the danger ahead might manifest as a
(Warp) Test if it was severely off-course. A Warp sudden fever, bleeding from the eyes, nose, or mouth, a
route that shifts from voyage to voyage cannot be scratching sensation deep within the core of his mind, or any
charted. If he passes the Test, he creates a Detailed other unpleasant physical or mental effect. The Navigator
chart. If he fails, he creates an Basic chart, but if he has time to prepare himself for the encounter, perhaps by
fails by three Degrees of Failure or more, he fails to chanting hymns to steel his concentration, or entering a brief
create a chart at all. A Navigator is duty-bound to state of meditation to clear his mind. He gains a +20 bonus
present a new chart to his House, and providing his to his Navigation (Warp) Tests when facing this encounter.
House with such valuable knowledge grants him If he fails the Test, he detects the hazard, but not in time
considerable prestige. The Explorers’ Profit Factor to prepare for the encounter. If he fails the Test by two or
increases by 1, plus an extra 1 for every full 180 days more Degrees of Failure, he is unaware of the danger until it
duration of passage of the journey that the is too late. If he does not manage to steer the ship past the
Navigator charted. encounter, it immediately manifests aboard the vessel.

Mandragora Apocrypha 145


Avoiding Physical Encounters Table 5-6: Trails of the Soul
1d100 Roll Trail
A Navigator who detects a physical encounter in time can 01-25 Temptation
use his navigational skills to help the officers on the bridge to 26-50 Contest of Strength
51-75 Trial of Endurance
steer clear of the danger. He senses the approaching 76-100 Conundrum
danger, rationalizing the turbulent force of the Warp as a
raging seascape, perhaps, or a desert storm or ice-lashed
starship. This alluring paradise beckons with fresh
tundra. His unique ability is to picture the unfathomable force
temptations around every corner. If the Navigator succumbs,
of the Immaterium as something understandable, to bestow
he opens a door for the horrors of the Warp to flood aboard
order upon his perception of utter chaos.
his vessel. This encounter should involve plenty of social
The Navigator must make a Challenging (+0) Navigation
interaction with the beguiling denizens of the vision-world,
(Warp) Test. If he succeeds, he communicates the
who try to lure him from his path. The culmination of the
necessary adjustments of the ship’s Warp drives to the
encounter should involve the Navigator making a Skill Test
bridge, linking his mind with the cogitators of the vessel
to avoid succumbing to a great temptation, modified
using the arcane power of the navigation station into which
according to how he dealt with the denizens.
he is plugged. Once this information is relayed, it is up to the
If he passes the Test, the vision dissolves and the danger
vessel’s helmsman to steer the ship as dictated by the
is gone. If the Navigator fails, the encounter manifests
Navigator. The helmsman must make an Ordinary (+10)
aboard ship. Failure also means that the Navigator has
Operate (Voidship) Test. If he passes, the ship avoids the
succumbed, even if only in some small way, and so he
hazard. If either character fails his Test, the ship becomes
suffers 1d5 Corruption Points.
embroiled in the encounter and must overcome it before it
can continue.
Contest of Strength
Avoiding Psychic Encounters The Navigator must test his fighting skills against enemies
lusting for his blood. He perceives the Warp as a place of
conflict, such as a war-torn city, a gladiatorial arena, or a
When a Navigator faces a psychic encounter, the GM rolls
gargantuan chessboard. He must survive all opponents who
on Table 5-6: Trials of the Soul to find what he must
challenge him, and the culmination of the encounter should
endure. The GM should run a psychic encounter from the
involve him battling with a terrifying beast or expert
perspective of how the Navigator perceives the Warp. For
blademaster. If he defeats this final foe, the vision dissolves
example, the Navigator’s mind might rationalize the Warp as
and the vessel avoids the encounter. If the Navigator
a dark forest of tall trees. He might have to run through this
“perishes,” the encounter spills partially into reality; the
forest, perhaps searching for a way out, while being hunted
encounter manifests aboard ship.
by a pack of ravenous, mutated wolves. He can either try to
The Navigator’s experience in the Warp also materializes
flee or stand and fight, or trick his way to safety. The wolves
as physical injury and he suffers 1d10+2 Damage, ignoring
might represent the Daemonic entities of the Warp,
armor and his Toughness Bonus.
attempting to wear down the Navigator’s psyche, so they can
breach the physical reality of the ship.
The GM should keep these encounters short, perhaps Trial of Endurance
with a single obstacle that the Navigator must overcome to The Warp constructs itself in the Navigator’s perception as
achieve his task, otherwise the other players in the group a bleak, inhospitable wasteland, perhaps a marshland with
risk becoming observers for an entire session. Alternatively, foetid pools and swarming flies, an ancient ruin with
to get the others involved, the GM can rule that the crumbling walls, or a gloomy fungus forest crawling with
Navigator has actualized the presence of his shipmates to oversized worms and insects. The Navigator must journey
help him on his quest. The other PCs act within this vision through this wasteland, surviving poisonous plant life or
world as normal, but are only figments of the Navigator’s hiding from the slithering beasts that are hunting him down.
imagination. Any injuries, insanities, and other maladies, that The culmination of the encounter should involve the
anyone sustains during this vision vanish once the encounter Navigator testing the extremes of his endurance, such as
is over unless otherwise noted. climbing a crumbling skytower or crossing a turgid, toxic
When the Navigator acts in this vision-world, his actions river. If he passes the Test, the vision dissolves and the
are rationalized representations of the way his psyche is vessel is safe. If he fails, the encounter manifests aboard
manipulating and evading the Immaterium to make the ship ship. Failure also means that the Navigator’s very being has
avoid the potential hazard. As such, he uses his Navigation been ravaged by his experiences, and he gains 1d5 Insanity
(Warp) Skill for all Skill Tests he makes (even if the other Points.
Skill is higher).
Conundrum
Temptation The Navigator finds himself lost in a place of confusion
The Navigator is assailed by whispered temptations and deception, such as the never-ending corridors of a
offering him all he ever dreamed of. He perceives the Warp labyrinthine library, the dark alleyways of a vast,
as a place of beguiling sights, fragrances, tastes, and music; unmappable city, or a bewildering maze of mirrors. He must
perhaps an ivory palace, a fragrant garden, or a golden find a way out, solve a series of puzzles to avoid traps and

146 Mandragora Apocrypha


locate a hidden artifact, or perhaps find clues to help him with the second check, 1d5+4 with the third, etc., and 2)
answer an impenetrable riddle. the +2, +3, etc. loss is permanent.
Once the Navigator has the answer to the conundrum, the  Corruption: The crew makes a Willpower check.
vision dissolves and the ship evades the encounter. If the Success indicates the crew has resisted the corrupting
Navigator fails, the encounter manifests aboard ship. Failure influence of the Warp so far (and will continue to do so for
also means that the Navigator’s soul has been wracked by additional checks for each additional degree of success).
his experiences and he temporarily loses one of his unspent Failure results in 1d5+2 Crew Pop falling to the Dark
Fate Points. He recovers this Fate Point immediately upon Powers. These need to be "cured" as above, but all are
re-entering reality, but cannot regain it or “burn” it before permanent losses. The ship's population of mutants and
then. If he does not have an unspent Fate Point, he gains hullghasts is increasing. Additional effects might include
1d5 Insanity Points. the ship becoming Haunted (see page 79) or the crew
forming a Death Cult (as they hunt down the survivors).
Aetheric Current
The voyage might seem short or long but accurate time is
lost and cannot be corrected until the ship leaves the Warp
and the Astropath re-establishes contact. Increase or Geller Field Failures
shorten the voyage by 1d100 days. If a roll of a 100 or a 01 A Destroyed Geller Field, or lack thereof, always
occurs, roll again, and add (or subtract) the additional results in a Daemonic Incursion during a journey
number of days. through the Warp. How to represent a Geller Field
failure is otherwise left up to the GM’s imagination, but
Aetheric Breakers it should an utterly horrifying experience for players.
The Navigator makes an Awareness Skill Test. The They must quickly restore the Geller Field if they hope
Helmsman then makes an Operate (Voidship) Skill test to survive, and even if they accomplish this, they will
(+10 for each additional degree of success made by the still be faced with a ship full of monstrous entities. The
Navigator, or -10 for each degree of failure) to avoid or the GM should feel free to pit them against all manner of
ship takes 1d10+14, ignoring shields. On a roll of 10, take a daemonic adversaries, in any monstrous and terrible
critical hit in addition to the hull damage (only exterior forms he chooses. Even if the players triumph,
components can be affected by this critical). damage to their ship’s Morale should be severe, and
depending on the severity of the failure, there could be
Warp Sickness severe damage to Crew Population as well. If the
battles were particularly ferocious, certain ship
There are 3 types of Warp Sickness (roll 1d10), the one
Components could be damaged, depressurized, or
that causes actual illness (1-6), the one that causes insanity
even in flames. For the players, killing the
(7-9), and the one that causes corruption (10). Test
daemons may be just the beginning…
Toughness or Willpower, as appropriate. If the Warp is
exited for any of these maladies the voyage has to start
over, albeit from deep space.
 Illness: The crew makes a Toughness check. Success
indicates the crew has resisted the effects of the illness so Warp Storm
far (and will continue to do so for additional checks for Warp space is an extremely volatile medium, and can
each additional degree of success). Failure means represent a dangerous one for spacecraft within it.
1d10+2 Crew Pop fall sick (+1 for each degree of failure). Occasionally, the normal current movements of warp space
All but 1 point of this is counted as temporary crew become amplified into raging storms of savage and
population loss. The one point is permanent. As long as destructive ferocity. Such storms may last for only a few
the ship stays in Warp or any crew are still affected, roll moments, or they may last for many years. At best, a warp
again each steering check (or each day if the Warp is storm might throw a ship off course or delay it, at worst a
exited). Medicae skill can be used to alleviate the warp storm can make a warp travel impossible in some parts
sickness (while still in the Warp), or cure the sickness of the galaxy. Storms are constantly forming and dying
(after the Warp is exited). Success with the Medicae skills down, at any time at least 10% of the galaxy's solar systems
alleviates (or cures) 1 point of crew population (+1 per will be inaccessible because of warp storms. Half of these
additional degree of success), to a maximum of the systems are cut off for less than a year, but many remain
healer's Int bonus. Once the Warp is exited AND all isolated for many years or even centuries. Indeed, some
surviving crew is cured the illness ends. systems have always been isolated, and show no sign of
 Insanity: The crew makes a Willpower check. Success becoming otherwise.
indicates the crew has resisted the maddening effects of When a terrible warp storm strikes the vessel, it may
the Warp so far (and will continue to do so for additional cause damage or throw it off course. Only the skills of the
checks for each additional degree of success). Failure ship’s Navigator will decide the outcome. The Navigator
results in 1d5+2 Crew Pop becoming mad. The cure for makes a Challenging (+0) Awareness Skill Test. If
this malady follow the same routine as above. The successful, the ship may exit the Warp, although they will
differences are that 1) additional checks grow, so 1d5+3 have to start the voyage over. If unsuccessful (or if the
person in charge is unwilling to exit the Warp), the

Mandragora Apocrypha
147
Helmsman has to make a Challenging (+0) Operate that the vessel arrives at its intended destination and as
(Voidship) Skill Test. Failure results in the vessel taking close to the intended time as possible. However, sometimes
1d10+12 damage to its Hull Integrity, ignoring Void Shields. a captain may demand an emergency re-entry, perhaps
Following this, check to see if the storm has abated. Roll because of a damaged or destroyed Gellar Field, or to evade
1d5. On a roll of 1 the storm is over. On any other roll, it a particularly dangerous encounter. Doing this virtually
continues. Once again, the ship may exit the Warp or guarantees that the ship is catapulted into reality far from the
continue to fight the storm. Steering the Vessel still intended destination and perhaps years, decades, or even
continues (1 steering check for each round of fighting the centuries away from the intended time.
storm) and it is entirely possible for a ship to complete its To determine how accurate re-entry into realspace is, the
voyage and exit at the destination all while fighting a Warp GM compares the duration of passage from Stage Three. If
Storm. the ship exited the Warp early for any reason, it is always
Severely Off-Course.
Warp Horror
The fury of the Warp manifests as a monstrous, tentacle On Target
thing that wraps itself around the ship and tries to tear the If the Navigator’s Degrees of Success outnumber the total
hull apart. The crew train all available guns against the number of Degrees of Failure, then the Navigator has
creature to try and blow it away before it consumes the maintained a steady and accurate course. If he can perceive
vessel. The Navigator makes a Challenging (+0) the Astronomican, it acts as a beacon to guide him to safety
Awareness Skill Test. If successful, the pilot makes an and the vessel re-enters realspace in the desired location.
Operate (Voidship) Skill Test with a +10 bonus for each If he cannot perceive the Astronomican, he can attempt to
additional degree of success made by the Navigator's do so one final time (see page XX) but if it still eludes him,
Awareness Skill Test. If the Navigator fails the ship is taken he must make a Hard (–20) Navigation (Warp) Test to
by surprise for a number of rounds equal to the degrees of bring the ship safely to the correct destination. If he fails this
failure. If the Helmsman fails, treat as a Stern Chase (see Test, the Navigator has veered slightly off-course (see
page 132). below).
The monster attacks each turn with an automatic hit at
Strength 3, causing 1d10+14 Damage, and with a Critical Slightly Off-Course
Rating of 5. Its attacks ignore void shields. It counts as If the Navigator’s Degrees of Success is half or equals the
having Armor of 12 and a Hull Integrity of 50. If the Gellar number of Degrees of Failures during Stage Three: Steering
Field is damaged, the creature has Strength 4, causes
the Vessel, the Navigator has veered slightly off course. If he
1d10+4 Damage, has a Critical Rating of 4, Armor 14, and a can perceive the Astronomican, it can guide him to his
Hull Integrity of 60. If the Gellar Field is not functioning, the desired destination; he needs to make a Hard (–20)
creature has Strength 6, causes 1d10+8 Damage, has a Navigation (Warp) Test and, if he passes, he counts as
Critical Rating of 3, Armor 16, and a Hull Integrity of 80. being on target, arriving as described above. If he fails the
Evading this monster results in fleet formations becoming Test, or cannot perceive the Astronomican, the GM should
separated.
roll on Table 5–7: Inaccurate Re-entry to determine the
exact location and time of arrival of the vessel.
Daemonic Incursion
Warp predators materialize within the ship, intent on Severely Off-Course
preying upon the vulnerable crew. The Navigator can dispel If the Navigator’s Degrees of Success is less than half the
this attempt with a Test of the Soul. If the Navigator fails the
Degrees of Failure from Stage Three: Steering the Vessel,
Test of the Soul, or the Gellar Field is completely destroyed
the Navigator has veered severely off-course. If he can
or non-existent, the ships and crew will be attacked by the perceive the Astronomican, he can make a Hard (–20)
daemonic swarms. Inflict 1d5 damage on Hull Integrity, Navigation (Warp) Test, and if he passes, he counts as
Crew Population, and Crew Morale. Additionally, each player being slightly off-course, arriving as described above. (he
character takes 1 damage with no armor, Toughness Bonus, may then attempt to correct his course further, provided that
or Force fields able to prevent the damage. The Navigator he has time, as determined by the Game Master). If he fails
must continue Steering the Vessel testing until successful.
the Test, or cannot perceive the Astronomican, the GM
should roll on Table 5-7: Inaccurate Re-entry, adding +40
Stage Five: Leaving the Warp to the result, to determine the exact location and time of
arrival of the vessel upon re-entry.
"Blessed Emperor, guide my sight. By thy gaze, let the tides of the
Warp be stilled. By thy strength, let the horrors fear to cross our path.
By thy light, let my path be clear and true."
Arriving at a Mandeville Point
In order to safely utilize the Warp for travel, one must first
- Warp Guide Keneba Nefere of House Visscher travel to a System's Mandeville Point. This is the closest
distance that a ship can safely enter or exit Warp Space
The unwritten law of the void is that a captain is not from its intended destination. When arriving On Target, the
supposed to give the order to re-enter realspace until Navigator has reached the system's Mandeville Point without
signaled by the Navigator. It is the Navigator’s duty to ensure further issues arising, much to the relief of crew and captain.

148 Mandragora Apocrypha


Table 5-7: Inaccurate Re-entry
Roll Final Point of Arrival
01-25 1d5 days of realspace travel from Mandeville Point or Jump Point.
26-50 1d10 days of realspace travel from Mandeville Point or Jump Point.
51-75 Nearest significant location neighboring the destination (i.e. the nearest planetary system).
76-100 Randomly determined location within the same region or sub-sector.
101-120 Randomly determined location in a randomly determined neighboring region or sub-sector.
121-140 Randomly determined location in a randomly determined region in the same sector and 1d5 years before or after it originally
departed.
141+ The vessel is lost to the Warp! The easiest option is for the GM to state that it is never seen again. However, if he is feeling up to the
task, he can say that it re-appears in a completely different part of the galaxy, perhaps several hundred or even thousand years in
the past or future—although this could severely derail his campaign!

Limitations of Warp Travel and are almost never the equal of the worlds in the Primary
Biosphere
Void ships entering or exiting the warp within the Primary
Ships coming out of the warp must appear some distance
Biosphere of a system must pass an Arduous (-40)
away in deep space or risk destruction among the graviton
Navigate (Warp) Test in order to do so safely. Failure
surges in-system. Because of this many civilized worlds
causes 1 automatic Critical hit on Table 4-4: Critical Hits
have specific jump points marked by beacons to assist in
(see page 127), plus one additional Critical Hit per every
navigation. An ambushing fleet will often lurk nearby, in the additional Degree of Failure.
hopes of catching a ship unaware.
Due to the high risk of destruction, almost all Navigated
jumps make their intentions to arrive beyond the outer rims
Inner Cauldron
of any given system, or within the designated Mandeville The Inner Cauldron is a hostile region, scourged by solar
Points of a given system. However, due to the vagaries of flares and arcs of radiation, and whatever worlds exist within
the Immaterium or through deliberate, insane actions of it are harsh and punishing to life. Toxic atmospheres and
emboldened Captains, occasionally a ship will emerge within incredible temperatures are common on Inner Cauldron
a system. In game terms, each system is divided into three Planets, as well as rich mineral deposits that spur on
general areas, or Solar Zones. They are the Inner Cauldron, development, despite the hostile conditions.
Primary Biosphere, and Outer Reaches. How entering or Void ships entering or exiting the warp within the Primary
leaving the warp effects a Voidship is described below. Biosphere of a system must pass an Hellish (-60) Navigate
Note: Arriving well within a system's boundaries is normally (Warp) Test in order to do so safely. Failure causes one
an intentional action. All Navigators are aware of the automatic roll on Table 4-5: Catastrophic Damage (see
dangers associated with risking arriving too close to a page 127),as the colossal gravitational and warp forces rend
system. As a result, there are no randomized ways to a voidship apart and buckle its hull. Only the truly skilled or
accidentally slip into these dangerous areas as part of the truly insane Captain would ever consider the risk of this
Warp Navigation mechanics as presented. maneuver!

Outer Reaches In-System Travel


The cold Outer Reaches delineate the boundaries of a While voidships travel at almost unimaginable speeds
system's star’s influence. The pale stellar light that stretches even without entering the Warp, the vastness of space
here provides little warmth, but the lack of interfering means that crossing a system can take a considerable
radiation also allows for unimpeded long range scans of the amount of time. A typical trip from the safe jump points at a
system. The furthest border of a system’s Outer Reaches is System’s edge to a world in the Primary Biosphere can take
often called the halo, comprised of assorted interstellar weeks. As a general rule, crossing the entirety of a Solar
debris, tangled in the edge of the gravity well. Zone in a straight line from its outer rim to the inner edge
Void ships entering or exiting the warp within the Outer takes a ship two weeks. The trip through a dominant Solar
Reaches of a system must pass a Hard (-20) Navigate Zone might take up to three weeks of travel, and even a
(Warp) Test in order to do so safely. Failure causes 1 weak Solar Zone rarely takes less than ten days to cross.
automatic Critical hit on Table 4-4: Critical Hits (see page system Elements are usually spread out within a Solar Zone,
127), plus one additional Critical Hit per every Two additional so that it takes a minimum of two days to travel between
Degrees of Failure. them. All of this assumes that the journey passes along a
straight line through the system, but there is no guarantee
Primary Biosphere that the orbit of a given System Element places it along such
a line, which could add days or weeks to the trip.
A system’s Primary Biosphere is usually the smallest
Though a swift ship can cut down on travel time
Solar Zone, but it is also the most likely to be of interest and
somewhat, the sustained engine output and momentum of
value. The Primary Biosphere is the region where the
more ponderous vessels often matches the advantage of
conditions necessary for a habitable world are most likely to
smaller vessels over a long trip. Determining and modifying
arise. Some such worlds have been known to exist on the
travel times is done at the GM’s discretion.
borders of the other Solar Zones, but these tend to be rare,

Mandragora Apocrypha 149


The Desperate And The Damned
Calculated Jumps
The Warp is an unrelenting sea of half-dreams made real A short jump can be carried out by calculating the
and mad desire given form that defies comprehension and ship's projected course, corrective maneuvers,
makes a mockery of sanity itself. Navigators are the approximate journey time, and exit point before it
Imperium’s only means of traversing this horrifying realm, starts the warp jump. While the ship is still in real
and to enter the Warp without one not to court damnation, it space, its warp drive has the ability to monitor that part
is to guarantee it. The Gellar Field still provides some of the warp corresponding to the ship's current
protection, but without the dark miracle of the Navigator’s position and observe how the warp is currently flowing.
Warp eye, a ship flies blind through the realm of Chaos. But this monitoring can only be done from real space,
Still, sometimes vessels end up stranded in the Warp which means this type of jump is inherently
without a Navigator to bring them home safely. The unpredictable as it relies on the warp currents not
Navigator’s task is fraught with danger, and more often than changing once the ship is in flight, as once inside the
most captains would like to consider, Navigators perish in warp there is no longer any way the movements can
the line of their duty. Further, the Warp can be unpredictable, be detected and all the ship can do is carry on blindly
and sometimes peels away reality seemingly of its own until it emerges in real space and hope it arrived in the
accord, pulling in anything unfortunate enough to be in the planned location. Generally a safe distance for
area. The fate of vessels lost to the Warp forever is this type of jump is up to four or five
unknown—perhaps they are annihilated, or perhaps doomed light years
to wander the trackless void forever as phantoms. None can
say with certainty.
Should a vessel end up stranded in the Warp without an
individual capable of finding the threads of relative safety in Blood Sacrifices
the writhing tapestry of unreality, consult Plying the Warp
Even without the aid of a Navigator, there are ways to
without a Navigator. The GM is also encouraged to
traverse the warp for those with dark motives and harder
remember that there are some capricious intelligences within
resolves, or for the truly desperate. Through blood sacrifice,
the swirling Sea of Souls that are willing to offer passage
some choose to curry the favor of Daemonic entities that
through their domain—at an unthinkable cost.
may (or may not) watch over the ship's passage. First, the
potential Void Guide must ritually prepare his sacrificial
Plying The Warp Without A Navigator victim, either a human or an intelligent xenos. This ritual
This is extremely risky and many starfarers would say it is requires a successful Forbidden Lore (Warp) Test and 1d5
tantamount to suicide. However, what happens if the ship’s hours. For the next 1d10+10 days, the Warp Guide may lead
Navigator perishes halfway through a journey through the a vessel through the Warp in the same way as Navigator,
Warp? Refer to the rules below if a stage of Warp travel is but uses his Forbidden Lore (Warp) Skill whenever he
carried out without a Navigator (or equivalent guide through would be called upon to make a Navigation (Warp) Skill
the Warp) overseeing the process: Test. For every Degree of Success he scores on his
Forbidden Lore (Warp) Test, and for every additional
 Stage 1: Reading the Auspices. With no Navigator sacrifice he makes during the ritual, the Void Guide gains a
aboard, no estimated duration of passage can be made. +5 bonus (to a maximum of +30) to all Forbidden Lore
 Stage 2: Translation. Because a Navigator plays little (Warp) and Psyniscience Skill Tests he must make during
role in this phase, this stage is carried out as normal. the voyage.
However, the GM rolls 1d10 to determine whether the ship No matter how seemingly justified his cause or desperate
translates into a Warp storm; on a roll of 6 or higher, the his position, whenever a Void Guide makes such a sacrifice,
ship has translated into a raging maelstrom (see page XX he gains a 1 insanity Point and 1 Corruption Point per
for translating into a Warp storm). individual he slays, as does anyone else who bears witness
 Stage 3: Locate the Astronomican. This stage is to his depraved ritual.
skipped. The Astronomican cannot be located.
 Stage 4: Steer the Vessel. The actual duration of
passage is automatically four times the original duration.
Physical encounters cannot be avoided and psychic
encounters automatically manifest aboard ship.
 Stage 5: Leaving the Warp. The vessel is
catastrophically off-course. This means the GM adds +75
to the roll on Table 5–7: Inaccurate Re-entry.

150 Mandragora Apocrypha


A Typical Voyage universe. The ship re-enters real space just beyond the
jump-point of its destination solar system. If it is lucky the
ship will come out close to the jump-point, otherwise it may
A typical interstellar voyage might begin with a cargo ship
take many extra weeks to reach the inner planets.
lying in orbit around an Imperial world. Tiny shutflecraft
It is always wise to allow a safe margin when jumping
busily transfer precious minerals, foodstuffs, crew and
towards a star. The results of re-entering space within the
manufactured items from the world below. The loading
jump-point would be the same as prematurely activating
procedure may take weeks or months, as the shuttles return
warp drives on the outward journey, and would almost
time and time again to the huge ship. Once loading is
certainly end in disaster.
complete, the colossal craft slowly accelerates out of orbit
The ship is now ready for its final haul, beginning by
under the power of its main drives.
broadcasting to its destination and establishing a new time
The ship heads outward towards the rim of the solar
co-ordinate. Time in warpspace is so different from time in
system, carefully increasing speed by tiny increments as it
normal space that the crew has no idea whether their
does so. Although the vessel's engines are capable of terrific
journey has taken a few months or years.
acceleration, the risk of collision with interplanetary debris is
Initially, the ship travels at approximately 1% of light
high if the ship accelerates too quickly or too much. As the
speed, decelerating gradually through the denser inner
sun shrinks in the ship's wake, the density of debris lessens
regions. Eventually, the ship reaches its destination, where
and the ship's speed reaches approximately 1% that of light.
swarms of tiny shuttles once more make themselves busy
After several weeks travel, the ship arrives at its first
loading and unloading cargo and passengers in preparation
destination. This is the jump-point lying around the star
for the ship's next journey.
system like the circumference of a circle. This delineates the
point at which inter-planetary debris falls below maximum
warp density. Once this invisible line has been crossed it is
safe to activate warp drives. A crew careless or foolhardy
enough to prematurely activate warp drives would be lucky
to find their ship hurled thousands of light years off course.
More likely, the ship would be torn apart and destroyed,
never to be heard of again.
With the safe activation of its warp drives, the ship is
plucked out of the real universe and enters the dimension of
warpspace. Its true interstellar journey has begun. Ships
traveling in warpspace do so by means of jumps varying in
length up to five thousand light years. While in warpspace,
the ship is piloted by its Navigator, one of the rare human
mutants who are able to see into the warp with their Third
Eye.
Only a long journey would involve more than a single
jump. Even so, almost two weeks pass on board ship before
the craft is ready to end its jump. Meanwhile, because of
time shifts in warpspace. over a year has passed in the real

151 Mandragora Apocrypha


A Beacon in the Void floor etched with hexagrammatic wards to keep the ravenous
Warp at bay, brilliantly lit by an array of candles and choked
with heavy incense that cleanses the Astropath’s mind
"I have seen the Emperor's glory with naked eyes. I have beheld his as a prelude to projecting a message. A certain Astropath
immortal majesty and have felt the touch by his divine grace. The might prefer to inhabit echoing libraries whose walls are
scars I bear from those experiences are a testament to my faith in crammed with tomes and scrolls, brimming with arcane
Him. Do not confuse my blindness, for I behold the world through His
knowledge. Vox servitors might line the walls, reading aloud
holy light."
from selected grimoires, their monosyllabic chants sending
- Astropath Transcendent Elmore Andana, member of the the Astropath deep into a hypnotic state. Another might
Transubstantial Initiates surround himself with the iconography of the God-Emperor,
his quarters decorated with sacred statues and the relic-
The cold depths of the void far beyond the outer limits of bones of martyrs and heroes, with servo-skulls droning
Imperial space are a lonely place indeed. Were a ship to incessant hymns to bring his mind to peace.
rely only on mere technology, it would be isolated; even the The setting prepares the Astropath’s frame of mind for his
strongest vox-caster would take years, decades, or longer to task, and helps him clear his psyche of all distractions. He
transmit a signal, and its reception, if it arrived at all, might must spend time contemplating the mental odyssey ahead,
be faint or garbled from astral interference or void cleansing his mind of all unnecessary thought. Many
anomalies. Astropaths find that external stimuli help with this process
Therefore, the Imperium must resort to more esoteric and resort to practices such as physical deprivation, bodily
practices to enable the long-range communication that is punishment, the ingestion of psychotropic substances, or the
vital to its survival. Just as the Warp provides a dimensional incantation of religious dogma. Some Astropaths might have
short cut between planetary systems, so it provides a link servitors suspend his fleshy frame on hooks swinging from
between the distant worlds and galaxies that comprise the the ceiling, or plunge their places of meditation into extremes
sprawling Imperium of Mankind. Astropaths reach their of heat or cold, so that the physical anguish focuses their
minds across the madness of the aether, relaying messages mental effort. Others might consume rare poisons that lift
to each other across unthinkable distances, and their minds their mind free of physical baggage, leaving their bodies
must be strong, for always the denizens of the Warp twitching and drooling during their meditative state. They
scrabble for a handhold that allows them to slither into might achieve a similar effect by inducing religious ecstasy
reality, bringing Chaos and woe in their wake. with sacred mantras and hypnagogic prayers to the God-
The rules found in this section for the sending of Emperor.
astrotelepathic messages are meant to augment those that When the Astropath finds himself in a heightened state of
describe the Psychic Technique Astral Telepathy found on consciousness, he can begin to strengthen his mind against
page 37 of the Enemies Beyond Rulebook. At any time, for the dangers of the Warp and prepare himself for the psychic
especially difficult messages, or simply when dramatically journey ahead of him.
appropriate, these rules can be used in place of the ones
provided for that power to deepen the experience for GMs Achieving Contemplation
and players alike. An Astropath must make a Challenging (+0) Willpower
Test to determine how long the process of contemplation
Rites Of The Soul-Bound takes. This Test is Difficult (–10) instead if the Astropath is
unable to meditate within his preferred surroundings, or Very
Each Astropath has his own different way of utilizing his Hard (–30) if he is surrounded by events that make it difficult
power. An extensive ritual has to be performed to ensure for him to concentrate. The Astropath adds a bonus to his
that the Astropath is fully protected against the rigors of the Willpower for this Test if he is able to perform an act that
Warp before he can impart his message, and he has to helps him achieve psychic focus. This act should have some
mentally shroud his message to protect it lest it be sort of detrimental physical effect on the Astropath. If the act
intercepted by the malign intelligences that traverse the inflicts 1d5 Fatigue on him, he gains a +20 bonus (he
aether. ignores any effects of Fatigue that he gains from this until
after emerging from his trance). If it inflicts 1d5 Wounds
(ignoring Armor and Toughness Bonus), the bonus
The Contemplation
increases to +30.
Ideally, the Astropath should remove himself to a quiet The base amount of time he spends is 5 hours, minus 1
retreat to prepare for the projection. He must centre his hour per Degree of Success he achieves (to a minimum of 1
mind, unperturbed by the material world. Most Astropaths hour), or plus 1 hour per Degree of Failure he scores.
insist on having their own quarters separated from other An Astropath can attempt to send out an astro-telepathic
officers and crew, to which they can retire to perform their signal immediately, without recourse to any of these rituals.
talent. If he does so, he finds it much more difficult to send out a
These quarters are set out according to the individual’s coherent message and the risks of projecting his mind into
taste. Some might be little more than ascetic cells, a brilliant the Warp increase significantly.
white from floor to ceiling, sealed from sound to allow no
sensory interference. Or they might be cavernous grottos
draped with tapestries decorated in esoteric designs, the

Mandragora Apocrypha 152


Table 6-1: Astropathic Signals and Broadcasts
† †† † †
Time Distance to Recipient Required PR Base Difficulty (Focused) Base Difficulty (Broadcast)
Instant Orbit 2 Routine (+20) Challenging +(0)
1d5 Rounds Nearby Solar 2 Ordinary (+10) Difficult (-10)
1d10 Rounds Distant Solar 3 Challenging (+0) Hard (-20)
1d10 Minutes Nearby System 6 Difficult (-10) Very Hard (-30)
1d5 Hours Sub Sector 10 Hard (-20) Arduous (-40)
1d5 Weeks Sector 15 Very Hard (-30) Punishing (-50)
1d5 Months Segmentum 18 Arduous (-40) Hellish (-60)
†This is the minimum Psy Rating required to send a signal this distance, including any boosting effect for the presence of an Astropathic Choir, etc.
†† This is the basic difficulty for a test needed to transmit or receive a message at this distance; prevailing difficulties suc h as Warp Storms can adversely effect this.

The Shrouding psyker is strengthened against the dangers of Chaos as long


as he maintains his composure.

Before an Astropath sends out his signal, he should cloak


his message in psychic wards to protect it from interception.
Focused Or Broadcast?
The creatures of the Warp can pick up stray thoughts
projected through the aether. Mindless entities might simply Before determining the effectiveness of his projection, an
consume the signal, feeding on its psychic residue, Astropath must decide whether he wants to send a focused
especially if its sender instilled fear or panic within the message or a broadcast message. A focused message must
message. More cunning denizens delight in twisting the be sent to a specific Astropath (or group of individual
message to cause confusion and disorder upon its receipt. If Astropaths) known to the sender. A broadcast message is
the message contains information that might be of use to the simply projected out into the Immaterium in the hope that it is
enemies of the Imperium, it is vital that it should not fall into picked up by any Astropath.
their hands. It is not just Daemonic intelligences that can
prove a problem—xenos and heretic sorcerers are known to Focused Signals
scry the Warp precisely to apprehend Imperial signals, and Focused signals are intended for a specific recipient. This
even another Astropath might attempt to tamper with the individual is almost always another Astropath and, at the
contents of a rival’s message. very least, must be trained in the Psyniscience Skill and
As well as attempting to hide their signals from the prying have a Psy Rating.
Warp, Astropaths encapsulate their messages in obscure
mental ciphers known only to other Astropaths. Signals are Broadcast Signals
often not just relayed as simple images or sentences.
The signal strength of a broadcast message is equal to
Information might be projected as whispered, coded
the Psy Rating used to send it, just as with a focused signal.
messages, bewildering hallucinogenic visions, psychic
However, broadcast signals grow unstable much more
puzzle boxes that must be mentally solved and unlocked,
quickly than focused signals. A broadcast signal must cover
prophetic dreams masked in obscure allegory, solemn
a massive area, while a focused signal need only find a path
hymns whose sanctity repels the unclean, or even grand
between two points. As with focused signals, broadcast
operatic performances whose subtle miter and notation hide
signals can only be picked up by individuals and entities
clues to the meaning of the experience.
which have the Psyniscience Skill and a Psy Rating.

Encrypting the Message


An Astropath shrouding his signal does so as part of the
ritual described earlier and the base amount of time spent
performing his contemplation increases by 1d5 hours.
If he does not encrypt his message, there is a greater
chance that his signal is intercepted by a malign intelligence
within the Warp, as described later, and of its meaning being
understood if it is intercepted.

The Projection
The final stage of the Astropath’s act of astral telepathy
involves the projection of his thought-signal into the Warp.
To do this, he must open his psyche to the Warp—an
extremely hazardous act that might lead to madness,
Daemonic possession, or death. However, a Soul-Bound

153 Mandragora Apocrypha


Table 6-2: Warp Effects
1d100 Result
01–07 The Astropath remains in calm repose except for the odd twitching finger, a nervous tick above the eye, or drip of spittle from his slack
mouth.
08–14 The Astropath sweats an unusual substance: blood, honey, stinking pus, fragrant oil, sour milk, or some other unexpected secretion.
15–21 The Astropath vomits a torrent of anomalous objects from his screaming mouth: for example, a swarm of tiny insects or maggots, a
clatter of metal objects such as pins or razors, a flood of gore (not his own), or a seemingly endless flow of long human hair. Anyone
else who witnesses this bizarre occurrence must make a Routine (+20) Willpower Test or gain 1 Insanity Point.
22–28 The Astropath’s body lifts itself up and begins dancing liked a crazed marionette. Unless he is secured by others, he suffers 1d5–2
Fatigue (to a minimum of 0) as soon as he emerges from his trance.
29–35 The Astropath claws at his own flesh, screams blasphemous invective, and gnashes his teeth wildly. Unless he is stopped, he suffers
1d5 Rending Damage that is not reduced by Armor or Toughness Bonus by the time he emerges from his trance.
36–42 The Astropath’s flesh erupts in pustules and boils and his body writhes as though in agony. When he emerges from his trance, he
suffers a –10 penalty to all Toughness Tests he makes for the next 1d10 days, representing the effects of this mysterious illness.
43–49 The Astropath’s body jerks to its feet and begins flinging itself at walls, smashing into nearby objects as though to dash itself to pieces.
Unless restrained, the Astropath suffers 1d10 Impact Damage that is not reduced by Armor or Toughness Bonus by the time he
emerges from his trance.
50–56 The Astropath yells out a stream of gibberish in an unknown tongue. Any character listening to the entire diatribe can attempt an
Arduous (–40) Logic Test to try to work out the general meaning of the words, but the effort might take a toll on his sanity and he
must also take a Fear Test against a Fear Rating of 0 (Disturbing). The GM should decide the meaning, but the words are usually
some sort of prophecy that might help or hinder the characters as he sees fit.
57–63 The Astropath’s features seem to melt into a horrific parody of a human face. Anyone witnessing this event must make a Fear Test
against a Fear Rating of 2 (Horrifying). The Astropath’s features return to normal as soon as he emerges from his meditation.
64–75 The Astropath’s muscles contort in weird angles. His head might slowly swivel 360 degrees, his arms or legs might twist as though he
had no bones, his torso might arch until he is literally bent double. Anyone else witnessing these supernatural contortions must take a
Fear Test against a Fear Rating of 0 (Disturbing). The Astropath suffers 1d5 Rending Damage that is not reduced by Armor or
Toughness Bonus and 1d5 Fatigue as soon as he emerges from his meditation.
76–00 The Astropath’s body begins to rise and levitates on the spot, lifting 1d5 meters off the ground as Warp energy pours from his blind
eyes and screaming mouth. The Astropath drops when he emerges from his trance, and may suffer falling Damage unless lowered
gently to the floor by others, but anyone who touches the Astropath while he is in this state must make a Hard (–20) Willpower Test
or gain 1d5 Insanity Points.

Sending The Signal endangers his physical body as well. The deluge of swirling
energies assaulting his psyche can manifest as bizarre and
Once the Astropath has completed his preparations, he
disturbing effects on his recumbent form. An Astropath has
can launch his mind-missive into the Warp, hopefully into the
little control over this, and when he enters the first stage of
waiting consciousness of an ally and not an enemy. He must
projection, the GM should roll on the Table 2–16: Warp
make a Focus Power Test. The difficulty of this test is
Effects.
defined by his distance from the intended recipient (or the
area he wishes to cover with the message) as described on
Table 6-1: Astropathic Signals and Broadcasts. Coherency
If the Astropath has not performed the necessary rituals of The result of the Focus Power Test determines the
contemplation, then he suffers a –20 penalty on the Focus Astropath’s effectiveness at sending the message. Refer to
Power Test on top of the base difficulty. If the Immaterium in Table 2–17: Message Coherency.
the area from which he sends his message is particularly
unstable or is suffering the effects of a Warp storm, the Psychic Phenomena
Astropath suffers a –10 penalty on his Focus Power Test in The Astropath manifests psychic phenomena as normal.
addition to any other penalties. However, if he did not perform any ritual of contemplation,
he is unprepared for any assault by Chaotic energies or
Warp Effects entities, and any roll for Psychic Phenomena is
When he opens his mind to the Warp, an Astropath automatically treated as a Perils of the Warp result.

Table 6-3: Message Coherency


Test Results Coherency of Astrotelepathic Message
3+ Degrees of The message is crystal clear. The recipient Astropath gains a +10 bonus to his test to decipher the message.
Success
2 Degree of The message is clear.
Success
1 Degree of The message is understandable, but a few concepts might be slightly confusing. The recipient Astropath suffers a –5 penalty to
Success his Test to decipher the message.
1 Degree of The message can be understood only by careful analysis. The recipient Astropath suffers a –10 penalty to his Test to decipher
Failure the message and adds 1d5 hours to the time he must spend to decipher it.
2 Degree of The message is garbled and very diffificult to interpret. The recipient Astropath suffers a –20 penalty to his Test to decipher the
Failure message and adds 1d5 hours to the time he must spend to decipher it.
3+ Degrees of The message is almost impossible to understand and requires great effort to unpick the conflicting interpretations. The recipient
Failure Astropath suffers a –30 penalty to his Test to decipher the message and adds 1d10 hours to the time he must spend to decipher
it.

Mandragora Apocrypha 154


Table 6-4: Message Interception
Test Results Coherency of Astrotelepathic Message
Interceptor wins by 2+ The interceptor decodes the message and understands it completely. He (or she, or it) either simply destroys the
Degrees of Success message or corrupts it, changing as much of the contents as he sees fit.
Interceptor wins by 2 The interceptor only partially understands the message, and either ensures that it never reaches the intended recipient or
Degrees of Success changes part of the message as he sees fit.
Interceptor wins by 1 The interceptor does not understand the message, but still ensures that the intended recipient never receives it.
Degree of Success
Interceptor loses by 1 No effect.
Degrees of Failure
Interceptor loses by 2- The sender is alerted to the interceptor’s presence, and may make a Challenging (+0) Perception Test to learn
3 Degrees of Failure something about the would-be interceptor’s identity.
Interceptor loses by The sender becomes aware of the interceptor, and may make a Routine (+20) Perception Test to learn something
4+ Degrees of Failure about the would-be interceptor’s identity and his general position (if he is in the Materium) or make an Opposed
Willpower Test against the interceptor. If the sender wins the Opposed Test, he inflicts 1d5 + Willpower Bonus Energy
Damage on the interceptor, ignoring Armor and Toughness Bonus..

Interception
Mayday! Mayday!
There is a chance that the message might be intercepted An Astropath might send a broadcast
by malign forces. Frequently, these are Warp entities, but message-especially an urgent call for help-in regions
sometimes mortal agents such as sorcerous renegade unknown to both the players and the GM. If an
psykers or even other Astropaths might attempt to intercept Astropath character attempts to broadcast a signal but
a message. If the Astropath shrouds his message and he the GM has no idea how far it is to the nearest
fails his Focus Power Test for Astral Telepathy, a malicious recipient or even who that might be, he can roll on
entity intercepts the message on any roll of a double on the Table 6-5: First Responders, adding the Psy Rating
Focus Power Test. However, if he does not shroud his used by the Astropath for his Focus Power Test (and
message, an unfriendly presence intercepts the message on an additional +20 bonus if the characters are within a
any roll of a double, even if the Astropath passes the Focus populated area) to decide if anyone is within range. If
Power Test. The GM must decide what sort of hostile entity the potential recipient is farther away than the signal
has intercepted the message. Whatever has intercepted the strength allows, then the message simply fades in the
message must make a Challenging (+0) Opposed lonely void. Whether the responder is friendly-or
Intelligence Test against the Astropath who sent the hungry-is up to the GM.
message (this represents the interceptor attempting to grasp
the meaning of the message encoded by the Astropath). The
GM can assume that the interceptor has an Intelligence of
5d10+5 unless he has a specific enemy in mind.
If the message was shrouded, the interceptor suffers a –
20 penalty on this Test. If the message was broadcast, the Table 6-5: First Responders
interceptor adds a +10 bonus on this Test, representing the 1d100 Roll Time Elapsed Recipient is...
01-10 1d5 months ...in a nearby Segmentum
comparative ease of intercepting a broadcast message. If 11-25 1d5 weeks ...in a nearby sector
the interceptor beats the Astropath on the Opposed Test, the 26-40 1d5 hours ...in a nearby sub-sector
GM refers Table 2–18: Message Interception. The GM 41-60 1d10 minutes ...in a nearby system
61-80 1d10 Rounds ...in a distant solar system
should not reveal the result of the Opposed Test to the
81-100 1d5 Rounds ...in a nearby solar system
players unless the Interceptor loses by 2 or more Degrees of 101+ Instant ...in the same orbit
Failure.
when he declares he is searching for signals or at the end of
Receiving Astral Signals the day) until he either receives the signal or fails the Test by
3 or more Degrees of Failure, at which point the signal
The way that an astral signal is received depends on dissipates into the aether. The difficulty of the Test is
whether it has been sent as a focused message or a outlined on Table 6-1: Astropathic Signals and
broadcast message. Broadcasts.
If the recipient is in a meditative state when he attempts
Focused Messages this Test, the recipient receives a +20 bonus. In contrast, if
If a focused message gets through to the intended he is in a dire situation where he cannot focus on the signal,
recipient (after an amount of time determined by Table 6-1: he suffers a –20 penalty to the Test. If the recipient is
Astropathic Signals and Broadcasts) , the recipient must beyond the message’s signal strength, he suffers a further –
pass a Psyniscience Test in order to “pick up” the signal. 20 penalty to his Psyniscience Test for each additional range
The recipient can make this Test once each day (either bracket.

155 Mandragora Apocrypha


Broadcast Messages Astropathic Choirs
In contrast to a focused message, a broadcast message is
sent to every possible recipient within the range of the “Our voices sing out as one to the cosmos.”
signal’s strength. Unless a recipient is specifically awaiting a
broadcast signal, he has only one chance to receive it and –Mistress Oghanna, Mind-Speaker of the Bansidhe
must pass a Challenging (+0) Psyniscience Test to sense
the pattern of the message in the randomness of the An Astropathic Choir can provide an Astropath with much
Immaterium (see Table 2–15: Astropathic Signals and needed range and extended abilities that wouldn’t normally
Broadcasts on page 43). If he fails this Test, he simply be possible with a single Astropath. The most common use
never recognizes the message as such, dismissing it as of the Astropathic Choir is to boost astropathic signals
more meaningless static bubbling up from the depths of the across space. This might be done in order for a message to
Warp. If he is expecting a broadcast message of some sort be able to reach a far-off Astropathic Relay, or to send a
from a particular individual or place, he may repeat his clearer, more complex message. To form an Astropathic
search once per day, as with focused messages, until he Choir, there needs to be at least two Astropaths—however,
either receives the signal or fails the Test by 3 or more this is an extreme minimum and only provides a minimal
Degrees of Failure and the signal dissipates. boost to the Choir Leader’s abilities.
If the recipient is in a meditative state when he attempts The Adeptus Astra Telepathica considers an optimal
this Test, the recipient receives a +20 bonus. If he personally Astropathic Choir to consist of at least five Astropaths in
knows the sender, he receives an additional +10 bonus. In addition to the Choir Leader. On worlds like sector capitals,
contrast, if he is in a dire situation where he cannot focus on an Astropathic Choir would consist of dozens if not hundreds
the signal, he suffers a –20 penalty. If the recipient is further of Astropaths. Many of these choir members are weaker
away than the message’s signal strength, he suffers a psykers who can only function effectively within a choir—
further –30 penalty to his Psyniscience Test for each these souls are usually the first to have their minds fracture
additional range bracket. and suffer burn-out.
When using an Astropathic Choir, the Astropath ‘leading’
Deciphering The Signal the choir has his Psy Rating boosted by +1 per additional
choir member (not including the Choir Leader), to a
An Astropath who picks up the signal may still not
maximum of +5. In addition, certain psychic power can be
understand the message encrypted within it. He might
enhanced with the use of a choir. Pushing powers while
receive it as a blur of conflicting images or a faint whisper in
making use of a choir can cause strain and burn-out lesser
the back of his mind. His mind may have to sift through the
Astropaths. As the choir diminishes in number, their
message and make sense of any hidden meanings or
effectiveness is reduced, and there’s a chance of a Psychic
puzzling oracles contained therein.
Phenomena occurring as the members lose their hold on the
This might involve not just strenuous mental agility, but
powers they’re trying to control. The optional rules for
also the perusal of arcane lore. A powerful Astropath can
determining Astropath burn-out are detailed below.
employ an entire army of scribe-servitors to pore through an
archive of tomes, ancient data-slabs, and oracle-bones to
interpret the garbled utterances he pronounces as he
Astropath Burnout
imparts his visions into words. Less influential Astropaths Being a conduit for the powers of the warp, an Astropath
might only have a few scraps of parchment recording enjoys the protection of the soul-bond. However, this
obscure prophesies that may or may not help decode the protection isn’t total and eventually the mind of the Astropath
signal. can fracture. At first, they might begin to show signs of
The Astropath receiving the signal must determine premature ageing and eccentric behavior. Madness soon
whether he can make sense of it and how long that takes. follows, then death.
He must make a Routine (+20) Psyniscience Test, It’s the duty of the Mind-Speaker, the leader of the choir,
modified by bonuses or penalties from Table 2–17: to monitor the other Astropaths within a Choir for signs of
Message Coherency (see page 45). For shrouded stress and mind-fracture—those who walk too close to
messages, he must make a Hard (–20) Psyniscience Test burnout. When using the choir to enhance psychic powers, if
instead. If he has access to a sufficiently large repository of a power is used at the Push Psychic Strength, there’s a risk
astro-telepathic lore, he can add a +30 bonus to his of at least one of the choir members suffering burnout. To
Psyniscience Test. determine this, whenever a result of 60 or greater comes up
Refers to Table 2–19: Deciphering the Message to on the Psychic Phenomena table, there’s a 10% chance for
determine how quickly and effectively the Astropath decodes each member of the Choir (except for the Choir Leader) to
the message he has received. suffer burnout and collapse from the shock. Those
Astropaths affected suffer 1d5 wounds (ignoring Armor and
Toughness) and are knocked gibbering and convulsing on
the floor. They cannot use any psychic powers for 1d5 hours
(if they survive). In addition to this risk, should the Choir
Leader use any power through the Choir at the Push Psychic
Strength, he suffers a +20 on any rolls on Psychic
Phenomena or Perils of the Warp.

Mandragora Apocrypha 156


How Many On The Ship?
For those wishing to make use of Astropathic Choirs, it
might be important to know how many Astropaths are
available and if there are enough to form a choir aboard the
Starship vessel. The GM can take either a narrative
approach to this (there are simply enough on board to get
the job done) or he can determine the number through some
method of his choosing. Rolling 1d10 is probably the best
and easiest approach to determine how many Astropaths
are on board (aside from any Astropath players are on
board). Any casualties would have to be replaced as soon as
the ship is able to, according to the GM’s needs, and
whatever mechanics the GM sees fit to use (acquisition
tests, etc.).

Astropathic Relays
Astropathic relays are techno-arcane installations found
both aboard major star vessels and in spires and facilities on
important worlds designed to boost an astropath’s gifts.
Sending and receiving from a relay provides an astropath
with the following benefits.
 Astropathic Choir: Astropathic Relays include an
Astropathic Choir, as detailed above.
 Dispersal Scoop: +10 to Psyniscience tests to detect
astral signals.
 Hexagrammatic Warding: All rolls on the Psychic
Phenomena and Perils of the Warp Charts are at –10.
Astropathic Relays utilize the same base time for an
astrotelepathic message to reach its destination, the
distance that such a message travels, the required Psy
Rating one needs to send it, and the Focus Power Test
difficulty for doing so as listed in Table 6-1: Astropathic
Signals and Broadcasts.
Fleet Operations

Rogue Traders are able to maintain fleets. Outside the rigid structure of the Adeptus Terra properly, each Warrant Holder holds
the potential to amass the largest fleet allowed by the uncompromising bureaucracy of the Adeptus Terra. The following optional
rules are designed to represent the amassing of the fleets.

The Ships of the Line


The Rogue Trader's Ships of the Line, as defined by those ships that actively take part of following the Rogue Trader's Flagship
or principle ship (the one he or she actively takes a role on), are those that represent the main bulk of operations for a Rogue
Trader. Principally, there are two types of ship that matter when regarding the Ships of the Line; the Rogue Trader's flag ship, and
the line ships that compromise it's escort. Typically, the flag ship is most often the largest vessel in the fleet, but take heed this isn't
necessarily true as many canny captains have learned the value of obtaining massive galleon and universe-class transports. The
Rogue Trader's flag ship is free for the purposes of costing operations. The ship itself is paid for, and by, the rogue trader's main
pursuits and endeavors, and supplemented by the efforts of the rest of the fleet. Each of the line ships travelling with it costs it's tens
digit of Ship Points in Profit Factor as it's upkeep cost. Note that Ship Points refers to total Ship Points after the ship is fitted out with
essential and supplemental components! For example, A "standard" Lunar class Cruiser (from Battlefleet Koronus) generates about
around 73 Ship Points. Thus, an Improved Dynasty vessel could go for considerably more! These Profit Factor deductions are
permanent so long as the vessel remains with the Rogue Trader's flotilla surrounding the flag ship.
The Rogue Trader may take as many vessels as their Profit Factor will support, but remember that each vessel is a reduction of
Profit Factor.

Other ships of the Dynasty


While line ships are Docked in port, they only cost half the normal associated cost (They still need to be maintained, after all).
While ships used in background endeavors or supporting existing trade routes are self-sustaining, so long as they have some sort of
Cargo component that would rationally enable them to do so. In addition, any ship equipped with a component that would support
certain endeavors may be self-sustaining as well. An example of these would be any ship equipped with the Barracks component
supporting troop movements on behalf of the Imperial Guard or mercenaries.

Moving a Fleet
Travelling with a fleet is harder during warp transit and requires a great deal of cooperation between the Fleet's Master Navigator
(typically the one on the flag ship), the fleets embedded Astropaths and the Navigators on the attendant vessels. Astropathic assets
used in this manner are unavailable for any other purpose throughout such a trip, preventing interstellar communication with a fleet
travelling the Immaterium.
The fleets master Navigator makes all Warp Navigation Skill Tests, but suffers a -10 per ship to all associated tests due to the
stress of coordinating all maneuvers with the other ships in the fleet. For this reason, very large fleets will typically have one Master
Navigator per squadron and will assemble at a rally point prior to travelling en masse to a target solar system.
Before the Navigation may take properly, the ships themselves must merge their Gellar fields, grappling onto each other. This is
done to ensure that all ships will arrive at the intended destination (more often than without). In order to do so, the flag ship performs
a Challenging (+0) Tech- Use Skill Test. A success indicates the fields have interlocked. A failure may indicate many things, up to
the Gamemaster's discretion, however 3 or more Degrees of Failure means the ships will separate at some point in the warp. When
this occurs, the Master Navigator may attempt a Navigation check with a -10 penalty per ship in the fleet, though each other
Navigator may 'assist' the Master Navigator and cancel out their ship's -10 penalty if they themselves first pass a Difficult (-10)
Navigation (Warp) Skill test.

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