"Ambition knows no bounds. Neither does the Koronus Expanse."
Fantasy Flight Games' 2009 RPG about Rogue Trader dynasties — captains holding a Warrant of Trade from the Emperor himself, free to fly beyond the Imperium's borders, to trade, wage war and claim new worlds. The same d100 engine as Dark Heresy's first edition, but at a very different scale: from session one you command a starship kilometres long, and characters start far more capable than acolytes. The line is out of print; Cubicle 7 sells the PDFs. Of the 40k RPGs this is the swashbuckling one: Dark Heresy and Imperium Maledictum are about intrigue inside the Imperium, Wrath & Glory is dice-pool heroics, and Rogue Trader is about gold, stars and the unknown.
The Koronus Expanse, an uncharted region beyond the Maw, a warp passage out of the Calixis Sector. Lost worlds, xenos ruins, Ork raiders, Eldar secrets and obscene profits for whoever survives. Your ship is your home, your army and your most expensive character.
Origin Path
Characters are built along a chain: home world, birthright, lure of the void, trials, motivation, career. Players' paths cross, and the group's shared history writes itself.
Profit Factor
Nobody counts Thrones. Want a ship, a regiment or a cargo? Roll against the dynasty's Profit Factor. Endeavours earn Achievement Points that raise it; misfortunes and failures drag it down.
Your own starship
The group builds its ship from a hull, essential components and weapons, balancing power and space. Void combat is its own mini-game, with every player holding a post on the bridge.
First-edition d100
Roll-under percentile tests with Degrees of Success, reversed digits for hit location, Fate, Insanity and Corruption — the same core as Dark Heresy 1e, Deathwatch and Only War.
Open in Session Zero to let every player vote and see the results.
