Expanded Misfortune Table

By Egyptoid, in Rogue Trader House Rules

Table 9-42EX: Expanded Misfortunes Roll 1d100 for your

Misfortune Details

01–04 Administratum tithe clerks flock for an assessment, empowered by their superiors to bleed the Rogue Trader a little more in the name of the God-Emperor.

05: Bandits have taken a Seneschal of the house hostage. His loss will damage either operations or honor, or both. _ ( 1)

06–09 Departmento Munitorum officers have come into evidence that the Rogue Trader has siphoned materiel from their Port Wander vaults, and are pressing upon him with the full force of Imperial law. The evidence is all false, of course, but what motivation is behind this outrage?

10 : a section chief of your local operation really gets into the Imperial Religion. This is not a bad thing, but he's now only working 40 hours a week,as he now devotes time to church and family.. He used to produce much more. Can you sack a man for doing the right thing? ( 1)

11–14 A setback in the tending of coffers: ledgers are errant and Thrones are lost. Is this a careless accident or hidden embezzlement?

15 : Agents or Crewmembers have gotten into habits of the jaded, decadent, or faddish, and efficiency suffers ( 1)

16–19 A dire plague is abroad, and the merest threat of it is enough for quarantines and panic. Even places unaffected by the plague are disrupted by the havoc it wreaks many worlds away.

20: The Ordo Hereticus and the Ad.Mech argue over whether the cogitators used by your agents are heretical or worse. Neither organization is right, but their investigations and negative publicity do your dynasty no good what-so-ever. ( 1)

21–24 An accident fells many skilled hirelings, leaving too few possessing a rare talent in a vital position. Is it really an accident, however?

25: An unrelated crime-swoop raid by the Adeptus Arbites takes out a family, one that includes managers and operatives of your dynasty's holdings. The personnel are gone, and the operation suffers accordingly._ ( 1)

26–29 A corruption takes hold in one of the Rogue Trader’s interests: cultists of the Dark Gods, a wayward Imperial Cult, or an unruly Crew Brotherhood act to sow toil and make trouble.

30: A shuttle accident cripples and nearly kills a valuable voidsman in your service. The shuttle is easy to replace, however: Either you spend money on your man's bionics, or "waste" time getting his replacement hired and up-to-speed. ( 1)

31–34 Zealots amongst the Rogue Trader’s interests are stirring up the workers to make pilgrimage to the shrine worlds of the Drusus Marches. Toil is slackening, and servants are slipping away or rising up to petition the Rogue Trader to grant them leave to be pilgrims.

35: Kasballica or other crime syndicate has set up shop in a hive under a vital concern of yours. They are not declaring war on you per se , but their presence slows down everything in that area due to security, bribes, undue attentions, etc. ( 1)

36–39 An ambitious Magos demands a new compact of tech-ritual and prayer, one much more favourable to Machine Cult coffers.

40: One of your hard working cargo crews got shanghaied by House Trask, and you won't see them again for years. You must get them replaced and the work they were doing reaccomplished. ( 1)

41–44 A Grand Assemblage of the Omnissiah’s Grace is called by an Archmagos, and all Tech-Adepts pledged to the Rogue Trader are much withdrawn, the Machine Cult distant from what its Magi perceive as trivial responsibilities towards compacts and Imperial brethren.

45: Trade Houses, Bankers, and Chartist Captains are selling off shares of your holdings; this helps your cash flow for the moment, but seems worrisome, and may be an indicator of misfortune about to strike, or an unseen hand meddling with an eye to your downfall. ( 1)

46–49 The sub-sector trade market enters one of its doleful periods of crisis, loss, and hand-wringing. Merchant houses suffer and cut short their endeavours.

50: A psyker juvie crops up in one of the families that work your trade office. The A.A.Telepathica go over your operations with a fine-tooth comb, leery of any trends or further outbreaks of this nature. Hopefully the whole town won't have to be cleansed due to this unfortunate occurrence.. ( 1)

51–54 A new dictate of mercantile law has come to the Drusus Marches from Scintilla, and the upheaval that attends it is dire indeed. Many important guilders are ruined or driven to other lines of commerce, and many compacts are now worthless.

55: A major swarm of Rare-Earth meteors tore through one of your facilities. One, they killed many personnel and destroyed much equipment. Two, news of their supposed value has attracted many prospectors, claim jumpers and squatters to the system, each intent on cashing in on the fortune “that's just laying there” ( 1)

56–59 Pirates from Iniquity, thought broken and scattered, strike at the Rogue Trader’s interests, assaulting vessels and raiding resource worlds.

60: The machine spirit controlling the least of your ships develops a fatal quirk. A Hellish Logic test can prevent 1d5 PF loss. Four or more DoF and the asset is lost. ( 1)

61–64 The vile Ork emerges to loot and destroy the Rogue Trader’s interests in Koronus Expanse.

65: A pod of Void Whales eats all the cutters and lighters from one of your trade outfits. The ships escape okay, but the pland and crew morale are wrecked. ( 1)

66–69 Calixian leaders of a great Imperial organisation suddenly display far less respect for Rogue Traders. This change of opinion will spread from the top down and out into the broader Imperial class if not stopped.

70: Eldar Pirates, such the Crow or Thorn; take an unhealthy interest along your favorite warp routes. ( 1)

71–75 The Rogue Trader is supposed by some to be an adherent of one of the unseemly Imperial cults of Footfall, placing him well on the outside of civilised Imperial society in Port Wander and the Drusus Marches.

76: The Stryxis develop a love affair with your trade organization. Though full of bargains, they are sloppy and weird. This pisses off your Eldar and Inquisitor friends to no end. ( 1)

77–80 An influential noble or powerful Imperial hierarch chooses to denigrate the Rogue Trader, and all the sycophants follow that lead. This disrespect will spread from the top down into the broader Imperial class if not stopped.

81: The least of your vessels goes long over due from the Warp. Lose 1 PF. Each week make a Command Roll, Hellish. If failed with an odd total, lose one more PF. If failed with an even total, you may try again next week at one step easier.

82–85 The Rogue Trader is rumoured to have died. Administratum adepts now move slowly and inexorably towards the legal annulment of his Warrant of Trade.

86: The Adeptus Sororitas are inspecting the area, with an eye to establishing a Shrine World on one of your holdings. You dare not gainsay them, nor hamper their visitations. As the visit drags on, regular trade and adventure grinds to a near halt. ( 1)

87–90 Adeptus Arbites find, or are provided with, evidence of rebellion fomented amongst the Rogue Trader’s hirelings. A lordperceived to hold an unruly estate will suffer in the eyes of his peers.

91 : Tyranid eggs are found in cargo containers. No one is injured, but one local operation is functionally shut down for a month as unrelated items are quarantined, personnel investigated, machinery is cleansed, and everything gets reinspected.

92–95 A rival’s hatred for the Rogue Trader becomes well known, and many lesser figures prefer not to become involved with either side whilst such an enmity exists. Now, the rival has begun to strike openly against the Rogue Trader’s interests.

96 : The least of your starships drops out of warp at its destination minus the entire crew. The ship must be recovered, cleansed, and blessed. Also it and the cargo must be inspected. Then its operations must be restarted and reinvigorated. (3)

97–99 The Rogue Trader receives an unexplained and unexpected visitation from highly ranked members of the Inquisition, an event guaranteed to harm his prospects when word gets out.

OO: A Xeno vessel collides with the least of your space-ships. Roll a D10xD10 to see what percentage of your vessel and crew is lost. Roll a random race or use your ship encounter table for the other injured party. Replace the ship, the crew and the cargo. (5)

Just some extra spice I brewed up

More ideas are welcome.

Edited by Egyptoid

I like these, the new ones are all kinda neat and Not as Planned, which is the big thing.

On #81 I was not clear: the bleeding goes on as long as failure.

The ship returns and the bleeding stops as soon as success.

"Week" means "once per play session" or "once per in-game month",

whatever is less.

Also, on number 100 and 96 and such, if the RT has only one vessel. the PC ship is it.

If they only have 2 vessels, then the PC ship must go do the rescuing.

Numbers 16, 35, 46 and 45 really only affect RTs that do legal trade,

if your crew is all smugglers, pirates or murder-hobos, these results

might not harm you much at all.

Also, the word "holdings" can mean ship, corporation, planet, colony, major factory, etc.

Edited by Egyptoid