Navigators – Leaving the sanctum.

By Captain Harlock, in Rogue Trader

I play the Navigator in our group. In our game, we have been on FootFall for two weeks and the reason I left the ship? To see the place that my character Grew up hearing stories about! (Playing the young naive character).

He is aboard the Destiny's Garter due to a contract with the Rogue Trader's family, and they are working to restore the respective family name of their desolate houses.

Crowning combat moment happened last game, I took out 3 of 5 Orcs charging the group with Lidless Stare during an attack on FootFall.

ah lidless stare ...... a nasty power to be sure lol ...... good work

Navigators are my favorite class. A villainess in my campaign is a Navigator 9 (Navigatrex??) and she is both Navi and Rogue Trader. My players engaged in a firefight with her Rogue Traders vessel, and he was killed, so she stepped in to lead. She has proven to be a very wily opponent.

As far as a Navigator leaving the sanctum, my Navigators do it all the time. The psy abilities they can use are obviously helpful, they are at least better than average fighters, and Lidless Stare is awesome. Several times the mere presence of the Navigator with his/her closed third eye revealed has been enough to intimidate troublesome crew etc.

I think of the Navigators more like the Guild in DUNE. There are various stages, and the stronger they become in power, the more hideously deformed they become. You would never see the highest level Navigators running about, but you do see Guild Agents and First Stage Navigators doing so.

If the player Navigator dies, just have him make another starting character and step into the position, perhaps a twin or other sibling.