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Freelancer Careers

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Spacer

(Basic) Spacer – Crewman

Life on a merchant or freelance ship is usually a lot better than life in the Imperial Navy, not least because private vessels rarely have the armsmen and troopers to deal with mutinies, and so the captains have to make concessions to the crew to ensure that they remain loyal through choice, rather than threat of force.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Crewman

1

-

2

2

-

-

-

-

-

Abilities:

All Specialisations:

Lip Reading

75% chance of Speak Additional Dialect

50% chance of Consume Alcohol

 

Common Crewman:

Specialist Weapon – Fist

Very Strong

 

Logistician (not ogryns or beastmen):

Use Cogitator

 

Gunnery Crew (not ogryns):

Rock Steady Aim

Specialist Weapon – Ordnance

 

Engineer (not ogryns or beastmen):

Construction

Engineer – Basic

Use Respirator

Equipment:

All Specialisations:

One of the following:

- Any civilian pistol with one clip of ammunition

- A ripper gun with one clip of 20 Caedes scatter shells

- Any civilian close combat weapon

Ear mufflers

 

Common Crewman:

Cutlass

One of the following:

- A pair of knuckledusters

- Knife

 

Logistician:

Average bionic brain with one of the following discipulus chips:

- Cartography – Stellar

- Cryptography

- Navigation – Stellar

- Super Numerate

 

Gunnery Crew:

One of the following:

- A pair of knuckledusters

- Knife

A firing position on one of the ship’s weapons systems

 

Engineer:

A selection of heavy spanners, wrenches and other tools (which can be used as improvised weapons)

Flak armour vest and trousers

Closed civilian helmet

Career Exits (Military):

Imperial Navy – Rating

Career Exits (Freelancer):

Spacer – Mate

Criminal – Smuggler

Outlaw – Bandit

Career Exits (Scholar):

Career Exits (Citizen):

 

(Advanced) Spacer – Mate

Mates are the officers on a non-Naval vessel, acting as intermediaries between the captain and his crew. Smaller vessels may have only one or two mates (usually known as First Mate and Second Mate) sharing a number of responsibilities, but larger ships will divide duties more exclusively, with a Gunnery Mate, Mess Mate, Hold Mate and so on. Mates are responsible for maintaining order on board ship, which can occasionally be difficult. As a result, most are fully capable of taking down a drunken or disgruntled crewman with just a few choice punches.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Mate

3

2

2

1

3

3

-

1

2

Abilities:

Brawler

Consume Alcohol

Intimidate

Leader

 

Specialist Weapon – Fist

Strike to Stun

Wrestling

Equipment:

Any common pistol with one clip of ammunition

Club or cudgel

Cutlass

 

Knuckleduster

Flak armour vest

Ear mufflers

Career Exits (Military):

Imperial Navy – Petty Officer

Career Exits (Freelancer):

Spacer – Captain

Criminal – Smuggler

Outlaw – Brigand

Career Exits (Scholar):

Career Exits (Citizen):

 

(Advanced) Spacer – Captain

The captains of merchant or freelance vessels are independently minded men, generally happy to let the Imperium go about its business provided the Imperium lets them go about theirs – whatever their business might be. Some captains are scrupulously honest, seeing themselves as akin to the heroic sailors that ploughed across the seas of Ancient Terra, carrying cargo, passengers and messages safely from planet to planet. Others are little more than smugglers, making a living by skirting around customs checkpoints and slipping through planetary defence networks. A dangerous minority see space as being outside of any legal jurisdiction, even Imperial, and prey on other vessels as pirates, butchering crews that put up resistance and leaving looted and cannibalised hulks to drift through the void. Few captains own their own vessel – most either have a significant share, with the crew taking the rest and decisions being taken based on the shares that each crewman holds, or the captain works under orders from outside financiers – industrialists, nobles, planetary governments. The latter category of captains tends to resent the monotony their work, and spend their voyages wishing for something to liven things up.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Spacer – Captain

3

3

2

2

4

5

1

3

3

Restrictions:

Ogryns may not enter this career.

Abilities:

Intimidate

Leader

Literacy – Basic

Numismatics

 

Speak Additional Dialect

Specialist Weapon – Chain

Xenology

Equipment:

Any civilian or military pistol with one clip of ammunition

Chainsword (usually fashioned in the shape of a cutlass)

 

Flak armour vest and trousers

Starship and crew, including a Navigator and astropath (or at least a 25% share)

Career Exits (Military):

Imperial Navy – Petty Officer

Career Exits (Freelancer):

Spacer – Rogue Trader

Criminal – Smuggler

Outlaw – Brigand

Career Exits (Scholar):

Noble – Baron / Baroness

Career Exits (Citizen):

 

(Advanced) Spacer – Rogue Trader

Handsome, dashing, cultured, heroic, the gentlemen of the spaceways. Those are the stereotypes associated with Rogue Traders. It is very rare to find one that naturally fills more than one or two of those criteria, although there are many who affect the air of sophistication that comes with being a privateer. Rogue Traders ostensibly act under the auspices of the Imperium, but are in actuality granted the freedom to leave Imperial space and conquer or colonise new worlds to bring them into the Imperium. Rogue Traders bear a Warrant of Trade, which allows them to leave Imperial-controlled territory and make contact with worlds beyond its borders. If the world contains human life, they are expected to bring it under Imperial control, and Rogue Traders who work closely with the Imperial authorities may be assigned Imperial Guardsmen, or even Space Marines, to assist in this. If worlds are uninhabited, or populated by aliens, Rogue Traders may claim the world as their own, annihilating the prior inhabitants if necessary. Many Rogue Traders become ideologically unsound due to their exposure to xenos breeds and non-Imperial cultures, and may become prone to dissidence or corruption, even going so far as to recruit aliens or mutants onto their crews. The Inquisition keeps an eye on those Rogue Traders it suspects of such deviancy.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Rogue Trader

4

4

2

2

5

6

2

5

4

Restrictions:

Only humans and mutant Navigators may enter this career.

Abilities:

Charm

Daemon Lore

Etiquette

Leader

Literacy – Advanced

Numismatics

Speak Additional Dialect - at least three dialects

Speak Alien Language

Specialist Weapon – Advanced

Specialist Weapon – Bolt

 

Specialist Weapon – Power

Wit

Xenology

Two of the following:

- Combat Master

- Disarm

- Dodge

- Feint

- First Strike

- Step Aside

Equipment:

Any civilian or military pistol with one clip of ammunition

Power sword (usually fashioned in the shape of a cutlass)

An extensive wardrobe of the highest quality clothes

 

Warrant of Trade (either genuine or forged)

Starship and crew, including a Navigator and astropath

Career Exits (Military):

Imperial Navy – Master Of The Ship

Career Exits (Freelancer):

Outlaw – Brigand

Rebel – General

Career Exits (Scholar):

Noble – Count / Countess

Career Exits (Citizen):