

Exactly what happened to start it has been long forgotten, but the various factions of the colony ended up locked in a Forever War, where the populations had to live in mobile crawling fortresses the size of space-born battleships to survive each other's artillery fire. Base on Wheels: The hat of the planet Zayth, a pre-Imperial human colony founded during the height of the Dark Age of Technology.They are so evenly matched that neither is guaranteed victory. Balance of Power: Aspyce Chorda and Calligos Winterscale, the two strongest Rogue Traders in the Expanse are on a brink of war.It provides the best protection available, but makes you easier to hit and the power cells only last 1d5 hours, so its use is situational at best.

Awesome, but Impractical: Averted by plasma weapons, which work a lot better than they did in Dark Heresy, but played straight with Power Armour.Authority Equals Asskicking: Not only are the player characters the ones that run the ship, they're all but inevitably the most powerful, well-trained warriors on the ship as well.Notably, a Nemesis has Fate Points, meaning that they can come back from seemingly certain death a fixed number of times in the same way as a Player Character can. Arch-Enemy: The Hostile Acquisitions book provide rules for constructing a "Nemesis," a character of comparable power to a Rogue Trader who can function as a long-running antagonist.This is a holdover from their rules in Battlefleet Gothic, as RT space combat rules are heavily based on that game. Arbitrary Minimum Range: The game has minimum range for Nova Cannons, as they cannot safely be used too close to the ship, having splash damage and a chance to explode closer to the firer than intended (technically they can still hit the firer if you fire at the absolute minimum range and roll very badly).The tiger further draws in its prey by digging away sand from under it, eventually leaving only a pit with the creature's circular, fang-lined maw at the bottom. Antlion Monster: Sand tigers are alien predators that bury themselves in desert sand, loosening the sand with their claws to create an area of quicksand that passing creatures sink in.Rogue Traders are already extremely powerful individuals with as much freedom as can be had in this setting, yet the rulebook encourages them to always shoot for more profit that will build a lasting dynasty and legendary reputations that will echo down history. Ambition Is Evil: Inverted very strongly.Lure of the Expanse details that they can never be negotiated with because they show absolutely zero interest in such, and their almost-bestial hostility and "alienness" are great for game masters who want to put a Survival Horror element into their campaigns. The Rak'gol, on the other hand, never show any interest in dealing with anyone of any other species by means other than aggressively attacking them, and their culture (in as much as can be determined) seems only centered around killing things. Always Chaotic Evil: While several of established antagonists options are present, groups such as Chaos Reavers, Eldar, and even Orks, while usually hostile to humanity's interests, can at least occasionally be reasoned with and dissuaded by means other than violence.
