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Scholar Careers

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Noble

(Basic) Noble – Knight / Lady

Virtually every world of the Imperium has its own noble class, usually descended either from the planet’s original colonists or elevated from high social or military ranks. The actual power of the nobility depends on the laws and customs of each planet – sometimes the highest ranking noble on the planet will rule the planet, perhaps even as a king or queen. The lower ranks of the nobility tend to be in a limbo position between normal citizen and aristocrat, with a reasonable amount of influence, but by no means the vast quantity of power of a higher-ranking baron or baroness. Many enter the military, the Ministorum or the Merchants’ Guild in order to make a name for themselves. Others take advantage of what income they have to enter the education system.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Knight / Lady

1

-

1

-

1

2

2

1

1

Restrictions:

Ogryns and beastmen may not enter the nobility. Their equivalents of the Noble career path are usually more combat-oriented, and can be represented by the Mercenary or Abhuman Auxilia career path.

Abilities:

Blather

Charm

Etiquette

Heraldry

Intimidate

Leader

Literacy – Advanced

Specialist Weapon – Chain

 

Wit

50% chance of Driver – Grav

50% chance of Driver – Ground

50% chance of Gamble

50% chance of Public Speaking

50% chance of Ride – Animal

25% chance of Pilot – Atmospheric

Equipment:

Up to three of the following (duplicates are permitted):

- Any civilian or military pistol or basic weapon with two clips of ammunition

- Any civilian or military close combat weapon

 

2D6 sestertii

Jewellery worth 10D6 sestertii

D3+1 hangers on (servants, slaves, pet mutant, bodyguard etc.)

Career Exits (Military):

Adepta Sororitas – Battle Sister (human females only)

Imperial Guard – Junior Officer

Planetary Defence Force – Junior Officer

Career Exits (Freelancer):

Rebel – Cell Leader

Career Exits (Scholar):

Noble – Baron / Baroness

Academic – Student

Ministorum – Preacher (human males only)

Politican – Representative

Career Exits (Citizen):

Big Game Hunter

Merchants’ Guild – Apprentice

 

(Advanced) Noble – Baron / Baroness

Barons usually control large swathes of land, living off the rent paid by people who live and work on them. This can be a source of friction on worlds where the nobility is unregulated, with peasant farmers rising up in protest, or even rebellion, against the landowners. To counter this, most baronies have a small paramilitary force defending them. In times of war, these private militias are often contributed to the Planetary Defence Force.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Baron / Baroness

2

1

1

-

2

3

3

2

2

Restrictions:

Ogryns and beastmen may not enter the nobility. Their equivalents of the Noble career path are usually more combat-oriented, and can be represented by the Mercenary or Abhuman Auxilia career path.

Abilities:

Disarm

Etiquette

Heraldry

Intimidate

Leader

Literacy – Advanced

 

Specialist Weapon – Advanced

Specialist Weapon – Bolt

Specialist Weapon – Power

Step Aside

Stewardship

Storytelling

Equipment:

Up to five of the following (duplicates are permitted):

- Any civilian or military pistol or basic weapon with two clips of ammunition

- Any civilian or military close combat weapon

- Any digital weapon

A refractor field

A reasonably expensive model of car (two if married), either wheeled or grav

Expensive and fashionable clothes and jewellery (at least 10,000 sestertii)

 

Fortified compound including mansion, garages and perhaps stables (250,000 to build, 20,000p/a to run)

One or both of the following:

- A dozen or so servants (butler, clericus, accountant, steward, several cooks, plus maids, gardeners and a chauffeur for each car)

- Two dozen slaves, fulfilling similar roles, plus a few overseers.

30+4D10 guards (a few bodyguards, the bulk being mercenaries or PDF quality troopers and sergeants, with possibly a single junior officer) with D3 heavy and D6 specialist weapons

Career Exits (Military):

Adepta Sororitas – Battle Sister (human females only)

Imperial Guard – Junior Officer

Imperial Navy – Petty Officer

Planetary Defence Force – Senior Officer

Career Exits (Freelancer):

Rebel – Cell Leader

Career Exits (Scholar):

Noble – Count / Countess

Academic – Student

Ministorum – Preacher (human males only)

Politician – Senator

Career Exits (Citizen):

Big Game Hunter

Merchants’ Guild – Apprentice

 

(Advanced) Noble – Count / Countess

Above the mere landowning barons, counts are fully involved in the internal politics of their world, and occasionally in Imperial politics as well. Such politicking can be dangerous, and most counts have to maintain a private army in case of hostilities, without actually looking as if they have a private army.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Count / Countess

3

2

2

1

3

5

4

2

3

Restrictions:

Ogryns and beastmen may not enter the nobility. Their equivalents of the Noble career path are usually more combat-oriented, and can be represented by the Mercenary or Abhuman Auxilia career path.

Abilities:

Evaluate

Feint

Heraldry

Intimidate

Influence

 

Leader

Literacy – Advanced

Ride – Animal

Stewardship

Equipment:

Up to five of the following (duplicates are permitted):

- Any civilian or military pistol or basic weapon with two clips of ammunition

- Any civilian or military close combat weapon

- Any digital weapon

One of the following:

- A refractor field

- A conversion field

Three top-of-the-range cars, either wheeled or grav

A private helicopter or other atmospheric aircraft, with crew

Expensive and fashionable clothes and jewellery (at least 20,000 sestertii)

 

Fortified compound including mansion, garages and perhaps stables (350,000 to build, 50,000p/a to run)

One or both of the following:

- At least two dozen servants (butler, clericus, accountant, steward, several cooks, plus maids, gardeners and a chauffeur for each car)

- Four dozen slaves, fulfilling similar roles, plus half a dozen overseers.

50+5D10 guards (a few bodyguards, the bulk being mercenaries or PDF quality troopers and sergeants, with possibly a few junior officers) with D6 heavy weapons, 2D6 specialist weapons, 2D6 civil vehicles and D3 personnel carriers or armoured cars

Career Exits (Military):

Adepta Sororitas – Sister Superior (human females only)

Imperial Guard – Senior Officer

Imperial Navy – Bridge Officer

Planetary Defence Force – Senior Officer

Career Exits (Freelancer):

Rebel – General

Spacer – Rogue Trader (only humans or mutant Navigators with a Warrant of Trade)

Career Exits (Scholar):

Noble – Duke / Duchess

Academic – Student

Ministorum – Preacher (human males only)

Politician – Minister

Career Exits (Citizen):

Big Game Hunter

Merchants’ Guild – Apprentice

 

(Advanced) Noble – Duke / Duchess

At the highest level of planetary nobility are the dukes. It is from these people that aristocratic societies choose their Imperial Commander, either be election or through hereditary process. Dukes have vast resources at their command, including small military forces, plus those of their allies and perhaps even a few regiments of the Planetary Defence Force. As a result, some fall prey to the temptations of power and make a play for the planetary throne, or even attempt to secede from the Imperium. In the former case, the conflict is normally ignored by the Imperium, but in the latter, the duke can expect the full military might of the Imperial Guard, and possibly even Space Marines, to be brought to bear.

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Duke / Duchess

4

3

2

1

4

7

4

2

4

Restrictions:

Ogryns and beastmen may not enter the nobility. Their equivalents of the Noble career path are usually more combat-oriented, and can be represented by the Mercenary or Abhuman Auxilia career path.

Abilities:

Arcane Language – High Imperial Gothic

Combat Master

Evaluate

Feint

 

Influence

Seduction

Step Aside

Stewardship

Equipment:

Up to eight of the following (duplicates are permitted):

- Any civilian or military pistol or basic weapon with two clips of ammunition

- Any civilian or military close combat weapon

- Any digital weapon

- Any force field

An entire collection of top-of-the-range cars, either wheeled or grav

At least one private helicopter or other atmospheric aircraft, with crew

Expensive and fashionable clothes and jewellery (at least 50,000 sestertii)

Large fortified mansion complex, with garages, stables and barracks (500,000 to build, 75,000p/a to run)

At least one country retreat or town house

A regular, or even permanent, reservation on a penthouse suite at a luxury hotel, for business deals or quiet weekends away

 

One or both of the following:

- At least 50+4D10 servants (butler, clericus, accountant, steward, astropath, several cooks, plus maids, gardeners and chauffeurs)

- At least a hundred slaves, fulfilling similar roles, plus a dozen overseers.

A private army of at least 100+D100 guards (a few bodyguards, the bulk being mercenaries or PDF quality troopers and sergeants, with possibly a few junior officers, as well as an elite unit of Imperial Guard quality troopers and a sergeant) with 2D6 heavy weapons, 2D6 specialist weapons, 4D6 civil vehicles, D6 personnel carriers or armoured cars and perhaps even a few tanks and/or civilian or military aircraft or helicopters

A network of spies and informers

Possibly a small starship, with a captain, Navigator, one or more orbital shuttles and a crew of 6D10

Career Exits (Military):

Adepta Sororitas – Sister Superior (females only)

Imperial Guard – Senior Officer

Imperial Navy – Master Of The Ship

Planetary Defence Force – Senior Officer

Career Exits (Freelancer):

Rebel – General

Spacer – Captain

Spacer – Rogue Trader (only humans or mutant Navigators with a Warrant of Trade)

Career Exits (Scholar):

Academic – Student

Ministorum – Preacher (human males only)

Politician – Minister

Career Exits (Citizen):

Big Game Hunter

Merchants’ Guild – Apprentice

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