Rogue Trader: The Koronus Expanse
Rogue Trader (FFG-era d100)

Rogue Trader: The Koronus Expanse

A Warhammer 40,000 Rogue Trader campaign in the canonical Koronus Expanse, explore, discover, rule and destroy. The expanse is yours to do with as you please.

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CreatedAug 12, 2026
UpdatedSep 9, 2026
Beyond the Maw

Claim worlds. Outwit rivals. Awaken what should have stayed buried.

Beyond the treacherous Maw lies the Koronus Expanse—a frontier of uncharted systems, lost human colonies, ancient ruins, and fortunes vast enough to raise or destroy a Rogue Trader dynasty.

At the beginning of this campaign, the dynasty belongs to the players. Choose the House name, history, reputation, Warrant traditions, ambitions, allies, rivals, and any starting obligations together. No House name, home world, planetary domain, or inherited holding is canon until the players choose it.

The flagship is also created by the players. Determine the campaign's starting Profit Factor and Ship Point allowance using the Rogue Trader character/dynasty creation rules being used at the table, then spend Ship Points on the hull and components. Do not assume a default hull, class, weapon fit, or prebuilt vessel. The ship becomes canon only after the players finish it. For groups that explicitly want a power fantasy, the Ship Creator also offers a house-rule Battleship path: a true fleet flagship with a minimum 120-SP construction budget and deliberately unbalanced starting military power.

Once the dynasty and flagship are established, the Koronus Expanse opens before them: salvage forgotten vessels, found colonies, negotiate with alien powers, wage private wars, and decide what price they are willing to pay for profit and glory. Rival Rogue Traders contest claims. Pirates stalk the routes. Imperial authorities bring demands of their own. Ancient ruins wait beneath dead worlds.

The Expanse belongs to whoever can seize it—and hold it. Make certain it remembers the name the players choose.

Warp routes now matter as strategic assets, major factions have recurring faces, Endeavours can found colonies or break pirate kingdoms, and fleets can grow around the player-built flagship. The campaign should remember what the dynasty actually earns—never what another campaign once owned.

Glimpses
Author's note

Campaign creation is player-owned. There is no preset Rogue Trader House, no mandatory starting holdings, and no prebuilt flagship. The players define their dynasty and construct their vessel with the starting Ship Point budget before the opening Endeavour. Legacy records that imply otherwise are non-canon unless the players explicitly adopt them. Live trackers record the resulting flagship, Profit Factor, Endeavours, holdings, obligations, and faction escalation. Official Rogue Trader publications remain the authority for exact profiles, costs, and tables. New games run the Found the Dynasty & Build the Flagship prelude before the Game Start; its answers are binding creation inputs and the flagship must pass SP/Power/Space/hardpoint validation before play. The startup flow now includes a novice-facing hull-family difficulty selector and guided hull catalog; players are taught SP, Power, Space, essential systems and weapon slots before making those choices. Essential systems are selected from actual built-in component cards one category at a time, with a Recommended option for first-time players; no sourcebook lookup is required to discover basic component choices.

Inside the World

505 entries · 19 types

Adversaries
54 total
Characters
40 total
Dynasties
1 total
Endeavours
10 total
Enemy Voidships
20 total
Equipment
32 total
Factions
29 total
Faction Clocks
6 total
Fleet Assets
12 total
Game Starts
1 total
GM Instructions
2 total
Holdings
5 total
Locations
58 total
Notes
57 total
Ship Components
86 total
Ship Hulls
36 total
Void Ships
1 total
Warp Routes
55 total
Faction Standings
0 total