Tradesmen are skilled labourers and craftsmen. Although they tend to cluster together in the middle Hives, they can also be found on worlds all across the Imperium(even Ork and Tau!). They provide many of the goods used by Merchants when trading abroad, and are valued as an important part of the Imperium’s economy. Tradesmen include agri, archaeologist, apothecaries, armourers, astrographer, brewers, calligraphers, carpenters, cartographers, chymist, cryptographer, cook, explorator, linguist, loremancer, gem cutters, gunsmiths, herbalists, morticator, performancer, prospector, peddlers, scrimshawer, sculptor, shipwrights, soothsayer, smiths, stoneworkers, tailors, technomat, voidfarer, weaponsmiths. Each trade has its own guild, though not all guilds have local chapters.
Career Skills, Talents, etc...[]
Skills: Operate(Aeronatucia or Ground or Void), Navigate(Aeronautica or Ground or Void) Commerce, Evaluate, Speak Language(Low Gothic), Speak Language(High Gothic), Secret Language (Guild Tongue), Trade (any two).
Talents: Quick Draw and Gunslinger or Ambidextrous and Clues from the Crowd, Weapon Training(Low-tech) and Weapon Training(Las) or Weapon Training(Solid Projectile)
Aptitudes: Intelligence, General or finesse
Equipment: Flak Vest, Flak Boots, Sword or Knife, Autopistol, 10d100 Thrones, 2 Influence and 2 Profit Margin.
Starting Vehicle: Cart and Horse or Wildcat or Arvus Lighter. and a small storefront(pl;ayer can store and sell no more than 100,000 thrones worth of goods.
Custom Class
This class counts as a Role for Dark Heresy 2E.
If your Homeorld is Forge World, you cannot become a Tradesman.