Defenders of the Imperium Roleplaying in the Warhammer 40,000 universe
Character creation rules “I carry with me an Inquisitorial Seal. It is a small, unassuming object contained in a neat box of Pluvian obsidian. It is a modest thing. Relatively plain, adorned with a single motif and a simple motto. Yet with this little object I can sign the death warrant of an entire world and consign a billion souls to Oblivion.” Thravian Flas, Inquisitor of the Ordo Malleus . System: Unisystem (based on the cinematic system created for Buffy and Angel Role Playing Pl aying Games) Character Type: Player may choose either Heroes of the Imperium or Retainers. Hero of the Imperium Attribute Points: 20, Quality points: 20, Skill Points: 30, Drama Points: 10, May have up to 10pts of Drawbacks
For every battle honour, a thousand heroes die alone, unsung and unremembered. Retainer Attribute Points: 15, Quality points: 10, Skill Points: 25, Drama Points: 20, May have up to 10pts of Drawbacks
Every servant has his place, no matter how ho w lowly or modest. To know it is his greatest comfort, to excel within it, his greatest solace, and his master’s contentment his greatest reward. Codex Administratum Buying Attributes : (Human Average is 2) Attributes can be bought up to level five on a one-for-one basis. Attributes above level five are more expensive: three points per additional level. You should not purchase an Attribute past level six, unless one has the “Enhanced” Quality or is not human – other races having their own set maximums, with beings such as Daemonhosts and Space Marines far beyond those of mere humans. At the other end, at least one point must be put into each attribute. Some qualities or packages provide bonuses; these are applied after Attributes have been purchased normally. The character’s Attributes are:
Physical: Strength, Dexterity, Constitution, Mental : Intelligence, Perception, Willpower, Life Points are calculated by adding the characters Strength and Constitution, multiplying by four and adding ten – or consult the table in the Buffy / Angel Core books (p33/p26). The Hard-to-Kill Quality will also increase Life Points (3 points per level) in the normal manner. Drama Points : Each character receives 10 Drama points to begin with – although this can be increased by certain Qualities, such as Charmed . Qualities and Drawbacks Innate characteristics that give the character an advantage are Qualities, whilst Drawbacks Drawbacks limit or detract from the character. Some but not all Qualities and Drawbacks may be acquired or lost in the course of a game. When such a change is brought about during play, no experience points are used. Skills As per normal Buffy / Angel rules – a skill test is made by totalling the relevant Attribute and Skill and rolling a D10. A basic success is achieved on a 9+ after all modifiers are taken into account. When making an opposed roll, the attacker must exceed the defenders total to succeed. Buying Skills: Skills can be bought up to level five on a one-for-one basis. Skill s above level five are more expensive: three points per additional level. You may not purchase Skills past level six in initial character generation. Technomancy may not start at more tthan han 3 unless the characters background includes training, training, experimentation or other notable relationship with the Adeptus Mechanicus, is a Xenos Breed or has some other specific reason in their background approved by the Director.
Character creation rules “I carry with me an Inquisitorial Seal. It is a small, unassuming object contained in a neat box of Pluvian obsidian. It is a modest thing. Relatively plain, adorned with a single motif and a simple motto. Yet with this little object I can sign the death warrant of an entire world and consign a billion souls to Oblivion.” Thravian Flas, Inquisitor of the Ordo Malleus . System: Unisystem (based on the cinematic system created for Buffy and Angel Role Playing Pl aying Games) Character Type: Player may choose either Heroes of the Imperium or Retainers. Hero of the Imperium Attribute Points: 20, Quality points: 20, Skill Points: 30, Drama Points: 10, May have up to 10pts of Drawbacks
For every battle honour, a thousand heroes die alone, unsung and unremembered. Retainer Attribute Points: 15, Quality points: 10, Skill Points: 25, Drama Points: 20, May have up to 10pts of Drawbacks
Every servant has his place, no matter how ho w lowly or modest. To know it is his greatest comfort, to excel within it, his greatest solace, and his master’s contentment his greatest reward. Codex Administratum Buying Attributes : (Human Average is 2) Attributes can be bought up to level five on a one-for-one basis. Attributes above level five are more expensive: three points per additional level. You should not purchase an Attribute past level six, unless one has the “Enhanced” Quality or is not human – other races having their own set maximums, with beings such as Daemonhosts and Space Marines far beyond those of mere humans. At the other end, at least one point must be put into each attribute. Some qualities or packages provide bonuses; these are applied after Attributes have been purchased normally. The character’s Attributes are:
Physical: Strength, Dexterity, Constitution, Mental : Intelligence, Perception, Willpower, Life Points are calculated by adding the characters Strength and Constitution, multiplying by four and adding ten – or consult the table in the Buffy / Angel Core books (p33/p26). The Hard-to-Kill Quality will also increase Life Points (3 points per level) in the normal manner. Drama Points : Each character receives 10 Drama points to begin with – although this can be increased by certain Qualities, such as Charmed . Qualities and Drawbacks Innate characteristics that give the character an advantage are Qualities, whilst Drawbacks Drawbacks limit or detract from the character. Some but not all Qualities and Drawbacks may be acquired or lost in the course of a game. When such a change is brought about during play, no experience points are used. Skills As per normal Buffy / Angel rules – a skill test is made by totalling the relevant Attribute and Skill and rolling a D10. A basic success is achieved on a 9+ after all modifiers are taken into account. When making an opposed roll, the attacker must exceed the defenders total to succeed. Buying Skills: Skills can be bought up to level five on a one-for-one basis. Skill s above level five are more expensive: three points per additional level. You may not purchase Skills past level six in initial character generation. Technomancy may not start at more tthan han 3 unless the characters background includes training, training, experimentation or other notable relationship with the Adeptus Mechanicus, is a Xenos Breed or has some other specific reason in their background approved by the Director.
Basic skills Acrobatics (Dex) – used to perform tumbles, somersaults and climb obstacles. Can also be used to dodge attacks Art (Int) – Chose a field – for example writing, painting (Int), acting or storytelling (Will), dancing or playing an Instrument (Dex), Singing (Con), you receive +2 to rolls regarding this form, to judge Art use Perception and Art. Crime (Dex) – The knowledge and ability to break and enter, pick pockets (Dex) and bypass simple security (Int). Drive (Dex) – The ability to drive (Dex) and maintain (Int) ground vehicles Influence (Will) includes Command (Will), Fast Talk (Int), Intimidate (Will or Str) and Seduction tests Knowledge (INT) several specific Lores with individual topics (See below) Medicae (Int) – (Int) – the skill to treat injuries and cure disease, each Success Success Level restores 1 Life Point Notice (Per) – Spot ambushes or clues, Recall (Int) to remember something Pilot (Dex) – The ability to fly fl y (Dex) and maintain (Int) Atmospheric aircraft or Void capable vehicles (these are separate skills) Science (Int)- covers the basic sciences Stealth (Dex) – The ability to t o skulk and stalk your prey or evade pursuers Technomancy (Int) – The ability to maintain, repair and use technology and spot problems (Per) Wild Card (varies) – Can cover many things but cannot be broader than pre-existing skills – Player defined with Directors assistance/permission. assistance/permission. Weapon Training Melee: (Dex) Includes: Primitive, Chain, Shock, Power Pistol: (Dex) Includes: Bolt, Las, Melta, Plasma, SP Basic Ranged (Dex): Includes: Bolt, Las, Launcher, Heavy Ranged (Dex): Includes: Las, Melta, Plasma, SP Primitive Ranged (Dex): Includes: Bow, Crossbow, Thrown, Martial Arts / Brawling (Dex): Exotic Weapon Training: (Dex): Choose specific weapon or at the Directors discretion may include a group of Exotic weapons – for example Eldar Shuriken weapons. Languages: Citizens of the Imperium know Low Gothic in addition to t he language of their home world or city, usually (but not always) a debased version of Low Gothic. Any educated character will know High Gothic and most citizens will know a smattering of it for use in prayer and in legal l egal and/or religious ceremonies. Each point spent gains an additional language. Languages: High Gothic, Low Gothic, Trader’s Cant, Planetary dialects, Secret: Adminstratum, Techna-Lingua T echna-Lingua/Binary, /Binary, Ecclesiarchy, Inquisitorial, Military, Milit ary, Navigator, Rogue Trader, Underdecks, Underhive, Underhive, Battle Cant – many Imperial Guard Regiments and Astartes Chapters have their own languages Forbidden: Any Xenos eg: Eldar, Orkish, Slann, Stryxis, Tau, Knowledge: There are many branches of knowledge and lore, each point spent in the overarching group (Common, Secret, Scholastic or Forbidden) gives 1 point of skill as normal. However every point spent in a specific topic of knowledge gives a further +2 bonus to skill checks related to that topic Knowledge - Common Lore (Int) Topics: Adpetus Arbites, Adeptus Astra Telepathica, Adeptus Astartes, Administratum, Ecclesiarchy, Imperial Creed, Imperial Guard, Imperial Navy, Imperium, Imperial History, Law, Imperial Legends, Legends, Navigation (Surface), Knowledge – Scholastic Lore (Int) Topics: Archaic, Astromancy, Beasts, Heraldry, Tactics, Navigation (Stellar), Rogue Traders, Knowledge – Secret Lore (Int) Topics: Adeptus Mechanicus, Chem Use, Ciphers, Navis Nobilite, Navigation (Warp), Philosophy, Pirates, Tech, Knowledge – Forbidden Lore (Int) Topics: Adeptus Mechanicus, Archotech, Daemonology, Heresy, Inquisition, Mutants, Navigators, Occult, Psykers, Officio Assassinorum, Warp, Xenos,
Homeworld Packages – Choose one All characters gain their own homeworld’s (or equivalent) language or dialect as a free language . Agri World (0pts) Many Hive or Forge Worlds require the production of Agri worlds to feed them as their small population’s farm thousands of acres of farmland, battery farms or vast herds of livestock. Death World (4pts) – Notable examples: – Catachan, Fenris(*), Characters born on a Death World are usually rugged, uncomplicated individuals for the most part –often uncomfortable in complex social situations or the decadence decadence of Imperial High society. Death Worlders are renowned renowned for their resilience and exemplify the concept of survival of the fittest. +1 Constitution, +1 level of Hard-to-Kill, +1 level of Resistance (poison), +1 to any two Weapons Training, Hardened: +1 bonus to any test to resist Fear. Feral or Feudal World (1pt) Notable examples: – Honourim (*), Kanak, Manocora(*), Zaebus Minoris (*), Considered by the Imperium to be backward, easily controlled and an excellent breeding ground for Warriors. The Imperial Guard and Space Marines often recruit from this type of world. +1 to Strength or Dexterity, +1 to Melee or Martial Arts /Brawling, Forge World (1pt) - Notable examples: – Angstorm, Lathe System, Lucius, Mars, Proximus, Stygies VIII, Forge Worlds are not not environments that reward, let let alone tolerate, weakness in body body or in mind. To one born on a Mechanicus world, the Imperium is filled with fools that either fear or profane sacred technology. +1 to any Attribute, +1 to Technomancy, Credo Omnissiah: +2 bonus to any Knowledge tests regarding the Cult Mechanicus and –2 to those regarding the Imperial Creed. Hive World (1pt) Notable examples: – Armageddon, Harrakon, Lorin Alpha (*), Necromunda, Not all hivers are content to remain within the steel fortress that they grew up in, some dream of better lives or seek wealth, freedom, power adventure adventure beyond their world. Hivers are often resourceful, quick-witted quick-witted and fast talking. +2 bonus to Influence tests (choose either fast talk or intimidate), Wary: +1 bonus to Initiative rolls, Imperial World (2pts) Notable examples: – Cadia, Mordian,Vostroya Few travel from the bosom of the Imperium unless they have great reason to do so – those that do include True believers on a pilgrimage, soldiers or even those whose world has been lost to invaders or Heresy. +1 Willpower, +1 to any one Knowledge skill, +2 bonus to any Know test regarding the Imperial Cr eed or Imperial History, Schola Progenium (4pts) Notable examples: – Terrax, As they mature, the progena progena are groomed for the place place they shall take in the service of the Imperium. Imperium. The finest are recruited into the Imperium’s elite, such as the Commissariat, the Adpetus Soritas and the Inquisition. Language: High Gothic, +1 to one Weapon Training, Sheltered Upbringing: -2 to all Influence tests when dealing with “the Imperium’s worst elements”. Superior Education: 1pt spent on the following Knowledge Common Lore topics: Adminstratum, Ecclesiarchy, Imperial Creed, Imperium, Imperial hi story, Shrine or Ecclesiarchal World (2pts) Notable examples: – Avignor, Chiros, Ophelia VII Those planets designated as such by the Ecclesiarchy may be covered in vast temples with gleaming spires, a holy battle site or the humble birthplace of a Saint but are usually populated by pious and dependable dependable servants of the Emperor. Others serve as vast memorials and graveyards graveyards to those who served the emperor until death. +1 Willpower, +2 bonus to any Know test regarding the Imperial Creed, Beloved of the God Emperor: +2 Drama Points, Void Born (2pts) Notable Examples: - Port Wrath, Port Wander, Those born in the void have have called the interior of a huge Imperial vessel vessel or void station a home all their life. They often feel awkward in the t he company of others but Psychic Phenomena or Warp Anomalies, which cause terror in others, are old familiar enemies. +1 Willpower, Charmed, Ill-omened: Apply -1 to all influence tests with non-void born humans, Void Accustomed
War World (5pts) Notable examples: – Baal(*), Kreig, Tranch, Many worlds in the Imperium have been devastated by wars, turned into desolate wastelands by biological, chemical weapons or sheer quantity or munitions. Some inhabitants still manage to scrap a living on these horrific planets. +1 to one Physical Attribute (Strength, Dexterity or Constitution), +1 level of Hard-to-Kill, +1 level of Resistance (poison), +1 to any two Weapons Training, Hardened: +1 bonus to any test to resist Fear. (*) A Space Marine Chapter recruits from this world
Any “ Cadian who can’t field-strip his own lasgun by age ten was born on the wrong planet” Specific Homeworlds: Attila (5pts) Dominated by a single vast continent, Attila is slightly smaller than Holy Terra – with a vast savannah belt. The scarred Attilan horse warriors are renowned across the galaxy – often li ke their mounts appearing thickset and illtempered +1 Constitution, 1 level of Hard-to-Kill, +1 to Weapons Training - Melee, +2 bonus to Influence checks relating to intimidate, -1 to any other Influence tests, Born in the Saddle: Attilans have +3 to the Wild Card Skill – Ride (Dex) and are able to assess horse flesh (Per) and train them (Int). Dusk (3pts) Calixis Sector Often withdrawn, menacing and with a macabre humour, natives of Dusk have made excellent Inquisitorial Acolytes, well armed by bitter experience. +1 Constitution, +1 Perception, +1 level of Hard-to-Kill, Bad Blood: Gain 1D5 Corruption and 1D5 Insanity Points, Dark Tales: 1pt spent on Knowledge Forbidden Lore topics: Daemonology and Occult, Gunmetal City (1pt) Calixis Sector Hired Killers bred in the baking heat and anarchic conflicts of Gunmetal City can command a high price as mercenaries and bodyguards across Scintilla and beyond. Packing Iron: -1 to all tests if without a usable gun, Way of the Gun: +1 to any gun based Weapon Training, +2 bonus to any technomancy skill rolls related to the maintenance or adjustment of projectile firearms. Landunder (2pts) Calixis Sector Life is not easy in the dangerous environment of Landunder – living and working in a free floating chemical ocean makes for a tough breed. Many Landrians who leave their home are employed as security and safety personnel on other worlds.
Choose either Fast Reaction Time or Situational Awareness, 1 level of Hard-to-kill, -1 to all Influence checks when dealing with natives of Spectoris, Maccabeus Quintus (2pts) Calixis Sector Those born in the cold shadows of the Maccabean shrine cities know that no matter the harshness of their lives, they are favoured in the Sight of the Emperor . +1 Will, +2 bonus to any Know test regarding the Imperial Creed or Imperial History, Barren World: -1 penalty to any perception tests involving sight, -3 Life points, Beloved of the God Emperor: +2 Drama Points, Nocturne, (5pts), Segmentum Obscurus (*) The difficult living conditions means that the populous have been slightly mutated by exposure to the radioactive rare earth elements brought up by the extreme vulcanism. They have developed deep ebony skins and the irises of their eyes now glow red in the darkness giving the ability to see in the i nfrared levels of the spectrum. The Salamanders Fortress Monastery is located on the moon Prometheus but they i nteract to a large extent with the population on Nocturne. +1 to Constitution, Night vision, Distinctive appearance, Born under inspired and effective rulers: Choose One: Air of Authority or Good Luck , +1 to any two Skills, +1 bonus to any Knowledge tests regarding the Salamanders, their history or deeds.
Sacris, (0pts), Calixis Sector (*) Homeworld of the Storm wardens Marine Chapter, the planet is a feudal world or moors and swamps populated by fierce tribes. These tribes hold to a strict code of honour, worshipping the Emperor as a stern father figure and often wield Sacris claymores. Ogryns also are found on the southern continent. Access to the world is forbidden by decree of the Adpetus Terra. +1 to Strength or Constitution, +1 to Weapons Training: Melee, Honourable (2), Sinophia (1pt) Calixis Sector Sinophians are, to put it bluntly, a morose, fearful, self-absorbed with selfishness being viewed as a survival trait. However those that find a cause to believe in take to it with the fanaticism of a true convert. +1 Perception, Paranoid, +1 to Influence tests relating to Fast talk. Spectoris (1pt) Calixis Sector Compared to most planets in the Imperium, Spectoris is a paradise, although not without its dangers. Characters from this planet often have a unique appreciation of the beauty that some worlds have to offer. +1 Will, What the Sea Takes She Keeps: - 1 penalty to all Fear tests, 1pt spent on the following Knowledge Common Lore topic: Legends, Tallarn (3pts) Once a fertile planet, Tallarn was devastated by the Iron Warriors during the Horus Heresy who unleashed uncounted virus bombs on the world. Now the world is well known for producing Regiments of both fierce and devout guardsmen. 1 level of Hard-to-Kill, +1 to any two Weapons Training, Devout: +2 bonus to any Know test regarding the Imperial Creed, Desert Warriors: -1 to penalty to all tests when in a cold environment (as designated by the Director), Hardened: +1 bonus to any test to resist Fear. Ultramar (5pts) (*) Unique amongst the reams of the domains of the Space Marines, for whilst other Chapters may rule over a single planet, the Ultramarines rule over no less than eight star systems, each with a common cultural heritage . +1 Will, Born under inspired and effective rulers: Choose One: Air of Authority or Good Luck , +1 to any two Skills, +3 bonus to any Knowledge tests regarding the Ultramarines, their history or deeds. Valhalla (4pts) Those raised in the under ice hive cities of Valhalla have earned a reputation for unwavering courage and hatred of the Orkoid race who brought such devastation to their home world. +1 level of Hard-to-Kill, +1 to any two Weapons Training, Hatred (Orks), Hardened: +1 bonus to any test to resist Fear. Ice Warriors: -1 to penalty to all tests when in a hot environment (as designated by the Director) Volg Hive – Fenksworld (1pt) Calixis Sector One thing can be said of a Volg Hiver; they are hard to kill, are utterly committed to their own survival and have little compunction in doing what it takes to achieve the next breath. +2 bonus to Influence checks relating to intimidate, -1 to any other Influence tests, 1 level of Hard-to-Kill, (*) A Space Marine Chapter recruits from this world
Choose the primary motivation for adventure Devotion:- Absolute dedication to a cause – be it religious, duty or personal loyalty – +2 t o all Willpower tests, Endurance: – The weak die and only the strong remain, and you choose to be the latter – Gain 8 Life points Fortune: – You seek wealth beyond measure, countless Thrones with which to purchase the fulfilment of your every desire. Gain 1 Drama Point at the start of every game session. Prestige: All too many fools never reach upward, but you bear them no i ll-will – they will be your loyal servants in the years ahead. . Gain +1 to any two Skills, Pride: Above all else, you want respect – the admiration of allies and the grudging esteem of foes. Gain +1 Will Renown: - You shall achieve such deeds that those who come after you will one day bow to statues cast in your image. Gain the Air of Authority Quality and Influence +1 or Influence +2, Vengeance: Burns within your heart, flaming afresh in your veins each time you awake from dreams of knives and murder. Gain the Hatred (choose one) Quality
Background Packages You may choose only one background package unless otherwise authorised by your Director. Adept (5pts) Most adepts labour in gargantuan vaults, sitting sitti ng at parchment-reading logic engines or archive halls – but adepts can be archivists, curators, scribes and all manner of specialists in lore. +2 Intelligence and +1 to another mental attribute (Perception or Willpower), +4 skill points distributed amongst one or more of the following skills: Knowledge, Knowledge, Language, Science, Technomancy, Technomancy, Two point Obsession with your “latest project”. Assassin (6pts) Across the Imperium, killers for hire can be found in many forms with as many names – Shadesmen, Nighthawks, Reapers, Nihilators. Some peruse peruse this path only for tangible reward, others to satisfy their their own or the Emperors needs, a few to perfect their art. +1 Dexterity, +1 Perception, +2 to Acrobatics or Crime or Influence, +2 to a Weapons Training and +1 to Stealth or +2 to Stealth and +1 to a Weapons Training, Adeptus Arbites (6pts) The Arbitrators, also known as Judges, are men and women renowned for there unquestionably loyalty to the Imperium and stoic in their duty to root out corruption and maintain the Imperial Law . +1 to any two Physical Attributes (Strength, Dexterity or Constitution) and +1 bonus to Cri me, Drive and any two Weapon Training, +2 bonus to Knowledge Common Lore topic: Law, Artist (2pts) The Imperium requires many craftspeople to create the imposing artwork that dominates much of the world around them, whilst Nobles and high ranking Imperial officials often commission more personal artworks. +1 to any two Mental Attribute (Intelligence, ( Intelligence, Perception or Willpower), +1 to the Art Skill, but a –1 penalty to Willpower rolls to resist “loosing it” under pressure. Bodyguard (3pts) There are many dangers in the Imperium, both from without and within and it is often prudent for someone of influence and means to employ a bodyguard. These men and women vary greatly in appearance, appearance, skill and dedication. +1 to Strength or Constitution, +1 to Notice, +1 to any two Weapon Training, Cleric (4pts) The Adeptus Ministrom or Ecclesiarchy, Ecclesiarchy, tends to the religious religious needs of the Imperium. The Clerics live and work amongst the populous, preaching the word, spreading the faith and shepherding the human race, for if they were negligent in their duties, Chaos would take hold. +1 to any two Mental Attributes (Intelligence, Perception, Willpower) or +2 W illpower, +2 Influence, +1 to one other skill, Courtesan (5pts) It is not uncommon for wealthy, powerful, or high status members of Imperial Society have unofficial partners, often a trained dancer and singer, who provide luxuries and status in exchange for his or her companionship. In some cultures, courtesans can play an important role in upper-class society, sometimes even taking the place of wives or husbands at social functions. f unctions. Attractiveness (2) and +3 Influence Or Attractiveness (3) and +2 influence, +1 to any one skill, Death Cult Assassin (14pts) Death Cults can be found f ound on many Imperial worlds, fanatically devoted to the Emperor, they offer those they slay in payment of the blood-debt blood-debt all Mankind owes Him. Death cultists employ exotic ritual weapons weapons for their work – a dizzying array of stilettos, whip-scythes and blades, backed backed by augmentative digi-weapons and needlers. needlers. Some claim that these temples are but the first step of the training to become a true Imperial Assassin. +1 Strength, +1 Constitution, +3 Dexterity, +2 Perception, +1 Willpower, +5 to one or more Weapons Training, +3 to Stealth, Obligation (Death Cult - Total), Enhanced ,
Diplomat (4pts) The Imperium has a myriad of powerful organisations that dominate nations, planets and sectors as well as the vast monolithic institutions that govern and and protect the empire of humanity. humanity. Relations between these disparate disparate power groups are often fractions fractions and diplomats and ambassadors ambassadors are vital to reduce the tensions. tensions. A select few even face the task of negotiating with Xenos races. +1 Intelligence, +1 Willpower, +2 to Influence, +2 to Knowledge, Frateris Militia (4pts) Unofficial and generally ill-trained troops who fight, indirectly, in the interests i nterests of the Ecclesiarchy. Certain Puritan Inquisitors find such a dedicated civilians to be off worth to their t heir cause. +1Willpower, Berserker, Flagellant, +1D5 Insanity points, Gladiator (6pts) On many worlds, feral and civilised alike, gladiators are employed as entertainment – some are well-trained warriors – others little more than fodder from the blood lust of t he crowd. +2 to any one Or +1 to any two Physical Attributes (Strength, Dexterity or Constitution), +2 to Weapons Training – Melee, Berserker or Furious Assault Gland Warrior (7pts) As the war against the Tryanids continues, the Inquisition and Adeptus Mechanicus have begun experimenting with enhancing selected Guard units with additional organs and dug secreting glands to increase their effectiveness against the swarm. Several units thus enhanced enhanced have performed performed well in combat against the Tryanids Tryanids including the rd Lostock 23 and Detachment D-99 prompting a number of Inquisitors to raise units of their own. +1 to any two Physical Attributes (Strength, Dexterity or Constitution), +1 to Weapons Training – Basic, +1 to one other Weapon Training, Fast Reaction Time or Situational Awareness or Nerves of Steel (pick one), Surgical Enhancement: +2 to Initiative rolls and +3 bonus to all Fear tests. Guard or Navy Officer (2pts) The military aristocracy of the Imperium, many noble families send their sons and daughters to serve in these powerful and influential services. +1 to any one Attribute, +1 to any one Weapon Training or Influence, Choose one of Air of Authority, Charmed or 1 level of hard to kill, Hunter / Scout (3pts) On many primitive worlds, hunters and scouts are vital members of the community, on more civilised worlds they may undertake the hunt hunt for sport, at the behest of Nobles or as part of a tradition. Such men and women women often continue in such specialised roles even when inducted into the monolithic Imperial Guard. +1 to Dexterity, +1 to Notice and +2 to Stealth Or +2 to Notice and +1 to Stealth, Imperial Guard Veteran (6pts) Each world of the Imperium is obliged to raise regiments of Imperial Guard, and these men and women are shipped all across the galaxy to fight terrible wars in i n the Emperor’s name. +1 to any two Physical Attributes (Strength, Dexterity or Constitution), +1 to Weapons Training – Basic, +1 to one other Weapon Training, Fast Reaction Time or Situational Awareness or Nerves of Steel (pick one), Imperial Noble (4pts) Wealth and power have mixed with spiteful intrigues as one born to Imperial nobility learns to survive in this dangerous world. +2 to one Attribute or +1 to any two Attributes, Air of Authority, +1 to any three skills, Language: Language: High Gothic, Choose one of the following: Addiction (2pt), Adversary (2pt), or Obsession (2pt). In addition addition Imperial Imperial Nobles Nobles normally have an Important Obligation to their Family – if this is not the case, increase the cost of this package by one point. Merchant (3pts) Traders and Merchants can be found across the Imperium, some represent vast Corporations or Ancient Noble Houses whilst others may deal in the barest essentials in the depths of a Hive. +2 to Influence, +2 to Knowledge,
Pilot (4pts) The Imperial Navy requires pilots for its fighters, bombers, shuttles and transport craft but must also provide pilots for the Guard and other Imperial institutions. These highly trained individuals often stand aloof from their charges but their abilities can mean the difference between life and death. +1 Dexterity, +1 Intelligence, +1 to Notice, +2 to Pilot (choose Atmospheric Atmospheric or Void), Rogue Trader (9pts) The bearer of a sacred Warrant that empowers the Trader to journey beyond the borders of the Imperium and explore, trade and make war in the God-Emperor’s name. +1 to any three Attributes, Air of Authority, Imperial Authority, Imperial Warrant , +1 to any four Skills, Specific Great Chantry of Tarsus (2pts), Calixis Sector A cleric trained in a Tarsus chantry is likely to be more politically minded than most and may harbour ambitions for high office. +1 Intelligence, +1 to Influence, Language: Language: High Gothic, 1pt spent on the following Knowledge Common Lore topic: Ecclesiarchy, Mara Landing Massacre (7pts), Calixis Sector Survivors of incidents on Mara are proven survivors and are of particular interest to Radical Inquisitors. +1 Will, +1 to any two Physical Attributes(Strength, Dexterity or Constitution), +1 t o Weapons Training – Basic, +1 to another Weapon Training, Fast Reaction Time or Situational Awareness or Nerves of Steel (pick one), Resistance (1) (Psychic Powers), +1 Drama Point, +1D5 Corruption points, +1d10 Insanity Points, Knight of the Star Sanctum (2pts), Calixis Sector Trident wielding warriors hailing from the feudal world of Balecaster, the Knights are clad in all encasing bloodshine armour. armour. Little is known about the Knights or their mysterious mysterious Star Sanctum, hidden below below the planets surface and few of these men or women have ever ventured off world. +1 to any two Physical Attributes (Strength, Dexterity or Constitution), +1 to Weapons Training – Melee (additional +1 bonus when using a Trident), Honourable, Obligation – Star Knights (Total), Bloodshine Armour: AV 12(*), covers all locations, Very Rare, +2 to Influence checks against other natives of Balecaster. Munitorum Quastor (1pt), Calixis Sector The task of a Quastor is unblinking oversight, ruthless control and must ensure that harsh discipline is enforced to make sure work quotas are fulfilled. +1 to Crime, Paranoid, 1pt spent on each of the following foll owing Knowledge Common Lore topics: Administratum, Imperium, Imperial Guard, Scholar of the Colleges Hetaireia Lexis (2pts), Calixis Sector Many Inquisitors regard the Hetairia – a loose organisation of academic and private institutes as a breeding ground for dangerous ideas. ideas. Others see these men men and women as a potentially valuable resource resource . +1 Intelligence, 2pts spent on the following Knowledge Secret Lore topics: Any one and Ciphers, and Knowledge Forbidden Lore topics: Any one, Spectorin Kingfisher (1pt), Calixis Sector Where there is intrigue, there is always room for an assassin. Specially trained to work in the water, the Kingfisher cult is probably closer to a brotherhood than a true t rue dyed-in-the-wool emperor worshipping death cult. This kind of specialised training and cold-blooded professionalism can be useful for those Inquisitors who care to operate subtly.
+1 to Stealth, +3 to all rolls involving swimming,
Spyre Hunter (7pts), Necromunda Noble scions of the Ruling house of Necromunda. Each particular Spyre specialist has a different and ritual set of armour of equipment, which evolves and increases in efficiency and power as the hunter grows in experience. Authority, Enhanced, Special Equipment (Spyre Armour), Obsession (hunt “worthy” prey) +2 to one Attribute, Air of Authority, Enhanced, or Obligation (other Spyre hunters / Inquisitor), Honourable, Choose one of Furious Assault, Fast Reaction Time or Nerves of Steel, +2 to any Weapon Training, +1 to any Skill, Language: High Gothic, Frequently (but not automatically) Screwed Up Adolescents ,
Void Commercia (2pts), Calixis Sector Highly trained and specialised adepts who act as agents for the planetary guilds, corporation and noble houses. +1 to Influence, +1 to Notice, 1pt spent on the following Knowledge Common Lore topic: Imperium, Secret Language (your former masters organisation)
Qualities
Power resides in the will of the righteous
Unless otherwise noted, these work in the same way as described in the Buffy/Angel rules Acute Senses Age Air of Authority
(2pts) One sense gains a +3 bonus to relevant Perception checks, (2pts Level) Each level +1pt per INT (max 4) in skills but gain Adversary/s per level Add +2 to all Influence checks when commanding others (only NPCs and not (1pt) hostile targets) Armour of Contempt (2pts) Reduce Corruption Points by 1, Will test ignore pts for 1 RND Attractiveness (1pt level) Add / subtracts level to the Seduction skill, Berserker When making an All Out Attack, Add +4 to attack rolls rather than +2 (3pts) Blademaster Once per round, you may re-roll a sword or knife attack or parry (5pts) Charmed / Chosen (1pt) You begin the game with an additional 2 Drama Points Cyclopedic Learning (2pt) Many Sages and Adpets focus their knowledge in one area, choose one Lore, you only fail tests on a roll of a 1 (or at the Directors discretion in which case treat as “bad things happen to good people”). Deadeye Shot An expert with firearms who is able to fire a shot with startling precision, (3pt) picking out enemies’ weak spots and may choose her hit location when she hits a target. Divine Ministration (1pt) Spend 1 Drama Pt when making a Medic roll to heal damage equal to Will (x3) Eidetic Memory (1 or 2pt) Clearly remember impressions or events, 2pts gives full photographic memory Enhanced For whatever reason, biochemical enhancement, cybernetics, gland implants (1pt) you are more than human and can have attributes above 6 Fast Reaction Time (2pts) +5 Initiative bonus, +1 Will vs Fear Flagallant For every 20 mins praying (and per 1 pt damage inflicted) gain +1 to any Will (2pts) tests vs mind control for the rest of the day. Failure to do so gives you –1 on all rolls for the rest of the day. Foresight (2pts) If 10 min or more spent studying a problem, gain additional bonus equal to Int Furious Assault May add +2 to strength when calculating damage in melee attacks. (3pts) Good Luck (1pt per level) Hard Target When you charge or run, opponents are –1 to target you with ranged weapons (2pts) Hard to Kill +3 life points and +1 to survival tests per level, max 5 levels. (1 to 5pt) Hatred (2pts) Choose one race or group, when fighting them gain +1 to hit and damage Natural Pilot +2 bonus to all Piloting tests, (1pt) Natural Toughness (2pt) Provides 2pts of Armour (stacks with worn armour) Natural / Implanted Weapon/s (1- 8pt) Nerves of Steel Immune to Fear except strangest, most horrific manifestations, (3pt) +4 bonus even then. Photographic Memory (2pt) Resistance (1pt per level) – for example Poison, Daemonic Powers, Pain, Psychic Powers Situational Awareness (2pt) +2 all Perception based tests to detect danger, trouble or similar. The Emperor Protects (5pts) Spend 1 Drama Point – You and nearby allies gain (Will) bonus to fear and pinning tests for an encounter. Spend 2 Drama Points to allow an ally to ignore one single attack. Unremarkable Remembering your facial features requires an Intelligence roll with a -4 (1pt) penalty. May not begin play with a positive or negative attractiveness level. Void Accustomed Immunity to space travel sickness (1pt) Word of the Emperor (3pt) The character is well versed in all the blessings and liturgies of the Emperor and speaks as if with His voice. Any enemy of the Emperor (GM decision) must make a contested Will (x2) vs Will(x2) or Brains or be helpless for a turn, Daemons get a further –5 to the roll / stat and will be unable to act for D3 turns if they fail. Those who believe their actions serve Him are immune to this power. Xenophile +2 to all influence checks when dealing with Alien races or cultures. (1pt)
Witchery, Psykers and the Occult These Qualities require the Directors permission Empathy (2pt) Hypnosis Will (x2) vs Will (x2) or Brains or be helpless for a turn (5pt) Occult (Forbidden) Library (Variable) A dangerous thing to have in the Imperium, even for an Inquisitor Pariah / Blank / Soulless (6pts) Little or no presence in the Immaterium – no psychic powers may be used Directly against the character, Daemons and Creatures of the Warp cannot perceive a Pariah. A Pariah suffers –3 on all Persuasion, Seduction or similar tests. Can never have or use Psychic powers Psychic Visions (1pt) Psychometry Subject to Perils of the Warp if rolls 9 in combat or other stressful situation. (4pts) Pyrokinesis (4pts Level), Subject to Perils of the Warp if rolls 9 in combat or other stressful situation. Supernatural Senses (Variable) Read auras, mystical clues etc Telekinesis (3pt Level) Subject to Perils of the Warp if rolls 9 in combat or other stressful situation. Telepath Subject to Perils of the Warp if rolls 9 in combat or other stressful situation, (5pts) Techno-Magus (Superscientist) (5pts level) Must be Adeptus Mechanicus or Xenos breed
& Drawbacks (F)
Better crippled in body than corrupt in mind
Addiction (Variable) Heavy drinker /Lho Smoker (2pts), Heavy use of Heroin (6pts) Adversary One to five points depending on the resources and abilities (Variable) Bad Luck (1pt level) Covetous Fifth type of Covetousness – Knowledge (-1 to –3) Dependent (-2 to –3) Emotional Problems (-1 to –2) Honourable (-1 to –3) Illiterate (-1) Ill-starred Begin the game with –2 Drama Points, -2 to all influence checks with the void (-2) born, Eldar, Rogue Traders and other voidfarers if they are aware of your background. Impaired Senses One sense suffers a -3 penalty to relevant penalty checks (-2pt) Mental Problems (-1 to –3pt) Minority (-2 to –3pt) Xenos, Mutant or other undesirable in the Imperium Obligation (variable) Obsession (2pt) Paranoid possibly a good thing……… (1pt) Physical Disability (Variable) Recurring Nightmares (1pt) Screwed Up Adolescent (3pt) Lack of adult rights, 1pt emotional Problem and Covetous (Lechery), Uncontrollable Power (5pts) Use with one of the powers listed in the Witchery, Psykers or the Occult. Zealot Almost an advantage in the Dark Millenium. (1pt)
Abhumans Though their ancestors may have strayed from the true path and now have forms that may seem monstrous or comical, yet they may still serve Him. Ogryn (5pts) Ogryns are the largest and most powerful of the Abhuman breeds yet discovered – they evolved on planets with harsh environments, little food and hostile life forms. Their physical traits –size and strength, incredible digestive system and a reduced reasoning system – are a response to environmental demands. +2 Strength, +3 Constitution, Maximum Intelligence is 2 (with augmentation), Enhanced, Natural Toughness, Anti social impulse – lack of hygiene, Phobia – Fear of confined spaces May only take the following homeworlds: Death World, Feral, Feudal, and background packages: Bodyguard, Gladiator, Imperial Guard Veteran, Scout, Ratling (2pt) Human descended Abhumans, Ratlings have only a few talents that make them useful to the Imperium – incredible eyesight combined with their small size which make them ideally suited to the role of snipers in the Guard. +1 Constitution, +1 Perception, Max Strength without cybernetic augmentation is 4, May only take the following homeworlds: Feral, Feudal, May not take the following background packages: Spyre Hunter, Squats (4pts) Previously they were granted great freedom by the Imperium, supplying warriors, great war machines and their crews in exchange for the comparative autonomy of their Home Worlds. The Tryanids devoured many of these and the survivors were absorbed into Imperial society. A few Rogue Traders claim that some strongholds fled to the void to escape the swarms and now bear a different name – the Demiurge, but the Ordo Xenos remains silent. +1 Strength, +2 Constitution, +1 Intelligence, +1 Will, Enhanced,
Influence The power and influence profile of the individual Inquisitor is created, like a character, with points:
A newly created Inquisitor or one who is in decline: 10pts Inquisitor in his or her prime: 20pts Inquisitor Lord: 30pts Clout: This is measured in levels – from one to five, each costing one point. Use Intelligence plus Clout (plus any applicable Contacts) to pull strings to get what is wanted. When attempting Influence rolls, you may add your Clout rating if the target would be intimidated or impressed by the your links with the organisation. If you wish the influence to be higher with a specific organisation – Say the Adeptus Astartes you may spend 1 pt to gain 2 levels of influence with them with out raising the overall general Influence – in this case Military Machine . An Inquisitor may also have generated rivals and enemies and can reduce several influences by up to 2 points (to a maximum of 5 in total) and use these points to increase his or her other influences. These negative levels provide a penalty to appropriate Influence rolls. Eg: An Inquisitor could have made enemies with several Powerful Navigator families and the Church and has –2 influence with both, but this gives him 4 points to spend gaining clout with other powers within (or even beyond) the Imperium. Beyond the Imperium: Whilst it may have become almost a cliché, some Inquisitors cultivate Rogue Traders to provide transportation and cover for their investigations. Church: Not only allows access to the Emperor given powers of the Adeptus Ministorum but t o the guardians of the Faithful – the Adepta Sororitas. Criminal: Connections and or influence in the varied criminal organisations - Slavers, drug dealers, pirates - that plague the Imperium. Inquisitorial Connections: Friends, Acquaintances and those who owe them favours are alwa ys important to Inquisitors Imperial: Access and contacts within the Imperial Authorities including the Administratum, Knife in the Dark: Contacts within the varied death cults and the supreme masters of their craft the Officio Assassinorum Mechanicus: Connections with the Adepts of Mars can be extremely valuable, if expensive to maintain – allowing access not only to their knowledge, but also to the God Machines of the Titan Legions. Military Machine: Any Inquisitor in need of the mailed fist of the Imperium can benefit from pacts with Astartes Chapters, Imperial Fleet and the many and varied Imperial Guard Regiments Psykers: Links with powerful organisations such as the Navigator Houses, the Adeptus Astra Telepathica and the Adeptus Astronomica Witchery: Some Inquisitors risk censure and execution by dealing with those who dabble in the proscribed arts – seeking to fight fire with fire. Xenos Understandably more prevalent within the Ordo Xenos, contacts with races such as the Eldar, Tau and Demiurge can provide answer or resources that can not be found within the Imperium.
This system can also be used for other powerful individuals such as Planetary Govenors, Imperial Commanders, Admirals and Arch Magos of the Adeptus Mechanicus. It can also be adapted to provide a system to measure the influence on a smaller scale – for instance a gang within t he Necromunda Prime Hive might measure their connections with: the House gangs (Escher, Goliath, Van Saar etc) Guilders, Uphive, Locals, Outlaws.
Combat Manoeuvres
Each Combat Manoeuvre has three elements: Bonus: The total of the relevant attribute, skill and any modifiers for the specific manoeuvre. Damage: the base damage inflicted, add any success levels to the base damage Notes: Any special effects of damage multipliers – remember these are applied after any armour
Basic Manoeuvres are listed here: Players and important NPCs use the listed Attribute + Skill +1d10, Minions etc simply use Combat Score or Brains as appropriate. W = Appropriate Weapons Training Skill, MA= Martial Arts / Brawling Skill, CS = Combat Score Manoeuvre Aim Brain Shot Break Neck Catch Weapon Choke Decapitation Disarm Dodge Double Jump Kick Feint Grapple Groin Shot Head Butt Jump Kick Kick Knockout Melee Weapon Parry Punch Shoot Slam Tackle Spin Kick Sweep Kick Takedown Target Limb Through the Heart Toss Victim Wall Flip Whirling Sword Wrestling Hold
Roll basics Perception + W Or Brains Combat Manoeuvre –4 Muscle or Strength + MA Dex + MA-5 or CS -5
Strength + MA or CS (Dex + W or MA) –5 or Combat Score -5 Dex + W or MA) –2 Or Combat Score -2 Dex + Acrobatics or Melee Or Dex + MA or CS Dex + MA –3 or CS –3 Int + MA or Melee Or Brains Dex + MA +2 or CS +2 Combat Manoeuvre –3
Damage None
Notes Add Success Levels to next attack
x4 Strength x4 none Strength –1 x5
If defender –10 LP, survival test or die Ranged Defence Action, +5 to damage if failed Asphyxiation effects and –2 to all actions If defender –10 LP, survival test or die
None
Resist vs (Dex + Melee or MA or CS) –2,
None
Defence Action, -2 against ranged,
3 x (Strength +1)
Must have Dex 4+, hits two targets Acrobatics + Dex first, add SL to damage Add Success Levels to Next action Resist vs Per + Melee or Ma or CS Impairment varies Male must make Will (x2) – Double SL or Or be stunned for turn, If target grappled, auto hit Acrobatics + Dex first, add SL to damage Dancers may use Art instead of MA Con x2 with pen of SL or knocked out
None None
Dex + MA or CS Dex + MA –3 or CS –3 Dex + Ma –1, or CS –1 Dex + MA or Melee –2 Or CS -2 Melee Dex + MA or Melee or CS
Strength x 2 3 x (Strength +1) 2 x (Strength +1) Half
Dex + MA or CS Dex + Weapon or CS Strength + MA or CS Dex + MA –2 or CS –2 Dex + MA –1 or CS –1 Str + MA or Muscle Combat Manoeuvre –2 Combat Manoeuvre –3 Strength (x2) –4 or Muscle –4 Dex + Acrobatics or MA –3 or CS -3 Dex + Melee –4 or CS –4 Str + MA –2 or Muscle –2
2 x Strength Weapon 2 x Strength 2 x (Strength +2) Strength Strength
Weapon None
Hack and Slash Defence Action, Against thrown –2, Arrows, discs etc –6,
Str (or Muscle/2) or go down hard Kicking with style Dex + Acrobatics or CS to keep feet Knocked down Damage over ½ LP cripples /severs limb
x4 Strength
Must Grapple first, Min Str 4,
none
Defence Action
None
Only action, defend against all C. Combat Attacks Must Grapple first, defender at –1 per SL
Combat Variations The basic combat rules from Buffy/Angel are used with the following variations: Initiative: This is generated by rolling a D10 and adding their Dexterity (plus any related bonuses from Qualities like Fast Reaction Time or similar). The character with the highest total goes first and carries out their actions. Multiple Actions: Normally all characters can make one Attacking and one Defensive Combat Manoeuvre each turn. When a character acts, he or she must declare how many actions they will undertake that round – and if they are Attacking or Defensive. Each additional action beyond the basic two inflicts a cumulative –2 penalty – but if an attack is blocked, Initiative switches over to the opponent. They then get to use their actions until a defence is used successfully, before the initial attacker resumes his or her actions. A character may not make more actions than their Dexterity attribute unless a Drama point is spent. •
An assassin leaps into combat, making three attacks and keeping one defence in reserve. She stabs the first cultist and spins round to roundhouse kick the second (at –2) but her attack is dodged and her opponent now gets to try and hit her back. His flailing knife is deftly knocked aside (as she defends with no penalty) and the Assassin uses her last action to slam her sword into his belly (at –4).
Damage: All damage is considered the same, there are no modifiers for Bash or Slash/Stab Multiple Shots: Many guns or other missile weapons can fire more than once an action. Roll once and apply a –2 cumulative penalty for each additional shot, if the modified roll is less than 9 – that round automatically misses its target. The maximum number of shots that can be fired in a single action is noted as the weapons ROF. •
A Hive Ganger is suddenly confronted by a rival ganger in the depths of the underhive – he unleashes three shots from his autopistol. His Combat Score is 12 so his first round impacts, his second just makes it with a modified roll of 10 and the third automatically misses with a modified roll of 8.
If a Weapons ROF column has a B, it is capable of Burst Fire and Fully Automatic Fire. Note that in order for any bullets to hit, the targets defensive roll (if any) or 8 if none must be exceeded. Burst Fire: Controlled three round bursts of fire – make one attack roll, each success level allows one round to hit the target. Success levels do not effect the damage calculation. Fully Automatic Fire: Impressive, but usually inaccurate – Group the autofire into lots of 10 bullets. For the first group of 10, the success levels of the roll show how many bullets hit the target. Each subsequent group suffers a further –4 penalty. •
An Imperial Guardsmen (Combat Score 13) is faced with a charging Ork, unsurprisingly he empties his clip at the approaching monster. The clip holds 30 bullets and so is split into 3 groups. Out of the first ten bullets only 3 hit, whilst of the subsequent burst only 1 hits and the final burst misses completely. The Ork takes the impacts in its stride and raises its chopper with a fearsome grin.
Armour: The Armour Value is deducted from any attacks on the character, before any multipliers are applied. Normally hits are applied to the body of the target. Target Location: You may target a specific location (usually to attack somewhere without armour) – use the appropriate Combat Manoeuvre or Combat Score with a –2 penalty.
Psychic Powers and Sorcery The following modifiers apply when generating or maintaining a psychic power: Circumstance The Psyker is upset and/or highly emotional when using his power The Psyker is using her power somewhere that is noisy or unstable (like in a firefight) The Psyker spends at least ten minutes sitting and quietly meditating or uses some other method to focus and control his powers.
Modifier -1 -2
+1
Soul Burning Psykers can sacrifice their own life energy to power aid in t heir ability to control and manipulation of the warp powered forces. Each five Life Points that are sacrificed add a +1 bonus to the roll, but a Pysker may not gain a bonus greater than his or her Willpower. Psy-Focus Psykers often use a variety of devices to help the focus and control their powers – t hese vary widely from carved bones, staves, blessed Icons or a chin of crystals. Using a Psy-Focus gives a Psyker +1 to all tests to generate, control and manipulate their powers. Perils of the Warp In order to manipulate and change reality, a Psyker calls upon the Warp to obtain the necessary energy. However drawing such power can be dangerous and attract unwelcome attention from entities within the empyrean or the Psyker can loose control of the energies and allow them to enter his reality uncontrolled. However, a Psyker who is careful and does not unleash the full force of his power can often avoid the worst of these manifestations.
If a rolls a 9 on his Focus roll and is in a stressful situation (for instance during combat) and or is in a place where the barriers between realms is weak (Directors decision), he manifests psychic phenomena. At the Directors discretion, any roll of a 9 can manifest phenomena in an untrained Psyker who are often horribly vulnerable to the dangers of the Warp. Telekinesis (3pts level) The ability to move and manipulate objects through the power of ones mind. Power Generation - Focus
To use this power, a Psyker rolls a D10 and add their Willpower and Telekinesis levels with each success level thus generated becoming a point of “Strength”. Thus if a Psyker rolled five success levels, he would manifest his power at Strength 5 – enough power to pick up a grown man and slam him against a wall. To do so the Psyker must overcome the targets Strength with his own generated “Strength” and if he did so, infli cts Damage of Strength x 2 plus success levels. The Strength generated may not exceed twice the Willpower of the psyker. Strength Table
Lifting Capacity
1-5 6-10 11-15 16-20
50 Ibs x Strength 200 x (Strength –5) + 250 Ibs 500 x (Strength –10) + 1500 Ibs 1000 x (strength –15) + 5,000 Ibs
Lifting and tossing objects around at random requires no additional roll, but specific tasks do require additional tests. Precise tasks require a Perception and Telekinesis roll. Any attacks on a target using Telekinesis require a Telekinesis plus appropriate skill roll versus defence in the normal way. A Psyker with Willpower 4 and Telekinesis 4 attempts to wield an axe against an onrushing cultist. She manifests her Power and generates 5 success levels or “Strength” 5. She swings the axe at the cultist using her Telekinesis and her
Melee skill of 2, rolls an 8 (-2 for second action this round), Making her attack at 11, enough to hit the cultist. Damage is equal to 5 x Strength (30) plus success levels (3) – a significant blow.
The difficulty of the roll increases with distance – for each additional 10m, a –1 penalty is inflicted. The Psyker must also be able to perceive the target in some way, although this may include technology, Sorcery or other psychic powers. After a number of turns equal to the Psykers Willpower, he must make another Willpower plus Telekinesis roll to maintain the power, with a cumulative –2 penalty. The penalty applies to all further uses of Telekinesis until the Psyker gets at least (6 – Telekinesis Levels) hours rest. Telepathy
A Telepath can mentally communicate simultaneously with a number of people equal to his Willpower.
Equipment and Wargear The acquisition of weapons and equipment All equipment and weapons listed have an assigned Availability score, which is intended to give the Director a starting point to determining how easy it is to locate and obtain a particular item. Normally to requisition or otherwise acquire a specific item use a appropriate Influence plus Intelligence test with the following modifiers: Availability Plentiful Common Average Uncommon Scarce Rare Very Rare
(+3) (+2) (+1) (-1) (-2) (-3) (-4)
Population < 1,000 < 10,000 < 100,000
(-3) (-2) (-1)
Craftsmanship Poor (+2) Good (-1) Best (-3)
Quantity 2 3-5 10-20 50-100
(-1) (-2) (-3) (-4)
Special Adeptus Mechanicus, Officio Assassinorum, or Xenos only -4
The Director may also wish to amend these modifiers depending on how and where the players are attempting to find the object in question. It may be best to confine acquisitions to appropriate periods of downtime – although obtaining particular items or services may require in game conditions or even a whole adventure.
“Dedicate Dedicate this weapon, given unto your hand at the behest of the Emperor, to their destruction. Regard its function as your only duty: you live live to bring cleansing fire. Take up your rod and staff, your armour and your psycannon, and goand go forth.” GalbusGalbus Heer,Heer, Lectures Lectures to the toOrdo the Ordo Malleus Malleus forth.”
Table Notes: Base Damage – the damage inflicted by the weapon, success levels are then added to the total. P = Penetration – reduce the Armour Value of any armour worn or natural to the target. A= Availability = C= Common, P = Plentiful, R= Rare, S= Scarce, U= Uncommon, VR = Very Rare, AA= Adeptus Astartes, AM = Adeptus Mechanicus, I = Inquisition, OA = Officio Assassinorum, X= Xenos, P Ref: Page reference – DEC Dark Eldar Codex (2010), DOD Disciples of the Dark Gods, DH Dark Heresy, GC Genestealer Cults, I Inquisitor, IA Imperial Armour Volume, IH Inquisitors Handbook, ITS Into t he Storm, N Necromunda, RT Rogue Trader,
Melee Weapons
Base Damage
Chain Axe Chain Knife Chain Sword Eviscerator
5 x (Str + 1) +8 3 x (Str +1) +8 4 x (Str +1) +8 6 x (Str +1) +8
Power Weapons Dark Eldar Agoniser
28 + shock
Electrocorrosive Whip Fractal Blade Ghost Sword Loi “Burning Blade” Omnisian Axe Power Axe or Club Power Blade Power Discus Power Fist Power Longsword Power Sword Sepentine Power Blade Sollex Energy Blade Witch Lance Thunder Hammer
2xStr + 10 3x Str 4x Str +8 4x Str + 10 5x Str(+1*) +12 5x Str(+1*) +10 3x Str +10 2x Str +5 3x Str +40 5x Str (+1*) +10 4x Str (+1*) +10 2x Str +10 40 3x Str +10 5x Str +40
Axe Bastard Sword Boarding Pike Breacher Drill Chimera Pistol Sword Club or Hammer Combat Knife Combat Accessory C’tan Phase Sword Devil’s Kiss Emperors Whisper Flail Force Axe
5 x Str (+1*) 4 x Str (+1*) 3 x (Str +1) / 35 24 3x Str +3 4x Str (+1*) 2x Str 3x Str 3x Str +2 1x Str +4 1x Str +4 4x Str 5 x Str (+1*)
Force Halberd
6x Str (+1*)
Force Sword
4 x Str
Fra’al Glass Knife Galthite Lacerator Great Weapon Harlequin’s Kiss Hunting Lance (R.Rider) Improvised Weapon
2x Str 2x Str +6 5x (Str +1) 48 4x Str +20 2x Str -1
Jakara Mono Sword Kraken Tooth Dagger Lightning Chain Long Sabre Man-Catcher
4 X Str +8 1x Str +2 4x Str 2x Str
Notes
2HD, Wielder may not Parry
Power Field, Shock – Con x2 (or Muscle) – (2 + Success lvls) or Knocked out, Xenos Tech Power Field, Venom Power Field, +2 to parry rolls Power Field, +10 damage vs flammable targets, * +1 Strength when used 2HD, Power Field, Combi-tool * +1 Strength when used 2HD, Power Field, Power Field, Power Field, or can be thrown for same damage Power Field * +1 Strength when used 2HD, Power Field, * +1 Strength when used 2HD, Power Field Power Field, concealed in walking canes, umbrellas or rods +1 to Parry Attempts, Power Field, Power Field Power Field, target must test Str doubled or Muscle score vs Damage taken or be knocked down * +1 to Strength when used 2 handed * +1 to Strength when used 2 handed 2HD, One Shot explosive charge Strength 5+ required, -1 to Attack rolls, -2 to Parry rolls Also functions as a Irontalon pistol * +1 to Strength when used 2 handed When fitted to weapon Ignore any and all armour including energy fields, Rune Armour +1 to Melee skill when used Base Damage is 2x Str when thrown -1 to Defenders Parry attempts * +1 to Strength when used 2 handed, If used by a Psyker Power Field and add Will x3 damage, Pen becomes equal to Will * +1 to Strength when used 2 handed, If used by a Psyker Power Field and add Will x3 damage, Pen becomes equal to Will +1 to Parry attempts, If used by a Psyker - Power Field and add Will x3 damage, Pen becomes equal to Will Poisoned (strength 10) Resembles a fist
One use, then counts as a Club Handy weighted objects such as table legs, severed limbs and gun butts +1 to Parry Attempts
+1 to Parry attempts May be used to make a Grapple attack at +1
P
A
P. Ref
2 2 2 5
S S S S
DH 140 IH 123 DH 140 IH 187
5
X
I 80
5 7 5 6 8 6 6 6 12 6 6 6 7 6 10
X X X VR AM S S VR R S S S VR VR R
DEC56 RT 130 RT 131 ITS 128 IH 136
0 1 2 6 2 0 0 0 all 3 2 0 2
P C A S S C U U OA C VR C VR
DH 138 IH 97 IH 163 IH 135 IH 162 DH 138
3
VR
1
VR
4 2 2 6 4 0
X X U X S U
3 1
R S
IH 162
2 0
C C
IH 97 IH 162
DH 140 ITS 128 IH 180 IH 180 DH 140 IH 124 IH 135 IH 188
IH 123 IH 123 DH 138
IH 187 DOD 74 I 80 DH 138 RT 131 DH 139
Moon Blade Punisher Baton Raptor Blade or Dagger
3x Str 3x Str As weapon
Render Scythian Venom Talon Scythe Short Sword Sigilite Spear Spetum Steam Drill Staff Sword
2x Str +5 3X Str +6 5x (Str+1) +3 3x Str +2 1x Str 3x (Str+1) 3x Str 25 3x (Str +1) 4x Str
Shock Weapons Electro Flail Lightning Chain Lightning Gauntlet Neural Whip Officers Cutlass Shock Maul Shock Staff
3 x Str + Shock 3 x Str + Shock 12 + Shock 3x Str + Shock 4x Str + Shock 6 + shock
Vivesector Gauntlet
10
+1 to Melee skill when used Metre long rod of plasteel with liquid metal alloy core Created by a feral hunter who has killed a Genestealer, +2 to all influence checks with people who “understand”. Double edged “butcher-blade”, considered cursed by many Usually Poisoned -3 to Wielders Parry attempts +1 to parry attempts +1 to parry attempts
Requires Strength of 5+ +1 to parry attempts +1 to parry attempts
2HD Shock – Con x2 (or Muscle) – (2 + Success lvls) or Knocked out Shock – Con x2 (or Muscle) – (2 + Success lvls) or Knocked out Shock – Con x2 (or Muscle) – (5 + Success lvls) or Knocked out Shock – Con x2 (or Muscle) – (2 + Success lvls) or Knocked out Shock – Con x2 (or Muscle) – (2 + Success lvls) or Knocked out 2HD, Shock – Con x2 (or Muscle) – (2 + Success lvls) or Knocked out Provides +1 to interrogation/intimidate checks
0 0 4
R S VR
IH 97 IH 123 GC 3
0 1 0 0 3 1 2 3 0 0
R
IH 124 I 80 IH 98
VR A C
0 0 0 0 0 2
S VR S S S S S
IH 97 IH 97 IH 163 IH 163 IH 163 IH 163
0
R
IH 137
U C
IH 124 C IH 98 IH 98
Weapon upgrades:
Unless otherwise stated, these act as normal melee weapons. Additions to damage are made after any multipliers. Mastercrafted Weapons: Add +5 to Base Damage and add +1 to hit and parry rolls, this includes power weapons or similar. Scarce or adds one level to the availability of a sought item, Lathe Blades: add +7 to Base damage, 3 to Penetration and add +1 to hit and parry rolls, may not be applied to power weapons, Very Rare, Power Field: Destroy mundane weapons if parried (roll D10, 1-7 destroyed). Anyone parried when making an unarmed attack suffers damage equal to the base damage of the weapon plus success levels of the parry, Rare, Sentient: When first wielded and whenever the wielder rolls a 1 in combat, he or she must match wills with the weapons bound inhabitant – failure means the blade makes a single attack on the wielder which hits automatically and can not be dodged or parried, armour protects as normal. The blade can no longer be used until a successful Will contest is made – this can be undertaken at the start of each subsequent turn, with failure resulting in the same consequence as before, X or Chaos
Missile Weapons Bolt Weapons
ROF
Dam
P
Mag
Angelus Bolt Carbine Astartes Boltgun
1 1-2
28 30
5 5
3 20/30
Astartes Bolt Pistol Bolter Cane Boltgun Ceres Pattern Bolt Pistol Garm Pattern Pistol Heavy Bolter Mauler Bolt Pistol Orrus Spyer Launcher Perinetus “Solo” Boltgun Psycannon
1-2 1 1-2 1-2 1-2 B 1-3 1 1 1
26 25 24 24 24 30 24 26 24 30
5 3 4 4 4 6 4 5 4 5
10 1 24 8 8 60 6 50 8 20
Sacristan Boltgun Scourge Boltgun Spitfire Bolt Pistol
1-2 1-2 1
26 24 22
4 4 3
6 24 3
1 1 1-2 1-3 1-5 1-2 1 1-5 1-3 1 1-2 1-3 1 1 1 1-3 1-3 1-2 1 or B 1 or B 1 B 1-2 1 1 1 1-3 1-2 1
12 18 10 15 13 13 16 12 13 12 12 13 15 12 18 13 13 13 13 12 70 30 12 12 11 16 13 18 14
0 4 0 2 4 0 4 0 7 7 0 0 0 0 2 0 0 0 0 0 10 4 0 0 0 0 2 0 2
50 1 25 18 40 50 1 30 40 20 40 60 1 30 40 20 60 15 120 40 5 60 20 60 15 10 60 18 UL
Notes Highly Illegal Counts as a Club (or Axe when combined with a combat accessory) Requires Strength 5+ to use Requires Strength 5+ to use, Concealed weapon
Commissars standard issue weapon +1 bonus to shots made when used by commissioner +1 bonus to shots made Ignores all Daemonic or psychic armour, X3 Damage vs Daemons, X2 vs Psychics Strength 4+ needed or –1 penalty to shots made Has Sarissa fixture, counts as an Axe in melee combat Roll of a 1 when fired jams the gun
A VR AA AA VR R R R S VR VR I
Ref IH 109
ITS 116 RT 121 IH 171 IH 109 Necro ITS 116
R VR S
IH 187 IH 171 IH 109
C R C VR S C VR
IA4 112 RT 119 IH 112 IH 112 IH 133 IH 112 IH 112
S S U C U C U S A R S S U VR A R
RT 119 RT 119 RT 119 RT 119 IH 172 RT 119 RT 120 ITS 114 IH 172 IH 173 ITS 115 IH 112 RT 120 IH 173 IH 112 IH 173 IH 113 IH 113 IH 173 IH 173 N
Laser Weapons Accatran Mk IV Lasgun Belasco Dueling Pistol Civitas Laspistol Deathlight Lasgun D’Laku Hellgun Drusus Prime Lasgun Duelling Laspistol Fury Assault Laspistol Hellgun Hellpistol Las Carbine Lasgun Laslock Laspistol Long Las Mark IV “Dervish” Pistol Mars Mark III Lasgun Mars Mark IV Laspistol Mervotech Assault Lasgun Minerva-Aegis Carbine MP Lascannon Multilaser Palatine Laspistol Roth Pattern Lasgun Series S Venom Pistol Steel Burner Pistol Stormfront Lasgun Twin Lasgun Yeld Spyer Laser
No bayonet lug, +1 bonus to shots made Bulky and inefficient but mass produced 12 shots if not Skitari backpack Copy of Ryza-M pattern Lasgun +1bonus to shots made
+1 bonus to shots made
Counts as a spear in close combat Popular Merc weapon
Small size Easily Concealed, Highly sought after Counts as a spear in melee
VR VR R VR
Weapon Solid Projectile
ROF
Dam
P
Mag
Notes
A
REF
1 1
15 20
0 0
6 8
R C
ITS 115 IA6 p149
Agripina autogun Alcher Mk IV Autogun Armageddon Autogun Armsman 10 Pistol Assault Cannon Astartes MkIX ‘Ultra’ Sniper Rifle Autocannon Autogun Autopistol Blackhammer shotgun Carnodan hand cannon Crank Cannon Creed 9 Autogun Durcas Pattern Pistol Echon Pattern Stubber Encarmine Autopistol Exitus Pistol Exitus Rifle
1, 3, B 1,B 1 or B 1-3 B 1
18 14 15 13 35 24
1 0 0 0 5 8
30 40 15 13 200 15
Comes with scope and silencer, +1 bonus to shots Can be fired 1HD at -4 unless Str 6+, can fire variety of ammunition -1 Penalty to shots made unless single shot
C A A P VR AA
IA6 p149 IH 175 IH 114 IH 114 IH 175
1, B 1, B 1-3 1 1-3 B 1-3, B 1-3 B 1-3, B 1-3 1
40 16 12 30 14 18 13 13 14 10 30 32
4 0 0 0 2 0 0 0 3 0 8 10
20 30 18 1 6 100 35 9 200 24 5 15
S C C R S A
IH 175
IH 114 IH 115 IH 121
R S A OA OA
IH 175 ITS 115 IH 115 A 139 A 139
Fate Bringer Long Pistol Flametongue Pistol Hack Shotgun Hand Cannon Hecuter Pistol Heavy Stubber Hunting Rifle Irontalon Pistol Iron Claw Shotgun Lucius Mk 22 Shotgun Mariette Pistol Meat Hammer Scattergun Mercy Killer Pistol
1 1 or 2 1 1 1-3, B B 1 1-3 1-2 1-2 1 1 1
16 18 30 17 14 20 18 12 20 22 12 40 11
2 0 0 2 2 3 2 0 0 0 0 0 0
5 2 1 5 15 200 5 15 12 8 1 1 1
R R C
IH 115 IH 115 IH 115
A A S R S C R S P
IH 115
IH 161 IH 161 IA6 p64 IH 116 IH 116 IH 116
Nomad Hunting Rifle Orthalak Mark IV Panoptic Pistol Phobos Stubber Pistol Pump Shotgun Puritan 14 Pistol Ripper Pistol
1 1, B 1 or 2 1-3 1-2 1-3, B 1
18 15 13 13 20 12 12
3 0 0 0 0 0 5
4 12 5/5 9 8 14 8
VR S R P
IH 116 IH 175 IH 134 IH 116
S VR
IH 117 ITS 116
Ripper Clip Autopistol Salvation handgun Scalptaker handgun Shotcannon Shotgun Shotgun Pistol Slayer Pump Shotgun Spectre Autogun Steadholder Rifle Stormchild Hand Cannon Stub Automatic Stub Revolver Talon Mark III Pistol Tranter Hand Cannon Vanaheim Shotgun
B 1 1 1 1-2 1 1 1-3, B 1 1 1-3 1-2 1-2, B 1 1, B
12 10 13 30 20 16 18 14 16 15 10 13 12 18 16
0 0 0 0 0 0 0 2 0 2 0 0 0 2 0
12 7 6 24 2 1 6 60 6 5 12 6 18 7 15
S C P S
IH 118 IH 118 IH 118 IH 161
A A R P A
IH 161 IH 118 IH 118 IH 118 IH 118
Absolution Sniper Rifle Accatran Combat Shotgun
Loud lethal and uncomplicated Bulky +1 bonus to Shots made Usually requires a team of 2 or vehicle mounted,
Unless strength is 4+ -1 penalty to shots made +1 bonus to shots made, resembles bolt pistol Requires Strength 3+ to use or –2 penalty
Ammo stored in backpack Widely carried as a sidearm +1 bonus to shots made, +4 bonus to shots made, I/R, UV and thermal sights suppresser and shot selector, special ammo Elegant revolver, +1 bonus to shots made Twin barrelled hand cannon -1 penalty to shots made Strength 5 or recoil glove or must be used 2HD
+1 bonus to shots made Used as improvised weapon, damage is Str (+1) x2 Can be used as a Club in melee Jams on a 1 when fired, When disassembled virtually impossible to find Triple barrelled – trigger pull fires all 3 Crude one shot pistols, -1 penalty to shots made, jams and explodes on a 1 when fired 10 made per year, +1 bonus to shots made 2 separate ammo cylinders Cheap automatic Can be fired single shot as a shotgun Fires special poisoned rounds, may be combined with other special ammo Extremely compact, hard to re-load Very robust, +1 to repair rolls Must have Strength 6+ or use on a Mount Unless Strength 5+ or used 2HD, -1 Penalty Can be fired single shot as a Shotgun Heavy lever action rifle
Can use a 30 rnd extended clip, but at –1 Penalty 2HD unless Strength is 4 or more Red dot laser and combat attachment
C C A
IH 120 IH 114 IH 134
Blazer Rounds add + 4 to base damage and also set target on fire but on a roll of 1 explode in gun destroying it, Scarce Dumdum Bullets +4 to base damage, Armour Value counts as double against them, Average, Executioner rounds, maximum 1 shot per round, +5 bonus to shots made against living targets, Rare, Expander rounds add +1 Damage and Penetration, Scarce, Hellfire rounds add +5 damage and ignore any natural armour and/or toughness, Rare, Hyper-Density Penetrator (IH 147): +2 Penetration, +4 to base damage, may only be used in hand cannon, rifles, bolt weapons and Shotguns, Rare Kraken rounds add +1 damage and Penetration becomes 8, Adeptus Astartes/ Adeptus Mechanicus Manstopper rounds add +2 to Penetration, Average Shield Breaker rounds ignore any energy based armour or similar defences, Officio Assassinorum Silenced Stalker Bolt rounds produce no muzzle flash and minimum sound when fired, Very Rare, Tempest Bolt rounds (IH 148), +5 damage vs machine life forms/ machines (Directors decision), Very Rare, Turbo Penetrator Rounds have a penetration value of 15 and add +4 to base damage, Officio Assassinorum Void Rounds can be used in void environments without risking the gun or penalties, Scarce, Witch Bolt rounds Any target with psychic powers, sorcery that takes damage from one of these loses one level for (damage) rounds, Adeptus Astartes / Adeptus Mechanicus
Primitive Weapons Bolas Bow Catechist Stake xbow Crossbow Drive Nailer Deuce Pistol Flick Bow Flintlock Pistol Hand Bow Heavy Crossbow Icocanthos Blunderbuss Impaler Longbow Musket Scrap Cannon Siskan Musket Sling Thrown Axe Thrown Knife Thrown Spear Vibe Spear Volonx Bone Bolas
ROF
Dam
P
Clip
1 1
3x Str 3x Str 18
1 3
1 5
18 14 16 10 16 12 20 18 19 4 x Str 17 14 / 8 17 3x Str 4x Str 2x Str 3x Str 3x (Str+1) 2x Str
2 0 0 0 0 0 3 0 2
1 15 2 1 1 1 1 1 1
0 0 1 0
1 1 1 1
1 1 1 1 1 1 1
48 48 48 60 48 44 40
6 10 12 12 10 8 12
10 5 5 10 2 5 6
Melta Melta, Max range 10m, Strength 4+ to use Melta, Melta, usually vehicle mounted Melta, effective in cutting through bulkheads Melta, +1 bonus to shots made Melta,
1 1 1 1 1 1 1 1 1
46 66 46 40 40 50 80 40 42
6 6 7 6 6 8 8 6 6
10 10 10 12 20 24 24 10 8
Plasma Plasma, consumes 3 shots from clip Plasma Plasma Plasma Plasma, usually vehicle mounted Plasma Plasma
1 1 1-2 1 1 1 1 1 1 1 1 1 1
Notes Dex+ Prim Ranged –4 , if hits target is entangled, Max dam is 16 unless specially made ignores all Daemonic or psychic armour, X3 Damage vs Daemons, X2 vs Psychics
Doubled barrelled flintlock pistol Often poisoned, easily hidden Roll of 1 means weapon misfires Often poisoned
A
Ref
R
IH 187
C C S
IH 113 IH 93 IH 93
IH 93 IH 93 IH 113 IH 93
-3 penalty to shots made over 10yds away Harpoon cannon, Strength 4+ to use Max dam is 20 unless specially made Roll of 1 means weapon misfires As Grenade +1 bonus to shots made
VR A
IH 113 IH 94
Barbs make removing head difficult and painful Dex+ Prim Ranged –4 , if hits target is entangled,
U R
IH 94 IH 94
S
Melta Weapons Inferno Pistol Melta-Cutter Meltagun Multi-Melta Thermal Lance Vos Pattern Ultimo Zepherus Beamer
IH 113 VR R VR VR
IH 174 IH 174 IH 174 ITS 116
VR
IH 134 IH 134 IH 174 IH 174
Plasma Weapons Kronos Pistol – Basic - Max Mk III Sunfury Plasma Blaster Plasma Gun Plasma Cannon - Max Plasma Pistol Ryza “Wraith” Pistol
VR VR VR
IH 174 IH 174
VR
ITS 116
C A
IH 176 IH 176
R
IH 176
A
IH 176 IH 176
S
IH 176
Grenades Blind Grenade Choke Gas Grenade Egerian Geode Fire Bomb Frag Grenade Frag Missile Hallucinogen Grenade Inferno Grenade Krak Grenade Krak Missile Mark III FG Grenade Nail Bomb Photo Flash Grenade Stun Grenade Xeno Filament
26/18/18
5
30/20/8 36/20/10
2 4
36/16/4 36/12/4 50/10 25/25/25 22/10/6
6 6 10 0 0 0
40/20
8
To Throw Grenade – Test Dex+ Primitive Throw (or Dex), or Combat Score, if made with 3+ successes – goes where Wanted – else randomise location or ignore (GMs choice) Damage is caused at ground zero/ within 3yds/ within 5yds
Shock – Con x2 (or Muscle) – (2 + Success lvls) or Knocked out
RT 126
All Plasma Weapons overheat on a natural 1 when fired, inflicting ½ base damage on the firer.
Flame Weapons
ROF
Dam
Pen
Clip
Anoxis Burst Flamer Destroyer Pistol Exterminator Flamer Gas Torch Hand Flamer Heavy Flamer Stingray Micro Rifle Tox Spray Voss Pattern Flamer
1 1 1 1 1 1 1 1 1 1
8 18 /6 a turn 12/ 3 a turn 15 /5 a turn 12/ 4 a turn
0 2 1 3 2 2 4 2 0 2
1 5 1 3 10 2 10 4 3 3
30/10 turn 15 20 / 6 turn
Notes
Roll to hit all in template Roll to hit all in small template One Shot attachment to Basic Weapon, template Roll to hit all in template Roll to hit all in template, bulky canisters Roll to hit all in small template Roll to hit all in large template Roll to hit all in template Roll to hit all in template
A
S VR S S R S S A VR VR
Ref
IH 160 IH 111
IH 111 IH 171 IH 161 IH 111 IH 172
Flame weapons can be fuelled with purest consecrated promethium – ignores Daemonic armour and inflicts double damage on them. Very Rare Exotic Weapons
ROF
Aegis Redback Webber Conversion Beamer Crux Beam Gun Eldar Distortion Cannon Eldar Firepike Eldar Long Rifle Fedrid Razor Disk Galvian Needler Graviton Gun Hrud Fusil Hypo Pistol Kroot Rifle Liquifier Gun Needle Pistol Needle Rifle Neuro-disrupter Ogryn Ripper Gun Rad-Cleanser Shard Pistol Shard Rifle Shock Blaster
1 1 1-3 1 1 1 1 1 1 1 1 1-2 1 1 1 1 B 1 1 1-3 1
Shoota Shuriken Catapult
1, B 1-3, B 1-3 B 1 1 1 1 1-3 B 1-3 1 1 1 1 1
Shuriken Pistol Shuriken Cannon Shrieker round Snazzgun Scaly Scatter Cannon Scaly Spear Gun Splinter Pistol Splinter Rifle Slugga Terrorfex Valox Thunderclap Web Pistol Webber Widower Dart Caster
Dam
Pen
Clip
* 25 * 42 25 Str x 3 8 NA 25 5 15 14 10 15 NA 25 24 14 16 16
0 All 6 All 8 8 2 0 All 4 2 1 8 0 0 All 2 7 0 0 4
4 20 25 UL 25 10 1 7 3 1 3 6 8 6 6 UL 50 20 20 40 7
18 18
2 6
30 100
16 24 20 D10x3 30/18 36 16 19 16 16 2x Str
5 7 5 D10 2 5 3 4 0 D10 0 0 0 4
40 500
16
20 1 1 100 200 18 1 1 1 1 1
Notes
A
Ref
Roll to hit all in template Base damage is equal to targets (Con + AV) x5.
R VR X X X X A
IH 110
If hit and not dodged, target is transported to Warp +4 Bonus to shots made Makes low humming noise Bought with rig to make it easily concealed, Poisoned Each hit reduces Dex by 2+ success levels for 2D6 rounds Plasma Weapon Drug or Poison Can be used as a Axe in Melee Roll to hit all in template Can have Poison Can have Poison Confusion – Must roll INT (x2) vs 16 or unable to act Strength 6+ to use, +2 bonus to shots within 5 yds Proscribed, causes radioactive contamination
Shock – Con x2 (or Muscle) – (5 + Success lvls) or Knocked out, -1 penalty to shots made, Ork Tech
Poisoned (strength 20) or die -2 penalty to shot, Ork Tech, Overheats Damage spread as grenade Requires Strength 6+ Poisoned (strength 12), counts as mastercrafted knife Poisoned (strength 12), counts as mastercrafted spear -1 penalty to shots made, Ork Tech Roll to hit all in small template, Poison (strength 16) or die Returns to hand on successful Agility(x2) –3 test Roll to hit all in small template Roll to hit all in template +1 bonus to shots made, can be poisoned
AM X S X X R R VR U AM X X AM
RT 127
IH 93 IH 110 IH 132 Inq IH 110 RT 128 DEC61
IH 133 CA 87 CA 87 IH 133
X X
CA 102 RT 128
X X X X R R X X X X
RT 128
U U R
CA 102 N N PtU 89 PtU 89 CA 102 PtU 89 IH 94
IH 110
Jokaero Digital weapons – can be made into rings or other equally small objects – counts as a normal weapon of its type (with one shot, recharges over an hour) - Needle Pistol, Las Pistol or Hand Flamer. All types are Rare
Armour (Poor quality armour: –1 to Dex based rolls, Good quality armour: +1 to Armour Value (AV)) Armour Type AV Loc Notes A Ref Acreage Silkmail Astartes Artificer Armour Astartes Power Armour Astartes Scout Armour Astartes Terminator Armour Banded Armour Beast Furs Boarding Armour Bone Armour Carapace Armour Chain Mail Combat Carapace Delphis Mark II “Ironclad” Power Armour Dragon Scale Drop Trooper Armour
9 (*) 18 16 Varies 25 6(*) 3 (*) 6 4 (*) 8 8 (*) 8 14
Arms, Body, Legs All All Arms, Body, Legs All Arms, Body, Legs Arms, Body, All Arms, Body, Legs Body, Head All All All
16 8
All Body, Head,
Environmental Body Glove
+1
All
Fedrid Braid Cloak
+1(*)
Body
Flak Armour (I. Guard) Flexsteel Suit Flak Great Coat Gang Leathers Glavian Piloting Suit Grox Hides Hardened Body Glove Heavy Plate Armour Hydraphur Judge Armour Lidhl Light Power Armour Mesh Armour
6 7 6 3 (*) 4 (*) 4 (*) 4 12 (*) 8 10 8
Arms, Body Arms, Body, Legs Arms, Body, Legs Arms, Body, Legs All, Head 7 (*) Arms, Body Arms, Body, Legs All All All All
Monrass Scale Power Armour Scrag Furs Spyrer Suit - Jakara Spyrer Suit - Malcadon
4 (*) 12 3 (*) 8 8
Arms, Body, Legs All Body All All
Spyrer Suit - Orrus Spyrer Suit - Yeld
12 7
All All
SynSkin
3
All
Thermal “Frost” Armour Vindicare Stealth Suit Void Suit (Selenite pattern) Volcanis Shroud Wind Armour Windrider Carapace
5 6 6 4 10 9
All All All All All Body
Dark Eldar Ghostplate
12
All
Eldar Guardian Eldar Holo-Suit - Dathedi
10 6
All All
Ork ‘Eavy Armour Ork Mega Armour Squat Exo-Armour Tau Fire Warrior armour
8 Varies 22 10 12 LA
Arms, Body, All All All
Light and comfortable Requires Black Carapace or special bodyglove/harness Requires Black Carapace or special bodyglove/harness AV – Body 9, Arms and Legs 6, Full Environmental, Targeter, teleport homer, comms Ignore Pen of primitive weapons -1 Dex, Photo-visor, respirator,
Comm-bead, photo-visor, respirator, -2 to Dex, May not dodge or use Acrobatics +1 Strength, photo-visor, respirator, Includes pressure helmet with Comms, lined jumpsuit and grav shute, May be worn under armour, Comm-bead, photo-contacts, re-breather, May be worn over armour, +2 bonus to stealth rolls in jungle or forests +2 AV vs grenades +2 AV vs grenades Void resistant, re-breather, comms, targeter Can have hood, Stealth features - +3 to Stealth Rolls Micro-bead, Photo Visor, Vox, Stab light,
R AA AA AA AA R A S A U U U VR
IH 126 ITS 130
AM S
IH 137 IA4 112
R
IH 150
U
IH 102
S VR A C R C R S S VR U
IH 101
IH 100 DH145 IH 164 IH 100
ITS 130 IH 181
DH145 IH 125 IH 100 A 143 IH 181
Flame, Melta and Plasma weapons halve PEN against Full Environmental protection, Comms, Vox, Stinking +1 Dex, Respirator, Photo Contacts, Comms +1 Dex, +3 to Climbing and similar tests, Respirator, Photo Contacts, Comms +1 Strength, Respirator, Photo Contacts, Comms Wings, +2 to Stealth rolls Respirator, Photo Contacts, Comms +2 bonus to Stealth Checks, invisible to infrared goggles, photo visors/contacts +15 AV vs flame weapons or fire, Respirator, +5 to Stealth checks -1 Dex, grapnel, impellor, photo-visor, vox, AV x2 vs Fire, acid, -1 Dex, photovisor and vox, -2 Dex, Air tanks, photo-visor, vox, Savage looking but comfortable
VR VR C VR VR
IH 100
VR
N N
VR
DH147
R OA
ITS 130
A R S
IH IH 125 IH 151 IH 181
Minor forcefield always provides 2AP regardless of Penetration, full environmental, Comms, Full Environmental protection, Comms -5 to be hit, Stealth +3, Fear –3,
X
DEC62
X X
WC191
Ork Tech, AV- Head 6, Body 18, Arms and Legs 10, Ork Tech, Full Environmental protection, Comms, Targeter, Helmet contains Comms, night vision, rangerfinder, left shoulder pad is more armoured AV12
X X X X
IH 101 N N
Xenos Armour
CA 103 WC173
Shields Buckler Combat Shield Guard Shield Naval Shield Tower Shield Sepherin Mirror Shield Storm Shield Suppression Shield
10(*) 25 8 12 15(*) 15
+1 to Parry Rolls, +2 to Parry Rolls, Power Field, Used as portable cover +1 to Parry Rolls +3 to Parry Rolls, +2 to Parry Rolls, If hit by laser weapon may reflect back with attack equal to parry as a free action. +2 to Parry Rolls, Power Field +3 to Parry Rolls, Shock
50 15
Energy Fields Amulet of Warding
4D10
All
Conversion Field Displacer Field
3D10
All All
-
All
2D10 3D10
All All
Null Blocker Refractor Field Rosarius
Ignore weapons Penetration , only one may be active at any time When active, -2 to stealth tests, all three ones shorts out for 1D10 rnds, roll a D10 on a roll of 1 – burned out If blocks 12+ pts of damage treat as a Photon Flash 50% chance + damage to teleport D10 yards away, 96-00 always fails, +5 to all tests to resist direct psychic attacks on the wearer. When active, -2 to stealth tests If blocks 12+ pts of damage treat as a Photon Flash
C AA A A S VR
IH 180 IH 163 IH 99 IH 97
AA U
AM
IH 137
VR VR VR
A 145
VR R
IH 181 IH 189
(*) 1/2 AV (rounded down) versus non-primitive weapons Shields – Provide a bonus to parry attempts and an armour value – however if damage inflicted exceeds the Armour value of the shield, it may be destroyed. Roll D10 if this is over the amount by which the attack exceeded the protection value it survives. Pentagrammic Wards – any Daemon within 5 yds halves all their characteristics and skills. Hexagrammic Wards – Any psychic attack is resisted with double the warded characters Will and against any direct psychic attack it provides D10 (x3) armour.
We are are at war with forces too terrible to comprehend. We cannot afford mercy for any of its victims too weak to take the correct course. Mercy destroys us; it weakens us and saps our resolve. Put aside all such thoughts. They are not worthy of inquisitors inin the service of Our Emperor. Praise his name for in our resolve we only reflect his purpose of will.” Inquisitor Inquisitor Enoch Castigation’s on the Last Days
Equipment Adeptus Arbites Identity Cogitator (Dark Reign): This book sized device stores and processes information on suspects and criminals on many worlds including fingerprints, DNA and retinal data on those who have been in arbites custody. The device must be updated for each world and not all worlds hold such records, Scarce Aerial Pinions (IH 152): webbed body harness festooned with articulated blades, allows flight, Scarce-Rare, Almanac Astrae Divinitus (RT 143), Tech device for cataloguing celestial phenomena, +1 bonus to relevant Knowledge or Piloting tests Aquila Magnificus (ITS 135): 10m high beacon to alert passing Ministorum vessels, Very Rare, Arms Coffer (RT 143): Long case for weapons with quick release compartments, Average, Auspex/Scanner (DH 150): +4 to Perception tests and may make Tech test to scan for bio-signs etc, 50m, Scarce, Auto-Quill (DH 150): Scribing device to copy text, Scarce, Axe-Rake (IH 126): +2 Climb tests, counts as a axe in combat (though with –1 penalty to parry attempts), Plentiful, Back Banner: Usually mounted on ornate poles that are connected o the armour of the bearer, the display symbols of Faith and/or allegiance, Average Beetle Tent (IH 152): Collapsible bio-dome, lightly armoured (AV 8, Primit ive) sleeps 3-6, Common-Scarce, Bloodlock Bolt (ITS 135): Chest with integral Stasis field, unlocked by blood of user, Very Rare, Blush (Drink) (ITS 133): As the drinker becomes more inebriated he or she glows, Rare, Caged Songbird (ITS 139): Tiny mechanical birds that are a source of both amusement and alert to the breach of a Gellar Field, Very Rare, Calculance Array, (RT 144), Noisy man sized rack of cogitators, Scarce, Calixis Survival Kit (IH 152): Average, Cameleoline Cloak (DH 146): +3 to Stealth checks (only vs visual Perception), Rare Camp Warders (IH 152): 6 Techno-arcane clockwork scorpions linked to a screamer, Rare, Cartograph (DW 174): Specialised data slate on a planet – geographical and navigational – included holo-projector, Rare, Cast Spray (IH 184): forms a tough rigid cast over broken limbs, Scarce, Carnifex (40K Comp28), Solid, spring-loaded piston of metal – used to give the Emperor’s Peace when the patient is beyond medical assistance, Common, Clip Harness / Drop Harness (DH 147): + 4 to Climb tests, Common, Cognomen (IH 126): Hivers identity card, Plentiful, Combi-Tool (DH 150): +2 to Technomancy tests, Rare, Data-Slate (DH 150): Hand-held device to store and transfer information, Common, Data Wurm (Dark Reign): A small segmented metal cylinder as large a needle and equipped with a ti ny Suspensor Unit, a simple auspex to locate data storage systems. It contains a coded Vox-Caster to transmit data and a Electrograft to hack into a data stream, Rare. Det-Tape- General-purpose detonator, Uncommon, Diagnostor (RT 144): Used to detect and diagnose almost every ailment known to the Imperium, Rare, Diagnostor Helmet (DW 165): Contains upgraded sensors and readouts, +1 to any medicae tests, Very Rare Elucidator (DW 175): Hand held device to translate speech or text, Very Rare, Evaporator Unit (IA3, p80), Tau tech, Provides emergency level of water in desert like conditions, Very Rare, Excruciator Kit (DH 150): When used gain +3 to interrogation tests again victim, Rare Filtration Plugs (DH 147): Common, Flak Spray (ITS 135): When sprayed onto clothing (not armour) acts as flak armour for 3D10 rounds, Very Rare, Forearm Weapon Mount (RT 133): Single basic weapon to be mounted along an arm, allowing free use of both hands, Scarce, Forgery Kit (IH 126): Tools and materials, +2 to Crime attempts to copy and forge documents, Scarce, Glo-Slugs of Dusk (IH 103): Carnivorous phosphorescent slug – useful if no power or null-fields, Rare Glow-Globe /Lamp (DH 150): Abundant , Grapplehawk (RT 144): Cyber familiar in the shape of an avian predator, Very Rare, Gravity Generator (ITS 136) huge square metal plates which can generate variable gravity, Very Rare,
Greater Icon of Passage (IH 148): Superior Opus Machina, also a multi key and adds a +2 bonus to Crime tests against advanced locks, alarms etc, AM Grenade Harness (40K Comp18), Terminator and Artificer armour can be modified to incorporate a grenade harness incorporating six one-shot grenade launchers, Scarce, Infra-Red Goggles (DH 147): Can see normally at night and +2 to visual Perception tests at night, Rare, Holo-Projector (IH 147): A feature common to Imperial briefings, Scarce, Holo Wafers (IH 127): Coin sized fealty-badges, chips or kill markers, Scarce, Hunting Musk (IH 103): Stench laden pastes - -2 to Perception tests rel ying on scent, Rare Jump Pack (IH 164): Rare, Lamp-Pack Compact lamp with limited internal power supply, hand held or can fix to bayonet lug, Common Lascutter (DH150): can cut or weld 10cm of metal a turn, Average, Lho Sticks, Addictive narcotic rolled into a compact tube and smoked, Plentiful Magboots (RT 145): Heavy bulky with electromagnets, Rare, Magnoculars (DH 150): Powerful optical device, Average, Man-portable Disruption Pod (Ext 9): -3 penalty for enemies to hit the wearer, Tau Tech, Very Rare, Mantle-Shrine (IH 127): Small portable shrine, Plentiful, Melta Gel (IH 165): Tube has enough gel to make a thin 5m line or a single Square metre, melt thoruhg most materials in about a minute, Rare Micro-bead (DH 151): Small short range vox system, Average MIU Weapon Mount (DW 156): Single ranged weapon (not heavy) can be mounted along the forearm or shoulder, allowing full use of hands, Very Rare Monrassan Capsican Trap (IH 103): Primitive landmines filled with thorns, oil and spray-burner grubs, Uncommon Multikey (DH 151): Able to open most Imperial style locks - +5 to Crime tests to open such locks, Scarce Night Cloak (RT 140): Light absorbing fabric provides +2 to Stealth checks when in the dark, Scarce, Null Box (IH 190): Portable stasis field, Very Rare, Ocular Catechizer (IH 127): +1 to research tests when examining objects, symbols and deciphering text, Scarce, Opus Machina (IH 148): Symbol of the AM, broadcasts code ciphers to proclaim wearers worth, AM PhotoVisors / Contacts (DH 147): Can see normally at night, Rare, Pict Recorder (DH 151): Media recording device, Average, Pear Voxplayer (Dark Reign): A small device which uses mini-dataslates to play music or other audio data. It comes with an earphone, and can record up to up to 60 min of audio data on each dataslate. It may be equipped with external speakers to hear the audios without using earphones. Common, Piety (Dark Reign): A Ministorum and Mechanicus sanctioned cogitator game popular amongst the nobility of Landunder, involving the manipulation of two holographic preachers and a holographic flock, Scarce, Poi-Savant (IH 153): hand held cogitator that detects poison, Rare, Polyglot Hedron (Ext 9): Tau technological marval that instantly translates and transmits one language to another, Xenos , Power Board: The combination of surfboard, a suspensor field and propulsion unit, Rare Preysense Goggles (RT140): Thermal imaging system, +2 to visual based perception tests at night, Rare, Psy-Focus (DH 151): Rare, Psy-Jammer (IH 190): +3 bonus to all tests to resist Pschic powers, can not be used by a Psyker, Very Rare Psy-Tracker (IH 190): Aetherscopes to monitor disturbances in the warp, Very Rare Re-Breather (DH 147): One hour air protects against toxic atmospheres, Scarce, Redole Re-Breather (IH 153): Bio tech gills and helmet allow a user to stay underwater indefinitely, Rare, Recoil Gloves (DH 147): May fire basic weapon one handed, Scarce, Remuneration Engine: (RT 146): Tool and symbol which can stack, count and assay currency, Very Rare, Respirator / Gas Mask (DH 147): Average, Resuscitrex Officio Medicare device incorporating devices such as fibulator, +2 to Medicare tests, Scarce, Salvation Auger (IH 127): Detects toxins and pollutants, Average, Screamers (DH 151): Small portable proximity alarm, Scarce, Sentinel Array (A 146): Highly advanced sensor back pack including moti on tracker, heat sensors sending info via cranial plug or MIU interface directly into the users brain, Very Rare Shade-Servitor (IH 153): Small, hovering fans and parasols, solar powered, Rare Shifting Fabric, (RT 140), Exotic clothing from the pleasure zones of the Drusus Marches, Very Rare, Shipboard Emergency Kit, (RT 146): Glowstick, power cell, ration pack, vox, air bottle, anti-rad tablets, hull sealent spray gel, Co mmon, Slip Suit (ITS 133): Leathery suit with a near frictionless surface, -4 to all attempts to grapple the wearer, Very Rare,
Slither Boots (IH 151): Designed to resist hostile environments and maintain grip, +2 to Dex tests t o keep footing, +8 AV vs acids (legs only), Rare Sky Eye (IH 153): tiny scout hover sphere, 15km range Very Rare, Spark Rocks (IH 104): Small white crystals that work like flint + steel even when wet, Common, Strait-Cape (ITS 138): Memory wire confinement cloak for use in restraining prisoners, Scarce, Stummer (DH 151): Small device that cancels out ambient sounds, +4 to Stealth Checks for 20 mins, Scarce, Survival Suit (RT 140): Plentiful, Thermal Gloves (IH 154): Slender, sturdy gauntlets with warming circuitry, +1 bonus to Technomancy tests to power up generators, data slates etc, Scarce , Toxin Wand (IH 184): Detects poisons and recommends appropriate counter agents, Scarce, Venom Ring (RT 147): Contains a small reservoir of poison, Very Rare, Volgite Gloom Eye (IH 128): Globes of luminescent waste, shed same light as a candle, Scarce, Volonx Skem Net (UH 103): 6 metre square poisonous net, Rare Vox-Caster (DH 151): Powerful, usually backpack carried communications gear, Scarce, Vox-Phonograph (IH 128): Bulky table top music player, Average, Vox-Thief (IH 128): Pick-up, store and analyse vox and data transmissions, Rare, Wyrm Pattern Wall Breacher (Dark Reign): This miracle of the Omnissiah excels at punching through intervening walls, making it popular among investigators, Arbites, and those few criminals rich enough to acquire one. The Wyrm consists of a long (Approx. 1m) firing tower and 4 bracing legs. The firing tower is placed against a wall and the four bracing legs use their adamantine claws to lock the Wyrm into the wall. When the Wyrm is triggered, the charge, now ensconced inside the wall, explodes, blasting a lar ge hole. Rare,
Drugs Gland dispensers ignore negative effects if can make a Con test (x2) vs 15, Attention Spanner (ITS 134) User focuses on one subject, Will test when taken – if passed +2 bonus to know test test related to one subject. If failed, fixates on wrong thing and suffers –2 penalty to all actions, Very Rare, Barrage - +4 to Str, Con and Dex but loose 1 from all Characteristics permanently every minute (12 turns) (Injector) Dryas (IH 154): Assists in surviving in dry environments, each does lasts 3 days, -1 to all Strength and Perception tests and –3 to all Influence tests Juvenat – Anti-ageing serum, Rare, Musk Spirit Tonic - +2 to all Fear tests and –2 to Intelligence tests for 1D6 hours, (Drink) Night Dust -3 to all tests, initial hallucinations followed by deep feverish slumber, ( Incense or drunk) Psychon - +2 Str and +2 Dex but become Frenzied in combat must make appropriate Will test to avoid continuing attacking once enemies defeated / slain. (Inhaler, Gland) Rainbow (IH 184), Broad spectrum serum, immune booster and sedative, Re-roll any failed poison or disease checks with +1 bonus, inflicts D10 life points unless Constitution test made, Rare Reflex – Gains Fast Reaction Time but suffers –2 Will for D10 Minutes. (All) Slam- +2 Strength, +2 Constitution for 1D10 rounds, then –1 to Strength and Constitution, ‘Slaught - +D3 Dex, -1 to all mental characteristics for D10 mins, after use roll D10, on a 1 loose 1pt from a mental Characteristic of GMs choice (Inhaler, Injector) Spook - +2 Will and generates random psychic power (still subject to rules regarding Perils of t he Warp) Spur – Roll D6 – 1-2: +3 Str, 3-4: +3 Con, 5-6: +3 Dex, Con(x2) test vs 15 or take boosted stat in damage (each turn) (Injector, Gland) Torpor (IH 194): Lasts D10 minutes minus Constitution, reduce Will by 5 and must take a Will test to perform any actions Gunsights (p91) Ranger finder, Laser Sight and Motion Predictor – any of these add +1 to hit with the attached missile weapon, Scarce, A Targeter provides a +2 to hit with the attached missile weapon or with all missile weapons if part of armour , headgear etc, Rare, Very Rare for integrated system,
Cybernetics Many in the Imperium have cybernetic replacement or upgrades to better undertake their roles or to repair injuries sustained in combat. Some are transformed into near mindless servitors whilst the Tech Priests of the Adeptus Mechanics upgrade their bodies throughout their extended lives. The differing levels of technology mean that the quality and appearance of these augmentations varies massively. Those outside the Cult of Mars need to obtain Cybernetics in the usual way, characters within the Mechanicus are either assigned or prove worthy of holy augmentation. This is represented by the Blessing Attribute and helps measure their worthiness in the eyes of the Omnissiah and the Priests peers/rivals within the Cult of Mars. Bionic Replacement Limbs: Operate at the same level of strength and dexterity as the ori ginal body part, Scarce, (0) Superior Replacement Limbs: +1 Strength when using that limb , Rare (1/2 per limb) Bionic Locomotion: Provides equivalent speed and agility as original organics, Scarce , (0) Superior Bionic Locomotion: +1 to Acrobatics tests , Rare (1/2) Concealed Weapon Bionic: (IH 138), Pistol or short 1HD melee weapon, Rare, (1/2) Mining Helot Augmetic: (IH 139), Extra limb with a breaching drill, implanted muscle and skeletal reinforcement, +2 to Strength, +1 to Constitution, -1 to Dexterity, Process usually inflicts 1d10 Insanity points, Scarce, (1/2) Scribe-Tines One hand and lower arm replaced with delicate writing tools, Scarce , (0) Mechadendrites (cost is per Mechadendrite) Servants of the Cult of Mars are almost inevitable enhanced by mechadendrites – a variety of flexible artificial limbs. Unless otherwise noted, the user treats them in all ways as part of their body. Ballistic: 2 metre limb ending in a standard laspistol or equivalent, AM , (1/2) Medicae: 2 metre limb equipped with a variety of injectors, chainscapel and flesh staplers. Grants a +1 to all medicae tests, AM, (1) Manipulator 1.5m limb tipped with 2 sets of pincers, +2 to Strength when using this limb, but –4 penalty to t ests when attempting precise tasks, treat as a Club if used in melee. AM (1/2) Optical: 3 metre delicate and highly flexible limb which grants a +1 to all perception based tests. Includes multicoloured light, infrared torch and telescopic sight. Often sternum mounted, AM (1/2) Plasma Cutter (A 147), heavy industrial cutting device, may be used as Plasma pistol with a successful technomancy test, AM (1/2) Servo-Arm (A 147) huge shoulder mounted version of the manipulator mechadendrite extending up to 1.5metres and ending in both gripping and crushing pincers. When properly braced (takes 1 turn) may triple Strength for purposes of lifting. May use as a weapon (with a –2 penalty) and treat as Club but at double Strength. AM (1) Servo-Harness Integration (DW 125): Implanted systems allowing a servo arm to be connected and operated by the bearer, AM/AA (2) Utility 2 metre limb housing a variety of tools granting a +2 bonus to all Technomancy tests, AM (1/2) Autosanguine, Enhanced healing ability through the Omnissiah’s blessing , add +2 to Constitution when calculating life points regained through healing, Rare, (1/2) Bionic Heart: +2 AV (stacks with any worn armour) to body, Rare (1/2) Bionic Respiratory System: Mimics human lungs and respiratory system, +1 to all tests versus airborne poisons, Scarce (1/2) Chem Gland: One of 3 pre-selected drugs can be glanded at will, Very Rare (2) Electoo: Metal skin grafts which appear to be energised tattoos to the uninitiated, may be used to identify servants of the Cult of Mars as well as allow the emission or siphoning of energy, AM (0) Electoo–Superior: The bearer of this enhanced graft can channel energy as a weapon, the most renowned practitioners being the Electro-Priests. Hands and mechandrites count as a shock weapon in hand to hand combat (teat as shock staff). AM (2) Electoo-Prime: The pinnacle of the art of the Electoo, the prime gives the bearer increased power in hand to hand combat (treat as a lightning gauntlet) and also the ability to project energy at range (treat as a shock blaster). AM (4) Gastral Bionics (ITS 140): allows digestion of most organic material and gives a +2 bonus versus poisons and toxins, Scarce (1/2) Hermetic Infusion, (IH 138): Blood replaced with serum, +2 Bonus vs toxins and disease, 1 Level of Hard to Kill, AM (1/2)
Superior Hermetic Infusion, (IH 138): Serum enhanced with Homunculitic machines, +3 Bonus vs toxins and disease, 3 Levels of Hard to Kill, Regeneration at Con/2 per hour –which stacks with autosanguine, AM, (2) Injector Rig (IH 138), 10 doses of up to 4 drugs can be injected, takes 1 action to perform, Scarce , (1/2) Respiratory Filter Implant, Rare (1) Respirator Unit: Bulky and obvious tubes, wires, voxgrills and other augmetics which often replace much of the the upper body and face. Includes Vox-synthesiser, AM, (0) Synthetic Muscle Grafts, +1 Strength OR +3 Strength and -1 Dexterity, Rare (1) Vitae Supplacement (IH140): Emergency life support lasting for up to Constitution hours, Rare, (1/2) Volitor Implant, Rare Vox Implant, Scarce (1/2) Auger Arrays: Provides in built auspex, Rare (1) Baleful Eye Hellpistol equivalent, max 1 shot per round, AM , (2) Cybernetic Senses Provides the appropriate Acute Senses Quality, Rare (1) Calculus Logi Upgrade, Very Rare Cortex Implant, replaces damaged brain as a Servitor, Very Rare (0) Superior Cortex Implant, +2 Intelligence, AM , (4) Cranial Plug: Installed into the skull allows direct connection to devices normally accessed by MIU, Scarce (0) Electo-graft: Allows direct interface with machine data ports and data nets – varied forms including skull shunts, finger probes and spine jacks, AM, (0) Internal Gyroscope: The pilot is never disoriented by spins, g-forces or falls and receives a +1 bonus to all acrobatics tests, Very Rare, (1/2) Locator Matrix, Rare (0) Memorance Implant, Provides the Photographic Memory Quality, Rare (1/2) Mind Impulse Unit (MIU) Sense-link to interface and operate with machines, +1 to all tests when using devices capable of MIU link, Rare (1) MIU Weapon interface Rare (1) Orthoproxy (DW 123): If to subjected mind control or interrogation attempts, a liturgical circuit implanted within the skull allows the victim to focus on prayers. Grants Resistance (Mind Control and Pain) at level 2, Rare (1/2) Pain Ward (ITS 140): Grants the Resistance (Pain) Quality at level 3, Rare, (1/2) Tears of the Dragon (IH 148): Mem virus to remove fear, Will Test (vs 12) or suffer 1D10+10 Insanity Points, gains Nerves of Steel, Very Rare, (2) Vehicle Interface Circuitry - Standard, (IH 140), +1 bonus to all piloting tests, Perception + Piloting test to assess vehicles status, Rare, (1) Glavian Vehicle Interface Bio-Circuitry: Silver in-laid bio-circuitry is laced throughout the pilot’s skin and nervous system. +2 bonus to all piloting tests, Perception + Piloting test to assess vehicles status, Fast Reaction Time, Anyone with this implant suffers double damage from any electrical attack. AM/Glavian Pilot Academy, (3) Blackbone Bracing (ITS 141): +1 AV to arms and body, +2 bonus to damage inflicted in close combat by hands and arms, Very Rare, (1/2), Cranial Armour Scarce (1/2) Subskin Armour +4 AV to body, arms and legs, obvious and bulky, Very Rare (1/2) Void Skin Scarce (1)
Opponents Quick sheets – these give a basic set of statistics and abilities for potential opponents of the players. Note that the scores are the “roll totals” of these characters. Whenever Cast members need to fight or outwit these characters, they need to beat the Ability Score (Muscle/Brains/Combat)– no dice are rolled for them. Named or significant enemies can be generated and run as per player characters – ie making skill tests in the same way – usually rolling D10 + Skill + attribute. Attributes: The basic attributes, In is the rolled Initiative score for the Creature. Muscle: Used for contests of strength, breaking free from grapples and situations requiring brute force. Combat: Value of the attacks and defence actions of the opponent. Brains: This represents the mental and perceptive abilities of the creature – be that spotting enemies or resisting magical or psychic abilities. Life Points: How much damage the critter can take before being knocked unconscious or dead. Drama Points: More potent opponents have one or more drama points to make sure they can land a blow or two. Special Abilities: Any unique or unusual powers are then listed – normally these would work in the same way as player Qualities or Drawbacks. The Fear Quality is treated as a negative modifier to Fear Tests AV: any armour – either natural or worn, this is the Armour Value for the opponent, unless otherwise noted this value is the same for all locations. Combat Manoeuvres: are transcribed as – Name, Score, Damage inflicted, special rules Ambull First recorded on Luthur McIntyre IX, Ambulls can be found throughout human space, partially due to disastrous attempts at domestication. Strength: 7, Dexterity: 3, Constitution: 8, Intelligence: 1, Perception: 4, Willpower: 2, In: 9 Muscle: 20, Combat: 12, Brains: 10, Life Points: 82, Drama: 0, Fear -1, Hard to Kill: 4, Bite 14, 31, Pen 4, Charge 20, 14, Resist Muscle Score or be knocked down Dodge 12 Defence Action Huge Claws 12, 36, Pen 6, Adeptus Astartes (Tactical Marine – Codex Chapter, in Power Armour) A battle brother of the Adeptus Astartes is a champion of humanity, a hero of a hundred campaigns. To be a Space Marine is the gravest responsibility with often only a violent end in the dark of space the reward a li fetime of service. Strength: 8, Dexterity: 6, Constitution: 6, Intelligence: 3, Perception: 5, Willpower: 5, In: 17 Muscle: 22, Combat: 18, Brains: 14, Life Points: 77, Drama: 1, Fear -2, Hard to Kill: 5, AV 16, Boltgun 18 36 Pen 5 Boltpistol 18 30 Pen 5 Combat Knife 18 27, Pen 4, Dodge 18 Defence Action Grapple 20 Kick 17 25 Pen 3 Punch 18 21 Pen 2 Takedown 22 13 Knocks Target down Catachan Devil Ferocious creatures found on the Death World of Catachan – they can reach up to thirty metres in length with male Devils often having grossly enlarged akin to fiddler crabs of Terra. Their size and power coupled with a poisoned scorpion like tail and stinging feeder tendrils make them formidable predators. Small Strength: 7, Dexterity: 5, Constitution: 8, Intelligence: 1, Perception: 4, Willpower: 3, In: 11 Medium Strength: 8, Dexterity: 4, Constitution: 10, Intelligence: 1, Perception: 4, Willpower: 3, In: 10 Large Strength: 10, Dexterity: 3, Constitution: 10, Intelligence: 1, Perception: 4, Willpower: 4, In: 9 Muscle: 20/24/26, Combat: 14, Brains: 10, Life Points: 88/100/150, Drama: 1, Fear –3, Hard to Kill: 6, AV 6 Bite 16, 31/40/50 Pen 4/5/6, Charge 20/24/26, 18/22/30 Resist Muscle Score or be knocked down Huge Sting 14, 30, Pen 6, Poison
Crotalid A large crocodile like carnivore which may have originated on the Lost Hope Death World. Crotalids are prolific and quickly dominate any area they inhabit but when populations reach a critical density, they are able to make a collective warp jump. Strength: 5, Dexterity: 3, Constitution: 7, Intelligence: 1, Perception: 3, Willpower: 4, In: 9 Muscle: 16, Combat: 12, Brains: 10, Life Points: 58, Drama: 0, AV 3, Fear –1, Bite 14 25 Pen 4 Tail Lash 12 26 Resist Muscle Score or be knocked down Cthellean Cudbear A vicious carnivore originating from the Cthelle Death World. Cudbears, naturally inhabiting cool woodland and mountains, are highly territorial and think nothing of attacking even large numbers of well-armed Troops. Strength: 7, Dexterity: 4, Constitution: 8, Intelligence: 1, Perception: 4, Willpower: 3, In: 10 Muscle: 20, Combat: 11, Brains: 10, Life Points: 82, Drama: 1, Hard to Kill: 4, AV 1, Fear –1, Bite 13 30 Pen 2, Must Grapple first Grapple 13 Next turn may Bite and Hug Hug 18 45 Pen 4, Must Grapple first, Daemons Denizens of the warp are able, for brief periods to manifest in real space, but even these extrusions are only partially subject to the rules of the material world. Any armour worn or natural ignores all penetration values of weapons used against them. Bloodletter The foot soldiers of the Blood God Khorne, Bloodletters appear as thin, blood drenched monstrosities bearing brass blades. They are extremely powerful combatants and have no fear of death or injury. Strength: 7, Dexterity: 5, Constitution: 5, Intelligence: 3, Perception: 4, Willpower: 5, In: 11 Muscle: 20, Combat: 16, Brains: 13, Life Points: 71, Drama: 0, Fear: -3, Hard to Kill: 5, AV 8 Berserker, Bite 16 16 Pen 2, Must Grapple first Grapple 18 Hellblade 18 32 Pen 8, Power Field, Parry 16 Defence Action Daemonette The opposite numbers of the Bloodletters, Daemonettes are the most commonly encountered daemonic minions of the Chaos God Slaanesh. They have a disturbing attractive aura, despite the i nhumanity of one or more clawed arms. Strength: 5, Dexterity: 7, Constitution: 5, Intelligence: 3, Perception: 4, Willpower: 7, In: Muscle: 16, Combat: 18, Brains: 13, Life Points: 59, Drama: 0, Fear: -3, Hard to Kill: 3, AV 3 Bite 16 16 Pen 2, Must Grapple first Dodge 18 Pincers 18 35 Pen 3, Grapple 20 -
Eldar All Eldar have the Qualities – Acute Senses (+2 to Perception tests) and Fast Reaction Time (included below) Aspect Warriors Most Eldar will travel along the Path of the warrior at some time in their long lives. The Path of the warrior is unique in that there are many aspects to it, each representing a different facet of the God of War, Kaela Mensha Khaine. The warriors are trained in the particular Aspect Shrine by the Exarchs and hone their bodies and minds, ready for any call to war. Eldar Aspect Warriors inspire Fear-1 against opponents, with an Exarch generating Fear -2, Eldar Aspect Warrior – Dark Reaper The most heavily armoured of all the Aspect Warriors which helps provide stability for their deadly reaper missile launchers. Strength: 4, Dexterity: 6, Constitution: 3, Intelligence: 3, Perception: 5, Willpower: 4, In: 15 Exarch Strength: 5, Dexterity: 8, Constitution: 4, Intelligence: 3, Perception: 5, Willpower: 5, In: 15 Muscle: 14/16, Combat:18/ 20, Brains: 16, Life Points: 41/47, Drama: 0/3, Hard to Kill 1/3, AV 17 /18 Dodge 17/19 Defence Action Missile Launcher 19/21 60 Pen 10 Shard Missile 19/21 30/20/15 Pen 2 Power Blade 17/19 21/26 Pen 5, Shuriken Pistol 18/20 21 Pen 5, 1-3 shots Eldar Aspect Warrior – Howling Banshee Swift and highly mobile assault troops, Howling Banshee Aspect Warriors are predominately female and derive their name from their masks, which contain a pscyhosonic amplifier. Strength: 4, Dexterity: 7, Constitution: 3, Intelligence: 3, Perception: 5, Willpower: 4, In: 18 Exarch Strength: 4, Dexterity: 8, Constitution: 4, Intelligence: 3, Perception: 5, Willpower: 5, In: 19 Muscle: 14, Combat: 17/20, Brains: 16, Life Points: 41/47, Drama: 0/3, Hard to Kil l 1/3, AV 14/16 Power Sword 18/21 36 Pen 6, Master Crafted, Decapitate 13/16 (33) Pen 6, x5 damage that penetrates Dodge 17/20 Defence Action Parry 18/22 Defence Action Shuriken Pistol 17/20 21 Pen 5, 1-3 shots Whirling Sword - / 16 34 Exarch only, Attacks and parries all in range once. Eldar Aspect Warrior – Striking Scorpion Powerful close combat specialists the String Scorpion Aspect is notable that its founder, Arhra, was lost to the Eldar race and later thought to have created the Incubi of their dark kin as a mocking reflection. Strength: 5, Dexterity: 6, Constitution: 3, Intelligence: 3, Perception: 5, Willpower: 4, In: 17 Exarch Strength: 5, Dexterity: 8, Constitution: 4, Intelligence: 3, Perception: 6, Willpower: 5, In: 18 Muscle: 16, Combat: 16/20, Brains: 16/17, Life Points: 49 / 55, Drama: 0/3, Hard to Kill: 2, AV 16/18, Chain Sword 17/21 39 Pen 2, Master Crafted Decapitate 12/16 (36) Pen 2, x5 damage that penetrates Dodge 16/20 Defence Action Parry 18/22 Defence Action Mandiblaster 16/20 25 Pen 6, Short range (5yds) Shuriken Pistol 16/20 21 Pen 5, 1-3 shots Eldar Guardian The majority of the Eldar on the craftworlds are not currently Aspect Warriors but are still trained to fight as Guardian troops in the Eldar armies. Some will have been Aspect Warriors in the past and draw upon these experiences to act as officers. Strength: 2, Dexterity: 4, Constitution: 2, Intelligence: 3, Perception: 3, Willpower: 3, In: 15 Muscle: 10, Combat: 12, Brains: 14, Life Points: 26, Drama: 0, AV 10 Shuriken Catapult 12 19 Pen 6, 1-3 shots or Burst Shuriken Pistol 12 16 Pen 5, 1-3 Shots Dodge 12 Defence Action
Eldar Ranger Eldar Scouts do not travel along the main Eldar Path and are Outcasts, though they remain loyal to their Craftworlds and will aid them and report upon any source of danger to their Craftworld. They can be found across the galaxy, investigating both ancient ruins and newer civilisations such as the Imperium of Man. Often they will accept missions from Seers of their home Craftworlds so they can continue to serve their people in a useful fashion. They are usually clad in cloaks and armour of Cameleoline, which serves to mask their appearance and cover their comings and goings on alien worlds. Strength: 3, Dexterity: 6, Constitution: 3, Intelligence: 3, Perception: 6, Willpower: 4, In: 17 Muscle: 12, Combat: 16, Brains: 17, Life Points: 37, Drama: 1, Hard to Kill 1, AV 8, +4 to Stealth tests, Dodge 16 Defence Action Long Rifle 20 30 Pen 8 Brain Shot 16 (29) Pen 8, x4 damage that penetrates Power Blade 17 23 Pen 6, Master Crafted, Shuriken Pistol 16 20 Pen 5, 1-3 Shots Eldar Warlock All Eldar are, to a greater or lesser extent, psychic, but utilise only the most natural and inborn of t heir gifts avoiding the possibility of contacting the Warp and the Great Enemy. Those who seek to explore further their psychic potential are drawn onto the Path of the Seer, on the Path they are taught t he use of the Eldar Runes, which provide a buffer between the Seer and the Warp. Those Seers who have already trodden the Path of the Warrior are able to manipulate their powers in battle and are able to learn the runes of battl e, bearing the potent force weapon known as a Witch Blade. These psychic warriors are known to Eldar and aliens alike as Warlocks. Strength: 3, Dexterity: 4, Constitution: 4, Intelligence: 5, Perception: 6, Willpower: 6, In: 15 Muscle: 12, Combat: 15, Brains: 18, Life Points: 48, Drama: 3, AV: 18(*), Psyker, Parry 17 Defence Action Shuriken Pistol 15 18 Pen 5, 1-3 Shots Force Staff 16 30 Pen 6, Master Crafted, Power Field Witchblade 16 34 Pen 6, Master Crafted, Power Field (*) Base AV equal to Will x 3, Ignore Pen of weapons Avatar of Khaine . The incarnation of Kaela Mensha Khaine, the Bloody Handed God arisen from his throne of Iron which resides at the heart of every craftworld to lead the Eldar to war. Strength: 15, Dexterity: 6, Constitution: 10, Intelligence: 5, Perception: 6, Willpower: 10, In: 11 Muscle: 36, Combat: 30, Brains: 18, Life Points: 180, Drama: 5, Hard to Kill 5, AV 20, Immune to any Melta, Plasma or fire based weapon or effect, ignore Pen of weapons, Fear –8, Doom that Wails 30 90 Pen 20, Power Field, Thrown 30 70 Pen 18, Power Field, Parry 30 Defence Action Powered by Conflict: The Avatar of Khaine regenerates 10 life points for every enemy warrior it slays on the field of conflict. If reduced to 0 life points it returns to the throne on the Craftworld from which it was summoned.
Blood Runs. Anger Rises. Death Wakes. War Calls.
Dark Eldar
Dark Eldar Noble Strength: 4, Dexterity: 7, Constitution: 4, Intelligence: 5, Perception: 6, Willpower: 6, In: 19 Muscle: 14, Combat: 21, Brains: 20, Life Points: 65, Drama: 4, Fear: -4, Hard to Kill 5, AV 12 (min 2) Acrobatic Dodge 21 Defence Action Blast Pistol 21 50 Pen 8, Djin Blade 25 30 Power Field, Pen 4, Sentient (Will 5) Parry 23 Defence Action Splinter Pistol 21 23 Pen 3, 1-3 Shots, Poison In hand to hand 21 18 Pen 3, Poison Power through Pain: The Dark Eldar Noble regenerates 1 life point for every sentient being he or she slays on the battlefield or tortures to death. He or she loses D10 life points every dawn to She Who Thirsts that may only be healed by the above ability.
Dark Eldar Incubi Elite warriors, the Incubi have a unique place in Dark Eldar society, aloof form the usual power struggles and rituals. Clad in highly effective armour and bearing ornate power weapons, few can stand against one of these warriors. Strength: 4, Dexterity: 6, Constitution: 4, Intelligence: 3, Perception: 5, Willpower: 5, In: 17 Muscle: 14, Combat: 20, Brains: 14, Life Points: 52, Drama: 1, Fear: -3, Hard to Kill 4, AV 16 Stealth +3, Acrobatic Dodge 20 Defence Action Klaive 22 40 Power Field, Pen 8, Parry 23 Defence Action Power through Pain: The Incubi regenerates 1 life point for every sentient being he or she’s slays on the battlefield or tortures to death. He or she loses 1 life point every dawn to She Who Thirsts that may only be healed by the above ability. Dark Eldar Kabalite Warrior Force grown in amniotic tubes mounted on the birthing walls of the haemonculi’s laboratories warriors are looked down upon by the trueborn elite. To others however, they are athletic, powerful and deadly foes, bearing arcane weapons that seldom kill quickly. Strength: 3, Dexterity: 5, Constitution: 3, Intelligence: 2, Perception: 5, Willpower: 3, In: 15 Muscle: 13, Combat: 14, Brains: 13, Life Points: 38, Drama: 1, Fear: -1, AV 10 Acrobatic Dodge 14 Defence Action Parry (with rifle) 15 Defence Action Rifle Blade Strike 15 16 Pen 3, Poison. Splinter Rifle 14 22 Burst, Poison, Power through Pain: The Kabalite regenerates 3 life points for every sentient being he or she’s slays on the battlefield or tortures to death. He or she loses 1 life point every dawn to She Who Thirsts that may only be healed by the above ability. Dark Eldar Mandrake Mysterious and feared by their kin, Mandrakes are coal-black creatures with shifting features and lank bone coloured hair. Arcane sigils of destruction are set into their oil like flesh and they are able to blend with and move inside shadows. Strength: 5, Dexterity: 6, Constitution: 4, Intelligence: 2, Perception: 7, Willpower: 5, In: 16 Muscle: 15, Combat: 17, Brains: 15, Life Points: 48, Drama: 1, Fear: -2, Hard to Kill, Stealth +5, AV 8 (Skin ignores the Penetration of weapons) Acrobatic Dodge 17 Defence Action Baleblast 18 18 Pen 6, costs 5 Life points to use Claws 17 16 Pen 1, Powerfield, Parry 17 Defence Action, Powerfield, Sickle Sword 17 25 Pen 3, Power through Pain: The Mandrake regenerates 2 life points for every sentient being he or she’s slays on the battlefield or tortures to death. He or she loses 1 life point every dawn to She Who Thirsts that may only be healed by the above ability. Creatures of Shadow: Mandrakes are vulnerable to those weapons that effect Daemons. Dark Eldar Talos Pain Engine A monstrous creation of the Haemonculi, part organic material and part arcane machinery it is match in the wrongness of its appearance for the Daemon engines of Chaos. Insect like, the Talos has great pincers and a tail with a array of vicious ranged weapons to deal with any adversary. Strength: 10, Dexterity: 4, Constitution: 8, Intelligence: 2, Perception: 5, Willpower: 6, In: 9 Muscle: 30, Combat: 17, Brains: 12, Life Points: 112, Drama: 1, Fear: -3, Hard to Kill 5, AV 16 Grapple 19 Parry 15 Defence Action Pincers 17 48 Pen 10, Splinter Cannon 17 26 Burst, Pen 5, Poison, Power through Pain: The Talos regenerates 2 life points for every sentient being it sla ys on the battlefield or tortures to death. that may only be healed by the above ability.
Dark Eldar Wych The dark city of Commorragh has many Wych Cults who have brought the art of gladiatorial combat to its apex. The Hekatarii as the cultists name themselves, are predominately female and employ a variety of specialised weapons in the pursuit of perfecting their craft. Strength: 4, Dexterity: 7, Constitution: 4, Intelligence: 3, Perception: 5, Willpower: 4, In: 18 Muscle: 14, Combat: 17, Brains: 14, Life Points: 41/47, Drama: 1, Fear: -1, Hard to Kill 1, AV 3(*) Acrobatic Dodge 19 Defence Action Crystal Gauntlets 18 20 Pen 6, grow and change size multitude of blades Parry 19 Defence Action Razorflail 17 22 Whip, Poison, -3 to be parried, Serrated Blades 18 26 Pen 4, Poison Shardnet 17 12 Entangle and Shock weapons Splinter Pistol 17 21 Pen 3, 1-3 Shots, Poison In hand to hand 17 15 Pen 3, Poison Power through Pain: The Wych regenerates 4 life points for every sentient being she slays on the battlefield or 1 life point for each sentient being she tortures to death. He or she loses 1 l ife point every dawn to She Who Thirsts that may only be healed by the above ability. Genestealer Now considered to be scout organisms for the Tryanid hive fleets, the Genestealer is one of the more insidious threats to the Imperium as they are able to implant living creatures whose offspring form cults to serve their inhuman masters. Strength: 5, Dexterity: 8, Constitution: 6, Intelligence: 2, Perception: 5, Willpower: 6, In: 19 Muscle: 16, Combat: 18, Brains: 13, Life Points: 63, Drama: 0, Fear: -3, Hard to Kill: 3, AV 6, Stealth +4, Acrobatics +4, Bite 20 12 Implant, Pen 6, Needs to Grapple first, Claws 19 30 Pen 16, Dodge 18 Defence Action Grapple 20 Grox Strength: 5, Dexterity: 3, Constitution: 7, Intelligence: 1, Perception: 3, Willpower: 2, In: 9 Muscle: 16, Combat: 13, Brains: 8, Life Points: 64, Drama: 0, Hard t o Kill: 2, AV 4, Bite 13 18 Pen 3 Charge 15 20 Resist Muscle score or be knocked down Gyrinx Whilst it resembles a large cat, the Gyrinx have an outstanding ability to empathise with other creatures, forming a mental bond with their owner which is comparable to true friendship. They are capable of understanding instructions and can communicate simple messages. Strength: 1, Dexterity: 5, Constitution: 1, Intelligence: 1(*), Perception: 6, Willpower: 4(*),In: 16 Muscle: 8, Combat: 12, Brains: 12, Life Points: 12, Drama: 1, Empathy, Claws 12 4 Bite 14 2 Dodge 12 Defence Action (*) or as Owner, Whilst within 6 yds of bonded owner, he or she receives +1 bonus to all Will tests Human Civilian Strength: 2, Dexterity: 2, Constitution: 2, Intelligence: 2, Perception: 2, Willpower: 2, In: 8 Muscle: 10, Combat: 9, Brains: 9, Life Points: 26, Drama: 0, Dodge 9 Defence Action Improvised Weapon 9 4 Human Hive Ganger Strength: 2, Dexterity: 3, Constitution: 2, Intelligence: 2, Perception: 3, Willpower: 2, In: 9
Muscle: 12, Combat: 13, Brains: 9, Life Points: 34, Drama: 0, AV 3, Combat Knife 13 8 Dodge 13 Defence Action Stub Pistol 13 14 1-2 shots Human Imperial Guardsman The Imperial Guardsman may be outmatched individually against such foes as Orks or Eldar but he can rely in the support of his fellows and the might of the vast Imperial war machine. In time, experience and ferocity can make him a Veteran – the hard core of the Imperial Guard. Strength: 3, Dexterity: 3, Constitution: 3, Intelligence: 2, Perception: 3, Willpower: 3, In: 9 Veteran Strength: 4, Dexterity: 4, Constitution: 4, Intelligence: 2, Perception: 4, Willpower: 3, In: 10 Muscle: 12/14, Combat: 13/15, Brains: 10, Life Points: 34/47, Drama: 0, Hard to Kill: 1 (Vet), AV 6 Combat Knife 13/15 10/14 Dodge 13/15 Defence Action Lasgun 13/15 16/17 Kroot Warrior Strength: 4, Dexterity: 4, Constitution: 3, Intelligence: 2, Perception: 4, Willpower: 3, In: 10 Muscle: 14, Combat: 15, Brains: 10, Life Points: 41, Drama: 0, Hard to Kill: 1, Bite 15 16 Pen 2 Dodge 15 Defence Action Kroot Rifle 15 19 Pen 1, 1-2 Shots Lexxian Sawtooth A voracious feline hunter from the Deathworld of Lexxian that grows to the size of a horse and is the mascot of the 9th Regiment whose troopers wear a fang for every successful campaign they have taken part in. Strength: 7, Dexterity: 6, Constitution: 7, Intelligence: 1, Perception: 4, Willpower: 3, In: 16 Muscle: 20, Combat: 16, Brains: 9, Life Points: 69, Drama: 0, Fear: -2, Hard to Kill: 1, Bite 18 30 Pen 6 Claws 16 26 Pen 4 Dodge 16 Defence Action Lokni Kajika (by Kilani – Dark Reign) Kajika are known as solitary predators in the wilds of Lokni, but do in fact create complex family units with mated pairs l forming a unbreakable bond after their first coupling, hunting and killing together. The bond is so strong that if one should die in combat the surviving mate will enter a blind frenzy lashing out at t he nearest foe. The Kajika species are able to change their colour, using this ability as an effective form of camouflage for when they are stalking their prey. The Kajika are most famous for their relatively elongated upper canines and prey on a wide variety of large game including the Drix and Shordal bird. Kajika use their great upper-body strength to wrestle prey to the ground, where its long canines deliver a deep stabbing bite to the throat, cutting through the jugular vein and / or the trachea, killing its prey very quickly. Despite its obvious size and bulk the Kajika still remains one of the more nimble alpha predators found on the planet. It has well developed flexors and extensors in its forepaws, which enable it to pull down large prey. The back limbs having powerfully built adductor muscles, which help the Kajika’s stability when wrestling with prey almost twice the size of itself. Like most cats, its claws are retractable. Strength: 8, Dexterity: 6, Constitution: 6, Intelligence: 1, Perception: 4, Willpower: 3, In: 16 Muscle: 20, Combat: 16, Brains: 9, Life Points: 69, Drama: 0, Fear: -2, Hard to Kill: 1, Stealth +5, Bite 18 32 Pen 6 Claws 16 28 Pen 4 Dodge 16 Defence Action Minosian Basilisk (by Kilani – Dark Reign) The Minosian basilisk was given it’s name from the beast in ancient Terran mythological history whose gaze could kill a person where they stood. While the Minosian variety lacks this trait, it shares some similarities. The Minosian basilisk is covered in thick rock like scales from snout to tail offering perfect protection against intense heat and some of the larger predators found on the world. The scales on the ridge of it’s head form what people note as the “crown” of the basilisk as they are more pronounced than on the rest of the creatures scaly body. Another trait it
shares with its mythological brother is that not only is the creatures bite highly toxic but it also secretes a powerful toxin from it’s skin which has been known to be used in the creation of strong narcotics in the criminal underworld . Strength: 8, Dexterity: 4, Constitution: 8, Intelligence: 1, Perception: 4, Willpower: 3, In: 10 Muscle: 22, Combat: 14, Brains: 9, Life Points: , Drama: 0, Hard to Kill: 5, Armour: 6pts, Born of Fire: Immune to damage from fire and flame weaponry, reduce damage by plasma or melta type weapons by half, Fear: -3 Bite 1 36 Pen 4, Toxic, Charge 1 32 Resist Muscle Score or be knocked down
Orks
“We is gonna stomp da universe flat and and kill anfink that fights back. We’re da Orks, and we was made ta fight and win.” Warlord Ghazghkull Thraka Spread throughout space the orkoid race is resilient, belligerent and uncompromising, thriving on war with others or even against its own kind. Unconcerned by self-doubt or concern for the future, at least one Eldar scholar has claimed they are at the pinnacle of creation. They are rarely tempted by the blandishments of Chaos and even the Tryanids are seen as little more than an opportunity for a good fight. Orks believe that might makes right and operate a simple hierarchy – they obey Orks bigger than themselves who ensure that dominance is continued by beating down anyone who challenges him. When not at war, Orks remain argumentative but usually become lazy and forgetful, lacking direction, but this can quickly change when the possibility of conflict arises. Orks - All Orks have the Berserker Quality (When making an All Out Attack – add +4 to attack rolls) (*) Orks are considerably more effective in close combat and use this value in those situations. Ork Boyz Tough, brutal and dangerous, Boyz are normally found in l arge numbers forming a tide of uncompromising howling violence. Long armed and heavily muscular with leather like skin a single Ork is more than a match for a human. Strength: 5, Dexterity: 2, Constitution: 5, Intelligence: 2, Perception: 3, Willpower: 2, In: 8 Muscle: 16, Combat: 10/14(*), Brains: 10, Life Points: 56, Drama: 0, Fear: -1, Hard to Kill: 2, AV 3 (Body), Natural Toughness, Choppa 14 32 Pen 2 Parry 13 Defence Action Punch 14 14 Shoota 10 19 1 or B, Pen 2 Slugga 10 17 1-2 Shots Ork Nobz To become a Nob, an Ork must grow bigger and stronger than his fellows, for the only way to gain power in their world is to claim it with scarred fists and iron-shod boots. An Ork Nob in battle is a fearsome sight for other races, hugely powerful and seemingly unstoppable as it bellows its enjoyment of the carnage . Strength: 6, Dexterity: 3, Constitution: 6, Intelligence: 2, Perception: 3, Willpower: 3, In: 9 Muscle: 18, Combat: 10/16(*), Brains: 10, Life Points: 70, Drama: 1, Fear: -1, Hard to Kill: 4, AV 8 Natural Toughness Big Choppa 16 40 Pen 4 Parry 15 Defence Action Kustom Slugga 10 D10x2+6 Pen D10/2, Ork Warboss Towering over the Nobz of his retinue, a Warboss personifies the Orkish spirit and way of life rising to his loft y position by way of violence, shouting and a certain amount of cunning. Strength: 7, Dexterity: 3, Constitution: 7, Intelligence: 3, Perception: 3, Willpower: 4, In: 9 Muscle: 20, Combat: 10/17(*), Brains: 10, Life Points: 84, Drama: 2, Fear: -3, Hard to Kill: 6, AV 9 Natural Toughness Bite 17 32 Must grapple first Grapple 19 Kustom Shoota 10 D10x3+6 Pen D10 Power Claw 17 51 Pen 8, Power Field, Parry 15 Defence Action, Power Field, Rip off head Muscle+8 vs Str + Con Must Grapple first, usually fatal
Gretchin Smaller, scrawny versions of the Orks, Gretchen are even more numerous, providing an effective, if deceitful worker caste for their Ork Masters. Strength: 1, Dexterity: 3, Constitution: 2, Intelligence: 2, Perception: 3, Willpower: 1, In: 9 Muscle: 8, Combat: 9, Brains: 10, Life Points: 25, Drama: 0, Hard to Kill: 1, Dodge 11 Defence Action Grot Blasta 10 10 Jams on a 1 or 2, Hidden Blade 8 5 Pen 1, Attack Squig Dangerous predators, some Ork Nobz and Warbosses keep a trained attack squig to unleash upon enemies, rivals and during periods of boredom. Resembling a gaping maw on stubby legs, attack squigs are not to be underestimated. Strength: 2, Dexterity: 3, Constitution: 2, Intelligence: 1, Perception: 3, Willpower: 1, In: 9 Muscle: 10, Combat: 10, Brains: 10, Life Points: 25, Drama: 0, Hard to Kill: 1, Dodge 9 Defence Action Teeth 12 10 Pen2 Ratling Sniper Strength: 2, Dexterity: 3, Constitution: 4, Intelligence: 2, Perception: 3, Willpower: 2, In: 9 Muscle: 10, Combat: 12, Brains: 10, Life Points: 37, Drama: 0, Hard to Kill: 1, Combat Knife 12 6 Dodge 12 Defence Action Long Las 16 22 Pen 2, 11 (20) Pen 2, x4 damage that penetrates Brain shot Shardspider One of many strange constructs of the Yu’vath, these deadly little creatures are fashioned from bruised purple crystal and are about the size of a large dog. With twelve legs, needle-like mandibles and a tiny central body they scuttle about with alarming speed and can be an unnerving opponent. Strength: 1, Dexterity: 5, Constitution: 2, Intelligence: 2, Perception: 3, Willpower: 2, In: 10 Muscle: 8, Combat: 13, Brains: 9, Life Points: 22, AV 3, Stealth +2, Bite 13 6 Pen 4 Dodge 15 Defence Action Sslyth Mercenary Hulking four armed serpent bodied warriors, the Sslyth are often found in the retinues of Dark Eldar Lords who find them more reliable than their own race. Those found outside the Dark City frequently use weapons supplied by their former employers. Strength: 6, Dexterity: 4, Constitution: 7, Intelligence: 2, Perception: 3, Willpower: 2, In: 9 Muscle: 22, Combat: 14, Brains: 10, Life Points: 66, Drama: 0, Hard to Kill: 4, AV 10 Combat Blade 14 20 Pen 2 Dodge 14 Defence Action Shardcarbine 14 18 Burst, Pen 3, Poison
Tau Fire Warrior Strength: 3, Dexterity: 2, Constitution: 4, Intelligence: 3, Perception: 1/3(*), Willpower: 4, In: 8 Muscle: 11, Combat: 10/14(*), Brains: 8/12 (*), Life Points: 41, Drama: 0, Hard to Kill: 1, Combat Knife 10 7 Dodge 10 Defence Action Pulse Carbine 14 13 1-3 Shots or B, Pen 1, Pulse Rifle 14 20 Pen 5 (*) Tau technology compensates for their poor depth perception, use the second value for ranged combat when the warrior has his or her helmet on. Blunt – virtually no presence in the Warp, Daemons, Daemonhosts and other denizens of the warp must make notice checks to detect a Tau – even in plain sight. They and all Psykers suffer a –2 penalty to attacks, skill tests or abilities targeted on a Tau. Tau Gun Drone Strength: 1, Dexterity: 3, Constitution: 3, Intelligence: 1, Perception: 3, Willpower: -, In: Muscle: 8, Combat: 9, Brains: 9, Life Points: 26, Drama: 0, Hover, Machine, AV 8 Dodge 9 Defence Action Pulse Carbine 10 12 1-3 Shots or B, Pen 1 Termagaunt Strength: 3, Dexterity: 3, Constitution: 3, Intelligence: 1, Perception: 3, Willpower: 2/10, In: 9 Muscle: 12, Combat: 12, Brains: 11, Life Points: 34, Drama: 0, Bite 12 10 Pen 1 Flesh Borer 12 16 Pen 1 Tryanid Warrior Strength: 7, Dexterity: 6, Constitution: 7, Intelligence: 3, Perception: 4, Willpower: 4/10, In: 12 Muscle: 19, Combat: 17, Brains: 13, Life Points: 75, Drama: 0, Fear: -2, Hard to Kill 3, AV 8 Bite 19 17 Pen 2 Claw Strike 17 26 Pen 2 Devourer 17 27 Pen 5, 1 to 3 shots Ur-Ghul Strange, sightless creatures that haunt the ziggurats of Shaa-dom, the Ur Ghul are often claimed as pets and hunting beasts by Dark Eldar Archons. Its mass of highly attuned scent pits mean it is a tenacious hunter. Strength: 4, Dexterity: 6, Constitution: 3, Intelligence: 2, Perception: 5, Willpower: 3, In: 11 Muscle: 13, Combat: 14, Brains: 10 (+5 for tests involving tracking by scent), Life Points: 50, Drama: 0, Fear: -1, Hard to Kill 5, Stealth +3, Bite 16 16 Pen 4, Grapple first Claw Strike 14 12 Pen 2, Grapple 14
Yu’vath Bone Warden A product of sophisticated warp technology, wardens were crafted by the Yu’vath to act as watchmen and guardians for their void crypts and solar fortresses; and even now, long after their masters have been forgotten, they remain to fulfil their duty. Bone Wardens have no physical form, inhabiting a mass of dead biomatter—most often corpses -held together by ribbons and arcs of crackling black energy. Adversaries may blast away i ts fleshy shell, but it can utilise its warp-shard crown—dark crystalline fragments that orbit its energised core—to claim more dead bio matter, regenerating its rotting form Strength: 9, Dexterity: 4, Constitution: 10, Intelligence: 3, Perception: 3, Willpower: 6, In: 10 Muscle: 24, Combat: 15, Brains: 12, Life Points: 90, Drama: 1, Fear: -2, Claw Strike 15 30 Pen 2 Parry with Claw 15 Defence Action Warp Blast 17 36 Pen 4, Consume Bio-Matter: By taking an Attack action, the Bone Warden can consume any available dead bio matter within reach, regenerating Constitution life points for each human massed piece of matter it consumes. Dissipate Form: At the start of any turn, the Bone Warden may disperse its dead shards over an area upto 15 metres from its centre, allowing it to attack all targets within itself with each attack action. It may not use Warp Blasts whilst in this form and template weapons inflict double damage upon it. Energy Disruption Field: All weapons with a Power Field halve their Penetration value against the Bone Warden
The weak wil will l always be led by the strong. Where the strong cry out against fate, the weak bow their heads and succumb. There are many who are weak and many are their temptations. Despise the weak for they flock to the call of the Daemon and the Renegade. Pity them – itit is better that one hundred the m not and scorn their cries of innocence – innocents fall before the wrath of the Emperor than one kneels before the Daemon. -- First First Book of Indoctrinations
Inquisitor Amberley Vail Amberely appears to be unusually unaffected by her experiences and knowledge, able to face the universe with a smile and a quip, only occasionally allowing the strain to show to her closest allies. To most who meet her, she appears as a cheerful, slightly whimsical young woman about as far from the normal appearance of an Inquisitor as it is possible to be – Which is of course the point. Much of Amberely Vail’s life is as yet unrevealed but it seems she has been active Inquisitor for more than a century and was brought up on a Imperial World as occasional allusions to her childhood suggest. She seems to steer a steady path between the perils of radicalism and the more traditional and inflexible element of her Ordo. Attributes: Strength: 4, Dexterity: 5, Constitution: 3, Intelligence: 5, Perception: 5, Willpower: 6, LP: 56, Drama 10, Qualities: Age (1), Air of Authority, Attractiveness (3), Empathy, Fast Reaction Time, Good Luck (1), Hard to Kill (6), Nerves of Steel, Flaws: Obligation – Total (Inquisition) Skills: Acrobatics: 3, Art (Singer) 8, Crime 6, Drive 6, Influence 8, Medicare 3, Notice 7, Pilot 4, Science 2, Stealth 5, Technomancy 1, Knowledge: Common Lore 5, Scholastic Lore 2 , Secret Lore 3, Forbidden Lore 3 Adeptus Mechanicus (+2), Inquisition (+2), Psykers (+2), Xenos (+6), Beyond the Imperium (3) Church (1) Criminal (3) Inquisitorial Connections (3) Imperial (2) Mechanicus (3) Military Machine(1) Valhalan (5)Psykers (1) Xenos (1)
“Some Inquisitors believe the Emperor’s work is best done by charging around the place like a grox in aa ceramic ceramic emporium, leaving a trail of carnage and destruction in their wake, while others prefer not to let the enemies of all that’s good and holy get clean away by making it blindingly obvious they’re coming for them.”
Advanced Options – Beyond the Imperium The following section provides rules for organisations such as the Adeptus Mechanicus, Astartes, Sororitas and several Xenos races.
“…..Isn’t it about time the Ordo Hereticus started asking some pointed questions about this Omnissiah cult of theirs?” theirs ?” Inquisitor Amberley Vail, Ordo Xeno, On the Adeptus Mechanicus With its foundations stretching back to before the Horus Heresy, right back through the Age of Strife to the Dark Age of Technology, the Adeptus Mechanicus is the oldest institution in the Imperium. In fact, it is so old and the power it wields so great, the Adeptus Mechanicus is more akin to an allied empire than part of the Imperium itself. The reason for this power is straightforward in its origins. The Adeptus Mechanicus has a monopoly on perhaps the most vital resource in the galaxy – knowledge. They control the means by which mighty battleships are constructed, the secrets of Space Marine gene-seed, and the building of warp engines and plasma reactors. Put simply, without the cooperation of the Adepts of Mars, the Imperium would not exist. Isolated during the Age of Strife, the Adeptus Mechanicus suffered its own trials and tribulations, and from this time arose the worship of the Machine God. The Machine God is the ultimate object of the Tech Priests’ veneration. It is the Machine God that gave rise to all technologies and made them manifest through his chosen Illuminati among Mankind. To the Mechanicus, machines represent a higher form of life than that thrown up by the crude processes of evolution. The planned perfection of form and function embodied in a machine could only originate from a divine source, using biological or mechanical vessels to embody and pass on its great knowledge. The Machine God can be interpreted as the combined power of machines everywhere, or a self-replicating idea that leads to technologies being the ultimate expression of perfection that can be created by evolved life. To understand the mind of a Techpriest, one must understand the purpose of his being. This is encapsulated within the tenets of the Cult Mechanicus, which dictate the goals and behaviour of every Techpriest. In essence, the Sixteen Universal Laws that rule the thinking of a Techpriest help him understand the nature of life and its relevance to the Machine God, and the ways that a mere mortal can come to comprehend the Machine God. To fully understand the Machine God is the ultimate goal of the Cult Mechanicus, and Techpriests strive to achieve a kind of enlightenment through their studies and biological/mechanical symbiosis. Home World Package: This should always be Forge World unless otherwise agreed by the Director. This could represent an orbital facility, mining world or fabrication facilit y.
The following background packages are suitable for Adeptus Mechanicus characters: Adept, Artist, Assassin, Bodyguard, Diplomat, Pilot, Scout, Blessings of the Cult of Mars Members and servants of the Machine Cult of Mars have the additional Blessing Attribute, which measures their worthiness in the eyes of the Omnissiah and his peers with the Cult of Mars. Members of the Mechanicus can purchase this up to level 6 in character creation at the normal cost for Attributes but may not exceed 6 before play begins without the Directors permission even with the use of background packages.
New Adeptus Mechanicus Background Packages: All of these packages have Obligation – Cult of Mars (Important) and have the Enhanced Quality, Enginseer (5pts) Despite the healthy suspicion that many guardsmen feel for the robed and armoured figures, the Imperial Guard relies on these emissaries from the Mechanicus to ensure its machines and vehicles function correctly. Some encourage the mixture of fear and awe in which they are held, whilst others can find themselves adopting unusual customs and practices from those about them. Blessing (3), +1 Intelligence, +1 Perception, +1 to Technomancy, Explorator (8pts) Emissaries and explorers for the Machine Cult of Mars, these bionically and cybernetically enhanced Tech Priests can be found leading expeditions both within and beyond the Imperium of Man. Some join the retinues of Rogue Traders and Inquisitors, trading their knowledge and skills for the opportunity to rediscover the knowledge of the Ancients and the secrets of the Xenos. Blessing (6), +1 Intelligence, +1 Perception, +1 to Technomancy, Magos (11pts) To reach the rank of Magos, it is expected that a servant of the Omnissiah will have perfected and refined his field of expertise. Blessing (6), +2 Intelligence, +1 Willpower, +3 to Technomancy, Tech Priest (4pts) Throughout the Imperium, the Tech Priest ministers to the sacred machines that the empire of humanity requires for its continued existence. Also known as “cogboys” after their sacred symbol, they can provoke varied feelings in the people of the Imperium. Blessing (3), +1 Intelligence, +1 to Technomancy, Skitari (5pts) The standing conventional army of the Mechanicus is formed from ranks of cybernetically enhanced soldiers. It is a term equivalent to 'the Imperial Guard' as it generally includes almost all combat personnel and armour that the Mechanicus possess. Skitari are also known as Tech-Guard to outsiders. Skitari are usually well armed and equipped but this can vary massively based on which Magos has raised and equipped them. Blessing (2), +1 to any one Physical Attribute, Hard to Kill (2), Natural Toughness, Obligation –Creating Magos (total),
The Invicta skitari, a throwback to more savage times, were fearsome beasts, striped and extravagantly marked, m arked, their armour built for threat, their genes selected for bulk. Muscular arms gleamed in the odd light. Heavy boots thumped in marching unison. Weapon limbs snapped up to salute as one. Feather plumes, ivory ornaments, leopardskin capes, modified f fangs. angs. The skitari skitari roared at the sky like predators, as fearsome and bestial as Space Wolves. Titanicus Adeptus Mechanicus Qualities and Drawbacks Soul of Iron (2pt Quality) Many of the more powerful devotees of the Machine Cult of Mars have given up much of their humanity in order to better serve their god and perform their duties. The concerns, fears and desires of mortals are but a distant memory making it hard for the Magos to relate to them. The servant of the Omnissiah receives a +3 bonus to any technomancy tests and a –3 penalty on any influence checks, except Intimidate. He or she gains +4 to Knowledge.
Praetorian Battle Servitor Often mounted on tracks or other chassis, Praetorians are hugely powerful soldiers in the service of the Omnissiah Strength: 7, Dexterity: 4, Constitution: 7, Intelligence: 1, Perception: 4, Willpower: 6, In: 10 Muscle: 21, Combat: 17, Brains: 10/15(*), Life Points: 81, Drama: 0, Hard to Kill: 5, AV 12, (*) for perception based tests, Night Vision, two weapons from the following Breacher Drill 17 29 Pen 6, -2 to Parry Flamer 17 35/10 Pen 4, Large template Heavy Stubber 17 25 Pen 2, 1000 rounds ammo, Burst Missile Launcher 17 As type Plasma Gun 17 55 Pen 6 Power Fist 17 61 Pen 12
Adeptus Astartes Space Marine Background Package (18pts) +2 Strength, +2 Dexterity, +2 Constitution, +1 Perception, +1 Willpower, Enhanced physiology: Always counts as having a respirator, +3 bonus to resist all poisons, Enhanced Quality, Hard to Kill (5), Inhuman Senses: +2 bonus to all Notice Checks, Natural Toughness, Nerves of Steel, Regeneration: Life points equal to Constitution/2 per hour without medical treatment, can not re-grow limbs. Spit Acid: Base Damage 12, Penetration 4, Use Dex plus Melee. Inhuman Dedication: Space Marines usually have difficulty in interacting with humans and suffer a -3 penalty to Influence checks other than Intimidation. Intensive Training: Marines have an extremely focussed training regime leaving little room for unessential skills or knowledge. No more than 1 pt may be spent on the following skills in character generation: Art, Knowledge or Science except for those generated by the Age Quality. Honourable (Serious): This can vary considerably from Chapter to Chapter Obligation: (Total) – Chapter
Astartes Armour Astartes power and teminator armour helmets have a range of thought activated comms-links, bio status readings, amplifiers, an auto reactive photochromatic visor and include full diagnostic and self repair functions. Tactical information is projected onto the suits visor at the wearer’s discretion. Scout Carapace Armour A Marine undergoes intensive and severe training, specific rit uals and a ruthless selection process before they receive the full programme of implants. Even then they will often have to serve a period of time in the scout platoons before they are considered true brethren. Scout armour is easily the equivalent of the best that is issued to elite Imperial Guard formations such as Stormtroopers and provides excellent protection.
Scout armour includes a communications system, emergency oxygen supply and de-tox injector and often includes vision enhancement goggles. Most chapters issue their scouts with auto-reactive cameloeoline cloak which replicates the surrounding environment using a micro-circuit in the weft of the fabric.
Astartes Power Armour Fully fledged brethren are issued with Astartes power armour, usually, but not always, one of the newer marks – although some may have the honour of using a older model that has served many brothers faithfully in battle. Since the Emperor began his conquest of Earth there has been eight primary Marks of armour, increasing in protection and abilities over the millennia. Almost all marines presently in service are equipped with Marks six to eight. Mark 1 “Thunder” AV 12 Head, Body and Arms, AV 4 legs, +1 to STR, no environmental protection, Mark 2 “Crusade” AV 14 All, +1 to STR, full environment, IR/UV vision systems, Mark 3 “Iron” AV 15 All (-2 AV rear), +2 to STR, -1 DEX, full environment, IR/UV vision systems, Mark 4 “Imperial Maximus” AV 15 All, +1 to STR, full environment, IR/UV vision systems, Mark 5 “Heresy ” AV15 All, +1 to STR, full environment, vision systems, Mark 6 “Corvus” AV15 All, +1 to STR, full environment, vision systems, Mark 7 “Aquila” AV15, AV 16 Body, +1 to STR, full environment, vision systems, Mark 8 “Errant” AV 16 All, +1 to STR, full environment, vision systems,
Specialised variants Mark 12 “Lupo” (Rune Armour )
AV 16 All, +1 to STR, full environment, vision systems, Provides a +3 bonus to all Willpower tests by the wearer against Psychic abilities.
Terminator Armour Terminator armour or Tactical Dreadnought Armour is the most powerful and protective personal armour available to the warriors of the Imperium. Used almost exclusively by the Astartes and even then in limited numbers operated by the veterans of the Chapter. Develop from sealed environment suits, its enclosed life support system enables the wearer to operate in any environment whilst remaining virtually invulnerable to all but anti-tank weapons.
Adepta Sororitas The Adepta Sororitas, known to many as the “Sisters of Battle”, like the Astartes, have an importance far beyond what their numbers would suggest. Warrior women are but one facet of the organisation, which includes healers and surgeons (Orders Hospitaller), diplomats and advisors (Orders Famulous) scholars and t eachers(Orders Dialogous). Originating from the small agri-world of San Leor as a small sect – the Daughters of the Emperor, they rose to prominence in the reign of Goge Vandire, High Lord of both the Administratum and Ecclesiarchy. They fell under his sway, as did much of the Imperium, and were renamed as Brides of the Emperor. They served not only as his bodyguard, receiving martial training from the best in the Imperil Guard, but also as servants and companions. By the time the combined forces of the Astartes and the Mechanicus had combined to put an end to the tyrants reign of blood, the Brides now numbered at least 10,000 and formed a hard core of resistance to the “liberators”. Only when a Centurion of the Adeptus Custodes led their leader, Alicia Dominica before the Emperor himself was the perversion of their devotion revealed. Filled with rage, she and the 4000 survivors confronted Vandire and Alicia beheaded him ending the Reign of Blood. The Daughters survived the subsequent purges and found a new role following the appointment of Sebastian Thor as Ecclesiarch. The Decree Passive of 0001288/M36 forbade the Ecclesiarchy from having any “Men under arms” and Thor, recognised that the Church would require a military force. He began the painful process of bringing the Daughters fully into the Ecclesiarchy as the Orders Militant of the Adepta Sororitas, whose inclusion did not break the Decree. Finally the convocation of Nephilim, which stated that the Adepta would be at the disposal of the Ordo Hereticus forming their Chamber Militant, confirmed the importance of the Sororitas.
Background packages Battle Sister (4pts) Dedicated to a life of humble living and penitent worship, Sisters of Battle are skilled warriors fill ed with total dedication to the will of the Emperor as interpreted by the Holy Synod and the Ecclesiarch. +1 Strength, +1 Constitution, +1 Willpower, Hard to Kill 1, +3 to one or more Weapon Training, Obligation (Total), Zealot, Seraphim (14pts) The elite amongst the Sororitas are taught the ancient martial techniques passed down since the Daughters of the Emperor was founded as well as the skill to fly and fight whilst using a jump pack. +1 Strength, +1 Dexterity, +1 Constitution, +2 Willpower, Hard to Kill 4, Nerves of Steel, +5 to one or more Weapon Training, +2 to Pilot (Atmospheric), Obligation (Total), Zealot,
The Sororitas are the only Imperial organisation other than the Astartes to use power armour in large quantities, which requires considerable investment in both resources and training for the novices to operate effectively. Without the black carapace, the Sisters of Battle are unable to take advantage of the strength boosting abilities of Astartes armour and have more basic life support facilities.
Officio Assassinorum Responsible only to the High Lords of Terra – the Senatorum, the Ordo A ssassinorum provides them with a variety of deathdealers to wield as a scalpel against enemies within and without the Imperium.
Temple Assassins Callidus (20pts) To assume the shape of the accursed and deliver death from the purity within you
+1 Strength, +1 Constitution, +3 Dexterity, +1 Perception, +3 to Influence, +2 to Stealth, +4 to one or more Weapon Training, Fast Reaction Time, Hard to Kill 4, Nerves of St eel, Obligation (Total), Polymorphine: Culexus (19pts) That which is unknown and unseen always commands the greatest fear
+1 Strength, +1 Constitution, +1 Dexterity, +1 Perception, +3 Willpower, +2 to Stealth, +5 to one or more Weapon Training, Hard to Kill 4, Nerves of Steel, Obligation (Total), Pariah, Eversor (22pts) Fear me, for I am your apocalypse
+2 Strength, +2 Constitution, +1 Dexterity, +1 Perception, +1 to Stealth, +6 to one or more W eapon Training, Berserker, Fast Reaction Time, Hard to Kill 4, Nerves of Steel, Obligation ( Total), Bio-Meltdown: If the Eversor is ever reduced to -10 Life points, at the end of that round it will explode dealing Constitution x 5 damage to all within Constitution yards, with a penetration of 5. Bionic Heart, Chem Gland, Superior Hermetic Infusion, Subskin Armour Vanus Venenum (14pts) +1 Strength, +1 Constitution, +1 Dexterity, +2 Intelligence, +1 Perception, +2 to Stealth, +3 to one or more Weapon Training, +4 to Knowledge (Poisons), Hard to Kill 4, Obligation (Total), Vindicare (19pts) The outcome justifies the deed +1 Strength, +1 Constitution, +2 Dexterity, +2 Perception, +2 to Stealth, +5 to one or more W eapon Training, Hard to Kill 4, Dead Eye Shot, Nerves of Steel, Obligation (Total)
Sensei The immortal descendants of the Emperor still roam the galaxy, although many do not realise their true heritage. They do not age and can recover from injury at inhuman speed
“Crush the Unholy in all of their many guises” guises”
Confessor Confessor Damian Xenos
Xenos Characters Warning - All such creatures will often meet with righteous disgust, anger and mistrust in true servants of the Imperium.
“The first thing one must learn about the Eldar is that they are a race of fragments, broken and scattered across the galaxy. In culture, geography and technology, the disparate elements of the Eldar race vary wildly. wildly. Remember Rememb er though, there can be no pity for the plight of the Eldar. Indeed, the honoured servant of the Emperor should rejoice. Compassion is reserved for servants of the Emperor; aliens deserve only our scorn.” Inquisitor Czevak – Teachings on the Unholy – Teachings Eldar In appearance, Eldar resemble humans (*) but with longer, cleaner limbs and finer ascetic features with penetrating and slightly slanted eyes. A more significant difference can be seen when they move for Eldar radiate a subtle grace, impossible for a human to emulate. The emotions that Eldar feel are more i ntense than those of humans – both a blessing and curse. They have an unparalleled appreciation but their potential for joy is balanced by equal capacity to feel despair, ambition and even hatred. Like humanity, Eldar are a psychic race with many having the innate ability to shape matter and create simple artefacts fore raw materials – psychomorphism. However since the Fall, they must control and regulate their psychic powers in the same way as they maintain a measure of self control over thei r emotions at all times. The Eldar face an extreme predicament, as when they die, Slaanesh will almost immediately devour their soul. To avoid this horrible fate, every Eldar wears a Waystone, which on the wearer’s death will absorb the psychic self and allow it to be returned to the Craftworld or Exodite World. Once there they can be incorporated in the Infinity Circuits or World Spirits. (*) In contrast an Eldar would contend that, at best, humanity are crudely formed imitations of the Eldar and resemble them only in the same way that monkeys resemble humans.
An Eldar Character is a 6pt Quality and provides the following: Arrogant: Highly Evolved: Natural Grace: Preservation of the Race: Superior Perception: Well-Ordered Mind :
-2 to influence checks (except intimidate) when interacting with non-Eldar Enhanced, +2 Dexterity, Fast Reaction Time Obligation – Important – Eldar Race at the expense of all others +2 bonus to Notice checks, Night Vision, +1 Intelligence and +1 Willpower
Eldar Skills Acrobatics (Dex) – used to perform tumbles, somersaults and climb obstacles. Can also be used to dodge attacks Art (Int) – Chose a field – for example writing, painting (Int), acting or storytelling (Will), dancing or playing an Instrument (Dex), Singing (Con), you receive +2 to rolls regarding this form, to judge Art use Perception and Art. Crime (Dex) – The knowledge and ability to break and enter, pick pockets (Dex) and bypass simple security (Int). Engineer (Int) – The ability to maintain, repair and use technology and spot problems (Per) Healer (Int) – the skill to treat injuries and cure disease, each Success Level restores 1 Life Point Influence (Will) includes Command(Will), Fast Talk (Int), Intimidate (Will or Str) and Seduction tests Knowledge (INT) several specific Lores with individual topics (See below) Notice (Per) – Spot ambushes or clues, Recall (Int) to remember something Pilot (Dex) – The ability to fly (Dex) and maintain (Int) atmospheric Grav vehicles or Void capable vehicles (these are separate skills) Psychomorphism (Will) – The ability to psychically shape matter and create simple artefacts (Dex) from raw materials Science (Int)- covers the basic sciences Stealth (Dex) – The ability to skulk and stalk your prey or evade pursuers Wild Card (varies) – Can cover many things but cannot be broader than pre-existing skills – Player defined with Directors assistance/permission. Weapon Training Archaic Ranged (Dex): Includes: Bow, Crossbow, Thrown, Aspect (Dex): Each Aspect has a ritualised set of weapons and unarmed combat manoeuvres (see below), Dragon Knight (Dex): Includes Melee, Pistol, Laser, Unarmed Combat, Exodite: (Dex): Bow, Crossbow, Melee, Thrown, Unarmed Combat, Guardian (Dex): Includes: Las Pistol, Lasgun, Shuriken Catapult, Shuriken Pistol, Sword, Guardian (Heavy) (Dex): Includes: Bright Lance, D-Cannon, Flamer, Fusion Gun, Scatter Laser, Shuriken Cannon, Starcannon, Pirate (Dex): Includes: Melee, Pistol, Shuriken, Unarmed Combat, Primitive Weapon Training: (Dex): The use of alien races weapons, choose specific weapon or at the Directors discretion may include a group of primitive weapons – for example human projectile weapons. Ranger: Includes: Long Rifle, Melee, Pistol, Unarmed Combat, Warlock: Includes: Melee, Pistol,
Those weapons not included in a group above can be learned as normal as a separate skill. Depending on the nature of the weapon, the Director may rule that he or she can only use a specific weapon or a whole range of related weapons.
Aspect Warrior Training The various Aspect shrines teach highly formalised but effective means of waging war, allowing an Eldar to unleash their darker side, but still retain control enough to relinquish it once the training session or battle is over. In order full them to fully release their skills and training an Aspect Warrior normally requires a few minutes to ceremonially don their warrior selves. If this does not happen, the warrior suffers a –2 penalty to his or her skill rolls for their Will rounds . An Exarch is always ready for battle and ignores this rule. Dark Reaper: Heavy, Melee, Pistol, Unarmed Combat, Dire Avenger: Melee, Pistol, Shuriken, Unarmed Combat, Howling Banshee: Melee, Pistol, Triskele, Unarmed Combat, Fire Dragon: Flame, Firepike, Fusion Gun, Melee, Unarmed Combat, Shining Spear: Heavy, Laser, Melee, Unarmed Combat, Striking Scorpion: Melee, Pistol, Unarmed Combat, Swooping Hawk: Laser, Melee, Sunrifle, Unarmed Combat, Warp Spider: Death Spinner, Melee, Spinneret Rifle, Unarmed Combat, Knowledge Skills: These topics relate to activities, history and heritage of the Eldar race.
Craftworld or Craftworld Colony Knowledge – Common Lore (Int) Topics: Astronomy, Craftworld (own), Heraldry, History, Law, Legends, Philosophy, Religion, Knowledge – Uncommon Lore (Int) Topics: Craftworld (other), Navigation (Stellar, Surface, Warp), Pirates, Primitives (Humans, Ork, Tau, i.e. non Eldar), Tactics, Webway, Knowledge – Hidden Lore (Int) Topics: Dark Eldar, Daemonology, Harlequins, Necrons, Slann
Exodite Knowledge – Common Lore (Int) Topics: Heraldry, History, Law, Legends, Navigation (Surface), Philosophy, Religion, Tactics Knowledge – Uncommon Lore (Int) Topics: Astronomy, Craftworlds, Navigation (Stellar), Pirates, Pri mitive Races (Humans, Ork, Tau, i.e. non Eldar), Webway, Knowledge – Hidden Lore (Int) Topics: Dark Eldar, Daemonology, Harelquins, Navigation (Warp), Necrons, Slann
Outcast or Pirate Knowledge – Common Lore (Int) Topics: Craftworlds, Heraldry, History, Legends, Navigation (Surface, Stellar), Philosophy, Primitive Races (Humans, Ork, Tau, i.e. non Eldar), Tactics, Webway, Knowledge – Uncommon Lore (Int) Topics: Astronomy, Dark Eldar, Navigation (Warp), Harelquins, Religion, Slann Knowledge – Hidden Lore (Int) Topics: Daemonology, Necrons,
Eldar must choose from the following Homeworld options Craftworld (0pts) Titanic vessels which evolved from the vast trading vessels of the pre-fall Eldar, the craftworlds are self contained bio-systems which travel at sub light speeds in stately processions around the galaxy . At the heart of the great vessel is the infinity circuit where the souls of the dead reside. +1 Will, -1 to influence checks when interacting with non-craftworld Eldar – this stacks with Arrogance when dealing with Aliens. Well known Craftworlds include:
Alaitoc Drifting on the outskirts of the galaxy, Alaitoc shuns contact with other races and even other craftworlds – its population one of the most puritanical adherents to the Path of the Eldar. This restrictive culture has lead to many of its children becoming outcasts – becoming corsairs or rangers. Biel-tan (The Rebirth of Ancient Days) Presently located near the Southern rim of the galaxy, Biel-Tan has well earned its reputation for being warlike. Their warhost – the Swordwind – has devastated both human and Orkoid invaders of worlds that the Eldar claim as their own – whether this be the Exodite Worlds or the pristine (and often empty) splendour of the maiden worlds. Iyanden (Light in Infinite Darkness) The Eldar of Iyanden are on the brink of total extinction having suffered a devastating invasion by a Tryanid hivefleet. The once mighty craftworld is now inhabited by a fraction of its former population and now depends heavily on its Wraith constructs for its defence. Saim-hann (The Quest for Enlightenment) It is said that this craftworld was one of the first to distance itself from the ancient Eldar homeworlds as they descended into decadence. Seemingly having more in common with the lively Exodite worlds than the other craftworlds they have earned a reputation for wildness and recklessness. Ulthwe (The Song of Ulthanash) Located perilously close to the Eye of Terror, Ulthwe is infamous for the skill and power of i ts Seers who often intervene in the affairs of others, dooming whole worlds to save a single Eldar. Few tread the Path of the Warrior, which has ensured that the Black Guardians are significantly better trained than on the other craftworlds. Craftworld Colony Each craftworld maintains its own colonies that remain a part of their society, providing raw materials and in times of need, troops. The relationship to the colony can be highly varied with some being little more than vassals of their craftworld, whilst others are equal partners and have a place on the ruling council. Exodite World (3pts) Before the Fall, many Eldar had already decided that their civilisation was descending into decadence and had began forming communities that rejected this lifestyle and so were somewhat protected when the Fall came. The remaining Exodite worlds are often wild and untamed, to many observers, akin to the feral worlds of the Imperium. The Exodites still retain many of the highly advanced technologies of their Craftworld cousins but take pride in their hardiness and lack of reliance on such artefacts. Most live a nomadic lifestyle, following great herds of dragons or megadons across the world. Several craftworlds, in particular Biel-Tan, are quick to come to the aid of the Exodites should they come under assault by aliens such as the Orks or Humans . +1 to any one Physical Attribute, +1 to Exodite Weapons Training, +1 to any one Skill, Outcast (2pts) The highly structured Eldar path and expectations can lead to individuals searching for freedom and escape. Some become pirates and raiders, preying on the weaker alien races whilst others move unseen amongst these same races, gathering knowledge and information. +1 to Perception, +2 to any one Weapons Training,
Background Packages The Eldar Path Craftworld Eldar pass through a series of professions or roles through their long lifetimes – often a thousand years or more. This social process evolved during and after the Fall, and helped protect the survivors from their own potential for uncontrolled self gratification. Concentrating on one area of their complex character means that an Eldar can explore one facet in depth without distraction. When they feel they have fully examined and learned from one path, the Eldar can then choose another to broaden his understanding of himself and the universe. There is a danger that an Eldar can become trapped on a path and can no longer leave their chosen role – the best known of t hese being the Exarchs and the Farseer.
An Eldar may select an additional background package for each level of the Age Quality – however those who take the Path of the Exarch or the Farseer may no longer do so. The following background packages are suitable for Eldar characters: Artist, Assassin, Courtesan, Diplomat, Merchant, Pilot, Eldar Specific background packages Aspect Warrior (4pts) Eldar who wish to experience their darker side are often drawn to the Path of Warrior and seek a shrine to Kaela Mensha Khaine where they receive training in the warcraft of a particular warrior aspect of the God. They are still able to separate their warrior selves from their normal selves and can walk at peace amongst their fellows, unless they become trapped on the path as an Exarch. +1 to any two Physical Attributes, +1 to Perception or Stealth, +3 t o one or more Aspect Weapon Training, Boneseer The primary craftsmen of the Eldar, Boneseers are +2 Willpower, +5 to Psychomorphism, Exarch Unable to leave the Warriors Path, an Exarch can no longer shed his warrior self and is feared, pitied and respected in equal measure by other Eldar. To protect themselves and the other people of their craftworld, an Exarch seldom ventures forth from his temple and its surrounding training ground, often enclosed its own pocket dimension of the webway. +2 to any two Physical Attributes, +2 to Perception or Stealth, +6 t o one or more Aspect Weapon Training, Extreme Focus: No other skill may exceed the value of the Exarchs highest Weapon Training. Exodite Dragon Knight
+1 to two Physical Attributes, +2 Weapons Training - Dragon Knight, +3 to Wild Card Skill – Ride (Dex) and are able to assess Dragon flesh (Per) and train them (Int). Harlequin +3 Dexterity, +3 to Willpower, +5 to Acrobatics, Protected by the Laughing God: A Harlequins soul is pledged to and protected by its god, they receive +3 to any psychic resistance test they make and are immune to Fear. Healer +1 Intelligence, +1 to Perception, +3 to Healer, Pirate +1 to any one attribute, +2 to Pirate weapon training, Ranger +2 to Perception, +2 to Stealth, +1 to Ranger weapon training
Warlock (must have already purchased the Aspect Warrior package) In time of need, some seers are able to draw upon previous experiences as Aspect Warriors and are able to wield their powers effectively in battle. +1 Willpower, +2 to Warlock weapon training Exodite Riding Dragon Strength: 8, Dexterity: 3, Constitution: 6, Intelligence: 1, Perception: 3, Willpower: 2, In: 9 Muscle: 24, Combat: 12, Brains: 9, Life Points: , Drama: 0, Fear: -1, Bite 14 32 Pen 3 Tail Lash
It had taken years of accumulated wealth to gain this gem, a crystal of unsurpassed beauty which caught the light strangely and the dealer had shown him - even when there was no light to catch. Though the credits he had paid for it had drained his funds, the buyer he had set up would pay much more. She was from Uphive and this deal would provide his own ticket to the easy life above the wall. One more look he thought as he opened the battered armour plas box and gazed upon the small crystal in its cushioned interior. The crystal seemed to pulse softly as he opened the box and gazed upon, almost like a heartbeat he thought. So intent was the Guilder upon his prize that he did not notice those who had entered his dwelling, the slight imperceptible sounds as both of his bodyguards were slain. As the man slowly turned the crystal over in his hands he suddenly realised he was not alone. The semidarkness of the room was lit slightly by the intruder’s helm eyepieces as he turned to face the door. A huge armour clad figure stood in the doorway, a sleek chainsword and unfamiliar design of pistol held ready. The mans eyes were drawn to the dark and slopped helm, passing over the tusk like protrusions to the dark red eye pieces. “Spyrer” the man whispered in terror, “No” came a surprisingly soft voice, “I have come for my sister” and the imposing figure stepped forward. In panic the man reached for the bolt pistol he always kept nearby and with reflexes born of fear brought up the gun and convulsively jerked the trigger and kept pulling upon it despite the hollow clicking sound. There was a soft whirring sound and the mans head bounced across the floor. As his life drained the man saw another figure, its outline indistinct and blurred, placed the bolt pistols magazine on a table and handed the crystal to the other. The Striking Scorpion carefully took the Waystone and gazed upon it , the crystal pulsed with life briefly and he gently attached to his own armour near to his own stone. He felt little, that would only come once he was able to leave the war suit and shed the Aspect of Kaela Mensha Khaine and truly welcome his sister back.
Ork Freebooters Existing on the very edge of Ork Kultur, Freebooters are roving bands of pirates, bandit and mercenaries who in their search for adventure, booty and combat (mostly the latter) find employment with a variety of races, even on occasion with somewhat desperate or devious Imperial officials. Orks normally congregate in tribes, which vary in size from a few thousand to several million Orks, within the tribe there are usually representative of several, if not all of the six great Clans. Ork (10s) +1 Strength, +1 Constitution, 1 level of Hard-to-Kill, Berserker, Natural Toughness, ‘Ard: Orks recover extremely quickly from injuries – they regenerate life points equal to t heir Constitution each hour and whilst they can actually re-grow lost limbs, if they are subsequently reattached within a day or so, they will operate normally in (10 – Constitution) days. Choppas fer da win: Ork receive a +2 bonus to hit in close combat and –2 penalty to hit to all ranged attacks Green is Best: Other races receive a –3 penalty to all Influence checks made against Orks and being essentially genderless Orks may not be seduced. Mob Rule: Orks receive a +1 bonus to Will tests versus fear for every other Ork within 10m Gretchin (1pt) -1 Strength, +1 Dexterity, 1 level of Hard-to-Kill, +1 to Sneakin’ or Thievin’, Orks is Best: Other races receive a –3 penalty to all Influence checks made against Gretchin and being essentially genderless they may not be seduced. Orks receive a +1 Influence check to Intimidation checks against Gretchin Basic skills Drive (Dex) – The ability to drive (Dex) and maintain (Int) ground vehicles Doktoring (Int) – the skill to treat injuries and cure disease, each Success Level restores 1 Life Point Flyboy (Dex) – The ability to fly (Dex) and maintain (Int) Atmospheric aircraft or Void capable vehicles (these are separate skills) Know Wots (INT) several specific topics (See below) Mek (Int) – The ability to maintain, repair and use technology and spot problems (Per) Lookin’ (Per) – Spot ambushes, Recall (Int) to remember something you have seen Shoutin’ (Will) includes Command (Will), Fast Talk (Int), Intimidate (Will or Str) Sneakin’ (Dex) – The ability to skulk and stalk your prey or evade pursuers, mostly considered un-Orky except for Gretchin and Kommandos Thievin’ (Dex) – The knowledge and ability to break and enter, pick pockets (Dex) and bypass simple security (Int). Wild Card (varies) – Can cover many things but cannot be broader than pre-existing skills – Player defined with Directors assistance/permission. Weapon Training Big Gunz: (Dex): Includes: Heavy Weapons Burnas: (Dex): Flame Weapons Chopin’ (Dex): Includes: Primitive, Chain, Shock and Power close combat weapons Fightin’ (Dex): Unarmed Flash Gunz: (Dex): Includes: Snazzguns and other Mek “specials”. Gunz: (Dex) – Includes: Pistols, Basic Weapons Old Ways (Dex): Includes: Bow, Crossbow, Thrown, Ork Know Wots Bug Eyz – Tryanids and Genestealers Fingz – The Warp, Daemons Gork and Mork – Tales of the Ork Gods, the brutal but kunnin’ Gork and the kunnin’ but brutal Mork Herdz – Breeding and taming squigly beasts and grots Pink Skinz – Humans and their Imperium
Orks and Gretchen don’t have a home world they have a Clan instead, unless they grow up on their own – unaware of true Ork Kultur – these primitives are known as Feral Orks. Bad Moon (0pts) With the fastest growing teeth in Orkdom, Bad Moons are the richest, at least until a bigger Ork simply smashes the teeth out for himself. +1 to Know Wots, Blood Axe (1pt) Considered untrustworthy gits by other Orks, Blood Axes have been tainted by contact with humies. They often wear a form of uniform and even have some concept of strategy- a few even master stealth and camouflage to become the feared Kommandos. +1 Perception, +1 to Know Wots (Pink Skinz), DeathSkull (3pts) The blue painted Deathskulls excel at scrounging and plundering, once they have sated their battle lust. +1 to Perception, +1 to Lookin’, +2 to Thievin’, Evil Sunz (1pt) Speed is life to the Evil Sunz, clad in red to match the predominate colour of their vehicles, the Evil Sunz are firm believers in the adage that ‘red ones go fasta’. +1 to Drive or Flyboy, +1 to Mek, Feral (1pt) Arising in small tribes in remote areas, Feral Orks are hunters and explorers, unconsciously seeking to join their brethren. Squiggly beasts are bred – increasing in size and providing more power for the growing tribe. +1 to Lookin’, +1 to Sneakin’, +1 to Weapon Training: Choppin’ or Old Ways, Primitive: A Feral Ork may not begin the game with any of the following skills above their Intelligence score: Drive, Flyboy, Mek, Weapon Training: Big Gunz, Burnas, Flash Gunz, Gunz, Goff (2pts) The meanest and biggest Orks are Goffs – dressing predominately in black to match their attitude and temper. +1 Strength, +1 Shoutin’, +1 any Weapons Training Snakebite (2pts) Experts in the old ways, the Snake Bites are renowned for their skills in breeding the beasts of war +1 to Weapon Training: Choppin, +1 to Weapons Training: Old Ways, +1 to Know Wots (Herdz),
Orks may use the following background packages Bodyguard, Hunter, Pilot, Gretchin may use the following background packages Hunter, Ork Specific Background Packages: Boyz (0pts) The majority of Orks are Boyz, content to spend their time fighting all comers with crude noisy firearms, huge jagged edged cleavers or just their fists, teeth and boots. +1 to Weapon Training: Choppin, Fightin’ or Gunz, Kommando (Blood Axe only) (5pts) Outcasts amongst their own kind, Kommandos are un-orky in their intelligence, patience and outright sneakiness. They enjoy the panic they spread behind enemy lines and the thrill of slitting unsuspecting enemies throats. +1 Intelligence, +1 Perception, +2 to Sneakin’, +2 Weapons Training: Chopin’ Mekboyz (3pts)
One of the essential parts of Ork society, the Mekboyz or Meks invent, build and repair the vast number of apparently ramshackle machinery Orks use. Meks are able to create incredibly powerful, if often unreliable devices, able to tear holes in reality, teleport Orks across star systems or merely devastate whole cities. Unlike other races, much of the Meks knowledge appears to be inherent and whilst he may gain experience, much of his ability is completely instinctive. +1 Intelligence, +2 to Mek, +1 to Drive or Thievin’ Painboyz (3pts) Doks, as Painboyz are the medical equivalent of the Mekbyz, although they seem to be far more susceptible to developing an obsession with tinkering with their patients – “eksperimentin”. Many Orks emerge from emergency surgery with new limbs, implanted weapons or even the Bad Dok special – a Squig Brain Transplant! +2 to Doktoring, +1 Mek, Dis won’t hurt……….much: +1 to all intimidate test, Stormboy (1pt) Young Orks sometimes rebel against the un-regimented lives of Ork society and join the ranks of the Stormboyz who provide discipline, drill practice and most importantly rokkit packs. Most other Orks look down on stormboyz but they can be a potent force on the battlefield depending on how much their beloved rokkit packs malfunction. +1 to Shoutin’, Pilot Rokkit Pack (Dex): The ability to fly (Dex) and maintain (Int) a Rokkit Pack Ork Equipment Note that the rarity levels represent their scarcity or difficulty to obtain in Ork society by Orks, for other races they are normally Xenos availability unless walking across a recent battlefield or similar . References: GDOB: Gorkamorka Da Uvver Book, OC: Ork Codex, Ork Cybernetics Even hardened Ork Boyz can be reluctant to risk a trip to the Doks, unsure if the Dok will get distracted and carry out an eksperiment, leaving the Ork with an unexpected new arm or leg or even brain. Big Claw Arm(GDOB p80): A Power Claw replaces the forearm and hand, Rare Bull Horns (GDOB p82): A huge pair of metal horns is attached to the patients head, Uncommon De-Lux Kicking Leg (GDOB p81): The Leg has been replaced with a Dok special, add 2 to the strength when working out damage inflicted when making kicks with this leg, Rare, Fuel Injection Implant (GDOB p84): A refillable cylinder of fungus fuel can super charge the Ork once injected into the blood stream. The Cylinder lasts for upto 6 rounds and increases the Ork Initiative 2 during this period. The fuel alos inflicts 10 life points damage a round (ignoring armour and/or natural toughness), Rare Gitfinda (OC 56): Large and very obvious targeter, which replaces one eye. +1 bonus to shots made, Rare, Grapple Arm (GDOB p80): A spring loaded grapple gun replaces the forearm and hand, range is 50m and base damage is 20, Pen 5. The grapple hook can be withdrawn back into the arm, unless a 1 is rolled on a D10 in which case it jams, Rare, Gyro-Stabilised Monowheel (GDOB p81): A single wheel replaces the warriors legs, attached to a powerful engine, although the Ork is now considerably faster, he has trouble with ladders, stars and other similar obstacles. Rare, Kutta Arm (GDOB p80): A Choppa replaces the forearm and hand, Common Mask of Gork (or Possibily Mork): A heavy iron mask replaces the Orks face, impressing other Orks (+1 to influence checks) and reducing damage (AV 6, head) although it will sometimes require hammering back into shape, Rare Shoota Arm (GDOB p80): A Shoota replaces the forearm and hand, Common Squig Brain Transplant (GDOB p82): Very risky serjery as the Orks brain is replaced with a face eater or buzzer Squig, permanently reducing his intelligence to 1 and all skills are halved. Uncommon Steel Skull Plates (GDOB p82): Heavy steel plates are nailed to the Orks skull, giving AV 8 to his head, Uncommon Telescopic Arm (GDOB p80): The arm can be extended in combat or other situations up to a 1m metre, Uncommon Telescopic Legs (GDOB p81): The legs can now extend up to 2 metres in height, Rare
Ork Weapons Melee Weapons Big Choppa Choppa Grabba Stick Grot Prod Power Klaw Tankhammer ‘Urty Syringe
Missile Weapons Big Shoota Burna Deffgun Rokkit Launcha Shoota Slugga Snazzgun Stikkbomb
Base Damage (Strength +1) x5 Strength x4 Strength 12
10 + Strength
ROF B 1 1 1 1, B 1-3 1
Dam
55 18 16 D10x3
Notes
P
A
Enormous axes and two handed Choppas Clubs, axes, chainsaws and other barbed Ork weapons Runtherderz tool Shock Weapon
4 2 0 2
Poison,
12 3
C C S S R S S
P
8 2 0 D10
Mag
1 30 18 20
Notes Heavy weapon 1 full round to re-load -1 penalty to shots made, Ork Tech -1 penalty to shots made, Ork Tech -2 penalty to shot, Ork Tech, Overheats
Ref OC 89 OC 89 OC 50 OC 50
A C S S S P P S C
Ref
CA 102 CA 102 CA 102
General Equipment Bosspole: Ork leaders often have a trophy pole to help identify them in a swirling melee and show his ladz where to rally around, Common, Rokkit Pack: Mekboyz are happy to make large and powerful jump packs for the Stormboz Korps to use – sadly they are also equally happy to watch a malfunctioning rokkit pack corkscrewing into the ground, Scarce,
Tau Humanoid in appearance, the Tau are grey-green or blue skinned and normally shorter and with less body mass than humans. They lack nostrils and ears, have two large weight-bearing toes, only three fingers and an opposable thumb on each hand.
-1 Perception, +1 Willpower, Blunt: Tau have almost no presence in the Warp, Daemons, Daemonhosts and other denizens of t he warp must make notice checks to detect a Tau – even in plain sight. They and all Psykers suffer a –2 penalty to attacks, skill tests or abilities targeted on a Tau. All non-ethereal Tau receive a +2 bonus to all fear and related checks when attempting to protect an ethereal from perceived direct harm. Creatures of the Desert: Tau receive a +1 bonus to any survival tests in a desert environment. Tau Skills Acrobatics (Dex) – used to perform tumbles, somersaults and climb obstacles. Can also be used to dodge attacks Art (Int) – Chose a field – for example writing, painting (Int), acting or storytelling (Will), dancing or playing an Instrument (Dex), Singing (Con), you receive +2 to rolls regarding this form, to judge Art use Perception and Art. Crime (Dex) – The knowledge and ability to break and enter, pick pockets (Dex) and bypass simple security (Int). Engineer (Int) – The ability to maintain, repair and use technology and spot problems (Per) Influence (Will) includes Command (Will), Fast Talk (Int), Intimidate (Will or Str) and Seduction tests Knowledge (INT) several specific Lores with individual topics (See below) Medicine (Int) – the skill to treat injuries and cure disease, each Success Level restores 1 Life Point Notice (Per) – Spot ambushes or clues, Recall (Int) to remember something Pilot (Dex) – The ability to fly (Dex) and maintain (Int) atmospheric Grav vehicles or Void capable vehicles (these are separate skills) Science (Int) - covers the basic sciences Stealth (Dex) – The ability to skulk and stalk your prey or evade pursuers Weapon Training Battlesuit (Dex): The use of a battlesuits integrated missile weapon systems, if using the suit in hand to hand combat the wearer uses Martial Arts or Ceremonial weapons training as appropriate. Ceremonial Weapon Training: (Dex): The use of honour blades and other Melee weapons Fire Warrior (Dex): Includes all pulse weapons and marker light target designators Fire Warrior (Heavy) (Dex): Includes: Burst Cannon, Rail Rifle, Martial Arts (Dex): Unarmed hand to hand training Primitive Ranged (Dex): Includes: Bow, Crossbow, Thrown, Caste Rather than a Homeworld option, Tau characters have a Caste option having evolved a harmonious and wellorganised society where each caste works together for t he Greater Good. Air ( Kor) – Scouts and Pilots (0pts) The Air Caste invariably make their homes almost exclusively in orbital stations and habitats and are well adapted to lower gravity than their planet bound compatriots. +1 Dexterity, -1 Constitution, Specialised Physiognomy: +1 bonus to all piloting checks, Earth ( Fio) – Builders and Artisans (2pts) Artisans, labourers and constructors – the Earth Caste are very much the w orkers of Tau society. +1 to one physical attribute, +2 to Art, Engineer, Knowledge or Science, Fire (Shas) – Warriors (0pts) Selective breeding and intensive training have created a worthy caste of warriors to protect the Greater Good. +1 Constitution, Water ( Por) – Diplomats and Traders (2pts) The water caste attempt to ensure that Tau society flows and operates smoothly both within and without, dealing with aliens as they promote the Greater Good across the galaxy. +2 to all influence checks, +1 to Intelligence or Willpower,
Ethereal ( Aun) – Leaders A mystery too many, the Ethereals guide the Tau, having rescued the Tau from their dark age and creating the philosophy of the Greater Good. +1 Intelligence, +1 Willpower, Leader Caste: +5 bonus to all influence checks made against non-Ethereal Tau
The following background packages are suitable for a Tau character: Artist, Diplomat, Merchant, Pilot,
New Background packages Crisis Battlesuit Warrior (Shas’ui) (6pts) Fire Warrior veterans can be granted the honour to wear a crisis battlesuit to battle. These advanced suits are heavily armoured, carry a multitude of weapons systems and are one the most advanced personal combat armours available in the known galaxy. They include such advanced equipment as jetpacks, sophisticated sensor arrays and drone controllers making them equally useful as command and control units . +1 Strength, +1 Dexterity, +1 Will, +2 to Weapons Training – Battlesuit, +2 t o any Weapons Training, Fire Warrior (Shas’la) (4pts) Solid, dependable and well-trained line infantry, Fire Warriors are equipped with extremely effective technology, weapons and armour enabling them to engage almost any enemy. +1 Strength, +1 Dexterity, +1 Will, +2 to any Weapons Training Honour Guard (5pts) A few chosen veterans are selected to safeguard the most important members of Tau society – the Ethereals. Whilst they forgo promotion they are honoured by all throughout the Empire . +1 Constitution, +1 Dexterity, +1 Will, Nerves of Steel , +4 to weapons Training: Honour Blade, Obligation: Ethereal (Total) Officer (Shas’ui) (6pts) Experienced Fire Warriors are promoted from the ranks to provide the officer class for the Tau. When so raised in authority, some remain with their former units but most rotate through other arms of the military to increase their flexibility and knowledge. +1 Strength, +1 Dexterity, +1 Will, +3 to one or more Weapons Training, +1 to Stealth or Notice, Pathfinder (Shas’lai) (7pts) Highly specialised scouts, Pathfinders are trained to infiltrate enemy lines and designate targets with their marker light target designators. Renowned for their patience, pathfinders are the eyes and ears of a ‘Hunter Cadre’. +1 Intelligence, +1 Dexterity, +1 Will, +2 to Weapons Training: Fire Warrior, +2 Stealth, +1 to Notice, Tau Equipment Advanced, by Imperial standards, technology is spread throughout Tau society including the d efenders of the Greater Good – the Fire Warriors. In particular, the combat armour issued to them is rugged and designed to provide maximum protection yet remain lightweight. The helmet includes advanced communications, night vision, targeting and sensory systems – the latter compensating for the wearers lack of depth perception (provides +2 all notice checks). The rarity value noted is for a Tau obtaining the item within their own society. Bonding Knife: Those warriors who have performed the Ta’lissera ritual of bonding with his t eam mates retain the knife used in the ritual. A Fire Warrior fighting alongside those who have performed the ritual with them receive a+1 bonus to any Fear tests Scarce, Very Rare for Non Fire Warriors, Fire Warrior Fatigues: Standard issue one piece coveralls are extremely durable , flame retardant (AV6 vs fire), Plentiful, Scarce for non Fire Warriors
Tau Battlesuits All Tau battlesuits include advanced communications, night vision, targeting and sensory s ystems – the latter compensating for the wearers lack of depth perception (provides +2 all notice checks). XV8 Crisis Perhaps the best known Tau weapon of war is the crisis battlesuit, - manoeuvrable and carrying a ferocious array of weapons. Normally operating in teams of three (Ta’ro’cha), the seasoned veterans who pilot these suits are able to maximise the flexibility of the suit, ensuring they are in the right place to take out the right enemy. The standard XV8 suit stands some 2.8 metres in height and weighs 21/2 tonnes and is armoured in light but dense nanocrystaline amour, which combined with the integral jetpack means the suit, is extremely agile for its size.
AV 20 All, +1 to STR, full environment, vision systems, and can have a number of specialised enhancements including Drone controllers, Shield Generators, and Targeting Arrays. The suit includes a highly effective jet pack. XV88 Broadside Unlike the XV8, the broadside is highly specialised and lacks the jetpack but instead is equipped with two long barrelled railguns for tank hunting. Prospective pilots must have mastered the crisis suit before they can progress to the broadside or other advanced variants. A XV88 Broadside stands some 2.8 metres in height and weighs nearly 4 tonnes fully loaded.
AV 25 All, +1 to STR, full environment, vision systems, and can have a number of specialised enhancements including Drone controllers, Shield Generators, and Targeting Arrays XV15 Stealth Suit Only slightly larger than its pilot, the XV15 stealth suit is equipped with a jetpack and highly effective adaptive camouflage system as well as an extensive ECM system. Lightly armed compared to its larger brothers, the stealth suit can still cause serious damage with its integral burst cannon.
AV 12 All, +1 to STR, full environment, vision systems, and provides a +3 bonus to any Stealth checks,
Serving the Greater Good Kroot It is thought that the Kroot originated on Pech, a jungle world in the Ultima Segmentum, although sightings of Kroot mercenaries have been noted across the galaxy serving a variety of masters including Inquisitors and Rogue Traders. +1 Strength, +1 Perception, 1 level of Hard to Kill, +1 to Stealth, +1 to Melee Weapons Training, Natural Toughness , Consume the Fallen: Kroot may take the following homeworlds: Deathworld, Feral, Kroot may take the following background packages Bodyguard, Gladiator, Hunter, Vespid Stingwings (Mal’kor) Originating from a gas giant three light years to the galactic south of t he D’yanoi sect, Vespids are insectoid in appearance with powerful wings and diamond hard claws. The larger females rule them and it was to them that the Tau provided communication devices known as “communion helms”. +1 Constitution, +1 Dexterity, Flight, Vespid may take the following homeworlds: Feral, Vespid may take the following background packages Bodyguard, Hunter, Gue’vesa The Gue’vesa – “Human helpers” are auxiliary troops, usually the remnants of planetary defence regiments on planets that have been converted to the “Greater Good”. Nominally under the control of a human governor, these forces are often used to supplement Tau forces in conflicts against the Imperium as well as allowing the release of fire warriors from garrison duties on conquered worlds. Gue’vessa may take any Imperial homeworld and may take any of the general background packages except: Adeptus Arbites, Death Cult Assassin, Fratalis Militia,
Deviance Beyond the light of the Emperors Mercy are the heretic, the lost and the damned, yet even these wretches may on occasion serve His purpose. Alternative Home World packages Ork Wannabes (0pts) On worlds long conquered by the Orkoid hordes, humans survive and emulate their greenskin masters – with successive generations becoming ever more Orky in temperament and embracing Ork Kultur. Normally the Orks are less than impressed and crush them underfoot like any other slave, but on a few worlds such as Angelis they prosper. +1 Constitution, Uses Ork skills, Mental Problems – wants to be an Ork, Scion of the Raikone Family (Dark Reign – Genestealer Cults by Pascal Manders) (3pts) The Raikone family is an immensely wealthy, powerful and connected merchant family whose influence spans several worlds, with a small armada of trading, vast hidden laboratories, a small army of security guard and facility wardens and the means to protect themselves at all costs. A hundred years ago their rise to power began with Patriarch Salvatore who had obtained the geneseed of a genestealer and used its malign properties to perfect a dangerous, heretical but effective form of gene therapy. +1 Dexterity, +1 Intelligence, +1 Willpower, Acute Senses (hearing and vision), Obligation – Raikone Family (Total)
Hidden Heritage: Members of the family are susceptible to control by Genestealers and their creators, Scions suffer a –2 penalty to resist any influence or attempts at psychic mind control by G enestealers or Tryanids.
Acknowledgements My thanks to all involved with this project and of course for Games Workshop and Fantasy Flight Games for continuing to produce such inspirational work. I am indebted to those who kindly donated their artwork for use within this project, for more great images please visit the following pages:
Tsalmaveth http://www.renderosity.com/mod/gallery/browse.php?username= Tsalmaveth
Sl701 http://www.renderosity.com/mod/gallery/browse.php?user_id=398657
Dark Eldar by David Sondered
For more information on the Unisystem – please visit: Eden Studios http://www.edenstudios.net/
For more information on Dark Heresy and Warhammer 40k, Please see: Fantasy Flight Games http://www.fantasyflightgames.com/edge_minisite.asp?eidm=50
“There can be no bystanders in the battle for survival. Anyone who will not fight at your side is an enemy you must crush.” crush.” Scriptorus Munificantus